<?xml version="1.0"?>
<rss version="2.0"><channel><title>Emperor: Battle for Dune Latest Topics</title><link>https://forum.dune2k.com/forum/10-emperor-battle-for-dune/</link><description>Emperor: Battle for Dune Latest Topics</description><language>en</language><item><title>Emperor Reborn - launcher for Emperor: Battle for Dune on Windows 10/11 with fullscreen scaling and DDNS multiplayer</title><link>https://forum.dune2k.com/topic/37714-emperor-reborn-launcher-for-emperor-battle-for-dune-on-windows-1011-with-fullscreen-scaling-and-ddns-multiplayer/</link><description><![CDATA[<p>
	Hi FED2K folks,
</p>

<p>
	Quick update for anyone following this thread, v2.1 is out now with proper Hor+ widescreen support, which based on what I've found nobody has actually pulled off before for this game.
</p>

<p>
	Camera projection patched at the matrix level, UI re-anchored to screen edges, FMV cutscenes pillarboxed separately so they don't get stretched, tested at 1280x720 and the sidebar and minimap stay where they should be, you actually see more of the battlefield rather than the stretched or cropped mess from the old registry hack.
</p>

<p>
	Release: github.com/azmawee/EmperorReborn/releases<br />
	Install guide and FAQ: azmawee.github.io/EmperorReborn
</p>

<p>
	<img alt="menu.png" class="ipsImage" data-ratio="71.80" height="561" style="height:auto;" width="1000" data-src="https://azmawee.github.io/EmperorReborn/screenshots/menu.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
</p>

<p>
	<img alt="gameplay-2.png" class="ipsImage" data-ratio="71.90" height="562" style="height:auto;" width="1000" data-src="https://azmawee.github.io/EmperorReborn/screenshots/gameplay-2.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
</p>

<p>
	For anyone who's tried to get Emperor: Battle for Dune running on Windows 10/11, I've been working on a launcher called Emperor Reborn that addresses the common compatibility issues. It builds on wheybags' patch foundation but adds a few features I wanted personally:
</p>

<p>
	- Fullscreen scaling instead of pillarboxing on 4K monitors<br />
	- DDNS/hostname support for multiplayer (useful if your home IP rotates)<br />
	- Bundled launcher UI for selecting resolution without editing config files<br />
	- Self-contained, no VC++ Redist required
</p>

<p>
	Release and source: <a href="https://github.com/azmawee/EmperorReborn" rel="external nofollow">https://github.com/azmawee/EmperorReborn</a><br />
	Install guide: <a href="https://azmawee.github.io/EmperorReborn/" rel="external nofollow">https://azmawee.github.io/EmperorReborn/</a>
</p>

<p>
	Same approach as wheybags' original patch: you bring your own game files and the official EA 1.09 patch. Nothing copyrighted is redistributed.
</p>

<p>
	If anyone here still plays online multiplayer or wants to test the DDNS handling, I'd appreciate feedback. The Co-op Campaign mode is also restored.
</p>

<p>
	Credit to wheybags for the original Windows compatibility groundwork that made this kind of project feasible. Not affiliated with EA or Westwood.
</p>
]]></description><guid isPermaLink="false">37714</guid><pubDate>Mon, 08 Jun 2026 23:28:02 +0000</pubDate></item><item><title>Is a widescreen fix possible?</title><link>https://forum.dune2k.com/topic/26649-is-a-widescreen-fix-possible/</link><description><![CDATA[
<p>Hi everyone!</p><p> </p><p>As people who tried to run the game in a widescreen resolution may already know Emperor has some issues when it comes to HD glory: Setting the game up with a 16:10 or 16:9 aspect ratio resolution simply crops the image (you'll lose the top and the bottom of the original 4:3 aspect ratio screen). Is a fix for this possible?</p>
]]></description><guid isPermaLink="false">26649</guid><pubDate>Sun, 27 Jul 2014 02:17:04 +0000</pubDate></item><item><title>Improve AI and Game Patch</title><link>https://forum.dune2k.com/topic/19352-improve-ai-and-game-patch/</link><description><![CDATA[
<p>Hey guys, I was seriously into Emperor a while ago, however certain other things stopped me.</p><p>I wanted to get back into it, and I recall from this site there used to be something that would improve the AI, as well as something that made the minimap easier to see and I think changed the colour of a few multi-player colours or something to make it easier to distinguish...</p><p>I checked all the download links I could find on the site and forums and didn't see them, did they get removed or have I just missed them?</p>
]]></description><guid isPermaLink="false">19352</guid><pubDate>Sun, 20 Apr 2008 10:03:32 +0000</pubDate></item><item><title>Harkonnen video #1 with heartplug scene restored :)</title><link>https://forum.dune2k.com/topic/18983-harkonnen-video-1-with-heartplug-scene-restored/</link><description><![CDATA[
<p>This pack will give you the first Harkonnen briefing video as it was</p><p>originally made, with the heartplug scene restored.</p><p>Instructions: Unrar this in your Emperor install folder.</p><p>This pack will add H01_F00E.BIK to the DATA/MOVIES folder, and will put</p><p>a file called MOVIES.TXT in the DATA/UI folder to override the game</p><p>default of reading the first Harkonnen briefing video from the CD-ROM.</p><p>Anyone interested? :)</p><p>download:</p><p><a href="http://nyerguds.arsaneus-design.com/dune/emperor_bfd/" rel="external nofollow">http://nyerguds.arsaneus-design.com/dune/emperor_bfd/</a></p><p>The (rarred) file is 50MB</p>
]]></description><guid isPermaLink="false">18983</guid><pubDate>Sat, 29 Dec 2007 00:33:03 +0000</pubDate></item><item><title>Emperor: battle for dune - patched full version (with restrored multiplayer and HD resolution)</title><link>https://forum.dune2k.com/topic/33749-emperor-battle-for-dune-patched-full-version-with-restrored-multiplayer-and-hd-resolution/</link><description><![CDATA[<p>
	i made repack of Emperor: battle for dune which include patch by Tom Mason who restored and patched the game for modern computers in professional manner.  this is his web site <a href="https://wheybags.com/blog/emperor.html" rel="external nofollow">https://wheybags.com/blog/emperor.html</a>
</p>

<ul>
	<li>
		<p>
			Works fine with HD resolutions on Windows 10, 11 on modern computers. You might get a virus warning, but it is a false alarm. Patch is made by professional programmer and developer, and it is safe.
		</p>
	</li>
	<li>
		<p>
			Easy to install simple launcher, no need for CD key, patched to 1.09
		</p>
	</li>
	<li>
		<p>
			Online multiplayer fully restored with direct IP connection, deathmatch and Coop campaigns fully working. Easy to connect, you simply input IP address of the game host into launcher. Direct IP connection, no need for Hamachi or any LAN emulation
		</p>
	</li>
	<li>
		<p>
			Settings for multiplayer game speed in options are finally working, you can finally set normal game speed for multiplayer.
		</p>
	</li>
</ul>

<p>
	<span>you dont have to download multiple ISO files and patch</span><span>, just download one single exe file install then run game with shortcut on desktop</span><span> and play, all in one installer!</span>
</p>

<p>
	<span>also added 16:9 patch by Moro</span>
</p>

<p>
	<span style="font-size:36px;"><em><u><a href="https://www.mediafire.com/file/kiyokj0njsoqtz5/Emperor_battle_for_dune_-_patched.exe/file" rel="external nofollow">DOWNLOAD</a></u></em></span>
</p>

<p>
	more information and online players you can find on our <a href="https://discord.gg/3DWzjQC" rel="external nofollow">discord server</a><span> </span>
</p>
]]></description><guid isPermaLink="false">33749</guid><pubDate>Fri, 16 Aug 2024 08:43:25 +0000</pubDate></item><item><title>Expansion Mod</title><link>https://forum.dune2k.com/topic/31477-expansion-mod/</link><description><![CDATA[<div>
	<p>
		This mod includes all the changes and modifications I have made to EBFD for myself over the past 5 years, because it seemed like very few other people were and almost nobody seemed to actually complete their mods. I loved this game growing up, but I always wanted the infantry to be more important than they were in the original game. So I made changes and added a bunch of new units. Here is a link to Modb to download.
	</p>

	<p>
		<a href="https://www.moddb.com/mods/qballs-expansion-mod" rel="external nofollow">https://www.moddb.com/mods/qballs-expansion-mod</a>
	</p>

	<p>
		Most of my changes revolve around getting rid of some units and adding others, with a few gameplay changes. I also kludged together a few models from existing ones to give some units capabilities they wouldn't normally have. I did my best to balance out the changes, but it wasn't really my primary focus, so if anyone has any suggestions to fix that, let me know. I tend to go back and mess around with changes to this mod when I get bored or need a de-stresser from work, so if anyone wants to ask me to make changes or requests, I will probably get to them eventually. Bear in mind that I am by no means an expert at modding and there will be a lot of things outside my capabilities. With all that said and done, here is a list of all the changes I have made, or at least all the ones I can remember. All the changes I made should work in both skirmish and campaign.
	</p>

	<p>
		Credit to the Shai-Hulud mod and WermRider for giving me a bunch of ideas that I used.
	</p>

	<p>
		<strong>Overall Changes:</strong>
	</p>

	<p>
		Spice collection is quicker (this is more for me, since I was playing so many games trying out mods. It is easy to change if you want to increase difficulty)<br />
		Increased starting money (same thing as increased spice collection)<br />
		Can set starting money for skirmishes and multiplayer to 50,000
	</p>

	<p>
		The main change I made was to make it so you can no longer build most ground vehicles (you can still build Harvesters). You can only order them through the starport. I also reduced the types of vehicles each faction has. You still need to build the factory to get access to certain buildings and units (I left it in because some of the campaign missions require it and without it, some of the missions become unwinnable)
	</p>

	<p>
		-MCVs not buildable and can only be gotten from Starport
	</p>

	<p>
		The following ground vehicles are only starportable.
	</p>

	<p>
		-Harkonnen: Assault Tank, Devastator, Flame Tank (can be used as APC)
	</p>

	<p>
		-Atreides: Scout-trike, Minotaur, APC
	</p>

	<p>
		-Ordos: Lasertank, Kobra, APC
	</p>

	<p>
		<strong>Other changes to vehicles:</strong><br />
		Ground vehicles (including APC) attract worms much more frequently. Use carryalls to move vehicles more safely.<br />
		All vehicles are more expensive and have more health and armor.<br />
		Harkonnen vehicles have more health and weak shields. Can slowly regenerate both<br />
		Ordos vehicles have a little but more health and strong shields. Can rapidly regenerate shields.<br />
		Atreides vehicles have no shields but a lot of health and armor, and can self repair quickly.<br />
		Atreides APC no longer cloaked<br />
		Ordos APC has different weapon
	</p>

	<p>
		If you look in the files, you will see that all the vehicles are all still in the Rules text file. That is because some missions in the campaign require having vehicles. Also, some of the cutscenes show those vehicles. Instead I made changes to the ArtIni file so that only the vehicles I gave above will show up on those maps. So if, for example the map calls for a group of Mongooses to be in the map, instead, you will have a group of Minotaurs. I did have to leave in the Sonic Tank, because one of the Atreides missions references it specifically, but you can't buy it from the Starport. Also, the periodic reinforcements will only be infantry. I could have removed the reinforcements completely, but it will still give you the notifications that are coming, and it annoyed me, so I left them in.
	</p>

	<p>
		I also added a bunch of new units and buildings to try to flesh out and balance the infantry of each faction, while still keeping them unique, as well as adding some units to the sub factions. Mainly I wanted the three main factions to have a CQB unit, a long range unit, an engineer, a scout, and a direct fire medium range unit. Here is a list of new units and changes I made to existing units. Bear in mind, to do a lot of these, I had to change around and remove and edit weapons and other stuff. I changed way to much to keep track of every change. One big thing is that you can order some of the new units directly from the starport, the way you would from the barracks. Having these units queued at the starport will prevent you from placing an order to bring ship in vehicles though.
	</p>

	<p>
		<strong>Atreides:</strong><br />
		Atreides Scout - larger field of vision, now cloaked even while moving (my in-universe explanation is that they are trained by the fremen to move stealthier)<br />
		Atreidees Light Infantry - slightly stronger weapon<br />
		Atreides Sniper - no changes<br />
		Atreides Kindjal - deployable gun can attack aircraft<br />
		Atreides Engineer - need factory to recruit<br />
		Ginaz Swordmaster - melee only, a lot of health and armor, are recruited directly from Starport<br />
		Atreides Ornithopter - slightly more health<br />
		Atreides AA Drone - no change<br />
		Atreides Hawkstrike - now just deals damage to infantry and some damage to buildings (hated the idea of it somehow convincing enemy troops to leave)
	</p>

	<p>
		<strong>Harkonnen:</strong><br />
		Harkonnen Spy - replaces scout, cloaked while still, has a knife and will only attack if you tell him too<br />
		Harkonnen Light Infantry - no change<br />
		Harkonnen Trooper - no change<br />
		Harkonnen Engineer - need factory to recruit (this is the only main faction engineer with a weapon)<br />
		Harkonnen Flame-thrower Infantry - no change<br />
		Harkonnen Man-Hunter - uses a long range gas-grenade launcher (direct from starport)<br />
		Harkonnen Gunship - no change<br />
		Harkonnen ADP - no change<br />
		Harkonnen Death-Hand - no change
	</p>

	<p>
		<strong>Ordos:</strong><br />
		Ordos Saboteur - replaced scout with saboteur, more health, no cloak<br />
		Ordos Chemical Trooper - slightly more health<br />
		Ordos AA Trooper - no change<br />
		Ordos Engineer - need factory to recruit<br />
		Ordos Mortar - no change<br />
		Ordos Mercenary - heavy infantry with a pistol and a deployable heavy machine gun (very good in defense, it always struck me as odd that the ordos didn't have any mercenary troops to augment their flesh vats)<br />
		Ordos Eye in the Sky - now acts as an ornithopter with a laser gun that can run out of ammunition<br />
		Ordos ADP - now acts the same way the Eye in the sky originally did, by blowing up and air dropping a saboteur.<br />
		Ordos HeliPad - landing pad to refill ammo for Ordos aircraft<br />
		Ordos Lightning Strike - deals more damage and doesn't turn units against each other
	</p>

	<p>
		<strong>Fremen:</strong><br />
		Fremen Warrior - has an rpg with very limited tracking ability. Does less damage to vehicles and buildings than the Harkonnen trooper or Ordos AA trooper, but does more damage to infantry (I always thought it was weird the fremen used snipers when you never see them with sniper rifles only smgs and rocket launcher)<br />
		Fremen Fedaykin - can no longer summon worm, has an atreides smg and knife, very dangerous in close quarters (I wanted to make them more true to the books and cutscenes)<br />
		Fremen Trapper - slow, has an atreides smg and a deployable trap. the trap is invisible and will deploy when an enemy enters range. Only really useful against enemy infantry, and the trap will destroy itself after firing once or twice<br />
		Fremen Sietch Naib - pretty much the original Fedaykin with the sonic gun and the ability to summon worms. More health than the original fedaykin (needs palace to be built)
	</p>

	<p>
		<strong>Sardaukar:</strong><br />
		Imperial Sardaukar - no change<br />
		Imperial Sardaukar Elite - no change<br />
		Imperial Sardaukar Bashar - equipped with sardaukar machine gun, cloaked while still<br />
		Imperial Sardaukar General - this unit appears on some campaign missions and is now recruitable. Has sword and plasma cannon. He can also detect invisible enemies, which is useful against Fremen. (directly from starport)<br />
		Imperial Orbital Drop - this unit requires that an outpost be built. It will launch a missile from the outpost any where on the map that will explode and deploy a squad of imperial Sardaukar.
	</p>

	<p>
		<strong>Ix:</strong><br />
		Ixian Infiltrator - no change<br />
		Ixixian projector - no change<br />
		Ixian Technocrat - a heavily armored and shielded engineer with a flame pistol, very dangerous against infantry and can still take over buildings (my in universe explanation is that you can recruit Ixian Technocrats from their homeworld) they are recruited directly from the starport<br />
		Ixian Assault Bot - uses the ordos dust scout model and capabilities, very fast (made sense to me that the ix could build vehicles on Arrakis when others couldn't. Also the legs of the bot don't attract attention the way other vehicles do)<br />
		Ixian Windtrap - a larger windtrap that generates more energy than the standard ones<br />
		Ixian Mega Cannon - large cannon that can reach anywhere on the map, deals a lot of damage but fires very slowly and uses a lot of energy
	</p>

	<p>
		<strong>Tleilaxu:</strong><br />
		Tleilaxu Contaminator - no change<br />
		Tleilaxu Leech - more damage to infantry<br />
		Tleilaxu Face Dancer Assassin - invisible saboteur, when they explode they release the deviator gas that turns units against each other<br />
		Tleilaxu Flyer - Lands and takes off like an ornithopter, fires a deviator missile and has a field that reveals cloaked units within range (needs hanger)<br />
		Tleilaxu Windtrap - produces more energy than standard windtrap, and each new windtrap slightly increases the Flesh Vat production rate<br />
		Tleilaxu Living Turret - buildable cannon, can't be sold, but if you select it and tell it to move, it will turn into a leech. Can't be turned back into cannon
	</p>

	<p>
		<strong>Guild:</strong><br />
		Guild Maker - no change<br />
		Guild Tank - no change<br />
		Guild CHOAM mercenary - mercenary with a pistol and a deployable rocket launcher. The rocket launcher has a lot of range, but slow reloading.<br />
		Guild Flyer - has a very slow firing, radiation missile. Doesn't do a lot of upfront damage, but creates a radiation field<br />
		Guild Pyramid - large pyramid structure that generates a lot of power<br />
		Guild Mega cannon - large cannon that can reach anywhere on the map, doesn't deal as much damage as the IX cannon, but fires faster
	</p>

	<p>
		<strong>Smugglers:</strong><br />
		Smuggler Starport - can't be built, but if you find one on a campaign, you should be able to take it over with an engineer<br />
		Smuggler Quad - if you take over a smuggler starport, you can order these directly from a starport<br />
		Smuggler Supply Drop - can be ordered to starports. basically gives free money so that you keep going on a map if all the spice is gone, or for when you are on planets without spice.
	</p>

	<p>
		That should be all the changes and additions that I have done. I ran out of space to add more units and have it still work in campaign mode. It goes without saying that this mod wil be incompatible with most other mods. All of the new units have icons that I made for the selection bar. Some of them kind of suck. If anyone wants to make better ones for me, I would appreciate it.
	</p>

	<p>
		There are a few units that I wanted to added, but didn't for one reason or another.
	</p>

	<p>
		Suk School Trained Medic - this was supposed to be an infantry unit that could heal other infantry. The only way to make this work was to kludge together an infantry model with the Atreides repair unit model. It worked, but the new infantry model was constantly running in place. It still technically worked, and the unit would even get in and out of APCs, I just didn't like that his legs never stopped moving.
	</p>

	<p>
		Bene Gesserit Reverend Mother - I wanted to make a unit that would sacrifice herself to deal damage like the Sorceresses of Rossak did in the prequel book series. I eventually created a unit that could deploy and become one of the tornadoes that moves around the map. However, the tornado seemed o last forever, and it didn't seem practical.
	</p>

	<p>
		Fremen outpost - I wanted to create one more unit for the Fremen, and I was going to give them a unit that could set up a base on any rock plateau on the map, no matter the distance from the original base. But it seemed too overpowered.
	</p>
</div>
]]></description><guid isPermaLink="false">31477</guid><pubDate>Sat, 22 Apr 2023 17:28:42 +0000</pubDate></item><item><title><![CDATA[EBFD : 2020 MODDING ADVANCEMENTS & GAMEPLAY IMPROVEMENTS]]></title><link>https://forum.dune2k.com/topic/28564-ebfd-2020-modding-advancements-gameplay-improvements/</link><description><![CDATA[<p>
	Hi, I am AnimalMan; I lost access to my original account; so I am using this account I once made to discuss modding Dune2000.<br>
	It had been a while since I modded EBFD, but I have been making a mod recently and I have been making new discoveries left right and centre.<br>
	The difference between this mod and my last mod; is that 4 or 5 years ago when I made a mod for EBFD; I had absoloutely no knowledge of game development&lt; but now things have changed.
</p>

<p>
	Anyway if you are active PLEASE LETS INTERACT AND CONNECT AND DISCUSS THIS BEAUTIFUL GAME.
</p>

<p>
	I am going to start off by showcasing a breakthrough I had modding EBFD last night, and show off a new gameplay mechanic that resulted..
</p>

<p>
	------------------------------------------------------------------------
</p>

<p>
	Trading / Economy
</p>

<p>
	<strong>New Item available at Starport - Trade Goods<br><strong><strong>Trade Goods are crates that are delivered to the starport by t</strong></strong></strong><strong><strong><strong>he CHOAM frigates.<br>
	The Trade Goods are then collected by any infantry or unit and credits are awarded to the collector of the crates.</strong></strong></strong>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="4213" href="https://forum.dune2k.com/uploads/monthly_2020_03/EmperorMod.png.57a5207e986414eab041d5ac3ba38f3b.png" rel=""><img alt="EmperorMod.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4213" data-ratio="219.94" height="891" style="width:397px;" width="341" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2020_03/EmperorMod.thumb.png.a5fe7f5566775abf401d3d492bf66840.png"></a>
</p>

<p>
	Trade Goods are the first of a great number of enhancements I have made to this version of EBFD. And I do believe I am restoring the playability of this game to a standard that was originally intended for the game, before it was rushed to the shelves. I will showcase my other improvements when I can get some actives up in here. I might even make a discord server to connect with you guys regular. And we can develop this thing for a good player base.  I am removing the clunkiness of the game; and the mid-development vibe that the original game was dominated by(really fast units, weak buildings, all of the things that turned what is suppose to be a long game, into a match that is over in 5 mins; something you might want when you are testing many different mechanics; but is not intended for the final game) So we are restoring the game to a playable state akin tactically and in depth to Dune2000. 
</p>

<p>
	------------------------------------------------------------
</p>

<p>
	<img alt="STealthRadider.png.21c82b6e7d386cbc0d88ba8ed125ef80.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4217" data-ratio="93.32" width="524" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2020_03/STealthRadider.png.21c82b6e7d386cbc0d88ba8ed125ef80.png"></p>

<p>
	Update;;;;;
</p>

<p>
	ADDING NEW UNITS ----<br>
	Finding reasons to include or add new units is always tough in Dune Games. Though there is always a need to add new units and structures.<br>
	The problem I face with adding new units; its adding new units with justified functions; or uses; or mechanics in which the player can have fun with.<br>
	This is why with this mod I kept main faction expansion to a minimum, and focussed on adding a set number of units; and these units would be hybrid<br>
	classes between two selected sub faction houses. This would give player more choice in subhouse combinations, and would be encouraged to explore<br>
	different combinations of subhouses to unlock different hybrid technologies. I have many units in game currently, but this is the first one I made; and it is also<br>
	a structure I featured in a previous mod.
</p>

<p>
	Just as in ancient Egypt; the Sphynx, Pyramid and Palace combine the Imperial Sardaukar and Guild into a formidable, and independent faction of its own.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="4216" href="https://forum.dune2k.com/uploads/monthly_2020_03/EmperorModGUIM.png.434f33347cb626ac160563026f372088.png" rel=""><img alt="EmperorModGUIM.thumb.png.4c5fff67bb2f4922aefb9dbf4a5d0e12.png" class="ipsImage ipsImage_thumbnailed" data-fileid="4216" data-ratio="353.77" height="785" style="width:284px;" width="212" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2020_03/EmperorModGUIM.thumb.png.4c5fff67bb2f4922aefb9dbf4a5d0e12.png"></a><a class="ipsAttachLink ipsAttachLink_image" href="https://forum.dune2k.com/uploads/monthly_2020_03/FRStormRider.png.b055ba59a44bc75785c307db7affee9a.png" data-fileid="4219" data-fileext="png" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="4219" data-ratio="353.77" height="1200" style="width:283px;" width="212" alt="FRStormRider.thumb.png.0bf94eb5b79d01bda7460fb35cfd39af.png" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2020_03/FRStormRider.thumb.png.0bf94eb5b79d01bda7460fb35cfd39af.png"></a>
</p>

<p>
	<br>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:14px;"><u><strong>FIXING THE ECONOMY</strong></u></span>
</p>

<p>
	<span style="font-size:18px;"><u><strong>CARRYALLS --- THE ORIGINAL BROKEN GAME ---&gt; TECH JUMPING HARVESTERS  &amp;&amp;  SLOWING DOWN THE PACE</strong></u></span>
</p>

<p>
	In the original version of EBFD -- you will receive a free harvester and carryall when you construct a Refinery. If you upgrade the refinery with a refinery dock you will also receive a free harvester and carryall.<br>
	When playing vs lots of AI; this makes spice fields quite messy. With lots of carryalls circling around but no harvesters. And fundamentally; this is because everybody has carryalls.  Therefor, this has been nerfed. And doing so throw up some unexpected benefits. For example;;
</p>

<p>
	The Tech Tree ----<br>
	In dune2000 carryalls are like a luxury to your core harvesting abilities. They just speed up the process; but the key in dune2000 was that they came at a certain tech level. In EBFD this idea was scrapped; and carryalls were expected to escort every harvester all of the time. With the introduction of the refinery dock upgrade; this allowed refineries to upgrade two additional docks; originally intended to reduce queue times at the refinery; however they would each also come along with their own harvester and carryall. But not anymore.
</p>

<p>
	I have removed the free harvester from dock upgrade and reduced the refinery dock upgrade cost to 500 and cut the build time in half. It no longer comes with a free unit, which means it no longer comes with a  free carryall; only an 1800 credits Refinery will grant you a free early tier carryall and harvester; but only grant one of these. Everything else needs purchasing when the tech level is reached.
</p>

<p>
	This fix effectively slows down the tech progression and it becomes more obvious who is at what tech level simply by how they are managing their spice harvest operations, and in the process we decrowd the spice fields early game.
</p>

<p>
	But what does this effect? ---<br>
	This fix effects player and AI speed of progression, and development of base/spending of resources; and puts the player and ai on more reasonable grounds. It makes the AI harder early game, and by late game it has the AI sporting on average two Refineries, with 6+ harvesters and around 3-4 carryalls managing each. (on average); and ordering harvesters in groups from starport; and building them at the factory(which was a rarity before). And gameplay-wise this is a lot more reasonable then having carryalls everywhere. It simply improves the feel of the game all around.  and progression from a 10k start(which is how it has been balanced) has us progressing the tech tree at around the same rate as the AI, instead of vastly surpassing it as was the state of Skirmish on release.
</p>

<p>
	In addition; as a player activity --&gt; we are now having to manage our refineries  instead of just building them and clicking the upgrade dock button. We are having to spend factory production time on building harvesters; and we are having to actually use the Airbase for something economically useful.
</p>

<p>
	And finally.. Tactically ---<br>
	This makes early decision making all that more important. since you will have limited funds early game -- you can no longer rely on a dock upgrade to keep your spice flowing; and such  a military rush is harder to achieve and more high risk than it was before as the spice will flow at slower speeds if you do not invest production time into harvesters.<br>
	Here we make decisions on space and time; --- we cant keep building refineries to exploit a free early tech carryall; as we will simply run out of space; and we will fall behind in the construction of other structures. We can build 3 harvesters - but then we'll need to address the traffic at the refineries by building additional docks. And later on -- when we have an outpost up and running we can buy carryalls to pimp out our fleet of harvesters. This simple adjustment -- believe me -- completely changes the game. And I am sure that had the original game not been rushed to release -- then the final game would have seen this change.
</p>

<p>
	<span style="font-size:22px;"><u><strong>Infantry Movement Speeds; Defensive Structures and War</strong></u></span>
</p>

<p>
	In addition to economic fixes; all infantry (except contaminator) have seen a 50% movement speed reduction -- they are now 50% slower; and All Buildings &amp;&amp; Defenses have seen a 100% hitpoint increase.<br>
	result =<br>
	The contaminator at its base speed(unmodified( is now slightly faster (.5) than tier 1 and 2 infantry(except scout).<br>
	Buildings are no longer made of matchsticks;<br>
	and infantry are no longer covering the distance of the map in a matter of seconds.<br>
	All attacks on base are less effective.<br>
	Recon vehicles are now the fastest units in game.<br>
	Defensive structures are stronger and last longer<br>
	(AI now also act to repair a damaged structure or defense much faster than before; usually while you are still attacking it)<br>
	Everything is more realistic as to how it looks and how it would have been if this had been Dune2000. Slow but effective infantry + Fragile but more efficient vehicles.<br>
	and most of all -- Attacks require a number of infantry and vehicles and no longer are Ra2 Tanya style surgical tactics as easily performed.<br>
	The player has time to enjoy the game, explore the tactics; use strategy; and stop playing feeling satisfied that it was a good game. <img alt=":P" data-emoticon="" height="20" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" srcset="https://forum.dune2k.com/uploads/emoticons/tongue@2x.png 2x" title=":P" width="20" data-src="https://forum.dune2k.com/uploads/emoticons/tongue.png"> lol  <br>
	Unlike the original version; that saw infantry move faster than vehicles; scouts moving faster than trikes; defense structures that cost near 1000 credits dying in 2 or 3 hits and most of your stuctures got one shot by a Harkonen Nuke. And what made this all so bad on release was that the actual infantry animation speed is tied in with its movement speed; so these infantry animations on release were looking ridiculous.
</p>]]></description><guid isPermaLink="false">28564</guid><pubDate>Tue, 03 Mar 2020 12:58:36 +0000</pubDate></item><item><title>SERVER NEWS</title><link>https://forum.dune2k.com/topic/21147-server-news/</link><description><![CDATA[
<p>Well, I finally have some good news! I have been in touch with RA and he offered to send me the server code. Once he does this I will have to get a box to run the server, and the software to run RA's binaries.  </p><p>The big question is, are there enough people still playing to make this effort worth my while?</p><p>If you are still playing post below so I can get an idea of how many people still play.</p><p>If there are enough players I will try to gather the hardware and software needed to to get our server back up.</p><p><span style="color:#FFFF00;">I DO NOT KNOW HOW LONG THIS WILL TAKE!</span></p><p>In the meantime I would suggest using Hamachi.</p>
]]></description><guid isPermaLink="false">21147</guid><pubDate>Sun, 18 Apr 2010 15:30:30 +0000</pubDate></item><item><title>Is there a widescreen solution yet?</title><link>https://forum.dune2k.com/topic/27545-is-there-a-widescreen-solution-yet/</link><description><![CDATA[<p>
	As per title: Has someone ever figured out a way to make this game run properly in widescreen, without the top/bottom being cut off?
</p>]]></description><guid isPermaLink="false">27545</guid><pubDate>Tue, 11 Jul 2017 10:10:54 +0000</pubDate></item><item><title>Regarding Movies in Emperor...</title><link>https://forum.dune2k.com/topic/6016-regarding-movies-in-emperor/</link><description><![CDATA[
<p>??? Maybe this is a dumb question, but I've been playing the Atreides campaign for over a week now and I have no clue how to play Atreides movie 10 "free"... I've got all movies up to number 19 except for movie 10!</p><p>I'd be very grateful if you tell me, what I have to do and whom I have to attack/protect etc...  ::)</p><p>Cheers :-*,</p><p>Chris</p>
]]></description><guid isPermaLink="false">6016</guid><pubDate>Wed, 25 Sep 2002 21:07:35 +0000</pubDate></item><item><title>Open File Formats (for modding or remakes)</title><link>https://forum.dune2k.com/topic/28856-open-file-formats-for-modding-or-remakes/</link><description><![CDATA[<p>
	Hello to all the Dune modders around,
</p>

<p>
	while working on 3D game support on OpenRA, i somehow ended in a discussion about whether remaking E:BfD in OpenRA would be possible. I started to search for information about the asset formats, but most information i found was incomplete, or tool authors simply did not release their sources. So i started from scratch and reverse engineered the formats myself completely open for anyone to use. The base idea is to work out a main repo which properly demonstrates the use of every single byte in the game assets for universal usage. I have uploaded the current state here:
</p>

<p>
	<a href="https://github.com/IceReaper/ebfd-re" rel="external nofollow">https://github.com/IceReaper/ebfd-re</a>
</p>

<p>
	It would be awesome if some modders with some additional knowledge here would be willing to help out completing this small example project, so any future modder or developer will be able to use the repository as a starting point to properly read / write / convert assets.
</p>]]></description><guid isPermaLink="false">28856</guid><pubDate>Mon, 03 Aug 2020 10:44:44 +0000</pubDate></item><item><title>[Updated 7/21] Development of a new tool to render XBF files</title><link>https://forum.dune2k.com/topic/28818-updated-721-development-of-a-new-tool-to-render-xbf-files/</link><description><![CDATA[<p>
	[7/21 update:]
</p>

<p>
	Hello everyone,
</p>

<p>
	I have continued working on the renderer, it is now showing different meshes of a same XBF file at their correct locations at the same time (conbelts and flag on the picture below). There are still several things wrong. For example, the X axis is still inverted. I'm also not showing transparencies. I need to understand how animation works and how the FXData works too, to be able to render lights and smoke among other things.
</p>

<p>
	<img alt="JA4A5D3.png" class="ipsImage" data-ratio="60.00" height="480" width="800" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/JA4A5D3.png"></p>

<p>
	I've also made my own RFD extractor for this project. I want to integrate both an RFD browser and a XBF renderer under the same tool.
</p>

<p>
	I'll keep posting the progresses made.
</p>

<p>
	Regards,
</p>

<p>
	[Original post]
</p>

<p>
	Hello everyone,
</p>

<p>
	I have started today to work on a program to render XBF files. I'm developing it in XNA.
</p>

<p>
	This is a video I have uploaded of a spinning Construction Yard rendered with it: <a href="https://youtu.be/eSLpUjDxuOI" rel="external nofollow">https://youtu.be/eSLpUjDxuOI</a>
</p>

<p>
	It is a work in progress and there are several things wrong with the parsing of the data. I'll keep working to improve it.
</p>

<p>
	Regards
</p>]]></description><guid isPermaLink="false">28818</guid><pubDate>Sat, 11 Jul 2020 04:04:31 +0000</pubDate></item><item><title>Emperor: Battle for Dune - 3D Models</title><link>https://forum.dune2k.com/topic/31462-emperor-battle-for-dune-3d-models/</link><description><![CDATA[<p>
	<br />
	Hello everyone!<br />
	<br />
	I was looking for 3D Models from Emperor: Battle for Dune, that was my favorite game from my childhood, but I couldn't find any in none .xbf format.<br />
	<br />
	So...<br />
	<br />
	I spent last three days using my spaghetti coding skills to modify the program made by IceReaper  (https://github.com/IceReaper/ebfd-re) to extract this models from .xbf format to .obj format with textures and then fix them in Blender (╬▔皿▔)╯
</p>

<p>
	Why did I do this? I haven't decided yet ¯\_(ツ)_/¯
</p>

<p>
	Maybe just to challenge myself..
</p>

<p>
	Or try to make a fan-remake of the game on Unreal Engine... (¬‿¬)
</p>

<p>
	This pack contains almost all Atreides units and some other general units.<br />
	<br />
	Unfortunately, I couldn't extract animations because... I don't know how ¯\_(ツ)_/¯
</p>

<p>
	And if you want to download them, go to Sketchfab and download them from here -&gt; <a href="https://sketchfab.com/3d-models/emperor-battle-for-dune-models-part-1-90a39f0cae0849dbb63807476efea321" rel="external nofollow">https://sketchfab.com/3d-models/emperor-battle-for-dune-models-part-1-90a39f0cae0849dbb63807476efea321</a><br />
	<br />
	Anyway, it's only the first part of exported models. I will work with others models to fix them and then I will upload them later.<br />
	<br />
	P.S. And here is render that I made with extracted models ^_^<br />
	<br />
	<img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="625" style="height:auto;" width="1000" data-src="https://cdnb.artstation.com/p/assets/images/images/061/196/307/large/barking-dogo-render-main.jpg?1680209741" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" />
</p>
]]></description><guid isPermaLink="false">31462</guid><pubDate>Thu, 30 Mar 2023 22:40:01 +0000</pubDate></item><item><title>NEW FULLY RESTORED HD VERSION WITH RESTORED MULTIPLAYER Download</title><link>https://forum.dune2k.com/topic/33641-new-fully-restored-hd-version-with-restored-multiplayer-download/</link><description><![CDATA[<p>
	NEW FULLY RESTORED HD VERSION WITH RESTORED MULTIPLAYER:
</p>

<p>
	Thanks to programmer and developer Tom Mason - wheybags, who restored and patched the game for modern computers in professional manner.
</p>

<p>
	Download:<br />
	<a href="https://wheybags.com/blog/emperor.html" rel="external nofollow">https://wheybags.com/blog/emperor.html</a>
</p>

<ul>
	<li>
		<p>
			Works fine with HD resolutions on Windows 10, 11 on modern computers. You might get a virus warning, but it is a false alarm. Patch is made by professional programmer and developer, and it is safe.
		</p>
	</li>
	<li>
		<p>
			Easy to install simple launcher, no need for CD key, patched to 1.09
		</p>
	</li>
	<li>
		<p>
			Online multiplayer fully restored with direct IP connection, deathmatch and Coop campaigns fully working. Easy to connect, you simply input IP address of the game host into launcher. Direct IP connection, no need for Hamachi or any LAN emulation
		</p>
	</li>
	<li>
		<p>
			Settings for multiplayer game speed in options are finally working, you can finally set normal game speed for multiplayer.
		</p>
	</li>
	<li>
		<p>
			All you need is this launcher and 4 ISO CD images, download 4 ISO CD images: <a href="https://www.myabandonware.com/game/emperor-battle-for-dune-bck" rel="external nofollow">https://www.myabandonware.com/game/emperor-battle-for-dune-bck</a>
		</p>
	</li>
</ul>

<p>
	 
</p>

<p>
	Discord of Emperor Batte for Dune Community: <a href="https://discord.gg/bxNpWbXQvr" rel="external nofollow">https://discord.gg/bxNpWbXQvr</a>
</p>
]]></description><guid isPermaLink="false">33641</guid><pubDate>Tue, 30 Jul 2024 17:43:11 +0000</pubDate></item><item><title>Discord for Emperor Multiplayer</title><link>https://forum.dune2k.com/topic/32852-discord-for-emperor-multiplayer/</link><description><![CDATA[<p>
	Will start a discord if we get a lot of members we can start having a few games of this.
</p>

<p>
	With the dune movies I guess there will be more interest than usual.
</p>

<p>
	Ill get the download links for the game and post in discord if we get enough members for games. (no need to buy the disc)
</p>

<p>
	Discord invite is below.
</p>

<p>
	<a href="https://discord.gg/M3aaWGzf" rel="external nofollow">https://discord.gg/M3aaWGzf</a>
</p>
]]></description><guid isPermaLink="false">32852</guid><pubDate>Tue, 26 Mar 2024 11:15:59 +0000</pubDate></item><item><title>DVD RE-PACK - Pre-patched with Official Install Fix + 1.09 update + NoCD + Official map packs (Keys not provided)</title><link>https://forum.dune2k.com/topic/32384-dvd-re-pack-pre-patched-with-official-install-fix-109-update-nocd-official-map-packs-keys-not-provided/</link><description><![CDATA[<p>
	I play the campaign a few times a year, I own 3 physical copies of the game and it's a  PITA to get working properly on modern systems(Drive labels don't stay the same) . 90% of the guides out there are missing a detail or incorrect. Even with the process memorized it still a massive pita. Chances are you've tried before and for one reason or another the game yells at you about the disc not being inserted. I made this to save myself and others hassle.  NO updating, No patching, No copying executable before or after installation. <br />
	<br />
	Mount, Install, Play.  Add dgVoodoo if you get speed issues.<br />
	<br />
	<a href="https://drive.google.com/file/d/1FweJuGzr2VtF3wFPNe9nOPVQlIgDJnLy/view?usp=sharing" rel="external nofollow">https://drive.google.com/file/d/1FweJuGzr2VtF3wFPNe9nOPVQlIgDJnLy/view?usp=sharing</a><br />
	<br />
	No laundry list of 12 steps to perform to get the game running. I baked all the fixes into the installers game data archive using this sites modding tools. <br />
	This was made possible using the bag tool from this website(dune2k) to consolidate and pre-patch all the game data archives into one bag file to place on a single DVD ISO. Everything uses the original installer. All cut scenes will be installed to drive and play with out anything mounted. I even included the removed HeartPlug Cutscene. <br />
	<br />
	This is what I imagine an official final release on DVD would have looked like. <br />
	<br />
	<br />
	<strong>What is not provided:</strong>
</p>

<p>
	Keys - I'm not trying to encourage piracy or implicate myself in it, I own 3 physical copies of the game myself. I play the campaign a few times a year. This was created to save myself and others who actually own the game time and frustration. Using the original disks is to get the game running is a nightmare that probably keeps most people who would like to revisit the game from doing so.<br />
	<br />
	DgVoodoo - This isn't required for all people so it isn't included, if the game runs too fast DgVoodoo is the fix Google for up to date instructions. This is also liable to change as new OSes release and new Versions of DgVoodoo come out. The goal was to repack the original game files that are not going be changing any time soon. I didn't want to pack in anything that might be liable to change later. <br />
	<br />
	 
</p>

<p>
	This was my very first PC game, it means a lot to me and the fact that it's such a pain to make work breaks my heart. <br />
	<br />
	<br />
	<br />
	<br />
	Recap<br />
	<br />
	* This has the Win10 Install fix built in(the official one that removes antiquated/unsupported secure rom from the game). Just mount the iso and install. When done unmount the iso. It's not needed anymore.<br />
	<br />
	* I've also baked in the NoCD patch. Modern Windows systems assign random drive labels/letters to removable drives and mounted images and the game expects the same label every time.  This is what makes things such a pita even with real disks. The install fix does not address this as it left old school label checks behind. This also makes playing the game on Linux with Wine easier as Drive label emulation is a neglected feature in modern Wine version on Linux that doesn't work well. <br />
	<br />
	*This has 1.09 built in, Don't try patching after installing. <br />
	<br />
	*This has the official mappacks added, don't need to source those either.<br />
	<br />
	<br />
	DgVoodoo is not provided but may be needed for some versions of windows. <br />
	 
</p>
]]></description><guid isPermaLink="false">32384</guid><pubDate>Mon, 11 Mar 2024 18:51:03 +0000</pubDate></item><item><title><![CDATA[You guys are great & this game was the best :-)]]></title><link>https://forum.dune2k.com/topic/32246-you-guys-are-great-this-game-was-the-best/</link><description><![CDATA[<p>
	Hi Guys<br />
	<br />
	It's been over 20 years, just wanted to sent a message over there:<br />
	This game was great, if not the best, RTS, and holds many childhood memories.<br />
	I loved back in the day that there were no official META's yet, you couldn't youtube the best tactic, everybody had their strategy which was mostly communicated within clans and groups of friends. It's a pity I can't play this game anymore, but just wanted to comfirm, I've played so many RTS games, and this one has been the best memory for sure.<br />
	<br />
	Love to all the people and friends I lost contact to, from all the people at Sow: Ords, Fremixx, Leo, Dread, skorpija and so many more. To all the legends of the game, from Harkdawg to brennq, to so many others. Cheers! much love!
</p>
]]></description><guid isPermaLink="false">32246</guid><pubDate>Thu, 15 Feb 2024 09:27:18 +0000</pubDate></item><item><title>How to extract sounds and dialog from game?</title><link>https://forum.dune2k.com/topic/29378-how-to-extract-sounds-and-dialog-from-game/</link><description><![CDATA[<p>
	Title.
</p>

<p>
	Whenever I do it with DuneEx 2 I get some .CMP files that no player can use.<br />
	I can import Raw Data into Audacity, but there's always static. Always.<br />
	Extracting with BagTool is not better.
</p>

<p>
	Thankfully the few .W SFX are converted into WAV by DuneEx2 without issues or static.
</p>

<p>
	How do you extract E:BfD game CMP sounds and dialogues without static remaining?
</p>]]></description><guid isPermaLink="false">29378</guid><pubDate>Fri, 09 Apr 2021 15:41:39 +0000</pubDate></item><item><title>Widescreen</title><link>https://forum.dune2k.com/topic/31612-widescreen/</link><description><![CDATA[<p>
	I know this game has an issue with the widescreen being cropped. That wouldn't even be an issue if the UI lined up properly. I was wondering, what would it take to get this thing into widescreen proper. Would someone need to modify the UI to match to a 16:9? I've opened some of the archive files, but haven't been able to figure out how to repack them. Not sure if that's where the solution would lie. It's just a shame this game hasn't gotten a proper widescreen hack.
</p>
]]></description><guid isPermaLink="false">31612</guid><pubDate>Wed, 05 Jul 2023 18:38:57 +0000</pubDate></item><item><title>How do you buy Emperor Battle for Dune?</title><link>https://forum.dune2k.com/topic/29337-how-do-you-buy-emperor-battle-for-dune/</link><description><![CDATA[<p>
	I've been looking forever but can't seem to find Emperor Battle for Dune CD.
</p>]]></description><guid isPermaLink="false">29337</guid><pubDate>Thu, 04 Mar 2021 16:06:13 +0000</pubDate></item><item><title>Dafuq? Harkonnen Takes Ordos Homeworld!(and nukes the campaign)</title><link>https://forum.dune2k.com/topic/24280-dafuq-harkonnen-takes-ordos-homeworldand-nukes-the-campaign/</link><description><![CDATA[
<p>So i was being nostalgic and playing some campaign. After some time I had most of the Arrakis map conquered besides a few spots.</p><p>Somehow Harkonnen creeped up their territory adjacent to the Ordos Homeworld and at a computer's turn, it decided to go for it, and succeeced in the move.  Then.. it totally screwed my campaign as it came up with this screen Select homeworld to attack and i couldnt click or select anything or quit out of it. Worst part, it actually saved it like that and there is no way to normally quit the game besides ending it in taskmanager.</p><p>I'll also attach the savefile of the game</p><p>I have never ever heard of this happening to someone so i thought it was pretty unique, lol...</p><p><a href="http://u.cubeupload.com/Min3max20/14aHarkonnenConquersOrd.png" rel="external nofollow">http://u.cubeupload.com/Min3max20/14aHarkonnenConquersOrd.png</a></p><p><a href="http://u.cubeupload.com/Min3max20/981HarkonnenConquersOrd.png" rel="external nofollow">http://u.cubeupload.com/Min3max20/981HarkonnenConquersOrd.png</a></p><p><a href="http://u.cubeupload.com/Min3max20/HarkonnenConquersOrd.png" rel="external nofollow">http://u.cubeupload.com/Min3max20/HarkonnenConquersOrd.png</a></p><p><a href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=1094">ATREIDES Chapter 3.zip</a></p>
]]></description><guid isPermaLink="false">24280</guid><pubDate>Mon, 20 Aug 2012 20:51:03 +0000</pubDate></item><item><title>'Hole in the Rock' Campaign Map Unlocker Not Working</title><link>https://forum.dune2k.com/topic/24694-hole-in-the-rock-campaign-map-unlocker-not-working/</link><description><![CDATA[
<p>I've recently reinstalled Emperor after not playing it for many, many years. I have the four official map packs, officially downloaed from Westwood's website (numbered 1-4, although some places number them as 3-6, as that's how the actual files are named, with MAPS0001 being the original pack installed with the game and MAPS0002 added by one of the official patches).</p><p> </p><p>I also have something called CampaignMapUnlocker/Map Converter by Stealth, which is supposed to make the single player campaign map  'Hole in the Rocks' available in skirmish and online multiplayer. However, I can't get this to work.</p><p> </p><p>After first installing Emperor, I updated to v1.09. When I tried running the unlocker it just said 'Incorrect Emperor version, please upgrade and try again'. The readme file included states that v1.08 is required, so apparently it is only compatible with v1.08 and not v1.09. I reinstalled Emperor, this time only updating to v1.08. However now, when I run the unlocker, it states 'You do not have all available mappacks from Westwood, please download all the mappacks', even though I do have all of them installed (all MAPS000x files in Emperor\Data).</p><p> </p><p>I have tried this on both of my computers - a desktop and a laptop, both running Windows 7 x64. Just in case it was an error with a newer version of Windows or a 64bit registry issue, I also tried it on my girlfriend's netbook, which is running Windows XP 32bit, but it doesn't work on that machine either.</p><p> </p><p>Does anyone know how to get this working? Or is there another way to unlock this or any other campaign maps for use in skirmish/online?</p>
]]></description><guid isPermaLink="false">24694</guid><pubDate>Thu, 28 Mar 2013 16:23:03 +0000</pubDate></item><item><title>Updated Emperor Battle For Dune House Logos</title><link>https://forum.dune2k.com/topic/31552-updated-emperor-battle-for-dune-house-logos/</link><description><![CDATA[<p>
	Using AI, I've upscaled the House Logos. Enjoy.
</p>

<p>
	 
</p>

<p><a href="https://forum.dune2k.com/uploads/monthly_2023_05/Atreides.png.cf1b23d5e0fdd6b056b672ed5fccfe4c.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="5341" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2023_05/Atreides.thumb.png.08961928a9cc56edda51ddf41b4f8bfb.png" data-ratio="100" width="750" class="ipsImage ipsImage_thumbnailed" alt="Atreides.png"></a></p>
<p><a href="https://forum.dune2k.com/uploads/monthly_2023_05/Harkonnen.png.aff32145013b21d9935fc36585de3c7f.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="5342" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2023_05/Harkonnen.thumb.png.d4f75724bbb8bc20e6bde96b503b321c.png" data-ratio="100" width="750" class="ipsImage ipsImage_thumbnailed" alt="Harkonnen.png"></a></p>
<p><a href="https://forum.dune2k.com/uploads/monthly_2023_05/Ordos.png.22a1341597a704eacabee06f165458c8.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="5343" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" data-src="https://forum.dune2k.com/uploads/monthly_2023_05/Ordos.thumb.png.e56050fe8f50e3638463a3c5e9be6a8b.png" data-ratio="100" width="750" class="ipsImage ipsImage_thumbnailed" alt="Ordos.png"></a></p>]]></description><guid isPermaLink="false">31552</guid><pubDate>Fri, 26 May 2023 18:17:12 +0000</pubDate></item><item><title>Emperor: Battle For Dune Campaign Maps</title><link>https://forum.dune2k.com/topic/31505-emperor-battle-for-dune-campaign-maps/</link><description><![CDATA[<p>
	These are the official maps that are part of the campaign. I made it so you can play these maps in skirmish or online. With of course the exception of specific missions such as the homeworld invasion missions, capital missions, etc.
</p>

<p>
	Simply unpack everything into your "Maps" folder in the Emperor directory.
</p>

<p>
	 
</p>
<p>
<a class="ipsAttachLink" href="https://forum.dune2k.com/applications/core/interface/file/attachment.php?id=5335&amp;key=e0bed30ccc7c895ca717b45da9769771" data-fileExt='zip' data-fileid='5335' data-filekey='e0bed30ccc7c895ca717b45da9769771'>EmperorCampaignMaps.zip</a></p>]]></description><guid isPermaLink="false">31505</guid><pubDate>Wed, 17 May 2023 21:57:24 +0000</pubDate></item><item><title>Imperium Westwood - fansite</title><link>https://forum.dune2k.com/topic/28312-imperium-westwood-fansite/</link><description><![CDATA[
<p>
	Hi there <span><img alt=":)" data-emoticon="" height="20" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" srcset="https://forum.dune2k.com/uploads/emoticons/smile@2x.png 2x" title=":)" width="20" data-src="https://forum.dune2k.com/uploads/emoticons/smile.png"></span>
</p>

<p>
	i just wanna say Hi to all of Ya and smuggle small news as well <span><img alt=":)" data-emoticon="" height="20" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" srcset="https://forum.dune2k.com/uploads/emoticons/smile@2x.png 2x" title=":)" width="20" data-src="https://forum.dune2k.com/uploads/emoticons/smile.png"></span>
</p>

<p>
	I know that lately all Westwood community is quite small and a lot of fan sites were closed - so i have thought that I can't just to look around, it's better to do it my self and bring just one of the sites from the past to the present.
</p>

<p>
	<span>So recently I'm reconstructing my old web site ( that was working since 1999 to 2006 ) called Imperium Westwood and is all about Westwood related games -  including Dune series as well.<br>
	I'm doing all the stuff alone practically and there is still a lot to do but i guess that it's is quite pleasant to the eye so I'd like to share this news with Ya.</span>
</p>

<p>
	<a href="https://imperium-ww.pl/" rel="external nofollow">https://imperium-ww.pl/  </a><span>- There is separate Dune Section that i'm working right now <img alt=":)" data-emoticon="" height="20" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" srcset="https://forum.dune2k.com/uploads/emoticons/smile@2x.png 2x" title=":)" width="20" data-src="https://forum.dune2k.com/uploads/emoticons/smile.png"><br>
	It''s all in polish but there is also quite good translate engine so feel free to visit from time to time <span><img alt=":)" data-emoticon="" height="20" src="https://forum.dune2k.com/applications/core/interface/js/spacer.png" srcset="https://forum.dune2k.com/uploads/emoticons/smile@2x.png 2x" title=":)" width="20" data-src="https://forum.dune2k.com/uploads/emoticons/smile.png"></span></span>
</p>

<p>
	<span><span>i believe that any new news regarding Westwood Games</span> and community is a good news!</span>
</p>

<p>
	 
</p>

<p>
	<span><span><span>Good day commanders!</span></span></span>
</p>
]]></description><guid isPermaLink="false">28312</guid><pubDate>Sat, 21 Sep 2019 08:49:18 +0000</pubDate></item></channel></rss>
