<?xml version="1.0"?>
<rss version="2.0"><channel><title>Dune Editing News Latest Topics</title><link>https://forum.dune2k.com/forum/27-dune-editing-news/</link><description>Dune Editing News Latest Topics</description><language>en</language><item><title>Dune 2000 Image Converter</title><link>https://forum.dune2k.com/topic/12363-dune-2000-image-converter/</link><description><![CDATA[
<p>Siberian_GRemlin who last year made the <a href="http://www.dune2k.com/download.php?id=676" rel="external nofollow">Dune 2000 String Editor</a> has finished a new editor for Dune 2000. This one, called <a href="http://www.dune2k.com/download.php?id=755" rel="external nofollow">Dune 2000 Image Converter</a>, is still in beta but a final version should be ready soon. Right now the program lets you read, preview, and save the graphics in the R8 format and the final version will also add support for R16. For more details check the readme file included in the download, check <a href="http://www.gremlin.4u.ru/" rel="external nofollow">their website</a>, and watch for the final version soon.</p>
]]></description><guid isPermaLink="false">12363</guid><pubDate>Sat, 21 Feb 2004 04:07:04 +0000</pubDate></item><item><title>Sardaukar2000 News</title><link>https://forum.dune2k.com/topic/10771-sardaukar2000-news/</link><description><![CDATA[
<p>Some great, recents new has been made in the newly created Sardaukar2000 Development boards at Fed2k. The following are some recent events:</p><p>-TMA has joined the team and brings with him an exceptional modelling ability, which he has proven with a pair of beautiful starship models. Along with designing starship models for between mission movies, TMA will be constructing the movies themselves with a little help from Anders. As a last new service from TMA, he will hopefully be making almost a dozen custom Sardaukar2000 desktop backgrounds as a pre-release download.</p><p>-Andrew, a Fed2k Forum Staff member, has also joined the team, contributing wonderful concepts for missions and hopefully he will soon begin the production of a great many Sardaukar2000 avatars we hope to have loaded at the Fed2k Forums very soon.</p><p>-With the help of the team, much of the Sardaukar2000 Campaign outline has been finished, along with building and unit concepts.</p><p>I hope to see further participation from all members with access to the Sardaukar2000 Board, and I hope people will be paying attention to Dune Editing, for more updates on Sardaukar2000.</p>
]]></description><guid isPermaLink="false">10771</guid><pubDate>Sun, 07 Sep 2003 07:02:46 +0000</pubDate></item><item><title>OpenDUNE 0.6 Released</title><link>https://forum.dune2k.com/topic/23790-opendune-06-released/</link><description><![CDATA[
<p>Closely following the <a href="http://forum.dune2k.com/topic/23770-opendune-05-released/">previous release</a>, the <strong>OpenDUNE</strong> team gives us v0.6. <strong>TrueBrain</strong> <a href="http://forum.opendune.org/viewtopic.php?f=4&amp;t=149" rel="external nofollow">says</a>:</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="23790" data-ipsquote-contentclass="forums_Topic"><div>Just over 10 days ago we made our last release. And today again, we present you with proud the next release of OpenDUNE: 0.6.<p>A day after our last release it became clear to us that there was a critical bug in it, which under certain circumstances (bad-luck situations) could make the game unplayable. Of course this bug got quickly addressed, but right after the release of 0.5 we drifted off too far already with our main development trunk. Within a day we made some critical process, which made us hold a fix-release. Instead, today we release a new version which will be much more stable in many ways.</p><p>First off, we removed the last bits of the 16bit world, and removed LibEMU from our project. LibEMU is the library that gave us access to the 16bit world. This is a big milestone for this project, as we are now fully native for which ever system you compile, and we only depend on SDL (and asound under Linux).</p><p>The second thing we addressed, is that OpenDUNE always used 100% CPU on one core. This is because it contained many many infinite loops waiting for some time to pass. We located most of them, and made them less CPU intense. The game now uses between 4% and 20%, depending where in the game you are. It is still a lot for such a game, but we are working on it!</p><p>The other thing is sound support. Although voices and music were supported in older versions, it was often reported as buggy and often the case for deadlocks ('hanging'). We sat down and fixed all the problems related to voices and music**. So you can now all fully enjoy the beauty of the intro (remember it was made in 1991!), and play the game with all the sounds and pieces on it.</p><p>The last major milestone in this release is that we improved the speed of the video-interrupt, from several milliseconds to a few microseconds. This means that many parts of the game are much more smooth, even on slower machines.</p><p>We also spent several hours playing the game, detecting and fixing errors when we found them. We fixed issues with 1.07hs and 1.07us datafiles, and they are now fully supported. Many more fixes were made, with over 300 commits made.</p><p>And for the people who enjoy those things, OpenDUNE now also compiles with TinyC Compiler, and with that is very much ANSI-C.</p><p>So as you can understand, with proud we present you OpenDUNE 0.6. We hope you enjoy it as much as we do.</p><p>As usual, a complete list of enhancements can be found here and a changelog has been made, and can be viewed <a href="http://binaries.opendune.org/releases/0.6/changelog.txt" rel="external nofollow">http://binaries.opendune.org/releases/0.6/changelog.txt</a>.</p><p>You can download the release <a href="http://binaries.opendune.org/releases/0.6/" rel="external nofollow">http://binaries.opendune.org/releases/0.6/</a>, and here you can discuss the release on our forum. If you notice any bugs, please report them at our bugtracker at <a href="http://bugs.opendune.org/" rel="external nofollow">http://bugs.opendune.org/</a></p></div></blockquote>
]]></description><guid isPermaLink="false">23790</guid><pubDate>Tue, 09 Aug 2011 23:14:35 +0000</pubDate></item><item><title>OpenDUNE 0.5 Released</title><link>https://forum.dune2k.com/topic/23770-opendune-05-released/</link><description><![CDATA[
<p><a href="http://www.opendune.org/" rel="external nofollow"><strong>OpenDUNE</strong></a> v0.5 has been released yesterday. This is what the dev team member <strong>TrueBrain</strong> has to say on this:</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="23770" data-ipsquote-contentclass="forums_Topic"><div>Today we are proud to announce the release of OpenDUNE 0.5<p>This is the fourth release in a set of releases which concentrate in understanding and rewriting all functions of the original code, making enhancements on the way, without really changing the game in any way. A complete list of enhancements can be found here.</p><p>This release finally has all functions converted to 'real C', and we are now cleaning up stuff. A lot of functions have been named, variables have been identified, and the stability has increased a lot. Many small (and odd) bugs have been fixed and addressed.</p><p>A big welcome goes to Alberth, which joined our development team for this release. He is partly the reason we are much further along than I expected to be.</p><p>For the next release we will try to remove the libemu dependency, making that release the first 'stand alone' release.</p><p>As per usual, a changelog has been made, and can be viewed <a href="http://binaries.opendune.org/releases/0.5/changelog.txt." rel="external nofollow">http://binaries.opendune.org/releases/0.5/changelog.txt.</a></p><p>Please keep in mind that until we understand more of the game, you still need to manually put the Dune2 data files in the proper directory; if you do not, the game will not start.</p><p>You can download the release <a href="http://binaries.opendune.org/releases/0.5/," rel="external nofollow">http://binaries.opendune.org/releases/0.5/,</a> and here you can discuss the release on our forum.</p><p>We strongly recommend that you download an updated scenario.pak (tnx to MrFlibble): <a href="http://forum.opendune.org/viewtopic.php?f=9&amp;t=23" rel="external nofollow">http://forum.opendune.org/viewtopic.php?f=9&amp;t=23</a></p><p>Special thanks:</p><p>This release wouldn't have been here if it wasn't for the following people (alphabetic order):</p><p>- MrFlibble (for his scenario.pak updates, and his endless questions and suggestions)</p><p>- tneo (for, singlehandedly, continuing finding more bugs than the entire team could solve)</p><p>The development team (alphabetic order):</p><p>Albert Hofkamp (Alberth)</p><p>Loic Guilloux (glx)</p><p>Patric Stout (TrueBrain)</p><p>Steven Noorbergen (Xaroth)</p></div></blockquote>
]]></description><guid isPermaLink="false">23770</guid><pubDate>Fri, 29 Jul 2011 20:32:05 +0000</pubDate></item><item><title>Shai-Hulud Mod Version 1.1</title><link>https://forum.dune2k.com/topic/11378-shai-hulud-mod-version-11/</link><description><![CDATA[
<p>Timenn, with some suggestions from me, has recently uploaded a new version of the Shai-Hulud Mod to Dune Editing. Several bugs were removed, along with the addition of the following:</p><p>Harkonnen Devastator Mk-II</p><p>Harkonnen Signal Beacon</p><p>The latter calls in a carryall carrying the former.</p><p>And... to everyone's dismay, the Shai-Hulud Mod is still the largest Emperor: Battle For Dune Mod ever made ;)</p>
]]></description><guid isPermaLink="false">11378</guid><pubDate>Tue, 11 Nov 2003 22:23:10 +0000</pubDate></item><item><title>Imperial Civil War Mod Released</title><link>https://forum.dune2k.com/topic/11639-imperial-civil-war-mod-released/</link><description><![CDATA[
<p>Yesterday the Imperial Civil War Mod was released to the Emperor community, and so far has received great praise, some even going so far as to call it the greatest Emperor or Dune of them all.</p><p>You can download this excellent mod in the Emperor Mods section, and please post comments <a href="http://www.dune2k.com/forum/?board=19;action=display;threadid=12651" rel="external nofollow">here</a>.</p>
]]></description><guid isPermaLink="false">11639</guid><pubDate>Sat, 20 Dec 2003 01:38:10 +0000</pubDate></item><item><title><![CDATA[Mini-Patch & AI Patch]]></title><link>https://forum.dune2k.com/topic/11810-mini-patch-ai-patch/</link><description><![CDATA[
<p>Apollyon just gave me approval to add his two recent, and very innovative new patches to Dune Editing.</p><p>Apollyon's Magical Mini-Patch can be downloaded <a href="http://www.dune2k.com/?page=download&amp;id=742" rel="external nofollow">here</a></p><p>Apollyon's AI Patch can be downloaded <a href="http://www.dune2k.com/?page=download&amp;id=741" rel="external nofollow">here</a></p><p>The first of the two increases Emperor's camera zoom ability, replaces some old player colors, increases the range of money in skirmish games, and the minimap FOW is now white.</p><p>The second of the two has made the Emperor AI during campaigns and skirmish games a little more difficult to beat.</p>
]]></description><guid isPermaLink="false">11810</guid><pubDate>Sun, 04 Jan 2004 22:07:29 +0000</pubDate></item><item><title>Rating System Fixed</title><link>https://forum.dune2k.com/topic/12692-rating-system-fixed/</link><description><![CDATA[
<p>After getting Gob's attention, he was quickly able to fix the Dune Editing Ratings system. So folks, this means I expect everyone to start critiquing again asap! Get to it!</p>
]]></description><guid isPermaLink="false">12692</guid><pubDate>Fri, 19 Mar 2004 20:06:16 +0000</pubDate></item><item><title>Collapse of a Dynasty Mod</title><link>https://forum.dune2k.com/topic/12664-collapse-of-a-dynasty-mod/</link><description><![CDATA[
<p>Nema Fakei has recently announced work on a new Emperor Mod, that in his own words, will play like Dune2000. </p><p>Some of the new features and changes Nema plans for his "Collapse of a Dynasty" mod include:</p><p>-A library of textures that allow any unit xbf to be made to appear as a unit of any of the three houses.</p><p>-A new light factory design for each house, allowing you to build tanks and trikes/quads (quads being a new addition) at the same time. You can see some early screenshots of these new light factories <a href="http://www.dune2k.com/forum/index.php?topic=13788.0" rel="external nofollow">here</a>. </p><p>-Tanks are faster compared to infantry, making the general unit interactino more realistic.</p><p>Nema reports that his progress is good, and if we judge by his previous work, we can certainly expect an excellent mod. If you care to review his work, you can comment and ask questions <a href="http://www.dune2k.com/forum/index.php?topic=13788.0" rel="external nofollow">here</a>.</p><p>Oh, yes, and I intend to get rid of the pointless situation in emperor whereby many infantry and vehicles move at the same speed: Vehicles now go fast -but Infantry are still more than worth it - if you can get them in the right place to begin with.</p>
]]></description><guid isPermaLink="false">12664</guid><pubDate>Thu, 18 Mar 2004 13:48:26 +0000</pubDate></item><item><title>Rebirth and Recognition</title><link>https://forum.dune2k.com/topic/10397-rebirth-and-recognition/</link><description><![CDATA[
<p>Well, the Fed2k Network should be back up soon, which means that you can get back to downloading mods. Recently, alot of suprising events have taken place. Emperor modding is a constant roller coaster. It goes through a cycle of life so quickly that it is impossible to tell what stage it is at. The cycle is thus... Life, Death, Rebirth. It seems that Emperor modding, and Emperor continue to die and come back to life. But, the cycle seems to have temporarily stopped. This time not on death though, but on Rebirth. And let us hope that this generation of modders can keep it that way. </p><p>If you look back in history at how Emperor modding started, and what it has turned into today, you will be amazed at how far it has progressed. There are a few modders that were truly innovative, and led to the evolution of Emperor modding. You could say that they were pioneers, that led modding into a revolution. A few of these honorary people are...</p><p><strong>Alphabeta4000</strong> - The Author of many excellently made mini-mods. Probably the starter of the revolution, he gave modding a new look and stood by it during its rises and falls. He helped run the Dune Editing site for ages, and was one of the original Emperor Modders.</p><p><strong>Nema Fakei</strong> - Nema is the original texturer of Emperor mods. He was one of the first people to explore the editing of sounds, unit structures and unit and building models. Without Nema, I would never of learned how to texture, and would still be in the blue about XBF files. He has and continues to be one of the biggest helps in all of Fed2k, and deserves everbody's respect.</p><p><strong>Edric O</strong> - The Co-Author of the Kwisatz Haderach mod. The most innovative mod of it's time, changing Emperor Modding beyond belief. Without this mod, I do not know where we would be today. Edric has been a member of the Staff at Dune Editing for a long time, and is very deserving of the title.</p><p><strong>Ghosty_Square</strong> - The other author of the Kwisatz Haderach mod. He did most of the coding in Kwisatz Haderach, and did an excellent job. He was one of the best modders of his time and had many innovative ideas. He served as a member of the Dune Editing staff and was a great help to all modders.</p><p><strong>Voltirus</strong> - Ghosty_Square's second half. When Ghosty returned, Emperor modding was beginning to die. He came back under a new identity and a new modder. He began work on a revolutionary project that changed Emperor Modding again. He discovered many new possibilities in modding.</p><p><strong>Adrian_Messecar and Scorpio9a</strong> - The creator of the XBF Vertice Editor, and DuneEX, two of the most helpful programs in the entire Emperor Modding world. Without the creation of these program, we would not be able to edit Emperor models, and we wouldn't be able to mod. They don't visit much, but if you catch them, they are very helpful.</p><p><strong>Kingpin</strong> - A truly innovative thinker. He proved to be one of the best engineers in Emperor Modding. He used the knowledge that we had of Emperor at the time and used it to create ideas that were extremely helpful to all modders.</p><p><strong>Apollyon</strong> - When Apollyon began to mod Emperor: Battle for Dune, Emperor was half-dead. Over time, he developed a style of modding that has yet to be replicated. Being a great writer, he is one of the best people to come up with ideas for mods. He has been a part of many different projects and is a great help to anyone who knocks on his door.</p><p>Let us hope that our new generation of modders can lead Emperor Modding to Life again.</p><p>These Mod Projects should be a nice little boost also:</p><p><a href="http://www.dune2k.com/forum/?board=19;action=display;threadid=11307" rel="external nofollow">Kwisatz Haderach 3</a></p><p><a href="http://www.dune2k.com/forum/?board=19;action=display;threadid=7473" rel="external nofollow">Corrino's Revenge 2</a></p><p><a href="http://www.dune2k.com/forum/?board=19;action=display;threadid=2636" rel="external nofollow">Shai Hulud</a></p>
]]></description><guid isPermaLink="false">10397</guid><pubDate>Mon, 11 Aug 2003 16:44:49 +0000</pubDate></item><item><title>Imperial Civil War Mod</title><link>https://forum.dune2k.com/topic/11489-imperial-civil-war-mod/</link><description><![CDATA[
<p>As of late, JulesG has been working on a large mod for Emperor called: The Imperial Civil War Mod. This mod, according to the readme JulesG released, makes numerous changes including new units, new buildings, and some impressive standard gameplay modifications, including a modification making the game AI much harder.</p><p>You can comment on JulesG's upcoming mod here in the Dune Editing Forums: <a href="http://www.dune2k.com/forum/?board=19;action=display;threadid=12158" rel="external nofollow">Imperial Civil War Mod</a></p>
]]></description><guid isPermaLink="false">11489</guid><pubDate>Sat, 29 Nov 2003 15:29:20 +0000</pubDate></item><item><title><![CDATA[New Mods & Renewed Projects]]></title><link>https://forum.dune2k.com/topic/10701-new-mods-renewed-projects/</link><description><![CDATA[
<p>Well, once again the updates bell is ringing!</p><p>Dune: Total War: This is an extremely promising mod set in motion by Caid Ivik, for the game Medieval: Total War. A complex plan is emerging that will hopefully provide for numerous Dune houses within the mod. Along with starting a great project, Caid has posted some excellent information for modding Medieval: Total War that can be found in his Dune Editing thread, "Dune: Total War."</p><p>Reign of Shadows: An older project of Apollyon's, once abandoned, has at his report been restarted. Apollyon has promised new xbfs, textures and models for the mod that was once only a little known beta.</p><p>Minor Powers: though Dunenewt originally started the Minor Powers Mod with hopes of a full conversion, it never branched out and remained a mostly unremarkable mod, until now. Dunenewt has recently constructed his first xbf file and is working hard on new textures. Hopefully results will be quick in coming.</p><p>In unmod related news, Sardaukar2000 is progressing nicely with the wonderful support of all of Fed2k, with some great interface designs coming in. In addition to this, Anders is making some head way with the scripting side of the game, and we will hopefully soon have a private board for development at Fed2k.</p>
]]></description><guid isPermaLink="false">10701</guid><pubDate>Tue, 02 Sep 2003 21:32:12 +0000</pubDate></item><item><title>Emperor's Hand Mod</title><link>https://forum.dune2k.com/topic/11064-emperors-hand-mod/</link><description><![CDATA[
<p>After some extensive searching, I managed to find a mod I made with TMA, now Beyond the Infinite, some time ago but never got around to uploading.</p><p><a href="http://www.dune2k.com/?page=download&amp;id=728" rel="external nofollow">Emperor's Hand Mod</a></p><p>Timenn made the textures for the Emperor's Hand Saboteur with a few changes by me, along with the fantastic Emperor's Hand logo, and DukeLeto made that same unit's XBF, so a big thank you to the two of them for their help.</p>
]]></description><guid isPermaLink="false">11064</guid><pubDate>Tue, 07 Oct 2003 04:13:23 +0000</pubDate></item><item><title>Goodbye and Farewell</title><link>https://forum.dune2k.com/topic/10642-goodbye-and-farewell/</link><description><![CDATA[
<p>I would just like to thank everybody here at Fed2k for everything that they have done for me. I would like to thank Ghosty_Square for recommending me to become a member of the Dune Editing Staff. I would also like to thank Gobalopper for trusting me with such a position. And thank you Edric, for helping me when I was new to the Dune Editing Staff. You were a great help and taught me alot. I would like to leave modding on a good note, saying that it has been great, everything about it. The people, the mods, the game, everything about Emperor Modding is great. Well, maybe everything, Westwood might not be =). I met my best online friend through Emperor Modding, and if anything else isn't good enough, then this is. Thank you Anders, you are a great friend. Thank you everybody for making this great for me.</p>
]]></description><guid isPermaLink="false">10642</guid><pubDate>Thu, 28 Aug 2003 19:58:53 +0000</pubDate></item><item><title>General Modding Updates</title><link>https://forum.dune2k.com/topic/10658-general-modding-updates/</link><description><![CDATA[
<p>Hello all you people out in modding land, this will be my first post as a member of the Dune Editing Staff!</p><p>Here are some prominent mods currently be constructed by Fed2k Members:</p><p>Kwisatz Haderach 3 - a long standing project led by Edric O, having recently gained speed, is taking suggestions for changes made to the original Kwisatz Haderach 1 and 2. Among numerous plans, the Kwisatz Haderach Team hopes to incorporate several new buildings and units into custom maps for the mod, only allowing each to be captured, rather then built.</p><p>Corrino's Revenge 2 - another long standing project, though one that has lost some of it's speed recently due to some technical difficulties on DukeLeto's part. The original Corrino's Revenge Mod converted the Ordos side of Emperor into the Corrino, with brand spanking new units and buildings. This sequel to the original will now focus on converting all the other houses and subhouses of Emperor into ones of DukeLeto's choosing.</p><p>Harmonthep Wars - this is a new project of my own devising, which I am currently teaming up with Timenn to finish up. I will be replacing the Ordos side of Emperor with House Ix, and the Ixian Subhouse with the Smugglers. I will hopefully be able to incorporate dozens of new infantry units and several new tanks, while using only original Ixian buildings found in Emperor. This means some unit slots will be left out, but others will serve multiple purposes.</p><p>Look for further updates on all these projects in the Dune Editing Board of Fed2k.</p><p>To close, I would like to thank long standing Dune Editing Staff member, Salvatore aka Frodo, for recommending me for this position.</p>
]]></description><guid isPermaLink="false">10658</guid><pubDate>Fri, 29 Aug 2003 20:10:30 +0000</pubDate></item><item><title>The Shai-Hulud Mod Finished</title><link>https://forum.dune2k.com/topic/10127-the-shai-hulud-mod-finished/</link><description><![CDATA[
<p>After months of waiting, the long anticipated Shai-Hulud mod made by <a href="http://www.dune2k.com/forum/?board=19;action=viewprofile;user=timenn" rel="external nofollow">Timenn</a> and <a href="http://www.dune2k.com/forum/?board=19;action=viewprofile;user=inoculator9" rel="external nofollow">Inoculator9</a> has been finished. You can check out the thread for the mod <a href="http://www.dune2k.com/forum/?board=19;action=display;threadid=2636" rel="external nofollow">here</a>. This mod will be available for download very soon, so keep checking the Dune Editing page for updates.</p>
]]></description><guid isPermaLink="false">10127</guid><pubDate>Tue, 15 Jul 2003 16:15:53 +0000</pubDate></item><item><title>New Mod Updates</title><link>https://forum.dune2k.com/topic/9786-new-mod-updates/</link><description><![CDATA[
<p>Recently, many new mod projects have began to unfold. Apollyon has decided to lead a team of people to make a total conversion for Command &amp; Conquer: Generals. It will be completely Dune related, and it will include 3 sides: Atreides, Harkonnen, and Ordos. It may include a campaign, and will include new maps, models, and Generals.</p><p>Anders has paused work on the game project Sardaukar2000 to join a contest on modding Unreal Tournament. Please show him your support in <a href="http://www.dune2k.com/forum/?board=2;action=display;threadid=10588" rel="external nofollow">this</a> thread.</p><p>Major_Gilbear is back and continuing to work on his project, Red Alert 2 Dune. It is a total conversion for Command &amp; Conquer: Red Alert 2. Check <a href="http://www.dune2k.com/forum/?board=19;action=display;threadid=7901" rel="external nofollow">this</a> thread for updates concerning the project.</p><p>Future updates are coming soon.</p>
]]></description><guid isPermaLink="false">9786</guid><pubDate>Fri, 13 Jun 2003 21:34:57 +0000</pubDate></item><item><title>Sardukar2000</title><link>https://forum.dune2k.com/topic/9488-sardukar2000/</link><description><![CDATA[
<p>Everybody throw parties tonight, a new Dune game is being made! Cyborg and Inoculator9 are putting together a team to make a dune game with 3d-like graphics. Developement is going great and an Alpha is expected this summer. If you have any suggestions or want to help, check out <a href="http://www.dune2k.com/forum/?board=29;action=display;threadid=10040;start=90#msg169050" rel="external nofollow">this</a> thread.</p>
]]></description><guid isPermaLink="false">9488</guid><pubDate>Sat, 17 May 2003 22:57:28 +0000</pubDate></item><item><title>Kwisatz Haderach 2 is out!</title><link>https://forum.dune2k.com/topic/5228-kwisatz-haderach-2-is-out/</link><description><![CDATA[
<p>This is it, the mod you've all been waiting for, with a hype to match! ;) The unofficial Emperor expansion, the most ambitious mod ever, the one, the only, etc etc etc ;D</p><p>For those of you who don't know, the mod replaces House Atreides with Corrino (a whole new House, completely different from the old Atreides) and gives new units to the other 2 Houses. Each House ends up with the same number of units, btw. I think it is a very well balanced mod, but if you find any imbalances I'll easily fix them in a patch.</p><p>Kwisatz Haderach 2 comes complete with superb new graphics by Nema Fakei. Every new unit and building has its own new textures.</p><p>Also, the mod fixes some old Emperor problems. Non-spice maps are fair (at last) and you can finally be red in skirmish (you can't be pink, but who wants to be pink anyway? :) )</p><p>There's also a new intro (well, the same as in KH1) and new music. But these will be a separate download, so people with slow connections don't have to get them if they don't want to.</p><p>I've uploaded KH2 to <a href="http://www.emperor-network.com" rel="external nofollow">Emp Net</a> and you can <a href="http://www.emperor-network.com/file.shtml?http://www.emperor-network.com/downloads/mods/KwisatzHaderach2.zip" rel="external nofollow">DOWNLOAD</a> it from that server. Due to my slow connection, I couldn't also upload it to the FED2k server, but I hope Gob will take care of that problem. :)</p><p><strong>Update:</strong> KH2 is <a href="http://www.dune2k.com/?page=download&amp;id=481" rel="external nofollow">now available</a> on our server. The new intro will be added when it becomes available.</p>
]]></description><guid isPermaLink="false">5228</guid><pubDate>Wed, 31 Jul 2002 22:35:37 +0000</pubDate></item><item><title>A New Version of CR Uploaded</title><link>https://forum.dune2k.com/topic/9098-a-new-version-of-cr-uploaded/</link><description><![CDATA[
<p>A new version of Corrino's Revenge has been uploaded, Version 1.31. Included in the zip file is an install program, to make installation easy! You can download it <a href="http://www.dune2k.com/?page=download&amp;id=703" rel="external nofollow">here</a>.</p><p>Also recently added are 5 new mods by Inoculator 9. They are...</p><p><a href="http://www.dune2k.com/?page=download&amp;id=702" rel="external nofollow">Biogenics Guild</a></p><p><a href="http://www.dune2k.com/?page=download&amp;id=698" rel="external nofollow">Hourglass Beta</a></p><p><a href="http://www.dune2k.com/?page=download&amp;id=697" rel="external nofollow">Elite Warriors</a></p><p><a href="http://www.dune2k.com/?page=download&amp;id=695" rel="external nofollow">Corrino Expansion</a></p><p><a href="http://www.dune2k.com/?page=download&amp;id=694" rel="external nofollow">Stealth</a></p>
]]></description><guid isPermaLink="false">9098</guid><pubDate>Mon, 14 Apr 2003 19:47:14 +0000</pubDate></item><item><title>Mod Contest and New Mods</title><link>https://forum.dune2k.com/topic/8729-mod-contest-and-new-mods/</link><description><![CDATA[
<p>Currently underway is a contest between teams of modders to make mods that meet certain criteria. For more information, go <a href="http://www.dune2k.com/forum/?topic=9088" rel="external nofollow">here</a>. Also, 8 new mods have been added, they are...</p><p>-<a href="http://www.dune2k.com/download.php?id=683" rel="external nofollow">Minor Powers</a> by Dunenewt and Mike of Moritani</p><p>-<a href="http://www.dune2k.com/download.php?id=690" rel="external nofollow">Gaurdian of the Sietch</a> by Inoculator9</p><p>-<a href="http://www.dune2k.com/download.php?id=677" rel="external nofollow">House Heroes</a> by Inoculator9 and Rubrao</p><p>-<a href="http://www.dune2k.com/download.php?id=591" rel="external nofollow">Subhouse Building Mod 3</a> by Inoculator9</p><p>-<a href="http://www.dune2k.com/download.php?id=678" rel="external nofollow">Mercenary Mod</a> by Inoculator9</p><p>-<a href="http://www.dune2k.com/download.php?id=685" rel="external nofollow">Suboid Rebellion</a> by Inoculator9</p><p>-<a href="http://www.dune2k.com/download.php?id=680" rel="external nofollow">Great House Expansion</a> by Inoculator9</p><p>-<a href="http://www.dune2k.com/download.php?id=674" rel="external nofollow">ATPowerBeta</a> by FlyByJack76ers</p>
]]></description><guid isPermaLink="false">8729</guid><pubDate>Sat, 22 Mar 2003 17:34:53 +0000</pubDate></item><item><title>New Files Uploaded</title><link>https://forum.dune2k.com/topic/7898-new-files-uploaded/</link><description><![CDATA[
<p>Recently, a new mod created by Inoculator9 has been added. It is called the Plasma Mod, and adds a new unit with a plasma type weapon to each house. In only adding 8 units, the mod did not require any previous units to be deleted, making it playable in campaign games. It can be found <a href="http://www.dune2k.com/files/filedb/?action=download&amp;id=662" rel="external nofollow">here</a>. Also recently added is a tutorial on giving units special abilities found <a href="http://www.dune2k.com/files/filedb/?action=download&amp;id=663" rel="external nofollow">here</a>. This tutorial, complimented by 2 others writen by Inoculator9, makes for a great resource for anybody interested in modding Emperor: Battle for Dune. Timenn has also created a Word Document that defines all of the texture squares in the =G_Infantry_256.tga file and is found <a href="http://www.dune2k.com/files/filedb/?action=download&amp;id=660" rel="external nofollow">here</a>. Also recently added is 3 new maps for Emperor: Battle for Dune, be sure to check them out <a href="http://www.dune2k.com/?page=files-emperor&amp;show=fanmaps" rel="external nofollow">here</a>.  Also in developement is a total conversion mod for Command &amp; Conquer: Renegade, making it like Emperor: Battle for Dune. The thread for this project can be found <a href="http://www.dune2k.com/forum/?board=19;action=display;threadid=8070" rel="external nofollow">here</a>.</p>
]]></description><guid isPermaLink="false">7898</guid><pubDate>Mon, 10 Feb 2003 20:41:08 +0000</pubDate></item><item><title>New Mods and a Tutorial</title><link>https://forum.dune2k.com/topic/7783-new-mods-and-a-tutorial/</link><description><![CDATA[
<p>Also uploaded recently is a mod by IxianMace, which can be found <a href="http://www.dune2k.com/files/filedb/?action=download&amp;id=653" rel="external nofollow">here</a>, and a tutorial for adding weapons to units in Emperor: Battle for Dune. Also included is a list of which units can carry a weapon and which can't. It can be found <a href="http://editing.dune2k.com/downloads/Docs/AddingWeaponsTutorial.txt" rel="external nofollow">here</a>.</p>
]]></description><guid isPermaLink="false">7783</guid><pubDate>Tue, 04 Feb 2003 10:30:35 +0000</pubDate></item><item><title>Updated Modswapper</title><link>https://forum.dune2k.com/topic/7770-updated-modswapper/</link><description><![CDATA[
<p>Today I updated Modswapper to the newer version which includes PowerLGT made by Cyborg. Modswapper is a utility that allows you to switch between different mods installed on your computer. For the program to work with a mod, all that you need is a .lgt file. These files are very easy to make with PowerLGT, and people releasing new mods are encouraged to release one for it.</p>
]]></description><guid isPermaLink="false">7770</guid><pubDate>Mon, 03 Feb 2003 22:42:33 +0000</pubDate></item><item><title>New mod added</title><link>https://forum.dune2k.com/topic/7366-new-mod-added/</link><description><![CDATA[
<p>DukeLeto has released a small mod called Infantry Wars. As its name implies, it only allows you to build infantry and basic defenses, in order to have a true Infantry Wars game.</p><p>Click <a href="http://www.dune2k.com/files/filedb/?action=download&amp;id=640" rel="external nofollow">here</a> to download it.</p>
]]></description><guid isPermaLink="false">7366</guid><pubDate>Sun, 12 Jan 2003 14:35:05 +0000</pubDate></item></channel></rss>
