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Showing content with the highest reputation on 01/28/2019 in all areas

  1. Oh hey dude! Yeah man, I gotchu. On some of that stuff, anyway. D2k's an old game, it can be limited in places, but we can still make some really cool shit. You seem to want to change the behavior of certain special units, so to affect that, there's a section in TibEd for it, but it will unfortunately demand sacrifices to implement certain changes. That's just how it works. Although I did see that Dune 5000 thread... I'm curious about that, too. Anyway, I'll answer with what I do know in the meantime: About Ornithopters: About Deviators: About Saboteurs: Those are some tough milestones to reach, and maybe you can't after all, but I still wish you the best of luck and hope you keep trying. As Cm said, I've been working on my own mod with some crazy milestones passed as well! Perhaps that's motivating. As he said, I did in fact create a new tileset for the game allowing it to take place on a Heighliner. I also added a new structure to the game. I'll go over the specs of the mega-turret since you're also a modder; maybe it'll answer some other questions about turret projectiles for you. First, if you want to check out the tileset, here's the thread. Please note, they are overtuned! So, no worries about playing on easy or something, I'll re-tune them for the final release thread. Which is the only thing not really made yet, the latest version of the tileset is 100% done and is ready to be mapped with. https://forum.dune2k.com/topic/27842-wip-heighliner-tileset/ There's also a video of me playing through the second test map linked in the OP. It's very short, only like eight minutes, and you can get a good look at it without installing anything. The tileset is built for maximum compatability, so unlike another idea to get rid of the rock / sand craters (which would require .r16 editing and affect an entire campaign), a Heighliner map can be placed in the middle of normal desert maps without any editing at all. The only downside is that there are no shortcuts in the editor for, like, auto-fill or specific setpieces, so that needs to be found in the tileset until I can figure out how to make those quick-fills work and stuff. Or maybe Klofkac could help with it... Anyway, you're also welcome to use the mega-turret sprites I did, if you wish. It doesn't even have to be a mega-turret - maybe it's a power plant or something. Here are some images of that: Storm Lasher w/ attack: https://prnt.sc/l44lv2 Storm Lasher damaged: https://prnt.sc/l44x62 Storm Lasher attack range: https://i.imgur.com/zlamRyn.png Storm Lasher blast radius: https://i.imgur.com/17PyVv1.png Storm Lasher in blue: https://prnt.sc/l4043n Storm Lasher prototype: https://i.imgur.com/Lxlqpj3.png The attack range is 14 tiles from the top-left Silo. It instantly strikes targets over long distance with a powerful area-effect blast. If you want to see one in action, here's the unlisted prototype test which I integrated into S15: https://www.youtube.com/watch?v=PvXPULNk6hE If you want a more intimate look, the now-complete 15th level (24th mission) in the smugglers campaign has a special introduction for it. Here's a link to the post for the latest version of that map in the WIP thread: https://forum.dune2k.com/topic/27783-wip-smugglers-campaign-2/?do=findComment&comment=395913 Under the strategy section in the map details is an outline of how its introduction begins: Regarding the technical process behind its design: If you're interested in more spritework, I've also been editing Combat Tank bodies and trying to come up with a better alternative than the Shock Raider as a miniature version of the Storm Lasher. Here's some other random spritework: Combat Tanks / Spark Darters, black & red: https://prnt.sc/l6jm6y Combat Tanks, 8 directions: https://prnt.sc/l6197k Duelist Tank sidebar icon: https://prnt.sc/l3d672 The Duelist Tank is another unit added for the Ordos and smugglers exclusively in my mod. They appear on S14V1 and V2 if I remember correctly, but their purpose as a damage soaker is already fulfilled by the strong merc Combat Tanks. Which Summers begins using in the second half of the campaign. So, I only gave them to the Ordos on those maps. You can at least see them on the map! They have tough armor and can win a 1v1 against almost any other unit, but they are slow and have a short range. The other new units, the RPG Quad and Shock Raider, appear on S14V1 and S15 respectively. I'll give you a list of some other stuff I changed for my mod since Cm summoned me for that. Pretty minor stuff after the above, but it all comes together to make the whole thing: And some more stuff aside from all that. Ya know, little tweaks here and there, slowly balancing it better... It's really nice to see other modders around. I hope to see some of your work sometime soon, and I hope my rambling has given you some ideas for your own mod!
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  2. I used TibEd to do stuff for my campaigns, never editing too much the original values, but at some point I started to create "new units". My campaign called "The Emperor Return" make use of a few editions, like the sardaukar being the only unit the player (as imperial) can be trained from your barracks. Later, on the last stage, building the Imperial Palace give you access to both the Devastator and the Saboteur (this will spawn from a barracks). A simple imagen here: https://forum.dune2k.com/uploads/monthly_2016_04/571b69522ab60_EmperorReturn0.PNG.d02394d9193b55fabaaf0027922b8ae1.PNG Sardaukar available, but not infantry or trooper. My single map "IX: The technology is ours" present 1 "new" combat tank for the Ixian faction. This "new" combat tank it's a mix between the other three, both in stats and visually, while the three main factions (present on the map) still make use of his original tanks. You can look the tank here: https://forum.dune2k.com/uploads/monthly_2016_10/57f3b6a8c1207_Ix1.PNG.8af03563aa01729961bc1995be35ad21.PNG On a plus note: the St.Raider now it's more expensive, slower to build but make use of the Fremen weapons. Later, taking from that previous single map I created the campaign "IX: Master of Tecnology"; besides several changes (like showcasing the tank and St.Raider I said before), the most stronger changes was removing the light factory from the build tech and instead adding a second heavy factory, like this: https://forum.dune2k.com/uploads/monthly_2017_04/58eaabbcbf2fe_IxTechnology3.PNG.6bf63776ac1dea758ee0e7493626a342.PNG The second heavy factory let the player to produce the three special vehicles, but not only that, but doing it into a separated queue, allowing the production of a missile tank and a Devastator at the same time. And of course, it's illegal to crush people during this campaign, so Siege tanks has their purpose here. And finally, my stronger edition ever done with Tibed was on my trio of single maps based on the final map from the Dune Emperor game. The player has the traditional tecnology plus Fremen and Sardaukar (just as the original game), but here the St.Raider, besides being more expensive and much more slower movement, now has no weapons and instead self destruct, just like the original Ix vehicle. For enemies the changes are much more bigger: The grenadier now it's a close combat unit with the ability to insta kill any infantry and the Raider transformed into a more fragile but very strong unit (with very slow bullet); those two are being trained from a Sietch (since I made the sietch to be able to train units without requiring something more). Also a "tleilaxu Turret" that it's only a normal turret with no cannon, different bullet; imagen here: https://forum.dune2k.com/uploads/monthly_2018_04/Tleilaxu.png.a251010d813480bb24d57f08887af188.png There is other 2 new spacing guild units, but those are "secret" for the good of surprising people; they are combination of other vehicles and other weapons. On top of that, Fey gave instructions how to make a building to no present concrete under the building while still having 100% HP that not decay; with this, the Tleilaxu turrets I made are on the pure rock withouth concrete, thus now they are truly a "living creature" (same for the Emperor Worm). And then, we have Fey, which it's creating plenty of stuff like new units and toons of balanced for his smuggler campaigns, but I will let him to tell you about all the crazyness he is doing, including a totally new tileset: Calling for @Fey to report with the full info. Yes, we have been busy these years xD. In case you are interested to check any of those works, just search on the index. https://forum.dune2k.com/topic/27756-all-completed-mods-and-tools-index-dune-2000/ At the very bottom there is a link to the edited raw files so at any moment you can load on Tibed any of my editions and check for yourself what I did. From the last time I tried; it's not possible. Tanks and infantry has like 2 propierties: "I am a vehicle" or "I am an infantry"; you can make a infantry to change to "vehicle", but then the game won't use the 12 animations (or whatever number) of that unit walking, instead, it will move on the ground withouth moving the feet (and crashing if you try to attack, I think); so no, you can't do that.
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