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Showing content with the highest reputation on 05/18/2019 in all areas
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There are plenty of options you might wanna tinker with that could help. Disable High DPI Scaling, Force DirectDraw Emulation, Single Processor Affinity, Video Backbuffer... and of course, GDI mode if you enable DxWnd. I dunno if anything will fix the problem, but it's probably the matter with settings. I forgot to mention, you CAN box-select with shift if you do it this way... for example: - Bind a group to 1. - Box select another group of units. - Hit shift + 1. - Then hit ctrl + 1. Ayy, thanks for the link. Imma check 'er out.1 point
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Aye, always good to keep backups. The backup data folder I included contains the vanilla stuff like it's meant to be since Cm and I take great caution in our uploads, but as he pointed out and as I'll emphasize now, the smugglers campaign is designed to be played with the included mod. And other campaigns might not provide a backup folder, so you'd need to backup manually. We weren't always so thorough! Also, Cm's Emperor maps are awesome. He did NIAB tanks (minus the teleporting), they have a lightningy attack and the Tleilaxu get special turrets. My adaptation differs.1 point
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Hi, Fey already say it, but I want to clarify. Some of the custom campaigns and/or maps make use of some files that will mod the game. Dunno if you know about the tool "Tibed", which allow to change the tech tree (money cost, speed of the unit, etc...) of several westwood RTS, including dune 2000. This means that if you play Fey's smuggler campaign, it's not the same with or without those modded files. For example, the ref cost 600 more credits, upgrades are also expensive, grenadiers are available to take out the tons of infantry he designed for his campaign, etc... . it requires copy and paste some files; your computer will said something about "those files already exists, overwrite?", so be extra carefull with that. You can create back up of your files or just getting the ones provided on the zip close enough. I usually add a "back up" folder with them, just in case. But not all people may add the vanilla files and, if you forget to do your own back up; your game (even the original westwood-made maps) will change forever, making units to appear where they weren't intended (Harkonnen with Fremen, Ordos with the missile tank, etc...) Take this as a warning. I'll say only 10-15% of the campaigns available have this type of modding, there are plenty of them that don't need anything extra but the core files (the map themselves). But yeah; there are actually 45 different campaigns made. You have enough material to try and play for days. Ps: Just in case you are interested: I recreated the very last map for Dune Emperor here, for Dune 2000. I mod the units to make some kind of contaminator, leecher and the Tleilaxu Living turrets (so yeah, this map mod the files). You can't even play this map withouth the files because the player will win instatly (the building doesn't exist in the vanilla set up; only with my modded files). I will show this image just as proof: https://forum.dune2k.com/uploads/monthly_2018_04/5adbd13292198_Assault2(H).jpg.93fc45739e292dc7aadae7c8ddb23cca.jpg1 point
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FYI, the smugglers campaign is modded! However, uninstallation is a very simple copy + paste too by using the backup data folder, so hopefully it's not too much of a bother. The Heighliner mini-campaign isn't modded because I designed it explicitly to demonstrate the tileset. Its aesthetics, strengths, weaknesses, and of course to show that no additional modding is actually required at all to get it to work. I'm not really an artist, but I do a little bit of spritework here or there. D2k works in a lot of weird ways, like if you wanted the ground structures could be placed on to not be orange, say you wanted it to be blue, you would need to overwrite a core game file. This would affect all other maps in a campaign, causing blue craters to appear under buildings on Arrakis maps placed on orange rock. XD So, it's that sort of thing the tileset is built to be compatible with. Anyway, I hope you enjoy those campaigns. I'd love to hear back from you if you have comments to make about 'em. Any criticism or compliments help, any mapper would say! It helps us know what we should do more of and what we should avoid doing again, or should do differently. If not, it's cool. Enjoy and stuff. Dude, the Emperor soundtrack is my freakin' jam, man. And some of the ideas in my mod were inspired by Emperor. The Heighliner tileset isn't part of my mod, but I certainly use it! And there's even a Guild mega-turret I did the spritework for. I call it the Storm Lasher. https://www.youtube.com/watch?v=me-gH4G_1xA (SPOILER ALERT) Here's a demonstration video for the Storm Lasher, or 'SLasher' for short. D2k has many limitations, so it's not like I could make a teleporting NIAB tank or a genuine Guild megaturret, but Storm Lashers and Shock Raiders are definitely inspired by those Guild units. Oh, damn, I know that feeling. I get insomnia too; if I'm not totally exhausted, I wind up laying down and not getting a wink for hours. Dunno how that works, but yeah. lol1 point
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I'm studying the inner working of your maps, I notice that your practice AI works without pre-placing MCV. How? Mine simply sells everything when getting MCV through reinforcement. I see you use Airlift on a few AI. How does it work exactly?1 point
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Great stuff! Probably only thing which I need is proper Dune2k launcher which can load both singleplayer and multiplayer (not the one which have ads, and admin rights to launch)1 point
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Oh! Okay. I wasn't sure it was suitable for this particular campaign, but I'll certainly remember that in the future.1 point
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Right. Well, I guess the purpose would be more maps to beat. Unlike the original campaign, they vary! I might make a linear campaign next. Please, use it as you'd like. The more we share our knowledge, the better our skills become. You bet I will, man! Fair point. But, uhh... you read the briefing, right? Summers thinks to herself that the Imperial base directly north must be "completely leveled" first. I know, I know, TL;DR lol but hey! It was in there! Oh, well, umm...1 point
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I think it's still linear the current way, as the outcome is basically the same. Think of it as meaningless choice. Unless you go full force on route system like I proposed. I'd rather make 15 missions campaign since it's easier to be more detailed on the story. If I need to create a choice, I'll try to couple them on the mission. Mission 3 of my campaign presents you a choice on how to take down the target. Mission 4 was actually originally intended to have 2 version, smuggler side and Atreides side. Sure space is a problem. I steal replicate that on one of my upcoming mission! That looks so cool. Well, the thing is if you give out too many names in a short time, reader won't remember them. Especially, if that name shows up just once in the whole story. I understand your intention. I hope you give them more roles in the story though. The problem I had was I didn't know what phase I was in. My logical conclusion was destroy everything. Well, some betrayal on enemy's side perhaps? Or someone questions on the idea of taking Summers down? Poor Summers, the great, being betrayed by almost everyone they meet.1 point
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I've written before as a hobby! So, I wanted to try and add some flair to my campaign. Yee Not gonna have too many allies in the other campaigns, like Harkonnen for instance lol I'm glad you liked the twists! It was fun working this one up; the smugglers didn't really have any story, so I had some room to work with. Noted. S9V1 was actually the very last map I designed for the smugglers campaign. S9V2 presented a challenge in its construction because of its sheer size! I had to design it piece by piece because I really couldn't envision the entire map. The infantry paths made out of the one-tile thingy was something I saw in Domaithianus' maps, which I really liked! The Harkonnen campaign is built off the original maps, so I'm working with a template. It kinda feels like I could make a linear campaign and no one would bat an eye. Maybe for the sequel? Right. That's the way it was in the original campaign. I guess I could change it so they only get one if they have a Refinery, if I can find the room for that. It would take more space to get so specific, I'm certain. Other players didn't report quite as much trouble, but more clarification couldn't hurt. For either version of S9, I made sure to list all the objectives for all phases of the maps, since they're very long and detailed. I'll probably be coming back to this campaign after I do some more to figure out more about objectives and stuff... the Harkonnen campaign is coming along better and it's more straightforward, so once I have more experience with the straight-forward stuff I can try and adjust the weirder things like the smuggler campaign. I'll probably end up re-using some of these names in the Fremen campaign, or Atreides. Kind of like how Summers appears in H3V1 and you get to see her vengeful and prideful attitude from the enemy's perspective when you extort her for reinforcements. Some one-offs don't hurt, like how H5B1 uses a one-off Atreides low-ranking commander to paint a different picture of the battle and the attitude out there on the field. Aside from that, I want to give the impression that there are people on the field and people are dying out there! Thanks for the recommendation. I'll be sure to have a look at that map again by Cm and see if I can't come up with some more ideas for terrain structure. XD I think I ran out of room in the events at that time. Thanks for the heads-up. Sequel ideas, for sure. Whaddya mean no twists on the enemy side? If you mean like there are only twists for us, and no twists where we do something unexpected to the enemy, S5V1 has you betray the Harkonnen during the conflict. Is that what you mean?1 point