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  1. Thanks for explaining. The limits might have been there in original, it was 30 years ago I last played original Dune II :). By the way, when raising building limit, you have to raise All constants there, including slab indexes. I made a mistake only raising soft and hard limit, then had all kinds of weird things happen when building structures in two bases, like wrong building being placed and so on. Raising slab and wall indexes by the same smount seem to work fine.
    2 points
  2. I actually was playing this thing 280hz and the UI animations were really bad, really distracting, but I started to be able to ignore it. On my latest revisit, I was unable to figure out why suddenly Devastators weren't moving the way I had balanced it. Eventually I was looking at the DGVoodoo program I had installed on it. I'm not sure how the file was generated (because I couldn't find it in backup duplicated installation files) but editing dgvoodoo.cnf, there was a section for framerate. In there you can cap it to 60. The game might have been a 30fps game, I don't' really remember because when I owned the game as a kid, we didn't exactly have a good computer that could push performance like what you can do today. I do know those UI animations look a lot less ridiculous at 60fps. I still cap mine at 144, because I just wanted it smoother gameplay animations. The way the game dealt with speed, is what inspired me to mess with these rules. I noticed that at higher speeds the framerate was smoother. So my solution (the OP for this thread's solution) was to slow units down. Yes, the scripting happens faster. But I would also argue that the original balancing on this game was very.... first draft. Which is why I opted increase health pools on all buildings and units. So now battles aren't just everything blowing up instantly. And it helps a little bit with microing your units through some of the maze like terrain. I didn't touch costs or build times though, as that was something I attempted a few years ago, and it resulted in off world missions being basically impossible because I couldn't keep up with the AI. This current rebalance I have affects health pools, unit speeds, unit damage values, ranges. I've tested playing through each campaign on easy with it. Off world missions were doable. But, in order to get through Harkonnen's Geidi Prime mission, I had to resort to turning gamespeed down so I could do a more calculated rush, and I did have to rush. Turtling wasn't feasible. So it's just barely playable, and maybe a more skilled RTS player could work within those confines better. I agree about the gamespeed framerate decoupling, but more than anything, I just wish it was widescreen. I don't get why this is the least liked of the old Dune RTS, it has such amazing potential. It has the tab system introduced in RA2, which to me gives it a huge edge over Dune 2000 for me. Plus no need to put down concrete for everything. But the maps are kind of not that great, and balancing were sloppy. But that soundtrack, oh man that soundtrack. Anyway, sorry for wall of text. Thanks for the conversation on the game. I just feel like no one cares about this game anymore.
    1 point
  3. it's not the same, but the closest we've got is OpenRA. there have also been new sprites made for OpenRA's recreation of d2k, and surely artists have more freedom with that platform. OG d2k is more limited in this regard N.N,> is around the Landsraad server on Discord, pinned on this forum, so feel free to drop by and poke him he'd be able to give you much more info about OpenRA stuff
    1 point
  4. Attached is the full Dune 2000 soundtrack. As we all know, when you extract the audio from the game, it's not very good. Also, since the soundtrack was never officially released we are all kind of screwed. However, Frank Klepacki (the composer of the music) posted it on his website and it is in much better audio quality. So, I downloaded it and repacked it here for everyone. Enjoy! Dune 2000 Soundtrack Best Quality.rar
    1 point
  5. I use thunderbird. I never new the July 23 release was called Supernova either until mentioned above so everyone does NOT know. I much prefer version numbers to names. The version of railroad tycoon 2 I now use is from GoodoldGames - gog.com which doesnt need a CD at all as all their game are DRM free (and legal) I've not had rhe double launch problem with it. I would suspect a DRM timing issue if using a version of the executable that requires a CD as some other games that required a CD to be in the drive stopped working as the DRM they used was found to be a security risk so microsoft disabled the services they needed to run
    1 point
  6. Hi all, I got back from a trip to Paraguay last fall and realized that fine country wasn't well represented in RTII! So I've created two maps, or really two versions of the same map: Paraguay 1856 a restrictive scenario with events based on that country's early experience with railroad and the devastating War of the Triple Alliance. Paraguay 1900, more of a free-for-all map without any special events. These are my first maps, and they may well be my last, but I really enjoyed the process of putting them together. Feedback is graciously accepted. I did a good bit of research to try to get the historic settlement patterns right. I've take a few liberties, but in general I think it's pretty close. Part of what's fascinating about Paraguay is that it was this fairly dense island of settlement in central-southern South America, with sparsely settled forests and plains in every direction except south well into the 20th Century. Since then there has been explosive growth, especially in Brazil east and north of Paraguay, as the Atlantic Rainforest was converted to farmland and Matto Grosso was settled. But for centuries Asuncion, Corrientes, and a few other towns were the only urban centers in this vast area, producing unique, vibrant, isolated cultures in Paraguay and northern Argentina. Note: Export of logs and yerba mate (i.e. produce) via river ports was one of the key economic dynamics going back to the 16th Century, and is reflected in this map. I strongly recommend applying the port demand fix provided in this post and the handy dandy application instructions in this post. Disfruta! Paraguay 1856.zip Paraguay 1900.zip
    1 point
  7. There's life... I'll download your maps.
    1 point
  8. Hey @Dardanelles, now that you are a member you should be able to upload the files to your next post.
    1 point
  9. Glad to hear you found and fixed it. Your post reminded me of a similar issue I had with Firefox for....years, I'd say....until I stumbled on the cause by accident. Most detail and text is too small for my old eyes on my 21" monitor that I run at 1920X1080. So I set the scaling in Windows 10 to 150% - have done it for years. But there is one exception to that, one program that runs off the screen at that scale and can't be adapted to run compatibly with it - Railroad Tycoon II 😉. So back to Firefox. When I started Firefox, it would (almost) always open to a mini-rectangle at the top of the screen (along with the standard taskbar icon) and I would have to single click it twice to expand to normal. I gave up trying to figure out why and just lived with it for a long time. Then one day recently I opened it immediately after running RRTII at its required 100% scale. There it was - full screen (with little tiny text), no extra clicking required. That was it! It opened with its modified version of "minimized" because of my scaling setting. Opens normally when set at 100% for younger eyes. 🙂 I had experienced that from time to time before (which is why I said "almost" above), but never made the connection 'til just the other day.
    1 point
  10. Yes -- I had an RT2 backup data disk instead of my backup install disk in the optical drive (similar writing on the upper surface). Note to self: After backing up my saved games etc, don't leave the disk near the computer.
    1 point
  11. In the chaotic time of the early 90s, StĂŠphane Picq signed a contract over the music he made for Cryo's Dune game (1992), which he didn't understand well because it wasn't in his native French language. After a few years, the people who owned the right no longer bothered to keep the album available for sale, and StĂŠphane caught on to the fact that he had signed away his rights on the music for thirty years years. Well, those thirty years passed, and the rights finally returned to its creator. And now, a few years later, this legendary soundtrack CD, "Dune: Spice Opera", finally lives again: https://stphanepicq.bandcamp.com/album/dune-spice-opera-2024-remaster I previously posted here when I acquired an original CD of this rare soundtrack. StĂŠphane Picq said on the Facebook group that there will be a physical release of this too, so I'm really looking forward to that.
    1 point
  12. Hi, I've created a PAK file extracting/packing CLI tool, very easy to use, and almost a clone of WWPAK, but WWPAK is an old DOS program, my one is written in Rust (this was my learning the ropes project). Should compile on Windows and Linux, 64bit or 32bit. Made this for myself mostly, maybe someone will want to use it as well. Not sure yet how to share it, will probably upload it to git-hub soon I have uploaded it here: dunepak on GitHub. Screenshot:
    1 point
  13. Thanks a lot for that info! I might include the option in the next release.
    1 point
  14. First off ... the joys of returning to a site you haven't been to in years/decades, and seeing if you can remember log-in credentials! Ha! Got it the first time! Secondly, I've returned to poking around at RRT2 for the first time in a few years, and after playing the first scenario a few times, I'm coming to ask why I even bother trying to run any freight trains. But I'm not sure if that applies to the whole game, or just to the very first scenario. The thing is, I can happily set up a railroad just running between Baltimore and Washington, and make mints off of just running pax and mail between those two spots. Maybe include a single train between Baltimore and Relay, more for a first successful train run that shows up in the first year. All these passenger trains make great money. Then I branch off a freight line or two, heavily supply an industry and send whatever that industry makes to the next city, and move tons of cargo, but make almost no money. I mean, one train running 4 cars of pax or mail between Baltimore and Washington makes 500-750k for a single trip, which takes it about a year. Meanwhile, wool to a factory, then goods to a city in a year the train makes maybe 50k in profit. Just seems like so little compared to the passenger trains. And can I just say I hate scenarios that start before stone bridges are available? For just my pax lines, I have three separate tracks with three bridges running between Baltimore and Washington, just to keep things moving because of how limited the only bridge type available at the beginning of the scenario is. (One bridge/track handles only the trains running from Batlimore to Washington, the second handles the trains going the other way from Washington to Baltimore. The third only handles that one lone car running between Baltimore and Relay, to keep it from delaying the more productive trains.) And I don't know if I started doing it years ago in this game, or picked it up in other games, but am I the only one who has different tracks and stations for freight as opposed to my passenger lines? I just don't want to slow down these hugely profitable pax lines (and that's even before the dining car or what's his name the manager is available) for the pennies I seem to make from the freight. Can freight be a lot more profitable than I am seeing in the first map, or is it something about this particular map that makes the freight seem so bad?
    1 point
  15. No question about it. In fact, without hesitation I declare it THE BEST railroad game and one of the best games of any type of all time. I fire it up nearly every day. I had a stroke in September which limits me a bit physically these days, no doubt contributing to even more RRT II time. After my stroke, I spent a month in rehab without my computer, without RRT II, and I've never been so bored. But even before the stroke, I rarely missed a RRT II day. For years I have been solidly addicted to the Australia 1850 WA map and my fascination with its endless creative opportunities/possibilities will keep me captured for life. Another opportunity for a big THANKS to Phil and to the sadly small, but very special group here who truly understand and appreciate this great game's appeal.
    1 point
  16. heya variables here's the test map. player is Harkonnen. MAKE A BACKUP OF YOUR EXISTING "dune2000.exe" and enjoy the test map, but read on in this thread if you want details on how everything works n stuff EX SAMPLE.zip as usual, unpack the zip to your d2k directory. the subfolders in the zip should have subfolders there to merge with edit: Kipp kindly tested this mission the prior version of this mission. what's new since then? buncha stuff, but the biggest deal for balance is 'repeat queueing.' anyway, here's his run on hard mode: full map image: if you run into any problems starting up, you're probably missing some other file, i guess. make sure you have either the 1.3 mission launcher or dunemaster full package. related threads: I'm told the test map is kinda difficult, so maybe play on easy mode. there's a high eco w/ early defense build order in the mission """briefing.""" don't forget to build Mining Rigs on spots where they're buildable (you'll see Atreides rigs there) and use MCV repacking to build factories or turrets closer to the enemy, keeping your Harvesters safe in an area in front of your initial base location. good luck anyway, why are variables cool? details on some of the new stuff below: we've been discussing this shit around the Landsraad server on Discord, so drop by if you want more whatever that's all for now, go test the map already xD edit: more advancements in manipulating the game behaviors have been achieved. also, i ported some Dune 2 units over to d2k. new details under the final spoiler there, below the dotted line near the bottom. many thanks to those who have already tested! good luck if you give it another go sometime
    1 point
  17. Alright, I did some testing. I made a .pud with a castle, lumber mill, archer and 1 pig farm. The pig farm has been very victorious in a couple of battles. I edited the lumber mill to have 0 armor. And the archer to do 0 basic and 0 piercing damage. As expected, the +1 upgrade allows for 1 to 2 damage. The second +1 upgrade still allows for 1 to 2 damage. And then the +3 upgrade..... did nothing! I re-edited the map and gave the archer 3 basic damage. This time the first +1 upgrade didn't increase. The second +1 upgrade now allowed for the 5 and 6 damage to pop up against the 0 armor. And against the castle, the damage went from 0 to 1-2 damage after the first upgrade. The +3 upgrade didn't increase the damage against the lumber mill. But suddenly the castle started taking 5 and 6 damages altogether as well. And while bloodlusted rangers are a thing. The basic damage was always nulled, even the double one. It is just that there is no damage increase by the +3 piercing against 0 armored units. Rangers and Berserker stand on equal grounds...In fact... Berserkers have healing and now have a slight better chance than a Ranger. Well..."now" is not the correct word. It was always that way. And I always made an assumption. Either way, knowing this. I can think of a new table of results, all possible upgrades: 3 basic, 6 piercing 0 armor: 5-10 2 armor: 4-8 4 armor: 3-6 3 basic, 7 piercing (+1) 0 armor: 5-10 2 armor: 4-8 4 armor: 4-8 (+33%) 3 basic, 8 piercing (+2) 0 armor: 6-12 (+20%) 2 armor: 5-10 (+25%) 4 armor: 4-8 (+33%) 9 piercing (3B -> 3P) 0 armor: 5-10 2 armor: 5-10 (+25%) 4 armor: 5-10 (+67%) 10 piercing (3B -> 3P +1) 0 armor: 5-10 2 armor: 5-10 (+25%) 4 armor: 5-10 (+67%) 11 piercing (3B -> 3P +2) 0 armor: 6-12 (+20%) 2 armor: 6-12 (+50%) 4 armor: 6-12 (+100%) Obviously it is still worth getting the upgrade. The first +1 upgrade is still, almost useless. But nessesary for the 2nd +1 upgrade.
    1 point
  18. It has been..... such a long time since I posted here. A discussion came up on a Warcraft 2 video. In the comments. Someone is claiming to have read the source code. Right.... I should go back to testing and see the results. Anyway, the commenting happens here:
    1 point
  19. Title. Whenever I do it with DuneEx 2 I get some .CMP files that no player can use. I can import Raw Data into Audacity, but there's always static. Always. Extracting with BagTool is not better. Thankfully the few .W SFX are converted into WAV by DuneEx2 without issues or static. How do you extract E:BfD game CMP sounds and dialogues without static remaining?
    1 point
  20. Thanks for the nice words, I am very happy that you enjoyed War of the Landsraad. You are right, the lore was a big focus of the campaign, so I am very pleased to see it wasn't in vain There are a ton of other really good campaigns from other authors like Cm_blast and Fey, you can check them out in the Mission Launcher. Also about your missions, we are always interested in new content, so if you want to share some, don't hesitate. You can also join the discord server if you wanna keep up to date with everything that is possible nowadays when it comes to modding (War of the Landsraad was done in 2020, back then we probably didn't have even 20% of the features we have today, you can find some insanely advanced campaigns made in 2023). If you wish to join the discord server, the link is in my signature.
    1 point
  21. Hello. Version 1.3.0 of the Mission Launcher is now available, with the following changes, new features, and bug fixes: [New] Implemented splash art system for campaign windows [New] Changed the layout and looks of the main view [New] Added campaign window for Summers' Solstice (author: Fey) [New] Added campaign window for Coalition of Nobles and its sequel (author: Cm_blast) [New] Added campaign window for the Butlerian Jihad trilogy (author: Cm_blast) [New] Added buttons for All Missions view to display only the original Westwood missions [Bugfix] Fixed the launcher not reverting mod files in certain scenarios (i.e. colored bars staying on vanilla missions) [Bugfix] Fixed an issue with colours.bin not being properly restored for mod missions [Compatibility] Added compatibility solution for War of the Landsraad to work properly with Klofkac's new exe You can download it below: DOWNLOAD Main screen changes New splash art functionality
    1 point
  22. Yes, it's my pleasure to do all mission I have played, not only the test, I have enjoyed my fun and will do all mission and guide it for the next player to play
    1 point
  23. The game is unbalanced, especially in the early 1800s. Maybe it's just too easy to raise big bucks and build inter-city long lines decades before they emerged in real life. Still, you can make money on freight if the distance is short and the locomotive is cheap. Income shifts somewhat in the "2nd century", and then pax & mail dry up in the 1960s after the announcement of air travel. In my US History map, I gave certain freights some added value: You can reduce the costs of building rails by producing lumber and steel. I created some fuel cost triggers as well. And yes, I separate freight depots from passenger terminals in all but my lowest-traffic towns. It's also a good idea to keep slow freights on their own tracks where they won't be frozen out by a steady stream of express trains overrunning them. Carefully placed diagonal crossings can allow a network of freight lines to be completely isolated from an overlapping net of express lines.
    1 point
  24. Testing complete. Looks like the patch works. Original post with details on the 'stealth units crash' below: Thanks again for all the feedback and help testing, guys. Much appreciated!
    1 point
  25. I guess I never noticed. I'm pretty sure I would have increased refinery health pools. Maybe I don't notice it on mine because all the Carryalls are slower so maybe they never fill all three docking pads at once. I haven't messed with this value but at the top of rules.txt under General, there's a value: MinCarryTileDist=10 //carryall pickup harv I wonder if decreasing this would allow harvesters to move on their own more. It feels like the Carryall will pick them up depending on how far they gotta move.
    1 point
  26. I'm really glad you enjoyed the story ^^ Thank you very much! That greatly narrows it down. I'll see what I can do to confirm the cause and fix the problem when I get the chance! It COULD be advanced repair behavior related. Oddly, stealth units were the first to be tested with this new behavior because I thought it would be funny, but the behavior has evolved since then so maybe in how it functions now it winds up crashing the game... related clip from early on in development below: https://streamable.com/xzxb8v Hehe, I hope SBON3 went well Tower defense maps are games of optimization, so hard was bound to be fairly tight! That also further reinforces the possibility that it is the stealth units' interactions with the repair behavior after all. Thank you so much for playing! It means a lot to me that you enjoyed this campaign And thanks again for reporting this issue. I hope to make it the best I can!
    1 point
  27. So i was being nostalgic and playing some campaign. After some time I had most of the Arrakis map conquered besides a few spots. 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. I'll also attach the savefile of the game I have never ever heard of this happening to someone so i thought it was pretty unique, lol... http://u.cubeupload.com/Min3max20/14aHarkonnenConquersOrd.png http://u.cubeupload.com/Min3max20/981HarkonnenConquersOrd.png http://u.cubeupload.com/Min3max20/HarkonnenConquersOrd.png ATREIDES Chapter 3.zip
    1 point
  28. Wasted potential, honestly. Could have been one of the first RTS games with alternate endings. And not like how Kane lets the player choose a target for the Ion Cannon.
    1 point
  29. That's an interesting suggestion. It didn't cross my mind that it might have something to do with the amount of stealth units. It may still be one of the new events causing some problem or another, there are lots of new events and their complexity makes it easy to miss something small, but I'll investigate all angles. If it does have something to do with stealth units, it's possible SBON3 (on hard mode, at least) or, more likely, S17V1 might also give you trouble. If that's the case, it could narrow down the problem even further. I'm relieved to hear it works like a charm otherwise, and only those maps so far have presented a problem! Thanks so much for the update. I'll keep looking into those missions when I get the chance, and hopefully can figure out what it is fairly soon.
    1 point
  30. I feel that I'm not sure why it wouldn't work with the mission launcher for some custom campaigns. some require the new exe, like Flippy's or mine, and some move the old exe into place in the latest mission launcher update, like feda, but surely the average vanilla custom mission shooould be able to work with the exe that has build queues maybe the build queues patch was created back before the mission launcher, so it doesn't have some vital exe functions that were added in a later update? Cm would know better than I on this, and he says it doesn't work, so I'd take his word for it perhaps someday we'll be able to get the build queues available for more maps, but it's nice to at least see a dunemaster install with the build queues patch made available again it's been totally out of commission for a while. not anymore, it would seem!
    1 point
  31. Using AI, I've upscaled the House Logos. Enjoy.
    1 point
  32. I've taken all the individual files and uploaded it as a single file attached to your first post.
    1 point
  33. You should be able to upload now, you need to have your first post approved before you can do it.
    1 point
  34. The information is all still on archive.org. http://web.archive.org/web/20080915184057/http://minniatian.republika.pl/Dune2/INDEX.HTM I hosted all downloads I could retrieve on my own site, here: http://nyerguds.arsaneus-design.com/dune/dune2tools/emc/
    1 point
  35. Mirrored it on my site now http://nyerguds.arsaneus-design.com/dune/dune2x/
    1 point
  36. With the help of anydice.com and some general tricks on paper (excel). I can calculate how many hits an unit needs for killing another unit. But more importantly with the % chances of how many times this occurs. A clear view on 1 on 1 chances can appear. No simulation, but perfect calculation, yaaay!! Results show, weird stuff. Some situations are very deterministic. Others show more randomness. It is clear that randomness increases when health and/or damage increases. The reason why I did this is because I want to know if upgrades have use or not. Why spend money on something, if it has no use for the player? Some upgrades add notching to the unit for the primary purpose. Some upgrades are simply an arms race, but end up making no difference. I had some fun calculating the number of hits needed for an archer/axethrower to defeat an archer/axethrower or ranger/berserker. Also, I pitted a fully upgraded ranger vs berserker(no selfhealing). And the results are (rounded) about 70% in favor for the ranger, and only about 3,5% for the axethrower. The rest is a tie. The situation flipped due to bloodlust, is an almost 100% victory for the berserker. My first conclusions. Get that bloodlust!!! But also, get that +3 damage upgrade on the ranger. If any one is interested in another calculation. Please let me know. My plan is, when I have time. To make a bigger database. Not pitting 2 units. But actually calculate for 1 type of damage, the whole aray of target configurations. armor x health. But I need to brainstorm on how the table should look like.
    1 point
  37. The OpenRA development team wishes you a Merry Christmas and a Happy New Year! We are proud to announce the Christmas 2015 release of OpenRA! 40 developer elves have toiled long and hard to fill your stocking with lots of fixes, improvements and long-awaited features. In particular, this release introduces the global chat channel that is shared across all mods, which will allow you to meet up with other waiting players and arrange matches without joining servers. Going along with it is a re-design of the ingame server browser as well as the skirmish lobby. Another big focus of this release has been overhauling our Dune 2000 mod. We have added Thumpers, spice blows, and rebalanced all unit and building statistics to more closely match the original game. Also new in this release is a game speed selector, a feature that many people have often and repeatedly asked for over the years, and now it’s finally here, for multiplayer, single-player skirmish and missions! In addition, OpenRA now offers an additional way of scrolling the map similar to the way it worked in the original Tiberian Sun and Red Alert 2 (by right-clicking and moving the mouse). To use it, select the “Joystick” scrolling option in the input settings dialog. A change we are sure many will rejoice to hear is that units will now start with the “Defend” stance by default. No more losing units that decided to hunt after enemies without your explicit orders! As usual, we not only have treats for our players, but for modders as well. The map editor has seen further improvements, such as a cash counter and a copy and paste function. There are also new traits for weather and lighting effects, more flexible Missile and DeployToUpgrade logic, as well as new additions to the Lua API. As usual, use the OpenRA.Utility to upgrade your mods or maps to this new release. Be warned, however, that there are couple of changes this time around where it unfortunately wasn’t possible to offer an automated upgrade path. Most of these are mentioned in the changelog, the OpenRA.Utility will alert you to the remaining ones when it runs. There are a lot more minor changes and bugfixes, so take a look at the full changelog if you want to unwrap all of the details. Grab the installer now for your operating system from our download page! We hope you’ll enjoy this newest installment of OpenRA! Have fun!
    1 point
  38. Finally I managed Sandworm behaviour! Did you remember the spawning Fremen Warriors from Atreides/Fremen Palace as Special Weapon? Spawned units are set on Hunt command by default (expected by code) so a spawned Sandworm on Hunt command together Warriors, it starts to swallow them before they start to go against enemies! So I "say" to code that Warrior/Warriors typeIndex (04 & 02) aren't valid targets (0 is returned): seg031:14F0 loc_29850: ; Integer Subtraction seg031:14F0 83 EC 04 sub sp, 4 seg031:14F3 56 push si seg031:14F4 57 push di seg031:14F5 33 F6 xor si, si ; Logical Exclusive OR seg031:14F7 8B 46 06 mov ax, word ptr [bp+pUnitGamePtr] seg031:14FA 0B 46 08 or ax, word ptr [bp+pUnitGamePtr+2] ; Logical Inclusive OR seg031:14FD 74 08 jz short ret0 ; Jump if Zero (ZF=1) seg031:14FF 8B 46 0A mov ax, word ptr [bp+unitGamePtr] seg031:1502 0B 46 0C or ax, word ptr [bp+unitGamePtr+2] ; Logical Inclusive OR seg031:1505 75 05 jnz short unitCheck ; Jump if Not Zero (ZF=0) seg031:1507 seg031:1507 ret0: ; CODE XREF: calcTime?Distance?+10 j seg031:1507 33 C0 xor ax, ax ; Logical Exclusive OR seg031:1509 seg031:1509 loc_29869: ; CODE XREF: calcTime?Distance?+FD j seg031:1509 E9 E1 00 jmp Done ; Jump seg031:150C ; --------------------------------------------------------------------------- seg031:150C seg031:150C unitCheck: ; CODE XREF: calcTime?Distance?+18 j seg031:150C C4 5E 0A les bx, [bp+unitGamePtr] ; Load Full Pointer to ES:xx seg031:150F 26 FF 77 0C push es:[bx+_unitGame.mapTileY] ; posY seg031:1513 26 FF 77 0A push es:[bx+_unitGame.mapTileX] ; posX seg031:1517 seg031:1517 loc_29877: ; Call Procedure seg031:1517 9A 86 00 48 0D call mapIndexFromMapTileXY seg031:151C 59 pop cx seg031:151D 59 pop cx seg031:151E 50 push ax ; mapPos seg031:151F 9A 4D 00 D0 42 call j_mapTileCheckIfFogWar ; Call Procedure seg031:1524 59 pop cx seg031:1525 0B C0 or ax, ax ; Logical Inclusive OR seg031:1527 75 03 jnz short loc_2988C ; Jump if Not Zero (ZF=0) seg031:1529 E9 BC 00 jmp retSI ; Jump seg031:152C ; --------------------------------------------------------------------------- seg031:152C seg031:152C loc_2988C: ; CODE XREF: calcTime?Distance?+3A j seg031:152C C4 5E 0A les bx, [bp+unitGamePtr] ; Load Full Pointer to ES:xx seg031:152F 26 8A 47 02 mov al, es:[bx+_unitGame.typeIndex] seg031:1533 98 cbw ; AL -> AX (with sign) seg031:1537 8B F8 mov di, ax seg031:1537 90 nop ; No Operation seg031:1534 BA 5A 00 mov dx, size _unitData seg031:1537 F7 EA imul dx ; Signed Multiply seg031:1539 05 00 00 add ax, 0 ; Add seg031:153C C7 46 FE 10 2B mov word ptr [bp+unitDataPtr+2], seg seg130 seg031:1541 89 46 FC mov word ptr [bp+unitDataPtr], ax seg031:1544 33 F6 xor si, si ; Logical Exclusive OR seg031:1546 C4 5E 0A les bx, [bp+unitGamePtr] ; Load Full Pointer to ES:xx seg031:1549 26 FF 77 0C push es:[bx+_unitGame.mapTileY] ; posY seg031:154D 26 FF 77 0A push es:[bx+_unitGame.mapTileX] ; posX seg031:1551 9A 86 00 48 1D call mapIndexFromMapTileXY ; Call Procedure seg031:1556 59 pop cx seg031:1557 59 pop cx seg031:1558 50 push ax ; mapPosition seg031:1559 9A 61 00 D0 42 call j_mapTileTypeGet ; Call Procedure seg031:155E 59 pop cx seg031:155F seg031:155F loc_298BF: seg031:155F BA 1C 00 mov dx, 1Ch seg031:1562 seg031:1562 loc_298C2: ; Signed Multiply seg031:1562 F7 EA imul dx seg031:1564 8B D8 mov bx, ax seg031:1566 83 BF 40 3A 00 cmp word_46E60[bx], 0 ; Compare Two Operands seg031:156B 74 7B jz short retSI ; Jump if Zero (ZF=1) seg031:156D C4 5E FC les bx, [bp+unitDataPtr] ; Load Full Pointer to ES:xx seg031:1570 seg031:1570 loc_298D0: seg031:1570 26 8B 5F 3C mov bx, es:[bx+_unitData.MovementType] seg031:1574 83 FB 03 cmp bx, 3 ; switch 4 cases seg031:1577 77 14 ja short loc_298EF ; default seg031:1579 D1 E3 shl bx, 1 ; Shift Logical Left seg031:157B seg031:157B loc_298DB: ; switch jump seg031:157B 2E FF A7 F3 15 jmp cs:off_29953[bx] seg031:1580 seg031:1580 Tracked: ; DATA XREF: seg031:off_29953 o seg031:1580 BE E8 03 mov si, 3E8h ; case 0x1 seg031:1583 EB 08 jmp short loc_298EF ; Jump seg031:1585 ; --------------------------------------------------------------------------- seg031:1585 seg031:1585 Foot: ; CODE XREF: calcTime?Distance?:loc_298DB j seg031:1585 ; DATA XREF: seg031:off_29953 o seg031:1585 BE 64 00 mov si, 64h ; 'd' ; case 0x0 seg031:1588 EB 03 jmp short loc_298EF ; Jump seg031:158A ; --------------------------------------------------------------------------- seg031:158A seg031:158A Wheeled: ; CODE XREF: calcTime?Distance?:loc_298DB j seg031:158A ; DATA XREF: seg031:off_29953 o seg031:158A BE 88 13 mov si, 1388h ; case 0x3 seg031:158D EB 04 jmp short loc_298F3 ; Jump seg031:158F ; --------------------------------------------------------------------------- seg031:158F seg031:158F loc_298EF: ; CODE XREF: calcTime?Distance?+8A j seg031:1593 83 FF 02 cmp di, 2 ; Compare Two Operands seg031:156B 74 05 jz short caseFremen ; Jump if Zero (ZF=1) seg031:1593 83 FF 04 cmp di, 4 ; Compare Two Operands seg031:156B 75 02 jnz short loc_298F3 ; Jump if Not Zero (ZF=0) seg031:1593 caseFremen: seg031:158F 33 F6 xor si, si ; default seg031:1591 EB 00 jmp short $+2 ; Jump seg031:1593 seg031:1593 loc_298F3: ; CODE XREF: calcTime?Distance?+96 j seg031:1593 ; calcTime?Distance?+9B j ... seg031:1593 C4 5E 0A les bx, [bp+unitGamePtr] ; Load Full Pointer to ES:xx seg031:1596 26 80 7F 6A 00 cmp es:[bx+_unitGame.speed3], 0 ; Compare Two Operands seg031:159B 75 07 jnz short loc_29907 ; Jump if Not Zero (ZF=0) seg031:159D C4 5E 0A les bx, [bp+unitGamePtr] ; Load Full Pointer to ES:xx seg031:15A0 26 80 7F 51 00 cmp es:[bx+_unitGame.weaponCooldownTimer], 0 ; Compare Two Operands seg031:15A5 74 04 jz short loc_2990B ; Jump if Zero (ZF=1) seg031:15A7 seg031:15A7 loc_29907: ; CODE XREF: calcTime?Distance?+AE j seg031:15A7 B1 02 mov cl, 2 seg031:15A9 D3 E6 shl si, cl ; Shift Logical Left seg031:15AB seg031:15AB loc_2990B: ; CODE XREF: calcTime?Distance?+B8 j seg031:15AB C4 5E 0A les bx, [bp+unitGamePtr] ; Load Full Pointer to ES:xx seg031:15AE seg031:15AE loc_2990E: ; buildingPosY seg031:15AE 26 FF 77 0C push es:[bx+_unitGame.mapTileY] seg031:15B2 seg031:15B2 loc_29912: ; buildingPosX seg031:15B2 26 FF 77 0A push es:[bx+_unitGame.mapTileX] seg031:15B6 C4 5E 06 les bx, [bp+pUnitGamePtr] ; Load Full Pointer to ES:xx seg031:15B9 26 FF 77 0C push es:[bx+_unitGame.mapTileY] ; unitPosY seg031:15BD seg031:15BD loc_2991D: ; unitPosX seg031:15BD 26 FF 77 0A push es:[bx+_unitGame.mapTileX] seg031:15C1 seg031:15C1 loc_29921: ; Call Procedure seg031:15C1 9A 04 01 48 1D call getDistance? seg031:15C6 83 C4 08 add sp, 8 ; Add seg031:15C9 8B F8 mov di, ax seg031:15CB 0B FF or di, di ; Logical Inclusive OR seg031:15CD 74 0B jz short loc_2993A ; Jump if Zero (ZF=1) seg031:15CF 0B F6 or si, si ; Logical Inclusive OR seg031:15D1 seg031:15D1 loc_29931: ; Jump if Zero (ZF=1) seg031:15D1 74 07 jz short loc_2993A seg031:15D3 8B C6 mov ax, si seg031:15D5 99 cwd ; AX -> DX:AX (with sign) seg031:15D6 seg031:15D6 loc_29936: ; Signed Divide seg031:15D6 F7 FF idiv di seg031:15D8 8B F0 mov si, ax seg031:15DA seg031:15DA loc_2993A: ; CODE XREF: calcTime?Distance?+E0 j seg031:15DA ; calcTime?Distance?:loc_29931 j seg031:15DA 83 FF 02 cmp di, 2 ; Compare Two Operands seg031:15DD 7D 09 jge short retSI ; Jump if Greater or Equal (SF=OF) seg031:15DF BA 02 00 mov dx, 2 seg031:15E2 8B C6 mov ax, si seg031:15E4 F7 EA imul dx ; Signed Multiply seg031:15E6 8B F0 mov si, ax seg031:15E8 seg031:15E8 retSI: ; CODE XREF: calcTime?Distance?+3C j seg031:15E8 ; calcTime?Distance?+7E j ... seg031:15E8 8B C6 mov ax, si seg031:15EA E9 1C FF jmp loc_29869 ; Jump Only for expert players! ;)
    1 point
  39. Ok, I think I've worked out the precise game over conditions, and consequently, how you might get your howeworld attacked. First off, the tutorial mission cannot be lost, because you will always get new reinforcements if you lose all your units. However, losing any of the other scripted missions is an immediate game over. Between the tutorial mission and the heighliner mission, and between the heighliner mission and the homeworld defense mission, each house gets one turn, so you'll attack once and defend once. Losing these four battles will in no way contribute to a game over. So if you want to get attacked at the homeworld, you ideally will retreat on your attacks, then save in the debriefing, then you can reload until the territory you want taken is attacked. You should retry until one of your opponents has pushed inward two territories. After the homeworld defending mission is phase three of the campaign. Normally this continues until you capture one of the enemy homeworlds. You get a game over for losing a total of five battles in this phase. They do not have to be consequtive, and they can be either attack or defense missions, and it doesn't matter if you won or lost in the first two phases of the campaign. You might maximize the chance of your homeworld being attacked by resigning whenever one opponent attacks deeper into your territory, but on attack battles you should attack the other enemy and win, so as not to add to your loss total. Always save in the debriefings after an attack mission. I don't know what the odds are of opponents attacking one territory or another, or what the odds are of which opponent attacks you (for example is it random, or do they tend to retaliate?). In theory they only have to capture three regions before the can attack the home territory, and you can take at most six losses without getting a game over. I'm going to give it a try. Edit: Well now I've noticed an annoying trend, it seems the computer's attack orders are already determined by the time you complete your attack mission. Whether you save during the battle or afterward, it always does the same thing. So if it's determined when you select a territory to attack, I next need to find if their choice is randomly selected then, or if it's deterministic. If it's the latter, it may be a problem getting them to attack the desired territory. However, I think a simple edit to a game file would allow you to lose many more times. Within CAMPAIGN0001.RFH, there's a text file called PhaseRules.txt. On line 36, it says "Lose 5". Changing that to, say, "Lose 25" ought to allow me to resign all the territories. It'll be interesting to see how the game responds to all the territories being captured, especially the home territory.
    1 point
  40. v1.17.4: Adds a version info screen to show some information about the Dune II version that's being edited. http://nyerguds.arsaneus-design.com/dune/dune2edit/d2editor_v1.17.4.zip
    1 point
  41. The tank thing probably has to do with the damage position bug.
    1 point
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