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Showing content with the highest reputation since 03/01/2020 in Posts

  1. 1 point
    Hello there, finalyl I got into checking what's going on in this thread, and tried out the first released Redzani mission. I must say, it was pretty good and fun to play! The mission flew pretty well and won it at first try. I found a way around the Harkonnen outpost, so I sneaked without losing any units encountering Harkonnen base or trike. In the end, only my Sardaukar survived and I used it to kill the thumper infantry. I did not notice three additional reinforced units at first so did not use it. The terrain design was nice too, many narrow passages I needed to sneak through, and you used extraordinarily large amount of "sand specials" everywhere, which is ok for this kind of mission design. I noticed lot of tile errors and misplaced tiles, but as discussed here, you would eventually become more cautious to spot and fix them. My only concern here is configuration of events, namely use of run-once flags for events which are triggered by "Tile revealed" condition. As far as I know, the "Tile revealed" condition triggers only once on its own already, so it is pointless (and waste of event slots you might get short of) to yet add flag condition to make it run only once. Or am I wrong?
  2. 1 point
    Fair enough, as long as it flows smoothly! Also fair enough. Once you have a lot of experience with pure single-player, you'll find it easier to make a co-op map, I'm sure. Knowing intimately what you're capable of allows you to work around the limitations in co-op maps in various ways. Briefing doesn't show up in-game in Gruntmods version, but it does in Dunemaster. Weird limitation of Gruntmods version, which otherwise is extremely useful for testing new maps because of its debugging toolkit. You CAN, however, read the briefing before the map begins via the mission launcher, which we use to launch the maps anyway! Some people don't read the briefing AT ALL. Even native English speakers. I've had folks fail my maps and complain that they didn't know they were supposed to capture X building, or could expect Y to happen. So, I've taken to putting the mission objectives above the briefing, like so: https://prnt.sc/rl8cv3 I know it's weird, but the format seems to help folks not get themselves killed for no reason. Some people don't even read the objectives. lol Anyway, you can assign a text file to the mission. Put a line like this in the .ini: TextUib=FeyTextS011.uib Or write it in the editor, here: https://prnt.sc/rl8gjc And then you'll just need to save a .uib file by that name. If you have trouble finding the right editor, I can send mine. Anyway, the in-game text for custom messages used by the .ini seems to ignore this file, so don't worry about what number you use for events. The .uib is there to change other stuff you see in-game, such as "<Faction> has become hostile!" messages, or unit names. Here's a Sardaukar unit in-game that acts as the player commander: https://prnt.sc/rl8jjf So it works! The "<Faction> has become hostile!" messages are the ones you'd want to change to make your ally go, "Hey, you're shooting at the wrong target. >_>" My maps tend to do something similar to alert the player to the sandworm. If you use an allocation index between 0-6 for the sandworm, and make the sandworm neutral towards the player (but not the other way around), it will generate a "<Faction> has become hostile!" message the first time it's attacked. Not perfect, it can swallow a Harvester before the player gets the "Wormsign!" message, but hey, the commanders are only human. They miss stuff like that sometimes. Remember, a neutral faction being attacked will not only generate such a message, but it will also make both factions hostile towards each-other. If the units at the base should not attack their commander AT ALL, then having them become allied with the player (and vice versa) when the base is discovered is probably the best idea. And using a "casualties greater than 0" triggered message is the best course of action. It is "greater than," by the way! So if you want it to happen after 1 unit is dead, the casualties threshold should be set to 0. On some of my maps, an allied MCV will fly in from off the map to start building a base with you, but this requires an MCV off the map so the AI doesn't think "I have nothing, I must go into berserk mode." When the AI flies its 'real' MCV in and deploys it, units off the side of the map become hostile to the off-map MCV and destroy it. Then, when the AI has base structures, but no MCV, they become allied with the player. At this time, because the MCV off the map is destroyed, no strange terrain will be revealed to the player and the AI ally can begin to function as normal. In the brief window they have a unit on the map somewhere and are neutral towards the player, they don't have anything that can fire back at the player, so the message about your accidental attack fits. If you want them to get combat units along with their MCV, you can have those arrive after the player is allied. https://prnt.sc/rl8qnu Hopefully that answers your questions. Ahh, it sounds like a character-driven story! My campaign is also character-driven, focusing on individual commanders and stuff to bring more identity to each faction. I'm quite excited to see your style develop! I gave it a quick run. "Knightfall," I like that. It's very evident that you have experience with mapping and balancing. You have a keen eye for details. This was a well-balanced first map rich in aesthetic and story. Still some misplaced tiles, but again, you'll get used to spotting them. Here are where they appear: https://prnt.sc/rl947t https://prnt.sc/rl964v https://prnt.sc/rl9cev https://prnt.sc/rl9ebv https://prnt.sc/rl9ijs I also pointed out the tiles you might want to replace the funny ones with. Regarding the balance: You give the player enough to work with, even if he makes a mistake. The incidental dangers you can avoid are not too dangerous that they eliminate your ability to complete the mission. The three Light Infantry just before you get to the friendly base were surprising, but not unmanageable. A good sort of surprise. Revealing the last group of Harkonnen infantry to fight, and giving the player some reinforcements to handle them, was a good call. The map is also small enough and not dangerous enough to warrant more map reveals around the terrain - the player could explore on his own and not run into extreme danger, and that's good. If we HAD to fight the Trike and two Light Infantry, revealing them ahead of time so the player could plan was definitely the right thing to do. Regarding the aesthetics: There's a good balance of dunes, rock, open sand, and doodads around. Very strong aesthetics, definitely feels like a winding Arrakis mountain range. For the sort of map it is, the narrow pathways the player's units must take are not concerning in the slightest, but I am obligated to remind you that due to unit pathing being funny, I recommend using wider pathways on any standard maps, or any maps where the player really needs to be able to micro his units effectively. It can be a bit tricky to make things aesthetically pleasing and functional, but as long as you keep in mind how the map is expected to play out, you can design the terrain around that expectation. Just as an example, here's one of my maps: https://prnt.sc/rl9wbn The player sets up his own base atop the ruins of the Atreides base. The basin is surrounded by cliffs, but there's plenty of flat, open space where the action will take place. There's some infantry rock in convenient spots. And, more subtly, there are dunes that slow the enemy advance to not only give the player more time to react, but help to keep the light vehicles closer to the heavier ones since light vehicles are slowed down more by dunes. Also, there is enough space for the worm to go wriggling all around the main rock island. We all have our own styles and what you do is up to you! I just hope to provide an example of "functional and aesthetic," if it helps you out at all. FYI, I played at the default resolution of 640x400. I noticed the messages were sometimes fairly long, but never clipped into the sidebar. Which is good! This is a common mistake and I recommend continuing to write messages that fit the default resolution. That's about all I've got to say for now. Hope that helps!
  3. 1 point
    An Update: The turn counter is quite efficient and is on its third rewrite and this time its pretty clean and straightforward. I have begun the process of implementing stats for each house. Of whom each house now has a script. What we do now is --> if its a Houses turn their script is receiving +1 diplomacy point. If it has been a full revolution of turns -- and a full turn cycle is complete --> which is currently -> (Faction.Count / GameSpeed) Then all houses will receive HomeWorldIncome in Credits from their homeworld. HomeWorldIncome is defined on each house script; and is specific to each house. I'm going to go ahead and create production system for Buildings; and hopefully copy and paste this for all other productions.
  4. 1 point
    Heya. There's a new version of the editor! Here: https://forum.dune2k.com/topic/28587-map-and-mission-editor-v14-release-candidate-full-of-improvements-and-new-features/ Not sure if it fixed the fullscreen image stuttering issue. I've seen it too. Usually I keep a movie or something up on the side while I edit, so I'm typically working in windowed mode. Anyway, there are several different tilesets with image data, and the tileset with those sand-sunken structures would be BLOXBASE, if I remember correctly. The 'tileset options' are in the top bar, here: https://prnt.sc/ritrkf Hope that helps.
  5. 1 point
    Hello all! It's finally time for a new release of D2kEditor! It's been more than a year since I made the last release (v1.3). After some time of rest, I saw Warcraft 2 snowy tileset made by Cm_blast which inspired me to work on the program further. I wanted D2kEditor to be more friendly with custom tilesets, and ended up with plenty of ideas and improvements I made in order to make the program more powerful and yet easier to use. I already showed preview of most of the new features in the other thread (https://forum.dune2k.com/topic/28518-d2keditor-v14-new-feature-preview-new-tileset-research/) so you should be already familiar with most of them. But during last days, I worked intensively on even more bug fixes and new features that came into my mind, and here it is, really rich changelog. Download: D2kEditorv14.zip Changelog: Added: Smooth spice rendering. Thin spice and thick spice is now drawn exactly how it appears in game. Added: Save minimap image feature Fixed: Outpost and Modified Outpost are visually distinguished by antenna turn direction. Fixed: The "Maximized" window property is now preserved for all dialogs when you close and open program again. Fixed: The last used directory for various open/save dialogs is preserved independently for each dialog. Fixed: Scrolling map with arrows will always work Fixed: Some key shortcuts (i.e. Ctrl+G) will no longer select a preset Added: You can use Shift + mouse wheel up/down to change brush size Added: You can hold Ctrl + click to map to easily and quickly switch to Select mode and start a selection Added: Select structures only mode. You can set the checkbox "Structures" next to "Select mode" radio button to third (grayed) state, which means select structures only. Useful for copying or moving a base layout. Added: Area type in Select mode. You can make a selection only of tiles of specified type, which makes possible to select more precise non-rectangle areas. If you hold Shift, the selected area is erased, which makes possible to easily move the area around. Added: Using "Reopen map" immediately after starting program will open the map which was open last time. Added: New dialog window to change a tileset. When you start new map, this dialog will open so you can select a tileset. Added: Reload tileset option. Useful when you modify tileset .ini file. Changed: In D2kEditor.ini file, the default tileset is not specified as tileset index, but as tileset name (setting was renamed to "DefaultTilesetName"). Added: Editor will load contents of custom TEXT.UIB file, if it is specified in mission .ini file. The "Test map" feature will automatically launch game with custom TEXT.UIB file. Added: Preset Helper feature (accessible from "Open tileset" window). Here you can easily design a block preset and copy its code to tileset .ini file, or directly use that block in terrain editor. Three major new features and changes: 1) Merged TileAtrEditor program into D2kEditor, so D2kEditor now has built-in Tile Attribute editor. TileAtrEditor became obsolete and no longer needed. 2) Significant improvements related to creating maps using custom tilesets. Creating maps using custom tilesets is now much easier and faster. 3) Major changes in tileset configurations (tileset .ini files) related to new features and improvements. You will need to update your custom tileset .ini files to make them compatible with this version of program. Ad 1) - Tile Attribute editor is now available from main menu under Tileset. - You can edit the current tileset used by current map. Swithching tileset would change it for current map too. - You save map and tile attributes independently. When you save attributes, changes will apply immediately to your map. - There is "Test in-game" feature (F8) that would save attributes and launch current map in game. - You can now edit all 32 game attributes. Previously only 7 attributes (which were present in original TILEATRx.BIN files) were editable, but according to latest TILEATRx.BIN research, it was discovered that the other attributes are internal attributes used by game during gameplay for various purposes. You can achieve various effects using those additional attributes, for example place a real working concrete on a map. - Editor attributes (special attributes used only by the editor to recognize which tile is sand, rock, dune tile etc.) are no longer part of TILEATRx.BIN files, because they conflicted with internal game attributes. You no longer need to distribute two separate versions of TILEATRx.BIN files: one for game and one for editor. - Editor attributes are stored inside tileset .ini file and editor saves them into .ini file automatically. - TILEATRx.BIN files are no longer distributed with the program. The program loads these files from game folder. - Added more flexible ways how you can filter tiles by attributes. Added "Filter tiles having any of attributes" mode, as well as "Filter tiles by rule" mode. Removed "Mark infantry-only" mode as this was just a specific case of a rule. - "Filter tiles by rule" is the most advanced mode, where you can specify which attributes tiles need to have (either all of any of them) and which attributes tiles must not have (basically combination of all three previous filter modes). In this mode you can easily design your rule and then use it in your tileset .ini file. - Added new view modes: "Draw minimap colors" and "Draw fill area groups" mode. These modes can help you design minimap color rules and fill area rules in your tileset .ini file, as you can easily and immediately see the result here. - Added "Edit tile hint text" mode. Tile hint text is a text that displays in game when you move mouse cursor over that tile. In original tilesets this is used only on spice tiles. Ad 2) - In Terrain editing mode, there are now 4 common paint groups and 8 tileset-specific paint groups (12 paint groups total). - The 4 common pain groups are reserved for Thin Spice, Thick Spice, Concrete and Void. The latter two are not commonly used in maps, but are potentially usable for new designs, or in custom tilesets. For example concrete can be used for decoration (in original tilesets it cannot be built on it), but it can be made buildable using specific tile attributes and used as real concrete in for example Dune 2 tileset. The Void could be used to make non-rectangle maps, or it is useful for indoors tilesets (i.e. Heighliner). - The 8 paint groups can be used for any terrain types. The original tilesets use no more tha 3 types (Sand/Rock/Dunes) or 4 types (Ice), however, in custom tilesets you can use all 8. - Improved "Auto-Smooth edges" feature (Shift-Click) and made it more flexible and configurable for custom tilesets. You can take advantage of this feaure for any terrain type in custom tilesets, it is not strictly limited for Rock and Dunes edge in original tilesets. - Added "Restrict painting" feature, which will let you paint specific tiles only on specific terrain type (i.e. spice and dunes can be painted only on sand, concrete can be painted only on rock). This can be turned off in Settings menu. - Added support for block presets with "blank" tiles. You can now have presets of any shape (not strictly rectangle shape). Ad 3) - Changed the way how rules (minimap color rules, fill area rules) are specified. Rules are now specified in this form: $attrubites_tile_must_have -OR- $attrubites_tile_must_have;$attrubites_tile_must_not_have If $attrubites_tile_must_have is negative, it means tile must have ANY of specified attributes. To design a rule, you can simply use specific filter on Tile Attributes editor and just copy the rule specification. - Fill area rules now have names. The names correspond to area types in Select mode. - You can specify up to 12 paint groups in [Paint_Tile_Groups] section. Groups A,B,C,D are reserved for thin spice, thick spice, concrete and void. Groups 1-8 are tileset-specific groups you can use for any terrain type. - The list of tiles used by a paint group is no longer specified by marking those tiles by editor attributes (Paint type 1-4), but directly as part of paint group specification ("GroupX.paint_tiles"). You can specify same tile number multiple times, which would increase probability of that tile being randomly selected. - The block presets used by "Auto-smooth edges" feature (Shift-click) are specified with "GroupX.smooth_preset_group" and "Group2.smooth_presets" properties. The presets are specified as list of keys on keyboard. There are two different modes of "Auto-smooth edges" feature: 1) 20 presets mode: used by original Dune2000 tilesets. Uses 12 1x1 blocks and 8 2x2 curved blocks. 2) 12 presets mode: uses only 1x1 blocks (4 straight blocks, 4 corners, 4 inner turns). - Added paint group restruction rule, which can be specified as "GroupX.restriction_rule" - The [Spice_Settings] section was completely removed. The spice minimap colors are now specified as additional minimap color rules. The thin/thick spice name, tile and restriction rule is specified as part of paint group A and B. - Spice is now also specified as separate fill area group. - Changed way how custom block presets (= blocks consisting of tiles not continuously arranged in tileset) are specified. You no longer need to specify them under separate [Custom_Blocks] section, but directly under [Block_Preset_Group_X] section along with standard blocks. To distinguish custom blocks, the width and height must be negative. You can utilize "Preset Helper" feature to easily design a block preset, and then copy its code and paste to .ini file. - Normal block presets are represented as "width.height.tileset_x.tileset.y", but you can newly specify them also in simplified form "width.height.tile_index" - Added "default_paint_group" under [Basic] section which is used to fill a new map. If not specified, group 1 is used. Just try it out and I hope you will like it. Note that this is still a Release Candidate, so in case you find any problem or bug, or any other idea comes into your mind, you can tell me and I can still add it into the release before it will get officially published on D2K+ website.
  6. 1 point
    Hello all, most probably you already know something about tile attributes and those TILEATRx.BIN files. Tile attributes are defining the behavior of each tile, i.e. whether vehices and infantry can move on this tile, whether buildings can be placed on that tile, whether your units move slowly etc. Each TILEATRx.BIN file contains 800 entries (one entry for each tile, there are 800 tiles in tileset), each entry has 32 bits. 32 bits means there can be 32 different attributes for each tile (a bit can have two values: 0 or 1, off or on). In the original TILEATRx.BIN files shipped with the game, only 7 out of 32 attributes are used. Which leaves 25 attributes unused. Because the editor needs some extra information about tiles, which cannot be determined from existing attributes used by game, I decided to use 8 more bits (from those 25 unused bits) to store "Editor Attributes". These extra attributes tell the editor which tiles are sand tiles, rock tiles or dunes tiles, or the respective areas, so some of the features like fill area can work. I was assuming that using those 8 extra bits, which were not used in any of original TILEATRx.BIN files, would not affect the game behavior at all, but still, to be 100% safe, I decided to use two separate versions of same TILEATRx.BIN file: The original one for game, and the modified one (with extra attributes added into it) for the editor. However, later it turned out, that those extra "editor" attributes, which I thought were not used it game, are in fact used by the game, and are affecting game behavior. So if you take the TILEATRx.BIN file shipped with editor, and copy it into game folder, strange things will start happening, for example your units cannot move on tiles where they should normally be able to move. So I made some research in order to find out what's going on. And I discovered, that all those extra 25 attributes are game's internal attributes, which are added/removed from tiles by game logic during gameplay. These attributes were not meant by game authors to be used directly in TILEATRx.BIN files, however, you can exploit them to alter game behavior and have more modding possibilities. For example, you can place a real working concrete on you map! Here is the complete list of all those 32 attributes and their meanings. Attributes marked with * are those 7 attributes which are used in original TILEATRx.BIN files. 01: Building/Unit owner side (bit1) 02: Building/Unit owner side (bit2) 03: Building/Unit owner side (bit3) 04: Occupied by Unit 05: Occupied by Building 06: Occupied by Infantry (middle) 07: Occupied by Infantry (top-right) 08: Occupied by Infantry (down-right) 09: Occupied by Infantry (down-left) 10: Occupied by Infantry (top-left) 11: Wall 12: Concrete 13: Non-buildable 14: * Vehicles can pass 15: * Infantry can pass 16: * Buildings can be placed, Rock craters 17: * Sandworm can pass, Sand craters 18: Concrete owner side (bit 1) 19: Concrete owner side (bit 2) 20: Concrete owner side (bit 3) 21: Spice amount (bit 1) 22: Spice amount (bit 2) 23: Spice amount (bit 3) 24: Unknown/Unused 25: Unknown/Unused 26: Unknown (side bit 1) 27: Unknown (side bit 2) 28: Unknown (side bit 3) 29: Unknown/Unused 30: * Rock (wheeled +10% speed) 31: * Dunes (wheeled -50%, other -20% sp.) 32: * Rough Rock (all -50% speed) Now let's try to explain them. 05: Occupied by Building: Units cannot move on this tile and buildings cannot be placed. Cursor changes to "select" cursor when moved over this tile, like when cursor moves over a building or unit, but clicking will not do anything. The color of this tile on minimap changes to color of respective side, which this "building" belongs to (blue for Atreides, red for Harkonnen etc). The side who owns this "building" is defined by first three attributes: 01: Building/Unit owner side (bit1), 02: Building/Unit owner side (bit2), 03: Building/Unit owner side (bit3). Set those attributes to following possible combinations (0 = attribute not set, 1 = attribute set): 000 = Atreides 100 = Harkonnen 010 = Ordos 110 = Emperor 001 = Fremen 101 = Smugglers 011 = Mercenaries 111 = Sandworm If the owner is your side, you can place buildings near this tile, like when there was standing your own building. And same for the other AI players. 04: Occupied by Unit: Units cannot move on this tile and buildings cannot be placed. If you place any unit on a tile with this attribute with the Map and Mission Editor, the game will crash with error message "Tile already occupied by unit". Again, use first three attributes to define which side this "unit" belongs to. If the unit belongs to your side, cursor changes to "select" cursor when moved over this tile. Minimap is not affected by this attribute. 06 - 10: Occupied by Infantry: The tile behaves like there was infantry standing on the tile at one the 5 respective positions. I.e. if you use all 5 attributes, infantry is standing on all 5 positions. Again, use first three attributes to define which side the "infantry" belongs to. If the infantry belongs to your side, cursor changes to "select" cursor when moved over this tile. If you do not use all 5 attributes and the owner side is you, you can move your infantry on this tile, but they will be able to stand only on the "free" positions. If the owner side is not you, you cannot move your infantry on this tile even if there are free positions (like you cannot group your and enemy's infantry on same tile), but you can move heavy vehicles on this tile (i.e. tank, harvester etc.), like they were crushing enemy infantry, if the owner side is your enemy. And most importantly, your stealth units will get revealed when standing next to tile with this attribute whose owner is not you. 11: Wall: The tile behaves like a wall or turret. When you place a wall or turret next to a tile with this attribute, it will visually link to that tile, like when there was built a wall (but you can build and move units on this tile). 12: Concrete: The tile behaves like concrete. You cannot build concrete on this tile, but placing other buildings on it, they will not damage over time like they were built on a concrete. The tile is destructible, so when you shoot it, it will turn into rock tile and lose its effect (then you can build concrete on it). The side who owns the "concrete" is defined by these three attributes: 18: Concrete owner side (bit 1), 19: Concrete owner side (bit 2), 20: Concrete owner side (bit 3). Use same combination of values, like for buildings and units. If the concrete belongs to you, you can build on it even if no other your building is near, and you can place buildings near it too. 13: Non-buildable: You cannot place buildings on this tile, even if "Buildings can be placed" attribute is set. Apparently this attribute is internally used on tiles below buildings where you can move units but not place other buildings. 21 - 23: Spice amount: If all three are not set, the tile behaves normally. But if you set any combination of these attributes, the tile will graphically change to thin or thick spice, and will behave like spice, i.e. Harvester can harvest it and it will disappear once fully harvested. Possible combinations: 100 = Thin spice, can be harvested only once, then disappears 010 = Thin spice, can be harvested twice, then disappears 110 = Thick spice, can be harvested only once, then turns into thin spice (can be harvested 3 times total) 001 = Thick spice, can be harvested twice, then turns into thin spice (can be harvested 4 times total) Other combinations = Thick spice, cannot be harvested 26 - 28: Unknown: To be used with combination with "Occupied by Infantry" attribute. If you run over enemy infantry (meaning tile with "Occupied by Infantry" attribute) with a heavy vehicle, then owner of that infantry becomes the side defined by these three attributes. Meaning, if you are for example Fremen and set attributes 26-28 to combination of 001, and attributes 1-3 are some other value (enemy) and you move your heavy vehicle on this tile, the tile changes its behavior like it was your infantry - you can no longer move heavy units on it but can move infantry on free positions. Other function of these attributes was not discovered yet. So, here are a few examples what useful things you can do with these attributes: - Place real working concrete on map, and you can use any tile for it, not necessarily the concrete tiles in tileset. If you do not want you or enemy or other player to be able to build on it or next to it if no other building is near (i.e. the concrete is placed on separated rock area and you must only use MCV to reach it), make Sandworm as owner of the concrete. - Make some tiles appear on minimap in specific side's color, like it belonged to that side. Useful for some static structures and buildings, which are part of tileset graphics. (not confirmed if it affects AI behavior) - Make "narrow infantry passage", like a very narrow tunnel where only 1 infantry can walk through. Or make that infantry can stand only on specific positions on specific tile. The big disadvantage is that this works only for one side, who is defined as owner of the infantry attribute. - Make "heavy vehicle only" passage, exploiting the "Occupied by infantry" behavior - Place thin spice which can be harvested only once, or thick spice which can be harvested 3 times total - Make spice you can place buildings on, or after harvesting it (if you combine "Buildings can be placed" and "Spice amount" attributes) I'm currently working on improved version of "Tile Attributes editor" and integrating it into "Map and Mission editor", so it will no longer be a separate program. Here is a preview incomplete version I'm working on. For example editor attributes are not working yet. After it's fully finished I will release it as Map and Mission editor v1.4. You can use it and play around with the extra attributes, and possibly discover some new things! Download: https://www90.zippyshare.com/v/IruQNN0N/file.html
  7. 1 point
    Hey man, welcome to the community! It's cool to see new people coming here. I wasn't sure where I remember your name from until you mentioned your work on cncnz. Your video is amazing, the explanations are in place, the voice tone is great and the gameplay footage reflects very well what you're explaining. If you feel like playing some Dune, there's tons of singleplayer campaign content for you to try, but I'm assuming you already know some of that since I saw footage from custom campaigns in the video If you feel like creating some content for Dune2000 as well, then please let us know, we're always eager to play new campaigns. Our singleplayer community might be quite small, but we're very supportive
  8. 1 point
    Hi. I am an active modder, as you may see from the index my name multiple times. If you want to try custom maps, I will tell you that the ones that said "rearrange" are the earliest creation on maps that required to overwrite vanilla files in order to play it, so I updated them to work with the launcher and not overwritte anything . For the most part these maps are going to be really simple in terms of gameplay of maps (tools back then were a bit tedious to use); just to give you an indication on what to expect. I mean, if you want to start "slow" and just "I wonder what people tried to create" while still playing overall traditional maps (base vs base; 3 vs 3) and so on; you may want to start playing some of them. However, if you have the intention on playing something more complex in terms of objetive, like "first do this, so you can do that and later that will help you to do that third thing" (while still building a base) then my own works (not the rearrange). If you want a good story Fedaykin War of assasins it's a good choice, with the plot of the three houses conecting each other; Fey's Smuggler it's the most extend on that regard; it is also the one mod that add new units and building as well, and require lots of files to be applied into the game just to play them. Others are just a bit weird map that do not take the cannon seriously, like the Glory campaigns. So as Harkonnen you will use Fremen, the Atreides will attack with saboteurs and no story it's told but there is no altering (original files) required. So there is a bit of everything there. Whatever you pick to play I hope you enjoy. The first clip killing your own unit and the Mentat praising you for that was hilarious. I just notice that you already played some of the campaigns (unless the clip it's from another player), because I reconize my Butlerian Jihad mission 9 at 9:25 mark. I updated that campaign so now enemies use a different color so I can combine tecnology (3 houses units, not only Atrides one) but yes, my map indeed :P.
  9. 1 point
    Hey mate! Glad to see a C&C enthusiast stop by and give us some love. This is nice. As a YouTuber myself, I can really appreciate what you've done with this review. Much love, mate. Say, if you're sticking around, there's a lot more that we've done with D2k in recent days. There are new tilesets, tons of custom campaigns and maps, and we can even play the game in windowed mode or higher resolution. I'd recommend giving this thread a look for more info. https://forum.dune2k.com/topic/27756-all-completed-mods-and-tools-index-dune-2000/ Enjoy!
  10. 1 point
    Eh. It was a point that hadn't specifically been mentioned back then. Can't help it this place is kinda dead in general Blame the C&C Remasters project; it got me looking into Dune Dynasty again since the scope of both projects is really similar.
  11. 1 point
    The difference is actually that Dune Dynasty is not a remake of Dune II at all. It's an actual upgrade of the original game. If you play Dune Dynasty, you really are playing the original Dune II, only, enhanced. Unlike remakes, it will act and feel exactly like the original game.
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