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Showing content with the highest reputation since 02/11/2019 in all areas

  1. 1 point
    Alright, I was about to answerd this but Fey caught me. Overall it's just this part. the AI just draw an imaginarie rectangle around all the buildings owner of that AI; I am talking only about the Harkonnen ones, here the smuggler and Atreides doesn't count. As you can see, the player it's inside the area the AI it's about to defend, it believes that you are attacking it because you are "near" his base; that's the logic the AI uses and, because of that, he will try to fight you with any units available. The best you can do it's what suggest Fey: 1 of those two bases, instead using the "harkonnen" side; change it into other side; Imperial, for example. Then, on the missions settings change the alloc. index of the Emperor to be Harkonnen and that's it: of course later you need to update the Imperial AI tab, but at this point I guess you know how to do that (or you can just simply export/import the one the Harkonnen are using to have those two Ais to behave the same). With that it's enough; with the "first attack building delay" you can control the time the AI waits until attacking for the first time. The bigger the number it's, the more time the wait to attack the first time. Remember that 1500 ticks = 1 minute (in game time); so if you want that AI to wait 15 minutes before attacking the first time, his first attack building delay needs to be 15*1500 = 22500 ticks.
  2. 1 point
    Hallo! The H7V1 AI is kinda weird in how it's set up. The player's own rock island is actually within the AI's defense zone, so if the player builds far enough to the right (or moves units on the right side of the island), it triggers the AI's "emergency" mode. This forces it to ignore its cashstash and switch from a 1250 tic buildrate to a 1 tic buildrate, and it'll send defense forces to your base since it thinks you're in its base. The AI you've got there has a build rate of 1000 tics, which is one unit every 40 seconds. And this could be a tank or just a Light Infantry. Since it attacks every 9000 tics (6 minutes), it'll send very few units along with whatever it's ordered at the starport. To make the AI build up more stuff for a stronger attack, change the BuildRate parameter to something faster, like 250-500 (new unit every 10-20 seconds). You could also boost the AttackBuildingStrength to something like 50-70 so the AI dedicates more of its standing forces to an attack. You could also spawn some free units in at the start so the AI gets a little something to buff up its first attack, and fill in the blanks with some reinforcements. Not too many reinforcements though, just a couple of Carryall drops near the start will do to keep the player on his toes. If the AI is attacking constantly, it seems you've got two side 1 bases there in a formation where the AI's defense area will be in the player's base. That's probably the issue. Try making the bottom-left or top-right bases belong to a different allocation index, so the defense boxes are drawn like this: https://prnt.sc/ml0ww6 Instead of like this: https://prnt.sc/ml0x5t Hope that helps.
  3. 1 point
    I just added this feature! I hopefully fixed that too. Hmm, I just wonder, whether this option is available in mission ini file (where mission name, author, briefing etc. is stored). What I mean, if the game will use the given TEXT.UIB file, when that mission is started from mission launcher. If the game doesn't support this option, then it would be useless, as this could be used only if map is launched from the editor, not from mission launcher. Maybe @FunkyFr3sh could answer that. Yeah, those are the commandline parameters passed to game executable (Dune2000.exe) when running it to launch a mission. I cannot recall if there are any useful parameters, I just added this for potential future use. Anyway, I added one more small thing into the editor: Now you can directly see and edit the tileset and attributes name in Mission file: Those fields are automatically updated when you change a tileset using Tileset menu. Otherwise, when you for example load a map with unknown tileset, the editor loads graphics for default tileset (BLOXBGBS) but those fields as well as tileset information in .MIS file will remain unchanged when you save the map. And tileset name is now case insensitive when opening a map. So, those are basically the last changes I made before I officially release a new version of the editor. You still have opportunity to spot any bugs or give some ideas for (not very difficult or complicated, rather simple) new features! I also have an idea to put the AI values manual (this: https://forum.dune2k.com/topic/27803-d2k-ai-manual/ ) into the editor .zip file which will get released, so that anyone who download and uses the editor have it easily on hand. What you think?
  4. 1 point
    I wrote this FAQ (Frequently Asked Questions) to help people that are getting problems by using The Map and Mission Editor by Klofkac; I pick up the questions that are usually asked; I hope this info will help fixing any future problems people may encounter. *What is it Dune 2000 Map and Mission Editor? It’s a tool that allows creating and editing custom maps for both Campaign and Multiplayer maps through designing the terrain, placing units/buildings for any factions, setting specific behaviors to the different CPU controlled enemy and scripting events that will trigger when specific cases happens during the game. Current version it's v1.2, but soon v1.3 will be release with new features. *It works for the original Dune 2000 or only with Gruntmods Dune 2000? It’s compatible with either of the two. *Where I can download it? From the d2kplus site here or from the forum here. *Error: “cannot find game executable”. Open the file D2kEditor.ini with any text editor and check at the “[paths]” section. Change the path on the “GameExecutable” line to match the current path that you have Dune 2000 installed. *Error: “cannot find “Testmap.map”. Same as above, but modifying the “MissionsPath” line to match the current path of your game. *Error: “Invalid filename.”. Try deleting the D2kEditor.ini file and then open the editor. That will create a new fresh D2kEditor.ini that may fix the problem. *Error: “Trying to access side out of range (127)”. This may happen if you have too many buildings and units on your map. Remove some buildings/units. *Error: “Invalid blockTo, since already occupied by X of same side”. One side has the wrong diplomacy by being enemy of himself. Change the diplomacy on the Mission Setting (F10). *Error: “AI not initialized correctly for side X. Tech X. Cash X”. Any active CPU controlled side need to have a “tech level” and “starting money” of 1 or more even if it is not present on the map. Change this on the Mission Settings (F10). *Adding music to play on my map. On the Mission Setting window (F10) write the name of the file on the “music” box, including the extension of the file (.aud) or write a “*” to play one track randomly. Version 1.3 of the editor allow to select a music with a deployable menu. *CPU controlled enemies don’t build or attack. The AI for that faction it’s disabled. On the Mission Settings (F10), at the top right check the tab for the faction desired to be controlled by the CPU and change the value of the “AI enable” line to 1 or import a preexisted AI using the “import” button and load any “*.misai” file. Se of AI’s to import here. *My own units are controlled by the CPU. That faction has an AI enabled. On the Mission Settings (F10), at the top right check the tab for the faction you want to play, change the value of the “AI enable” line to 0. *I can’t write a briefing. On the mission settings window (F10) mark the option “Use .ini file for additional mission settings”. Map name, Map author, briefing... will be available. *Can be placed units, buildings and trigger events for multiplayer maps? Yes, you can, including new conditions for both victory and defeat instead the default ones. *Can I set on my multiplayer map to spawn the initial MCVs in a prefixed position? No, but you can preset the MCV using the editor and then editing the “.ini” file that it’s created when saving the map and add the line “StartWithMCV=No” and "UnitCount=0". *My multiplayer map has some specific options, but has no effect while playing it. The options selected on the skirmish menu have priority over the ones you set on the editor, but it’s possible to add a few lines on the “.ini” file that it’s created when saving the map to create some limitations like, for example: StartWithMCV=No; UnitCount=X; TechLevel=X; Credits=X or Worms=X. *I must play with a Sandworm present? Yes, the game needs at least one of them of the map. However, if you don’t want to show any sandworm on your map, place it on top of any rock area. *How I play my map when I am done with it? Use the mission Launcher. Download it from the forum here. The Launcher will show all the maps that are on the "Missions" Folder. *What to do with the Events and Conditions window (F11). Check these video tutorials by aKaFeda to get more info. Tutorial: Terrain & Buildings showcase Tutorial: Mission Settings & Scripting Tutorial: Main overview of the AI functions *I don’t know what all the values on the faction tabs do. Those control the behaviour of the CPU controlled enemies like setting how fast/slow builds, how often attacks, what units/buildings the AI will produce... More in deep info on the manual here. Or you can import a preexisted AI from here. *Why I can’t place a Deviator for the Atreides or a Raider for the Harkonnen? You are using an old version of the editor; download the newer version here. *Placing a Deviator for Atreides or a Raider for Harkonnen and playing my map those units don’t appear. You need to copy the file “TILEDATA.BIN” that it’s in the editor’s “config” folder and overwrite the original on your game’s path “Dune 2000\data\bin”. This won’t mod your game. *I copied the TILEDATA.BIN but grenadiers, St.Raiders or Sardaukar still don’t appear on the map when I play it. Probably you are playing the Dune 2000 version 1.02; which those units don’t exist. Download and apply the official Westwood 1.06 patch from the forum here. *Error: “My Version Of Unit didn’t find a unit”. On Dune 2000 version 1.02 the grenadiers, St.Raider and MP Sardaukar don’t exist. Download and apply the official Westwood 1.06 patch from here. *Deploying a MCV show the error: “Cannot find correct construction yard”. Sandworm side (and others higher index) will always trigger that error. You still can add a Construction Yard directly with the editor without any problem. Another option will be modding the game directly using TibEd to give the Sandworm side the ownership of any Construction Yard. *Adding a new custom tileset on the editor (only on v1.2) Place your tileset with “.bmp“ format and your custom “.bin“ file (if you have any) into the path: “D2kEditorv12\tilesets”. Then edit the “tilesets.ini” from the “D2kEditorv12\config” path and add a new entry. You can create a new “.bin” file with the Tile Atribute editor here. The Map and mission editor 1.3 version will load the graphics directly from the .R8 and .R16 files (see below). Note: your “.bin” file must be 8 letters or less long. *Making a new custom tileset to appear in the game. Place your custom “.bin” (if you have any) on the path: “Dune 2000\data\bin” Place your “.R8” and “.R16” files on the path “Dune 2000\data”. You can create both “.R8” and “.R16” files with the tile set editor here. Note: your “.bin” file must be 8 letters or less long. *Tools to complement with the Map and Mission Editor. Tileset editor: Creates “.R8” and “.r16” files, needed for load the graphics from a custom tileset into the game. Tile Atribute editor: Creates “.bin” files, needed to set on which tiles can be builded or can't be crossed by vehicles, among others. Random map generator: Creates new maps at random (only terrain). Note: Faq done based on the version 1.2 of the editor. Once the 1.3 version it's fully release links and info will be updated. Faq attached here - FAQ Map and Mission Editor.docx I admit suggestions, adding or removing any (un)necessary parts or correcting any wrong info.
  5. 1 point
    No prob, mate! If ya need anything else, there's the AI manual: https://forum.dune2k.com/topic/27803-d2k-ai-manual/ Or ya could always ask me. I helped Cm_blast write it.
  6. 1 point
    Hey there! The value to prevent the AI from making Engineers is in the UnitBuildPriority. Set this to 0.000: https://prnt.sc/mj8pw2 That will make the AI never train Engineers. The UBPs can be customized to make the AI use a specific combination of units. In that AI, the Missile Tank is set to 0.010, so the AI will make sure to have at most one Missile Tank among its forces at any time - and that's all. It's impossible to prevent the AI from attacking buildings unless you make those buildings belong to a side friendly to that AI, but setting all "AttackBuildingPriority" entries to 0.000 will cause the AI to attack the nearest target, not specific buildings (note: this will break special weapons like Saboteurs). You can also set their Morale AttackBuilding and MinMorale to 0, though they may send at least one attack before never doing it again. Also, make sure EnablePractice is set to 0 unless you want the AI to build new structures beyond what you place on the map for them. Among other weird things "practice AIs" tend to do, like build MCVs. Hope that helps!
  7. 1 point
    MO8v1 it's a Mercenaries map. It's just the original O8v1 map but the authoer changed the ownership to be played as Mercenaries instead Ordos, and the Ordos were given a practice type of AI. any other scripting it's untouched. So in this case there is nothing wrong, that map it's played the way it's suppose to be. There is other called "Co-Op 2P 3AI Ordos Mission 8 ported by Feda" on the "maps" folder mean to be played on multiplayer; it's the original O8v1 map but here both Ordos and Merc (swapped as Atr/Hark) are playable by humans (you will reconize because the MCV spawns are all together and surrounded by a few turrets to kill them at the beggining). In shor. MO8v1 it's mean to play in single player mode (campaign style, not initial MCV spawns), while the "Co-op [...] ported by Feda" it's mean to play it in multiplayer game. Player 1 will be at the Ordos position and player 2 at the merc one (but you can play it as whatever house you want).