My first campaign. Still WIP. But here we go.
The campaign takes place in a what-if scenario where 3 Great House failed to kill the padishah emperor in "WOA: SS" campaign by aKaFedaYkin. The combined army of Spacing Guild and House Corrino launched a counter-offensive against all 3 great houses. The result is devastated.
House Ordos simulated their eventual destruction against the Emperor. They decided to booby trap their building, and hid the rest of the army somewhere in Arrakis, using their Stealth Technology. House Ordos raids Emperor/Spacing Guild's mining facility almost everyday and send intel to their allies. They calculate that this is the best way to profit from the situation.
Baron Harkonnen's was KIA during a battle against Sardaukar. This created a power vacuum between Copec Harkonnen and Gunseng Harkonnen. Copec allies himself with the Emperor, refusing to work with their eternal enemy, Atreides. While Gunseng reject the traitorous emperor, believing that Copec is being used by him, and will be disposed later.
House Atreides is the main target of the Emperor's offensive operation. Shaddam IV thinks that house Atreides is the biggest problem and need to destroyed first. However, to keep house Harkonnen and house Ordos at bay, he supplies weapons and tanks to Copec, so that he could fight his brother, and deploy search party for Ordos's outpost. Much to smuggler's dismay, he also claim all spice as his, and require his permission to harvest, no need to say that the price for such paper is absurd. Anyone who doesn't have his permission is permanently retired.
Spacing Guild refuses all transportation between Arrakis and 3 homeworld of house Harkonnen, Atreides, and Ordos, they profit from harvesting spice under Emperor's protection.
A few concerned noble house of Landsraad fears the rising power of house Corrino and Spacing Guild. They fear the combination of space travel monopoly, spice monopoly, and Sardaukar would allow Shaddam IV to swallow up the Landsraad. They contract you, a renowned leader of now-disbanded mercenary group to prevent such future. They will transfer a huge amount of money to your bank to get you started, because any other methods might reveal their involvement in Arrakis' affair.
After signing the contract, you contact Jim, your previous right hand man, to bring you and your newly-formed mercenary group to Arrakis. Jim, actually his codename, while looking unreliable, but is pretty ruthless and capable during his time as mercenary. He joined the smuggler's guild shortly after the group's disbandment, seeking the thrill of battle. He climbed rank rapidly, and now he is the leader of smuggler guild's branch in Arrakis.
With that, start your story in the desert planet of Dune.
The campaign features:
Twist. Everyone loves plot twist.
Often rich in money, but low tech.
Multiple ways to complete objective.
Mission 1-4: Done. Re-balancing.
Mission 5: Balancing.
Mission 6: Done. Release on next update.
Mission 7: Scripting.
Merc - FOE 1234 v1.0.rar
How to install:
Extract the contents to their respective folder in /data/ folder in your Dune 2000 installation.
Ensure that you have the lastest version of Dune 2000, Mission Launcher, and "Tiledata.bin".
Launch mission through mission launcher.
I intend for these missions to be more difficult than original campaign. So play to your maximum capability.
The campaign is still work in progress, there might be additional changes to existing mission.
I greatly appreciate your feedbacks, possible bugs, bad English (English is not my native language), especially balancing concerns, as my skill is not that good, and I balance based on that.
Let me know if you found any cheese tactics as well.
Thanks for playing my campaign. I hope you have had a great time.