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Showing content with the highest reputation since 02/18/2019 in Posts

  1. 2 points
    Hi, this is the Ordos part of my campaign. If you play through from the first HK part to the final OD part, you may find the improvement of maps It's a pity that I cannot add music to it, because the audio converter (other forms to .aud) doesn't work. Enjoy! Glory_Awaits_OD.zip
  2. 2 points
    A rather major update on this: the new updated jukebox on Frank Klepacki's new website contains pretty much all the Dune II music, most likely straight from the original hardware it was composed on. This also means that we now have official track names for all of the music! And best of all: you can simply right-click middle-mouse click the tracks to save them. https://www.frankklepacki.com/ost/vg/dune2 This also officially confirms that the mysterious track we found in the files was meant to be played on the houses selection screen. Besides that, it also has two medleys, one of which was already released previously under "rare tracks" on the old jukebox. An interesting detail these medleys seem to indicate is that the tracks generally called "ambient" were seen as "wander" tracks by Frank, a designation which I find quite fitting for a Dune game. On to missing things: there are no "lose" tracks in there. Though, these were only 8 seconds long, so I can understand them not being seen as real "music" by Frank. On the other hand, the Lion King soundtrack on the site does have the game's 7-second death theme. More worrying is the lack of the 'plotting' music of the interlude with the Emperor talking to the enemy mentats, the music of the final cutscene for each house, and the original credits music. There is a remix of the credits theme, which starts with that mystery theme now identified as the house selection music, but the original is not there. Another thing that is quite different is the map theme: it has an intro of about 45 seconds before getting to the familiar 42-second piece used in the actual game. After the known piece it continues a bit more, and then goes on into the same tune as Battle 2 (Epic War). Then at 2:28 it goes on to a completely new tune. Anyway, here is the full sorted list as I got it now: 01. Introduction.mp3 02. Menu - Hope Fades.mp3 03. Choose Your House.mp3 04. Atreides Mentat - The Council.mp3 05. Harkonnen Mentat.mp3 06. Ordos Mentat - Disturbed Thoughts.mp3 07. Map Theme.mp3 08. Wander 1 - The Building of a Dynasty.mp3 09. Wander 2 - Dark Technology.mp3 10. Wander 3 - Rulers Of Arrakis.mp3 11. Wander 4 - Desert of Doom.mp3 12. Wander 5 - Faithful Warriors.mp3 13. Wander 6 - Spice Melange.mp3 14. Wander 7 - The Prophecy part 1.mp3 15. Wander 8 - The Prophecy part 2.mp3 16. Wander 9 - For Those Fallen.mp3 17. Battle 1 - Into The Heat.mp3 18. Battle 2 - Epic War.mp3 19. Battle 3 - Humans Fall.mp3 20. Battle 4 - Adrenaline Rush.mp3 21. Battle 5 - Only The Strongest Survives.mp3 22. Battle 6 - Marching Towards The End.mp3 23. Atreides Victory.mp3 24. Harkonnen Victory.mp3 25. Ordos Victory - Abuse.mp3 26. Credits Theme Unreleased Funk Jazz Version.mp3 27. Dune 2 Battle Theme Medley.mp3 28. Dune 2 Wander Theme Medley.mp3
  3. 1 point
    Once you have a post approved, which you do now :), you should be able to attach files to your posts.
  4. 1 point
    Currently there are some tileset released throughout the forum. These tilesets lacks a ".ini" file which can help map creators to do maps more easily, grouping tiles and separated them so it's more easy to see, but also assigning a key on the keyboard to place these tiles withouth needing to open the whole tileset at all. Keep in mind that I am not the owner of the tileset itself; I am not changing any tile from that tileset or the attributes (if you can walk over that tile, build and so on), this is a non-invasive add-on to help modders. My plan goes to do it with all the old tileset that lacks such file: BLOXSNOW: Snow Cliff : Water Cliffs: Rivers: Coasts: Roads: Other details: BLOXTD: Ground Cliff: River: Coast: Road: Other specials: BLOXTEM: Ground cliff: Water Cliff: Rivers: Coast: Road: Other specials: BLOXINT: Gray Walls: Red Walls: Yellow Lines: (both version, ground and metal) Red lines: Other specials: Floor Shadows: (for this last one I am not sure fi some of these are suppose to be attached into another tile, just in case I place all of them separated). Now the custom .ini will show new colors on the minimap (only while modding): Here, the same map using 2 different tilesets: BLOXSNOW: BLOXTEM: Files: Todos Tilesets Personalizados.rar<-- This include all the .ini, all the bin and all the .r16 files needed. This file includes: BLOXBAT2: Luminar's night mission based on Bloxbat; I fixed the grey stuff from the spice so now the spice won't look weird. Normal spice. BLOXBGP: A Giedi Prime based. Normal spice. BLOXCRFT: Wacraft 2 winter tileset. Chopped trees as spice. BLOXHILN: A Heighliner tileset, to create the interior of a big Dune ship. box-crates as thin spice and "mini-repair-pad" as thick spice. BLOXINT: The interior of a building. Gold as thin spice, gems as thick spice. BLOXRETR: Dune 2 graphics tileset. Normal spice. BLOXSNOW: Snowdy map with rifts, rivers and roads. The spice it's gems. BLOXTD: Green land, rifts, water and roads. the spice it's tiberiun. BLOXTEM: Green land, rifts, water and roads. the spice it's gold. To make these tilesetes to appear you need the ".r16" files (same name) into the game's data folder; you can get these files by executing cncnet.exe or downloading the file I upload earlier, that have all needed to work with. If you have them already, place these ".ini" files into the folder "/tilesets" from the editor's path; the program should reconice then auto. Keep in mind you also need the "*.bin" files that are part of the tileset. Update: The new ".ini" will allow any modder to place spice directly into your map withouth switching into another tilesets.
  5. 1 point
  6. 1 point
    Update - started a new game with the 1.57ddh patch in place, but with no modification to the default port supply/demand setting. Upon the first delivery of autos to Toledo with its port, demand went to zero and stayed there - did not recover. Like it always used to be. Goods demand also went to zero on first delivery, but then recovered....slowly. That's not exactly as I remember it, but my memory could easily be off on that point. Goods demand going immediately to zero didn't seem quite right, but at least it was starting to recover. First to 1, then to 2. I didn't continue to play long after that to see how far it would go., as the main purpose was to test the port mod effect on autos. So my test removed any doubt about the effect of rearranging the port supply/demand positions as I previously outlined. Again, Jeffry, thank you for that tip. The summation of these changes in the patch and now in the port mod will increase revenue and make game goals easier to achieve. That's wonderful, but will almost necessitate an asterisk with new record games when compared against the harder, pre-patch game records.
  7. 1 point
    I got Dune2000 when I was about 10 years old. The game was in english, and in that age, I barely understood some very basic english. I started playing the game along with my father, and I had no idea what the game was about - it was the very first strategy game I ever had so the gameplay and everything was completely new to me. Without any manual and with some help from father, who understood english a little bit, we were figuring out ourselves how to play the game and how some game mechanics work. There were many things in the very early times, which I simply did not know and was not even able to figure out myself, and furthermore, there were places (in all three campaigns) which I simply could not get past, because I just did not know what to do there. After some time period, my father finally found and downloaded a czech translation for the game. That was the greatest milestone in Dune2000 playing for me, because I could finally read and understand what different buildings and units do, and finally managed to get through places I was stuck in. In this topic, I'd like to share my earliest experiences with the game (which was the best time) and steps how I learned how to play it. - I thought concrete was pointless. Well, I actually understood when reading through the briefings, that buildings needed to be placed on concrete otherwise they would be damaged from the unstable environment. And during the very first play time I was even using it. However, soon I believed that building concrete was pointless so I built all the buildings directly on rock, because I saw the buildings were still working and did not collapse. Paradoxically, sometimes (remember doing that in O4V1) I covered all my base (rock area) with concrete, except the places where were placed buildings, so it was exactly the opposite what I should do. Later, I noticed myself, that I needed to repair my buildings even if they were not hit by enemy. Also noticed that the construction yard, which was placed on concrete, did not need that. And eventually noticed that whenever I placed a building, it had only half the health. Then finally my brain realized that using concrete is really wise thing. - I did not know I could upgrade buildings. In mission 3, troopers and quads appeared, but I was never able to produce them myself. The enemy was sending troopers and quads in mission 3 and 4 against me, while I was attacking them only with light infantry, raiders and combat tanks. I was thinking that the enemy thought I was stupid, hehe. I remember my dad even once told me to click Upgrade button, so I tried that, but then I saw barracks and light factory icon, so I just said "I do not need another barracks and factory" and did not care about that. Oh, how dumb I was. Then, finally later, I tried to upgrade a building, and I was mindblown as I could finally build those mysterious troopers and quads. And in mission 4, I could suddenly even build a repair pad, MCV and engineers. I had absolutely no idea what they were about because I did not saw them before (the enemy was not using them). - Figuring out purpose of a MCV and engineers was another short, but funny story. In briefing, we could understand that MCV can somehow turn into a construction yard. But I could not figure out how to use it. I somehow assumed that a construction yard is 3x3, so well, "I need 9 of them to make a construction yard". So I produced 9 MCVs and sent them out on another free rock area in the map, but it did not work. Finally, I randomly picked just one MCV which was on a clean area and cliecked on it, then construction yard appeared out of nowhere, I was mindblown and I still remember that feeling of satisfaction. - I did not know I need wind traps and have enough power. From the very beginning, I never built more than just one wind trap in a mission. I assumed it was a pointless building which was just needed to allow me build more types of buildings. I did not care about the power indicator or did not even notice units and buildings were produced slower. I also thought that a radar outpost was a pointless building, because it did not do anything. So I simply did not build it. Then later, after I finally figured out what was the purpose of MCV, and because I got stuck in H4V1 as I did not know how to win it (destroying sietch), just for fun because of being bored, I built a construction yard on ruins of destroyed Atreides base, and started rebuilding their base with my own buildings. I tried to mimic exact position of all their buildings, so I built all the wind traps and a radar outpost and... believe or not... the radar minimap suddenly appeared! I was mind blown again. Funny fact was, that I had lot of buildings in my own base, but the amount of wind traps in enemy base produced enough power to power both bases. And I was always wondering why enemy was so dumb and built so many wind traps.
  8. 1 point
    Hi Go to configure settings in the Gruntsmod launcher, then Video Options and tick 'Cutscene Change Resolution.'
  9. 1 point
    By "DuneMaps" you mean maps in general? Anyways check if the files are in the right place, sounds like a similar issue i had with D2K editor, by default it had files in the wrong place.
  10. 1 point
    Try opening the map in the editor, then walk through the events to read their triggers.
  11. 1 point
    @UnicornGraveyard Haha, I showed this picture to someone just a few days ago, and it made me look up that old site, and I came to the exact same conclusion. https://web.archive.org/web/20121022015917/http://membres.multimania.fr/esteban/english/news.htm Let the countdown begin! Free Spice Opera!
  12. 1 point
    I seem to remember that Stephane Picq said it would take 30 years for the rights to Spice Opera to revert to him, so he could re-release it himself, or make it publicly available. So in three more years, maybe it'll be freely (and legally) available again...
  13. 1 point
    Well, since I just linked to the midi files recorded from original hardware by the actual composer, I'm not sure if this is still useful 😛 We do have information from the .exe that gives some hints to what music is which track is which in the actual game files. Though do note, the actual track identifications (the sections between [brackets]) are done from personal identification by testing them in-game. Also note that according to the information on Frank Klepacki's website, the tracks generally called "ambient" (indicated as "idle" here) were apparently officially called "wander" instead. This is from a dump made by the Dune II Editor. [None (0)] Filename string ref. = <no reference> Track in this file = 0 [Bonus] Filename string ref. = dune1 Track in this file = 2 [Lose Ordos] Filename string ref. = dune1 Track in this file = 3 [Lose Harkonnen] Filename string ref. = dune1 Track in this file = 4 [Lose Atreides] Filename string ref. = dune1 Track in this file = 5 [Win Ordos] Filename string ref. = dune17 Track in this file = 4 [Win Harkonnen] Filename string ref. = dune8 Track in this file = 3 [Win Atreides] Filename string ref. = dune8 Track in this file = 2 [Idle 1] Filename string ref. = dune1 Track in this file = 6 [Idle 2] Filename string ref. = dune2 Track in this file = 6 [Idle 3] Filename string ref. = dune3 Track in this file = 6 [Idle 4] Filename string ref. = dune4 Track in this file = 6 [Idle 5] Filename string ref. = dune5 Track in this file = 6 [Idle 6] Filename string ref. = dune6 Track in this file = 6 [Idle 7] Filename string ref. = dune9 Track in this file = 4 [Idle 8] Filename string ref. = dune9 Track in this file = 5 [Idle 9] Filename string ref. = dune18 Track in this file = 6 [Attack 1] Filename string ref. = dune10 Track in this file = 7 [Attack 2] Filename string ref. = dune11 Track in this file = 7 [Attack 3] Filename string ref. = dune12 Track in this file = 7 [Attack 4] Filename string ref. = dune13 Track in this file = 7 [Attack 5] Filename string ref. = dune14 Track in this file = 7 [Attack 6] Filename string ref. = dune15 Track in this file = 7 [23] Filename string ref. = dune1 Track in this file = 8 [Brief Harkonnen] Filename string ref. = dune7 Track in this file = 2 [Brief Atreides] Filename string ref. = dune7 Track in this file = 3 [Brief Ordos] Filename string ref. = dune7 Track in this file = 4 [Intro] Filename string ref. = dune0 Track in this file = 2 [Menu] Filename string ref. = dune7 Track in this file = 6 [Conquest] Filename string ref. = dune16 Track in this file = 7 [Finale Harkonnen] Filename string ref. = dune19 Track in this file = 4 [Finale Atreides] Filename string ref. = dune19 Track in this file = 2 [Finale Ordos] Filename string ref. = dune19 Track in this file = 3 [Credits] Filename string ref. = dune20 Track in this file = 2 [Cutscene] Filename string ref. = dune16 Track in this file = 8 [35] Filename string ref. = dune0 Track in this file = 3 [Logos] Filename string ref. = dune0 Track in this file = 4 [37] Filename string ref. = dune0 Track in this file = 5 [edit] Okay, so, I matched all your midis to the official names: DUNE2-01.MID - Choose Your House (unused in-game) DUNE2-02.MID - Wander 1 - The Building of a Dynasty DUNE2-03.MID - Wander 2 - Dark Technology DUNE2-04.MID - Wander 3 - Rulers Of Arrakis.mp3 DUNE2-05.MID - Wander 4 - Desert of Doom DUNE2-06.MID - Wander 5 - Faithful Warriors DUNE2-07.MID - Wander 6 - Spice Melange DUNE2-08.MID - Harkonnen Mentat DUNE2-09.MID - Atreides Mentat - The Council DUNE2-10.MID - Ordos Mentat - Disturbed Thoughts DUNE2-11.MID - Menu - Hope Fades DUNE2-12.MID - Atreides Victory DUNE2-13.MID - Harkonnen Victory DUNE2-14.MID - Wander 7 - The Prophecy part 1 DUNE2-15.MID - Wander 8 - The Prophecy part 2 DUNE2-16.MID - Battle 2 - Epic War DUNE2-17.MID - Battle 3 - Humans Fall DUNE2-18.MID - Battle 4 - Adrenaline Rush DUNE2-19.MID - Battle 5 - Only The Strongest Survives DUNE2-20.MID - Battle 6 - Marching Towards The End DUNE2-21.MID - Map Theme DUNE2-22.MID - [Interlude track: Plotting (not on Frank's site)] DUNE2-23.MID - Ordos Victory - Abuse DUNE2-24.MID - Wander 9 - For Those Fallen DUNE2-25.MID - [Atreides Ending Cutscene (not on Frank's site)] DUNE2-26.MID - [Ordos Ending Cutscene (not on Frank's site)] DUNE2-27.MID - [Haronnen Ending Cutscene (not on Frank's site)] Not accounted for: Game intro Battle 1 - Into The Heat Credits theme All three "Lose" themes (thought they're only 8 second clips) Note that the midi files are available here: https://www.vogons.org/viewtopic.php?t=33823&start=42 These seem identical to yours, only the pack has all of them. The unused "Choose Your House" theme is misidentified as "Ambient 1" though.
  14. 1 point
    Hey, new mapper! Cm's a mapping monster. And he's awesome. Wassap fam? If you need help getting a certain function working in your map, let us know!
  15. 1 point
    Second image is broken, but it's still on archive.org: https://web.archive.org/web/20120729091207if_/http://img18.imageshack.us/img18/6905/overwhelmed2.png
  16. 1 point
    Been a few years since I last tested the Dune 2 classic mod for OpenRA so I've done a new video.. nothing exciting match wise.. just a 1 on 1 test game. They've been busy as its way more feature packed compared to 2017.
  17. 1 point
    It was released last week: https://turboknight.bandcamp.com/album/navigators
  18. 1 point
    File Name : Datar8sprites.zip File Size : 6.89 Mb File Format : Zip Uploaded On : 11-3-2013 5:30pm @ All : This Sprite Pack contains all of data.r8 contents.... I still haven't found out what does the pics in unknown folder do.... Have fun people..... @ MVI : Add this pack into your D2k Plus website..... Darar8sprites.zip
  19. 1 point
    My Sonic Tank would be either like the original. Weak when alone. Indeed defeated by 3 Quads. But strong when in a massive group. But I also like the one shot, kill version of EbfD. Long range is a pre. A lot of splash is a pre. PS. Atreides have a little bit of stealth in EbfD. And I guess, you could count the Fremen (dune2000)? Even if they are not really a part of the Atreides. Atreides have more stealth than the Harkonnen for sure.
  20. 1 point
    Well, I guess I'd better join the party. Remember guys, adding new units / structures / weapons to the game is impossible at this time. You can, however, add new warheads! And you can overwrite existing units too. There are three units you could really get away with: The duplicate Carryall, the duplicate Sardaukar, and the Thumper Infantry. Overwriting duplicates means you need to work around certain limitations with how the units can be built, so only the Thumper Infantry will work flawlessly. The below entries are not theoretical; they are implmented already in my mod. All relevant measurements, such as build speed or cost, are for normal difficulty. Exclusive factions lists may have odd entries due to D2k's limitations, but just because something is available for a faction doesn't mean the AI will be allowed to build or train that unit. ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- INFANTRY Infantry are slow and very easy to kill, but they are inexpensive, have respectable range and firepower, and self-heal. They can: - Garrison infantry rock to fortify a position or provide cover for mobile forces. - Deter enemy LAVs or stealth units from surgical strikes (when spread out). - Deal the most damage per second of any unit (when stacked up tight). Light Infantry Intel Entry - Light Infantry are the most basic armed unit and have a combat life expectancy of only a few seconds. They are cheap and simple to train, making them very easy to recruit in droves. They pose a threat mostly to enemy infantry, but they can effectively fight enemy LAVs if in enough numbers. Tech Level - 0 (Basic) Requires - Barracks Strength - Anti-infantry HitPoints - 600 BuildSpeed - ~5 secs (922 / the number you put in TibEd, in this case 185, to get the build speed in in-game seconds. Build speed improves with 2-3 factories!) Cost - 50 Solaris Range - 2 tiles (Weapon range in tiles is the value in TibEd divided by 32. Non-integer results means the weapon range is rounded out a tad.) ROF - 1.2 secs (Rate of fire is measured in tics. 25 tics=1 second.) DPS - ~104 (Damage per second is a more reliable measurement to balance units around than damage per strike. The value is affected by a target's armor type.) Trooper Intel Entry - Rocket launcher-armed infantry trained to effectively destroy vehicles and structures. Troopers are an excellent deterrent against LAVs when scattered among rock formations, but Combat Tanks and LRA can outrange them. Tech Level - 1 (Light) Requires - Barracks (upgraded) Strength - Anti-vehicle / structure HitPoints - 700 BuildSpeed - ~8.5 secs Cost - 80 Solaris Range - 3 tiles ROF - 1.6 secs DPS - ~188 Grenadier Intel Entry - Grenadiers are quick infantry ideal for supporting LAVs, armor, or fortifications. Being extremely dangerous to other infantry and capable of hitting targets atop cliffs and over walls, they are best deployed in small numbers and used with caution. Tech Level - 2 (Light II) Requires - Barracks (upgraded), Outpost Strength - Anti-infantry / structure HitPoints - 700 BuildSpeed - ~9.5 secs Cost - 100 Solaris Range - 4 tiles ROF - 2 secs DPS - ~63 (area-effect) / 75 (area-effect, on death) Engineer Intel Entry - Engineers are responsible for organizing construction, keeping data secure, and diagnosing and fixing problems within your base. They can be deployed to the battlefield to disrupt enemy operations and they can even provide you direct control over enemy structures. However, due to their lack of armament and combat experience, they must be escorted to the enemy base to have any chance of capturing anything. Tech Level - 4 (Utility) Requires - Barracks (upgraded), Outpost Special - Permanently capture structure HitPoints - 500 BuildSpeed - ~26.5 secs Cost - 400 Solaris Fremen Warrior Intel Entry - Native desert inhabitants of Dune. Fremen Warriors are vastly superior to other infantry and can even match Sardaukar Elites in combat. They are extremely distrustful of outsiders and tend to be openly hostile, though this attitude varies between Sietches. Tech Level - 6 (Advanced II) Requires - Barracks, High Tech Factory Exclusive - Atreides, Fremen, Ix Strength - Anti-infantry / vehicle / structure HitPoints - 900 BuildSpeed - ~14 secs Cost - 200 Solaris Range - 3 tiles ROF - 1.6 secs DPS - ~94 (anti-infantry) / ~141 (anti-vehicle / structure) Fremen Fedaykin Intel Entry - Fedaykin are Fremen guerrilla fighters. While rarely seen on the battlefield, in part due to their excellent skills in camouflage, they are a considerable threat. In addition to invisibility, Fremen Fedaykin are just as tough and dangerous as Fremen Warriors. Fedaykin are deployed from the Palace of Diplomacy three at a time. Tech Level - 7 (Ultimate) Requires - Palace of Diplomacy Exclusive - Atreides, Fremen, Ix Special - Permanent out-of-combat invisibility Strength - Anti-infantry / vehicle / structure HitPoints - 900 BuildSpeed - ~184.5 secs (3x) Range - 3 tiles ROF - 1.6 secs DPS - ~94 (anti-infantry) / ~141 (anti-vehicle / structure) Sardaukar Elite Intel Entry - Emperor Corrino's fearsome soldier-fanatics. Sardaukar Elites are armed with powerful weapons equally effective against infantry, vehicles, and structures, and can take the most punishment of any infantry on Dune. Tech Level - 6 (Advanced II) Requires - Barracks, High Tech Factory Exclusive - Imperials Strength - Anti-infantry / vehicle / structure HitPoints - 1000 BuildSpeed - ~14 secs Cost - 200 Solaris Range - 3 tiles ROF - 2 secs DPS - ~88 (anti-infantry) / 125 (anti-vehicle / structure) ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- LIGHT ARMORED VEHICLES LAVs, or Light Armored Vehicles, are fragile but fast and hard-hitting. They can: - Intercept or flank any other ground units in the game. - Effectively bypass sparse enemy defenses with their speed. - Provide excellent mobile support for slower units, like infantry. Trike Intel Entry - Trikes are fast light vehicles armed with machine guns. While unable to be fitted with special modules, and less effective than the Raiders deployed by certain parties on Arrakis, their inexpensive simplicity makes them popular with most factions. Tech Level - 1 (Light) Requires - Light Factory Exclusive - Atreides, Harkonnen, Imperials, Fremen, Ix Strength - Anti-infantry HitPoints - 900 BuildSpeed - ~19 secs Cost - 300 Solaris Range - 3 tiles ROF - 0.8 secs DPS - ~219 Raider Intel Entry - Raiders are interceptors suitable for catching and killing infantry or Missile Tanks with their mounted machine guns. They're considerably more expensive than their Atreides or Harkonnen counterparts, but they're also much more effective. Tech Level - 1 (Light) Requires - Light Factory Exclusive - Ordos, Smugglers, Mercenaries Strength - Anti-infantry HitPoints - 1000 BuildSpeed - ~19 secs Cost - 350 Solaris Range - 3 tiles ROF - 0.72 secs DPS - ~243 Stealth Raider Intel Entry - The Stealth Raider is the ultimate scouting and ambush vehicle. A swarm of Stealth Raiders can eat tanks in seconds and escape to repair before the enemy knows what hit them. Its cloaking system requires a High Tech Factory to manufacture. Tech Level - 6 (Advanced II) Requires - Light Factory, High Tech Factory Exclusive - Ordos, Smugglers, Mercenaries Special - Permanent out-of-combat invisibility Strength - Anti-infantry HitPoints - 1000 BuildSpeed - ~22 secs Cost - 400 Solaris Range - 3 tiles ROF - 0.72 secs DPS - ~243 Shock Raider Intel Entry - Raiders outfitted with plasma weaponry similar to Devastators' cannons. The Shock Raider is an expensive light vehicle with precise attacks effective against all targets. In addition, their attacks can arc over Concrete Walls. Despite these advantages, Shock Raiders are no tougher than standard Raiders, and have an even shorter range. Tech Level - 8 (Boss) Requires - Light Factory, Research Centre Exclusive - Atreides, Ordos, Imperials, Fremen, Smugglers, Mercenaries, Ix Strength - Anti-infantry / vehicle / structure HitPoints - 1000 BuildSpeed - ~33 secs Cost - 500 Solaris Range - 2 tiles ROF - 1.12 secs DPS - ~161 Quad Intel Entry - Quads are rocket-toting LAVs ideal for surgical strikes against vehicles or structures. Despite their fragility, their firepower is an essential component of your military strength. They're cheap enough to be easily mass-produced. Tech Level - 2 (Light II) Requires - Light Factory (upgraded) Strength - Anti-vehicle / structure HitPoints - 1100 BuildSpeed - ~26.5 secs Cost - 400 Solaris Range - 3 tiles ROF - 1.2 secs DPS - ~313 RPG Quad Intel Entry - RPG Quads are an uncommon hybrid seen only in the early stages of conflict, if at all. Although rare and expensive, and no tougher than typical Quads, RPG Quads are remarkably versatile. Not only can they engage enemies both in close range and from afar, even over walls, but they also make excellent scouts. Their good range and speed make them especially effective rapid response units. Tech Level - 4 (Utility) Requires - Light Factory, Outpost, High Tech Factory Exclusive - Ix Strength - Anti-infantry / vehicle / structure HitPoints - 1100 BuildSpeed - ~33 secs Cost - 500 Solaris Range - 3 / 5 tiles ROF - 1.6 secs DPS - ~78 (area-effect, anti-infantry / structure) / ~234 (anti-vehicle / structure) ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ARMOR Units designated "Armor" excel at damage absorption. They can: - Effectively assault fortified positions given their excellent HP. - Win extended battles of attrition against weaker enemy units. - Safeguard weaker friendly units while they perform their roles. Light Combat Tank Intel Entry - Light Combat Tanks sacrifice armor for speed in both motion and firing. Although they cannot soak so much damage, they can escape any other tank and occupy territory without giving the enemy much time to react. And, they remain suitable for frontal assault. Tech Level - 3 (Armor) Requires - Heavy Factory Exclusive - Ordos, Fremen, Smugglers Strength - Anti-vehicle HitPoints - 1800 BuildSpeed - ~35.5 secs Cost - 700 Solaris Range - 4 tiles ROF - 1.6 secs DPS - ~188 Medium Combat Tank Intel Entry - Medium Combat Tanks are well-rounded units in motion, firepower, and armor. They are perfectly suited to assaulting fortified enemy positions, covering friendly units, and quickly responding to attacks. However, they do not stand out in any one area. Like against any other Combat Tank, Troopers are an effective counter. Tech Level - 3 (Armor) Requires - Heavy Factory Exclusive - Atreides, Imperials, Ix Strength - Anti-vehicle HitPoints - 2200 BuildSpeed - ~35.5 secs Cost - 700 Solaris Range - 4 tiles ROF - 2 secs DPS - 150 Heavy Combat Tank Intel Entry - Heavy Combat Tanks sacrifice speed in both motion and firing for superior armor. Despite inferior firepower to other tanks, their sturdiness is unmatched. Gunfire and grenades won't so much as dent them, and they can flatten squads of Troopers long before their rockets penetrate the tanks' armor. Tech Level - 3 (Armor) Requires - Heavy Factory Exclusive - Harkonnen, Mercenaries Strength - Anti-vehicle HitPoints - 2800 BuildSpeed - ~35.5 secs Cost - 700 Solaris Range - 4 tiles ROF - 2.4 secs DPS - 125 Duelist Tank Intel Entry - Durable weapons of Ixian design used primarily by the Ordos and smugglers. Duelist Tanks are meant to draw fire to cover other units. Although the Duelist Tank is good against any one unit with few exceptions, true to its name, it performs poorly against quick or long-ranged enemy targets. A pair of Quads can catch and destroy Duelist Tanks with ease. And, unlike Combat Tanks, Duelist Tanks cannot out-range Troopers with their cannons. Tech Level - 5 (Advanced) Requires - Heavy Factory, Research Centre Exclusive - Ordos, Smugglers Strength - Anti-infantry / vehicle / structure HitPoints - 2500 BuildSpeed - ~38.5 secs Cost - 800 Solaris Range - 3 tiles ROF - 2.2 secs DPS - ~136 Devastator Intel Entry - The toughest tank on Dune. Devastators are energy weapons of Ixian design commissioned by House Harkonnen. Their dual plasma cannons are extremely effective at close range. Although very slow, they are more heavily armored than any other vehicle and can automatically self-repair to a point. Thus, they provide excellent cover for any weaker unit. As a last resort, a Devastator can detonate its internal reactor to annihilate all nearby targets. Tech Level - 6 (Advanced II) Requires - Heavy Factory (upgraded), Research Centre Exclusive - Harkonnen Special - Self-destruct Strength - Anti-infantry / vehicle / structure HitPoints - 5000 BuildSpeed - ~51 secs Cost - 1100 Solaris Range - 3 tiles ROF - 2.6 secs DPS - ~346 (anti-infantry / vehicle / structure) / 4800 (self-destruct) ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- LONG-RANGE ARTILLERY Long-Range Artillery do as their name implies. They're the most expensive units and tend to move slowly, but their range and damage output are excellent! - All LRA can attack over walls. - They have the longest range of any unit in the game. - They excel at burst damage. Each attack deals high damage. Siege Tank Intel Entry - The Siege Tank is a cannon on treads capable of annihilating huge packs of infantry or most enemy structures in very few blasts. They're fairly cumbersome and can be destroyed easily by Quads and Combat Tanks, but they excel at razing a base after its defenses have been penetrated, or at defending your base from incoming enemy forces. They are also the best weapon for blowing through Concrete Walls. An upgraded Heavy Factory and a High Tech Factory are both required to manufacture these weapons. Tech Level - 5 (Advanced) Requires - Heavy Factory (upgraded), High Tech Factory Strength - Anti-infantry / structure HitPoints - 1800 BuildSpeed - ~42 secs Cost - 900 Solaris Range - 5 tiles ROF - 3.2 secs DPS - ~156 Missile Tank Intel Entry - The Missile Tank is a mobile rocket launcher with impressive range and firepower. Though vulnerable to fire from Light Infantry or Raiders, their armor is built to withstand attacks from Combat Tanks or Quads. They can fire over walls, at air units, and provide long-range support for turrets. Tech Level - 5 (Advanced) Requires - Heavy Factory, Research Centre Exclusive - Atreides, Harkonnen, Imperials, Fremen, Mercenaries, Ix Strength - Anti-vehicle / air / structure HitPoints - 1400 BuildSpeed - ~42 secs Cost - 900 Solaris Range - 6 tiles ROF - 5 secs DPS - 120 Sonic Tank Intel Entry - The ultimate siege weapon. Sonic Tanks are weapons of Ixian design based on Weirding Modules and commissioned by House Atreides. They are extremely effective against any ground target, but may require alignment to be used to maximum effectiveness as they annihilate targets in a straight line from their location. They can be overwhelmed if surrounded, and their tall cannons cannot rotate downwards to damage targets very nearby the treads. Tech Level - 6 (Advanced II) Requires - Heavy Factory (upgraded), Research Centre Exclusive - Atreides, Fremen, Ix Special - Path damage Strength - Anti-infantry / vehicle / structure HitPoints - 2800 BuildSpeed - ~51 secs Cost - 1100 Solaris Range - 5 tiles ROF - 3.4 Deviator Intel Entry - A unique support unit. Deviators are fast, lightly armored missile platforms of Ixian design commissioned by House Ordos. Contrary to widely-disseminated lies, Deviators' attacks do in fact release a poison that affects the drivers of vehicles, not the vehicles themselves. Since the gas works only in the closed space of vehicle cockpits, its pressurized canisters toss infantry with concussive force, and nothing more. Deviators also have the longest range of any Ixian tech on the field and can wreak havoc on enemy forces like no other unit. Tech Level - 6 (Advanced II) Requires - Heavy Factory (upgraded), Research Centre Exclusive - Ordos, Smugglers Special - Temporarily capture vehicle Strength - Anti-infantry / vehicle HitPoints - 1400 BuildSpeed - ~51 secs Cost - 1100 Solaris Range - 6 tiles ROF - 5 secs DPS - 100 (anti-infantry) ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- SPECIAL FORCES Superweapons, pretty much. Ornithopter Intel Entry - House Atreides' magnificent air fleet dominates the skies of Dune. The cornerstone of their fleet is the Ornithopter, a fast winged aircraft sortied from the Atreides' High Tech Factory and coordinated from the Outpost. Their bombs are effective against all targets, and they can attack with near-impunity from the air. The presence of Ornithopters on the field demands the use of Missile Tanks and Rocket Turrets, their only deterrents. Tech Level - 6 (Advanced II) Requires - Outpost, High Tech Factory (upgraded) Exclusive - Atreides, Fremen, Ix Strength - Anti-infantry / vehicle / structure HitPoints - 900 BuildSpeed - 461 secs (3x) Damage - 400 (per bomb, area-effect) Saboteur Intel Entry - Saboteurs are fearless, quick, and stealthy infantry deployed from the Palace of Deceit. Armed only with explosives and utter apathy for their own lives, courtesy of mental tampering, they desire only to destroy whichever structure they're tasked with infiltrating. Should infiltration be impossible, Saboteurs may detonate their explosives in close proximity to enemy units to deal heavy damage to them. While fragile, they can sneak past enemy defenses with their personal cloaking devices. Turrets and infantry in close proximity can reveal cloaked Saboteurs. Tech Level - 7 (Ultimate) Requires - Palace of Deceit Exclusive - Ordos, Smugglers, Mercenaries Special - Temporary out-of-combat invisibility Strength - Anti-infantry / vehicle / structure HitPoints - 500 BuildSpeed - ~184.5 secs Range - 1 tile Damage - 1800 (self-destruct) Death Hand Missile Intel Entry - The ultimate superweapon. The Death Hand is a fairly precise warhead launched from the Palace of Destruction that annihilates all but the toughest targets. When a Death Hand is launched, you will be alerted. It's recommended you evacuate forces from the missile's suspected destination, if possible. This weapon is most often used by the Harkonnen and can only be stopped by destroying the palace. Tech Level - 7 (Ultimate) Requires - Palace of Destruction Exclusive - Harkonnen, Imperials Strength - Anti-infantry / vehicle / structure BuildSpeed - 461 secs Damage - 300 (per fragment, area-effect) ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- BASE DEFENSES Your durable, but totally immobile fortifications. Concrete Wall Intel Entry - Crude barriers capable of blocking most attacks and impeding the movement of enemy troops. They're effective protection for turrets or LRA, but cannot last against focused fire. Grenadiers can break them with ease. Tech Level - 2 (Light II) Requires - Construction Yard HitPoints - 700 BuildSpeed - 5 secs Cost - 25 Solaris Gun Turret Intel Entry - Long-range rotating cannons best fortified behind Concrete Walls and supported by LRA. While sturdy and effective against all targets, their utter immobility leaves them vulnerable to a concentrated attack. In addition, their power can be cut by destroying enough Wind Traps. Tech Level - 4 (Utility) Requires - Construction Yard (upgraded) Strength - Anti-infantry / vehicle HitPoints - 2800 BuildSpeed - ~26.5 secs Cost - 700 Solaris Range - 6 tiles ROF - 2.2 secs DPS - ~136 Rocket Turret Intel Entry - Long-range rotating missile platforms best fortified behind Concrete Walls and supported by LRA. While sturdy and effective against all targets, their utter immobility leaves them vulnerable to a concentrated attack. In addition, their power can be cut by destroying enough Wind Traps. Tech Level - 6 (Advanced II) Requires - Construction Yard (upgraded), Research Centre Strength - Anti-vehicle / air HitPoints - 3500 BuildSpeed - ~33 secs Cost - 1100 Solaris Range - 7 tiles ROF - 3.8 secs DPS - ~158 Storm Lasher Intel Entry - The most advanced stationary defense structure. Its capacitors keep a fully-charged shot ready to instantly strike targets at twice the range of Rocket Turrets with enough power to destroy weak units in one attack. Its only fault is its rate of fire. And, it predictably re-acquires targets nearer to it once its first target has moved out of range or been destroyed. Like other base defenses, the Storm Lasher requires power to function. Tech Level - 8 (Boss) Requires - Construction Yard (upgraded), Research Centre Strength - Anti-infantry / vehicle HitPoints - 4200 BuildSpeed - ~44 secs Cost - 2000 Solaris Range - 14 tiles ROF - 10 secs DPS - 180 (area-effect) ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- COMMANDERS While technically not part of the game mechanics, there are several prominent commanders appearing in my maps so far. At the very least, they've inspired me to go certain directions with faction identity and unit composition because of the way they act. And, they do have additional intel entries I could list here. Cyril Vasiliou The honorable Atreides commander. Atreides infantry are fiercely loyal to their duke, and the commander is no exception. Only these suave diplomats could manage an alliance with the distrustful native Fremen, but that sort of relationship takes time to cultivate. The Atreides must rely on their own forces in the meantime. While respectable, don't mistake honor for kindness. The Atreides fiercely and violently oppose their enemies. Radnor Krillys The ruthless Harkonnen commander. The war-mongering Harkonnen are industrious and tough. While it's impossible to find love for them, their malevolence and brutality are nevertheless admirable. They are a force to be reckoned with even without any allies. Although those who don't oppose them - and therefore aren't destroyed - enjoy considerable security benefits, they are more than likely extorted to no end. Achen Moriaen The enigmatic Ordos commander, or so she seemed. It was thought that House Ordos was wealthy and headed not by a single entity, but a conglomerate of nobility. This is not the case; the strange truth is that a being called the Executrix commands them, and it is four minds sharing one body. Like the House itself, Achen Moriaen is duplicitous, callous, and cunning. And as it turns out, Achen Moriaen's true loyalties lie elsewhere... Kyne Giraud The fanatical Imperial Burseg. He commands the most ruthless army in the known universe in service to Emperor Corrino, but strength is only a footnote in his many qualities. His efforts in espionage and sabotage in battle keeps the Imperials firmly in place at the top on Arrakis. Issam Nehara Naib of Sietch Mushtamal. His Fremen are gladly isolated in the howling crevices of the winding, windswept ridge. Even though they are easily spotted by trespassers, Nehara himself is a master of stealth and can personally ensure their safety. Rowe Summers The resourceful ex-mercenary commander. While she shows weakness in caring for those under her command, she is remarkably obstinate. She can even be belligerent towards dissidents, although this tends to be reactive as her default aims are typically innocuous. She is unusually hands-on and will often personally oversee battles. Ketua Sumadi The stealthy head of the largest smuggling organization on Arrakis. Ketua Sumadi has impressively turned a profit time and time again even as superior forces hunt his men down. He is known to micromanage his subordinates to propagate his modus operandi and ensure profits are made. And if that doesn't work, he will silence the opposition. This has angered some of his even more ambitious underlings, including Rowe Summers, who see potential in dealing with the Great Houses. Sabre Durant The resilient mercenary commander. Through his strong relationship with Ketua Sumadi and Rowe Summers, he's gained much popularity and guaranteed relatively safe work for the many under his command. However, he is largely dependent on Sumadi's smugglers to operate and will do almost anything to maintain business with Sumadi. He is known to put his hefty fees towards the toughest units available. ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------- I have a lot of love for the game's original designs, but I did feel that certain things were unfair. Quads and Siege Tanks were really crappy units before, Concrete Walls only blocked Combat Tank shots for some reason, fortifications were overpowered as heck, tech progression was kind of linear, and faction identity was massively blurred. Now, Quads are respectable damage-dealers and Siege Tanks are on par with Missile Tanks. Concrete Walls and other base defenses now block most projectiles, allowing for new plays with units that can fire over walls versus units that cannot. Fortifications are now more confined to a supporting role, requiring the assistance of other units to effectively defend an area. Now, the player has certain choices to make in teching up! Does he drop 1.2k Solaris on the Light Factory upgrade yet, or does he need four more Trikes right now? Does he place a Barracks before his first Wind Trap, or should he nix extra early defense and drop a Refinery as soon as possible? Does he drop 2k on that Heavy Factory upgrade for Siege Tanks and MCVs, or does he drop that 2k total on upgrading the High Tech Factory and placing a Research Centre for Missile Tanks and/or Duelist Tanks, and Rocket Turrets? And now we've got some well-defined commanders and factions. Tough mercs, hit-and-run Fremen, balanced and poised Imperials. My balancing orbited mostly around unit classifications, their roles. What they're supposed to do well, and where they fall short. Categorizing every unit in four specific ways makes gameplay simpler to learn, but more difficult to master. And, more importantly, it places a major emphasis on unit micro. If you've ever played or watched multiplayer matches in D2k, it's pretty heavily tipped towards the macro game. I wanted to push my finger down on the micro part of the scale. Because that's fun and rewarding! Stutter-step with those Grenadiers, move the Combat Tanks up close to the enemy turrets before sending the LAVs past them. Keep your Troopers safe while they heal up after being hit with falling debris, and intercept anything trying to kill them with a bunch of Trikes or Raiders. Move that LRA up with your new MCV and drop that pre-built turret at the new expansion! Or micro that one heavy Combat Tank ahead of your other units to act as a lightning rod so it can soak damage from that Storm Lasher. Despite the extensive rebalancing, all the pre-existing units are still the same unit. It's not like I replaced the Trike with a new Combat Tank or something. There are a few new units, but they're thrown into the mix with great consideration. Everything to this point has been very meticulously crafted. Anyway, there's my unit compendium. Hope that helps y'all figure out watcha wanna do with yours, or something.
  21. 1 point
    this shows better By the way, I don't know how to quote one line to reply ...
  22. 1 point
    The deviation mission: After you capture one vehicle, you need to send it to repair pad immediately; that's what carryalls use for! When it reaches the repair pad, you can try using hotkey "S" to stop it ON one of the four points of the pad, then it won't transfer, unless you move it or the repair pad is destroyed! the four points are (let's see if I can draw something ):
  23. 1 point
    Like I said, I normally play in 800x600 for fun or 640x400 for testing. I have really cruddy eyesight too. I set it to max because when the game's resolution matches the desktop's resolution, it'll appear to be fullscreen even if it's windowed, and that can help fix some problems with, say, Display Capture in OBS for instance. The reason we use 640x400 for testing purposes is because certain things, like in-game text transmissions, might clip off the side of the screen or onto the sidebar if they're too long. So if we play at the default resolution and there's no problem with the text, that's one more glitch we don't gotta fix! Among some other things, like difficulty scaling for instance. That's tested with a lower resolution because our macro and micro are limited. Anyway, link us a clip when you test the stream out with that idea. I'm really curious to see how that works out!! P.S. - FYI, Fraps works for recording D2k. At least, it does for me. I don't think you could stream with Fraps, but if you were to do YouTube videos or something, it might be handy to know. I use Fraps for some other stuff too, it seems to work nicely for old stuff, but really you've gotta have a lot of hard drive space and compress your footage whenever you record. Fraps' file sizes are ridiculous! But if you run the files through Virtualdub with the Xvid codec, that shaves off like 95% of the file size without any losses in quality, and there ya go. Sorry, I don't mean ramble. If you wanna know more about my process for video editing, compression and stuff, feel free to ask. Otherwise, I'm gonna try to stay on topic.
  24. 1 point
    Nice timing, I just got on. XD I see, that's awfully strange. Hmm, have you tried running the game in windowed mode and using display capture to set it? I believe the way the fullscreen works is it'll put the game window in the top left and set the display to match that resolution. OBS will pick up the rest of the screen while all you're seeing is the resolution you set. Maybe if you tweak your monitor's resolution in the control panel AND the in-game resolution, and run in windowed / borderless / modal style, that should simulate fullscreen without actually being fullscreen. I'll give you an example: In the above screenshot, I had the game set to windowed mode, but it appeared to be fullscreen because it took up the entire resolution of my display - I have an ultrawide for video editing. Say you were to go to the display settings in control panel (https://i.imgur.com/8dVkHaK.png) and bump your monitor's resolution down to where you want the game to run. Would that appear to be fullscreen in the stream output, you suppose? Might be worth testing.
  25. 1 point
    There are plenty of options you might wanna tinker with that could help. Disable High DPI Scaling, Force DirectDraw Emulation, Single Processor Affinity, Video Backbuffer... and of course, GDI mode if you enable DxWnd. I dunno if anything will fix the problem, but it's probably the matter with settings. I forgot to mention, you CAN box-select with shift if you do it this way... for example: - Bind a group to 1. - Box select another group of units. - Hit shift + 1. - Then hit ctrl + 1. Ayy, thanks for the link. Imma check 'er out.
  26. 1 point
    Hi, Fey already say it, but I want to clarify. Some of the custom campaigns and/or maps make use of some files that will mod the game. Dunno if you know about the tool "Tibed", which allow to change the tech tree (money cost, speed of the unit, etc...) of several westwood RTS, including dune 2000. This means that if you play Fey's smuggler campaign, it's not the same with or without those modded files. For example, the ref cost 600 more credits, upgrades are also expensive, grenadiers are available to take out the tons of infantry he designed for his campaign, etc... . it requires copy and paste some files; your computer will said something about "those files already exists, overwrite?", so be extra carefull with that. You can create back up of your files or just getting the ones provided on the zip close enough. I usually add a "back up" folder with them, just in case. But not all people may add the vanilla files and, if you forget to do your own back up; your game (even the original westwood-made maps) will change forever, making units to appear where they weren't intended (Harkonnen with Fremen, Ordos with the missile tank, etc...) Take this as a warning. I'll say only 10-15% of the campaigns available have this type of modding, there are plenty of them that don't need anything extra but the core files (the map themselves). But yeah; there are actually 45 different campaigns made. You have enough material to try and play for days. Ps: Just in case you are interested: I recreated the very last map for Dune Emperor here, for Dune 2000. I mod the units to make some kind of contaminator, leecher and the Tleilaxu Living turrets (so yeah, this map mod the files). You can't even play this map withouth the files because the player will win instatly (the building doesn't exist in the vanilla set up; only with my modded files). I will show this image just as proof: https://forum.dune2k.com/uploads/monthly_2018_04/5adbd13292198_Assault2(H).jpg.93fc45739e292dc7aadae7c8ddb23cca.jpg
  27. 1 point
    FYI, the smugglers campaign is modded! However, uninstallation is a very simple copy + paste too by using the backup data folder, so hopefully it's not too much of a bother. The Heighliner mini-campaign isn't modded because I designed it explicitly to demonstrate the tileset. Its aesthetics, strengths, weaknesses, and of course to show that no additional modding is actually required at all to get it to work. I'm not really an artist, but I do a little bit of spritework here or there. D2k works in a lot of weird ways, like if you wanted the ground structures could be placed on to not be orange, say you wanted it to be blue, you would need to overwrite a core game file. This would affect all other maps in a campaign, causing blue craters to appear under buildings on Arrakis maps placed on orange rock. XD So, it's that sort of thing the tileset is built to be compatible with. Anyway, I hope you enjoy those campaigns. I'd love to hear back from you if you have comments to make about 'em. Any criticism or compliments help, any mapper would say! It helps us know what we should do more of and what we should avoid doing again, or should do differently. If not, it's cool. Enjoy and stuff. Dude, the Emperor soundtrack is my freakin' jam, man. And some of the ideas in my mod were inspired by Emperor. The Heighliner tileset isn't part of my mod, but I certainly use it! And there's even a Guild mega-turret I did the spritework for. I call it the Storm Lasher. https://www.youtube.com/watch?v=me-gH4G_1xA (SPOILER ALERT) Here's a demonstration video for the Storm Lasher, or 'SLasher' for short. D2k has many limitations, so it's not like I could make a teleporting NIAB tank or a genuine Guild megaturret, but Storm Lashers and Shock Raiders are definitely inspired by those Guild units. Oh, damn, I know that feeling. I get insomnia too; if I'm not totally exhausted, I wind up laying down and not getting a wink for hours. Dunno how that works, but yeah. lol
  28. 1 point
    Oi mate! I dunno about changing the mouse buttons, but there's a "Hotkeys" section in the Dune2000Config executable you used to get OBS working with D2k. From what I can see, there's no way to change the mouse buttons, but you might find some other useful hotkeys there. There are also some not listed. I'll put some unlisted commands and good combos here: Ctrl + # = Bind the selected units to a key. Select them by hitting the assigned number again. Alt + # = Center view on a unit in the group assigned to the number. Shift + Click = Select or deselect a unit without affecting other units you've selected. Box select doesn't work with this; it's only for single units. It takes a bit of getting used to, but it isn't that bad; I mostly use it to get the odd Combat Tank in a group or deselect a Harvester in the middle of my guys. X + G = Scatter and Guard. If you're worried about infantry being picked off by Siege Tanks or Grenadiers, or run over by Combat Tanks, but you can't babysit them, this useful combination of commands will spread them out and make them aggressive towards whatever comes their way. Not superior to micro, but hey, it's something. Also note that the original resolution the game was meant to be played in is actually 640x400. While it may sound silly to downgrade to that resolution, there are a couple of reasons for doing so. For one, the amount of items on your sidebar at any time will be 4, which makes the game harder since you need to navigate the sidebar more attentively for your macro. Additionally, the hotkey E is the default for selecting all units on screen. At a high resolution, you're more likely to select stuff you don't necessarily want, like a Harvester or three! However, at lower resolutions, you can more precisely pinpoint the units on the map you want to quickly select en masse. If 640x400 is too low, I've taken a liking to playing the game at 800x600. That resolution will get you eight items at a time on the sidebar, which is plenty to work with. Hope that helps.
  29. 1 point
    Glad to hear you got it working, mate! If you plan to stream, you'll be happy to know that Dune 2000 comes with TONS of additional content. Not only are the original campaigns a whole 27 levels totaling 45 maps, but there is a whole crapton of original content for the game. Here's a link to an index full of original content for D2k: https://forum.dune2k.com/topic/27756-all-completed-mods-and-tools-index-dune-2000/ The original content varies in style and quality, but you can bet your butt there's some fine stuff there. While older campaigns may have been designed with limited tools, newer ones have superior AI enhancements, mods, and more. I, myself, have created a tileset allowing D2k to be taken off Arrakis and up to space in the Heighliner tileset! (https://i.imgur.com/6USFCxP.png) Which is linked in the above index, under the "Heighliner Mini-Campaign." If you enjoy that one, I have another completed campaign totaling fifteen missions using the latest advancements in modding and gameplay knowledge. Suped-up AIs, fun, fast-paced gameplay, and unique missions often with multiple objectives, non-linear progression, and optional hard modes. That one's also on the index, under "Smugglers Campaign" by yours truly. To install any campaigns, it's very easy. Downloading takes seconds thanks to the minuscule file size. Usually, you'll only find mission files (.mis, .map, and .ini), and those go in your main D2k directory > data > Missions. Once you've got the missions in the folder, you should be able to start them by using the Mission Launcher application in your main D2k directory. Boot that up, select All Missions, and navigate to the faction you'd like to play. Hope that helps you get started, mate! And hey, give us a stream schedule when ya get the chance.
  30. 1 point
    Hey mate! Welcome to the club. You starting D2k map runs on your YouTube channel or something? The cause of this issue might be because of the video options. Find the "Dune2000Config" executable in your Gruntmods D2k installation folder, head to Video Options, and try ticking off "Enable DxWnd" and maybe "GDI Mode" too. GDI Mode usually resolves visual problems like that, and should allow the game to be picked up by OBS. I use Display Capture with OBS, that picks up D2k for me. I just cut out the parts of the clip with my desktop or whatever in it. Hope that helps!
  31. 1 point
    My mistake was to use the Run Command (Windows Key + R) and not the Windows Command Prompt (found under the Windows System folder on the Windows 10 Start Menu). I think what was being displayed was RT2_Port's help instructions; which give much detail of the app's functions. I have successfully modified a map file to fix the ports. Now, demand for goods at the port does not fall to zero after the first delivery. To achieve this I used the command: RT2_Port -fw <MapfileName> This automatically fixes the map file and rewrites the data to the file. The Command Prompt app has to be run using Adminstrator permissions; as mentioned in the OP and in the app's instructions. The result of this is that revenue from materials taken to a port does not collapse after the first delivery as it did before. Again, thanks to ftp_rr for posting this solution to a bug, I suspect, most users are unaware of.
  32. 1 point
    EDIT: Did you know your ports were broken? The built-in map editor always sets the port demand level to 0 when it writes the port data. This results in demand dropping to zero after a single delivery if playing the expert industry model. Many maps exhibit this error, since the only way to fix it, is to directly manipulate the binary data of the map file. As noted in my other thread for 1.57, I tend to like things to be 'right' even if it doesn't really affect the gameplay too much. I also needed a little programming project so I created a little command line tool to display / fix / edit the RT2 ports. It will display in hex, decimal, or words. The fix option will set the demand to 5.0. This value was selected for two reasons, the first is that in most scenario maps, port entry 1 has demand set to 5.0 even if the demand is unneeded for that entry, like a raw producer. The second reason is that according to the strategy guide, demand level 5.0 is the level that pays 100% in the expert industrial model. If one wants to use a different value, the tool will allow you to edit to any reasonable value that you'd like. Just to be explicit for those who didn't realize, ports are not defined in the exe file like other building production data, ports are defined in the map, and once a game is started, the map is copied into your save file. So to fix a port, the map file is modified, and if one wants to fix a port in an ongoing game, then the save file must be modified. Generally, RT2 is installed under C:\Program Files or c:\Program Files (x86) in modern Windows, and this is a protected area, so one can view the port data without privileges, but to make fixes or edits then the shell should be 'Run as Administrator'. As noted in the help option, the program will accept wildcards, but a Microsoft bug causes the first match to be truncated to the first character. Multiple map files may also be specified individually on the same line. As an example if I wanted to look and all the Second Century scenarios in my install, and I type 'RT2_Port maps\#e*' (without the single quotes) then I would get a file error for maps\# then I would get data for all the Second Century maps other than #e01camp.mp2. As a workaround I would type 'RT2_Port maps\#e01camp.mp2 maps\#e*'. You still get the error which can be ignored, but now one gets all the data since the missing file was individually specified. (The above path presumes the RT2_Port.exe file was placed in the main RT2 directory.) Help will be printed if the program is run with -h or -? or any illegal option. I developed the tool for map files and it works with *.map and *.mp2 files. Game files seem to put the data in the same location and so it seems to also work with *.gm2 game files though I didn't test the game files extensively. Note any file names with spaces must be enclosed within double quotes, so the name is recognized as a single token. RT2_Port.zip includes just the RT2_Port.exe file which I recommend putting in the same directory as RT2_Plat.exe for simplicity, but it can go anywhere. Fixed RT2_Plat Maps.zip contains updated maps for a subset of the standard 36 scenarios with the only change being the ports, and a readme file. Note: From my recent experience, guests can download from the download area, but cannot download files within forum posts. If you then create an account to question or comment on this, you'll notice that you can download from forum posts once you have an account. Questions and comments welcome. RT2_Port.zip Fixed RT2_Plat Maps.zip
  33. 1 point
    Hi, guys! I originally wanted to upload all my missions, but found adding information to the MissionLauncher using D2kEditorv12 took much time. So this is the first part, Atreides missions. Please read ReadMe text first. Enjoy! ***** I found Cm_blast's Smuggler's campaign (the 4 mini ones posted long ago) very difficult. Are my mission too easy? Glory_Awaits_AT_By MattBaker.zip
  34. 1 point
    henlo I know everyone hates it that I keep updating this thing, but ya know what? I've been developing that mod throughout making this campaign and its second part! Little fine-tuning over and over until I get it to that point where I'm totally happy with it. Now, I didn't intend to do any major work on this campaign, but having honed my mapping and done up a bunch of maps for the second campaign, I wanted to take the opportunity to shape up these maps. After all, this campaign and the second will be part of the same 30-map campaign when I'm done. I feel the second campaign (or what's done in it so far) consistently has much higher map quality than this campaign. Not anymore! Where the previous update was little more than a patch to get the new Combat Tanks in, that was far from enough. I've since gone through each and every map and brought them up in quality while trying to stay as faithful to the original premises as possible. The mod is better, the maps are better, and now it feels like the final draft I want for when the second campaign is done. That said, unless a game-breaking bug is discovered, I refuse to touch these maps again. Y'all've got my word. I'm excited to say that the changes to the mod are more fun than ever! The Ordos and smugglers have some armor in the form of the Duelist Tank so they can better push on fortified positions. The play between units' ranges and Concrete Walls is much more balanced and rewards better micro. Shock Raiders make a minor appearance in the campaign, a Storm Lasher can be seen on the new Heighliner-based S06V2, and RPG Quads will appear as incidental units in the earlier maps. As for the maps themselves, I'll post the changelog, old / new full map comparisons, par time, and extra comments below. No strategy guides yet, but I've measured my time on hard(+) on every map in tics and real time. Fastest speed, default resolution. The maps are harder in general, but the difficulty curve is better and the changes to the mod, like I said, reward better micro. For instance, my previous par time on S03V2 hard+ was around 24 minutes real-time. Although S03V2 is harder now, I manage it reliably in 20 minutes. If you do happen to be in need of some strategic advice, here are some general tips: If you don't care to look at any of that and instead want to actually jump into the game, here's a download link: https://drive.google.com/open?id=1y48LuY8cuL4KU3iHpZ__WakoGs_bbwDW Edit: Dr. Kran got the Imperial Barracks sprite finished. I haven't updated the file above, I'm just letting everyone know. The file above has been updated with a link to the latest full campaign DL. Since he started a thread about unit sets, I decided to drop every unit stat and intel entry in that thread. I'm gonna repost it here, for reference: Anyway, enjoy!
  35. 1 point
    @Gruntlord6 I uploaded the new version of editor to D2K+ site. Will you please update the existing download page with new version? Or is there anyone else who has rights to do that? Thank you!
  36. 1 point
    Yooo, sick, dude! 😮 You just draw those? I agree about the DHM, that should be laid on its side or buried diagonally in the sand. I really like the wrecked Devastator, that's pretty cool.
  37. 1 point
    @D2k Sardaukar the next 5-10 years would depend on if there are ever more Dune games created. Also, since I work for BioWare/EA these days I'm not sure what restrictions there would be on me. Note, I don't work for the part of the company that decides if they should make more Dune games.
  38. 1 point
    Thank you very much for keeping this forum and website up-to-date and on-line. So much great information about the old Dune games. 🙂 What are actually the plans for this website for the next 5-10 years?
  39. 1 point
    I'm studying the inner working of your maps, I notice that your practice AI works without pre-placing MCV. How? Mine simply sells everything when getting MCV through reinforcement. I see you use Airlift on a few AI. How does it work exactly?
  40. 1 point
    Great stuff! Probably only thing which I need is proper Dune2k launcher which can load both singleplayer and multiplayer (not the one which have ads, and admin rights to launch)
  41. 1 point
    Oh! Okay. I wasn't sure it was suitable for this particular campaign, but I'll certainly remember that in the future.
  42. 1 point
    I think it's still linear the current way, as the outcome is basically the same. Think of it as meaningless choice. Unless you go full force on route system like I proposed. I'd rather make 15 missions campaign since it's easier to be more detailed on the story. If I need to create a choice, I'll try to couple them on the mission. Mission 3 of my campaign presents you a choice on how to take down the target. Mission 4 was actually originally intended to have 2 version, smuggler side and Atreides side. Sure space is a problem. I steal replicate that on one of my upcoming mission! That looks so cool. Well, the thing is if you give out too many names in a short time, reader won't remember them. Especially, if that name shows up just once in the whole story. I understand your intention. I hope you give them more roles in the story though. The problem I had was I didn't know what phase I was in. My logical conclusion was destroy everything. Well, some betrayal on enemy's side perhaps? Or someone questions on the idea of taking Summers down? Poor Summers, the great, being betrayed by almost everyone they meet.
  43. 1 point
    Bad, Fey loves good plot twist xD (I'm sorry for intruding on your conversation). He, I said some post ago "I am prepared for the 2 hour long on the last mission", and here we have a player that did it I am not sure what part of the map of which AI it is about, but if the AI it's not in "practice" mode they don't care about building limits. The original maps have a limit of 1, but the AI always rebuild anything that you destroy. The only way to stop them it's or removing the CY or the "rebuildbuildings" set to 0 (but that'll affect the rest of the buildings to). However, the AI section have a "TimeBeforeRebuilding <building>". You can try to increase the value for the turrets so the AI takes 15-20 minutes to rebuild it or something like that (but still rebuilding everything else at a normal pace). I don't know if that line works, but you can try it. For the record. They show as "ally" on screen (not enemy or neutral units), so a change if alliances it's not done right and you are ally with them but them are neutral toward you.
  44. 1 point
    My tool was actually completely broken... But not anymore! http://downloads.cncnet.org/Games/Dune2000/ColoursBinEditor.exe
  45. 1 point
    In case anybody still reads this forum! I've made a few comparisons between the rolling demo mentioned in this topic and the DOS floppy version of Dune on TCRF. I actually started on it when that topic was new, but it's only now that I've really looked into the text. The differences on that page certainly aren't exhaustive, but it's interesting seeing the little ways the game changed in the months before its release. I'm curious as to whether anyone's found anything related to the debug stuff - if there's anything left of it in the final game apart from a few strings. And on the game's main page I mention the game's demo recording feature. I'm sure someone must have come across it before, but I only came across it whlie looking into all this other stuff. I haven't really tested it, but it records all your clicks and menu choices, so if you record yourself saving and loading games, the playback saves and loads games too. It's great learning new things about decades-old games!
  46. 1 point
    For anyone super curious, the first byte of column F in John2022's sietch structure is used to determine when a sietch can be discovered. For example, Tuono-Tabr is set to 02, so when the game stage variable is 02 (which it is when Leto orders you to find the stillsuit maker), the sietch becomes discoverable. The game stage only goes up to C8 (I think), so those locations set to FF are revealed through other events.
  47. 1 point
    !!ATTENTION!! People of dune, I am hosting a tournament that will be broadcasted on twitch. The tournament will be 1v1 or 2v2s depending on how many participate. I will be broadcasting on twitch, link will be below. Of course game is multiplayer on the gruntmods edition. Tech level will be 7 and game speed of 4. Tournament will begin 4/24/16 2:00pm pacific time. Please message for more or to join.
  48. 1 point
    I just spent 50 minutes replacing 700 trains. At around 500 I noticed that I could speed the process up by double-clicking on the new engine, a little quicker than moving down to the buy button. Then I had a look at the engine list view where you can see 5 (I originally incorrectly said 6) trains on a screen. There is a nice little replace button on each one! So I replaced the last 50 in under 2 minutes. At that pace I could have replaced 700 in less than 15 minutes! Maybe this is common practice for some of the experienced players here, but I am putting it out there for those who don't know. Hope this saves some time, so there's more time to have fun! PS. I wanted to insert an image to demonstrate, but I have NoScript in Firefox and I think there is conflict with the Posting system on here.
  49. 1 point
    Here is my method of recording. Get a hypercam and enter these codes and you may record Du∩Σ 2°°° l► Code ◄l l► 676,420◄l With that code above you will get it recording at full screen INSCRIPTIONS:::Note that I really don't know if it's agiants the rules to post a download of un-dune related things
  50. 1 point
    There are different versions of the savegame. I tested this with the CD-version and the lists looked correctly. I made this page to collect all the info I could find, its on google pages - in the hope that spot will never vanish.. http://sites.google.com/site/duneeditor/savegame-editing Will have to add this excellent editor! It would be nice if would share the source code, I think there is still more to discover in the savegame, for example the ecology. As it seems the savegame 0 - is the data for starting the game, maybe it would be possible to create a different scenario for Dune. raising the difficulty, without changing the actual game code.
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