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About MrFlibble

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    Shai Hulud
  • Birthday 01/22/1986

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  1. Dune II micro is balanced?

    You got it all wrong. All tests were run on mission 1. Updated numbers only show what I added to the post, in case someone read it while I was making updates. However you can perfectly get 100% efficiency in any "mission with harvesters". You only need to have at least as much credits as when you started. The dumbest way to do that is to sell your buildings just before you end the mission.
  2. Dune II micro is balanced?

    I know we're going off-topic here but since my previous post I ran a few more tests, but so far can only confirm that apparently the game does not take into account what kind of units you lose for calculating leadership for GDI (as opposed to some games where each unit is assigned a score which is added or subtracted when tallying the ending total). UPD: For GDI mission 1, losing one unit results in 95% leadership and 4 points off your score. The Leadership percentage seems to be counted towards your starting number of units, as it didn't change when I produced some additional Minigunners. UPD2: I also squandered all credits available (lotsa power plants on that Baltic coast) and ended up with 0% efficiency but it only "cost" me 28 score points as the ending score was 172. I wonder how this is calculated after all. UPD3: Lost 2 infantry men and leadership went down to 90% and score to 192 (with 100% efficiency), which means 4 points get knocked off for any unit lost, at least in GDI mission 1. The mission gives you ten Minigunners and two Hummvees plus the boat and the MCV (not sure if the latter two count though), so theoretically one unit should be more than 5%. I'm starting to think that maybe this is all simpler, let's say the developers created a table of some sort with predefined percentages, like if you lose 1-5 units leadership goes 5% down for each, if 10-15 it's 3% down (I'm assuming they don't want it to go into the negative with too many losses). At least, this would be much easier to implement than to count the proportion of losses to the number of starting units, especially since any more units produced apparently are not tallied. Same with score points, they'd start with max score and subtract points for losses and spent money.
  3. Dune II micro is balanced?

    I ran some quick tests with the DOS C&C demo, and checked some external sources (YouTube videos). It appears that the max score is indeed 200x the mission number, but when Leadership and/or Efficiency are below 100% it doesn't directly translate into the amount of points awarded. I completed the first demo mission with keeping all units alive and spending no money, and got 200 points, 100% Leadership and Efficiency. After that I re-played the mission and deliberately lost one unit and spent 900 credits out of 2,000 provided at the start. This resulted in 95% leadership and 55% efficiency, but the total score was 182 and not 150 as could be expected if the formula were simply Leadership% x n + Efficiency% x n where n is the mission number. YouTube videos and screenshots from others playing show similar results for other missions too, i.e. there's no direct translation from L + E into points, these variables seem to have different weights. Finally I played the mission so as to use only one Hummvee, and did not select any other units at all. This did not yield any extra bonus for me, the score was still 200 points.
  4. Dune II micro is balanced?

    Actually I remember that the maximum score totals up to 200x the mission number. You get a max 100x points for "Leadership", which is how many/few casualties you got, and up to another 100x for "Economy" - I think Nyerguds explained to me that it's calculated based on how much money you had at the end of the mission versus the starting amount. Both can be shamelessly manipulated, e.g. if you sell all your base buildings prior to completing the mission both your funds and the number of men will go up, and IIRC the leadership thing is calculated as the percentage of units lost to the number of units at mission end. Hence as you get infantry emerging from sold buildings, the casualty ratio will go down if only just a bit.
  5. Your actors for Denis Villeneuve's new Dune film

    You know, I never visualised the faces of the characters, in the book, and hardly remember what it says about their appearance, except for some rare bits: Gurney Halleck is "a lump of a man", Chani has "elfin features", and the Count Fenring for some reason brings up the word "ferret" in my mind although the Baron called him an assassin with the manners of a rabbit. I can only compare the portrayals in Lynch's film and the miniseries, although neither probably matches what I imagines in my head while reading. Leto from the film felt sorta off with the beard, I imagined him clean-shaven I guess to better emphasise the aquiline nose (does the book say that anywhere or am I making this up?). I liked the miniseries Dr. Kynes and not Max von Sudow's portrayal of the same in the film; Chani on the other hand is too bulky compared to Sean Young etc. I thought that Patrick Stewart could be a neat Duke (and he totally doesn't match anything about Gurney in the book). I've heard the names of the actors you propose (and probably seen something they are involved with) but apart from Kyle Maclachlan (obviously) I hardly have an idea what they look like. I don't think he'd make a good Duke though, he'd probably fit more with Yueh (I'm using this photo for reference).
  6. Dune II played on a real MT-32

    I just found this video on YouTube. I think the real MT-32 music sounds pretty awesome. And nope, I have tried several ways of embedding the video but they don't work. Embedded videos were a big thing here a while ago, but the recent forum updates must have done away with 'em. UPD: Here's the entire soundtrack recorded with an MT-32.
  7. File Questions (a tour of Nyerguds' Dune II directory)

    Hi there 3371-Alpha, and welcome to the forums! Indeed there isn't a lot of activity here lately (sadly). We have accumulated quite a lot of info on Dune II over the years, I have tried to document this stuff in separate threads, but probably not in a format that makes everything immediately clear. The unofficial patch fixes many bugs and issues with v1.07, but doesn't incorporate some of the recently found fixes, including that for the bug which causes a unit to get deselected after you give it an order sometimes, or the Saboteur exploding upon reaching its destination. Some files were actually not meant for public use, or were only uploaded for current needs. It's been a long time since I messed with the GUS drivers, but I'm pretty sure you didn't need to put anything into the Dune II folder except the modified game data files, which already include the drivers that have been confirmed to work with the game and DOSBox.
  8. The Old Timers' Notice Board

    Hi there Caid, it's been a long time
  9. Dune II micro is balanced?

    Ruler of Arrakis is the highest rank in v1.0, with Emperor and some other rank (forgot which) having been added in v1.07 above it. I remember always getting the Ruler of Arrakis rank in the last mission no matter what in v1.0. I completed it several times with all Houses and never set the objective to get the highest score possible. I can't confirm this but I had the impression that Dune II actually sets a minimum rank for each mission so you probably get worse ranks only if you fared real bad in a mission. C&C is a lot more strict in this respect, lots of casualties will result in bad score.
  10. OpenFodder - Cannon Fodder opensource

    Yeah, the cursor thing, I do remember the C&C one is round when not corrected to 4:3. Come to think of it, there's plenty of inconsistency in some games, probably due to different ways in which some of the assets were created. Artists might have worked in programmes running in high resolution, and some stuff might have been scanned from drawings as discussed here. There's a couple of threads at VOGONS with discussions about such inconsistencies. Anyway, I suppose that it would be useful, as a rule of thumb, to think of the original release of a game as its proper presentation. Whatever Cannon Fodder looked on a real Amiga must be the "right" way because it was released and tested for that platform (surely if the developers or testers noticed something wrong with how the graphics looked they'd fix it before release). But then again this does not always work too, like the same release might be inconsistent internally, e.g. Abuse apparently had its graphics designed for a stretched 4:3 version (as suggested by the health counter on the bottom left that gets round when stretched), yet the built-in high-res mode simply re-uses the same non-stretched graphics to fill a 640x480 screen (as shown here). AFAIK this mode was later used as default for the Macintosh port and possibly some others. The protagonist's sprite seems to have been drawn with the 4:3 stretch in mind as well, at least, it appears "hunched" when uncorrected and seems to have "normal" proportions (for a humanoid figure) in corrected images (example 1, example 2). It's very easy to get used to the wrong ratio, I played C&C and Red Alert (Windows versions) most of the time in the built-in 640x480 mode (which is just the same 640x400 image with a letterboxed presentation), even though if you look closer it's quite noticeable that the sprites have a distorted perspective when not corrected, and infantry all look "hunched" too (not very noticeable because they're all so small, especially in C&C95).
  11. OpenFodder - Cannon Fodder opensource

    Thanks for the link to this article! The question sure is complicated due to the difference between PAL and NTSC screen sizes. I agree that the source port should give an option to display graphics as intended by the artists who were drawing for the Amiga. However DOS users back in the 90s probably had no way to avoid the 4:3 stretching unless they adjusted the shape of display on their monitors manually (provided that they knew beforehand that the graphics in the game were not displayed according to the artists' intention). Which means that a 320x200 image stretched to 640x480 is technically the "correct" way of rendering the DOS version because that is what the users saw (but not what the designers originally intended). Then again, the technicalities of the DOS version can probably be ignored as it is "non-original", i.e. secondary to the initial Amiga release.
  12. I just found several previews/reviews of the game available via the Wayback Machine with good quality pre-release screenshots (some in the GIF format): Computer Games Online news (16-01-1998) Computer Games Online first look (12-02-1998) Computer Games Online screenshots (16-05-1998) Computer Games Online preview (23-06-1998) Strategy Gaming Online review (15-10-1998)
  13. Thanks! Speaking of which, perhaps this would be useful to you too: http://www.mobygames.com/game/kings-bounty-2 (Technically the game's from Ukraine but it's in the Russian language)
  14. Sorry if sounded a bit harsh: I tend to be pedantic when it comes to details like this. Anyways, I have to say that you did a commendable job listing Dune related game projects at your site. I think you missed nothing except the turn-based Dune III (not related to a different game by the same title which is a precursor to Dune IV). You also have meticulously collected games related to other series as well, making your site a treasure trove of useful information. Thanks!
  15. I think I need to point out that this is a highly inaccurate statement at best. Dune Dynasty (which is the correct name of the project, not Dune 2 Dynasty) is directly based on reverse-engineered code of Dune 2, making it an almost 100% accurate recreation of the original game's code and, effectively, behaviour. Several new features are imposed over this (including a mroe challenging AI), but the core is, at least theoretically, nearly identical to Dune 2. Conversely, Dune Legacy (also please note that it is not called, and has never been called, Dune 2 Legacy) started as a game engine recreation which was based on observation only, without any reverse engineering. AFAIK more recent builds might have borrowed some code from OpenDUNE upon which Dune Dynasty is based, but the extent of these borrowings is unknown to me. I understand that from a user's standpoint these differences might be trivial but in fact they are very important because reverse-engineering (if done properly) inevitably yields a more accurate recreation of the source game.