Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


Feda last won the day on March 28

Feda had the most liked content!

1 Follower

About Feda

  • Birthday 07/16/1995

Profile Information

  • Gender
  • Location

Recent Profile Visitors

22,341 profile views

Feda's Achievements


Newbie (1/14)

  • Dedicated Rare
  • Week One Done Rare
  • One Month Later Rare
  • One Year In Rare

Recent Badges



  1. You're also using a very outdated version of the editor btw, just saying.
  2. The idea is that, for example, if I were to add Fey's voice overhaul now, I'd have to add every sound manually in SOUNDS.RS and samples.uib (because I dont want to import his entire unit, since he has different unit stats that I dont want, I only want the voice lines). There's also the fact that each unit has 18 sounds, so changing each one manually takes some time (if you do it for ALL units it will take a lot of time). Which is why I think a voice line separated import/export can help a lot, if it's not too much implementation complexity for it.
  3. Thanks for the update, there are a lot of nice quality-of-life improvements in there! And wow, finally the mysterious palettes can be changed/edited. Are you going to also add the Import/Export button for unit voice lines too, as we discussed on Discord?
  4. Yes. I modified the tiledata for it to work with the naval mechanics, but otherwise yea, it's yours, looks much better than the old RATEMP.
  5. I want to just show you how much the modding capabilities have advanced recently thanks to @Klofkac and his new version of the editor. These are fully working naval mechanics in Dune 2000, with a functional Naval Yard that can build the ships and with sidebar icons. Although the video is currently mostly a concept, and could use some improvements, I thought it might still be a good idea to just showcase it, as an example of what can actually be achieved now. Thanks to @KippD2K for the Naval Yard sprites and the house colors on the ship sprites. Thanks again, Klofkac, for the new editor.
  6. Just to note, adding entries to text.uib is totally fine. I added a lot of them at the end, after the rise of the mercenaries entries from the gruntmods text.uib, and they all show up properly and work fine. The naval unit names are there and they show up properly.
  7. I am not sure, but it might be the renderer. Don't use DxWnd on CnCNet as it doesn't work properly, you have to use the other one. Open the Dune 2000 Config and you can change it there.
  8. It's in cm's signature. But considering I saw you also joined the discord, just have a look in the Downloads center section, and then in the #tools channel, it's there
  9. There was a list of indexes somewhere around here on the forum. However all the ones above 7 are actually an overflow, technically speaking, so the game starts reading from another address section, instead of the dedicated colors address in the memory. This means that the high indexes can be pretty unreliable and might look different on different computers. The very high ones (like over 200) are all black because they are probably read from a zone of memory that is full of zeroes. You can, however, use the colours.bin editor to edit the original 8 colors and use those instead, but this means you'll have to use it with the original houses. This was also somewhere on the forum, but I can't really search now. It is available on our discord though, you could download it from there.
  10. Well you are not obligated to talk there, you can just lurk around and see what we talk about, some stuff you might find very useful
  11. Feel free to join our discord server for real-time chatting, we talk a lot of modding stuff there Link is in my signature
  12. @Fey do you know anything about that? Sounds very unlikely that it's a thing to me.
  13. 600 was pretty big, yea. But with 30000 time for attack he should have built a ton of units, so maybe your BuildRate was low too. Hope it works for you
  14. From what I remember, that is a percentage, so you should aim for 80-90 for the AttackBuildingStrength. When I wanted big attacks I used 70 and 80. But you have to make sure you give them enough time to actually produce that many units, TimeBetweenBuildingAttacks and the FirstAttackBuildingDelay have to be big enough to let him produce the units. Try giving them a lot of cash, setting their UnitBuildRate to something low (which means its quick) like 100 or 50, and set their TimeBetweenBuildingAttacks and the FirstAttackBuildingDelay to 18000 and 15000 respectively. You'll have to wait for a while, but they should create a pretty big attack force when they attack. Also make sure their GuardGroupSize is low, like 100.
  15. I dont have access to the editors now, so I cant check your file, but I can try to help you off the top of my head. When AI determines their attack size, keep in mind they will also take into consideration their GuardGroupSize, which is essentially the amount of units they will leave in base to defend and patrol it. If you want him to send EVERYTHING, try setting GuardGroupSize to 0 (i never tried, might crash, idk, if it crashes try setting it to 1).
  • Create New...