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Feda

Fedaykin
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Everything posted by Feda

  1. Thanks for the nice words, I am very happy that you enjoyed War of the Landsraad. You are right, the lore was a big focus of the campaign, so I am very pleased to see it wasn't in vain There are a ton of other really good campaigns from other authors like Cm_blast and Fey, you can check them out in the Mission Launcher. Also about your missions, we are always interested in new content, so if you want to share some, don't hesitate. You can also join the discord server if you wanna keep up to date with everything that is possible nowadays when it comes to modding (War of the Landsraad was done in 2020, back then we probably didn't have even 20% of the features we have today, you can find some insanely advanced campaigns made in 2023). If you wish to join the discord server, the link is in my signature.
  2. Hello. Version 1.3.0 of the Mission Launcher is now available, with the following changes, new features, and bug fixes: [New] Implemented splash art system for campaign windows [New] Changed the layout and looks of the main view [New] Added campaign window for Summers' Solstice (author: Fey) [New] Added campaign window for Coalition of Nobles and its sequel (author: Cm_blast) [New] Added campaign window for the Butlerian Jihad trilogy (author: Cm_blast) [New] Added buttons for All Missions view to display only the original Westwood missions [Bugfix] Fixed the launcher not reverting mod files in certain scenarios (i.e. colored bars staying on vanilla missions) [Bugfix] Fixed an issue with colours.bin not being properly restored for mod missions [Compatibility] Added compatibility solution for War of the Landsraad to work properly with Klofkac's new exe You can download it below: DOWNLOAD Main screen changes New splash art functionality
  3. Cannot say for sure, but there are high chances this is caused by an incompatibility between the editor you use and your version of the game .exe file. Are you using the new editor (I think 2.11) without the new .exe? This could be the issue. The new editor and new exe have completely changed how spice works in the code. If you have the new exe and use the new editor, another reason can be that you are trying to launch the map with the cncnet client (which does not run dune2000.exe, the new version, it instead uses the dune2000-spawn.exe file which contains the cncnet patches). You did not specify what type of map it is, so I am just mentioning all things I know can cause that crash for spice. If this is the case, you will have to remake the map in the old version of the editor (probably 2.10 or whatever the number was) because, as I mentioned, 2.11 changes the way spice works.
  4. Hello. I don't know what that mod is, never heard or seen it before, but there are a lot of custom campaigns created by the community, and most of them give you allies (sometimes more than one ally, I went up to 4 allies on your side in War of the Landsraad and so did Cm_blast in his Coalition campaign). Here's a link to all custom campaigns:
  5. You are right about the Heavy Tank, it is a bug and I believe it only happens with the Hark factory, sorry about that. As for finishing the last mission, the Atreides version is, by far, the most difficult, with the Ordos version being pretty easy and Harkonnen being in-between. As the Atreides, the way I played it was to rush a few refs and harvs (since nobody attacks me directly, therefore I can go full macro and get a booming economy early) then mass units near the sardaukar base. This works well if you can micro the units semi-decently and if you can build fast enough to keep a constant flow of reinforcements. Eventually you can tech-up to sonics and keep them there for defence, they help a lot on this map. Another way to do it is to get an MCV there, expand with concrete till u reach the edge of the base where they get attacked and build turrets there (support them with some army ideally). This might be a bit easier, but it really just depends on your playstyle. Dont be afraid if the sardaukars lose a lot of their base, that is somewhat normal, its important that they dont lose the ConYard, refs or all production buildings. As for videos, the only one I know about is this one, on low speed: But there is a guy (DuneTiger) on our discord server that is recording War of the Landsraad Atreides right now and he is playing on fastest speed (if you want that), he is currently on the 8th Atreides mission but over time he will eventually upload the 15th mission. Here is his channel: https://www.youtube.com/channel/UCbl_fLaVCJJlUhVDSBoqhwQ
  6. Can you record this or something? I don't understand much from the explanation and it sounds very strange, so a video would help
  7. It's saying that you are missing the missions, so you probably did not copy or extract everything the archive contains to your dune 2000 folder. You'll have to copy or extract everything for it to work, the missions for War of the Landsraad are included in this download too, besides the launcher.
  8. Currently no, the Starport menu is universal for all factions.
  9. You're also using a very outdated version of the editor btw, just saying.
  10. 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.
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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
  17. 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.
  18. 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
  19. Feel free to join our discord server for real-time chatting, we talk a lot of modding stuff there Link is in my signature
  20. @Fey do you know anything about that? Sounds very unlikely that it's a thing to me.
  21. 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
  22. 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.
  23. 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).
  24. You cannot go over 128x128. Just re-download the GruntMods edition or the dunemaster edition, whichever, they both have the vanilla missions included.
  25. Just download the GruntMods edition. What you are using is an extremely old and completely updated version of the hi-res patch. GruntMods has a much better version, much easier to use. https://gruntmods.com/dune_2000_gruntmods_edition/
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