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About FedaYkin

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    Dune2k Mapping BOSS
  • Birthday 07/16/1995

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  1. FedaYkin

    GetNExtSquare error

    Yea that shit error, I had it too in one of the coop maps posted on cncnet, i believe it might still happen, although I remember it was kinda random, not at a precise gametick. There is not much you can do about it besides what the guys already suggested. It's a trial and error kind of thing. A total pain in the ass.
  2. FedaYkin

    [Release] Emperor assasination mission

    About tech level and money, yes. It means how many icons you will see on the right building and unit sidebar without having to scroll for the rest. It is independent of the resolution (normally using a very big res would allow you to have most icons there without having to scroll down, this option forces the game to display x icons no matter of the resolution)
  3. FedaYkin

    [Release] Emperor assasination mission

    Yea, that was the old way of dealing with multiplayer starting locations for coop missions. Back then we didn't have a way to prevent MCVs getting spawned, so we had to put them somewhere where they get killed quickly. Nowadays there is some entry in the .ini file to prevent MCV spawn.
  4. FedaYkin

    [Release] Emperor assasination mission

    Oh yea you are right about spawn.mis, totally forgot about that. So does the ai use 3 factory by default on cncnet? That is cool, i sure am outdated since i havent played in a long while The original ordos mission 9 port was something I put up very quickly to test playing missions online back when the feature was in testing. It worked quite well. It is the first ever coop mission online.
  5. FedaYkin

    [Release] Emperor assasination mission

    Handicap 0 is the one labeled "easy" for the player. It means the AI builds as if it were on easy. I'm not sure if cncnet adopted this in the end, but in early testings that I did with funky it was set to 0 for the AI. In the vanilla game, it was set to 1 (normal) for all AI players, no matter what the player difficulty was. The AI is stored in _PRAC.mis. That is where all maps which do not have custom .mis files (so, the standard skirmish maps with no events) load the AI from. The AI is modified, it's not the original dune AI with more money. They are set to build very quickly and the unit composition/unit build priorities are also changed a bit. Something that I still don't understand is why they ditched the 3 factory for AI feature. It is superior to an AI building just from one, no matter what they say, as I have tested this personally Hence why I said there are better AI versions out there than the cncnet default one. Maybe you played a coop map. The coop maps, while they look exactly like skirmish, use custom .mis file with most likely custom AI. At least I know for sure all my maps use custom AI with probably 3 factory builds. To clarify, the AI builds and priorities are exactly the same for all difficulty levels, the only thing that changes is the starting cash, which makes a huge difference for the AI.
  6. FedaYkin

    [Release] Emperor assasination mission

    CnCNet difficulty levels are related to how much starting cash the AI gets. Easy gets 2500, normal gets whatever you set it for the players i think, and hard gets 40k. If I remember correctly, funky set all AI modes to use handicap 0 settings. Of course, overwriting the cash with events in the mission file renders that difficulty AI option useless. If it's a singleplayer mission, I recommend doing it as a mission launcher type of mission instead of skirmish-mission. As Cm said, it is very easy to copy the cncnet skirmish AI over to your map, or copy some other AIs. I can tell you, the cncnet AI is not the strongest that is available, there are some which are stronger. Also, you can create your own AI.
  7. FedaYkin

    [WIP] Mercenary Campaign - Fall of Emperor

    I've been really busy (and still am) with university and work. Doing both at the same time takes most of the day. My War of Assassins: Sandstorm sequel campaign is still there in some folder, with just 2 missions developed Wanted to continue it at some point, but I got discouraged by the impossibility to modify colors per map (a setting in the ini file for colors would be awesome), since I want to add some new houses to the scene (and new planets) and i'd need custom colors. I remember funkyfresh said he might add this feature, but it never happened. I've been lurking on the forum from time to time, checking what's new, and even wanted to reply to some topics like the smuggler one but I forgot xD. Besides, I'm working on a game for my graduation project (as in, a real game, developed in Unity) and that takes up even more time, but nonetheless that is really fun to work on. Yep, I had the same feeling about the Sardaukar in the original. I mean I know it's not the Corrino homeworld, but c'mon, it's the freakin' emperor, does he come on Arrakis with a bunch of minuscule bases as presented in the original campaigns, serving literally no role in the storyline other than "this guy is also here on Arrakis and he is gonna help anyone I am against with a bunch of small shitty armies"?
  8. FedaYkin

    [WIP] Mercenary Campaign - Fall of Emperor

    Really glad to see someone using my storyline for a campaign. The plot sounds pretty good, i like the copec/gunseng split towards Emperor/anti-emperor sides. This reflects the previous Harkonnen separation when it came to the allegiance towards the emperor (from missions 7-8 in the normal woa Harkonnen campaign). The Landsraad Houses funding the mercenaries is also a nice idea, I am curious how this will work with the 3 houses stuck on Arrakis which are also part of the Landsraad. Will probably try the missions as soon as I have some free time.
  9. There is no need for Hamachi anymore. CnCNet has just about everything Hamachi had + a lot (and I really mean A LOT) more features such as starting locations, custom maps, custom tilesets, advanced AI etc. not to mention quite a few active Dune2k players. Check it out. http://cncnet.org/
  10. FedaYkin

    [RELEASE] Dune 2000 War of Assassins

    Nope I don't think I updated it. Can't remember exactly.
  11. FedaYkin

    [RELEASE] Dune 2000 War of Assassins

    Thanks Yea, you can ask any questions here.
  12. Yea, standards were very different back in the days I remember in the first days after the old editor got launched, everyone was amazed to see starport reinforcements and carryall reinforcements along with functional AI, which is now a basic If I look at my Atreides campaign (which was the first custom campaign ever created from scratch) today in 2017, the quality is terrible, but at that time it was amazing About events and conditions, I'm that type of guy who doesn't use plenty of them unless I have a certain thing or cinematic in mind (such as the War of Assassins: Sandstorm mission 4 for all houses). In fact, if I were to evaluate myself, probably the only campaign that is good for today's standards is the War of Assassins and its expansion. Why? Well because it was done with the new editor And that's the expansion, the normal ones were done with the first release of Klofkack's editor, which didn't support modifying AI, no different House Palaces and other things from the latest version. Conclusion: the power of the tool sets the standard, if you ask me. I still remember hex editing a .mis file to change starport reinforcement unit spawn in 2011.. There was a list of hex values for units posted somewhere around here.. It was crazy back then
  13. FedaYkin

    More Mods available

    I am around if there are any questions Just didn't have time to create any more missions, or record more videos.
  14. New missions, that's cool Saw some mercenary campaign as well, gotta try that as well, same for Fei's new hark missions. On topic, when it comes to what you should play, I would recommend all missions included in the mission launcher (including the featured campaigns like War of Assassins etc.), they are all pretty neat. If you want to improve your mapping skills, I really recommend opening the missions in the editor and checking how we did things. That is the best way to improve. Back in 2011 or 2012, whatever the year when the first mission editor got released by mvi, there were barely a few custom missions created, so the way I learned mission making was to look at the original missions to see how Westwood/Intelligent games did things. (not to mention it was much more difficult back then, the editor was nowhere close to how advanced it is today). For complex and more advanced stuff, have a look in my, Fei's and blast's campaigns, you might get some ideas from them and also learn how you can achieve some interesting effects in your campaigns
  15. FedaYkin

    [RELEASE] Dune 2000 War of Assassins

    Thanks, glad you liked it