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Nyerguds

Fedaykin
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Nyerguds last won the day on September 25

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About Nyerguds

  • Birthday 12/14/1983

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    http://nyerguds.arsaneus-design.com/

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    Flanders (Belgium)

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  1. It's because modern browsers are paranoid about secure https websites linking to resources on plain old http websites. Just right-click the link, copy the link address, and paste it in a new tab.
  2. Uh. Obviously. Dune II is a 16-bit DOS application. It doesn't run on 64-bit windows. Either use DOSBox, or look into Dune Dynasty.
  3. Nyerguds

    Music

    Might be he rerecorded it on modern software that can use these old projects, but no longer uses the physical MT-32, which could explain how it sounds different.
  4. Somewhat ironically, the Sega Megadrive ROM actually contains a plain-text version of these stat dumps, and those are the PC version's stats, so they don't have that 1.5 multiplication http://nyerguds.arsaneus-design.com/dune/dune2ini/megadrive/profile.ini (under [COMBAT], second column of values.)
  5. MrFlibble told me that the values in the Sega Megadrive version are adjusted in a rather peculiar way: to make structures generally more durable, all structure health was multiplied by 2, and all unit damage was multiplied by... 1.5. And, now here's the interesting part: there was a similar guide for the Sega Megadrive version, and apparently the author of this guide simply copied large parts of that without double-checking https://gamefaqs.gamespot.com/genesis/586152-dune-the-battle-for-arrakis/faqs/1520 And, look at that. He uses "arms" for unit damage I really don't wonder about them. I literally linked you to full stat dumps from all known versions of dune II earlier in this thread. http://nyerguds.arsaneus-design.com/dune/dune2rules/ And those dumps are made with my own editor for the game. (and knowing the filename structure used in the released C&C code, that file was probably called udata.c )
  6. I'm just comparing the internal damage stats from inside the exe with the "arms" stat from that guide. That's all. The "Arms" stat in the guide turned out to literally be just the internal damage ratings with a mulitiplier of 1.5, rounded to integer numbers. Nothing else. I have no idea why this multiplier was applied, or if it has any relation to the actual damage done in-game.
  7. MrFlibble said he hasn't been able to log in on the forum ever since the update, something about a google authenticator? Anyway, he said the "Arms" values are the weapon damage, but balanced to the fact some units fire twice. Still doesn't seem to match the internal stats though, so maybe it's more generally balanced to their rate of fire? [edit] I just noticed that the Arms values in the guide are consistently the damage values in the exe * 1.5, for all of them except for the Saboteur, since the damage in the exe for it is its gun's damage, not the damage for the sabotage. Name Damage Arms Carryall: 0 0 'Thopter: 50 75 Infantry: 3 4 Troopers: 5 8 Soldier: 3 4 Trooper: 5 8 Saboteur: 2 150 Launcher: 75 112 Deviator: 0 0 Tank: 25 38 Siege Tank: 30 45 Devastator: 40 60 Sonic Tank: 60 90 Trike: 5 8 Raider Trike: 5 8 Quad: 7 10 Harvester: 0 0 MCV: 0 0 Death Hand: 100 150 This all checks out, lol.
  8. Yea, I messaged him about it on Bandcamp, but got no response
  9. I guess I'll just... re-post my answer here then, lol... should just have linked me to this thread in your DM. I'm assuming those are supposed to be weapon damage. I don't think Dune actually has armor mechanics, and the Death Hand has the highest value there. But those values look like complete ass-pulls to me... these are the actual values: Carryall: 0 'Thopter: 50 Infantry: 3 Troopers: 5 Soldier: 3 Trooper: 5 Saboteur: 2 Launcher: 75 Deviator: 0 Tank: 25 Siege Tank: 30 Devastator: 40 Sonic Tank: 60 (65 in v1.0) Trike: 5 Raider Trike: 5 Quad: 7 Harvester: 0 MCV: 0 Death Hand: 100 Rocket: 75 ARocket: 75 GRocket: 75 MiniRocket: 0 Bullet: 0 Sonic Blast: 25 Sandworm: 300 Frigate: 0 I'm not sure how/if the projectile damage values (Rocket / ARocket / GRocket / MiniRocket / Bullet / Sonic Blast) are used; they should depend on the unit's value instead. Since GRocket has a damage value there, while the gas rocket in-game does no damage at all, I assume the value is simply ignored on all but the Death Hand. You can look those up for all versions here: http://nyerguds.arsaneus-design.com/dune/dune2rules/ Mind you, I have no idea if Fremen and/or Sardaukar actually get buffs on their infantry; the game is known to do things like that, but it'd have to be looked up in the OpenDune code. Maybe @MrFlibble knows more about that. I do remember that troopers' rockets actually do slightly less damage than their guns, ironically. By the way, it seems like starting from page 59 they messed up their headers, and switched the Arms and Cost columns...
  10. I used Project64, but you can switch between different controller plugins. This was all ages ago though; current versions of P64 handle the game better, and have more advanced input plugins.
  11. Did that guy really say Dune II was one of the first games to use midi for music? lol. midi had been around for years by that point. Cryo's Dune uses midi. And just a few years later Westwood switched to fully-digitised music in Command & Conquer. If Dune II pioneered anything on the audio front, it's that it used digitised samples for unit responses and the mentat voice.
  12. Ummm. Dune II doesn't have multiplayer.
  13. Right, those strings files use that obfuscation junk, don't they? I should really look into that and add it to my own tool...
  14. Bizarre... I might test around a little and see if I can reproduce that.
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