
Reactor
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Everything posted by Reactor
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Well, here I am, as I promised! So let's just see 'bout Ordos mission 5 briefing lyrics. I can't promise the whole, since I'm Hungarian, and Edric O's voice is also screwed up a bit, but hell, I write what I know: "We're testing a prototype of Ixian nerve gas in my corporal
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I know, those digital speeches and stuff ruins the whole lyrics, Edric O certainly oppose both Atreides and Harkonnen mentats, even in his voice. The "we break armies in ruin" appears to be correct, as the lyrics start to make sense. As for Ordos mission 5 lyrics, it's also a hard task, but I think I can deal with most parts. I shall mark unundestandable parts with the usual symbol. I have the briefing lyrics in MP3, so listening it a couple more times may give me the results I (and of course...YOU) want. It's just that crappy digitized mumbling... A great reason why you SHOULDN'T smoke! ;)
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Thank you for the response. I hope the missing parts can be filled with your help. By the way, I'll try to write down the Ordos mission 5 briefing lyrics to the corresponding topic.
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Well, I don't have the savegame either. But I shall obtain it soon...so be a nice Dune 2000 fan, and 'and the lyrics over ;)
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Okay okay I know ;D Told you I ain't English :) Now please, write me down what Edric O says, I shall give you a :-*
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Somebody please write down here what Edric O says at the very final mission, if y'play wit' the Ordos! I'm Hungarian, I can't understand what he mumbles, apart from minor sentences. Here'z what I know: We seen the whole of it. We
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The Smugglers won't protect you in "later missions". You confuse them wit' the Mercenary forces, which has dark yellowish colour. The smugglers has brown colour. They're just harvesting spice, and screwing around near their small outpost. If you're really looking for some trouble, y'can obliterate'em, and take over their base and stuff. I always destroy them, even the buildings, this way I shall acquire some serious points! I want to be ranked over "Chief Warlord", so it's really a good thing to set Smugglers' base to burst.
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Well... It's probably something about the barracks. The Emperor also uses Harkonnen barracks, so if you devastate a hostile barracks and the computer rebuilds it, somehow the program confuses Practice with campaign missions. Perhaps the program also confuses the captured Harkonnen Hi-tech with the Emperor's palace (they might have the same code somewhere, I don't know, I ain't a programmer), and allows you to train Sardaukars for $120. So this midhg be a small bug... OR This is a well-hidden secret feature of the game. The programmers thought if you're clever enough, y'shall discover it. And I did... ;)
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Quick question about the final Atriedes mission...
Reactor replied to Umma Kynes's topic in Dune 2000
Harvesters: Well, don't you worry too much 'bout the money, since the infantry what I suggested you to buy is fairly cheap (450 solaris needs to create a Trooper squadron, in Medium skill). The most important thing is to HAVE THE HEAVY FACTORY AS SOON AS YOU CAN, AND UPGRADE IT! Then BUILD THE MCV, and sell the old construction yard. Y'shall obtain serious cash for it (around 2000 solaris). The Rocket Turrets are TOTALLY useless. And I shall tell you, why. - They can't move, so they cannot out-maneuver strife, or withdraw. - They're cheaper than Missile tanks alright, but they require power to operate, and also requires 1000 solaris to upgrade your construction yard (even if you need only once). So let's count: 1000 (upgradement cash) + 750 (1 Rocket turret) + 225 (One windtrap per two Rocket Turrets). This is serious cash. I advise you to build Rocket Turrets ONCE and ONLY ONCE you fortified yourself well with serious Trooper infantry, and once you managed to obliterate the attacking Harkonnen-Imperial forces. All in all: If you want to annihilate all incoming hostiles, don't count on "I shall quickly get Rocket Turrets, they'll missile their faces into itsy-bitsy pieces". No, you'll only waste your precious money, and time. For Missile tanks, you don't need any upgradement, only the Ix research center, which you would build normally (I suppose). - They cannot be selected together, if you want to open concentrated fire on a specified target. The concentrated fire is the most useful, and excellent tactic. All your squadron units shoot one target. - Their repair cost is bigger, even if they don't need Repair pad. - They can't crush enemy infantry. - Harkonnens or Imperials won't attack wit' Ornithopters, and the Death Hand missile cannot be destroyed. There won't be any Deviators or Saboteurs either, so there is no reason to build them. - I mentioned before: They'll dramatically drain the power of your base, and make you very upset. Training 5 Troopers instead of struggling to build Rocket Turrets is much much wiser idea, y'shall know it, when you see it. I defeated all attacking groups with Troopers, Trikes and Quads, I didn't need Rocket Turrets. You may build some Gun turrets around the Heavy Factory, they'll allure the hostile tanks fire away, so you can engage'em with your Troopers...if you really don't want to use the Trike tactic. Devastators are FRIGGIN' easy to destroy. Use your X button to scatter the Trooper squadron around, so even if the Devastator hit one of them with its powerful plasma charges, the others will happily open some serious fusillade on the Devastator, and turn it to ashes. If you keep pressing the button X, your infantrymen will also avoid heavy crushers. A Devastator simply doesn't have a chance against five Troopers, even if you don't scatter them around. This tactic also applies to attacking Combat tanks. They're strong, but clumsy, and the Troopers don't give a fuck about the weak tank cannon shoots. Use the two Light Infantry groups to assasinate incoming hostile Troopers and Sardaukars. They can be obliterated very easily. You may also get some reinforcements by Carryall drops, such as Combat tanks, and Siege tanks. Use them to assist your Troopers attack. It's all about a good teamwork of several different weapon types. Harvesting and income: Build 2 refineries, and also build 4 more Harvesters, but BUILD THE MCV first! You MUSTN'T spend your cash to Carryalls! It's far easier to build your two refineries near the sand. Also don't upgrade your Hi-Tech yet! In fact...don't build the Hi-Tech until you enstrength your base! These were extremely useful tips, I HIGHLY recommend you to use them. In case you have further trouble...y'know where to write, yaa? ;) -
Quick question about the final Atriedes mission...
Reactor replied to Umma Kynes's topic in Dune 2000
Well, first of all, try to rush up the building order. Try to build a Heavy Factory as soon as possible, then build an MCV, and set up a new construction yard at the "big" base of yours. Then y'can sell the small base, this will make things much easier! How to withstand the sieges, and overcome your enemies? It's very simple. - Train at least 40 Troopers, put them in numbered squadrons. Train 20 Light infantrymen as well, they can deal with Sardaukars, soldiers, and Trikes easily. - Do NOT put all this 60 soldiers into one big group. Put 5-5 soldiers to certain locations. - Use infantry rocks to avoid heavy vehicle crusher. - Build Quads! While Troopers can handle tanks, missile tanks, and Devastators, y'shall send your Quads against Siege tanks, which the infantry cannot fight. Quads also can handle Missile tanks, but I prefer Troopers or Light infantry. - Use the alluring tactic: Build two trikes, attack some incoming tanks with them, and then drive them away to the Troopers! The AI will chase the Trikes, and the Troopers can obliterate the tanks without any problem. - Set your units to Guard mode, in case there are more than one attacking groups, so they'll somewhat distract the others, while you finish the siege group you selected. - The first attack comes by Carryalls. Explore the drop location, and annihilate'em one by one. - DON'T - and I emphasize this DON'T - waste precious time and money to build rocket turrets. Missile tanks are far more better, and besides, Troopers and Light infantry can replace all the heavy equipment you need. Combine them with light vehicles, and this is far enough to create satisfactory defense. - DON'T shoot enemy harvesters. - 2 refineries with 6 Harvesters is far enough. - Use a Repair pad. - If you're really low on credits, don't build the Radar outpost as long as you have weak base defense. With these useful tips, you simply can't have problem handling the agressors. -
Shikoro mentioned in his FAQ that there is a way in multiplayer games to make the Sardaukar cheaper, just like in single player. So you can purchase Sardaukars for $120 instead of $200. Here'z how y'can do it: 1: Capture the Harkonnen Hi-Tech, and the Harkonnen Barracks as normal. 2: Sell the Harkonnen Barracks. 3: Wait for the opponent to build another Barracks. Then capture that one, and keep it. Now y'shall see the Sardaukars cost only $120.
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Thank for your kindness. It works flawlessy now, all graphics works fine. I suggest keep this attachment here, as others may have this same problem, and would start to open absolutely pointless topics. ;)
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Okay, this is the Reactor's solution to handle the map activation problem. Before I start, keep those in mind: - ALWAYS make a backup copy of the original skirmish map files y'want to modify, just in case you mess somethin' up (don't blame me if you ruin the game, it works perfectly to me). - This solution works corretly only for levels, which was built in BLOXBGBS, BLOXWAST and BLOXXMAS tilesets. As for other tileset-built levels, it works too, but the levels will be screwed up. - This solution will work with ANY version of Dune 2000, no matter if you have the US, the UK, the Russian, or a special edition from Eskimo land...this shall work. - Don't experiment with activating corrupt levels. It shall ruin the game. - Tell this solution to anyone, who has problems with map activating. So, here'z my step-by-step guide how to do it. 1: Open Shai-Hulud 2000 (or any other type of map editor) 2: Screw around among the original skirmish level list. They should be somewhere in MAPS folders with such names: 2PLAY2.MAP 3: Hope y'have a good memory. Select a level which you want to modify, and try to remember its name, and its look. You can't rename these levels, and if you try, the game will be scrubbed. So I hope you know, which is the name of the level (not filename, the real name, such as "Gara Kulon") in the game. 4: When you've selected the map file, don't try to edit it, unless you want to reinstall Dune 2000. Remember the filename, and quit the map editor. 5: Open MAPS folder, find the map, and simply delete it. 6: Rename your map to the earlier deleted filename. 7: Run Dune 2000. 8: Select "Multiplayer" then "Practice", and see if you can find your map. 9: Run the map. If you made evry'thin' as I said, the game will load your level without any problems. If the game bombs you out to Windows, try to remove (not delete) your map from the MAPS folder, replace the original map file with the same name, and run the game again. Trust me, it WILL work..but only with EXACTLY those tilesets which the former level had. So don't try to "activate" a BLOXICE tileset level by deleting a BLOXBGBS tileset level, it will be unimaginibly ugly.
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Well, no matter, I found out a way how to play the maps without activating. It works quite well, if you use BLOXBGBS, BLOXWAST, or BLOXXMAS. The game thinks he is a smartypants :P :P :P As for other block tilesets, y'can still play your levels,but it'll be screwed up a bit :(
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Thank you for your co-operation. I can clearly remember that I had the correct tileset graphic files, and I overwrote the black-and-white tilesets with them, so evry'thin' was workin' fine. But now I can't find those normal tileset BMP files, that's why I need somebody to send'em. By the way, I've uploaded my earlier made levels, and a couple of Dune polyphonic ringtones to Meinman. If you would like to add them to this site, go ahead, they're 100% free. Here'z a link of the Dune 2000 stuff: http://www.meinman.com/uploads/Dune2000%20maps%20and%20ringtones.zip
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Greetings here! My Shai-Hulud 2000 has some kind of strange graphical disease. I seen this before at another topic. All the terrain items and land tiles are black and white screwed up graphic pieces. I don't have the clear tilesets, which it needs to work properly. Someone can help me sendin' those graphic files?
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Right, but the time when you arrive to the Emperor's palace, there'z no point in capturing it. You'll have sardaukars alright, but I suspect you have heavier equipment at that time. I always destroy all neutral and hostile units to collect some serious points :)
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Okay, let's discuss this Sardaukar-matter once and for all. Here are the bare facts: - Sardaukars has only ONE weapon, with different shooting methods. They can't shoot rockets, missiles, apple-pies with whipped cream etc. etc. They have something like an impulse rifle. For 4 squares or farther, they use anti-vehicle charges. For closer range, they use anti-personnel charges. So, Sardaukars' weapon has double function, but it in only one gun. - As the description tells you, Sardaukars carry small mines on their body, and the mine shall explode when a hostile vehicle drive'em up. They can't deploy these mines. - Sardaukars has equal firepower with Light Infantry for close ranges (3 squares or closer). - You may obtain Sardaukars by capturing the Emperor's palace in single player mode, or having a Harkonnen (my sister calls them "Harkoid", don't listen to her! :) ) Hi-tech factory, and a Harkonnen barracks, if the 1.06 patch has been installed correctly. You may also receive Sardaukars from crates, but I doubt how useful these amounts are. - There is NO way to play the Emperor's side. - Sardaukars are slower than Light infantrymen. - Fremen DON'T use tripmines to damage the crusher vehicles. - Fremen also use the same weapon as Sardaukars in the 1.00 version. In 1.06, they use something like a shockrifle, and its firepower is equal to infantry and vehicles. It's equal with a Quad's rocket.
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I told you, Rocket Turrets are only a waste of money, time and energy. Missile tanks are far better. The key to this mission is: Try to have many Troopers and Quads! Quads can take out hostile Sonic tanks, and troopers will handle enemy Missile tanks,Quads,Combat tanks etc. You may also want to have some light infantrymen to obliterate incoming Sardaukars and enemy Troopers.
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if u were to remake emperor what kind of units would u add?
Reactor replied to spazelord's topic in Emperor: Battle for Dune
Yeah,I found turrets are a large waste of money and power. Apart from the pop-up turrets, I never use them. That's why I would put a Turret layer (described earlier) in Emperor,which is capable to deploy several small computer-controlled gun stands. Here is some another units which you might find interesting: Lightning tank -------------- Owner: Ix Mobility: Tracked Speed: 20 km/h Purpose: Lightning tanks are unique fighting units. Instead of shooting, Lightning tanks fire a lightning bolt to any target within their range. The lightning bolt will fry the target without any break,until it's destroyed or move away. Lightning tanks are extremely good against all kinds of infantry, and also works great against heavily armored vehicles. However,these units are completely defenseless against air assaults. Armor: Heavy. Lightning tanks are very resistant to bullet,fire,poison and explosive weapons, but seems to be vulnerable for missiles and high caliber guns. Range: Medium Viper ----- Owner: Ordos Mobility: Anti-grav Speed: 20 km/h Purpose: These ultimately destructive vehicles requires a lot of attention, and escort. They're armed with a very lethal and direct railgun cannon, which can destroy any units in one single shot from great ranges, except the strongest vehicles like Devastators,or the strongest buildings. Vipers are excellent battlefield support vehicles, they're much like "tank snipers". Although Vipers' firepower is extremely high,they have several disadvantages. First of all, Vipers are quite large to compensate the recoil of the railgun, this makes them rather slow, and own no anti-aircraft weapons. Moreover, their railgun cannon is fixed, and after a shot, they need 60 seconds to recharge the railgun. Armor: Vipers are resistant to bullet, fire, and poison weapons. However,these units are vulnerable for missiles, explosives,and high caliber guns. Range: Extremely long Shelter infantry ---------------- Owner: Atreides Mobility: Foot Speed: 10 km/h Purpose: These special Light infantry units carry a large shield mounted to their left arm, which makes them invulnerable for a lot of weapons,but only from ONE direction. When fighting, they always rise their shield to that direction where they're shooting, this makes them almost invincible. Still, any other abilities are the same with normal Light infantry units. Armor: Shelter infantrymen are invulnerable for bullet,flame weapons, and to some degree, anti-tank weaponry, but only to ONE direction. However,these units are very vulnerable for high explosives, poison, bullet and fire weapons on their undefended side. Range: Short Cloud of poison --------------- Owner: Ordos Mobility: Cloud Speed: 5 km/h Purpose: Another special weapon for house Ordos, after building the Hangar. It requires 8 minutes to recharge, and when it's ready, it can be released at any area on the map,even unrevealed places. It's a large green coloured, slow-moving cloud, which will actually damage infantry, vehicles and structures at varying degrees. Poison clouds shall disappear after 60 minute, and may float to any direction. Armor: Poison clouds cannot be destroyed, but will disappear after 60 seconds. Range: None. Poison clouds must be above the target to damage it. -
if u were to remake emperor what kind of units would u add?
Reactor replied to spazelord's topic in Emperor: Battle for Dune
True. That's why I never use Red Alert-things for a base of my units. In fact, I never played Tiberan Sun or Generals. Moreover,I've never seen them. -
if u were to remake emperor what kind of units would u add?
Reactor replied to spazelord's topic in Emperor: Battle for Dune
Here are some units I figured out: Siege gunner ------------ Owner: Harkonnen & Emperor Mobility: Half-tracked,half-wheeled Speed: 40 km/h Purpose: Siege gunners are primarily battlefield support vehicles. They has two rocket launchers at the back,and a machine gun on the front. Their rockets works good against most armored units, and the machine gun is a fair weapon against enemy infantry. Siege gunners are quite fast compared to tanks, but has less armour. Siege gunners also can take out aircrafts. Armor: Siege gunners are resistant to bullet, fire, and poison weapons, but vulnerable for missiles and high caliber guns. Range: Medium for rocket launchers, Short for machine gun Assassin -------- Owner: Ordos Mobility: Foot Speed: 12 km/h Purpose: Assassins are stealth infantry units carrying strong arm-mounted laser guns and 5 explosive charges. His laser guns are particulary effective against most infantry units, like Snipers. Assassins also can put explosive charges to anywhere, including the bare ground. The bomb will blow up after 7 seconds, damaging or maybe destroying the target. Assassins always uncloak when using his laser guns, or when his energy turns to red. Enemy infantry units and base defense buildings also could detect the Assassin easily. Assassins are particulary effective against most infantry units,and structures, but works poor against heavily armored vehicles. Assasins also explode when ran over. Armor: Assassins are resistant to anti-tank weaponry, but vulnerable for explosive, fire, poison and bullet weapons. Range: Short, if they use laser gun. To deploy a bomb, Assassin must reach his target. Drone ----- Owner: Ordos Mobility: Jet Speed: 95 km/h Purpose: Drones are small model-aeroplanes rigged with bombs. After constructed, Drones can be sent to an enemy unit or structure. The Drone shall impact the target, destroying or seriously damaging it and anything nearby. Drones can't be deviated by a hostile Deviator. Armor: Drones are vulnerable for any kind of weapons, except poison and deviation. Range: None. Drones must collide with the target. Poison launcher --------------- Owner: Ordos Mobility: Anti-grav Speed: 35 km/h Purpose: Poison launchers act like Harkonnen Missile tank, but they has different look (similar to Deviator in Dune 2000). They shoot warheads filled with toxic liquid, which spreads around, damaging infantry units in varying degrees. However, Poison launchers can't aim aircrafts,and totally useless against vehicles,armored targets and structures, and enemy Chemical troopers. Armor: Poison launchers are resistant to bullet, flame and invulnerable for poison weapons. However, these units are vulnerable for missiles and high caliber guns. Range: Very long Cluster bomber -------------- Owner: Atreides Mobility: Foot Speed: 15 km/h Purpose: Cluster bombers are similar to Grenadiers, except their grenade blows to clusters, which also blow up when hitting the ground, causing more damage in wider area. They can fatally damage large groups of infantry, and also works good against certain armored vehicles. However, their body armor is quite thin, and it's not advised to use them in confusions, as their cluster bombs may hurt allied units as well. Armor: Light. Cluster bombers are resistant to anti-tank weaponry, but vulnerable to fire,bullet, poison and explosive weapons. Range: Medium Sentinel -------- Owner: Atreides Mobility: Wheeled Speed: 30 km/h Purpose: Sentinels are unique battlefield support units. Equipped with four cannons like Minotauruses, they're capable to eliminate hostile armored vehicles. They works excellent against hostile aircrafts. Their cannons has a high fire speed and may bring down air units in a matter of moments. Their turrets can be set to single fire, and dual fire too,and because of their 4 pair of wheels, Sentinels can wander through any type of land without slowing down (except infantry only areas) However, their armor is quite weak, and large groups of infantry can eradicate'em. Armor: Medium. Sentinels are resistant to bullet, fire, and a lesser degree, poison weapons. These units are very vulnerable for missiles and high caliber guns. Range: Medium Gurney ------ Owner: Atreides Mobility: Foot Speed: 12 km/h Purpose: As a hero unit in the game, Gurney Halleck is capable to eliminate large groups of infantry. He uses the same weapon as Sardaukars, moreover, he can plant bombs to structures, destroying them instantly. In skirmish game, you can have only ONE Gurneys at the same time except you find one in a crate. Armor: Gurney is resistant to anti-tank weaponry, but very vulnerable for bullet,fire, poison and explosive weapons. Range: Medium for the Sardaukar gun. To deploy a bomb, Gurney must reach its target building. Interceptor ----------- Owner: Emperor Mobility: Jet Speed: 80 km/h Purpose: Interceptors are the Emperor's air assault units. They has a chaingun cannon in the front, and two missile launchers. Against infantry, Interceptor uses the chaingun cannon, and for other kinds of attacks, it launches deadly missiles. Each missile and chaingun shoot is equal to a Sardaukar shoot. Interceptor is particulary effective agains all kinds of units, including enemy air armadas. An Interceptor can store 6 missiles, then must return to base for reload. Armor: Interceptors are very resistant to bullet, fire, and poison weapons. However, these units are vulneralbe for missiles, high caliber guns, and explosives. Range: Long Transport --------- Owner: All Mobility: Propelled Speed: 70 km/h Purpose: Transports are much like Carryalls,except they pick up infantry units, and take them on random areas. Transports cannot land undetected areas, and they have no weapons. Armor: Transports are vulnerable for most kind of weapons, though poison and fire weapons are slightly less effective. Range: None. Transports have no weapons. Turret layer ------------ Owner: All Mobility: Wheeled Speed: 40 km/h Purpose: Turret layers has no weapons on its own,but capable to deploy automated turretguns to selected locations. All three houses' turrets are different. Atreies turrets shoot chaingun rounds, Ordos turrets shoot laser blasts, while Harkonnen and Emperor turrets shoot rockets. The Turret layer vehicle can carry maximum 5 undeployed turrets, then must return to the Repair facility to obtain new ones. Armour: Turret layers are resistant to poison,bullet, and fire weapons, but vulnerable to missiles and high caliber guns. If a Turret layer has been deviated, all carried turrets will be deviated! Chaingun turret --------------- Owner: Atreides Mobility: Static Speed: 0 km/h Purpose: Chaingun turrets deployed by the Turret layer. This completely robotic turret cannot be deviated, and works fair against infantry and lightly armored vehicles. However, this turret is totally useless against heavily armored vehicles, structures, and aircrafts. Armor: Chaingun turrets are vulnerable to most kind of weapons, but invulnerable to poison and deviator. Range: Short Laser turret ------------ Owner: Ordos Mobility: Static Speed 0 km/h Purpose: This kind of turret shoots laser blasts at any incoming enemy. Its firepower is a bit stronger than Chaingun turrets'. Armor: Laser turrets are vulnerable to most kind of weapons, but invulnerable to poison and deviator. Range: Medium Rocket turret ------------- Owner: Harkonnen, Emperor Mobility: Static Speed 0 km/h Purpose: These deployable turret types are the strongest. They're particulary effective against armored vehicles,and can target aircrafts as well. However, these turrets are quite useless against most infantry units. Armor: Rocket turrets are vulnerable to most kind of weapons, but invulnerable for poison and deviator. Range: Long Demonstalker ------------ Owner: Harkonnen Mobility: Foot Speed: 12 km/h Purpose: Harkonnen technicians figured out Demonstalker to avoid the lethal Ordos deviators. These two-legged robots has two arm-mounted rocket launchers, which work great against most armored vehicles,and aircrafts. Demonstalkers also can be sent to the Repair facility if damaged. Deviator and poison has no effect on these units, they may prove to be a deadly foe in the battlefields. Armor: Demonstalkers are invulnerable to deviator,poison weapons, and resistant to bullet and fire weapons. However,these units are vulnerable to missiles and high caliber guns. Range: Medium So at first step,these are MY units. Any opinions about them? I'm waiting. -
Yeah, you're right :) This was a good (but a bit unrealistic) idea of Westwood's. I mean...it's good that you get good use of light infantrymen or trikes at later stages (e.g. each unit has advantages and disadvantages). Remember the good old Dune 2? At mission 8 or 9, you would never build Quads,Trikes or anything like that. I know this "Westwood-effect" is somewhat useful, but I have doubts that the Devastator couldn't take down an infantrymen in one shot (at least this should be corrected) :) Another bug which I've forgot to mention: - Infantry cannot be deviated. It was also a bit better in Dune 2.
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Another strange event. It occurred today. I was playing Practice mission, with 4 opponents. When I defeated one of them, a few harvesters remained. I accidently deviated them (I was with Ordos), and they haven't changed back. No matter what I did, I shot them, I lead them into spice blooms, they remained mine. It was strange :)
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I'm curious what do you think 'bout these bugs. - The "Westwood-effect". Tanks, quads, launchers etc. can't seriously damage infantry anymore. In Dune 2, this was far better. I don't know why Westwood made such thing that tank shoots,rockets and other armor-piercing weapons can't kill infantry quickly anymore. In real, a tank would kill a footman in one shot (not to mention the Devastator). I encountered this at Red Alert,too. - Worms cannot be selected, and cannot be targeted by original methods. This was also better in Dune 2. - Engineers cannot instant-repair structures. This was better in Red Alert. - There is no "entry to ice" tile block. It would be great to battle on the polar ice cap if we could enter on it. If they figured out the Ice tileset,they really should have made a way to go up there :) - I miss the "upgradement" crates (unit speed, unit armor, unit firepower). - You can't gain Airstrike and Death Hand from a crate. This is not a great bug, it would be just good to acquire some superweapons from crates. - You can't sell an unit by leading it to the Repair pad,and select the "Sell" icon. - No APCs. Any opinions regarding to these bugs? I'm curious.