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Now that que is awesome! I would love to implement that. And im fine with discussing it here or the new campaign thread.
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Ah yes, I remember releasing that awhile ago. Glad to be back and editing again Thank you for the insightful tips! Guess im stuck in the old way of naming mission files, I will go ahead an update the mission and folder names so things arent overridden or are too generic. I would rather be consistent and be unique in naming these things so players dont have issues. I will absolutely join that discord server, love the idea of an active community still regarding editing for dune 2k My last goal is to add custom unit types to the game, still working that out.
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Hey everyone. I have been on hiatus from the Dune 2000 community for awhile and jumped back in recently. Couldnt believe the amazing contributions and additions to the editors. With that, I decided to do a quick design of a Mercenary Guild campaign. I tried to tie in their Personality/Function as best as I could within the Great Spice War. They appear to be simply Pragmatic, Loyal to only those who pay, not ideological or political I welcome any feedback, or any bugs/issues within the campaign Hope you enjoy INSTALL: Will require the latest gruntmods edition to utilize added colours and custom mission parameters Place the missions in your data/mission folder, and the CustomCampaignData in your dune2000/CustomCampaignData folder CustomCampaignData.rar Mercenary Guild.rar
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Youll find all the patches on the D2k site, all you need to do is put it in base director of the orignal dune game. First patch the game to 1.06, then apply the custom patches https://d2kplus.com/patches/high-resolution-patch/
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Will do thanks! I am really enjoying all the amazing contributions to the mission editor. I created a basic build que by just handpicking the unit and checking cash stores with a timer. Also did a auto repair when buildings are below a certain HP percentage (always found repairing tedious 😅). Absolutely loving the advanced logic events Im going to post a Mercenary campaign that utilizes some of this. Ill join that server too.
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I just want to reply, I have a dune 1.06 working folder with the buildque patch working..however as the others mentioned, it will not work on the current Gruntmods edition. Also wanted to point out how awesome that build que event you created Fey, very intuitive. I may give that a shot as I strongly admired the build ques.
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As Cm_blast said, the AI in the campaign maps do not expand their base, only rebuild pre-placed buildings. How ever you can edit the mission and make the AI Merc's behave like they do in skirmish if you edit the AI section. I also was frustrated with the Mercenaries deserting my cause so I deleted the events and conditions that made them surrender :)
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Awesome, thanks grunt. Love the buildque
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Yes you are right, it is not loading the .ini files. Hope to see mvi incorporate it into a new patch, I really enjoy using the build que
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Ok I think everything is working order. I was just worried that the different .exe files would not load the same files as the latest patch release would. I was concerned if the files such as rules.ini would be read from custom patches such as the build que and it looks as if they do.. Thanks for the info funky
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Hey everyone, I really enjoyed using the build que's patch developed by MVI : http://forum.dune2k.com/topic/26702-release-build-queues-patch/.. How ever I recently downloaded the latest update of gruntmods edition of dune2000. I know I can run the build que patch by creating a seperate .exe file, but does it use all the same functions as the latest dune2000 release? Or must the build que be implemented in the latest release?
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Kloflac thank you so much for your hard work. This editor is exellent! Its nice to have an all-in-one program. Its simple and easy and your AI updated allocations are excellent!
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It sounds like it is a directory error. I know you said you selected the right one, but are you sure you selected the folder that contains dune2000.exe and all other data files?
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Oh ok, makes sense. It looks like if its just a value of 0=dont build when under attack, or 1=build while being attacked. Another one I was looking at was protectstrength and defendstrength, Im guess protect is for the harvesters under attack and defend is for units defending base?
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Awesome work. I was wondering on some of the values and what they actually mean. The Emergencybuildrate for example, what does that actually pertain to?