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alphabeta4000

Fedaykin
  • Posts

    945
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Everything posted by alphabeta4000

  1. 289 downloads

    Worm Mod.
  2. 180 downloads

    Vehicle Mod.
  3. 178 downloads

    Building Mod.
  4. 171 downloads

    Fighter Mod.
  5. 150 downloads

    Tornado Mod.
  6. 191 downloads

    Expansion Pack (skirmish).
  7. 146 downloads

    Advanced Carryall Mod.
  8. 100 downloads

    Armed Scouts Mod.
  9. 99 downloads

    Fair Mod.
  10. Version 2

    155 downloads

    Realistic Mod.
  11. 105 downloads

    Fighter Worm Mod.
  12. Version 2

    144 downloads

    Subhouse Mod.
  13. 197 downloads

    Follows the lines of Dune 2000: some of the units are changed. eg: Saboteurs do way more damage but need a palace to build but still Ordos. Quads built by all, Sand Trike basic for HK and AT while OR get their dust scout stronger but cost more like on Dune 2000 Standard defense buildings. No more aircraft except for advanced and basic carryalls and the AT thopter like on Dune 2000. AT can build worser version of Fremen warrior. Deviator more armour less speed. Sardaukar are stronger, better and cost more.
  14. 105 downloads

    Money Mod.
  15. 145 downloads

    Cheater's Mod.
  16. 129 downloads

    Complaints Mod.
  17. 186 downloads

    Fedayin can summon worms. To do this put them on terrain where a worm can go (make sure there is space) and deploy the Fedaykin. You might need to move around, wait a while before the thing lets you deploy (not quite sure why you have to wait before you deploy) Also for those who already know this I lessened the maximum waiting to 200 ticks (time to build 3 light infantry).
  18. 111 downloads

    Widens the difference between hard, easy and normal.
  19. 110 downloads

    Infantry Mod.
  20. 102 downloads

    Novel Mod.
  21. 211 downloads

    Super Dune III.
  22. 127 downloads

    This text file simply points out the abilities in a rules file.
  23. 90 downloads

    A great help file for those of you wanting to know what the variables mean in the Rules.txt file.
  24. I was actually thinking about beyond the third chivron thing. I dont remember, but a long time ago, someone made a mod involving more i think. I was counting on this to make keeping units even more valuable the longer they survive. A possible weakness would be the Atreides vets infantry training specialty. I'm going to do a bit of testing involving that, but for a start at the 4th chevron infantry=FALSE mite do the trick. As for makign an extra chevron appear, that could be a problem i will consider it. As for micromanagement, im sure most players do agree that superior armys can still win the day.
  25. Im sure you all know that emperor is primarily a game of macro. You look at the big picture for fighting, much like starcraft, with occasional micro skills. I was thinking of scaling the game down to a more micro based game? With more emphasise on how well you control your units over how many times you can click a build button :). For an idea, compare warcraft 3 to starcraft. Starcraft would be more macro orientated, whereas warcraft 3 is more micro (one unit can make all the difference). Development on this would take quite a while (balance,etc.) plus im hardly ever around (surprised that my account is still alive really) and emperor is currently unistalled :O. If there is any interest in me making such a mod id like to know. I dont think it'll be making new units, more changing how the game plays, putting in counters for everything, emphasising advantages and disadvantages, etc. Come to think of it, it'll take lots of PLANNING and then one heck of a lot of text editing. I'll try and add some new ideas and consider a manual upon completion so ppl have an idea of how fighting goes. It'll still be based on Emperor of course, but well, hopefully it'll be also somewhat different.
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