DoMoNiC_HuNtEr
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Back when I had it setup, I was using TibEd. I think the projectile size of the sonic weapon is tied to the unit size, so tanks have larger projectile than infantry. As far as I can remember I basically copied and pasted the sonic weapon stats over to one of the fremen guns. Of course it's not that simple with Dune 2000, there must have been logic components other than bullet and warhead I messed around with.
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Would the que patch theoretically work on the original Dune 2000 patched with an unmodified 1.06 patch file?
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What do you guys think of the Dune 2000 mod for OpenRA?
DoMoNiC_HuNtEr replied to DoMoNiC_HuNtEr's topic in Dune 2000
Cool. I just got OpenRA and tried out it's Dune 2000. I was wrong, they still don't have all of the original campaign missions. Have you guys been able to make a transport unit? Like an Armored Personnel Carrier from C&C? It's the one thing Dune 2000 doesn't have. That, and controllable Ornithopters. -
What the hell happened to the build que patch for D2K? I found the link on D2K+ Build Queues Patch — D2K+ but I can't get it to work, even though I did a fresh install using this guide: I skipped the funky fresh patch, I only installed the regular 1.06 patch. Then I installed mission select menu, subhouses fix, and high resolution patch. But it's not working, game wont launch. I could have sworn the que worked on high resolutions in the past.
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I've been modding Dune 2000 fremen units to be distinct from each other. I want the regular fremen to have machine guns and the cloaked fremen you get from Atriedes palace I want them to have basically a miniature sonic tank gun, and it uses the weirding weapon firing sound. I've done it before in years past, but I forget how. I remember the projectile even scaled with the fremen infantry size, so instead of a large sonic ball the size of the sonic tank's mounted RADAR dish cannon, the fremen fired a smaller sonic ball about the size of their gun.
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Has anyone tried OpenRA? It's an open source game that recreates the original Command & Conquer, Red Alert, and Dune 2000. OpenRA - Classic strategy games rebuilt for the modern era It seemingly has all the campaign missions too. Hopefully there are cutscenes too. Since modding the original Dune 2000 is difficult as you can't add new gameplay mechanics, I figure OpenRA's D2K game/mod is the way to go. Troop transports can be made, finally. Controllable aircraft too. Multiple construction tabs and side bar queuing. Attack move features, etc. Lots of features that are fairly common in most modern Westwood RTS games can finally be utilized in Dune 2000.
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changelog: - Construction Yards now give power, enough such that you can build a barracks and refinery before having to buy a wind trap. - All buildings have twice as much health (except refineries) - All infantry now move more realistically. (Slower) - All Tracked Units including (Kobra, Assault Tank, Sonic Tank, A.P.C, Inkvine Catapult, SM Tank etc), excluding (Flame Tank, RepairVehicle) have decreased TurnRate : 0.075 (from 0.175) for realistic ground vehicle maneuvers. Two Legged Mech Units such as (Devastator, Minotaurus) also have turn rate of 0.05 (from 0.15) for realistic maneuvers. - refinery dock upgrades no longer provide a free Harvester and carry-all, but they are much cheaper. - Increased AA mine damage; a single AA mine should be able to destroy any air unit in one shot. - Saboteurs are now invisible. - Kobras undeployed weapon now does same damage as deployed. - Deviators can now mind control infantry - Minor adjustments to balance out every unit's attack power.
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HELLO TO WHOEVER IS STILL ALIVE AND AWARE! I have made a dollar store version of this mod, here is the link: https://www.mediafire.com/file/7zbjio794xkab3b/Mack's+EBfD+Mod.tib/file It's a TibEd file. Make sure you download TibEd: TibEd.net: TibEd 1 This file was made a while ago, I will post a changelog from memory soon. My mod follows the outline that this mod set out to do, slower infantry, stronger buildings, more realistic vehicle movement, the carry all harvester reduction, etc. No new units have been added though, that is beyond my scope. Now that Emperor: Battle for Dune has gotten a modern free launcher, I figure it's time to revisit this classic. Download the full game here, patched to work with modern systems:
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I was making a mod that had similar goals to his mod. Like Doubling the health of all buildings, reducing infantry speed by 50%, removing free carryalls and harvesters forcing you to buy them, and making most vehicles have more realistic turning speeds. The mod is on a fried hard drive though so I might have to re make it.
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I've given it all lots of thought. They're all about control, power, but almost no one knows just how much control they have, as they're very secretive. I would imagine they have operatives in every major House I think that they would have only supported the old Emperor if they could somehow benefit from doing so; they're all about benefits. They are one of the most likely Houses to have survived with their power status during the Jihad, but they could have easily been conquered instead. And somebody once said that the Ordos were mentioned in a Dune book. Apparently, some people ran into a couple Ordos members in a cave, probably on Dune. They're definitely not mentioned in the first Dune book at all.
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I dunno man, I really don't think I should read it, because I hate inconsistancies with the original, true canon.
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Yeah, that would be pretty boring. You'd definitely have to change the events told just significantly enough.