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Cm_blast

Fedaykin
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Cm_blast last won the day on February 16 2023

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  1. The first thing I will mention, just in case, is at what speed are you playing? This is because the original game had a more slower pace, but the moderms versions to work on moderms system will come at the max speed by default, just playing on max speed is already hard enough, and some people don´t even realize they are playing that way because that´s how the game comes by default, but only if you download and install the original game iso you realize that the intented speed is much slower. I play on a slower speed, the "real time speed", where if the game sais "reinforcements in 20 minutes", then 20 in real life minutes will pass, while on max speed game rusn 2.5 faster. Just on this alone the difficulty increase a lot. The "real time speed" is moving the slider (on the in game menu) 2 points to the left. If you still want to play at max speed: On my case turrets really help, having a few turrets here and there and then a couple of siege tanks makes that you can hold your base fine. Now, it also depends on the mission, some people on some missions rush one of the multiple enemy bases (if there are multiple) since usually the small enemy base tends to have less defenses. With a big rush they kill the defenses and maybe take the refiney with that AI not having a CY to rebuild, in less than 5 minutes one enemy Ai cannot longer produce units. Now, one last tip, if you have a good amount of units (no need to be as big to just go for the base) you may want to attack the enemy harversters, when you do that, the Ai may respond sending units, if those dies against your group of units you will remove potentiall attacks into your wave or your own harversters as you probably are more closer to them. Destroying enemy harvesters also slow them, not just because they gather less money, but because they will use the queue to rebuild harvesters, not building more tanks in the process. In the time they rebuild 2-3 harvesters and nothing else, you are building more tanks, so you can harass their harvesters even more and eventually their economy will sunk. I responded with the original campaigns in mind, but as you pointed to a custom campaign of mine I´ll say that you can do any of the both (turrets and/or rushing), but for custom stuff it heavily depends on the author and the missions, some require you to rush them or else is impossible, and others may have anti-rush measures that if you go too early maybe he got even more extra units or maybe have unlimited money or they get tons of reinforcements and the factories themselves are barely a treath... but for the most part if you can rush enemies withouth dieing too many units you may weak them. Ps: If at some point you want to try custom campaigns, although you are free to play as specific factions or certain story, I would heavily recommend this one. I have done multiple campaigns over the years, which tends to be harder than the original campaigns, but I specifically made this one for newcomers or people that struggle with the original campaigns. A couple of missions may be on the same level or slighly harder than the originals, but for the most part this is one of the easiest campaigns available. It is a tleilaxu based, you get a new unique building that will produce infantry and trooper to you by free, so for people that cannot focus on building structures, clicking on queues and moving/defending, having some free units even if they are infantry/trooper will always give you something to work with. It is a 20 campaign long, but I always sttructures my campaigns with low tech early, so the early missions take little time to win.
  2. I remember playing with it on single player. But anyway, this is more on an event level, which means that the modder or the mission has to add it to make it work; my very last campaign present it as a feature, it is a sequel of my very first campaign, and it starts on the second mission with a "we have developed this new thing, try it". It is not the same autoqueue as you can only queue one thing at at time and of course, this is just a bunch of events/condiciones that apply to these specific situations. To compare, this is like adding reinforcements into whatever map. Although nobody can stop people to grab these, open every single msision, either vanilla or custom campaign, paste it and play with it. But for multi only way to work is that later you share the map already altered, and I am not even sure if on multi the exe that allows these events/condition to happens is even used.
  3. Unfornatelly there is no campaign that reach the level of summer´s solstice, that one took the author multiple years to make and many revamps so, don´t exect anything near that level. Anyway, I finished my lastest campaign. Since it is a sequel I will point to the original first here: And then you can play the sequel: Both the original and the sequel are not hard campaigns, the original was one of my very first custom campaign done, but I recently revisited it once again to balance a few of the missions that I felt they were a bit unfair or having a bit of spike difficulty out of nowhere. The sequel is also not hard, and even less since it features the autoqueue feature (you click on an unit and it will keep building it forever or until you have low money); but even with that feature I didn´t went to make the enemy AI hard or anything. In any case, take this oportunity to play the original before the sequel unless you did already. Neither the original nor the sequel has any new unir, buildings or other modifications. There will be custom colors for the Atreides to distinguish your units with theirs. The sequel has other custom colors so I can bring some new enemies as you may see on the screenshot.
  4. You may need to tell us if you are trying to play the vanilla game, gruntmods or dunemaster (or none of the above). The original is not likely to work straigh away. Gruntmods (which it is the original game, not talking on alternatives like open Ra or anything) has patches to make the game works on modern systems, such as windows 11. Dunemaster, the same, it is also the original game, and also patched with very similar stuff. Usually gruntmods is more focused on single player and dunemaster on multi, but it is possible to play multi in gruntmods or single player in dunemaster. So, whatever version you were trying to play, try to get the other one. Sometimes for some people one version crash constatly and after switching to the other don´t and viceversa. I don´t know which one you have issues, so I will place both. Gruntmods can be obtained here: https://gruntmods.com/dune_2000_gruntmods_edition/ And dunemaster all in one installer (includes many custom campaigns and missions) here: https://forum.dune2k.com/topic/26900-dune-2000-all-in-one-installer/ This video explains what to do on both gruntmods, dunemaster, configurations and other things in case you need it: https://www.youtube.com/watch?v=sOPet1VtwS8
  5. I picked all 4 names from a wiki that had a list of names of houses. For I remember, the Lassoki had just a couple of lines of text on that wiki, so there was almost no backstory for them. The other 3 were something similar or the wiki didn´t even have an article to them.
  6. This is something that happens from time to time to me as well. Usually exiting the game, then entering and reloading that save to instatly save as a different name works, at least for the most part. The only thing is that the save at the top is the most recent save you have, while the one at the bottom is the less recent, this may help to check which one is.
  7. 1 Campaign added: -New house Sequel, By Cm_Blast
  8. The old post is pretty much outdated since then now with all the new releases of new versions of the editor we have actual regular numbers and not hexadecimal counts, although overall still works the same. I don´t remember if I mention the proportions on the original post: this is a screenshot from the lastes editor that no longer use hexadecimal values. If you have a proportion of 1,000, killing your own units won´d do anything, as you get both a kill an a casualty at the same time. Because of these, the mercenaries with whatever proportion they had (I don´t remember from memory right now), even if they kill their own troopers with the sieges that won´t affect them, or at least not in a negative way. I guess you can make them kill their own troopers with their sieges just to make it to not turn against you easily on those missions. And, if I recall, crushing over infantry also count.
  9. I don´t understand, I have no link on the first post here. so not sure if you mean that you clicked on the index, or you clicked something here. Regarless, if you only need the mission launcher, check the signature of the user of the 2º post, that´s the autor of the launcher, that will send you to a topic that contain a big "DOWNLOAD" to download.
  10. like awil mention, the ally getting really stuck because it stop sending units, this is also true for the enemy, the smuggleres (mission 6b) had a gallilion of units, I had to provoke them just to make them to move at all, and well, not just smugglers but pretty much every one. And the main reason is this value, the Morale Attack building, that the lower it is, the more scared an AI will be based on how many units their allies died. This is not a screenshot from your mission, I picked a random mission from the original game, but thing is that I know you are reusing missions, maps and ais from the original game. On the original game is not too much because the enemy doesn´t have thousand of units nor get lots of reinforcements and deliveries, so the AI becomes more pasive but won´t gather as many as your missions. Also, if you check the Ordos missions where you have an ally, you will see the mercenaries have "100" in all of them, to avoid issues with your ally not doing anything. Now it´s up to you if you want to change that, and if you don´t do it for the enemy, at least do it for the ally on your missions, otherwise, they may get stuck forever since a Player will never stop figthing one way or another (and well, game will potentially crash when a frigate don´t have room because there is just too many units, either ally or enemy, just because it didn´t happen it doesn´t mean it cannot). Here, a good reason to not give the Ai priority against walls, he will try to use the sabos into them
  11. I completed mission 4 and 5, there are a couple of things to mention. The main issue is this one, you blocked this entrance, which makes those enemies landing there unable to exit, luckily the mercs can deal with them with raiders and tanks, but still, this is kind of bad to have there The second is something minor, but worth mentioning. Your ally like to attack every piece of wall. Although this is not too bad, once the mission is kind of over and walls doesn´t matter Anymore, you have an ally that keeps wasting time, instead of just finishing the mission. This wouldn´t be an issue if the player has his own base and army, but here I just wish they just continuing destroying the remaining harversters and the few smugglers structures left, and more in a mission where destroying enemy buildings don´t stop enemy reinforcements to happen. You can change that here: Just put 0,000 on all the 3 walls and they will stop doing it. you can keep it for the enemy if you want them to break through walls or something, but for an ally it is a bit problematic. Anyway, I kind like the idea of having an ally with a big main force keeping the enemy busy while you sneak with the infantry to do damage that you wouldn´t do on your own, so so far enjoying the campaign even if it is so different than the usuals one, will keep playing nexts ones.
  12. I started playing the early missions on this campaign, and I want to point a couple of things that you maybe didn´t notice. First, on the first mission, I saw a quick blink of text that I could´t read. Checking the editor, I saw you wrote "1" in duration, this means that the message only last 1 tick: Either you put a "0" there (this is the default, which I think is 400-500 ticks, around 16-20 in game seconds), or you write a different value, but surely not less than 400 to let people read it. The second is, that I notice that on the 2º mission some walls were under my control, I feel that you weren´t suppose to have them and you put the wrong ones by mistake? I cannot tell, but just in case I put the screenshot, with the "ownership" activated to let you know that most the pieces are on my control. If done on purpose then disregard this, if not, you may need to change it, mostly because "base under attack" got me confused thinking my barracks got attacked, and well, you can sell the walls for both movility and extra credits to train more infantry. Nothing wrong with mission 3 I am halway mission 4, and I already notice some guys going iddle, you forgot to put them into hunt mode Also, I don´t know the rest of the campaign yet, but it is a bit confusing figthing blue vs blue. I didn´t mind on early missions since they were only a few of them and they were iddle and just mean to be killed, but here sometimes I don´t even know if that combat tank is mine of enemy.
  13. STORY: This is a sequel to the "A new house" campaign. That campaign presented an alternative story how a fourth House, along with Atreides, Harkonnen and Ordos join the battle for Arrakis. Despite being behind in tech and manpower, that House defeat the other 3, and even the Emperor, to win the competition and take control of Arrakis. Now the planet is theirs, although some Frigates has been lurking and threaten to make some trouble on the new rulers. THEME: The main theme is the presentation of 5 minor houses that will try to fight for the planet. The minor houses are Ginaz, Ecaz, Moritani, Mutelli and Richese. All these will have less tech available than the player, and they won´t be able to produce certain units based on the house, like building siege tanks but not combat tanks. Instead, they will have multiple bases or the game will present variants of the "destroy all", making lots of self references as the structure of the sequel is the same as the original (similar objetives if you compare both). This campaign also present the "autoqueue", which means that once you click on a unit, that unit will be keep being produced constatly and non-stop unless the player cancel it or the money is low. The maps used the expanded version from Fey´s, so they will resemble the original maps from the campaign; they have been expanded and altered, so people will remember the maps but they won´t play exactly as the original. This is still a vanilla campaign with no mods applied, although the duration is going to be more than the original as the overall tech of the game (for the player at least) starts bigger, but also you fight more enemies. Screenshots: Attacking an Ecaz base that only have low tech units available. Protecting the Smugglers from Ginaz attacks. Moritani and Richese forces keep hostage the smugglers, stealing any units being delivered to them. Trying to escape from the Mutelli Ambush that forces the Fremen to fight back. FILE: New House Sequel.rar This is a vanilla campaign, It only uses custom colors for the new enemies. HOW TO INSTALL: Unzip the file and copy every folder into the root of the game. Any folders included will go to the path that it is suppose to go. If the launcher triggers and error is because the color files are not properly applied, game still will run, but the enemies will be the main colors instead.
  14. Same, only reason I keep playing the game since the last 10-15 years is only because the custom missions, if not I would have this game totally forgotten (and only ocassionally playing the original missions once every +5 years). Also, I just finished a new campaign, a sequel of a really old campaign of mine, which will be release really soon, so that´s even more stuff to play!
  15. In preparation for the sequel, I made some balance changes to the original campaign to make it not feel as hard on certain parts that didn´t mean to, the main post has a summary, but here there are some detailes. -First, I added coloring into the Atreides, it is hard to know if that quad is yours of theirs, same with combat tanks, so I gave them a taint of blue. They only appear on 3 missions, so feel free to not apply if you are using the online color path. The launcher will say a file is missing but it will be playable. -Mission 4: I gave the player some reinforcements, they are rather small as the mission wasn´t too hard to start with, but this will give you a bit room of error in case you under-perform. Also, near the completion of the timer, you will get a harvester for free, which either will speed up the production of tanks on the 2º part (to make the mission less tedious) or replenish the harvester that the sandworm ate, thus making the mission more bearable and not having to restart if you loose one. -Mission 5: the enemy dropped lots of reinforcements, so I removed and reduced some of them; but also the enemy at the top was really defensive. Now the amount of units defending it is smaller, and instead it will build more focused on sending attacks. The attack will be slighly stronger, but it will consist on more quads and less combat tanks and with the reduced/removed enemy reinforcements it won´t feel as bad to try to attack them now. -Mission 6: mission is untouched. Now, due having some buildings as part of a "cutscene", you could always deploy structures there. I never did for testing-balancing purposes, but the thing is that by using it, the mission is easier. Some people may not even be aware that you could do that, so now the game will trigger a message reminding that that area is available so every player has an evenly knowledge of it. This alone speed up the mission so it takes less time to win. Also, there are no longer fake concrete, so now there are more room for extra buildings on that spot. -Mission 7: The mission present a High Tech factory that deliver reinforcements in loops on the Mercenaries, and later on the player if you capture the structure. However, those reinforcements were into used to defend, making the mercenaries to gather an insane amount of units every time they attack. Now they get the same amount of units but those will attack as soon as they land, so the player will have to deal with 4-8 units every once in a while instead of a big 30-40 unit wave (much stronger than the Harkonnen sends on this same mission). Since now the mercs no longer hold the units, they will be less defensive too, so easier to destroy. Overall these are the changes done, done to make some missions less punishing, and enemies less defensive. Maybe a little more aggresive but better to face minor waves often than a massive wave later that may destroy you if you are not expecting it.
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