-
Posts
1,567 -
Joined
-
Last visited
-
Days Won
25
Cm_blast last won the day on February 16 2023
Cm_blast had the most liked content!
Reputation
122 ExcellentRecent Profile Visitors
8,718 profile views
-
This is a post done for preservation purposes. Player House: Atreides Game Speed: Any We have an emergency, the Harkonnen made a move on one of our regions and have damaged our long range radar. We are unable to reach the nearest base for reinforcements. We sent most available troops from the secondary position to support the outpost. Unfortunately we have been informed they have been ambushed. Things look dire... Once the initial attack is repelled we can start repairs and see about sending a message for reinforcements. If that Outpost is destroyed we will have no way to hold off the enemy. Objective 1: Protect the Outpost and Wind Traps Objective 2: Eliminate Harkonnen forces ||| Difficulty differences ||| == Easy: - AI slower build rates - AI build rates do not change - Less enemy reinforcements == Normal: - AI moderate build rates - AI cash bonus - AI build rates increase during the mission - Moderate enemy reinforcements == Hard: - AI high build rates - AI more cash bonus - AI build rates increase during the mission - high enemy reinforcements Download file: Distress.zip
-
This is a post done for preservation purposes. Player House: Harkonnen Game Speed: Any We've found a large Ordos base providing reinforcements and supplies to their frontline base. This base is making it difficult to launch effective frontal assaults. Taking this out will result in a huge blow to Ordos forces. We've set up a small outpost near your dropzone, they will be coordinating small attacks against the enemy which will hopefully take some pressure off you. The battlefield is an ever changing place commander, remain vigilant to new options of opportunity. Objective 1: Destroy the Ordos base ||| Difficulty differences ||| == Easy: - AI slower build rates - Default enemy reinforcements - More friendly units == Normal: - AI moderate build rates - AI moderate cash bonus - Moderate enemy reinforcements - Default friendly units == Hard: - AI high build rates - AI high cash bonus - AI main, free cash on intervals - Extra enemy reinforcements - Less friendly units Download file: Profiteers.zip
-
This is a post done for preservation purposes. Player House: Mercenaries (Tech 2) Vs 2 Harkonnen (Tech 2,2) & 1 Emperor (Tech 2) Objective 1: Escort the Survivor to the outpost base Objective 2: Destroy all enemy light factories Objective 3: Protect Smuggler light factory Game Speed: Any Trying out the new minimap pings as well as trying other trigger types in the editor. The mission isn't very difficult outside of knowing the escort route. Also you don't have to destroy all the enemy bases. ||| Difficulty differences ||| == Easy: - No enemy escort attackers - AI slower build rates == Normal: - Enemy escort attackers - AI moderate build rates == Hard: - More enemy escort attackers - AI higher build rates Download file: ReconStrike.zip
-
This is a post done for preservation purposes. Player House: Atreides (Tech 5) Vs 3 Harkonnen (Tech 6,5,2) Objective: Destroy the Harkonnen Game Speed: Any This was an attempt to make the AI more challenging during the mission instead of relying heavily on reinforcements. I wanted to encourage armies vs armies instead of the player hiding behind the walls until they amassed a large army. Sort of worked but room to experiment more in the future. ||| Difficulty differences ||| == Easy: - Gives you a partial base - AI doesn't get tougher as the mission goes on - Extra friendly reinforcements - Less enemy reinforcements == Normal: - Gives you some base defenses to start - AI gets tougher as the mission goes on - Moderate enemy reinforcements == Hard: -Build speed penalty is removed, its the same as normal difficulty. (Hard Mode costs untouched) - Only get 2 wind traps to start -AI gets tougher as the mission goes on but the rates are more -Extra enemy reinforcements and some extra waves not present on the other difficulties. Download File: DefenceIntoOffense.zip
-
This is a post done for preservation purposes. Outpost Wars 2.20 Note: Ordos are not available on this map. Outpost Wars 2.3.0 by Helkor What's new in 2.3.0: Sardaukars was replaced with Fremen to prevent different fire rate when players take different sides. Shop zones was reconstructed to prevent Fremen death from unit explosions. Your shop units and Sietch no longer surrender after defeating an enemy. Minor map changes for balance. Note: Ordos are not available on this map. Download files: outpost_wars.zip - By Helkor outpost_wars_2.3.0_by_Helkor.zip - By Helkor
-
This is a post done for preservation purposes. These few missions have done by multiple authors and published on the discord. I am uploading them here to become available on the forum and more easily searchable on the index. They were posted with not much info about themselves, so there is a mix of vanilla and modded maps. Intruders Sietch by DeeKai --- 2v4 coop mission Intruders_Sietch.zip The Dragons Showcase By The Dragon --- The Showcase map for my addons mod that will be used for my campaign (the base of the mod was Fey's mod) Updated version The_Dragons_showcase_map.rar Unexpected Assault By PsycHo --- This is more of a test map as I was getting use to the editor, so don't expect a challenge map, the map is a fully playable mission where the Harkonnen attack a Ordos harvesting base. should be a classic vanilla experience. UnexpectedAssault.zip Exhibice By Neme --- It is modded. Exhibice.zip The Tleilaxu Infiltration By Neme --- It is modded. The_Tleilaxu_Infiltration.7z Emperor on the Battlefield by NewName --- Not modded. Emperor on the Battlefield.zip The House Ordos - Mission 1v2 by NewName --- its new map. I wrote down everything I thought was important in the note to make the game a little easier. Side: Ordos Enemy: Harkonnen, Emperor Neutral: Smuggler Tech: Mission 6 The House Ordos - Mission 1v2.zip Mirror Match by Fey --- a skirmish map Mirror Match.zip
-
The player is always the target of every AI, it has lots of priority. Unless the creator of the mission put your ally way foward, or generate carryalls dropping units near your allies, it is unlikely that the CPUs will even target another CPU. Airstrikes and Death Hands is the same. There is a chance they go against your ally and not the player, but you must have a small base or almost no units for that to happens. It is possible to encounter a mission with an enemy AI using airstrikes or death hands against your allies and never against you, but those are using a trick by making that AI ally with the player. But by default you can expect yourself being the target on everything.
-
Sometimes missions may crash and we don´t know the reason, the timed based campaign is a very early campaign that somebody did and last time I ported to work with the launcher (you had to overwritte the original missions if you wanted to play that campaign back in the day it was done) game also crashed due way too many units to me. Unfornatelly, I cannot fix that withouth fully altering the map that somebody else did, I don´t know if you are suppose to be way more aggresive or something, I would simply just ignore that mission and play something different. For the another mission, sometimes crashs happens because the AI has trouble navigating, maybe it has way too many units on the base (so units push each other trying to exit and game goes crazy) and sometimes the game crash for no apparent reason. Now, it is important to note if the crash has an actual windown error or not. If not, most likely the game did something weird (Ai pathing, AI units having issues navivating or just a random crash we don´t even know), if there is an actual error message like "reinforcements have nothing to deliver" then maybe the mission has an event set wrong and will always crash on that instant. The message can vary, but if there is a message and everytime the number after it (it tells you when it happens in the game) is very similar, then you can expect that will always will happens.
-
This mission has recieve an update. The main short campaign was short (only 7 missions, 6 if you don´t count the first one) but really hard, so the single mission was on the same level on even harder than that. I found it that it is a really fustrating mission to play, and now the Tleilaxu campaign is both larger (20 total missions) but way easier, so I wanted to tone down the difficulty on the single mission to match a bit more how the difficulty is now on the main campaign. Also, I gave the enemy the same custom color from the main campaign (and the tleilaxu plague 2 single mission sequel) plus the axlotl tanks instead of barracks to match the same mission you play on the main campaign. The new version requires the current up to date exe in order to work, but I decided to keep the old version just for the people that just want to play the challenging one instead (any version of the exe or your dune 2000 would probably will work with that other version just fine)
-
First post has been updated with a new version of the single mission. With the current exe of the game some spice tiles become unreachable, making both player and AI harversters to get stuck easily. On top of fixing that, I altered a bit the mission to make the early going to not be that punishing, and a few other quality lifes. Overall the mission is mostly the same. Another small fix, opening the briefing midmissio would crash the game, now you should be able to check objetives while in mid-game.
-
Game or the save? may have been some alteration to the exe that changes a bit how the data on the game is loading, so saves don´t carry. If the game still works fine, you can use the mission launcher and select the mission you were. For example, on the original game units that had yellow hp moves slower than the ones in red hp, this is a bug from the original developers, so now is updated to be in reverse. Not saying is this exact change, but an example. you can understand that the data on your save won´t match the data on the new version. So maybe not that, but something similar that was changed or altered. If the game runs fine you can use the mission launcher to at least continue the mission you were. If the game doesn´t even start, check this post: And download the patch, I think others had the same issue and getting this patch fixed it. I am guessing you are playing gruntmods, which has been recently updated and has been arising some issues, so meanwhile that´s fixed go with this. Savedata still won´t carry.
-
I want Tips for Surviving the Mid-Game in Dune 2000?
Cm_blast replied to Eliza's topic in Dune 2000 Strategy
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. -
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.
-
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.
-
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