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Cm_blast last won the day on March 10

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  1. Cm_blast

    [WIP] Smugglers Campaign 2!

    Giacomo in a nutshell. Heh, and I barely remember what was the main plot of your campaign xD.
  2. I did a new update to this set of campaigns: I removed all the randomness of the enemy attacks (a game could be harder or easier depending if the Ai's attack too quick, too late or together/separately when more than 1 AI it's present). To make the missions more stable now the Ai's always attack a bit later after the first enemy carryall drop units around the player base. This means that once the first enemy carryall arrives, ground attacks will happen a minute later, so the player now know for sure when the enemy it's comming. Also, when facing 1 Faction that have two bases they are going to attack at the same time, increasing their raw power on the attacks. To compensate the weakest Ai (the one that cannot build the full tech) now start's with no initial money (but won't have any problems to deploy an ofensive force). In the case of two or more factions, they are going to attack when the carryall of his side arrives; of course if you see two carryalls (one Ordos and the other Harkonnen) then both sides will attack at the same time too (depending of the side you are playing, this may change). I wrote the changes on the first post, but overall the game now it's more stable (usually will be slightly harder than before). You still should use the same tactics as before: spreading refineries, building units early and have some turrets when the enemy it's coming, even if they are only the gun turrets until you can afford something more expensive.
  3. Cm_blast

    D2K editor problem (Solved)

    Glad that worked. Hope we see new custom maps soon. Good luck!
  4. Cm_blast

    D2K editor problem (Solved)

    I have the ini file like this, if this helps. [Paths] GamePath=D:\Juegos\Gruntmods Studios\Dune 2000\ GameExecutable=D:\Juegos\Gruntmods Studios\Dune 2000\DUNE2000.EXE TextUIBPath=D:\Juegos\Gruntmods Studios\Dune 2000\data\UI_DATA\Text.UIB Try to remove the "data" from the gamepath to force the editor to read from your main folder and not into the data one. If this doesn't work and before I told you the next possible step I need to ask: do you have the most recent gruntmods version? Executing "dune 2000 launch" I have, which I downloaded only 6 months ago (so my version it's very recent) I remember how a previous version that had the maps into "dune 2000\missions" folder but on the most recent version they move it into "dune 2000\data\missions" path, which it's the one the editor try to load. If you version it's older would worth to download the game again. If you already have the recent version (or don't want to reinstall the game) you can do this other solution here: If I am not mistaked (correct me if I am) you have all the maps (both original and your new maps) into the path: E:\Gruntmods Studios\Dune 2000\Missions But the editor it's trying to look into this path. E:\Gruntmods Studios\Dune 2000\data\Missions If after removing the data from the GamePath the editor still insist on searching on "data\Missions"; you have a solution: Move the content from the "Dune 2000\missions" Folder into "Dune 2000\data\Missions"; and I mean everything, not just the test_map but everysingle file you find there. With this the editor now will be able to read stuff. Now, beware; after doing this now the game itself will not find the maps. Executing the game or the mission launcher will be trying to search the files into the folder "dune2000\Missions" but now they are on the "dune2000\data\missions" (because you move them); this can be solved by editing a file in the main dune 2000 folder called "resources.cfg" Open it with any text editor; notepad, for example, and you should have a line that said "missions\" change it with "data\missions\" and that's it. <-- it's suggested to do a back up of this file before editing it, in case you mess up something. Ps: My first suggestion would be looking if your gruntmods it's recent or not, and if not just downloading the recent version. That probably would work much better withouth needing all those workarounds.
  5. Cm_blast

    Westwood Font Editor

    I am wondering... It's possible to change the "mission accomplished" text when you win a mission?
  6. Cm_blast

    Colours.bin RESEARCH

    +1 to the colour into .ini files. I also have my Tleilaxu campaign (and other mission using them as an enemy) and would like to give them 1 specific color instead the current version that seems to change some colors from time to time.
  7. Cm_blast

    D2K editor problem (Solved)

    When you press the test buttom a file called "testmap" it's created and used instead the current one. That's why you need to move everything, not just that file. Using the "open map" buttom you can see a file called "testmap" which it's the map from the last time you used the quick-test-launch-with-settings. This allow you to sometimes doing some changes on your map that you are not sure about, pressing the test buttom (without saving), seeing on the game what happen and, if you like what happens, save the map; if you don't like what happens, then reopen the map to recover the previous state (the last time you press "save"). I know nothing about the configuration; the game should have a dune2000config.exe file where you can choose the resolution your want; at least to me the game always start at the res I need on both the mission launcher or testing directly from the editor. By the way; If I remember corretly, was suggested to have the editor into the main folder of the game, something like "dune2000\dkeditor" or something like that to make it work propertly; did you try this? (I have it in a separated folder, never tried before).
  8. Cm_blast

    D2K editor problem (Solved)

    I had the same problem; I did several things because my editor continue to try to load the game and/or the maps on the wrong folder. The editor have a "D2kEditor.ini" file that contain (in 1 of the sections) the paths that the editor it's going to follow for both executing the game and testing it. You can try editing this if you didn't before. You can also delete the file at all and open the editor again; this will generate a new D2kEditor.ini that should have the good path (I suggest doing a back up copy of that file, just in case). If you already tried that (or you do it now and doesn't work) I did something more to be able to use the test buttom-launch. I opened the file called "resources.cfg" with the notepad (this file it's on the main folder of the Dune game) and I changed the line that refer to the missions, from the "data\mission" where the files should be (where the original campaigns files "A1V1.map-A9V2.map" are) and change it to: missions\ (no other subfolders). Besides that, I move all those files (original campaign, other custom campaign and my own custom campaign map) into the folder "mission" out of any "data" = "Dune 2000\Missions", In my case I did all of this, but if nothing of this work or if this looks to hard to you do it, another solution it's to after saving the map, then opening the missionlauncher and choosing your map to play it. It's a bit more tedious but as a workaround can be enough. About your skirmish map: If you are using gruntmods your skirmish type of maps need to be into "Dune 2000\data\maps" and then you can execute the "cncnet5.exe" file to launch the online/practice/skirmish menu; there your new custom skirmish map should appear. In case you are talking about Dune 2000; I think it's more complex; I am not sure how to do it by myself right now, but I remember about editing a text.uib and something more. I hope that you can have you stuff working soon.
  9. Cm_blast

    Sharing my editions with TibEd

    When/where/how that error happen? It's just as soon as opening the program or navigating? (you can try to redownload the program from tibEd.net and install again, just in case).
  10. Cm_blast

    [Release] Battle Royal single map - Dune 2000

    New update ready. On this final update I added two alternative versions to the original concept, plus some changes here and there, like changing the 2 initial carryalls for the Atreides to a Repair pad instead (the high-tech factory allow you to build carryalls anyway). For the original concept; the AI starts with 20.000 credits, so when the AI place the refinery on a bad spot he doesn't run so early out of money. It's still a 1 vs 1 vs 1 vs 1... but two near Ai's will focus the player first (interferences or other battles may change the behaviour). It's still a easy map; but at least now the player it's going to be attacked from time to time, at least until the AI eventually runs out of money. The hard version it's a 2 vs 5 map. The player has 1 Ally; this ally start with 20.000 credits (just like the original map); however the enemy Ai's start with 30.000 credits. They don't build at the best order, so you can use your tactics to outsmart the AI and his poor placement (if you can bypass his early advantage). The AI given as an Ally change depending of your faction, so everymap has a different faction as an ally. This ally doesn't need to survive. you can sacrifice your ally if you want. Finally it's the nightmare version. Aarmaageedoon defeated the Harkonnen version so far. I was waiting for him to say me if the Atreides one can be won, but for now I'll just update the first post and if later he can't win I'll do other changes. I am already assuming that playing as Ordos (rocket turrets), mercenaries (free deliveries), Fremen (free reinforcements) and smuggler (extra harversters) are more easy that the Atreides version. Again, the nightmare version it's like an ultimate challenge. This it's not only about a 1 vs 6 map, but those enemies may attaack with tanks/devastatorts, Sardaukar, Quads/trikes... in a couple of minutes. Plus the 40.000 initial credits given for the AI and making the refinery a bit lower priority building the AI can be hard to take down.
  11. Anyone creating maps for the first time it's going to find a common problem: The AI it's not doing anything. Doesn't matter that you place spice, lots of credits, alliances... that AI is not going to move, build or send attacks for the player; this happen because when a new map it's generated the AI are deactivated by default. Activating an AI manually it's as simple as changing one value from 0 to 1, but that's not enough to have your desire AI. Maybe you want him to use the starport, or building units faster... Therefore either create your desired AI manually or import an already existing one. For this reason I upload here a set of AI taken directly from the original campaigns (Mission 9 for the three main houses) on top of an Excel file that contains the core values that can make an AI slow, fast, defensive or agressive depending of your needs. The values that I have taken into account are: *Can the AI buy units through the Starport? *When the AI attacks for the first time. *How often the AI send every new attack after the first one. *Size/strength of the units guarding the base. *How often a new unit it's produced. *Number of harverster per refinery on the map. *How cowardly is it if their allies suffer casualties. (The excel file has some extra notes to understand better). The Ais included from the original game are varied. The Atreides final mission AIs takes lots of time before attacking for the first time meanwhile the Ordos final mission AIs it's very aggresive, attacking every few minutes. With this you can pick the AI that will be better for your current map. There are included two AI taken from the original practice mode (the AI deploying a MCV and expanding his own base) and the Cncnet online AI used when you fight against a non-human (also deploy a MCV). As an extra, I included 3 generic AI I usually import as a placeholder but they are fully functional and can be used withouth any problem: *Agressive: A fast prodution unit, quick attacker and low guarding = If you need an agresive but easy to defeat enemy. *Defensive: A slow production unit, takes lots of time to attacks and high guarding = If you need a AI to last long before being defeated. *Balanced: A medium production unit, average attacks and guardian = AI that it's in the middle. File: AI - Set.rar To use them you only need to choose the AI tab for your current map and pressing the import AI (and choosing your prefered AI-file). Later can be modified or whatever you want, but if you are a newcomer that it's not sure how the AI works, just having access to some variety of Ai's will help you a lot. There are more values that can control even more the Ais, but knowing how slow/fast any AI attacks/build or the size of the units defending the base it's enough to make the AI easy or harder.
  12. I did a small update. Small but enough to affect the gameplay. First: The briefing it's more detailed. Now tells to the player how to be able to train Fremen and Sardaukar, the new requirement for the Starport... Second: Now the starport stock units twice as fast; this means that after doing a 5 combat tanks order, the player only need to waits a couple of minutes to be able to order 3-4 more. It's suggested to buy units with a discount to save some money for future orders. The AI it's affected too, so he will send more units into attacks too, making this map harder (but not too much, the AI still will split their units when attacking). Overall the player can continue to buy stuff regularly. In fact; during my final play; I manage to destroy all the enemies present on the game (except some Tleilaxu turrets) which took me 1 hour of gameplay.
  13. Cm_blast

    Sharing my editions with TibEd

    I updated the first post to add a few more TibEd edits. Anybody creating an Ix or an Emperor campaign would notice some problems with those Houses. As Ix, deploying a MCV the game crash, and as the Emperor the player can't build his own Imperial Palace. Changing that it's very easy, but requires an external program (TibEd) plus have some experience with the tool. For that reason I decided to add those editions already done to make it easier for everyone. There are a couple more, like making the tanks to no be able to crush foot units or including the only practice type of units (grenadier, Stealth Raider...); check the first post for more info.
  14. Cm_blast

    Updating and rearranging missions/campaigns from D2k+

    While I was doing the main mod index I found a very old single mission done by Galaxy back in 2015. This map use a very single idea: you, as the Mercs, fighting with the Ordos against several enemies. There is no briefing provided, with the exception of the protection on the outposts (yours and your ally) to keep receiving deliveries. The mission starts very easy because the player begin with the Starport, so tons of units will arrive; but in the long run, once the enemies start going together on large numbers the map will become more harder (but as long as the outpost it's still there the player will always have units ready to fight). I updated the mission to work with the mission launcher. Only a small fix were done to have the "The ixian have been annihilated" line instead saying "atreides" when destroying the side 7 AI plus now on the launcher you will be in the merc section. First post update to present that single map.
  15. All Complete campaigns, single maps, tools and more. Number of Campaigns = 41 Number of Single Missions = 51 Number of Skirmish Maps = 211 Number of Tools = 21 Color legend: ATR - HAR - ORD - EMP - FRE - SMU - MER - OTHER CAMPAIGNS: *A New House Campaign (8 Missions) - By Cm_Blast *A Secret Plot: Mercenary Campaign (13 Missions) - By Domaithianus *Alliance of Atreides Campaign (12 Missions) - By Dark Wesker *Atreides Campaign Battle for Dune (9 Missions) - By AKaFedaYkin & Iheb96 (rearrange By Cm_Blast) *Butlerian Jihad (9 Missions) - By Cm_Blast *Dune 2 based campaign (3 Campaigns - 27 Missions) - By Cm_Blast *Emperor Reign (9 Missions) - By Sandworm (rearrange By Cm_Blast) *Harkonnen Campaign (WIP) (? Missions) - By Fey *Harkonnen: Reign of Evil Campaign (28 Missions) - By Dark Wesker *Harkonnen Family (9 Missions) - By Cm_Blast *Heretic Alliances (9 Missions) - By Cm_Blast *Ixian Campaign – We tech-up Arrakis! (9 Missions) - By FedaYkin *Ixian Campaign: Masters of Technology (9 Missions) - By Cm_Blast *Frank Herbert (15 Missions) - By Cm_Blast *Fremen campaign (+ three bonus missions) (9 + 3 Missions) - By Luminar (rearrange By Cm_Blast) *Fremen Warriors (9 Missions) - By Cm_Blast *Mercenary Campaign – Keep ’em Coming! (9 Missions) - By FedaYkin *Mercenary Campaign: Fall of Emperor (WIP) (? Missions) - By Runtowin *Mercenary Campaign: The Origin of the Mercenaries (9 Missions) - By Cm_Blast *Mercenary Campaign (10 Missions) - By Domaithianus *Mini Campaign: Mercenaries Revenge (3 Missions) - By jbil1989 *Ordos Campaign (9 Missions) - By Magier (rearrange By Cm_Blast) *Ordos Campaign Alternative Missions (16 Missions) - By Domaithianus *Ordos Remake Campaign (20 + 1 Extra Mission) - By Dark Wesker *Ordos's Tactics (9 Missions) - By Cm_Blast *Rise of the Mercenary (unfinished) (2 Missions) - By gruntmod (rearrange By Cm_Blast) *Smugglers Campaign (15 Missions) - By Fey *Smuggler campaign (9 Missions) - By Rick Vorstenbosch (rearrange By Cm_Blast) *Smugglers Mini campaign (4 Missions) - By Cm_Blast *Spacing Guild Campaign (9 Missions) - By Cm_blast *The Antifremen campaing (10 Missions) - By Cm_Blast *The Emperor Returns (9 Missions) - By Cm_blast *Time Based Smugglers Campaign - Protect Mercenaries! (9 Missions) - By jbil1989 (rearrange By Cm_Blast) *Tleilaxu Campaign (7 Missions) - By Cm_Blast *Ultimate House Ordos (Suspended) (10 Missions) - By Dark Wesker *War of Assassins (3 Campaigns - 27 Missions) - By FedaYkin *War of Assassins Sandstorm expansion (3 Campaigns - 14 Missions) - By FedaYkin SINGLE MISSIONS: *Aerial Nightmare - By Cm_blast *Atreides Single Mission - Secrets, Power, and Children - By Domaithianus *Battle Royal (7 Single Missions) - By Cm_Blast *Dune 2 Genesis (3 Single Missions) - By Cm_Blast *EBFD: Ancient Rivalries - By Cm_Blast *EBFD: Final Assault (3 Single Missions) - By Cm_Blast *Emperor Mission - By Shai-Gel98 (rearrange By Cm_Blast) *Hammerfest mission - By FedaYkin (rearrange By Cm_Blast) *IX: The Technology is ours - By Cm_Blast *Mercenaries: Choose your ally - By Cm_Blast *Mulciber Valley - By MVI (rearrange By Cm_Blast) *New Mercenaries mission - By Galaxy (rearrange By Cm_Blast) *No More Spice - By Cm_Blast *Original Ordos missions without reinforcemens & Mercenaries (12 Single Missions) - By Dark Wesker *Skirmish mission - By FedaYkin (rearrange By Cm_Blast) *Skorocel remakes (3 Single Missions) - By Skorocel (rearrange By Cm_Blast) *Special Skirmish - By Cm_Blast *The Rebellion of Atreides - By Cm_Blast *Tleilaxu Plague - By Cm_Blast SKIRMISH MAPS: *Emperor assasination misión – By aarmaageedoon *Fan Maps (210 Skirmish Maps) - By Gobalopper TOOLS: *Audio Converter - By Barnaby Smith *Colour bin editor - By FunkyFr3sh *Dune 2000 Map and Mission Editor v1.2 - By Klofkac *D2K+ Toolkit Download - by MVI *Dune 2000 Random Map Generator - By shai *Dune 2000 String Editor & Image Converter - By Siberian_GRemlin *Hex Converter (online web) - By Klofkac *Map Renderer - By MVI *Sound Effect Tool - By MVI *TibEd - Edition of atributes for Units & Buildings - By Koen *Tile Atribute Editor - By Klofkac *Tile Set Editor - By MVI *UI Table Editor - By MVI *User Interface Layout Editor - By MVI MISCELLANEOUS: *CnCNet 5 (supports Dune 2000) - By FunkyFr3sh *D2Kplus.com (Tools, Missions mods and Campaigns mods) - By gruntlord6. *DUNE 2000: GRUNTMODS EDITION (Full game compatible with W7/10, new tracks and more) - By Gruntmods *Dune 2000 1.06p - Game patching (bug fixes, new features) - By FunkyFr3sh *Dune 2000 multi languagepack + online - By Dato *Dune 2000 Patches, sountrack, trainers and more - By Gobalopper. *Dune 2000 Portuguese - Full game - By Dato *Dune 2000 random music player patch - By Dato *Dune 2000 V 3.5 - Full game portable (4 New Campaigns - 46 Missions + 9 Test Missions) - By Luisito EB *Mission Launcher (95+ extra missions) - By FunkyFr3sh *Set of Vanilla AIs (Raw files) - By Cm_Blast *Tutorial: Dune 2000 AI Editor - Main overview of the AI functions - By aKaFeda *Tutorial: New Dune 2000 Map and Mission Editor - Terrain & Buildings showcase - By aKaFeda *Tutorial: New Dune 2000 Map and Mission Editor - Mission Settings & Scripting - By aKaFeda *Tutorials: Mission Editor Multiple Tutorials - By aKaFeda *New dune 2000 Tilesets - By Dato *Tibed Editions (raw files) - By Cm_blast Notify if someone wants their mod to be added or removed from this index or any other edition like adding a subtitle for his map, etc.