Cm_blast

Fedaykin
  • Content count

    345
  • Joined

  • Last visited

Community Reputation

68 Good

About Cm_blast

  • Rank
    Mentat

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

763 profile views
  1. Good then. Remember, I destroyed that base quickly, so I didn't know what he will build it :P.
  2. In that case I suggest you to be sure that the Emperor/imperials are good with the actual tech tree. I said this because the game treated differently the Construction Yard placed in the editor and the one you can deploy from a MCV. Placing with the editor is a "Imperial Construction Yard" which can't build the High-tech factory, but deploying one will be a regular Harkonnen construction yard, allowing to build that and the Harkonnen Palace. However, if in Tibed you go into the Harkonnen construction Yard and remove "Emperor" from there, the MVC will become another imperial construction Yard (still, no high-tech factory though). But from there maybe you can do something to the emperor withouth affecting the Harkonnen or something. This depends if you still have "construction Yard" as a requirement for that building. And if you have you can do the other way. In the imperial construction Yard, remove "Emperor" and that's it. pre-placed and deploted MCV should be treated as a regular Harkonnen construction Yard, or at least the last time I test it.
  3. Often happens. Are you going to use the same changes for that emperor campaign? I mean, the same costs for refineries/upgrades, tech tree and etc.
  4. I see. Will be missions 8 and 9 for smugglers? Later, when all the changes and fixes and balanced are settled I will play from the beggining, but only 1 version. Here you can tell which version of the 2 (of every mission) you changed the most, so I can play that.
  5. I think that there are like 4 basic lines which controls how hard/easy an AI will be. I changed others that I am not sure if really works like the "attackbuildingstreng", but just in case I place a number there. I have another idea that has come to my mind. What about some kind of "prototype" map to include with the editor? So people who download the editor can open this map and learn for it (and mess with it too, that's better than opening an original campaign/map and overwriting with a change). I'm thinking in doing the most basic stuff possible, adding notes in the events/conditions since you editor allows that so newcomers can understand quickly the basics. My idea of a prototype map goes this way: - A default size map (64x64) - 2 Rock areas, one for the player, another for the AI. - Tech of 3, so tanks and more harversters, but not making the map to last longer with a higher tech. - Basic events: reinforcement, messages , mission win, mission loose, unit spawn, harverster remplacement, bersek. You know, the ones which appears in all the original campaigns. - The player, as Atreides, starts with the construction yard, some units and tons of money. - The AI (harkonnen) use the balanced type of AI included in the editor. \--> *┬┐importing the same AI to others?* <-- not sure about this one. If I place the AI for all the players, anyone can add Ordos or whatever and play with more enemies instatly, but I fell that one of the first things a newcomer will do is playing with someone that the original game couldn't (emperor, mercs, smuggler), so is better if the AI is inactive for anyone but Harkonnen. - 1 message for "side annihilated", but also 1 custom message not present in the original game. And that's it. just the simples mission possible. Maybe adding Ordos with a repeat type of reinforcement to show how to loop reinforcements and at the same time showing the alliances thing... something like this.
  6. I just found recently that technically is possible to make the infantry units being affected by the deviator using Tibed. However, the cost is too high since "transforming" the unit into a vehicle will make it to loose all the animations; and I mean all (no movement, no shooting, no dieing). Since the vehicles don't have any animation at all (they have the smoke, but only the barrels from the combat/siege tanks have some kind of animation), the game just treat these soldiers as vehicles and proceed to only use the standard position. By the way Fey, Have you considered gving the siege tank more strengh against turrets? That is something that has always bothered me, having a vehicle which do the most damage to buildings, but then when he attack the turrets he doesn't do anything. And since the Smuggler can't build the missile tanks the siege ones could be at least an extra help for that purpose. I am not saying that increasing the raw damage to make 3 siege tanks alone destroying a turret, but maybe a bit more of the %damage to turrets so they could be a substitute of the missile tank (much less efficient, so you still need tanks and quads, but they can help with the extra range that the others don't have). Of course, I am not asking those changes, just wondering if you ever though of that.
  7. how that task is going? Have you been able to contact him? Another thing to discuss: I want to make a general call. How do you people feel about uploading all this into the d2kplus site? Like for example upload them separately as a updated version compatible with the mission launcher which also you no longer need to overwrite files (Except the ones using Tibed/tiledata.bin). Even could be included in the same section as the original campaign. I mean, like clicking in "Atreides - Battle for dune", and the page open with the text "Download Atreides - Battle for Dune (X Downloads), adding another text below like "Download Atreides - Battle for Dune <version compatible with mission launcher> (X Downloads)" <-- or something similar, so both are accesibles from the webpage. Maybe at least a readme.txt is needed or something similar.
  8. You mean rewriting the briefing? I don't mind, although right now I just found that the author is still active, but with a new account that don't have any posts yet. If you want to rewrite maybe you can ask if he wants to. His new account is " jbil1989 " .
  9. First I will start with a small note: the visuals from the Atreides campaign from Feda has been fixed, so right now all the rock areas, rifts and stuff should be connected more natural. Also sometimes a couple of tiles rock/sand went missing, so those are fixed too. And now a new adition. The "time Based Smuggler" Campaign by Jbil89. His original post is here. https://forum.dune2k.com/topic/26903-release-time-based-smugglers-campaign-protect-mercenaries-updated/ Like the others, has been ported to work with the launcher. This is a particular case. I usually leave the events/conditions as the original, except if a wrong call make the game crash or not activating a main flag, needed to beat the mission. However, the author resorted to "copy-paste", making a good amount of events/conditions from previous maps to be there too, even when they aren't used. I took the liberty to do a clean up of unused events/conditions (sometimes a casualties active a flag, but that flag doesn't affect the game at all). I hope I did not overdo it by deleting too much. The size of the mission 7 has been reduced a lot. The original map was 100x80, but only a very part of the whole map was used. I reduced it to a 26x50 (you can image how small the playable area was). I admit that I liked the map. Is a bit confusing because the way the author used the events and stuff. A couple of flags will give more/better control of the situation, but that's not my call. Anyway, I played the whole campaign, although I did it in easy and cheated (except a couple of missions), so I know that at least the mission win condition (and others) triggers at the right moment. Warning: Is not recommended to play mission 9 on easy. Due to the hundreds of reinforcements (and it is not an exaggeration) the game can reach the limit of units and crash. In normal both sides are even, but in easy the mercs will dominate, but never end the attack because more and more reinforcements are comming stopping the advance. In the briefing itself I added a special note to warn about that problem. If you play in normal the game should work fine. Now, the last thing. The english of the author is... let's say... debatable. I don't feel I should be the one redoing the briefing, since I am not exactly the best writer in english. This means the briefing stay as the author did. If someone want to rewrite the thing feel free to do it :P.
  10. Ok, I did a few AI to use it as templates. This AI of mine change only a couple of things, but enough to make different types of AI and at the same time being similar to the originals. First, they are almost the same. All of them have 2 harverster per refinery, 1 carryall per ref, protecting the harverster is active, buy from starport, repair, rebuild, upgrade... and the priority to attack buildings is the same as the original game (in this case doesn't matter if the human is Atr, Hark or Ordos, the AI have the same for the three of them). The proportion of units is 1:1, so in general all behave like the original campaign type of AI. Agressive Generic AI: Agressive Generic AI.misai This AI has short-time first attack, and then even shorter next attacks. The quantity/quality of units defending the base is low, so this AI will have strong attacks but not to many units around the base. The unit build rate is as fast as the fastests unit build rate from the original campaign (one of the missions 9). Defensive Generic AI: Defensive Generic AI.misai This AI needs a very long time before the first attack and not so long (But still long) from every next attack. The quantity/quality of units defending the base is High, so this AI is to use in case you want one enemy being much more defensive, or in case you have a map with an ally that you want it to survive, since is not going to attack too much often. The unit build rate is also low (to avoid grouping too many units or rebuilding losses too quickly). Balanced Generic AI: Balanced Generic AI.misai This is an balanced type of AI, something in the middle of the agresive an defensive. The first attack and the time bewteen attacks are more or less in the middle of the Agr/def cases. The units guarding the base and the unit build rate are also in the middle of those 2 AIs. Anti Infantry AI: Anti Infantry AI.misai This is another average type of AI, in fact, has the same values as the balanced version. I change this AI to build only anti infantry type of units: light infantry, Trike/raider and siege tanks. Raw Power AI: Raw Power AI.misai Same as above, but this one builds the opposite, the units with Raw power. This includes: Trooper, Sardaukar, Quad, Combat tank, Missile tank, Sonic/Dev/Deva. Practice Tech 4-5 AI: Practice Tech 4-5 AI.misai This is a practice/skirmish type of AI. If the Tech used to the map is 4 or 5, this AI will be a bit better than the generic: Will build at maximun of 10 windtraps (so don't need as many room as the 15 that needs the generic) and will have 8 gun-turrets, that's 4 extra more turrets around the base. Even if the tech is lower than 4-5, this AI still can help the CPU to control the maximum windtraps that will build. If tech is higher, isn't going to build rocket turrets; also the energy will be more near to the limit; so is not recommended. Practive High Production AI: Practice High Production AI.misai This type of AI has in general the same values as the generic one, but this one will make the AI to deploy more buildings: 3 barracks, 3 light fac, 3 heavy fac, 1 more ref (4), 2 more gun/rocket turrets (6 and 6) and 3 extra windtraps (18). Other values remains the same as the generic version. The Agresivve/defensive/Balanced trio should be the ones recommended to use. The anty-infantry/raw could be treated as advance type of AI just to show that is possible to make the AI building what you want. Ps: I didn't test personally this AIs. But since I only change like 5-6 lines in the AI (sometimes even less), the behaviour of those AIs are under control, and is easy to see at first sight that the agressive is going to be that way and the defensive the opposite (except if you attack the harverster, but that's another story :P).
  11. He wants something like "Hard_AI = this AI attacks early, have a very fast unit build rate and attacks always at full streng" or "Passive_AI = average unit build rate, averate time between attacks, even although the AI have lots of units, he only send to attack half of them", something like that, so newcomers can import those AIs into their map very easily. I will check the original AIs, because taking one of the early mission and one from the 9 mission when can have "easy_AI" and "Hard_AI". Also I will look in my campaigns. I remember having one when the Ordos will build 3 troopers per infantry, 3 quads per raider and 3 combat tanks per siege tanks (or even a "onlytanks_AI = this AI will only build combat tanks, siege tanks, missile tanks and special tanks"). Meanwhile Klofkac, I was wondering. There is a way to include the "_" character in a .ini file? For example, to include a mail "something_mymaily@coldmail.meh", but since "_" is a line break I can't do it.
  12. I usually import one generic AI I have. Since from there there are like 4 main lines to change: when the enemy attacks, every how many minutes attacks again, how fast/slow builds and how many units defend the base. From now I'll upload this two. IF this is what you mean. Campaign generic type of AI: All the default numbers. But won't build non-letal units (engineers, harversters, MCV, thumpers). Will upgrade, will buy from the starport, will repair units/buildings... more or less, all the stuff the AI does normally. The priority to attack is the default to, since that's not necesary to make the AI attack the player (and the AI usually target first the closes enemy/building). Campaign Generic AI.misai Practice/skirmish/online type of AI. I don't remember where I took this, back in time with the old Dune, or maybe this is the one used in the online version, I don't know. But anyway. Has set the order of building, 4 turrets, 3 refs, 15 windtraps... so is based in a tech of 7. fast unit build rate, engineer as the original game, etc... Practice Generic AI.misai Maybe @FedaYkin can bring here one of the AI he usually used, which have a different proportion of units to make the AI building different. He knows better (I usually use the 1:1 proportion = 1 of each unit is builded before a new one can be done).
  13. Here you can check about the casualties event. https://forum.dune2k.com/topic/27397-condition-type-casualties-research/#comment-392918 In the first post I did the research, in a later post Klofkac linked a webpage to know exactly the values and all the stuff. Is more explained in that post. I just tell an alternative. If you can't use it because Hark/Ord are going to trigger it before you, then you still can use the "destroy the front turrets", or "destroy the only front turret", or "kill that engineer"... but check the post first. I said something there about the ally don't counting, maybe only human killing count to that event. I don't remember exactly. And yes, mission 3 and 4 are similar, but in mission 3 you ask to send 1 unit here and there. I didn't know if they were going to join, fight, or what . But in mission 4 i know that as soon as I attack that house is going to go hostile on me. I don't need to play the game before that to know that attacking early is a bad choice. I still think that giving a time limit should be enough. If the player don't do his choice in 5-10-15-20 minutes, you loose the game or someone gets angry because you are not aiding him.
  14. Played mission 4 v1. Ok, I can see a big problem here. Everything is ok, no crashes or anything, but you had created a map with no pressure to the player at all. There is no reason to me to do anything until I have 20.000 credits, 500 troopers, 200 quads, 100 tanks... And even then I can cheat placing troopers where I want and take buildings with no efford; so this map is only about amassing units, and nothing else. I know it has to do with the briefing, the story, the neutrality of them, etc etc, but as a game is like playing alone. No time limit, no attacks, no way to loose... I mean, if Ordos and Harkonnen were fighting you and after you take the front turrets one become ally that would be ok, this way the player have the pressure of 2 enemies, so if the player don't try to at least destroy the first objetive, could be hard for that player to defend against two enemies at once. Now, if you really want to maintain the battle between Ordos and Harkonnen (and not you, at least at the beggining). I could suggest one alternative. 1┬║ Step: A time limit, I don't know, 10 or 15 minutes, whatever. After the time runs out they both turn on you (or, since the Harkonnen are the ones threatening you in this map, they could be the ones turning on you). 2┬║ Step: Instead taking the from turrets, you can use the Casualties condition type. Let's say, you give the player 10 minutes to kill 1,2,3... Ordos, or kill 1,2,3... Harkonnen. If you kill X Ordos, Harkos join you. The combination of the initial money that low and the time limit, the player don't have other choice that to attack the Ordos early, not giving enough time to spreading untis around the base to "cheat" the mission. Killing a couple of Ordos should be proof enough to the Harkonnen that you want to aid them. So the map is going to be this way. -If player Kills X Ordos, Harkonnen join you (probably the best solution). -If player kills X Harkonnen, Ordos join you (The harkonnen are near your base and harversters, so may be a big threat to the player) -If player don't do anyhing (killing after the time limit doesn't count): Harkonnen become angry and fight you, but the Ordos don't want to join either. (Ordos aren't not going to fight you, but they still neutral, so if you attack them by accident, they become angry too (the worst option, the one that punished the played for not doing nothing). <-- in case this last option could be to hard to handle to the player, maybe you can do this other way: - if player don't do anything. Harkos fight you, Ordos are ally, and that's it. - If player kills X Harkonnen, Ordos see how you want to aid them, and reward you with "3 combat tanks, 2 quads and 2 raiders every X minutes/once". So "killing some Harkonnen" makes the mission a bit more easy that "not doing anything". Ps: I said "killing X units" because is quick and the player don't need to build too much, but could be another event, or maintaining the front-turrets thing but giving more time or... something else.
  15. First: Happy new year. Played mission m3v2. In general is good. Just of curiosity. Have you tried reducing the damage from the debris using tibed? The debris kills lots of my troopers/grenadiers. And the missions in general have a good amount of buildings (always like 2 barracks, 2 heavys, 4 refs, etc...)