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So, if you only want the base game (and I think a few custom campaigns) you can download and install gruntmods from here: https://gruntmods.com/dune_2000_gruntmods_edition And if you want 95% of the custom campaigns, missions and all the stuff download this instead: The 2º is a post with the "all in one" installer that somebody did with dunemaster, so you can download all in 1 single file, the file is very big so it may take some time to download it, but no need to worry on the very last .exe (unless maybe if you want to play some custom stuff very specific). But for the most part, the all in one is just to download, unzip and install and everything will work right away, it was done to have just that and not having to download extra stuff. This already includes 50 custom campaigns or around that number so... it has lots of stuff to play and will be applied all. One very important: care where you install the game, installing on certain folders may have issues with Windows, permits and stuff; just be sure to execute the game in admin mode. Loading certain missions it won´t matter, but if a custom campaign try to apply X mod, windows may partially block the mod (because the launcher will move, copy and delete files around, which lastests windows doesn´t like that much) going so far to even break the game. Maybe the mission looks like a huhe gibberish, and then even if you load any of the original westwood made maps they won´t load properly (random visuals, wrong units... so on) which may force you to reinstall from scratch again. Just exec as "admin" to be sure and you will fine.
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were you using the original game, gruntmods version or dunemaster version? You can write any issues you have like "it doesn´t work because this error pop up" or something along those lines, or if you were trying to play the original campaigns or a custom ones and etc, the more info, the better. Gruntmods and dunemaster are practically the same, I cannot even tell the differences, but usually if one works, the other not. If you were using the original iso of the game, just try any of those 2, if you were using any of those two just open the config and mark and unmark all the options until there is one that click. And if that doesn´t help, if you had gruntmods install dunemaster or vicevera.
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How do you delete a specific saved game
Cm_blast replied to Nyteshade12134's topic in Dune 2000 Support
Glad to help. For the future, the name on an user is on the top of the avatar, "Fedaykin" is just a range based on number of posts or something like that. If you check yourself your name "Nyteshade" is on top of the "N" picture, while below the range is just "Fremen". I mention this just in case another person write something and you think we are the same person (there is also an user that has the name "Feda" and may be confusing why are so many "fedas" around here). -
How do you delete a specific saved game
Cm_blast replied to Nyteshade12134's topic in Dune 2000 Support
There is an actual in game optiont that sais "delete save", just open the menu with the escape key while you are on the battlefield at any moment. you should have a load, a save and a delete option, you go in there and delete the ones you don´t need. Game will rename saves to have only the ones you actually want. Game probably loads saves from 0 to maximum, so if you manually delete any number it just doesn´t know because 1 is missing, but if you use the actual delete option on the game you don´t need to do that. -
Visual bug. No holes in damaged ground.
Cm_blast replied to TacoBurrito's topic in Dune 2000 Support
Maybe during installation something went broke, is hard to tell, anyway, glad you get the thing working. Sill worth mentioning the executing as admin if you go into any custom mission, most the time doesn´t matter, but it takes that one custom mission that mod whatever and Windows may interfere, making that it only copy part of it, which makes the mission to look really bad or being really broken, and then it stays that broken even if you try to play the original missions again. On this case only a fresh install will fix it. -
Visual bug. No holes in damaged ground.
Cm_blast replied to TacoBurrito's topic in Dune 2000 Support
That´s a really strange bug I have never even account nor somebody else even reporting this. There are 2 possible "solutions" to this. 1: Try to execute the game with admin privileges and or even installing the game on a different folder instead the default one. 2: Installing the other version of dune 2000: If I am not wrong, the all in one is dunemaster´s, the other version is gruntmods. Both are nearly identical versions, but for some reason some people have issues, crashes, freezing... with 1 version but not the other, while other people is in reverse. Gruntmods don´t have a dedicated link to download the thousand of custom campaigns, but you can apply one into the other just fine. -
Hola, yo también hablo español pero este es primeramente un foro en inglés. Si puedes usar algún traductor en inglés (más que nada para que en el futuro cualquiera pueda ayudarte) mejor que mejor. Todas las campañas y mods se pueden usar con gruntmods, de hecho, eso es lo que hacemos, creamos misiones para funcionar con gruntmods. Todas y cada una de las listadas aquí son para este sistema. Tienes que descargarlas, descomprimir y aplicarlas correctamente pero todo debería funcionar. Sigue las indicaciones del anterior usuario y hazte con el último exe para asegurarte que todas funcionan perfectamente. Ah, y para otra, si es posible escribe en otra parte del foro y no aquí. Más que nada porque el post principal es el listado de todo lo que existe (para dune 2000) y uso los posts de a continuación para escribir que he actualizado y que cosa he añadido o retirado.
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Hey, long time. I remembre I rearrange your very old campaign because you had to add the imperial palace on the building queue or something like that. Glad to see you are back and creating a campaign. I only gave the missions a quick glance, just to see how a couple of missions locked (but didn´t wanted to see events or anything in deep just to play them blind later). There is already a small issue which it is not exactly your fault. The missions gruntlords release waaaaay back then, the one called "rise of the mercenaries", as you may remember as those they are only 2 missions, well, those missions were named M1v1.map and M2v1.map, which it is the same name you gave yours. If it is possible, give the files a different name. You don´t need to change the name of the campaign or the customcampaign folder stuff, that seems fine. But if you can, you can make your files "Mercenary guild 1.map /.mis /.ini" and same for all 9. Files no need to have any specific name for any specific faction so you can write whatever you want, is just to avoid overwritting those 2 missions from gruntlords. For example, when I rearrange these old campaign from Feda I wrote the name of the authors as part of the file, and this works fine. Also, this another thing is not really necesary: the customcampaign folder you added has "mercenaries" which it is fine, just a bit generic. If you also want you can have it as "mercenariesguild" just in case in the future somebody does a mercenary campaign and decided to use a generic named convention. Again, this is not mandatory, but the same as gruntmods using a generic m1v1.map file, which now can be an issue with yours, a future modder can generate a issue with a generic "mercenary" folder. If you want to get insta feedback on the mission or simply watching people playing it, here on the our discord there is a person that likes to record playing every single new mission or campaign drop and then he shares, so you can see people playing your mission, or at least know for sure that people are playing it even if on the forum we are not too active. You can read the post. The discord is mostly for singleplayer and modders, any question on "how you do this or that" can be solved here if you need help, or if you want to play the game and don´t know which campaign to pick from the big list.
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First post updated: Update December 2025: -Mission 17 slighly changed. Now the Ordos get a decent amount of units if the time reach zero, instead of depending on how many refineries were still alive. Also, opening the briefing during mid-game would make the game to crash, that´s fixed. -Mission 18 bug fixed. 1 of the 2 Axlotl Tanks was producing the ghola for both (so depending which one got destroyed, either nothing will happen or the entire ghola production would stop). -Tleilaxu Plague 1 watered down in difficulty is now added into the pack.
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you posted on the dune 2000 subforum, you mean dune 2000 or dune emperor? If it is emperor, no idea if it is dune 2000, they don´t get chaos lighting.
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Is hard to tell, the Sardaukar has 2 weapons, one intented to do damage on vehicles, another on infantry, but because they don´t have the same range, the unit may use the wrong type of weapon (but they use it because the good one has less range). Maybe they were thinking on also doing similar to the missile tank and, if they were based on Dune 2 (missiles are not guided, so the missile tank is intented as a base destroyed, outranging even turrets), maybe they were thinking on having it a guide bullet for units, and a stronger non-guide bullet for structures. Dune 2 also had 2 structures, one the barracks, another the WOR. One was for infantry (so only Atreides and Ordos), and the other only for heavy infantry (troopers), which the Harkonnen gets and on later stages the Ordos too. There are references of the WOR around there. And even the sietch can be fully used as barracks, they got switched into "Sietch" type of structure, but if you change into barracks, they can produce units and your units will spawn from inside just like any other regular barrack.
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I don´t know which one you are refering to. That mission was a very old made or more newer? It was part of a campaign or just a single mission? maybe this can help you find, as long as you remember as which side you played on that mission. For example, if you remembre playing that mission as Ordos, you only need to check all the green colored lines, and checking 1 by 1 (campaign or mission) if it was that one. If you remember the mission being old (so, you played it many years ago), then the suggestion goes to start with campaigns made by Feda, or the ones that has "rearrange by Cm_Blast", most of Feda´s stuff is old, and the rearrange done by me were also on old campaigns/missions as well, so if by change you played it many years ago, chances are is one of those.
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What do you guys think of the Dune 2000 mod for OpenRA?
Cm_blast replied to DoMoNiC_HuNtEr's topic in Dune 2000
OpenRa is a bit different, from what I got told, some units have different stats or behaviours on the bullets which are not the same as in dune 2000. I am going to say, modding in dune 2000 is difficulty because if anything there is way too much stuff, it may takes time, efford and reading testing a lot, but on 2025, the amount of stuff that you can do on dune 2000 is insanelly big. To put you on perpsective. The original game (and the older editors by extent) had a total of 21 events. These events are your usuall "reinforcements" "mission win", "show message", "play music" and so on. AT the time at this writing, we are around 250 events. This new events can "make the player to swap control with a different side (so you are controlling the Atreides base and units, and 10 minutes later you control the Harkonnen base and units while the Atreides now use a generic AI to keep producing while you are not controlling it). You can spawn structures, so you can make a terrain that has no base, make the player moves away, and suddenly that base out of nowhere appears. You can make that every single unit produced is cloacked, so sthealed tanks or sthealed harversters (no mod required, you no need to mod the units themselves). You can make that the player cannot select an specific unit or structure, you can make that even if you click on the repair icon, the structure stop being repaired on his own. You can make that an unit is always selected and you cannot deselect. You can make the screen to focus on 1 specific area, blocking the player for moving the screen when the mouse is on the edges. <--- you can make a whole cutscene where the player has 1 unit that will move on their own (as you are not allowed to select it), while the camera won´t move away so you won´t miss the cutscene. You can alter the layout of the map midway! like, putting 5 cliffts on an area, telling the player to use a siege tank and shoot at them, and you may see explosions and those cliffs transforming into actually walkable terrain. You can trigger an "orbital attack" by making stuff to rain out of nowhere, you can make that the player, depending on which position on the map you click, you get the reinforcements on that specific coordinates (withouth moving or attacking anything prior to that, it is just based on where the mouse is on which part of the map and clicking into "nothing"). You can make events to trigger based on the difficulty played, so you can have a reinforcements for the player dropping 20 units on easy, 10 on normal, and not a single unit on hard, you can make that if you play on hard the cost and speed production for the player is the same as normal, so a combat tank may still cost 700 on easy, normal and hard. You can force the enemy AI to produce stuff with events not by their own chose, or even block an entire queue by making the player unable to produce a MCV even if you click. As soon as you click and queue bar starts, it will stop on their own. You can make messages to appears on the top, bottom, left, right... on the screen, you can make them to show different colors, not always red, or show like on the other C&C where letters appears one by one instead all at once... add your own custom voice lines withouth almost any limit... You can alter which units appears on the starport, and how fast or slow those stocks changes, or just being able to raise the stocks of the quad faster than anything there, or justr straigh swap every unit on the starport and put infantry, trooper, sardaukar, fremen... to order. (this also no mod is required, just events on the regular editor). Like this: (on this mission, every 5 minutes the units on the starport swaps back and forth, so for 5 minutes you can order devastators and missile tanks, on the next 5 minutes you can order siege and deviators) And this is the only tip of the iceberg man, this is only a part that you can do. Right now, in 2025, our imagination (and patiente to actually pull of that) is the onyl limit on what we can do know. I have been modding dune 2000 for 10 years, and the amount of stuff added in this last 2-3 years is way way more than everything that came prior to that. I am going to show this small clip of a cutscene that triggers only when the player perform what it is the main objetive. This is a nod to the Mammoth tank presentation on Tiberian Sun, where you see the enemy testing the unit against multiple things. Here, since this is also a new structure, I wanted to give players full context of the strenfg of the turret. The trikes that move in position are AI controlled and they move on their own on those specific positions, to also showcase the range of this said turret and the accuracy: https://www.youtube.com/clip/UgkxT7Kf9L6afh63Jy5OU-SiqymN6f-nyStN I will only add that there is a discord focused on modding, and although we are not too many, there will always be at least 1 or 2 of us that can help you with any modification you can think of or need help if you want to join to learn more about it. And finally, if you have the chance, play Summers solstice, that campaign is the peak of modding, adding new units, new structures, new visuals, new voice lines... so many new cool things, including a hero unit that can transform into different units, from a tanky to make it easier to survive, or a high damage one to help you finish enemies. Play this and you will find how this specific custom campaign could be the "dune 2000 lost unreleased sequel". -
The queue patch no longer works nowadays, too many updates has been done with the exe on these years so unfornatelly, this doesn´t longer work anymore. just pointing that nowadays you no longer need any patch, downloading either gruntmods or dunemaster nowadays will have the most updated stuff (funky patch is also heavily updated), in fact, maybe applying that funky "update" could make it work? The closer we got on the a "queue" nowadays is by doing it something similar with events with the editor. I release a campaign "a new house sequel" which has some sort of queue. what it does is when you click on any military unit, it will keep producing that unit over and over until you have less than 1000 credits or you stop it. harversters, engies, MCVS... just produce one unit and stop. But I know this is not exactly a full queue. Has been way many updates over the recent years, so the queue one doesn´t work anymore.
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Missions: -Added: Starport Struggles - By PsYcHo -Added: Forgotten - By PsYcHo -Arkanon Debut mission - By Fey Tileset: -Arkanon tileset - By Fey Campaign: -Removed: Mercenary campaign By Domaithianus. (duplicated line, It was an incomplete version of "A Secret Plot: Mercenary Campaign" by the same author.