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Cm_blast

Fedaykin
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Everything posted by Cm_blast

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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.
  8. 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.
  9. 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)
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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
  16. 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.
  17. 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.
  18. 1 Campaign added: -New house Sequel, By Cm_Blast
  19. 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.
  20. 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.
  21. 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
  22. 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.
  23. 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.
  24. 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.
  25. 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!
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