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Cm_blast

Fedaykin
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Everything posted by Cm_blast

  1. 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.
  2. 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".
  3. 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.
  4. 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.
  5. This is a post done for preservation purposes. Name: Starport Struggles Player House: Atreides Game Speed: Fastest preferred It's a mess down there, House Ordos has a massive amount of shipments being delivered to this region. They have the help of the smugglers to make this possible. They've also hired mercenaries to help keep the area secure. If Ordos keeps hold of this region they'll be able to launch large attacks on nearby Territories. We have an Outpost setup in the area to track the shipments so you'll have an early warning system to their arrival. A friendly reminder to build on concrete, the weather hasn't been kind in this region. Objective 1: Destroy all Starports ||| Difficulty differences ||| == Easy: - 15min Frigate Timer - Frigates contain less enemies == Normal: - 12min Frigate Timer - Frigates contain moderate amount of enemies == Hard: - 10min Frigate Timer - Frigates contain large amount of enemies Easy: 100% Production / 25% cheaper costs Hard: 100% Production / 25% more expensive costs The AI gets more aggressive the more frigate waves happen up to a cap. This isn't changed for any of the difficulties Download file: StarportStruggles.zip
  6. This is a post done for preservation purposes. Player House: Harkonnen Game Speed: Any The Atreides have launched an attack against our early warning system. If they take out any outposts they will be able to sneak more enemy troops in undetected. If an Outpost is destroyed expect more enemy resistance. Objective: Eliminate the Atreides from the region. ||| Difficulty differences ||| == Easy: - Enemy reinforcements have less units == Normal: - Enemy reinforcements have normal amount of units == Hard: - Enemy reinforcements have larger amount of units Easy: 100% Production / 25% cheaper costs Hard: 100% Production / 25% more expensive costs =================================== Dev Note: I didn't do anything special for this mission. It was being made cause i wanted to mess with the tileset and try out defense zones. AI doesn't get more difficult during the mission or more aggressive based on difficulty. The only quirk on this map is every outpost you lose the enemy gets more reinforcements. Pretty easy mission this time around. This version should work Forgotten.zip
  7. Tileset -Added: Arkanon tileset By Fey Campaigns Re-releases(*) -Added: Smuggler Rise part 1 (unfinished) by The dragon (2022) -Added: Harkonnen but as Emperor Campaign by Comrade Marshal Wrathnar (2023) -Added: Original Campaign but map expanded by Залупенко (2025) -Added: Smuggler Restructure by PsYcHo (2025) Missions Re-releases(*) -Added: Intruders sietch by Helkor (2022) -Added: The Dragons Showcase By The Dragon (2022) -Added: Exhibice by Neme (2023) -Added: Unexpected Assault By PsycHo (2023) -Added: Defense Into Offense by PsYcHo (2024) -Added: Recon Strike by PsYcHo (2024) -Added: The Tleilaxu Infiltration by Neme (2024) -Added: UphillBattle by PsYcHo (2024) -Added: Conflicting Forces by PsYcHo (2025) -Added: Decisive By PsYcHo (2025) -Added: Distress by PsYcHo (2025) -Added: Elite Absolve by PsYcHo (2025) -Added: Emperor on the Battlefield by NewName (2025) -Added: Fort Able by PsYcHo (2025) -Added: Profiteers by PsYcHo (2025) -Added: Tech Stealer by PsYcHo (2025) -Added: The House Ordos - Mission 1v2 by NewName (2025) Skirmish and Coops Re-releases(*) -Added: all Coop missions by Fey (2024) -Added: Outpost Wars 2.20 & 3.3.0 by Helkor (2024) -Added: Mirror Match by Fey (2025) -Added: Modded Custom campaign by Fey (2025) * All of these campaigns/missions/maps were originally uploaded on the Landsraad discord (on X year).
  8. This is a post done for preservation purposes. First campaign that I've made. Uses some of the new features made like radar pings and hover units. (I included a version of the exe that supports the features) I wanted to focus on make a simple campaign and making sure all missions can be played at max speed for all difficulties. Campaign: Smuggler Restructure Missions: 9 GameSpeed: supports all speeds House: Smugglers There is no voice overs in this campaign (maybe one day) There is custom units and a slightly modified tech tree. Difficulties will effect reinforcements and AI behavior Easy: 75% cost / 100% build rate Normal: 100% cost / 100% build rate Hard: 125% cost / 100% build rate The story focuses on the player being a newly appointed Taskmaster for a smuggler faction. While adjusting to this role and proving you can handle it you are quickly thrown into conflicts with other fellow taskmasters. Special thanks to Fey for testing/feedback as well as general help with code Download file: SmugglerRestructureV1.zip
  9. This is a post done for preservation purposes. Enjoy the Harkonnen but as Emperor Campaign Harkonnen_Campaign_harder_but_as_emperor.rar -By Comrade Marshal Wrathnar ------- these are expanded versions of the vanilla campaign maps set up for co-op. the terrain is brand new, drawn from scratch, but the layout is all based heavily on the original vanilla maps' layouts. enemy bases are larger, enemy reinforcements are great in number, umm... some other stuff these are designed to be pretty difficult compared to the average campaign, so good luck 😛 All co-op missions.zip -By Fey Fix all levels 1.zip <-- fix for all level 1 on the coop. ------- Fully Original Campaign but map expanded done by Fey All_Original_Campaing_maps_but_expanded_and_with_AI.rar - By Залупенко ------ Modded Custom campaign (coop) Installation instructions on the spoiler: File download modded custom campaign.zip - By Fey
  10. This is a post done for preservation purposes. The first part of my campaign named "Smugglers Rise". If you find bugs please tag me and tell me the bug, i will fix it as fast as i can and release a patch for it soon. You should be able to play it without any difficulty, but if the game crashes just download the latest "Dune2000.exe" from the D2K forum If it still crashes, tag or dm me. IMPORTANT: The info about the new additions are not present in the briefings yet, check ⁠general on discord for more info file download: Smugglers_Rise_Part_1.rar
  11. This is a post done for preservation purposes. Player House: Emperor Game Speed: Any Atreides have a strong bond with the fremen and it's become a problem for our spice mining operations. The Emperor has order his commanders to deploy and apply pressure to the Atreides. You as a commander under the Emperor have been ordered to destroy an Atreides base. The base is using new stealth technology allowing them to hide a variety of troops. You are being granted Sardaukar reinforcements. Do not fail. Primary Objective: Destroy the main Atreides base Secondary Objective: Destroy the outposts at the enemy forward bases to secure tech levels. ||| Difficulty differences ||| == Easy: - Sardaukar reinforcements include 10 infantry - Small sneak attacks - AI build rate increases slightly == Normal: - Sardaukar reinforcements include 7 infantry - Moderate sneak attacks - AI build rate increases moderately - Outpost attack waves include more infantry == Hard: - Sardaukar reinforcements include 5 infantry - Sneak attacks also include fremen - AI build rate increases highly - Outpost attack waves include stealth infantry - Main AI gets stealth heavy armor Easy: 100% Production / 25% cheaper costs Hard: 100% Production / 25% more expensive costs File: Decisive.zip
  12. This is a post done for preservation purposes. Player House: Atreides Game Speed: Any Greetings commander, I have some concerning news, one of our outposts is sending data about Harkonnen in the region however we discovered the Emperor is also involved. We detected enemy forces are closing in and I need you on the ground and keep the Outpost safe. I'll send an MCV along with additional reinforcements when possible, but it will take a bit. Do not let that Outpost fall! Objective 1: Protect the Outpost Objective 2: Destroy all enemy forces ||| Difficulty differences ||| == Easy: - Start with an additional Harvester - Reinforcement waves aren't as brutal - AI has slower production and weaker attack waves - Extra 1000 credits on timer reaching 0 - Friendly Reinforcement attack waves - Missile Tanks on player reinforcements. == Normal: - No additional starting Harvester - Reinforcement waves are brutal - AI has moderate production - No extra credits on timer reaching 0 - Friendly Reinforcement attack waves have no tanks - No missile tanks on player reinforcements. == Hard: - No additional starting Harvester - Reinforcement waves are slightly more brutal - AI has higher production - No extra credits on timer reaching 0 - No friendly Reinforcement attack waves - No missile tanks on player reinforcements. Easy: 100% Production / 25% cheaper costs Hard: 100% Production / 25% more expensive costs ==================================== Dev note: I haven't posted a mission in a while but here we are. More of a challenge map with a protect objective. Tried to be mean in this one, less forgiving compared to my other maps. Would recommend not building your structures to close to the Outpost. Download file: ConflictingForces.zip
  13. This is a post done for preservation purposes. Player House: Mercenaries Game Speed: Any We've been hired to eliminate the Emperor's forces in the area. This won't be easy as we lack the technology to deal with them. Luckily there is several research centres in the area. If we are able to capture these we can unlock more technology. There is an issue, the tech is unfortunately local. So it would be best to not lose the research centres as it will prevent us from using the technology. Keep in mind this is a time sensitive mission, the longer you take the worse it will be. You should have some breathing space before the emperor's forces start taking us seriously. You will start with a strike force, secure the first research centre and we will drop in an MCV. If you lose the first research centre we will not have the necessary firepower to continue the mission. If you capture the outpost we can locate the other research centres in the area. Afterwards the structure serves little purpose. Objective 1: Capture and protect the first research centre Objective 2: Destroy the Emperor's forces Optional Objective: Capture additional research centres to expand your arsenal ||| Difficulty differences ||| == Easy: - AI build rates do not change - No change to AI attack wave size == Normal: - AI build rates change under certain conditions - AI Attack waves increase during the mission == Hard: - AI build rates change under certain conditions but the numbers are higher - AI attack waves have bigger increase during the mission ======================================= Dev notes: So this is the first mission where i do not give the AI any reinforcements at all. Unless you count spaceport deliveries. In which case its only for AI's to get Sardaukar. File download: TechStealer.zip
  14. This is a post done for preservation purposes. Player House: Harkonnen Game Speed: Any Greetings Commander, I have a frontline task for you. We want to push the frontlines and take more land from the Atreides however they have a very strong defensive position in the area we plan to make an advance. The task is quite simple, I want you to destroy this fortification and purge the area of Atreides forces. Objective 1: Destroy the Atredies ||| Difficulty differences ||| == Easy: - Only 1 AI gets a slight increase to their attack wave sizes during the mission - No sneaky enemy reinforcement triggers == Normal: - All AI's get an increase in attack wave sizes during the mission - When certain conditions are met a few surprise enemy reinforcements arrive == Hard: - All AI's get an even bigger increase in attack wave sizes during the mission - When certain conditions are met a few surprise enemy reinforcements arrive but more and higher quality units - AI has access to Air Strike ==================================== Dev Note: I wanted to make a mission with no reliance on reinforcements as a difficulty modifier. There is a small reinforcement near the start of the mission just to apply some early pressure before the AI starts doing its thing and there is a set of reinforcements once the player starts being mean to the AI. Outside of this the AI does all the work in attacking and applying pressure. Download file: FortAble.zip
  15. This is a post done for preservation purposes. Player House: Atreides Game Speed: Any Greetings commander, I have a rather unusual task for you. As you know house Ordos has access to an incredible amount of funds and thus are frequently seen making dealings with the Smugglers and even paying for Mercenaries. We believe there is more to this than meets the eye. There is an old base that is slowly losing its foundation to the shifting sand. It has a construction yard so feel free to bring it up to Atreides standards. You are to get an engineer into the Ordos Starport that is all, they can handle the rest. Word of caution commander, scouts say that they spotted some mercenaries in the ordos base a week ago. This can mean a lot of things but I'd recommend you do not take to long with the task. Objective 1: Capture the Ordos Starport ||| Difficulty differences ||| == Easy: - Enemy reinforcements are lesser quality - AI main forces do not increase in build rate == Normal: - Enemy reinforcements are default - AI will increase in build rate and attack size at a certain point in the mission == Hard: - Enemy reinforcements are slightly higher amount - AI will moderately increase in build rate and attack size at a certain point in the mission ======================================= Dev note: The mission can be quite challenging when unprepared, I will suggest scouting your area to confirm locations where you can secure resources. On another note, this mission was a pain to balance and fix crashes, recommend doing saves during the mission. Just incase i missed a crash. Download file: EA.zip
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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 UphillBattle by PsYcHo --- Not modded UphillBattle.zip
  22. 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.
  23. 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.
  24. 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)
  25. 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.
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