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Cm_blast

Fedaykin
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Everything posted by Cm_blast

  1. 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.
  2. 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
  3. 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
  4. 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).
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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.
  20. 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.
  21. 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)
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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