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TaxOwlbear

Fedaykin
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Everything posted by TaxOwlbear

  1. It's been almost a year, but did you ever manage to fix the issue with the colours?
  2. 1024x768 should never be the maximum. You should at least have some higher 4:3 resolutions available.
  3. Looks interesting.
  4. I remember running this in a Mac emulator at one point. I generally worked, but was slow and choppy, and the sound/music didn't work. What is Executor. exactly? A DOSBox-like program for Classic Mac?
  5. What is "strange" about the two not having custom campaigns? They were created to add modern niceties to Dune II, not new content.
  6. I'm aware that this isn't going to be a terribly popular LP, but there are plenty of Dune II LPs on Youtube already, so even then I wouldn't stand out too much. At the end of the day, completionism is my thing, so I'm going to do all 66 missions. Even if I covered only one choice per mission, the battles would still be quite samey. Most special units (Devastator, Deviator, Ornithopter etc.) bow anyway, so it's always Combat Tanks and Missile Tanks. Even for the Ordos, lest this takes forever.
  7. Dune II is happening as we speak. It's quite a lengthy LP (covering all map choices) and there is less to talk about, so I decided not to make a thread for it.
  8. I'm not sure if it helps in your case, but I had to disable all the compatibility stuff because it broke the game for me.
  9. The engine probably doesn't allow for this. The best you can do is to build multiple production facilities and prioritise the one that's not in the centre of your base, or wait until Dune 2000 has been fully implemented in OpenRA.
  10. I recently beat this mission on hard. Here's my strategy: 1. Build your base in the northwestern part of the starting area to minimise the distance to the Spice field. 2. Absorb the first two attacks. Then, rush the western Ordos support base and destroy their Barracks and Light Factory. Don't bother destroying anything else for now and rush back to your base to defend it. 3. If you don't have units left after the six initial scripted attacks, restart. You are going to lose in the long run. 4. Get two Spice Refineries right at the beginning, and a third Harvester after you get your arms factory. 5. Then, either build Combat Tanks or tech up for Rocket Turrets. I recommend vehicles backed up with a Repair Pad. However, retreat whenever Deviators show up. 6. Against the Saboteur, either build a cluster of Turrets, a wall, have a task force ready (the Saboteur is easily crushed), or place Wind Traps south of your important buildings. 7. After that, get eight or more Harvesters and build and army of Combat Tanks and Missile Tanks. Got for the Harkonnen first, then for the Ordos main base. Fremen can infiltrate the Ordos main base via a ramp in the south and destroy their Construction Yard.
  11. As per title: Has someone ever figured out a way to make this game run properly in widescreen, without the top/bottom being cut off?
  12. Nevermind, I found a converter.
  13. As per title. I tried Handbrake, but my trusty video converter failed me this time. Can someone recommend me a tool to convert the VQA files to a more common format such as MP4?
  14. Coincidentally, I just beat this mission the other day. Here's my strategy: 1. Build your base in the top-left corner, close the the Spice fields. Sent the Sonic Tank south to absorb the infantry attack after the first two attacks. 2. After the initial three waves, destroy the Arms Factory and Barracks in the Ordos support base. This will reduce the number of attacking units by about 25% and - more importantly - protect your Harvesters. 3. Build Rocket Towers blow your Construction Yard so they are able to attack both Ordos and Harkonnen units. 4. Get 6+ Harvesters and Carryalls, and build units all the time. 5. Send 6+ Fremen into the Ordos main base via a ramp in the south and blow up their Construction Yard. That makes destroying the main base much easier.
  15. The final battle - conquering the Harkonnen Palace - isn't particularly difficult. You have to gather your household and do some talking, but the actual challenge is the battle itself... but by the point where you are ready for it (having conquered all other areas on the planet), you will pretty much automatically be strong enough to win it. There's also a hidden ending: Instead of waiting for your Fremen to win the fight, join the battle before it ends. That's a bit tricky, so let your armies come in from a Sietch that's a bit further away. Thsi ending has some unique dialogue, and is your entry to endless mode (sort of). Part 23: Victory Part 24: The "Secret" Ending
  16. Nuclear weapons! Atomics are not allowed to be used against humans under the Great Convention, but as per Dune video game tradition (which admittedly hadn't been established when this game was released), the Harkonnen always have nukes. And you can nick them. I don't know hoe much of a difference in addition to the other weapons they make - when I got them, I had pretty much won already. Part 22: Atomic Age
  17. After a couple of victories, things tend to snowball very quickly. I went from being able to comfortably pay the Emperor to not knowing what to do with my Fremen. I could get some more ecology Fremen, but the whole ecology thing takes so long (especially training the initial troops) that it's simply not worth the hassle. Part 21: Under Construction
  18. Thanks. I don't mind watching other people play (mostly in the background while I do other things), but for me it's sports... I never enjoyed watching sports, but I like doing them.
  19. After about a third of the game (at the end of the main event cycle), it's likely that you only have a couple of armies and are busy gathering all that Spice. However, once you have at least one group of six or seven armies (preferably with 2,000+ Fremen each), the domino effect kicks in and you can swiftly conquer the entire planet, which will also give you more Spice, equipment, and Fremen than you need. Part 20: Victory Spree
  20. I kind of like the whole spying subsystem, but a couple of things bother me about it. It's hard to control where your spies go, and occasionally spying just isn't available as an option (or rather greyed out). Also, you probably want to attack with eight armies anyway if you can - not the maximum of nine or else you might miss out on a liberated Fremen tribe. Part 19: Gathering Intel
  21. It's time to drink the Water of Life. If you do that while your charisma is too low and before Lady Jessica recommends it, you just die. Do it in time and you get a charisma boost (maxed out charisma?) and can generally contact all Fremen on the planet, which makes sietch management sooo much easier. Part 18: Aqua Vitae
  22. The love of our life is back! This is actually a rather critical moment. If you are unlucky and don't find her in time, this can cripple you. Part 17: Reunion
  23. Always concentrate your troops. Have one or two, later three army groups and don't spread them out. The Harkonnen don't tent to swarm you anyway, so it's easier to just take back lost sietches than trying to defend them. Part 16: Schwerpunkt
  24. Today, we just move a lot of stuff around. This is moderately difficult in Dune, mainly because it's hard to get an overview of the stuff you have and where you have it. Part 15: Shuffling
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