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Fey

Fedaykin
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Everything posted by Fey

  1. get next square is usually related to pathing issues. those can be made much less frequent by making sure there's adequate room to move around comparative to the amount of units you expect on the field. adding infantry-only paths to help free up other paths for vehicles also helps quite a bit
  2. with the graphics files, the mod should be intact there are always new features under development by Klofkac. feel free to drop by the Landsraad Discord server, a thread by Feda pinned on this forum, if you have any questions about a concept you'd like to implement or bugs you're having trouble figuring out
  3. don't forget to include the data.r16 you'll find it under the "data" folder, not in "bin" it's important when adding new units or structures because anything new gets a new icon in the icons slot. not having an icon means anything new is an instant crash
  4. thanks so much! I'm so glad to hear you enjoyed it I'm continuing to test new stuff for Klofkac. did some co-op campaigns, but those don't exactly utilize new features. I'll be working with variables next similarly to how they were used on this test map: I'll also need to finish patching this one since the next incarnations of the d2k exe break some stuff in this campaign. eventually. lol
  5. broken? umm. well, I've got my copy here until funky gets back to us: ColoursBinEditor.exe hope that helps xD
  6. ah, apologies that I haven't responded; we noticed this post but I was busy patching some other stuff ^^ for anyone else having the same issue, I'll elaborate: once upon a time, in order to play missions with mods, players had to copy the mod files into the folders and stuff themselves. it was a huge pain in the butt since you had to back up everything, and then replace later with the original files when you wanted to play different missions Feda's upgrades to the Mission Launcher do this on the back-end, automatically copying mod files under CustomCampaignData where they're needed, when they're needed, and then replacing them with backup files when you're finished with the mission. this is how the mod files from one campaign get into your main data folder in the first place as for why they remain there and why the Mission Launcher doesn't replace them with the backups, that probably has something to do with the read-write permissions of the install directory. I don't really know how it works, but what I do know is that trying different install directories or adjusting the permissions for the directory you install to can remedy this issue I hope that helps anybody encountering the same issue
  7. ugh💀 it was brought to my attention that some changes to the Set Tile Property and Add Concrete events have broken some such things on various maps. this issue probably sprung up with the recent addition of variables and all the cool stuff that enables us to do. alas, making progress sometimes means experiencing setbacks along the way... this amounts to little more than a visual error, but I refuse to leave that alone! before I go bugging dato and gruntlord to update their installers again (sorry💕), I'm just gonna give things a once-over to see if anything else is particularly broken. in the meantime, here's a patched version of the campaign for now: SS Campaign.zip I'll go ahead and edit this post when it's no longer an issue. apologies to all those inconvenienced!
  8. hey there thanks for checking out my campaign! underneath the spoilers in its thread, which I see you've found already, there are videos and written strategy guides for each map ^^ for clearing a specific map, I'm not sure there can be better advice than referring to those! however, I can offer some general tips: Dune 2000 is a high-economy RTS. economy is the name of the game! see how many Refineries or Harvesters you can build before being overwhelmed. how greedy you are in the early game determines how quickly you get to the late game. generally, building just 2-3 Refineries and a few Harvesters per each one will be enough to sustain good production for the average macro-heavy campaign mission try to actually use the economy you build up too. if you hear, "Silos needed!" get into the habit of tabbing over to the Starport, clicking on the MCV 5 times and then right-clicking on it. why? because it depletes the Silos, allowing you to store more funds. this is not a thing that works in Summers' Solstice; cancelling your order will actually refill the Silos, so you'd need to dump funds by placing an order. other than that, remember that building 3 of a certain factory will max out production speed for related units. infantry can be tough to build diligently, but they DO make a huge difference if used carefully! if you can get used to being greedy and building units with the funds you accrue, then you'll wind up with a lot of units. that alone can guarantee victory against most AIs, but being efficient with them helps too. use Siege Tanks or Sonic Tanks against masses of enemy infantry, send Troopers in on Gun Turrets or Rocket Turrets before your vehicles get closer as well, prioritize important enemy infrastructure like Wind Traps, Refineries, production structures... or even just their Harvesters outside their base, if you can't crack into the base itself. vanilla AIs can be very defensive and stockpile lots of funds, so the Harvester thing might not be a good tip for vanilla maps, but it definitely works in some custom campaigns if you need more specific advice for or have questions about a certain Summers' Solstice map that the strategy guides don't cover, feel free to ask I'd be happy to help. otherwise, good luck and have fun!
  9. not yet these have been expanded within the current limits. some original campaign level 9's were rather small, like somewhere around 90x90. some however, like H9V2 for example, was already at like 126 wide. so, that one was mostly expanded vertically, and the length of the map didn't gain any significant structural changes
  10. awfully busy lately, but always good to see some new campaigns and stuff thanks for your contributions! here are those expanded maps. please feel free to use them however you'd like: as for the discord server, you can find that here: hope that helps!
  11. ayyy poggers! I'll have to check this out too naturally, Nguyen is here this madlad has run every single d2k mission. I mean, like, every single one lol I look forward to seeing how these play out!
  12. ah yeah, you can convert stuff with xcc mixer. I've encountered issues converting longer stuff, like music tracks might be pitched funny? but brief sound clips work just fine for some reason. if you have Thel 'Vadam Flippy's campaigns, he converted some Emperor tracks. I dunno if they're included in his campaigns or anything, but you would see what I mean if you have those tracks he converted
  13. our pleasure good luck!
  14. oh darn well, hopefully the new one can when you switch to it in developing new features we tried to take caution and not do anything too modern. even so, there are always the odd issues folks run into from time to time. 1998 game memes
  15. ah, I believe I encountered that error once while attempting to change the status of a unit attached to a Carryall. try removing all Carryalls and see if you run into it again, and if not, you might need to add a caveat to some events that units being airlifted are not a factor that is, if you're using the latest editor and stuff. if you're still using oldschool Gruntmods and stuff... umm... I'm really not sure in that case ^^ I would need to have a look at the map myself to try to figure that out oh yeah sure, here ya go but if you say the 'newer program' can't run on that laptop... are you referring to Dunemaster? in any case, that campaign there does make use of new features, so... mission launcher 1.3 is linked in that thread, and you can find the latest patches in the OP of this thread here: if it's unplayable, Nguyen gave every map a playthrough ^^ his videos are linked under the spoilers in the campaign's thread
  16. They work just fine for me. Didja try to download before making an account, make an account to report the issue, and then not try again? Since the files are linked directly to the forum, an account is required to download them. If you're referring to the second link, you'll find the most up-to-date exe in Klofkac's thread, which Cm linked just after the campaign download link. Klofkac designs the new features and stuff, so his thread is the place to go! Hope that helps.
  17. zalu pointed out to me that this existed on H9V1's map expansion, in the bottom left corner that would have made this map expansion unplayable garbage! thanks for the heads up mate, it's fixed now also apparently H9V2 was a duplicate of O9V2's map file. oops. the reuploaded zip in the OP has the proper map file now: yep alright, that's all that's in the update. feel free to reach out some more or post here if any of y'all find any more nonsense, thanks
  18. np <3 if ya got any more questions, feel free to poke me. I frequent the Landsraad server, pinned on this forum which Feda is also in. he's rather busy these days and unfamiliar with the newer features, but I'm sure he'd love to hear your compliments so I'll be sure to pass 'em along ^^ if ya check out the revamped Summers' Solstice sometime, I'd be curious watcha think of that one too
  19. hey there mate ^^ aye, Feda's WotL campaign is cool the Giedi Prime tileset? recolored Arrakis tileset, IIRC done by dato, though I did some minor work on it as well regarding the Combat Tanks, that just requires adjusting their groups. here's how it works: five things are highlighted here: unit group, unit type, group assignment, owner side and prerequisite owner side basically, the Combat Tanks share a single unit group. only one unit type belonging to a group is available, resulting in what you describe - other factions' Combat Tanks cannot be built. all you really have to do is add two new unit groups under the left column for the other two Combat Tanks, adjust prerequisite owner side to match owner side, and that's that. the new unit groups should be called COMBAT_TANK so the name shows up properly if you want to edit the name, that requires text.uib editing. not difficult, just means you need another mod file is all ...oh yeah, and the Starport may only have a maximum of eight units, so you'd need to remove CTs entirely, use v2.1+ events to adjust Starport units, or settle on one sort of CT at the Starport anyway, as for the difference between owner side and prerequisite owner side, AKA owner side needed, those are this: owner side, the section at the top next to the sidebar icon, controls which faction owns which unit type. it's what determines that Atreides get medium Combat Tanks, Harkonnen get heavy and Ordos get light. prerequisite owner side determines that any Heavy Factory can build any Combat Tank, hence being able to build Atreides Combat Tanks from Harkonnen Heavy Factories as long as you're playing a faction that owns medium CTs. if you were to add new unit groups without changing prerequisite owner side, all factions would be able to build all Combat Tanks. in that scenario, even though Atreides and Fremen are the only owners of medium CTs, there's only one unit type assigned to that unit group, so that's the type built by any factions not ticked in the owner side section regardless. then, the unit type can be built from any factory. that said, the downside of this is that you can't build med CTs out of hark heavies anymore, or some other related combination, but at least you can build different kinds of CTs hope that helps!
  20. here ya go MP_EX_Maps.zip what's this, you ask? umm that's all, i guess. have fun
  21. it's not the same, but the closest we've got is OpenRA. there have also been new sprites made for OpenRA's recreation of d2k, and surely artists have more freedom with that platform. OG d2k is more limited in this regard N.N,> is around the Landsraad server on Discord, pinned on this forum, so feel free to drop by and poke him he'd be able to give you much more info about OpenRA stuff
  22. oh hey! I remember this Outpost it's been ported in-game and used in Thel 'Vadam Flippy's campaign we don't have a way to scale big sprites to smaller forms in d2k. real size is real size, but you could draw something in high quality and then maybe most of the details would be maintained when it's converted to small sprite form 128x128 is the largest possible structure size, at 4x4 tiles hope that helps
  23. hey fam! looking good so far but it doesn't appear you've added a download link! just the screenies above xD didja forget to attach the map files? coincidentally, I've been working on some expanded versions of the vanilla maps - redrawn maps that are bigger than the originals, but mostly similar in structure. I started the project because folks keep coming back to the vanilla campaign to edit it, but the original maps don't necessarily have that much room on 'em. so, these would be blank slates sans terrain, blooms, worm spawns, anything but mission settings and base structures, for folks to do as they please with. including modifying the terrain further, if they're so inclined! I'll make a new thread for that when they're totally done, but missions 1-8 for all three campaigns are finished being expanded. if you imagine that might apply to this project of yours, the work-in-progress assets are on the Landsraad server on Discord. you know, the one Feda posted in the pinned thread if not, don't worry about it but yeah, might wanna attach the map files to the OP here either way lol
  24. oh absolutely like, I tried to balance my mod around, like, unit categories n stuff, but one of the results was that formations became even stronger. I guess that's okay when turrets were kinda sorta nerfed and units have some bulky alternatives that can hold the line nicely as turret substitutes, but still, meme balance and speaking of meme balance no lol yeah, it takes a long time to get the snowball rolling there >.> but one of the most satisfying parts of d2k is the snowball, at least after it gets going xD it should be a hurdle to get rolling, but after it does, is yay ayyy yeah! all the little things, like stationing Troopers near Spice fields to handle worms, the Carryall Harvester dynamic, the Starport for dumping funds and stuff, they all add up nicely. and now we have even more options like Mining Rigs to generate funds passively like tib spikes in C&C3 or oil derricks in RA2, cash crates can be placed on maps, other ways to generate funds via special scripted events are possible... lotsa cool ways to spice things up nowadays, but the vast majority of custom campaigns are oldschool due to, uhh, new features being fairly new and all that hahahahahaahahaha if only I were good XD I just took my d2k macro habits back to SC and, uhh... well, when a game you really like doesn't have unit queues at all, you just kinda get used to clicking stuff all the time, even if you never touch multiplayer >.> so SC was like "you have queues and also multiple factories." okay, everything dies i guess lol anyway, SC2 is alright it's just so damn formulaic. I imagine its custom campaigns are more interesting than the original campaigns, but I haven't really checked any out ah, you would have had to have captured a palace belonging to the Emperor. then it would allow you to train Sardaukar. that's kinda bothersome though there are a few imperial campaigns colored purple in Cm's index: but there are accessible Sardaukar, trainable or otherwise, that appear in other campaigns you might not expect. my Summers' Solstice campaign for instance permits Sardaukar, among other things, be trained later on for reasons. and if it counts, the main player commander uses Ixian-modified Sardaukar Elite power armor to do stuff and like Sardaukar Elites is uncrushable, cannot be suppressed, heals to 100% HP over time, but additionally has a minigun that can swap modes related clip from around the time when 'modular unit implementation' first became possible, or at least the first twenty seconds is the aforementioned unit: https://streamable.com/ji7kfi regarding Sardaukar themselves, there was actually a problem with their behavior, originally: https://streamable.com/mf0hhz this is one of lotsa things Klofkac fixed, a fix that's in the latest exes. kinda funny that their on-death damage was limited to position xD but now they do actually pose a threat to vehicles that try to crush them it feels pretty different to me, personally but it's definitely KKND and has the spirit of the game in it. it also has a neat third faction to murder all the humans and mutants and everything in-between with, so that's cool
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