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Fey

Fedaykin
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Everything posted by Fey

  1. thanks very much!! ah, I don't like to restrict the player too much even on missions with pure defense objectives, I've gotta account for if the player's gonna be aggressive and attack the enemy and stuff. quite a few players have been taken off guard on S02V1 by trying to beat up the high-tech enemy lol there are some exceptions, of course. like, S02V2 was designed to introduce hero units in a controlled environment, to teach the player to sacrifice ANYTHING to keep them alive, and show their strength without the macro game in the picture. that was only for like... 22.5k ticks or something? and I don't think we'll need missions like that in the next series. no hero units so yeah, defense-oriented missions, sure, but I gotta spice it up if it's pure defense, somehow xD ah yeah, and the Wings of Liberty campaign had that one with the supernova and the banshees and all that. terran buildings being able to pick up and wander the map was integral to that one. fun concept, very memorable it took the forefront in that mission though, whereas the natural progression of wandering the map for resources is, uhh... more of an encouraged course of action than a necessity. an underlying gameplay mechanic supporting the main gameplay loop, the focus remains on defeating the enemy. less, uhh... distinct, but hopefully more fun to be had with more flexibility on more missions. less linearity and stuff damn, mate. aye, I've lost some missions too. dang computers perhaps what I refer to as gimmicks are what you're referring to here as secondary objectives ^^ I would classify the end stage of S06V2 as being its secondary objective. the production goals on SBON2 are secondary objectives. perhaps 'xyz hero unit must survive' is more of a secondary objective than a gimmick even if it's all primary though, missions can remain interesting with a strong enough gameplay loop. I've replayed Halo: CE lots of times just because its gameplay loop is so well-conceived, despite its repetition in mission layout and stuff aye, that's the plan ^^ actually, that was chiefly what I was looking for in Kipp's test run of the variables example map in the thread I linked in the last post! he had to expand a bit to support his offensive, but wasn't overwhelmed by the enemy before he could do that. target hard mode balance achieved! and now I've got the data to go off of for future missions' designs. a factor in helping to balance this debut mission, despite it being very different from that variables example map didn't mean it was perfect from the get-go though. not that that was my fault... during this process, we discovered the AI on hard mode in d2k gets a x.75 modifier on its unit build rate, which was enough to screw up my calculations without an AI parameter-adjusting event using the index number of the assigned variable as opposed to the variable's stored value too. that also happened. what a headache xD after those problems were accounted for though, the theoretical balance I had been aiming for worked out perfectly. the testers reported it was quite manageable! thank goodness Klofkac really went all the way with enabling us mappers to do stuff ^^ impossible to overstate the meaning of his contributions aye. the variables example map was more dramatic on this front, allowing the player to start in the top right, bottom left or bottom right corners, so you'd get three very different ways to approach the rest of the map. this debut mission already introduces lotsa new units, not to mention the new environment, so the three start locations here just change the order in which you get the units you're meant to start with. the player gets an MCV at the same place on the debut mission no matter which start location was chosen oh, yeah well, time will tell about the Keravnos. it's probably in a pretty good spot for an MBT, but some other units may need adjustment. the Diakotn for one feels weak, but with its low cost and some other stuff, maybe that's just fine. I already made some other adjustments, like to its armor type
  2. appreciated, mate. take your time ah, you're unfamiliar with Klofkac's editor? if you've used it at all since v2.0 or so, it'll be familiar enough. otherwise if you're talking, like, shai-hulud editing or something like that, Klofkac's editor will spoil you rotten with the amount of stuff we're capable of now. for reference, v2.0 is the most advanced version of the editor BEFORE new features were added, and remains suitable for co-op or multiplayer mapping. the vanilla-sized version of the tileset I published can be mapped with via v2.0. we're currently on v2.3! if ya got any questions about the editor, I should be able to answer 'em. I frequent the Landsraad Discord if you gotta rapid-fire 'em, otherwise I try to check back here. oh yeah, you're preachin' to the choir here I hope that's enough insight for ya into my thought process on the design front xD
  3. thank you very much! I'm enormously grateful to my clinically insanely generous sister, and to Klofkac who enabled us to use all the tiles she whipped up for us at once is it? I had no idea it was only a weird alien world from a dream many thanks! most of the new units don't have lines finished yet, but we've got plenty of placeholders. I'll still be using plenty of lines for more traditional units that were whipped up for the Summers' Solstice campaign, but the new ones are intended to get their own setups. there are even additional 'generic' versions of some takes I've got just for the purposes of other modders who may not refer to the units by the same monikers, like 'laser tank ready to cook' or 'MLRS, death from afar' as opposed to Keravnos or Pyrkagia technically, we only need 12 new lines for any new faction, but... if we do the lines up based on units as opposed to factions, then they're good for any faction. so that was my approach I'd love to! there are quite a few numbers though, and there's a lot to go into! just the Pyrkagia is subject to a multitude of new features, each of which could be its own topic of conversation so, uhh... do you mean unit stats, weapon damage, new warheads, build speeds, costs, new systems like bulk shot or shields, all of the above...? although I included unit stats under a spoiler over in the Summers' Solstice campaign thread, these new units don't really have finalized stats just yet ^^ and the testers over in the Landsraad Discord server have no shortage of feedback! hence not producing a similar section over here just yet. however, umm... included in the zips up there (in the second post in this thread, counting the OP) is a version of the editor capable of reading the debut mission. ctrl + X is the hotkey to bring up the 'structures editor' as seen there, and if you tap F11 and peek at the events, most of the various systems are notated like so: which can offer some insight into what this stuff does, even being unfamiliar with the new events and such Klofkac has developed I invite you to go poking around on your own! if you have any questions about something more specific, I would be happy to answer them I'll be working on it after getting some other stuff sorted. first priority was releasing the tileset so other mappers can mess around. next, I've gotta polish up some new spritework PsYcHo lined up for me (many units in the debut mission have unfinished / unpolished art assets. the Mavrys is considered complete, and the Keravnos just got a new body so that needs work). after that I can do some more mapping and stuff in the meantime though, there's at least this debut mission to showcase the new tileset in all respects! technical, aesthetic, gameplay... it's packaged with the cutting-edge editor over in the second post in this thread none of the testers have reported random crashes, but they have been able to break the map in various ways, and one player today ran into a random crash for unknown reasons. but that might just be related to his machine and not to the debut mission itself; some players get random crashes no matter what d2k mission they're on and just need to save the game on occasion. we dunno why lol, 1998 game voodoo. anyway yeah, although i expect it to be smooth-sailing it's best to save on occasion regardless if you give that debut mission a play, I'd love to know how it goes! any feedback helps polish things up for 'real' missions later
  4. o7 godspeed, mate! see ya in the Landsraad, if ya stop by
  5. the time has come! https://drive.google.com/file/d/1vjWZ9eoLXpar6STEkWh8i9-ijP7VsRWz/ ^^^ you'll find it under "Atreides" in "All Missions" in the Mission Launcher, as "Arkanon Debut Mission." many thanks to, primarily, Nguyen, Fo-ehn and PsYcHo, for having a look at so many drafts of this debut mission! y'all really helped during the design process details and, if you need them, install instructions below: here's some info about the new guys' roster of units, or at least those that are finished so far, along with VA credits if the units have new voiceovers already that's all for now, guys. although this debut mission is a bit rough around the edges, I hope it proves to be a beautiful show of the new tileset, and a fun play nonetheless. it is NOT designed to be difficult, either, since it's meant to just show new stuff. still, you will find substantial differences between easy, normal and hard. even if it's easier on any of those difficulties than you might expect. enjoy! hopefully!! EDIT 9/30/25: I'm told that the debut mission is a little harder than expected xD at least on hard mode. so, umm... well, here's Nguyen's run from, uhh... today. and some other details about design goals and also a helpful build order in this section ah, I'm rambling. I have spritework to do, so I guess I'll get on with that. this all has merely been some insight into my thought process, I suppose EDIT 10/1/25: some other folks are saying the debut mission is not hard enough fine!! here's a "hell mode" version of the mission for y'all masochists out there then!!! https://drive.google.com/file/d/1kZOtzJr--mwttcEE1aHarocH-A_8X3_j this zip assumes you have the regular game assets in place from the first zip in this post, such as the cutting-edge exe. be sure to download that first! i also tested the first ~20m. seems totally doable to me! so, good luck! https://streamable.com/b8rwm8 https://streamable.com/23vtej i noticed the special weapons were broken due to an oversight in my last round of bug-fixing. that's only in these clips; they work properly in the uploaded draft if you thought easy was too easy or normal was too normal and want a bit more spice without going up to the level of hard in the prior version of the map, you can give them a shot in 'hell mode.' details for that are in this section here there. take it!! take it and like it!! EDIT 10/2/25: updated the regular version of the debut mission with the new sidebar icons, and moved them into their proper places. AK Lasgunners, Lyovros and Diakotns now are represented on the sidebar. this is just a cosmetic change, so... ya know, no worries about redownloading or replaying if you already checked out the map or w/e. just saying. it's the same link at the top of this post the unknown mimicry used by the Imperials doesn't have a sidebar icon yet, so that one's still got a placeholder if you happen to capture an Imperial Heavy Factory please note that if you redownload anyway and have a saved game on the version without the new sidebar icons, I expect that saved game would be broken! moving stuff around on the sidebar involves a mod change!
  6. ah, sorry we didn't see this sooner, mate! aye, old game voodoo. the 'cinematic' part of the map showing up is kinda screwy on modern systems, but the map loads just fine. it's only a cosmetic glitch, so I guess nobody's really looked into it and we're not sure what to do about it there might be a solution if you mess around in the video settings, but definitely take note of what's currently working before messing with those as a side note, that you're seeing those cinematics means you're going through the game exe, yeah? Feda built some lovely extensions for Funky's Mission Launcher application, enabling some very fancy custom campaigns. some which come by default with gruntmods or dunemaster nowadays. and, the Mission Launcher has a dedicated section for the original campaign missions at the top of the "All Missions" page. if you haven't tried going through the Mission Launcher, I'd suggest giving it a look! although it doesn't have those cutscenes or pre-game maps like the original campaigns, perhaps having a broken map screen is a bit more immersion-breaking. if you'd like more info about the Mission Launcher (which you should have by default nowadays, but there's still this thread for it), I'll point ya over here: and if ya got any other questions, I'd invite ya to drop by the Landsraad Discord over here. apologies about the pre-game map issue; wish we knew what to do about that. still, I hope this helps! EDIT: I was just made aware of a potential fix. try running the game in 640x400, the vanilla game's resolution. apparently that solves it? apparently, a friend forgot to up his resolution before playing and accidentally discovered this possibility. what a fortunate coincidence lol
  7. for those with no attention span or who are only having a glance: CHECK THE FIRST POST UNDER THE OP FOR A PLAYABLE MISSION AND THE FULL / EXPANDED TILESET. THE OP HAS ADDITIONAL INFO AND A VANILLA-COMPATIBLE 800-TILES VERSION OF THE TILESET, WHICH MIGHT BE USEFUL FOR MAPPERS LOOKING TO MAP FOR CO-OP BECAUSE MULTIPLAYER DOESN'T HAVE THE COOL NEW FEATURES YET. HOPEFULLY SOON THOUGH. ANYWAY, YEAH. hallo. this thing is almost done, so I guess I'll put it out there kinda sorta maybe a little. technically the tileset is complete, but I'm still working on the playable example mission (check the post after the OP), and I'll be continuing to make tweaks to the tileset until that's done, so... ya know, it ain't official just yet it's official now! good luck and have fun! anyway, here's a full map image of the current state an earlier draft of the debut mission-to-be: and here's an image of just the starting area. this is the sort of thing that will be pictured in the tactical map, so it's not a spoiler. I mean, you clicked on this thread to get a look at the new tileset, yeah? surely this is fine! nobody had better come complaining to me later about spoilers when I hid the full map image!! this tileset is hand-drawn primarily by ZoeO, AKA my sister who did the lovely splash art for the Summers' Solstice campaign, among other things like those new Barracks we've been seeing in-game, the new smuggler sand mouse or mercenary rock dragon minimap emblems, and more this download link is for d2k editor v2.0-compatible mapping assets. again, nothing playable here just yet, but check the second post in this thread for a playable example mission. if you're a mapper and want to mess around with the tileset, knock your socks off with this zip. you can find a summarizing list of credits under the FAQs section around the bottom of this post. also included are .r16s of the recolored crater assets. auto-smooth works for water and water bridges too, making that easier to map with https://drive.google.com/file/d/1Gb2I4-xpLj1UG5rShNWdwna-RSloT6yG/view what's auto-smooth? it's that feature you might be familiar with from Arrakis maps that automatically paints borders. shift+click the edge of a whole buncha painted water tiles like the first screenie here, and you'll wind up with the second screenie. makes painting water or water bridges very simple and easy EDIT: I was made aware of an issue with auto-smoothing on vertical bridges. for some reason I'm not yet aware of, horizontal bridges are auto-smoothed perfectly around water, but vertical bridges are not. you can paint a vertical bridge on any other terrain, auto-smooth it there, and then use select mode to drop them where they're meant to be. my apologies for the inconvenience. also, the bridges MUST be square! they don't have turns and whatnot! EDIT 9/27/25: turns out there was a conflict between an editor attribute and the paint group vertical bridges are in. for some reason, that messes up auto-smooth. I updated the zip and moved the paint group over one. it's the same link; just redownload it and vertical bridges will auto-smooth as expected before I continue, here's a clip testing the first five minutes or so of the debut mission-to-be linked in the second post in this thread https://streamable.com/04dlae EDIT 9/27/25: also, I did a lot more polish on this here test mission. took some more clips, threw 'em up on Streamable... spoiler alert! https://streamable.com/g04e9w https://streamable.com/sxc06d https://streamable.com/9n5o07 https://streamable.com/eitr1b this is the entire mission, so, spoiler alert, obviously xD apologies for my cruddy macro; it was like 5 in the morning and we did some insomnia ahh gaming. still, this should be a decent showcase of the new features this mission is released, and you can find a link in the second post in this thread. I'll be working on the art assets for these new units now that the debut mission and the expanded tileset are released all that said, the details for that first Streamable link from before this edit in the post continue below: this streamable link will expire eventually, but it's here for now to give a peek at what will be the first playable mission, by me at least, on the tileset it's rough around the edges and totally unbalanced at this stage. my intent with this test was merely to examine the macro game rebalancing, and I got a pretty good look at how the early game goes. very safe build order, lots of production off two refs and four harvs with hard mode's build costs, and I would have had more income after getting a couple of rigs up on the southern island. when I tweak the AI so they don't send end-tech stuff in their first attack, this should feel pretty good anyway, below is a list of features, some purely about the aesthetic and some involving concepts and plans I have for this tileset. no spoilers, really, this is just hidden for the purpose of sectioning and condensing the thread. it features: I've been detailing progress on the creation of this tileset in a dedicated channel over in Feda's Landsraad discord server. if y'all wanna check out my diary, you can find it there. spoiler alert, obviously, but you could hang around the server anyway for all sorts of other d2k stuff. here's a link to the pinned thread which itself has a link to said server: I'll go on to elaborate on the development process and list answers to some frequently asked questions here though first, here are a buncha development screenies. apologies in advance for crashing your computer if you look under here; there are a ton of images. I guess maybe it might help that most of them are hidden under secondary spoilers? maybe? it is impossible to fathom how much effort this was without witnessing the absurdity of the development process. this is the extent of my sister's generosity - she's owed our highest praise for all her hard work! and I make sure any she receives is passed along to her, as she doesn't frequent this locale I will be doing my best to justify all her efforts: make this tileset simple to draw for other mappers through carefully customized editor presets, come up with remaps for Arrakis tilesets so they can be quickly converted, characterizing it strongly through a passionately-crafted series of campaigns including old and new factions... all that stuff here are some FAQs that's all for now. check back later the next post in this thread for the debut mission
  8. thank you very much! PsYcHo did great work on their voxels it's a process, that's for sure. creation of the voxel, polishing and recoloring, frame alignment and adjustment, there used to be palette conversion issues to deal with... the palette differs for each structure. the colors are all defined by their position in the palette, and can be customized. there are some new units that have green faction color pixels and dark blue shadows doubt not at all, Falcon if you still have those, I would love to see them. can't promise anything with regards to implementation, but... the campaign PsYcHo used the new hovertech units in is a smugglers one. as for my intent, the two hover units seen in that clip will be the main battle tanks or long-range fire support units for the new 'native' faction on Arkanon. they can be ordered at the Starport. notably, hovertech is incapable of crushing infantry, meaning this faction will feel even more different than one might expect from the original ones there are plenty of counterbalancing factors, of course. their infantry units (when they're done) will be well-rounded and compete with the Sardaukar, their Siege Tank equivalent unit emerges from the Light Factory, uhh... but, you know. and yeah, they'll get Harvesters and high-end tanks that can crush stuff, not that that really matters cuz those are slow units but yeah it occurs to me that we've been off-topic for a while now I'll see about making a proper thread for this tileset now that news of its existence is out there. we can continue on this subject over there, and I can update that thread with the proper release in due time I'll edit this post with a link when it's done, or reply with a link later EDIT: got that thread worked up. now we can discuss this stuff somewhere relevant https://forum.dune2k.com/topic/37027-wip-kinda-arkanon-tileset/
  9. thank you very much! my sis worked hard on this tileset I hope it goes to great use for other mappers as well. I have much planned for it, myself. there are even some alternative colors for those pink salts there, like RA ore gold or TS tib green or blue well, it wasn't just my sis, but it was mostly her work. I'm handling the implementation and technical end of things, of course, and I did minor touch-up work on many of the tiles. the water assets are Kipp's work, and they've been seen before in some SS maps or in other campaigns, like Flippy's Great Battle of Arrakis campaign. Kipp kindly provided some recolors of the water for me, and I took the one that most people seemed to like (by a narrow margin, there were some great other options) and blended them with the new salt flats terrain, the sand-equivalent tiles. my sis touched them up further with some faded purple highlights, like those subtle colors that can be seen in the cliffs and shale/flats borders it took many drafts and lots of testing to shape it up 'til this point. to give an idea of how exactly she went above and beyond... Westwood appears to have worked off one thin Spice tile and airbrushed around it to make the various thin Spice tiles we see in-game. the pink salts on Arkanon are individually drawn, meaning we get to see them shifted around and take on all sorts of shapes as Harvesters suck them up streamable links expire eventually, so at some point this video will no longer be available. that's fine, this is just a look at the debut mission I'll be releasing along with the tileset. I can just link to the dedicated thread here when it's up at some point hopefully soon https://streamable.com/04dlae the map isn't balanced yet and the enemy currently sends end-tech stuff for their first attacks, so of course I get my butt kicked. xD I was only trying to see how the new economy and macro balance work out in the early game. it seems player income balance is pretty reasonable! that was a very safe build order, lots of infantry and a few tanks produced, and I would have had more income after getting some rigs up on the southern island. just gotta tweak some other parameters to make it fair game anyway, the clip also showcases in-game features. about the tileset specifically: the way the salts look being harvested on the left side of my base, the recolored craters, build spots specifically drawn for Mining Rigs to generate infinite funds (because Spice blooms are not meant to be used on this tileset, or at least I don't intend to use them, so the resources on the map don't regenerate), water being traversable by hovertech... lotsa stuff as a side note, those new units are primarily PsYcHo's work. I touch up all the new spritesets with shadows, removing erroneous pixels, polishing faction color, that kinda thing. Klofkac has been helping design and streamline their more advanced systems, like their hovering animation and, uhh... well, the shield system doesn't quiiite work yet, those units are way beefier than they should be in this clip, but we expect to iron out the kinks in that system without too much more effort. the shields are very new, I only drew those up recently, but the hovering animation appears in PsYcHo's mini-campaign for sure. and, umm... my sis generously provides sidebar icons for the new units. they've already made an appearance in PsYcHo's mini-campaign, which is linked in that Landsraad disc server. hopefully Cm makes a thread for that soon ayyy, zerg stuff that looks pretty interesting! I like how the Refinery came out, especially. the Extractor assets look really nice arranged like that
  10. thank you so much! I'm really glad you enjoyed it! I hope it felt appropriately balanced throughout. I did try to differentiate adequately between and maintain reasonable expectations for the three difficulty levels ah yes, that system was a fun experiment. ever since creating it, I've wanted to use it in an entire campaign the revamp? it's already been completed for SS, a long time ago this latest patch was simply to backport some new features Klofkac added, like those lovely new minimap pings, or the weapon behavior he designed explicitly for the SLasher I plan to use the dual faction system in the Arkanon series' mercs/smugs campaign. that tileset is not yet officially released, but my sister has finished hand-drawing it and I'll be making a thread with an example mission, remap inis to convert Arrakis maps, and other stuff like that before long. by the way, we also have the potential to expand tilesets now, meaning we can have a bajillion terrain assets on a single map. this tileset will have a vanilla-compatible version too just in case, though. anyway, until then, here's a sneak peek at it: this debut mission will not have the dual faction system because it's meant to showcase the new faction native to this world, or at least most of their roster, but yeah I've been documenting progress in a dedicated channel in the Landsraad discord server. Feda's thread with a link to the server is pinned here: so, feel free to drop by if you'd like more info
  11. Ah, pardon. I totally didn't notice this question until now... Perhaps you stopped by the Discord I had mentioned in the last post, and we helped ya there since the time of this post? In any case, I'll leave the answer here for posterity, as this is a frequently asked question and might help lurkers: Units and structures are arranged by their types. Page up and page down can be used in Klofkac's editor to rearrange the order of those unit or structure types. If you need Klofkac's editor, you can find it here: Hope that helps.
  12. Klofkac came out with a new stable update recently (2.3), including some features meant for Summers' Solstice despite the campaign's completion. out of respect for the one whose efforts are the sole reason we have all these cool new features to enjoy, I had to backport these and include some other stuff Klofkac himself requested. THIS IS NOT SOMETHING THAT DRAMATICALLY AFFECTS GAMEPLAY. I'M ACTIVELY AVOIDING MAKING CHANGES THAT WOULD HAVE TOO BIG OF AN EFFECT. mostly. THIS IS MOSTLY JUST TO ADD SOME VISUAL FLAVOR, OPTIMIZE PERFORMANCE, AND IMPROVE CONSISTENCY OF UNIT BEHAVIOR. so don't feel pressured to, like, replay the campaign or something if you've already done it! here're the patched files for use with version 2.3: https://drive.google.com/file/d/11U05622fjjbAh2VQyUYEAGrQqbkpv_xW/view I'll bug gruntlord and dato to include these in their installers by default along with the 2.3 update where's v2.3, you ask? check this thread: anyway, nevertheless, there are some minor changes. I'm not going crazy and adding features intended for the next campaign(s), like repackable ConYards, player choice in starting location, buildable Mining Rigs, build speed recalculations, dynamic variables-based reinforcement drops, repeat queueing... nothing like that. just some quality-of-life stuff and small tweaks. and maybe a couple of variables for certain specific new features. and also maybe a little something special on S18V1, idk lol. anyway here's a list of all the new stuff, and why it's being added: one more thing: Klofkac added the ability to type-select with the W key. due to how certain things in the Summers' Solstice campaign works, you might sometimes type-select certain units and not actually get all of them. this is kind of a bug I have to leave in since some triggers might be tied to the duplicated units, and I don't remember what would need to be changed, so I'm not going to go messing around on the back end. type select is still a great new feature though, you'll get a lot of mileage out of it and I'll be accounting for this new command in the next campaigns that's it. enjoy! if anything seems hideously broken in an unintentional fashion, do feel free to poke me about it and I'll patch the crap. thanks EDIT: I'll list whatever bugs folks have found here, and when I fix them. the link at the top of this post doesn't need to change, I'll just update it. 8/29/25 - conflict with Rocket Turret found on S03V1 hard mode. forgot to fix up their system properly, so they were firing more shots than expected
  13. the server Kipp linked would be a good start
  14. 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
  15. 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
  16. 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
  17. 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
  18. broken? umm. well, I've got my copy here until funky gets back to us: ColoursBinEditor.exe hope that helps xD
  19. 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
  20. 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!
  21. 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!
  22. 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
  23. 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!
  24. 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!
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