
djman123
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How to implement Emperor Battle for Dune rules edit
djman123 replied to djman123's topic in Dune Editing
That's really cool. Thanks for the the pointers. I like the idea you have of Dune2k having self healing infantry. Making Emperor style levels is awesome too. I'm not sure how much more in depth I'll go on this rebalance. I'm definitely going to take a few days away from it, I was kind of on a tirade. I think my balance probably did take away some of the each side having their own play style. Part of my problem with both Dune2k and Emperor is just how fast infantry gets taken out, especially by blowing up buildings. I'm something of a fan of the Dune universe, it is cool how they put in the laser/shield dynamic. I mainly capped the economy because I was trying to figure out a way to make it so playing the game wasn't so "mash the queue on this unit 100s of times" nonstop. I'm not really super skilled at rts, I'm mostly a campaign guy. I was looking at RA2 and how you get 1000 ore per run in that. So I figured if I made harvesters that can dock up to 3 at a time add up to roughly the same, maybe I could arrive at a similar flow. On another note, I just discovered this thing called "OpenRA" last night that supports C&C1, RA1, and Dune 2000 under an open source engine. It's pretty neat. It adds in all the convenience features that came later such as rallypoints and queuing up units. I wonder under that engine if it would be possible for my dream mod to happen. I've always wished you could combine the skirmish modes of C&C1, RA1, and Dune2k, and have all the different sides face off. *edit* Wow, I was just playing a level and it was brutally difficult. They put the Ordos right next to pretty much the only spice field. It was a total grudgematch all the way through. Turns out I'm dumb and forgot to make it so Ordos doesn't get a harvester when building a refinery dock. Anyway, I decided, screw it, I'm renabling that aspect for all sides anyway. I'm speeding up the Carryalls a little more and taking away the ability to select them because it just gets in the way. I still wish Carryalls were something earned, even though it wouldn't make sense from a Dune Universe canon perspective. -
How to implement Emperor Battle for Dune rules edit
djman123 replied to djman123's topic in Dune Editing
Well, it's definitely a rough. I'm super amateur at even coming up with balance, so this might be considered a butchering. I took some inspiration form Starcraft 2 in terms of like how responsive units are. I went into this always having the problem with this game having super bad path finding ai and just feeling like I was sending everyone in to get blow up instantly. I wanted it to be a little more like C&C where I could rely on some of my armies or buildings to last, at least a little while. I think what I did at least made it easier in a way to command large groups, but the game still kind of just devolves into chaos at a certain point. Things I changed Speeds -all infantry are slower -different infantry have slightly different movement speeds (i.e rocket launcher, flamethrower, snipers guys are 2.75 speed vs 3.0 for normal infantry. -all vehicles are slower -all units turn faster -increased firing rate of most infantry (I think) -sandbikes, dust scouts, and buzzsaws are much slower too but still the fastest ground units -carryalls are much slower -worms and storms are much slower and less frequent (almost non existent really most units can outrun them, but barely) Health -doubled and nearly tripled all units and buildings Damage -changed all continuous damage weapons like gas and flamethrowers to shooting out in bursts (took inspiration from firebats in Starcraft) -made infantry able to do a little more damage to vehicles and buildings -made vehicles tank/missile/laser type vehicles able to do a little more damage to infantry -disabled friendly fire for flame and gas weapons, and minotaurus Other stuff -gave assault tanks one more attack range -gave Harkonnen and Atreides one more attack range because I was sick of them blowing themselves up on barrels. -reduced scout viewing range a bit. -made refineries able to hold less spice (though thinking about it now, I'm not sure if that actually worked, probably didn't have a full grasp on how those settings work) -made refinery addons half the price and cheaper to addon because now they don't give you a harvester, which also means you don't get a carryall and have to build those up separate -made harvester able to harvest less spice, but also unload spice faster. -left on an option for carryalls to be selectable and you and move them, but you can't really issue them to pick up a harvester or move once they've picked one up, so I'm not sure if it's even useful. Maybe just to get them out of harm's way. One other thing, I probably didn't put as much thought into air units as I should because I don't really use them that often, but they at least got health increase. I think that's it. I didn't touch the build times or prices beyond what I mentioned. I didn't alter super weapons because I haven't really fully tested a campaign yet. About halfway through a normal one on two houses. The cool thing about turning all the speeds down is it let me set the game speed from 6 to 7 and it's smoother looking while not being to overly fast to play, which is what I recommend. I'm open to any ideas of changes. Really I'm just trying to address my own personal issues with this game. I was looking at the forum earlier and saw this awesome looking mod Emperor Remake mod, but there wasn't any link and it's like 7 years old, so I don't think I'm finding that. It looked like they did some AI work, which would be nice. Anyway, if anyone's interested in my weird take on rebalancing the game I attached the rules.txt. You have to put it under Westwood/Emperor/DATA/model (and make the model folder of course). TL;DR, I changed a bunch of crap, I wish there was more modding for this game. Always wanted to tweak it, this is what I came up with. Recommend playing it on 7 speed. Rules.txt -
How to implement Emperor Battle for Dune rules edit
djman123 replied to djman123's topic in Dune Editing
Right on. I'm thinking about posting the rules set when I'm done. I'm not sure if anyone will want to try it. It seems like Emperor hasn't had nearly as many mods done for it as the C&C games or eve D2k. It's a shame a true widescreen resolution can't be done with it either. -
How to implement Emperor Battle for Dune rules edit
djman123 replied to djman123's topic in Dune Editing
Hey, thanks for the reply! I finally figured it out. I ended up doing most of my editing just through text editing. It turns out the rules text that was being generated when selecting the "campaign" option, didn't generate any of the changes. Then I figured out a lot of the title text at the header was wrong. Once I changed it to the same as the rules.txt found within the archive files it worked. I've been trying to do a full rebalance for this game. Always loved it, but always felt like everything blew up too fast and was too chaotic to take your time or implement strategy. I ended up slowing everyone down and beefing up hp. It's possible i don't know what I'm doing since I've never really attempted something like this, but I'm basically trying to make it play more like Red Alert 2 or Tiberian Sun. -
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Hey, I've tried many times, but I thought I'd try again. I wanted to edit the rules set for Emperor Battle for Dune using the Dune Visual Mod Creator program. On this site I found instructions saying to put the rules.txt into a "model" folder that you create in the data directory. I've never been able to get the game to load up my custom rules though. I was wondering if anyone here knows how this is works or if it even works? Thanks