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Striking Drekavac

Fedaykin
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  1. i tried solving this but even if on map theres not so many tanks and infantry it still happens. i guess i made too big bases... reworked original missions are finished but still thinking about making skyrim-based cities. but damn game limitations are problem i mean "too many initial buldings for atreides/ordos/harkonnen thing" because wanted make just three parties controlling 9 bases (each country would hold 3 cities i.e atreides would have solitude dawnstar and morthal while ordos would own windhelm whiterun and riften and harkonnen could have markarth falkreth and riverwood).. i wanted to retexture ornithopters so could replace it with dragon to represent alduin attacks since all houses would posess airstrike ability. because i made right now airstrikes for all just dont know how to bite the texturing thing.. ill upload reworked missions in few days once i have more time.. as for skyrim missions - that will come later but no dragon attacks yet.
  2. only get next square errors piss me off. well some missions are buggy,crashy if map is 128x128. and i wanted make big bases plus more houses to fight agaist. its hard to make it work great. the reworked campaign is almost finished. and finally made rapid devastator to work. gonna make yet some extra polishing and will drop next release. ohh i did look around missions and found some maps underrated so original campaigns got alot of extra bases. .. planning to make some maps less empty aka even more bases. moe challenge,more stuff to destroy hahahaha imo stealth engineers i added are damn so good, fragile like glass but base with no turrets is easy targets. or atleast some infantry xD . im thinking about making trike/raider engineer variants too. .. reminds me a red alert 2 squid eating nighthawk thing xD
  3. ohh thats how it works.. im uploading updated version this time with r8 and r16 files. new stuff - rapid fire sonic tank variant little tweak - rapid fire devastator variant little tweak but stopped being rapidfire hmmmm - more damage from death hand and airstrike - harkonnen can fire three death hand missiles properly issues - harkonnen palace missile launch animation is looped and never stops playing -just cosmetic glitch, not impacting on gameplay - atreides is unable to fire three airstrike raids - getting error about unit exits from unknown thingy. so disabled it for now - rapid fire sonic tank should never be stored in your base. if you do and base get attacked. your sonic tank will take out half of your base LOL. - devastator rapidfire does not work. will be fixed soon. - rapidfire trike and rapidfire raider damage too low - will be better on next update. . whats going to be next? - will rework atreides airstrike to let atreides use three airstrikes but not all-at-once. fire one before next is ready. - will make rapidfire devastator and rapidfire sonic tank new weapons for one hit kills - ordos rapidfire deviator will have alot more hitpoints. - MCV units will have huge hitpoints to make them almost invulnerable also this will be used on harkonnen mission 4 map 2. (will be like h4v1 same objectives but different scenery) - reworked atreides/ordos/harkonnen original missions will be released with few warnings (few maps will be crashy - will fix them later) - new concrete variants - armed harvester variant - armed carryal variant - these three raider and three trike variants will be reworked to make them alot different so one for infantry one for tanks one for structures etc. data.rar
  4. im uploading the mod - b\in files. just unpack this to your dune2k/data/bin some features may be missing. some features may crash game. heavily unbalanced on purpose lolol.. have fun and enjoy. let me know if anything is broken etc.. missions will released later when i try fix few unstable ones bin.rar
  5. it would be funnier and cooler if dune2k was ported to unreal engine and make dune2k as 3d world. something like dune2000 psx wanted to be
  6. auto-queue was available throught cheatengine table long long ago. i remember when XWIS was a thing and played agaist some guy who admitted that he did automate unit production and just kept grouping them sending them and looping with macro for endless unit spam.
  7. hello all fremens and saboteurs,today im starting to work on weird dune2k project called arraqatsi dune out of balance, an mod for dune2k that is completly insane,out of mind. prepare for total chaos. current features in mod - all races got more gun turret and rocket turret variants. they have also more hitpoints. - some buldings have more hitpoints than others - repair amount for structures is increased alot so solo whole base with sonic tank or devastator is not possible anymore, bring armada lol - higher amount of crates for skirmish ( 75 ) - cash in crates set to 5000 - almost all weapons damage is increased. - two new wapons for turrets - refineries nolonger take power,they give small amount now. - walls are now super strong - new trike and raider variants,stealth trike for atreides and harkonnens. each variant has other rate of fire and hitpoints - original trike hp increased as it has no weapon change. - stealth MCV with extra hitpoints - death hand missile now deals HUUUGE damage. can destroy many buldings at one shot. - airstrike damage increased alot so its possible to destroy multiple buldings in one raiding. planned features - atreides windtrap hp increased little extra 100 to production of energy(300) - ordos windtrap hp increased very little but 200 extra produced energy (400) - harkonnen windtraps produce only 50 extra energy but almost doubled hitpoints - special variant of devastartor,sonic tank and deviator - armed engineer variant with slow sardaukar rifle - rapid fire combat tank for atreides ordos harkonnen - new missile tank with nonhoming missile but with massive damage increase - range of some weapons increased. - rocket turrets can nolonger be sniped with missile tank or sonic tank. rocket turrets range increased. - atreides , harkonnen, ordos , emperor palace will have integrated missile launcher slow rate of fire but DEADLY - construction yards will be armed with gun turret to give chance agaist single engineer or saboteur, - stealth engineer but with so low hp that can die to even when farting in his spacesuit., - more death hand missile variants. - new harvester variant- more armor and faster driving for quicker harvesting in dangerous areas. - all original missions reworked into insane. HUGE bases. stronger fortifications .. few missions can take longer than hour,. some mission maps got resized to 128x128 if not most. have some crashes on big bases i cant resolve. estimated release date 13 or14th january so very soon this will be freeport mod meaning anyone can use whole mod or some ideas in their own projects. this mod will be compatable with original dune2000 1.06 patched non gruntlord edition aswell. WARNING. if you have savegames...if you have savegames with selection screen thats okay but if you had savegames done during gameplay they will be unstable and crashy. soooo dont delete savegames just because they dont work,if mod is removed savegames will work again.
  8. i am working on mod for dune2k working title "arraqatsi dune out of balance" with some crazy features like extra units and more turrets with faster firing etc. ,more hp on buldings and sush.. decided to create..... stealth MCV by duplicating exsisting ones +rename +more hp and there is big issue when i start skirmish ai refuses to build base. it sells conyard instantly after deployment aaaaand the mcv is stealth one,not original.. how to make it work to start with 2 mcv instead of one without breaking game?
  9. modding psx version is very complicated and basically worse. extracting the files is headache and dont think anyone would be interessed with modding dune2000 psx.
  10. is ther possible way to have maps bigger than 128x128 size?
  11. can we get now bigger maps than 128x128 ? tried that myself but maps goes corrupted and crashes on start
  12. because there are many other better games.. this game is exhausted a little but still can find content.. if we could have dune 2000 for mobile devices that would be better. but yeah lack of playerbase would be problem as there is no point to make app for 10-30 people. solution is to make dune2k better. .. well there is way! total annihilation can be modded so making dune2k conversion should not be that hard.. i think homeworld 2 could be modded too...
  13. what are these spice fields on bottom? when placing on map harvesters cant harvest them and they are unpassable terrain
  14. get starport,select 5 mcv and cancel order,rinse repeat until silo stop blinking then you can harvest more spice. using cheatcodes trainers to give money is bad.. if you really want more money you can set starting cash instead..just use map editor
  15. there was someone-made custom merc mission 3 but never released,it was concept of someone trying to make further missions for rise of mercenaries.. but not original creator. the third mission was planned but most likely abandoned / discontinued . indeed third mission did exsist but it was not original creator,and even that custom third mission was never released to public. but what i do remember from third custom-made rise of mercenaries? - it was timed mission,you had one hour to destroy all 5 enemy bases - rest was like rise of mercenaries mission 2 but enemies had more reinforcements and stronger bases,one base was tricky (wall of rocket turrets and only infantry passable terrain plus enemy base had some siege tanks,you needed to send around 600 infantry to break-throught last base defenses.
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