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  1. Hello everyone, I forked @segra's DuneMaps and ported it to Linux: https://github.com/fonic/dunemaps
  2. CURRENT LATEST VERSION: 2.02.2 http://nyerguds.arsaneus-design.com/dune/dune2edit/d2editor_v2.02.2.zip LATEST SCREENSHOT: Note on Windows 10: It seems the special character frames don't work on Windows 10 by default. To fix this, click the upper left corner icon of the window, open "Defaults", and go to the "Font" tab. Once there, set the font to "Raster fonts", and the size to 8x12 (well, or some other size, if you really want to). Accept the changes, exit the program, and relaunch it. The special character frames should now look right again. Also make sure that in the Layout tab, the size is set to 80x25. Original first post: I've made a separate topic for the developement of this editor, since it was kinda off-topic in the SD2 thread. Anyway... the current version can finally read the exe file! It's not much, but it can follow the references in the exe file to find the unit's name and WSA file strings. At the moment, that's the only thing it does though, in terms of actual editing-related stuff. I still need to implement the structures data, and define all of the different data types to edit before I can do much more. At the moment it's not too useful for editing itself, but anyway, it's coming along nicely All future versions will be dumped into this folder: http://nyerguds.arsaneus-design.com/dune/dune2edit/ [update] I just added the structures list, and adapted the program to make it read the units and structures list straight from the exe file, using the name references I also implemented the data structure for reading ownership values. Screenshot:
  3. Dune 2 eXtended is a spin-off of the Dune II mod, Super Dune 2. Just like SD2, Dune 2 eXtended allows to command the "new" factions: the Mercenaries, the Fremen and the Sardaukar. The mod is aimed at providing lots of new content from new graphics to a completely new storyline stretching across 3 campaigns. The ultimate goal of the project is to fully exploit the abilities of Dune II, and make a game that is enjoyable and challenging to play. The entire to-do list includes: new menu graphics new animated Mentat screens new briefings and Mentat information new campaigns with various missions scenario, AI and other fixes Currently, the following features are completed: main menu title screen side selection screen "Do you want to join side X?" dialogue faction profile/introduction text new player ranking system that uses the actual rank names from the book, instead of all those "desert mongooses" and the like fully animated Fremen and Sardaukar Mentat screens ("recycled" images from Cryo's Dune) new planet/herald images for all new sides a fully playable Demo campaign modified tech trees and new units a more powerful AI new briefings and Mentat descriptions (in progress) Downloads: DUNEX129.ZIP DuneXSavegames.rar Alternate download links: Dune 2 eXtended Project v1.29 Dune 2 eXtended Savegames (Project Perfect Mod) DUNEX129.ZIP DuneXSavegames.rar (Nyerguds' website) The demo shows most of the current features in the project, and has a fully playable campaign. Note that to play, you'll need Dune II v1.07 (any release). Further installation instructions are in the readme file included in the package. Check the screenshots below for some visuals: More screenshots at the Dune 2 eXtended Gallery. Special thanks I'd like to thank the following people who helped me a lot with project development (in alphabetical order): ArrakisResearchCo for his Dune II Tile Editor Daelin for lots of suggestions, feedback and testing drnovice for numerous contributions to the Dune II modding community in general and to DuneX development in particular Jordos for suggestions and advice Minniatian for his EMC Editor Nyerguds for his Dune II Editor, modified SETUP.EXE, fixes of various issues and lots of support Olaf van der Spek for his XCC Mixer Segra for fixing the "concrete bug", "vanishing houses bug", lots of other fixes and invaluable help with Dune II code analysis Siberian_GRemlin for Siberian String Table Editor with MENTAT?.ENG file support added at my request TCH for his Dune 2 Scenario Editor TrueBrain for the building decay fix Ultraq for his Red Horizon Utilities with support of Dune 2 SHP, WSA and CPS conversion implemented at my request Thanks guys!
  4. Here I am with a new tileset for dune 2000, picked from the Dune 2 game and applied into Dune 2000. Here, an image of the tileset: And here an screen of an imagen with a map created with the Tileset (click to see the original size); map from my Dune 2 based campaign (editor's image, spice will look less blocky in game). Tileset Here: BLOXRETR.R16 (16 bits only available). How to install: Move the file into your "data" folder, then you can play any mission that use this specific tileset, as my "Dune 2 based campaign - retro addition". Modders only: Modders only.zip This file includes the .ini file so the editor will chose the correct attributes, presets groups with assignes keys and the png file with the tileset, in case somebody want it. Note: On the game will appear the original dune 2000 crates (when you shoot the floor). To have the ones from Dune 2 instead download this other file too: DATA.R16 WARNING: Doing this will altered your game forever, do a back up of this file before overwritting! Small update: I added a concrete tile that it's actually buildable. will behave as any other rock, you can place your own concretes on top of it, will create crates when shooted, etc... (but it's not an actual concrete). FINAL UPDATE: Now you can build on top of the corners and edges, so there is only a few rock tiles which you can't build concretes. Will look a bit blocky, but that's how dune 2 used to look and honestly, it doesn't look too bad here on Dune 2000 either. NEW VERSION + UPDATE: This is both an new version and an update. The other still will work fine, and even this one will work with the current vanilla "TILEATR1" (except for the concrete per side) and maps that have been already done are not affected at all; this version it's mean to overwritte the last one. Dune retro 2 new version.rar Here, Klofkack update: BLOXRETR.ini Here the post that contains what it was done in the update. https://forum.dune2k.com/topic/28333-release-new-dune-2-tileset-for-dune-2000/?do=findComment&comment=399294 The main difference, visually, it's this. You can place on the map different concretes per side; this means that as the player, you can have a CY in one side of the map, then these concretes on the opposite side of the map the player can deploy buildings there. The concrete at the very top it's behaves the same: only a cosmetic concrete; you can build buildings on top of it but will have only 50% health. This will happen in both versions. As part as behaviour on the map. These old retro buildings will change the pointer of the mouse as if you could select a building, but besides that, no other differences and has no impact. It use a new ".bin" file, and a new ".ini" file to be used with the lastest version of the editor, although the colors were reverted back into the vanilla values. On the editor painting with the concretes (click + drag or double click) will be the cosmetics ones, to use the others you have to do it manually; for the AI even the cosmetics works because it will build their own concretes on top of it.
  5. While searching for available Dune 2 utilities on the net, I've found a Dune 2 scenario editor I haven't seen before on this Hungarian site. The editor seems to be based off, or at least looks very similar to, Stefan's Dunedit, but it works under Windows and has mouse support, which is very handy. Among other features, it has an expandable seed map database (with all seeds for original missions included), and support for both PC and Amiga versions of Dune 2. I haven't tested the editor in action thoroughly yet, but for now it seems to work quite fine. Here's a screenshot: The editor's headline displays the address of the designers' homepage, which is apparently dedicated to people who dislike Bill Gates The editor is downloadable both from there and from the site I mentioned above.
  6. I've published on this Thread a Collection of ALL hex editing discussions about Dune 2 EXE. I've collected from all topics regards Dune 2 Hex Editing, researches for bugs fixed and game customizing. All the infos have been sorted and cataloged, within URL link reference and a short explanation regards the modify. All Documents are in PDF format. Only v1.07-EU supported. I hope that this will serve to Dune 2 fans to reach better what they would like looking for and understand more clearly about Hex Editing. :) A special Thanks is for MrFlibble about forum support and many suggestions, Nyerguds about his wonderful EXE editor, Segra about his IDA db research that has permitted to recognized many steps on functions that regulates game playing of Dune 2. Again many Thanks to all users that have contributed with them posts to make possibile all this Collection. :) Main topics: Full Bilateral Alliance between two factions (when play as Atreides or as Fremen for example)Fix Conquest Map Vanishing House bugFix Concrete Slabs bugFix remap colours of House IXFix Loop ReinforcementsRemove Decay Structures built on concrete slabsIncrease limit number of units that Sandworms can swallowFix GUI of Units Menu that 'loses' focus on selected unit (11/04/2013)Fix use of Timeout Key on INI Scenario files as victory condition (21/04/2013)Fix: Saboteur no more detonates with Move command (29/04/2013)Fix: capturing structures with deviated units did not unlock tech (03/05/2013)Fix: Windtrap power information incorrect after capturing a Windtrap (03/05/2013)Fix: Radar scan double-counted some units and missed others (03/06/2013) - CORRECTIONChange Sandworm best target behaviour to avoid attacking Fremen Warrior/Warriors (03/06/2013)Last Update: 03/06/2013 Dune 2 v1.07-EU - Hex Editing PDF Collection.zip P.S. Bytes opcodes can be a bit different between v1.07-EU and segra's IDA db, because of db is obtained from a different version.
  7. I am here to present a new trio of maps based on the final missions from Dune 2 for the Genesis version. I will explain a little by sections of what you are going to find in these scenarios. THE GAME: Overall the genesis game it’s the same as the computer version (except for some changes like the Harvesters being faster, less buildings/upgrades to do, less enemies to fight...); for this reason I didn’t wanted to create 3 full campaigns since it’s going to be very similar to the one I did based on the pc version. The final maps differ for each house so I created those. MAPS: The Maps are heavily based on the three original missions, but they aren’t a 1:1 recreation but close to the original. This means the total absence of rifts and, except for some only-infantry areas, the vehicles can move freely around the entire map. The position of the buildings and preplaced units are faithful to the original (but more buildings to give a 100% operational base to the AI, like the IX Centre, more windtraps, etc...). Combat tank and siege tank position in the map or reinforcements have been swapped. ENEMY: In the genesis game you only fight the Emperor in the final mission. To compensate the lack of more enemies/palaces they are given several special units like the Death Hand, Ornithopters, Devastators and Sonic Tanks. Since in Dune 2000 the Emperor doesn’t have anything special (except the Sardaukar) I used Tibed to give him some raw power to match the original game. CHANGES WITH TIBED: -Emperor now may build Devastators and Sonic Tanks (depending of the house, those special units may not be present). -Sardaukar no longer needs the Imperial Palace to be trained, just the barracks. - An enhanced Death Hand (only Emperor).* *Instead giving to the Emperor 2 special launch attacks (Death Hand + Airstrike), I maintained his traditional High-tech Factory and slightly reduced the recharge time for the Death Hand to launch it more often than the one the Harkonnen can. AI BEHAVIOR: The AI has been designed to build fast and attack in rapid successions (once the player it’s spotted by the enemy reinforcements). Although the AI builds really fast, they also send his attacks in such short time intervals that he will not have time to create a large attack group. You can expect the enemy attacking with 1 trike, 1 Quad, 1 Siege tank, 1 Devastator/Sonic tank… plus 2-3 Sardaukar per wave (waves may vary if the player kills enemy units or force the AI to defend). TIPS: Like the original game (both of them); the AI it’s not going to launch any attack (or DH) against the player early. Once you see the first enemy reinforcement drop be ready; the AI will attack you after that soon. The spice it’s limited, but the amount on the map it’s so big that I don’t see any player being near to deplete it. Just be sure to build your refineries near the spice areas. The room to deploy buildings it’s really big. Separate your buildings to avoid heavy damage due the Death Hands. Care for enemy reinforcements, they may land behind you. Harkonnen it’s the most easy of the three (safest mining areas), so if you are not sure start playing this one. The Ordos version it's the tougher of the three. Deviate enemy devastators and use the self destruct in order to succeed. SCREENS: These three screens are going to show to you a comparison of the original maps and my versions. FILE: Dune 2 Genesis.rar HOW TO INSTALL: Unzip the file and copy every folder into the root of the game. Any folders included will go to the path that it is suppose to go. Do not copy any pgn (screenshots) nor the readme.txt (instructions). Mission launcher 1.2 is required.
  8. Hello everybody, Seeing we just launched our new site, together with the whole shebang, TrueBrain and I have decided it is time for us to introduce the project to the world wide Dune community.. Below a copy of the announcement, as I'm quite the lazy git today and really can't be arsed rewriting TrueBrain's words to say the same thing.. it might be a bit too technical for some people, but I'll add some explanation below. ---------- In the past few months we created an application which can decompile 16bit real mode applications to C. As a result we can produce C code from the Dune2 binary. Together with a DOS emulation layer, we can create a working Dune2. This will be our initial version. From this version we will slowly grow to a cross-platform, real C application. Of course it will take a lot of time to get there, but we have that time. Currently, we have a big problem with the overlays used in Dune2, which doesn't allow us to create a static version of Dune2 (we do have a working version when we attach a JIT). Till this problem is solved, we won't release any source. We of course hope to solve this problem soon, but it is pretty complex. ----------- The OpenDUNE project will be an Open Source project, with some ideas and concepts similar to that of OpenTTD, as we both originate from that community. As stated in the announcement, TrueBrain is still working on the last few issues we are facing in getting the initial version on the road, this might take days, or weeks, I don't know.. but I'll be sure to let people know (most likely on this same thread) when this is working... until then we can only hope TrueBrain's brain doesn't melt down. As mentioned, we take aim to differentiate our project from the numerous attempts at making remakes, by starting from the original game, and improving from there. Also we hope to attract people from all over the world who share our passion of Dune, to help us improve and make one of the best games, better. Of course I'm missing a lot of details that people might want to know, at this point we are trying to focus on getting the initial versions done so we can assess the situation, and work from there. If you're interested feel free to drop by on www.opendune.org ( forums at forum.opendune.org ) , or on irc.oftc.net at channel #openDune .
  9. Greetings! After many years of playing Dune II, and recently being inspired to play it once again, I've decided that I wanted to create a complete overhaul on the missions, and unit balancing. Specifically, I'd like to try to change some of the stats of the units, and, more importantly, I wanted to create an 'expert' mission mode, where the missions all start at mission 8 tech levels, where some missions will have different objectives or higher spice quotas, and existing enemy bases are heavily expanded upon, for all to provide late-game level challenges. Ultimately, I want to rework the existing campaign to make it a difficult fight all the way through, without changing the overall positions of the starting locations, but rather instead expanding on them. The motivation is because I believe the war would have started realistically with all the big weapons available to all commanders from the beginning, and that the player (and his/her foe) are limited in technology for learning purposes. If I'm not mistaken, tech availability in the Construction Yard, Light Factories, Heavy Factories, and High Tech Factories are all based on hardcoded information in the EXE file (I've looked through the Dune II editor and I now know the different values you can set). Scenarios and Starport availability, as far as I know, are coded in the Scenario###.ini files, which is arguably the far easier part of the job. But, if I'm not mistaken, EXE editing is required to allow construction of later-game buildings, and I will need to edit the EXE anyway for some balance changes I wanted to make. Using the Dune II Editor, I was able to locate hex values in the EXE, and I changed them to what I wanted. However, when I ran the EXE, I saw no changes. Do you know why this may be the case? Are there tutorials to hex editing the EXE? Is there anything I need to know? Thanks. P.S. For feedback purposes, I wanted to provide the changes I was thinking of doing, based on what I can see that is changeable: - Increase maximum number of units and structures to the maximum the game engine allows. - Adding the ability to capture ALL structure types, to allow a full-base-capture playstyle. - Changing most unit commands from the default Attack / Move / Retreat / Guard to Attack / Move / Hunt / Area Guard, to facilitate proper unit defenses and co-ordinate mass assaults. (Note: Move changes to Guard automatically after movement, so replacing Guard essentially adds a fifth command). - Allow the Atredies to build the WOR, and the Ordos the Launcher, after level 4, due to the increasing violence from the war triggering changes in policy (the fact that the Ordos can order Launchers in the Starport, and the Atredies can build Siege Tanks, which are substantially more powerful than Troopers, make this glaringly apparent). - Changing the roles of Quads, Trikes, and Raider Trikes to proper scouts (large vision range) and modifying their machine guns to be dual-purpose anti-ground/anti-air to fill a badly needed role which the game only provides in the Troopers, Launcher, and Gun/Missile Turrets. - Increasing Raider Trike damage and hit points to match standard Trike levels, while increasing costs to 200, in order to provide proper counterplay verses Quads and Trikes beyond scouting. - Markedly increasing movement speed and increasing turret and chassis rotation of standard Tanks (similar to Dune 2000 levels, and, perhaps, to launcher levels but with better movement speed over sand), in order to give them a badly needed flanking advantage over Siege Tanks in a one-on-one battle (whereas Siege Tanks would keep their firepower and armor, making them superior in a head-on fight vs Tanks). This would reward players for micromanaging combats with tanks, but Siege Tanks would win in a fixed-position battle. - Decrease Siege Tank costs from 600 to 500, to address the cost vs effectiveness ratio comparision between Tanks and Siege Tanks provided in another thread. - Reducing sight range of Siege Tanks and Devastators to current Quad/Trike/Raider Trike levels, to compensate for the changes for Light Vehicles. - Greatly increasing Devastator weapon damage while greatly reducing fire rate, making it an extremely powerful foe in singular fights, but that can be easily defeated against large numbers. Currently, the Devastator is essentially a bigger, badder Siege Tank, and can completely replace them in armies. This change would make using them en masse a risky strategy, due to their extremely low fire-rate post-change. - Add a second missile launch for Deviators, in order to match Launcher fire output. Rate of fire would be reduced to compensate. - Decrease cost of Soldier to 30, and Infantry Squads to 50, due to their extremely poor cost vs effectiveness ratio. Reduce Barracks upgrade cost to 100. - Increase Troopers damage and armor to be equal to Tanks, and the Trooper as half that. Increase cost from 100/200 to 125/250 This is not only to make infantry tactics viable, but to dramatically increase the difficulty of Sadaukar Trooper deployments in Missions 4, 8 and 9, and to boost the effectiveness of the Atredies Fremen palace power. Their lower cost is compensated by their vulnerability to being run over. - Change Ornithoper weapons from missiles to guns (as per the intro cinematic). Increase Ornithopter armor to 100 (compensated by the addition of effective mobile anti-air units). - Remove upgrade requirement for MCV construction. Increase base cost of MCV's to 999 to compensate. - Add ALL non-faction units to the Starport. Since the Starport delivers mercenaries to your force, it would make sense for Infantry and Troopers to be included in their offerings. - Saboteurs will be rebalanced...somehow. Something to make them more effective. If there is some way to spawn multiple of them akin to how Fremen are deployed, this would be optimal, and appropriately terrifying. Note that I will be balance testing all changes before release, and any suggestions are welcome.
  10. Download link: https://drive.google.com/folderview?id=0B2vavbKPhjU9RFI0d0xhT3hRdUE Hello. After playing many Dune Dynasty campaigns, I created one by myself. I know, it's not a big deal as it's pretty easy to create new scenarios in Dune 2, but maybe somebody (just as me) already has played all popular mods and wants some more. Also, maybe it can encourage somebody to create his own campaigns for DD. Dune Dynasty is amazing Open Dune-based 'ultimate' edition of Dune 2 by dynasty: http://forum.dune2k.com/topic/24316-dune-dynasty/ If you don't know how to add custom campaigns in Dune Dynasty: just create folder 'dune rush' (or any other name) in 'campaign' folder of Dune Dynasty and copy my scenario1.pak, meta.ini, profile.ini and house.ini here (for engrish briefings you should also add textf.eng,textm.eng and texts.eng here). After that, run Dune Dynasty and click subtitle string on title screen (usually 'Building of a Dinasty'). I used Dune 2 Scenario Editor (http://oscomp.hu/?details/147) and DuneMaps (http://dunemaps.sourceforge.net/) , also Dune 2 PAK for packing (http://oscomp.hu/?details/604). Thank TCH and Segra for their tools. And of course, thank dynasty for such great enhanced fork of OD and original OD guys. Dune Rush is my first attempt in Dune 2 modding. It is a Mercenary Campaign with only one scenario for mission (except mission 7, which has 2 of them). It's heavy based on repeated reinforcements (this functionality absents in original Dune 2). This campaign is quite hard, but I tested and cleared every scenario. Don't forget, you can start from any mission in Dune Dynasty. UPDATE: Sardaukar campaign was added. 11 scenarios (levels 4 and 8 have two choices). UPDATE: Fremen campaign was added. It has 10 scenarios (lvl 8 has 2 choices). I used SSTEditor for briefings/advices/victory/defeat messages and MrFibble's Dune 2 eXchanged project files as a donor (original briefing files open in SSTE with an error). Do not hope for great briefings, though, as my English is kind of primitive and contains errors. Changes:
  11. Hi @ all. I m working on a Dune 2 Mod for the Amiga Version. Im using THC´s Editor, HexEditor and normal EditPad for the scenario and regio ini´s. My first map is ready but i have a great problem. The Harvester dont move one meter. The dont harvest the spice and just stand still. Now my Idea is that there is a commando like (Hunt, Guard etc..) but i dont think it. What is the Problem and how can i fix it? Sorry for my bad english (im from germany) Greets
  12. Hello! 1. I was read the forum, but I can't found any solution my problem. I have the Dune 2 with 1.07 fix. If I like to run DuneMaps, an error massage pop up. "Dune2.exe not found in data directory" Can you help me, how to fix this? 2. I like to edit maps, but with the "bgafc_de" editor I can't edit rocks and sand, so I'm looking for some other tools to edit maps. Have you any ideas what should i use? I hope someone is still in here, a lot of editing link didn't work now. Thank you very much, and have a nice day, Csongor
  13. Now that my work on the Super Dune II Second Edition project has slowed down significantly (I'm generally quite busy with other things ATM), I thought that maybe I'd use some help from people who have more expertise in the field of programming. It is now obvious that to fix some of the issues in Dune 2 that prevent the new sides from working as the original ones, certain modifications to the game executable need to be made. Unfortunately, I generally lack any considerable skills in programming, decompiling, debugging etc., so I thought that maybe someone with enough enthusiasm, capabilities and free time would agree to help me out on this endeavor. Below is a near-complete list of bugs and other problematic issues that need remedy. The number one issue is the so-called concrete bug. It's a nasty thing that prevents the Mercenaries and Sardaukar from placing concrete foundations properly (well it's not exactly a bug, since these sides were originally not supposed to be playable). Normally, you can place concrete slabs one next to another so far there's buildable rock, and then place the buildings wherever you wish near/on that concrete. The Mercenaries and the Sardaukar can't do this, since they can place slabs and buildings only next to other non-slab and non-wall structures. This is very annoying, as you can't spread out building foundations normally, having to build on incomplete foundations and waste money on repairs. Also, it is almost impossible to leave spaces between buildings for the units to move around, which is also inconvenient when you have a large base. ab a. Normal concrete placement (Fremen) b. Concrete placement error (Sardaukar) The vanishing Houses bug: Fremen and Mercenary territories appear normal when first drawn on the global map, but "vanish" when the mission is complete, or when the player gets to the global map screen after failing a mission. EDIT: Both issues have been successfully remedied thanks to segra. Dune2 Concrete bug fix SuperDune2: ConquestMap Vanishing Houses Fix There are other, less annoying problems, most of which could be solved if the data sections in the EXE file that define the specific House parameters (see below) were found. These include: the Atreides ending is played for all three new factions (fixed)the announcer still says "Atreides", "Harkonnen" and "Ordos" in the side selection screen when choosing the Mercenaries, Sardaukar or Fremen respectivelyfrigates arrive at the Starport immediately after the order was sent, instead of a 10 tick delay (fixed)all three new sides have the same tech trees, which include all the regular units plus the Atreides Sonic Tank and Harkonnen Devastator (fixed using Nyerguds' editor, however, some tech-tree specs like Ordos building Raiders instead of Trikes and Harkonnen skipping the Barracks are hardcoded)
  14. Hello, i added a section about Dune II fangames (http://dune.wikia.com/wiki/Category:Dune_II_fangames) in the Dune Wiki (http://dune.wikia.com). I hope it helps to let people know about those good works that keep the great Dune II alive. Note that i didn't mean to add "everything" (such as minor or non working projects), since it is an encyclopedia, not a resource for developers.
  15. Hi community! I don't know, if there's a row in the scenario.pak or anything else, where you can change the maximum of structures. After you has built a definite count of buildings you can get the message "can't create more" if you want to start a new build order. Isn't there any option to set the maximum of structures like the maximum of units? Do anyone know the exactly default setting of the maximum of structures?
  16. Hello commuity! If you edit a scenario, is it possible, that you can set one CPU controlled house / faction friendly? For example the Atreides and the Fremen are working together, as like as in the original game. The Fremen from the Atreides Palace attack automatically the enemy bases and wouldn't shot at Atreides units or structures. But how is it, if I want to make a scenario playing the Atreides and build in the scenario editor a Fremen base nearby? With Fremen vehicles, turrets, factories and all what would make it complete? But the Fremen will be controlled by the computer. Would they automatically just attack the enemy bases or would they attack me? Like Fremen & Atreides I want to make a teamwork between House Ordos and the Merchants, too. Do I have to set the option in the scenario.ini or scenario.pak ? Where and how I have to do this? Thanks in advance.
  17. EDITED: In agreement with MrFlibble, I attached the new release of DuneX (Dune 2 eXtended Edition) v1.29. ChangeLog: v1.29: (June 18, 2013) Fixed Saboteur Move command: he no more detonates on no-building tiles destinationFix: capturing structures with deviated units did not unlock techFixed Windtrap power information when a Windtrap is capturedFixed Radar friend/enemy units countChanged Sandworm best target behaviour to avoid attacking Fremen WarriorsDUNEX129.ZIP v1.28: (April 22, 2013) Fixed Timeout Scenario variable to reach victory condition by timingFull working bilateral alliance between Fremen & Atreides (Atreides CPU now is active to Fremen)Sardaukar Trooper can swap weapon type on short range like Regular Troopers & Warriors and no more explosion animation when they die (single infantry death animation)GUI Unit Menu no more lost focus on selected unit when cancel a Move/Attack commandFixed various Mentats alerts (restored missing "Unit" speech on Sardaukar alerts & always called Houses name for Units and Structures instead of "Enemy" speech)DUNEX128.ZIP More info on related threads: Dune 2 eXtended Project [Dune 2] EXE editing & programming issues
  18. A 'romhack' of a Sega Mega drive version. current version: DuneHack (-Re) Build _r53 It's a not complete hack, no new missions included. But it's a some 'base' for creating new campaings. Main difference: + Units and Buildings limits increased up to 127. (102 ground) + Extra build with map size increased to 128x128. + Reinforcements - currently up to 55 + no more included in global limits. + Support sardaukar house. + Support fremen house: fremen and atreides allies; fremen special weapon - creates 5 worms on map. + Many changes in code. (changelog not created and I don't rememeber them all) + Worms and saboteurs can be controllable and can be buyed from starport - icons added; also no limited to 3. + Some improvements in AI. + Some bugfixes and minor balance change. + New features (like spice fields regenerating, new win/lose, new reinforcements abitilites). New Editor for Maps and Missions - DuneAMC. Can be downloaded here: http://www.emu-land.net/forum/index.php/topic,16864.2700.html If someone is interested I can try to write full changelog. We also glad to see map-makers who want to create their own campaings for this hack.
  19. Do you know of any programs that would allow to edit (not just view) and create new Dune 2 .SHP images and .ENG string tables? AFAIK, XCC Mixer views most of Dune 2 SHPs and some ENGs (unfortunately, not mentat*.eng), but SHPs created with XCC Mixer don't work, as they are for C&C games, not Dune 2 Any help will be appreciated.
  20. Hey, Wasn't there a PROFILE.INI file floating around somewhere? Curious.
  21. Version 1.02b


    The latest version of the fix is 1.02b, and it includes the following changes: - a smarter and more powerful AI that forms teams of vehicles that it sends against you, instead of single units; - you can now buy ornithopters via the Starport in the last two missions - this feature was also missing due to a syntax error; - some scenarios that had a unit limit lower than 25 were fixed; - the scenario files have been optimized by removing extra blank and obsolete strings. The advanced version has all the features of the normal fix, plus: - the player's max unit cap has been raised to 50; - in missions where Starport is available, the number of each unit-type in stock at CHOAM has been doubled; - the computer players' max unit cap has been raised to 35; - the amount of credits given to the computer players at the start of each mission has been significantly increased to give the AI an advantage over the player. The fix is theoretically compatible with all existing versions of Dune 2.
  22. Hey all. I'm trying to understand the workings of D2 better, but I have not found any documentation regarding this, and a search on this forum did not help either. Maybe you could help me out though. First let me ask this question: How does D2 calculate what tiles are sand hills? They do not appear in the seed-textfiles. Is it entirely random or does it need to be calculated? And if it needs to be calculated, what would be a good way to do that? Now, on to understanding the scenario-textfiles better. -- Basic section -- "timeout". As far as I can recall, I have never played a D2 level with a time out (as in: limited time to accomplish level). Does it indeed have such a meaning, or does it have a different meaning? "cursor pos". That has to do with what area the user will get to see when the level is loaded for the first time, right? "tactical-pos". What is this? "Lose-flags". "Win-flags". Also no idea what these are. -- Map section -- "Field". No idea what this is. -- CHOAM -- Does this specify how many units you can purchase from Starport? Or is this what units will be dropped for no costs by a caryall during play? And if so, how is it timed? -- Teams -- How is this information used in the game? Obviously, they represent what teams will be created by the enemy (AI), but how are they timed, and what do they exactly consist out of? Are the numbers in there used for the timing? -- Units -- I understand what this is used for, but what do the numbers in these lines represent? Is the first health, the second position on th emap, and the third... err... ? -- Structures -- With structures. Does GENx specify the location of concretes and walls with the 'x' in GENx? And for the regular structures (IDx), is the first number health and the second location? -- Reinforcements -- How is this used exactly? Please be specific if you can. (What the numbers mean, etc) Thanks in advance.
  23. Hey everyone, I had some questions that I wanted to ask because I needed help on certain things for dune 2. I first just wanted to say I am impressed with the effort and work that alot of you have done for a Gem such as dune 2. I have been active on the Dune 2000 editing board but I decided to play around with Dune 2. I know these questions should be asked in the appropriate topic, but they vary from topic to topic that would be easier to put all on one post. So any way here are my dilemmas that I hope you can help me with: 1.) I own the Dune 2: Building of a dynasty US Version 1.07. I downloaded the Dune 2 1.07 fix and copied the contents of the DYNASTY folder. Now I read alot on what It fixed in the game such as the "Team Bug" As well as "Looped Reinforcements". How ever these changes do not take effect. The AI still does not team nor do Reinforcements repeat at all. I edited some Scenario files to show these implications but it dosent seem to have taken effect. I also saw a file called PatchWise.log stating this SETUP.EXE -> Original file CRC error occurred, it has been skipped. SETUPENG.DIP -> Original file CRC error occurred, it has been skipped. ENGLISH.PAK -> Original file CRC error occurred, it has been skipped. SCENARIO.PAK -> Original file CRC error occurred, it has been skipped. DUNE2.EXE -> Original file CRC error occurred, it has been skipped. Im guessing the fix did not work? 2.) I saw some topics on EMC editing here http://forum.dune2k....c-pages-opened/. I tried opening the page with the edited Build.EMC file but the page is down since Im so late in the game. Would any one have information on how to open EMC files with notepad? Or would anyone still have the updated Build.EMC file? 3.) I notice many people were able to decomplie the exe and edit it in C/C++ code. Was the source obtained by someone? I looked at OpenDune but I did not find the original Dune 2 source. Any answers and suggestions is GREATLY appreciated. Thanks for taking the time to read/answer.
  24. hey im new to this Site and i whould Like to say im a Big fan of Dune and The books and Movie's " Series " But what i really need help with is.. i have Download the SD Game The Conquest of Arrakis Version 1.27 and i love it. But there is one thing i really whould like is that in the campains the computer starts with a Full base " Like the other Dune games. what i whould like to know is. is there a Way i chould Edit The campain maps and place a Rebuild base in to the game im playing Via the Dune 2 Scenario Editor i have downloaded. i can easely make a Map and place buildings and all that. but it seems i cant Find the Campain maps anywere in my Folder?
  25. So, I'm new here and all that, yadda yadda yadda. I've been working on modifying Dune 2 to fit my own personal tastes - messing with the tech tree, changing what costs what and how fast it builds, changing where the IX Units are built from, and so on and so forth. I've noticed a few oddities, however. 1) If I try to edit Scenario.PAK directly to accommodate a Starport in lower tech levels, the game fails to go past the Bene Gesserit screens. 2) If the build time is set to 1, some funky things happen with structure costs - half of the cost gets lopped off (I haven't tried this out with Build Time 0 or 2 yet). Similarly, a Sonic Tank at Build Time 10 with cost 600 only deducts 500 when all is said and done. So far, using (tech+1)^2 build times combined with (tech)*100 build costs alleviates the cost oddness, but it does generate balance issues on early stages. 3) Changing structure sizes also produces weird graphical results - while functionality is never impaired, it's a little hard to distinguish a silo from a house of ix from an outpost when they all look like half-built structures. Likewise, changing the upgraded concrete from 2x2 to 3x3 produced weird results when trying to place the concrete - most of the time, the bottom level of concrete wouldn't place (and don't even bother changing regular concrete from 1x1 - it doesn't have the same adaptability that upgraded concrete has) The specifics of the modifications I'm making are as follows: This is to my personal tastes and preferences: I am changing the tech tree to better suit what I think makes sense. Some examples are requiring a Spice Silo before you can build Harvesters, as well as the chain of Windtrap -> Refinery -> Light -> Heavy -> Hi Tech -> Starport (Outpost has been removed from the Vehicle Factory chain, but Starport still requires it) Sonic Tanks and Deviators are now built from Light Factory instead of Heavy Factory in order to increase the number of Launchers and Siege Tanks built by the AI on higher levels (in theory, at least) Concrete is Fast and Cheap - 1x1 Concrete and 2x2 Concrete both cost 3 credits, with build times of 1 and 4 respectively; Similar speed and cost changes have been made to Wall, Turret, and Rocket Turret, but walls now consume 1 power per tile, and Standard Turret power use has been raised to 20. Structure sizes will be changed based on function. All support structures would become 1x1 (except Refinery, which will probably have to stay at least 2x2 tall, and may even become 3x3), Barracks, WOR, and Light Factory will become 1x2; Heavy Factory will become 1x3; Hi Tech will become 2x2; and Palace, Construction Yard, Starport, and Repair Facility will all become/remain 3x3 structures. This will only happen once I learn how to adjust graphic size correctly, but I will modify the scenarios to accomidate the new sizes once I figure out how to change the CHOAM sections without breaking the file. Ornithopter-using enemies will become much more deadly due to increased vision ranges of Outpost and Starport - Outpost now has vision 25, and Starport now has vision 250. Miscellaneous unit changes: All units except for Devastator have full CPU outside of screen; Turret and Rocket Turret now have full CPU outside of screen (so no parking a Launcher or Sonic Tank outside of turret range and just filling the CPU Rebuild Queue with Turrets); Thopters are now controllable, and have Area Guard as a command option; Devastator speed decreased to 5, Health increased to 1000, now has rotating turret, turning speed increased to 2, is no longer picked up for repairs, move command replaced with Hunt, Guard replaced with Area Guard; Sonic Tank range decreased to 5, now fires twice, now sounds like a Worm attacking; Deviator no longer fires twice, but firing rate now matches Devastator and can now target air units. Construction Yard can now be built from the Construction Yard; it requires a Palace to have been built, but it's cheaper and faster than building an MCV. Snce the mod is based around my personal preferences and likely won't have many major overhauls to the actual scenarios, I'm not planning on publicly releasing it - though I may mail it to you if you really want to see what I like to play against. The only major change I would make to the scenarios at this point beyond Starport adjustments is replacing all Human Construction Yards with MCV's. The main reason I'm posting this is to get my approved post, but also to see if I can get some advice on how to do most of what I want to do with this; the Modding Tools thread is very out of date, and a lot of the links I found while trying to do this myself were dead links - some led to the forum without leading to a topic, while others lead to a webpage that I couldn't make heads or tails of.
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