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I've decided to do a separate topic about this, because the explanation of the "team bug" I gave in this thread doesn't contain much detail. I discovered the information about the "team bug" in the documentation for Shagrath's Dune 2 Scenario Editor 1.0 (you can download it here under the title "Dune II Scenario Editor"). Here's the exact passage from the document: In other words, each scenario (mission) file in Dune II contains simple scripts for AI behavior. The incorrect spelling of "unit movement type" variables that accounted for vehicles resulted in disabling these scripts, which, in turn, reduced game difficulty. As far as I know, this issue is not covered (at least in detail) anywhere else. As for the team types (Normal, Kamikaze, Staging, Flee), the first two that are actually used in the game differ in that units in a Normal team can retreat and amass near the enemy compound, as if guarding it, while the Kamikaze team, as the name suggests, attack the player until either all player's buildings and units are destroyed (there's a priority hierarchy which determines the AI's choice of targets), or the team itself is wiped out. More info about the AI team types in Dune II can be found here and here. Here's a couple of screenshots showing AI attack teams in action: Atreides vehicles storm a Harkonnen player's base Sardaukar, Ordos and Fremen overwhelming a Mercenary base (from Super Dune II: Classic Edition) More screenshots can be found here: http://www.cnc-comm.com/community/index.php?action=mgallery;sa=album;id=31
Since there seems to be no detailed list of changes introduced by the official v1.07 patch for Dune II, I decided to compile one myself. The list is probably not complete though, as it is based mostly on observation. Bug/error fixes: Fixed the "Frigate arrival in T-0" Starport bug.The numbers of units in stock at the Starport that are defined in each mission are now used correctly (there were some problems with it in v1.0).Fixed a bug that sometimes caused Carryalls that drop scripted reinforcements to get stuck at the border of the map.Fixed a small graphical glitch on the Atreides Mentat screen.Fixed a broken frame in the Gun Turret animation.The corners of the map are no longer revealed from shroud at the beginning of the mission.Fixed some minor errors in briefing texts.Gameplay changes:The AI now rebuilds destroyed structures more actively and frequently.Building repair cost has been reduced.Palace repairs now cost nothing. This is actually a bug, read more here.The maximum overall number of buildings that can be present on the map reduced from 81 to 80.The player can now build concrete slabs and wall segments even if the building-per-map limit is reached (in v1.0, no construction whatsoever is possible if the building limit is reached, although concrete slabs and walls are actually not affected by it).The saboteur is now visible to the player.The maximum number of saboteurs that can be present on the map at any given time reduced from 3 to 2.Ornithopter hit points increased from 10 to 25.Troopers and Launchers are now able to fire at air units.The maximum number of Sandworms that can be present on the map at a time reduced from 3 to 2.The number of units a Sandworm will swallow before disappearing reduced from 4 to 3.Fremen units and Sandworms are no longer ignored by turrets.Interface changes:The "Repair" button on the sidebar now starts flashing red when a building is below 50% its original HP (in v1.0, the button always flashes red regardless of the damage).Most unit orders can now be correctly issued from keyboard by pressing the first letter of the corresponding order's name.Pressing the "A" key no longer can be used to issue a "Harvest" order to a Harvester.Pressing the "G" key now orders a combat unit to guard.Pressing the "H" key no longer orders a combat unit to retreat.The wormsign is now announced for the Atreides player (in v1.0, the wormsign would only be announced if the owner of the sandworm was not Fremen, presumably because the Atreides and the Fremen are allied).Miscellaneous:Added two more player ranks ("Chief Warlord" and "Emperor") to the scoring system.The Fremen colour scheme has been made a bit brighter.Removed several animation frames of the Heavy Factory, Repair Facility and High-Tech Factory.Removed two Mentat database entries: "Sardaukar" and "Frigate" (the corresponding image of the Frigate had also been removed from the files of the US patched version; it is still present in the Eurpoean releases).Certain characters from the 6p font (used on the game sidebar) have been narrowed down by 1 pixel. These include C, E, F and L.
[OT] Well, that's the reason I have poor Dr. Yueh as my avatar -- recently switched over to Mac! Okay, Dune 2 on the Mac in 5 easy steps. 1. Download DOSBox For Mac OSX from its home site. 2. Find a Dune 2 package. Lots of them, but ... the one I got has been zipped as a self-extracting archive on a Windows system. It does not work in DOSBox ... 3. Other than on Windows, you cannot fool the system by renaming "dune2.exe" to "dune2.zip". So find a good archiver. I got p7zip from http://web.me.com/krmathis/. The package will contain a 'binary' called "7za". Copy this into your home account root folder -- simply open any Finder window and keep on going "up" until it shows your hard disk. Open this, then open "Users", and there you will find your home folder. 4. In that same home account folder, create a folder DUNE2 and copy the to-be-unpacked file into it. 5. Start Terminal! It will open in your current home folder. 6. Type "ls" -- it should display a list of your current folders, as well as the 7za executable. Type "cd DUNE2" to change to the folder you just created (and containing the packed dune). 7. To unpack, enter "../7za x Dune2.exe" -- this will call the unpacker from one folder up (remember? That's where you put it?), extracting the file "Dune2.exe". Watch out as Unix (and thus the Mac OSX terminal) is cAsE sEnSiTiVe. When done correctly, you'll see the file names scroll by as they are unpacked, and you can also see them with the "ls" command. Close the terminal. 8. (Eh. I did say "in 10 easy steps, didn't I?) Start DOSBox. Yippee (once) -- a DOS screen! 9. Enter "mount c ~" -- that's right, nothing else needed as path name. Enter "c:" to go to this mounted 'drive' -- your virtual hard disk. Enter "cd dune2" to go to the game directory. And, wait for it .... 10. Enter "dune2" to start the game! Yippee!