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Found 31 results

  1. This is the release on my newer Campaign for the Emperor side. Since now the game no longer have bugs with the Repair Pad and with the adition of the editor that allows me to place any building and unit I can; I decided to create my second Emperor campaign, this time without recurring to Tibed or any other special tool. STORY: The campaign takes the inspiration of the original plot from the Dune 2 and 2000 series. The Padishad Emperor Shaddam IV challenge the three main houses to fight for the control of Arrakis, but this it's just a trick to bring the Atreides to Arrakis, far from their original planet; then the Emperor will use both Harkonnen and Ordos to take out the Atreides Forever. Unfortunately, the Emperor gets sick and things have started to go downhill. The Sardaukar that were part of the Harkonnen army (which have helped to conquer some Atreides territories) don't want to come back to their leader; instead they remain on the Baron side, since the Emperor may died at any moment, the harkonnen seems a more safe election. The Bene Gesserit Lady Elara, chief counselor of the Emperor, takes charge of the situation and send the best commander available (you) to give to both Harkonnen and those rebel Sardaukar a lesson they never forget. What about the Ordos? They will follow The Emperor's plan or they will go by themselves with the absence of Shadam IV? Can the Bene Gesserit Lady Elara recover the control of the situation and continue with the plan? GAMEPLAY: This campaign will start with a very low tech, increasing from mission to mission. Lady Elara will tell you all the info needed to succedd; sometimes she or a few of her buildings will be there to assist you, but for the most part you will use the imperial Army. On the early going a few Sardaukar will be deliver from time to time as part of reinforcements. Once the Starport become available more will arrive at once, helping on your battle. Also the Imperial Palace although can't be builded, several maps have the building already placed there, so you can train Sardaukar naturally. Some missions have a very low tech or even withouth a Construction Yard present, but from mid to late campaign the game will be a very classic base to base. Discover on your own what ally Lady Elara it's able to maintain or if the plan changes definitively. NOTE: Tibed wasn't used at all. The Imperial Palace will be available on some levels from the start, so Sardaukar are produced as usual. Also, the player never start with a CY already placed but a MCV. Once the player deploy this unit the High-tech Factory will become available to build later, so there it isn't any problems here. SCREENSHOTS: Updated 04/11/18: *Fixed some typos and wrong tiles. *Some new screenshots included into the .rar file (2 not being showed here). Too see all the changes that affect the game open the spoiler below: FILE: Like usual, the files incluse all the missions needed. Also a couple of extra files that are not really necessary if you are already playing using gruntmods, but needed if it is the vanilla game. Tibed wasn't used at all. The Emperors Plan.rar
  2. My 1st campaign for Co-op. This campaign will be about The Honored Matres and their Desert Mercenaries arriving in Dune, Their interest is caught fast, so they decide to strengthen themselves and join in on the Battle for Dune, while gaining new allies and enemies. This campaign is meant to be played by 2 Human players (maybe will add AI later) and either Online or LAN. Right now, only the 1st mission is done and needs testing and feedback, missions 2 and 3 are in the works, So take your time explore the map, maybe note how long it took you to finish the mission, post some pictures or report anything that is missing or broken, I will leave it up to you players to find out whats the objective. --Attention-- Every mission / or almost will have a condition: If 1 player loses, the other loses too. So stay alive. Multiplayer settings: Crates: Off by default (If you really want then enable them) Worms: On by default Disable Engineer: On for 1st mission Disable Turrets: Off Short game: Off Tech level: 5 AI Teams: 5 So far the only problems in these missions are the multiplayer settings overwriting the Mission settings and you have to add more than enough AI players to add the right teams, so if anyone knows how to change, this i will fix it immediately. [WIP] HM Coop mission1.rar
  3. It's done. The smugglers campaign is complete at last! Features: - Fifteen missions, drawn up from scratch - Engaging story and character interaction - Multiple versions of some levels - Choice-based difficulty levels - Highly varied missions - Challenging campaign - Re-balanced tech I started merely with modding the original campaign, but thanks to help from the community, I learned a lot more about D2k modding and this was made possible. Special thanks to Fedaykin and Cm_blast for extensive testing and conversation. Couldn't have done it without you! And for the most recent update, Cm_blast and Runtowin. Here are map details. If you don't want spoilers, the map details are shown in-game or explained in the briefing, so don't bother looking! However, a STRATEGY section has been added beneath this spoiler if you are stumped with a certain map, so consider looking if you'd like some hard mode tips or something. Details: Download Link: 05. Smugglers.zip Installation Instructions: 1. Extract the zip file. 2. Make backup copies of ARMOUR.BIN, BUILEXP.BIN, COLOURS.BIN, SPEED.BIN, Templates.bin, and TILEDATA.BIN, located in "data\bin\" in your Dune 2000 directory. 3. Move ARMOUR.BIN, BUILEXP.BIN, COLOURS.BIN, SPEED.BIN, Templates.bin, TILEDATA.BIN from the zip to "data\bin\" in your Dune 2000 directory. Replace original files. 4. Move FeyTextS021.uib, FeyTextS022.uib, FeyTextS051.uib, FeyTextS061, FeyTextS062.uib, FeyText071.uib, FeyTextS091.uib, FeyTextSBO1.uib, and FeyTextSGen.uib from the zip to "data\UI_DATA\" in your Dune 2000 directory. 5. Move all remaining files to "data\missions\" in your Dune 2000 directory. 6. Use the Mission Launcher application to launch the maps! I would appreciate any feedback anyone cares to leave. Thank you very much for trying my campaign. I hope you have fun.
  4. My first campaign. Still WIP. But here we go. The plot: The campaign takes place in a what-if scenario where 3 Great House failed to kill the padishah emperor in "WOA: SS" campaign by aKaFedaYkin. The combined army of Spacing Guild and House Corrino launched a counter-offensive against all 3 great houses. The result is devastated. House Ordos simulated their eventual destruction against the Emperor. They decided to booby trap their building, and hid the rest of the army somewhere in Arrakis, using their Stealth Technology. House Ordos raids Emperor/Spacing Guild's mining facility almost everyday and send intel to their allies. They calculate that this is the best way to profit from the situation. Baron Harkonnen's was KIA during a battle against Sardaukar. This created a power vacuum between Copec Harkonnen and Gunseng Harkonnen. Copec allies himself with the Emperor, refusing to work with their eternal enemy, Atreides. While Gunseng reject the traitorous emperor, believing that Copec is being used by him, and will be disposed later. House Atreides is the main target of the Emperor's offensive operation. Shaddam IV thinks that house Atreides is the biggest problem and need to destroyed first. However, to keep house Harkonnen and house Ordos at bay, he supplies weapons and tanks to Copec, so that he could fight his brother, and deploy search party for Ordos's outpost. Much to smuggler's dismay, he also claim all spice as his, and require his permission to harvest, no need to say that the price for such paper is absurd. Anyone who doesn't have his permission is permanently retired. Spacing Guild refuses all transportation between Arrakis and 3 homeworld of house Harkonnen, Atreides, and Ordos, they profit from harvesting spice under Emperor's protection. A few concerned noble house of Landsraad fears the rising power of house Corrino and Spacing Guild. They fear the combination of space travel monopoly, spice monopoly, and Sardaukar would allow Shaddam IV to swallow up the Landsraad. They contract you, a renowned leader of now-disbanded mercenary group to prevent such future. They will transfer a huge amount of money to your bank to get you started, because any other methods might reveal their involvement in Arrakis' affair. After signing the contract, you contact Jim, your previous right hand man, to bring you and your newly-formed mercenary group to Arrakis. Jim, actually his codename, while looking unreliable, but is pretty ruthless and capable during his time as mercenary. He joined the smuggler's guild shortly after the group's disbandment, seeking the thrill of battle. He climbed rank rapidly, and now he is the leader of smuggler guild's branch in Arrakis. With that, start your story in the desert planet of Dune. The campaign features: 25+ missions. Twist. Everyone loves plot twist. Often rich in money, but low tech. Unique objective. Multiple ways to complete objective. Progress: Mission 1-4: Done. Re-balancing. Mission 5: Done. Re-balancing. Mission 6: Done. Re-balancing. Mission 7: Done. Re-balancing. Mission 8: Testing. Mission 9: Scripting. Mission 10: Mapping. Mission 11: Scripting. Mission 12: Mapping. Download: Merc - FOE v1.1.rar How to install: Extract the contents to their respective folder in /data/ folder in your Dune 2000 installation. Ensure that you have the lastest version of Dune 2000, Mission Launcher, and "Tiledata.bin". Launch mission through mission launcher. Changelog: FOE v1.0 -> v1.1: Note: I intend for these missions to be more difficult than original campaign. So play to your maximum capability. The campaign is still work in progress, there might be additional changes to existing mission. I greatly appreciate your feedbacks, possible bugs, bad English (English is not my native language), especially balancing concerns, as my skill is not that good, and I balance based on that. Let me know if you found any cheese tactics as well. Thanks for playing my campaign. I hope you have had a great time.
  5. Well, the smugglers campaign has been finished, polished up, and released for some time now. I think the old 'playing around with the D2k campaign' thread is irrelevant at this point and I'd like to make a new thread for progress on the next campaign, so that's what I'm doing. But, what should I do next? Tell me what you think! Here's roughly what I've got in mind for each of the playable factions: What sounds the most interesting to you? Please leave a comment and let me know, and I'll take it into consideration for the next campaign I begin work on. If you have any ideas for campaign maps that could be one of the campaign missions, I'm all ears for those, too. I'll be using this thread to give progress updates on the new campaign, and I'll update the subject with the faction being worked on once it's been decided. Thank you! Edit: I changed the thread name 'cause it's obvious I'm working on the Harkonnen campaign right now. Stay tuned for updates!
  6. This is a new Campaign titled: “The origin of the mercenaries”. This is the story (non official) of how the mercenaries were born and giving a feeling to the player that you are actually somewhat weak. PLOT: At the beginning, there were a group of smugglers picking the spice and sending it out of dune in exchange for money, but now with all those Atreides, Harkonnen, Ordos and even the Emperor fighting each other every day is harder and harder to harvest, with all the good places already taken by one of those factions and all that remains are poor places of spice or too dangerous. Because of that, a man decided to become a mercenary, hoping to make more money that way. A few fellow smugglers will join him and start this new job by meeting with the first faction they'll encounter. THE CAMPAIGN: For this campaign I tried the approach to make the player to feel overall weak, needing the help of whatever house that you’ll join during the campaign. The player, most the time, has much less technology than the other enemies, so when your quads and troopers gets destroyed by those siege tanks, then you know that you are not strong enough to win alone or your job consists in an easiest task, at least in the firsts levels. In some of the mission the player will start with a base that can’t be expanded, but in other maps you have your own Construction Yard to build the base at your will. THE FEELING: To maintain the fantasy that you, as mercenary, should not be the main objective from the other factions, I made some AIs to focus your ally and not the player. Technically, the AI will attack the closest enemy (and I mean attacking directly, not going after the player and then turning on your ally - chaotic battles may modify the behaviour of AI). For example, there is a mission where the player is working for “someone”. Also, there are other two factions that will send units each other, so as long as the player does not move too far away from your own base, those two will ignore you. The player still needs to deal with trouble, but is less dangerous than those two factions. IMAGES: FILE: The origin of the Mercenaries.zip INSTRUCTIONS: The file uploaded includes all the files needed except “Dune2000.exe” and “missionlauncher.exe”. If this is your first time getting a custom campaign then you need to search those two .exe and copy/paste everything included in my zip. If the previous step already was done for another custom campaign, then just copy/paste the files in the "mission" folder. Read the readme.txt for more detailed instructions.
  7. Here I am with a new Harkonnen campaign made by. For this one I tried to use some “defence areas”. This means you may encounter units controlled by the AI wandering zones without buildings or even walls around. This is only present in a few maps. So I just tried a couple of ideas here and there. This campaign it’s called “Family Harkonnen”. Story: The great Baron Rakan Harkonnen has been ruling Dune for years, but now some lesser enemies have been appearing in supposedly clean areas. This is the perfect time to call his two sons: Gunseng and Copec. They both lack military experience, so the Baron will send them to fight those weak enemies, thus giving them some experience in real combat. Gunseng, being controlled by the player, will fight alongside his brother to perform all the tasks that your father has planned for you two. Sharing resources at first, but later they become strong enough not to constantly need each other. Can those two sons please their father? Game: For this campaign I tried to recover one style I almost forgot: Plenty of resources. Although in the early missions the money it’s not too much (or the initial units), the more mission we advance large amounts of money and units will be given to the player. Not only that, but also at least 2 or more reinforcements for the player during almost all the levels, so you can expect enemies attacking early as well. You brother it’s going to be very helpful, providing protection to the player the same way the player should be giving some protection to your ally, but the stronger and experienced both brothers becomes, the less they require to need to help each other, even at some point you can do a mission for yourself, and so your brother. The player (Gunseng) doesn’t have any line of dialogue through the game. Your father, your brother and sometimes other enemies are going to be the ones telling the player what it is happening or what you are suppose to do. Notes: The early missions are really fast to beat, but don’t get too confused. Once the combat tanks tech is reached enemies are going to take longer to defeat. I recommend building the barracks after your first refinery. Some maps start with lots of credits and heavy tanks, so it’s not something that you’ll need always; but spending a few credits on troopers on defend won’t hurt you. Mission 7 it's when the game becomes serious (I mean, hard), so a few turrets here and there are going to save you from enemy attacks. I don’t want to spoil the story, but I want to tell that not the full campaign it’s just about “Baron gives you a mission, sons fulfill”; so play to encounter something more interesting that a chain of tasks to do. Images: Download: Harkonnen Family.zip Readme.txt included with more information about files needed, but as long as you have the lastests gruntmod versions, all the files should be already there (except the maps). There isn't any other aditional file.
  8. Here I am once more to bring a new custom campaign for Dune 2000: Heretic Alliances. This is a special campaign where the player will have an ally that will help for the whole campaign THE PLOT: The Atreides detected some Tleilaxu's Carryalls going near a Sietch Fremen. They are planning to convert those powerfull warriors into Gholas. The Duke want to stop that plan at all cost. Once the defend its successful, the Fremen will work together with the Atreides as a new unstoppable alliance. There are other alliances on Arrakis, but only one side can win the war. Can the Atreides-Fremen alliance overcome their enemies? GAMEPLAY: For this campaign I forced myself to give the player at least 1 active ally to help in the missions. This means that your partner always will build/train units to attack the enemy. This will apply for all the missions during the whole campaign. The Fremen, although they can't train soldiers naturally, they still will have a base with a refinery, harversters and spawning some Fremens from time to time (if they lost one of the core buildings no more units will be spawned). Unlike other of my campaigns, this time it is sure that the player will always have someone on his side. Maybe the alliance doesn't become active until the player do something at the beginning but at least your ally will move, build and help to fight the enemy (no inactive or "just for show" type of AI). NOTES: Tibed wasn't used for this campaign. You can expect some spawning fremen for "nowhere" to look like they are being trained. However loosing the Sietch or the way to win more money won't be more help to the player (it's going to be some reminders on the firsts missions). One way or another, your ally it's guarantee to increase his army and attack the enemy. Sometimes helping your ally it's needed, but for the most part you ally can do well by himself (depending of the chaos of the battle, this may change). SCREENSHOTS: FILE: The zip includes the files with the missions, the screenshots and some core files (not needed if you already have them). Not extra files are added, so the Fremen still can't be trained. Heretic Alliances.zip
  9. I've been working on a set of alternative missions for the Original Ordos campaign. The idea was to create additional options playing through. I've tried to remain loyal to the original mission concepts. This isn't meant to be an entirely original or new campaign, just a re-imagining of the original. - New versions of missions 1 - 9 - 2 new options for all missions from 4 onwards - Original mission briefings attached: Can be accessed in game from the in-game menu, or read on the briefing page from the mission launcher - Bonus mission: 'How to Build a Deviator' - set between missions 6 and 7 - Additional folder 'Subs' containing the same missions playable as allied sub-houses. I'm also planning remakes of the Harkonnen and Atreides campaigns eventually, but for now, I look forward to hearing what people think of this one. EDIT: Now updated with version 2.00, AI's will now berserk when their bases are destroyed, small bugs fixed, sub-houses and bonus missions now all included in same zip file. DOWNLOAD: OrdosCampaign200.7z DOWNLOAD SUB-HOUSES ONLY: Subs.7z
  10. This campaign is not finished and will be a lot of missions. For now I do not have much time to work with this campaign. Therefore it will be in parts. Part 1 have a 10 missions and your tech level is still very low (2-3). For now you can only download with music. There is not much new music yet but will be more. You can listen to music with "Audio Converter" - https://d2kplus.com/audio-converter/ Ultimate House Ordos will be: - a lot of missions; - reinforcements; - in the beginning maps are very small; - in the beggining the House Ordos is very weak; - difficult very hard and insane (but in the beggining normal/hard); - old (from Ordos Remake) and new music. - Tech level is not for free; - you will have all the Harkonnen and Atreides the things; - you will have allies but it will cost; - maybe something more. * Can be mistakes. Do not need to do the defend area if is small map. And that makes a complicated game. Download
  11. Updated I updated my campaign. But first, this campaign is similar to the original. Only more options and much more complicated. Some more, the missions have a choices - versions (a, b: 1-8; c and d: 9). What's new? - Everyone can Buy units (using starport); - small changes (spice, messages, briefing...); - new music; - you can play for Sub-Houses (Mercenaries, Emperor, Fremen and Smugglers); - the Mission 9d (you can use the power of the enemy); - Probably everything. Download Without music: [Without music] Ordos Remake by Dark Wesker.zip
  12. OK, I think I'm now ready for the first proper release of my Mercenary Campaign. In this 9 mission campaign, played as the Mercenary's, you are hired to assist a small harvesting operation under threat. As time goes on, you gradually discover more about your new employers, and the plans they're hiding. As the war rages across the planet, your employers scramble to find private and safe locations in which to conduct their operations. But soon it seems every last corner of Arrakis is spoken for, be it the greedy Ordos, laying claim to everything they can get their hands on, arrogant Atreides, passing judgement from on high, confiscating what they regard to be contraband, or ruthless Harkonnen, reveling in the bloodshed, no dusty stone remains to hide beneath as smaller factions try to conduct their affairs. But the weak are cunning, and soon the great houses will regret making enemies of you. Initial release details: - 9 missions, all created by me, plus an option B for mission 9. Additional B missions will be released in the near future. - Plenty of base building missions, but some original C&C inspired use-the-units-your-given missions in there for variety. - AI allies to protect and assist. Quite a bit of working together with your comrades. - Follows the story of the Original Campaign, but with a twist ending. Most of the events in this story follow lesser factions, as they scramble to respond to events much bigger than themselves. This is my first foray into any kind of game design, but I'm very pleased with the results. I greatly look forward to hearing what you all think of it. V3.7z
  13. Cm_blast

    [RELEASE] Tleilaxu Campaign

    Hi, it's me again, briging a new Campaign: The Tleilaxu one. Back in time I created a single map using them. After a While I though that maybe I could do a whole campaign for the Tleilaxu focusing into the Ghola thing, making the Soldiers the leimotiv of the campaign and the faction. In the end, That was I did; a total of 7 missions when the player control the Tleilaxu. Is this campaign related to the single map "Tleilaxu Plague"? In part yes. The premise of this campaign is the same as said in that single map. The Tleilaxu sneak into Arrakis thanks to the Spacing guild. Their reasons are because in times of wars Atreides, Harkonnen, Ordos... are constatly fighting each other, thus using the frigates from the spacing guild to bring their armies. Now, there are a truce and no one is figthing, no one requires transport from the guild, the spice is not flowing anymore, so the Tleilaxu has offered to enter secretly and, using their new technology to create Gholas, are planing to destroy all those weakened Houses and make the spice flow again. Also, the single map talk about the Emperor sending the Sardaukar previously and failing (the reason why in the single map The Tleilaxu are sending Sardaukar, converted as Gholas). During this campaign, this event is experienced firsthand. You could ever take the single map as the oficial end from the campaign. Where the Tleilaxu are winning everybattle and defeated enemy after enemy; then, in Tleilaxu Palgue", is when the Atreides, Harkonnen, Ordos, Emperor, Fremen, Smuggler and Mercenaries join out of desperation since seems that no one is able to stop the almost unstoppable force of Gholas Tleilaxu. Now, the Campaign itself, and some notes: -The zip file include everything needed except for the executable files. Don't forget to get them from this forum or you will have problems (the readme.txt have links). -Everytime I beat a level, the game crash. Fortunately this only happens after the "mission accomplished". -Tiledata.bin totally necessary, or maybe you (or the enemy) will have less units at his disposal. TEXT.UIB My zip includes a new text.uib, called "TextTleilaxuENG.uib". Is included into the folder data\Ui_data. You are required to copy this file or otherwise the game is going to crash at the beggining. Why suddenly a text.uib? Although I prefert using .ini files for the briefing/text in games, this time to make more sense with the actual story, I modified some lines from the text.uib. Because of this, now the player will have a unit called "Ghola Light Infantry", "Ghola Trooper" and "Ghola Engineer". Also, the barracks are no longer called that way but Axlotl Tank. As a warning, applying this "TextTleilaxuENG.uib" will crash if you are in a vanilla non-english version of Dune 2000. In case you have a spanish version I can provide with the "TextTleilaxuESP.uib" that will work with that (don't have in other languages, although I could create them if needed). Using gruntmod seems to works everything allright. If you download my "TextTleilaxuENG.uib", move the file in the correct folder and still the game crash, I can reupload the mission without the use of that text (since like I said, besides the "Ghola foot units" and "Axlotl Tank" the "text.uib" have no other use. This "text.uib" doesn't affect original or other custom campaigns. NOTE: If I am not mistaked, there are people over here that aren't english, so maybe their game is in german/france... Using gruntmod the game should still working, just changing the lines from the language selected to english (voices remain the same). In case of a vanilla dune 2000 that isn't english, then, there is no solution other than uploading my mission modified to not use the custom text.uib (I just changing 6 lines of the original text.uib, is not like the game will change at all). Images: Download, here: (upload updated - Mission 6 is now 100% in english) Tleilaxu.zip
  14. Hi guys. You read that right, a campaing for Dune 2000 based in the first book from Frank Herbert. A total of 15 mission following the steps of Paul Atreides since he meets the Reverend Mother Gaius Helen Mohiam until the final battle in Arrakis. To create this custom campaing I took the liberty to do a lot of adaptation, more or less accuracy and trying to bring some events from the book into a RTS game like this. So, for this campaign you will encounter several type of adaptations: -The logicals: a scenario like when the Harkonnen and Sardaukar overwhelm the Atreides. Of course in my map to win you should survive, but you will face an unstoppable force by the enemy as happen in the book. -The duels: You can think in Gurney Halleck doing a last training fight with Paul Atreides. Instead two guys with knives and shields this is about a base vs base fight where the two combatants have similar resources (or almost) and no aditional bases/enemies. -Own creations: Some levels are just battles to fill, mainly because in the book there isn't any type of "action" there, so I wanted to create a level with a fight. I can tell you the example when the Duke Leto arrives to Arrakis. In this campaing a weak Harkonnen captain, by his own, don't want to leave dune to his sworm enemies: the Atreides. The Baron doesn't care, the Emperor neither... the duke will be one to defeat this small threat by himself (helped by Paul, as the player is always Paul). -The weirds: The Reverend Mother Gaius Helen Mohian show to Paul a box which brings pain and then place a needle in his neck... How to convert this to a RTS game? Well, check it out by yourselves since it is the first level of this campaing! Just a warning... don't retreat or the Gom Jabbar will kill you! Here some images: Paul Atreides Vs Gurney Halleck duel. The Duke want to save the harverster. The Harkonnen and Sardaukar attacking multiple Atreides bases. Fremen ambushing smugglers harvesters. Guerrilla warfare by Paul. To play this campaing you can use either gruntmod or any other vanilla Dune version. Copy all the mission pack, download and apply the mission launcher and the rest of the files needed to be able to play this without trouble. All the files are included in the .zip file (except dune2000.exe and missionlauncher.exe, but the readme include the link to those files) <-- If you already have all those files, you don't need to overwrite them again, just take the files from the mission folder. Download here: Frank Herbert.zip
  15. TheDragonKing

    [Release]New Harkonnen Campaign

    Hi. I have made a new set of missions for House Harkonnen and need players to give feedback/Bugreports and suggestions. This is my first time making any kind of Dune 2000 content, i have played the game since i was 4 years old tho. Identity: Some of the missions have limited resources and recruitment options for survival and unit optimization purposes. The Starport is the key for most of the missions as it is the optimal way of gaining reinforcements but the mission can be done without it if you choose to thus increasing difficulty. The later missions can feel a bit grindy and will mostly rely on if your ally attacks the same time as you, since the enemies bases are grouped up a bit and will react to any of their units defensive units taking dmg. You will have allies on most of these missions and you should rely on their forces as well as your own. And another thing... Missions 3 6 and 9 have 2 options. The briefing will explain how to make them apart if you wanted an easier difficulty or just wanted to play the other one. (BugFix) Mission 9 has a bugged briefing. Im fixing it currently.(Fixed) I use the old way of making briefings and will probably change a few things i the other campaigns so as with every mission set download. MAKE BACKUPS Harkonnen Campaign.zip
  16. Hi again, back in time I created a campaign for the Emperor, using TibEd to change some units/buildings to the Emperor house, making the Sardaukar available to be builded and removing the repair pad (and other changes). More information about the original resource in this post: https://forum.dune2k.com/topic/26802-release-campaign-for-dune-2000-corrin-house/?do=findComment&comment=388974 Now this campaign have been updated to work with the mission Launcher and newests Dune2000.exe, so right now the player will be truly the Emperor. The campaign changed a bit, although in general remains the same. In some levels the IA first attack come quicky/later, and the production of units is a bit slower/faster now. Players hardly be seen. -A core change to the game: The sandworm have been release from his cage. This automatically makes the game a bit harder, just because now your harverster are in danger. -A Huge change appears in level 3: My first version was about spending 3000 credits, capturing 2 silos, spending the extra money and capturing another building. Right now the map is almost the same (small changes in the terrain) but the player already have units in the field (3000 credits converted into light infantry & Troopers) and with the initial objetive to capture a refinery, a light factory and then destroying another base in a more active way which requires harversting, building more slowly and defending againts enemy attacks. -The last change came from TibEd: In general all the changes done before remains. Light factory not available, Sardaukar available since the beggining, etc... However there are some small changes. For example, the barracks no longer have upgrades (was a waste wasting 500 credits just to have access to the engineer, since you can't train troopers). So the engineer is free to be recruited withouth upgrades. Finally, the Deviator was totally useless in the map he appears, so I change it. Once the player have the Imperial Palace (available thanks to TibEd), the player may build the Devastator from the heavy factory AND the Saboteur from the barracks. The saboteur is the same, he just appears from the barracks instead any palace. All the information is in the notes.txt included in the .rar Imagenes here: Here the campaign: The Emperor Returns.rar WARNING: Before applying "templates.bin" do a back up from the original game since will change the original game too, making Atreides/Harkonnen/Ordos unable to train troopers until lastest levels (and broken the regular rules from the game). After you are done playing this custom campaign, revert the copy to the original. I added a backup from the original just in case you overwrite without doing any back_up.
  17. Here is the official campaigns of HK with my "little" modification. Please read the ReadMe first in the zip file! Enjoy it! 240368760@qq.com revised Harkonnen Campaigns.zip
  18. I am about to release a new Campaign for Dune 2000. This one is based on the Ixian Faction, fighting in a traditional type of Campaign (starting low tech, conquering Dune... the usual stuff), although in terms of missions I tried some new ideas for maps. The main plot is just the Ixian fighting to control Dune against the usuall trio of Atreides, Harkonnen and Ordos, although the Tleilaxu, Fremen and Mercenaries will appear at some point. First, need to say that I touched a lot the Tech tree of the game. In general the player always will have the advantage of the tech, so when the Atreides are building the Trike/Quad thing, the player is already building Combat Tanks, so the Tech of lots of buildings/units have been reduced, while a couple of them increased. In terms of Raw power/armor/weapons I only change 2 things: The Combat tank, being a mix among the Atreides, Ordos and Harkonnen Tank (stats and visually). This unit was already introduced in my single mission "Ix - The Technology is ours", being the same. Also, the Stealth Raider use the Fremen type of weapon (also presented in that single mission). All the detalied info about the modified Tech tree is on a .txt note, but as a summary, I can tell you a couple of things: - The player can't build the Light Factory, but in his place now you will build a "new" building called "Ixian Factory". This new factory is necessary to build Deviator, Sonic Tank and Devastator (only the player can build this) and using a separated queue (you can build a combat tank and a Sonic Tank at the same time). - Player will build the High Tech Factory, although looks like the ATreides one. Both Carryall and airstrike are available. - MCV can't be builded, but the Starport offers the regular stuff (trikes, MCV, carryall, etc) more CY can be deployed. - Not for the player, but the Sietchs now actually can spawn units like the barracks (the sietch stands of his own). - FOOT UNITS CAN'T BE CRUSHED BY TANKS. Yes, now you actually need to use the light infantry, the Siege tank and the Sonic tank as the main source to kill Troopers. <-- of course, the player should abuse this and train lots of troopers in early-mid levels to protect against any vehicle the enemy want to send you. And of course, the Siege Tank become much more valuable, even more with all those Tleilaxu-Fremen enemies. - The Atreides still have the regular Light factory and original Atreides Combat Tank, so they behave like normal. In the zip I added a Text.uib called "TextIxENG.uib", don't forget to apply this file so in the game appears "Ixian Factory" instead "Light Factory". This will affect the enemy, but since the game called "enemy building" doesn't matter. Now, if you capture a Light factory will be called "Ixian Factory" too, but don't get it wrong, Trikes and Quads will share the same queue as your Deviator/Devastators, so don't really worth it. Finally, a couple of images: The rar include plenty of instructions. Don't forget to apply all of them to have the full experience on the game. Copy Tiledata.bin if you've never done it before (Doesn't affect the original game). Copy TextIxENG.uib or the game will crash (No need to overwrite anything). Copy templates.bin to change all the rules, or else the game may crash or being incomplete (and one level almost unbeatable). Remember to do a back_up of the original in this case so you can revert to the original state. And of course, copy mis/map/ini files. I think all is done. I did a small test and the game works ok in my vanilla dune 2000 version (of course, you still need the lastest dune2000.exe and missionlauncher.exe, you can get those for this very forum. My readme have the direct link to that). Small update (18/10/2018): -The Ixian Combat Tank was suppose to have a mix stats from the three original tanks. Now it's fixed and the tank it's as fast as it should be. If I am missing a file report me. Download: IX Masters of Technology.rar
  19. Hey guys! I've been playing around with the original Dune 2000 campaign. Modding is a hobby I really enjoy, and I wanted to try my hand at Dune 2000. Being done with, uhh... three levels in the Ordos campaign and four levels in the Atreides and Harkonnen campaigns, I figured it's about time to let folks know what I'm doing and see what they think. There are two components to my work: Map redesign and slight modding. The core mechanics of the game remain the same, for the most part, though a few subtle changes have been made. Things like: In terms of map design, I wanted to accomplish things like: If you want to see the maps I've done so far, have a look at this imgur album. http://imgur.com/a/THuRY I'll put some details about the maps here. A1V1: A1V2: A2V1: A2V2: A3V1: A3V2: A4V1: H1V1: H1V2: H2V1: H2V2: H3V1: H3V2: H4V1: O1V1: O1V2: O2V1: O2V2: O3V1: O3V2: It's been fairly slow progress, and since I need to re-tune these missions due to some mod changes, it'll be even slower, but I'm making progress, so... lemme know what y'all think, if y'don't mind. Do the maps look good, or bad? Why? Are there any unique circumstances in any of the missions that sound annoying or pointless or something? Which unique circumstances are really cool, that I should have more of? I listen to all suggestions and use the feedback to improve the maps. Maybe in a little while, I'll release the first three or four missions. Thanks for reading.
  20. UPDATE: (Working with the launcher, minor changes and now true Fremen) I wanted to create this campaign trying to capture the true essence of the Fremen. I started with a question: who are the Fremen? In summary Fremen are inhabitants of a cruel desert planet called Arrakis. Living in this planet for years they gained great combat skills and become the masters of ambushing. In the other hand, the Fremen are much less advanced than the big Houses: they don’t have the technology to construct buildings, tanks and that type of things. So forget about deploying a VCM, capturing a factory or building a single tank, no. In this campaign you will use their combat skills and ambushing enemies plus your own tactics to overcome the odds. The campaign is short. Keep in mind you won’t construct buildings, harvesting or recruiting… so the levels can be beaten in a few minutes but you need to think tactics to win some levels when the enemy will use tanks and other vehicles hard to defeat with a handful of soldiers. Story: The Fremen are proud warriors which live in the cruelty planet Arrakis. They don't have knowledge about technology like the big Houses, but they are skilled in close combat and masters of the ambushing, make them formidable warriors. All was good until one day, because the greed of Harkonnen, raze a group of Fremen families without any remorse, forcing the Fremen to start retaliation and take part in the war of Dune. Updates: Now this campaing is updated to work with the launcher.exe. Choose "Fremen" in the launcher. You'll need "tiledata.bin" to be able to play. All the levels have some minor updates or changes, in addition to 2 or 3 extra custom messages to help a bit more. Text.uib no longer necesary, use the ".ini" files instead. A readme.txt is included with all the information. Mod: Fremen Warriors.zip New Images:
  21. Updated: Hi, it's me again with a new mod. Using all the improvements with the launcher by Funky I decided to make the very first campaign using the real smugglers (instead Ordos as smugglers), and working with the ini files and that kind of stuff. I was thinking what kind of campaign can be done with this guys. There are at least 2 or 3 campaigns as smugglers over there, but I wanted to create a new one and make the player feel like you are playing as a true smuggler faction. So, Who are the Smugglers? Looking into the game, the smugglers are there as neutral, harvesting without caring about fights. Most the time they only have a refinery and barracks... and by the time they have a starport the player must stole it, so the smugglers are weak. they don't have a chance to survive against the raw power of any house (even the Mercs). So, with this in mind, I create a mini campaing with only 4 levels, enough to giving the smugglers some kind of identity without making them too strong, so the player can feel more than a weak smuggler than a Ordos with another colour. The plot: Some group of men, considered as neutrals in the war of Dune, traveling to the desert planet searching the most valuable material in the universe: the spice Melange. Even though the smugglers are neutrals they aren't exempt from having to deal with multiple dangers. The Screens: The stuff: To play this mini campaign you need the gruntmod edition in addition to the launcher. Also you need the update version of the "Dune2000.exe". those files can ben found in this other post: http://forum.dune2k.com/topic/26661-dune-2000-106p-game-patching-bug-fixes-new-features/ The new stuff: To simply things, now all the 12 files (4 missions) are in the same language. Just copy and paste them into the "missions" folder where you have gruntmod installed. Also a readme.txt with instructions included. This small update change some numbers from the IA, making them building faster/slower, or attacking earlier/later for the first time, etc... The campaing itself don't change at all. A Readme included with all the information. Smugglers.rar
  22. UPDATE: (This campaing now works with the launcher, also, is a bit different). This campaing was my very first one, so now I updated it to work with the funky launcher and in the same time change some parts to improve the fluid in the gameplay and/or reduce the tediousness of some levels. "A New House" is a campaing about an alternative beggining of the story when a fourth House, along with Atreides, Harkonnen and Ordos join the battle for Arrakis. In the levels the tech starts very low and increasing beating levels (like the original campains). Can you, at charge of this anonymous and no so prestigious House win the war in Dune? Changes with the update: I did some changes with respect to the previous version: - Some levels have only minor changes, like a new ally/enemy reinforcement, the mining areas moved, the timers which decide how fast/slow the IA builds... - Other levels have a major changes, like the mission 2 is removed from the game (Making this a 8 mission campaing instead 9). And the mission 3 (now being mission 2) is a new map, because the other was too big for soldiers, making the level a bit boring while the player wait to the infantry to travel around the map. - Also, the sandworm have been release from his cage, so all the eight maps have the sandworm treatening your harvesters. - added some In-game messages. This version use ".ini" files instead a "text.uib". Readme.txt include with all the information. 3 new images here: New House.rar
  23. Hi guys! This package is my revised official campaigns part 2 - HK(Mission 7 - 9) & AT(Mission 1 - 5). If you like my style, you will enjoy this part 2! BTW if you don't play part 1 yet, here's the link: http://forum.dune2k.com/topic/26914-%E3%80%90released%E3%80%91-revised-official-campaigns-of-hk/ Please read the Readme and Briefing .txt first. If you have installed the mission select mode from [aKa]FedaYkin @2012 and the Fremen's improvements files from Luminar, just copy and paste the files in the Missions folder to your Dune 2000 Missions folder. Please leave some comments after playing! Thank you! 2- revised Campaigns.zip
  24. sandworm

    {Release} Smugglers Campaign

    Hey every one. I just finished a full campaign: 'Smugglers - Sands for the taking'. Ive play tested each mission and have not run into any problems, but please let me know if you do so. This is a full 9 mission campaign, im pretty sure most of you know what you need, and how to install it, if not, its all in the readme. Please let me know how it is and post any feed back you have here. Enjoy. Smuggler Campaign - Sands for the taking.rar
  25. Hello FED2K. I finally released another campaign. This one was created by me and Galaxy, we worked together on it. You fight as an Ixian commander. IF you guys don't know what Ix is, it is that new light brown side found in the New Atreides and mercenary campaigns. NOTE: Please read that README.txt file before installing or before coming here asking questions about stuff which is written inside. About how to install, everything is written in the readme file. Just read all of it, it takes like 3-4 minutes maximum. Have fun, we hope you enjoy it. Post here any bugs you find. Update: Version 1.1 - Hotfix Patch released. Please REDOWNLOAD. Ixian Campaign v1.1.zip