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  1. Here I come with my lastest and biggest coop set, a total of 30 missions for 2 players done reusing multiple authors from campaigns (so, these missions weren't done specifically for coop). I picked several authors and did a big 30 missions pack for players to enjoy. STORY: There is no story at all. So people are free to play any side it wants; maps don't have connection bewteen them. PACK: I reused 30 missions mean to be into different campaigns but readapted to be played for 2 players. Player 1 will beging with the same amount of buildings, units and resources as the original mission. Player 2 will starts with the Construction Yard and probably the walls and/or turrets that the ally AI originally had, but only if the Ai had a full deployed base. If the ally AI had more limited structures or resources then player 2 will beging with them (and not just the CY). Since every author had their own vision of the game, it will be a wild mix of traditional games, weird set ups, enemies deploying their own bases, some defensive/survival missions and more, missions will be played differently. There is no proper curve in the difficulty, but I tried to mix a bit and place a few easy missions early and hard missions for later. HOW TO SET UP GAMES: Players can play as Atreides, Harkonnen or Ordos as they want. Same for the enemy. But is still important to read the name of the mission as it appears in the lobby, as the name itself will tell people how many Ais are going to be. "Pack CmBlast 01 [Coop 2P] (Easy) Vs 3 AIs" <-- you must set 3 enemy Ais after the 2 humans. "Pack CmBlast 02 [Coop 2P] (Easy) AND 1 AI Vs 3 AIs" <-- you must the 4 total Ais, the first will be ally with both humans. And so on. Just take in consideration that the "AND" indicate ally ais, so you can choose specific colors for you ally if you want. READ THE OBJETIVES!: On the multiplayer rules on every mission (where the tech, money, number of sandworms... is forced into the game) I wrote the objetives of the game. It is really important to read them before playing, as although the "destroy all the enemy structures" will be the norm, some times there are a secondary main objetive that forces the player to protect certain buildings, so you cannot sell that building to place something else. The same way, "optional" objetives will tell both players ways to get extra units or how to prevent enemies for getting more reinforcements. For example, mission 1 has these: Objetive=Destroy all the enemy structures and their units. Fremen's Sietch must survive. Optional=Destroy the enemy High Tech Factory to prevent enemy reinforcements. Note=Fremen are neutral (players only). And mission 2 has these: Objetive=Destroy the enemy Starport. Optional=Player 2: Keep the Atreides High Tech Factory to get ally Fremen reinforcements. So, read the objetives to have all the info available. EASY AND HARD DIFFERENCES:Two difficulties have been added, one intended for people that simply want to play this coop campaign with a friend for fun, and the other for more skilled players.Easy: The missions are pretty much the same as the originals. The enemy Ai values are roughly the same as they had on the map it was based on.Hard: Enemy Ai has be altered to have a few more harvesters, carryalls, plenty of initial money. It will build faster and players will beging with 1/3 less money than on the original map, also any turret that players began with has been replaced with pieces of walls. LIST: This is the list of mission I used to bring these 30 mission coop pack: *Missions: 01 - 02 - 03: Alliance of Atreides 06, 08, 11 - By Dark Wesker *Missions: 04 - 05: Emperors Reign 5, 7 - By Sandworm *Missions: 06 - 07 - 08: Smugglers C6v2, C8v1, Imperial E9v1 - By Luisito EB *Missions: 09 - 10 - 11: General Sardukar 4, 6, 7 - By General Sardukar *Missions: 12 - 13 - 14 : Ixian We tech-up Arrakis! 3, 8, Mercenary Keep 'em Coming! 4 - By [aKa]FedaYkin *Missions: 15 - 16 - 17: Glory Awaits A4v1, A6v1, O9v2 - By MattBaker *Missions: 18 - 19: Fremen campaign mission 4, 9 - By Luminar *Mission: 20: Fall of Emperor 7 - By Runtowin *Missions: 21 - 22: NER3V1, NER6V1 - By VengeanceDM *Missions: 23 - 24 - 25: Time based Smuggler - Protect Mercenaries 4, 5, 8 - By Jbil89 *Missions: 26 - 27: Summer's Solstice (v1.0) S05V1, S14V1 - By Fey *Missions: 28 - 29 - 30: A Secret Plot 7B, 9, 9B - By Mr Dom If any author presented on this pack doesn't like his work being reused, tell me so I can remove it (I asked permission to the most actives ones). FILES: 30 missions Coop pack.rar Both difficulties added into the rar.
  2. This is it, the "sequel" from my previous coop campaign, the Ixian Invasion Like that one, this wasn't with new maps or anything like that but, instead, I picked multiple missions scattered from the multiple campaigns, with the addition of a couple of missions in there wasn't any ally, but now there is a second player there; or even switching who the player is (player 1 being one of the AI allies instead the one that you play in the single-player version of that mission). I took in consideration that two humasn harvest more, so there are lots of more spice everywhere, both players and enemies. STORY: Well, since online/coop games doesn't have any sort of briefing and I don't want to add extra .txt files to read for every mission; the generic story goes that once the Ixian got defeated in the previous campaign, they are trying to use all kind of tactics to bring whatever houses defeated them last time. CAMPAIGN: This campaign just reuse most of the events, like reinforcements, spaws and stuff like that. It has been removed certain parts that didn't make sense for a coop mission, but for the most part the missions were straigh-foward anyway. The main difference here is that the tech available is overall higher. On the previous campaign you only get tech 5 (gun turrets) not until mission 5, and you don't get the final tech (special tanks + palace + rocket turrets) not until mission 8; on this "sequel" you get the gun turrets tech on mission 4, and by mission 6 you already have special tanks and rocket turrets to use. About the objetives in every mission, it will pop up a in game message as soon as the mission starts. with exceptions, the overall goal is to destroy all the Ixian bases, but sometimes it is needed a previous step or the objetive just goes to destroy a specific structure/s to win. This time; I won't give the starport for missions in which the player can get free units. Unlike the previous campaign, it is not the norm, so I decided to simply not giving the starport for free. Game will warn if a starport will deliver free stuff for any of the two players. If player X is about to get endless loops of units, a free delivery will be given as soon as the mission begin. The enemy Ai values are very similar on what the enemy used to have in the vanilla campaign, although considering that there is a second human player (more usefull than an AI) I made the enemy to increase their speed production after all/most the enemy drops are done. HOW TO SET UP GAMES: I tried to be as simple as possible, and as clear as possible, so I don't want to bring a ultra-high explanation or plenty of screenshots to set up every mission. Instead, the name of the maps will tell you exactly what kind of IAS you are to face. Like this: Ixian Revenge 1 [Coop 2P] (Easy) Vs 4 Ixian This means that on your lobby, you need to set up 4 enemies (after the 2 human), and that those Ais need to be "Atreides" wearing the light-brown color. If a mission is called like this: Ixian Revenge 7 [Coop 2P] (Easy) AND Smugglers Vs 4 Ixian it means that, after the 2 human players, the next AI MUST be the smugglers (Ordos wearing dark-brown color) and, after that, 4 more extra ais being Atreides with their light-brown color. <-- Remember, smugglers must be before any Ixian AI set up. About what the player choose. There are not restriccions for this campaign either. Players can play as Atreides, Harkonnen or Ordos. It could be reccomended to use the cannon colors of the main 6 (Atreides blue and/or grey, Harkonnen red and/or purple, Ordos green and/or yellow). The only colors that are banned are the dark-brown (smugglers) and light-brown (Ixians). There are not specific drops this time, so player 2 can play as Harkonnen and begin the map with a few Ordos combat tanks (As they are spawned, not placed with the editor) or picking Atreides and having 1 deva early. drops won't change either, but you can still choose any side you want to play with. OTHER OPTIONS TO SET UP: things like "tech - credits - units" it doesn't matter, the .ini will give every player their thing; sometimes the first player will start with 6000 credits while the second player with 10000 (because it has a different set up: some buildings for player 1 and only the MCV for player 2). You need to activate sandworms; they will forced into the game. I suggest to keep active the turrets, even if for challenge purposes you don't want to use them; at least gave the AI the option to rebuild them. EASY AND HARD DIFFERENCES: Two difficulties have been added, one intended for people that simply want to play this coop campaign with a friend for fun, and the other for more skilled players. Easy: The missions are pretty much the same as the originals. The enemy Ai values are roughly the same as they had (or a bit slower-faster); after all the enemy carryalls have stopped dropping units, these ais will increase their speed production. Anything else is the same. Hard: Enemy Ai has be altered to build really fast on most of the situations. Enemy reinforcements or deliveries may be bigger, or may have extra units and/or turrets around the base even for maps where the tech is not enough to build turrets. Sometimes the ais have more factories or other extra structures; it depends on the map itself. FINAL NOTE: I didn't play this on coop with anybody, although I checked as much as I could. Mistakes can happens, so if something is wrong please report to me. FILES:Coop 2 players Campaign Ixian Revenge Easy & Hard.rar Both difficulties are added to the zip. All share the same name but "easy/hard" This time the name of the file was simplified, but the lobby still should tell you how many Ixian Ais are needed to set. File updated with new versions and balancing problems.
  3. 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.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).
  4. 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: Heretic Alliances.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).
  5. STORY: "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. This new house it's not as prestigious as the three main ones, so it lacks the same strengh as they may have; this means this house won't increase the techonolgy as fast as the others. Even with the odds against them they will fight with their full strengh to conquer Dune and dominate the others. THEME: As a not as big House as Atreides, Ordos or Harkonnen, you won't get the tech by the natural means, instead, your character will get more tech by buying it or stealing new kind of vehicles from other enemies. However, you won't get the most advance tech at the end, since you are suppose to have less tech than the others (and to make it different from the Atreides); but on the other hand, your enemies won't be using their full tech either, plus you may find some ways to increase your army. Screenshots: FILE: A New House.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).
  6. For the first time; I am releasing a Coop Campaign, mean to be played by 2 humans. Keep in mind that this is not a made from scratch, but instead, I picked my "Herectic alliances" Campaign (which presented an Ally AI for all the missions) and I transforme it into a proper coop campaign. The herectic alliances mission 9 is more open than the original mission, now you can attack different enemies instead forming a big bottleneck as the vanilla mission was. Also, one of the herectic alliances mission wasn't suited for 2 humans, so I remove it and instead added a different mission from another campaign (so this is still a 9 mission campaign). I took in consideration that two humasn harverst more, so there are lots of more spice everywhere, both players and enemies. STORY: Well, since online/coop games doesn't have any sort of briefing and I don't want to add extra .txt files to read for every mission; the generic story goes on how the Ixians started to conquer Dune, and they all already defeated several strong Houses on their path. It's up to the last 2 sides that can still hold to pushing back the Ixian invasion into their own capital and defeat every one of them. CAMPAIGN: This campaign just reuse most of the events, like reinforcements, spanws and so on, but several parts have been oversimplified as they don't made sense for the coop. However; I altered multiple things, mostly on the terrain so the 2º player (or even both at the same time) has enough room to deploy a full base. This is a comparison: vanilla mission -- Coop version Same map and terrain but bigger, also there are much more spice so two humans can still get money in the long run. Enemy ais also get bigger mine field to harverst. About the objetive of every mission, there will be a message appearing at the very beggining of the mission that will write "destroy the Ixian base" or "protect the Smugglers". There is no really other objetives than either destroy the enemy or defending your ally (or both), avoiding specific objetives or goals. Even for secondary objetives such as "build the starport to get extra deliveries", instead writing them off, the player that gets those units for free will beging the mission with the Starport already placed on the map. This also makes this mission not set up in a mirror match up, as most of the time (but no always) the player 1 will start with the CY and several units, while the player 2 may start with certain structures there, and probably much less units or even with a lower amount of credits than the other player but, in return, it gets those free units later in the game. The enemy Ai values are very similar on what the enemy used to have in the vanilla campaign, although considering that there is a second human player (more usefull than an AI) I made the enemy to increase their speed production after all/most the enemy drops are done. HOW TO SET UP GAMES: I tried to be as simple as possible, and as clear as possible, so I don't want to bring a ultra-high explanation or plenty of screenshots to set up every mission. Instead, the name of the maps will tell you exactly what kind of IAS you are to face. Like this: Ixian Invasion 1 [Coop 2P] (Easy) Vs 1 Ixian This means that on your lobby, you need to set up 1 enemy AI that will be "Atreides" and will wear the light-brown color. Or this: Ixian Invasion 4 [Coop 2P] (Easy) AND Smugglers Vs 3 Ixian This means that after the 2 players, you need to place 1 Ai that plays as Ordos wearing the dark brown-smuggler color, and then 3 more Ais, all of them being Atreides and wearing the light-brown color. <-- It is important that the "smugglers" are before the "ixians", because you will have a 3º ally on a couple of missions. If you are wondering about what the players should chooose... There are no restriccions! Players can play as Atreides, Harkonnen or Ordos with no limitation. The only thing that it is "banned" is the use of the dark-brown, reserved for the smugglers and the light-brown, destined for the Ixians. It's suggested that people use canon colors (Atreides blue, Harkonnen red) and always the same houses just to feel like you are indeed playing a campaign that last for multiple missions; but you can use your imagination and pretend that Atreides and Harkonnen do an desesperate alliance just to defeat the Ixians... or you both can play as Atreides in blue and Atreides in grey (Fremen); or Harkonnen red and purple (imperials) or as Ordos in Green and Yellow (mercs) and pretend that you are the only alliance that has been not defeated yet by the Ixian assault. The reinforcements the player will get, and even the initial units may vary depending on what the player choose: So if a player with a free-loop delivery pick Atreides, you will get 2 Atreides Combat tanks, 1 missile tank and 2 Trikes; But if the same played chose Ordos, then you will get 3 Ordos Combat tanks and 2 Raiders instead. <--- 3 reinforcements are scripted, player will get only one of them based on which version of the CY you started playing as. As an extra note: Ordos always get a slighly early advantage over the other 2 houses. It could be some extra initial units, or a few raiders instead light infantry, or even 500 more initial credits. Nothing crazy, just a small early advantage. OTHER OPTIONS TO SET UP: things like "tech - credits - units" it doesn't matter, the .ini will give every player their thing; sometimes the first player will start with 6000 credits while the second player with 4500 (because it has some structures already there). You need to activate sandworms or else it won't appear even if I tried to forced them into the game. there is only 1 sandworm per map, so nothing crazy. I suggest to keep active the turrets, even if for challenge purposes you don't want to use them; at least gave the AI the option to rebuild them. EASY AND HARD DIFFERENCES: Two difficulties have been added, one intended for people that simply want to play this coop campaign with a friend for fun, and the other for more skilled players. Easy: The missions are pretty much the same as the originals. The enemy Ai values are roughly the same as they had (or a bit slower-faster); after all the enemy carryalls have stopped dropping units, these ais will increase their speed production. Anything else is the same. Hard: Enemy Ai has be altered to build really fast on most of the situations. Enemy reinforcements or deliveries may be bigger, or may have extra units and/or turrets around the base even for maps where the tech is not enough to build turrets. Sometimes the ais have more factories or an extra CY; it depends on the map itself FINAL NOTE: I didn't play this on coop with anybody, although I checked as much as I could, and I ran small personal tests checking if the player gets the proper version of the combat tank based on the CY/starport or whatever script. So if there is any big error send me the report; I check every mission like 10 times (and everytime I fixed something that it was wrong). However, I don't fully understand how the online-thing goes; so I don't know exactly what will happen with the smugglers, although for the most part they are only a small ally but they still get use of the "enemy build faster on the hard version" and things like that. FILES: Coop Campaign Ixian Invasion Easy & Hard.rar Both difficulties are added to the zip. All share the same name but "easy/hard"
  7. Using the full strengh of the new Feda's version of the launcher, I am here releasing my lastest Campaign. Coalition of Nobles. a long campaign with a good mix of many vs many battles, fights on your own, different areas (not just Arrakis), commando style missions that last for a while and so on. To properly apply this mod you will need the latest updated launcher, which you can get here. STORY: The Emperor challenge that made the three Major Houses to face each other it's already on the run. Nobody but Atreides, Ordos and Harkonnen will participate, but there is a group of four minor Houses, eager to get power, that think that if the four of them join forces they have a chance to defeat the big Houses. Because of this it is born a coalition of 4 Nobles hoping that they can defeat the superior technology of their enemies with they bigger number in units. Featuring: Lassoki: Nobody has proper info about the style of this House (controlled by the player, so their personality come from the player itself). Considered the leader of the Coalition. Iasi: Specialist on infantry, so it will focus on infantry kind of units like the Light Infantry and the Trooper, but it will produce other units as well. Qaii: Specialist on fast vehicles, so it will center their production on Trikes and Quads, but also producing other units too. Bromeli: Specialist on bombing. It lacks a proper army, but it will use their superior bombing skill to damage enemies on the rear. CAMPAIGN: This is a long campaign, 16 missions, plus one extra mission that it is not canon and has nothing to do with the story. The main idea here it's to have the player fighting alonside other small factions that will often will have lesser tecnology than the enemies. Because of this Tibed was used so this is why you need to use the lastes launcher, as it will change from mission to mission. A couple of missions contain more than 1 version. Those multi-versions are exactly the same but with small alterations. For example, on mission 6 it split on 3 versions. Depending which version you will have as an ally one of the other 3 members of the coalition. Terrain, gameplay, script... it's exactly the same (except the fact that every ally will focus more on some units than in the others). Not the 16 missions will happen on Arrakis, so check any intel regarding the planet's resources or which addition or modification certain units have for this version (and some lore attached to those modifications). THE GOLDEN RULE: People that played my campaigns by now will know that I usually gives drops for the enemy, which means that at any point the enemy (or the player) may see a carryall dropping certain units on the side or even behind your base. For this specific campaign, I applied a rule for myself to not even use that. This means that, with the exception of cutscenes, the Ais won't get extra units to attack the player, the same as the player don't get reinforcements. This also applies to deliveries and so on. The Ais will build their own forces and will use them in battle, but the amount of units they may send to attack may change, sometimes it's because I made them to delay/faster the attacks, or because the Ai may use the starport more in the late game. But the things it's, that nobody gets extra units (except some harvester remplacemente and, again, cutscenes related). SCREENSHOTS: Lassoki (player) paired together with their ally, the Qaii. The Iasi attacking with a bigger amount of infantry kind of units withouth negleting other units. Playing as Iasi on Draconis IV. Playing as Qaii on Caladan. Playing as Bromeli on Giedi Prime. The four Members of the Coalition striking together for a big combined attack. BONUS MISSION: This extra mission, the 17º mission, it is just a bonus mission non related to the story. It is a tribute to those old campaigns and authors that did maps back in then when no much info was there, so the mission itself it's simple in terms of the terrain, and even use a generic AI instead a one well though one. It has pseudorandom bases for the Ais (I clicked almost a random and whatever place the buildings were placed they stayed there). Everybody gets deliveries for free from time to time and your allies will build all the units equally (but those deliveries will give the speciality of each House). The golden Rule it's gone for this map. Also I added a few things that will separated this make from the old works, the briefing will say what I changed. Overall, this is a chaotic mission where at any moment the player or the allies can be the focus, or even the enemy can have problems to hold depending on who attacks who. FILE: Coalition of Nobles.rar Mission 12 Update: mission 12 update.rar<-- It was no point on doing the secondary objetives unless you could do the five of them, as the reward for doign all was making the main goal much more easy. However, doing some of them on their own was almost a waste of resources, with a better plan to just wait until having a big army to do all at once. With this update, players are rewarded with a free harvester and a few light vehicles every secondary objetive is done. Also, now every tile of ore is "thick", so it is more easy to track which areas containing ore are bigger han others, based on number of tiles and not if these pieces of ore could be harvest for shorter or longer; this also increase the overall amount of ore in the map, more in the area around the player which is the place that it is needed the most. Mission 13 Update: mission 13 update.rar <-- It seems that expecting people to scout with the saboteurs was a bit harsh, plus the location of the outpots don't seems as obvious as I though they were. This update now makes the first objetive easier by revealing the area around the outposts and all the wall-turrets, so now it's only about planning a path and not being spotted. Also now, after the destruction of the Outposts are achieve, a few more area will be revealed, making much more easy for players to use the airstrike and the Death Hand (when available) to strike something withouth aiming at the fog of war and hoping to hit something. Coalition of nobles bonus update.rar <-- Small fix; the Qaii weren't producing the modified version of the Raider, and they were getting regular Raiders as reinforcements (Deliveries were given the correct version). Update: (january 2021) The campaign has been updated. Among the changes, now the missions will appear in the proper order from 01 to 15 on the launcher and not having the double digit ones in bewteen the others. Also the name of the missions are going to be in english. About the missions, more or less the update are small changes, some wrong tiles here and there, and a bit more of information on some briefings to clarify certain things, plus other small fixes like more initial money for the Ai and other tiny things not worthy to mention. *Mission 6 (all 3 versions): besides other small changes, the most important now is that the Harkonnen base that was in the middle of the map no longer will begin the fight as neutral towar the player and no longer will attack the Atreides. Now, instead, it is going to be more passive, buildings units much more slowly until the time limit it's reached OR if the player lost a unit; in any of these cases the Ai will build exactly as it was in the previous version. Also, the Sandworm now enter the game much later, but now there are 3 of them instead of only 1 (for Mission 6c, only 2 sandworms will appear). *For Missions 12 and 13, which you ne ed to destroy the Outpost and protect an engineer for a few seconds, random debris and the infantry that spawned from the building destroyed could kill the engineer too quickly even if you had units nearby. Now these engineers (only for these two levels) will have more armor. They can take 2 Siege tanks bullets and still survive, so now you won't loose the mission due the random debris/infantry (you still need to protect him as they still will get killed if they are on their own). SCRAPPED MAP: Coalicion nobles scrapped map.rar This is a scrapped version from the final mission. I was doing the mission in a way until I realize that I didn't like how it was going. Instead having 4 houses figthing toghether having your 3 allies helping (even if they are not the strongest ally ever), I turned the mission into "who is stronger, the enemy or the player" with the allies being just there, 100% useless. So, this scrapped mission it's harder than the original, but also not the concept I was looking for. The mission it's the same as the mission 16, but you will face a much stronger enemy while the player have access to tons of spice to compensate. I left behind this mission for those who want's to play a harder version of mission 16, but otherwise ignore it. I name this mission so it will be at the bottom of the campaign, so play it the last. HOW TO INSTALL: First of all, get the newest version of Feda's Launcher on the post here. It is possible to manually copy files but you may need to do it per every mission, so it is not recommended. Also, if you are not using that version, you won't see the custom colors used (unless, again, you manually copy certain files depending on the missions; so just use the launcher). -CustomCampaignData: move this folder into the main root of your game. You should look at several .exe files (like dune2000.exe, missionlauncher.exe...) in the same place as CustomCampaignData folder is. -Missions: the mission on the inside (.map/.ini/.mis) needs to be placed into the same folder called "missions", it will be in the path "data/missions" but if you have the missions outside "data" then move them; just move them in the same folder you have any other missions stored. -data\Ui_data: move this files into the same path in order to be able to play the game. only one file should be promted to overwritte which you can say "no". Not all the text.uibs are going to be use as I included the spanish version too, so it is possible to left out all the files that contain "ESP" or "SPA" out. -Tilesets included but have to be applied manually too; if you are prompted to overwritte you can do it; these are the most updated versions of those tilesets. If any mission triggers a problem report to me, I could be done a mistake at any point. The custom color on the icon bars (wine color on the top and right sides) will only appear if you are playing in vanilla res, 800x600 or 1024x768; any other resolution bigger than that and the game will use the original color.
  8. Again, I am here to present a new campaign. Yet another Butlerian Jihad related campaign that form a trilogy and goes the final chapter of the whole story... or maybe not. As the last time, it's highly recommended to play both the Original Butlerian Jihad and the sequel BJ: War Machines to fully understand all the events of the game. Like those two campaigns, here you will play as the main trio of houses depending of the maps, indicated on the top of the briefing, so you will always know which faction you are playing. Backstory (spoilers from the two first campaigns). On the original Butlerian Jihad Campaign, the three main houses were using an artificial intelligence to help them to manage a big scale war. The Emperor used his power to turn all those units controled by an A.I. against their masters. Atreides, Ordos and Harkonnen joined forces to defeat the Emperor, making the A.I. to not have an owner anymore. Even withouth an onwer, the A.I. still follow a basic programming code: Defeat all the houses. They were much more predictable and easy to defeat, but each day their numbers grown, and not even the superior human tactics could deal with a such disadvantage in numbers. Atreides, Ordos and Harkonnen join once again to disable once for all the A.I. by shuting down the main sever where the code it's stored. Story The A.I. are no longer a threat. Unmanned vehicles/Cyborgs have a "auto-target" lock on to target any enemy vehicle that approach, but their factories are disabled, they cannot expand, build or attack anybody. Are easy prey for the three factions that simply conquer as many land as they can before restarting the war for Arrakis once again. However, the Ordos take advantage of no interventions from the other houses to try to develop a new an improved A.I. one that requires much more testing to be sure that the story doesn't repeat again. To make things worse. Ixians and Mercenaries are interested on the adquisition of those kind of vehicles. They want to make use of any sort of an A.I., they want to simply sell as scrap those Unmanned vehicles or they have other intentions? Atreides and Harkonnen, after the two wars, are totally against any kind of A.I. Can these two discover what the Ordos are planning and what it's the reason about Ixian and Mercenaries having those kind of vehicles in their armies? GameplayFor this final campaign I tried to present the A.I. as it is: a finished "enemy". Because of that, some maps will show Machines buildings that are that "for show", withouth producing units or anything. Of course, other factions may want those building for themselves. But, at the same time, vechiles both unmanned and with an A.I. will strengh the attacks of defenses of whatever faction tries to use them, being enemy or ally. Screenshots Mercenaries reinforce their defenses thanks to unmanned vehicles Ixians protect a Machines base to avoid the Atreides to raze it. The Ordos activate one A.I. To help them against an enemy ambush. New tactical map on the spoiler, don't open if you didn't played the previous BJ: War Machines (New Tactical maps included) FILE: Butlerian Jihad Zone Zero.rar File includes the single mission: The end of the Butlerian Jihad. Updated with a new file name and now appearing at the bottom, after the main "Zone Zero" campaign on the Harkonnen side, completing the campaign. 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.
  9. We are approaching the Christmas time; well, there are still days before it comes, but so in this mini campaign too. Using The Snowdy tileset; I create a small mini campaign that only last for 4 missions; overall short, but I tried to do a few new things here, so here it is: "A Christmas Tale": an overall short and easy campaign, although takes some time for players to adapt to the limited resources and the narrow layout of the maps. STORY: Christmas time it's approaching. There are still some days before the time it's up, so Santa Claus it's just waiting on his house while the rest of the village, populated by elfs, are enjoying their happy lifes. Unfortunatelly, some stranger coming from outside the planet "Earth" decided to appear in a belic way. Those foreigners attacked and destroyed Santa's workshop. Since it wasn't the right day yet that place was empty, so there are no casualties. However, those hostiles army vehicles now have the village as their new target. The Elfs have drawn their weapons and will try to fight back. Will Christmas be celebrated this year? GAMEPLAY: The mini campaign it's composed of 4 missions, player will take control of a different side depending of the map; each one with a different idea in mind to make every mission unique from the others. On this campaign you won't use the classic spice but the gems from the snowdy tileset; these gems worth more money. 1000 credits per harvester instead 700 and, since you can build on almost anyplace, the player it's guarantee a very fast pace at the beggining of the map. However, these gems won't reappear once they have been harvested. Don't focus your mining operations on one place but spread your refineries to get the most amount of money quickly. Since a full harvester gives more money than usual and since you can build the refineries 1 tile away from the mining area, the money will increase really fast, so be carefull with the amount of refineries you place. Assuming you play on the normal difficulty, 2 refineries (and no extra harvesters) are enough to keep building "trooper + combat tank" constantly and still increasing your amount of credits (but again, the gems won't last forever). Last; navigating the map may be a bit hard, so don't use huge armies while trying to face the enemy. This also goes into the player favor, once you see an AI that double your units being defeated easily because the configuration of the map will make the AI to split his units. Use this info to win maps more easily. MISSIONS: *Mission 1: Playing as the Elfs, you need to survive the map from those army vehicles that threaten the village. Player it's given plenty of Elfs (Fremen) to help on this task, but be carefull with the superior weaponry of the enemy. *Mission 2: Playing as Atreides, a base vs base kind of map. Deploy your MCV, build a base, protect Santa Claus's village and destroy the enemy base. *Mission 3: Playing as Ordos, you need to deploy a new base, protect from the enemy attacks but, this time, your objetive it's not destroying the enemy base, but a smaller task: Capturing the village. *Mission 4: Playing as the Elfs; you will face a big puzzle map. No base, no resources, only a fortnight of vehicles available to go to different islands and reach the final destination of those islands, using a type of vehicle per island; go with the wrong vehicle and the unit will be inefficient, suffering too much damage, or that unit simply can't go that road without dieing. SCREENSHOTS: Elfs protecting themselves against some belic enemies. Atreides deploy a base, taking some gems to increase his economy. 1 Puzzle. 5 Islands. Can you solve it? <--- the text.uib included here it's for the english version, so don't worry, all the names and briefings are in english. FILE: A Christmas Tale.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.
  10. 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 on your own. Lady Elara will provide with their personal army to help you in the main task, if necesary. SCREENSHOTS: FILE: The Emperors Plan.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).
  11. UPDATE: NEW DUNE 2 TILESET AVAILABLE. (9/10/2019) I created a new tileset taken directly from the Dune 2 game (you can see here); I use it to translate this campaign to use the dune 2 tileset instead. The campaign it's exactly the same (except now should be a bit more room to place buildings due a specific tile now being buildable), but the campaign doesn't change at all. Check the link and other additions about the campaign at the bottom of this post. Back in time I created a campaign based in the Dune 2 game, but until now I didn’t update it. Today I can release the campaign again, not only update to work with the mission launcher, but also a good amount of changes on the AI to balance the game: More stable, improved and more fun to play (and harder). Later I will detail some of the main changes regarding the old version. Features: - Type of terrain based on the original Dune 2: Wide areas to move and attack, no rifts, mostly rock, sand, spice and dunes. - Spice limited; no blooms or way to get more money once all has been depleted. - Starting money, initial units, reinforcements and the configuration of the enemy base is heavily based in the original maps from Dune 2. - Briefing and advices extracted directly from Dune 2. - Voice and text “Enemy units approaching!” will warn players when an enemy carryall drops units around the base. - Overall is more easy with the Atreides and more harder with the Ordos. - The tech tree and weaponry is still the one from the Dune 2000 game: Troopers for Atreides, Trikes for Harkonnen... Basic tips: - If you are not used to the game, play the full campaign on easy (cost of units/building reduced and enemy reinforcements will be the same as the original Dune 2). Also, Atreides is the more easy of the three. - Defense yourself using gun turrets at the beginning (later rocket turrets may be added). - In advance missions don’t attack the enemy base from the front. The sides are always less protected and require less units/effort to do the most damage. -Don't over harvest. Build silos and/or stop harversters if you haverst more than needed. Main changes from the old version: - Sandworm presented in almost all missions. - No more AI not building certain type of unit because wrong proportions. - Missions where the AI don’t have light factory, the production of heavy tanks will be reduced. - New behaviour to the AI in mission 2: Passive until the player confronts it. - Improved AI (all missions): First and subsequent attacks are more efficient/stronger. - Adaptive AI: The more enemies are present, the production of units is reduced and the time between attacks is delayed. - A new mission 7 in the Atreides Campaign (last one has lots of problem due the way Dune 2000 works). - All the reinforcements now appear 25% faster. - New voice line of dialogue “Enemy units approaching!” said by the mentat. - Both text and voice “Enemy units approaching!” now appears when the carryall is dropping the units instead when the carryall enter the scenario. - Initial defensive units given to the AI. - More "guard area" units around the enemy base (most in the front). - Carryalls no longer pick up vehicles for short travels. - In missions with 2 AI sharing the same area (2 enemies together) have the same proportion of units patrolling as if they were only one. - AI don't build faster under attack (same pace whether it is attacked or not). - Starport removed from the AI bases. - Mission 9 reinforcement now loops in intervals. No longer the first enemy drop will repeat over and over due the short timer. - More initial money to the player and less to the Atreides in the mission 9 of the Ordos campaign. Also an extra mine field of spice in the enemy base (the mission is still more harder than Atreides/Harkonnen version). Final Update: - Enemy attacks now are 100% fixed (not random). * Now the enemy attack it's guaranteed to happen after the enemy carryall drop. - When two Ai's share the same side (for example, two Harkonnen bases) they attack together. * The weakest Ai's of the two now starts without any money. - When facing more than one faction, their time to attack depends on when the carryall from his side appears. - Some enemy drops have been moved. Images here: Download the three campaigns here: Dune 2 Campaign Classic and Retro.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). CAMPAIGN RETRO STYLE: Here you can find the maps translated to use the dune 2 tileset instead the regular map. The rest of the maps it's unaltered. Matching the original dune 2 colors they have been altered too. This is the new color set: Screenshots in game. Tactical map. Some intel entrances have been slighly altered if it goes agains the dune 2000 changes, like saying that the Siege tank has heavy armor when it is not true in Dune 2000. These intels varies from house to house, as every meant said something different. - Tactical map it's not animated or selectable, it's just for show. Retro version included on the main download zip.
  12. Here I am featuring a new campaign. Butlerian Jihad: War Machines. A straigh sequel to the original Butlerian Jihad. I got inspiration from the War of assasins campaign from Feda (and other maps) to create this campaign, more simple in terms of gameplay (for the most part) but with the inner's not so simple. Anyway; it is highly recommended to play the original Butlerian Jihad first to get all the story. If you didn't play it, the next lines will get spoilers, although you don't really need to get too much into the story to understand what it is going on. In the case you already play it, if it was before August 2018 could be desirable to play it again, because I changed a few things on that map, I made the plot with a bit of more sense and the new enemy, instead just using Ixian/Sandworm colors (Atreides buildings and units) and give them Harkonnen and Ordos units via reinforcements/deliveries, now that new enemy will make use of buildings from any house, which gives more variety and makes more sense with the overall idea. Also that new enemy make use of an specific color (no Ix/sandworm) that will reappear here. Of course, the player will play with the three Houses during different maps, indicated on the briefing to know which faction you are playing with. Also I took inspiration from the War of Assasins from Feda to make a few of "triple threat" missions. Maps with more than two sides that may fight each other and/or against the player too. Backstory (spoilers from the first campaign). At the end of the Butlerian Jihad, the three main Houses joined to defeat the Emperor and his vast army of machines (Machine = any vehicle unmanned; controlled by an A.I.). With the defeat of the Emperor, the A.I. were not controlled by anyone and become easy to defeat. The Harkonnen saw this as a chance to conquer all Dune by figthing their former allies. Story The powerfull Harkonnen have defeated everybody. Now only remains some A.I. vehicles without any mastermind behind. Because of that now are more easy to defeat but also more unpredictable since they don't apply human logic while figthing. The Harkonnen are powerfull enough to deal with these enemies but... are the Machines really finished or the Harkonnen are underestimating the Machines numbers? Atreides and Ordos are barely alive, can these two recover his strengh? Gameplay For this campaign I decided to make the maps more simple in terms of "what to do". Don't expect overcomplicated task. The player will start with some kind of base and face the enemy or enemies bases, as simple as that; although I tried to make enough variety in the way the maps are present, but overall you expand your base, build an army and defeat the enemy/es. Instead overcomplicated task/jobs to do; this time I tried a new concept: Randomized drops. Although it's not exactly total random, I scripted the maps to trigger a good amoung of the enemy early reinforcements (that drop around your base) to trigger in different spots per play. This means that in you first walkthrough that first 5 Quads that were dropped to your right, the next time you play they may drop to your left, or down, or... The timer when the enemy drops happens and the amount of units it's always the same, but the position where they land it is not. subsequent drops are independent and also randomized. This is like spoiling my own campaign; but I made a map where the player share his control with the AI, literally. Your units will be in control of the inner AI of the game, so there are a few special rules (explained on the briefing) that will be applied on that specific map. The most important: you can only move your units 1 by 1. The player will struggle with the inner AI of the game to beat this map, since some times your units will do things on their own. Theme For the campaign I tried to keep the main points: 1 - Harkonnen are strong. Because of that their maps usually start with plenty of units and resources. But be carefull, the Harkonnen are attacking the most dangerous areas first, so you may expect enemies being more aggresive too. 2 - Atreides and Ordos are almost wipe out. Their early maps are about "recovering", but later will need a plan to defeat the Machines, since they don't have the strengh to face the enemy as the Harkonnen can. 3 - Nobody has control over the A.I., but the program is still running with a task "defeating the Three great Houses", code implemented by the Emperor. The Machines are very numerous, not very efficient and unpreditable. The inner AI (gameplay-wise) behaviour of the Machines it's not going to act the way the player expects from the more traditional maps. The Machines will do something that Atr-Har-Ordos units won't do and viceversa. Any casual player won't get too much the third point, since it is not used to the game, but people that play regularly will encounter how sometimes the AI (again, only against the Machines) don't act the same in specific situations as one may expect. Screenshots New tactical map on the spoiler, don't open if you didn't played the previous Butlerian Jihad (New Tactical maps included) FILE: Butlerian Jihad War Machines.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.
  13. STORY: The Campaing is about how the Atreides, Harkonnen and Ordos are in their usual fight against each other to conquer Arrakis, but suddenly all the three houses are getting trouble when the IA that manage the mechanized vehicles starts to act agains their masters. At first neither of the three houses know what is happening, but later they will discover (every house in their own way) what is the problem; forcing them to join forces when the machines turns out to be too much out of control. In this campaing your will playing with Atreides, Harkonnen and Ordos, alternating bewteen missions; the briefing will say clearly what House is the one you are going to play with. THEME: The campaign it's based on Frank's Herbert Idea from a past war against machines called "Butlerian Jihad"; It has nothing to do with any book, except the very first and the briefly mention done in the very first book. When the player face enemies being controlled by "the machines" they all wear the same color while still being able to produce multiple kind of units from the factories and not using external reinforcements nor loops. SCREENSHOT: (New Tactical maps included) FILE: Butlerian Jihad.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.
  14. 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.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).
  15. 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 where the player control the Tleilaxu. PLOT: 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. THE FINAL BATTLE: The single map "Tleilaxu Plague" it's the true final battle from the Tleilaxu, since that mission and this campaign are connected, but you are not suppose to play the single map to continue (as it even appears on another faction menu). After the end of the campaign, being the Tleilaxu a force that nobody seems to be able to stop, the single missions happens with a last chance of imperials to finally destroy the Tleilaxu threat. You can play the true final battle downloading the mission from HERE. THEME: The general theme of this campaign it's about the Tleilaxu having big armies formed by Gholas, which are any human dead and being resurrected by the Tleilaxu. During most of the campaign, the player it's not going to simply train infantry or trooper, but getting groups of them generated from an Axlotl Tank (Barracks in game). This means that, even if the player just focus on producing tanks, you will still have a decent group of troopers that you can use for any purpose. IMAGES: FILE: Tleilaxu.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).
  16. 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. Download here: Frank Herbert.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).
  17. STORY: The big Houses had paid to the spacing guild in order to use their services, like transporting units from their own planets into Arrakis. However, some time already passed and a few of these factions still have pending payments. The Spacing guild will go into Arrakis and will make them to paid by force, if necesary. The Spacing Guild it's not allowed to deploy their own Construction Yard, but they will make use of their upgrade starport (and bending a bit the rules) in order to achieve their two goals... they are not ready to show you which are their second objetive... yet. THEME: For this Spacing Guild campaign I tried to make something unique with the Starport and, in general, with the rules of the game. Instead simply giving the player deliveries for free I wanted to do it in a more active way. This means that in some maps the frigate will arrive much more faster when doing an order, making the prizes to fluctuate more often or even increasing the stocks quickly so the player, as long as have money, can keep doing orders and having big armies with the starport. Because the story, half of the campaign you won't deploy a Construction Yard but instead using a pre-established base; however, once the second part of the story it's set into motion, the player will have access to a traditional base and, at the same time, other well know rules are going to be altered. POSIBBLE ERRORS: Due the kind of Index I used for represent the Spacing Guild, game can show an error after finishing a mission. This doesn't affect the gameplay at all, simply move on into the next mission. The error, if it appears, will show up after the mission succesfull. SCREENSHOTS: FILE: Spacing Guild.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).
  18. Campaign first released in 2014 on another post and updated several times during the next years, this is one of my earliest creations. STORY: The story starts at the finish of the Atreides Dune 2 campaign. On that final battle, The Emperor wanted to stop the Atreides by joining forces witht he Harkonnen and Ordos, but that wasn't enough. The Duke and the Fremen destroyed both Harkonnen and Ordos, now only remains the few last emperor buildings. But the Emperor refuse to simply die; so it will evacuate the area, recuperate for the massive casualties and fight back once again against the Atreides. THEME: This campaign will start with a very low tech, increasing just a bit per mission. The Emperor was almost defeated on the first map, so it is really weak at that point. Player will make use of the same weapons that in the original Dune 2: Sardaukar and heavy vehicles. That's why the light factory it's not available. Atreides are going to be the main enemy during the campaign, but the player will fight with another factions from time to time. Sardaukar are the first unit available to produce from the Barracks, so it is recommended to use it to have a decent defence until the player has enough tanks, and even then, Sardaukar can bring protection for your tanks from enemy troopers. Later the Imperial Palace will bring 2 extra units from your defeated allies. CHANGES WITH TIBED: To bring differences with previous works and because back in time there were some game breaking bugs, I altered with Tibed some things. The file include a .txt file listing all the modifications, but here there are the main ones: *The Light Factory and the Repair Pad cannot be builded. *Sardaukar available from the barracks as the only military unit you can train (not counting engineers). *Imperial Palace available: when produced, Both Harkonnen Devastator and Ordos Saboteur will become available. No changes on health, damage, speed... were done; more information on the notes.txt included. IMAGEN HERE: FILE: The Emperor Returns.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). This only works if the 1.2 mission launcher version it's used.
  19. I am here again to bring a new campaign to the table. This time is one base on the Ordos where Atreides and Harkonnen are going to be the main enemies, combining with a different type of maps and tactics which the Ordos need to use to win the scenarios. In general every map has an unique type of battle. From giving protection to a Mercenary convoy, giving money to the mercs so they don't die, a couple of 2 vs 2 battles where the composition of the map makes those two levels be played differently, and even a mission using the deviators to steal the enemy harversters so the player can get money quickly, and then using those deviators to... secret. Also, Atreides and Harkonnen are mortal enemies, so I wanted to make a final level with a triple threat. Atreides Vs Harkonnen Vs Ordos. Of course the AI tends to focus the player the most, but is possible to see both attacking each other, some of what the player can take advantage of to attack a weakened enemy. Here some screens: File: Ordos Tactics.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).
  20. STORY: This campaign simply use the basic story of conquering Dune but with the adition of the Ixian faction in control by the player with some presence of Tleilaxu into the game. However, the landscape will drastically change when a new rule it's implemented; this rules forbid to anybody to use their heavy armory to crush infantry, this means that any side will make use of any anti-infantry weaponry to stop waves of enemy troopers or even infantry, since now they can kill easily some of the most expensive vehicles. THEME: The Ixians were always about amazing researches of technology; so the player it's going to be given the tech advance from the most part of the game. Build tanks when others can only attack with quads and you will feel the difference in power of both sides... or mass produce troopers to destroy any enemy vehicle that try to launch at you before the siege tank appears on the game. Ixian has a so high technolgy, that they will skip completely the production of light vehicles and light factories in exchange for a new Ixian Factory, capable of producing much more stronger tanks. Player will notice the advantages of being given units that the enemy AI can't produce yet. ALTERING WITH TIBED: All the detalied info about the modified Tech tree is on a ".txt" note, but as a summary, I can tell you a few alterations: - 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. ; use your Infantry, Siege tanks or Sonic Tanks to kill troopers more easily. Player can also abuse this by training infantry and killing enemy missile tanks easily. - The Atreides still have the regular Light factory and original Atreides Combat Tank, so they behave like normal. TEXT.UIB 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. IMAGES: FILE: IX Masters of Technology.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.
  21. Story: The Fremen are inhabitants of a cruel desert planet called Arrakis, living a "peaciful" life until one day, because the greed of Harkonnen, raze a group of Fremen families without any remorse, forcing the Fremen to start retaliation against that group that killed their people. Water for water. THEME: The Fremen are people that lacks the knowledge of techonoly compared to any major or even minor Houses. However, due the cruel nature of Arrakis, the Fremen become the strongers warrios in the universe. With this in mind, my purpose was to make missions that are not about building a base, harvesting spice or producing tanks; instead, the player will be given a certain amount of Fremen and do missions against the Harkonnen using their combat and ambushing skills. Since you won't build a base the missions are not going to last long, but the player will need to use the power of the desert if they want to overcome enemies that use that such advance weaponry. SCREENSHOTS: FILE: Fremen Warriors.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).
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