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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.rar How to install: Copy/move the files from the "mission" Folder into the "mission" folder on your Dune2000\gruntmod. Coping "tiledata.bin" into "\data\bin" is totally necessary (skip this step if you already did it to any other campaign). Readme.txt included with all the information needed. If you have already done this with other campaigns then only the files from the "mission" folder are needed. 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. Campaigns transformed available at the bottom of the post: :includes the missions, tileset... Campaign updated: edges and corners are now buildable, giving more room to deploy a base. Rest of the campaign unchanged. This includes: *BLOXRETR.R16 - the tileset, copy into the "data" folder on the game. *DATA.R16 - With this file the crates (that appear while shooting on the ground) will be the ones at dune 2, instead the default from dune 2000; overwritting with this file will altered your game forever. *BLOXRETR.ini - For modders only, not needed to play the campaigns. *COLOUR.BIN - Colors for the factions based on the dune 2 game. Overwritting with this file will altered your game forever. *Maps and missions with altered name - you can have both versions into your game. *Back ups - Multiple back ups with the original files to revert to the original state after ending the campaigns. EDIT: JULY/2020 With the creation of the new version of the mission launcher by Feda, now this can be loaded more easily by using my custom stuff, like having different crates, altering the tech of the player/enemy, and all kind of things that previosly required to being overwritten manually. With the new version of that said launcher that's not needed anymore, if you have well placed the next pair of files. One contain the custom stuff used for this specific work, and the other the new .ini that can make that custom stuff to be loading it. Download files here: missions and updated ini.rar CustomCampaignData.rar How to install: -CustomCampaignData: un zip this rar and move it into the root of the game, which means a folder called "CustomCampaignData" has to share the same folder as "Dune2000.exe" and "Missionlauncher.exe" are stored. -Missions and update ini: Due lack of room to have both things, I removed the previous download; now you need to copy all the maps, mis and ini (and using the updated versions included in the rar) plus the Custom Campaign data in order to have all together and working (if not, you have to move the files manually on your own from the CustomCampaignData folder and ignore the folder itself. - These two things only work together with the new version MissionLauncher released in this 2020 year, but they are still compatible with an early version, although if that's the case you have to do all the changes needed manually. It is included custom color, the retro version of the tileset and entrances extractred from the dune 2 game as well as the tactical map, as show like here: 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.
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: And Here the files: Updated 01/12 - new udpated 08/12 - fixed a wrong reinforcement = less units than expected. Ordos Tactics.zip
Download link: https://drive.google.com/folderview?id=0B2vavbKPhjU9RFI0d0xhT3hRdUE Hello. After playing many Dune Dynasty campaigns, I created one by myself. I know, it's not a big deal as it's pretty easy to create new scenarios in Dune 2, but maybe somebody (just as me) already has played all popular mods and wants some more. Also, maybe it can encourage somebody to create his own campaigns for DD. Dune Dynasty is amazing Open Dune-based 'ultimate' edition of Dune 2 by dynasty: http://forum.dune2k.com/topic/24316-dune-dynasty/ If you don't know how to add custom campaigns in Dune Dynasty: just create folder 'dune rush' (or any other name) in 'campaign' folder of Dune Dynasty and copy my scenario1.pak, meta.ini, profile.ini and house.ini here (for engrish briefings you should also add textf.eng,textm.eng and texts.eng here). After that, run Dune Dynasty and click subtitle string on title screen (usually 'Building of a Dinasty'). I used Dune 2 Scenario Editor (http://oscomp.hu/?details/147) and DuneMaps (http://dunemaps.sourceforge.net/) , also Dune 2 PAK for packing (http://oscomp.hu/?details/604). Thank TCH and Segra for their tools. And of course, thank dynasty for such great enhanced fork of OD and original OD guys. Dune Rush is my first attempt in Dune 2 modding. It is a Mercenary Campaign with only one scenario for mission (except mission 7, which has 2 of them). It's heavy based on repeated reinforcements (this functionality absents in original Dune 2). This campaign is quite hard, but I tested and cleared every scenario. Don't forget, you can start from any mission in Dune Dynasty. UPDATE: Sardaukar campaign was added. 11 scenarios (levels 4 and 8 have two choices). UPDATE: Fremen campaign was added. It has 10 scenarios (lvl 8 has 2 choices). I used SSTEditor for briefings/advices/victory/defeat messages and MrFibble's Dune 2 eXchanged project files as a donor (original briefing files open in SSTE with an error). Do not hope for great briefings, though, as my English is kind of primitive and contains errors. Changes: