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  1. This is the current work-in-progress version of the Random Map Generator I have been working on. Please keep in mind I am by no means a professional at this so please report any problems you may encounter while running it here in this thread. A link to download it and the uncompiled code are below, Java is required to run it. Simply double click the 'run.bat' file to generate a map. When a map is created, a total of three files are made. A log file, an ini file, and the map file. The log file contains the settings that were used to create the map. The ini file contains the name of the map, for use with the CnCNet launcher included in the GruntMods Edition of Dune 2000. And the map file, of course is the map itself. An optional fourth file, a .mis file, can be made as well. Updated: v170407 D2KMapGen-170407.zip src-170407.zip Heavily reduced the time it takes to save the map and mis file Replaced the settings bellow with the following new settings: 'numberOfSandSpecialsToAdd', 'numberOfRockSpecialsToAdd', 'numberToAdd', 'numberOfSpiceSquares', numberOfDuneSquares', 'numberOfIslandSquares' 'sandSpecialFreq', 'rockSpecialFreq', 'rockFreq', 'spiceFreq', 'duneFreq', 'islandFreq' These new settings are instead now a percentage. Ex. If 'rockFreq' is set to 0.2, then roughly 20% (0.2 * 100) of all blocks on the map will be a rock tile All areas have been properly altered to prevent it from getting stuck due to a value that is too high Improved the GUI Fixed the AI in the mis files being incorrect Partially fixed the placment of the dune edges Altered how the openings in the cliff faces are added, they can now be varied in size Sped up the placing of player spawns somewhat with 'autoSpaceSpawns' enabled, and the placement of spice blooms After a map is completed, the time it took to make it is displayed Prevented cliff faces and rock-to-sand edges from having two identical blocks right next to each other Example of a map made with the default settings: v170322 D2KMapGen-170322.zip src-170322.zip Implemented safe guards to prevent the program from locking up; you may now set the settings as high as you want All 7 original tilesets are now supported Now creates a .mis file to go with the map Added new setting: 'addMis' Setting to true will create a .mis file, false will not Added new setting: 'autoSpaceSpawns' Setting to true will use a new, better method to add the spawn points in a more evenly distributed layout. 'spaceBetweenPoints' is not used under it A 'README.txt' file is included which explains the settings and how to use the generator v170317 D2KMapGen-170317.zip src-170317.zip Added a new system where all you need to do is specify the map dimensions and tileset, and the remaining values will be estimated. Setting 'useSettings' to false will enable this. Added a basic interface which utilizes the above feature. To use it, run the 'runGUI.bat' file. 'Load Defaults' will load the settings last saved and 'Quit and Save Defaults' will save the current settings Picture: Now uses the tileset ini files from Klofkac's Map Editor for the tile info Added new setting: 'numberOfEmptyBlooms' Like how 'numberOfBlooms' would be the start of a spice field that has a spice bloom, 'numberOfEmptyBlooms' is the start of a spice field that does not have one Added new setting: 'addTimeStamp' Setting this to false will disable the time stamp that is added to the end of a map's file name Reorganized the settings file to be more neat Spice blooms are now ensured to be spread across the map more evenly 'Islands' can now become merged with the rock-to-sand openings in the cliff walls Altered the list of rock tiles in use v170311 D2KMapGen-170311.zip src-170311.zip Updated settings file; now uses ini4j to read ini formating Added small patches of rock to the generation Fixed spawns being put on inaccessible rock plains Updated the way extra spawns are added/removed to ensure there are always 8 in total v170304 D2KMapGen-170304.zip src-170304.zip
  2. Well, I keep this post open to all who want to ask questions on Dune 2000 modding and such. Post your questions with numbers.Anyone who knows the answer just tell "to the question no. x the answer is so nd so".I'll post the first one in the next post. I wish everyone to use this post as a FAQ and a place to ask questions.
  3. 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: Updated 06/17/19: *Changes on three missions: *Small changes into mission 2 and 9 *Heavy changes into mission 7, spoiler for more info. FILE: The Emperors Plan.rar 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.
  4. 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 FILE Butlerian Jihad War Machines.rar Extract the file and move it into the "mission" folder, then you use the mission launcher on the "Harkonnen" section of the menu. It is not needed any extra file, but "TILEDATA.bin" in you are playing the vanilla dune 2000 game or you never bother to overwritte this file in the past. This won't mod anything, and I am not sure if gruntmod have it; if you have doubs just copy it. Again, this won't mod anything, will only allow the AI to make use of the Imperial Palace even if it is not an Imperial enemy. Since the Machines don't use infantry/trooper but Sardaukar, not having this building (with the vanilla tiledata.bin that will happen) the enemy you face will not produce Sardaukar, but more vehicles instead, so be sure that you have the file or just overwrite it. As a final warning; this campaign, like the original, can be though to defeat. If you don't have too much experience with the game play it on easy, so you cut out most of the enemy early waves in half. Still, you need to paid attention near your base waiting for a enemy drop. The briefing will warn players in the early levels, but this will happen in any mission with Machines involved. UPDATE: - Mission 3 several changes: AI will send some early attacks, so the player no longer have 10 minutes to prepare everything it wants. map's design slightly altered, now the sandworm will go more often after the player. Starting money adjusted. Other fixes on the diplomacy. - Mission 5: A part of the script was wrong, displaying a message that may or not may match what happens on the game. - Mission 7: One script now trigger on loop. - Mission 9: A warning "enemy coming" was missing; fixed now.
  5. Here's a topic to share your ideas on your House Sets which can be used to inspire other house set makers. Please supply your house Units with stats and battle ratings. Stats for ratings shows it's different counters it's values, calibers it's specialties and terms it's success.
  6. File Name : Datar8sprites.zip File Size : 6.89 Mb File Format : Zip Uploaded On : 11-3-2013 5:30pm @ All : This Sprite Pack contains all of data.r8 contents.... I still haven't found out what does the pics in unknown folder do.... Have fun people..... @ MVI : Add this pack into your D2k Plus website..... Darar8sprites.zip
  7. Make the best Mercenary Combat tank or Mercenary Special tank. All entries are sent to me after you've stated that you'll be entering. Two competitions are available. Enter the first competition and you'll accept defeat and if you enter the second competition and I'll make you the rotation for the full tank if you make it in first, second or third place at the end per month for the year.
  8. Has anyone discovered how to get units to fire while moving? This is perfect for in turret units and special infantry units.
  9. Hola en este póster mostraré mis campañas personalizadas de Dune 2000. Les dejare un link aquí abajo para verlos directamente desde la plataforma YouTube 😁 👉👉👉 Link 👈👈👈
  10. All Complete campaigns, single maps, tools and more. Number of Campaigns = 45 Number of Single Missions = 55 Number of Skirmish Maps = 211 Number of Tools = 14 Color legend: ATR - HAR - ORD - EMP - FRE - SMU - MER - OTHER CAMPAIGNS: *A New House Campaign (9 Missions) - By Cm_Blast *A Secret Plot: Mercenary Campaign (13 Missions) - By Domaithianus *Alliance of Atreides Campaign (12 Missions) - By Dark Wesker *Atreides Campaign Battle for Dune (9 Missions) - By AKaFedaYkin & Iheb96 (rearrange By Cm_Blast) *Butlerian Jihad (9 Missions) - By Cm_Blast *Butlerian Jihad: War Machines (9 Missions) - By Cm_Blast *Dune 2 based campaign (3 Campaigns - 27 Missions) - By Cm_Blast *Emperor Reign (9 Missions) - By Sandworm (rearrange By Cm_Blast) *Glory Awaits Campaigns, AT part (17 missions) - By MattBaker *Glory Awaits Campaign HK part (18 missions) - By Mattbaker *Glory Awaits Campaign- Ordos Part (18 missions) - By Mattbaker *Harkonnen Campaign (WIP) (? Missions) - By Fey *Harkonnen: Reign of Evil Campaign (28 Missions) - By Dark Wesker *Harkonnen Family (9 Missions) - By Cm_Blast *Heretic Alliances (9 Missions) - By Cm_Blast *Heighliner Mini-Campaign (4 Missions) - By Fey *Ixian Campaign – We tech-up Arrakis! (9 Missions) - By FedaYkin *Ixian Campaign: Masters of Technology (9 Missions) - By Cm_Blast *Frank Herbert (15 Missions) - By Cm_Blast *Fremen campaign (+ three bonus missions) (9 + 3 Missions) - By Luminar (rearrange By Cm_Blast) *Fremen Warriors (9 Missions) - By Cm_Blast *Mercenary Campaign – Keep ’em Coming! (9 Missions) - By FedaYkin *Mercenary Campaign: Fall of Emperor (WIP) (? Missions) - By Runtowin *Mercenary Campaign: The Origin of the Mercenaries (9 Missions) - By Cm_Blast *Mercenary Campaign (10 Missions) - By Domaithianus *Mini Campaign: Mercenaries Revenge (3 Missions) - By jbil1989 *Ordos Campaign (9 Missions) - By Magier (rearrange By Cm_Blast) *Ordos Campaign Alternative Missions (16 Missions) - By Domaithianus *Ordos Remake Campaign (20 + 1 Extra Mission) - By Dark Wesker *Ordos's Tactics (9 Missions) - By Cm_Blast *Rise of the Mercenary (unfinished) (2 Missions) - By gruntmod (rearrange By Cm_Blast) *Smugglers Campaign (15 Missions) - By Fey *Smuggler campaign (9 Missions) - By Rick Vorstenbosch (rearrange By Cm_Blast) *Smuggling Operations (9 Missions + 1 bonus mission) - By Cm_Blast *Spacing Guild Campaign (9 Missions) - By Cm_blast *The Antifremen campaing (10 Missions) - By Cm_Blast *The Emperor Returns (9 Missions) - By Cm_blast *The Emperor's Plan (9 missions) - By Cm_Blast *Time Based Smugglers Campaign - Protect Mercenaries! (9 Missions) - By jbil1989 (rearrange By Cm_Blast) *Tleilaxu Campaign (7 Missions) - By Cm_Blast *Ultimate House Ordos (Suspended) (10 Missions) - By Dark Wesker *War of Assassins (3 Campaigns - 27 Missions) - By FedaYkin *War of Assassins Sandstorm expansion (3 Campaigns - 21 Missions) - By FedaYkin SINGLE MISSIONS: *Aerial Nightmare - By Cm_blast *Atreides Single Mission - Secrets, Power, and Children - By Domaithianus *Battle Royal (7 Single Missions) - By Cm_Blast *Changed Dune (3 Single Missions) - By MustaphaTR (rearrange by Cm_Blast). *Dune 2 Genesis (3 Single Missions) - By Cm_Blast *D2k Tower Defense - By Fey *EBFD: Ancient Rivalries - By Cm_Blast *EBFD: Final Assault (3 Single Missions) - By Cm_Blast *Emperor Mission - By Shai-Gel98 (rearrange By Cm_Blast) *Hammerfest mission - By FedaYkin (rearrange By Cm_Blast) *IX: The Technology is ours - By Cm_Blast *Mercenaries: Choose your ally - By Cm_Blast *Mulciber Valley - By MVI (rearrange By Cm_Blast) *New Mercenaries mission - By Galaxy (rearrange By Cm_Blast) *No More Spice - By Cm_Blast *Original Ordos missions without reinforcemens & Mercenaries (12 Single Missions) - By Dark Wesker *Skirmish mission - By FedaYkin (rearrange By Cm_Blast) *Skorocel remakes (3 Single Missions) - By Skorocel (rearrange By Cm_Blast) *Special Skirmish - By Cm_Blast *The Rebellion of Atreides - By Cm_Blast *Tleilaxu Plague - By Cm_Blast SKIRMISH MAPS: *Emperor assasination misión – By aarmaageedoon *Fan Maps (210 Skirmish Maps - Multiple authors) - By Gobalopper TOOLS: *Audio Converter (only compatible with 32 bits O.S.)- By Barnaby Smith *Colour bin editor - By FunkyFr3sh *Dune 2000 Map and Mission Editor v1.2 - By Klofkac *Dune 2000 Map and Mission Editor v1.3 - By Klofkac *D2K+ Toolkit Download - by MVI *Dune 2000 Random Map Generator - By shai *Dune 2000 String Editor & Image Converter - By Siberian_GRemlin *Hex Converter (online web) - By Klofkac *Map Renderer - By MVI *Sound Effect Tool - By MVI *Resource Editor - By D2k Sardaukar *TibEd - Edition of atributes for Units & Buildings - By Koen *Tile Atribute Editor - By Klofkac *Tile Set Editor - By MVI *UI Table Editor - By MVI *User Interface Layout Editor - By MVI MISCELLANEOUS: *CnCNet 5 (supports Dune 2000) - By FunkyFr3sh *D2K AI Manual - By Fey & Cm_Blast *D2Kplus.com (Tools, Missions mods and Campaigns mods) - By gruntlord6. *DUNE 2000: GRUNTMODS EDITION (Full game compatible with W7/10, new tracks and more) - By Gruntmods *Dune 2000 1.06p - Game patching (bug fixes, new features) - By FunkyFr3sh *Dune 2000 multi languagepack + online - By Dato *Dune 2000 Patches, sountrack, trainers and more - By Gobalopper. *Dune 2000 Portuguese - Full game - By Dato *Dune 2000 random music player patch - By Dato *Dune 2000 V 3.5 - Full game portable (4 New Campaigns - 46 Missions + 9 Test Missions) - By Luisito EB *Heighliner tileset - By Fey *Installing Dune 2000 from CD and bring up-to-date - By D2k Sardaukar *Mission Launcher (95+ extra missions) - By FunkyFr3sh *Mission Select (For Dune 2000) - By D2k Sardaukar *Set of Vanilla AIs (Raw files) - By Cm_Blast *Tutorial: Dune 2000 AI Editor - Main overview of the AI functions - By aKaFeda *Tutorial: New Dune 2000 Map and Mission Editor - Terrain & Buildings showcase - By aKaFeda *Tutorial: New Dune 2000 Map and Mission Editor - Mission Settings & Scripting - By aKaFeda *Tutorials: Mission Editor Multiple Tutorials - By aKaFeda *New dune 2000 Tilesets - By Dato *Tibed Editions (raw files) - By Cm_blast For adding new content or removing something listed here, send me a PM.
  11. Original post above. Due to combining this campaign with the second, I've gone back and brought these maps up in quality since I'm better at mapping now. Should be more fun. We got new Combat Tanks... Blue: https://i.imgur.com/rFTtXc7.jpg Green: https://i.imgur.com/3bCV9E1.jpg Red: https://i.imgur.com/ldRXB4D.jpg Purple: https://prnt.sc/meei8z We got optimized AIs, we got bug fixing, we got better A E S T H E T I C S, we got new units, we got everything. Go check out the latest post in the thread and have fun - I'm not changing the maps again now that they're in their final draft states. I ain't doin' it. Theseuns are gonna be in the same 30-map campaign as the second half in the other WIP thread, still a WIP. Always WIP. WIP forever. Maybe. Kind of. Latest post: https://forum.dune2k.com/topic/27508-release-smugglers-campaign/page/6/?tab=comments#comment-396536 WIP thread 2: https://forum.dune2k.com/topic/27783-wip-smugglers-campaign-2/ Knock yer socks off, mates.
  12. Dune 2000 V 3.5 Luisito EB Los Ixian, fallos arreglados: ya podrán comprar la CY normalmente. Fallos de Campañas: Mercenario 1 arreglado. Unidades nuevas: Stealth Raider en Campaña. (Ahora lo podrás usar en la campaña original y las otras). Campañas: Mercenario, Contrabandistas, Fremen, Emperador: más información. Inicio - Objetivo - Aliados - Sinopsis. Campañas originales: Fallos de Campañas orinales arreglados. Música agregada: Ranura de la nave estelar. Movie: Para descargar más rápido el dune, decidí en separar la carpeta “Movie”. Ahora si quieres es opcional, no es obligatorio descargarlo. También agregare el idioma inglés en MOVIE mas tarde. Link de la página para descargar: http://luisito-eb.blogspot.com.ar/2018/04/descargar-dune-2000-v3.html
  13. GOD DAMN I like this game's aesthetic. The realistic scale of infantry, tanks & buildings, the way buildings blow up with all the debris, the terrain & atmosphere, it's all brilliant. My mod for Dune 2000 was coming along nicely years ago, but I ran into some seemingly dead ends. So I want to make a thread for the milestones which I'm trying to reach. I'm going to get back into modding D2K this year and was wondering if any other modders out there have any tips. - Ornithopters. They're next to impossible to make build-able. The best thing I managed to do was swap the Airstrike support power to non Atriedes High Tech centers. Gotta double check that all three factions can use it though. - Deviators. I'm not sure if it's possible for them to mind control infantry. In my mod they currently do damage to them at least; normally deviators don't do squat versus infantry but now at least they can attack them and kill them. But that's not what I want! - Saboteurs. They still spawn from the palace, but instead of infiltrating a building and blowing it up, they now can attack ground units, blowing themselves up along with any unit within a sizeable radius, like a more powerful Devastator self destruct attack. Weird thing is when told to attack a building they walk up to the building but stop. Force firing onto the ground next to them does blow them up along with the building. It takes two saboteurs to take out a ConYard, so they're not OP. I probably need to extend the range of it's weapon just a smidge or two in order for attack commands to work properly on buildings. That way the AI can use them effectively. I'm curious if you guys have any cool ideas for Dune 2K mod?
  14. Hola, que les parece esto... He añadido rocas especiales y otras cosas para que se vea mas emocionante y real a su ves. Puede que tenga algunos fallos en la actualización anterior pero los voy corrigiendo para mejorar la calidad de juego. PD: aquí les dejo una foto de como quedo el escenario de la misión 1v1 de Mercenarios. 1.bmp PD 2: Siguiente actualización es 3.5.5
  15. This is now officially part of OpenRA since playtest-20120715-2. Please report broken things at http://bugs.openra.net and see https://github.com/OpenRA/OpenRA/labels/Dune%202000 for known issues. Fork us at https://github.com/O...enRA/tree/bleed to contribute patches. http://www.openra.net is a modern open source cross-platform reimplementation of the early westwood RTS games. It supports Command & Conquer: Red Alert and Tiberian Dawn as mods adding new units and rebalancing the game. There is an active community of developers and players for online matches via a nice Lobby. I've been working the last weeks on a Dune 2000 mod for OpenRA. As the game engine is similiar, but not identical (different game files, tile sizes, frameorders ...) so progress is not so fast. I already wrote a converter for the sprites and scripted some units/buildings. As the ratings of the original Dune 2000 are overall quite bad and this is quite some work I wonder if people will actually play the game once it is in a more polished state. Is there any interest at all? The text in the splash screen will change over time. If you have nice ideas, I will add them :) Well you can see, it's more like Command & Conquer: Yellow Alert right now. Some misplaced Dune 2000 units invading the UdSSR in winter. The code is in C#, but mostly it consists of simple YAML textfiles. It requires the DATA.R8 to be ripped off using a shell script at the moment. Not very user friendly, I know and you guys probably all use Windows so you need to write a batch file instead. I plan to later add an in-game GUI auto-import of the game files as exists for the other official OpenRA mods.
  16. 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.
  17. Hola amigos, hoy finalmente lanzare la primera parte de Dune 2000 v3.4. Mejoras: Campañas originales con fallos, arreglados. Nuevas Casas: Mercenarios disponible. Contrabandistas disponible. Fremen disponible. Emperador disponible. Pruebas A,H,O,E,F,C,M,I,S disponible. Campañas Nuevas: Campaña "Lanzamiento de los Mercenarios" disponible. Modo Multijugador: Frente a Frente disponible. (Tiene que tenes la misma versión para jugar) Nuevos escenarios disponible. (Practica) Nueva Música: Mekanikz Tweek Casa Corrino Nuevo Comienzo El mal uso de la fuerza El Kraken Abajo la enfermedad Araña Steampunk Batalla Final Crecen los Harkonnen (cover) Terminator Tema (Cover) Piratas del Caribe Arrasamiento Infiltrado Caracol Puma Sinfonía de Guerra Turbulencia Viaje de especia Puesto de mando La melodía lego Atrincherar Disfruten del Dune 2000 v3.4, cualquier duda avísenme. Si hay algún error sobre las campañas avísenme que estoy al tanto. Descargar: http://luisito-eb.blogspot.com.ar/2016/03/descargar-dune-2000-v3.html Download: http://luisito-eb.blogspot.com.ar/2016/03/descargar-dune-2000-v3.html
  18. As some people probably already heard, I made a font editor to edit the font format in Command & Conquer 1. Well, happy coincidence, it turned out this works for a bunch of other games, including Dune II. But that's not all; while implementing some of the pre-Dune2 font formats on request of Tomsons23, one of my strongest supporters and researchers in this journey, I got a request (from FunkyFr3sh) to also implement Dune 2000 support. Now, as people around here most probably already know, Dune 2000 was, in fact, not made by Westwood, and as a result, the font's internals were completely different from the Westwood formats. But we figured it out anyway So, without further ado... the Westwood Font Editor: Current version: 1.5.4 (21/12/2016) The project is built on the .Net framework v3.5 Its code is licensed under the WTFPL. Download: Downloads folder Source code: (C#) Sources folder Original development thread: (at cncnet.org) https://forums.cncnet.org/index.php?topic=6810.0 * * * Note on Dune 2000 support: The text encoding dropdown list has an extra "Dune 2000 text encoding" item at the bottom. The reason for this is that the font is strangely reordered. Dune 2000 has a text encoding translation table called "FONT.BIN", apparently meant to line up the used special characters in the font without leaving gaps. (Though, strangely, this isn't used to optimize the font in any way.) For example, if you need the character "ä", that's byte 0xE4 in the text encoding used by the game (Windows-1252; standard US / Western European). If you look on address 0xE4 in FONT.BIN, you'll see the value there is 0x80. This means that character "ä" is at index 0x80 (128) in the fonts. So, in short: ä = 0xE4 ==> table index 0xE4 ==> value 0x80 => font index 0x80 (The editor actually does the reverse; going from font table index to character by looking up in which spot in the table each index value is, but you don't need to do that, since Dune 2000 text files are just in Windows-1252 encoding) If you want to add fonts for a different text encoding to the game, I advise you to get rid of this whole nonsense by replacing FONT.BIN with a 256-byte file containing a simple sequence of bytes from 00 to FF, so each character simply gets mapped onto itself. This does require re-ordering all characters on the font to actually take their correct place... but I've already done that for you guys Dune 2000 fixed fonts: http://nyerguds.arsaneus-design.com/project_stuff/2016/WWFontEditor/resources/Dune2000FontsFixed.zip * * * Full list of supported types / games, as of v1.2.1: WWFont v1: -Wargame Construction Set -A Nightmare On Elm Street -DragonStrike -Circuit's Edge WWFont v2 -BattleTech The Crescent Hawk's Revenge -Eye of the Beholder -Eye of the Beholder II The Legend of Darkmoon WWFont v3 -The Legend of Kyrandia -Dune II -Lands of Lore The Throne of Chaos -The Legend of Kyrandia Hand of Fate -The Legend of Kyrandia Malcolm's Revenge -The Legend of Kyrandia Malcolm's Revenge Installer -Command & Conquer -Command & Conquer Installer -Command & Conquer Red Alert -Command & Conquer Red Alert Installer -Lands of Lore Guardians of Destiny -Lands of Lore Guardians of Destiny Installer -Command & Conquer Sole Survivor -Lands of Lore III WWFont v4 -Tiberian Sun -Tiberian Sun Installer -Tiberian Sun Firestorm -Tiberian Sun Firestorm Installer -Lands of Lore III Installer IGFont (Dune 2000 was made by Intelligent Games, not by Westwood) -Dune 2000
  19. I did a good amount of research about the file "colours.bin", which decide the colours from all the eight factions. This post is to show to you all I know about this: the meaning of the valors, what to do, etc... First. To open this file, is needed a hex editor. In my case (I am someone who barely never used a hex editor) I found the webpage "hexed.it" which contains an online version of a hex editor; so if you don't want to install another program but just mess around a bit, this is a good choice. After entering that web-page, and using the "open file" in the menu to open "colours.bin" (in the data/bin folder), this will appears. The first thing about this, is how the first two lines (selected with cyan) refers to Atreides, the next two are Harkonnen, Ordos, Emperor, Fremen, Smugglers, Mercenaries and Sandworm, respectively. (the same order that in the Dune 2000 editor). Now, the colours are defined by 4 values. So, "84 04" (the very first line) will refer to a specific colour in a specific part of the Atreides. I don't know exactly what will change, although not all affect to units (some seems to affect a very small in the refinery but not the factories (is recommended to use a map editor and place all the buildings and units to see what changes). At least I know for sure that the four group "2D D2" (first 4 numbers in the second line) refers from the colour in the radar. Change this four valours and the colour in the radar (minimap) will change. Now, the biggest problem I found, is how to know what number means what thing. In the colour code from HTML they are a total of six numbers. Two referring for Red, Green and Blue respectively. so 00-00-00 is black, 127-0-0 is a mid Red-bright, and 0-0-255 is the brightest Blue possible. HOWEVER. Here this not work this way, thus making it a bit confusing: "00 00" is black; FF FF is white, but 88 88 is not gray. In fact, don't even have red. To know exactly what the values are, I changed the values from the "minimap" and then check in the minimap (with photoshop) during the game and created an Excel to have it well documented. Here the table I did. So, taking my previous example, using 88 88 it means this: 1º 8 = 32 of Green 2º 8 = 66 of Blue 3º 8 = 0 of Red 4º 8 = 16 of Red So, 88 88 gives this colour <-- Just for adding more examples. The brightest of the three colours will be this way: For Red: 00 FC --> 0 + 231 + 0 + 24 = 255 (and zero of Green/Blue) For Green: E0 03 --> 48 + 0 + 0 + 195 = 243 (and zero of Red/Blue) For Blue: 1F 00 --> 132 + 0 + 123 + 0 = 255 (and zero of Red/Green) Note: I didn't found a way to make the green goes 255. Here I upload the excel, so people can have access to it. Feel free to download it and changing the spanish words to english (Or any other language you understand better). I hope this will help people to create intereseting colours, like a cyan or a magenta or... for houses or enemies. colores y hexadecimal.xls Just remember that this will change the original colours forever. Create a back_up first, so you can revert the changes. Finally, to show how it looks, Look at this original campaign levels, affected by a simple palette spaw done by me. For now is just a swap pallete bewteen the Houses, but Maybe is possible to make a new color that is not confused with the other players (like happens now with Atreides and Fremen tanks and quads).
  20. Recently I uploaded a new campaign based on Ix in this forum. For this campaign I changed the tech tree and a good amount of units/buildings and other stuff. This is applied into the game as 1 (or more) .bin files. However, if someone wanted to check in TibEd all the changes or just reusing for other purposes, that's not possible with only that/those .bin files. For this reason I want to share the raw .tib files generated directly by the program with the "save as..." option, so anyone can look, change and do whatever he wants. I include the .tib files and a small screenshot (enlarge the image by clicking on it) showing exactly all the weapons the player will have and from they spawn. I didn't include what the enemies can/can't build, so is recommended to use this to compared and copy some values, but knowing that maybe now other houses may build something you don't want to. IX Campaign full - 100% operational with the player being IX (presented in "Ixian Campaign - Masters of Technology"). Download: IX Campaign full.tib Preview: Emperor Campaign full - 100% operational with the player being the Emperor (presented in "Emperor Campaign - The Emperor Returns"). Download: Emperor Full campaign.tib Preview: Ix single mission - 100% operational with the player being IX (presented in the single mission "IX - The Techonoly is ours"). Download: IX single mission.tib Preview: Fremen Generic - only for testing purposes. Download: Those Fremen are wild.tib Preview: (Sietchs can spawn units without crashing the game). Ix Generic - only for testing purposes. Download: 3 heavy factory ix.tib Preview: (3 factories: separated queues: visuals and colision doesn't match at 100%, but the building require 9+1 square of room). Again, the "only for testing purposes" can't be used just as they are now. Both Fremen and the heavy factories/units builds in a couple of seconds, just to speed my tests. I will add more in the future If I do something new. New Update here: On the next files are included both .tib file and .bin file. The .tib file it's the raw file created with the "save as" using TibEd. Included so anyone can have a look at his content (TibEd needed). The .bin file it's the .tib file processed by TibEd; having this file into the correct path will affect your game. Make Back ups before overwritting! "Ix Fixed" - If you are trying to create a custom campaign or map you will learn that the game crash as soon as you deploy a MCV. Using this file the IX/sandworm side no longer crash (still can't build carryalls). Download: IX Fixed.zip "Emperor Fixed" - Do you want to create an Emperor campaign where the player can actually build the Imperial Palace? Then this is you file (High Tech won't become available to be builded). Download: Emperor Fixed.zip "Multiplayer Units included" - The grenadier, the Stealth Rider, the Thumper and the Multiplayer Sardaukar will become available for any type of mission you create without needing to be a practice map. Download: Multiplayer units included.zip "No crush allowed" - In a world when it's forbidden to crush any unit, the overall vision of the game will change. When you see the very cheap infantry killing easily the expensive missile tank, you'll be forced to use your own infantry, trikes and siege tanks to stop the trooper threath. <-- no heavy vehicle can crush over foot units. Download: No crush allowed.zip "IX Mixed Tech" - The IX/sandworm side will build a mix of the three houses. Atreides Windtraps and light factory, Ordos barracks and ref, Harkonnen Outpost and heavy factory... Ix can build both trikes and raiders and the three special tanks; however can't build the high-tech factory or any Palace. Download: IX Mixed Tech.zip Preview: . "Emperor Battle For Dune: Final Assault": Lots of changes. Download: Emperor Battle for Dune - Final assault.tib Note: Keep in mind that those changes may affect other houses as well. I tried to avoid that, but in the "IX mixed Tech" The imperial side will have access to stuff that he usually don't have.
  21. I am bringing a new experimental idea as a single map to play. The map it’s called “Battle Royal”, a skirmish type of map (but played as a single campaign map) where the 7 factions face each other to death starting with the classic MCV, 10 units and 10.000 credits. On top of that every side starts the game with some kind of advantages that the other players don’t. There is a version per side (so 7 maps in total), and the AI it’s prepared to attack each other as well; it’s even possible to see one AI defeating another while the player it’s dealing with their own enemies. Only the three main houses (Atreides, Harkonnen and Ordos) will start with a tech level of 7 (all weapons available); meanwhile the others will have a lower technology so both Fremen and smuggler can’t build special tanks, palaces or rocket turrets, for example. This is the list of the three unique advantages every faction starts with: Atreides: Atr. High Tech Factory + Atreides Palace + Repair pad. Harkonnen: Heavy Factory + Ix research centre + the 10 initial units are combat/missile/siege tanks. Ordos: Ordos Palace + 4 Rocket turrets + the initial units are deviators instead combat/siege tanks. Emperor: Imperial Palace + Barracks + 10 extra initial units. Fremen: Outpost + Vision on all the initial MCV positions + fast Fremen (unit) reinforcements. Mercenary: Light Factory + 4 Gun turrets + big constant Deliveries (starport). Smugglers: Starport + 5000 extra credits + 2 Harvesters. This isn’t really balanced (I mean may be easy as Atreides and harder as Harkonnen), but overall the game it’s easy. Game may last long since you need to defeat 6 enemies that build fast (although in the long run AIS may kill each other). The AI acts as the practice one, so take the core buildings and he will sell everything. These images only show the advantages per side, the map was borrowed for an original skirmish map. Update (Different difficulties added). Open the spoiler to see the changelog: To summarize; the map has three versions: Battle Royal = For the average player; all against all. Small initial credits advantage to the Ais. Battle Royal Hard = For advance players; Player + 1 AI vs the other 5. Medium initial credits advantage to enemy Ais. Battle Royal Nightmare = For expert players; Player against 6 Ally Ais. Big initial advantage credits to enemies Ais. Ais care more about building an army that collect more money. File (include the alternative maps): Battle Royal.zip Extract and copy the maps on the correct folder. The three alternative versions are there and can be included all in your folder, but everybody it's free to just copy the version/s that you want.
  22. Anyone creating maps for the first time it's going to find a common problem: The AI it's not doing anything. Doesn't matter that you place spice, lots of credits, alliances... that AI is not going to move, build or send attacks for the player; this happen because when a new map it's generated the AI are deactivated by default. Activating an AI manually it's as simple as changing one value from 0 to 1, but that's not enough to have your desire AI. Maybe you want him to use the starport, or building units faster... Therefore either create your desired AI manually or import an already existing one. For this reason I upload here a set of AI taken directly from the original campaigns (Mission 9 for the three main houses) on top of an Excel file that contains the core values that can make an AI slow, fast, defensive or agressive depending of your needs. The values that I have taken into account are: *Can the AI buy units through the Starport? *When the AI attacks for the first time. *How often the AI send every new attack after the first one. *Size/strength of the units guarding the base. *How often a new unit it's produced. *Number of harverster per refinery on the map. *How cowardly is it if their allies suffer casualties. (The excel file has some extra notes to understand better). The Ais included from the original game are varied. The Atreides final mission AIs takes lots of time before attacking for the first time meanwhile the Ordos final mission AIs it's very aggresive, attacking every few minutes. With this you can pick the AI that will be better for your current map. There are included two AI taken from the original practice mode (the AI deploying a MCV and expanding his own base) and the Cncnet online AI used when you fight against a non-human (also deploy a MCV). As an extra, I included 3 generic AI I usually import as a placeholder but they are fully functional and can be used withouth any problem: *Agressive: A fast prodution unit, quick attacker and low guarding = If you need an agresive but easy to defeat enemy. *Defensive: A slow production unit, takes lots of time to attacks and high guarding = If you need a AI to last long before being defeated. *Balanced: A medium production unit, average attacks and guardian = AI that it's in the middle. File: AI - Set.rar To use them you only need to choose the AI tab for your current map and pressing the import AI (and choosing your prefered AI-file). Later can be modified or whatever you want, but if you are a newcomer that it's not sure how the AI works, just having access to some variety of Ai's will help you a lot. There are more values that can control even more the Ais, but knowing how slow/fast any AI attacks/build or the size of the units defending the base it's enough to make the AI easy or harder.
  23. Yes, I did it. I am soooo crazy that I translated the very last mission from the Dune Emperor into Dune 2000. This single mission (one per house) it's heavily based on the original Dune Emperor game in terms of terrain and scripts (but not all of them due limitations). The beggining of the game will show the Fremen attacking the "emperor worm". I know the player can just start deploying the base meanwhile the ally Fremen die attacking (but barely damaging) the worm, but here there isn't any special camera, so I just forced the player to watch the Fremen doind that stuff. This also means being looking at the game for a while, but this initial "cutscene" will tell you how 4 Fremen barely do any damage to the Emperor-Worm (which it's a Construction Yard) and also you can see 1 contaminator taking out the Fremen 1 by 1. Tibed was indeed used, and sooo heavily that the game almos broke a couple of times. The changes done in tibed are too much to list here, but a notes.txt it's added on the file, but I can tell some changes now: Some changes done with Tibed: -Fremen: 120 credits, no changes done from the originals. They take slightly more time to be trained than troopers. Requires Outpost. -Sardaukar: 150 credits, no changes besides the self-regeneration. Sardaukar are expensive, slower and takes longer to train, but they are better than Fremen in power, health (+ self regen). Requires Starport. -St. Raider: 550 credits: No weapons but self destruct like the Devastators. A bit more slower than the originals in speed and in building. Requires the Ix centre. Check the txt to see the full notes, since for example the starport requires the high-tech factory first. TLEILAXU AND SPACING GUILD STUFF: Here it's where I went crazy in order to create tons of stuff to use by both Tleilaxu and the Guild. The Tleilaxu it's going to have: - Contaminator: A close combat unit (grenadier graphic) with enough power to kill any soldier in one hit by just using his own hand. - Leecher: A very fast, high damage unit with good damage to vehicles and infantry. However it's really fragile and his attack it's slow, being easy to dodge. - Sietch: The structure where those two units are spawned. - Living turret: A Tleilaxu Turret with big range and anti-aircraft but have too little damage (for everyone) and lower health than the rest of the turrets. Here a image just to show the loking of the three Tleilaxu units/building. Sietch it's the same. About the spacing guild... well. during the game you face the Tleilaxu from time to time, so the player is given that information. The spacing guild it's a mistery, so find they two new weapons by yourself. WARNING! While I was doing this map the game was giving me an error that almost made me to discard this concept at all. Fey know exactly the headache this map gave me. It's suppose to be fixed, but just in case I could suggest to save often in separated files and, if the error happens again, tell to me how-where appears (again, I think it's fixed, but I could miss something over there). Scouting players, be warned: I know a couple of guys that like to explore the map a lot. Just take in consideration that reaching some specific spots can drag attention to the player, maybe too much attention and too early (but you probably will fine anway). Unlimited spice: The areas with the "double spice" it's unlimited (just like the original map). So harverst all you want, but take care of harversters pushing each other just to reach the tile with the spice. Final: Overall this is not a "hard-challenging" type of map, since the AI in Dune 2000 has lots of trouble going here and there. Even when the enemy has several units just the path finding will split fast units from slow units. Any experienced player should start directly in hard if want to makes things more interesting, or you can do the "destroy everyone" type of route instead just killing the Emperor worm. Small Update: I added extra info into the briefing. This new info it's about the cost and requirements of the new units and the new requirement for the Starport. Also now the briefing said that the spice it's unlimited in some zones. On top of that. The Starport now stock units twice as fast. This makes the player to be able to use it more often and also makes the game more harder since the AI it's affected too. It's recommended to buy units on discount since the stocks will refill before while saving some money for future orders. Second Update: - The health of the Emperor Worm now it's at 100% and no longer will decay over time (no concrete under it). - Tleilaxu Turrets don't show any concrete - still has 100% no decaying health. - Spacing Guild Refineries now are completely covered with concrete. File: EBFD Final Assault.zip To install this mod: Copy all the mis/map/ini files into your mission folder. Then it's totally necessary to copy "armour.bin - buildexp.bin - speed.bin - templates.bin" into the game at the same path "data/bin". This will overwrite original values, so do a back up first or have the one provided in the "back up" folder near to revert the changes once you are finish with the game. Tiledata.bin it's not necessary if you already have gruntmod updated. If you doub, just copy it. won't affect the game, same with any other files provided. Not doing the overwriting with my armour, buildexp... bin files will make the game to last 1 second due a condition to win which doesn't exit if those files are not applied into the game. Screenshots:
  24. 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.
  25. OLD MOD UPDATED TO WORK WITH GRUNTMOD 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 discovere (every house in their own way) what is the problem, joining forces to stop the machines. In this campaing your will playing with Atreides, Harkonnen and Ordos; the briefing will say clearly what House is the one you are going to play with. FINAL UPDATE: This Campaign was a very old creation of mine. With the appearance of the mission launcher and the new editor I update it to work by just using the mission launcher instead the very old overwritting but the campaign itself was the same. But now I decided to do another new update. This new update has several purposes, like changes to some Ais, script events, make the plot a bit more logical, some extra hints to so as not to catch players off guard and also a new color & faction for the AI to match the story better. Here it is a small list with the most important changes done in terms of briefing, gameplay and enemy. There are more, but some are minimal or small reduction/increase of power that nobody will notice unless you played recently. The info may spoil the campaign. Some screenshots here: Here, the new file to download: Butlerian Jihad.zip You only need to copy the three map/mis/ini files into the mission folder (more detailed instructions added). No ther specific file it's required, except tiledata if you are not using gruntmod.
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