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Found 130 results

  1. Here, I created a new single map using the Dune 2 tileset. On this map Ordos try to rewrite history going back in time to the beggining of the war, but they end by mistake in 1992, a time period where Ordos didn't exist, so the Atreides and Harkonnen join to face that new enemy. The story it's just an excuse, what matters it's the gameplay from the game. I tried to emulate the old Dune 2 behaviour as much as I could. Not only using the tileset, but trying to make the AI to act like it is 1992 again, including the well know team bug that prevent the AI to group units to attack. List of Dune 2 behaviour for this map: *AI "Cheat" on the money they got, to avoid running out of credits. *No wandering units around the base, just the normal units placed on the map. *AI passive until hostilities begin (via reinforcements or if the player goes too far). *Both Enemy and allied reinforcements dropped on some random spots. *The Atreides won't use the Fremen expected from Dune 2000 but dune 2: visible Fremen spawns an amount of units (bewteen 5-10) in a different spot each time (with some kind of limit). *Atreides don't train Troopers. Harkonnen don't train Infantry and don't build Trikes. *The Sandworm won't spawn unless you scout certain areas. They don't fully dissapear (not possible in Dune 2000) but a sandworm shooted/feeded will remaining in sleeping mode for near 18 in game minutes. Mission v1.0 & Mission v1.07 + fix The single map includes two versions, one based on Dune 2 v1.0 and another one inspired on Dune 2 v1.07 plus the extra fix. The briefing tells the player the changes on that second version compared to the first one. The most noticeable, it's how the "team bug" it's fixed and now the AI will group vehicles to attack too. Screenshot: Double click to enlarge the imagen. File and instrucctions: Journey to the past.zip UPDATE: Edges, corners and concretes are now buildable; the are where the player starts is smaller (less rock area) but you will have the same room to build buildings as before. Other smaller editions to avoid players to deploy a refinery separated from the base without using a MCV. The image provide on top doesn't match 100% the current, but it's the same map overall. Each corefile needs to be copied in thes same path that I created the zip. The missions have both versions separated. Both maps can be hard and take times to beat due the low amount of initial money given to the player plus the non-stop production of the AI (even if he send units 1 by 1 there is never time to rest). BLOXRETR.R16 it's a core file needed to play the map at all. Won't mess your game so don't worry about this. COLOUR.BIN will overwrite the original and alter your game with new colors for the main houses. This is an optional file. DATA.R16 will also overwrite the original altering the game. This changes the default crates generated when you shoot the ground for a the ones from Dune 2. It's also an optional file. Map is still playable withouth the modded colour.bin and data.r16, only bloxretr is required (and this one won't alter you game).
  2. 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 Here: Missions - Retro.rar :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.
  3. Here I am with a new tileset for dune 2000, picked from the Dune 2 game and applied into Dune 2000. Here, an image of the tileset: And here an screen of an imagen with a map created with the Tileset (click to see the original size); map from my Dune 2 based campaign (editor's image, spice will look less blocky in game). Tileset Here: BLOXRETR.R16 (16 bits only available). How to install: Move the file into your "data" folder, then you can play any mission that use this specific tileset, as my "Dune 2 based campaign - retro addition". Modders only: Modders only.rar This file includes the .ini file so the editor will chose the correct attributes, presets groups with assignes keys and the png file with the tileset, in case somebody want it. Note: On the game will appear the original dune 2000 crates (when you shoot the floor). To have the ones from Dune 2 instead download this other file too: DATA.R16 WARNING: Doing this will altered your game forever, do a back up of this file before overwritting! Small update: I added a concrete tile that it's actually buildable. will behave as any other rock, you can place your own concretes on top of it, will create crates when shooted, etc... (but it's not an actual concrete). FINAL UPDATE: Now you can build on top of the corners and edges, so there is only a few rock tiles which you can't build concretes. Will look a bit blocky, but that's how dune 2 used to look and honestly, it doesn't look too bad here on Dune 2000 either.
  4. All Complete campaigns, single maps, tools and more. Number of Campaigns = 49 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 *Butlerian Jihad: Zone Zero (9 Missions) - By Cm_Blast *Dune 2 based campaign (3 Campaigns - 27 Missions + 2º version with a custom tileset) - 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 (<-- more info here --> 3 Campaigns - 27 Missions) - By FedaYkin *War of Assassins Sandstorm expansion (3 Campaigns - 21 Missions) - By FedaYkin *Westwood Studios Original Campaigns (3 Campaigns - 42 Missions) - By Westwood Studios 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 Atreides mission 1B (with Dune 2 tileset) - By sayedmamdouh *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) *Harkonnen mission 8 but as Mercenaries - By sayedmamdouh *IX: The Technology is ours - By Cm_Blast *Jorney To the past - 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 2 Tileset (For Dune 2000) - By Cm_Blast *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 *Giedi Prime Tileset - By Dato *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 *Red Alert 1 Interior Tileset - By sayedmamdouh *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.
  5. 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. FILE Butlerian Jihad Zone Zero.zip How to install: Extract the files and move it into the mission folder, then using the mission launcher on the "Harkonnen" section of the menu. Not needed other extra files, the ones provided doesn't mod the game and, if you already played any other campaign of mine, you probably will have those files already into your game, if not, just overwrite them just in case. Like the previous 2 campaigns, this is a hard campaign, so if you are not used to play this game, it's recommended to play it on easy. Also, although I recommend playing the other 2 campaigns first, there is some kind of "almost loop" feeling that, by the time you finish the final map, playing the first map on the first campaign still would make sense.
  6. This is a new tileset based on the interior from Red Alert 1, all credit goes to "sayedmamdouh". Download file here: BLOXINT.rar The tileset doesn't have an 8-bit version. How to install: Move the file "BLOXINT.R16" into the "data" folder and the file "TILEATRI.bin" into the path "data/bin" Here an imagen of the tileset:
  7. 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.
  8. 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
  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. 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).
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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
  16. 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.
  17. Has anyone discovered how to get units to fire while moving? This is perfect for in turret units and special infantry units.
  18. 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
  19. 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?
  20. 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
  21. 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.
  22. 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
  23. 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
  24. 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.
  25. 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.
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