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Found 23 results

  1. Hi everyone. I wanted to play several of the missions/campaigns from the D2k+ since before even doing any of my custom maps those mission/campaigns posted there were the first levels I played. However, those maps and missions requires to do a full overwrite of levels, texts and more. Now that we have all those amazing tools (modified dune2000.exe, a mission launcher, the newest editor...) I decided to convert them so I could play the one I want at anytime and not worrying about overwriting, creating back ups... The main idea is the conversion (and adaptation) but trying to not change the original maps unless is necessary (a wrong mission fail/win condition, for example), but maintaining the rest, for respect the author. These are the things I did: - Renaming files to names like "Emperor mission by Shai Gel98.map" or "Ordos Campaign X by Magier.map" - Swiching sides with the editor (units, events, alliances...), so the "Shai Gel98" mission will be into the "Emperor" section of the launcher. - Copying the briefing from a text.uib (or readme.txt provided) into the .ini files. - Despite the last point, the text.uib is still used, just in case more lines were changed and I am not aware (of course, text.uib is rename too). - Minor fixing. Like desactivating the sandworm IA side to avoid a "invisible unit shooting from nowhere". Also, now the Luminar's Fremen campaign should be beatable (trigger a mission successful when you beat the objetive). - Playing all those maps/mission/campaigns. This is what I didn't: - I didn't change the visual of the maps at all, even when some parts looks weird or out of place. - I didn't place my name on it. Just the name of the autor taken from the D2kplus web-page, although the Smuggler campaign have "Rick Vorstenbosch" in the webpage and then in the final mission is "The-Doc-88". - I didn't ask permission to some autors (they are gone; a few of them let me do this). All the works is done. Everysingle campaign and mission from "d2kplus" (plus others from this forum) have been converted to work with mission launcher. Custom text.uib, bin... are included. All should works fine (if apply correctly) with mission launcher without affecting the original game at all (remember, the .bin files will change the game, so do a back_up if playing some specific mods). LAST EDIT 15/01/2019 (Final entry: Changed Dune By MustaphaTR) * Here the list of campaigns and missions done: -Atreides Campaign Battle for Dune by AKaFedaYkin & Iheb96 -Changed Dune by MustaphaTR (3 missions) -Emperor Mission by Shai-Gel98 -Emperor Reign by Sandworm -Hammerfest mission by Feda -Fremen campaign by Luminar + three bonus missions (a new tileset is included and require to play 1 mission, this doesn't affect other campaigns at all) -Mercenaries Mission by Galaxy -Mulciber Valley mission by MVI -Ordos Campaign by Magier -Rise of the Mercenary by gruntmod (the 2 missions released) -Skorocel remakes missions (3 missions) -Smuggler campaign by Rick Vorstenbosch -Skirmish mission by Feda -Time based Smuggler Campaign by Jbil89 * Download here: All campaigns and missions made by third parties.rar (Changed Dune not included here). Changed Dune.rar <-- last mod I am adding the imagen of the custom tileset from the Luminar Fremen night mission campaign (.bmp) file extracted from the data itself, here: BLOXBAT2.rar <-- the file it's not needed to play that campaign or even to use it on the editor; I am only uploading it to showcase how the tileset looks and if somebody want to try to do a new tileset based on this one. Note: The imagen attached it's useless by himself, it's just to show off; pick up the ".rar" that contain the .bmp. (click on enlarge the imagen).
  2. Some years ago I created a small mini smuggler campaign that contained only 4 missions long. I was trying to keep the theme of my vision of the Smugglers; If the campaign would be bigger (and increasing the tech from map to map) at the end the missions would feel like if you were playing as Ordos but with another color. But today I had new ideas and I manage to pick up those 4 missions already made and expand that mini campaign into a full complete campaign: 9 missions + 1 bonus extra mission, being able to maintain the main theme of the Smugglers, so here we go. STORY: This it's the story of a specific group of smugglers, led by Esmar Tuek. He hired the player to command his army, since you have the skills to do it and help them with the problems that a hostile planet as Dune can throw at them. The Smugglers are neutral in the big war for Arrakis. They main purpose it's getting money by harvesting or doing business with contraband of vehicles inside or outside Arrakis. But this doesn't mean that their lives will be easy; not everyone is so peaceful. Can you help solve all the problems that may affect this small group of smugglers? THE THEME: For my vision of "who are the smugglers" I followed these three points: *Neutral: Smugglers are neutral in the big war of Dune. They don’t have allies or enemies, but this does not mean that they are not exempt from dangers. *Money: Smugglers main purpose it’s to earn profit. Harvesting it’s a good way to do it, but not the only one. *Weak: Smugglers are not too well prepared to fight like other factions, so they don’t really want to start a war against any House. Although that it’s the theme of the Smuggler, this campaign still has traditional fighting, building a base from zero and all that, but you never will face several factions at the same time, or maybe there are other favorable factors that will help you to survive, making credible that a such weak faction can win in specific situations. MINI CAMPAIGN REUSED: The original mini campaign was composed of four missions; I reused the three first to make the start of this new campaign. They are overall the same but I made a few adjustments now that I know more about the game. For example on the mission 2 the Ordos now will target your silos with their engineers instead going against a windtrap. Or in the mission 3 the walls around the base are owned by the player instead on an ally AI without affecting the main outcome of the events. There are a few more changes, but those missions are played roughly the same. I changed the most the briefing to add Esmar Tuek and other parts of the text to adapt to the new situation. Also the dialogue in mid-game will change a bit too, not only adding Tuek's name when talking/warning the player, but also a couple of more lines more. The 4º mission no longer made sense with the story of the full campaign extended, but I didn’t want to delete or leave this map out. For this reason I included it as part of a bonus singular mission following an alternate ending. This final map its' not part of the main cannon, so it's not mandatory to play it. The bonus mission has been altered a bit. The main part it's I make the enemy to not crush deliberately your infantry, so the luck (of being crushed by the AI or not) it's not a factor to win or loose the map. The map is still hard and can not be taken lightly. UPDATE: *Mission 4: 1 Silo added, but that won't change too much unles you are really slow. At a normal pace the player should get around 2500-3000 credits by the time you do the first part of the mission. Also a couple of more tiles of spice near the player base. *Mission 5: Enemies emergency build it's slighly faster (is still long). The player have 1 harvester removed (overall the AI will have their refineries and silos full or almost full, so 1 it's enough). Also some spice fields around the Ai's were moved, so players won't encounter too easily a harvester messing with them (and far enough to force Ai's to use the carryall). Finally, one of the enemy refineries it's surrounded by walls and guarded by a bunch of troopers: Siege tanks can kill them easily. Last: the AI now start repairing buildings sooner, so you are less likely to destroy a building you didn't want by accident. *Mission 8: The briefing now states not only that there are 5 groups you need to visit, but also tell who you will encounter. Even on the objetive part said your goal it's to sell 1 special weapon to each of the 5 groups. Also the Atreides base now it's more open and require much less walk around to reach the exit. *Mission 9: Near the two biggest spice fields over the middle section of the maps now there are a few enemy troopers and infantry guarding. They are there just to split the attention of the player that go too early on that area. SCREENSHOTS: FILE: The file uploaded contain the missions and a few extra files just in case you apply it into a vanilla dune 2000, but I think at this point those extra files are not neccesary on gruntmods, just in case are added. Smuggling Operations.rar
  3. Hola, Alguien tendría un imagen gif de Dune 2000?
  4. Greeting, I'm pleased to announce that I have finally finished designing my creative Emperor Mission. This is my first time trying editing, I hope you like it Alliance; Harkonnen. Enemies; Atreides, Fremen, Ordos, Mercenaries & Smugglers. Difficulty Level; Normal. Download link: Emperor Mission by Black Pegasus - AKA Hero2233.zip Installation Steps: 1. Make sure you have the latest version of Dune 2000 Gruntmods Edition 1.6.2.2. 2. Unzip files in your dune 2000 -> data -> Missions. 3. Use the Mission Launcher application to launch -> Emperor -> scroll down & select the mission. 4. Enjoy! Looking forward to hear your thoughts and suggestions. Peace out
  5. Aquí les dejo una breve encuesta para mejorar y quedar bien con ustedes.
  6. Hi everyone, * At this campaign, I changed in original Ordos missions ( 7-8-9 ) and I changed teams regions. * We have some change * I tested with hard difficulty * Story : Ordos is traitor, Ordos don't pay money to mercenaries, Mercenaries want to revenge Briefing : All of them same, some change, Important Briefing : All mission Mission Fail is your ally destroyed And in finally mission some change : When the time finish, they will come a lot of. Meanwhile the emperor will stall them, you need fast growth Have Fun Mercenaries Revenge.rar My first campaign Time Based Smugglers Campaign - Protect Mercenaries Mini Campaign - Mercenaries Revenge ( Last 3 Mission )
  7. Hi, I'm Luisito EB, a new member here and I send you greetings first ... I want to tell you that I am creating a more modern version (more missions, survivals, tests [I think they call them tests], and other things more ...) If anyone is interested in this version please contact me on my Facebook profile "Luisito EB" Find me I'm available ... Now I will pass some images to you, what is new and available. RISE OF MERCENARIES: (Mision 1 y 2) If you want to know more about this, go to my Luisito Blog that can be downloaded in the not too distant future. BLOG: http://luisito-eb.blogspot.com.ar/2016/03/descargar-dune-2000-v3.html Contribution and help... (todopara voz) Your Youtube channel: https://www.youtube.com/channel/UCkMMj5bTj6AWDbFr98SLihg My Youtube Channel: https://www.youtube.com/channel/UC5U9XkiZHf7HWTaSQqbGv0Q GamePlay facts: https://www.youtube.com/watch?v=cp4s-MM5H6o&list=PLGYTpYOre29nLQpPCqdMRNWbkDq_ZtB1g Mercenaries (Complete) https://www.youtube.com/watch?v=Eg5bm1indHg&list=PLGYTpYOre29nFsK1muZH6PbRV7SIK51x7 Fremen (Complete) Greetings.
  8. This is a new Campaign titled: “The origin of the mercenaries”. This is the story (non official) of how the mercenaries were born and giving a feeling to the player that you are actually somewhat weak. PLOT: At the beginning, there were a group of smugglers picking the spice and sending it out of dune in exchange for money, but now with all those Atreides, Harkonnen, Ordos and even the Emperor fighting each other every day is harder and harder to harvest, with all the good places already taken by one of those factions and all that remains are poor places of spice or too dangerous. Because of that, a man decided to become a mercenary, hoping to make more money that way. A few fellow smugglers will join him and start this new job by meeting with the first faction they'll encounter. THE CAMPAIGN: For this campaign I tried the approach to make the player to feel overall weak, needing the help of whatever house that you’ll join during the campaign. The player, most the time, has much less technology than the other enemies, so when your quads and troopers gets destroyed by those siege tanks, then you know that you are not strong enough to win alone or your job consists in an easiest task, at least in the firsts levels. In some of the mission the player will start with a base that can’t be expanded, but in other maps you have your own Construction Yard to build the base at your will. THE FEELING: To maintain the fantasy that you, as mercenary, should not be the main objective from the other factions, I made some AIs to focus your ally and not the player. Technically, the AI will attack the closest enemy (and I mean attacking directly, not going after the player and then turning on your ally - chaotic battles may modify the behaviour of AI). For example, there is a mission where the player is working for “someone”. Also, there are other two factions that will send units each other, so as long as the player does not move too far away from your own base, those two will ignore you. The player still needs to deal with trouble, but is less dangerous than those two factions. IMAGES: FILE: The origin of the Mercenaries.zip INSTRUCTIONS: The file uploaded includes all the files needed except “Dune2000.exe” and “missionlauncher.exe”. If this is your first time getting a custom campaign then you need to search those two .exe and copy/paste everything included in my zip. If the previous step already was done for another custom campaign, then just copy/paste the files in the "mission" folder. Read the readme.txt for more detailed instructions.
  9. Hi guys ! i finished my campaign , before i created Test Campaing only 6 mission. Now it's ready İ I tried all of them, easy, normal, hard game. -Some tileset problem : fixed -Some interesting and incomprehensible ( : :D />) missions fixed -And fixed information ! - And i used two maps in Dune 2000 campaña Fremen. " i saw , he told you can use, thank you bro ! " -And now my english better , i think you will understand me : :) -i didn't create new map. İt's ready, I made some changes, Story : Smugglers are mercenaries and betrayed. Ordos was their largest. This Ordos did not protect them! They remain powerless. But they will resist! Therefore, even though they are difficult prevail! Objective and some information : Everytime help and together war with mercenaries ! You must protect them ! Sometimes they protect you, but usually you. Usually we haven't MCV at first. But you need good defance time until We are : Smugglers, Mercenaries ( only 1-2 mission with ordos ) Ordos Sometimes betrayed! :D Missions can take a long time. But I hope you'll have fun, I wanted to do something different Sometimes diplomacy will change be careful :D Mis fail usually mercenaries built demolition, if you dont have base or units, dont wait, RESTART GAME : :) :)) ""Please 'READ' brifing"" İ tried 1.06 and CnC.net / Gruntmods Studios mod game 1.6.1.9 -- if see some problem I'm waiting feedback Have Fun ! and i'm waiting your comment for better another campaign ;)& ;); ;))> Time Based Smugglers Campaign - Protect Mercenaries !.rar
  10. Hi, it's me again, briging a new Campaign: The Tleilaxu one. Back in time I created a single map using them. After a While I though that maybe I could do a whole campaign for the Tleilaxu focusing into the Ghola thing, making the Soldiers the leimotiv of the campaign and the faction. In the end, That was I did; a total of 7 missions when the player control the Tleilaxu. Is this campaign related to the single map "Tleilaxu Plague"? In part yes. The premise of this campaign is the same as said in that single map. The Tleilaxu sneak into Arrakis thanks to the Spacing guild. Their reasons are because in times of wars Atreides, Harkonnen, Ordos... are constatly fighting each other, thus using the frigates from the spacing guild to bring their armies. Now, there are a truce and no one is figthing, no one requires transport from the guild, the spice is not flowing anymore, so the Tleilaxu has offered to enter secretly and, using their new technology to create Gholas, are planing to destroy all those weakened Houses and make the spice flow again. Also, the single map talk about the Emperor sending the Sardaukar previously and failing (the reason why in the single map The Tleilaxu are sending Sardaukar, converted as Gholas). During this campaign, this event is experienced firsthand. You could ever take the single map as the oficial end from the campaign. Where the Tleilaxu are winning everybattle and defeated enemy after enemy; then, in Tleilaxu Palgue", is when the Atreides, Harkonnen, Ordos, Emperor, Fremen, Smuggler and Mercenaries join out of desperation since seems that no one is able to stop the almost unstoppable force of Gholas Tleilaxu. Now, the Campaign itself, and some notes: -The zip file include everything needed except for the executable files. Don't forget to get them from this forum or you will have problems (the readme.txt have links). -Everytime I beat a level, the game crash. Fortunately this only happens after the "mission accomplished". -Tiledata.bin totally necessary, or maybe you (or the enemy) will have less units at his disposal. TEXT.UIB My zip includes a new text.uib, called "TextTleilaxuENG.uib". Is included into the folder data\Ui_data. You are required to copy this file or otherwise the game is going to crash at the beggining. Why suddenly a text.uib? Although I prefert using .ini files for the briefing/text in games, this time to make more sense with the actual story, I modified some lines from the text.uib. Because of this, now the player will have a unit called "Ghola Light Infantry", "Ghola Trooper" and "Ghola Engineer". Also, the barracks are no longer called that way but Axlotl Tank. As a warning, applying this "TextTleilaxuENG.uib" will crash if you are in a vanilla non-english version of Dune 2000. In case you have a spanish version I can provide with the "TextTleilaxuESP.uib" that will work with that (don't have in other languages, although I could create them if needed). Using gruntmod seems to works everything allright. If you download my "TextTleilaxuENG.uib", move the file in the correct folder and still the game crash, I can reupload the mission without the use of that text (since like I said, besides the "Ghola foot units" and "Axlotl Tank" the "text.uib" have no other use. This "text.uib" doesn't affect original or other custom campaigns. NOTE: If I am not mistaked, there are people over here that aren't english, so maybe their game is in german/france... Using gruntmod the game should still working, just changing the lines from the language selected to english (voices remain the same). In case of a vanilla dune 2000 that isn't english, then, there is no solution other than uploading my mission modified to not use the custom text.uib (I just changing 6 lines of the original text.uib, is not like the game will change at all). Images: Download, here: (upload updated - Mission 6 is now 100% in english) Tleilaxu.zip
  11. Hi guys. You read that right, a campaing for Dune 2000 based in the first book from Frank Herbert. A total of 15 mission following the steps of Paul Atreides since he meets the Reverend Mother Gaius Helen Mohiam until the final battle in Arrakis. To create this custom campaing I took the liberty to do a lot of adaptation, more or less accuracy and trying to bring some events from the book into a RTS game like this. So, for this campaign you will encounter several type of adaptations: -The logicals: a scenario like when the Harkonnen and Sardaukar overwhelm the Atreides. Of course in my map to win you should survive, but you will face an unstoppable force by the enemy as happen in the book. -The duels: You can think in Gurney Halleck doing a last training fight with Paul Atreides. Instead two guys with knives and shields this is about a base vs base fight where the two combatants have similar resources (or almost) and no aditional bases/enemies. -Own creations: Some levels are just battles to fill, mainly because in the book there isn't any type of "action" there, so I wanted to create a level with a fight. I can tell you the example when the Duke Leto arrives to Arrakis. In this campaing a weak Harkonnen captain, by his own, don't want to leave dune to his sworm enemies: the Atreides. The Baron doesn't care, the Emperor neither... the duke will be one to defeat this small threat by himself (helped by Paul, as the player is always Paul). -The weirds: The Reverend Mother Gaius Helen Mohian show to Paul a box which brings pain and then place a needle in his neck... How to convert this to a RTS game? Well, check it out by yourselves since it is the first level of this campaing! Just a warning... don't retreat or the Gom Jabbar will kill you! Here some images: Paul Atreides Vs Gurney Halleck duel. The Duke want to save the harverster. The Harkonnen and Sardaukar attacking multiple Atreides bases. Fremen ambushing smugglers harvesters. Guerrilla warfare by Paul. To play this campaing you can use either gruntmod or any other vanilla Dune version. Copy all the mission pack, download and apply the mission launcher and the rest of the files needed to be able to play this without trouble. All the files are included in the .zip file (except dune2000.exe and missionlauncher.exe, but the readme include the link to those files) <-- If you already have all those files, you don't need to overwrite them again, just take the files from the mission folder. Download here: Frank Herbert.zip
  12. Hi again, I bring to the Forum a new single mission, base on the IX Faction of the game. The mission is about how IX have been doing research for the major House, selling them three mighty tanks: Sonic Tank, Deviator and the Devastator. Right now Ix is well aware of the power of those special tanks, so... why not use that superior firepower to conquer Arrakis? Atreides, Ordos and Harkonnen fear such power so they join forces and create a big base combining the three of them to protect themselves. On the other Hand, the player need to capture a smuggler Starport so you can bring your armies and your special tanks from Ix. Doing changes with Tibed: Since Ix (index = 8 / Sandworm) has a lot of bugs (no be able to build carryall or crashing while deploying a MCV), I decided to do some small changes with Tibed, but then I went a step further and create a new unit to the game (sorta). Here are the changes done using tibed. A ".txt" file with all this information is listed there. - New Combat Tank for Ix: * Visual: Body from Ordos Combat tank and the Barrel from Harkonnen Combat Tank. * Stats: Speed from Ordos tank, Health from Atr Tank and Rate of Fire from Hark Tank. Note: If someone is wondering, Atr, Ord and Hark still will build their respective tanks. - Siege tank no longer need upgrades from the Heavy Factory. The missile tank doesn’t need IX (but yes the upgrades). - MCV removed. - The player will build the High-tech Factory (non Atr), but their visual are still the white type of Atr-building: Carryalls and Airstrike available. - The Starport can't be builded, but there is one to capture in the game. * Deliveries: Harvester, MCV and Carryall disabled to order. Sonic Tank, Devastator and Deviator replace them. - IX Research Centre become available with the light factory instead the heavy one. * With it, a new type of Stealth Raider will become available (the briefing will detail the changes; just small changes). A Templates.bin file is added on the zip file. Is needed to reemplace the original templates, so make a back up before overwriting this (I include the original back up just in case). Otherwise, without the tibed editing this map is not going to reinforce itself to make the player feel like you are playing as Ix. The mission will be in the “Fremen” sub-menu from the mission launcher, since there isn’t a menu for Ix. Summary: Name: IX - The Technology is ours Tech level: ? Player: Ix Enemy: Atreides, Ordos, Harkonnen Finally, some screen shots, including a comparison among the four Combat Tanks. <-- both bodies (Ord/Har) looks similar, but zooming the imagen you can see differences. Download the Mission map here: and if someone is new (first time applying a custom map), please check the readme.txt, since there are some basic files needed to copy/overwrite to make the map work as intented. Little Update: I did some small changes to the game. In shor: *Starport now is a primary objetive and not optional (you can still capture it when you can/want). If the Starport is destroyed, you loose the mission. *Added a few extra lines, both in briefing and in-game text. *Stealth Raider now builds more slower than the quad (but faster than the Siege tank). New version here: IX The Technology is ours.zip
  13. To talk properly about this simple map I will divide in three sections: First, this is a map coping the style from the Practice/Skirmish. An VCM, 10 units, 7000 credits, tech level of 5.... and several IAS with the exact same resources. This means the IA don't have any advantage as part of reinforcements, extra harversters-carryall... the only thing is the priority of some units and buildings, and the fact that they will fight togheter (all ally). Second. The idea about creating a "Skirmish" type of map came for a premise: Creating a random objetive. And I did that. In this single map, there is 5 possible objetives, this will refer to defeat a specific IA Player. The player don't choose which one, the game will show (as a text in-game) which enemy you need to defead to beat this level (this objetive may change in differents games). Third. I did a lot of research into the colour.bin (I created a post about this research more detailed). From now, I manage to swap the palettes from the original game. So right now (and I mean applying my "colours.bin") the Harkonnen will be Blue, the Atreides green, the Emperor Yellow... This don't affect the gameplay, but for this single map not only "Blue Harkonnen" are usual in skirmish games, but also the text-in game will refer as their new colour. Special Indications: Read the readme.txt to know where to copy everything. If you already have everything, then just only copy the three files from the "missions" folder. Also, a new "colours.bin" is added in the zip file. This will affect the original game, so create a copy to the original file. Mine include a back_up from the original, just in case. Anyway. This swapped palettes don't affect the gameplay at all (harkonnen still will be Harkonnen, but in blue). So if you like the "Blue Harkonnen" you can maintain my modified colours.bin (My map is playable even without using my modified filed, although the text in-game will refer to the swapped colour instead the original; check the other warnings.txt in the zip file). Now, Players: In this map there is a 1 vs 5 situation where your harversters don't have any safe spot to harverst. If you are a begginer player and you feel that paying attention to 5 enemies plus your own harversters is too much, then change the difficulty to easy. On the other hand. Although they fight together, you only need to defeat one. Also, this IA is not like the one you can encounter in the online mode. In fact, after the Ia have "enough", they will build much slower. Having said that, if you are a Good/pro player, you can change the game to hard. Images: Single mission map here: Special Skirmish.zip
  14. What is the origin of the Mercenaries faction in Dune games (Super Dune 2 , Dune 2000)? If I don't mistake, the army of the House Ordos (colored by green) is are mercenaires. But who are the yellow-colored Mercenaries? (I started creating a new dune II remake/clone few weeks ago, and I set the Mercenaries as a playable house (like in Super Dune2 or in Dune Legacy), but I don't know what should I write in the mentat-sections). Any idea?
  15. One way I used to install Dune2000 on Win7 x64.. Get your Dune2000 disc or image and go to Explorer. Next.. Create a directory on One of your harddrives c:\ for example c:\Dune2000. . Now copy the content of the Dune2000 disc to your newly made directory, all the files . Now your done and you can select the Dune2000 exe. The game should run fine. . Note: if the game wont run move it(entire directory) to program files(x86).. The game worked for me on win7x64 in a directory (also known as a folder) on my root c:\ drive in a newly named folder.. Attention: : if this works on win8 or Win8.1 i really dont know I' m planning to use the same method on Win10 x64 but i have to find my Dune2000 disc first. .i'l keep you updated on my findings Have fun
  16. In the end of every tileset we can see... false spice. I will call it - false spice :-) (Look at the red arrow on the picture). The map used below is from Campaign made by Cm_blast (4 mission) I recommend this campain for play :-) https://forum.dune2k.com/topic/27344-release-frank-herbert-custom-campaign-for-dune-2000/ We can do vertical, horizontal and curved lines or areas, using the false spice. This spice is impassable for units, but not for worm. So it adds new interesting possibilities for maps. Look at the ending and corner elements below. In this way we can easy to get impassable areas.
  17. Hi, I'm currently running Windows 10, and while the game works fine; I downloaded and enabled cutscenes, but they won't play. Please help! The cutscenes are part of what makes this game so freaking epic!!
  18. I have been trying to change the armour tag for buildings in Dune 2000, but no matter what i change the tag to the game still uses the vanilla game armour type. It seems the armour tag is hardcoded in Dune 2000, atleast on buildings. Although this is very unlikely but has anyone ever un-hardcoded the armour types for buildings in Dune 2000, or has anyone figured out a good workaround to this problem? thanks in advance.
  19. STEP 1 Download: http://dune2000online.com/ STEP 2 Install: Hamachi is required for LAN and Neorouter is required for Channel Alman, so install both. Use Hamachi or Dune 2000 Chat to talk to other players about games or support. Active Networks in Hamachi: dune2000.my1.ru, pass: 0 Raiders Club, pass: dune Ordos Barracks, pass: dune STEP3 Run the Dune2k Launcher and choose multiplayer mode: Play Online - Enables Internet option (Internet Button under Multiplayer menu) and connects Dune 2000 to Alman Channel To enter, type Username and Password. Chat - Allows you to see through and interact with players inside Alman. Network (LAN) - Enables LAN option (LAN button under Multiplayer menu) and connects players through Hamachi Nertworks. When you select LAN from launcher menu, an IPX protocol box will pop up. Select the IP number starting with 25.XXX.XXX.X. Then Dune 2000 will enable then LAN button. Now come and play! :D
  20. I've succeeded in making a Dune 2000 expansion blank shell to make mods for the game with vanilla binaries without overwriting the original files.. I'll be releasing a stable version once i've completed emperor chronicles as i've implemented this blank shell into it.. Features Can make missions for Dune 2000 vanilla without overwriting previous or original files.. Separate music, missions & video folder for adding new stuff into it.. Separate ui data folder to modify interface.. Updated launchers customized for your use.. This is a product of dat file binary editing.. I'll post the different versions soon..
  21. I just realised that audio feature has been removed from my dune 2000 mod by mistake.. Can anyone help me in fixing this problem.. Should i attatch the files??
  22. Hi dune2k! (my English is poor) Is it possible to add Dune2000 to the Steam? I know Westwood Studios was purchased by EA in 2003, EA have all rights of game? EA can do this right? Of course we are not going to put the game, we can just request this proposal to EA? there are many games added to Steam much later than their release date For example: Commandos: Beyond the Call of Duty: http://store.steamgames.com/app/6810/ Neighbours from Hell etc... If it can be, EA can update the game then release, bug fixes... (is it just a dream? :)) It would be perfect "steam workshop" on Dune2000 :) or multiplayer via Steam... What do you think about this (dream)?
  23. I'm modding the default dune 2000 ui for the mod I'm creating and found a whole new area of the game. But I'm restricted from modding some stuff and found lots of unwanted stuff also. I wish mvi would make the uil editor more first-time user-friendly. But I've been through a lot of files and played with them and found interesting ways to modify the game to an extent. I'll be posting some ideas over here from my present uil reasearch. I've problems accessing the map screen and in game screen.. anyone know how to edit these??
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