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  1. 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
  2. Dune 3 is can be found on this page and general. If it's like Dune 2 then it may have the house Corrino assets I'm looking for. I need the Power Tank's attack sound effect, please provide a link to me.
  3. REPOSTING HERE AS IT IS THE CORRECT MESSAGE BOARD FOR THIS SUBJECT The Aim of this modification is to improve the original game content without over modifying specific aspects. Houses and Subhouses will remain the same, Subhouses will receive additional units/bonus's and combining specific Subhouses will allow for usage of cross technology. AI is considerably improved they will train all new units and construct all new buildings, they will construct all buildings faster and build more air pad's. AI playing without any Subhouse alliances will construct more refinery's, more manufacturing stru
  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 2. Unzip files in your dune 2000 -> data -> Missions. 3. Use the Mission
  5. Campaign first released in 2014 on another post and updated several times during the next years, this is one of my earliest creations. STORY: The story starts at the finish of the Atreides Dune 2 campaign. On that final battle, The Emperor wanted to stop the Atreides by joining forces witht he Harkonnen and Ordos, but that wasn't enough. The Duke and the Fremen destroyed both Harkonnen and Ordos, now only remains the few last emperor buildings. But the Emperor refuse to simply die; so it will evacuate the area, recuperate for the massive casualties and fight back once again against
  6. December 15th marked 15 years since posting the topic “Emperor expansion pack” in Westwood's forums, the project which became known as the pioneering Kwisatz Haderach mod. I was very young then and not very mature and fled before it was all completed. One thing that got to me was having to watch helpless as others tried to crack the XBF format, the key to the models and so to a true expansion pack. This left me with the wish to return to the task numerous times, as my own computing skills increased. I have not really uncovered any more information than what was known back in 2002-03, which
  7. Hello, I was build up a game with 7 opponents in single player mode (single skirmish battle) on map "Broken Plain" (8 players). So far I have 5 opponents left, all surrounded by my units to prevent them attacking each other, and I wanted to install something like "training camps" where my units can easily increase their veteran levels. However, it appears that the units on this map have reached the limit. But not only the units, but also the buildings, or generally, the game assets: - If a unit is ready, it will only show "Ready" on the screen of the barracks/factory etc.,
  8. Like the rest of my problems modding EBFD this one is also about XBFs. How can i edit the XBF file of a unit to decrease it's burst count for when it fires a weapon. I want to decrease the amount of times the HK Gun Turret fires (it fires 8 times right now). cheers.
  9. When looking though the Game.exe for Emperor i came across 10 unused tags. As far as i know no one else has ever posted anything about these tags on this forum or anywhere, i may be wrong though. I've only tested two of them. - CanReverse //Tried this on the Hark Assault Tank, didn't seem to make any difference to the way it moved or anything. - TurretHowMany - Drive - FirstFrame - LastFrame - BodyPart - Stride - Gunship //This makes Ornithopters do strafing runs when they attack, like a fixed wing aircraft. Unfortunatly the tag seems to be bugged and makes the Ornithopters land on each othe
  10. When you directly order the Buzzsaw or Flame Tank to attack something there supposed to fire both of there cannons at the target, but half the time they don't and only fire one of there cannons, especially when attacking buildings. Does anyone know a way i can get them to always fire both of there cannons when i order them to attack something? I have tried many changing there turrets code many times but nothing creates the desired effect. Can anyone help me out with this, if there are any EBFD modders here. Thanks in advance.
  11. I want to increase the amount of default sound files that the game plays when you select a group, order them to attack or just move. For example if you select a group of Atreides units and order them to move, they will always say "For the Duke". their is no other voices just that exact same voice played. I just cant play it, for me this is gamebreaker. Now I was browsing around in GeneralSFX.txt and messed around with the attack, move and select sounds for the fremen, sarduakar and guild, For post length Ill just post the Sardaukar. [imgroupAttack] ;Sounds = $13-UA00 ;"To battle!
  12. "Yes, there is a way to fix it. I replaced the FXData section from the Guild Niap flyer's XBF files with the FXData section from the Atreides Drone XBF files, and with the modified XBF files, the Niap shoots. I'm adding the Niap and 2 other aircraft to a new version of my Emperor Fast Units Mod. If anyone wants to include the Niap in a mod, send me an email to aia96@softcom.net and I'll email you copies of the modified XBF files. " Adrian_Messecar, does he still float around this forum? If so, Does anybody know if this was released? The Niap isnt in the version of the mod uploaded and i wou
  13. ViewRange = 500 - Roughly Reveals the Entire Map (anything other values, such as 100, 200, 300, 400 cause internal errors) When i say Roughly reveals the entire map, It leaves tiny fog patches here and there, like very small, not as efficient as a reveal crate but gets the job done. if Anybody else has any knowledge of Emperor possibilities please post them here.
  14. This mod is inspired by the book Dune 12, a parody that I wrote with my brother 13 years ago. Harkonnen use spice for beauty masks, Atreides for medicines, Bene Gesserit as a drug, Tremend (indigenous people that tamed Sandcats) eat it and Ordos or Empire just sell it at transports companies (there isn't just the guild, there are two major companies one is CAODM that is professional but there is too Aliverso that is more ambitious and have a military fleet and land vehicles). Now that I think the numbers in the book are too big...for example there is a battle in a 100X100 km cave with billions
  15. Hello community, I'm currently working on a private mod. Nnothing special, just some units here, some stat tweaks there. Actually, I'm a bit used to modding rules.txt because I did the same many years ago on RA2 ^^, but where are the limits? Everything looks quite restricted with little room to make big changes. Something I'd like to know if it is possible to upgrade buildings in a way that it is replaced by something completely new. For example, upgrading a small windtrap so it becomes a large windtrap and generates more energy. Or upgrading a pop-up turret in a way that it will b
  16. now i have learnt to mod emperor it's easier than i first thouht y won't the guniap fire any type of weapon is it a problem with the modle is there anyway to fix it i know that the gun it uses works as i have used it on the at air drone oh by the way i'm certain that before i updated to 1.9 it fired
  17. How would I change my colour in Skirmish to Red? The AI always takes red which means that Harkonnen have to do with orange. So If someone could find a way to fix that, it'd be nice. Also, how do I get all music to play in Skirmish? I did the .bag thing, adding the music, fixed up the common music like so: [LocalDefaults]Group = HD InvalidHouseVolume = 80;; Generic Front End themes;[INMenu]Data = IN_MenuLoop = YesPhase = -1[INScore]Data = IN_ScoreLoop = YesPhase = -1;; Atreides Skirmish themes;[Atreides1]Group = Atreides HDData = (AT01)The_War_BeginsTitle = The War BeginsPhase = 0[Atrei
  18. I am doing this map and mission. There will be 9 missions, that will be related to original Dune 2000 storyline (more or less). I already draft the storyline (will be in briefing for each mission) and done sketching the map. The thing I want to ask here is 1- Is the title is right? The Emperor referred to the purple house right? And House Corrinor is considered as Emperor right? 2- How do I put the my briefing onto the game briefing? This make take some time, especially with the map.
  19. Progress so Far All houses: Force Recon Rules.ini complete. Machinegun and Mortar Rules.INI complete Atredeis: Commando: Rules.Ini Complete Harkonnen: Berserker rules.ini complete Ordos: Assassin rules.ini complete Weapons: Recon rifle turret, bullet added Flamer Pistol turret, bullet added Nerve agent pistol turret, bullet added, warhead added Machinegun turret, added Submachinegun turret, bullet, warhead added More to come!
  20. Hey, new here, and fairly new to the mod scene. I would like to know how to add units in emperor, if at all possible. As I would like to expand a little bit on the infantry selections contained within all of the houses, and the removal of the more heavier vehicles, in favor of just the lighter ones. To make the game more centric towards infantry tactics. Additions/changes I'd make Such as: Specialist troops, like commandos, etc. A broader assortment of basic infantry Removal of almost all infantry crush units, but keeping things like trikes, quads, hovertanks. Any input would be greatly
  21. I am looking for someone to help share the load in making this mod go from a concept to a reality. More or less, I am willing to open up a google documents account, and post the rules.ini there, so those involved are able to work on that, (along with the appropriate corresponding file that controls icons etc.) Those interested, throw me a line as a private message, or toss me a IM. Thanks. Oh, and remember, this is an infantry only mod with few vehicles.
  22. Hello, I am new to this forum and have just reloaded Dune Emperor since a good many years. I have decided to mod the Game to be more inline with the original movie. Less vehicles and more Infantry. I tried Editing the Rules.txt but the game will crash when loading. Basically I want to remove certain Vehicles from the game, can I do this in the Rules.txt or do I need to edit more files? I need some help from someone who has recently modded Emperor and knows what I need to do. I also plan on adding the Toto Tracks to the game, any advice on how to make that work would be nice. I have DuneEx2 a
  23. Hi im new here, i need some help as every time i try to download the conflict of the lansraad mod for Emperor, it goes to 50% and thens stops, i really want to try this out as it sounds interesting and i already played corrino's revenge
  24. i have a mod which i want 2 send 2 dune2k.com downloads. how do i do that ?
  25. Hello everyone i am a musician, intending to remix some of the music from Emperor battle for dune. I own the game CDs and would like to rip the audio files off of them. Is there a piece of software that allows us to get at the audio files, or has someone in the community uploaded them already? I've spent a long time looking in varrious places and as of yet had no luck with it. I'm especially looking forward to getting my hands on the Sardaukar samples! I look forward to hearing from you Thankyou!
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