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Found 13 results

  1. Here I am with a new single mission: "No more Spice". In this mission the Ordos have developed a new variant of the gas from the deviators. That gas is affecting the metabolism of the sandworms, making them unable to create more spice. That’s a disaster, so the Emperor is sending his army to stop the Ordos and recovering the natural cycle of the sandworms. For this map I removed completely the way to earn money through harvesting the spice. Instead of that, the player will be given 10,000 extra credits every few minutes. The player will continue to receive those extra credits unless you already have 10,000 or more in your account. This means that the harvester is totally useless (but you still need the refinery as a requirement for other buildings). Use the one you get as a distraction/meat shield or whatever you want. With some Sardaukar for free with the Starport and some Engineers for free with the High Tech Factory to capture enemy silos (full of spice) without spending money on those units. Is recommended to buy units through the Starport with a discount to maximize the amount of units you can have before the money runs out. Summary: Name: No More Spice. Tech level: 6. Player: Emperor. Ally: Fremen. Enemy: Ordos Screenshots: Remember to copy all the files needed in case this is your first map. If not, just copy the single mission itself. (readme.txt for more detailed instrucctions). Download the mission here: No more spice.zip
  2. Hey everyone, I've been working on my own campaign where I have been adding the mercenaries (working with other player to make more of a 2v1 situation). The issue I am having is I want to add some text into each mission briefing, but every time I change it / add new words It doesn't save, even when I have manually saved it. I am currently using gruntmod, and using the UITableEditorV0.3 to open the text.uib file. This opens fine, and I can find the first atreides mission AM2Text2. When I try to change this is doesnt save. What am I doing wrong, what else am I missing. All I want to add is "The Mercenaries may join our cause, but are wary of us, succeed at all costs and keep their 5 soldiers alive". Cheers General out.
  3. 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
  4. 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
  5. is it possible to make AI opponent to mvoe large group of units all around his base? other games sush red alert 2 allowed to asssign protection for harvester or specific bulding . second idea was related to harvester and refinery. once we build refinery carryal drops harvester and he will autpmove to refinery from spicefield when full, could we do this with heavy factory/barracks/light factory to assign the troops gatherign point to not block our base with units ?
  6. I don’t know if I’m known as a good or a bad mapper and mission maker just by releasing the Ixians Campaign with Feda, but I plan to make this reputation about myself I am asking everybody who plays this mission to leave a comment about what you think about it. If you have ideas for others missions you would like to play to give me them and if I like them I will make the missions. This is obviously not some kind of special mission… It’s just like a big fight for Dune. The briefing is irrelevant because it is the last mission and all you have to do is to kill all your enemies… But I’m warning you to cover the outposts (yours and ordos) because without yours you wont receive the non ixian transports( none of you 2) and without theirs the ixian deliver(ofc none of you). Well I created this map a while ago, but didn't upload it somewhen because it didn't work to get uploaded to the forum then I just left it and forgot... It seems like I still don't have permission to upload files of this kind but I don't know why so I uploaded it here: http://www.mediafire.com/?ddu0qbtdlsozggh Note: The terrain is mostly made by myself :)
  7. i find and fix the problems at test missions and fixed files are there; http://www.mediafire.com/download/doeo8oz7fgj90yk/Fixed_Test.exe
  8. I will be posting any new missions I make for Dune 2000 here. In development: Stealth Mission You investigate enemy bases with stealth Fremen Completed: Mercenary Mission You get to choose the side you ally with Same map and scenario as my Smuggler missionMercenary Mission By Shai-Gel98 V 1.00.zip
  9. I have the sub houses patch from D2KPlus.com and I can't play with out the CD, even with the missions in the Data folder. Does anyone know how to fix it?
  10. Briefing You, the Smugglers, are on Arrakis stealing spice until the Emperor comes to disrupt the flow of spice. Stop the Emperor and his Mercenaries. Here's my third mission, where you play as the Smugglers. Please leave any recommendations or bugs. Smugglers Mission By Shai-Gel98 V 1.00.zip It makes it way easier if you kill the Mercs first. Update: Edited unit spawn to make it easier Smugglers Mission By Shai-Gel98 V 1.10.zip
  11. I was editing some .uil files the other day and was thinking of hacking the linear linking of mission files... Is there any way of extending the mission link to add in more missions??? Also when we set the side to more than 2 (ie: to play as subhouses) within the uil files how can we stop the game frm crashing in the score screen.. Is there Anyway to play a music while not in gameplay...
  12. I've made my first mod for Dune 2000 and it can be downloaded at www.d2kplus.com/mod_emperor.php. I could not think of a better title so I just called it "Emperor mission". You play as the Imperial house Corrino as you fight the combined forces of the Atreides, Harkonnen and Ordos. If you think it's to easy or something, let me know and I'll tweak it a bit. Also, mvi has awesome photo editing skills :D
  13. Hi All. :) I've got a problem with campaigns. I play the first mission, and after completing it, I still have only the first mission to choose. :( I've tried with two races and the problem still occurs. I don't know what else I should say to help You identify the problem. Please help me.
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