Beonid Posted November 17, 2005 Share Posted November 17, 2005 Sounds good. What size is it? Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted November 17, 2005 Author Share Posted November 17, 2005 Ummm....I don't know. Around 5mb. Quote Link to comment Share on other sites More sharing options...
JulesG Posted December 13, 2005 Share Posted December 13, 2005 DuneNewt - sorry for the delay I have now replied to your IM.Yes I can help debug your factory/light factory problem - if it is still a problem that is! Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted March 7, 2006 Author Share Posted March 7, 2006 Hey, do you want me to send you a copy of my mod, because there still seems to be some basic things which make it crash.Does anyone else want to try out the mod and tell me what's not working? Quote Link to comment Share on other sites More sharing options...
JulesG Posted March 8, 2006 Share Posted March 8, 2006 As a first step just attach the rules and artini on this page for me to read through.Then if you want me to do a full test I will as Conflict is bogged down at present (I hate doing icons and that is basically all that is left to do), so the change will be refreshing. How will you get the files to me (about 5Mb) -will you want my email?Will you want me to make the rules/artini changes or just tell you where to try to fix? Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted August 3, 2006 Author Share Posted August 3, 2006 Hmm, expect an update tonight! Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted August 15, 2006 Author Share Posted August 15, 2006 Anyway, I've got a lot more stuff working, although the Corrino Superweapon is still the quickest way to exit the game. =/ Quote Link to comment Share on other sites More sharing options...
JulesG Posted August 16, 2006 Share Posted August 16, 2006 Superweapons are very fussy - what are you trying to do? You can change the function eg the [ATHawkweapon] is now a stealthed engineer in COTL and before that was the Deathhand missile BUT when I changed the entryline in Rules to [ixengineer] it fell over (the code looks for only [ATHawkweapon], [HKDeathhand] and the [ORChaosweapon] labels.Oh and a 2nd version (eg a supermissile for more than one side) I have NEVER got to work either though I believe some modders in the past said they did. Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted August 17, 2006 Author Share Posted August 17, 2006 I was trying to get a supermissile for Corrino, which would have no radiation. Quote Link to comment Share on other sites More sharing options...
JulesG Posted August 17, 2006 Share Posted August 17, 2006 ;D Easy peasy!Thats what mine does in COTL as Ordos now have the green blob as their Inkvine splat.[HKDeathHand]DeathHand = TRUEHouse = HarkonnenPrimaryBuilding = HKPalace UnitGroup = FromHKPalaceCost = 0BuildTime = 7500Speed = 40//20//SoundID = 37//No turret, uses DeathHandBomb as a bulletResource = DeathHandBomb//ExplosionType = DeathHandSplat // object left after explosionSize = 3 //need to stop assertTerrain = Rock, Sand, NBRock, Ramp //need to stop assertAiSpecial=TRUECanDie = FALSE[DeathHandBomb]MaxRange = 0 //blow up immediatielyDebris = DebrisLargeDamage = 6500ExplosionType = DHBigExplosionWarhead = Death_WBlastRadius = 160 //Tile is equal to 32BlowUp = TRUE //infantry death animReduceDamageWithDistance = FalseFriendlyDamageAmount = 100There you go that is how easy it is! By the way with Damage = 6500 - kills Conyard in 1 shot hence BuildTime = 7500 to slow down the first shot by the AI! Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted August 17, 2006 Author Share Posted August 17, 2006 Yeah but Harkonnen are in my mod as well, so I need a superweapon which replaces the chaos lightning. I wanted that to be a supermissile. Quote Link to comment Share on other sites More sharing options...
JulesG Posted August 18, 2006 Share Posted August 18, 2006 Yeah but Harkonnen are in my mod as well, so I need a superweapon which replaces the chaos lightning. I wanted that to be a supermissile.Give the Deathhand to Corrino ([ORChaosWeapon]) and have a SuperInkVineGun for harkonnen using a retextured IxMegaTurret that fires very heavy long range InkVine shells. Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted August 20, 2006 Author Share Posted August 20, 2006 Why can't both sides have supermissiles? I'm already using the two Megacannons. I just want Corrino to have a highly explosive weapon but with no side effects. Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted December 7, 2009 Author Share Posted December 7, 2009 Well, as it turns out, I have more spare time on my hands than I thought, so I thought I'd restart a mod that I put a lot of effort into, until a computer crash destroyed most of it. Just thought I'd post some details of it over here, so people can see what I'm planning. I know Emperor's practically dead now, but it would be nice to finally finish the mod. So here's the basic facts about the mod:Main houses:[+]Atreides[o] Includes the Fremen[+]Corrino[o] Includes the Sardaukar[+]HarkonnenSubhouses:[+]Guild[+]Ix[+]Ordos[+]Richese[+]TleilaxuFeatures:[+]Around 70 unique units[+]Over 20 new units[+]Skirmish/multiplayer only[+]New music[+]New tech tree to make the game more enjoyable, including Light Factories. Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted December 7, 2009 Author Share Posted December 7, 2009 CorrinoInfantry[+]Imperial Scout[o] Same as Harkonnen and Atreides Scout.[+]Imperial Recruit Weapon: Close range shotgun.[o] Raw and untrained, these Imperial troops have been pushed into service by necessity, and are the basic foot soldiers of the Corrino forces.[+]Imperial Sardaukar[o] Same as E:BfD unit.[+]Imperial Engineer[o] Same as Atreides Engineer.[+]Imperial Sardaukar Elite[o] Same as E:BfD unit.[+]Imperial Sardaukar General Weapons: Las-Gun and Knife Uncrushable [o] Although they may not be as quick as their younger counterparts, their experience more than makes up for any shortcomings, turning these already feared troops into one man armies. Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted December 7, 2009 Author Share Posted December 7, 2009 Atreides/Harkonnen changesHarkonnenInfantry[+]Harkonnen Inkvine Trooper[o] Weapons: Inkvine Launcher and Flechette Pistol[o] These troops have the capability to launch deadly Inkvine poison across the battlefield, however in order to use their weapon they must be deployed, so a sidearm is also carried.[+]Harkonnen Plastma Trooper[o] Weapon: Plasma Cannon[o] Equipped with the immensely powerful Plasma cannon, these troops are deadly foes for both vehicles and infantry alike. However, their plasma cannisters on their backs are also highly explosive. Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted December 7, 2009 Author Share Posted December 7, 2009 SubhousesGuildGuild FlyerGuild Mega CannonGuild RefineryIxSuboidIxian WindtrapIxian Mega CannonOrdosDeviator TrooperDeviatorEITSSaboteurRicheseNo-TankNo-FlyerNo-APC Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted December 7, 2009 Share Posted December 7, 2009 Sounds interesting... :) Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted December 7, 2009 Author Share Posted December 7, 2009 Thanks, don't think there's any more Emperor players left though! Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted December 7, 2009 Share Posted December 7, 2009 Well, I don't really play anything much, but I might get into Dune Emperor again if I got some time. I'm usually a strictly singleplayer kinda guy though. Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted December 7, 2009 Author Share Posted December 7, 2009 I hope to have the finished product in a couple of months. Quote Link to comment Share on other sites More sharing options...
vota dc Posted December 8, 2009 Share Posted December 8, 2009 I made an emperor mod in the beginning of the 2008 but it has just few more infantry.I guess the new units will have new models in this case,so it seems very interesting.Who will have AA mine? Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted December 8, 2009 Author Share Posted December 8, 2009 Probably just give it to the Corrinos, with the stats tweaked a bit. Quote Link to comment Share on other sites More sharing options...
atomicar Posted December 9, 2009 Share Posted December 9, 2009 [move]Palace Wars[/move]My new mod brings about many changes to all sides and brings in new sides and will hopefully be the most advanced Emperor mod to date. It is called Palace Wars because each major side has two infantry units which are built from the Palace for free, although their build time it quite high.Good luck with ur mod hope it comes out soon :) :) :) :) :) :) :)I must say IN THE DESTOYERS GRIP was a good mod ;) ;) ;) ;) ;) Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted December 9, 2009 Author Share Posted December 9, 2009 Yes, I might change the name though. Quote Link to comment Share on other sites More sharing options...
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