stefanhendriks Posted February 15, 2006 Share Posted February 15, 2006 Yay, 10 days ago, DEMO 2 was yours. Now enjoy DEMO 3!Link: http://arrakis.dune2k.com/downloads/D2TM-DEMO3.ZIPfull list of changes; features, etc... read version-history.txt but, for your convenience:==================================BALACING NOTES / UNIT DESCRIPTIONS==================================One of the things DUNE 2 lacked, was real balancing. Mostly you would win by just having biggerbetter , and mostly, more units then your computer opponent. In D2TM this issue should be solved;though I am not there yet, I do intent to get there!In order to tackle this issue, a few things have been changed:Troopers/Trooper:-----------------These units have big impact on units now. They can take out a tank/quad in a few shots. Though tankscannot kill any infantry with their massive firepower. Yet they do have effect on structures and otherunits.Infantry/Soldier:-----------------These units have little to no effect on bigger units, but they are the best weapon against the Trooperand Troopers. Having no soldiers around your base, makes it a lot tougher to defend it. Even trikesand Quads will have a more harder time to take out Trooper/Troopers then the Infantry/Soldier.Quad/Trike/Raider:------------------These units are quick and have machineguns, so they are better against legged units. They can take outany infantry (troopers, etc) quicker then any other tracked unit. In groups these units can be a massacre for any infantry legion.Tank/Siege Tank:----------------With their massive brute force firepower, the tanks can take out any wheeled units without trouble.They do have a lot of trouble with Troopers and the Trooper. A few Troopers take out tanks in no-timeso its not wise just to use these units.Rocket Launcher:----------------Like in the original Dune 2. These units are devastating, when set on the right range towards theirtarget. It is not wise to use them against units who like to fire at close range. Once the target gets too near, the rockets will never hit their target and miss terribly. These units are perfectfor taking out bases quickly, especially turrets while your tanks distract the turrets firepowerfrom the Launcher.Devastator/Sonic Tank:----------------------These units are accessible once you have built the House of IX and upgraded your Heavy Factory. The units deliver more firepower. The Devastator has more armor and is harder to destroy; yet it is a slow tank. When destroyed the Devastator will take any surrounding units/structures with it ordamage them horribly.The Sonic Tank uses a sonic wave to attack its units. Effective against infantry and troopers! Itis fast but it lacks armor. Therefor it is easy to destroy.Deviator:---------The Deviator acts like a normal Rocket Launcher. However, by firing its nerve gas it will convertany unit to its own side. (Unline Dune 2, the units will STAY that way and not be converted back).The unit is fast, light-weighted and has little armor; thus easily to destroy. However, do NOTunderestimate the power and danger of this unit!==========TO-DO LIST==========* Make tech-tree 100% accurate* Ability to let heavy units (tanks/harvester) squish infantry* Balance game more (game.ini)* Mentat for 'advice' and unit descriptions* Eventually clean up code (perhaps release source code?)New features:* Skirmish* Multiplayer (<- will be tough, i cannot code networking stuff)* Options===========================CHANGELOG: (current -> old)===========================DEMO 3 - DEMO 2 (released at: dd/mm/yyyy)-----------------------------------------BALANCING:* In General:- Infantry, Troopers, Trooper and Soldier are more of use now. Harder to kill, tougher in fights. NOTE: Do not take this to lightly , the above units where nearly useless in Dune 2, in D2TM they are really functional!- Quads and Trikes have a bit weaker anti-infantry guns now (though they are the best to kill infantry with)- Special weapons are balanced more; deviator is not as dangerous as before, and can easily be killed. Though if used well, it can be a very usefull weapon as it turns units into yours for all time.* Detailed:- Trooper HP INCREASED from 45 to 80- Troopers HP INCREASED from 110 to 140- Troopers sight/range INCREASED from 4 to 5- Troopers damage to vehicles INCREASED from 8 to 16- Troopers Attackfrequency LOWERED from 25 to 18- Soldier HP INCREASED from 20 to 80- Infantry HP INCREASED from 50 to 150- Quad damage to infantry(*) LOWERED from 12 to 8- Quad attack frequency INCREASED from 10 to 12- Trike damage to infantry LOWERED from 7 to 6- Deviator chance to deviate lowered from 100% to 40%- Deviator move speed LOWERED from 4 to 3 (means faster!)- Deviator turn speed LOWERED from 4 to 3 (means faster!)- Deviator HP DECREASED from 110 to 70(* Infantry=Troopers, Trooper, Soldier, Infantry)FIXED:- Several bugs in attack thinking, guard thinking of AI etc. AI units should be tougher to beat and also units behave more correctly. - Gun turrets damaging friendly structures.- Several bugs concerning odd movement. (mostly after attacking)- Now you will REALLY get a reinforcement when you have lost all harvesters, but you still have a refinery...- Bug where ai would suddendly attack own unit or structure.- Fixed a bug where walls turn into spice (by field= entries).- Sandworm is now drawn ok (under units, not 'above' them).- Devastator who would explode and damage surrounding units will not cause a stack overflow anymore.- Fixed several bugs in moving code.- Fixed 'harvester suddendly dissapearing'.- Fixed 'shroud reveal' bug on up and left part of the screen. (When unit was moving upwards and visible , or going left and visible, the shroud would not be removed correctly when revealing parts that are not visible on screen).CHANGED:- Upgraded concrete slabs can be placed even when red squares appear. The only exception is you cannot build them out of range (ie, not bordered to another concrete or friendly structure)- Some unit graphics are upgraded, thanks to Nema Fakei. - Combat Tank - Launcher - Siege Tank - Sonic Tank- Better removal of unit data on map (faster, more effecient).- Logging of pathfinder in log.txt- Harvesters prioritize spice hills above normal spice now. NEW:- DEBUG mode EXE file delivered.- Low power means: - twice as slow building- Spice blooms are generated 'instantly'. There is a minimum requirement of 3 spiceblooms a map.- Compile date and time are now in log.txt (check this to be sure to have the latest version if you are not sure).- Damage done by units/structures is now House depended: - Ordos do at least 80% damage - Harkonnen do 120% damage - Atreides = 100% for everything (as you may have noticed, moving , harvesting, dumping etc is already House dependant. So is Ordos quicker with moving, dumping and harvesting)- Return harvester to refinery: Select harvester, press D. (from Dump/Deploy spice)- Ornithopters work now. Swift attacks of 2 rockets. However, in order to be taken down the Rocket Turrets are able to shoot "homing missiles" which will track down the ornithopters for an amount of time. Units are able to damage the ornithopter mostly with luck.- Rocket Turrets will now shoot 'bullets' when target gets too close.- Rocket Turrets have priorities now in targets - Aircraft (ornithopters) , high priority - Enemy ground units, normal priority - Sandworms, lowest priority EXAMPLE: When the enemy attacks with aircraft & enemy units. The aircraft is the target , then the ground units.- Worm leaves now a trail of 'distorted sand'. - When insufficient concrete is built beneath a structure, the structure will damage easily through time and will require frequent repairs. Eventually it will stop at 50% damage. AI will react to this and repair at 75% damage.- Clock-wise progress indicator is now 32 frames instead of 16, more fluently and only on ICON-picture (not text).- Repair facility works. Hold R and hover above units to order them to repair. They will be picked up by Carry-Alls automaticly if available. They will be brought to the nearest available repair facility.AI SPECIFIC:- AI will build more harvesters, and will rebuild harvesters when eaten or destroyed to keep harvester/refinery ratio 1/1. If possible, it will try to build the ratio as 2/1- AI will build carry-alls.- AI will build ornithopters- AI will use repair facilities for damaged vehicles.- AI will blow up spice blooms by walking over them with light infantry or troopers.Enjoy! Comments.. here please! Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.