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Dune: Arrakeen Wars - Its almost ready!


pascal89

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This sounds great!

I think Atreides veterancy levels should have a much greater affect than the other Houses'.  Will Ordos units self repair?

ordos units do autorepair, yes. the veteryncy thing will be balancing things. a thing for that the project is in to early stage.

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I got some crazy idea's:

* Sandstorms that change the landscape. Sandstorms blocking part of radar and stops units, but not infantry.

* Be able to build on dune sand, but building slowing sink and get corrupt (not working). The Fremen buildings last longer on dune sand. Cannot build all the way to enemy, should be restricted to area's around build-able land.

* Hotkey to make infantry crawl, walk or run.

* Temporary 'overclock' buildings so that they work faster or produce more energy, side effect: they life shorter? large change that overclock fails and building is 'crippled'. buildings are more vulnerable to damage during overclock or if too long overclocked they are 'burned' out, broken and don't work or hardly. Same might go for units with doing more damage. Sardaukar might (because of hard training) can overclock longer.

* Put in a starport, like in Dune 2000. Or a special infantry starport (one that 'beams' people over)

I'll stop now...

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Ah that's good. 

Would it be possible to have many more air units in comparison to Emperor.  Carryalls are being used I take it?

We may add new air units later, but I'm not sure if there will be some in the first public version. Also, it's not possible to make carryals and harvester work together like in Emperor. Because of this we only have default harvester, but expansions will be done in another way. I'm not sure if I'm allowed to tell you this, so I'm going wait for ccgx to read this post.

* Sandstorms that change the landscape. Sandstorms blocking part of radar and stops units, but not infantry.

Not sure about blocking "parts" of the radar. I think it's only possible to deactivate it completely (like nods special power), or completely when the players camera is at a location on the map, as long as he doesn't move to another location.

* Be able to build on dune sand, but building slowing sink and get corrupt (not working). The Fremen buildings last longer on dune sand. Cannot build all the way to enemy, should be restricted to area's around build-able land.

Not so sure about that, since building only on rock is part of the gameplay.

* Hotkey to make infantry crawl, walk or run.

Not sure if this is possible.

* Temporary 'overclock' buildings so that they work faster or produce more energy, side effect: they life shorter? large change that overclock fails and building is 'crippled'. buildings are more vulnerable to damage during overclock or if too long overclocked they are 'burned' out, broken and don't work or hardly. Same might go for units with doing more damage. Sardaukar might (because of hard training) can overclock longer.

Possible, but I don't think this should be done for everyone, if we even consider to implement this.

* Put in a starport, like in Dune 2000. Or a special infantry starport (one that 'beams' people over)

We were going to use starports of emperor, that's the plan for now.

I'll stop now...

You can continue to post ideas, it's good to get some response to our work and ideas which we may implement.

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::)

Uh.. no. Currently I'm using the Confessor code, so hit units are just "confused" and attacking everything in range. I don't think mass conversion from enemy to player is a good idea. And as you said, it may not even be possible in TW since the mastermind is only able to convert one unit at a time, and only as long as he's alive. Don't really know about KW and the new Mastermind, but I still don't like the idea for some basic unit. This may be an option for some specialpower though.

So actually you havent got it working - sorry ccgx you flamed us that we dont know how TW works because we dont know the lower order detail that the C&C 3 coders did not use that you have found out while modding it, we only know what may be capable from the game itself and from what other modders have so far come up with and released to the C&C community.

However you obviously dont know how EBFD works either otherwise your colleague above wouldnt have to correct your previous comment concerning deviator code "as you understand it implemented and working". What you have at the moment is equivalent to EBFD "Beserk = True" statement as used in the Chaos weapon and in various mods as a unit weapon.

Deviation as I described it is how it worked in EBFD and Dune2K - to balance the power of the weapon the time the unit was converted was short and the missiles were inaccurate with a long reload time as well as the unit being expensive but weakly armoured.

An option you have is to give the mastermind ability to a low level Ordos unit that is cheap to produce but easy to kill so that they can mass convert the enemy(one each), but can be killed quickly. Such a "permanent style of enemy conversion" was part of the story before the last Emperor Worm mission where each house fights the other houses all "converted" to fight for Guild/Tleilaxu alliance. It would not be perfect (KW Mastermind mode is much closer) but it would at least be closer than a chaos style weapon.

DuneNewt the Sardaukar tank in EBFD was just a standard Harkonnen one, the APC was a gunless smoothed off Atreides APC (the textures for which were the worst quality and size in the game).

Arrakeen was one of the cities on the planet Arrakis, that had its sheildwall destroyed by Atomics by Paul Atreides when he attacked with his Fremen soldiers at the end of the first Dune book.

So it should be Arrakian War(s) as in War of Arrakis

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::)

So actually you havent got it working - sorry ccgx you flamed us that we dont know how TW works because we dont know the lower order detail that the C&C 3 coders did not use that you have found out while modding it, we only know what may be capable from the game itself and from what other modders have so far come up with and released to the C&C community.

I'm sorry but it's not really his fault. I'm the one in charge of Ordos coding, and I just coded from some description text I found, which says nothing about "controling" hit units, but let hit units attack friendly units. Since this is working I told him it's done.

An option you have is to give the mastermind ability to a low level Ordos unit that is cheap to produce but easy to kill so that they can mass convert the enemy(one each), but can be killed quickly. Such a "permanent style of enemy conversion" was part of the story before the last Emperor Worm mission where each house fights the other houses all "converted" to fight for Guild/Tleilaxu alliance. It would not be perfect (KW Mastermind mode is much closer) but it would at least be closer than a chaos style weapon.

I'm currently trying to get some code done similar to KW Mastermind/Prodigy, but I'm not sure if this is even working in TW without the addon. If this is NOT working, we have to do what you suggest (create some new cheap unit for this effect and kicking the deviator, or just modify the deviator).

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I'm sorry but it's not really his fault. I'm the one in charge of Ordos coding, and I just coded from some description text I found, which says nothing about "controling" hit units, but let hit units attack friendly units. Since this is working I told him it's done.

I'm currently trying to get some code done similar to KW Mastermind/Prodigy, but I'm not sure if this is even working in TW without the addon. If this is NOT working, we have to do what you suggest (create some new cheap unit for this effect and kicking the deviator, or just modify the deviator).

Thats OK, it is just that some of us here have years of experience modding EBFD/Dune 2K and just havent bothered to attempt what you are doing with C&C3 - I know a lot of C&C 3 modders cut their teeth on Generals/ZH and LOTR/LOTRII and so have been able to pick up C&C 3 coding quickly. That means if you dont know (or are unsure) how EBFD does something just ask us.

You could keep the Deviator as a "Chaos Tank" to match the Superweapon while the "real" deviator units are low cost - perhaps short range infantry with a green chemical deviator gas spray like DuneNewt suggested.

I have been thinking about the issue of Carryalls for Harvesters - is it possible to automatically trigger Call-for-transport by an event, like the harvester being full and returning to base or are there no internal triggers you could use?

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How about a Chaos Tank which combines the two ideas.  It's primary weapon is the chaos weapon, but it can also be upgraded to have short range deviator or poison gas sprayers?

Are you using silos or refineries with unlimited capacity?

By the way, here's the picture of the Sardaukar tank with a Smuggler escort.

Oh, and JulesG, you are right about the Arrakeen/Arrakian thing, good point.

post-609-12833239594592_thumb.jpg

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  • 2 weeks later...

Yes, I think it is.  No new news on the mod for a while though :(

yes, it is. at least it should look so.

no news for now, cause we don't have much to show. we are still only two guys doing this mod for a hobby. but next news will come. definitly.

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Hey guys, we need your help!

For now we are brainstorming some ideas for the infantry, new infantry units, upgrades and stuff.

do you have some ideas? our great goal is to make the inf even in lategame useful.

have you some ideas?

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Have a Harkonnen upgrade whereby all flame weapons get upgraded to plasma weapons, which would include the Flamethrower infantry.  This would still kill infantry as effectively, but also damage vehicles.  Also how about some kind of Harkonnen infantry with a long distance inkvine weapon?

For the Atreides, what about an upgrade which makes infantry come out the barracks with veterancy stripes already, and some kind of morale boosting Atreides General, that makes surrounding units fight better, as well as having its own good weapon.

Finally, for the Ordos you could have a Deviator weapon infantry, as well as upgrades for the Ordos Saboteurs?

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