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[Release] a New House Campaign for Dune 2000


Cm_blast

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STORY:
"A New House" is a campaing about an alternative beggining of the story when a fourth House, along with Atreides, Harkonnen and Ordos join the battle for Arrakis.

This new house it's not as prestigious as the three main ones, so it lacks the same strengh as they may have; this means this house won't increase the techonolgy as fast as the others. Even with the odds against them they will fight with their full strengh to conquer Dune and dominate the others.

THEME:
As a not as big House as Atreides, Ordos or Harkonnen, you won't get the tech by the natural means, instead, your character will get more tech by buying it or stealing new kind of vehicles from other enemies.
However, you won't get the most advance tech at the end, since you are suppose to have less tech than the others (and to make it different from the Atreides); but on the other hand, your enemies won't be using their full tech either, plus you may find some ways to increase your army.

Screenshots:

806067596_NewHouse01.PNG.011ffed765d23a5ac6c9788566543e9d.PNG
716908638_NewHouse02.PNG.225d9b040b463fd6bbae6900b0fdff04.PNG
114755697_NewHouse03.PNG.4b20bed1b4dc6f1f856c561248ff987d.PNG

FILE: (Updated 10/10/2024)
New house.rar

HOW TO INSTALL:
Unzip the file and copy every folder into the root of the game.
Any folders included will go to the path that it is suppose to go.
Do not copy any pgn (screenshots) nor the readme.txt (instructions).

Update 10/10/2024
I did a small update on this campaign. It balances those missions that had a difficulty spike out of nowhere, plus a few other quality life.
-General: A new colour.bin file is added, this will make the Atreides to be more blueish with the purpose of make it easier to differenciate bewteen your units and theirs (it is not needed to play the campaign and only 3 missions will make use of it).
-Mission 4: Now has a few reinforcements for the player, including a harverster to speed up the 2º part of the mission.
-Mission 5: Balances into the mission to make the enemy at the top to be more aggresive but much less defensive to be easier to take, plus some enemy reinforcements reduced.
-Mission 6: The game now reminds you that you can deploy structures on the bottom area, plus removing some fake concrete to allow more room to it (you could deploy structures before, but some people may not even be aware of that option).
-Mission 7: Mercenaries were too strong. Now they will be much less defensive, and every drop they get will be send into attack, so they send waves more often but much more weaker instead of a insanely big wave.

Edited by Cm_blast
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This week is busy for me, after I will play it. Already downloaded it. Thanks a lot and welcome!

 

Thanks.

 

The only problem using the Fremen Index is about colours. Your colours are similar with Atreides. Is a bit confusing when there are quads and tanks. (planned to use those high Index, but the game will crash with the VCM deploy so... Index = 4).

 

oh, by the way. My win condition is destroying the base/s, but no the units (I don't like when in the original game i have to spend 10 minutes searching the Harvester hidden in the 2 unexplored squares). <-- the only exception is the first level, where you need to kill everything, but after that only the base (like Dune 2).

 

if by chance there is a error or a unexpected mission failure tell me. 

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  • 1 year later...

Update! (more information in the first post).

 

This campaing have recieved an update with several changes.

 

Now works with the launcher, the text.uib isn't needed, only .ini files.

Also, some part in the missions were more boring than harder, so I changed that.

 

All the missions recieved changes, some are minor (at least you played this maps several times you are not going to notice the changes), but others have really big changes, like a new map to avoid the boredom of traveling with infantry/troopers in a big map, or the elimination of the mission 2, making this campaing with 8 missions instead 9.

 

Also, the sandworm now is present in the whole game, so even when the map barely changes, the present of the sandworm eating your harversers when you aren't looking makes the mission harder (early levels players will have some help to avoid the worms more easily).

 

The first post is updated with the new version and some images. People who played this maybe can remember the level with the devastator, just the image show the map is totally different.

 

Some message in mid game are added as a reminder or to help what is going on. The third image is a good example.

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Update! (more information in the first post).

 

This campaing have recieved an update with several changes.

 

Now works with the launcher, the text.uib isn't needed, only .ini files.

Also, some part in the missions were more boring than harder, so I changed that.

 

All the missions recieved changes, some are minor (at least you played this maps several times you are not going to notice the changes), but others have really big changes, like a new map to avoid the boredom of traveling with infantry/troopers in a big map, or the elimination of the mission 2, making this campaing with 8 missions instead 9.

 

Also, the sandworm now is present in the whole game, so even when the map barely changes, the present of the sandworm eating your harversers when you aren't looking makes the mission harder (early levels players will have some help to avoid the worms more easily).

 

The first post is updated with the new version and some images. People who played this maybe can remember the level with the devastator, just the image show the map is totally different.

 

Some message in mid game are added as a reminder or to help what is going on. The third image is a good example.

Added to D2K+, enjoy: https://d2kplus.com/a-new-house/

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  • 1 year later...

In preparation for the sequel, I made some balance changes to the original campaign to make it not feel as hard on certain parts that didn´t mean to, the main post has a summary, but here there are some detailes.

-First, I added coloring into the Atreides, it is hard to know if that quad is yours of theirs, same with combat tanks, so I gave them a taint of blue. They only appear on 3 missions, so feel free to not apply if you are using the online color path. The launcher will say a file is missing but it will be playable.

-Mission 4: I gave the player some reinforcements, they are rather small as the mission wasn´t too hard to start with, but this will give you a bit room of error in case you under-perform. Also, near the completion of the timer, you will get a harvester for free, which either will speed up the production of tanks on the 2º part (to make the mission less tedious) or replenish the harvester that the sandworm ate, thus making the mission more bearable and not having to restart if you loose one.

-Mission 5: the enemy dropped lots of reinforcements, so I removed and reduced some of them; but also the enemy at the top was really defensive. Now the amount of units defending it is smaller, and instead it will build more focused on sending attacks. The attack will be slighly stronger, but it will consist on more quads and less combat tanks and with the reduced/removed enemy reinforcements it won´t feel as bad to try to attack them now.

-Mission 6: mission is untouched. Now, due having some buildings as part of a "cutscene", you could always deploy structures there. I never did for testing-balancing purposes, but the thing is that by using it, the mission is easier. Some people may not even be aware that you could do that, so now the game will trigger a message reminding that that area is available so every player has an evenly knowledge of it. This alone speed up the mission so it takes less time to win. Also, there are no longer fake concrete, so now there are more room for extra buildings on that spot.

-Mission 7: The mission present a High Tech factory that deliver reinforcements in loops on the Mercenaries, and later on the player if you capture the structure. However, those reinforcements were into used to defend, making the mercenaries to gather an insane amount of units every time they attack. Now they get the same amount of units but those will attack as soon as they land, so the player will have to deal with 4-8 units every once in a while instead of a big 30-40 unit wave (much stronger than the Harkonnen sends on this same mission). Since now the mercs no longer hold the units, they will be less defensive too, so easier to destroy.

Overall these are the changes done, done to make some missions less punishing, and enemies less defensive. Maybe a little more aggresive but better to face minor waves often than a massive wave later that may destroy you if you are not expecting it.

Edited by Cm_blast
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