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Cm_blast

[Release] Spacing Guild campaign for Dune 2000

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Hi, I am here again to release a new campaign for Dune 2000, one when you play as the Spacing Guild. You need to have Gruntmods installed (And funkys "Dunexe and launcher") to play this campaign and copying my “.map” files, “.mis” files and “.ini” files with a total of 27 files (9 levels).

 

The spacing guild are a faction that not fight directly in Dune, but I create for them some reasons to be in the planet and doing things, based in the money and the starport (and more) and giving to them their own identity (I will tell some details later).

 

The plot has 2 parts.

The first part is about how the big Houses paid them lots of money for using their services. Some of them have not yet paid, so the player have the goal to collect the money they debt to you.

 

The second part of the plot it’s about the hidden plan of the Space Guild. The goal there is different and the way the levels are changes too. Play to find out by yourselves what will happen.

 

Details about the campaign:

First, the index I used for the campaign is greater than eight. Because of this sometimes the game can pop up an error after completing a mission (but not always). Because Gruntmods allow playing the levels stand alone there is no problem if an error appears. Just go on in the next mission.

 

Identity:

The Starport is going to be the core of several levels, but I didn’t want to simply put a regular reinforcement (% timer) to the player. Instead, I wanted a more active function for the starport, so in some levels I changed the “.ini” file to create some “new rules”. For example, making the frigate comes faster or making the prices in the starport change faster. Any modification done in the “.ini” file will be documented in the briefing.

 

The changes done in the “.ini” file are unique per level. So every level has their own rules (or just the default rules). The rules not always affect the starport. Check what more rules I changed by playing the game.

 

Half of the game the player will have some kind of pre builded base where the starport is the core (with a enhance Starport) and you can’t deploy a VCM (the Spacing Guild is allowed to collect debts using an army, but not expanding their base). However, the other half of the game you will build your own base (there is a logical reason to allow this).

 

Tiledata.bin and reamde.txt with all the instructions are included in the rar.

Spacing Guild.rar

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I try to play 1st mission. It looks interesting.

These quick reinforcements via Starport just in time before enemy attacks. Not bad.

 

I like decision with Silos explosion. Perhaps, I have never seen something like this before, in Dune 2000. At least, I don't remember.

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I try to play 1st mission. It looks interesting.

These quick reinforcements via Starport just in time before enemy attacks. Not bad.

 

I like decision with Silos explosion. Perhaps, I have never seen something like this before, in Dune 2000. At least, I don't remember.

 

In the first mission the player don't have much to do, so I tried to make the reinforcement/enemy waves comes quickly.

 

And about the silos, I use the "leave" Event. This event is only used in online games. When a human player leaves the game, all this units and buildings explote.

 

I imitated the Red Alert game, when some buildings explote without the player attacking directly, and because the Klofkac editor let me to use this feature I just wanted to do a level based on it (and is much more visual than making the player berseking/selling buildings).

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Nice campaign. I played and recorded the first 4 missions already, will upload them on YouTube when i get some time to render them

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Nice campaign. I played and recorded the first 4 missions already, will upload them on YouTube when i get some time to render them

Thanks.

 

The level 4 is my first time using the "casualties" event. For this use is great.

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got errors when  in first mission when enigneers coming in third when i collect 10k and in 6th when mission start

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got errors when  in first mission when enigneers coming in third when i collect 10k and in 6th when mission start

Do you have the latest dune2000.exe from funky?

 

If you don't have it then some events don't trigger, like the "leave" (first mission), and the "set cash" (third mission).

 

you can get it here.

http://forum.dune2k.com/topic/26661-dune-2000-106p-game-patching-bug-fixes-new-features/

 

At least Feda isn't reporting any error so far.

 

The only error I'm aware is sometimes (at random) when you beat a level the game pop up one error, but because the level is already finished I don't care to much.

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Do you have the latest dune2000.exe from funky?

 

If you don't have it then some events don't trigger, like the "leave" (first mission), and the "set cash" (third mission).

 

you can get it here.

http://forum.dune2k.com/topic/26661-dune-2000-106p-game-patching-bug-fixes-new-features/

 

At least Feda isn't reporting any error so far.

 

The only error I'm aware is sometimes (at random) when you beat a level the game pop up one error, but because the level is already finished I don't care to much.

Yeah I had that end-mission error but it's not such a big deal since you load the next mission from the mission launcher. Didn't have time to play the rest, will do it soon.

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Mission 8. Player cannot build special units?

He is something like Harkonnen, therefore Devastators could be useful, because there are big battles on this levels. :smile:

This is not advice, I just ask. Maybe I did something wrong.

 

Edited by Adriano

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11 hours ago, Adriano said:

Mission 8. Player cannot build special units?

He is something like Harkonnen, therefore Devastators could be useful, because there are big battles on this levels. :smile:

This is not advice, I just ask. Maybe I did something wrong.

 

No, you can't build the special unit.

This is because the index I used is a bit tricky: The original Harkonnen use "Harkonnen Construction Yard" Which builds "Harkonnen Heavy Factory" and "Harkonnen Palace". The original Emperor use "Imperial Construction Yard" Which builds "Imperial Heavy Factory" (no devastador) but can't build any Palace.

The weird index I use deploys a "Harkonnen construction Yard" (So palace available) but for some reason builds the "Imperial Heavy Factory". Is weird, but is intended to behave like this.

Even withouth the Devastator you should still can build the Harkonnen Palace and use the "almost no miss Death Missile" to help you beat the level.

 

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I wanted to skip the mission 4. Because it's very hard. I'm tired of trying. Most of your campaigns is very hard. And it's hard to play on normal mode. I don't like to play on easy. But how to play your campaigns on Hard mode? It is completely impossible. If possible I want to see.

I complete the mission 4 on normal mode. But you should create some on normal/medium difficult (your Normal is Hard or Very Hard).

I'm not saying that your campaigns are bad. They are interesting and I enjoy to playing. But they are too Hard for me. War of assassins was a normal difficult (not very hard, everything is possible). I think possible to play on Hard mode. The good news is that not all your missions are hard or very hard. And that's very good. But the all missions I can't complete.

Edited by Dark Wesker

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2 hours ago, Dark Wesker said:

War of assassins was a normal difficult (not very hard, everything is possible)

The funny thing is I couldn't beat War of assassins; I loose halfway the campaign.

Mission 8 is the harders of all, so probably you can't beat that neither :P.

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updated post:

23 hours ago, Cm_blast said:

The funny thing is I couldn't beat War of assassins; I loose halfway the campaign.

 

There are harder missions but for me its easier than your. In your campaigns too many enemies forces. Plus too many sandworms.

Quote

Mission 8 is the harders of all, so probably you can't beat that neither :P.

Probablybut I'll try.

* The Mission 5 is Easy and the mission 6 and 7 is not very hard, just a bit hard. These are normal missions for normal mode.

Quote

you can't beat

But I beat. You warned me and I prepared for it.  I looked at the map and I tried somehow. It's hard if enemies to attack from all sides but it was not. And a bit easy if i can build base. The Mission 8 is a (very) hard. But not enough.

 

The mission 9 is Very Hard...many enemies, worms + Deviator...small area...just cool. And enemies to attack from all sides.

Edited by Dark Wesker

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On 4/8/2017 at 5:39 AM, Dark Wesker said:

updated post:

 

There are harder missions but for me its easier than your. In your campaigns too many enemies forces. Plus too many sandworms.

Probablybut I'll try.

* The Mission 5 is Easy and the mission 6 and 7 is not very hard, just a bit hard. These are normal missions for normal mode.

But I beat. You warned me and I prepared for it.  I looked at the map and I tried somehow. It's hard if enemies to attack from all sides but it was not. And a bit easy if i can build base. The Mission 8 is a (very) hard. But not enough.

 

The mission 9 is Very Hard...many enemies, worms + Deviator...small area...just cool. And enemies to attack from all sides.

Good to know you beat my missions.

Mission 8 is the hardest because the enemy is very aggresive. It's heavily based on the Red Alert 2 Soviet campaign, the one which you need to use your nuke to destroy the Kremlin and, like that map, you can't outpush the enemy.

Also, the starport is a big help, buying tanks for 150 credits it's a big deal.

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