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[Release] Special Skirmish - Single map + swapped colours


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To talk properly about this simple map I will divide in three sections:

First, this is a map coping the style from the Practice/Skirmish. An VCM, 10 units, 7000 credits, tech level of 5.... and several IAS with the exact same resources. This means the IA don't have any advantage as part of reinforcements, extra harversters-carryall... the only thing is the priority of some units and buildings, and the fact that they will fight togheter (all ally).

Second. The idea about creating a "Skirmish" type of map came for a premise: Creating a random objetive. And I did that.
In this single map, there is 5 possible objetives, this will refer to defeat a specific IA Player. The player don't choose which one, the game will show (as a text in-game) which enemy you need to defead to beat this level (this objetive may change in differents games).

Third. I did a lot of research into the colour.bin (I created a post about this research more detailed). From now, I manage to swap the palettes from the original game. So right now (and I mean applying my "colours.bin") the Harkonnen will be Blue, the Atreides green, the Emperor Yellow... This don't affect the gameplay, but for this single map not only "Blue Harkonnen" are usual in skirmish games, but also the text-in game will refer as their new colour.

Special Indications:
Read the readme.txt to know where to copy everything. If you already have everything, then just only copy the three files from the "missions" folder.
Also, a new "colours.bin" is added in the zip file. This will affect the original game, so create a copy to the original file. Mine include a back_up from the original, just in case.
Anyway. This swapped palettes don't affect the gameplay at all (harkonnen still will be Harkonnen, but in blue). So if you like the "Blue Harkonnen" you can maintain my modified colours.bin (My map is playable even without using my modified filed, although the text in-game will refer to the swapped colour instead the original; check the other warnings.txt in the zip file).


Now, Players:
In this map there is a 1 vs 5 situation where your harversters don't have any safe spot to harverst. If you are a begginer player and you feel that paying attention to 5 enemies plus your own harversters is too much, then change the difficulty to easy.
On the other hand. Although they fight together, you only need to defeat one. Also, this IA is not like the one you can encounter in the online mode. In fact, after the Ia have "enough", they will build much slower. Having said that, if you are a Good/pro player, you can change the game to hard.


Images:
Special Skirmish 1.PNG
Special Skirmish 2.PNG
Special Skirmish 3.PNG
Single mission map here:
Special Skirmish.zip

EDIT: JULY/2020

With the creation of the new version of the mission launcher by Feda, now this can be loaded more easily by using my custom stuff, like having different crates, altering the tech of the player/enemy, and all kind of things that previosly required to being overwritten manually. With the new version of that said launcher that's not needed anymore, if you have well placed the next pair of files. One contain the custom stuff used for this specific work, and the other the new .ini that can make that custom stuff to be loading it.

Download files here:
Special Skirmish update ini.rar
CustomCampaignData.rar

How to install:
-CustomCampaignData: un zip this rar and move it into the root of the game, which means a folder called "CustomCampaignData" has to share the same folder as "Dune2000.exe" and "Missionlauncher.exe" are stored.
-.ini files: After downloading the campaign (on the above area of this post), ovewritte with these .ini files. Simply Unzip it and ovewritte.
- These two things only work together with the new version MissionLauncher released in this 2020 year, but they are still compatible with an early version, although if that's the case you have to do all the changes needed manually.

This will only load the custom colors used for this single mission. It doesn't have anything else.

Edited by Cm_blast
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3 minutes ago, Cm_blast said:

In fact, after the Ia have "enough", they will build much slower.

What do you mean with this, and how did you implement this? Sounds interesting

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2 minutes ago, FedaYkin said:

What do you mean with this, and how did you implement this? Sounds interesting

Is just a "set build rate" event, to balance a bit since everyone goes after you. The event trigger when the Ia have the starport, being one of the last buildings he is going to build.

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6 minutes ago, Cm_blast said:

Is just a "set build rate" event, to balance a bit since everyone goes after you. The event trigger when the Ia have the starport, being one of the last buildings he is going to build.

Oh I see, good idea

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