Fey

Playing around with the D2k campaign

109 posts in this topic

12 minutes ago, Fey said:

That issue with the Imperial construction yard was changed a while ago! About the same time I added the Atreides construction yard to the Ix.

They're also able to build High Tech Factories, they do so in S2V2, so I guess I must have inadvertently fixed that issue as well.

I don't plan on making all of the factions have the maximum tech level. Smugglers have capped their tech level since level 7 - they're not going to be able to build an Ordos Palace. Mercenaries are going to be the same way, cap at level 6.

I'm doing some work on S8V1 atm. Just three more levels and this campaign is complete :) Feelsgoodman.

Good then. Remember, I destroyed that base quickly, so I didn't know what he will build it :P.

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8 hours ago, Cm_blast said:

Good then. Remember, I destroyed that base quickly, so I didn't know what he will build it :P.

Right, right.

I just finished the first draft of S8V1. I still need to do some difficulty balancing, but I can give a map preview:

The briefing:

Spoiler

SMUGGLERS 08: Placeholder (I need a name for this map)

     After the battle, you have another death on your conscience. You're silent, pondering, as you await transport to Bilar Slopes, where Moriaen has need of you next. The smugglers there formerly loyal to Sumadi will receive your command and the Ordos' forces.

     Hours passed with the sand and rock you flew over. You didn't know what was going to happen next, although you should. Your ambition, your pursuits, are the future of the smugglers. They're all united under you, now. The Ordos require your services, and the mercenaries are at your mercy. The most obvious course of action now lies with the Ordos.

     You look up from the ground, lean forward, and send a transmission to Moriaen. "Status report," you request when she answers.

     "The Atreides are housing and arming Fremen en masse on the highest plateau in Bilar Slopes," Moriaen explains. "Imperial forces occupy two locations around the Atreides perimeter, and we expect them to attack aggressively."

     "How soon will you arrive?"

     "Within the next few minutes." Moriaen looks solemnly at you for a moment. "Commander Summers, our position will be vulnerable until I can establish my own base. You must fortify our position until I'm ready to strike out against our foes."

     The rock island you'll be sharing with the Ordos has more space than you're already using. You make a note of it to establish a perimeter on the western border of the rock, and give the Ordos whatever room they need on the east side. "Very well," you reply, and the transmission is closed.

     You lean forward again and call Durant. When he answers, he looks beseechingly at you, but says nothing. Your cold expression shakes his hope to pieces. "Are you going to assist in the battle at Bilar Slopes?" you ask.

     "I work for the Ordos as much as I work for you," he replies. "When you clear the Imperial expansion to the west of your initial position, I'll fly in an MCV, but I'll need cover if I'm not to be crushed as soon as I arrive."

     "Good," you reply simply, and you end the transmission before leaning back in your seat. Fremen and Sardaukar fighting alongside each-other - the thought is boggling.

PRIMARY OBJECTIVES:
1. Cover Moriaen as she establishes a base.
2. Destroy all enemy forces.

SECONDARY OBJECTIVES:
1. Cover Durant as he establishes a base.

NEW STRUCTURES:
No new structures are available.

NEW UPGRADES:
No new upgrades are available.

NEW UNITS:
No new units are available.

And some details:

Spoiler

Starting units: 5 Grenadiers, 4 Raiders, 2 Quads, 4 Combat Tanks, 1 MCV, 1 Harvester
Starting base: Wind Trap (x2), Starport, Outpost, Medium Gun Turret
Enemy AI: 5
Objectives: Protect your allies and crush all enemy forces.
Unique aspects: There are seven AIs on this map, five hostile and two friendly. Both the Ordos and mercenaries will construct their own bases, with different build orders.
Fey's comments: Your own hope for victory depends on the supremacy of House Ordos. So, you'll be helping them on this mission and mission 9. Nothing much to say about this one, except, perhaps... SPOILER ALERT - The enemy unit composition is much more varied. I think they send literally everything they can at you. Sonic Tanks, Fremen, Sardaukar, Ornithopters, normal infantry of various sorts... I've made a change to the mod that allows non-stealth Fremen to be pumped out of an Atreides Barracks if that player also owns a Sietch. So, they train Fremen for the most part. Issam Nehara and Saniyah Tafweek make re-appearances on this level, too! I didn't know exactly how seven AIs would work in terms of events and whatnot on this map, but I managed to fit everything in. It worked out.

That's all I have for now. Hopefully I can release the map for testing soon.

Edited by Fey
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Well, I'm gonna do something a little different and release map 8 publicly rather than release it for testing.

http://www.mediafire.com/file/mlht6qzbvckeq22/Smugglers+Campaign(2).zip

Even with two allies, the enemy is perfectly capable of stomping you into the ground. Defend them well while they build up, and assist them in battle, and they'll carry you to victory.

There were also some changes to the AI on mission 7, and the mod has been updated. Several upgrades are less expensive, and the Deviator has gained another buff. Higher missile speed and slightly increased damage versus infantry, to be exact. Siege Tanks have also received a slight buff to damage against all targets, but mostly vehicles and turrets.

If you still need installation instructions, see below:

Spoiler

INSTALLATION INSTRUCTIONS:
1. Extract the zip file.
2. Move ARMOUR.BIN, BUILEXP.BIN, SPEED.BIN, Templates.bin, and TILEDATA.BIN to "data\bin\" in your Dune 2000 directory. MAKE A BACKUP OF THESE FILES.
3. Move all other files to "data\missions\" in your Dune 2000 directory.
4. Use the Gruntmods mission launcher to launch the maps!

Once again, and as always, if you give any maps a try, especially the new one, I'm looking for critique. Tell me how the maps or the mod could be improved! It'll help me ensure quality in future maps. Leave a comment here or PM me with whatever feedback you've got!

Thank you!

Edited by Fey
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6 hours ago, Fey said:

Well, I'm gonna do something a little different and release map 8 publicly rather than release it for testing.

http://www.mediafire.com/file/n9p0gln7p2nr2bb/Smuggler+Campaign.zip

Even with two allies, the enemy is perfectly capable of stomping you into the ground. Defend them well while they build up, and assist them in battle, and they'll carry you to victory.

There were also some changes to the AI on mission 7, and the mod has been updated. Several upgrades are less expensive, and the Deviator has gained another buff. Higher missile speed and slightly increased damage versus infantry, to be exact. Siege Tanks have also received a slight buff to damage against all targets, but mostly vehicles and turrets.

If you still need installation instructions, see below:

  Hide contents

INSTALLATION INSTRUCTIONS:
1. Extract the zip file.
2. Move ARMOUR.BIN, BUILEXP.BIN, SPEED.BIN, Templates.bin, and TILEDATA.BIN to "data\bin\" in your Dune 2000 directory.
3. Move all other files to "data\missions\" in your Dune 2000 directory.
4. Use the Gruntmods mission launcher to launch the maps!

Once again, and as always, if you give any maps a try, especially the new one, I'm looking for critique. Tell me how the maps or the mod could be improved! It'll help me ensure quality in future maps. Leave a comment here or PM me with whatever feedback you've got!

Thank you!

I think you uploaded the wrong file, this zip only contain the first 4 missions.

By the way, now that I read the instructions, you should advice that the game will change forever if you move those files, afecting other campaigns, so a backup of the originals are required.

You can add a folder "Back up" (or similar) with the original *.bin files, so even if someone is not aware of what will happen, he still can recover the game.

Edited by Cm_blast
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8 hours ago, Cm_blast said:

I think you uploaded the wrong file, this zip only contain the first 4 missions.

By the way, now that I read the instructions, you should advice that the game will change forever if you move those files, afecting other campaigns, so a backup of the originals are required.

You can add a folder "Back up" (or similar) with the original *.bin files, so even if someone is not aware of what will happen, he still can recover the game.

Huh? Aww, man, how did that happen? I know I hit 'replace'!

Ah, well. I fixed the link now. It should contain all twelve complete levels so far, and the updated mod. I also changed the installation instructions.

Thanks, Cm. :P

Edited by Fey
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Hey guys!

I've been busy, but I managed to construct S9V2. I did the second one first just 'cause. And boy, was this one difficult to build! At the maximum map size of 128x128 units, it was tough to figure out how to build the cliffs, place the spice, and place the enemy structures in such a way that the map didn't have too much empty space, accounted well for unit pathing, and was aesthetically pleasing. The last maps - levels 6, 7, and 8 - were all 110x110, and it's a bigger difference than it sounds.

Err, anyway, I've got some details for you:

Spoiler

Starting units: 8 Stealth Raiders, 1 Saboteur
Starting base: None.
Enemy AI: 5
Objectives: Protect your allies and crush all enemy forces.
Unique aspects: There are seven AIs on this map, five hostile and two friendly. Both the Ordos and mercenaries will construct their own bases, with different build orders.
Fey's comments: This is hopefully the epic battle everyone's thinking of when they think of a final mission. All five enemy AIs have quite a lot of production. And, both Moriaen and Durant will not be able to deploy their own bases until after you've cleared a spot for them. Before you can do that, you must establish your own. SPOILER ALERT - This is the absolute hardest I'm willing to make a map that's still fair. It has yet to undergo the sort of extensive testing I usually do, but all crashes have been discovered and resolved. While you can't kill the enemies you've been facing thus far, you can kill Emperor Corrino. Killing Vasiliou, Krillys, and Giraud will have to wait for version 1 of mission 9!

The mission briefing:

Spoiler

SMUGGLERS 09: Shield Wall Showdown

     At your command post atop Alazor Steppe, Durant and Moriaen appear on your conference screen to discuss the coming battle.

     Moriaen speaks first. "The Imperial general has become desperate and recalled all forces to your present region, Summers. Spies report that both the top Atreides and Harkonnen commanders are attending an emergency meeting at the Imperial base there as well. It seems they have entered a cease-fire with each-other."

     "Their numbers are huge," Durant adds stoicly. "All three armies are receiving reinforcements from Shield Wall."

     You ponder the situation a moment. "Do we have any spies in Shield Wall?"

     "Enemy numbers at Shield Wall are, at the moment, comparatively less than Alazor Steppe," Moriaen duly replies.

     The idea occurs to you to circumvent Alazor Steppe, but Imperial patrols cover all of Tuono Basin and Bled al-Hazrad. You would have the element of surprise, if you made it there at all. "What do you say about an attack on Shield Wall?" you ask, looking to Durant first.

     He eyes you skeptically. "Are you crazy? The region is covered in Imperial armor, and the Emperor himself resides just beyond it."

     "And if we kill him, the war is finished," you explain. "We win."

     "An attack on Shield Wall would be ill-advised," Moriaen agrees, frowning at you. "Our forces would be intercepted and destroyed en-route."

     You glance down at your maps and examine recent intelligence on enemy presence in Shield Wall. When you spot a weakness, you look back up at the conference screen. "On the south side is a poorly-equipped Imperial base. I can take that with Stealth Raiders and clear some room for both of you."

     Durant sighs and covers his face with his palm anxiously. Moriaen, on the other hand, seems to consider it.

     Eventually, she says, "You are permitted to attempt this. You will not have support until you clear more Imperial forces to the north. We must arrange for the battle at Alazor Steppe in case this does not work."

     "Understood," you reply, and then you close the comm link.

     You go over the plan in your mind one more time. The two rocket turrets on the south end of the base would prove to be bothersome if your Stealth Raiders pass close by them - turrets and infantry could reveal stealth units, after all. A Saboteur could get the east one out of the way and allow them to pass without being harmed. After that... the Imperial base across the bridges and Spice field to the north has to be leveled completely. All while you set up your own base and fend off enemy attacks.

     As you send out the squad of Stealth Raiders and a Saboteur, you breathe deeply, collecting yourself for the coming chaos. You must attack aggressively - before Giraud and the other Great Houses have time to react to your strike force.

PRIMARY OBJECTIVES:
1. Destroy the designated Wind Traps and their engineer.
2. Destroy the Imperial base north of your initial position.
3. Defend Moriaen as she establishes a base.
4. Destroy the Imperial Palace.
5. Destroy all enemy forces.

SECONDARY OBJECTIVES:
1. Defend Durant as he establishes a base.

NEW STRUCTURES:
No new structures are available.

NEW UPGRADES:
No new upgrades are available.

NEW UNITS:
No new units are available.

And the map preview:

I'll release this for testing after I do some, myself. Thanks for being patient, y'all! :)

@FedaYkin - On a side note, hey Feda! Didja get around to testing S7 or S8 yet? :D

Edit: Holy cow! Even on normal, this level kicks my ass. I'm gonna do some adjustment and see if I can't get it to a good state for testing. :P

Edit 2: Level has (painstakingly) been beaten on normal difficulty at maximum speed with a few saves, not very many reloads. Also without turrets. Could use more re-balancing and testing, but can release for testing to current testers. It is freakin' hard, though! And I forgot to add an Ix Research Centre for House Atreides, so while they are supposed to use Sonic Tanks, it didn't happen during my own test run. The file I uploaded and shared privately with testers also has this error. I'll fix it later and re-balance accordingly.

Edited by Fey
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S9V2 has been beaten on hard mode without saves and at maximum speed. I'll get around to S9V1 at some point, but for now S9V2 is being released.

It remains difficult, but is now more fair. As before, if anyone cares to leave feedback, I'd REALLY appreciate it! I read all comments and use them to improve my maps.

As always, you're gonna need gruntmods for the map, and here are instructions for the sake of keeping folks from needing to look through the rest of the thread:
INSTALLATION INSTRUCTIONS:
1. Unzip folder.
2. Put all the stuff with "S9V2" in the name in data > missions.
3. Put all the other files in data > bin. Make backup copies of the stuff you replace to return the game to normal after you're done with this map, or any of the others!
4. Open map with mission launcher. It's for the Smugglers, obviously.

Here's a download link:
http://www.mediafire.com/file/72b9r6x3b6ipq5a/S9V2.zip

Have fun. :)

Edited by Fey
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On 17/2/2017 at 4:12 AM, Fey said:

As always, you're gonna need gruntmods for the map, and here are instructions for the sake of keeping folks from needing to look through the rest of the thread:

Gruntmods isn't really a must have. As long as you have (or download) the lastests dune2000.exe, missionlauncher.exe and tiledata.bin custom campaigns works in the vanilla game too. I don't remember if any more files are needed.

 

Edited by Cm_blast
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3 hours ago, Cm_blast said:

Gruntmods isn't really a must have. As long as you have (or download) the lastests dune2000.exe, missionlauncher.exe and tiledata.bin custom campaigns works in the vanilla game too. I don't remember if any more files are needed.

Oh, wow. Cool! Okay, so as long as that works then... good to know.

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