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[Release] Smugglers Campaign


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Posted (edited)
Spoiler

It's done. The smugglers campaign is complete at last!

Features:
 - Fifteen missions, drawn up from scratch
 - Engaging story and character interaction
 - Multiple versions of some levels
 - Choice-based difficulty levels
 - Highly varied missions
 - Challenging campaign
 - Re-balanced tech

I started merely with modding the original campaign, but thanks to help from the community, I learned a lot more about D2k modding and this was made possible. Special thanks to Fedaykin and Cm_blast for extensive testing and conversation. Couldn't have done it without you! And for the most recent update, Cm_blast and Runtowin.

Here are map details. If you don't want spoilers, the map details are shown in-game or explained in the briefing, so don't bother looking! However, a STRATEGY section has been added beneath this spoiler if you are stumped with a certain map, so consider looking if you'd like some hard mode tips or something.

Details:

Spoiler

The smugglers campaign follows the story of Rowe Summers, an ex-mercenary commander whose extensive military experience baffles friend and foe alike as she turns the rag-tag smuggler militia into a contender for the ultimate prize: Arrakis.

S1V1: Quality Control
Learn efficient base construction with Sumadi's supervision and mine Spice for the coming war.
FULL MAP IMAGE: https://i.imgur.com/yrSGfke.jpg
STRATEGY:

Spoiler

This is your basic tutorial map with a 1v1. You can familiarize yourself with some basic changes my mod introduces on this level.

PHASE ONE: Chill out and build some stuff before the Imperials show up. Scout the territory while you're at it. If you can find the time during Sumadi's exam, I suggest building a Light Factory before concluding it. To conclude the exam, Sumadi instructs you to build a Wind Trap, Barracks, Outpost, and Refinery. Not necessarily in that order. Keep some Troopers out in case the worm drops by, too! The last thing you'll want is for it to eat one of your Harvesters.

PHASE TWO: Imperials show up following your exam. They have a pretty decent force which can prove difficult to take down early on Hard Mode. What's worse, they have a higher Tech Level than you. If you can't kill 'em all as they arrive, which is extremely unlikely on Hard Mode, use your Raiders to take out Grenadiers and prioritize Quads with your Troopers, and destroy their production or power ASAP. Light Infantry are cheap and can easily be massed. Once you're done with that, Sumadi will remind you that you must harvest 2,500 Solaris, if you don't have that much already.

S1V2: Petty Thievery
Blitz Imperial mining camps with raiders and tanks as you attempt to steal Spice for the coming war.
FULL MAP IMAGE: https://i.imgur.com/4CoGvtR.jpg
STRATEGY:

Spoiler

For level 1, this is fairly advanced.

You have a squad of light vehicles consisting of Raiders and Quads and you'll receive some Combat Tanks very shortly into the map. You also have five Grenadiers, which I suggest grouping with your Quads and Combat Tanks. They are excellent support infantry.

PHASE ONE: Your targets are to the northwest and southeast. Pick one and blitz it! The Combat Tanks can soak turret fire pretty well, so let 'em go first and swarm whatever tries to stop them with your light vehicles. If one of your units gets low on HP, hit the repair hotkey and click on that unit, then remove it from your unit group. You'll need as many units as possible for the second camp.

PHASE TWO: Destroying one camp will reveal the other. The Imperials will have prepared defenses by now, so take care while you eliminate all threats. You don't have to worry about sending your units back for repairs or keeping them alive this time, so if you want to sacrifice a Combat Tank to run over five Sardaukar, it's worth it. Finish off whatever Silos remain and you'll be victorious.

If you want to shut down the turrets, an isolated Imperial Wind Trap on the north side of the map can be destroyed to do so. However, the Imperials will receive a few extra units at each mining camp to make up for it, so be ready for those.

S2V1: Desperate Defense
Command the emergency defense of a base soon under siege by vastly superior Imperial forces.
FULL MAP IMAGE: https://i.imgur.com/csu5rwl.jpg
STRATEGY:

Spoiler

This is a skillgate map, meaning it's an early map that is exceptionally difficult. Build up new Refineries and Harvesters right away, but most importantly, build defenses! The Imperials have enough firepower on this map to blow you to bits several times over, so just building Refineries will leave you defenseless when their tanks and Sardaukar show up at your perimeter. Remember that building multiple Barracks or Light Factories will boost the rate at which new units are trained, and you can use your Starport for tanks of your own!

Since they have tanks and you have light tech, for the most part, you should play smart. Light Infantry and Raiders will eat Missile Tanks and generic Imperial infantry. Quads can catch and eliminate Siege Tanks and, with a little more difficulty, Combat Tanks. Use Grenadiers against Sardaukar Elites and pop their Combat Tanks and Quads with Troopers.

CHOICE ONE: If you explore the map, you'll find a defensible rock formation around midfield. It's remarkably easy to hold! Spread Troopers and Light Infantry closer to the Imperials' approach, place Grenadiers behind them, and use Quads and Raiders to take out extremely dangerous enemies, like Trikes or Siege Tanks. The Imperials will deploy Siege Tanks in small numbers on this map, but if you let one get through, it'll effortlessly wipe out any infantry it fires upon. You must spread your infantry out - one or two Troopers dying because you missed a Siege Tank is much better than five or ten. Intercept them before they get close. You could also place Missile Tanks or Siege Tanks on the ridge to take shots at Combat Tanks a little too far away for your Troopers, or to help with those Sardaukar elites. If you can afford it, get an MCV from your Starport and deploy it at the rock formation. You can fit a Barracks and a Light Factory on the island, which helps a lot when you need to replace a Trooper here or there.

CHOICE TWO: Fortifying your base entrance is one Medium Gun Turret, which cannot be replaced. It does a great job at soaking fire and dueling Combat Tanks, but there's no Infantry Rock around. You also can't place any Concrete Walls in front of it. Use Troopers with care and keep Grenadiers behind any walls you do put up. A squad of Sardaukar can pop a Quad in one shot, and they'll do pretty similar to your Medium Gun Turret if they're not 'naded to death. If you can get Missile Tanks from the Starport, they're incredibly effective against Combat Tanks, and you'll be seeing a lot of those. If you want infantry where you can't build walls, line up Raiders or Trikes in front of them to prevent enemy Combat Tanks from running them over.

However you decide to do it, once you hit 15,000 Solaris, your funds are transferred to Sumadi and your objective is complete. The Imperial commander, Kyne Giraud, grows bored with you and ends the map by destroying your base, leading in to the events of the bonus mission. You can finish the map faster by selling your Light Factories, Barracks, and Starport at this time. Good luck.

This level has a secondary Hard Mode. Kill the Fremen on the map to cause Fedaykin warriors to attack you later. The Fremen have fairly substantial numbers for how powerful they are, so bring Grenadiers and massed Light Infantry to get the job done.

While not remotely mandatory for mission success, it is possible to attack and even defeat the Imperials on this map. Giraud will comment, awed, that what you just did was meant to be impossible. If you decide to attempt this, I recommend trying it on easy, spreading Refineries all over the map, and picking your targets carefully to do it quickest.

S2V2: Scavenging the Wastes
Re-capture a compromised smuggler base in an attempt to salvage any Spice it may have had.
FULL MAP IMAGE: https://i.imgur.com/HSyHUEH.jpg
STRATEGY:

Spoiler

PHASE ONE: The first part of this level is pretty much on rails. Stay in front of Summers at all times and take out anything that threatens her. When you get to the base, you'll find it was part of a trap, for it blows up in your face! Imperial forces will then set down and try to kill you, so meet them right out of the Carryall with a hail of bullets and grenades. The second wave is significantly more dangerous and Summers will run north to escape the Combat Tanks and Sardaukar Elites they loose on you. Don't worry about losing any units at this point, you'll get more! Just make sure you keep those Imperials away from Summers. She must survive. If you want to keep your guys alive, you'll maximize your potential for survivability by using the infantry rock well.

PHASE TWO: To survive the ambush, you must seek refuge with the Fremen in the area and hold out against the Imperials until Sumadi can come and get you. Grenadiers are your best friend at this point because they're going to send oodles of Sardaukar Elites at you along with lesser amounts of Combat Tanks and light vehicles. It is not possible to fully eliminate the Imperials on this map, so don't bother going after their bases either. However, a surgical strike against Wind Traps, any factories, or the Starport may buy you some more time. Quads are ideal for this.

Focus on training infantry; they can self-heal and they have the highest firepower in the game when grouped up on a single tile! Pop their Combat Tanks with Troopers and stay alert for incoming Imperial forces. You should scout the map at any opportunity so you can see them coming, though they'll mostly be staging attacks from midfield. Use Trikes and Quads to flank Imperial forces already getting chewed up by rockets and grenades. If you're on Hard mode, you don't have too many funds to use, so you might get more bang for your buck by putting Trikes around your infantry so tanks don't roll up to the rock and get your Troopers killed via grenades. Spread your infantry out and don't occupy the rocks with too many at one time just in case a lethal attack drops by and kicks your forward group's butt. Also, keep your eyes out for enemy Grenadiers and especially Siege Tanks. You need some Quads out for the Siege Tanks! Once Sumadi says he cannot reach you in time, you have completed the mission. The Imperials will destroy the Sietch and Summers will ride off, leading to the events of the bonus mission. Good luck.

SBON: Hunted
Flee the vengeful Imperial forces chasing you relentlessly through a winding canyon.
FULL MAP IMAGE: https://i.imgur.com/c48oTyf.jpg
STRATEGY:

Spoiler

This one's like S2V2, but the whole map is an escort. It's pretty short and easy, but it explains how Summers got away after the events of either version of level 2.

PHASE ONE: Summers will lead you to a cliff overlooking the smuggler base you must reach. Once again, keep in front of her. You get a bunch of Fremen Warriors to command on this mission, along with some Trikes. Keep the Trikes alive and use your Fremen Warriors to fight through the Imperial guards. Two Trikes will show up at the end of this phase and obviously they pose the biggest threat to your forces, so be alert and take 'em out quick when they appear.

PHASE TWO: Summers will lead you down the way, and will stop to take a breather after a couple of Grenadiers. Use your Trikes to target and eliminate any Grenadiers you come across while your Fremen Warriors fight the Imperial Light Infantry. The delay after this will give you some time to heal up, so don't hesitate to get your Fremen Warriors into the fight as long as it keeps Summers alive. Given the danger of Grenadiers to infantry, I strongly recommend you make use of the scatter command before sending Fremen Warriors in to kill one.

PHASE THREE: Summers will lead you past a few more Imperial infantry, including a couple of Sardaukar Elites, and then your objective is complete. Giraud will show up and take revenge by destroying Sietch Mushtamal, ending the mission.

S3V1: Deal with the Devil
Make potentially powerful allies: Contact the Atreides or Harkonnen and discuss business.
FULL MAP IMAGE: https://i.imgur.com/K4QZJrb.jpg
STRATEGY:

Spoiler

After S2, this level is quite easy in comparison.

PHASE ONE: You must seek out either the Atreides or the Harkonnen and try to make a deal. You can't actually ally with the Atreides... they're too high and mighty for doing business with outlaws. The Harkonnen, however, will consider your offer if you prove yourself by paying them 5,000 Solaris. Simply send forces into the Harkonnen base to get their attention, then harvest the required Solaris. Just remember to prep some defenses first! The Atreides will know, and they will not be happy. You must contact the Harkonnen and harvest the requisite Spice within the time limit.

PHASE TWO: Now that you've made a deal with the Harkonnen, you must secure the region. The Atreides have two of their Refineries at the front of the base, which is awfully troublesome for infantry since the Harvesters tend to run them over. Use Quads to take out as many Atreides Harvesters as you can and cover your infantry as they push into the base. Quads are also fantastic for sniping the Atreides Medium Gun Turret. Destroying the wall to make a bigger entrance could help. And, there are rocks in the base your infantry could garrison. If you want to play it a little more reserved, there is a nice choke point at the ridge just outside the Atreides base. Use it to thin their defense forces.

You should chuck grenades at the Wind Traps over the eastern bridge before you push into the Atreides base. This will shut down the Rocket Turrets, also known as Large Gun Turrets, and leave the meaty center of the Atreides base mostly exposed for you to feast upon.

S3V2: Hawk's Glare
Fend off an Atreides raid, possibly through the aid of the Harkonnen.
FULL MAP IMAGE: https://i.imgur.com/qLTC2ZE.jpg
STRATEGY:

Spoiler

This route is considerably harder than S3V1. You have an active enemy that REALLY wants to kill you.

PHASE ONE: You have fifteen minutes before the Harkonnen arrive. Use it to get some production going and harvest the 5,000 Solaris they demand. You can pay them at any point during the time limit, and they will become your ally for the rest of the mission. Your mercenary ally will focus on defending the base, so you should focus on aggression. Once the fifteen minutes are up, the Harkonnen will fly construction crews and an escort in directly north of your base. Try to keep good defenses around Durant's turrets in the meantime! A few Grenadiers and some light vehicles for rapid response will work wonders. Losing them means the Atreides can come right on in to your base.

PHASE TWO: When you're ready, pick a way into the Atreides bases and commit to the attack. There are a couple of infantry-only paths around, and the only path vehicles may take branches to the north and south. South leads to a small Atreides expansion, so that's the easiest base to take out first. You could also blow through the wall to the north and bypass the turrets that way. Use Troopers to take out their Medium Gun Turrets and cover your Troopers with Raiders. Bring some Quads too to blitz priority targets, like Refineries or Wind Traps! Troopers get the job done very effectively, but they are slow and need time to recover between structures due to falling debris hurting them. Finally, consider bringing some Grenadiers in group with your Raiders and especially Quads. They won't do much damage to Quads, but they'll wreck any infantry around, so they make excellent support for Quads. Once you defeat the Atreides, the map is complete.

This level has a secondary Hard Mode. Fail to pay the Harkonnen, and you'll have to fight them off as well as the Atreides. On the plus side, that 5,000 Solaris saved early could go towards more units! You may even be able to chunk the Atreides base before the Harkonnen show up if you're quick enough.

S4V1: Strictly Business
Contact the Ordos and attempt to seal an incredible deal.
FULL MAP IMAGE: https://i.imgur.com/3ScYV9J.jpg
STRATEGY:

Spoiler

This one is like S3V1, except you can actually ally with either the Ordos or the Harkonnen.

PHASE ONE: This map has you start with the lowest amount of Solaris out of the entire campaign. Furthermore, each part of this map is on a time limit. The Harkonnen are extorting you, and the Ordos have yet to call for you, so just get yourself set up with some production and some more Harvesters right away. When the Ordos do call for you, take your light vehicles down to the south side of the map and head into their base. The Harkonnen will take notice, and then the Ordos and Harkonnen will proceed to fight.

From here, you have two choices.

CHOICE ONE: Kill enough Ordos to show the Harkonnen you're still on their side. This may happen regardless of your involvement, but it's unlikely the Ordos would lose THAT badly to the Harkonnen. If you're going this route, make sure you bring enough units to put a real dent in those Ordos numbers, otherwise you may not do enough to convince the Harkonnen. You can minimize your losses by using the Infantry Rock near the Ordos base and attracting the attention of the Ordos units with a couple of light vehicles. A short slaughter later and the Harkonnen are on your side. The Ordos are a little tougher to fight because they have a more fortified base entrance, and their Heavy Factory is at the front rather than a meatier target like a Refinery. However, they have a convenient infantry-only passage in the rear cliff wall of their base. And, the ridge north of the Ordos base is highly defensible. You can send the MCV you start with over there if you're having trouble piercing their defenses, then stage attacks from there.

CHOICE TWO: Remain uninvolved (or kill Harkonnen) until Krillys turns on you to ally with the Ordos. Fighting the Harkonnen is pretty convenient since they're literally just across from you, so those Troopers can be out there blowing up their turrets in just a few seconds. It can be pretty intimidating picking a fight with them since your own base lacks any static defenses, but keep building up units and you should be okay. On the upside, a Harkonnen Refinery is at the very front of their base. That makes an excellent initial target. Just remember that until Krillys verbally denounces you, the Ordos can become hostile too! Try not to get in between them until an alliance is certain.

Help whichever faction you ally with to defeat the other one. Durant will assist you once either the Harkonnen or Ordos ally with you, or if one faction pisses him off early. Use Grenadiers with your Combat Tanks or Quads, use Infantry Rock against Combat Tanks, and remember to target the Wind Traps if you want those turrets shut down. They will annihilate your Combat Tanks if powered up. Their numbers may look tough to break down, but they are actually not very much a threat after your mercenaries and whichever House you align with go in together with your forces.

Although there is plenty of room at your base, you may enjoy the benefits of expanding to one of the rock islands scattered around the map. The MCV you start with would go to great use either being deployed right away and giving you better build times or being sent somewhere else to set up a forward base.

You can trigger the Harkonnen and Ordos fighting each-other earlier on, but you will gain nothing from doing such a thing. If you want to anyway, simply go on down to the Ordos base before they call for you. It's in the southeast corner of the map.

S5V1: Meat Grinder
Prevent the destruction of an Ixian research base, then escape before Harkonnen tanks roll over you.
FULL MAP IMAGE: https://i.imgur.com/FyXeFeq.jpg
STRATEGY:

Spoiler

This map introduces several support technologies: MCVs, Engineers, Carryalls, Repair Pads, and Gun Turrets, AKA Medium Gun Turrets. It's designed with their use in mind.

PHASE ONE: You have to find the Ixian base. The sooner you do this, the better, since the Harkonnen will be building up from the start. However, delay a little bit and you can scout the entire Harkonnen base while they're still neutral. You can see what they're up to if you do and you can pick a good target or two to hit first. When you're ready, head to the southwest corner of the map and contact Aurelianus. You will piss off the Harkonnen in the process, but you'll receive an MCV. To keep your starting position alive, you might want to build up some forces before going to find the Ix. Troopers are particularly important for covering the starting Medium Gun Turret, which will automatically repair itself.

PHASE TWO: After getting your MCV, you have to defend the Ix and defeat the Harkonnen. They have an impressive factory complex, so this is by no means an easy task. I recommend investing in base fortification with a ConYard upgrade as soon as possible. Consider ordering an extra MCV or two from the Starport and setting them up on other rock islands so you can spread your Refineries out. Extra MCVs will also boost the speed at which you build structures, which helps a lot to build and replace Medium Gun Turrets. Keep a mobile force of Combat Tanks or light vehicles ready to intercept Harkonnen attackers and erect turrets at the front of your bases to hold them while your forces get there. Repair your damaged vehicles on Repair Pads so you can use them for the attack later. Finally, get a bunch of Carryalls out for your Harvesters! The Spice fields are all fairly spread out on this map, so the Carryalls will have a huge impact on the rate at which you generate funds.

While it may seem like a hassle, try and keep your starting position alive. You will have a strong start if you can keep that base running, and defending on multiple fronts is made easier with the use of Medium Gun Turrets. Remember to place them behind Concrete Walls! This drastically increases their survivability against several of the most common threats: Combat Tanks, Quads, and Troopers. While turrets are extremely effective long-range support, they have trouble defending on their own, so a few Grenadiers nearby and a little attentiveness so you know which of your turret lines needs repairs will go a long way in further improving your defenses in a cost-effective way.

When you're ready, head up to the Harkonnen base and take your pick from any of the numerous juicy targets they've got! Blow through the northwest wall to take out a bunch of Wind Traps, destroy their Refineries, take out that small expansion on the nearby rock island, head up the infantry rock and capture something with your Engineers... any of these are good choices, although none particularly easy. If the Harkonnen defense forces are giving you too much trouble, consider going after their Harvesters instead. They're spread all around the map and you will hamper their ability to generate units if you take them out.

Another useful thing to do with Engineers is capture an enemy structure, then quickly deploy Medium Gun Turrets and a Repair Pad or two nearby. Given the large enemy base you need to raze, this will support your attacks as you take the base out piece by piece.

There are Fremen on this map. They're neutral for starts, but tend to get in your way and will immediately attack you if you go near the Sietch. They're around midfield, guarding excellent base expansion sites, so I'd recommend either killing them or being very careful with your expansion. It shouldn't take too much effort to kill them with Light Infantry and Grenadiers. Destroy the Sietch as quickly as possible once they become hostile! They will produce more Fremen Warriors from there. If left alone, and if neutrality is maintained, they will probably send attacks at the Harkonnen on occasion.

S6V1: Shipping and Handling
Ensure the Ixian weapons arrive unharmed. Then, crush all enemy forces.
FULL MAP IMAGE: https://i.imgur.com/ADAf4Z2.jpg
STRATEGY:

Spoiler

Remember Ordos 06? This time you're the one smuggling the goods.

PHASE ONE: Despite starting with a good lot of Solaris, this map can be rough on the money. Sell the turrets guarding the Ordos Starport right away; it's unlikely the enemy will show up there before blowing through Durant's fortifications in the center of the map, and if they do that, it's already game over. There's a large Spice field close to the southern rock island just outside the east entrance, so consider taking your MCV a little further so you can set up a Refinery all the way down there. You should get some infantry out to support Durant right away; they are hardly expensive and one or two Troopers here or there will help a lot at keeping Durant's turrets alive. It's important he is as self-sufficient as possible so that you can focus on attacking the enemy! Infantry are extremely cost-effective, but you could support the turrets either with Combat Tanks or light vehicles. A bunch of Quads could easily take out those Siege Tanks lagging behind the rest, sparing your infantry on the rocks the trouble, but Combat Tanks will soak damage for the turrets. Neither route is a bad choice, just commit to whatever plan you choose and play well with what you've got.

If you choose to expand to the southern rock island, drop a Medium Gun Turret or two at your base entrance or along the western cliff wall. You will get some visitors. If you choose to expand to the Ordos base, you will be very far from Spice fields, so you should come up with a cost-effective strategy for defending midfield. At least you won't have to worry about defending yourself though.

PHASE TWO: After the Ordos get their prototypes delivered, they'll begin to build Deviators from their Heavy Factory. Attack alongside the Ordos and mercenaries and try to punch through the Atreides or Harkonnen bases. Troopers can take out the perimeter defenses very easily, but if you want those walls guarding the Medium Gun Turrets to go down, no weapon will do it better than a Siege Tank. You don't need many of them, just one or two with a bunch of Combat Tanks, and they'll help clear out walls and infantry so your Combat Tanks can do the real damage on the targets that matter. Once you're inside an enemy base, you'll find that blowing up the Wind Traps first is a great idea because every enemy base is dense with Rocket Turrets.

PHASE THREE: Once Ordos victory is guaranteed, Durant will betray you and start attacking you. You must then capture his Outpost! Simply take the strike force you were using to defeat the Atreides or Harkonnen, or the standing forces you've been building up at your base in the meantime, up to the mercenary base and de-tooth them by taking out their production and power. This simplifies the process of capturing Durant's Outpost. Be warned, he will call in an MCV if his Starport goes down, and he will use that MCV to replace standard production structures and Medium Gun Turrets! Once you've captured Durant's Outpost, kept it intact, and after all your enemies are defeated, you win the map.

S6V2: Breaking the Blockade
Destroy the Imperial Air Towers coordinating the blockade so the Ordos may receive their weapons.
FULL MAP IMAGE: https://i.imgur.com/t4zH4N9.jpg
STRATEGY:

Spoiler

PHASE ONE: You have one hour in in-game time to destroy the Imperial Air Towers in the back of the Imperial base. The base is huge, but it has several weak points, and you begin with a Heavy Factory. Get a Refinery up ASAP for the two Harvesters you start with. Keep pumping out Combat Tanks in the meantime, assist your mercenary allies whenever they attack, but don't lose your Combat Tanks if you can help it! If the battle's turning around, or if you have no more good targets to fire upon - like Siege Tanks, Quads, or Sardaukar to run over - turn and run back to Durant's turret line or your base. Repair your tanks when you get back.

There are a few rock islands you can expand to all around the map, but the most convenient one is the one just northeast of your starting position. It may not stop enemy infantry coming down from the southwestern cliff wall infantry-only pathway, but you'll have a good staging area to drop turrets, build more tanks, and place Refineries.

The Imperials have two separate air strikes to send at you, so keep your Missile Tanks nearby the Wind Traps, build excess power, and if you really want to get rid of them, tech up to Starport ASAP for more Missile Tanks. If you'd rather use your Missile Tanks for combat, spread your Wind Traps all over the base so they can't hit several at once. When you're ready to attack, enemy Harvesters are spread all around the cliff wall and make excellent targets for your forces. Their Refineries are spread around and aren't very easy targets. There are two walled-off entrances, two main entrances where the enemies' tanks will be pouring in or out of, and there's an infantry-only along the southwestern cliff wall. Behind either of the walled-off entrances lie clusters of Wind Traps. Try to push through to them! They make fantastic targets for your new Siege Tanks. Destroy the brightly-colored Imperial Air Towers to remove the timer and complete your main objective.

PHASE TWO: As soon as Ordos victory is assured, Durant will betray you. Going from the north or south into his base, you'll run into production structures and turrets either way, but there are two weak points. Blow through the wall closest to your base and you'll expose half of his Wind Traps to your forces. On the far end of his base is a third entrance where all the Refineries are. Whatever route you choose, you must capture Durant's Outpost and finish off whatever remains of Atreides or Imperial forces to win the mission. While keeping Durant's Outpost intact, of course.

S7V1: The Traitor
Hunt down the man who sabotaged your previous missions.
FULL MAP IMAGE: https://i.imgur.com/wEkUa5F.jpg
STRATEGY:

Spoiler

If you didn't like not having allies on S5, you're gonna hate not having allies here.

PHASE ONE: You are surrounded by enemies with stable economies, Starports, and a penchant for killing your Harvesters. The worm on this map is the biggest jerk in the entirety of the campaign, your Harvesters are exposed, and the enemy will use sneaky tactics like Stealth Raiders on your Wind Traps and ConYard. Turrets will be your best friend on this map! Set them up all around your base, especially near your clusters of Wind Traps, and get a Barracks and Heavy Factory up as quickly as possible. Use Deviators, Siege Tanks, or Grenadiers to cover the turrets. The good news is, you'll get a second MCV and a Harvester for capturing the enemy Starport at the area your forces land if you're quick enough. Use that to build up quicker or even take it over to any of the rocks on your perimeter. You can set up turrets and Repair Pads there to assist holding the enemy off. Just don't dally too long - the Spice fields at your starting area can be depleted.

A cost-effective strategy for base defense, as usual, is fortification and infantry. Upgrade your ConYard and Barracks ASAP and try turrets covered by infantry! They should hold fairly well.

Pump out a good amount of Combat Tanks and Troopers and, when you're ready, go and take out either the large base to the west or the small base to the north. The west location is great to expand to. The small base up north is the one pumping out Stealth Raiders, so if you press the attack there, hit the west base from the side. Or, you'll have direct access to the enemy's main base if you keep heading north from the small expansion - it leads to the rear entrance. Wherever you expand, set up new ConYards and Refineries so you can keep the Spice flowing and continue to press the attack.

PHASE TWO: There are three entrances into the main enemy base. One is all the way on the east side of the map, which leads directly into the second tier of the main base where the Outpost you have to capture or destroy is situated. Another is all the way on the west side of the map, and it's walled off. If you blow your way through the wall, you'll find a bunch of Wind Traps ripe for the picking. Destroying them will shut off the turrets at the main entrance, which is in the center of the map and has a very deadly turret line. Pick your target and attack! You should have opened up a few good locations for expansion by now, so stage your attacks from your new base(s).

PHASE THREE: The second tier of the main enemy base can be accessed either through the entrance on the east side or the infantry-only entrance closer to the middle. Destroying the Outpost will result in your opponent's death, and his followers will fight you until the bitter end. Capturing his Outpost will spare him, and his followers will no longer be hostile.

S8V1: Mercenary
Strike out against the Imperials alongside the Ordos and tip the scales in your favor.
FULL MAP IMAGE: https://i.imgur.com/rDDtYgl.jpg
STRATEGY:

Spoiler

This map is kind of counter-intuitive. You have to defend allies in order to attack your enemy at full strength.

PHASE ONE: You begin with the Ordos as your ally. In order to get Durant in the game, you have to clear the Imperial expansion to the west. Troopers and Combat Tanks are a good combination for achieving this quickly. Be sure to back up your Combat Tanks with Grenadiers or Siege Tanks, and order some Trikes from the Starport! The enemy will use Fremen and Sardaukar en masse, the two strongest infantry in the game, and they are going to hurt. Deviators are fantastic for dealing with the slow Imperial Combat Tanks and Atreides Sonic Tanks. The Atreides will also send air strikes down your way, so position some Missile Tanks or Rocket Turrets up and running. Finally, watch your ass! Fremen Fedaykin will be sneaking into your base all over, so keep some Light Infantry on guard mode scattered around along with some reserve forces.

Protect the Ordos until they can attack on their own, and then attack with them.

PHASE TWO: Once you've taken out the initial Imperial expansion, assuming you haven't already torn through the Atreides Base, Durant will fly in an MCV and some units to protect it. They probably won't be enough, so cover him while he gets his base started. He'll be teching into infantry and light vehicles first for quick protection, so he'll be able to cover himself very well. You could use an MCV to expand north of his LZ, which Moriaen will recommend you consider doing. Once again, use Rocket Turrets and Deviators to hold back enemy forces! Imperial Combat Tanks are very slow, and Atreides Sonic Tanks make even better targets for your Deviators.

PHASE THREE: With your mercenary and Ordos allies at full strength, they will make short work of everything else on the map. Attack alongside them and try to take out the Imperial base in the northwest corner first. They'll be protecting the Atreides with units and Rocket Turrets, which can be powered down. The Atreides have three Palaces and two Sietches on the map enabling Fremen Warriors and Fedaykin, so take out the Sietches to prevent them from training Fremen Warriors and take out the Palaces to stop Fedaykin. When all enemy forces on the map have been defeated, you are victorious.

S9V1: All-Out at Alazor Steppe
Press the attack into Alazor Steppe and defeat all the enemy commanders who stood in your way.
FULL MAP IMAGE: https://i.imgur.com/1JyDmop.jpg
STRATEGY:

Spoiler

Final level, version one! Diet final level.

PHASE ONE: You begin with six Stealth Raiders. These awesome things will help you scout the map, so go and do that. Uncover as much as you can so you can see what the enemy is up to, and don't hesitate to send a Stealth Raider into an enemy base even if it'll pass right by infantry. They're there so you can scout with 'em. The quicker, the better. Summers will comment if you find something interesting, and when you're out of scouts, you'll receive an MCV. Alternatively, you will receive an MCV anyway if you scout the Atreides and Harkonnen positions and the weak point in the Imperial base, which is the two isolated Wind Traps on the southwest side, outside the wall. Taking those out will power down all the Large Gun Turrets around the base, assuming you took out the Imperial expansion near the Atreides position first.

PHASE TWO: Get some armor out front of Durant's base ASAP. Enemy forces and your allies will clash out there all the time and you have to protect the Wind Traps and other mercenary structures, or the Rocket Turrets are going to be powered down and the Ordos base will be exposed. Despite mostly using light vehicles, your mercenary allies will be a good help if you can keep them alive!

The main weakness of enemy forces on this map in general is how exposed they are. With few exceptions, the Atreides, Harkonnen, and Imperial bases can all be accessed by blowing through walls. Take Siege Tanks and Grenadiers with you as you press the attack so you can get through the walls and into the bases as quickly as possible. Deviators will make extremely short work of Harkonnen Devastators on this map if you detonate them after deviating them, and Imperial Combat Tanks also make great targets for Deviator missiles. Given your strength against and proximity to the Harkonnen, it's a good idea to take them out first, and then you will be rid of Devastators and the Death Hand. If the Imperials are giving you too much trouble while you try and attack the Atreides or Harkonnen, take out the Imperial expansion on the east side of the map, and they'll all withdraw to the northwest base. Once you destroy all enemy forces, victory is yours. Congratulations!

S9V2: Shield Wall Showdown
Lead a strike force deep into enemy territory to assassinate Emperor Corrino.
FULL MAP IMAGE: https://i.imgur.com/a3FPGtC.jpg
STRATEGY:

Spoiler

Final level, version two! Pick this if you hate yourself and want to die. : ^)

PHASE ONE: You begin with twelve Stealth Raiders, ten Engineers, and two Saboteurs. Blitz the Imperial expansion directly north of you, using the Saboteurs to take down the Rocket Turrets at the entryway, and then capture everything in sight. Pump some Troopers out once the Barracks is yours to press north and take down the Rocket Turret guarding the Wind Traps you really need, and mind the Imperial reinforcements that respond to your attack! Those Trikes and Sardaukar can easily dispatch your Stealth Raiders if you don't meet them when they land. Giraud will also re-build the Rocket Turrets around you, which the Troopers will help with a lot.

You'll get a delivery of Imperial Combat Tanks for capturing that Starport, assuming you're quick enough. You should be quick; neglecting the Starport will cause enemy reinforcements to arrive through it. Start pumping out heavy armor and great firepower right away, and don't be stingy; your enemies will attack you while you're trying to clear the Imperial base further north, and you have a lot of Solaris to start with. Teching up to the High Tech Factory will grant you access to Sardaukar Elites, since you captured an Imperial Barracks, and teching up to Research Centre will grant you access to Missile Tanks, which you gain by keeping the Imperial Heavy Factory intact. Do everything you possibly can to clear the Imperial base directly north of you out as quickly as possible! The sooner you do this, the sooner your allies arrive to help you out. If you head northeast across the Spice field, you can destroy all their Harvesters and their Refinery, and maybe even set up some defenses near the middle of the map sooner. If you head across the bridges northwest of your captured base, the largest cluster of Wind Traps is there and you'll be closer to the Imperial ConYard.

The only good news about the beginning of this map is that the Atreides and Harkonnen will not use super-weapons and high-tech units for a while. No one expected a sneak attack from you.

PHASE TWO: Focus on defending your allies while they build up. Losing Durant's base is not mission failure, but he helps a lot if you keep him alive! Consider capturing the Imperial Research Center in the first base you destroy to give yourself access to Rocket Turrets (provided you have also upgraded your ConYard), and then place a bunch of said turrets at the north entrance, where enemy tanks will be pouring in. This will not stop all enemy forces as there is a second entrance closer to the Atreides on the west side of the broken bridge. And, there's another sandy break in the cliff wall south of the merc base. Use another MCV or a mobile force of vehicles to defend the location nearer the Atreides while vehicles and infantry guard the sandy area. You can sell the Research Centre afterwards and still have access to those turrets. Once again, Deviators will be a great help since they will be sending quite a lot of tanks.

There is no easy way to approach the enemy positions from here. The Atreides have several base entrances with weak defenses, including a fairly exposed Refinery, but you'd need to get past the first Imperial checkpoint to hit that first. The Harkonnen have a couple of base entrances which are more heavily defended, but their base is more accessible since you can blow through walls to get inside and it can also be used to access the main Imperial base. And, do you want to capture the tech for Sonic Tanks, Fremen Fedaykin and Ornithopters first, or Devastators and the Death Hand?

The Imperials' main base is past several choke points lined with turrets, but their southeast base is poorly guarded. Go after either the Atreides, the Harkonnen, or the Imperials' southeast base, and work your way through from there. Destroy the Golden Lion Throne and claim Arrakis! If you manage to beat this map, you've completed the toughest this campaign has to offer. Good luck!

 

Download Link:
This is now a WIP thread! The campaign is being combined with the second, so it's getting a major update. Check the last post in the thread for details. Here:
https://forum.dune2k.com/topic/27508-release-smugglers-campaign/?do=findComment&comment=396536

Installation Instructions:
1. Extract the zip file.
2. Make backup copies of ARMOUR.BIN, BUILEXP.BIN, COLOURS.BIN, SPEED.BIN, Templates.bin, and TILEDATA.BIN, located in "data\bin\" in your Dune 2000 directory.
3. Move ARMOUR.BIN, BUILEXP.BIN, COLOURS.BIN, SPEED.BIN, Templates.bin, TILEDATA.BIN from the zip to "data\bin\" in your Dune 2000 directory. Replace original files.
4. Move FeyTextS021.uib, FeyTextS022.uib, FeyTextS051.uib, FeyTextS061, FeyTextS062.uib, FeyText071.uib, FeyTextS091.uib, FeyTextSBO1.uib, and FeyTextSGen.uib from the zip to "data\UI_DATA\" in your Dune 2000 directory.
5. Move all remaining files to "data\missions\" in your Dune 2000 directory.
6. Use the Mission Launcher application to launch the maps!

I would appreciate any feedback anyone cares to leave. Thank you very much for trying my campaign. I hope you have fun. :)

Original post above.

Due to combining this campaign with the second, I've gone back and brought these maps up in quality since I'm better at mapping now. Should be more fun.

We got new Combat Tanks...
Blue: https://i.imgur.com/rFTtXc7.jpg
Green: https://i.imgur.com/3bCV9E1.jpg
Red: https://i.imgur.com/ldRXB4D.jpg
Purple: https://prnt.sc/meei8z

We got optimized AIs, we got bug fixing, we got better A E S T H E T I C S, we got new units, we got everything. Go check out the latest post in the thread and have fun - I'm not changing the maps again now that they're in their final draft states. I ain't doin' it. Theseuns are gonna be in the same 30-map campaign as the second half in the other WIP thread, still a WIP. Always WIP. WIP forever. Maybe. Kind of.
Latest post: https://forum.dune2k.com/topic/27508-release-smugglers-campaign/page/6/?tab=comments#comment-396536
WIP thread 2: https://forum.dune2k.com/topic/27783-wip-smugglers-campaign-2/

Knock yer socks off, mates.

Edited by Fey
Edit: This is a WIP thread now. :D
  • Upvote 2
Posted

This campaign is pretty good. I like some concepts applied in some maps and even I learn one thing or two while playing this campaign.

I can recommend to people to read the briefing carefully. Not only for being detailed, but also because sometimes add information needed that the "objetives" alone don't tell. Also I recommend to play the game blindy without seeing the spoilers. Not knowing were the things are makes it more interesting to react to things.

Ps: Don't get surprised if you see a new mission/map/event similar if I do a new campaign.

 

Posted
1 minute ago, Cm_blast said:

This campaign is pretty good. I like some concepts applied in some maps and even I learn one thing or two while playing this campaign.

I can recommend to people to read the briefing carefully. Not only for being detailed, but also because sometimes add information needed that the "objetives" alone don't tell. Also I recommend to play the game blindy without seeing the spoilers. Not knowing were the things are makes it more interesting to react to things.

Ps: Don't get surprised if you see a new mission/map/event similar if I do a new campaign.

Thanks so much, Cm :D I appreciate your feedback all throughout the development process!

For sure, the twists are way more fun when y'don't know about 'em beforehand. :)

Oh, if you do, I'd love to see what you do! This is my first complete project I feel really good about in a looong time. lol

Posted

I totally recommend this campaign, there is a lot of quality work put into it.

 

I have been away for a while and still sort of am, but I definitely have to replay this from the beginning till the end sometime, and maybe record it if I'm gonna buy that new headset that I've been wanting to get for a while (mine broke and I was that lazy not to buy a new one yet) :) Nice job Fey.

Posted (edited)
15 hours ago, FedaYkin said:

I totally recommend this campaign, there is a lot of quality work put into it.

I have been away for a while and still sort of am, but I definitely have to replay this from the beginning till the end sometime, and maybe record it if I'm gonna buy that new headset that I've been wanting to get for a while (mine broke and I was that lazy not to buy a new one yet) :) Nice job Fey.

Holy crap, FedaYkin's alive! lol I haven't heard from you since S7V1 :)

Thanks very much for the review. This means a lot to me. If you do record it, I would LOVE to see the vids!

Edit: By the way, I just discovered and fixed a bug on S2V2 where Summers would not be attacked by Imperial forces, despite attacking them herself. Since I had to fix that anyway, I decided to add a few more details to the map, and rebalance its difficulty - it should now be less difficult in the beginning and significantly more difficult nearer the end. I also fixed a bug on S1V1 where, on easy difficulty, a line of dialogue would not occur where it was supposed to, and fixed an error in Imperial strength on S1V1 that was present after later changes to the mod, causing the level to be way harder than it was intended to be. I think that's everything I did... I found a newer version of S5V1 in my Missions folder that was not zipped up with the rest in my Backup folder, so I think S5V1 received an unknown change as well just now. Either way, the campaign's been re-uploaded.

The mod remains unchanged, but the maps should be replaced, if you care to bother. :P Apologies about the constant updating, Ik it has to be redownloaded every time to fix whatever bug I find here or there. Seems despite all the testing, there's always something. lol

Edit 2: Actually, for some reason the High Tech Factory can be upgraded at tech level 5. I'm POSITIVE I got rid of that, since it's pointless, but it somehow ended up back in the mod. On either version of level 6, the High Tech Factory should not be upgradable. I fixed the mod and re-uploaded >_>

Not that big of a deal, though, it's just one thing that doesn't really affect gameplay. lol

Edited by Fey
damn bugs
  • 5 weeks later...
Posted

Made a few changes. Nothing so big you'll want to go ahead and replay the campaign, but I went through all the missions and adjusted a few things. Both versions of level 9 are now more appropriately brutal, S2V1 has been modified, S2V2 has been made a little harder, the terrain has been changed up a bit in S6V1 and the mercenaries are more formidable, I fixed a number of errors, particularly with dialogue happening if you lose the map because of automatic exploring... also fixed a mistake where the Fremen or the Death Hand wouldn't be available to you even if you captured the Atreides or Harkonnen Palaces on S9V1 or S9V2.

I don't remember S5V1 or S6V1 being so brutal, but they seem harder than I remember them. Felt fine to me, didn't adjust.

The download link has been refreshed with the new changes to both the mod and the maps. Have fun, if you decide to blaze through any of these maps again. :)

Posted

You hate the Emperor, Huh? XD.

In 4 of the 5 images you are figthing him xD

3 hours ago, Fey said:

I don't remember S5V1 or S6V1 being so brutal, but they seem harder than I remember them. Felt fine to me, didn't adjust.

This happens to me with a map of mine, although in my case is because I only gives 5000 credits to the player. 1 month later I found the mission more harder than I remember.

Posted
8 hours ago, Cm_blast said:

You hate the Emperor, Huh? XD.

In 4 of the 5 images you are figthing him xD

There, I added some more images for the other maps. :P

Posted
1 hour ago, Cm_blast said:

Now you hate everyone XD.

Nah, is ok.

XD

I, uhh... adjusted a couple more things. Sorry to the folks who re-downloaded in the last four hours lol

There was a bug on S8V1 causing Nehara or Tafweek to send a transmission even after being killed by the player, and S9V2's AI has been made more aggressive and powerful, though some defenses were removed. That's all, nothing too big, just stuff I forgot to fix.

Posted
50 minutes ago, Fey said:

I, uhh... adjusted a couple more things. Sorry to the folks who re-downloaded in the last four hours lol

There was a bug on S8V1 causing Nehara or Tafweek to send a transmission even after being killed by the player, and S9V2's AI has been made more aggressive and powerful, though some defenses were removed. That's all, nothing too big, just stuff I forgot to fix.

Be honest, every click on your file gives you a dollar or something xD.

Anyway, downloaded again. I am assuming that you didn't change anything on the templates/armour/etc stuff, since I am copy-overwritting only the map-mis-ini files.

Posted
Just now, Cm_blast said:

Be honest, every click on your file gives you a dollar or something xD.

Anyway, downloaded again. I am assuming that you didn't change anything on the templates/armour/etc stuff, since I am copy-overwritting only the map-mis-ini files.

Yeah naww the mod isn't changed.

And no, I don't get any money for the file :P This is a hobby. I do it for fun!

By the way, you wouldn't happen to know anything about Emperor: Battle for Dune, would you? Any idea where I can find a list of all the unique mission scenarios you can encounter on a playthrough for any of the factions?

Posted
25 minutes ago, Fey said:

By the way, you wouldn't happen to know anything about Emperor: Battle for Dune, would you? Any idea where I can find a list of all the unique mission scenarios you can encounter on a playthrough for any of the factions?

I played the game several times. I remember thinking in creating a campaign using that style, but I wasn't sure how to handle certain things, like giving money to the player (you can set the money to X number, but that isn't +X, just X). And how in that game you already have a radar and focus the attention early on the Fremen-Tleilaxu-etc, so the player know exactly where/who they are, also the "split screen" showing when an enemy is generated out of nowhere.

I only manage to create a single mission inspired of that; even being a simple idea is a bit hard tracking the position of the Fremen, your own base and checking the Sardaukar attacking them. Using a reveal map is not the same as a split screen like that game.

I could suggest to check gamefaqs or some Walkthrough/longplay on youtube.

As far I remember the Ordos had a "take those units, destroy the Frigates, take more, destroy even more", the Atreides dealing with Tleilaxu in his own land, and the inner battle between two Harkonnen figthing each other. Also the 3 capital fights in the planet of the House defending and the very last fight with the big worm).

Posted
1 minute ago, Cm_blast said:

I played the game several times. I remember thinking in creating a campaign using that style, but I wasn't sure how to handle certain things, like giving money to the player (you can set the money to X number, but that isn't +X, just X). And how in that game you already have a radar and focus the attention early on the Fremen-Tleilaxu-etc, so the player know exactly where/who they are, also the "split screen" showing when an enemy is generated out of nowhere.

I only manage to create a single mission inspired of that; even being a simple idea is a bit hard tracking the position of the Fremen, your own base and checking the Sardaukar attacking them. Using a reveal map is not the same as a split screen like that game.

I could suggest to check gamefaqs or some Walkthrough/longplay on youtube.

As far I remember the Ordos had a "take those units, destroy the Frigates, take more, destroy even more", the Atreides dealing with Tleilaxu in his own land, and the inner battle between two Harkonnen figthing each other. Also the 3 capital fights in the planet of the House defending and the very last fight with the big worm).

Oh, I didn't mean like the House missions or the capital / home world levels, I meant any battle on Arrakis during the non-linear campaign where the scenario was something other than "There is a standard base here." You know, those little missions like where the Ordos tested Tleilaxu units on a civilian town, or the Atreides had to free some fremen from a Harkonnen prison.

Posted
1 minute ago, Fey said:

Oh, I didn't mean like the House missions or the capital / home world levels, I meant any battle on Arrakis during the non-linear campaign where the scenario was something other than "There is a standard base here." You know, those little missions like where the Ordos tested Tleilaxu units on a civilian town, or the Atreides had to free some fremen from a Harkonnen prison.

Oh, I remember a bit those. There were one mission escorting things to the town and then they become contaminator/leecher or something like that. anyway, probably in youtube there are longplays conquering all the territories so maybe you can check there.

There were smuggler if I remember correctly, using Quads, I liked that a lot.

Posted
Just now, Cm_blast said:

Oh, I remember a bit those. There were one mission escorting things to the town and then they become contaminator/leecher or something like that. anyway, probably in youtube there are longplays conquering all the territories so maybe you can check there.

There were smuggler if I remember correctly, using Quads, I liked that a lot.

Yeah. I could have sworn there was a list of all the missions somewhere, but I guess not, or at least not that we know of at this time. Thanks, Cm :P

Posted
13 hours ago, Cm_blast said:

It's the "FEYS3B1.map" right?

Yep! Takes place after either version of level 2, before moving on to level 3. If I continue the trend for bonus missions, they'll add context to the aftermath of an important battle and give personality to the other sides caught in the conflict. Nehara makes several observations about Summers during the briefing for the bonus mission, and then Summers fulfills those expectations by S8V1.

Posted

Sorry to update again so soon, but I just fixed some game-breaking bugs in S2V2. There were some bugs that have existed for a long time, but only now did I bother to fix them. I also streamlined the level a little bit more, boosted the difficulty, and buffed the Fremen accordingly. The level should be better now in some subtle ways.

Posted (edited)

@Domaithianus There. Sorry about that, I literally tested the map JUST before uploading it, and I made zero changes after testing, so I have no idea how that happened. Anyway, it should be fixed now. :)

The OP has been edited with the updated zip.

Edit: Tested again, works as intended. Thanks again for the heads-up about the bug ^^

Edit 2: While I was at it, I fixed up some very minor, unintentional designs or bugs on a few maps. On S2V2, the Fremen will now only build a maximum of 30 Trikes, down from 34 (although it's extremely unlikely the Fremen will even survive long enough to produce that many). On S6V1, the one-time Fremen reinforcements will now attack with all their units, as intended. On S6V2, Durant will replace all eight Medium Gun Turrets, rather than only four.

Edit 3: ...And added some better triggers for S8V1 surrounding the mercenaries. The player will hardly catch a glimpse of the cogs behind the curtain, the mercenaries-defeated message should pop up at the appropriate time, and the win and summon-mercenaries conditions have been expanded appropriately. It shooould work right.

Edited by Fey
Posted

I having lots of trouble with my computer; from small-quick freezes to long-hard freezes plus blue screen of death, so I can't play or do anything.

I have plugged another hard drive and seems to work fine (at least for now). I hope I found the problem so I can move on, recover gruntmod, all the missions and the editor (I have all but gruntmod in a USB) and start playing the game again.

Let's see how many more updates appears by then xD.

11 hours ago, Fey said:

the Fremen will now only build a maximum of 30 Trikes

you controlled this with the money, right?

Posted
1 minute ago, Cm_blast said:

I having lots of trouble with my computer; from small-quick freezes to long-hard freezes plus blue screen of death, so I can't play or do anything.

I have plugged another hard drive and seems to work fine (at least for now). I hope I found the problem so I can move on, recover gruntmod, all the missions and the editor (I have all but gruntmod in a USB) and start playing the game again.

Let's see how many more updates appears by then xD.

you controlled this with the money, right?

Yeah. They have 10250 Solaris, the first 1250 of which is meant to go towards the upgrade, but they only had a tech level of 1 and never got it.

They don't build Quads at all, I just set it up that way. *shrugs*

Don't worry, I'm not updating again. As far as I know of. :D If there's some kinda nasty bug that I need to fix... of course there'll be an update! But I don't expect that. I test quite thoroughly. The S2V2 thing was just a fluke!!

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