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[Release] Smugglers Campaign


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Posted (edited)
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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
  On 3/11/2017 at 8:59 PM, 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.

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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)
  On 3/14/2017 at 8:54 AM, 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.

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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

  On 4/14/2017 at 8:11 AM, 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.

Expand  

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
  On 4/14/2017 at 9:24 PM, Cm_blast said:

Now you hate everyone XD.

Nah, is ok.

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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
  On 4/14/2017 at 11:17 PM, 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.

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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
  On 4/15/2017 at 12:11 AM, 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.

Expand  

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
  On 4/15/2017 at 12:13 AM, 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?

Expand  

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
  On 4/15/2017 at 1:08 AM, 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).

Expand  

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
  On 4/15/2017 at 1:11 AM, 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.

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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
  On 4/15/2017 at 1:15 AM, 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.

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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
  On 9/7/2017 at 12:28 PM, Cm_blast said:

It's the "FEYS3B1.map" right?

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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.

  On 9/10/2017 at 4:09 AM, Fey said:

the Fremen will now only build a maximum of 30 Trikes

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you controlled this with the money, right?

Posted
  On 9/10/2017 at 3:59 PM, 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?

Expand  

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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