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[Release] Smugglers Campaign


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Posted
  On 5/7/2018 at 11:31 AM, Fey said:

Hey @Runtowin , thanks for the heads-up. Do you suppose I should remove the Medium Gun Turret at the front of the base?

I'm already up to S8V1 in the campaign revamp and I think y'all are gonna like the changes! Following your advice and Cm's, I've added new terrain and boosted aesthetics and practicality of various areas on the map, upped the difficulty leading up to S7V1, S3V1 has received a time limit for making friends, and more.

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That one got destroyed quite early in my game, removing it won't make any impact, I think. A viable option imo is reduce no-crush zone in front of your base.

Posted

Ayy lmao the new update's out. Lots of bug fixing, aesthetic improvements, uhh... stuff. Here's a changelog:

CHANGELOG:

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Huge thanks to @Cm_blast and @Runtowin for playing through and giving me the vital feedback I needed to make this campaign even better. If you play through the campaign again, I hope it's even more fun! As you can see under the spoiler above, there were a lot of changes made.

  On 5/7/2018 at 12:17 PM, Runtowin said:

ping. sorry, @Runtowin wasn't working :P

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I did quite a lot of testing, so the campaign should be more or less bug-free now assuming something else didn't get screwed up. It's also tuned for a higher difficulty, and I made sure things were still possible on hard mode. S2V1 middle strat, S7V1 in general, S9V2 in general, it's all been cleared. In good times, no less! S9V2 was cleared in like 40 minutes on normal mode, S2V1 on hard was cleared in 15 minutes, so it's about what I'd expect. There's just more action on a lot of maps.

If you guys wanna test again, or if anyone else is reading this, here's a list of extra stuff you could attempt on each level aside from anything you guys might come up with to try and break the maps somehow. For levels with multiple categories, you do not need to attempt both challenges on the same run of the map. I will provide context for each challenge.

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That should be all for now. Can't wait to hear what folks think of this update!

Posted (edited)
  On 5/11/2018 at 3:36 PM, Runtowin said:

On my backlog together with Cm_bast's new mission, I'm going to replay this after the next update of my campaign.

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Sweet! :D I hope you find it much, much more enjoyable than the previous update. I took yours and Cm's advice to heart! What do you think of the changelog? How about the full map images? 😮

  On 5/11/2018 at 3:36 PM, Runtowin said:

Lol.

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Hey, I managed to do it! :P Although in case they do fall, Durant now has a good deal more space on his expansion island. Hopefully enough to replace the Wind Traps AND build that fancy new Heavy Factory!

No worries if you skip out on or fail one of the above challenges; those are just for testing purposes. "Is this a plausible strategy," what can be done to make it better, you know. Perfection is always a step away, so one must keep developing his craft. :)

Edited by Fey
Posted (edited)

Minor update: A critical error was discovered with one of the event reduction methods. It turned out that the player would not receive more Harvesters if they ran out on S3V2 due to how that worked. That's been fixed now. I also made a few more changes since I needed to update that anyway:

CHANGELOG:

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Sorry about that. :) If anyone finds any more errors, please report them so I can continue to try and improve this campaign. Thankfully, no other maps had that error but I still needed to update to fix it on S3V2 since I consider that a major error. And, that other glitch on S9V2 that just looked silly, I simply had to fix that...

Edited by Fey
Posted

Hey guys! New major update for this campaign. The map files and stuff have different names, so you can delete the old files. The new DL is in the OP.

Why suddenly a major change, especially one that incorporates something as potentially annoying as changing names and necessitating the deletion of old files? Well, I'm thinking of doing an expansion for this campaign. The new map files, like S01V1, will appear before S10V1. Not afterwards.

I already have three new maps worked up, so I'll be posting another WIP thread once I'm happy with the second drafts (thanks to Cm and Run for testing on the first drafts). For now, if you're looking to re-play this campaign or you have yet to try it, the latest update is there now, so, enjoy. If you want to know what kinds of new stuff the changes to the mod bring, see a summary below:

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If you're giving the maps a try now that they have been updated like this, I'm eager for feedback on the changes to the maps and to the mod itself. Let me know what you think! I'll keep working on the expansion maps in the meantime and see if I can't come out with that WIP thread sooner rather than later. :)

Posted

Gotta play them, I lost track of your smuggler campaign and I really enjoyed it :D Unfortunately time is killing me for a long period already. Once I'm done with the graduation stuff, I'll play the campaign. Glad to see you guys still pumping out new missions.

Posted (edited)
  On 6/29/2018 at 8:32 AM, FedaYkin said:

Gotta play them, I lost track of your smuggler campaign and I really enjoyed it :D Unfortunately time is killing me for a long period already. Once I'm done with the graduation stuff, I'll play the campaign. Glad to see you guys still pumping out new missions.

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No rush, Feda! If you haven't finished this campaign, I hope you really enjoy S7-S9 :P S7's where you stopped, right? Although I'd recommend playing from the start again since quite a lot has changed since the first drafts lol

I'm quite happy with the latest update to the mod although I think it screws with the AIs ordering units from the Starport for some reason. If anyone knows how to fix that, I'd love to hear what you find! But yeah, things are feeling pretty good right now, including with the three new maps I mentioned. Still working on polishing them up for release in a WIP thread. Soon! :D

Edited by Fey
Posted (edited)

Came out with a minor update today after discovering a glitch on S04V1 causing the first Harvester not to appear. I've done more testing across the whole campaign and made a few more changes, some bug-fixing and some re-balancing. Changes are listed below:

  Reveal hidden contents

Going forward with the second smugglers campaign, the changes can be expected to be more fine-tuned than before. Yay! :)

Edited by Fey
  • 1 month later...
Posted

Hey, I just downloaded the update file with the "0X" numbering; do you really need that many .uib files?
Knowing you, you probably renamed everysingle sietch-outpost to be called "Tab-something" and "somebody's outpost" right? XD.

Posted
  On 8/17/2018 at 10:38 PM, Cm_blast said:

Hey, I just downloaded the update file with the "0X" numbering; do you really need that many .uib files?
Knowing you, you probably renamed everysingle sietch-outpost to be called "Tab-something" and "somebody's outpost" right? XD.

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:D Maybe! It's for immersion's sake. On SBON1, Issam Nehara and Rowe Summers have unique names, so they're labeled as such. On S06V1 and S06V2, the difference is that on V1 the Atreides HTF is called as such, while on V2 it's "Imperial Air Tower." Durant's Outpost is another unique name that appears on either of those, so they needed their own to begin with. For general purposes, there's the appropriate "generic" .uib. FeyTextSGen.uib in which simpler changes were made, like distinguishing between Fremen Warriors and Fremen Fedaykin. It's an in-depth mod! I wanna get the lore, the gameplay, the territories, and ALL the things just right.

Were you planning on giving it another run? The new changes have made a few maps quite different. Troopers and Quads can't fire over walls anymore and turrets now benefit a lot more from said walls, and from supporting units, so I adjusted the maps to have more turrets in formation and stuff.

S01V1 has received a substantial update introducing the new possible tech-up routes, such as Barracks first. IIRC Sumadi gives the most positive feedback if your build order is Wind Trap > Refinery > Barracks > Outpost, but on Hard mode I found the best possible way to get full tech before the 8-minute time limit is up is through Wind Trap > Refinery > Heavy Factory > Harvester & Barracks > Barracks upgrade & Wind Trap > Troopers & Light Factory > Wind Trap > Outpost. After that I'd recommend another Refinery before maxing out production with 3 Barracks / Light Factories. You should be able to get enough Troopers out to put the worm to sleep through that method, but before the Troopers are out the Harvesters might need a little micro. The new build order possibilities have greatly improved AIs that join the game late. Giraud on S01V1 seems to put up a better fight and Durant on S9V2 is much, much more initially resistant to early enemy attacks than in any attempts prior to this update.

Posted
  On 8/18/2018 at 12:08 AM, Fey said:

Maybe! It's for immersion's sake. On SBON1, Issam Nehara and Rowe Summers have unique names, so they're labeled as such. On S06V1 and S06V2, the difference is that on V1 the Atreides HTF is called as such, while on V2 it's "Imperial Air Tower." Durant's Outpost is another unique name that appears on either of those, so they needed their own to begin with. For general purposes, there's the appropriate "generic" .uib. FeyTextSGen.uib in which simpler changes were made, like distinguishing between Fremen Warriors and Fremen Fedaykin. It's an in-depth mod! I wanna get the lore, the gameplay, the territories, and ALL the things just right.

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The bad side about that it's you change my game into english xD. It's not a big deal, but if I start a game and it is on english I am like "oh, a custom .uib"

I've been withouth playing Dune for weeks, maybe a couple of months. But now that I already have some missions from my new campaign ready; I need to start playing the game again.

Posted
  On 8/18/2018 at 11:08 AM, Cm_blast said:

The bad side about that it's you change my game into english xD. It's not a big deal, but if I start a game and it is on english I am like "oh, a custom .uib"

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Oh, that's right! Sorry about that. Maybe I should get a second version with Spanish names or something, whatever's most pressing :P I'd suck at translating the briefings though lol

  On 8/18/2018 at 11:08 AM, Cm_blast said:

I've been withouth playing Dune for weeks, maybe a couple of months. But now that I already have some missions from my new campaign ready; I need to start playing the game again.

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New campaign? Hit me up, fam!

Posted
  On 8/18/2018 at 6:57 PM, Fey said:

Oh, that's right! Sorry about that. Maybe I should get a second version with Spanish names or something, whatever's most pressing :P I'd suck at translating the briefings though lol

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That's not necessary; although changing "enclave" into "Enclave de Duran" would be plausible, but anyway; don't bother to do it. Once I downloaded the game on german by accident and still played it.

Yes; I got a "mission fail" (in german) on that mission that you are suppose to capture the enemy barracks but I destroyed, but anyway; I won't forget the "raketen panzer" for the missile tank. And after hearing the "harverter under attack" ten times I already know what was happening ever in German.

  On 8/18/2018 at 6:57 PM, Fey said:

New campaign? Hit me up, fam!

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Emperor's based; I have a few missions 100% terrain done and the scripts; but since I didn't press "test" yet (except for trying special stuff) maybe the AI it's too strong, or too weak, or both.

In others I only have the terrain for the player, terrain for the enemy base and some spice no details at all (except the events); tecnically all the events until mission 7 are done;

But I already have the plan to do a new smuggler one, recicling the missions for my mini-smuggler campaign, but I don't know if I will reuse the four maps or not.

Posted (edited)
  On 8/18/2018 at 11:21 PM, Cm_blast said:

That's not necessary; although changing "enclave" into "Enclave de Duran" would be plausible, but anyway; don't bother to do it. Once I downloaded the game on german by accident and still played it.

Yes; I got a "mission fail" (in german) on that mission that you are suppose to capture the enemy barracks but I destroyed, but anyway; I won't forget the "raketen panzer" for the missile tank. And after hearing the "harverter under attack" ten times I already know what was happening ever in German.

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I like German. "Panzer" just looks like a tough word.

  On 8/18/2018 at 11:21 PM, Cm_blast said:

Emperor's based; I have a few missions 100% terrain done and the scripts; but since I didn't press "test" yet (except for trying special stuff) maybe the AI it's too strong, or too weak, or both.

In others I only have the terrain for the player, terrain for the enemy base and some spice no details at all (except the events); tecnically all the events until mission 7 are done;

But I already have the plan to do a new smuggler one, recicling the missions for my mini-smuggler campaign, but I don't know if I will reuse the four maps or not.

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Whenever you're ready then! I don't necessarily test my maps before releasing them in private, I may just state "I suspect this map is overtuned." Other map-makers are sure to know that if they run into trouble they can use debug mode and screw around. :P

Speaking of new smuggler maps, I think I'm about ready to release level 12 to the thread. Why not re-use the old maps? Spice them up, write up a fancier briefing, maybe think of a new bonus objective or something to add. Who knows. :D

Edited by Fey
Posted (edited)
  On 8/19/2018 at 1:10 AM, Fey said:

Whenever you're ready then! I don't necessarily test my maps before releasing them in private, I may just state "I suspect this map is overtuned." Other map-makers are sure to know that if they run into trouble they can use debug mode and screw around. :P

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I really need to do test; I have those kind of maps with only a few buildings and maybe the small reinforcement I place for your enemy it's not that small as it looks. - Debug mode cannot help you to stop multiple enemies berseking against you (plus not all people may know that a debud mode exist); I just prefer to be the one that debugs the map and usually don't use it on the other people's map unless it's broken or something like that.

Plus a weird tactic used by the AI; I am still not sure if it will work! xD

  On 8/19/2018 at 1:10 AM, Fey said:

Speaking of new smuggler maps, I think I'm about ready to release level 12 to the thread. Why not re-use the old maps? Spice them up, write up a fancier briefing, maybe think of a new bonus objective or something to add. Who knows. :D

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Yeah; I was wondering what I could do with my 4º map. It's a "this is the end of this campaign" type of map, where the smugglers leave because the Harkonnen are hunting them.

Don't match for a 4º mission and I don't like a final mission 9 to be a only infantry/trooper + survival type of map.

Then I remember that you are including bonus map; so probably I'll make some kind of "alternative ending" being this map; a map where, instead the winning streak, you are almost defeated and try to escape.

Or something like that; I am still doing the Imperial campaign so it's too early to admit anything :P.

Edited by Cm_blast
Posted (edited)
  On 8/19/2018 at 12:04 PM, Cm_blast said:

I really need to do test; I have those kind of maps with only a few buildings and maybe the small reinforcement I place for your enemy it's not that small as it looks. - Debug mode cannot help you to stop multiple enemies berseking against you (plus not all people may know that a debud mode exist); I just prefer to be the one that debugs the map and usually don't use it on the other people's map unless it's broken or something like that.

Plus a weird tactic used by the AI; I am still not sure if it will work! xD

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Oh, yeah. Lol

And I mean, like, releasing it in PMs to you or Run, not in its own WIP thread just yet, just for initial opinions. I have to test before tossing in a WIP thread lol

  On 8/19/2018 at 12:04 PM, Cm_blast said:

Yeah; I was wondering what I could do with my 4º map. It's a "this is the end of this campaign" type of map, where the smugglers leave because the Harkonnen are hunting them.

Don't match for a 4º mission and I don't like a final mission 9 to be a only infantry/trooper + survival type of map.

Then I remember that you are including bonus map; so probably I'll make some kind of "alternative ending" being this map; a map where, instead the winning streak, you are almost defeated and try to escape.

Or something like that; I am still doing the Imperial campaign so it's too early to admit anything :P.

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Still sounds cool!

I've got the terrain drawn up for the new map, all conditions and events in place, "in theory" balancing done (that meaning it should be fairly close to being balanced, though only according to calculations, not testing)... so, hopefully sometime today I can drop it in the WIP Smugglers Campaign 2 thread.

Manual.docx

Edited by Fey
Posted (edited)
  On 8/19/2018 at 11:16 PM, Fey said:

And I mean, like, releasing it in PMs to you or Run, not in its own WIP thread just yet, just for initial opinions. I have to test before tossing in a WIP thread lol

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Oh; now I get it. Anyway; I am trying to think how to deal with map 8 to make sense with the other missions while preparing for the classical mission 9 many vs many.

  On 8/19/2018 at 11:16 PM, Fey said:

I've got the terrain drawn up for the new map, all conditions and events in place, "in theory" balancing done (that meaning it should be fairly close to being balanced, though only according to calculations, not testing)... so, hopefully sometime today I can drop it in the WIP Smugglers Campaign 2 thread.

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Cool; looks that several people are doing new stuff, good day to play dune 2000 again :P.

 

Edited by Cm_blast
  • 4 weeks later...
Posted (edited)

The first campaign has been updated (check the OP) with the changes to the mod implemented in the second campaign so far, as well as some minor bugfixing and fine-tuning. Details below:

  Reveal hidden contents

Despite minor changes overall, gameplay should be fairly different with the new Combat Tanks for certain factions. Have fun, and don't forget to check out the WIP thread for the second campaign! The second drafts for all six maps currently out for the second campaign have been posted there. Link below:
https://forum.dune2k.com/topic/27783-wip-smugglers-campaign-2/?do=findComment&comment=395812

The new changes to the mod should change only the Combat Tanks of certain factions, and the color of the mercs. If your mercs, Fremen, and Imperials don't look like this:
https://prnt.sc/kvkarz
https://prnt.sc/kvkb87
https://prnt.sc/kvkbnp

Then the mod isn't updated properly.

Edited by Fey
  • 3 months later...
Posted (edited)

I'm waaay too busy over the holidays to continue designing anything, but I want to announce my plans for the sake of getting it out there before I actually do get the time.

After the second smugglers campaign is done and before I make the final release, I'll be going back to this first campaign and adjusting all the maps. Some as needed, some as wanted. The mod will be in its final state and will not receive any more changes, even as I go on to do other campaigns, which I plan to use the same mod for. The thirty-map campaign in progress (1 and 2 will be combined) has only been the development process to fine-tune the mod itself while I learn... and that time is approaching its end. I've been learning a lot about D2k editing since I started up here! Now that I understand the mechanics of the game very well, how to design a good map, mod, graphics, campaign, story, and so on, it's time at last to graduate from experimentation and dive into design.

As the final release is planned, that means there's one more chance to make any more changes to these old maps. If you wish to comment on the maps as they are, I'll consider each suggestion to make the end result the best it can be! And if you've simply been waiting for me to quit making changes left and right and just leave it be already, that's comin' up! You'll finally be able to play the campaign in its truly finalized state.

Cm's already given some more feedback on the current state of the maps (thank you!!), so I have a pretty good idea of where to start. Here are the planned changes so far:

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Something of a to-do list. As I said: If any of y'all've got anything to add, please do leave a comment. Otherwise, I'll do what I can with what I can figure out on my own.

On a related note, I actually have S18 done already despite not having done S16V1 / V2, SBON3, or S17V1 / V2. There are spoilers since it's the big climax final mega ultra omgwtfbbq map, but if someone really wants to have a peek and gimme feedback on the map, I'll release it early since I dunno when I'll even be able to do the other maps. I'm confident it's the most technically complex map ever designed for this game, so it may be of interest to another modder if not someone into the gameplay alone. However, I'm also very happy with how the gameplay has turned out as I've already tested the map and the end result is all I hoped it would be. At least, that's how it played during my testing run. I'm a harsh judge on my own work as I know it in and out, so to say it's a promising map absolutely means something! If I am asked to release it, and I do, then I'll be sure to include an in-depth analysis of the technical side of things for other modders to check out. The way the sum total of S18 was achieved demanded a lot of know-how about how the game would function after it'd been designed, something I only learned after a whole lot of modding. So, hopefully a lot of time I could save you!

Thank you.

Edited by Fey
  • 3 months later...
Posted (edited)

henlo

I know everyone hates it that I keep updating this thing, but ya know what? I've been developing that mod throughout making this campaign and its second part! Little fine-tuning over and over until I get it to that point where I'm totally happy with it. Now, I didn't intend to do any major work on this campaign, but having honed my mapping and done up a bunch of maps for the second campaign, I wanted to take the opportunity to shape up these maps. After all, this campaign and the second will be part of the same 30-map campaign when I'm done.

I feel the second campaign (or what's done in it so far) consistently has much higher map quality than this campaign. Not anymore!

Where the previous update was little more than a patch to get the new Combat Tanks in, that was far from enough. I've since gone through each and every map and brought them up in quality while trying to stay as faithful to the original premises as possible. The mod is better, the maps are better, and now it feels like the final draft I want for when the second campaign is done. That said, unless a game-breaking bug is discovered, I refuse to touch these maps again. Y'all've got my word.

I'm excited to say that the changes to the mod are more fun than ever! The Ordos and smugglers have some armor in the form of the Duelist Tank so they can better push on fortified positions. The play between units' ranges and Concrete Walls is much more balanced and rewards better micro. Shock Raiders make a minor appearance in the campaign, a Storm Lasher can be seen on the new Heighliner-based S06V2, and RPG Quads will appear as incidental units in the earlier maps.

As for the maps themselves, I'll post the changelog, old / new full map comparisons, par time, and extra comments below. No strategy guides yet, but I've measured my time on hard(+) on every map in tics and real time. Fastest speed, default resolution. The maps are harder in general, but the difficulty curve is better and the changes to the mod, like I said, reward better micro. For instance, my previous par time on S03V2 hard+ was around 24 minutes real-time. Although S03V2 is harder now, I manage it reliably in 20 minutes.

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If you do happen to be in need of some strategic advice, here are some general tips:

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If you don't care to look at any of that and instead want to actually jump into the game, here's a download link:
https://drive.google.com/open?id=1y48LuY8cuL4KU3iHpZ__WakoGs_bbwDW

Edit: Dr. Kran got the Imperial Barracks sprite finished. I haven't updated the file above, I'm just letting everyone know. The file above has been updated with a link to the latest full campaign DL. :) Since he started a thread about unit sets, I decided to drop every unit stat and intel entry in that thread. I'm gonna repost it here, for reference:

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Anyway, enjoy!

Edited by Fey
S16V2 is out! I updated the download link in this thread with all available maps, rather than just the first half of the campaign.
  • Upvote 1
  • 4 months later...
Posted
  On 8/8/2019 at 6:49 PM, aarmaageedoon said:

A walkthrough for this campaign.

https://www.youtube.com/watch?v=RUG-JW5l2ys&list=PLg9coKBGGTxrkgXzX_0JrJ1jsL5ewQTmy

It's far from optimal gameplay as I didn't really look into those missions before playing.

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Oh, hey aarma!

Thanks again for playing through. :) Even with sub-optimal gameplay, that was a good run. Very helpful, lots of useful data. And sub-optimal for you is still really good. lol

I just released one of the missing maps, S16V2, in the WIP thread. Here's a link to that, for anyone following this thread, along with some general updates based on data gathered from arma's run:

https://forum.dune2k.com/topic/27783-wip-smugglers-campaign-2/?do=findComment&comment=397491

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