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[Release] Smugglers Campaign


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Posted

Thanks for the run-down on that Sietch thing.

Sounds good, though I'll be sure to re-visit the eastern Imperial base and sort the blooms.

If you give the alt versions a try, I look forward to hearing what you have to say! Otherwise, I'll put a focus on adjusting S9V2 in particular. See you then, Cm.

Posted (edited)

Playing the other versions.

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So Only left missions 6 and 9 to play.

Edited by Cm_blast
Posted
  On 3/18/2018 at 1:16 PM, Cm_blast said:

Playing the other versions.

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So Only left missions 6 and 9 to play.

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Sweet!

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Aye. Remember not to go too crazy on S9V2! Play on easy as well if you'd like. The only part that I really need to adjust is the beginning of the map, so if you can clear out Side 7 at least and tell me what you suppose would best be changed, that'd help a lot in re-tuning it. Thanks!

Posted
  On 3/18/2018 at 4:28 PM, Fey said:

The reveal map triggers make things easier this time around?

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First mission? yes. I found the first section for myself and then the map got reveleaded and went directly to do the rest.

  On 3/18/2018 at 4:28 PM, Fey said:

It's more pretty to watch stuff blow up anyway, ain't it?

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Almost poetic. 

  On 3/18/2018 at 4:28 PM, Fey said:

there are quite a few potential avenues of attack. I'm glad you took one of the side routes. :P

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Well, I choose the entrance which make the enemy to have more trouble to go, so they scatered trying to get me.

  On 3/18/2018 at 4:28 PM, Fey said:

Oh yeah, that worm is a jerk. A few Troopers on the outlying rocks or even on the sand will keep them away pretty decently.

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I barely have units at my base (just the ones I was building at the moment, but the sandworm wasn't even in the range of the turrets, so he went directly against my poor harversters.

  On 3/18/2018 at 4:28 PM, Fey said:

There were almost certainly not a thousand infantry!

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Well, in the place I was I was dragging the attention of those Ias against me, so the three of them were spending lots of money on units. A shame I can't look at the numbers just to show how many units I killed, but lots of them I can tell. I have like 3 raiders, 3 infantry, 2 grenadiers and 2 quads in that place, and while I was preparing more stuff they kept sending units around those entrance almost nonstop (but 1 by 1).

  On 3/18/2018 at 4:28 PM, Fey said:

Aye. Remember not to go too crazy on S9V2! Play on easy as well if you'd like. The only part that I really need to adjust is the beginning of the map, so if you can clear out Side 7 at least and tell me what you suppose would best be changed, that'd help a lot in re-tuning it. Thanks!

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I'll try on normal, if I died so be it.

My next step it's playing your Harkonnen campaign too. I hope I have the campaign fully updated, but just in case I'll download from the first post (if they seem updated there).

Posted
  On 3/18/2018 at 6:13 PM, Cm_blast said:

First mission? yes. I found the first section for myself and then the map got reveleaded and went directly to do the rest.

Almost poetic. 

Well, I choose the entrance which make the enemy to have more trouble to go, so they scatered trying to get me.

I barely have units at my base (just the ones I was building at the moment, but the sandworm wasn't even in the range of the turrets, so he went directly against my poor harversters.

Well, in the place I was I was dragging the attention of those Ias against me, so the three of them were spending lots of money on units. A shame I can't look at the numbers just to show how many units I killed, but lots of them I can tell. I have like 3 raiders, 3 infantry, 2 grenadiers and 2 quads in that place, and while I was preparing more stuff they kept sending units around those entrance almost nonstop (but 1 by 1).

I'll try on normal, if I died so be it.

My next step it's playing your Harkonnen campaign too. I hope I have the campaign fully updated, but just in case I'll download from the first post (if they seem updated there).

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Great. I wanted to make that one a little easier to navigate.

Aye.

Ah, good idea. I think I should open up that entrance a little more, to be honest. It's a little tight.

Yeah. :( Worm don't give no nuffins.

So it worked out great, but yeah, the entrance is too tight. :P I'll remember that.

Okay. Good luck, Cm.

Check the final post up 'til now. It has the most recent maps and stuff. Here: https://forum.dune2k.com/topic/27514-wip-harkonnen-campaign-progress-thread/?do=findComment&comment=394977

Posted

OK, I download that very last Harkonnen mega-ultra-final-version 

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Now, About mission 6 from Smuggler Campaign, version 2:

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Posted
  On 3/19/2018 at 10:14 PM, Cm_blast said:

OK, I download that very last Harkonnen mega-ultra-final-version 

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Now, About mission 6 from Smuggler Campaign, version 2:

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Haha. XD It's a WIP thread, I'm gonna be making changes left and right. For now, those are the final versions until I get more feedback. I'll proceed with H6-H9 when I can.

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Just S9V2 and the Harkonnen maps left! Good luck. :D

Posted
  On 3/19/2018 at 10:43 PM, Fey said:

but not hard to counter with building placement and Missile Tank spam.

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Bad thing you can't build rocket turrets or missile tanks =(.

  On 3/19/2018 at 10:43 PM, Fey said:

Just S9V2 and the Harkonnen maps left! Good luck. :D

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I am already prepared to died... or to play the map for 2 hours xD.

Posted
  On 3/19/2018 at 11:24 PM, Cm_blast said:

Bad thing you can't build rocket turrets or missile tanks =(.

I am already prepared to died... or to play the map for 2 hours xD.

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Starport! Unfortunately. Ordos gets the short end of the stick too :P But you start with three Missile Tanks, courtesy of Durant, so there's that at least.

Hehe. XD The part i need tuned shouldn't take THAT long! Unless you plan to try the whole thing, in which case... good luck. lol

Posted

Sweet! Hey man, if you want to test these maps out and provide some feedback on how they could be changed, that'd be great. S9V2's a tad overtuned, for instance. After this next testing phase, I'll release an update to the campaign including balancing changes according to peoples' suggestions, so now's a good time.

Posted (edited)

Mmm... This it's suppose to happen in mission 9 v2?

 

I cleared the first land, a couple of MCV dropped and started to build. Then the line was trigger because my splash damage, so I loaded and attack them manually, both are "neutral", I don't know if this was suppose to happen or just a wrong flag somewhere.

Yup, now it's impossible to play xD, I get the message even when I retreat my units so... something it's wrong.

Edited by Cm_blast
Posted
  On 3/20/2018 at 10:26 PM, Cm_blast said:

Mmm... This it's suppose to happen in mission 9 v2?

Why.png.6d9774a53e4164393f18367d37605f24.png 

I cleared the first land, a couple of MCV dropped and started to build. Then the line was trigger because my splash damage, so I loaded and attack them manually, both are "neutral", I don't know if this was suppose to happen or just a wrong flag somewhere.

Yup, now it's impossible to play xD, I get the message even when I retreat my units so... something it's wrong.

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Whoops, did I break something in the last update?

Thanks for checking that out, Cm. How did the first phase go? Did you manage to take the LZ and fight off the first Imperial base easily enough?

Posted
  On 3/20/2018 at 10:43 PM, Fey said:

Whoops, did I break something in the last update?

Thanks for checking that out, Cm. How did the first phase go? Did you manage to take the LZ and fight off the first Imperial base easily enough?

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I destroyed the base, captured the CY (and sold it), I capture the Heavy Factory and sold it when I realice the initial heavy factory capture already was imperial. Then I captured the 4 silos; the other two deploy and that happens.

The first part was easy, the enemy barely builds anything (well, except rebuilding the turrets) and I am not a fast player, just 1 lonely trike and/or quad coming for bottom but that's it.

Posted

That's odd, I had Sonic Tanks and Devastators on me before I finished taking the Imperial base. You started with 12 Stealth Raiders, 6 Engineers, and 2 Saboteurs, right? And the Imperials tried to rebuild the Large Gun Turrets at the LZ?

Posted
  On 3/20/2018 at 10:55 PM, Fey said:

That's odd, I had Sonic Tanks and Devastators on me before I finished taking the Imperial base. You started with 12 Stealth Raiders, 6 Engineers, and 2 Saboteurs, right? And the Imperials tried to rebuild the Large Gun Turrets at the LZ?

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Yes.

Noone come at me. Besides a trike, a infantry or so spawned by the buildings noone come at me.

Posted
  On 3/20/2018 at 11:48 PM, Cm_blast said:

Yes.

Noone come at me. Besides a trike, a infantry or so spawned by the buildings noone come at me.

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That's really weird. Okay, one more question: You know how much time elapsed on the map up to the point where the Ordos and mercs got there? Any idea?

Posted (edited)
  On 3/20/2018 at 11:49 PM, Fey said:

That's really weird. Okay, one more question: You know how much time elapsed on the map up to the point where the Ordos and mercs got there? Any idea?

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15-20 minutes I think. the screen said 30 minutes when I quit, but I paused a moment.

Edited by Cm_blast
Posted (edited)

First, I will post my experience playing your missions.

S1V1:

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S1V2:

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S2V1:

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S2V2:

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S3V1:

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S3V2:

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S4V1:

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S5V1:

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S6V1:

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S6V2:
 

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S7V1:

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Have yet to play other missions. Coming soon.

 

Edited by Runtowin
Info++
Posted
  On 3/21/2018 at 3:07 AM, Runtowin said:

but they received another MCV. All effort wasted

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I still have nightmares about this campaign xD.

  On 3/21/2018 at 3:07 AM, Runtowin said:

S3V1:

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Wow, you are literally broking his map. Goodwork.
(poor Fey).

  On 3/21/2018 at 3:07 AM, Runtowin said:

I found Imperial Trike near northwest cliff. Probably easter egg.

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I can tell he it's using it for the dialogues. I saw that unit too. I don't know if the game would be affected if you kill him (I think missile tanks were in range); probably not, but just in case I didn't try to destroy it.

Unfortunately in Dune 2000 it's not possible to do this: "5 minutes after X building it's destroyed, 20 tanks appears on screen".

Posted

Aww man, so much stuff! Okay, let's see what's up.

  On 3/21/2018 at 3:07 AM, Runtowin said:

S1V1:

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S1V2:

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S2V1:

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S2V2:

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S3V1:

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S3V2:

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S4V1:

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S5V1:

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S6V1:

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S6V2:
 

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S7V1:

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Have yet to play other missions. Coming soon.

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Replies:

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  On 3/21/2018 at 12:58 PM, Cm_blast said:

I still have nightmares about this campaign xD.

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:D Hopefully in a good way? :)

  On 3/21/2018 at 12:58 PM, Cm_blast said:

Wow, you are literally broking his map. Goodwork.
(poor Fey).

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T_T

  On 3/21/2018 at 12:58 PM, Cm_blast said:

I can tell he it's using it for the dialogues. I saw that unit too. I don't know if the game would be affected if you kill him (I think missile tanks were in range); probably not, but just in case I didn't try to destroy it.

Unfortunately in Dune 2000 it's not possible to do this: "5 minutes after X building it's destroyed, 20 tanks appears on screen".

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Aww man, did he edit his post while I was writing mine? Lol I didn't see that. I tend to keep a page up for a while and write more between other things.

I guess I'll refresh the page and look. :P

Posted (edited)
  On 3/21/2018 at 3:07 AM, Runtowin said:

S7V1:

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Ah, here we go.

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Thanks. :)

Edited by Fey
Posted
  On 3/21/2018 at 1:06 PM, Fey said:

And, you didn't comment on the mod, either! Cm had a lot of qualms about the more expensive buildings and upgrades.

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Plot twist, he it's not even using your modded stuff xD. That would be hilarious.

Posted
  On 3/21/2018 at 1:24 PM, Cm_blast said:

Plot twist, he it's not even using your modded stuff xD. That would be hilarious.

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He would need to play over it again for intended gameplay XD

He mentioned Grenadiers on S6V1 though, so. :)

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