Jump to content

[Release] Smugglers Campaign


Recommended Posts

Posted (edited)
  Reveal hidden contents

 

S3B1:
 

  Reveal hidden contents

 

S8V1:
 

  Reveal hidden contents

 

  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.

Expand  

No twist this time!

 

I did have fun playing your campaign. I assure you that I tried to break your campaign, and experimented with different strategy.

Edited by Runtowin
Posted
  On 3/21/2018 at 2:24 PM, Runtowin said:
  Reveal hidden contents

 

Expand  
  Reveal hidden contents

 

  On 3/21/2018 at 2:24 PM, Runtowin said:

S3B1:

  Reveal hidden contents

 

Expand  

S3B1:

  Reveal hidden contents

 

  On 3/21/2018 at 2:24 PM, Runtowin said:

S8V1:

 

  Reveal hidden contents
Expand  

S8V1:

  Reveal hidden contents

 

  On 3/21/2018 at 2:24 PM, Runtowin said:

No twist this time!

I did have fun playing your campaign. I assure you that I tried to break your campaign, and experimented with different strategy.

Expand  

I'm glad that you were trying to break it. XD And that you had fun. :)

Posted
  Reveal hidden contents

S9V1:

  Reveal hidden contents

 

S9V2:

  Reveal hidden contents

 

Posted (edited)
  On 3/21/2018 at 6:21 PM, Runtowin said:
  Reveal hidden contents

 

Expand  
  Reveal hidden contents

 

  On 3/21/2018 at 6:21 PM, Runtowin said:

S9V1:

  Reveal hidden contents

 

Expand  
  Reveal hidden contents

 

  On 3/21/2018 at 6:21 PM, Runtowin said:

S9V2:

  Reveal hidden contents

 

Expand  
  Reveal hidden contents

Thanks so much for testing this campaign, Runtowin. If you'd like to try the currently available Harkonnen maps, which are much more in a WIP state (although I have experience now, so they're off to a better start than this campaign), here's the thread with a link to the latest post, where the most recent DL can be found: https://forum.dune2k.com/topic/27514-wip-harkonnen-campaign-progress-thread/?do=findComment&comment=394977

Edited by Fey
Posted (edited)
  On 3/21/2018 at 2:24 PM, Runtowin said:

No twist this time!

Expand  

Bad, Fey loves good plot twist xD (I'm sorry for intruding on your conversation).

  On 3/21/2018 at 7:08 PM, Fey said:

- Finally, after 2h30min real time. I completed the last mission.

Expand  

He, I said some post ago "I am prepared for the 2 hour long on the last mission", and here we have a player that did it

  On 3/21/2018 at 7:08 PM, Fey said:

only up to 3 LGTs, so I have absolutely no idea why they rebuild those nor do I have any idea how to stop them.

Expand  

I am not sure what part of the map of which AI it is about, but if the AI it's not in "practice" mode they don't care about building limits. The original maps have a limit of 1, but the AI always rebuild anything that you destroy. The only way to stop them it's or removing the CY or the "rebuildbuildings" set to 0 (but that'll affect the rest of the buildings to).

However, the AI section have a "TimeBeforeRebuilding <building>". You can try to increase the value for the turrets so the AI takes 15-20 minutes to rebuild it or something like that (but still rebuilding everything else at a normal pace). I don't know if that line works, but you can try it.

  On 3/21/2018 at 7:08 PM, Fey said:

Cm showed during testing that, for some reason, they were hostile.

Expand  

For the record. They show as "ally" on screen (not enemy or neutral units), so a change if alliances it's not done right and you are ally with them but them are neutral toward you.

Edited by Cm_blast
  • Upvote 1
Posted
  On 3/21/2018 at 8:21 PM, Cm_blast said:

Bad, Fey loves good plot twist xD (I'm sorry for intruding on your conversation).

He, I said some post ago "I am prepared for the 2 hour long on the last mission", and here we have a player that did it

I am not sure what part of the map of which AI it is about, but if the AI it's not in "practice" mode they don't care about building limits. The original maps have a limit of 1, but the AI always rebuild anything that you destroy. The only way to stop them it's or removing the CY or the "rebuildbuildings" set to 0 (but that'll affect the rest of the buildings to).

However, the AI section have a "TimeBeforeRebuilding <building>". You can try to increase the value for the turrets so the AI takes 15-20 minutes to rebuild it or something like that (but still rebuilding everything else at a normal pace). I don't know if that line works, but you can try it.

For the record. They show as "ally" on screen (not enemy or neutral units), so a change if alliances it's not done right and you are ally with them but them are neutral toward you.

Expand  

XD This is a good not-twist! lol

Yeah, no kidding! Good going, Runtowin.

Ohh, I see. Okay, I'll try increasing the rebuilding time. That'll do it.

Yeah, I'll be sure to fix that. Whatever it is. XD I don't know how I manage to break something every single time I come out with a new update. T_T

Posted
  Reveal hidden contents
  On 3/21/2018 at 7:08 PM, Fey said:

If you'd like to try the currently available Harkonnen maps, which are much more in a WIP state

Expand  

Maybe later. I'm tired after S9V2.

Posted
  On 3/21/2018 at 11:49 PM, Runtowin said:
  Reveal hidden contents

Maybe later. I'm tired after S9V2.

Expand  
  Reveal hidden contents

Hehe, I don't blame ya. :) Your feedback will be really helpful when I go back and update this campaign, I'm sure.

Posted

Now that I posted my experience, time for an actual review.

Pros:

- Good story. I can tell you spend hours on it (or maybe I'm just bad).

- Ally. Most modern RTS seems to forget that the player is not alone in the world. What unique to Dune is you actually have a strong ally.

- Twist. I love twist. I didn't expect that Durant will betray me.

- The terrain was ok-ish, except for S9V1, which is good. Too many empty space, I think. I also like the custom infantry path you made.

- 2 versions with different objectives.

 

Cons:

- Difficulty hikes after mission 6. I expect smoother line. I suggest increasing the difficulty of mission 5 & 6.

- Too many harvesters replacement event! I suggest you remove them for any AI who has Heavy Factory, please add "If refinery exist condition" for these events. This would also create space for more events.

- Player (ok, maybe only me) often confused on what to do. If the game has multiple step-by-step objective, I suggest you loop the message telling the current objective (RA2 style). That also solve the problem with mission 9.

- Most Fremen leaders was forgettable. Why bother giving them name?

- Only one side to defense. Especially in later mission, the enemy rarely attack you on more than one path. So mass turret was too effective. Ordos's Tactic 9 by Cm_blast did a nice job on this.

 

Neutrals:

- No named Fremen died in Sietch in mission 9, inconsistency.

- 2 versions. I'm not really the fan of this system, I'd prefer a route system where if you decide on option A, then you go all the way on version A.

- No twist on enemy side.


 

Posted
  On 3/22/2018 at 2:08 AM, Runtowin said:

Now that I posted my experience, time for an actual review.

Pros:

- Good story. I can tell you spend hours on it (or maybe I'm just bad).

- Ally. Most modern RTS seems to forget that the player is not alone in the world. What unique to Dune is you actually have a strong ally.

- Twist. I love twist. I didn't expect that Durant will betray me.

- The terrain was ok-ish, except for S9V1, which is good. Too many empty space, I think. I also like the custom infantry path you made.

- 2 versions with different objectives.

Expand  

I've written before as a hobby! So, I wanted to try and add some flair to my campaign. :D

Yee :P Not gonna have too many allies in the other campaigns, like Harkonnen for instance lol

I'm glad you liked the twists! It was fun working this one up; the smugglers didn't really have any story, so I had some room to work with.

Noted. S9V1 was actually the very last map I designed for the smugglers campaign. S9V2 presented a challenge in its construction because of its sheer size! I had to design it piece by piece because I really couldn't envision the entire map. The infantry paths made out of the one-tile thingy was something I saw in Domaithianus' maps, which I really liked! The Harkonnen campaign is built off the original maps, so I'm working with a template.

It kinda feels like I could make a linear campaign and no one would bat an eye. Maybe for the sequel?

  On 3/22/2018 at 2:08 AM, Runtowin said:

Cons:

- Difficulty hikes after mission 6. I expect smoother line. I suggest increasing the difficulty of mission 5 & 6.

- Too many harvesters replacement event! I suggest you remove them for any AI who has Heavy Factory, please add "If refinery exist condition" for these events. This would also create space for more events.

- Player (ok, maybe only me) often confused on what to do. If the game has multiple step-by-step objective, I suggest you loop the message telling the current objective (RA2 style). That also solve the problem with mission 9.

- Most Fremen leaders was forgettable. Why bother giving them name?

- Only one side to defense. Especially in later mission, the enemy rarely attack you on more than one path. So mass turret was too effective. Ordos's Tactic 9 by Cm_blast did a nice job on this.

Expand  

Right.

That's the way it was in the original campaign. I guess I could change it so they only get one if they have a Refinery, if I can find the room for that. It would take more space to get so specific, I'm certain.

Other players didn't report quite as much trouble, but more clarification couldn't hurt. For either version of S9, I made sure to list all the objectives for all phases of the maps, since they're very long and detailed. I'll probably be coming back to this campaign after I do some more to figure out more about objectives and stuff... the Harkonnen campaign is coming along better and it's more straightforward, so once I have more experience with the straight-forward stuff I can try and adjust the weirder things like the smuggler campaign.

I'll probably end up re-using some of these names in the Fremen campaign, or Atreides. Kind of like how Summers appears in H3V1 and you get to see her vengeful and prideful attitude from the enemy's perspective when you extort her for reinforcements. Some one-offs don't hurt, like how H5B1 uses a one-off Atreides low-ranking commander to paint a different picture of the battle and the attitude out there on the field. Aside from that, I want to give the impression that there are people on the field and people are dying out there!

Thanks for the recommendation. I'll be sure to have a look at that map again by Cm and see if I can't come up with some more ideas for terrain structure.

  On 3/22/2018 at 2:08 AM, Runtowin said:

Neutrals:

- No named Fremen died in Sietch in mission 9, inconsistency.

- 2 versions. I'm not really the fan of this system, I'd prefer a route system where if you decide on option A, then you go all the way on version A.

- No twist on enemy side.

Expand  

XD I think I ran out of room in the events at that time. Thanks for the heads-up.

Sequel ideas, for sure.

Whaddya mean no twists on the enemy side? If you mean like there are only twists for us, and no twists where we do something unexpected to the enemy, S5V1 has you betray the Harkonnen during the conflict. Is that what you mean?

  • Upvote 1
Posted
  On 3/23/2018 at 3:34 PM, Fey said:

It kinda feels like I could make a linear campaign and no one would bat an eye. Maybe for the sequel?

Expand  

I think it's still linear the current way, as the outcome is basically the same. Think of it as meaningless choice. Unless you go full force on route system like I proposed.

I'd rather make 15 missions campaign since it's easier to be more detailed on the story.

If I need to create a choice, I'll try to couple them on the mission.

  • Mission 3 of my campaign presents you a choice on how to take down the target.
  • Mission 4 was actually originally intended to have 2 version, smuggler side and Atreides side.

Sure space is a problem.

  On 3/23/2018 at 3:34 PM, Fey said:

The infantry paths made out of the one-tile thingy was something I saw in Domaithianus' maps, which I really liked! The Harkonnen campaign is built off the original maps, so I'm working with a template.

Expand  

I steal replicate that on one of my upcoming mission!  That looks so cool.

 

  On 3/23/2018 at 3:34 PM, Fey said:

I'll probably end up re-using some of these names in the Fremen campaign, or Atreides. Kind of like how Summers appears in H3V1 and you get to see her vengeful and prideful attitude from the enemy's perspective when you extort her for reinforcements. Some one-offs don't hurt, like how H5B1 uses a one-off Atreides low-ranking commander to paint a different picture of the battle and the attitude out there on the field. Aside from that, I want to give the impression that there are people on the field and people are dying out there!

Expand  

Well, the thing is if you give out too many names in a short time, reader won't remember them. Especially, if that name shows up just once in the whole story.

I understand your intention. I hope you give them more roles in the story though.

 

  On 3/23/2018 at 3:34 PM, Fey said:

Other players didn't report quite as much trouble, but more clarification couldn't hurt. For either version of S9, I made sure to list all the objectives for all phases of the maps, since they're very long and detailed. I'll probably be coming back to this campaign after I do some more to figure out more about objectives and stuff... the Harkonnen campaign is coming along better and it's more straightforward, so once I have more experience with the straight-forward stuff I can try and adjust the weirder things like the smuggler campaign.

Expand  

The problem I had was I didn't know what phase I was in. My logical conclusion was destroy everything.

 

  On 3/23/2018 at 3:34 PM, Fey said:

Whaddya mean no twists on the enemy side? If you mean like there are only twists for us, and no twists where we do something unexpected to the enemy, S5V1 has you betray the Harkonnen during the conflict. Is that what you mean?

Expand  

Well, some betrayal on enemy's side perhaps? Or someone questions on the idea of taking Summers down? Poor Summers, the great, being betrayed by almost everyone they meet.

  • Upvote 1
Posted
  On 3/23/2018 at 4:48 PM, Runtowin said:

I think it's still linear the current way, as the outcome is basically the same. Think of it as meaningless choice. Unless you go full force on route system like I proposed.

I'd rather make 15 missions campaign since it's easier to be more detailed on the story.

If I need to create a choice, I'll try to couple them on the mission.

  • Mission 3 of my campaign presents you a choice on how to take down the target.
  • Mission 4 was actually originally intended to have 2 version, smuggler side and Atreides side.

Sure space is a problem.

Expand  

Right. Well, I guess the purpose would be more maps to beat. Unlike the original campaign, they vary! I might make a linear campaign next.

  On 3/23/2018 at 4:48 PM, Runtowin said:

I steal replicate that on one of my upcoming mission!  That looks so cool.

Expand  

Please, use it as you'd like. The more we share our knowledge, the better our skills become. :D

  On 3/23/2018 at 4:48 PM, Runtowin said:

Well, the thing is if you give out too many names in a short time, reader won't remember them. Especially, if that name shows up just once in the whole story.

I understand your intention. I hope you give them more roles in the story though.

Expand  

You bet I will, man!

  On 3/23/2018 at 4:48 PM, Runtowin said:

The problem I had was I didn't know what phase I was in. My logical conclusion was destroy everything.

Expand  

Fair point. But, uhh... you read the briefing, right? Summers thinks to herself that the Imperial base directly north must be "completely leveled" first. :P

I know, I know, TL;DR lol but hey! It was in there!

  On 3/23/2018 at 4:48 PM, Runtowin said:

Well, some betrayal on enemy's side perhaps? Or someone questions on the idea of taking Summers down? Poor Summers, the great, being betrayed by almost everyone they meet.

Expand  

Oh, well, umm...

  Reveal hidden contents

 

  • Upvote 1
Posted
  Reveal hidden contents

 

Posted
  On 3/23/2018 at 5:41 PM, Runtowin said:
  Reveal hidden contents

 

Expand  
  Reveal hidden contents

 

Posted
  On 3/23/2018 at 5:52 PM, Runtowin said:
  Reveal hidden contents

 

Expand  

Oh! Okay. I wasn't sure it was suitable for this particular campaign, but I'll certainly remember that in the future. :)

  • Upvote 1
Posted

Great stuff! Probably only thing which I need is proper Dune2k launcher which can load both singleplayer and multiplayer (not the one which have ads, and admin rights to launch)

  • Upvote 1
Posted

I'm studying the inner working of your maps, I notice that your practice AI works without pre-placing MCV. How? Mine simply sells everything when getting MCV through reinforcement.

I see you use Airlift on a few AI. How does it work exactly?

  • Upvote 1
Posted
  On 3/25/2018 at 7:07 AM, Runtowin said:

I'm studying the inner working of your maps, I notice that your practice AI works without pre-placing MCV. How? Mine simply sells everything when getting MCV through reinforcement.

Expand  

He places a MCV in a "hidden" place on the map with only sand. As long as the AI have a available MCV the don't enter the "bersek" state. Later when the proper time is a new MCV drops and the first one it's destroyed outscreen by devastators or stuff like that.

Posted (edited)

Yep. I even take the hidden MCVs out of the map preview screenshots I upload to the OP. Once the main force arrives, I have something finish off the MCVs.

And hey, don't spoil ALL the things just yet! You have some more Harkonnen maps to finish, right? :P

Edited by Fey
Posted
  On 3/25/2018 at 11:56 AM, Fey said:

And hey, don't spoil ALL the things just yet! You have some more Harkonnen maps to finish, right? :P

Expand  

The Harkonnen devastators sound shooting in mission 1-Fremen Sietchs from the Harkonnen campaign already spoil themselves xD.

"Here, infantry, troopers and trikes figthing some Fremen; Oh, ignore that devastator shooting sound you hear from time to time. Nothing to see here".

Also, Now that I finished those maps, I'll move on into the runtowin maps available.

Posted
  On 3/25/2018 at 3:49 PM, Cm_blast said:

The Harkonnen devastators sound shooting in mission 1-Fremen Sietchs from the Harkonnen campaign already spoil themselves xD.

"Here, infantry, troopers and trikes figthing some Fremen; Oh, ignore that devastator shooting sound you hear from time to time. Nothing to see here".

Also, Now that I finished those maps, I'll move on into the runtowin maps available.

Expand  

Maybe I should replace them with Fremen Warriors. That would make more sense.

Aye, I'm looking forward to his next releases. :P

  • 1 month later...
Posted (edited)

I've got a little while to spare, so I'm working on the smuggler campaign.
S2V1.png.ecfdf952f6ef3d6630f775ad028bdb3a.png

Putting a small rock island south of the defensible formation makes it OP AF. Those Trooper squads eat every Quad and Combat Tank that comes my way. The above screenshot left out about eight Combat Tanks and three more Missile Tanks, too. Are you guys sure it ain't worth it as is? XD That's a screenshot from a normal mode game, a little over five mins in.

I added a couple more rock islands to the northwest and southeast that are large enough to build on, and changed up the terrain at the starting position again. S1V1 and S1V2 have already been adjusted, so, uhh, it's coming along well. If y'all have any more suggestions, now's the time to comment! I'm working on it right now, so.

Hard mode's still pretty much the same. Can hardly afford an MCV in the early game. Here's a screenshot of the midground defense strat from a few mins into a hard-mode game:
5ae3386189fc0_S2V1hardmode.png.7611d06da5e61e0f239b4a3e9d7d1c9c.png

Still extremely efficient. A good 10 tanks or so came down, mostly Combat but there was a Siege and a couple of Missiles, and this is pretty much the amount of stuff I had to fend them off with. Just a couple of Troopers ate a shot from the Siege Tank before my Quads picked it off, and those are easily replaced at 100 Solaris each.

Edited by Fey
  • 2 weeks later...
Posted

You could increase the the difficulty of no-middle strat to compensate. When I played that mission, the defense at my base is mostly automatic, even if it's not as efficient as yours. So if the player has to pay attention to defend, I think it's good.

Posted

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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.