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Fey

[Release] Smugglers Campaign

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43 minutes ago, 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.

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.

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

CHANGELOG:

Spoiler

General:
 - Objectives relocated to the top of every briefing.
 - Strategy section of OP updated.

S1V1:

Spoiler

 - Sumadi's evaluation must be completed within 8 minutes.
 - Worm now ignores its starting corner.
 - Imperials build and attack more often.
 - Imperials' initial attack pushed further back.
 - Imperial emergency build rate nerfed.
 - Imperial unit composition adjusted.
 - Imperial reinforcements adjusted.
 - Starting units reduced.
 - Minor terrain changes.
 - New dialogue.

S1V2:

Spoiler

 - Sumadi now only trains Light Infantry in defense.
 - Sumadi's reinforcements have been removed.
 - Large Gun Turret added for Imperials.
 - East Imperial defense zone expanded.
 - Medium Gun Turret added for Sumadi.
 - Imperial unit composition adjusted.
 - Imperial reinforcements added.
 - Imperial starting units added.
 - Imperial build rates buffed.
 - Minor terrain changes.
 - Smuggler Grenadiers added.

S2V1:

Spoiler

- Fixed a glitch causing Imperial forces to wander aimlessly.
 - Gathering objective increased to 15,000 Solaris.
 - Imperial AIs will attack sooner and more frequently.
 - Imperial AIs will now build more light vehicles.
 - Imperial AIs will build units more often.
 - Imperial AIs have less starting credits.
 - Adjusted enemy unit composition.
 - Added possible Imperial reinforcements.
 - Removed all infantry rock at the smuggler base entrance.
 - Smuggler starting units nerfed and spread out.
 - Added possible smuggler reinforcements.
 - Existing smuggler reinforcements changed.
 - Starting credits increased.
 - Starting Carryall removed.
 - Moderate terrain changes.

S2V2:

Spoiler

 - Smugglers now receive credits for any structure captured.
 - Fixed a glitch where the Imperial MCV would not respawn.
 - Fixed a glitch where weird Imperial units would appear.
 - Fixed a glitch where the mission became unbeatable.
 - Buffed Fremen light vehicle build rate slightly.
 - Added a countdown timer at 5 mins left.
 - Imperials build and attack more often.
 - Adjusted enemy unit composition.
 - Player begins with zero Solaris.
 - Player receives 15,000 Solaris.
 - Added Fremen starting units.
 - Minor terrain changes.

S3B1:

Spoiler

 - Fixed an issue causing a long pause at the end of the mission.
 - The two enemy Trikes should appear simultaneously more often.
 - Two enemy Sardaukar elites now impede Summers' progress.
 - Added two Imperial Grenadiers.
 - Minor terrain changes.

S3V1:

Spoiler

 - Map renamed to "Deal with the Devil."
 - Can no longer beat Atreides before allying with Harkonnen.
 - Ten-minute time limit added for negotiation phase.
 - Atreides reinforcements adjusted.
 - AIs' unit compositions modified.
 - One smuggler Wind Trap removed.
 - Smuggler Silos relocated.
 - AIs buffed in general.
 - Major terrain changes.
 - New dialogue.

S3V2:

Spoiler

 - Map renamed to "Hawk's Glare."
 - Atreides AIs have more starting Harvesters.
 - Atreides AIs have less starting credits.
 - Harkonnen AI builds more Harvesters.
 - Harkonnen AI reserves more credits.
 - AIs build more light vehicles.
 - AI unit compositions adjusted.
 - AI defense areas adjusted.
 - Moderate terrain changes.
 - Two new Spice Blooms.
 - Atreides AIs buffed.
 - Mercenary AI buffed slightly.

S4V1:

Spoiler

 - Harkonnen and Ordos build more light vehicles.
 - Harkonnen Refinery swapped with Repair Pad.
 - Harkonnen have 3 more starting Harvesters.
 - Harkonnen become hostile 5 mins sooner.
 - Harkonnen starting units changed.
 - Ordos have 4 more starting Harvesters.
 - Ordos and Mercenary Carryalls removed.
 - House Ordos will call for you sooner.
 - Time limit to reply to Ordos reduced.
 - Ratio for Ordos casualties lowered to 1.1.
 - Additional turrets added in enemy bases.
 - Harkonnen and Ordos AIs attack more often.
 - Durant gifts Rowe a Harvester at map start.
 - Durant can rebuild structures.
 - Durant now trains Grenadiers.
 - Mercenary base relocated.
 - Major terrain changes.

S5V1:

Spoiler

 - Harkonnen unit composition slightly adjusted.
 - Harkonnen attack priorities adjusted.
 - Harkonnen initial build rate nerfed.
 - Harkonnen later build rate buffed.
 - Harkonnen build rate increases sooner.
 - Harkonnen emergency build rate nerfed.
 - Starting smuggler Harvester and Carryall removed.
 - Smuggler starting credits reduced.
 - Smuggler starting units increased.
 - Smuggler reinforcements decreased.
 - Harvesters added for Harkonnen.
 - Smugglers receive a Harvester on initial Starport delivery.
 - Harkonnen spending thresholds raised.
 - Reduced Ixian reinforcements.
 - Moderate terrain changes.
 - New dialogue added.

S6V1:

Spoiler

 - Added starting Harvesters for Atreides, Harkonnen, and Mercenaries.
 - Dunes added around Durant's base.
 - Moderate terrain changes.
 - Spice blooms relocated.
 - Spice fields added.
 - AI unit compositions adjusted.
 - AI build rates adjusted.
 - Harkonnen and Atreides attack sooner.
 - Imperials attack later.
 - Enemies attack more often.
 - Starting Carryall removed.
 - Slightly increased Ordos reinforcements.

S6V2:

Spoiler

 - Added starting Harvesters for Imperials, Atreides and Mercenaries.
 - A battle is already underway at the start of this map.
 - Atreides will deploy Sonic Tanks once in a while.
 - Minor Atreides reinforcements added.
 - Build rate for enemy AIs improved.
 - Major terrain changes.
 - Additional production structures added for Imperial AIs.
 - Starport added for Atreides AI.
 - AI unit compositions adjusted.
 - Additional defenses added around target HTFs.
 - Various structures moved around.
 - Some Imperial base defenses removed.
 - Mercenary base layout adjusted.
 - Starting Carryalls removed.
 - Spice fields added.

S7V1:

Spoiler

 - Fixed an issue causing weird Imperial units to appear.
 - New bases and defenses added for Sumadi.
 - Summers' MGT replaced with LGT.
 - Summers' starting units reduced.
 - Sumadi's starting units reduced.
 - Summers' Starport delivery added.
 - Sumadi's defense zones adjusted.
 - Sumadi's reserve cash increased.
 - Enemy unit composition adjusted.
 - Enemy AI build rates adjusted.
 - Enemy AIs attack less often.
 - More Spice fields added.
 - Major terrain changes.
 - New dialogue.

S8V1:

Spoiler

 - Atreides and Imperial starting credits decreased.
 - Atreides and Imperial starting Harvesters added.
 - House Ordos starting credits increased.
 - All AI unit compositions adjusted.
 - House Atreides has 3 Palaces now.
 - The Fremen will have more tanks.
 - Imperial turrets added or moved.
 - Spice fields and blooms changed.
 - Friendly reinforcements added.
 - Atreides base layout modified.
 - House Ordos attacks sooner.
 - Enemy reinforcements added.
 - Enemies attack more often.
 - Major terrain changes.
 - New dialogue.

S9V1:

Spoiler

 - Player no longer needs to lose all Stealth Raiders to progress.
 - The death of the local Fremen Naib is announced.
 - House Ordos now builds up from nothing.
 - House Ordos now has an optimized AI.
 - Mercenaries now build a few tanks.
 - Spice fields and blooms changed.
 - All AIs' unit compositions adjusted.
 - All AIs use more Harvesters.
 - Enemy base layout changed.
 - Enemy AIs build faster.
 - Major terrain changes.
 - Dialogue changed.

S9V2:

Spoiler

 - The death of the local Fremen Naib is announced.
 - Fixed a glitch causing issues with allied AIs.
 - Enemy AIs' unit compositions adjusted.
 - Enemies' build rates increased.
 - Enemy starting credits reduced.
 - Enemy AIs use more Harvesters.
 - Enemy cash reserves increased.
 - Imperial defenses adjusted.
 - Enemy base layout changed.
 - Imperial Repair Pad swapped with Starport.
 - Possible smuggler reinforcements added.
 - Starting engineers increased to 10.
 - Modified allied reinforcements.
 - Spice fields and blooms changed.
 - Major terrain changes.

FULL MAP IMAGES: https://imgur.com/a/6uRhL79

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 8:17 AM, Runtowin said:

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

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.

Spoiler

S1V1:
 - Beat it on Hard Mode.
 --- According to my calculations, the new Hard Mode version of S1V1 should give you enough time to complete Sumadi's evaluation, but not quite enough time to build up enough troops to take out the Imperials as soon as they arrive. It should be a legit 1v1. In the case that it is, I want to hear how it goes!

S2V1:
 - Defend the ridge in the center of the map.
 --- I've removed the infantry rock at the main base and put expandable rock on the ridge, so I want to know if this seems like a more viable strategy now. If you want tips for holding the ridge, see the strategy section in the OP for this map.
 - Defeat the Fremen and destroy their Sietch.
 --- The Fedaykin warriors show up at the same time as some Imperial reinforcements and, as you surely know, Fedaykin are powerful infantry units. Even though only 10 Fedaykin attack, it should make things more difficult to kill the Fremen and then deal with that later.

S2V2:
 - Beat it on Hard Mode.
 -- This map has a timed component and a Spice component. With the more expensive units on Hard Mode, more time to train them, and more aggressive Imperials than the previous update, defending the Sietch to the time limit should feel like a struggle. Let me know how dealing with those Siege Tanks goes, guys!

S3V2:
 - Become enemies with the Harkonnen.
 --- Not only do you have another opponent to contend with, if only briefly, but you also don't get help fighting the Atreides.
 - Attack the Atreides before the Harkonnen arrive and successfully destroy a non-turret structure.
 --- This map should still cater to aggressive playstyles despite the increase in Atreides production.
 - Do not allow any of Durant's turrets to fall.
 --- Given the stronger enemy attacks, I want to know how it goes trying to keep all the perimeter turrets intact.

S4V1:
 - Ally with House Harkonnen against the Ordos on Hard Mode.
 --- House Ordos becomes your enemy if they suffer enough casualties AND if they lose a certain amount more units than their enemies have. The Ordos and Harkonnen attack each-other in such a way that it should never result in Harkonnen alliance without your interference, and your interference is made much more difficult on Hard Mode. Can you deal enough damage to the Ordos with such limited units to impress the Harkonnen and maintain your alliance with them?
 - Expand to the location just southwest of the Harkonnen base, then use it to fight the Harkonnen.
 --- The Ordos shouldn't show up and get into a fight in the middle of your expansion after the first time they attack before the time limit is reached. Probably. If they do, not for long before the time limit is hit. You should be able to set up there early, during the phase of the map where alliance is still dubious, and fight the Harkonnen before the Ordos are officially your ally.

S5V1:
 - Defend your initial position against the Harkonnen.
 --- It's very easy to just want to give this location up, but with a few extra turrets, keeping it can speed along your production and construction.
 - Expand to at least two locations.
 --- The rock islands are decently sized, but another island or two can help spread Refineries around. Feel free to use Medium Gun Turrets as much as you'd like.

S6V1:
 - Expand to the southern rock island.
 --- There's more Spice there, but you don't have the Ordos to defend you.
 - Build and upgrade a Light Factory before building your Heavy Factory.
 --- Upside? Cheaper units, quicker responses to attacks anywhere on the map, and Durant gets 6 tanks instead of the 6 light vehicles he'd get if you got a Heavy Factory first. Downside, you can't pump out Harvesters so soon and you'll lack heavy armor. This should be an equally viable strat to defend midfield, assuming those light vehicles are supporting infantry in the rocks and flanking enemy forces around the turrets.
 - Do not allow any of Durant's turrets to fall prior to the Atreides or Harkonnen bases being destroyed.
 --- Good luck. It's unlikely this is even possible but I'd love to hear what happens when someone tries.

S6V2:
 - Penetrate the Imperial perimeter and destroy a non-turret structure within the first 20 minutes.
 --- They really try their best to defend now. Try attacking with your mercenary allies and expanding to the rocks northeast of your starting position.

S8V1:
 - Keep Durant's base operational.
 --- Given the stronger enemy attacks, I want to know how others deal with keeping a weak ally alive until he can become strong.

S9V1:
 - Keep Durant's starting Wind Traps operational.
 --- Given the stronger enemy attacks, I want to know how others deal with keeping a weak ally alive against powerful enemies.
 - Do not disable the Large Gun Turrets in the main Imperial base during your assault on it.
 --- The main Imperial base has a couple of isolated Wind Traps southwest of it, just outside the wall. Destroying them takes down the power if you've taken out their expansion as well, but I want to know if it's that much more a hassle killing them without disabling the turrets.

S9V2:
 - Keep Durant's base operational.
 --- Given the stronger enemy attacks, I want to know how others deal with keeping a weak ally alive until he can become strong.

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

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

6 hours ago, Fey said:

S9V1: Keep Durant's starting Wind Traps operational.

Lol.

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2 hours ago, 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.

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? 😮

2 hours ago, Runtowin said:

Lol.

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

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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:

Spoiler

General:
 - New text and mod files added to OP.
 - Imperial Palace renamed to Golden Lion Throne.
 - Ix Research Center renamed to, simply, Research Centre.
 - Non-stealth Fremen re-named to Fremen Warrior.
 - Stealth Fremen re-named to Fremen Fedaykin.
 - Sardaukar renamed to Sardaukar Elite.
 - When an Airstrike is ready, the announcement states that Ornithopters are ready.
 - Fremen Warriors are trained faster.
 - Fremen Warriors deal slightly less damage to vehicles.
 - Fremen Warriors deal slightly more damage to infantry.
 - Fremen Warriors and Fedaykin are tougher.
 - Grenadiers are trained at the same rate as Troopers.
 - Engineers are equipped significantly slower.
 - Fixed an error involving Sardaukar.

S2V1:
 - Imperials now use more of their starting units to attack sooner, with greater ferocity.
 - Imperials' base layout changed. The new positioning has a minor effect on gameplay.
 - Imperials train more infantry.

S2V2:
 - Fremen will receive passive reinforcements when the situation gets desperate.
 - The unit you must escort will now read "Rowe Summers" when moused over.
 - The Sietch will appear as Sietch El-Sayal if you mouse over it.
 - Player begins with 5,000 credits and receives another 10,000 later.
 - Imperials' unit composition changed on Easy mode only.
 - Imperial reinforcements arrive sooner and slightly less often.
 - Imperial reinforcements arrive closer to the Sietch.
 - Imperials receive one Siege Tank on their final reinforcement.
 - The infantry rock at the starting location can now be used.
 - Fixed a terrain error where tiles were mistakenly unshaped.
 - Saud Nagi's death is announced.
 - Imperials set up two MCVs.
 - Starting units changed.
 - Sandworm relocated.

S3B1:
 - The Sietch will appear as Sietch Mushtamal if you mouse over it.
 - Rowe Summers once again appears if you mouse over the unit you must escort.
 - The Fremen Fedaykin now appears as "Issam Nehara" if moused over.

S3V1:
 - Primary objective clarified.
 - Atreides base has additional fortification.
 - Some walls in the smuggler base removed.
 - Harkonnen build and attack more often.
 - Reduced timer by 5 minutes.
 - Smuggler Harvester added.

S3V2:
 - Atreides base has a Large Gun Turret.
 - Atreides defense zones adjusted.
 - Mercs have a Large Gun Turret.
 - Mercs train Grenadiers now.
 - Minor terrain changes.

 - Fatal error rectified.

S6V1:

 - Very few Large Gun Turrets on the outskirts of enemy bases.
 - All enemy bases have additional Large Gun Turrets within their perimeters.
 - House Harkonnen has a second Heavy Factory instead of a second Barracks.
 - Additional infantry rock added in the Atreides and Harkonnen bases.
 - Durant's Outpost will now appear as such if moused over.

S6V2:
 - The Imperial Air Towers are now named properly. One must be captured to view the name.
 - Durant's Outpost will now appear as such if moused over.

S7V1:
 - Your opponent's Outpost will now appear as such if moused over. It must be captured to view the name.

S9V1:

 - Giraud's Outpost will now appear as such if moused over. It must be captured to view the name.

S9V2:
 - Fixed a glitch causing Atreides infantry to be trained from the Fremen Sietch.
 - Opened up the terrain on the northwest end of the first Imperial base.

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

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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:

Spoiler

Most of the changes were for turrets. They are now much more functional as support structures than standing on their own. Higher range, higher damage, but lower ROF and more expensive. Gun Turrets can now be powered down too and require a ConYard upgrade to place.

There were several changes to the tech tree that I think will help to open up new strategies. Now that the Repair Pad can be built off a ConYard upgrade, you can use light vehicles with Repair Pads without needing that expensive Heavy Factory upgrade. An Outpost can be built off a Wind Trap, so even though it will benefit a Barracks the most by unlocking Grenadiers and Engineers, a player can still go for a Heavy Factory or Light Factory and place a Starport without needing to drop a Barracks on the field. The changes to turrets will necessitate mobile support and make punching through enemy defenses easier, but also more of a commitment since pulling out early isn't so easy with the enhanced range. Turrets are also more of an investment now, not supplementary to all other units but rather another branch of units to be used in their own strategies.

A ConYard now generates 100 power on its own, half a Wind Trap, and a Barracks can be built directly off the ConYard. This allows for much more quick responses from AIs that arrive late into a game, such as the merc AI on S9V2 which now places a Barracks and three Gun Turrets before its Refinery since it's in such a dangerous location. Its quick build-up will assist you in your defense of its base!

Some changes to unit tech prerequisites also help to open strategies. From the Heavy Factory and High Tech Factory, you can either upgrade the Heavy Factory to build Siege Tanks for 2k credits, upgrade the HTF and then build a Research Centre to unlock Missile Tanks for a total of 2k credits, or you could place a Starport for 2k credits and all those routes lead to the endgame tanks. ConYards simply require an upgraded Heavy Factory while Engineers only require an Outpost. Devastators do a little more damage, Deviators have had their sight radius corrected... some other minor changes like that.

For changes to the maps themselves... I changed dialogue on S1V1 for the new build order. Some more dialogue was added or changed across the other maps. New unit / structure / upgrade categories were adjusted as needed. All "practice" type AIs have been adjusted for new build orders accounting for the ConYard's extra power, which expedites base construction. The Fremen have more of a presence on S2V1 and S5V1... and some turrets have been moved or added on a bunch of maps. The Ordos base on S6V1 and the Imperial base on S8V1 have had their layouts adjusted, some aesthetic changes were added to terrain, and the Atreides have three airstrikes on S8V1, but you start with four Missile Tanks. The Starport on S4V1 is now a Heavy Factory, and you start with an extra MCV. Maps where Gun Turrets were placed for sides with low power have had those sides corrected.

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. :)

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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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9 hours ago, 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.

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

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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:

Spoiler

 - Sardaukar Elites no longer require a Barracks upgrade to train, only an HTF.
 - Fremen Warriors no longer require a Barracks upgrade to train, only a Sietch.
 - Stealth Raiders no longer require a Light Factory upgrade to build, only an HTF.
 - Adjusted power of Modified Outpost to 125 to match the normal Outpost.
 - Re-adjusted power balance on any levels where a Modified Outpost was placed.
 - Adjusted turret placement and surrounding Concrete Walls on several levels in line with the new changes.
 - Smuggler base on Hawk's Glare has had its layout changed minorly, and one Wind Trap removed.
 - Harkonnen and Ordos base layouts on Strictly Business have been changed slightly.
 - Fixed a bug on Strictly Business where the starting secondary Harvester would not appear.
 - Harkonnen base on Meat Grinder is more productive over time and less aggressive at the start.
 - Harkonnen base on Meat Grinder has more stationary defenses and defense forces.
 - Smuggler turrets moved forward on Shipping and Handling and one additional turret added.
 - EDIT: Also fixed a grammatical error on Shipping and Handling just now. Whoops. :P
 - Fixed a bug on Mercenary where Moriaen and Durant would never order units from their Starports.
 - Fixed a bug on Mercenary where Summers and Durant would still be mad at each-other.
 - Fixed a bug on Mercenary where Durant would announce his strategy a little late.
 - Added friendly reinforcements on Mercenary.
 - EDIT 2: Attempted to fix a glitch where the Harkonnen on S9V2 would never build Devastators... hopefully that's sorted now. Please let me know if it still occurs. x_x

The turret changes continue to prove better for balancing as enemy base defenses are less difficult to penetrate with a dedicated attack, and strategic placement and mobile support becomes more important for friendly turret survivability.

Testing on Meat Grinder yielded more balanced results. The map was completed on Hard mode in less than 30 minutes real-time. This is within acceptable estimations.

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

Edited by Fey

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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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1 hour ago, 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.

: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.

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10 hours ago, 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.

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.

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7 hours ago, 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"

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

7 hours ago, 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.

New campaign? Hit me up, fam!

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4 hours ago, 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

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.

4 hours ago, Fey said:

New campaign? Hit me up, fam!

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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1 hour ago, 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.

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

1 hour ago, 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.

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

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10 hours ago, 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

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

10 hours ago, 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

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

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On 8/19/2018 at 8:04 AM, 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

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 8:04 AM, 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.

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

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On 8/20/2018 at 1:16 AM, 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

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 8/20/2018 at 1:16 AM, 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.

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

 

Edited by Cm_blast

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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:

Spoiler

GENERAL:
 - "Tech Level" and "Additional Intel" sections added to all briefings.
 - The Imperials now deploy medium Combat Tanks.
 - The Fremen now deploy light Combat Tanks.
 - Durant's mercenaries now deploy heavy Combat Tanks.
 - Durant's mercenaries now wear orange.

S03V1:
 - Atreides now rarely deploy Combat Tanks.
 - Harkonnen have four starting Combat Tanks.

S03V2:
 - Atreides now rarely deploy Combat Tanks. They will deploy Combat Tanks more often than on S03V1.
 - Harkonnen now deploy 2 MCVs. Their build order has been adjusted for optimization with the higher starting power.
 - Harkonnen now have significantly higher starting credits and build units faster.
 - Durant now repairs all of his structures sooner.

S06V1:
 - Durant now repairs his own Outpost, Wind Traps, and turrets more often.

S06V2:
 - Durant now repairs his own Outpost, Wind Traps, and turrets more often.
 - Fixed a glitch causing several Imperial starting units to fail to go on patrol.

S08V1:
 - House Ordos and Durant's mercenaries now build more tanks.

S09V1:
 - Ultimate tech unlocked. You can now build Palaces of Deceit.

S09V2:
 - Ultimate tech unlocked. You can now build Palaces of Deceit.
 - House Ordos and Durant's mercenaries now build more tanks.
 - Fixed a glitch causing House Harkonnen to never upgrade to Ultimate tech.

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

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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:

Spoiler

GENERAL:
 
- The AIs should use less Harvesters in general.
 - Briefings need to be adjusted in accordance with the changes to the mod.
 - Death Hand accuracy will be increased and Devastators will detonate in three seconds, not four.
 - Harvester movements and Repair Pad orders should be less common as Carryall fetch distance will be increased overall.
 - All maps will go with "Defeated" instead of "Annihilated." No need to hunt down enemy Harvesters; victory is achieved by destroying all enemy structures.
 - Text .uibs can be adjusted to customize hostile messages on unintentional hostility, such as Durant before the player is friendly with him. "Cut that out, Rowe."
 - I'd like to add the correct lore about Deviators and Saboteurs. Deviators' gas does control minds, not vehicles, but it only works within the confined space of a vehicle cockpit. Saboteurs' minds have been altered to no longer care about their own lives. Correct me if I'm wrong, that should be the case for those units.
 - The DL will need to be formatted like the most recent DL in the second campaign WIP thread was, with backups for all files overwritten.
 - The first and second campaigns will be combined into one thirty-map campaign.

S01V1:
 - Sumadi's dialogue needs slight adjustment. You don't simply "have power" after you build a Wind Trap, you have more power thanks to the changes to the ConYard.
 - The Imperials should receive RPG Quads instead of normal Quads.
 - The exact Spice quota the player must achieve should be specified following the defeat of the Imperials.

S03V1:
 - Need to fix a bug causing the worm to cling to the bottom right corner.
 - The Atreides could get some RPG Quads.

S03V2:
 - The Harkonnen should start with some RPG Quads.

S04V1:
 - AI has morale issues. Need to raise to 100 for all AIs.

S05V1:
 - The AIs' natural defense areas are too wide. Their base needs adjustment to fix those defense areas.
 - The AIs have too much symmetry. Their base needs adjustment to change the unit composition for either AI.
 - The Ix Starport can be captured with force-capture. The trigger turning a dummy AI hostile, and the dummy AI itself, can be repurposed as long as this is clarified.
 - The non-functioning Starport at the starting base can thus also be captured with force-fire. This is a game-breaking exploit and must be fixed.
 - Considering totally removing the Starports. The player gets the ability to build MCVs, so the Heavy Factory upgrade is useless with Starports.
 - The player should get to use Duelist Tanks for the first time on this map, in the form of reinforcements provided by the Ix.

S06V1:
 - Events need to be adjusted to account for if a player force-captures Durant's Outpost before he turns hostile.
 - The Atreides HTF has been turned into a Storm Lasher due to the mod changes. This must be corrected.

S06V2:
 - The player can force-capture the starting structures, so another AI should be used to maintain the two Airstrikes.
 - Events need to be adjusted to account for if a player force-captures Durant's Outpost before he turns hostile.
 - The Atreides HTFs have been turned into Storm Lashers due to the mod changes. This must be corrected.

S07V1:
 - Considering centralizing Sumadi's bases even more. Moving all structures for a certain AI to one specific rock island, expanding said rock islands as needed.
 - Could add more cliffs on the right side of the map, perhaps on the north end of the flat rock island with a break facing the west and open to the south...
 - Enemy attacks should be synchronized better so the player has more opportunities to attack, himself.
 - Sumadi should use Duelist Tanks like the player does.

S08V1:
 - Check AIs' morale, make sure it's at 100...
 - Centralize side 7 base to make it easier to get Durant in the game.
 - Confirm that events allying the player with Durant are working properly.
 - The briefing says the player's tech level is at Ultimate, but this is untrue. Correct this.
 - The Fremen AIs need Refineries, normal cash amounts, and appropriately adjusted build rates.
 - Enemy attacks should be synchronized better so the player has more opportunities to attack, himself.
 - The Atreides HTFs have been turned into Storm Lashers due to the mod changes. This must be corrected.

S09V1:
 - Increase enemy AIs' aggression in general.
 - The Atreides HTF has been turned into a Storm Lasher due to the mod changes. This must be corrected.

S09V2:
 - Add some unbuildable terrain near Durant's ConYard and expand the buildable terrain slightly to ensure a path through his base remains for the player's units.
 - The Atreides HTF has been turned into a Storm Lasher due to the mod changes. This must be corrected.

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

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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.

Spoiler

GENERAL CHANGES:

Spoiler

 - Mission briefings updated to better clarify objectives.
 - Unit classifications added to all entries in additional intel.
 - New units, upgrades, and structures entries have been removed.
 - Most missions require only enemy bases destroyed, not units.
 - Only the original D2k music tracks are set for map starts.
 - The Barracks upgrade now costs 800 Solaris, up from 750.
 - Light Factory upgrade is now 1200 Solaris, down from 1250.
 - Harvesters will call for Carryalls from a greater distance than before.
 - Carryalls will only take units that are very far away to the Repair Pad.
 - If a sandworm is encountered, its presence is usually announced somehow.
 - Harvester replacement events occur every 30 seconds, up from 20 seconds.
 - RPG Quads will appear on certain missions potentially for any faction.
 - Duelist Tanks were implemented for the Ordos and smuggler factions.
 - On Heighliner maps, Wind Traps are now referred to as "Reactors."
 - Fremen and Sardaukar are less effective against structures.
 - Fremen and Sardaukar deal less damage in an area of effect.
 - Fremen and Sardaukar weapon effectiveness is better rounded.
 - Three Fremen Fedaykin are spawned from the Atreides Palace.
 - Gun Turret attacks deal damage in a greater area of effect.
 - Gun Turrets and Rocket Turrets build a little more slowly.
 - On the contrary, Storm Lashers are built a little faster.
 - Worms can be KO'd with both tank and building destroyers.
 - Every level has a par time rating gauged by hard(+) mode.
 - Giraud is referred to as a Burseg rather than a general.
 - AIs rebuild lost structures slightly faster than before.
 - Defense zones are mapped for optimal unit distribution.
 - AIs will make more frequent use of their Repair Pads.
 - AIs will more diligently repair all of their structures.
 - AIs are greatly more responsive to player attacks.
 - AIs generally attack in more reliable intervals.
 - Walls can be repaired. The AI will never do this.
 - The Imperial Barracks has new Golden Lion sprite.
 - Minor graphical touch-ups done on some buildings.
 - Sietches and Concrete Walls can now be selected.
 - Fixed a glitch allowing Sietches to train infantry.
 - Combat Tanks perform better against structures.
 - Combat Tank projectiles deal 8.3% more damage.
 - Atr & Hark Combat Tanks have a bit more armor.
 - New graphics added for Combat Tanks. Enjoy!
 - AIs will use less Harvesters than before.
 - Carryalls and Harvesters are less tough.
 - Saboteurs can detonate on units as well.
 - Devastators explode after three seconds.
 - All structures are repaired more slowly.
 - Repair Pads restore units more slowly.
 - Devastators hit significantly harder.
 - The Death Hand is more accurate.
 - Heavy Factories are tech level 1.
 - Concrete Foundation builds faster.
 - Concrete Walls build more slowly.
 - Concrete Walls block bullets.
 - Concrete Walls are Light II.
 - Worm pathing is improved.
 - Worms are tougher to KO.
 - Worms sleep for longer.

Extra comments:
It's the little things that make a mod. It all comes together in the end.

I've learned a lot about the AI in D2k. I hope the improvements I've made to it on each map make for a fun experience! Don't forget to check the strategy section beneath the other spoiler to get some quick tips for using your units most effectively. The mod may have a lot to it, but summary is quick and easy!

S01V1: Quality Control

Spoiler

OldMap: https://i.imgur.com/yrSGfke.jpg
NewMap: https://i.imgur.com/e7SD7oI.jpg

ParTime (Hard): 22500 (~6m)

Changelog:
 - Two Spice blooms were moved to the player's nearest Spice field.
 - The Imperials will try harder to deploy an MCV and get started.
 - Extra enemy reinforcements are delivered if they cannot deploy.
 - If the Imperials become too entrenched, Sumadi will send tanks.
 - The Spice quota is reiterated following the Imperials' defeat.
 - Imperials construct Gun Turrets later than usual.
 - Imperials build one less Wind Trap.
 - Imperials attack slightly stronger.
 - Imperials begin with more credits.
 - Imperial AI is better optimized.
 - Imperials begin with RPG Quads.
 - Sumadi's dialogue is more specific.
 - Region identified as Harg Plateau.
 - New ridges & dunes were added.
 - Worm spawner relocated.

Extra comments:
This essential tutorial map serves as more than a simple demonstration of the new tech tree. It introduces Summers and Sumadi, and it gives the player an easy 1v1 too. The only problem is, people keep murdering the Imperials before they get the chance to even deploy! Well, I've fixed that. The RPG Quads they land with are practically mini-bosses. They're an effective counter against anything you can throw at them on this level, so either you're REALLY strong early enough to blow through them or you need to build up some more, giving them time to start too.

Because it's the tutorial map and the Imperials become overpowered if they are allowed to build up, I've also accounted for that in providing reinforcements. Of course, assuming things go typical on this map and someone isn't trying to break it or something, the above countermeasures probably won't even show up. Still, I need to account for these things if I want the map to play out as I intend it to...

S01V2: Petty Thievery

Spoiler

OldMap: https://i.imgur.com/4CoGvtR.jpg
NewMap: https://i.imgur.com/tVB6ppB.jpg

ParTime (Hard+): 12000 (~3m)
Hard+ Qualifier: Do not destroy the secret Imperial Wind Trap.

Changelog:
 - Fixed a glitch allowing the player to skip some Imperial reinforcements.
 - Five extra Grenadiers are delivered if Summers loses her starting ones.
 - Sumadi will specify what powers down when the secret Wind Trap is gone.
 - Sumadi will send only two Combat Tanks to start. Good luck!
 - Summers will get two more Combat Tanks halfway to her goal.
 - Two of Summers' Raiders have been replaced with Quads.
 - Terrain leading to the secret Wind Trap is more open.
 - The Imperials rebuild base structures at their main.
 - Losing all vehicles results in mission failure.
 - Imperial Missile Tank replaced by an RPG Quad.
 - A base under attack is revealed to the player.
 - Imperial reinforcements are slightly reduced.

Extra comments:
This map was a little too difficult for level 1. It's not supposed to be terribly easy, but it shouldn't require excellent micro to complete either. The removal of the Missile Tank, the reduction of Imperial reinforcements, the use of more map reveals, the addition of more Quads and Grenadiers, and the staggering of Summers' Combat Tank deliveries should round the difficulty.

S02V1: Desperate Defense

Spoiler

OldMap: https://i.imgur.com/csu5rwl.jpg
NewMap: https://i.imgur.com/D85XJqS.jpg

ParTime (Hard+): 30000 (~9m)
Hard+ Qualifier: Anger the Fremen.

Changelog:
 - If Summers attacks the Fremen, a Fremen Warrior will call for battle.
 - Hostile Fremen Fedaykin are accompanied by Warriors. Ya hya chouhada!
 - The Fremen are annihilated correctly after the Fedaykin are defeated.
 - Fixed a glitch causing the Fremen Fedaykin out for revenge to idle.
 - Fixed a glitch causing Summers to talk peace while killing Fremen.
 - Fremen hunting parties will sometimes travel across Hagga Basin.
 - Grenadiers arrive with Troopers when the ridge is discovered.
 - Gun Turrets have been removed from Summers' base.
 - More defensible terrain was added at midfield.
 - Player begins with five extra Light Infantry.
 - Imperials attack immediately on map start.
 - Imperials' base power is redistributed.
 - Imperials will not rebuild any turrets.
 - Imperials will build units more often.
 - Region re-identified as Hagga Basin.
 - Spice blooms reduced & rearranged.

Extra comments:
This map has always been a 'skillgate,' meaning it's a harder map that appears earlier in the campaign to either steel a player for future challenges or force him to drop the difficulty. However, it seemed too easy to me. Too easy to rush to the end, too easy to fend off the Imperials at the player's base.

Due to the new mechanics surrounding Concrete Walls, it was the perfect opportunity to remove the Gun Turrets at Summers' base. If the player builds some Concrete Walls and puts Missile Tanks, Siege Tanks, and/or Grenadiers behind it, it makes for adequate defense at the player's base. More importantly, the removal of the Gun Turrets means the player has no substantial advantages over using midfield. And I want to encourage the use of midfield. Either he uses Concrete Walls and fights around it with mobile units and LRA, or he uses the natural barrier at midfield where infantry are better in the rocks. The use of midfield also allows the player to harvest outside his base without fear of Imperial attacks on his Harvesters. Two different barriers, equally viable strategies.

Part of telling the story isn't simply having the main characters chat. The Fremen Naib you encounter only once in one particular region has a name. The choices you make affect the battle, how it plays out and who you're fighting and who your friends are. Simply adding more dialogue to the Fremen incidentally present on this map, and having Fremen wander across the map together, makes the world feel more alive. The player may not witness this, but it happens, it leaves more to discover within and about this map.

S02V2: Scavenging the Wastes

Spoiler

OldMap: https://i.imgur.com/HSyHUEH.jpg
NewMap: https://i.imgur.com/S53Rmyk.jpg

ParTime (Hard): 28500 (~8m)

Changelog:
 - Imperials no longer attack Summers during and after the survival part of the map.
 - If Summers delays setting off the trap, the Imperials will send armor after her.
 - Sumadi no longer directs Summers to the Sietch if she has already discovered it.
 - Fixed a glitch causing Summers and her forces to remain hostile to the Fremen.
 - Fixed a glitch making the map endless if Summers captures Imperial buildings.
 - The Imperials will receive massive reinforcements to finish the map quickly.
 - Sumadi will air-drop RPG Quads instead of Raiders while Summers flees.
 - If Summers' forces attack her base, she'll threaten them with a pay cut.
 - If Summers attacks the Fremen, a Fremen Warrior will demand she stop.
 - Fixed a glitch causing the sandworm to cling to the top left corner.
 - Fixed a glitch causing bizarre terrain to appear in the top left.
 - Fixed a glitch causing the map to end in victory upon defeat.
 - Summers will receive six Engineers once Nagi is contacted.
 - Summers must make do with only 10,000 Solaris. Good luck!
 - Summers must survive for 8 minutes with the timer, not 5.
 - The Imperials will deploy three MCVs on normal and hard.
 - Imperials will deploy with a defensive build order.
 - Imperial ambushers surround and attack Summers.
 - Imperial reinforcements are decreased.
 - Imperials no longer deploy a Starport.
 - Imperials will build units less often.
 - Imperials will build more factories.
 - Fremen will build Trikes at a static pace.
 - Fremen will receive more Fremen Warriors.
 - Fremen no longer build Quads.
 - Worm spawner relocated.

Extra comments:
It is really freakin' hard to make a map like this work properly. It should be simple, right? Summers goes to location X, then location Y, and then it's a survival game for a little while.

There were so many ways it could be broken until I figured them out. And then after those were fixed, I still needed the space in the events to actually have the map play out. Easier said than done. Took some figuring to get everything included, but I believe it's no longer exploitable. It shouldn't be.

As for the map itself, it's also meant to be a skillgate like S02V1 and it was too easy before. It is a survival map, but I want a lot of things for the player. I want him to be able to strike out against the Imperials to damage their production and buy some more time. I want the player to be able to hunker down and hold out against their maximum production. The map can't be so difficult that it's way too easy to lose the Sietch before the time's up, and it can't be so easy that the victory condition is never fulfilled because the ending doesn't play out. Hell, the Imperial ambushers could be easily defeated in any previous version.

The Imperials' defensive build order delays their production a bit while helping to ensure the player can't eliminate them completely. Their lack of a Starport eliminates any BS RNG the player may have run into before. The ambushers' drops being staggered helps make dealing with them easier, but their improved unit composition will probably cause the player some casualties too. Which I'd like to be a likely occurrence since following this attack, the player should flee to the Sietch while the Imperials begin to set up their bases.

The end result is a pretty brutal map for level 2, but this is a good thing. While S02V1 offers its own lessons, S02V2 forces the player to be smart with his limited funds and fight alongside his ally, a practice that is critically important in later maps. It encourages restraint with the expensive upgrades. It demonstrates the offensive advantages of LAVs and the defensive advantages of infantry. And, it feels more like the desperate battle it was meant to be. On normal and hard, anyway.

SBON1: Hunted

Spoiler

OldMap: https://i.imgur.com/c48oTyf.jpg
NewMap: https://i.imgur.com/NHvXL93.jpg

ParTime (Hard): 9000 (~3m)

Changelog:
 - If Nehara attempts to stop Giraud, Giraud will mock his pointless effort.
 - If Nehara attacks the smuggler base, Summers will tell him to cease fire.
 - If Nehara attacks his own Sietch, Tafweek will worry he'll collapse it.
 - A Fremen Warrior will shout a battle-cry as the Imperials are engaged.
 - Fixed a glitch causing the map to progress after mission failure.
 - Summers' transmissions display her name since she reveals it sooner.
 - Nehara and Summers are a little more friendly with one-another.
 - The map has received minor aesthetic improvements.
 - The map is revealed as progress is made.
 - Imperials get Trooper reinforcements.
 - Two Quads will attack from the rear.
 - Nehara begins with four Trikes.

Extra comments:
The map reveals were sorely needed and I had no idea. Allowing the player to look ahead helps reduce the difficulty of the map, and it was a tad overtuned. Furthermore, the additional Trike the player begins with reduces the need for precise use of them. The player will need as many healthy Trikes as possible when the Grenadiers need to be fought on the northeast dunes.

I also took some roundabout steps to make the Raider Summers arrives in broken, as it's meant to be, while also allowing the player to bother the smuggler base later for extra comment from Summers. It's all about maintaining the immersion... because if that broken Raider that's meant to be empty suddenly starts driving around and shooting at you, something ain't right.

S03V1: Double Bind

Spoiler

OldMap: https://i.imgur.com/K4QZJrb.jpg
NewMap: https://i.imgur.com/3ZaMrSl.jpg

ParTime (Hard): 33000 (~9m)

Changelog:
 - Fixed a glitch causing the sandworm to cling to the bottom right corner.
 - Terrain at the player's base is more open towards attacks and Spice.
 - Summers begins the game with an RPG Quad instead of a regular Quad.
 - The Atreides and Harkonnen will no longer build any Combat Tanks.
 - If Summers attacks a House, its commander will acknowledge that personally.
 - Summers now has only eight minutes to negotiate and deal with the Houses.
 - The Houses will ignore Summers if they're already too involved in battle.
 - Summers may now choose to ally with the Atreides instead.
 - Map renamed to "Double Bind" due to the above change.
 - Reinforcements will arrive for the House you oppose.
 - Atreides and Harkonnen base layouts changed.
 - House Atreides now has only one AI.

Extra comments:
S04V1 eventually became what S03V1 was originally meant to be. Now, S03V1 is as it was intended! This is the one and only time Summers may ally with the Atreides.

There's quite a lot of dialogue that can be seen in every map, but that's especially evident on a map like this. Which is great, because two new enemy commanders show up and I need to introduce them.

Since S02V1 / V2 were Light II maps, but the enemy had Combat Tanks and such, it wasn't quite Light II. S03V1 / V2 are true Light II battles, minus the occasional turrets. This is especially important for the sake of further demonstrating to the player how to handle fortifications with Light II units. Of course, you could brute force them with your allies, but there's hard+ S03V2 for Light II without (aggressive) allies.

S03V2: Razorback

Spoiler

OldMap: https://i.imgur.com/qLTC2ZE.jpg
NewMap: https://i.imgur.com/pcDZzj8.jpg

ParTime (Hard+): 72000 (~20m)
Hard+ Qualifier: Do not ally with the Harkonnen.

Changelog:
 - The Harkonnen will deploy differently based on whether or not Summers is hostile.
 - If Summers fires on the Harkonnen after allying with them, Krillys will comment.
 - The Harkonnen must deploy an MCV before they can be defeated, if hostile.
 - Fixed a glitch causing the sandworm to cling to the bottom right corner.
 - Less Atreides forces will defend the dunes from Summers' incursions.
 - The Atreides forces who defend the dunes will deploy stronger units.
 - The Atreides and Harkonnen will no longer build any Combat Tanks.
 - Mercs have two more Gun Turrets; one replaced the Rocket Turret.
 - Smuggler base is more open towards enemy attacks from the east.
 - Atreides base is more open towards enemy attacks from the west.
 - A new infantry-only passage has appeared near the Harkonnen LZ.
 - Durant may rebuild structures, including Gun Turrets.
 - Durant will join in the attack later on in the game.
 - Atreides forces will deploy more Grenadiers.
 - Atreides reinforcements decreased.
 - Mercenary reinforcements removed.
 - Map renamed to "Razorback."

Extra comments:
S03V2 has always been one of my favorite maps in the OG campaign, but out of its many incarnations, I like this one the most.

Like previous versions, the Atreides defend midfield and have a large base, the Harkonnen show up as either your ally or your enemy, and the map offers plenty of options for handling the Atreides. Now, more than before. Nothing has really changed about this premise, but since the Atreides and Harkonnen are smarter, since the terrain is more open, and because of the way the Spice is laid out, the map plays out quite differently. Notably, I make the main Atreides base attack much harder, but in longer intervals between attacks. The changes maintain the intensity of the map, ensure intermittent battle at midfield between the mercs and the Atreides, while also offering the opportunity for retaliatory strikes.

S04V1: Strictly Business

Spoiler

OldMap: https://i.imgur.com/3ScYV9J.jpg
NewMap: https://i.imgur.com/d7kcsOl.jpg

ParTime (Hard): 34500 (~10m)

Changelog:
 - Fixed a glitch causing Summers to have two conversations with Moriaen.
 - Attacking either of the Houses will prompt its Commander to comment.
 - The Ordos ConYard is revealed to Summers when Moriaen contacts her.
 - The kill requirement to ally with the Harkonnen has been reduced.
 - House Harkonnen and Summers' smugglers now begin with RPG Quads.
 - Summers' smugglers also begin with several Grenadiers. Ka-boom!
 - Summers has a little more to say on the secret Imperial Outpost.
 - Said Outpost is described as "suspicious" when moused over.
 - Moriaen's words to Summers are less glaringly manipulative.
 - Durant will defend midfield after the battle heats up.
 - The Ordos and Harkonnen use two Barracks, up from one.
 - The Harkonnen base has a new infantry-only path.
 - House Ordos' starting units have been reduced.
 - Durant will deploy slightly more Quads.
 - New rock islands and more cliffs added.
 - Spice blooms reduced and rearranged.

Extra comments:
This was another map that was hard to get working the way I wanted it to. Kind of requires a lot of trial and error, but the trick to making the casualties work out has to do with attack timing. Because the Harkonnen throw their units into the Ordos' defenses first, the conditional ratio will be tipped in the Ordos' favor.

Having made it easier to ally with the Harkonnen, I had to change Moriaen's dialogue a bit in case the Harkonnen triggered their own alliance condition without player assistance. Still, I tried to tune it so that's extremely unlikely. The main new rock islands added near the Ordos offer the perfect location from which to stage new attacks, too.

S05V1: Meat Grinder

Spoiler

OldMap: https://i.imgur.com/FyXeFeq.jpg
NewMap: https://i.imgur.com/OQcNTZe.jpg

ParTime (Hard+): 81000 (~22m)
Hard+ Qualifier: Anger the Fremen.

Changelog:
 - If Summers takes too long to contact the Ix, the Harkonnen will figure it out anyway.
 - Summers' starting base will begin with a Repair Pad. Its Refinery is more exposed.
 - If Summers attacks the Harkonnen, Krillys will laugh at her, possibly repeatedly.
 - If Summers harms the Fremen, a Fremen Warrior will alert the others.
 - Fixed a glitch allowing Summers to gain early access to a Starport.
 - The Harkonnen now use four AIs. Their base layout is heavily modified.
 - The Harkonnen initially attack Summers with RPG Quads and Grenadiers.
 - The Harkonnen are more open to strikes from all pre-existing angles.
 - Krillys only rebuilds certain Wind Traps, Refineries, and turrets.
 - Training an Engineer will instantly make the Harkonnen hostile.
 - If you trash Krillys' factory complex enough, he will berserk.
 - Summers will sometimes receive Duelist Tanks from the Ix.
 - Ix support cannot continue if their Refinery is destroyed.
 - Aurelianus will comment if Summers captures her Refinery.
 - Additional rock islands added. Cliffs rearranged.
 - The bottom-right is now accessible and has Spice.
 - All Starports have been removed from Gara Kulon.
 - Hassem's Fremen defend a larger area of rock.
 - Fremen Warriors will rally at a static pace.
 - The Harkonnen will berserk if crippled.

Extra comments:
It's never a good thing when a level in your campaign feels like filler.

S05V1 suggests a conspiracy revealed at the end of S06V1 / V2 and dealt with on S07V1. Additionally, Summers secures some vital research for the Ordos, thereby solidifying her relationship with them and further establishing her as both a smuggler and an ex-merc. It wasn't expected that the Harkonnen would attack the Ix base in Gara Kulon until Krillys was tipped off about it. Fair enough, but the gameplay was severely lacking, I felt.

The previous version had a very uninspired Harkonnen base, some glaring exploits and errors, and it seemed to drag on. Not anymore!

The Harkonnen base is layered, and the AIs' unique behavior will result in fierce defense. If you're on the west side of the base, they'll mass forces on the east side before sending them at your attackers. They'll sell their stuff when you deal enough damage, allowing you to make good progress quickly. Nevertheless, the base is still large enough that one will need to take it apart piece by piece, and it feels much more like a factory complex now. It's more enjoyable to take it apart.

The addition of Duelist Tank reinforcements from the Ix further improves the pace of the map, and it allows for new strategic options too. Combat Tanks and Gun Turrets were practically essential for defending your base and then attacking the enemy on this map, but with Duelist Tanks providing the armor for Quads and Troopers, an LAV / infantry-focused strategy is quite viable. The new Harkonnen AI quirks along with the introduction of Duelist Tanks gives this map some much-needed identity and makes it more fun at the same time.

S06V1: Shipping and Handling

Spoiler

OldMap: https://i.imgur.com/ADAf4Z2.jpg
NewMap: https://i.imgur.com/CINH883.jpg

ParTime (Hard): 84000 (~23m)

Changelog:
 - Fixed a glitch causing the Mission Launcher to see structures in the sand.
 - Fixed a glitch causing Durant to stay hostile after events have played out.
 - Fixed a glitch causing Summers to offer aid after Durant has turned on her.
 - Fixed a glitch causing Summers to offer aid after she has turned on Durant.
 - Durant and Moriaen will reliably attack the Atreides on their first attack.
 - Habbanya Erg is more winding. There are also more areas to deploy an MCV.
 - Giraud will attack most fiercely during Summers' infighting with Durant.
 - If Summers captures Durant's Outpost too soon, Durant will be confused.
 - Atreides and Harkonnen have prototype special tanks on the battlefield.
 - Atreides and Harkonnen attack the center of the map much more reliably.
 - Durant receives a couple of deliveries of Combat Tanks and Grenadiers.
 - House Ordos will receive infinite reinforcements past 45,000 tics in.
 - Durant can rebuild his structures. His Starport has been removed.
 - Durant reveals his secret when mission objective one is complete.
 - The Imperials will defend the Atreides and the Harkonnen.
 - The Imperials will deploy Troopers with Sardaukar Elites.
 - The Ordos will assist in the defense of midfield.

Extra comments:
S06V1 / V2 also felt fillery to me, Restructuring the Atreides and Harkonnen bases helped, but the map needed more going on than just waiting for the Ordos' delivery, beating Durant and then taking down the enemies. To that end, I changed this so the map progresses faster, and until then, defense is made more difficult. The special tanks that appear in the Atreides and Harkonnen bases add a little more flavor to the map. Like every other map, this one has gotten some aesthetic improvements too.

There was actually a game-breaking exploit on this map where if you captured Durant's Outpost early with ctrl + click, it would completely mess up the next part of the map. I wasn't aware that worked with Engineers! While it's still possible because that's how the game works, it no longer totally breaks the map.

S06V2: Breaking the Blockade

Spoiler

OldMap: https://i.imgur.com/t4zH4N9.jpg
NewMap: https://i.imgur.com/wquuRH9.jpg

ParTime (Hard): 84000 (~23m)

Changelog:
 - S06V2 now takes place on a Guild Heighliner.
 - The Atreides do not make an appearance on S06V2.
 - The briefing has been re-written to reflect the above changes.
 - Summers and Durant have 60 minutes to destroy the central Imperial ConYard.
 - Incidental dialogue has been replaced with prototype unit reinforcements.
 - A total of twenty-five bonus vehicles can be found throughout the Heighliner.
 - Said bonus vehicles are Sonic Tanks, Deviators, Combat Tanks, and Shock Raiders.
 - Two Guild Freighters already looted by Durant contained six Shock Raiders each.
 - Durant will use Deviators during the climax of the battle on the Heighliner.
 - Summers will begin with a variety of armor, LAVs and infantry, and a ConYard.
 - Fixed a glitch causing Durant to stay hostile after events have played out.
 - Durant fights a separate battle from the other end of the map, for starts.
 - Storm Lasher tech is in development here. A non-operable one can be seen.
 - Durant's forces are less powerful overall.

Extra comments:
This is more like it. The original S06V2 was on Arrakis only because I couldn't take it to a Heighliner, but now that I can... why stop enemy Ornithopters on Arrakis from intercepting Freighters in flight if we can go and liberate the Freighters from an occupied Heighliner instead?

This also offers the unique opportunity to allow the player to see a Storm Lasher and even use Shock Raiders long before they actually become common. I had to take advantage of that. S06V2 also no longer offers the easy opportunity to cheese the map by force-capturing Durant's Outpost. It's still easily exploitable on S06V1, but that's fine. The important part is that at least one of the two puts the Outpost, and your ally, in a harder location to reach.

I learned a lot about designing Heighliner maps in designing the Heighliner tileset test mini-campaign, so I put some of those findings to use here. The battle should feel big, navigating the Heighliner shouldn't be difficult, and the unique aspects of Heighliner maps - new resources system, looting docked Freighters, fancy Guild units - are all on display. And, you know, it's good to get away from Arrakis once in a while. It's refreshing and helps to expand the world beyond the one planet the game only ever takes place on.

S07V1: The Traitor

Spoiler

OldMap: https://i.imgur.com/wEkUa5F.jpg
NewMap: https://i.imgur.com/PYfOrdV.jpg

ParTime (Hard+): 111000 (~30m)
Hard+ Qualifier: Do not spare Ketua Sumadi.

Changelog:
 - More dialogue pertaining to the battle of ideas between Summers and Sumadi added.
 - Summers will begin with some merc Combat Tanks and a Heavy Factory on map start.
 - Summers will receive infinite reinforcements from nearby Gara Kulon.
 - Summers now begins with 15,000 Solaris, up from 10,000.
 - Durant acts more in-character in the mission briefing.
 - Sumadi will deploy Duelist Tanks against Summers.
 - Sumadi's Starports have been heavily nerfed.
 - Sumadi's bases are better centralized.
 - Spice near Summers' initial position is now replenishable.
 - Spice blooms are more evenly distributed around Hole-in-the-Rock.
 - Sumadi's strongest defensive position has two Wind Trap clusters.
 - Sumadi will sell his scattered-around Gun Turrets eventually.
 - Existing rock islands have been expanded.
 - New rock islands have been added.

Extra comments:
S07V1 has always been a major leap up in difficulty from S06V1 / V2. Having made them harder, and S07V1 easier, it shouldn't be quite so dramatic. The kicker, really, is the new tech. Duelist Tanks make it so much easier to assault a fortified position and defend certain areas.

One of the biggest problems with this map was the Starports. With so many of them, every game on S07V1 was different, and not in a good way. Sometimes you'd get a crazy amount of Siege Tanks, sometimes you'd get a bunch of Trikes and Quads. That's been changed. With the RNG reduced, and given other AI fixes, what strategic options there are are more reliable.

This map is one of the main events in the campaign. It was built up for a few missions, it marks Summers' ascension to head of the organization, and the story didn't quite reflect that in the previous drafts. Durant's established differently now and acts in line with that established character. Sumadi in the previous version bargained with Summers in a way I liked, but it was lacking, too. This version of the map takes the battle to a head not only in combat, but also in ideas.

I considered using AI 35 (merc tech) for this map, and making S10V1 AI 5 (smuggler tech), but I decided to simply provide a merc factory and keep the tech trees standard smugglers for the first fifteen maps. Don't want to shake things up too much in the middle of a campaign for the player's tech, for just one map. It might have been symbolic about the direction Summers is going with the smugglers, but for the sake of gameplay, I couldn't.

S08V1: Mercenary

Spoiler

OldMap: https://i.imgur.com/rDDtYgl.jpg
NewMap: https://i.imgur.com/GURSHI5.jpg

ParTime (Hard): 111000 (~30m)

Changelog:
 - Fixed an error causing Durant to never deploy.
 - Fixed an error making Summers' tech Advanced II.
 - Fixed a glitch causing Durant to remain hostile.
 - Fixed a glitch causing AI Starports to stop working.
 - If Summers hits Durant as he lands, he will comment.
 - Summers begins with 7 armor, 7 LRA, and a Harvester.
 - Summers starts with her MCV deployed and a Refinery.
 - Summers' base is further to the west for the Ordos.
 - Durant and Moriaen have more balanced proportions.
 - Durant uses two Light and Heavy Factories.
 - House Ordos' MCV now arrives a few minutes in.
 - Ordos now begin with Duelist Tanks and a Refinery.
 - Moriaen will dedicate forces to defending your base.
 - Fremen Warriors are more common earlier in the map.
 - Ornithopters will be announced on first appearance.
 - Atreides and Fremen will focus on rebuilding power.
 - The Imperial AI will focus on rebuilding defenses.
 - All enemies initially attack sooner, and stronger.
 - Less Sonic Tanks will be used against the player.
 - The Imperial base in the southwest is condensed.
 - Atreides Ornithopter sorties are now staggered.
 - Fremen Fedaykin attacks are also staggered.
 - Fremen Fedaykin attacks occur more often.
 - Sandworms now wander around Bilar Slopes.
 - More dialogue around named Fremen added.
 - The Fremen now use Refineries.
 - Fremen reinforcements reduced.

Extra comments:
S08V1 was overtuned as hell in the previous update. It felt a little fillery to me, too. The removal of the Atreides on S06V2 helps make this map more unique, but you can't improve one thing by bringing something else down. So, I worked on the aesthetics and rebalanced the map some. The Ordos arrive a bit into the map, Summers starts with a decent base, and the use of light Combat Tanks on the enemy factions (used by the Fremen) helps create the variation in the experience that sets S08V1 apart from other maps in the campaign.

I wanted this map to have a focus on infantry, especially Fremen and Sardaukar, and for the Atreides and Fremen to remain fiercely defended by the Imperials. In comparison to S07V1, the defenses of the enemy factions here are majorly better. Of course, Sumadi is a smuggler and although weak, he'd fought at his greatest power-base at Hole-in-the-Rock. His strength came mostly from numbers and sneak attacks, not from hordes of turrets and tanks. At least, not quite like S08V1 and S09V1 / V2.

Since this map follows S07V1 and drags the smugglers completely into the war, I wanted to further stress the direction Summers is taking her organization before going into S09V1 / V2. To that end, she purposefully accepts more of a military role than many previous maps and defends her allies. Furthermore, I wanted to further emphasize the benefits of her decision with large-scale battles fighting alongside the Ordos and mercs. Mostly the Ordos. This map also offered the opportunity to further emphasize the consequences. Hence the new dialogue added surrounding Nehara and Tafweek. You're making friends on one side, but so are your enemies. You know, there's more going on behind the scenes, it makes the game feel bigger than it really is.

S09V1: All-Out at Alazor Steppe

Spoiler

OldMap: https://i.imgur.com/1JyDmop.jpg
NewMap: https://i.imgur.com/bGUbNkP.jpg

ParTime (Hard): 96000 (~27m)

Changelog:
 - Moriaen is now more aggressive towards enemy attackers.
 - Moriaen begins with three Wind Traps and Gun Turrets.
 - Moriaen also begins with a couple of Duelist Tanks.
 - Moriaen's rock has two more breaks in the cliffs.
 - Moriaen techs up for Duelist Tanks much sooner.
 - Durant no longer builds Combat or Siege Tanks.
 - Durant will max his LAV production for Quads.
 - Durant will no longer build Stealth Raiders.
 - Durant will, however, build normal Raiders.
 - Durant now calls Summers by her first name.
 - Durant will occasionally attack the enemy.
 - Existing rock islands have been expanded.
 - Additional rock islands have been added.
 - New infantry-only passages also added.
 - No terrain is revealed from the start.
 - Durant's LZ is more open to the south.
 - Discovering your primary targets reveals a bit more.
 - Atreides and Harkonnen superweapons are staggered and no longer occur simultaneously.
 - If Summers doesn't find the rock in the bottom left, her MCV will arrive in the Ordos base.
 - Durant receives two Combat Tanks and five Grenadiers via reinforcements along with his MCV.
 - The Ordos receive infinite reinforcements at their Starport past 45000 tics.
 - Durant begins with armor and infantry. He no longer begins with Gun Turrets.
 - Summers can spare the three enemy commanders. Moriaen will comment on this.
 - All enemy AIs have a higher build rate. The Imperials are more aggressive.
 - All enemy AIs will better prioritize rebuilding certain structures first.
 - Shock Raiders can be deployed to the battle. Details in ADDITIONAL INTEL.
 - Imperial forces now defend the Atreides and Harkonnen, and vice versa.
 - All enemy AIs attack significantly less often than they did before.
 - All factions begin with more starting cash. Friendlies, more-so.
 - Enemy factions are more saturated with Harvesters at the start.

Extra comments:
Part of balancing a campaign is smoothing out the difficulty curve. Unfortunately, maps tend to be significantly harder if even a minor ally of yours is present. That's why S07V1 is a step up from S08V1, and it was more-so before the latest changes. One could give the player a brick wall of turrets to bang his head against, but that artificially lengthens a map. One could make those allies weaker, but what purpose would they serve? Summers is running the smugglers. Their militia doesn't compare to the Ordos' army or even Durant's mercenaries.

Where S08V1 achieved a sense of progression in making Summers and her allies to build up from nothing, eventually leading to overpowering the enemy, S09V1 lacked the sense of danger that S08V1 had. The mercs began with a small base and held the enemy back while the Ordos could build up.

The mercs still have that small base and the Ordos still build up from nothing. In fact, they have more stuff to start with. However, the three enemy factions are significantly more aggressive and will reliably wind up defeating the Ordos without player interference. This time, the player is the delayed one as the Ordos get to start up right away, and it helps perpetuate the illusion that you're a smaller faction fighting alongside a greater one. Which is, obviously, a perception I want to push for this first half of the campaign. It also amounts to more like the grand final battle I originally intended for this map - though, of course, this is only the halfway point in the campaign. S18 achieves the true Grand Final Battle XTREME II: Revenge of the Explosions feeling.

S09V2: Shield Wall Showdown

Spoiler

OldMap: https://i.imgur.com/a3FPGtC.jpg
NewMap: https://i.imgur.com/ORV6GeZ.jpg

ParTime (Hard): 118500 (~32m)

Changelog:
 - Shock Raiders can be deployed to the battle. Details in ADDITIONAL INTEL.
 - Failure to capture the Imperial Starport at your LZ will have harsher consequences.
 - Fixed a major exploit allowing the player to potentially break two of the enemy AIs.
 - One of the enemy AIs is removed. However, the Imperials have turrets around the map.
 - Enemy factions attack fiercely while Summers is alone at the beginning of the match.
 - The Imperial base Summers must destroy acts defensively, but is much more accessible.
 - Atreides and Harkonnen superweapons are staggered and no longer occur simultaneously.
 - Said superweapons occur past 45,000 tics into the game, previously past 30,000.
 - Moriaen and Durant warn Summers before the Atreides and Harkonnen first attack.
 - Atreides and Harkonnen will use Sonic Tanks and Devastators sooner.
 - Summers begins with twenty Stealth Raiders, and assorted infantry.
 - The southwest Imperial base no longer rebuilds Rocket Turrets.
 - If Summers attacks her allies as they land, they will comment.
 - On request, the merc LZ is split up for Summers' unit pathing.
 - Moriaen and Durant declare when their ConYards are deployed.
 - Durant's LZ is in a safer location, away from Harkonnen LRA.
 - Durant will focus on building heavy Combat Tanks.
 - Durant no longer receives extra reinforcements.
 - Moriaen's Starport deliveries are pure LRA.
 - Summers begins with 50% more Solaris. Yay!
 - Existing rock islands have been expanded.
 - Additional rock islands have been added.

Extra comments:
This level by nature was unsatisfactorily harder and longer than S09V1. I had to pull a lot of pacing tricks to notch the final par time down to only 118500. Berserk the AI with turrets all over the map, reduce the presence of the AIs in general, better build orders for the Ordos and mercs, changing up the start of the map for Summers...

While it remains more difficult, the par time is a good measurement to compare maps. S03V1 / V2 have similar discrepancies between par times, but that's because S03V2 has a hard+ mode. Playing through normally, it comes out closer to S03V1 with a similar difference in times between S09V1 / V2.

Before S18, this was my most complicated map. It was also too crowded. S18 struck a balance in a way I never before conceived, so I took some of that back to S09V2 to touch it up. Having reduced the enemy AIs the player and allies are up against, I've given the player more options for expansion and improved the sense of progression. Although Durant doesn't build up quite like the Ordos do, he doesn't need to. Like on S09V1, he's a minor faction that provides support. Except where on S09V1, the Ordos spam Duelist Tanks and the mercs use Quads, here the mercs deploy their heavy Combat Tanks and the Ordos use light Combat Tanks and more LRA. This also allows Summers to be the main power among her allies. Rather than support a stronger faction with more fragile units, her daring sneak attack deep in enemy territory affords her a moment in the spotlight! She can be the one to push on the enemy with Duelist Tanks with her allies at her back.

 

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

Spoiler

 - S01V1 is a helpful level that introduces you to certain ways the tech tree is changed.

 - Your ConYard provides 100 power, reducing the need for Wind Traps in the early game. The ConYard and a single Wind Trap can support a Barracks, a Refinery, and a Heavy Factory by themselves. A new expansion can support two Gun Turrets, or a Barracks and a Gun Turret, with only the new ConYard.

 - Refineries are more expensive, but Harvesters are less expensive.

 - Build up to three of any sort of factory to train infantry or build units or structures at a faster rate. This is far from necessary to beat the campaign, but it's useful to know.

 - Mission briefings have "ADDITIONAL INTEL" entries at the bottom containing useful info on relevant units.

 - Infantry are very easy to kill, but they are inexpensive, have respectable range and firepower, and self-heal. Scatter them apart from each-other (X by default) so they take less area damage, then hit G to make them guard! Support them with faster units, and give them a little time between battles to make the most use out of them.

 - LAVs, or Light Armored Vehicles, are fragile but fast and hard-hitting. Use them to flank and swarm enemy forces, or rush them past enemy perimeter defenses to hit important targets inside their base. They are also your best weapons against LRA of any sort.

 - Units designated "Armor" are your damage absorption. Combat Tanks are the most prominent armor and they don't dish out much damage compared to other unit classes, but they take a lot more than other classes can handle. By sending armor in first, you allow your more delicate, but harder-hitting Quads and Troopers to dish out the real damage.

 - LRA, or Long-Range Artillery, do as their name implies. They're the most expensive common units and tend to move slowly, but their range and damage output are invaluable. Additionally, all LRA can fire over walls, making them ideal for supporting a vulnerable new expansion.

 - Concrete Walls block most attacks and impede movement. Don't underestimate how useful they are! Use them to defend your turrets, Grenadiers, and LRA. You can repair and select them. Destroy them in your enemies' bases to open them up for further attacks.

 - Turrets are support structures. Their range is impressive, they can fire over walls and each-other, and they're very durable, but they're also expensive and cannot retreat due to their utter immobility. If you set up turrets, you'd better hold your ground! Otherwise, be ready to sell them if the enemy attacks too fiercely.

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:
S01-09.zip

Edit: Dr. Kran got the Imperial Barracks sprite finished. I haven't updated the file above, I'm just letting everyone know. :) 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:

Spoiler

INFANTRY
Infantry are slow and very easy to kill, but they are inexpensive, have respectable range and firepower, and self-heal. They can:
 - Garrison infantry rock to fortify a position or provide cover for mobile forces.
 - Deter enemy LAVs or stealth units from surgical strikes (when spread out).
 - Deal the most damage per second of any unit (when stacked up tight).

Light Infantry
Intel Entry - Light Infantry are the most basic armed unit and have a combat life expectancy of only a few seconds. They are cheap and simple to train, making them very easy to recruit in droves. They pose a threat mostly to enemy infantry, but they can effectively fight enemy LAVs if in enough numbers.
Tech Level - 0 (Basic)
Requires - Barracks
Strength - Anti-infantry
HitPoints - 600
BuildSpeed - ~5 secs
Cost - 50 Solaris
Range - 2 tiles
ROF - 1.2 secs
DPS - ~104

Trooper
Intel Entry - Rocket launcher-armed infantry trained to effectively destroy vehicles and structures. Troopers are an excellent deterrent against LAVs when scattered among rock formations, but Combat Tanks and LRA can outrange them.
Tech Level - 1 (Light)
Requires - Barracks (upgraded)
Strength - Anti-vehicle / structure
HitPoints - 700
BuildSpeed - ~8.5 secs
Cost - 80 Solaris
Range - 3 tiles
ROF - 1.6 secs
DPS - ~188

Grenadier
Intel Entry - Grenadiers are quick infantry ideal for supporting LAVs, armor, or fortifications. Being extremely dangerous to other infantry and capable of hitting targets atop cliffs and over walls, they are best deployed in small numbers and used with caution.
Tech Level - 2 (Light II)
Requires - Barracks (upgraded), Outpost
Strength - Anti-infantry / structure
HitPoints - 700
BuildSpeed - ~9.5 secs
Cost - 100 Solaris
Range - 4 tiles
ROF - 2 secs
DPS - ~63 (area-effect) / 75 (area-effect, on death)

Engineer
Intel Entry - Engineers are responsible for organizing construction, keeping data secure, and diagnosing and fixing problems within your base. They can be deployed to the battlefield to disrupt enemy operations and they can even provide you direct control over enemy structures. However, due to their lack of armament and combat experience, they must be escorted to the enemy base to have any chance of capturing anything.
Tech Level - 4 (Utility)
Requires - Barracks (upgraded), Outpost
Special - Permanently capture structure
HitPoints - 500
BuildSpeed - ~26.5 secs
Cost - 400 Solaris

Fremen Warrior
Intel Entry - Native desert inhabitants of Dune. Fremen Warriors are vastly superior to other infantry and can even match Sardaukar Elites in combat. They are extremely distrustful of outsiders and tend to be openly hostile, though this attitude varies between Sietches.
Tech Level - 6 (Advanced II)
Requires - Barracks, High Tech Factory
Exclusive - Atreides, Fremen, Ix
Strength - Anti-infantry / vehicle / structure
HitPoints - 900
BuildSpeed - ~14 secs
Cost - 200 Solaris
Range - 3 tiles
ROF - 1.6 secs
DPS - ~94 (anti-infantry) / ~141 (anti-vehicle / structure)

Fremen Fedaykin
Intel Entry - Fedaykin are Fremen guerrilla fighters. While rarely seen on the battlefield, in part due to their excellent skills in camouflage, they are a considerable threat. In addition to invisibility, Fremen Fedaykin are just as tough and dangerous as Fremen Warriors. Fedaykin are deployed from the Palace of Diplomacy three at a time.
Tech Level - 7 (Ultimate)
Requires - Palace of Diplomacy
Exclusive - Atreides, Fremen, Ix
Special - Permanent out-of-combat invisibility
Strength - Anti-infantry / vehicle / structure
HitPoints - 900
BuildSpeed - ~184.5 secs (3x)
Range - 3 tiles
ROF - 1.6 secs
DPS - ~94 (anti-infantry) / ~141 (anti-vehicle / structure)

Sardaukar Elite
Intel Entry - Emperor Corrino's fearsome soldier-fanatics. Sardaukar Elites are armed with powerful weapons equally effective against infantry, vehicles, and structures, and can take the most punishment of any infantry on Dune.
Tech Level - 6 (Advanced II)
Requires - Barracks, High Tech Factory
Exclusive - Imperials
Strength - Anti-infantry / vehicle / structure
HitPoints - 1000
BuildSpeed - ~14 secs
Cost - 200 Solaris
Range - 3 tiles
ROF - 2 secs
DPS - ~88 (anti-infantry) / 125 (anti-vehicle / structure)

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LIGHT ARMORED VEHICLES
LAVs, or Light Armored Vehicles, are fragile but fast and hard-hitting. They can:
 - Intercept or flank any other ground units in the game.
 - Effectively bypass sparse enemy defenses with their speed.
 - Provide excellent mobile support for slower units, like infantry.

Trike
Intel Entry - Trikes are fast light vehicles armed with machine guns. While unable to be fitted with special modules, and less effective than the Raiders deployed by certain parties on Arrakis, their inexpensive simplicity makes them popular with most factions.
Tech Level - 1 (Light)
Requires - Light Factory
Exclusive - Atreides, Harkonnen, Imperials, Fremen, Ix
Strength - Anti-infantry
HitPoints - 900
BuildSpeed - ~19 secs
Cost - 300 Solaris
Range - 3 tiles
ROF - 0.8 secs
DPS - ~219

Raider
Intel Entry - Raiders are interceptors suitable for catching and killing infantry or Missile Tanks with their mounted machine guns. They're considerably more expensive than their Atreides or Harkonnen counterparts, but they're also much more effective.
Tech Level - 1 (Light)
Requires - Light Factory
Exclusive - Ordos, Smugglers, Mercenaries
Strength - Anti-infantry
HitPoints - 1000
BuildSpeed - ~19 secs
Cost - 350 Solaris
Range - 3 tiles
ROF - 0.72 secs
DPS - ~243

Stealth Raider
Intel Entry - The Stealth Raider is the ultimate scouting and ambush vehicle. A swarm of Stealth Raiders can eat tanks in seconds and escape to repair before the enemy knows what hit them. Its cloaking system requires a High Tech Factory to manufacture.
Tech Level - 6 (Advanced II)
Requires - Light Factory, High Tech Factory
Exclusive - Ordos, Smugglers, Mercenaries
Special - Permanent out-of-combat invisibility
Strength - Anti-infantry
HitPoints - 1000
BuildSpeed - ~22 secs
Cost - 400 Solaris
Range - 3 tiles
ROF - 0.72 secs
DPS - ~243

Shock Raider
Intel Entry - Raiders outfitted with plasma weaponry similar to Devastators' cannons. The Shock Raider is an expensive light vehicle with precise attacks effective against all targets. In addition, their attacks can arc over Concrete Walls. Despite these advantages, Shock Raiders are no tougher than standard Raiders, and have an even shorter range.
Tech Level - 8 (Boss)
Requires - Light Factory, Research Centre
Exclusive - Atreides, Ordos, Imperials, Fremen, Smugglers, Mercenaries, Ix
Strength - Anti-infantry / vehicle / structure
HitPoints - 1000
BuildSpeed - ~33 secs
Cost - 500 Solaris
Range - 2 tiles
ROF - 1.12 secs
DPS - ~161

Quad
Intel Entry - Quads are rocket-toting LAVs ideal for surgical strikes against vehicles or structures. Despite their fragility, their firepower is an essential component of your military strength. They're cheap enough to be easily mass-produced.
Tech Level - 2 (Light II)
Requires - Light Factory (upgraded)
Strength - Anti-vehicle / structure
HitPoints - 1100
BuildSpeed - ~26.5 secs
Cost - 400 Solaris
Range - 3 tiles
ROF - 1.2 secs
DPS - ~313

RPG Quad
Intel Entry - RPG Quads are an uncommon hybrid seen only in the early stages of conflict, if at all. Although rare and expensive, and no tougher than typical Quads, RPG Quads are remarkably versatile. Not only can they engage enemies both in close range and from afar, even over walls, but they also make excellent scouts. Their good range and speed make them especially effective rapid response units.
Tech Level - 4 (Utility)
Requires - Light Factory, Outpost, High Tech Factory
Exclusive - Ix
Strength - Anti-infantry / vehicle / structure
HitPoints - 1100
BuildSpeed - ~33 secs
Cost - 500 Solaris
Range - 3 / 5 tiles
ROF - 1.6 secs
DPS - ~78 (area-effect, anti-infantry / structure) / ~234 (anti-vehicle / structure)

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ARMOR
Units designated "Armor" excel at damage absorption. They can:
 - Effectively assault fortified positions given their excellent HP.
 - Win extended battles of attrition against weaker enemy units.
 - Safeguard weaker friendly units while they perform their roles.

Light Combat Tank
Intel Entry - Light Combat Tanks sacrifice armor for speed in both motion and firing. Although they cannot soak so much damage, they can escape any other tank and occupy territory without giving the enemy much time to react. And, they remain suitable for frontal assault.
Tech Level - 3 (Armor)
Requires - Heavy Factory
Exclusive - Ordos, Fremen, Smugglers
Strength - Anti-vehicle
HitPoints - 1800
BuildSpeed - ~35.5 secs
Cost - 700 Solaris
Range - 4 tiles
ROF - 1.6 secs
DPS - ~188

Medium Combat Tank
Intel Entry - Medium Combat Tanks are well-rounded units in motion, firepower, and armor. They are perfectly suited to assaulting fortified enemy positions, covering friendly units, and quickly responding to attacks. However, they do not stand out in any one area. Like against any other Combat Tank, Troopers are an effective counter.
Tech Level - 3 (Armor)
Requires - Heavy Factory
Exclusive - Atreides, Imperials, Ix
Strength - Anti-vehicle
HitPoints - 2200
BuildSpeed - ~35.5 secs
Cost - 700 Solaris
Range - 4 tiles
ROF - 2 secs
DPS - 150

Heavy Combat Tank
Intel Entry - Heavy Combat Tanks sacrifice speed in both motion and firing for superior armor. Despite inferior firepower to other tanks, their sturdiness is unmatched. Gunfire and grenades won't so much as dent them, and they can flatten squads of Troopers long before their rockets penetrate the tanks' armor.
Tech Level - 3 (Armor)
Requires - Heavy Factory
Exclusive - Harkonnen, Mercenaries
Strength - Anti-vehicle
HitPoints - 2800
BuildSpeed - ~35.5 secs
Cost - 700 Solaris
Range - 4 tiles
ROF - 2.4 secs
DPS - 125

Duelist Tank
Intel Entry - Durable weapons of Ixian design used primarily by the Ordos and smugglers. Duelist Tanks are meant to draw fire to cover other units. Although the Duelist Tank is good against any one unit with few exceptions, true to its name, it performs poorly against quick or long-ranged enemy targets. A pair of Quads can catch and destroy Duelist Tanks with ease. And, unlike Combat Tanks, Duelist Tanks cannot out-range Troopers with their cannons.
Tech Level - 5 (Advanced)
Requires - Heavy Factory, Research Centre
Exclusive - Ordos, Smugglers
Strength - Anti-infantry / vehicle / structure
HitPoints - 2500
BuildSpeed - ~38.5 secs
Cost - 800 Solaris
Range - 3 tiles
ROF - 2.2 secs
DPS - ~136

Devastator
Intel Entry - The toughest tank on Dune. Devastators are energy weapons of Ixian design commissioned by House Harkonnen. Their dual plasma cannons are extremely effective at close range. Although very slow, they are more heavily armored than any other vehicle and can automatically self-repair to a point. Thus, they provide excellent cover for any weaker unit. As a last resort, a Devastator can detonate its internal reactor to annihilate all nearby targets.
Tech Level - 6 (Advanced II)
Requires - Heavy Factory (upgraded), Research Centre
Exclusive - Harkonnen
Special - Self-destruct
Strength - Anti-infantry / vehicle / structure
HitPoints - 5000
BuildSpeed - ~51 secs
Cost - 1100 Solaris
Range - 3 tiles
ROF - 2.6 secs
DPS - ~346 (anti-infantry / vehicle / structure) / 4800 (self-destruct)

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LONG-RANGE ARTILLERY
Long-Range Artillery do as their name implies. They're the most expensive units and tend to move slowly, but their range and damage output are excellent!
 - All LRA can attack over walls.
 - They have the longest range of any unit in the game.
 - They excel at burst damage. Each attack deals high damage.

Siege Tank
Intel Entry - The Siege Tank is a cannon on treads capable of annihilating huge packs of infantry or most enemy structures in very few blasts. They're fairly cumbersome and can be destroyed easily by Quads and Combat Tanks, but they excel at razing a base after its defenses have been penetrated, or at defending your base from incoming enemy forces. They are also the best weapon for blowing through Concrete Walls. An upgraded Heavy Factory and a High Tech Factory are both required to manufacture these weapons.
Tech Level - 5 (Advanced)
Requires - Heavy Factory (upgraded), High Tech Factory
Strength - Anti-infantry / structure
HitPoints - 1800
BuildSpeed - ~42 secs
Cost - 900 Solaris
Range - 5 tiles
ROF - 3.2 secs
DPS - ~156

Missile Tank
Intel Entry - The Missile Tank is a mobile rocket launcher with impressive range and firepower. Though vulnerable to fire from Light Infantry or Raiders, their armor is built to withstand attacks from Combat Tanks or Quads. They can fire over walls, at air units, and provide long-range support for turrets.
Tech Level - 5 (Advanced)
Requires - Heavy Factory, Research Centre
Exclusive - Atreides, Harkonnen, Imperials, Fremen, Mercenaries, Ix
Strength - Anti-vehicle / air / structure
HitPoints - 1400
BuildSpeed - ~42 secs
Cost - 900 Solaris
Range - 6 tiles
ROF - 5 secs
DPS - 120

Sonic Tank
Intel Entry - The ultimate siege weapon. Sonic Tanks are weapons of Ixian design based on Weirding Modules and commissioned by House Atreides. They are extremely effective against any ground target, but may require alignment to be used to maximum effectiveness as they annihilate targets in a straight line from their location. They can be overwhelmed if surrounded, and their tall cannons cannot rotate downwards to damage targets very nearby the treads.
Tech Level - 6 (Advanced II)
Requires - Heavy Factory (upgraded), Research Centre
Exclusive - Atreides, Fremen, Ix
Special - Path damage
Strength - Anti-infantry / vehicle / structure
HitPoints - 2800
BuildSpeed - ~51 secs
Cost - 1100 Solaris
Range - 5 tiles
ROF - 3.4

Deviator
Intel Entry - A unique support unit. Deviators are fast, lightly armored missile platforms of Ixian design commissioned by House Ordos. Contrary to widely-disseminated lies, Deviators' attacks do in fact release a poison that affects the drivers of vehicles, not the vehicles themselves. Since the gas works only in the closed space of vehicle cockpits, its pressurized canisters toss infantry with concussive force, and nothing more. Deviators also have the longest range of any Ixian tech on the field and can wreak havoc on enemy forces like no other unit.
Tech Level - 6 (Advanced II)
Requires - Heavy Factory (upgraded), Research Centre
Exclusive - Ordos, Smugglers
Special - Temporarily capture vehicle
Strength - Anti-infantry / vehicle
HitPoints - 1400
BuildSpeed - ~51 secs
Cost - 1100 Solaris
Range - 6 tiles
ROF - 5 secs
DPS - 100 (anti-infantry)

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SPECIAL FORCES
Superweapons, pretty much.

Ornithopter
Intel Entry - House Atreides' magnificent air fleet dominates the skies of Dune. The cornerstone of their fleet is the Ornithopter, a fast winged aircraft sortied from the Atreides' High Tech Factory and coordinated from the Outpost. Their bombs are effective against all targets, and they can attack with near-impunity from the air. The presence of Ornithopters on the field demands the use of Missile Tanks and Rocket Turrets, their only deterrents.
Tech Level - 6 (Advanced II)
Requires - Outpost, High Tech Factory (upgraded)
Exclusive - Atreides, Fremen, Ix
Strength - Anti-infantry / vehicle / structure
HitPoints - 900
BuildSpeed - 461 secs (3x)
Damage - 400 (per bomb, area-effect)

Saboteur
Intel Entry - Saboteurs are fearless, quick, and stealthy infantry deployed from the Palace of Deceit. Armed only with explosives and utter apathy for their own lives, courtesy of mental tampering, they desire only to destroy whichever structure they're tasked with infiltrating. Should infiltration be impossible, Saboteurs may detonate their explosives in close proximity to enemy units to deal heavy damage to them. While fragile, they can sneak past enemy defenses with their personal cloaking devices. Turrets and infantry in close proximity can reveal cloaked Saboteurs.
Tech Level - 7 (Ultimate)
Requires - Palace of Deceit
Exclusive - Ordos, Smugglers, Mercenaries
Special - Temporary out-of-combat invisibility
Strength - Anti-infantry / vehicle / structure
HitPoints - 500
BuildSpeed - ~184.5 secs
Range - 1 tile
Damage - 1800 (self-destruct)

Death Hand Missile
Intel Entry - The ultimate superweapon. The Death Hand is a fairly precise warhead launched from the Palace of Destruction that annihilates all but the toughest targets. When a Death Hand is launched, you will be alerted. It's recommended you evacuate forces from the missile's suspected destination, if possible. This weapon is most often used by the Harkonnen and can only be stopped by destroying the palace.
Tech Level - 7 (Ultimate)
Requires - Palace of Destruction
Exclusive - Harkonnen, Imperials
Strength - Anti-infantry / vehicle / structure
BuildSpeed - 461 secs
Damage - 300 (per fragment, area-effect)

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BASE DEFENSES
Your durable, but totally immobile fortifications.

Concrete Wall
Intel Entry - Crude barriers capable of blocking most attacks and impeding the movement of enemy troops. They're effective protection for turrets or LRA, but cannot last against focused fire. Grenadiers can break them with ease.
Tech Level - 2 (Light II)
Requires - Construction Yard
HitPoints - 700
BuildSpeed - 5 secs
Cost - 25 Solaris

Gun Turret
Intel Entry - Long-range rotating cannons best fortified behind Concrete Walls and supported by LRA. While sturdy and effective against all targets, their utter immobility leaves them vulnerable to a concentrated attack. In addition, their power can be cut by destroying enough Wind Traps.
Tech Level - 4 (Utility)
Requires - Construction Yard (upgraded)
Strength - Anti-infantry / vehicle
HitPoints - 2800
BuildSpeed - ~26.5 secs
Cost - 700 Solaris
Range - 6 tiles
ROF - 2.2 secs
DPS - ~136

Rocket Turret
Intel Entry - Long-range rotating missile platforms best fortified behind Concrete Walls and supported by LRA. While sturdy and effective against all targets, their utter immobility leaves them vulnerable to a concentrated attack. In addition, their power can be cut by destroying enough Wind Traps.
Tech Level - 6 (Advanced II)
Requires - Construction Yard (upgraded), Research Centre
Strength - Anti-vehicle / air
HitPoints - 3500
BuildSpeed - ~33 secs
Cost - 1100 Solaris
Range - 7 tiles
ROF - 3.8 secs
DPS - ~158

Storm Lasher
Intel Entry - The most advanced stationary defense structure. Its capacitors keep a fully-charged shot ready to instantly strike targets at twice the range of Rocket Turrets with enough power to destroy weak units in one attack. Its only fault is its rate of fire. And, it predictably re-acquires targets nearer to it once its first target has moved out of range or been destroyed. Like other base defenses, the Storm Lasher requires power to function.
Tech Level - 8 (Boss)
Requires - Construction Yard (upgraded), Research Centre
Strength - Anti-infantry / vehicle
HitPoints - 4200
BuildSpeed - ~44 secs
Cost - 2000 Solaris
Range - 14 tiles
ROF - 10 secs
DPS - 180 (area-effect)

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COMMANDERS
While technically not part of the game mechanics, there are several prominent commanders appearing in this campaign. They embody their respective factions' identities in how they act and the sorts of units they prefer in battle.

Cyril Vasiliou
     The honorable Atreides commander. Atreides infantry are fiercely loyal to their duke, and the commander is no exception. Only these suave diplomats could manage an alliance with the distrustful native Fremen, but that sort of relationship takes time to cultivate. The Atreides must rely on their own forces in the meantime. While respectable, don't mistake honor for kindness. The Atreides fiercely and violently oppose their enemies.

Radnor Krillys
     The ruthless Harkonnen commander. The war-mongering Harkonnen are industrious and tough. While it's impossible to find love for them, their malevolence and brutality are nevertheless admirable. They are a force to be reckoned with even without any allies. Although those who don't oppose them - and therefore aren't destroyed - enjoy considerable security benefits, they are more than likely extorted to no end.

Achen Moriaen
     The enigmatic Ordos commander, or so she seemed. It was thought that House Ordos was wealthy and headed not by a single entity, but a conglomerate of nobility. This is not the case; the strange truth is that a being called the Executrix commands them, and it is four minds sharing one body. Like the House itself, Achen Moriaen is duplicitous, callous, and cunning. And as it turns out, Achen Moriaen's true loyalties lie elsewhere...

Kyne Giraud
     The fanatical Imperial Burseg. He commands the most ruthless army in the known universe in service to Emperor Corrino, but strength is only a footnote in his many qualities. His efforts in espionage and sabotage in battle keeps the Imperials firmly in place at the top on Arrakis.

Issam Nehara
     Naib of Sietch Mushtamal. His Fremen are gladly isolated in the howling crevices of the winding, windswept ridge. Even though they are easily spotted by trespassers, Nehara himself is a master of stealth and can personally ensure their safety.

Rowe Summers
     The resourceful ex-mercenary commander. While she shows weakness in caring for those under her command, she is remarkably obstinate. She can even be belligerent towards dissidents, although this tends to be reactive as her default aims are typically innocuous. She is unusually hands-on and will often personally oversee battles.

Ketua Sumadi
     The stealthy head of the largest smuggling organization on Arrakis. Ketua Sumadi has impressively turned a profit time and time again even as superior forces hunt his men down. He is known to micromanage his subordinates to propagate his modus operandi and ensure profits are made. And if that doesn't work, he will silence the opposition. This has angered some of his even more ambitious underlings, including Rowe Summers, who see potential in dealing with the Great Houses.

Sabre Durant
     The resilient mercenary commander. Through his strong relationship with Ketua Sumadi and Rowe Summers, he's gained much popularity and guaranteed relatively safe work for the many under his command. However, he is largely dependent on Sumadi's smugglers to operate and will do almost anything to maintain business with Sumadi. He is known to put his hefty fees towards the toughest units available.

Anyway, enjoy!

Edited by Fey
Just dropping a compendium of units here.
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