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[Release] Ordos Campaign Alternative Missions


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Posted (edited)

I've been working on a set of alternative missions for the Original Ordos campaign.  The idea was to create additional options playing through.  I've tried to remain loyal to the original mission concepts.  This isn't meant to be an entirely original or new campaign, just a re-imagining of the original.


- New versions of missions 1 - 9

- 2 new options for all missions from 4 onwards

- Original mission briefings attached: Can be accessed in game from the in-game menu, or read on the briefing page from the mission launcher

- Bonus mission: 'How to Build a Deviator' - set between missions 6 and 7

- Additional folder 'Subs' containing the same missions playable as allied sub-houses.

I'm  also planning remakes of the Harkonnen and Atreides campaigns eventually, but for now, I look forward to hearing what people think of this one.
 

EDIT: Now updated with version 2.00, AI's will now berserk when their bases are destroyed, small bugs fixed, sub-houses and bonus missions now all included in same zip file.

 

DOWNLOAD:

OrdosCampaign200.7zFetching info...

DOWNLOAD SUB-HOUSES ONLY:

Subs.7zFetching info...

Edited by Domaithianus
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Posted
  On 9/4/2017 at 5:45 PM, Domaithianus said:

I've been working on a set of alternative missions for the Original Ordos campaign.  The idea was to create additional options playing through.  I've tried to remain loyal to the original mission concepts.  This isn't meant to be an entirely original or new campaign, just a re-imagining of the original.

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Good. I am in the middle of another one, but I'll try this later. The AI are the same as the original versions too?

By the way, mission 4 both versions are the same map.

Posted

Got half of 'em played! Normal difficulty. Here's my feedback:

  Reveal hidden contents

The campaign thus far is overall excellent. It's very clear you've honed your mapping skills well. Good job. :P

Posted (edited)
  On 9/6/2017 at 11:59 PM, Domaithianus said:

Some of the AI's are copied straight over, some aren't.

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Ok.

Oh, by the way. I think the black area around the map is no longer necessary. The black area was to fix a problem with the high patch resolution (playing with a bigger resolution than the map itself).

This post:
https://forum.dune2k.com/topic/27396-looks-like-reinforcements-locations-are-messed-up-for-atr1-possibly-when-making-hi-res-fix/?tab=comments#comment-392949

The post talk about reinforcements appearing in a wrong place in one of the first maps from the westwood campaign; later Funky said this:

  On 7/6/2016 at 7:09 PM, FunkyFr3sh said:

The high res patch needed these modified maps with some additional black space some time ago, the latest version doesn't need them anymore though. Try to get the unmodified versions of the missions somewhere, I don't have them here sadly so I cannot upload them

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So the black areas shouldn't be needed anymore.

Edited by Cm_blast
Posted
  On 9/7/2017 at 6:42 AM, Fey said:

Got half of 'em played! Normal difficulty. Here's my feedback:

  Reveal hidden contents

The campaign thus far is overall excellent. It's very clear you've honed your mapping skills well. Good job. :P

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This may just be the best review I've seen you give Fey.  Thanks for taking the time write all this up.
 

  Reveal hidden contents

Thanks for the review.  Looking forward to seeing what you think of the rest.

Posted (edited)
  On 9/8/2017 at 12:04 AM, Domaithianus said:

This may just be the best review I've seen you give Fey.  Thanks for taking the time write all this up.

Thanks for the review.  Looking forward to seeing what you think of the rest.

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Thanks. :D You mean 'best' as in 'most helpful' or 'least critical'? lol

  On 9/8/2017 at 12:04 AM, Domaithianus said:

 

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Here's my reply. I think it's worth noting that I recognized the loyalty to the original campaign by memory only. I don't remember if there were any specific things occurring right away, or for instance if the original only gave just enough engineers. If that is the case, then simply ignore my suggestion about those... although I would probably have the same criticism for the original campaign :P

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Hope that helps. :D

Edited by Fey
Posted
  On 9/8/2017 at 3:08 AM, Fey said:

Thanks. :D You mean 'best' as in 'most helpful' or 'least critical'? lol

Here's my reply. I think it's worth noting that I recognized the loyalty to the original campaign by memory only. I don't remember if there were any specific things occurring right away, or for instance if the original only gave just enough engineers. If that is the case, then simply ignore my suggestion about those... although I would probably have the same criticism for the original campaign :P

  Reveal hidden contents

Hope that helps. :D

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:- P 'Best' as in 'most positive'.
 

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As far as loyalty to the originals go, these missions are meant to enhance what I liked about them, and downplay what I didn't, so criticism still very much stands.  It would defeat the point of making these if I carried all the original flaws over.  As you may or may not have noticed, some are more loyal to the originals than others.  For a lot of them I've got the V3 more loyal, and the V4 taking a bit more artistic licence.

Posted
  On 9/8/2017 at 12:44 PM, Domaithianus said:

As far as loyalty to the originals go, these missions are meant to enhance what I liked about them, and downplay what I didn't, so criticism still very much stands.  It would defeat the point of making these if I carried all the original flaws over.  As you may or may not have noticed, some are more loyal to the originals than others.  For a lot of them I've got the V3 more loyal, and the V4 taking a bit more artistic licence.

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Ah, I didn't realize the pattern. Neat!

Posted
  On 9/7/2017 at 12:39 PM, Cm_blast said:

Ok.

Oh, by the way. I think the black area around the map is no longer necessary. The black area was to fix a problem with the high patch resolution (playing with a bigger resolution than the map itself).

This post:
https://forum.dune2k.com/topic/27396-looks-like-reinforcements-locations-are-messed-up-for-atr1-possibly-when-making-hi-res-fix/?tab=comments#comment-392949

The post talk about reinforcements appearing in a wrong place in one of the first maps from the westwood campaign; later Funky said this:

So the black areas shouldn't be needed anymore.

Expand  

Ahh, I actually wasn't sure what the black was for, but when I looked at the map, I figured there was a reason, so I copied.  That explains it.  At least done this way, if someone does have an older version or something, it'll still work OK.

Posted (edited)
  On 9/11/2017 at 11:51 PM, Domaithianus said:

@WolfHound As requested, here are the missions playable as sub houses.  Smugglers for mission 6, and Mercs for missions 7, 8, and 9.

Subs.7zFetching info...

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What kind of maps are? the new maps but playing as a subhouse or the original westwood maps playing as subhouse? (I don't have 7zip installed right now, so I can not look at it).

Edited by Cm_blast
Posted
  On 9/12/2017 at 12:43 AM, Cm_blast said:

What kind of maps are? the new maps but playing as a subhouse or the original westwood maps playing as subhouse? (I don't have 7zip installed right now, so I can not look at it).

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The new maps.  Like what comes with Gruntmods for the originals, but for mine.

Posted
  On 9/12/2017 at 9:11 AM, WolfHound said:

Hey dude. 

Tried to use the smugglers However i think there still on auto play as literally when the game starts they take control :)

Just thought I'd let ya know. The merc are awesome 

Jasper 

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RIP, AI active

I gotchu, fam. Here:
Subs.zip

It was just either version of level 6, right? It's an easy fix, there's a parameter at the top of the AI settings that's just a 1 or 0. AI enabled.

Speaking of smugglers, don't forget to check out my Smugglers campaign! :D Here:
https://forum.dune2k.com/topic/27508-release-smugglers-campaign/

Posted
  On 9/12/2017 at 9:11 AM, WolfHound said:

Hey dude. 

Tried to use the smugglers However i think there still on auto play as literally when the game starts they take control :)

Just thought I'd let ya know. The merc are awesome 

Jasper 

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Whoops, I checked all the others, and then tacked on the Smuggles ones as an afterthought.  That'll teach me to get lazy :- P
@Fey Thanks for fixing that.  As for your Smuggles campaign, I'm playing through it.  Taking my time though, wanna get the most out of it, and actually have something useful to say about it at the end.

Posted
  On 9/12/2017 at 2:09 PM, Domaithianus said:

Whoops, I checked all the others, and then tacked on the Smuggles ones as an afterthought.  That'll teach me to get lazy :- P
@Fey Thanks for fixing that.  As for your Smuggles campaign, I'm playing through it.  Taking my time though, wanna get the most out of it, and actually have something useful to say about it at the end.

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I was just advertising to WolfHound :D Take your time! But hey, I broke my own reviews up in half a couple of times. You can give partial reviews as well :P

Sorry to hijack your thread for a sec btw :) I am very eager to share and witness. lol

Posted (edited)
  On 9/12/2017 at 9:11 AM, WolfHound said:

Hey dude. 

Tried to use the smugglers However i think there still on auto play as literally when the game starts they take control :)

Just thought I'd let ya know. The merc are awesome 

Jasper 

Expand  

I've also realised I left a few structures in control of a separate AI for SOV4, so here's fix for that.
 

 

Subs.7z

Edited by Domaithianus
Posted
  On 9/12/2017 at 2:37 PM, Fey said:

I was just advertising to WolfHound :D Take your time! But hey, I broke my own reviews up in half a couple of times. You can give partial reviews as well :P

Sorry to hijack your thread for a sec btw :) I am very eager to share and witness. lol

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Place your campaign in you signature with a link to your post or something like that.

Now, another thing. I am playing this new approach-type-campaign. So far It's good. I beat the first three level, and this third one was hard. I didn't even now where the enemies were approaching. sometimes from left, from right, from the stairs (I think).

The only thing it's missing and you need to include it's the bersek thing. In mission 2 I took all the buildings and destroyed the harverster, but there were a few of infantry on another place, so make them bersek so they suicide to the players it's best that searching for a small sprite in a map (more an infantry which could be in almost anyplace).

Posted
  On 9/12/2017 at 3:18 PM, Cm_blast said:

Now, another thing. I am playing this new approach-type-campaign. So far It's good. I beat the first three level, and this third one was hard. I didn't even now where the enemies were approaching. sometimes from left, from right, from the stairs (I think).

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Glad you're enjoying it.  I'll probably tone O3V3 down a little for the next update.  Was meant to be surprisingly hard-hitting for a mission 3, but I may have gone overboard

  On 9/12/2017 at 3:18 PM, Cm_blast said:

The only thing it's missing and you need to include it's the bersek thing. In mission 2 I took all the buildings and destroyed the harverster, but there were a few of infantry on another place, so make them bersek so they suicide to the players it's best that searching for a small sprite in a map (more an infantry which could be in almost anyplace).

Expand  

That's a good point, I'll get that in the next update too.

Thanks for playing and reviewing Blast.  Always nice to get feedback.

Posted (edited)
  On 9/12/2017 at 8:23 PM, Domaithianus said:

I'll probably tone O3V3 down a little for the next update.  Was meant to be surprisingly hard-hitting for a mission 3, but I may have gone overboard

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It's true that I have like 10-15 vehicles and 15-20 soldiers next to the entrances, and then I move to the enemy and at the same time a group of 10 enemy infantry/troopers went through the stairs and destroyed the ref I had in the right side because I have a big group already at the enemy base; A bit of bad luck/timing there from my part; but yeah, probably tuning a bit the enemy reinforcements because enemies dropped goes against the closest enemies, which were the harversters, and since there are three main entrances to look about enemy attacks (left side, right side and some stairs in the middle my units were at the wrong side when the firsts attacks come.

  On 9/12/2017 at 8:23 PM, Domaithianus said:

Thanks for playing and reviewing Blast.  Always nice to get feedback.

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Your welcome.

I am already thinking of your versions of the maps with an ally. I didn't look at them, but I am curious. Let's see what surprises awaits with those mercs.

Edit:
Played missions 4 and 5. They are good.
But maybe you didn't know that the in mission 5 the mercenary side train a eengineer. the AI don't send him to capture anything, but he it is.

I think the AI, if don't have any unit around the first unit he'll build it's the eengineer, even if you have his priority to 0. A small unit spawn of maybe just placing 2 infantry in a position avoid that.

New edit:
Played missions 6 and 7:
Now it is hard. I had lots of trouble because I through the enemies will attack the starport sooner or later, but that didn't happen until the very end. But of course, I didn't know that and didn't wanted to move those initial units to avoid loosing the building.

I barely survive, but thanks to a couple of turrets I could protect myself from the light vehicles waves, and then using the few tanks I have to fight other units.

Good thing the Harkonnen attacks are bad, so after the time was reached I had no trouble to win, even without a too big force.

Mission 7 was really hard. They are coming for multiple areas and I was loosing harverster but I didn't even know when. I was "wait, I had 2 harverster there, where is the other?" and 2 minutes later "come on! I loose both?"

They were using a strong attacks or something. Not "harverster under attack" or sandworm attack voice line, so there were killing the harverster real fast between my "training" "unit ready".

The only reason I manage to survive was because a group of imperials were attacking my harverster at the left zone of the closest mine field. I retreated the harverster into my ally base; they protect it and start to march against other closest enemies, so they fought other units coming my way and even protect the harversters I had in the right zone.

Ps: The Atreides are trolls. They send the airstrike 3 squares up of my small groups of units, destroying sardaukar for me, that was hilarious xD.

Edited by Cm_blast

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