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[Release] Ordos Campaign Alternative Missions


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Posted
  On 9/12/2017 at 8:56 PM, Cm_blast said:

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.

 

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Oh, hey, I didn't notice those edits, I had notifications on for replies on this post, but they didn't come up, so I didn't realise you'd replied.  Sorry about that.
I hadn't noticed that with the merc AI, thanks for the heads-up.  They'll now start with one light infantry, and one trooper.  Hopefully that'll do it.
 

 

  On 9/12/2017 at 8:56 PM, Cm_blast said:

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.

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Haha, that'll be my loyalty to the original there.  You expect the Starport to be attacked, until consistent attacks on the main base lul you into a false sense of security.  Then, right at the end, when the player might have moved their defences, they come gunning for it.  V4, the Starport will be attacked more regularly.

 

 

  On 9/12/2017 at 8:56 PM, Cm_blast said:

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.

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The original mission 7 was one of my favourite missions in the campaign.  My only complaint about it had been that it was too easy, and thus, over too fast, so when I remade it, my main focus was bulking up the enemy.

 

I should have an update on the way in the next day or so, including a bonus mission, set between missions 6 and 7, based on the Ordos having received their Deviators, but not having learned to build them for themselves yet.

Posted (edited)
  On 9/18/2017 at 3:03 PM, Domaithianus said:

Oh, hey, I didn't notice those edits, I had notifications on for replies on this post, but they didn't come up, so I didn't realise you'd replied.  Sorry about that.

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I didn't want to create triple post, so I edited. I was about to do a new post after ending the campaign, which I am already halfway mission 9.

  On 9/18/2017 at 3:03 PM, Domaithianus said:

Haha, that'll be my loyalty to the original there.  You expect the Starport to be attacked, until consistent attacks on the main base lul you into a false sense of security.  Then, right at the end, when the player might have moved their defences, they come gunning for it.  V4, the Starport will be attacked more regularly.

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I needed to reload the save because of that. I knew enemies will come against me at the end, but I saved like 3-4 minutes or so before times run out, just in case. So I reloaded, defended and profit.

Mission 8. all those infantry-like units from imperials was hard to stop sometimes. I ended using a few harverster to crush, until I got the siege tanks to stop them.

I don't know if was on purpose, but I didn't notice the Fremen until I saw them fighting the mercs.

And mission 9 it's fine. Hilarious seeing so many attacks against the mercs that I didn't even care XD. He lost the rocket turrets in the corner, but those were too easy to destroy so I decided to just give up those and focus in the others better.

Oh, there is a problem in naming the final mission:
Ordos - Mission 9v3
Ordos Mission 9v4

So they don't match in the mission launcher.

Edited by Cm_blast
Posted (edited)
  On 9/18/2017 at 8:08 PM, Cm_blast said:

Oh, there is a problem in naming the final mission:

Ordos - Mission 9v3
Ordos Mission 9v4

So they don't match in the mission launcher.

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Oh yeah, I noticed that before, then forgot to fix it.  Thanks for pointing it out, it's now in the new update, which is ready here:

OrdosCampaign200.7zFetching info...

This also contains the bonus mission 'How to Build a Deviator' as well as all missions (including the bonus one) playable as allied sub-houses.

Edited by Domaithianus
Posted
  On 9/19/2017 at 2:25 AM, Domaithianus said:

Oh yeah, I noticed that before, then forgot to fix it.  Thanks for pointing it out, it's now in the new update, which is ready here:

OrdosCampaign200.7zFetching info...

This also contains the bonus mission 'How to Build a Deviator' as well as all missions (including the bonus one) playable as allied sub-houses.

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Now in the Mercenary sub-section the mission 9 have the same problem xD.
Ordos - Mission 9v3
Ordos Mission 9v4

The playable as sub-houses are exactly the same or has some kind of help for the player? (since the AI is not a great player).

I see you let the AI building engineers. Maybe you should remove that, or else the maps are going to be nearly impossible. They are already hard with all the enemy waves, and having an AI that waste 500 credits on engineers don't help at all =(.

Posted (edited)

Now I'm playing your versions (Alternative missions). It seems interesting.

01V3 - The enemy forces are not high and you have too many units. This mission is boring as in the original.
02V3 - It's too easy and it's nothing special.
03V3 - Already something interesting. The mission is good, but I defeated the enemy easily.
04V3 - Something else and I liked it. More enemies and more complexity. But the mission itself was not hard.
04V4 - The same but also very interesting. Good job.
05V2 - Looks like original, just more space and more difficulty. I am glad that the enemies are strong. I mean the enemy has a missile tanks. It's just great. The mission is not hard.
05V3 - I thought I will have a lot of difficulties. But it was not. In the beginning it was complicated but then easy.
06V3 - There is something serious here. I had to really concentrate on this mission. This time it was not easy. But I liked it. Good job;)
O6V4 - This version is easy. But also interesting.
Bonus Mission - For fun this mission. I enjoyed to play.
O7V2 and O7V3 - These versions are very complicated.  Somehow I survived. But I liked it.  Easy to defeat enemies. Only the beginning is hard.
O8V2 and O8V3 - A bit easier. Also easy to beat enemies.
O9V3 - Now there is something good. Enemies are not easy. I like when the enemies is not easy to defeat. Well done;)
O9V4 - I completed all your missions/versions. I enjoyed the final missions;)

Really good missions.:) I recommend to create for others houses.

The sub-houses missions is really bad for AI. I did not try to play but played the dato. Too much Hard. AI must have a full base as enemies. You should change that, otherwise play is meaningless.

Edited by Dark Wesker
  • 4 months later...
Posted (edited)

Hey @Domaithianus! We haven't heard from you in a while, so I hope everything's okay. I've had more time to play, so here's what I found on the remaining maps.

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There. I hope that feedback is helpful! :)

Edited by Fey
  • 1 year later...
Posted

@Domaithianus

Your probably long gone, judging by the fact you've not logged in since January 2018, but I still want to share my thoughts and appreciation for your work, this is one of the best campaigns for Dune 2000 I've experienced and certainly one of my favourite's that I will revisit time and again, to replay missions with enthusiasm and saveless for a greater challenge. The composition of the map layouts were excellent, faithful to the original concepts but with your own unique reindition making for a familiar yet fresh experience. The terrain was creative and interesting, I like when authors make detailed rock formations, multiple paths around a map and especially alternative versions of the same mission for extra replayability. The difficulty was challenging yet fair, even catching me off guard in certain missions where I failed initially and had to restart and utilize a different strategy, I always play on Hard being a skilled player. I enjoy missions where you need to consider your tactics and build orders early, then consider how you progress from early to mid and then end game like a game of chess, you need to build a certain way and priortize different areas such as early defense or a strong offense in order to overcome an aggressive A.I and difficult circumstances. I will share my reflections on missions 4 and beyond as this is where the difficulty and enjoyment really kicked in for me.

I really hope you return one day and remake the Atredies and Harkonnen campaigns like you said!

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There you have it, if you actually read this and return I'll be gobsmacked, but if it was a futile endeavour no matter, thank you for sharing your creative talent at awesome game design.

  • Like 1
  • 1 year later...
Posted (edited)

I return.  Sorry I haven't been around for a couple of years or so.  I actually started work on another project, and promised myself I wouldn't log back on until it was done so that I wouldn't be tempted to post bits before it was complete... then the small project turned into a large project... then the large project turned into a huge project... then I kept reaching a point where I thought 'Hey, maybe just a couple more months of work, and it'll be done.' which turned out to be wrong every time... and I kept having more ideas, and then I burned myself out creatively.
The project really is nearly done now, and should be releasable soon though.

@Fey thank you for playing through, and for your review.  As always, very helpful insights - I really do appreciate it.  When I have some spare time, I'll tweak this campaign, and I'll be taking lots of what you said into account.

 

@Dark Wesker thank you.  Really glad you enjoyed these missions.  Yeah, the early missions were hard to do much with while keeping the original concepts.  Thanks for playing through.

 

@Krypto thank you so much, that was really gratifying to read on my return.  I will evetually be releasing sets for Harkonnen and Atreides too, as well as tweaking these missions.  I've actually developed my mission building a lot since making this, so it's great to hear you enjoyed it so much - I find it hard not to just see all the flaws these days.

Edited by Domaithianus
Posted

@Domaithianus Welcome back, man!! We've been eagerly awaiting your return, and I'm very glad to see you again. :)

  On 12/27/2020 at 5:33 AM, Domaithianus said:

thank you for playing through, and for your review.  As always, very helpful insights - I really do appreciate it.  When I have some spare time, I'll tweak this campaign, and I'll be taking lots of what you said into account.

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My pleasure, hope I could help. Hey, when you go into tweaking things, there are plenty more assets available these days! Have you checked out the new Autogun Turrets, or Feda's Mission Launcher? Klofkac even came out with a fantastic new editor. And we even found explosive barrel behavior in Dune 2000! Here's a visual demonstration (with sound and memes too!) using some new sprites we have for them:
https://i.imgur.com/t7q6txL.mp4

So maybe you find something you like and want to put to use. :P At the very least, I would recommend checking out Klofkac's awesome new map editor and Feda's awesome new mission launcher. The map editor is a complete replacement for TibEd and the mission launcher has tons of new features, including the ability to load mods on a per-mission basis.

If you'd like help with the new stuff and don't want to bug Klof or Feda, Cm and I are naturally still around and would be more than happy to try!

  On 12/27/2020 at 5:33 AM, Domaithianus said:

I've actually developed my mission building a lot since making this, so it's great to hear you enjoyed it so much - I find it hard not to just see all the flaws these days.

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This is a good thing! It means you've improved. Have no shame for mistakes made in the past; you've moved past them in many ways by now, and spotting them is just one way to confirm that.

Posted (edited)

Welcome back Doma. The modding on this game have reach new skylines. And not refering to just new units and so on, but a new version of the mission launcher.

This new version will allow to load certain mods into certain missions, so if you remember these mods that used tibed to alter the game, now with the new version of the mission launcher it is possible to prepare your campaign to use these modifications but only for that specific campaign (or even just for a couple of missions of the campaign).

This mean that you can play a campaign I did that use modifications withouth overwritting the original file; so today it is possible to play the first mission on my "Emperor return" (which has certain modifications), then playing the third mission of my Ixian campaign (other modifications) and then playing the vanilla Ordos campaign withouth copying any files, doing back ups and all that stuff.

If you want to give a chance of that check it.

It is included a few of the really old campaigns that you may have already, but also a new one that make use of the new features, like altering the color of the hub and a new turret with a machine gun instead the old gun turret (on a few missions). And the best thing that you don't need to overwritte any file, except the launcher itself (although you can rename it).

But yeah, as it is all already prepared to play, you can give a try and see yourself the new stuff that can be done using this new version which, again, won't alter any other mission or the vanilla game.

Even if you are not into doing modification is still worth it for the reason I gave early, being able to play 5 different campaigns with 5 different modifications withouth worrying about which files you need to change, to overwritte, to back up and so on.

Edited by Cm_blast
Posted (edited)

@Cm_blast @Fey  Thanks for the warm welcome back.  It's a great community on this forum, which I feel is a tesament to the game itself.  I find the same when I play online, D2K players always seem to be good natured and friendly.

 

I've been looking at the new stuff available, though I have yet to download any - my main PC is down at the moment, and I'm trying to save it, so I'm having to borrow a laptop for now - but it all looks extremely impressive.  I remember when I was last on here, thinking it looked like the tools had really advance a lot since people began modding this game, and I see that progress hasn't stopped.  Though I must confess, I'm a little concerned my 2 or 3 year project will now be obselete before I've even released it :-P.  I may have a lot of catching up to do in how to use the new tools.

 

I've already begun work revamping this Ordos campaign, and I have an Atreides set near completion.  Should be releasing both pretty soon.  Then I'll likely have my main project ready to go.  Really looking forward to seeing how people get on with it.  A Harkonnen set may take a little longer, but I still plan to do one eventually, and it should at least take less time than the big project I keep yapping on about has. 

Edited by Domaithianus
Posted (edited)

Good, I always looking to play campaigns, or to replay old campaigns if you they are revamped.

It is not needed to use every single tool available, unless you want to do it or it fits your story. If with the vanilla stuff your campaign it's good enough, then it won't made any difference using the new launcher/tools or just the old ones, but if you want to add the intel, new colors and so on then yes, it requires to work for a while just to "modern" everything.

For example, those campaigns I mentioned early, like the "Emperor return", "Ixian campaign"... had some modifications of the units, so I took the advantage of the new launcher and created the folder necesaries so now anybody can play them any time withouth doing a copy of the files, back ups and so on; the campaigns itself are not touched (except for 1-2 extra lines needed to make those missions to load those custom files), but the campaign plays the same with no further alteration for the player.

On the Frank Herbert, since it is based on the book I used the "intel" to give a brief backstory about the characters mentioned, just to help a bit with people that didn't read the book or saw the movie (although it was never a requirement to start with) but that's it, my other 60-70% of works hasn't been altered even with the new stuff available.

So don't worry about that. It is possible for you to redo the Ordos campaign if you feel that you can make it more fun and balanced and complete the Atreides the way you have it done is also fine. Intel, terrain-map... it's more like a "luxury". Fey used to write on the briefing the information of the units, pros and cons and so on, but now that info it's in the intel.

The good thing it's that if you always wanted to have certain unit available for 1 specific mission now you can do it; like giving to the Atreides a Devastator to be built, but as you cannot do that (unless you capture the hark heavy fact) and use spawns, reinforcements or something like that, you can actually make the devastator to be produced for the Atreides but only for that 1 specific mission, while the rest keep the vanilla stuff. This is more like in "ooh, that limitation it's gone, now I can do that idea that I couldn't before because either atreides never build the deva, or they will always can".

Anyway, if you check the Feda's campaign and the Custom Campaign data you will see multiple folders and so on, and my lastest campaign I went overboard and I did around 10 folders, so I could load 10 different modifications. So maybe 1 or 2 missions could be altered with the new tools to allow you to fit your story much better withouth "cheating" with spawns and so on, but it is not really a must have.

Edited by Cm_blast
  • Like 1
Posted (edited)
  On 12/30/2020 at 1:39 PM, Domaithianus said:

progress

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Perfection can never be attained, but it is something we can strive for anyway!

  On 12/30/2020 at 1:39 PM, Domaithianus said:

obselete

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Ah, not at all. As a matter of fact, there are modern campaigns purposefully using an older style of map! An "outdated" style is just the personality of that campaign. And any revamps you do will take on a new personality based on your current judgments. Which is also a-okay! Revamp as you wish. I do the same thing. 😅 Much to everyone's vexation, since I don't produce new maps like I should. Still, I was able to contribute heavily to the modding side of things, which can be used in more ardent mappers' campaigns, and can inspire more modding. So it all works out somehow, just do what you like!

  On 12/30/2020 at 1:39 PM, Domaithianus said:

releasing

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Hype! We look forward to it!!

  On 12/30/2020 at 4:36 PM, Domaithianus said:

devastator

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:) Aye, this was just a little test to see if they would work, and it was indeed using the Devastator self-destruction power.

Some more short video clips for other new assets below the spoiler:

  Reveal hidden contents

If anything, I'd recommend having a look at the new Munitions Silos. They have been a lot of fun for me so far, and we haven't seen them in any campaigns yet!

They're a classic in C&C, so they feel right in d2k. You can put them around specific enemy structures, like big sections of walls or enemy factories, to add new weak spots to the enemy base without actually weakening the enemy, just giving the player more opportunities to deal more damage. They can also be used to make AIs clear certain walls out without giving them a priority to attack them by putting some Munitions nearby. And, they can pose some threat to the player's units too, forcing him to slow down, look more closely at the base he's picking apart, and maybe micro units a little differently.

For instance, I placed some Munitions Silos around this large base (highlighted by green boxes):

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Just having one in a few places doesn't do much. It'll blow up some walls, maybe damage some tanks or kill some infantry nearby, but it's not like seeding an enemy base with nukes. Just quick ways to open up shortcuts, and make more avenues of approach viable. The top-left area of the base with all those Wind Traps is a glaring weakness, but with the Munitions Silos around, the player can attack from other angles without first attempting to knock out the power and deal plenty of damage anyway. There are no Munitions Silos near those top-left Wind Traps because that's a weakness all on its own, there's no need for them there.

Take the two Silos next to each other just above that infantry-only as an example:

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Only takes out a few walls. And the one next to the Autogun Turret nearby, all that does is take out a couple of wall segments, damage a few more, and damage the turret:

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So they're not quite like the incredibly destructive explosive barrels that I remember from RA2, meant only for like the tutorial missions or introductions or whatever. Instantly destroying everything around them because kaboom. There's some good potential with these ones in balancing d2k campaign maps, rounding out the potential weaknesses in an enemy base or making certain weaknesses even more exploitable, all without handing the player easy victories if used properly. And they're a blast to play with too! No pun intended.

I presume you'll want to stick with the classic stuff until your first campaign project already underway is finished. Unless you're going neck-deep in on the revamp, in which case I encourage you to explore ALL the options! Hopefully any of the things I've listed proves useful or at least fun. :)

Edited by Fey
typo lol

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