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[Release] Heretic Alliances - Dune 2000 custom campaign


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Posted (edited)

Here I am once more to bring a new custom campaign for Dune 2000: Heretic Alliances. This is a special campaign where the player will have an ally that will help for the whole campaign

THE PLOT:
The Atreides detected some Tleilaxu's Carryalls going near a Sietch Fremen. They are planning to convert those powerfull warriors into Gholas. The Duke want to stop that plan at all cost. Once the defend its successful, the Fremen will work together with the Atreides as a new unstoppable alliance.

There are other alliances on Arrakis, but only one side can win the war. Can the Atreides-Fremen alliance overcome their enemies?

GAMEPLAY:
For this campaign I forced myself to give the player at least 1 active ally to help in the missions. This means that your partner always will build/train units to attack the enemy. This will apply for all the missions during the whole campaign. The Fremen, although they can't train soldiers naturally, they still will have a base with a refinery, harversters and spawning some Fremens from time to time (if they lost one of the core buildings no more units will be spawned).

Unlike other of my campaigns, this time it is sure that the player will always have someone on his side. Maybe the alliance doesn't become active until the player do something at the beginning but at least your ally will move, build and help to fight the enemy (no inactive or "just for show" type of AI).

NOTES:
Tibed wasn't used for this campaign. You can expect some spawning fremen for "nowhere" to look like they are being trained. However loosing the Sietch or the way to win more money won't be more help to the player (it's going to be some reminders on the firsts missions).
One way or another, your ally it's guarantee to increase his army and attack the enemy. Sometimes helping your ally it's needed, but for the most part you ally can do well by himself (depending of the chaos of the battle, this may change).

SCREENSHOTS:
5a451ab4b0e3e_HereticAlliances01.png.abfb10f5e42222f19667f9781265690c.png5a451ab86dd52_HereticAlliances02.png.875541678f59a561f480ba8155f0c782.png5a451abbb50b5_HereticAlliances03.png.6a3c9ea0c58547939693ccfd631c308c.png

FILE:
Heretic Alliances.rarFetching info...
HOW TO INSTALL:
Unzip the file and copy every folder into the root of the game.
Any folders included will go to the path that it is suppose to go.
Do not copy any pgn (screenshots) nor the readme.txt (instructions).

Edited by Cm_blast
Rearranging the sections a bit.
Posted

A new campaign :D

I still have stuff to get through but I'm around and looking at new things, at least. Been CRAZY busy lately. lol

Posted (edited)

It's ok. Play when both of you have time.

By the way, I reuploaded the campaign. In the last mission I forgot to remove a screen timer (for tests purposes). Have no use in the actual game (nothing happens when the timer reachs zero). Redownload again, ignore the timer or change it manually with the editor to -1.

Edited by Cm_blast
Posted (edited)
  On 1/2/2018 at 8:46 AM, Dark Wesker said:

The first mission is not easy for me. I couldn't beat the mission. But I tried again and beat, I lost all units, only one Fremen survived. :D

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It's better to combine your units with the Fremen. For example, if you see troopers just retreat and let the fremen to kill them, and if grenadiers appears send your vehicles and left the foot units behind and etc.

I hope next missions are more easy for you :P.

Edited by Cm_blast
Posted (edited)

The mission 2 and 3 easy/normal. Harder the mission 3. I did not expect from Fremen to attack me.

Edited:

Mission 4 is not hard, but it was not easy either. The mission 5 was a bit hard. But everything was successful. I was surprised that mission 6 was very easy. Harkonnen had a lot of units to defend yourself.

Edited by Dark Wesker
Posted (edited)

The file in the first post it's updated.

-I fixed a couple of wrong/missing words in some briefings.
-Mission 1 was a bit hard for a first level type of map, so now the player (and your ally) receive a few extra infantry/troopers plus a couple of Tleilaxu vehicles and soldiers have been removed from some enemy attacks.
-In mission 2 the Tleilaxu no longer receive more grenadiers if the barraks is destroyed (make more sense).

The rest of the missions remains the same (except for small fixes on some briefings)

  On 1/5/2018 at 6:01 AM, Dark Wesker said:

The mission 2 and 3 easy/normal. Harder the mission 3. I did not expect from Fremen to attack me.

Edited:

Mission 4 is not hard, but it was not easy either. The mission 5 was a bit hard. But everything was successful. I was surprised that mission 6 was very easy. Harkonnen had a lot of units to defend yourself.

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Good to know. In Mission 6 the Harkonnen are fighting because they want, so we can assume they are strong enough to not be defeated easily. The player it's the one that can be destroyed if the enemy attacks caught you off guard.

Also since the AI attacks are random, the difficulty of the map may change for play to play. Sometimes both mercs and Ordos attacked me at the same time, making it hard to protect for such a big force, but when the Harkonnen attacks and reduce the Ordo's numbers, then the player have more room to build stuff calmy without being harassed too much.

Edited by Cm_blast
Posted
  On 1/17/2018 at 12:24 PM, Cm_blast said:

The file in the first post it's updated.

-I fixed a couple of wrong/missing words in some briefings.
-Mission 1 was a bit hard for a first level type of map, so now the player (and your ally) receive a few extra infantry/troopers plus a couple of Tleilaxu vehicles and soldiers have been removed from some enemy attacks.
-In mission 2 the Tleilaxu no longer receive more grenadiers if the barraks is destroyed (make more sense).

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Why do you nerf missions that are already very easy?

Posted (edited)
  On 1/19/2018 at 3:42 PM, aarmaageedoon said:

Why do you nerf missions that are already very easy?

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Last time I played mission 1 the player had in the first reinforcement 2 Quads and 2 Trikes (and other infantry/troopers). I removed 1 of each vehicle but also I made the Fremen to spawn less units. Here was when I upload the file to this forum.

Now, 20 days later, replaying the map (with those less units) I found that I barely survive (2 units alive).Figthing the grenadiers can be a lottery: sometimes the grenades kill severa units fast, othertimes they attack the light vehicle so don't do any damage (same happens with your ally, sometimes they attack directly, but sometimes they are moving instead attacking, and died because of it).

About the enemy reinforcements, I removed like 1 trike (in a wave of 5 trikes), 1 quad (similar case) and 1 grenadier or so. It's not a big difference.

This is the reason to give the player a few foot soldiers (which can died quickly anyway). I just think that a first mission/prologue sould give to new players more room to do mistakes and learning about the Tleilaxu-grenadier stuff.

The mission 2 stuff it's just because the carryall dropping grenadiers (in his own base) it's just to simulate that the Tleilaxu are training grenadiers like any other units (they are dropped in "free" mode, not to hunt the player). No barracks = no more training; that simple.

Keep in mind several factors: I play like if I don't know the mission, so I don't react until they shoot first (unit, building, harverster...) even if I know when and where will happen (initial enemy drops).
I do not place a unit to be chased by the enemy drop so my other units kill them before they change the target.
I play with the original dune 2000 resolution (640x400).
Finally, I kill any infantry/trooper by shooting, never by crushing them with tanks (except by accident).

This is the way I am sure that if I can beat a map playing like that, anyone can.

Edited by Cm_blast
  • 1 month later...
Posted (edited)

I finally got around to checking this one out. Played through all levels on normal difficulty at fastest speed. Here's what I found!

  Reveal hidden contents

I wanna continue with my Harkonnen campaign sometime, hopefully I can get to that soon. In fact, I still need feedback on level 5! And whatever else is up that I didn't get feedback for yet. If you can find the time, I'd appreciate some help with those. See ya around, Cm! ^^

Edited by Fey
Posted (edited)
  On 3/8/2018 at 10:04 PM, Fey said:

Grenadiers showing up really often. Do they receive reinforcement Grenadiers often?

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When you reach a certain spot some units are given to the AI in attack mode.

  On 3/8/2018 at 10:04 PM, Fey said:

MAP03:

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I know people like you can win early, so I was trying to push the player back a bit until the stuff happen later. Buy overall 2 refs in the left area and 2 on the south should be enough to harverst a good amount of money.

The enemy sometimes send units from the bot side too, sometimes depends of the position of the buildings. Another thing, for example I saw multiple times the Ordos sending the infantry-troopers against the Fremen too.

Maybe top it's not too wide, but you can make a bottle neck much easily. 7-8 units in a column and you may see the Ordos splitting their forces (going around the clifts), and also, the twist may surprise you because you are expecting units on the top side but no :P.

At the end it's chaotic. Fremen going against Ordos (or you) and the smugglers builds faster than the Ordos.

  On 3/8/2018 at 10:04 PM, Fey said:

MAP04:
This map was over in about 20 minutes.

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Carryalls are your friends, my friend.

You encountering problems Im not. Probably because you play so fast. To me by the time I have every building and I have ready a first initial attack group ready all the enemy reinforcements no longer appear (but you are so fast that enemy still recieve stuff :P).

I don't want to place the spice more near for two reason:
1: giving a reason to build carryals.
2: placing the harversters in danger not to near, so the player have to move a bit to do the job.

Also, smugglers in my run sometimes recieve attacks from the tradicional attacks, sometimes even the Imperial (maybe I am more closer to my initial area). Also Harkonnen are defensive because I didn't want to make the player the one stomping the enemy, but the Imperials. You only break the defenses and then the Emperor destroy them from the inside (once you take any building out the Emperor win the map for you); there is also a couple of ways to lure the enemy outside the base, making killing the defensive units more easy outside the turrets (plus it's narrow, Harkonnen have trouble going to the outsde too) then a few troopers here and there to take the turrets and the rest go smoothly.

  On 3/8/2018 at 10:04 PM, Fey said:

MAP05:
This one was over in about twenty-two minutes. I really like this map!

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Probably they grouped or something, I don't know. The reinforcement are fast and stuff, but maybe they went against other or you units/harverster/something and the new reinforcement land, so they become big.

  On 3/8/2018 at 10:04 PM, Fey said:

Otherwise, that ambush demands pre-knowledge, and that's quite unfair.

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Well, I still have a trauma because you did the same to me, like those 22 imperial units dropping out of nowhere after I finish the job. There it's also other of you maps with a change of alliances with an ally very near to you (that become enemy). If you don't have any stuff in the entrance (with an ally in front of me defending I have no reason to have too many units or turrets there) you may get destroyed too, so a bit of pre-knowledge it's required too.

Overall everytime this type of idea i'ts used requires some kind of pre-knowledge, one way or another. Even Red alert 2 "destroy the Kremlin" need it. Build the Nuclear missile withouth lots of anti air units and you are doom.

Anyway, I'll try to check a bit about this. Maybe dropping some less tanks or something like that.

  On 3/8/2018 at 10:04 PM, Fey said:

MAP06:

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Well, Ordos recieve 1 combat tank (2 sieges and trikes if you want to count them as "threat" every 10 minutes, and extra quads-tanks every 15 minutes. Your ally recieves more units in less time (every 8 minutes, and so they buy stuff too).

It's just that the Ordos wait a lot before the first attack, that would make them group a lot, and when the Harkonnen attacks also may make them groupen even more. Mercenary are to take out first (taking out heavy fact or starport and they are useless, they are set to attack at intervals they recieve a delivery, so attacking them after you have been attacked by then it's the best moment), from there Harkonnen + Atreides double attacks should do fine against the Ordos.

Also keep in mind that the Ordos recieves trikes, not raiders. So he still uses some time to build raiders to match the proportions.

  On 3/8/2018 at 10:04 PM, Fey said:

I naturally wanted to put my Harvesters in the little nook to the southwest of the Atreides ConYard until I had Carryalls to ferry between the east fields, so... maybe if you moved the ConYard to the east and encouraged us to make use of the larger Spice fields, the Harvester pathing won't be trouble.

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Overall I wanted to make the player to build the first refineries in the near position, having quick incoming, but then needing to deploy carryalls in order to move to a safe/far area. To me this is a hard map, the enemy attacking everytime and your ally it's random too, but I think it's a fun map :P.

  On 3/8/2018 at 10:04 PM, Fey said:

 For some reason, I didn't expect the Harkonnen to turn on me this map, but I'm glad they didn't. :P

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They have a heart, you know, they aren't that evils xD.

  On 3/8/2018 at 10:04 PM, Fey said:

MAP09:
There are two "buts" in a row in the briefing text.

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But... but... xD. I'll check that.

There are like several maps with 2 vs 4, 3 vs 5, 3 vs 4....... (mostly old campaigns). I wanted to do the same but with the "only one path to go". Making something different.

Since the Fremen don't have tanks or sonic tanks I wanted to make the fremen (unit) the real threat. Need to point that with troopers on the east area you can take Fremen buildings (Sometimes the Tleilaxu take a building or two too). 

Curious fact, aarmaaggeeddoon took 20 minutes playing on hard. That's a big difference. (although he may played twice, but still, take me like 1:15 to beat the whole map.

  On 3/8/2018 at 10:04 PM, Fey said:

Lemme know if my suggestions wind up being helpful. :D

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Of course. I think overall the main problem it's you play really fast. I need 30 minutes (random number) to set my whole base, so by that time all the enemy reinforcements are gone and noone it's pushing me back. However you at 7 minutes are already about to attack the enemy and having trouble for that.

 

Edited by Cm_blast
Posted

Oh, I see.

More Refineries on MAP03. I guess that's fine. :P I'd like it if it were a liiiittle easier to get started!

Oh yeah, after I got my economy started on MAP04 it went really smoothly. I just wish I could have started pumping out more units quicker! I had to focus on building Refineries, Carryalls AND Harvesters. Maybe if one field were closer to the Atreides base, even a small one without a bloom, it'd help get started quicker!

Ohhh. ANY building? Haha. And there I went around the side for nothin' when I could have blown up one of those turrets in the front of the base! :P I saw a poor angle of attack there and thought "Okay no, I reeeeally need to go around the side." So, I ended up in a LOT of brawls with Harkonnen units before I took that Factory and Repair Pad and put up those turrets, and then I was already blowing up their base when the Imperials came in from the south like "hi we're here to kill you both" and I was like "ah crud." That's probably why this map took so long. Perhaps you could add a condition for the Imperials to show up resulting from the Harkonnen suffering enough casualties?

Yeah, the reinforcements were startling but when are they meant to end? Considering I only saw two drops the second time around, and the first time was literally S2V1-tier pwnage... XD I'd love to hear more about the parts of my campaign that happened too suddenly, too. I don't like pre-knowledge anywhere, so that's something I want to fix! And hey, that S2V1 one was the end of the map! One is not meant to survive that. :D

Ohh, that might do it. My first attack came well before the Ordos came at me, and the first time attempting this one resulted in one dead Mercenary base and two dead Atreides bases because of all the Ordos suddenly. Maybe if you gave the Ordos reinforcements nearer their first attack, rather than available from the start? Or something. The Harkonnen weren't all that helpful either; they were totally out of the way of my base, so they didn't eat any fire.

Aye, that worked out really well on MAP07 and I think that's how MAP04 could start as well. The problem was with what came after those Spice fields were clear! All the Harvesters moving down south, into enemy territory. MAP07 wasn't all that difficult, but it was fun! The Fremen Refineries are notably in range of Siege Tanks and Missile Tanks from the sand, so I took advantage of that.

Well yeah, but hey, they hate the Atreides! You'd think they'd turn at some point XD But I guess that's why this campaign is called Heretic Alliances!

That's pretty interesting, and sounds about right if you know where to go and what to do. I was throwing units en masse at that one choke point until I took it with an MCV, not with so many forces at once that I took it the very first time, and I'm not sure if the game time counts if you have the program minimized, but I kinda had to AFK for a few mins during MAP09, so. Maybe that added on? 25 or so minutes then. I didn't bring any infantry up to attack the Fremen or Ordos either.

Aye, an aggressive playstyle is what I like to do. Your use of reinforcements is often great, occasionally you balance things out with reinforcements for the player as well or something, but sometimes my quick attacks and your reinforcements collide with poor timing. I should also mention that I really like your map structure and base layouts in general. I realize my bases tend to be kind of cluttered, and that's something I'd like to adjust. If you still plan on checking out the rest of the updates to the smugglers campaign or the new Harkonnen maps, I'd love some comments on how I can change the layouts here or there.

I'm actually playing through the Harkonnen Family campaign at the moment, so I'll be able to give you some feedback on that as well.

Posted
  On 3/9/2018 at 12:32 AM, Fey said:

Oh, I see.

More Refineries on MAP03. I guess that's fine. :P I'd like it if it were a liiiittle easier to get started!

Oh yeah, after I got my economy started on MAP04 it went really smoothly. I just wish I could have started pumping out more units quicker! I had to focus on building Refineries, Carryalls AND Harvesters. Maybe if one field were closer to the Atreides base, even a small one without a bloom, it'd help get started quicker!

Ohhh. ANY building? Haha. And there I went around the side for nothin' when I could have blown up one of those turrets in the front of the base! :P I saw a poor angle of attack there and thought "Okay no, I reeeeally need to go around the side." So, I ended up in a LOT of brawls with Harkonnen units before I took that Factory and Repair Pad and put up those turrets, and then I was already blowing up their base when the Imperials came in from the south like "hi we're here to kill you both" and I was like "ah crud." That's probably why this map took so long. Perhaps you could add a condition for the Imperials to show up resulting from the Harkonnen suffering enough casualties?

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Any building that it's not a turret or ref. It's just a "building doesn't exist".

The reason I make the "take building" it's because your camera it's going to be (presumably) in the Harkonnen area (because you are still attacking, maybe with only a few units alive, but still moving foward) and you can see not only a text on screen but the area revealed near your position.

  On 3/9/2018 at 12:32 AM, Fey said:

I don't like pre-knowledge anywhere, so that's something I want to fix! And hey, that S2V1 one was the end of the map! One is not meant to survive that. :D

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I mean the Imperial drop after capturing 1 outpost I think it was (I forgot what map was). I know. Pre-knowledge type of map it's a bit problematic, but at least it's a first time surprise. I remember a couple of maps for other people doing something like this (a dangerous change of alliances, drops at X, etc).

  On 3/9/2018 at 12:32 AM, Fey said:

Well yeah, but hey, they hate the Atreides! You'd think they'd turn at some point XD But I guess that's why this campaign is called Heretic Alliances!

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Indeed. Emperor and Fremen together, Atreides and Harkonnen together, all of them are a bunch of heretic xD. Also I already make the Fremen to turn on you... ¡Twice! I think it's enough xD.

  On 3/9/2018 at 12:32 AM, Fey said:

I didn't bring any infantry up to attack the Fremen or Ordos either.

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In a couple of my first runs I didn't, but later I just tried doing it and found that using troopers (groups of 10 or so) can be succesfull. Negating the deliveries from the starport (and a Palace, for example) and eventually you can make the Fremen to loose most of their production, even before defeating the Ordos.

By the way, out of curiosity. What colour the Tleilaxu wear?

I miss when I played with windows XP. Tleilaxu were green-muddy, but now they are like blue-black or something like that.

  On 3/9/2018 at 12:32 AM, Fey said:

If you still plan on checking out the rest of the updates to the smugglers campaign or the new Harkonnen maps, I'd love some comments on how I can change the layouts here or there.

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I am playing today C&C Tiberian sun, but eventually I am going to return to Dune 2000 and replay some campaigns (I'll start with yours). 

  On 3/9/2018 at 12:32 AM, Fey said:

I'm actually playing through the Harkonnen Family campaign at the moment, so I'll be able to give you some feedback on that as well.

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I experimented just a little with the defence area there, not too much.

Posted
  On 3/9/2018 at 1:40 AM, Cm_blast said:

Any building that it's not a turret or ref. It's just a "building doesn't exist".

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Ohh, I see. I still think some of the walls narrowing that main passage into their base could be removed! The cliff narrows the pathway enough.

  On 3/9/2018 at 1:40 AM, Cm_blast said:

The reason I make the "take building" it's because your camera it's going to be (presumably) in the Harkonnen area (because you are still attacking, maybe with only a few units alive, but still moving foward) and you can see not only a text on screen but the area revealed near your position.

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Right, that's a good idea. And it means you need to spend some time trying to make that attack happen!

  On 3/9/2018 at 1:40 AM, Cm_blast said:

I mean the Imperial drop after capturing 1 outpost I think it was (I forgot what map was). I know. Pre-knowledge type of map it's a bit problematic, but at least it's a first time surprise. I remember a couple of maps for other people doing something like this (a dangerous change of alliances, drops at X, etc).

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Aye. I try to keep things as fair as I can, provide hints and stuff, but overtuning / undertuning can still happen. That's what a second opinion is for!

  On 3/9/2018 at 1:40 AM, Cm_blast said:

Indeed. Emperor and Fremen together, Atreides and Harkonnen together, all of them are a bunch of heretic xD. Also I already make the Fremen to turn on you... ¡Twice! I think it's enough xD.

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Yeah. I think the second time around on level 5 is more fun, that map is fun in general.

  On 3/9/2018 at 1:40 AM, Cm_blast said:

In a couple of my first runs I didn't, but later I just tried doing it and found that using troopers (groups of 10 or so) can be succesfull. Negating the deliveries from the starport (and a Palace, for example) and eventually you can make the Fremen to loose most of their production, even before defeating the Ordos.

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Right. I had no idea if the Fremen so much as had a ConYard or where their structures were, so I used my Troopers to power through the turrets on the west side of the map.

  On 3/9/2018 at 1:40 AM, Cm_blast said:

By the way, out of curiosity. What colour the Tleilaxu wear?

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They wore a bright green and showed up as pink on the minimap, always.

  On 3/9/2018 at 1:40 AM, Cm_blast said:

I miss when I played with windows XP. Tleilaxu were green-muddy, but now they are like blue-black or something like that.

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I'm running Windows 7.

  On 3/9/2018 at 1:40 AM, Cm_blast said:

I am playing today C&C Tiberian sun, but eventually I am going to return to Dune 2000 and replay some campaigns (I'll start with yours).

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I love TibSun. :D I look forward to your feedback, man.

  On 3/9/2018 at 1:40 AM, Cm_blast said:

I experimented just a little with the defence area there, not too much.

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Aye. It's looking good so far, but I'll give you all the details when I'm done!

  • 1 year later...
Posted

I recently finished a playthrough of this Campaign - was lots of fun, very interesting having the whole 'ally' style mechanic throughout! In case anybody might be having difficulties they can reference this playlist!

 

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