Jump to content

[WIP] Smugglers Campaign 2!


Recommended Posts

Posted (edited)

A new campaign?

Yep. Smugglers campaign 2! Still a work in progress, but it continues the story from the last campaign over another 15 maps. 3 are already done, yay, so I'm gonna share them here.

Download link:
SC2_3-15.zip

This zip contains the three missions, the latest update of the mod (which is also the one in the original smugglers campaign release thread as of right now), and the necessary text files for the three new maps. Installation instructions are identical to the ones in the original smugglers campaign release thread. FeyText files to data\UI_DATA\, bin files to data\bin\, all 9 mission files to data\missions\. Easy peasy.

These are WORK IN PROGRESS MAPS. If you play through them, please be aware they may not be perfectly tuned! I could use any feedback y'all have got for me to improve the maps for an actual release, so let me know what you think I can improve about any of these maps if you get the chance, please. Thank you! I expect these maps are overtuned, although all of them were tested and beaten on hard mode.

If you haven't already, I strongly suggest playing through the original smugglers campaign found in the thread linked before starting these maps. Here:
https://forum.dune2k.com/topic/27508-release-smugglers-campaign/

Want more details and some strategic tips? See below, but be aware THERE ARE SPOILERS. Hopefully they help you if you're having trouble with a map. Here:

  Reveal hidden contents

That's all for now. See y'all later with a new update, or whenever someone replies to this thread! :D

Edited by Fey
Posted

S10:

  Quote

- I notice that you take away my beloved turret! Whyyyyyy.

- I sited my base at the same location as before: Northeast.

- I built up to the barrack. Then I used my initial unit to kite the sonic tank, so I managed to survive the first wave with just them.

- I placed my survived units all the way to the west as decoy, ensuring that the second wave would take a longer time hit my base.

- The two harvester I started with harvested 9k Credit during the second wave. I sold my CY right after that, ending the mission.

Expand  

 

S11:

  Quote

S11.thumb.jpg.9b10c6e892091d516fe077af660030c5.jpg

(Near-the-end screenshot)

- This map is easy for a mission 11, I was expecting it to be harder than mission 9 & 10. The friendly Outpost is too safe, enemy almost never touch it. I used one of my Sonic tank to block the only entrance.

- I used my starting troops to wipe the left nearest base.

- After that, during battle between two factions, I harassed harvesters of both side, even destroying carryall left and right.

- Once they were weak enough, my troops came right through the north entrance and destroy all key buildings.

- Possible bug: The wall near my starting CY cannot be sold.

- Possible bug: The warning about Ordos Palace comes in too late.

- Balance: I see you rebalance turret, but I feel Rocket turret is available too late to be useful (and too expensive).

- Terrain: The map is less "blocky". Nice to see that.

 

Expand  

 

Posted (edited)
  On 7/8/2018 at 7:08 AM, Runtowin said:

S10

Expand  
  Reveal hidden contents
  On 7/8/2018 at 7:08 AM, Runtowin said:

S11

Expand  
  Reveal hidden contents

No bonus mission yet? Alright. :P I eagerly await your feedback whenever you get around to it, Run. Thanks again for playing the first two! I hope you enjoyed them.

Edited by Fey
Posted
  Quote

Concept:

- S10: I don't quite get the situation. Is all the enemy what Summers hallucinated? Why are her men also affected? Why suddenly guilt trip to that point?

- S11: Look like Moriaen rebel against the Ordos but pay Summers to do it, while pretending to not involve. Worst plan ever if that's the story.

- SBON2: Hmm, Tlielaxu attack, kinda cliche with that "last transmission". This is the far future, at least jam all signal!

Expand  

 

  Quote
  On 7/8/2018 at 10:08 AM, Fey said:

And did you check out the easter egg pertaining to the Sietch? 

Expand  

I don't get the easter egg? What is that referring to?

Expand  

SBON2:

  Quote

SBON2A.thumb.jpg.e33ad097dc9946256ade5ce3721fa604.jpg

SBON2B.thumb.jpg.b9f4ebafcf33273c69e8e86d6640e61c.jpg

SBON2C.thumb.jpg.0d190255f06be1cb6a7a79c2def9aae7.jpg

(Near-the-end screenshot, excuse my bad Starpost placement)

- Except for the first three attack wave (before your first reinforcement) was kinda tough, I had to lure the third wave with my harvesters to my turret cluster in the west.

- After that, the enemy wasn't strong enough to deal with your continuous reinforcement and safe spice-harvesting operation. Not hard at all.

- Balance: The "I wish I wouldn't build starpost" message is ironic, mostly because if you are able to defend that one, you dont really need it.

- Terrain: The map is quite similar to the one in your Harkonnen Campaign. Not a negative, just something I noticed.

Expand  

 

Posted
  On 7/8/2018 at 2:42 PM, Runtowin said:

First reply

Expand  
  Reveal hidden contents

SBON2 reply:

  Reveal hidden contents

Thanks again for the feedback, Run! I'll keep working out the kinks.

Posted
  On 7/8/2018 at 7:27 PM, Fey said:

oh I just dealt with a bunch of stuff that wasn't actually there in the desert, and now I am teh cur3d

Expand  

Giacomo in a nutshell.

  On 7/8/2018 at 7:27 PM, Fey said:

In Gara Kulon, the base you fight is large and has to be battled through methodically, and given limited building space and access to MCVs, it's gonna feel like there's a large-scale battle going on to hold out and eventually overpower a superior opponent. Hole-in-the-Rock and Shield Wall are daring missions, but Sumadi lacks the combat experience you do and grows increasingly desperate as you fight your way up to him and there's an overarching plan in the battle of Shield Wall that makes that victory possible, barely, from an in-universe standpoint. You know?

Expand  

Heh, and I barely remember what was the main plot of your campaign xD.

Posted
  On 7/8/2018 at 9:21 PM, Cm_blast said:

Giacomo in a nutshell.

Expand  

lol

  On 7/8/2018 at 9:21 PM, Cm_blast said:

Heh, and I barely remember what was the main plot of your campaign xD.

Expand  

Lore summary:

  Reveal hidden contents

:D

  • 2 weeks later...
Posted (edited)

AI need to build units faster and needs  bit safer area for harvesting because killing harvesters is not actual actic or strategy,evryone go weaker with no spice,try to be more clever and fight  full force vs full force.

Edited by Nuclear_harvester
Posted
  On 7/17/2018 at 8:31 AM, Nuclear_harvester said:

AI need to build units faster and needs  bit safer area for harvesting because killing harvesters is not actual actic or strategy,evryone go weaker with no spice,try to be more clever and fight  full force vs full force.

Expand  

An excellent point! Thanks for the feedback, Nuclear, I'll consider that more going forward. I did spread enemy Harvesters out on this map and the smugglers do have a bit of a safe area, but they may move out from it eventually.

As you may already know from the original smugglers campaign, it's extremely rare that I actually have reinforcements show up either for the player or the enemy. This is because my AIs tend to have very good production, usually near standard practice AI numbers if not even faster, and not counting the existence of multiple AIs governing a single base which allows for impossibly high production rates. AIs in D2k have a threshold below which they will not allocate resources to a given task, such as building new units, so the reason for having lower production values is to encourage an AI to reserve some funds for when its base is under attack, at which point the emergency build rate will blow all those funds as quickly as allowed. I also may not wish to apply too much pressure to a player so that they're forced to turtle up and mass an army before moving out - on any of my maps, I try to provide some sort of more immediate goal before the main enemy base that can be attacked in case a player prefers a more aggressive strategy. In the case of S11V1, there are some Harvesters left exposed, some structures in fortuitous positions for the player, and some small expansions owned by the smugglers to chunk. SBON2 has most enemy Harvesters out of sight and only one entrance into the enemy base for vehicles barring Carryalls + Repair Pads, so hopefully that one was more fun. :)

If you haven't played through the original smugglers campaign, linked in the OP of this thread, then I recommend giving it a spin in its current state! Several maps have "hard modes" you could activate by doing one such thing or another, such as on S3V2 where if you decline to pay the Harkonnen, they become an enemy too. S6V1 puts you in defense of a densely packed, but lightly protected base in the center of the map
, S6V2 has a massive base with aggressive enemies to tackle, and if nothing else works, then you're sure to find a challenge on S9V2.

If you do try it, or if you've tried it already in its current state, I'd love some more feedback on the original campaign thread! I am always seeking to improve.

  • 2 weeks later...
Posted

there is another problem, if ai loses too much base with not losing ability to rebuild he will not rebuild at alll. this happens in orginal campaign too.if refineries are not close to  CY  also AI dont try to make refinery first,he will go throught buldings and end money quickly,.

i have done some experiments with placing wall around and ai  was capable of rebuild if wall was near bulding spot.

3-5  CY scattered around base also helps ai to hook-up buldings but if factories are on edge of base it will not rebuild unless wall near or another bulding.

ai does not rebuild if space between buldings is too large.

buffing starting money is  solution for short time.

sometimes  ai hangs/suspends and build  army but forget to send attack and keeps building army forever,if you provoke first you get  spammed with giant army and eventually wont survive..how i  found this? you can   set the attack delay by editing map/mission but i have done  it unusual way,got setup macro to play dune2k for me and i let it go for week,at the final day i decided to check results to find that i got and what, ai had  his base as army museum,tons of tanks troopers l.infantry quads trikes . i tried to reproduce this again but next time ai  had smaller army and  did intensive attacks for  one day then ceased sending further and  all whole army was in base,ai went back to normal after i attacked and he spent his troops. looks like ai drops into idle mode after some time of inactivity? im gonna try to get dune2k with macro going for whole month for further research

how this can be useful for  smuggler missions?  make 3-4 enemy ai with normal  attack intervals and one with extreme delayed,both must have strong bases and the buffed ai must be behind normal ones so iyou wont blow it up as primary enemy. ,while you deal with regular ai's  the buffed one build army and when you get on it you have to deal with   big force.

i played  many missions from this forum and not many were challenging so hard.  only the  survival modes seemed to work. in almost all missions i  found and played u had to destroy base,destroy base,destroy base and thats nearly  all,no challenge at all,no defending friendly bases etc.  what challenging would be? defending 2 friendly bases and fighting 3-4 strong angry ais,the friendly ai's would have reduced build rate for troops and attack intervals extended while enemy ai would have evrything buffed so attack intervals short and fast build rate, i have once did a mission with   6 neutral bases and 1 enemy base..trick  was to defeat it with no losing neutrality to others,sometimes it went rampage and ai  was attacking each other creating  incredible chaos.

ok,lets go back tot opic so what smuggler missions should have?

- maybe some  orginal campaign flashback? like   reconstruction from  harkonnen mission 6 map  1 and/or 2. the smuggler bases gets enchanced and you build army to eventually fight your  natural enemy - harkonnen in example,or you wait for harkonnen to die and kill ordos to have harkonnen for dinner.

- smugglers in most orginal campaigns were  in most cases an neutrals,only in few scenarios  smugglers appeared as enemy,exception was  finding smugglers as ordos allies in ordos mission 6 map 1 and 2 just  diplomacy change no base no ai was set to smugglers.

- smugglers would focus on spice harvesting so maybe challenge time-based to harvest X amount of spice in  30 minutes i.e to win get 100k spice,defeat is when 30minutes timer expire.

- smugglers so not have big army,they usually have only refinery and silo, bringing them back to live by giving  key buldings is good but from spice thiefs they turn into armed spice thiefs. but having army to defend is fine.

- smuggler missions should be more challenging, lsometimes not many combat to do but spice harvesting,taking out enemy refineries,silos etc.

- maybe some kind of smuggler arena ? 7 big angry ai vs you, all those angry ai would have fast buld rate but slow attack interval so u get time to get base...atleast hehehe,task would be to take one after one and probably destroying would be wasste so engineer army and  conquer!

- smugglers ai lacks of hotdrop tactic ie 1 build CY near enemy 2. sell to build repair pad 3. have big tank army and carryals 4. use carryals to drop the army on enemy base throught repair pad - thats hotdrop!  in red alert 1 and modified red alert 2 AI used naval transports to deliver democracy right on your lawn,sadly dune2k ai code is bad and does not use the carryals to move troops around.

 

Posted (edited)
  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

sometimes  ai hangs/suspends and build  army but forget to send attack and keeps building army forever,if you provoke first you get  spammed with giant army and eventually wont survive..how i  found this? you can   set the attack delay by editing map/mission but i have done  it unusual way,got setup macro to play dune2k for me and i let it go for week,at the final day i decided to check results to find that i got and what, ai had  his base as army museum,tons of tanks troopers l.infantry quads trikes . i tried to reproduce this again but next time ai  had smaller army and  did intensive attacks for  one day then ceased sending further and  all whole army was in base,ai went back to normal after i attacked and he spent his troops. looks like ai drops into idle mode after some time of inactivity? im gonna try to get dune2k with macro going for whole month for further research

Expand  

This behaviour happens because the morale the AI (a value that appears on the AI tab called "morale attack building"). The morale of 1 AI it's affected by the casualties from any ally.

Let's say you have Atreides y Harkonnen controlled by the AI, being both allies. Atreides have set their morale to 50. So you start the game and both sides starts attacking sending several waves as normal. But then you send a huge attack and destroy like 40 Harkonnen units in a short time (or you create a reinforcement of Harkonnen based on 50 tanks that died on your turrets easily).

From here, the Atreides will be too afraid to attack, so they are going to build units but never attacking again until plenty of minutes passed (or you attack their harversters).

I still not sure if the morale it's affected by the total number of casualties or if every unit has his own value (loosing 1 infantry reduce 1 point of morale while loosing 1 devastator reduce 10 points); also I don't know if killing player's units will increase the morale or not.

But I can tell you that the morale does that thing to the AIs. Ais which have his attack morale set to 100 are not affected by anything. This is why for any AI being ally with the player should have 100, because a human player may produce tons of units and toying with the enemy loosing units for not reason; this would made your ally to enter into a "scared" state, leaving the player alone.

  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

i played  many missions from this forum and not many were challenging so hard.  only the  survival modes seemed to work. in almost all missions i  found and played u had to destroy base,destroy base,destroy base and thats nearly  all,no challenge at all,no defending friendly bases etc.  what challenging would be?

Expand  

If you didn't played it I recommend you the "Ordos's Tactics" campaign.

On 1 map you need to protect 1 convoy of AI harversters, on another map you need to heavy protect your ally or he will died; on another you need to harverst enough money to give your ally reinforcements (but not focusing only on harversting or you'll be the one being killed), or even a mission where you use deviators against enemy harverster to be able to win money more quickly or the enemy will overrun you. -- hard enough because you need to paid attention to deviate the harverster again and again and again.

  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

- smugglers in most orginal campaigns were  in most cases an neutrals,only in few scenarios  smugglers appeared as enemy,exception was  finding smugglers as ordos allies in ordos mission 6 map 1 and 2 just  diplomacy change no base no ai was set to smugglers.

Expand  

Sometimes we only can ignore the "original" source to make a mission or some kind of campaign, because for example the spacing guild has been used as enemy for Feda, Fey and others (and I did my own campaign) where the original source show how the spacing guild it's not a figthing faction, they just go along with the winner. 

I tried something with my mini-smuggler campaign, presenting 1 Ordos AI's that tried to steal your money like the human player do in the original campaign. That AI don't send troopers, just infantry-raiders and engineers.

Or like my "origin of the mercenaries" campaign; it's the only merc campaign where you are really a weak faction (Feda's one was close to that idea). Half the missions your survive only because 1 Ally send units to protect you but on the long terms you cannot make a full campaigns withouth the human player winning a map on his own.

  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

- smugglers ai lacks of hotdrop tactic ie 1 build CY near enemy 2. sell to build repair pad 3. have big tank army and carryals 4. use carryals to drop the army on enemy base throught repair pad - thats hotdrop!  in red alert 1 and modified red alert 2 AI used naval transports to deliver democracy right on your lawn,sadly dune2k ai code is bad and does not use the carryals to move troops around.

Expand  

This it's something I want to do in the future. Placing 1 or more repair pads and using the "repair" command to send your units at some point to do one special attack, but like you said, Dune 2k AI's it's just too straigh (although we are discovering that the game has more stuff that are featured on the main game allowing us to do weird stuff with it).

I hope one day you show us a new campaign with all your ideas. Maybe you can create a full campaign where you are suppose to bring help to your allies but your are not the main focus of the AI (or not even being attacked at all but protecting several allies).

Edited by Cm_blast
Posted (edited)
  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

there is another problem, if ai loses too much base with not losing ability to rebuild he will not rebuild at alll. this happens in orginal campaign too.if refineries are not close to  CY  also AI dont try to make refinery first,he will go throught buldings and end money quickly,.

i have done some experiments with placing wall around and ai  was capable of rebuild if wall was near bulding spot.

3-5  CY scattered around base also helps ai to hook-up buldings but if factories are on edge of base it will not rebuild unless wall near or another bulding.

ai does not rebuild if space between buldings is too large.

buffing starting money is  solution for short time.

Expand  

The suggestions for additional ConYards spread around and buffed starting money would also increase difficulty in general. I could consider it, sure. I generally give the AI enough starting money to afford all upgrades at minimum, since I can't tell them when to upgrade without abusing tech level events, but I could give them a little more in general so they can afford harvesters I leave out and stuff. As it stands, they have a considerable advantage over the player at the beginning of every map.

  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

sometimes  ai hangs/suspends and build  army but forget to send attack and keeps building army forever,if you provoke first you get  spammed with giant army and eventually wont survive..how i  found this? you can   set the attack delay by editing map/mission but i have done  it unusual way,got setup macro to play dune2k for me and i let it go for week,at the final day i decided to check results to find that i got and what, ai had  his base as army museum,tons of tanks troopers l.infantry quads trikes . i tried to reproduce this again but next time ai  had smaller army and  did intensive attacks for  one day then ceased sending further and  all whole army was in base,ai went back to normal after i attacked and he spent his troops. looks like ai drops into idle mode after some time of inactivity? im gonna try to get dune2k with macro going for whole month for further research

Expand  

That's some seriously detailed research. As Cm said, it has something to do with AI morale. If it's mistakenly set to lower on one of my maps, please let me know so I can fix the glitch!

Also, what is it you're attempting to accomplish by simulating an entire month of AI attacks? Isn't that kinda impractical on account of no games realistically lasting that long?

  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

how this can be useful for  smuggler missions?  make 3-4 enemy ai with normal  attack intervals and one with extreme delayed,both must have strong bases and the buffed ai must be behind normal ones so iyou wont blow it up as primary enemy. ,while you deal with regular ai's  the buffed one build army and when you get on it you have to deal with   big force.

Expand  

I invoke S7V1 in response to this suggestion. That is exactly how the AIs operate - two smaller and more frequently-attacking AIs have forward bases near your starting position while two fortified AIs far north build up even more stuff and come at you a little later. S2V1 and S3V1 have similar systems where one of the AIs will send weak attacks early and the other two AIs are staggered, only one in S3V1, resulting in highly varied attacks.., although they all operate from the same base. This is in addition to enemy reinforcements that show up depending on certain conditions in S2V1 and timing in S3V1.

  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

i played  many missions from this forum and not many were challenging so hard.  only the  survival modes seemed to work. in almost all missions i  found and played u had to destroy base,destroy base,destroy base and thats nearly  all,no challenge at all,no defending friendly bases etc.  what challenging would be? defending 2 friendly bases and fighting 3-4 strong angry ais,the friendly ai's would have reduced build rate for troops and attack intervals extended while enemy ai would have evrything buffed so attack intervals short and fast build rate, i have once did a mission with   6 neutral bases and 1 enemy base..trick  was to defeat it with no losing neutrality to others,sometimes it went rampage and ai  was attacking each other creating  incredible chaos.

Expand  

Correct me if I'm wrong, but your definition of challenge is as follows: "[...] Try to be more clever and fight full force vs full force." Right? Aside from the parameters you outlined above, such as defend friendly bases, what you're seeking is, in your own words, some strong and angry AIs.

Long analysis of design policy below:

  Reveal hidden contents

If you have any specific suggestions for certain maps to increase difficulty in a fair way, like for example having three MCVs show up for the Harkonnen on S3V2 so they aren't taken out right away, that would be the most helpful in re-tuning the maps. Each one must be tuned carefully, and each one has its own needs, so to speak. You know? So, with that said, do you have any suggestions in particular for any of the old campaign maps other than the one I just brought up as a possibility?

  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

ok,lets go back tot opic so what smuggler missions should have?

- maybe some  orginal campaign flashback? like   reconstruction from  harkonnen mission 6 map  1 and/or 2. the smuggler bases gets enchanced and you build army to eventually fight your  natural enemy - harkonnen in example,or you wait for harkonnen to die and kill ordos to have harkonnen for dinner.

Expand  

Well, there was the Ordos Starport mission I called back to. On S6V1, no less! The terrain is even reminiscent of the original O6V1. Only, it's in the context of the smugglers campaign, there are Imperials, and instead of massive reinforcements showing up repeatedly for the Ordos, they get a delivery of the prototypes and then go up to tech level 6 so they can start manufacturing those Deviators themselves. So, it's a reference for sure, just not note for note.

  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

- smugglers in most orginal campaigns were  in most cases an neutrals,only in few scenarios  smugglers appeared as enemy,exception was  finding smugglers as ordos allies in ordos mission 6 map 1 and 2 just  diplomacy change no base no ai was set to smugglers.

Expand  

Once the Great Houses show up on Arrakis during the original smugglers campaign, either they make the move against you (like in S3V2) or you are neutral to them (like in S3V1). Summers eventually throws her lot in with the Ordos, but the smugglers' relationships with the Great Houses are established similarly to the original game.

  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

- smugglers would focus on spice harvesting so maybe challenge time-based to harvest X amount of spice in  30 minutes i.e to win get 100k spice,defeat is when 30minutes timer expire.

Expand  

Requiring so much Spice is tough to balance. With an income good enough to defend your base from enemy forces and amass that much Spice, you'd never have a problem massing defense forces. Even 15k on S2V1 was tough to balance. That's why the enemy gets more reinforcements at certain points when you have more Spice, and you need to mass enough Spice that you can't do it instantly, but you can do it quickly enough, and it's not so far up in the sky that you'll never ever have to worry about spending everything again or spending wisely. Want a new Refinery at 10k? Think again, maybe build or order a Harvester and throw a Silo in for good measure.

The smugglers' primary goal is profit through Spice, but Dune is a dangerous and unpredictable place, especially so after all these factions show up and try to fight over it. The storyline of the original smugglers campaign follows this goal, but in order to achieve profit, other steps must be taken. This is what led to the schism between Summers and Sumadi and eventually pushed Summers and Moriaen together. Summers' main bargaining chip with the Great Houses was her Spice harvesting operations, which didn't work out with the Harkonnen and which the Atreides were hardly interested in except if they could confiscate it for their own use, but in the case of the Ordos...

  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

- smugglers so not have big army,they usually have only refinery and silo, bringing them back to live by giving  key buldings is good but from spice thiefs they turn into armed spice thiefs. but having army to defend is fine.

- smuggler missions should be more challenging, lsometimes not many combat to do but spice harvesting,taking out enemy refineries,silos etc.

Expand  

Yep! S1 and S2 establish the smugglers as a weak and somewhat desperate faction. but Summers is an ex-merc commander and her merc buddies are still there to help her out. Her strengths, at least until she takes command of OSO in the second campaign, lie in her diplomatic skills, cunning as a commander, and the tendency of her enemies to underestimate her on account of her faction's inherent weaknesses. She is often caught in extremely perilous situations, but through resourcefulness, she manages to pull through, even if the cost is high (as in S5V1).

There should be plenty of combat across the smugglers campaign. I tried to keep away from typical Spice mining operations and find more creative ways to involve Summers in the war going on.

  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

- maybe some kind of smuggler arena ? 7 big angry ai vs you, all those angry ai would have fast buld rate but slow attack interval so u get time to get base...atleast hehehe,task would be to take one after one and probably destroying would be wasste so engineer army and  conquer!

Expand  

Like S9V2 but harder? :P I certainly want to up the ante even further in the second campaign, but I have other ideas about how to do that. And first, I need to turn it down a notch to build it back up.

Most of my AIs across the original smugglers campaign and the new campaign so far have quick build rates. The strange exception is side 7 on S9V2, which for some reason doesn't seem to build very much and I'm not sure how to fix that, but that base is meant to go down relatively quickly anyway so I guess it's not that big a deal since the rest of the map is quite hard.

  On 7/29/2018 at 9:17 AM, Nuclear_harvester said:

- smugglers ai lacks of hotdrop tactic ie 1 build CY near enemy 2. sell to build repair pad 3. have big tank army and carryals 4. use carryals to drop the army on enemy base throught repair pad - thats hotdrop!  in red alert 1 and modified red alert 2 AI used naval transports to deliver democracy right on your lawn,sadly dune2k ai code is bad and does not use the carryals to move troops around.

Expand  

I could imagine a way to at least place a forward repair pad somewhere, but it would take some screwing around with events and careful terrain placement. There'd be an enemy base that had no room for a Repair Pad anywhere in it, and it would need to have practice AI turned on. Another AI would fly in an MCV where some walls belonging to the first AI are, and because that second AI wouldn't have an MCV for starts, it would deploy and then sell. Then, the first AI would gain tech level 4, be able to place a Repair Pad, and the only place it could place that Repair Pad would be where that MCV landed. That still wouldn't make them hot-drop units there.

It would probably be more useful and challenging to have another AI drop an MCV closer to your position and try to establish a base, probably with a build order like Durant on S9V2. That is something I intend to have happen during the second campaign at some point, just as I've had AIs drop MCVs in the original smugglers campaign here or there as well.

  On 7/29/2018 at 11:21 AM, Cm_blast said:

Sometimes we only can ignore the "original" source to make a mission or some kind of campaign, because for example the spacing guild has been used as enemy for Feda, Fey and others (and I did my own campaign) where the original source show how the spacing guild it's not a figthing faction, they just go along with the winner.

Expand  

I'm not sure I've used the Spacing Guild in my campaign before. Only the Tleilaxu appear in SBON2. Even Westwood had the Spacing Guild as a fighting faction though in Emperor, so hey, if they've got a goal like they do in Emperor it's possible they'd end up fighting people. Right?

Edited by Fey
Posted
  On 7/30/2018 at 10:44 AM, Fey said:

That's some seriously detailed research. As Cm said, it has something to do with AI morale. If it's mistakenly set to lower on one of my maps, please let me know so I can fix the glitch!

Also, what is it you're attempting to accomplish by simulating an entire month of AI attacks? Isn't that kinda impractical on account of no games realistically lasting that long?

Expand  

Reading his words again I am not sure if he it's refering to your map or some other internal tests he it's doing.

Just in case, I want to point something that could happenning besides the AI morale; the "TimebetweenAttacks" Value could also have problems if someone uses a number not rounded.

For example, if you use 3750 (as I did on the past) the AI will send X amount of attacks before getting stuck on building units but never attacking again (Changing it to 3751 worked for some reason in my case).

To me looks like at least the last two numbers need to be "0" in order to work fine.

  On 7/30/2018 at 10:44 AM, Fey said:

I'm not sure I've used the Spacing Guild in my campaign before. Only the Tleilaxu appear in SBON2. Even Westwood had the Spacing Guild as a fighting faction though in Emperor, so hey, if they've got a goal like they do in Emperor it's possible they'd end up fighting people. Right?

Expand  

Maybe was the runtowin campaign.

Before Emperor the spacing guild don't fight anyone, and in the Emperor game they just mind control everyone like Yuri.

So I am not sure if the Spacing Guild has an army at all, they just had all the remaining forces on Arrakis under their control, so besides their 2 unique units, all the foes you face are just Atr/Hark/Ord/Tlei armies. They fight yes, but not because they had an army or anything.

But anyway; the spacing guild, smugglers, mercs, Tleilaxu, Ix... We have been using them as regular enemies or even playing as them from time to time. Sacrificing some story or cannon for the sake of the gameplay it's aceptable, I think.

Posted (edited)
  On 7/30/2018 at 1:59 PM, Cm_blast said:

Reading his words again I am not sure if he it's refering to your map or some other internal tests he it's doing.

Expand  

I think internal tests.

  On 7/30/2018 at 1:59 PM, Cm_blast said:

Maybe was the runtowin campaign.

Before Emperor the spacing guild don't fight anyone, and in the Emperor game they just mind control everyone like Yuri.

So I am not sure if the Spacing Guild has an army at all, they just had all the remaining forces on Arrakis under their control, so besides their 2 unique units, all the foes you face are just Atr/Hark/Ord/Tlei armies. They fight yes, but not because they had an army or anything.

But anyway; the spacing guild, smugglers, mercs, Tleilaxu, Ix... We have been using them as regular enemies or even playing as them from time to time. Sacrificing some story or cannon for the sake of the gameplay it's aceptable, I think.

Expand  

Aye, he used the Spacing Guild.

The Spacing Guild has a near-monopoly on interstellar travel, right? And it eventually becomes a monopoly, so they exert a lot of influence. I'm not sure if the Tleilaxu or Ix fight at all, I certainly made the Ix weak for the one time they appeared in my campaign, but perhaps they have other goals which might lead them into combat.

Either way, I agree that as long as it ain't too far fetched, it's fair to bring some non-combatants onto the battlefield in some form or another.

Edited by Fey
Posted (edited)
  On 7/30/2018 at 4:53 PM, Fey said:

The Spacing Guild has a near-monopoly on interstellar travel, right? And it eventually becomes a monopoly, so they exert a lot of influence. I'm not sure if the Tleilaxu or Ix fight at all, I certainly made the Ix weak for the one time they appeared in my campaign, but perhaps they have other goals which might lead them into combat.

Expand  

Yes, the spacing Guild indeed have lot of control over the universe, but it's the same as the Bene Gesserit group. Both factions have influence on everyone but neither of them have their own army.

As long as the spice flow the spacing Guild don't really care who rules Arrakis.

In Dune Emperor the Tleilaxu helps the Guild to awake the sandworm Emperor, which can control the whole universe if that happens. Ix bring special weapons to test to the player who help them (as secondary objetives), although at the final battle IX special units always join the player to stop the awakening of the beast.

In Dune 2000 we have the Ordos buying Ixian armament during the mission 6 (and there it's a cutscene where the Emperor it's using an IX device to spy on the mentat Ordos (The Emperor said "god Bless the house of Ix. They produce this things faster than I can outlaw them"). So Ix it's more about building forbidden staff (but everyone still buy) that doing fights.

Also, on the Harkonnen introduction, it's said that the mentat it's a Ghola corpse from the Tleilaxu, so at least they are mentioned here to. 

I did already one IX campaign where the player can build the three special tanks using a secondary heavy factory and defeat the other houses, which may be unlike to happen on the current story, but whatever. People have been doing IX and smuggler campaigns where you alone defeat powerfull enemies, and that's great.

If only smugglers have something different for Ordos... because if not it's just playing Ordos with another colour. At least mercs have their own heavy factory. And Tibed it's a bit limited to add something new.

Edited by Cm_blast
Posted
  On 7/30/2018 at 5:54 PM, Cm_blast said:

Yes, the spacing Guild indeed have lot of control over the universe, but it's the same as the Bene Gesserit group. Both factions have influence on everyone but neither of them have their own army.

As long as the spice flow the spacing Guild don't really care who rules Arrakis.

Expand  

Aye, but they would care about a god-worm, I suppose.

  On 7/30/2018 at 5:54 PM, Cm_blast said:

In Dune Emperor the Tleilaxu helps the Guild to awake the sandworm Emperor, which can control the whole universe if that happens. Ix bring special weapons to test to the player who help them (as secondary objetives), although at the final battle IX special units always join the player to stop the awakening of the beast.

In Dune 2000 we have the Ordos buying Ixian armament during the mission 6 (and there it's a cutscene where the Emperor it's using an IX device to spy on the mentat Ordos (The Emperor said "god Bless the house of Ix. They produce this things faster than I can outlaw them"). So Ix it's more about building forbidden staff (but everyone still buy) that doing fights.

Also, on the Harkonnen introduction, it's said that the mentat it's a Ghola corpse from the Tleilaxu, so at least they are mentioned here to. 

I did already one IX campaign where the player can build the three special tanks using a secondary heavy factory and defeat the other houses, which may be unlike to happen on the current story, but whatever. People have been doing IX and smuggler campaigns where you alone defeat powerfull enemies, and that's great.

Expand  

And that's all fitting, right? And are the Tleilaxu and Ix really at odds, or was that another thing Emperor added? I could see it since the Tleilaxu are all about bio-engineering and the Ix are like machines and more machines. If they are at odds, and the Spacing Guild has a major bio-engineering abomination of a project to propose to the Tleilaxu, they might fight for that, wouldn't they? Even if the Ix don't fight, like even in Emperor they were a majorly weak sub-faction where they appeared on their own (though their tech kicked ass), do the Tleilaxu? Do they maintain an army?

  On 7/30/2018 at 5:54 PM, Cm_blast said:

If only smugglers have something different for Ordos... because if not it's just playing Ordos with another colour. At least mercs have their own heavy factory. And Tibed it's a bit limited to add something new.

Expand  

Well, that's where context and goals come into play. The smugglers' starting bases are not equipped for battle; they must adapt away from standard mining setup to put up a fight. Whereas the Ordos may fight on their own a lot, the smugglers often have merc allies around. The smugglers should feel more like a sub-House. And in this second campaign, I'm giving the smugglers merc tech. So, for the first half of their missions, they'll have standard Ordos tech. For this second half, it'll be merc.

Posted (edited)
  On 7/31/2018 at 8:10 AM, Fey said:

Aye, but they would care about a god-worm, I suppose.

Expand  

At least on Dune Emperor they care :P.

  On 7/31/2018 at 8:10 AM, Fey said:

And that's all fitting, right? And are the Tleilaxu and Ix really at odds, or was that another thing Emperor added? I could see it since the Tleilaxu are all about bio-engineering and the Ix are like machines and more machines. If they are at odds, and the Spacing Guild has a major bio-engineering abomination of a project to propose to the Tleilaxu, they might fight for that, wouldn't they? Even if the Ix don't fight, like even in Emperor they were a majorly weak sub-faction where they appeared on their own (though their tech kicked ass), do the Tleilaxu? Do they maintain an army?

Expand  

I have only read the first three books, so I don't know too much about any of those factions.

On the second book 1 of the main character it's a Tleilaxu; he is know as "face dancer" because he can morph on whatever person they want, imitating the voice at all.

The Tleilaxu offers a Ghola as gift to the Atreides. The Ghola it's created using the ADN of someone that died; this new "creature" maintains the physical appearance the original guy had, but also all the memories plus the Tleilaxu can infuse him with whatever knowledge they want, like for example, philosophy.

So on dune Emperor they alike. Contaminators that turn soldiers on Contaminators. Leecher that infect vehicles which explode and turn into a new leecher.

On the books it's forbidden to build "thinking machines" because what happened on the past. It's the Butlerian Jihad; Cannot exist a computer to stock data; mentat are used instead. Same for the navigators. My Campaign it's based on that concept: I think Frank's sons wrote a book about the Butlerian Jihad but it's more like Skynet, not being controled by any human.

So IX with the creation of new tech could be a problem if they go too far. 

When in Dune Emperor you attack with a Elite Sardaukar (attacking with a laser) against an Ordos laser tank or APC both units will explode on 1 hit. On the book those lasers and shields exists. The same happen there if someone use a laser against another with a shield on. Both guys will explode.

This is something they decided to add into the game that are present in the book. It's interesting.

  On 7/31/2018 at 8:10 AM, Fey said:

Well, that's where context and goals come into play. The smugglers' starting bases are not equipped for battle; they must adapt away from standard mining setup to put up a fight.

Expand  

And if someday it's possible to create new colours (although the game it's already using the most basic spectre now) we can use the minor houses that exists to join the war, being weak but doing something similar like your campaign.

My "a new house" it's Technically that. A minor house with less prestige that the others, so during the campaign your tech increase more slowly than the well know trio. You buy a MCV to the smuggler to be able to produce tanks (only quads before that) or you capture an old Harkonnen base that could produce missile tanks and learn for that to do it yourself.

At the end you only use a tech of 5 against the tech of 7 of the others. No special tanks or rocket turrets, although the smugglers help you a lot by selling you stuff.

Which reminds me that I am planning to do a smuggler campaign based on buying/selling products. I still don't know how I am going to do it, but my idea would be something like "We sell so many spice to the Atreides, that in return we are going to buy them tanks to figth against the Ordos" so you recieve Atreides Combat and Sonic tanks... or thinks like that.

Not using tibed, just the classic "reinforcements out of nowhere".

Edited by Cm_blast
Posted (edited)

okay folks, i was going to do one more thing starport related but due to its limitation it wont work,getting too many starportable units error. i tried to add additional units to starport menu to see if ai will use that instead of replacing exsisting...does ai can use  waypoints?

actually what are our actually curent abilities,what things we can do now and what we cant  yet? any research done? i seen the red alert 1 map textures on dune2k but dune lacks of naval  units and shipyard so making dune2k with  ships would be futile.  would be more interessing if we can add new structures,units,weapons and sounds,textures for it and overall improve the ai as much as we can,i know dune2k code is old obsolete but im sure we can make some nice things still on it and maybe make it really cool, i know the  ai   could do area patrols? also harvester guarding seems to not work at all  ai sends troops if you attack  them but will never  put troops near them to prevent you from doing so,unless something changed?   crrently best strategy to defeat ai is  kill his harvesters and i would like to see this change and ai protecting harvesters as nycg as can before even losing first one,,i already tried to modify ai to attmpt create harvester patrol but ai never actualy use it,ai just sends  troops and if morale drops below treshold(if there is any) ai stops sendign further attacks  but build new troops,sometimes ai go "sleep" totally,even not rebuilding after  capturing bulding not destroying it. so morale dos not affect only military but structures aswell,but if ai loses all unit production buldings,lose all units but not cy,wind trap,refinery and 2 harvesters how ai will gain morale to rebuild base if has notting to fight back,yes  i seen ai  not rebuild base after  extreme base destruction.,that why i was  woring on with walls but nope.

what about smuggler campaign?  i see it  good but it need some more work,more missions and some  pretty complicated to make atleast 1-2 missios  that need to be played  more than half hour, currently if you build  base  properly and setup ur unit production you could  crush evrythign within 10-20 minutes,my  tactic was  to get as atreides/harkonnen missile tanks/quads/troopers . troopers to crush turrets and walls quads agaist tanks and missile tanks for sniping enemy units from distance,few siege tanks were need to kill enemy infantry.  before missile tanks  you basically needed troopers quads combat tanks  and you used to attack always  at weakest spot. how about increasing ai defenses and  removing weak spots and let player fight agaist fortess?  as  for base setups and unit build rate,after short research realized that balance mus be there because too many fast-buld ai will get you defeated evry time,adding friendly ai wont be solution,first we need to find out player limits and match it to ai limits and work out best scenario for  campaigns to not make them easy but make them hard eoungh to win them with serious trouble with high chance for your defeat,but  since we know what events are good for,maybe we can  make  activatable defense....,someone posted  long ago a map with bulding controlling infinite death hand missiles bombarding the base enttrance,to reach main base  you had to blow it up otherwise you could not go throught affected area. what about  things like this but related to morale corelated to bulding? if ai loses too much troops,morale drops but if build i.e additional palace morale goes back to normal and go higher and encourage ai for attacking. another thing  lacking in  dune2k are fake attacks,  you send two armies at two base entrances and third one on bigger so enemy cant cover all of them and you will break inside?  i had another idea about spice race again but that mission would be less agressive and more spice harvesting related,gial would be 100-200k of spice harvested or so,race would be who get more spice and reach finish first,evryone would  start with mcv no troops,limited credits but sandworms would be on edge of map locked down to prevent sabotage.,killing harvesters  at beginning is something bad,s,solution was tibed and make them immune to destruction and only deviator could actually temporary take it.

some ideas i had in my head but never had time to work on

base destruction race -  you have to kill base A defended by base B and C  before    base D and E destroys base F - mission fails after hour,mission fails if base F is wiped out all bases

survival - some money,repair pads  some engineers - land in shape of corridors and  several  ways blocked with  rocket turrets (wind traps in safe-zone to prevent offlining turrets) what you would have [example] 7000 credits 20 combat tanks 20 siege tanks 15 quads 15 trikes/raiders  80 troopers /   light infantry  6-9 engineers,there would be 5-7 ais with turrets  and wind traps, you will consume your troops over time but eventually you find  repair pad to capture and repair units [cant repair infantry muahaha so use it carefully). you would eventually find  small base  and with refinery/harvester but wnt buid anything useful except  troopers/quads/trikes etc.  main base would be double-turret walled  to mke conquering a pain in head, - mission fails if you lose all units,mission win  if all turrets are gone.

executioner - corridor based  gameplay    8 strong ai bases  you have no base but 100 devastators,destroy evrything and evryone.

symbiosis -  your  ally build only troopers and use starport you build quads and combat taks and another ally  only trikes andmissile tanks but all  of you have also starport. job is to coordinate attacks with ai agaist enemy bases,l

and something special - player online mission agaist another players similar to  base destruction race but zero ai,evryone as players had partially finish map for one mission.,problem were starting positions,sometimes you landed in not your base :D

another player mission - reconstruction of  atreides mission 8 map 1 [smugglers  for this case got CY/starport] player had to take other land to build,role of smuggler was  to make troops and make sudden attack with no warning. {hes neutral,he wont bother  us right :P}, while  player being areides is busy fighting ordos/harkonnen fremen aka next ordos[player  aswell,gets mcv to build better] while smuggler  grows grows grows and  when right moment happens he strikes someone [someone who will be smugglers must be good tactician] . the neutral mode on online gameplay was  actually tested and was working as intended! neutral showing as neutral so eventuall pass-throught of troops was not making a confusion.

my last idea for player based online mission was  concept of reworking atreides mission 7 map 1  but job was completly different, we wanted make  ai controllable by players so ai build troops you build buldings but idea was soon abandoned after numerous problems and issues including  running out of spice on map when demand was higher than  arrakis could give.

 

 

 

 

 

as for running game for month on separate computer,wanted to see if ai changes over time passed,,was going ever to livestream game played with only macro with zero human interaction but decided to not do so.

my plan was to  give  ai  highest possible morale,make full safe harvesting area with no risk of spice end but encountered there an issue (will tell later) the "test" has started  20 july as this is when game started but on 29 july project crashed,ai sold his base with harvesters still on field,my first test was 2 harvesters per refinery and total 5 refineries so 10 harvesters,this was to ensure ai never bancruit and keep spamming my base with troops,after first test phase i  adjusted the harvesters per refinery from 2 to 5  but only 3 refineries,game was stable for  entire day and i seen activity by  points from sounds of combat,yes combat was ongoing from time to time but when was doing  stuff  200km away from house forgot about it entirely and when came back i was doing other things and forgot about the game but checked it  later to find death toll,game was not finished as enemy still had harvesters,just  his base was sold,there was some spice left on field...

i was doing similar things for other games to see some numbers and  common in  most  games like dune2k/ra2/tiberian sun was that  ai behavior can change over time and from my observation whole morale thing is playing interessing factor,and in case dune2k  problem with morale was that not always was growing back? because huge army stacked in base for hours,but army is spent after my agression,maybe ai  calculated how big my army was  so he build bigger and bigger but knowing  my army becomes bigger  he still try to overcome it with size but after some time the bubble breaks and ai send the attack! . my further  test was with  placing "fake" bases far away and drive ai to it for attacking,when ai raze it to ground seems morale to increase and his normal life comes back.....i tried to encourage ai to do something useful but it never worked as intended,wanted to see if ai can look for  weak spot on my base but NO ai attacks at my strongest position instead of  gong around into unprotected area!  while this is dumb on dune2k  by looking at red alert 2+/- yuri revenge expansion ai actually attempt to find  weak spot of your base and even used it. in tiberian sun  ai also attempts to go for weak spot but most times will  make frontal attack if possible.

TLDR: ai after serious army loss,dont send further attacks but keeps produced troops in base, your attack triggers ai attack,ai sometimes scatter his troops over map,if ai loses  army and too many buldings but  key buldings remain undamagd,ai will refuse to rebuild even with leftover cy,refineries,wind traps - this happens  not so often but observed it few times,morale modifier plays huge role there,if defeat was too big ai will  drop into idle mode with no return point,at somr point  ai was gaining over time when was leaving infantry on way of harvester and he eventually placed 1-2 buldings more but still didnt rebuild further,if i taken out wind trap it was rebuilt,if i did refinery he rebuilt,but no  reconstruction of other buldings,ai morale probably went negative  numbers because ai went completly idle at this point. running game for long time gave me interessing results,coming closer to  find ai activity treshold before/after  huge defeat.further tests ongoing. maybe will have time to make ai resistant to morale loss.

Edited by Nuclear_harvester
Posted
  On 7/31/2018 at 11:40 AM, Cm_blast said:

When in Dune Emperor you attack with a Elite Sardaukar (attacking with a laser) against an Ordos laser tank or APC both units will explode on 1 hit. On the book those lasers and shields exists. The same happen there if someone use a laser against another with a shield on. Both guys will explode.

This is something they decided to add into the game that are present in the book. It's interesting.

Expand  

Oh yeah, it was some kind of weird effect with how lasers interact with shields. I remember that.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

okay folks, i was going to do one more thing starport related but due to its limitation it wont work,getting too many starportable units error. i tried to add additional units to starport menu to see if ai will use that instead of replacing exsisting...does ai can use  waypoints?

Expand  

I use waypoints for my AIs in S02V2 and SBON1. That's not really practical though, I kind of abused events to get it to work. Cool in execution though.

  On 7/31/2018 at 11:40 AM, Cm_blast said:

And if someday it's possible to create new colours (although the game it's already using the most basic spectre now) we can use the minor houses that exists to join the war, being weak but doing something similar like your campaign.

My "a new house" it's Technically that. A minor house with less prestige that the others, so during the campaign your tech increase more slowly than the well know trio. You buy a MCV to the smuggler to be able to produce tanks (only quads before that) or you capture an old Harkonnen base that could produce missile tanks and learn for that to do it yourself.

At the end you only use a tech of 5 against the tech of 7 of the others. No special tanks or rocket turrets, although the smugglers help you a lot by selling you stuff.

Which reminds me that I am planning to do a smuggler campaign based on buying/selling products. I still don't know how I am going to do it, but my idea would be something like "We sell so many spice to the Atreides, that in return we are going to buy them tanks to figth against the Ordos" so you recieve Atreides Combat and Sonic tanks... or thinks like that.

Not using tibed, just the classic "reinforcements out of nowhere".

Expand  

That sounds like a cool concept. Or, they could be dealing with the Ix, like in my campaign. Maybe they want to sell the Sonic Tank tech only to the Atreides for the sake of secrecy, but the smugglers and mercs show up like "we gonna steal yo stuff." And then they could hold the blueprints for each house's most valuable tech as bargaining chips against them for one reason or another.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

actually what are our actually curent abilities,what things we can do now and what we cant  yet? any research done? i seen the red alert 1 map textures on dune2k but dune lacks of naval  units and shipyard so making dune2k with  ships would be futile.  would be more interessing if we can add new structures,units,weapons and sounds,textures for it and overall improve the ai as much as we can,i know dune2k code is old obsolete but im sure we can make some nice things still on it and maybe make it really cool, i know the  ai   could do area patrols? also harvester guarding seems to not work at all  ai sends troops if you attack  them but will never  put troops near them to prevent you from doing so,unless something changed?   crrently best strategy to defeat ai is  kill his harvesters and i would like to see this change and ai protecting harvesters as nycg as can before even losing first one,,i already tried to modify ai to attmpt create harvester patrol but ai never actualy use it,ai just sends  troops and if morale drops below treshold(if there is any) ai stops sendign further attacks  but build new troops,sometimes ai go "sleep" totally,even not rebuilding after  capturing bulding not destroying it. so morale dos not affect only military but structures aswell,but if ai loses all unit production buldings,lose all units but not cy,wind trap,refinery and 2 harvesters how ai will gain morale to rebuild base if has notting to fight back,yes  i seen ai  not rebuild base after  extreme base destruction.,that why i was  woring on with walls but nope.

Expand  

Old doesn't mean obsolete! Dune 2k is still a fun game. It holds up. I hoped to preserve the simple, yet fun experience within my mod. I would love to add new units, but my attempts to try and change existing duplicate units (like MP Sardaukar / Sardaukar) into other unit types has only resulted in screwy shit happening. And I've tried to make it so, say, the HTF Upgrade by itself would allow for the production of Stealth Raiders or something, but all that results in is the units coming out of the HTF, which I don't want. Maybe Cm would have more word on that.

The AI can do area patrols using defense zones and allocation indexes. Have one AI dedicated to patrolling a specific area and you get something like my H2V1, where, say, the merc AIs will protect their smuggler buddy and the Imperial AI covers your Harvesters some. This is also how I get the Fremen Warriors to walk around on H1V2 or S05V1. Using the same logic, you could have them protect a Spice field where most or all of their Harvesters are gathered, but they will need a little bit of rock to sit on so they can stand there, out of the worm's reach.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

what about smuggler campaign?  i see it  good but it need some more work,more missions and some  pretty complicated to make atleast 1-2 missios  that need to be played  more than half hour, currently if you build  base  properly and setup ur unit production you could  crush evrythign within 10-20 minutes,my  tactic was  to get as atreides/harkonnen missile tanks/quads/troopers . troopers to crush turrets and walls quads agaist tanks and missile tanks for sniping enemy units from distance,few siege tanks were need to kill enemy infantry.  before missile tanks  you basically needed troopers quads combat tanks  and you used to attack always  at weakest spot. how about increasing ai defenses and  removing weak spots and let player fight agaist fortess?  as  for base setups and unit build rate,after short research realized that balance mus be there because too many fast-buld ai will get you defeated evry time,adding friendly ai wont be solution,first we need to find out player limits and match it to ai limits and work out best scenario for  campaigns to not make them easy but make them hard eoungh to win them with serious trouble with high chance for your defeat,but  since we know what events are good for,maybe we can  make  activatable defense....,someone posted  long ago a map with bulding controlling infinite death hand missiles bombarding the base enttrance,to reach main base  you had to blow it up otherwise you could not go throught affected area. what about  things like this but related to morale corelated to bulding? if ai loses too much troops,morale drops but if build i.e additional palace morale goes back to normal and go higher and encourage ai for attacking. another thing  lacking in  dune2k are fake attacks,  you send two armies at two base entrances and third one on bigger so enemy cant cover all of them and you will break inside?  i had another idea about spice race again but that mission would be less agressive and more spice harvesting related,gial would be 100-200k of spice harvested or so,race would be who get more spice and reach finish first,evryone would  start with mcv no troops,limited credits but sandworms would be on edge of map locked down to prevent sabotage.,killing harvesters  at beginning is something bad,s,solution was tibed and make them immune to destruction and only deviator could actually temporary take it.

Expand  

S9V2 in 20 minutes? Doubtful. o_O I've completed it during an earlier build in 40-50 on Hard mode, but the current build should be better in terms of pacing and difficulty scaling from mission start to mission end. It's such a long mission it needs its own difficulty scaling. Even S3V2 with Hard mode and the mission's own optional Hard mode enabled should take a little longer than 20.

AI defenses are at a good point in the original smugglers campaign, I think. The player doesn't begin with nearly enough to take down the enemy and it will take time to build up. I let the enemy attack the player in waves quick enough to keep the player busy, but hopefully not too big enough to totally overwhelm the player if they are prepared. And they can't require preknowledge to prepare against the enemy on any map, or that's bad design. When the player has built up enough, and can take a fight to the enemy, I've put a focus on enemy base structure in the original smugglers campaign with attention to the following factors:
 - The base layout spreads massed amounts of critical power structures while mostly centralizing production.
 - Defense zones either don't interfere with the open battlefield at all or intersect at good locations.
 - The bases are aesthetically pleasing, and provide enough room for units to move around while being dense enough to look populated.
 - Turrets and walls are used to split base sections and encourage multiple waves of attack.
 - The enemy base must have multiple entrances or some sort of weak spot that can be exploited.

Now, let's break these down and then see examples of the theory put into action dissected.

  Quote

 - The base layout spreads massed amounts of critical power structures while mostly centralizing production.

Expand  

By power structures, I mean Wind Traps and Refineries in particular. In my base design, there are always groups of Wind Traps, but they will often be split up and behind targets that should be taken out first, like production structures or turrets, which will make up for the loss in power as you blow your way through to them. Refineries I may put in advantageous positions for both the enemy and the player, like at the base entrance where they are fairly exposed just behind the defensive perimeter... but, where enemy Harvesters will be able to get Spice and bring it back sooner.

The reason for centralizing production structures is for the sake of unit variety fairness. A varied force is much harder to take down, and while I do make frequent use of specific unit compositions in my AIs to give the player a hard time, having them all spawn from many different locations needs to be considered carefully in order to be fair.

  Quote

 - Defense zones either don't interfere with the open battlefield at all or intersect at good locations.

Expand  

Defense zones can be done with manual configuration or via structure placement. Multiple AIs may be necessary to organize defense zones so that they don't cross into, say, the player's base. However, defense zone placement is important for more reasons than simply making sure the AI doesn't derp out and send its units into an incredibly unfavorable position on a whim. Defense zones can be used to strengthen enemy fortifications at key locations or make the enemy leave their base to go to specific favorable defensive locations for the player that are not his base. I'll go into more detail in my provided examples.

  Quote

 - The bases are aesthetically pleasing yet functional, and provide enough room for units to move around while being dense enough to look populated.

Expand  

I need the player to feel like they are fighting a worthy foe, even as they are tearing through the enemy base. I don't want massive empty spaces of rock where there could be structures of some sort, but I don't want it to look cluttered at the same time. Allowing for space to move around the enemy base makes the unit pathing issues much less glaring and troublesome, while simultaneously allowing me to create actual difficulty in defense placement rather than artificial difficulty in unit obstruction. There are specific locations where unit obstruction should be a factor, and this is something professional players will use to stave enemy units off from their more valuable structures, but I want some space in the enemy base to be available to move around in. Preferably where there'll be a lot of unit traffic anyway, like around production structures.

The empty space may also be suitable for, say, infantry rock, a small cliff wall, or even just some sand in the broken-up rock. It adds more variation that lingers even after the base structures are razed and only Concrete and craters remain.

  Quote

 - Turrets and walls are used to split base sections and encourage multiple waves of attack.

Expand  

I do not want the player to have great success just taking one giant army and smashing through the whole enemy base. The enemy needs to put up a fight for the player to feel they are pushing back against him, working to achieve victory. With the new changes to Quad damage, turret range and damage, Grenadiers being added, Concrete Walls blocking more than just Combat Tank fire... massed troops will take a lot of damage. Sending 30 Troopers in will see them all slaughtered by Grenadiers and falling debris a lot sooner than a few groups of 10 Troopers wandering around under vehicle cover, for example. Spreading turrets, stationary guards, and to a lesser extent production structures all around will increase resistance and make a prolonged attack on the enemy base more risky.

Walls also have the added benefit of creating additional strategic routes if you spend the firepower blowing through them, and they are great for obstructing player movement through a large base or making a smaller base or turret line look bigger than it actually is. Of course, that's in addition to providing significant protection to artillery units or turrets.

  Quote

 - The enemy base must have multiple entrances or some sort of weak spot that can be exploited.

Expand  

I do not want the player to feel like he's banging his head against a brick wall. There must be a way to make progress in fighting each enemy, a strategic goal the player can identify and work towards, or a certain build of units that will seem to be favorable. The method for creating these exploitable weaknesses tends to vary, but the result is always an exploitable weakness. Not every player is perfectly skilled with simultaneous base macro and unit micro like we are! My goal with creating weaknesses is not for the purpose of catering to more casual players, but rather offering more strategic options other than "mass units -> throw at enemy -> rinse & repeat."

Now, let's look at some examples. The Atreides base in S03V1 is good. There are two Refineries at the entrance to the base, but there's a Gun Turret protected by Concrete Walls assisting the defense. In addition, Harvesters pour out of that one base entrance constantly, and there's no infantry rock up against the turret! And, a pair of enemy Barracks and an Atreides Light Factory cover the entrance as well. Once those structures are taken out, the player will then have to contend with a couple of layered Rocket Turrets, a second line of Light Factories, the Atreides Barracks on the southeast island will start producing infantry, and not only will the enemy rebuild the two Refineries you already destroyed, but the third is the most well-guarded behind everything in the base and is inaccessible to the player. The enemy defense zone also extends to the east of the main base, covering the expansion before you can get to it, and it also happens to cover enemy Harvesters too.

How would one go about fighting this enemy? Well, there is a defensive location beyond the Atreides' main perimeter packed with infantry rock that could be used to lure and defeat enemy defense units via an advantageous position. The second layer of enemy production is staggered as well - the light vehicles being pumped out near the ConYard will reach you much faster than the infantry on the southeast island. It's further staggered by the placement of one Refinery in a protected space while destroying the first two slows the enemy down, provided you spend the firepower on both the Refineries and the Silos. There is infantry rock within the defensive perimeter that can be used once the perimeter itself is breached. And, aside from the well-guarded Wind Traps within the main base, there are two extremely useful goals at the southeast island... Wind Traps that disable most of the enemy turrets if destroyed, and the Outpost that enables Grenadier production for the enemy AI. And, that expansion can be approached from the far east if you want to avoid alerting the enemy's defense units.

Here's another example. S06V2 has a massive enemy base manned by 3 AIs, all with good production. The Imperial Air Towers will send two separate Ornithopter raids in your direction on a timer. Walled-off turrets and stationary defense forces protect key areas of the base. Enemy Harvesters are well behind their defense perimeters and also close enough to Rocket Turrets to be supported that way. Those Rocket Turrets cover most of the enemy Refineries, and the Silos are spread away from the Refineries so the enemy has reserve funds even if you do take out the Refineries, which are far back enough on the cliff to demand the use of artillery units to strike from below. You'll also be seeing the occasional Sonic Tank on the field, and Sardaukar Elites along with heavy Imperial armor make fighting through to the meaty center of the base a hard-fought battle. It also doesn't help that the Imperials get set Starport reinforcements amounting to a whole armor battalion very early on.

How would I level this base? Well, initial Imperial production is mostly centralized at the main entrance to the east, across a three-tile-wide bridge. Either I take that out right away, forcing the enemy back into the main base, or I push through the walled-off entrance and have Imperial units spawning behind me. Enemy Starports are really spread out within the Imperial base, along with secondary production structures if the eastern expansion falls, but there are juicy targets between those production structures. Enemy Wind Traps are centralized at three specific locations and each one has a nearby entrance. Side 3's is the infantry-only on the southwest end of the main base, side 1's is well within the enemy defense zone on the eastern end just south of the bridge, and the Atreides' Wind Traps can be hit with artillery from below the northern cliff wall, as well as struck directly if you push in through the northwest walled-off entrance. Although enemy economic and production strength and defense are both very high, the Wind Traps are quite a decent weak point, even though you need to navigate the whole enemy base in order to take them all out.

And after that's all over, there's the second part of the map versus Durant. His production and power are centralized in two separate locations, each, where production types are limited to two sorts for each locale. Barracks and Heavy Factories in one spot, Light Factories and another Barracks in another. There are Gun Turrets spread around the base, which form a nice little defense grid to work through and stall for defense units. Many of them are covered by Concrete Walls or by each-others' firing range. Durant's three Refineries are on the eastern side of the base, but that's covered by a Rocket Turret and is furthest away from your new objective, that being his Outpost. Obviously, there are some weak points in the base, but it's well enough fortified that you'll need to work to exploit them. It will come apart in pieces.

One more. How about the main Imperial base on S9V1. It's set on a large rock island, sectioned off with walls, dotted with turrets, and guarded by a friendly AI. Production in the main is staggered so that new units will spawn in protected locations once the primary structures are taken out, or the primary structures will continue to mass units while you take out the secondaries boosting its production speed. In addition, the light vehicle production for that friendly AI is located in the main, meaning its defense forces will respond most effectively to attacks anywhere around the map. Heavy vehicles and infantry are produced at the expansion so the slower units will arrive at around the same time as the quicker ones during attacks on your base. What do?

S9V1 is set in Alazor Steppe, a wide-open area, which forces the enemy to use Concrete Walls to protect his base. Same deal with the Atreides and Harkonnen bases to a lesser extent. The friendly AI that protects the main Imperial base has some decent forces, but is easier to break down and is very much isolated from the main. That can be taken out easily, and then the friendly AI has some fairly exposed Wind Traps that control the Rocket Turrets around the main... but not the Gun Turrets. And given the position of those Wind Traps, it's unlikely you'll make it through to them without either blowing through the Harkonnen or executing a creative and stealthy strategy.

Hopefully that explanation helps to convey the intent and ingenuity if I do say so myself behind some of my base design choices. :)

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

some ideas i had in my head but never had time to work on

base destruction race -  you have to kill base A defended by base B and C  before    base D and E destroys base F - mission fails after hour,mission fails if base F is wiped out all bases

Expand  

I think Runtowin did something like that in his merc02 map. The closest in my campaign I can think of relating to that concept are S07V1 and S09V2 given the ways the enemy bases are set up and how your goals as the player are executed.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

survival - some money,repair pads  some engineers - land in shape of corridors and  several  ways blocked with  rocket turrets (wind traps in safe-zone to prevent offlining turrets) what you would have [example] 7000 credits 20 combat tanks 20 siege tanks 15 quads 15 trikes/raiders  80 troopers /   light infantry  6-9 engineers,there would be 5-7 ais with turrets  and wind traps, you will consume your troops over time but eventually you find  repair pad to capture and repair units [cant repair infantry muahaha so use it carefully). you would eventually find  small base  and with refinery/harvester but wnt buid anything useful except  troopers/quads/trikes etc.  main base would be double-turret walled  to mke conquering a pain in head, - mission fails if you lose all units,mission win  if all turrets are gone.

Expand  

I like breaking through turret lines. That might be fun if you don't make it too big of a pain for the player to mass the units to throw into those turrets.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

executioner - corridor based  gameplay    8 strong ai bases  you have no base but 100 devastators,destroy evrything and evryone.

Expand  

Seems like an abstract concept, but not one that couldn't be done fairly and be interesting.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

symbiosis -  your  ally build only troopers and use starport you build quads and combat taks and another ally  only trikes andmissile tanks but all  of you have also starport. job is to coordinate attacks with ai agaist enemy bases,l

Expand  

I'm positive Cm had a map like that in his Harkonnen Family campaign. Copec had Quads and Troopers and you got Light Infantry and Trikes, and you had to coordinate attacks with him to fight the enemy. Even your Spice was shared. Pretty cool concept and done well, too.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

and something special - player online mission agaist another players similar to  base destruction race but zero ai,evryone as players had partially finish map for one mission.,problem were starting positions,sometimes you landed in not your base :D

Expand  

Wouldn't that screw a player over by sheer RNG?

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

another player mission - reconstruction of  atreides mission 8 map 1 [smugglers  for this case got CY/starport] player had to take other land to build,role of smuggler was  to make troops and make sudden attack with no warning. {hes neutral,he wont bother  us right :P}, while  player being areides is busy fighting ordos/harkonnen fremen aka next ordos[player  aswell,gets mcv to build better] while smuggler  grows grows grows and  when right moment happens he strikes someone [someone who will be smugglers must be good tactician] . the neutral mode on online gameplay was  actually tested and was working as intended! neutral showing as neutral so eventuall pass-throught of troops was not making a confusion.

Expand  

There is little stopping a player with pre-knowledge from attacking that neutral entity earlier than usual. I know I have the same thing going on in some of my maps, but if you want a surprise attack from a massive enemy force, I'd recommend doing it via reinforcements and summoned MCVs that build up for a practice AI.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

my last idea for player based online mission was  concept of reworking atreides mission 7 map 1  but job was completly different, we wanted make  ai controllable by players so ai build troops you build buldings but idea was soon abandoned after numerous problems and issues including  running out of spice on map when demand was higher than  arrakis could give.

Expand  

Ah, yeah. Giving a player-owned side an AI might be interesting, but it's kind of impractical. It also removes some of the gameplay since the AI will need to attack the enemy and all you get to do is Sim City the heck outta your base.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

as for running game for month on separate computer,wanted to see if ai changes over time passed,,was going ever to livestream game played with only macro with zero human interaction but decided to not do so.

my plan was to  give  ai  highest possible morale,make full safe harvesting area with no risk of spice end but encountered there an issue (will tell later) the "test" has started  20 july as this is when game started but on 29 july project crashed,ai sold his base with harvesters still on field,my first test was 2 harvesters per refinery and total 5 refineries so 10 harvesters,this was to ensure ai never bancruit and keep spamming my base with troops,after first test phase i  adjusted the harvesters per refinery from 2 to 5  but only 3 refineries,game was stable for  entire day and i seen activity by  points from sounds of combat,yes combat was ongoing from time to time but when was doing  stuff  200km away from house forgot about it entirely and when came back i was doing other things and forgot about the game but checked it  later to find death toll,game was not finished as enemy still had harvesters,just  his base was sold,there was some spice left on field...

i was doing similar things for other games to see some numbers and  common in  most  games like dune2k/ra2/tiberian sun was that  ai behavior can change over time and from my observation whole morale thing is playing interessing factor,and in case dune2k  problem with morale was that not always was growing back? because huge army stacked in base for hours,but army is spent after my agression,maybe ai  calculated how big my army was  so he build bigger and bigger but knowing  my army becomes bigger  he still try to overcome it with size but after some time the bubble breaks and ai send the attack! . my further  test was with  placing "fake" bases far away and drive ai to it for attacking,when ai raze it to ground seems morale to increase and his normal life comes back.....i tried to encourage ai to do something useful but it never worked as intended,wanted to see if ai can look for  weak spot on my base but NO ai attacks at my strongest position instead of  gong around into unprotected area!  while this is dumb on dune2k  by looking at red alert 2+/- yuri revenge expansion ai actually attempt to find  weak spot of your base and even used it. in tiberian sun  ai also attempts to go for weak spot but most times will  make frontal attack if possible.

TLDR: ai after serious army loss,dont send further attacks but keeps produced troops in base, your attack triggers ai attack,ai sometimes scatter his troops over map,if ai loses  army and too many buldings but  key buldings remain undamagd,ai will refuse to rebuild even with leftover cy,refineries,wind traps - this happens  not so often but observed it few times,morale modifier plays huge role there,if defeat was too big ai will  drop into idle mode with no return point,at somr point  ai was gaining over time when was leaving infantry on way of harvester and he eventually placed 1-2 buldings more but still didnt rebuild further,if i taken out wind trap it was rebuilt,if i did refinery he rebuilt,but no  reconstruction of other buldings,ai morale probably went negative  numbers because ai went completly idle at this point. running game for long time gave me interessing results,coming closer to  find ai activity treshold before/after  huge defeat.further tests ongoing. maybe will have time to make ai resistant to morale loss.

Expand  

Sucks about the crash though. Maybe the AI's morale is stable enough if you give it a strong enough initial value that it will remain aggressive for the entire length of a practical, actual map completion time.

Posted (edited)
  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

okay folks, i was going to do one more thing starport related but due to its limitation it wont work,getting too many starportable units error. i tried to add additional units to starport menu to see if ai will use that instead of replacing exsisting...does ai can use  waypoints?

Expand  

I know that feeling; the starport can only contain 8 units, and affects every side. Technically there is a way to make the AI to order different stuff than the player, but this requires doing some tricks that can affect the regular game.

About waypoints, no. The only thing you can do it's set defence areas to force the AI to defend areas without a building.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

actually what are our actually curent abilities,what things we can do now and what we cant  yet? any research done? i seen the red alert 1 map textures on dune2k but dune lacks of naval  units and shipyard so making dune2k with  ships would be futile.  would be more interessing if we can add new structures,units,weapons and sounds,textures for it and overall improve the ai as much as we can,i know dune2k code is old obsolete but im sure we can make some nice things still on it and maybe make it really cool, i know the  ai   could do area patrols? also harvester guarding seems to not work at all  ai sends troops if you attack  them but will never  put troops near them to prevent you from doing so,unless something changed?

Expand  

As soon as you start tibed a message say: "Adding units and buildings is impossible." So forget about that.
However, you can "add" something new by replacing the grenadier, the thumper... into another unit, but the game still has his limits.

Maybe you should try to look to OpenRa Dune 2000; I think this version of C&C and Dune 2000 works more on balance that to be faithful to the original game; I know the OpenRa Dune have fog of war for example, enough to change your way to look into Dune 2000. I don't know too much about this project, by maybe the units will end being more balanced and the AI smarter.

But yes, not much to do into the vanilla dune 2000.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

also harvester guarding seems to not work at all  ai sends troops if you attack  them but will never  put troops near them to prevent you from doing so,unless something changed?

Expand  

The AI only can react to an attack; you attack the harverster, the AI send units to protect it, but only at that moment.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

and something special - player online mission agaist another players similar to  base destruction race but zero ai,evryone as players had partially finish map for one mission.,problem were starting positions,sometimes you landed in not your base :D

Expand  

This it's something that it's possible to do; there it's some kind of lines on the .ini that force the game to load using the skirmish menu but no MCV it's spawned;

For example, there is a "1 vs 1 tank war". you play against another human, but doesn't matter what you choose, the .ini file for this mission will force you both to play at tech 3 (only combat tanks). Both players starts with 3 heavy factories and some windtraps, nothing more, not even the starting MCV or the 10 initial units given.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

20 july as this is when game started but on 29 july project crashed,

Expand  

You are insane man xD.

Dune 2000 it's a bit crashing of a game; the pathfinding of the game and stuff like that can make the game crash, and if wasn't for the fixes done on the gruntmods you couldn't even play as anyone but the original trio of sides.

I never see a game taking me more than 3 hours, so in the long terms I woudn't be surprise if the AI broke.

  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

i tried to encourage ai to do something useful but it never worked as intended,wanted to see if ai can look for  weak spot on my base but NO ai attacks at my strongest position instead of  gong around into unprotected area!  while this is dumb on dune2k  by looking at red alert 2+/- yuri revenge expansion ai actually attempt to find  weak spot of your base and even used it. in tiberian sun  ai also attempts to go for weak spot but most times will  make frontal attack if possible.

Expand  

Keep in mind that Dune 2000 it's just a remake for Dune 2. Dune 2 AI was even more primitive. In Dune 2, units always went against the building with the highest priority (heavy factory, repair pad, I think the palace too) while ignoring other buildings or units. Only if your quad shoot the enemy quad THAT quad turns of you, but not the others that still going on his path.

The AI don't ever shoot back at turrets; so you place 4 rocket turrets on the middle of the map and that's it. Always killing and not needing to defend or repair or anything.

Dune 2000 AI just behave similar, but at least Dune 2000 can turn his attention against other targets in mid-attack.

  On 8/5/2018 at 12:20 AM, Fey said:

That sounds like a cool concept. Or, they could be dealing with the Ix, like in my campaign. Maybe they want to sell the Sonic Tank tech only to the Atreides for the sake of secrecy, but the smugglers and mercs show up like "we gonna steal yo stuff." And then they could hold the blueprints for each house's most valuable tech as bargaining chips against them for one reason or another.

Expand  

Still don't know what I am going to do; Overall I am going to try to give them an unique feeling. Like with my Ix campaign, I deleted the light factory to give the player a second heavy factory. Producing missile tanks and devastators at the same time it's something totally new but 3 refineries are not enough to sustain the high costs! but gives you that feeling of having superior technology and raw power.

Or like my spacing guild one; editing the values from the starport to make feel like the "palace" of this faction. You are only an "Emperor" side with no devastator or Sardaukar, but since you can do orders every 20 second instead 1 whole minute it makes the starport a stronger building withouth resorting to "here, deliveries for free".

 

24 minutes ago, Fey said:

(like MP Sardaukar / Sardaukar) into other unit types has only resulted in screwy shit happening


it's still possible to "segment" units, just like the combat tanks: 1 per faction. At some point during my last crazy-tibed-edition-EBFD based map at the end I was forced to make the special unit that I give to the AI being considered a "Devastator" owner by the enemy, but not the player. With any other solution the AI was losing the way to build it when he loose the starport (the requirement from the Sardaukar), although that MP Sardaukar (transformed into a different unit) had other requirements that didn't ask for a starport at all.

  On 8/5/2018 at 12:20 AM, Fey said:

I think Runtowin did something like that in his merc02 map. The closest in my campaign I can think of relating to that concept are S07V1 and S09V2 given the ways the enemy bases are set up and how your goals as the player are executed

Expand  

Yes, indeed he did it; I still remember that map, destroying harverster like no tomorrow so my ally could defeat the enemy at the end. If you don't hurry, Your ally will died and you can do nothing to protect him; was a cool concept.

  On 8/5/2018 at 12:20 AM, Fey said:

Seems like an abstract concept, but not one that couldn't be done fairly and be interesting.

Expand  

Someone already did this before; was with only a few devastators, but you were in a corridor, following a path and destroying several bases (not full 100% prepared bases, but still) dealing with spawning enemies from behind.

I don't remember which campaign was; I think I didn't like because the devastators are so slow to move on a such big map full of corridors-mountains that takes forever to do from one point to another, but the idea was there.

  On 8/5/2018 at 12:20 AM, Fey said:
  On 8/4/2018 at 9:15 PM, Nuclear_harvester said:

symbiosis -  your  ally build only troopers and use starport you build quads and combat taks and another ally  only trikes andmissile tanks but all  of you have also starport. job is to coordinate attacks with ai agaist enemy bases,l

Expand  

I'm positive Cm had a map like that in his Harkonnen Family campaign. Copec had Quads and Troopers and you got Light Infantry and Trikes, and you had to coordinate attacks with him to fight the enemy. Even your Spice was shared. Pretty cool concept and done well, too.

Expand  

As Fey said here, I did that =D.

Fortunatelly, you can change what the AI produce; I made your ally to build anti-building/vehicled based and the player it's anti-infantry based; the Ordos send a first varied attack on both players, but as soon as they notice your strengths and weakness the Ordos changes their tacticks; from that point the Ordos attacks you only with Vehicles and to your ally using only infantry/troopers.

Both sides need to send a few units to their ally or the Ordos can defeat you or you ally easily.

  On 8/5/2018 at 12:20 AM, Fey said:

Wouldn't that screw a player over by sheer RNG?

Expand  

I remember when I played with a friend those maps that are the original Ordos maps but the mercs prepared to be controled by a second human.

Since nothing could stop the MCV to appear where they shouldn't, the autor of the map placed the 8 starting point into a close area surrounded by 2 or 3 gun turrets (sandworm turrets) so the MCV of everyside died early.

In fact, even before we were using gruntmods, we were playing with a combination of Hamachi and some patchs that people creates; those patches changed the alliances from the vanilla dune 2000 (since the original game didn't have alliances), so was a file to overwrite the original that make the skirmish being a 2 vs 4 (2 human players vs X Ais), another patch for a 3 vs 3, 1 vs 5 (to make the 5 Ais allied each other), etc...

I ever remember playing that map that only have 2 terrains to build, one to the north, another to the south; we were playing the 2 vs X patch, but you cannot make the MCV to appear were you want; I even tell "wait, don't deploy at the beggining; if the AI it's on my side I'll move on to your side, but if is on your side you need to move on to me"; The firsts happen and I was forced to move the MCV from north to south while I was saying to build barracks and some infantry/troopers to protect me when the AI do the same.  Good old times xD.

But, like I said to him; right now it's possible to eliminate that from the map though the .ini file; I ever found something interesting that maybe one day I use into a map;

There is a line (don't remember the name now) that control how many icons shows on your bar. So if I place 4 there, doesn't matter if you are playing with the native resolution or 2000x1000; on your game you only will see 4 units/buildings (you still have the advantage for far seeing the terrain).

But changing to 2... it's weird seeing only the infantry-trooper and you need to scroll the menu to reach the trike and the quad. (although the icon bar will go a bit messy because it's suppose to show icons but the .ini are blocking them, so will show old place-holder icons or even icons that are not suppose to be there (like the carryall after you enter the starport sub-menu).

  On 8/5/2018 at 12:20 AM, Fey said:

Wouldn't that screw a player over by sheer RNG?

Expand  

By the way, you know that someone asked me if it was possible to create events to drop death hands at random tiles so when human players were doing a traditional game they eventually will recieve a DH falling down on top of the different bases?

The worst things its... He did it! (almost) it's not random, but that clever man find a way to drop DH into specific spot making you to loose buildings...

  On 8/5/2018 at 12:20 AM, Fey said:

Ah, yeah. Giving a player-owned side an AI might be interesting, but it's kind of impractical. It also removes some of the gameplay since the AI will need to attack the enemy and all you get to do is Sim City the heck outta your base.

Expand  

At some point I was wondering if I could let the AI to be "active" while removing every aspect of the AI. I mean, he won't build anything or rebuild/repair/etc anything; this force the player to move their units 1 on 1 instead with a square (and you cannot use control + number either).... Just like Dune 2!

Really, my Dune 2 based could be done that way; of course I would remove completely the guardian aspect of the enemy AI, so the player would be ever more tactic; amassing units don't do anything if you only can command units 1 by 1.

Said this; I still I think the idea of a share control could work. You give to the AI the units and he uses it to attack; I can picture 3 enemies; 1 producing X, the second Y and the third Z; if you produce quads and tanks to your share-controlled AI when the enemy it's sending troopers, well, you are doom.

  On 8/5/2018 at 12:20 AM, Fey said:

Sucks about the crash though. Maybe the AI's morale is stable enough if you give it a strong enough initial value that it will remain aggressive for the entire length of a practical, actual map completion time.

Expand  

As far as I know a Morale attack building set to 100 the AI it's not affected by looses.

Heh, I have a map when I timed the enemy attacks 100% precised, removing the randoness of the attack, because I wanted to do this perfect set of attacks::

(Enemy attack every 10 minutes)
-Wave number X at 20 minutes.
-Huge enemy reinforcements at 25 minutes.
-Wave number X+1 at 30 minutes

If the AI would be affected by anything with the morale here or the randomnes of the attacks this could be a desaster; the huge enemy reinorcements it's already a very big attack; that together with a new wave would make this part too hard to survive.

But, It worked; everytime you play this map, the AI attacks at the 20 and 30 marks, letting the huge reinforcement appearing in between; enough time to prepare before the huge attack and to recover after that.

Although he it's talking about days of letting the game run; maybe the game reach his limit and the internal tick clock counter turned into a negative value or something like that, making the AI to not attacking ever again.

Edited by Cm_blast
  • 4 weeks later...
Posted (edited)

New map! Yay!

Some in-game screenshots:

  Reveal hidden contents

And here's a download link:
WIP-FEYS12V1.zipFetching info...

If you need a copy of FeyTextSGen.uib, you can find that in the original smugglers campaign thread. The mod should also be used, of course.

False Pretenses takes you to False Wall, where an OSO base has fallen under siege from unknown enemies. You must fight through them, rescue your captured Devastator tanks, and then cleanse the region of all enemy forces while keeping those Devastators alive. Good luck!

Strategy tips below:

  Reveal hidden contents

Have fun, and don't forget to comment here if you have any bugs to report or suggestions for the map!

Edited by Fey
Please let me know if the Devastators break out early. For some reason they decided to out of the blue in my latest test, so hopefully the fix I just applied should keep them... working as intended.
  • 2 weeks later...
Posted (edited)

New maps! Yay!

Some in-game screenshots:

  Reveal hidden contents

And here's a download link:
S13 v1 & v2 WIP.zipFetching info...

Y'all know how to install the .uib and mod files, I'm sure. Nothing's changed in the mod, so if you have the one from the OP or the other smugglers campaign thread, you can ignore the files in this DL. Both maps were cleared in around ~30 minutes each at fastest speed on normal difficulty, prior to last-minute nerfs after the previous tests... although I could surely be playing better, too. :P Don't think these are quick maps just because they're tech 2. They are fairly complex, and lengthy! Certainly longer than S3V1 / S3V2 from the original campaign.

Lightning Round summons you to Almiraz Graben, where Commander Durant has engaged Ordos forces. You've brought a little armor and they have light vehicles, so go in there and tear 'em up! There's also a little surprise awaiting you that may help or harm you.

Strategy tips (and spoilers) below:

  Reveal hidden contents

Shrouded Skies diverts you to Bidriyah Sink, where you brave the winding canyons and cliffs and take the fight to the Ordos. With three old Atreides air bases in the region and no anti-air on either side, controlling or destroying these air bases becomes your top priority.

Strategy tips (and spoilers) below:

  Reveal hidden contents

Have fun, and don't forget to comment here if you have any bugs to report or suggestions for the map!

Edited by Fey
  • 2 weeks later...
Posted (edited)

Mod update! And second drafts for all the maps except the most recent two pretty much since those are very new and I haven't figured out if I should change anything yet. Except a couple of things. Changelog below:

  Reveal hidden contents

The maps in this second campaign so far have been fairly massive compared to the first campaign, but they need to be. Here's a download link:
WIP_SC2_6-15.zip

If you're not sure how to install the mod and such, or if you want to try out the new version of the mod in the first campaign, I've updated that too. Here you go:
https://forum.dune2k.com/topic/27508-release-smugglers-campaign/?do=findComment&comment=395813

Enjoy, and let me know if you find anything else I should tweak for the third draft!

Edited by Fey
Posted
  On 9/15/2018 at 10:15 PM, Fey said:

OSO

Expand  

Yeah, "bear" in spanish xD.

Jokes asides, you are using plenty of names for new enemies, that's interesting; I wonder the "new" stuff that they will use on the battlefield. Probably you are abusing test.uibs to do some new naming, right?

 

 

Join the conversation

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

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

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

×   Your previous content has been restored.   Clear editor

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

×
×
  • Create New...

Important Information

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