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[WIP] Smugglers Campaign 2!

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1 minute ago, Cm_blast said:

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?

OSO = Ordos Special Operations XD

Yeah, since the Palaces have new names I feel better about letting the smugglers or mercs build the ones that give you Saboteurs. They're not necessarily affiliated with one House, but they are iconic of a certain House. Sardaukar Gholas are the actual in-game names for the Sardaukar on SBON2 since you do get to train them if you capture a Tleilaxu Barracks, and Phantom Penance has a ton of custom text due to the nature of that mission.

I can't rename each Combat Tank, they only have one name, but the custom texts are also necessary to make the "Faction has turned hostile!" messages work. Otherwise, if you tick off some neutral Imperials, it'll say that the mercs have become hostile. That Combat Tank fix took one hell of a workaround. lol

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Recently got a job. It greatly reduces time I spent on Dune compared to before. Anyway, here we go:

S12V1:

 

Quote

- At the start, constant enemy attacking forced me to quickly tech up Rocket Turret. I mostly focused on economy at the start.
- Once my main base defense was good enough, I expanded to the southwest dirt (below enemy base) to take control of nearby spice field. As the starting land is too small, this place speed up my tank production to storm the western base.
- After a few tries (5 or so), I managed to brute force through that small gap. Destroyed most buildings, except High Tech Factory, 3 Wind Traps, 4 Silos, Capturing them rewarded me spice and Ornithopter.
- I also build a turret wall at that base. At this point, I have three bases in total. Enemy, for some reason, foolishly charged through, and were being picked one by one.
- BTW, I hate that harvester-without-refinery replacement.
- My conquest proceeded to the northwestern. Due to me harassing harvester earlier, remaining enemies are low on resource. Still needing to spend 2 waves of tank, I destroyed all production building & Wind Trap of northeast base.
- I saw Devastator. Yes, they're very impatient, they broke through the wall and cleared up defensive enemy in the base for me (no building though). Yay.
- And they went back, maybe due to their satisfaction from rampage in enemy base.
- No Wind Trap, no spice, the northwestern base could not recover, I left them alone. I flanked the northwestern base from the north, again destroying all Wind Trap in the process.
- The rest was easy, enemy didn't put much resistance.
- I never saw the infantry path in the middle of the map until the end.
- Enemy never harvest topright corner spice.
- I only freed the Devastator once most enemies were eliminated. I was scared of what you had in store. Luckily, none.

Feedback:
- Despite constant enemy attack at beginning, due to the abundant of safe spice field, I never feel being troubled.
- Thanks to all that resources, I think it's quite easy to harass enemy harvester until they're weak. There are more spice near your base, they will comedown sooner or later.

- The unknown is all talk, but no action. Weak.
- Overall, the map was a little difficult at the start, but easy late game.
 

S13 and SBON2 coming soon!

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Posted (edited)
2 hours ago, Runtowin said:

Recently got a job. It greatly reduces time I spent on Dune compared to before. Anyway, here we go:

Ah, we were wondering where you vanished to! It's so nice to hear from you again, Runtowin. :)

2 hours ago, Runtowin said:

- At the start, constant enemy attacking forced me to quickly tech up Rocket Turret. I mostly focused on economy at the start.
- Once my main base defense was good enough, I expanded to the southwest dirt (below enemy base) to take control of nearby spice field. As the starting land is too small, this place speed up my tank production to storm the western base.
- After a few tries (5 or so), I managed to brute force through that small gap. Destroyed most buildings, except High Tech Factory, 3 Wind Traps, 4 Silos, Capturing them rewarded me spice and Ornithopter.

Hmm. Do you think the attacks at the beginning are a little too intense? Should I have the enemy's attacks be reduced a little sooner?

It's good to know that the MCV reinforcement went to use. That's exactly what it was for! I tried to make the beginning island large enough to start with, but small enough for a player to want to expand. That worked out, right?

I should also increase the size of the gap on the left side of the map, if only a little. Well done taking out that base first, by the way! Although it has a lot of juicy targets in close proximity, those targets are well protected by an abundance of choke points, turrets, and artillery units. ...I should remove a few turrets from that base...

2 hours ago, Runtowin said:

- I also build a turret wall at that base. At this point, I have three bases in total. Enemy, for some reason, foolishly charged through, and were being picked one by one.
- BTW, I hate that harvester-without-refinery replacement.
- My conquest proceeded to the northwestern. Due to me harassing harvester earlier, remaining enemies are low on resource. Still needing to spend 2 waves of tank, I destroyed all production building & Wind Trap of northeast base.

Nice use of utility units. :D And turret range. The new turrets are amazingly effective at greater range, despite demanding more resources and maintenance.

The one where the enemies get a new Harvester even though there's no Refinery? Aye, sorry about that. Unfortunately, I only have room in conditions to make two of the replacement events Refinery-dependent. That is the way the original game's replacement events work, at least, so it's not unfamiliar. Hopefully there's enough infantry rock scattered around to help your infantry against whatever may attempt to crush them!

The final base's firing line of turrets is pretty strong, but the ten Devastators in the back of it will make extremely short work of their Wind Traps once freed. And there should be a good amount of infantry rock around for the Troopers to hit the turrets with!

2 hours ago, Runtowin said:

- I saw Devastator. Yes, they're very impatient, they broke through the wall and cleared up defensive enemy in the base for me (no building though). Yay.
- And they went back, maybe due to their satisfaction from rampage in enemy base.

They broke out?! O.o Darn it. I'll give the Devastators another look before the next draft.

They're in a defense area in the back of the enemy base, to be specific. They stay there until the turret on the corner of their cell is destroyed.

2 hours ago, Runtowin said:

- No Wind Trap, no spice, the northwestern base could not recover, I left them alone. I flanked the northwestern base from the north, again destroying all Wind Trap in the process.
- The rest was easy, enemy didn't put much resistance.
- I never saw the infantry path in the middle of the map until the end.
- Enemy never harvest topright corner spice.
- I only freed the Devastator once most enemies were eliminated. I was scared of what you had in store. Luckily, none.

Hitting the other base from the north is a good idea since their Refineries are in proxy bases. I plan to make less use of proxy bases in the future, and in fact I might come back to this one and re-think the terrain design a little bit. I would rather there be more empty rocks around, maybe occupied by enemy units... but, not housing enemy structures.

Aside from the ten Devastators helping out with the last part of the map, what do you suppose I could do to make the rest more exciting? 😮

That's fine. You took a path up around the left side of the map and didn't strike through the center to the top-right base, so that infantry-only wasn't scouted.

The top right corner is harvested at the start of the game, but will refresh with blooms. It's a convenient location if the player decides to expand to that location, but it could be a little bigger.

Once the turret on the corner of their cell is destroyed, the Devastators will enter a berserk state and proceed to hunt down enemy units anywhere on the map. This helps to finish up the map sooner, but they do need to be protected. Summers will comment if one of them is destroyed, stating that all units should form up around the tanks.

2 hours ago, Runtowin said:

Feedback:
- Despite constant enemy attack at beginning, due to the abundant of safe spice field, I never feel being troubled.
- Thanks to all that resources, I think it's quite easy to harass enemy harvester until they're weak. There are more spice near your base, they will comedown sooner or later.

You're right. Hopefully the enemy attacks were sufficient enough to keep things dangerous enough, despite that!

That said, I'll see what I can do to expand Spice fields further northwest and reduce them further southeast. Less thick Spice, more blooms. That should do. And maybe I can reduce the amount of enemy Harvesters...

2 hours ago, Runtowin said:

- The unknown is all talk, but no action. Weak.
- Overall, the map was a little difficult at the start, but easy late game.

On that subject, I'm actually developing the mod some more and I've come up with a few new units without breaking the game to add them. Details below the spoiler:

Spoiler

Duelist Tank: https://prnt.sc/l1b69h
Class: Armor
Strength: 2400
Armor: Heavy
Speed: Slow
Cost: 800
Armament: High-explosive cannon
Description: The Duelist Tank is an armored vehicle of Ixian design effective in close range. Its cannon strikes hard against any unit on the battlefield and can be fired over walls. With the exception of Missile Tanks, Rocket Turrets, and the almighty Devastator tank, the Duelist Tank can match any other single unit or structure in combat. It may be seen on the battlefield under the command of any faction that frequently purchases from the Ix, or under the command of any faction assisting the Ix. House Tleilaxu is forbidden from purchasing these units.

Lightning Tank: https://prnt.sc/l1b6nu
Class: Armor
Strength: 1800
Armor: Light
Speed: Very fast
Cost: 600
Armament: Lightning cannon
Description: Lightning Tanks are unique weapons deployed exclusively by the unknown enemies. They have a very short range, but a blinding movement speed and fast attack rate. Fortunately, they aren't sturdy enough to crush infantry and can be outmatched by standard Combat Tanks. However, their weapons are effective against all targets, can arc over Concrete Walls, and they can be a significant threat in groups. Should these units appear on the battlefield, taking out the Heavy Factory or Research Centre will halt Lightning Tank production.

RPG Quad: https://prnt.sc/l1b83x
Class: Artillery
Strength: 1200
Armor: Light
Speed: Fast
Cost: 500
Armament: RPG launcher, rocket launcher
Description: Standard Quads with mounted RPG launchers. They can launch grenades over longer distance and with greater force than Grenadiers to kill infantry, and they're doubly capable of striking nearby targets with their rocket launchers. Since they are a combination of generic technology, any faction may make use of these units. However, they are rarely seen on the battlefield since their role is normally filled by Grenadiers, which make smaller targets amidst supported vehicles, and standard Quads, which have dedicated weapons systems that fire rockets faster.

That new unit used by the unknowns may or may not appear in S12 or S13V1 in the next drafts. It might be used in S15+, alone... still thinking on it. About S12 though, do you have any more suggestions of your own for improving the difficulty between the early and late game?

2 hours ago, Runtowin said:

S13 and SBON2 coming soon!

Didn't you already play SBON2? 😮 Well, it was updated so I hope you enjoy it again. And I REALLY hope you like S13V1 / V2! V2 executes a unique concept, so I'm very eager to hear what you think of it.

Edited by Fey

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S13V1:
 

Quote

- Well, this mission is... uneventful. After I received two MCV from Durant, I took one to bottom left corner, and build a small base there. I built 4 Wind Traps, 1 Refinery, 1 Barrack, 1 Heavy Factory, 1 Light Factory, and 5 Silos there,
- Since the only entrance was guarded by Durant, plus a large spice field nearby, my units were idle most of the time. I watched the conflict between 3 factions while building units.
- The Ordos destroyed the middle base of the Unknown, Not sure if it was intended.
- After some time, to hasten the game, I decided to use my second MCV to build a base directly west of Durant's base. I built 2 more Refineries, 2 Barracks, 2 Light Factories in order to build unit faster.
- Defending that base was not a hassle, since I already made a rather large army.
- I took out Ordos without a sweet. The battle between the Unknown and House Ordos left them both starved of resource.
- The Unknown was down without much trouble.

Feedback:
- This mission is easy, too easy for what I expected. Durant is good enough to shelter my base so I can make unit without fighting.
- Also a lot of safe spice on the right. Late game, every faction's harvesters rush down there.
- I'm not really sure what is the theme of this mission. Overall, this mission needs to be harder somehow.
 


S13V2:

 

Quote

- Contrary to V1, this mission is much harder. 3 Ornithopter Squads were on to me. Plus constant enemy attack from all side.
- Destroying the Modified Output was quite difficult due to House Ordos kept chasing my assault squad.
- Even if I did, I never managed to defend it. A large group of Ordos army came and crushed the base in no time.
- After taking out the southwestern air base. The game became kind of stalemate, without turret, most of my troops had to defend against both House Ordos and the Unknown, they concentrated on my Harvesters.
- I couldn't attack in large group, 2 air bases bombed my building. I had to assemble small suicide squad tickling down the middle air base. After 3 suicide squads, the second air base at the middle of the map was down. Again, Ordos swarmed in and left nothing alive.
- The stalemate continued, though my economy was then better. I sent 5 suicide Harvesters, combined with a small assault squad. I dealt a heavy blow to that Western Ordos base. CY, Barrack, Refinery, Light Factory was destroyed. That base was then useless, their mission was successful.
- The tide had changed, I had more room to breath, I started to harass Ordos's harvester. Ordos' Northwestern base's economy was non-existent.
- The resistance of The Unknown base was strong, 4 Harvester to draws enemy focus + my main army. I captured the northeastern air base, and removed the Unknown from mission.
- I flanked the Ordos from the east. All my attacks always had Harvester in it. They were key to my victory. After 2 waves, 2 Refineries, CY, Barrack, Output were gone.
- The rest was easy.

Feedback:
- Since Ornithopter is available too late, they feel kind of unnecessary.
- There wasn't much room to flank. Most of the time, there was only one road leading to my base. That means, attacking team will easily draw the focus of enemy attack.
- Without Turret, I think defending the air base doesn't worth the risk. You have to build troops constantly to defend both your main base and satellite base. With two Ordos on your tail. the micro tax is quite severe.
- Overall, compared to V1, this is a leap in difficulty. I must say the map was quite challenging, though I feel protecting the air base is too hard for little gain.

 

2 hours ago, Fey said:

Hmm. Do you think the attacks at the beginning are a little too intense? Should I have the enemy's attacks be reduced a little sooner?

I think the my starting units were too strong to defend against those attacks. That's Sonic Tank for you.

2 hours ago, Fey said:

Aside from the ten Devastators helping out with the last part of the map, what do you suppose I could do to make the rest more exciting? 😮

I think it's fine, Player can choose whatever way they prefer. If any, enlarge the small gap of the path at the right edge of the map. It's hard to flank when the path is small and has a strong defense.

2 hours ago, Fey said:

The top right corner is harvested at the start of the game, but will refresh with blooms. It's a convenient location if the player decides to expand to that location, but it could be a little bigger.

Maybe, I saw dense spice and all the tile had spice there

2 hours ago, Fey said:

On that subject, I'm actually developing the mod some more and I've come up with a few new units without breaking the game to add them. Details below the spoiler: 

This mod is starting to get exciting. Do you need to replace other unit with it? I am thinking of update my campaign to include your mod.

2 hours ago, Fey said:

do you have any more suggestions of your own for improving the difficulty between the early and late game?

Nothing comes to mind. Unless, well, infinity reinforcement. Hahaha.

2 hours ago, Fey said:

Didn't you already play SBON2? 😮 Well, it was updated so I hope you enjoy it again. And I REALLY hope you like S13V1 / V2! V2 executes a unique concept, so I'm very eager to hear what you think of it.

Yes, I forgot. I notice some big changes in those mission, might replay them.

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Posted (edited)

I need to head out in a few minutes, but I wanted to at least reply to a couple of things!

5 hours ago, Runtowin said:

This mod is starting to get exciting. Do you need to replace other unit with it? I am thinking of update my campaign to include your mod.

Yes and no. Adding new units to the game is actually impossible, but you can edit existing units. The Duelist Tank is the Thumper, the Lightning Tank is the version of the Sardaukar that is normally built via having an Imperial Palace, and the RPG Quad is the first of the two Carryalls. I had to remove the special behavior for the Atreides High Tech Factory entirely and make the second Carryall available to all sides to achieve that... you cannot build the RPG Quad from any factories due to behavior issues, but it can be dropped via reinforcements onto the map, which is a-okay for me! Ornithopters still work only for the Atreides, too.

If you try to overwrite CARRYALL2, it will crash the game because that's the version of the Carryall that's hard-coded to fly in from off the map to deliver reinforcements, new Harvesters, etc.

So, no units were really replaced. The MP_Sardaukar is the only one the AI was ever using, the Carryall still takes total precedence over the RPG Quad which enables the overwrite to work, and the Thumper couldn't be trained anyway. You COULD add more new units if you're willing to replace other stuff, like the Engineer or MCV or something. And I'm thinking of adding a new building, but that will require some spritework and some tinkering with unknown bytes, so I don't know how that will go. I'm not sure I can add a new rotating turret, but how about a stationary Lightning Tower with a massive range? Or something. I'll see if I can get it to work before I go drawing anything.

Edit: Lightning tower works. Electric sparks around the structure, instantly strikes a far-away location for great damage, ten second recharge time between attacks. Just need a sprite for it, which shouldn't be too hard, but it does mean yet another file needs to be edited for the mod to work. I'm gonna do it like Cm does from now on and put all the necessary files in their respective folders within the .zip, and include a backup folder for easy replacement.

You're more than welcome to examine my mod and have a look at how the new units were added. I'll send a TibEd link to you in direct messaging. :D

5 hours ago, Runtowin said:

Yes, I forgot. I notice some big changes in those mission, might replay them.

Nothing too big, just some expanded terrain and stuff. If you do, I hope you have fun. :)

I'll check over the completed mission details and reply to them later. See ya later!

Edited by Fey

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Alright, I'm back. Let's see now...

17 hours ago, Runtowin said:

S13V1:
- Well, this mission is... uneventful. After I received two MCV from Durant, I took one to bottom left corner, and build a small base there. I built 4 Wind Traps, 1 Refinery, 1 Barrack, 1 Heavy Factory, 1 Light Factory, and 5 Silos there,
- Since the only entrance was guarded by Durant, plus a large spice field nearby, my units were idle most of the time. I watched the conflict between 3 factions while building units.
- The Ordos destroyed the middle base of the Unknown, Not sure if it was intended.
- After some time, to hasten the game, I decided to use my second MCV to build a base directly west of Durant's base. I built 2 more Refineries, 2 Barracks, 2 Light Factories in order to build unit faster.
- Defending that base was not a hassle, since I already made a rather large army.
- I took out Ordos without a sweet. The battle between the Unknown and House Ordos left them both starved of resource.
- The Unknown was down without much trouble.

You only deployed one of the two MCVs? Hmm. That was unexpected.

Half the unknowns tend to go towards Durant while the other half go towards the Ordos. The Ordos have a preference for attacking the unknowns until you arrive around the middle or eastern islands, but since you never deployed a second MCV, that didn't happen. The two rock islands which are explored from the start, mainly, are the central and southwest since you start at the southwest and Durant's forces return from scouting the east, but once you contact him there are even more islands with some infantry scattered around. They're not fully explored though, the infantry are around the borders.

Aye, the Ordos tend to totally level that expansion on their own. It's convenient since your own forces don't have a good angle of attack to take that base out... but I suppose it could be made harder for them. Maybe that mega-turret could be added atop the plateau in place of all the Rocket Turrets... and if I give the unknowns some Lightning Tank reinforcements to attack Durant with, that might be better. And I could expand the terrain so the AIs will be further apart from each-other, but want to attack you...

You mean on the central island? That's my favorite primary spot, secondary with Wind Traps and maybe a Refinery or two would be bottom left or bottom right. I guess I should have expected that someone would start in only one location lol. It usually comes under attack fairly often. Not too difficult to defend, and you get a nice spot to attack the Ordos from.

18 hours ago, Runtowin said:

Feedback:
- This mission is easy, too easy for what I expected. Durant is good enough to shelter my base so I can make unit without fighting.
- Also a lot of safe spice on the right. Late game, every faction's harvesters rush down there.
- I'm not really sure what is the theme of this mission. Overall, this mission needs to be harder somehow.

Your first base in the bottom left, anyway. Reinforcements for the unknowns and expanding the terrrain so the Ordos and unknowns will have a preference for attacking you or Durant would be good. Or, at least the unknowns. Then you'd need to defend Durant somewhat since his survival is mandatory for mission success. I want to make deploying in the rear of his base a strategically viable option since you can cover each-other better, but it shouldn't be THAT incredible. I'll keep thinking on ways to make it more difficult.

Ah, thanks for the heads up. I'll see about fixing that. By the way, how is the terrain on these recent 3 maps? S13V1's rock islands are rough, they all have some extra rocks strewn about for added effect.

The theme? What do you mean? If you mean, like, the storyline thus far, it has to do with the second bonus mission. Durant's forces stumbled across a Tleilaxu operation at Shield Wall and one of Summers' neighboring bases came under attack shortly after that battle began in an attempt to keep word from getting out. Since Summers planned to investigate anyway, the unknowns changed their strategy and planned a trap at False Wall (S12) for you. You manage to rescue your captured forces, but the unknowns are successful in delaying you. On S13V1, you're rushing to his defense in distant Almiraz Graben and find that he's still alive, but engaged with the Ordos and, once the mission starts, the unknowns too. On S13V2, you take a detour through Bidriyah Sink because the air bases there will ferry reinforcements for the Ordos to Almiraz Graben, which is why you see so much Ordos reinforcement on S13V1.

In the briefing for either version of S13, it's revealed that Durant found plans for a ghola of Emperor Corrino commissioned by the Ordos in the base of the Tleilaxu who attacked him. So, the Ordos are in on this - working with the Tleilaxu and trying to kill you, it would seem. That does make the motives of the unknowns unclear, for now, since they indirectly assisted the Tleilaxu in False Wall and fought the Ordos in Almiraz Graben or Bidriyah Sink. Who are they working with, what are they working towards, and why? Find out in the next exciting episode of... the smugglers campaign 2! Return of the revenge of... umm... stuff, xtreme.

18 hours ago, Runtowin said:

S13V2:
- Contrary to V1, this mission is much harder. 3 Ornithopter Squads were on to me. Plus constant enemy attack from all side.
- Destroying the Modified Output was quite difficult due to House Ordos kept chasing my assault squad.
- Even if I did, I never managed to defend it. A large group of Ordos army came and crushed the base in no time.
- After taking out the southwestern air base. The game became kind of stalemate, without turret, most of my troops had to defend against both House Ordos and the Unknown, they concentrated on my Harvesters.
- I couldn't attack in large group, 2 air bases bombed my building. I had to assemble small suicide squad tickling down the middle air base. After 3 suicide squads, the second air base at the middle of the map was down. Again, Ordos swarmed in and left nothing alive.
- The stalemate continued, though my economy was then better. I sent 5 suicide Harvesters, combined with a small assault squad. I dealt a heavy blow to that Western Ordos base. CY, Barrack, Refinery, Light Factory was destroyed. That base was then useless, their mission was successful.
- The tide had changed, I had more room to breath, I started to harass Ordos's harvester. Ordos' Northwestern base's economy was non-existent.
- The resistance of The Unknown base was strong, 4 Harvester to draws enemy focus + my main army. I captured the northeastern air base, and removed the Unknown from mission.
- I flanked the Ordos from the east. All my attacks always had Harvester in it. They were key to my victory. After 2 waves, 2 Refineries, CY, Barrack, Output were gone.
- The rest was easy.

Aye, it didn't feel like so much of a leap to me after I deployed in a more exposed location in S13V1. Again, it was a different perspective kind of thing lol

All of the air bases are defended by hostile turrets and enemy forces, but everything in an air base is turned friendly to you and hostile to the enemy when a Control Node is taken out. The turrets at each air base are therefore extremely valuable, and it encourages a player to take out the Control Node in an air base while leaving the turrets as well enough alone as possible. For example, in the central air base I took out the defending Ordos forces from as far away as I could, then rushed in with Troopers and Quads to take out that Control Node. On the southwest one, I took out the two Rocket Turrets on the right side of the base but defended the location from the left side. And on the northeastern air base, the two Rocket Turrets on the left cliff edge were left alone since they are very effective at stopping Ordos forces from coming up. Some Grenadiers covering those work wonders.

It's strange that you were unable to defend any of the air bases; I managed to take and hold each one, and finish the map in about half an hour. I just kept the turrets alive and moved my Sonic Tanks and MCVs up as needed. The Sonic Tanks do well at supporting the friendly turrets and I deployed my MCVs in these three spots:
https://prnt.sc/l35mtn

As you can see, I established my first expansion just outside the main. I pushed straight up to the middle, took out the central Control Node and moved the battle to the center of the map. Then, I placed my third where I could set up a Barracks, some walls, some Grenadiers and a Sonic Tank on the cliff edge, and then took on the unknowns. I'd say it was about ten minutes after I set up my first expansion before I actually moved up to the center. I first set up some walls there and placed Grenadiers behind the one covering the infantry-only, and a Sonic Tank with some light vehicle support covered the first ConYard.

Huh? The FINAL Ordos' base moved its Harvesters out from its little sinkhole? That's not right. Then again, I guess since the map went on longer... hmm. I might need to expand this map a little, too. I'm happy with the terrain in general, though. It's winding, but not too narrow. There's enough space to assemble troops and attack the enemy, but the map is decorated enough for there to be no blank spaces. Functional and aesthetic! Do you agree?

Hmm. The unknowns, much like the Fremen on S08, have infinite cash but a lower build rate than the other factions on the map. Perhaps, like S08, I should consider giving them a Refinery and increasing the build rate. Again, I didn't have trouble taking them out, but with Cm's test on the new S08 and your test here on S13V2, it seems infinite cash and a lower build rate doesn't function as intended.

The Harvesters are a great idea, but I should point out for the sake of comparison that I never used them. I used infantry rock, cliffs, and standard Light II combat tech. I imagine the Harvesters soaked a lot of fire, which must have been useful, but when I pushed through to the final enemy base, I had three air strikes going out and the top left base only has 100% power. So, when I attacked from both the south and the east, and they were totally out of power, it was one clean sweep and the base was gone. That's how I intended the map to end, ideally - with one final push, bombers flying overhead, after rapid skirmishes all around the winding terrain of Bidriyah Sink.

18 hours ago, Runtowin said:

Feedback:
- Since Ornithopter is available too late, they feel kind of unnecessary.
- There wasn't much room to flank. Most of the time, there was only one road leading to my base. That means, attacking team will easily draw the focus of enemy attack.
- Without Turret, I think defending the air base doesn't worth the risk. You have to build troops constantly to defend both your main base and satellite base. With two Ordos on your tail. the micro tax is quite severe.
- Overall, compared to V1, this is a leap in difficulty. I must say the map was quite challenging, though I feel protecting the air base is too hard for little gain.

They are meant to be a kind of mid- to late-game weapon. They're set on you, or on the unknowns or Ordos, at first. Then, you take out Control Nodes and get them on your side, and they help you while you finish the mission. They're nasty when they're turned on you, it's nice to have them out of the picture entirely, but it's even nicer to have them attacking your enemy instead. Remember, no one on the map has any anti-air and the Rocket Turrets at each air base will never fire on the Ornithopters in the sky. And, the Ordos bases have limited power. Even if an air strike doesn't destroy any Wind Traps, it will definitely knock their power out, meaning the firing lines of turrets are totally useless.

No room to flank? I made sure to give all the bases at least two areas of attack. The southwest base is the most blocked off at the start of the map since there's an Ordos base there and you can't really get around to the left very safely, but you can go down to the right to get in there. The central air base is on a rock island in some flat area, which can be attacked from the south, the east, or via the infantry only in the middle (which is also encouraged by the strong anti-vehicle presence on the bottom left side of the central air base). The unknowns' base can be attacked from two directions from the start, one closest to the light factory and another closest to the Barracks, and there's a neighboring cliff wall perfect for Grenadiers to stand atop. And then, once you destroy or capture an air base, even more avenues of attack open up. Did you do something drastically different that would affect how you can path towards new targets?

Well, you can't build your own turrets, but you have Sonic Tanks and Grenadiers, and you can capture turrets via destroying Control Nodes while leaving the air base defenses intact. Even if the Ornithopters aren't helpful, and they were VERY helpful during my test runs, the turrets are especially helpful since they provide map control and you can't build turrets of your own. The MCVs assist with this since you can set up proxy factories near important locations, which is great for quickly pumping out more units wherever they're needed. Again, I never had a problem defending the Air Towers since I supported the turrets with my artillery units, and scattered some Troopers on infantry rock or under turrets' protection, so... did you destroy all the turrets on your way to a Control Node? Or, did you cut their power? How did you attempt to defend the air bases once the Control Nodes were down?

19 hours ago, Runtowin said:

I think the my starting units were too strong to defend against those attacks. That's Sonic Tank for you.

I think it's fine, Player can choose whatever way they prefer. If any, enlarge the small gap of the path at the right edge of the map. It's hard to flank when the path is small and has a strong defense.

Nothing comes to mind. Unless, well, infinity reinforcement. Hahaha.

XD The Sonic Tanks are pretty nuts, but you do only get a couple of them. You used them well! But, even though defending your own base is easy, it seems attacking the enemy is hard. I need to re-think the balancing on both fronts.

Alright, I'll have a look at that too. The left side is very small, only two tiles, so I want to fix that up too.

Infinite reinforcements? XD Maybe... hmm. I could relocate the northeast Refineries, move them inside the base, if I expand the terrain yet again. That way they'll at least have some resources to spend.

Thanks again for the extensive feedback, Runtowin! I sincerely appreciate all of it! This will greatly help to fix up these maps and make them better than ever.

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3 hours ago, Fey said:

For example, in the central air base I took out the defending Ordos forces from as far away as I could, then rushed in with Troopers and Quads to take out that Control Node. On the southwest one, I took out the two Rocket Turrets on the right side of the base but defended the location from the left side. And on the northeastern air base, the two Rocket Turrets on the left cliff edge were left alone since they are very effective at stopping Ordos forces from coming up. Some Grenadiers covering those work wonders.

The moment I took my army out, House Ordos immediately rushed in and destroyed them, before I even scratched the base.
For the middle base, I had to use infantry path, 20 - 25 infantries each wave, a mix of Grenadier and Trooper. Of course, House Ordos still prioritize on attacking them.
Same to the left base, I had to  split my army, one for the air base, one to guard the attacking force.

3 hours ago, Fey said:

No room to flank? I made sure to give all the bases at least two areas of attack.

Well, with Ordos' army everywhere, the further another road from my main base, the less chance my even reach these air base.

Besides, only the central air base had more than one road of reasonable flank. They were close to the Unknown base, so whenever I use that road, I engaged both the Unknown and Ordos.

3 hours ago, Fey said:

did you destroy all the turrets on your way to a Control Node? Or, did you cut their power? How did you attempt to defend the air bases once the Control Nodes were down?

I only destroyed the Control Node, even for the left air base. I stationed part of my army to guard them, but they quickly fell apart.

3 hours ago, Fey said:

Ah, thanks for the heads up. I'll see about fixing that. By the way, how is the terrain on these recent 3 maps? S13V1's rock islands are rough, they all have some extra rocks strewn about for added effect.

OK so far. Nothing hurts my eyes.

3 hours ago, Fey said:

The theme? What do you mean?

I meant how the mission was intended to playout. Like "Defend your base and your allies until the enemy exhaust their resources." or "Build quick, strike fast, before enemy get stronger.", etc...

3 hours ago, Fey said:

The Harvesters are a great idea, but I should point out for the sake of comparison that I never used them.

Yes, this tactic is very common in multiplayer. However, for campaign, I only use them as last resort these days.
 

 

22 hours ago, Fey said:

The Duelist Tank is the Thumper, the Lightning Tank is the version of the Sardaukar that is normally built via having an Imperial Palace, and the RPG Quad is the first of the two Carryalls.

Wait, I thought that the second version is only available for Harkonnen in multiplayer, weaker than actual one, definitely not the same as one trained with Imperial Palace.

22 hours ago, Fey said:

You COULD add more new units if you're willing to replace other stuff, like the Engineer or MCV or something

Is it possible to add new infantry, like a sniper or something?
One candidate for replacement is Trike, I always think Trike and Raider are too much alike. They make no different balance-wise. We could remove Trike, and replace it with Raider for all other faction. Then we have slot for something new.

22 hours ago, Fey said:

stationary Lightning Tower with a massive range

Maybe unnecessary, Rocket Turret is already too good.
Might be ok, if it's enemy-only. More if we could capture them somehow.

 

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Posted (edited)
48 minutes ago, Runtowin said:

Wait, I thought that the second version is only available for Harkonnen in multiplayer, weaker than actual one, definitely not the same as one trained with Imperial Palace.

I'll tell you exactly what happens.

Place on the editor Sardaukar for any faction: Campaign Sardaukar it's given.
Place on the editor Sardaukar for Harkonnen: Multiplayer version it's given.

So, the game just take 1 of the two Sardaukar and, since the multiplayer version it's only owner by the Harkonnen, they are given that unit. But not only that. If you place an Imperial Palace for any faction, they will produce the campaign version, but the Harkonnen will train the multiplayer one even on campaign.

This happens because the game mess up things. The requirements for the Multiplayer version ask for "only multiplayer", but with an Imperial Palace you have the requirements for the original but, since for the game only exist 1 unit called (Sardaukar) he things you should be able to produce it.

It's similar to the Combat tanks. If as Ordos you capture a Harkonnen factory you can produce missile tanks and devastators, but you factory, even if you don't have the Ordos version, still produces the Ordos combat tank because the game only have 1 unit called "tank" that it's attached to them.

48 minutes ago, Runtowin said:

Is it possible to add new infantry, like a sniper or something?
One candidate for replacement is Trike, I always think Trike and Raider are too much alike. They make no different balance-wise. We could remove Trike, and replace it with Raider for all other faction. Then we have slot for something new.

It's possible, but depends.

For example, let's say I change the "infantry" to be a "sniper" with large range and insane damage to infantry (and low ROF) so he can kill any foot unit in 1 shoot. That's possible, but the original infantry will be out.

Now let's say you want to remove the Trike and change into a sniper, so have both.

First problem it's the graphic; you cannot make both to look the same (infantry), but you could try to give him the Sardaukar graphic instead, although of course then you cannot have the original sardaukar because would be confusing knowing which one is (another option it's editing graphics so you make a totally new unit).

But the same apply to the trike icon. On the game will appear the icon and "trike" when you mouse it's over it, so you'll need to add a custom text.uib if you really want it to say "sniper" and editing the icon somehow (I have no idea).

At least I am talking about the player; to the AI doesn't really matter, he doesn't care.

It's a shame that almost everyunit on this game it's 1 big sprite; only the combat and siege tanks have 2 separated things: the body and the cannon, so you can place the cannon of one of those on top of the trike or quad. But you cannot take the top part of the missile tank and attached it into a siege body-tank because will appear the body of the missile tank too (or a quad for a missile-quad very fast, very deadly).

I already attached a cannon tank into a raider to make a "leecher", and don't look too bad, but it's AI only; I think I reused the thumper so, for the AI he it's producing "thumpers" but with other visuals and other weapons.

Thumper (the unit) and eengineer (the unit) cannot have weapons at all; they lack graphic animation to shoot so the game crash.

At the end, could be possible to edit the game much more (new graphics, new visual icon) for a new unit; requiring to overwrite a few vanilla files (the ones generated with tibed and the graphics), but maybe a stand alone dune 2000 "the true sequel" that have all the modifications already done so you only need to download the whole game, playing the campaign/s and that's it; that could be a good solution.

48 minutes ago, Runtowin said:

One candidate for replacement is Trike, I always think Trike and Raider are too much alike

Thank Westwood for not making the Raider worse than the Trike like in Dune 2 (Except on speed) :P.

Edited by Cm_blast

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10 minutes ago, Runtowin said:

The moment I took my army out, House Ordos immediately rushed in and destroyed them, before I even scratched the base.
For the middle base, I had to use infantry path, 20 - 25 infantries each wave, a mix of Grenadier and Trooper. Of course, House Ordos still prioritize on attacking them.
Same to the left base, I had to  split my army, one for the air base, one to guard the attacking force.

Besides, only the central air base had more than one road of reasonable flank. They were close to the Unknown base, so whenever I use that road, I engaged both the Unknown and Ordos.

Sheesh. o_O I wonder what happened in your run that was so different from my run. Like, that's so weird. I guess I'll give the level another run sometime and see what's up with it.

11 minutes ago, Runtowin said:

Well, with Ordos' army everywhere, the further another road from my main base, the less chance my even reach these air base.

Do you suppose the enemy was attacking too often? Or did something malfunction in their defense areas?

12 minutes ago, Runtowin said:

I only destroyed the Control Node, even for the left air base. I stationed part of my army to guard them, but they quickly fell apart.

That's seriously weird! Like, the Ordos sends a bunch of light vehicles, occasionally a tank if you've made some progress on the map, but nothing my stationary defenses couldn't handle. Again, I'll have another look and see if something got screwed up somehow.

15 minutes ago, Runtowin said:

OK so far. Nothing hurts my eyes.

XD That unfortunately isn't too comforting. I'm glad nothing's hurting your eyes, but I'm not hearing, "This is awesome!" yet, either.

Aesthetically speaking, I hope the map's great, but obviously there are some persistent pathing issues that need to be fixed. I'll expand the map.

16 minutes ago, Runtowin said:

I meant how the mission was intended to playout. Like "Defend your base and your allies until the enemy exhaust their resources." or "Build quick, strike fast, before enemy get stronger.", etc...

Ah. Well, I'll never force the player to wait until the enemy's resources are exhausted; there are always avenues of attacks which I myself have exploited on testing runs. I hope to make maps non-linear enough that a player who wants to be aggressive, like me, can be aggressive... and a player who wants to just sit back, build up, and then strike out can do that too (though what I mean by that is, they can turtle up in their base until they want to strike out, but not have nothing be thrown at them the whole time). S13V1 has an exceptionally safe area behind the merc base, which needs to be nerfed, and one of the Ordos bases is very exposed to the central rock island, which makes for a good early-game target for an aggressive player.

S13V1 should play out where you have a couple of locations to set up at, and you need to keep your eyes on both locations (with the bottom left corner being an exception; setting up there will allow you to more quickly reinforce Durant, who should run into trouble). While helping Durant push through the unknowns first, or while attacking the Ordos before turning on the unknowns.

S13V2 is the more interesting of the two levels, I think, and has a much more clearly defined 'theme,' as you put it.

22 minutes ago, Runtowin said:

Yes, this tactic is very common in multiplayer. However, for campaign, I only use them as last resort these days.

Hmm, that's interesting. I don't really do too much multiplayer in RTS, I prefer that in other games, but that's good to know.

23 minutes ago, Runtowin said:

Wait, I thought that the second version is only available for Harkonnen in multiplayer, weaker than actual one, definitely not the same as one trained with Imperial Palace.

That's true. However, in my mod, they are the same strength to avoid confusion! The multiplayer one cannot be overwritten like the one trained with the Imperial Palace can. I don't know why exactly the MP_Sardaukar can't be overwritten while the normal Sardaukar can, but... that's just the way it works. My best guess is that it has something to do with the unit priority in the game. The Imperial Palace Sardaukar appear very high-up in the sidebar while the MP_Sardaukar appear at the very bottom. So, if the unit behavior of the MP_Sardaukar is set like another unit, it will take precedence, whereas the Imperial Palace Sardaukar do not precede other units.

However, since I may be adding new sprites anyway, it may give me the opportunity to screw with the units majorly and completely change up how things appear on the sidebar. And I would love to put the Grenadiers right under the Troopers! Among other things.

29 minutes ago, Runtowin said:

Is it possible to add new infantry, like a sniper or something?

Yep. Unit range appears to be unlimited, as the range for the new lightning turret is absolutely insane. You would need to use an existing spriteset though, and replace an existing unit. What about making Grenadiers the new main infantry and use the sprite for Light Infantry as the sniper? Just as an example.

32 minutes ago, Runtowin said:

One candidate for replacement is Trike, I always think Trike and Raider are too much alike. They make no different balance-wise. We could remove Trike, and replace it with Raider for all other faction. Then we have slot for something new.

That's true. Could also simply rename the Raider to the Trike and have it be the standard quick vehicle, or vice versa... make it only Trikes, and then you have Raiders and Stealth Raiders to replace or something. In fact, you'd be able to replace the sprites entirely in favor of a new vehicle. Cm had a new unit in his Emperor campaign called the Leecher, which was a Raider with a fixed Ordos Combat Tank cannon on top. That one looked pretty good.

You know, since the Duelist Tank is Ixian tech and the Ordos buy their stuff, that could become the Missile Tank equivalent for House Ordos at tech level 5. Make it require a Research Center, make it Ordos / smugglers only, and there you go. Then every faction could use those nice, sleek Raiders which would be re-named Trikes, and there'd be new balance and stuff all over the place. Then what? What new vehicle could be added in place of the Trike? :P

I sent you the three new tanks in the WIP mod adjustments via direct message. What do you think of the Duelist Tank? How would it look in the Ordos' normal arsenal?

Give me a few to get the lightning tower sprite worked up. And figure out a name for the damn thing. Then we can start thinking about bigger and better ideas!

38 minutes ago, Runtowin said:

Maybe unnecessary, Rocket Turret is already too good.
Might be ok, if it's enemy-only. More if we could capture them somehow.

Wellllll, for perspective, here's what the lightning tower's range looks like:
https://i.imgur.com/zlamRyn.png

It can strike any of those red circles. That's a 14-tile range. The top left corner is from where the projectile is fired, so I'm thinking the four-tile structure will have some capacitors or something on the side, and then the top left corner of the building will have the tower. You can see the crackle right here:
https://i.imgur.com/NjEco9J.png

And that doesn't change no matter what direction the building fires in. I'm using a Sietch as a placeholder sprite since it's a four-tile structure, so its offsets in the sprite data are appropriate. As for the weapon itself... it creates a powerful explosion on contact with a blast radius similar to a Devastator detonation, although not even half as powerful. You can see it destroy some walls here, and kill an unlucky Trooper who happened to be nearby:
https://i.imgur.com/17PyVv1.png

It's not a tremendously precise weapon, so it needs to deal damage over a wide area. It has no projectile; it will instantly strike its target no matter the distance. However, it takes a whole ten seconds in in-game time to recharge between shots, which is more than twice as long as it takes a Missile Tank to re-arm. If you scatter your units or cut its power, you can approach it. And yes, I am thinking of making it a capturable structure (along with the other turrets), although you'd need to cut the power to this beastly thing to get an Engineer close in the first place.

@Cm_blast Hey mate, I've been screwing with some unknown bytes in the structure section. I know how to change the size and concrete placement underneath, make it stop functioning when there's no power, and some other stuff now. I'm still searching to see if the building armor is actually an unknown byte. That has to be the case...

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4 minutes ago, Fey said:

Hey mate, I've been screwing with some unknown bytes in the structure section. I know how to change the size and concrete placement underneath, make it stop functioning when there's no power, and some other stuff now. I'm still searching to see if the building armor is actually an unknown byte. That has to be the case...

Good to know. My best was the reconversion from the light factory intyo a heavy factory, 10 tiles of building and everthing the same, except for 2 bytes that need to maintain the original light factory or else this factory shares the queue from the vanilla factory; I even know that some bytes control the "sparks" visual on the fact when things are builded, but I cannot remember right now what I change and what not, takes time to learn this stuff, more when everything it's "unknown something".

I think one even control the "size" of the concrete under the building, if for some luck you find "unknown byte X = 0" makes your building to not have any concrete visual at all tell me; it's something that I could use for "abandoned base" or something like that.

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1 minute ago, Cm_blast said:

Good to know. My best was the reconversion from the light factory intyo a heavy factory, 10 tiles of building and everthing the same, except for 2 bytes that need to maintain the original light factory or else this factory shares the queue from the vanilla factory; I even know that some bytes control the "sparks" visual on the fact when things are builded, but I cannot remember right now what I change and what not, takes time to learn this stuff, more when everything it's "unknown something".

I think one even control the "size" of the concrete under the building, if for some luck you find "unknown byte X = 0" makes your building to not have any concrete visual at all tell me; it's something that I could use for "abandoned base" or something like that.

As a matter of fact, I do know those bytes! Unknown bytes 80 and 81 control the concrete underneath a building while bytes 84 and 85 seem to control the amount of space a structure takes up. Try setting bytes 80 and 81 to 0 on a structure's unknown tab in tibed.

Note that this changes every structure of the sort, so if you want that abandoned Atreides light factory or something to be sitting in the middle of nowhere, make sure you replace a structure like the smuggler Starport or one of the special Outposts.

You wouldn't happen to know how to move the fire around on a damaged structure, would you? Once I get the sprites drawn up for the lightning tower, that's the next step.

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2 minutes ago, Fey said:

As a matter of fact, I do know those bytes! Unknown bytes 80 and 81 control the concrete underneath a building while bytes 84 and 85 seem to control the amount of space a structure takes up. Try setting bytes 80 and 81 to 0 on a structure's unknown tab in tibed.

Note that this changes every structure of the sort, so if you want that abandoned Atreides light factory or something to be sitting in the middle of nowhere, make sure you replace a structure like the smuggler Starport or one of the special Outposts.

You wouldn't happen to know how to move the fire around on a damaged structure, would you? Once I get the sprites drawn up for the lightning tower, that's the next step.

Neat. Have that info well covered, if at some point you manage to discover everything else (or most of it) you can do a small manual to let us know what everything do everything.

Yeah, I know. It's not like I already have an idea or planned to do on my next work, it's more a "if can be done, tell me, maybe I use that info... or not".

No idea about the fires. you are already really far; I only entered in tibed things to be able to make an Emperor playable campaign that didn't crash the game; although when I learn some stuff from it an Ixian campaign with no Tibed it's not even possible and, on my way; I try to add something more than just "now you can deploy the CY" because that seems lazy but forcing people to overwrite stuff just because of that.

But changing graphics or the position of the fires, no idea.

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2 minutes ago, Cm_blast said:

Neat. Have that info well covered, if at some point you manage to discover everything else (or most of it) you can do a small manual to let us know what everything do everything.

Yeah, I know. It's not like I already have an idea or planned to do on my next work, it's more a "if can be done, tell me, maybe I use that info... or not".

No idea about the fires. you are already really far; I only entered in tibed things to be able to make an Emperor playable campaign that didn't crash the game; although when I learn some stuff from it an Ixian campaign with no Tibed it's not even possible and, on my way; I try to add something more than just "now you can deploy the CY" because that seems lazy but forcing people to overwrite stuff just because of that.

But changing graphics or the position of the fires, no idea.

We can add the concrete / size bytes to the picture, at least. :P Although it still needs to be researched how, exactly, the size parameter in art settings interact with said bytes. Maybe 84 / 85 have something to do with selection in-game.

It's probably another one of the unknown bytes. I'll see what I can come up with.

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8 hours ago, Fey said:

Wellllll, for perspective, here's what the lightning tower's range looks like:
https://i.imgur.com/zlamRyn.png

It can strike any of those red circles. That's a 14-tile range. The top left corner is from where the projectile is fired, so I'm thinking the four-tile structure will have some capacitors or something on the side, and then the top left corner of the building will have the tower. You can see the crackle right here:
https://i.imgur.com/NjEco9J.png

And that doesn't change no matter what direction the building fires in. I'm using a Sietch as a placeholder sprite since it's a four-tile structure, so its offsets in the sprite data are appropriate. As for the weapon itself... it creates a powerful explosion on contact with a blast radius similar to a Devastator detonation, although not even half as powerful. You can see it destroy some walls here, and kill an unlucky Trooper who happened to be nearby:
https://i.imgur.com/17PyVv1.png

Cool, I can see how it hit my base from their base for some map already. I think its range need to be tone down a bit, and it needs a clear role. I worry that defending might become too easy with this boy.
Do you think Raider can outrun it?

8 hours ago, Fey said:

Do you suppose the enemy was attacking too often? Or did something malfunction in their defense areas?

Yeah, I have roughly 30sec - 1min break for attacking between enemy wave.

 

8 hours ago, Fey said:

Yep. Unit range appears to be unlimited, as the range for the new lightning turret is absolutely insane. You would need to use an existing spriteset though, and replace an existing unit. What about making Grenadiers the new main infantry and use the sprite for Light Infantry as the sniper? Just as an example.

I see. Well, light infantry is kinda useless lategame. But they will come out of building when we destroy them, so we can't mess much with them.

 

8 hours ago, Fey said:

XD That unfortunately isn't too comforting. I'm glad nothing's hurting your eyes, but I'm not hearing, "This is awesome!" yet, either.

Don't worry, I mostly reserve that praise for true eye candy. It's hard to create one though, this is supposed to be a harsh dessert.

 

8 hours ago, Cm_blast said:

At the end, could be possible to edit the game much more (new graphics, new visual icon) for a new unit; requiring to overwrite a few vanilla files (the ones generated with tibed and the graphics), but maybe a stand alone dune 2000 "the true sequel" that have all the modifications already done so you only need to download the whole game, playing the campaign/s and that's it; that could be a good solution.

I saw a few project here that did just that, but they were all abandoned AFAIK, except the openRA one. And EA lost this game's source code. Too bad.

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1 minute ago, Runtowin said:

Cool, I can see how it hit my base from their base for some map already. I think its range need to be tone down a bit, and it needs a clear role. I worry that defending might become too easy with this boy.
Do you think Raider can outrun it?

It definitely won't be attacking the player's base. XD It's far too destructive. I think it may be used to cover a pathway from a cliffside, or defend a central region... it's basically a "boss" turret. And not even a Raider can outrun it - its shots are instant. Unfortunately, I can't tone down its attack rate either, since the ROF entry has a maximum time of 255... but, I know not to abuse turrets. My placement of turrets is reasoned. This one won't appear in any old base just supporting the other turrets. It'll be special.

I had this one abstract map idea where you need to escort a bunch of Grenadiers around a super-turret, knocking out its power and moving within its line of fire until the AI re-builds it to eventually get to it and capture or destroy it, but it was only an idea. It's possible to do crazy stuff with this kind of turret for sure.

6 minutes ago, Runtowin said:

Yeah, I have roughly 30sec - 1min break for attacking between enemy wave.

Ah, crap. XD Okay, I'll see what went wrong with the attack rate.

6 minutes ago, Runtowin said:

I see. Well, light infantry is kinda useless lategame. But they will come out of building when we destroy them, so we can't mess much with them.

True... not unless you do some editing, at least.

7 minutes ago, Runtowin said:

Don't worry, I mostly reserve that praise for true eye candy. It's hard to create one though, this is supposed to be a harsh dessert.

Good point. Maybe someday I'll earn that praise! Speaking of which... I've been playing around with the tank sprites, adding more color and thinking up a tooltip for the Duelist Tank. Check this out:
Combat Tank stripes: https://prnt.sc/l3czpb
Duelist Tank sidebar: https://prnt.sc/l3d672

With more color on the Combat Tanks, I can overwrite two of the bodies, maybe come up with a brand new spriteset for the Lightning Tank or RPG Quad... and the color will help to distinguish between your tanks and your enemies' tanks. The hybrid sprite for the Combat Tanks will have dark treads (like the Atreides CT), short treads (like the Harkonnen CT), and sprites up the sides. The Duelist Tank is a combination of Siege Tank body and medium Combat Tank barrel, so I mashed the two together in a tooltip and did a little touch-up work. How's that icon look?

I'm thinking of letting the Duelist Tank be the tech 5 unit for the Ordos and smugglers, in place of the Missile Tank. Since it's canonically Ixian tech and the Ordos and smugglers buy stuff, it'd work out - the mercs get the Missile Tank and heavy Combat Tank while the Ordos and smugglers get light Combat Tanks with Duelist Tanks as a damage soaker. Again, just an idea at the moment.

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12 minutes ago, Runtowin said:

I saw a few project here that did just that, but they were all abandoned AFAIK, except the openRA one. And EA lost this game's source code. Too bad.

I was thinking on grabbing Dune 2000 (gruntmod, for example) with the new units done in tibed, new graphics, etc, packing all together and saying "my new campaign mod" but, instead a pack of files which some needs to be copied, other to overwrite, changing the original game forever unless a reinstall-back up it's done first (which not all people do), etc and etc... you give the players a portable version with a "good name" just to show how your mod have new stuff that don'ta ppear on the original game or something like that.

In short: instead 9.map, 9.ini, 5.bin 1.r16... just 1 dune 2000 full portable playable with plenty of new stuff (much like now you can choose to stick with the vanilla dune 2000 or go with gruntmods, even if tecnically it's the same exact game).

Just a quick reminder, Luminar's, in his early days already did a "night mission" on his Fremen campaign, which impressed me when I played it; a shame that all those moders are not present now that the current tools allow us to do things more faster and easy than ever.

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adding new units or buldings to dune2k is  not possible.  you can probably via  tibed add something but it does not show up in game,tried copy  wind trap to make next one but didnt work

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2 hours ago, Nuclear_harvester said:

adding new units or buldings to dune2k is  not possible.  you can probably via  tibed add something but it does not show up in game,tried copy  wind trap to make next one but didnt work

Tecnically you do, if you overwrite an older thing. I can pick up the grenadier slot. Add there a Raider wearing a combat tank cannon and that's it, a totally new unit (but removing grenadier from the game).

On the game still appears the grenadier icon and if you place you mouse over it still show "Grenadier", but yeah; you cannot add any new unit or building withouth removing something else first.

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Posted (edited)
4 hours ago, Nuclear_harvester said:

adding new units or buldings to dune2k is  not possible.  you can probably via  tibed add something but it does not show up in game,tried copy  wind trap to make next one but didnt work

Aye, I did what Cm is talking about. I overwrote the non-hardcoded Carryall for the RPG Quad, I overwrote one of the Sardaukar for the Lightning Tank, I overwrote the Thumper for the Duelist Tank, and I overwrote the Atreides High Tech Factory for the as-of-yet unnamed plasma/lightning-based megaturret, the new sprite for which can be seen in two in-game screenshots here (spoiler alert, obviously):
https://i.imgur.com/Lxlqpj3.png
https://prnt.sc/l4043n

Details below:

Spoiler

The as of yet unnamed megaturret is a powerful tower with attached plasma banks. Atop the tower are several conduits from which its attack is projected, potentially across massive distance. Unlike the light, fast Lightning Tank, this megaturret will expend incredible power all at once, then take up to ten seconds to recharge. Its attack becomes inaccurate at longer range due to the nature of lightning, but it will devastate units within the blast radius.

How does the tower look? I was thinking of removing the two rear conduits and putting one in the middle, making it a three-pronged tower. Might look less awkward, too. I ain't no sprite artist, but hopefully by mishmashing existing structures' sprites in D2k together, it don't look too out of place.

Edit: I added a second screenshot with three prongs. Still working on the shadows...

Everything in the mod currently here still works as intended, but now there are new units around. The only problem I've run into so far is that the RPG Quad can't be built in a factory. That's probably because it shares behavior with the other Carryall by necessity due to the way overwriting units works. It can still be dropped in-game via reinforcements, but that's inconvenient. I think since I'm editing sprites and text as well, though, that that can actually be fixed. If I make good progress on that, I'll be certain to report it here!

Edited by Fey

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