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Posted

Here's a topic to share your ideas on your House Sets which can be used to inspire other house set makers.

Please supply your house Units with stats and battle ratings. Stats for ratings shows it's different counters it's values, calibers it's specialties and terms it's success.

Posted (edited)

Dune 2000; Ultimate Nitro (MOD / Planning)

I'm insufficient in imagery, you can standby on conjunction. S0 for shortest and minimum, L0 for longest or maximum.

I will 100% change the game imagery and sound data for this mod, nothing will be unreplaced (an perfectly inrefertable).

Note for this mod; The same characters for Dune 2000 is staring in this new franchise while all units and structures will be replaced with ingeniously flexible ones instead. The story will contain unusable but animated units in the campaign.

Non-house Units

Infantry(S) are equipped with long range sensory vision goggles and an Assault Rifle making the perfect musketeers for barrage counters. The infantry's will to survive makes them strong if their body if only their doesn't fail them.

Body / Hitpoints; 2100, Speed; 274, Light Armor

Weapon / Damage; 12 (Bullet), Rate: 100 (1 TIBED), Range; 380 Hitchance; S100/L60

 

Combat Tank(S) (\Replacing Siege Tank) Fires a medium fire power cannon at medium range and moves at a fast rate with short sight range. All house combat tanks have also been replaced with special units.

Body / Hitpoints; 21,000, Speed; 700, Heavy Armor

Weapon / Damage; 900, Rate; -2000 (80 TIBED) Range; 1500, Hitchance; S100-L7

Quads(S) fires dual highly automatic heavy machine guns, the vehicle size will be changed too.

Body / Hitpoints; 6000, Speed; 1800, Light Armor

Weapon / Damage; 47 (Bullet), Rate; 50 (2 TIBED), Range; 400, Hitchance; S100-L12

Mobile Construction Tank(S) (MCV Art and Animation and construction yard art and animations are 100% replaced) fires at a slow rate with a missile volley inflicting high damage.

Body / Hitpoints; 29,471, Speed; 500, Light Armor

Weapon / Damage; 1000x8, Rate; -2000 (80 TIBED) Range; 4000, Hitchance; S60-L24

House Atreides Units (3-4)

Ornithopters are the fastest unit on Arrakis and fires a machine gun and has medium turn rate.

Atreides Battery Cruisers fires a cannon barrage for siege and long range brigade inflicting heavy damage to all units.

Sonic Tank(S) carries a deadly sonic blaster and rocket launchers. It fires at a really long range and destroys any target that can't survive a sonic blast that can tear an object into pieces inside out if it's armor isn't thick enough to prevent sound.

 

-

House Ordos Units

Ordos Infantry(S) are protected by an anti chemical mineral and carries a stabilized sub machine gun.

Body / Hitpoints; 2100, Speed; 230, Antieved Chemical / Light Armor

Weapon / Damage; 12 (Bullet), Rate: 100 (1 TIBED), Range; 380 Hitchance; S100/L60

Saboteur(S) are protected by anti chemical mineral and carries a very light and effective machine gun and an infiltration vehicle sabotage device used to manipulate pilots into attacking their own allies until their specialists resets controls. The Saboteur are trained to infiltrate weapons in large numbers and were prepaid in life in lugubrious homes for 60 years in exchange for their lives being used as an tool to success. Knowing that structures would be too easy to build would discourage any suicide soldier from killing themselves but offers like these aren't always so easily turned down.

Body / Hitpoints; 2100, Speed; 230, Antieved Chemical / Light Armor

Weapon / Damage; 12 (Bullet), Rate: 100 (1 TIBED), Range; 380, Hitchance; S100/L60

Laser Tank(S) requires a megaton mobile operation to fire stronger energy blasts. These units can't be built unless you control an energy transmitter module.

Body / Hitpoints; 21,000, Speed; 700, Heavy Armor

Weapon / Damage; 4000, Rate; -2000 (80 TIBED) Range; 1500, Hitchance; S100-L7

Demise Serpent(C) (Successful bonus non replacement Units / Campaign Units)

Ordos Structures

Radiation Laser(S) (Successful bonus non replacement Units / Campaign Units); Fires a chemical weapon with an high level explosion radius causing any gold armor to lose it's value for 40 years, highly hazardous to infantry and disables vehicles making them unusable to infantry (Only Devastator Tanks has high enough energy emitting levels that can withstand it's chemicals and radiation.).

Depot(S) (Replacing Outpost) fires a ballistic rocket and storing materials used to build their special defenses, similar to their construction yard.

Ambush Infantry(S); These unstealths to fire and fires with light machineguns

 

 

House Harkonnen Units (3-4)

Harkonnen Infantry carries a minigun with a detonation charge which can be used to destroy buildings or vehicles if close enough.

Body / Hitpoints; 4500, Speed; 184 (x2 walk isn't even close to what a super soldier can do.), Armor; Medium Infantry Armor

Weapon / Damage; 100, Fire Rate; 100 (1 TIBED), Range; 1600, Hitchance; S100-90L

Motorized Super Trider carries dual shredder machine gun inflicting heavy damage but doesn't provide very long range attacks or sight.

Body / Hitpoints; 12000, Speed; 2000, Light Armor

Weapon / Damage; 174 (Bullet), Rate; 100 (1 TIBED), Range; 400, Hitchance; S100-L12

Engineer Tank carries a buzz saw, perfect for killing sand worms. The engineer can also infiltrate defenses and capture enemy structures.

Devastator Tank Carries a powerful atomic plasma cannon and is protected by a very heavy energy absorption armor.

 

Mercenary/Smuggler Units

 

Mercenary Special Tank fires a rapid fire light energy plasma pulse cannon.

Fremen Units

Guild Units

Plasma Destroyer (Successful bonus non replacement Units / Campaign Units) emits a pulsating microwave plasma that can cause flesh to explode.

Specially Inflicts 3000 damage to targets, designed for assassinations.

The Guild (Successful bonus non replacement Units / Campaign Units) are observers and nothing more.

Emperor Units

Sardaukar carries a minigun, has an advanced visual sensory and has medium protection. The Sardaukar maybe slow but are very good at protection and thorough assaults.

Body / Hitpoints; 4500, Speed; 184 (x2 walk isn't even close to what a super soldier can do.), Armor; Medium Infantry Armor

Weapon / Damage; 100, Fire Rate; 100 (1 TIBED), Range; 2842, Hitchance; S100-90L

The Emperor or Baron and their emits light rays which can destroy anything, nothing can stop them.

 

 


STILL EDITING

 

 

Edited by Dr.Kran
Posted
6 minutes ago, Dr.Kran said:

Here's a topic to share your ideas on your House Sets which can be used to inspire other house set makers.

Please supply your house Units with stats and battle ratings. Stats for ratings shows it's different counters it's values, calibers it's specialties and terms it's success.

My mod focuses on balancing units around four main categories: Infantry, LAVs, armor, and LRA. The goal is to encourage greater micro while simultaneously keeping gameplay simple. Categorical balancing as opposed to individual balancing. And, I desire to give the factions better-defined identities.

To that end, I've swapped three of the Combat Tanks around: The Imperials have the balanced medium Combat Tanks to be adaptive and put up a good fight either in armored assault or base defense. The Fremen get light Combat Tanks for more hit-and-run style attacks. The mercs use heavy Combat Tanks to better protect those who pay for their services.

These identities extend beyond Combat Tanks. Unlike the Ordos and smugglers, who also use light Combat Tanks, Fremen don't also get to build Duelist Tanks, leaving them only with the lowest armor least suited to armored assault. The Imperials may uniquely build both Duelist Tanks and Missile Tanks. While they don't get a special heavy vehicle like any other faction except the mercs, the combined strength of Duelist Tanks and Sardaukar Elites is formidable. Finally, the mercs may only use commonplace tech, but said tech is the toughest on the market. Heavy Combat Tanks and Raiders.

Here are brief outlines on each category of unit.

Spoiler

Infantry are very easy to kill, but they are inexpensive, have respectable range and firepower, and self-heal. Scatter them apart from each-other (X by default) so they take less area damage, then hit G to make them guard! Support them with faster units, and give them a little time between battles to make the most use out of them.

LAVs, or Light Armored Vehicles, are fragile but fast and hard-hitting. Use them to flank and swarm enemy forces, or rush them past enemy perimeter defenses to hit important targets inside their base. They are also your best weapons against LRA of any sort.

Units designated "Armor" are your damage absorption. Combat Tanks are the most prominent armor and they don't dish out much damage compared to other unit classes, but they take a lot more than other classes can handle. By sending armor in first, you allow your more delicate, but harder-hitting Quads and Troopers to dish out the real damage.

LRA, or Long-Range Artillery, do as their name implies. They're the most expensive common units and tend to move slowly, but their range and damage output are invaluable. Additionally, all LRA can fire over walls, making them ideal for supporting a vulnerable new expansion.

7 minutes ago, Dr.Kran said:

Combat Tank (unset plan) Fires a medium fire power cannon at medium range and moves at a fast rate.

Body / Hitpoints; 17,000, Speed; 700, Heavy Armor

Weapon / Damage; 900, Rate; 16 (80) Range; 1500, Hitchance; S100-L7

I'm not sure what you mean by the numbers in your established format. If you're looking to plug those values into TibEd, a rate of 16 with a damage of 900 would be an extremely fast firing rate, and 700 would be quite fast for movement speed. Furthermore, the range of my Storm Lasher megaturret is around ~400, so a range value of 1500 would allow the unit to fire halfway across a map quite easily. Also, hit chance is something calculated by the game which we haven't figured out how to affect yet - it seems to be worse the further away from the target your unit is. And it seems to be totally based on RNG.

FYI, there are certain limits to values. For instance, you can't set a rate of fire value higher than 255 (~10 seconds). So, whatever changes are made to rebalance units should take these limitations into account and scale values accordingly.

Posted (edited)
1 minute ago, Dr.Kran said:

I've updated it.

I apologize sincerely, but I'm still a touch confused. 😅 Which is the value that is plugged into TibEd, 16 or 80? What do each of those numbers mean?

Edit: Oh, it just changed for me now! It was late. Okay, but, umm, what does 16 mean then?

Edited by Fey
Posted
1 minute ago, Fey said:

I apologize sincerely, but I'm still a touch confused. 😅 Which is the value that is plugged into TibEd, 16 or 80? What do each of those numbers mean?

Edit: Oh, it just changed for me now! It was late. Okay, but, umm, what does 16 mean then?

For example 100 is the maximum fire rate which is equivalent to 1/0 in Tibed.

Posted
11 minutes ago, Fey said:

I apologize sincerely, but I'm still a touch confused. 😅 Which is the value that is plugged into TibEd, 16 or 80? What do each of those numbers mean?

Edit: Oh, it just changed for me now! It was late. Okay, but, umm, what does 16 mean then?

100% faster than other units or 200%/0 TIBED faster than other weapons or 100 speed in statistic terms are calculated in percentages.

Tibed doesn't support accurate time frames like seconds or hours like percentages does.

Posted
11 minutes ago, Dr.Kran said:

For example 100 is the maximum fire rate which is equivalent to 1/0 in Tibed.

Oh, alright, so it's like a percentage kinda thing. Alright.

We've been going by straight values here for a while, so that's what I'm used to. If it's much trouble, don't worry about converting the values. :)

3 minutes ago, Dr.Kran said:

100% faster than other units or 200%/0 TIBED faster than other weapons or 100 speed in statistic terms are calculated in percentages.

Tibed doesn't support accurate time frames like seconds or hours like percentages does.

Well, uhh, actually, it seems certain things are measured in tics. Like the rate of fire is 25=1 second, so it's definitely measured in in-game tics. However, again, you can't go past 255 or it crashes the game. :P So that ten-second recharge time is for the heaviest weapon you've got.
 

Posted (edited)

Dune 2000; Fight for spice

Non-house

Trike

Quad

Light Tank

Medium Tank

Missile Tank

Atreides the Noble

Siege Tank (Special Unit)

Sonic Tank (Special Unit)

Ordos the Manipulators

Winter Tank (Special Unit)

Raider (Ordos Trike)

Chaos Venom (Special Unit / Ordos Palice Unit)

Deviator (Special Unit)

Harkonnen the Pollutors

Flamethrower Infantry

Flamethrower Tank

Devastator Tank

EDITING

Edited by FembotESMP
Posted (edited)

Well, I guess I'd better join the party. :P Remember guys, adding new units / structures / weapons to the game is impossible at this time. You can, however, add new warheads! And you can overwrite existing units too. There are three units you could really get away with: The duplicate Carryall, the duplicate Sardaukar, and the Thumper Infantry. Overwriting duplicates means you need to work around certain limitations with how the units can be built, so only the Thumper Infantry will work flawlessly.

The below entries are not theoretical; they are implmented already in my mod. All relevant measurements, such as build speed or cost,
are for normal difficulty. Exclusive factions lists may have odd entries due to D2k's limitations, but just because something is available for a faction doesn't mean the AI will be allowed to build or train that unit.

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INFANTRY
Infantry are slow and very easy to kill, but they are inexpensive, have respectable range and firepower, and self-heal. They can:
 - Garrison infantry rock to fortify a position or provide cover for mobile forces.
 - Deter enemy LAVs or stealth units from surgical strikes (when spread out).
 - Deal the most damage per second of any unit (when stacked up tight).

Light Infantry
Intel Entry - Light Infantry are the most basic armed unit and have a combat life expectancy of only a few seconds. They are cheap and simple to train, making them very easy to recruit in droves. They pose a threat mostly to enemy infantry, but they can effectively fight enemy LAVs if in enough numbers.
Tech Level - 0 (Basic)
Requires - Barracks
Strength - Anti-infantry
HitPoints - 600
BuildSpeed - ~5 secs (922 / the number you put in TibEd, in this case 185, to get the build speed in in-game seconds. Build speed improves with 2-3 factories!)
Cost - 50 Solaris
Range - 2 tiles (Weapon range in tiles is the value in TibEd divided by 32. Non-integer results means the weapon range is rounded out a tad.)
ROF - 1.2 secs (Rate of fire is measured in tics. 25 tics=1 second.)
DPS - ~104 (Damage per second is a more reliable measurement to balance units around than damage per strike. The value is affected by a target's armor type.)

Trooper
Intel Entry - Rocket launcher-armed infantry trained to effectively destroy vehicles and structures. Troopers are an excellent deterrent against LAVs when scattered among rock formations, but Combat Tanks and LRA can outrange them.
Tech Level - 1 (Light)
Requires - Barracks (upgraded)
Strength - Anti-vehicle / structure
HitPoints - 700
BuildSpeed - ~8.5 secs
Cost - 80 Solaris
Range - 3 tiles
ROF - 1.6 secs
DPS - ~188

Grenadier
Intel Entry - Grenadiers are quick infantry ideal for supporting LAVs, armor, or fortifications. Being extremely dangerous to other infantry and capable of hitting targets atop cliffs and over walls, they are best deployed in small numbers and used with caution.
Tech Level - 2 (Light II)
Requires - Barracks (upgraded), Outpost
Strength - Anti-infantry / structure
HitPoints - 700
BuildSpeed - ~9.5 secs
Cost - 100 Solaris
Range - 4 tiles
ROF - 2 secs
DPS - ~63 (area-effect) / 75 (area-effect, on death)

Engineer
Intel Entry - Engineers are responsible for organizing construction, keeping data secure, and diagnosing and fixing problems within your base. They can be deployed to the battlefield to disrupt enemy operations and they can even provide you direct control over enemy structures. However, due to their lack of armament and combat experience, they must be escorted to the enemy base to have any chance of capturing anything.
Tech Level - 4 (Utility)
Requires - Barracks (upgraded), Outpost
Special - Permanently capture structure
HitPoints - 500
BuildSpeed - ~26.5 secs
Cost - 400 Solaris

Fremen Warrior
Intel Entry - Native desert inhabitants of Dune. Fremen Warriors are vastly superior to other infantry and can even match Sardaukar Elites in combat. They are extremely distrustful of outsiders and tend to be openly hostile, though this attitude varies between Sietches.
Tech Level - 6 (Advanced II)
Requires - Barracks, High Tech Factory
Exclusive - Atreides, Fremen, Ix
Strength - Anti-infantry / vehicle / structure
HitPoints - 900
BuildSpeed - ~14 secs
Cost - 200 Solaris
Range - 3 tiles
ROF - 1.6 secs
DPS - ~94 (anti-infantry) / ~141 (anti-vehicle / structure)

Fremen Fedaykin
Intel Entry - Fedaykin are Fremen guerrilla fighters. While rarely seen on the battlefield, in part due to their excellent skills in camouflage, they are a considerable threat. In addition to invisibility, Fremen Fedaykin are just as tough and dangerous as Fremen Warriors. Fedaykin are deployed from the Palace of Diplomacy three at a time.
Tech Level - 7 (Ultimate)
Requires - Palace of Diplomacy
Exclusive - Atreides, Fremen, Ix
Special - Permanent out-of-combat invisibility
Strength - Anti-infantry / vehicle / structure
HitPoints - 900
BuildSpeed - ~184.5 secs (3x)
Range - 3 tiles
ROF - 1.6 secs
DPS - ~94 (anti-infantry) / ~141 (anti-vehicle / structure)

Sardaukar Elite
Intel Entry - Emperor Corrino's fearsome soldier-fanatics. Sardaukar Elites are armed with powerful weapons equally effective against infantry, vehicles, and structures, and can take the most punishment of any infantry on Dune.
Tech Level - 6 (Advanced II)
Requires - Barracks, High Tech Factory
Exclusive - Imperials
Strength - Anti-infantry / vehicle / structure
HitPoints - 1000
BuildSpeed - ~14 secs
Cost - 200 Solaris
Range - 3 tiles
ROF - 2 secs
DPS - ~88 (anti-infantry) / 125 (anti-vehicle / structure)

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LIGHT ARMORED VEHICLES
LAVs, or Light Armored Vehicles, are fragile but fast and hard-hitting. They can:
 - Intercept or flank any other ground units in the game.
 - Effectively bypass sparse enemy defenses with their speed.
 - Provide excellent mobile support for slower units, like infantry.

Trike
Intel Entry - Trikes are fast light vehicles armed with machine guns. While unable to be fitted with special modules, and less effective than the Raiders deployed by certain parties on Arrakis, their inexpensive simplicity makes them popular with most factions.
Tech Level - 1 (Light)
Requires - Light Factory
Exclusive - Atreides, Harkonnen, Imperials, Fremen, Ix
Strength - Anti-infantry
HitPoints - 900
BuildSpeed - ~19 secs
Cost - 300 Solaris
Range - 3 tiles
ROF - 0.8 secs
DPS - ~219

Raider
Intel Entry - Raiders are interceptors suitable for catching and killing infantry or Missile Tanks with their mounted machine guns. They're considerably more expensive than their Atreides or Harkonnen counterparts, but they're also much more effective.
Tech Level - 1 (Light)
Requires - Light Factory
Exclusive - Ordos, Smugglers, Mercenaries
Strength - Anti-infantry
HitPoints - 1000
BuildSpeed - ~19 secs
Cost - 350 Solaris
Range - 3 tiles
ROF - 0.72 secs
DPS - ~243

Stealth Raider
Intel Entry - The Stealth Raider is the ultimate scouting and ambush vehicle. A swarm of Stealth Raiders can eat tanks in seconds and escape to repair before the enemy knows what hit them. Its cloaking system requires a High Tech Factory to manufacture.
Tech Level - 6 (Advanced II)
Requires - Light Factory, High Tech Factory
Exclusive - Ordos, Smugglers, Mercenaries
Special - Permanent out-of-combat invisibility
Strength - Anti-infantry
HitPoints - 1000
BuildSpeed - ~22 secs
Cost - 400 Solaris
Range - 3 tiles
ROF - 0.72 secs
DPS - ~243

Shock Raider
Intel Entry - Raiders outfitted with plasma weaponry similar to Devastators' cannons. The Shock Raider is an expensive light vehicle with precise attacks effective against all targets. In addition, their attacks can arc over Concrete Walls. Despite these advantages, Shock Raiders are no tougher than standard Raiders, and have an even shorter range.
Tech Level - 8 (Boss)
Requires - Light Factory, Research Centre
Exclusive - Atreides, Ordos, Imperials, Fremen, Smugglers, Mercenaries, Ix
Strength - Anti-infantry / vehicle / structure
HitPoints - 1000
BuildSpeed - ~33 secs
Cost - 500 Solaris
Range - 2 tiles
ROF - 1.12 secs
DPS - ~161

Quad
Intel Entry - Quads are rocket-toting LAVs ideal for surgical strikes against vehicles or structures. Despite their fragility, their firepower is an essential component of your military strength. They're cheap enough to be easily mass-produced.
Tech Level - 2 (Light II)
Requires - Light Factory (upgraded)
Strength - Anti-vehicle / structure
HitPoints - 1100
BuildSpeed - ~26.5 secs
Cost - 400 Solaris
Range - 3 tiles
ROF - 1.2 secs
DPS - ~313

RPG Quad
Intel Entry - RPG Quads are an uncommon hybrid seen only in the early stages of conflict, if at all. Although rare and expensive, and no tougher than typical Quads, RPG Quads are remarkably versatile. Not only can they engage enemies both in close range and from afar, even over walls, but they also make excellent scouts. Their good range and speed make them especially effective rapid response units.
Tech Level - 4 (Utility)
Requires - Light Factory, Outpost, High Tech Factory
Exclusive - Ix
Strength - Anti-infantry / vehicle / structure
HitPoints - 1100
BuildSpeed - ~33 secs
Cost - 500 Solaris
Range - 3 / 5 tiles
ROF - 1.6 secs
DPS - ~78 (area-effect, anti-infantry / structure) / ~234 (anti-vehicle / structure)

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ARMOR
Units designated "Armor" excel at damage absorption. They can:
 - Effectively assault fortified positions given their excellent HP.
 - Win extended battles of attrition against weaker enemy units.
 - Safeguard weaker friendly units while they perform their roles.

Light Combat Tank
Intel Entry - Light Combat Tanks sacrifice armor for speed in both motion and firing. Although they cannot soak so much damage, they can escape any other tank and occupy territory without giving the enemy much time to react. And, they remain suitable for frontal assault.
Tech Level - 3 (Armor)
Requires - Heavy Factory
Exclusive - Ordos, Fremen, Smugglers
Strength - Anti-vehicle
HitPoints - 1800
BuildSpeed - ~35.5 secs
Cost - 700 Solaris
Range - 4 tiles
ROF - 1.6 secs
DPS - ~188

Medium Combat Tank
Intel Entry - Medium Combat Tanks are well-rounded units in motion, firepower, and armor. They are perfectly suited to assaulting fortified enemy positions, covering friendly units, and quickly responding to attacks. However, they do not stand out in any one area. Like against any other Combat Tank, Troopers are an effective counter.
Tech Level - 3 (Armor)
Requires - Heavy Factory
Exclusive - Atreides, Imperials, Ix
Strength - Anti-vehicle
HitPoints - 2200
BuildSpeed - ~35.5 secs
Cost - 700 Solaris
Range - 4 tiles
ROF - 2 secs
DPS - 150

Heavy Combat Tank
Intel Entry - Heavy Combat Tanks sacrifice speed in both motion and firing for superior armor. Despite inferior firepower to other tanks, their sturdiness is unmatched. Gunfire and grenades won't so much as dent them, and they can flatten squads of Troopers long before their rockets penetrate the tanks' armor.
Tech Level - 3 (Armor)
Requires - Heavy Factory
Exclusive - Harkonnen, Mercenaries
Strength - Anti-vehicle
HitPoints - 2800
BuildSpeed - ~35.5 secs
Cost - 700 Solaris
Range - 4 tiles
ROF - 2.4 secs
DPS - 125

Duelist Tank
Intel Entry - Durable weapons of Ixian design used primarily by the Ordos and smugglers. Duelist Tanks are meant to draw fire to cover other units. Although the Duelist Tank is good against any one unit with few exceptions, true to its name, it performs poorly against quick or long-ranged enemy targets. A pair of Quads can catch and destroy Duelist Tanks with ease. And, unlike Combat Tanks, Duelist Tanks cannot out-range Troopers with their cannons.
Tech Level - 5 (Advanced)
Requires - Heavy Factory, Research Centre
Exclusive - Ordos, Smugglers
Strength - Anti-infantry / vehicle / structure
HitPoints - 2500
BuildSpeed - ~38.5 secs
Cost - 800 Solaris
Range - 3 tiles
ROF - 2.2 secs
DPS - ~136

Devastator
Intel Entry - The toughest tank on Dune. Devastators are energy weapons of Ixian design commissioned by House Harkonnen. Their dual plasma cannons are extremely effective at close range. Although very slow, they are more heavily armored than any other vehicle and can automatically self-repair to a point. Thus, they provide excellent cover for any weaker unit. As a last resort, a Devastator can detonate its internal reactor to annihilate all nearby targets.
Tech Level - 6 (Advanced II)
Requires - Heavy Factory (upgraded), Research Centre
Exclusive - Harkonnen
Special - Self-destruct
Strength - Anti-infantry / vehicle / structure
HitPoints - 5000
BuildSpeed - ~51 secs
Cost - 1100 Solaris
Range - 3 tiles
ROF - 2.6 secs
DPS - ~346 (anti-infantry / vehicle / structure) / 4800 (self-destruct)

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LONG-RANGE ARTILLERY
Long-Range Artillery do as their name implies. They're the most expensive units and tend to move slowly, but their range and damage output are excellent!
 - All LRA can attack over walls.
 - They have the longest range of any unit in the game.
 - They excel at burst damage. Each attack deals high damage.

Siege Tank
Intel Entry - The Siege Tank is a cannon on treads capable of annihilating huge packs of infantry or most enemy structures in very few blasts. They're fairly cumbersome and can be destroyed easily by Quads and Combat Tanks, but they excel at razing a base after its defenses have been penetrated, or at defending your base from incoming enemy forces. They are also the best weapon for blowing through Concrete Walls. An upgraded Heavy Factory and a High Tech Factory are both required to manufacture these weapons.
Tech Level - 5 (Advanced)
Requires - Heavy Factory (upgraded), High Tech Factory
Strength - Anti-infantry / structure
HitPoints - 1800
BuildSpeed - ~42 secs
Cost - 900 Solaris
Range - 5 tiles
ROF - 3.2 secs
DPS - ~156

Missile Tank
Intel Entry - The Missile Tank is a mobile rocket launcher with impressive range and firepower. Though vulnerable to fire from Light Infantry or Raiders, their armor is built to withstand attacks from Combat Tanks or Quads. They can fire over walls, at air units, and provide long-range support for turrets.
Tech Level - 5 (Advanced)
Requires - Heavy Factory, Research Centre
Exclusive - Atreides, Harkonnen, Imperials, Fremen, Mercenaries, Ix
Strength - Anti-vehicle / air / structure
HitPoints - 1400
BuildSpeed - ~42 secs
Cost - 900 Solaris
Range - 6 tiles
ROF - 5 secs
DPS - 120

Sonic Tank
Intel Entry - The ultimate siege weapon. Sonic Tanks are weapons of Ixian design based on Weirding Modules and commissioned by House Atreides. They are extremely effective against any ground target, but may require alignment to be used to maximum effectiveness as they annihilate targets in a straight line from their location. They can be overwhelmed if surrounded, and their tall cannons cannot rotate downwards to damage targets very nearby the treads.
Tech Level - 6 (Advanced II)
Requires - Heavy Factory (upgraded), Research Centre
Exclusive - Atreides, Fremen, Ix
Special - Path damage
Strength - Anti-infantry / vehicle / structure
HitPoints - 2800
BuildSpeed - ~51 secs
Cost - 1100 Solaris
Range - 5 tiles
ROF - 3.4

Deviator
Intel Entry - A unique support unit. Deviators are fast, lightly armored missile platforms of Ixian design commissioned by House Ordos. Contrary to widely-disseminated lies, Deviators' attacks do in fact release a poison that affects the drivers of vehicles, not the vehicles themselves. Since the gas works only in the closed space of vehicle cockpits, its pressurized canisters toss infantry with concussive force, and nothing more. Deviators also have the longest range of any Ixian tech on the field and can wreak havoc on enemy forces like no other unit.
Tech Level - 6 (Advanced II)
Requires - Heavy Factory (upgraded), Research Centre
Exclusive - Ordos, Smugglers
Special - Temporarily capture vehicle
Strength - Anti-infantry / vehicle
HitPoints - 1400
BuildSpeed - ~51 secs
Cost - 1100 Solaris
Range - 6 tiles
ROF - 5 secs
DPS - 100 (anti-infantry)

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SPECIAL FORCES
Superweapons, pretty much.

Ornithopter
Intel Entry - House Atreides' magnificent air fleet dominates the skies of Dune. The cornerstone of their fleet is the Ornithopter, a fast winged aircraft sortied from the Atreides' High Tech Factory and coordinated from the Outpost. Their bombs are effective against all targets, and they can attack with near-impunity from the air. The presence of Ornithopters on the field demands the use of Missile Tanks and Rocket Turrets, their only deterrents.
Tech Level - 6 (Advanced II)
Requires - Outpost, High Tech Factory (upgraded)
Exclusive - Atreides, Fremen, Ix
Strength - Anti-infantry / vehicle / structure
HitPoints - 900
BuildSpeed - 461 secs (3x)
Damage - 400 (per bomb, area-effect)

Saboteur
Intel Entry - Saboteurs are fearless, quick, and stealthy infantry deployed from the Palace of Deceit. Armed only with explosives and utter apathy for their own lives, courtesy of mental tampering, they desire only to destroy whichever structure they're tasked with infiltrating. Should infiltration be impossible, Saboteurs may detonate their explosives in close proximity to enemy units to deal heavy damage to them. While fragile, they can sneak past enemy defenses with their personal cloaking devices. Turrets and infantry in close proximity can reveal cloaked Saboteurs.
Tech Level - 7 (Ultimate)
Requires - Palace of Deceit
Exclusive - Ordos, Smugglers, Mercenaries
Special - Temporary out-of-combat invisibility
Strength - Anti-infantry / vehicle / structure
HitPoints - 500
BuildSpeed - ~184.5 secs
Range - 1 tile
Damage - 1800 (self-destruct)

Death Hand Missile
Intel Entry - The ultimate superweapon. The Death Hand is a fairly precise warhead launched from the Palace of Destruction that annihilates all but the toughest targets. When a Death Hand is launched, you will be alerted. It's recommended you evacuate forces from the missile's suspected destination, if possible. This weapon is most often used by the Harkonnen and can only be stopped by destroying the palace.
Tech Level - 7 (Ultimate)
Requires - Palace of Destruction
Exclusive - Harkonnen, Imperials
Strength - Anti-infantry / vehicle / structure
BuildSpeed - 461 secs
Damage - 300 (per fragment, area-effect)

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BASE DEFENSES
Your durable, but totally immobile fortifications.

Concrete Wall
Intel Entry - Crude barriers capable of blocking most attacks and impeding the movement of enemy troops. They're effective protection for turrets or LRA, but cannot last against focused fire. Grenadiers can break them with ease.
Tech Level - 2 (Light II)
Requires - Construction Yard
HitPoints - 700
BuildSpeed - 5 secs
Cost - 25 Solaris

Gun Turret
Intel Entry - Long-range rotating cannons best fortified behind Concrete Walls and supported by LRA. While sturdy and effective against all targets, their utter immobility leaves them vulnerable to a concentrated attack. In addition, their power can be cut by destroying enough Wind Traps.
Tech Level - 4 (Utility)
Requires - Construction Yard (upgraded)
Strength - Anti-infantry / vehicle
HitPoints - 2800
BuildSpeed - ~26.5 secs
Cost - 700 Solaris
Range - 6 tiles
ROF - 2.2 secs
DPS - ~136

Rocket Turret
Intel Entry - Long-range rotating missile platforms best fortified behind Concrete Walls and supported by LRA. While sturdy and effective against all targets, their utter immobility leaves them vulnerable to a concentrated attack. In addition, their power can be cut by destroying enough Wind Traps.
Tech Level - 6 (Advanced II)
Requires - Construction Yard (upgraded), Research Centre
Strength - Anti-vehicle / air
HitPoints - 3500
BuildSpeed - ~33 secs
Cost - 1100 Solaris
Range - 7 tiles
ROF - 3.8 secs
DPS - ~158

Storm Lasher
Intel Entry - The most advanced stationary defense structure. Its capacitors keep a fully-charged shot ready to instantly strike targets at twice the range of Rocket Turrets with enough power to destroy weak units in one attack. Its only fault is its rate of fire. And, it predictably re-acquires targets nearer to it once its first target has moved out of range or been destroyed. Like other base defenses, the Storm Lasher requires power to function.
Tech Level - 8 (Boss)
Requires - Construction Yard (upgraded), Research Centre
Strength - Anti-infantry / vehicle
HitPoints - 4200
BuildSpeed - ~44 secs
Cost - 2000 Solaris
Range - 14 tiles
ROF - 10 secs
DPS - 180 (area-effect)

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COMMANDERS
While technically not part of the game mechanics, there are several prominent commanders appearing in my maps so far. At the very least, they've inspired me to go certain directions with faction identity and unit composition because of the way they act. And, they do have additional intel entries I could list here.

Cyril Vasiliou
     The honorable Atreides commander. Atreides infantry are fiercely loyal to their duke, and the commander is no exception. Only these suave diplomats could manage an alliance with the distrustful native Fremen, but that sort of relationship takes time to cultivate. The Atreides must rely on their own forces in the meantime. While respectable, don't mistake honor for kindness. The Atreides fiercely and violently oppose their enemies.

Radnor Krillys
     The ruthless Harkonnen commander. The war-mongering Harkonnen are industrious and tough. While it's impossible to find love for them, their malevolence and brutality are nevertheless admirable. They are a force to be reckoned with even without any allies. Although those who don't oppose them - and therefore aren't destroyed - enjoy considerable security benefits, they are more than likely extorted to no end.

Achen Moriaen
     The enigmatic Ordos commander, or so she seemed. It was thought that House Ordos was wealthy and headed not by a single entity, but a conglomerate of nobility. This is not the case; the strange truth is that a being called the Executrix commands them, and it is four minds sharing one body. Like the House itself, Achen Moriaen is duplicitous, callous, and cunning. And as it turns out, Achen Moriaen's true loyalties lie elsewhere...

Kyne Giraud
     The fanatical Imperial Burseg. He commands the most ruthless army in the known universe in service to Emperor Corrino, but strength is only a footnote in his many qualities. His efforts in espionage and sabotage in battle keeps the Imperials firmly in place at the top on Arrakis.

Issam Nehara
     Naib of Sietch Mushtamal. His Fremen are gladly isolated in the howling crevices of the winding, windswept ridge. Even though they are easily spotted by trespassers, Nehara himself is a master of stealth and can personally ensure their safety.

Rowe Summers
     The resourceful ex-mercenary commander. While she shows weakness in caring for those under her command, she is remarkably obstinate. She can even be belligerent towards dissidents, although this tends to be reactive as her default aims are typically innocuous. She is unusually hands-on and will often personally oversee battles.

Ketua Sumadi
     The stealthy head of the largest smuggling organization on Arrakis. Ketua Sumadi has impressively turned a profit time and time again even as superior forces hunt his men down. He is known to micromanage his subordinates to propagate his modus operandi and ensure profits are made. And if that doesn't work, he will silence the opposition. This has angered some of his even more ambitious underlings, including Rowe Summers, who see potential in dealing with the Great Houses.

Sabre Durant
     The resilient mercenary commander. Through his strong relationship with Ketua Sumadi and Rowe Summers, he's gained much popularity and guaranteed relatively safe work for the many under his command. However, he is largely dependent on Sumadi's smugglers to operate and will do almost anything to maintain business with Sumadi. He is known to put his hefty fees towards the toughest units available.

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I have a lot of love for the game's original designs, but I did feel that certain things were unfair. Quads and Siege Tanks were really crappy units before, Concrete Walls only blocked Combat Tank shots for some reason, fortifications were overpowered as heck, tech progression was kind of linear, and faction identity was massively blurred.

Now, Quads are respectable damage-dealers and Siege Tanks are on par with Missile Tanks. Concrete Walls and other base defenses now block most projectiles, allowing for new plays with units that can fire over walls versus units that cannot. Fortifications are now more confined to a supporting role, requiring the assistance of other units to effectively defend an area. Now, the player has certain choices to make in teching up! Does he drop 1.2k Solaris on the Light Factory upgrade yet, or does he need four more Trikes right now? Does he place a Barracks before his first Wind Trap, or should he nix extra early defense and drop a Refinery as soon as possible? Does he drop 2k on that Heavy Factory upgrade for Siege Tanks and MCVs, or does he drop that 2k total on upgrading the High Tech Factory and placing a Research Centre for Missile Tanks and/or Duelist Tanks, and Rocket Turrets? And now we've got some well-defined commanders and factions. Tough mercs, hit-and-run Fremen, balanced and poised Imperials.

My balancing orbited mostly around unit classifications, their roles. What they're supposed to do well, and where they fall short. Categorizing every unit in four specific ways makes gameplay simpler to learn, but more difficult to master. And, more importantly, it places a major emphasis on unit micro. If you've ever played or watched multiplayer matches in D2k, it's pretty heavily tipped towards the macro game. I wanted to push my finger down on the micro part of the scale. Because that's fun and rewarding! Stutter-step with those Grenadiers, move the Combat Tanks up close to the enemy turrets before sending the LAVs past them. Keep your Troopers safe while they heal up after being hit with falling debris, and intercept anything trying to kill them with a bunch of Trikes or Raiders. Move that LRA up with your new MCV and drop that pre-built turret at the new expansion! Or micro that one heavy Combat Tank ahead of your other units to act as a lightning rod so it can soak damage from that Storm Lasher.

Despite the extensive rebalancing, all the pre-existing units are still the same unit. It's not like I replaced the Trike with a new Combat Tank or something. There are a few new units, but they're thrown into the mix with great consideration. Everything to this point has been very meticulously crafted.

Anyway, there's my unit compendium. Hope that helps y'all figure out watcha wanna do with yours, or something. :P

Edited by Fey
typo lol
  • Upvote 1
Posted (edited)
12 minutes ago, FembotESMP said:

Too late.

XD Hey! If you want to try your hand at adding those unit ideas you've got, some of it might be possible. The only problem is, you'd need to overwrite existing units if you want to add more than, like, 3. That's all.

We've been slowly figuring out new ways around D2k's various limitations, Cm and I. I'm sure with more heads around, we'll come up with some even better ideas. :)

Edited by Fey
Posted
47 minutes ago, Fey said:

XD Hey! If you want to try your hand at adding those unit ideas you've got, some of it might be possible. The only problem is, you'd need to overwrite existing units if you want to add more than, like, 3. That's all.

We've been slowly figuring out new ways around D2k's various limitations, Cm and I. I'm sure with more heads around, we'll come up with some even better ideas. :)

There's enough.

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