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[Release] Coalition of Nobles - Dune 2000 Campaign


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Posted (edited)

Using the full strengh of the new Feda's version of the launcher, I am here releasing my lastest Campaign. Coalition of Nobles. a long campaign with a good mix of many vs many battles, fights on your own, different areas (not just Arrakis), commando style missions that last for a while and so on. To properly apply this mod you will need the latest updated launcher, which you can get here.

STORY:
The Emperor challenge that made the three Major Houses to face each other it's already on the run. Nobody but Atreides, Ordos and Harkonnen will participate, but there is a group of four minor Houses, eager to get power, that think that if the four of them join forces they have a chance to defeat the big Houses. Because of this it is born a coalition of 4 Nobles hoping that they can defeat the superior technology of their enemies with they bigger number in units.

Featuring:
Lassoki: Nobody has proper info about the style of this House (controlled by the player, so their personality come from the player itself). Considered the leader of the Coalition.
Iasi: Specialist on infantry, so it will focus on infantry kind of units like the Light Infantry and the Trooper, but it will produce other units as well.
Qaii: Specialist on fast vehicles, so it will center their production on Trikes and Quads, but also producing other units too.
Bromeli: Specialist on bombing. It lacks a proper army, but it will use their superior bombing skill to damage enemies on the rear.

CAMPAIGN:
This is a long campaign, 16 missions, plus one extra mission that it is not canon and has nothing to do with the story.
The main idea here it's to have the player fighting alonside other small factions that will often will have lesser tecnology than the enemies. Because of this Tibed was used so this is why you need to use the lastes launcher, as it will change from mission to mission.

A couple of missions contain more than 1 version. Those multi-versions are exactly the same but with small alterations. For example, on mission 6 it split on 3 versions. Depending which version you will have as an ally one of the other 3 members of the coalition. Terrain, gameplay, script... it's exactly the same (except the fact that every ally will focus more on some units than in the others).

Not the 16 missions will happen on Arrakis, so check any intel regarding the planet's resources or which addition or modification certain units have for this version (and some lore attached to those modifications).

THE GOLDEN RULE:
People that played my campaigns by now will know that I usually gives drops for the enemy, which means that at any point the enemy (or the player) may see a carryall dropping certain units on the side or even behind your base. For this specific campaign, I applied a rule for myself to not even use that. This means that, with the exception of cutscenes, the Ais won't get extra units to attack the player, the same as the player don't get reinforcements. This also applies to deliveries and so on. The Ais will build their own forces and will use them in battle, but the amount of units they may send to attack may change, sometimes it's because I made them to delay/faster the attacks, or because the Ai may use the starport more in the late game. But the things it's, that nobody gets extra units (except some harvester remplacemente and, again, cutscenes related).

SCREENSHOTS:
Lassoki (player) paired together with their ally, the Qaii.
ywoxIe6.png
 

The Iasi attacking with a bigger amount of infantry kind of units withouth negleting other units.
Ros6Lwf.png

Playing as Iasi on Draconis IV.

1PhkSPl.png

Playing as Qaii on Caladan.

tbeEMtt.png

Playing as Bromeli on Giedi Prime.

w9PZ2z1.png

The four Members of the Coalition striking together for a big combined attack.

lKyx1hi.png

NEW TACTICAL MAPS (2022 update):
byzqR9f.jpg

FILE: 
Coalition of Nobles.rar
Custom Uibb for 1920 Resolution: 1920 resolution.rar  Download, unzip and move into the root on your game (if you play on 1024 or less you don't need this).
To download the updated map go on this post: Here


SCRAPPED MAP: Coalicion nobles scrapped map.rar
This is a scrapped version from the final mission. The feeling wasn't the same as the rest of the campaign. It is possible to win this map but it is a much harder version of mission 16.
Download and play it if you want the extra challenge.

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

Mission launcher 1.2 is required.

Edited by Cm_blast
  • Like 2
Posted

Hell yeah brother! Great to see another release from you. You've been talking about this one for a while, testing a lot. And it looks damn nice! :D

Posted

I was checking this and looked at which tilesets you use in your missions. And I have two questions:

- Mission 13 uses tileset BLOXBGP, but you include tileset BLOXGDP in the package instead. I'm not able to load mission 13 because I'm missing BLOXBGP, I tried to use BLOXGDP but it was incompatible (there were some Heighliner tiles in it). Was it a mistake?

- What is actually tileset BLOXTEM? It looks like a duplicate of my tileset BXRATEMP I made years ago, but there are some slight differences. For example there are no gems in place of thick spice but "thick ore" instead, east-facing water cliff is in place where are water tiles in BXRATEMP, the graphics is a bit brighter, and possibly something else. Do you know why is there such tileset duplicity and differences?

Posted (edited)
18 hours ago, Klofkac said:

I was checking this and looked at which tilesets you use in your missions. And I have two questions:

- Mission 13 uses tileset BLOXBGP, but you include tileset BLOXGDP in the package instead. I'm not able to load mission 13 because I'm missing BLOXBGP, I tried to use BLOXGDP but it was incompatible (there were some Heighliner tiles in it). Was it a mistake?

- What is actually tileset BLOXTEM? It looks like a duplicate of my tileset BXRATEMP I made years ago, but there are some slight differences. For example there are no gems in place of thick spice but "thick ore" instead, east-facing water cliff is in place where are water tiles in BXRATEMP, the graphics is a bit brighter, and possibly something else. Do you know why is there such tileset duplicity and differences?

I have no idea which one is GDP, so I guess I mistake one for the other, similar naming and stuff, dunno.
My map it is a Giedi Prime tileset. First you go on Draconis, then Caladan and finally on Giedi Prime.

This one: 
BLOXBGP.R16

the correct file it is this one:
I will add this on the overall whole zip when I get this thing updated/bug fixed, as I have no room to upload more files on that initial post.


- Bloxtem it's the temperace tileset that Dato did years ago, the only one I have, so I just simply use it. so that's something on you two, one of the two copied the other, I guess, I have no idea, I simply used the 3 main planets with tilesets done for other people.


edit: Fey told me that GDP it's his giedi prime with some repulsion fields and other things he was working on it.

Edited by Cm_blast
Posted
On 12/13/2020 at 12:06 AM, Cm_blast said:

I have no idea which one is GDP, so I guess I mistake one for the other, similar naming and stuff, dunno.

Thanks, yeah now I have the correct file.

On 12/13/2020 at 12:06 AM, Cm_blast said:

- Bloxtem it's the temperace tileset that Dato did years ago, the only one I have, so I just simply use it. so that's something on you two, one of the two copied the other, I guess, I have no idea, I simply used the 3 main planets with tilesets done for other people.

Hmm, generally I can see a "Red Alert temperate" tileset has a few duplicates around there. I'm talking about this, because now I'm working on improving .ini file of BXRATEMP to be supported by newest version of editor (previously I did not do that, and did only for Heighliner, Warcraft2 and Dune2 tilesets). While working on this, I ran into several duplicates of "Red Alert" or "Tiberian Dawn" tilesets (both games have same or very similar tilesets) so I'm now having hard time preparing .ini file for all versions which have slight differences among each other and maintain that. I would like to consolidate those into standardized tilesets and have universal tileset configuration.

By the way, there is a HD remake of Red Alert temperate tileset (https://forum.dune2k.com/topic/28806-release-red-alert-1-temperate-hd-tileset-remasters/). Did you consider using this HD version in your campaign instead of the low-quality one?

Posted (edited)
5 hours ago, Klofkac said:

Thanks, yeah now I have the correct file.

Hmm, generally I can see a "Red Alert temperate" tileset has a few duplicates around there. I'm talking about this, because now I'm working on improving .ini file of BXRATEMP to be supported by newest version of editor (previously I did not do that, and did only for Heighliner, Warcraft2 and Dune2 tilesets). While working on this, I ran into several duplicates of "Red Alert" or "Tiberian Dawn" tilesets (both games have same or very similar tilesets) so I'm now having hard time preparing .ini file for all versions which have slight differences among each other and maintain that. I would like to consolidate those into standardized tilesets and have universal tileset configuration.

By the way, there is a HD remake of Red Alert temperate tileset (https://forum.dune2k.com/topic/28806-release-red-alert-1-temperate-hd-tileset-remasters/). Did you consider using this HD version in your campaign instead of the low-quality one?

On the index I have a sub-section "tilesets" where I pointed all the tilesets that I am aware that exist, so if you want to know which versions to pick you can do that.
https://forum.dune2k.com/topic/27756-all-completed-mods-and-tools-index-dune-2000/

Take in consideration that I already did a small update on some of those .inis, like custom blocks and the quick access to "void" "concrete" and all those things. They are probably missing the radar colors because after the lastest update those didn't work and I didn't bother to fix that part.

 

So using the index, the "updated.ini" subpart will send you to the post where I have the zip of all the tilesets (or they should be, unless I did some mistake) and at the bottom the lastest updated versions to work with the editor, so you may want to download them and correct the mistakes from there if you want.

Maybe there are a few redundant things as It took me a while to understand how to do certain things, I think at some point I though the all custom blocks didn't work so a redid 1 and a half or something like that until I saw that the older custom blocks still worked, I don't remember, so anyway, if you see something wrong you can fix them, and readd thecolor-thing; and since those didn't worked I think I copy-paste the vanilla values all again.

About the Hd Remake, I am well aware, on the discord I saw first hand the work of that tileset and I helped with the creation, pointing tiles and stuff, but still needs work on it. the thing on that tileset it's that the tiles are not just copy-pasted, but resized manually, so they are not the perfect size.

I suggest to him to use the same position on the remake tiles so he can use the old as a template or just to know which tile was used, just to make things easier to know which tiles were on the original and having the position done, but the tileset itself still needs to be worked with.

This is the old water rifts creation using all the core positions.

image.png.aebe87578ab24e47d1b3124006d63de8.png

This is the hd version with the same tilesets

image.png.6d667b65faa5226822bb9765134fdd45.png

He modified both the right "/ \" rifts and though it was a vertical group of tiles instead a diagonal; and of course those vertical lines.

So yeah, the old version it's not perfect, but this other version has bigger limitations.

Has been months since last time I saw the author, but I hope one day he come back and fix those small problems, because the ground ones looks fine and probably better than the older counterpart.

Edited by Cm_blast
Posted (edited)

Update done on this Campaign.

After finding how exploitable was mission 6 (which was a totally oversight of my part), now the Harkonnen on the middle of the area will start as hostile, but much more pasive until they "find" the player, which they will return to the sate they were in the previous version.

The Caladan tileset still uses the Bloxtem one, I decided to not spend more time in altering it or using the remap because I don't want to run any more tests, just playing what it is done and it was good then case closed. Mission 6 already gave me job as I had to re-do the main core of the mission and multiple tests.

First post sais a bit more, but overall the update it's rather small; mission 6 (all the 3 versions) where the ones with the bigger changes. I wrote a bit more on info on the first post.

Edited by Cm_blast
  • 2 weeks later...
Posted
1 hour ago, Legion said:

I try to download this but its says this file is damaged or in a different format. I am using Winrar to open it.

I used a way to compress because it is too big for the forum.

CustomCampaignData.part01.rar

try again to download all the parts individually, that I used a regular compression style.

the rest on the next post.

Posted

CustomCampaignData.part02.rarmissions.rardata.rar

 

check if you can  download and unzip all.

Carefull while copying. I was planning to move the tilesets into the CustomCampaignData folder so they are loaded automatically, but that's still not done yet.

Copy the missions conten into the missions content.

copy CustomCampaignData where it should.

and don't forget to copy data, nothing wrong if overwritte something, is the most updated version available, said by the author of the tileset, so.

tell me if you could download and unzip all, because otherwise then 7zip is the onyl thing that can fix it.

I think all of this sould contain those "updates" and "fixing" things that I wrote on the first post, so the other extra files shouldn't be needed.

Posted
3 hours ago, Legion said:

Hey Feda

Tried downloading and all 4 files failed saying unknown or damaged. I'll look into 7zip. 

lol, not a single of those works? well. I hope that using 7zip that helps because I don't know what more to do here.

Posted

Update done on mission 12.

Overall... the pace of the player has increase, the enemy AI is the same, it will send the same waves early, increasing a bit the strengh through middle and late game, but the player have much more access to extra ore around the base so that shouldn't be a problem at all. 

Most important, there is rewards for the secondary objetives, not just doing all together making the main goal much more easy, but now every secondary objetive gives some free stuff, so if you rush it (being able to just do 1 or 2 of them) it won't be a waste or resources (when you could just wait to do all of them at once more easily).

Although now the civilitian areas have a few extra enemies. But that's the thing, you don't need to wait to have 50 light vehicles just to do them, you can pick less amount of vehicles, beging doing the easiest secondary objetives (As some had much less enemies or less grouped than others) and get 1 or 2 early harvester plus a few extra vehicles that will remplace some of the ones that died during the attack.

All this changes are intened to make the mission to not drag for so long and being a faster pace overall for the player, as the AI it is not really changed.

@Legion As I did an update, mentioned just now, if you haven't reached mission 12 I suggest to you to download the files and overwrite, so at least you can play a better version of that mission (when you reach it).

Posted

Every single file splitted and spreaded on the post has been merged for 1 single to download and apply rar. Any file that it wasn't needed has been removed and it only remains what it was needed in the first place.

A new set of Tactical maps has been added. Every mission has his own tactical map, showing the progression of the Coalition or showing a bit of visual generic mission if the battle doesn't happen in Arrakis.

First post updated, don't go around checking on later posts, just on the first one it is everything ready.

The scrapped map is still there for people that want a challenge, but it has nothing to do with the oficial campaign. No reason to download unless you want to play a harder version of the final mission.

Posted (edited)

Since I have no room on the main post to upload this, I will do it here.

I updated the tactical maps of the Arrakis maps, now they are in the same style as the non-arrakis maps, I didn't really like the dune 2000 arrakis map for this particular campaign, since there are too many non-arrakis maps, the player sometimes takes 5 territories in 1 single mission, making hard to follow.

New Tactical maps:
New Version Tactical maps.rar
 
it only includes the new versions of Arrakis maps, which it will ovewrite them (just say yes when prompted).

Instructions:
extract the file.
Move the folder "CustomCampaignData" into the root of your game.
The new maps will go on their own tot he correct folder (if you know what you are doing, you can just copy and paste the files manually).

If you are not told that files will be overwritten, then you move them wrong.

First post updated with a screenshot of the new version of the tactical map.

Edited by Cm_blast
  • 1 year later...
Posted

Hi CM_Blast. I am playing your Coalition of Nobles campaign and I really like it! Maybe even more than Butlerian Jihad!

The campaign design is really unique, there are always Allie’s in each mission, and the player has to make good use of them to complete the mission efficiently.

The difficulty is also significantly higher than Butlerian Jihad: Zone Zero. I’m already struggling in mission 5! There are so many sonic tanks!! I thought the level was impossible then after 1 hour of luring them to my ally’s base, and letting them hang out at the bottom of the cliff, all of a sudden the enemy didn’t produce sonic tanks to attack me anymore. It was only then that I was able to counterattack and win.

Was there some kind of trigger to stop producing sonic tanks after 1 hour?

Oh I also lost in mission 4 the first time I played because I didn’t know I had to escort the Bromeli to the frigates. The objective didn’t mention that, so I was attacking the Atreides base instead of protecting my ally. :( 

All in all, super fun campaign! I’m glad and surprised that I can always find an even more custom Dune 2000 campaign each time I complete one!

Posted (edited)
17 hours ago, Ghost.B88 said:

Hi CM_Blast. I am playing your Coalition of Nobles campaign and I really like it! Maybe even more than Butlerian Jihad!

The campaign design is really unique, there are always Allie’s in each mission, and the player has to make good use of them to complete the mission efficiently.

The difficulty is also significantly higher than Butlerian Jihad: Zone Zero. I’m already struggling in mission 5! There are so many sonic tanks!! I thought the level was impossible then after 1 hour of luring them to my ally’s base, and letting them hang out at the bottom of the cliff, all of a sudden the enemy didn’t produce sonic tanks to attack me anymore. It was only then that I was able to counterattack and win.

Was there some kind of trigger to stop producing sonic tanks after 1 hour?

Oh I also lost in mission 4 the first time I played because I didn’t know I had to escort the Bromeli to the frigates. The objective didn’t mention that, so I was attacking the Atreides base instead of protecting my ally. :( 

All in all, super fun campaign! I’m glad and surprised that I can always find an even more custom Dune 2000 campaign each time I complete one!

Yeah, there is a big difference, Butlerian is more unfair than hard (still hard, but it is just that you need to deal with random drops), the Coalition is just straigh hard. 

I see you reached mission 5, the enemy sending waves. Keep in mind that mission the enemy just do this.
First wave, low tech units (trikes-infantry; no tanks)
second wave, mid tech units (quad, troopers; still no tanks)
third wave, high tech units (all the tanks; no other lower tech units)
4º and every other wave, special units (just sonics).

the thing is that you need to produce the best units to counter, in the sonic tank case, you have tanks and troopers, the best thing is just to move your tanks (which are much faster) and flank the enemy sonic tanks, attacking from a side. If you can do it right, your troopers will decimate the sonic tanks, but if you have problems, then just using combat tanks only, you place them on both sides and try to attack the enemy wave in the middle, the AI will have a hard time deciding what to attack and sonic tanks being slow they can perish.

if you were sending quads or missile tanks you will loose units too quickly. It is just a tricky mission that, for once, it is more on countering the specific enemy wave that just building a bit of all. From my experience, just having a bunch of infantry and troopers is enough to deal with the earliest waves, and then adding tanks to deal against enemy heavy units. This is a mission I was trying to pretend that the enemy base was (like the briefing sais) being rushed, so the enemy don't have the whole tech ready, so he is just sending low tech units first, and only later high-tech units. But you saw like even with the Atreides having 2 bases the secondary base is just for show, it didn't produce anything.

the one thing is that on this mission, you have two secondary objetives, one is just to destroy the weakest ally base (which bromeli will do on their own but with a bit of help, with some infantry-troopers around). and if you do, you get an ally that will have the Atreides busy. Also, if the mission last long enough, you also will get your other ally which will send units in the long run. The faster you destroy the secondary base the early you get that ally that having the Atreides busy will help you a lot (It is possible that you ally die, but most the time he holds well and the Atreides will start loosing units which leave you room to counter-attack).

About mission 4 objetive: you are right, I should write it, the briefing states that: "once the blockage is removed, all bromeli units will run into a fragata to escape from the Atreides"; I could just write that second part on the main objetive.

just to be sure, you don't need to destroy the Atreides (some people do), you are more into taking out the 50 enemy infantry, and then letting your ally to blow-up all the turrets (you can help with troopers to speed the process), but meanwhile, just gathering  units to use as escort.

I can see that so far so good. Just saying that mission 9 is the major road-block (the campaign was suppose to be 9 missions long, so mission 9 is like a traditional "final battle" feeling. Anyway, if you manage to win that, I hope you enjoy the next missions because some people like it, some people don't.

Edited by Cm_blast
Posted

Hi CM, for mission 5, after watching my own replay I realized that my Bromeli Ally eventually destroyed the 2nd “fake” Atreides base and the Qaii Ally set up their base and started absorbing the sonic tanks. I realized I should have helped them taking that base to reduce my defense woes (10+ of my gun turrets were getting wiped out every sonic tank wave; I learned that base defenses aren’t the best against sonic tanks). That said, kudos for modding the AI to produce solely one type of tanks! I had no idea the game AI had that capability.

Another wonderful modification is that building the Starport requires the High Tech factory, which makes sooooo much sense! If I were the game developers I would make that permanent change!

Also, I feel the Lassoki isn’t at a terrible disadvantage in terms of tech because now the game allows building missile tanks after upgrading the heavy factory and it can build deviators too, so its tech is even better than Ordos because they cannot build missile tanks and their combat tanks are fragile.

But that got me thinking, I don’t see an option to build siege tanks anymore. I can only obtain them via Starport now?

Yes, for mission 4, a secondary objective explaining the player must escort Bromeli to safety would be most helpful.

oh, I’ve actually just beat mission 8 and had a peek of mission 9 and yes it does look like the final mission where all coalition forces show down with the Atreides + Ordos alliance. It’s gonna be ill / mad / nuts / insane!! I just can’t wait!!

Thank you again for making such an awesome campaign!! 😄 

Posted (edited)

Yes, the good way is to help the bromeli to take the 2º small base, as you take that, you get 1 ally that really help finishing the mission if you had the advantage, or to keep the enemy busy, letting you to regroup and have a decent army to use. Having your other ally coming in the long run is another "if you are struggling to hold, here, an ally that will help you achieve the victory. The bromeli with all the saboteurs and airstrikes will take buildings on his own, he just have some problems with the few enemies stopping him, you need to send mostly infantry, but if you do that, then is more on a matter of time.

yeah, rocket turrets are really good, gun turrerts are more if you need some defenses in a rush enemy attack, but otherwise they won't hold stronger attacks.


Are you sure you need to deploy the High tech factory for the starport? I didn't alter that, at least for the Lassoki, your tech is pretty much the same but with missile tanks instead of siege tanks available for "ordos" (which you are). Unless you captured your ally HTF and that give you that, but that's another story. That or the game just bugged, but I don't remember ever having that on my mod. The player is just using Ordos units except you get access to the missile tanks instead the siege tank, but overall you still get normal tech.

Your allies get access to a new unit, but their tech is not altered, the only one that it is altered is the bromeli because they cannot build factories and I have to swap some requirements for  them to be able to deploy things like the high tech factory, the starport, palaces...

Just to be clear, you are playing as Ordos, with the only difference that you get missile tanks instead of siege tanks, everything else is still ordos to their core, same combat tanks, same deviators. I gave them the missile tank because I though it would be interesting having ordos tanks + missiles for once.

And yes, you don't get siege tanks, your allies neither, the idea is that as a minor house you don't get full tech, so I cut out the sieges. In the long run is probably for the best as you have an ally that trains tons of infantry. You only get deviators (and your allies other new units) due doing mission 7 that you steal tech and you split among all the coalition.


The only advice I have for mission 9 is to rush turrets. You can have some units a bit far (no need to be that much) from your base, and when the enemy come you run into your ally, this will help you to survive if you are having trouble, but keep in mind that doing this will make your ally to be in peril, and may need your help later in return, so if you do that be carefull, loosing an ally it is not an insta-loosee but it puts you in a disadvantage.

Edited by Cm_blast
Posted

Hm… maybe I was hallucinating a better tech tree and missed the starport until I built a high tech factory.

I also noticed that building more than 3 of the same production factories still sped up the production! Did you make such changes? Or maybe I’m hallucinating again. Lol.

ah ok, no siege tanks is fine, I don’t usually build them anyways, just ordering a few from the Starport for defending against troopers is fine. 
 

by the way fits really cool that the computer allies disproportionally builds infantry or light vehicles. Is there special scripting or just having multiple factories vs single factory enough to make their army distributions skew that much?

ah thanks for the tip for mission 9! I’m looking forward to it! Even if I lose a few times because it’s too challenging. It just looks so fun! A super challenging 4v4!

Posted

The multiple factories increase the production. If at any point you play Fey's Summers Soltice he increased that limit. Like, if you build 3 factories you build fast, but if you have lots of extra windtraps/energy it will build even faster (just slighly faster for X amount of windtraps, but it actually increase).

On the AI values there is a thing that you can tell the proportions of the units. By default the AI has a proportion of 1 for every unit (except MCV, harv, carryall....), this means the AI will produce units until it has 1 of each of them. So if an AI just decides to do a big delivery of 5 trikes, then it start building every other unit except for trikes (until it has 5 of each).

For my campaign: for example the Iasi has a proportion of 1 on every tank, 2 for trikes and quads, and then between 5-10 on the different infantry. 
Qaii is the same but in reverse but also a bit less numbers since light vehicles aren't build that fast.

The mayority of my enemy campaigns still use the default 1 (with some exceptions).

Let's hope you can win mission 9, I'll say subsequence missions are not that hard but are trickier so... really hope you get to enjoy those as well since it has mixed opinions.

 

Posted

Ohh neat! It’s cool to see the game can be so different than the stock dune 2000 game where they just build everything evenly.

I also noticed the hard / skirmish AI tend to build more anti-armor units like tanks and troopers than anti-infantry units. Is that hard-coded or do they build counter units based on enemy’s units?

All in all, it’s pretty cool to play with “specialized” AIs and work with that. Especially the Ateiedes enemy that only build sonic tanks, I thought that was an invincible army, but I was surprised to learn the Qaii can handle them by massing light vehicles… I’m learning so many new strategies which I thought wasn’t possible from a 25 year old game. Well done!

I haven’t had the chance to play mission 9 yet, but I’m always dreaming / thinking of strategies to beat it. :) 

Posted

On later levels the enemy still will build a very balanced army, so not much to worry about. Maybe you play a mission where you have limited resources and the enemy may send more quads and combat tanks instead of sieges to avoid decimating your cheap infantry.


Mission 9 may be the thoughest, missions 10-14 are maybe tricky, but that's it, so good luck.

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