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[Release] Coalition of Nobles - Dune 2000 Campaign


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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.
1613447666_Coalicion01.thumb.png.b9a9487c0e75efd794be2cecccc29706.png

The Iasi attacking with a bigger amount of infantry kind of units withouth negleting other units.
1480606897_Coalicion02.thumb.png.8af211d73a0a2e76c1a6b82bdae0bcc1.png

Playing as Iasi on Draconis IV.

1598564824_Coalicion03.thumb.png.0b22cffb49fc73aa0e2852dc2462e739.png

Playing as Qaii on Caladan.

1368238437_Coalicion04.thumb.png.accb37c2587f898551c178da515abe10.png

Playing as Bromeli on Giedi Prime.

1257730770_Coalicion05.thumb.png.169264a5ee6f600b525fcf6dd01f0e9c.png

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

1819270812_Coalicion06.thumb.png.b23b5238918b8b0a4fc74654801d384d.png

BONUS MISSION:
This extra mission, the 17º mission, it is just a bonus mission non related to the story. It is a tribute to those old campaigns and authors that did maps back in then when no much info was there, so the mission itself it's simple in terms of the terrain, and even use a generic AI instead a one well though one.

It has pseudorandom bases for the Ais (I clicked almost a random and whatever place the buildings were placed they stayed there). Everybody gets deliveries for free from time to time and your allies will build all the units equally (but those deliveries will give the speciality of each House). The golden Rule it's gone for this map.

Also I added a few things that will separated this make from the old works, the briefing will say what I changed. Overall, this is a chaotic mission where at any moment the player or the allies can be the focus, or even the enemy can have problems to hold depending on who attacks who.

FILE: Coalition of Nobles.rar

Update: (january 2021)
The campaign has been updated. Among the changes, now the missions will appear in the proper order from 01 to 15 on the launcher and not having the double digit ones in bewteen the others. Also the name of the missions are going to be in english.
About the missions, more or less the update are small changes, some wrong tiles here and there, and a bit more of information on some briefings to clarify certain things, plus other small fixes like more initial money for the Ai and other tiny things not worthy to mention.

*Mission 6 (all 3 versions): besides other small changes, the most important now is that the Harkonnen base that was in the middle of the map no longer will begin the fight as neutral towar the player and no longer will attack the Atreides. Now, instead, it is going to be more passive, buildings units much more slowly until the time limit it's reached OR if the player lost a unit; in any of these cases the Ai will build exactly as it was in the previous version. Also, the Sandworm now enter the game much later, but now there are 3 of them instead of only 1 (for Mission 6c, only 2 sandworms will appear).

*For Missions 12 and 13, which you need to destroy the Outpost and protect an engineer for a few seconds, random debris and the infantry that spawned from the building destroyed could kill the engineer too quickly even if you had units nearby. Now these engineers (only for these two levels) will have more armor. They can take 2 Siege tanks bullets and still survive, so now you won't loose the mission due the random debris/infantry (you still need to protect him as they still will get killed if they are on their own).


SCRAPPED MAP:
Coalicion nobles scrapped map.rar 
This is a scrapped version from the final mission. I was doing the mission in a way until I realize that I didn't like how it was going. Instead having 4 houses figthing toghether having your 3 allies helping (even if they are not the strongest ally ever), I turned the mission into "who is stronger, the enemy or the player" with the allies being just there, 100% useless.
So, this scrapped mission it's harder than the original, but also not the concept I was looking for. The mission it's the same as the mission 16, but you will face a much stronger enemy while the player have access to tons of spice to compensate. I left behind this mission for those who want's to play a harder version of mission 16, but otherwise ignore it. 
I name this mission so it will be at the bottom of the campaign, so play it the last. 
 

HOW TO INSTALL:
First of all, get the newest version of Feda's Launcher on the post here. It is possible to manually copy files but you may need to do it per every mission, so it is not recommended.
Also, if you are not using that version, you won't see the custom colors used (unless, again, you manually copy certain files depending on the missions; so just use the launcher).

-CustomCampaignData: move this folder into the main root of your game. You should look at several .exe files (like dune2000.exe, missionlauncher.exe...) in the same place as CustomCampaignData folder is.
-Missions: the mission on the inside (.map/.ini/.mis) needs to be placed into the same folder called "missions", it will be in the path "data/missions" but if you have the missions outside "data" then move them; just move them in the same folder you have any other missions stored.
-data\Ui_data: move this files into the same path in order to be able to play the game. only one file should be promted to overwritte which you can say "no". Not all the text.uibs are going to be use as I included the spanish version too, so it is possible to left out all the files that contain "ESP" or "SPA" out.
-Tilesets included but have to be applied manually too; if you are prompted to overwritte you can do it; these are the most updated versions of those tilesets.

If any mission triggers a problem report to me, I could be done a mistake at any point.

The custom color on the icon bars (wine color on the top and right sides) will only appear if you are playing in vanilla res, 800x600 or 1024x768; any other resolution bigger than that and the game will use the original color. 

Edited by Cm_blast
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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?

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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
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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?

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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
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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
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