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[Release] Coalition of Nobles - Dune 2000 Campaign


Cm_blast
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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.
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
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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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  • 2 weeks later...
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.

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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.

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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.

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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).

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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.

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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
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