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Auto queue - proof of concept and test map available.


Cm_blast

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DISCLAIMER:
THIS IS NOT A QUEUE PATCH BY ANY MEANS. Downloading this won't get you multi-queues, however, there is a way you can "convert" your game into this Auto-queue if you are willy to do a bit of work with the editor.

AUTO QUEUE:
So, What's this is this about? 
while talking about the old multi-queue patch (which doesn't longer work, unless you install the original game), I got given the idea of making our sort of Auto queue done by events. This means opening the editor and adding a certain amount of events and conditions so the game will build units for you.


QUICK EXPLANATION FOR NERDS:
So this is all it happens:
-The Game will check if the player produced any unit, and if that unit is completed, the game will auto-queue another one. This will continue to happens as long as the player has at least 1800 credits (this is the same treshold the AI uses, as a mean to reserve some money in case harverster or refineries are needed).
-Every single unit in the game is being considered, so you can mass produce engies, MCVs, carryalls or anything you want.
-The Fremen and the Saboteurs are also autoproduced, everytime they are "Ready" they will be generated from their respective palace. The DH and the Airstrikes need to be targeted.

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Small issue confirmed:
There is 1 well know issue. If you have a carryall in production, your put it on hold and order some carryalls from the starport, as they arrive the production of the Carryall will continue on his own, there is no proper way to change this.

Files:
Auto queue test map.rar<--- This a single map done with those events. The player, being Atreides, is given every structure in the game and 50.000 credits. There are 2 enemies using a generic defensive slow AI; this is a playable map but don't expect an AI that oppose the player. the point is for people to try the auto queue system and check if anything goes wrong or simply just having fun with this set up. The map has no "mission win" nor "mission loose" condition, so the AI also has no initial units or anything.

auto queue.d2kevt <--- These are all the events and conditions used on the map; for testing/playing the mission you don't need it. This file is only when modding missions, adding the auto-queue or f you want to add it into any preexisting mission.

HOW TO APPLY INTO OTHER MISSIONS:
So, if you want to apply this auto-queue system into other missions, this is all you have to do:
-Get dune 2k editor; if you downloaded dunemaster versions you should have it already, if not, download from here: D2keditor
-Get updated. dune 2000 exe; same deal, with dunemaster you will have it, if not, go here: D2keditor
-Download the file called "auto queue.d2kevt" from this post.
-Open the editor, click on "file" and "open map", and open the map you want.
-On the top side, on "mission", click there and on "Events and Conditions" (or press F11).
-Move to the very bottom of the list of events (main window), using the arrow keys for example, and on any empty space right click and "import events".
-Select the file Auto queue.d2kevt and open it. It will generate all the events and conditions needed.
-By default is is done For "Atreides", so you need to switch all these lines into the house you will play as on that specific mission. Just click on the lines and on the bottom area is just swapping on "Player" from Atreides into the side you want.

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Keep in mind that if the mission you are opening has too many events/conditions it won't be room for this. But the other 90% of the custom missions and campaigns will probably have enough room so, as long as you take some time on it, you can do it (as a extra help, if you are altering or creating a smuggler mission, you can import my file, swap all "Atreides" into "Smugglers" and once you have that done use right click - export and export all the events, this way you can import all the events and conditions already being "smuggler" and you don't need to do it all over again.

Feel free to add or remove as desired, like removing the treshold so the game always build, or making Fremen-sabos to not be auto-ready, or removing the auto-queue for MCV-harvs-carryalls as those are not combat units... just whatever you want.

FUTURE PROJECTS:
This doesn't mean that every future mission or campaign will have this, as this is done with events, the same way that you may play a campaign where the player/enemy gets lots of reinforcements and free deliveries or others not, an author can make use of these features or not.

However, I have in mind creating a sequel of an existing campaign, and I will make use of this feature, so you can expect at any time a new campaign that have these autoqueue making the campaign more focused on paying attention on what it is happening on the game than building units.

Edited by Cm_blast
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  • Cm_blast changed the title to Auto queue - proof of concept and test map available.

this is a great concept that works with the editor and exe in the latest dunemaster full package install

variables are still undergoing testing and aren't part of default install yet, but this concept can be further simplified with them:
simplification.png.89e33efb6fa70c931d27d28eb2912a86.png

this mooostly works. sometimes light infantry will be queued when a structure is destroyed or sold, but other than that and Carryalls being weird and needing a specific system to have the behavior work for them, yeah

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