Jump to content

Recommended Posts

Posted

version 0.37 is now available from my page

lots of bug fixes, and I beleive this version to be very stable

try out the single map option to play the map I made for it.

Look at the latest pages for later versions, the game is no longer updated on my web page.

Posted

Well I can give you a tips Tony!

The menus at your game are quite ugly...

Big white buttons..

I know menu aren't big priority, but can you make them more Dune2 like? With black grey and red text?

  • 2 weeks later...
Posted

Yeah I definately agree with you about the buttons, this is the difficult part because I'm not an artist and I need to come up with a consistant and usable theme. Anyway I will work on that in time don't worry.

I just completed the star port and have the atreides palace working too.

I need some ideas for what the saudukaur, fremen and mercanery palaces can do, and what their special units should be.

Posted

about palaces:

Atriedes=Fremen (same palace things)

Mercenary=Ordos

Sardaukar=Harkonnen

;)

i played Super Dune II and made some of my own to check these out.

Nice work Tony. I will deliver some news about my project when a demo is up for testing.. won't take to long now.

Posted

Ah yes, that will make things easier - thanks stefen. :)

It's a pity though cause i had a great idea for freemen. I was planning Fremens palace to be able summon a sandworm at a particular location on map. It would then go ahead and eat away there.

Posted

you still can add your idea Tony, its your game ;)

I think controlling worms is great this way; if you can control a worm and let it eat 3 units (then it will dissapear) it would be a mighty weapon.

Posted

The saboteur now works as you suggested Vidiware - he will be seen if he goes within 2 cells of an enemy unit/structure,

I'll release a new version once I have the deathhand working which sould be within the next couple of days

Posted

New version should be up on my page in a few minutes.

Try it out, all palaces now work, except the ai dosent use them yet, also starport works, although ai again doesn't use it yet.

From now on there isn't much left to do - a bit of polishing, finishing networking, doing a good ai, and I'll be almost finished

Posted

Agreed, don't worry - I'll fix those buttons. Those buttons have been made so that it is actually very easy to modify them - position size, colour, graphic etc. So when I do actually get around to fixing them, it shouldn't take me too long at all.

Its there now.

BTW: custom made maps will not work with new versions, and may unfortunatley crash it, so make sure old map.dlm file is not in directory.

Posted
Something else: Can you manage it to make the menu-borders not changing color plz?

What do you mean?, it stays completely black for me if I think I know what your talking about.

I'm very glad there are more people interested in this project, makes it more worthwhile you see. :D

BTW, there are a lot more changes then mentioned in the reamde file, I've just forgotton all of them.

Posted

six or seven times! I think the speed is just right, but I'll have a go at an ingame menu now which will have a speed option

Posted
Something else: Can you manage it to make the menu-borders not changing color plz?

What do you mean?, it stays completely black for me if I think I know what your talking about.

Er..let my try to explain:

There are spins, cordels they are blue/gold(Atreides) red/gold(Harkonnen) green/gold(ordos). In the game the cordels change the colors to red/gold if nothing is selected by every house...

thanks, do you insert the graphics in your next version (the windtraps have to be corrected ;) )

Posted

six or seven times! I think the speed is just right, but I'll have a go at an ingame menu now which will have a speed option

Basically it build stuff about instantly then after 30 seconds of gameplay a HUGE computer army arrives and kills me.

Posted

Oh yeah, well basically that ai is really crap and just sends units as soon as they are completed. I only put it in as a tempory thing.

Posted

Tony, does your computer AI have unlimited funds? I had to add a cheat to mine because the spice flow was rather slow on AI's. They will never have less then 500 credits. So this makes them still build simple tanks, but they really need some spice if they want to build bigger stuff (siege,sonic, devastator, deviator etc).

Posted

Tony, does your computer AI have unlimited funds? I had to add a cheat to mine because the spice flow was rather slow on AI's. They will never have less then 500 credits. So this makes them still build simple tanks, but they really need some spice if they want to build bigger stuff (siege,sonic, devastator, deviator etc).

That is a cool idea by the way 8)

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.