Hey everybody it's me again :) I have one more question somebody knows mod which can upgrade the AI. I finished Emperor battle for dune a lot of times (19 maybe 21) 8) and I know this game very well so it became too easy because the AI is hmmm a little silly :P.
emperor battle for dune mod
The Tech Tree ----In dune2000 carryalls are like a luxury to your core harvesting abilities. They just speed up the process; but the key in dune2000 was that they came at a certain tech level. In EBFD this idea was scrapped; and carryalls were expected to escort every harvester all of the time. With the introduction of the refinery dock upgrade; this allowed refineries to upgrade two additional docks; originally intended to reduce queue times at the refinery; however they would each also come along with their own harvester and carryall. But not anymore.
Thanks, I used to really want to get that unused snow tiles into a snow set. You should try out emperor; you can get it for free @ some places I believe, though I run it from a disk.The modding capabilities of dune2000 often puts me off; as its still not possible to add new units, and making each faction more unique in that game is really everyones dream, but tilesets and new maps are also cool, as that game has timeless aesthetic. I might take a look at it again soon; but I know i'll be encouraged to remake it from scratch in a new engine if I do so.Thanks for dropping in and saying Hi. Its always nice to know we are not invisible
I think you mean these changes oriented to skirmish, but how about campaign (although campaign plays a lot like skirmish)? it may be interesting at some point playing dune emperor with that dune 2000 mindset; I agree on some points with the speed (and in campaign it doesn't help you can get Sardaukar or Ixian bombs early and win a map in 3 minutes, and I an not a speedrunner at all).he tech it's roughly the same".
Its so cool people are still playing and modding this game. I started playing this game again for the first time in a long time last year, and just started modding it. I mainly focused on improving infantry units and adding more units for each faction. I also wanted to be able to build the mega cannons for the Ix and Guild that you could see in some campaign levels and take over, but not build in the skirmishes. I had to reduce their power to make them more balanced. The one thing I really want to do but don't know if it is possible, is to make it so there is more than three main factions available to play in the skirmish, and turn some of the subhouses into their own independent factions. Adding units in the rules and artini files is easy, but I can't figure out if its possible to add new main factions. I tried messing around with some of the files in the UI directory, but can't figure it out. It would be cool to be able to have just a Fremen faction fighting against House Corrino and House Harkonnen, or have a battle between just House Vernius of the Ix and the Bene Tleilaxu.
Objectives in the first, battles chosen on the map and homeworld missions in the campaign is to destroy the enemy base by destroying all buildings(Exception in next sentence) or making the enemy AI retreat. Destroying windtraps is not mandatory. Cutting power slows down unit recruitment, but not base building speed and also disables turrets that require power.
Hi) I am glad that people are still playing the game and the game is not forgotten. Even on Moddb I saw a mod that one person saws - -iii-the-battle-for-universe Yowane's fan wrote: There is a UISPOKEN.txt file in the game archives, it lies in the archive STRINGS0001.RFH. As I understand it, this file contains text messages for the mentat during the game and the text of various pop-up tips. Nothing interesting. You are mistaken about the fact that there is no interesting :) If you delve into the text messages of the mentat, it becomes clear that some missions in the game simply do not exist :))) Yowane's fan wrote: In the vanilla version of the game, only atreides have the ability to train level 3 infantry ... If my memory serves me, only level 3 snipers can be trained, but I could be wrong.Changes)) Any Atreides infantry can be trained, except engineers. Unfortunately, I found out about this only by the 3rd playthrough, the game does not particularly hint about it. In general, the balance in the game is strange in places - why, for example, did the developers need to cut out repairs from the Harkonnens or advanced wind traps from houses? Repairpods were a good alternative to mobile repair for AT and regeneration for OR. And advanced traps could be countered by high prices, and the power system would become more vulnerable to attacks. So it is with the elite - if the infantry of all houses could be trained, nothing much has changed. Rarely has a flamethrower survived to the 3rd stripe, and OR chemical troops are already deadly against infantry and useless against equipment. I would love to look at an HK engineer with three stripes, haha.
Yowane's fan wrote: In the end, of course, protracted battles are boring, especially if there is no extra. quests. I play, for some reason, mostly Harkonens. I think it's about the music. Yes, it is the protracted battles that get boring)) And levels without bases slow down the pace of the game. I almost always play for Atreides, but I like the music for everything at home. She's awesome there, albeit in different directions)) Yowane's fan wrote: Craftsmen sometimes collective farms for him weapons from an atreides drone, but as for me - bespont. When I was small and played for the first time, miraculously reaching the last mission, I expected these flyers to emit bursts like niab tanks, and with the same high damage. But in the end they turned out to be just a props due to the laziness / haste of the developers. Saddened. A great atmosphere, after all, would be given by combat-ready units :)I think this is definitely a flaw due to lack of time, since the last mission itself is very easy to speed up even on Hard for AT / HK with the help of improved carriers. That is, this is a very fat jamb of game designers. Perhaps the Flyers were needed to shoot down planes on the way to the worm. For this should not be so in the last mission)) Yowane's fan wrote: Those very units that look like bugs with a leech texture contain the same DeathHandExplosion as in the devastator and in the very hand of death.Yes, but there is also a significant difference. The fact is that the Nuclear Missile (and Devastator) has the bullet type [DeathHandBomb], and the beetles have [BombBomb]. The difference is that [DeathHandBomb] BlastRadius = 96, and [BombBomb] - BlastRadius = 320. That is, the explosion from the bugs covers the territory more than 3 times. I found this out when, in the company of the Ordos, the beetle explosion seemed disproportionately powerful. To be honest, the original Nuclear rocket always seemed very weak to me, and this power is just right for it. Although I understand that this was done on purpose, since in relation to the rest of the houses, the superweapon is still powerful and would completely break the balance. It would be fun for a devastator to make a trace of radiation, because this trace is not so powerful, it was possible to shorten the duration of the action for an extreme. The explosion is nuclear, but there is no radiation. Yowane's fan wrote: Mmm, no. It can only open game archives (RFH). And I'm talking about files with the extension DLL, EXE. In general, this is the same thing, just the first is used as a library and cannot work by itself, and the second has its own entry point, roughly speaking, it is launched before use. It's clear. Well, there and in the year of release, it was not very good with the tools for the game, and right now, and even more so ... Yowane's fan wrote: The settings, by the way, are quite rich. And, in some places, interesting. The window is really cool) It's funny that the game is referred to as Dune3. What does it mean to pretend to be Tib Sun? Like, tools from Tiberian Sun were also used)) WOL is interesting.
White wrote: Yes, it's the protracted battles that get boring)) And levels without bases slow down the pace of the game. I almost always play for Atreides, but I like the music for everything at home. She's awesome there, albeit in different directions)) I still listen to her separately. Due to the peculiarity of the compositions that are written / written specifically for games, especially of this genre, you are not distracted in the process of something. I turn it on when I work or do something at the computer. Does not distract, does not interfere, but at the same time it is easier to work. White wrote:I think this is definitely a flaw due to lack of time, since the last mission itself is very easy to speed up even on Hard for AT / HK with the help of improved carriers. That is, this is a very fat jamb of game designers. Perhaps the Flyers were needed to shoot down planes on the way to the worm. For this should not be so in the last mission)) I must say that the Atreides have an imbalanced technique in terms of damage. Sonic tank, which takes down 30,000 hit points from two or three volleys (this is how much for an imperial worm building) - this is too much. But there is already a lot of air defense for the Tleilaxu. And live wind traps, by the way, are a hoax. Destroying them all will not affect anything. Generally. White wrote:Yes, but there is also a significant difference. The fact is that the Nuclear Missile (and Devastator) has the bullet type [DeathHandBomb], and the beetles have [BombBomb]. The difference is that [DeathHandBomb] BlastRadius = 96, and [BombBomb] - BlastRadius = 320. That is, the explosion from the bugs covers the territory more than 3 times. I found this out when, in the company of the Ordos, the beetle explosion seemed disproportionately powerful. To be honest, the original Nuclear rocket always seemed very weak to me, and this power is just right for it. Although I understand that this was done on purpose, since in relation to the rest of the houses, the superweapon is still powerful and would completely break the balance. It would be fun for a devastator to make a trace of radiation, because this trace is not so powerful, it was possible to shorten the duration of the action for an extreme. The explosion is nuclear, but there is no radiation.Didn't pay attention to it, apparently. Anyway. White wrote: Got it. Well, there and in the year of release, it was not very good with the instruments for the game, but right now, and even more so ... I stole everything I could from all the forums. And a map packer, and some kind of dune visual mod creator, and some kind of EBFD-IE (simple ini-editor, changes the cost and speed of building units), and DuneEx is already known to everyone, and even some kind of CampaignMapUnlocker. The latter, by the way, does not work. It's easier to pull out the cards with your hands (wrote above). Map-packer, it seems, too. But they are not needed - they are replaced by at least slightly straight arms and DuneEx. White wrote: The window is really cool) It's funny that the game is referred to as Dune3. What does it mean to pretend to be Tib Sun? Like, tools from Tiberian Sun were still used)) WOL is what is interesting.I heard somewhere that they originally wanted to call it that. Then they decided to rename something for the sake of marketability and lack of direct connection with previous games. WOL is most likely an abbreviation for WOL API, that is, Westwood Online API, in human translation - a set of functions for working with a network game. I think it is the same for all Westwood games, because in all online strategy games one and the same - server, client, chat, some functions. The game itself shouldn't be too influential, so WOL is a shared library for C&C, Red Alert, and dune.In short, a library for organizing an online game. And in this case, perhaps, the WOL API has not yet been attached to the dune, and therefore slipped the dune to it as the Tiberian Sun. And we tested the network game like this. But this is just a guess. But I'm sure about the WOL API, because a few years ago this library already fell under reverse engineering, and the abbreviation WOL appeared there. By the way, the C&C and Red Alert sources also included the WOLAPI library. So this is 10000% network function. As you can see, in the window you can set LOD - graphics settings go. But this is unlikely to refer to the levels of detail of the map. There is also Random Seed for AI, hell knows what it is for. In the game, in the source, I have not seen it. Or overlooked. 2ff7e9595c
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