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Everything posted by MrFlibble
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The Demo of the Dune 2 eXtended Project, a Dune II modification inspired by the old classic, Super Dune 2, is now updated to v1.26. There are quite a few tweaks and changes in the balance of the three playable sides, the Mercenaries, the Sardaukar and the Fremen. This update, like its predecessors, would not have been possible without the help of people like Nyerguds (Dune II Editor), TrueBrain (OpenDune) or Segra (OD2, Dune 2 SDK), whose continued research work and projects keeps the Dune II modding community up and running Get the Dune 2 eXtended Demo v1.26 NOTE: to play the Demo, you will need the original Dune II v1.07 (any release).
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I needed to observe the attack team behavior when testing this stuff. The waves of units the AI produces look nice - only they don't stand a chance against any real defenses though.
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Rockstorm Games, an independent game development team, has announced a new non-commercial Dune real-time strategy project titled Dune: War of the Spice. This game is going to follow the standards set by such classics as Dune II: The Building of A Dynasty and Emperor: The Battle for Dune, and continue the saga of the conflict between the three Great Houses of Landsraad, the noble Atreides, the vile Harkonnens and the secretive Ordos. Currently, the project is at an early stage of development, and any contribution is welcome. Visit the Dune: War of the Spice Home Page to learn more. Also, take a look at the excellent concept art of Harkonnen units and buildings at the Dune: War of the Spice Gallery.
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Right, or, to be more precise, from a test mission based on the last mission
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More sreenshots posted today. There are some nice views of AI attack teams:
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OpenDUNE v0.2 has been released today. Check out the list of new features here. Also, the first version of Minniatian's Amiga Dune II project is now available for download.
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Right, the Chinook cannot be manipulated after it unloads its cargo, although I believe you can set waypoints to the landing area. Apaches and Orcas, on the other hand, do behave strangely if waypoints are set (although I forgot what exactly is wrong ).
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I think it's possible. At least, I remember doing so to prevent the choppers from flying right into enemy AA defenses that happened to be near the map side assigned to the player (as it is not possible to narrow down the area through which aerial reinforcements enter the map).
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I think you're right. I remember I tried testing the TimeQuake by setting its chance to 100% in rules.ini, but IIRC it did not work. I suppose this was v2.0, so it could have been that the logic was already recycled to be used as the MAD Tank weapon. I'm not sure about this though.
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Wait, aren't TimeQuake and the MAD Tank Quake weapon two different things? Or did they use the TimeQuake logic for the MAD Tank in Aftermath?
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:laugh: :laugh: :laugh:
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Tiberian Dawn - Tiberium Village (4P)
MrFlibble replied to Melonenmann's topic in C&C Multiplayer Maps
Glad you like it, thanks Sorry for steering the whole discussion off-topic though -
Tiberian Dawn - Tiberium Village (4P)
MrFlibble replied to Melonenmann's topic in C&C Multiplayer Maps
Come on, you played some of my missions yourself and commented on them back when I uploaded them at the PPM Forums -
Tiberian Dawn - Tiberium Village (4P)
MrFlibble replied to Melonenmann's topic in C&C Multiplayer Maps
Hey, that was almost rude (I did a couple of maps, and you won't find any out-of-place cliff tiles there). Now I noticed the wrong cliff portions too: it was just that I concentrated my attention on the top part of the map first. -
Tiberian Dawn - Tiberium Village (4P)
MrFlibble replied to Melonenmann's topic in C&C Multiplayer Maps
The cliffs look fine to me, although there are too few to my liking... -
Tiberian Dawn - A couple of TD singlepayer missions I've made
MrFlibble replied to MrFlibble's topic in C&C Singleplayer Maps
Thanks! -
Wow, that's pretty awesome! The plant has a nice retro look too
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Tiberian Dawn - Tiberium Village (4P)
MrFlibble replied to Melonenmann's topic in C&C Multiplayer Maps
I think that's because of the crops field image being right next to the road. Anyway, the map looks nice on the whole, but I think it's noticeable that some areas have concentrations of buildings, trees, cliffs and other doodads while other areas are almost completely devoid of any detail (like the down left corner). And you could at least place some snow patches in the areas where the bases will be, for some variety. -
Whoah, that's awesome With such control over various aspects of the game, there could have been far more intricate missions.
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I've always wondered how they pulled it off. I believe it's the only such instance of alternate mission outcomes in the whole (Westwood's) C&C franchise (correct me if I'm wrong).
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UPDATE: Added links to OpenDune and OD2.
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I've started two custom screenshot galleries: Dune 2 eXtended Screenshots Super Dune II: Classic Edition Screenshots
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I think TCH's Dune 2 Scenario Editor could be also added to the list. You can learn more about this Windows-based editor here: http://forum.dune2k.com/index.php?topic=19994.0
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Is it me, or do the Spice Harvesters in Dune look somewhat like Tiberium Harvesters in TD? (I mean the side-view images on the global map, not how they look in the first-person view)