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MrFlibble

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Posts posted by MrFlibble


  1. dunexlogo.png

     

    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).


  2. main.php?g2_view=core.DownloadItem&g2_itemId=158&g2_serialNumber=2

    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.


  3. But this is a LOADED TRANSPORT that automatically leaves the map after dropping off its passengers. I think it drops them off at the first point where it lands, and then the "leave the map" override takes over.

    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 :)).


  4. Also, I'm pretty sure you can't assign flight paths to helicopters.

    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).


  5. 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.


  6. Hmm... that T in the middle still isn't correct... and neither is its left-hand end. You clearly see that end is cut off at the top.

    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.


  7. In fact, you finish the mission no matter what building you destroy. But only one of them is actually the correct target.

    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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