Jump to content

My Dune 2000 Mod

Recommended Posts

Its a basic mod, and I'm using TibEd to create it (sorry). As I work on it and make changes, I try to record every change I make, plus record my intentions, the plans for future tweaks and adjustments/changes:


Link: http://www.mediafire.com/download/oidfzc6mxq6w7wc/Mack%27s+D2K+Mod.tib#39;s_D2K_Mod.tib


-All infantry self heal (Like the Devastator tank, to 50%)


-Seige tank weapon now uses "special" warhead, instead of HE. I adjusted this warhead's damage "versusNone" set from 90 to 50. This is the warhead that OrniThopter bombs and Death Hand missile use.

      ^^ My intention for this was to make the Siege Tank not completely decimate platoons of infantry in one shot, and according to my playtests, its working! Siege tanks are still a bitch, but infantry wont just dissappear when facing one, lol


-Deviator warhead vs. "None", set to 100%. Now the Deviator can kill infantry.



-Fremen "non stealth" infantry now have real fremen voices, instead of generic army voices. They still aren't buildable, but just in case I add them later they'll have proper voices


-Made sadukaur look like hes firing a canon against tanks. I changed his 2nd weapon's firing GFX and sound effect to that of a tank canon. He now actually has two weapons, a machine gun for infantry, and a cannon shot against tanks. Instead of using two different machine guns, one weaker against soldiers, and one stronger against tanks, the tank weapon now is a tank cannon shot (with the warhead and everything). The damage values are adjusted to balance out with Troopers; Troopers are still useful (much cheaper).


- ^^ I also applied this same design change to the Stealthed Fremen, although the fremen use the "Weirding" sound FX for both weapons still. I tweaked the two weapons to look like an explosion occurs on every shot, to make it look like hes an advance Fremen with psychic abilities or something. You can't even build the guy, he still spawns thru the Palace, so I made him a little more powerful.


- Atriedies Stealthed Fremen versus the Sardukar is a good fight!


- The trooper now has the machine gun that Light Infantry have, in addition to his missile launcher. If infantry are close enough, he'll switch to his machine gun.


- The Grenadier is now Ordos special infantry, in single player and multi.


- I have changed the Saboteur. The "M Tank SEC", the unused 2nd weapon for the Missile Tank, I have changed to be a force fire suicide weapon for Saboteur. Its very similar to the Devastator suicide blast, except you have to force fire (AI might not be able to use it properly). It works pretty cool, because now you can use the Saboteur to attack units, he can kill a group of soldiers. I believe you can attack units no problem, but in order to attack buildings, you have to force fire close to the building. 2 Sabotuers can take out a Construction Yard. The Saboteur can no longer go inside a building and demo it. Saboteurs are faster now. He still has the timed cloaking.


- All multiplayer only units are now available in single player (lol, I love using Thumper in single player), except the Sardukar - The Harkonnens only get him in Multiplayer, although you can still get the Sardukar in campaign by capturing Emperor palace. I tweaked the single player and multiplayer Sardukar unit stats to be identical.


-Missile Tank is now available for Ordos thru Heavy Factory.


- Concrete, walls, and silos build very fast, so you can setup those wall sections easier.


-CY and Wind Traps give more power. Less build space required now - you don't have to jam your base full of windtraps.


- Turrets & silos do not drain power. Again, less windtraps required. Rocket Turrets still power down when at lower power.


- - - -


Thats about it so far. The next thing I want to do is make the Siege Tank have a turret that rotates. I did it before, but I can't remember how. Instead of replacing the turret with one of the Combat tank's turrets, I used the original siege tank turret and somehow got it to rotate. I posted my findings on Dune2K, I'll have to dig that info up.


Any tips on modding this game?


- - - -


I've been having fun with my mod in conjunction with D2K+'s Build Queues patch, the High Resolution patch, and the 8 players skirmish patch with allied AI players at start of match! And I've been having a ball with the campaign.




Check it out, you can also get Dune2000 fully intact, the full game with cutscenes and everything, thanks to GruntsModStudios:



Link to comment
Share on other sites

Did you make the Wind Trap cost a bit more (seems to balance it out, you should still have to pay for the power). And I still really want to see Ordos use the raider more! Maybe make it even quicker or something, I'm not sure. Maybe even nerf quad/trike speed so that it's faster in comparison?


Other than that, it sounds pretty good. But I'm no expert at D2K



Link to comment
Share on other sites

@Liam: The Wind Trap could cost more, but, I left it the same price, because I did not want to disrupt cash flow at early game. I want more units sent out, and less buildings built. Even though the Construction Yard and the Wind Trap provide more power, its not that much more power. Basically, you now need half the amount of Wind Traps that you would have needed before, at most.


Making the WInd Trap cost more, it eats up the cash for bigger battles. There isn't really much of a balance discrepancy between the original Wind Trap power output, and my modified stats - the game pretty much is the same. I want less turtling, more KILLING! hahahahaaaaa.


As for the Raider. Its the stealth raider. That thing is awesome. The original Raider, although better than the Trike, wont last long on Max Tech battles.


I could devise a plan to revamp all of the scouting vehicles, trike, raider, stealth raider and quad... maybe refit their weapons or something... upgrading the Light Factories to make fielding them light vehicles a more valid option late game would be interesting.. I'll think of something consistent, hopefully. My main thing was Infantry, but I might as well make those light vehicles get going good too!


- - -


I've posted this topic in the Dune 2K forums, this question:


HOW TO GET the turret of the Siege Tank to rotate. I've done it before, and posted my findings, but I can't find my post because the search engine at D2K forums does not dig deep enough - originally I posted my findings on that site at least 4 years ago, but when I search my Name, the only results come back to 2014. :(

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Create New...