MrFlibble Posted July 12, 2009 Share Posted July 12, 2009 A new version of Dune II The Maker, a Dune II recreation, has been released. The new version features skirmish mode and a random map generator. See the full list of changes below. Download Dune II The Maker DEMO 4: http://d2tm.duneii.com/component/option,com_remository/Itemid,29/func,selectcat/cat,1/ Screenshots: List of changes: [pre] DEMO 4 - DEMO 3 --------------- BALANCING: - Ornithopter rockets do more damage - Rockets from Troopers do a bit less damage - Rocket Turrets do a bit more damage to infantry & vehicles - Normal Turrets do a bit more damage to infantry & vehicles - Combat Tank does a bit more damage to infantry FIXED: - AI able to build multiple units from the same building at the same time (oops, cheating!) - Workaround for harvesters doing nothing. - Building troopers/etc for human player. - Bug where "order" button would be misplaced (too low) - Bug where you could select computer units via 'team' key's (ie, by pressing 1-5) - Able to 'repair' units when no repair facility is built. - Fixed bug Repair Facility. (Units always repair as if they were totally damaged) - Memory bug in loading INI file. (causing byte shifts, which *could* eventually screw things up) - Able to select enemy units when pressing group number CHANGED: - "Devided" -> "Divided" - Unit drawing , more accurate on cells. - Unit drawing , health bar and spice bar is different. - Unit drawing , selection box is changed - Unit variables a bit more efficient. - When buttons are unavailable, they are darkened instead of greyed out. - AI will now not walk over spice blooms, but shoot them. - Upgraded Allegro from version 4.0.3 to 4.2.0 - Upgraded Alfont from 1.19 to 2.10 - Source is now compiled under MSVC 7.0 - Dune 2 missions, briefings, etc is now centered in one "campaign" folder NEW: - More scenes added. - Very smooth fading for Windtraps now (instead of using 256 color palette Blue values, it uses 16 bit values) - Using some FBLEND routines for drawing transparant graphics and so on. - "easy on cpu" auto-code. Will try to give cpu some slack if fps is above "ideal fps" (can be set). Especially useful on laptops. - Skirmish mode, AI is primitive, but tough. - with totally new random map generator built in - able to create your own skirmish missions via INI files (up to 99 missions) - 4 players maximum (1 human, 3 CPU) - CPU can be Sardaukar * Able to see random created map by hovering mouse on the question mark. Default = invisible, so you can be really suprised to play (hit 'random map' and then 'play'). - Completely new written structures code (same functionaly as in demo 3 though): using true OOP. *NOTE: Bug detected, starport does not function 100% yet. * - Skirmish mode - maps are named as "map##.ini" , up to 99 maps supported. - RakNet library is compiled in project and will assist in network code in future releases. - MCV can be deployed with D now (select and press D). - Carry-Alls blow sand/spice when picking up unit on sandy/spicy terrain. - Structures graphics updates - Real shadow blending done - Structures show ground underneath, so if no fundament is built the building appears on rock, etc. - When infantry or troopers get 30% health; a single soldier/trooper appears with 100% health. The other 2 died (leaving bodies on the ground). - When not enough money, icons are a bit greyed out + a red cross is drawn over them. - Tanks are able to squish infantry (leaves big blood splatter for infantry and tiny for soldier, etc) - Shortkey B added to build last built icon on list (also applies for units) - Shortkey P added to place built structure - Shortkey U added to quick-upgrade - Units can gain experience: - no stars = no experience - yellow stars (max 3) - orange stars (max 3) - red stars (max 3) -> max experience: twice damage done (*) Stars are gained by kills; infantry kills give units 2.5/10th star experience. bigger units 4.5/10th star. Units with more experience will deliver bigger hits on enemy units. - Tech Tree changes: - Repair Facility & High Tech is available from level 5 now. - Ordos WOR available at level 5. - Force attack : Hold left control and click on cell to attack. - Units & Structures blink when targetted, etc. - Rally points can be assigned to buildings. Select structure , hold left control and click on map. NOTE: Do not give an invalid location or the paths will fail to that. When units are unable to deploy from starport, they are brought via Carry-All to the rallypoint. - Force move (ALT) - Force attack (CTRL) REMOVED: - 32/16 bit adjustment in windowed mode. (speed increasement was minimal)[/pre] Link to comment Share on other sites More sharing options...
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