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Atreides 1-9 campaign

Posted: Sat Apr 27, 2024 6:45 pm
by Markis
https://resource.openra.net/maps/57400/ Atreides mission 1 First insights
https://resource.openra.net/maps/57399/ Atreides mission 2 Desperate attack
https://resource.openra.net/maps/57398/ Atreides mission 3 Spice melanche mining right
https://resource.openra.net/maps/57487/ Atreides mission 4 Stilgar´s sietch
https://resource.openra.net/maps/57486/ Atreides mission 5 Guerrilla unseen attack
https://resource.openra.net/maps/57395/ Atreides mission 6 Ixian technology center
https://resource.openra.net/maps/57442/ Atreides mission 7 Harkonnen counter-offensive
https://resource.openra.net/maps/57433/ Atreides mission 8 Gathering of blue storm
https://resource.openra.net/maps/57443/ Atreides mission 9 The Fall of the Emperor & The Rise of the Emperor.

Re: Atreides 1-9 campaign

Posted: Sun Apr 28, 2024 9:04 am
by porenut
Finished 7 missions. Here's short review:
- maps looks awesome, much better that anything vanilla can offer
- for a gameplay: ist super slow, so I advice playing only on fastest speed. On fastest speed overall feel is quite good. Balance and units roles looks good to me.
- for eco: before u get carryalls the eco horrible slow. Both me and AI are just broke 90% of time. But its singleplayer so I dont care. In first mission it took me almost 10 min to collect 3000$ at fastest speed!

Note to change:
- there should be hints right at begining that Engineer can repair building/vehicles and heal units. All gameplay is based around this, but 99% of players will probably dont even notice. There should me definitly message in first mission to inform player about this.
- Reinforcement with engineers in mission 1 almost always die because they are on move command instead of attack move. And because it more like tutorial mission where you wanna learn engi game mechanic, you dont wanna that.
- Buildings get small amount of damage even when they are on concrete. Again there should be some info message in the game about this.
- Also there should be hint message that they can place engineer near the building to auto repair. Noone will know about this expect the author :)
- In mission 5 I would spawn messages that u can u can use Guard command with engineer to follow army and heal them, because again all gameplay is based around this.
- Would be nice to have rally point on Outpost, so officer will go where you need him to go.

Re: Patience

Posted: Sun Apr 28, 2024 2:53 pm
by Markis
0.9 if its working... i will be replacing the rough missions soon as possible...But easy mod should be already playable 1-8...9 is 9 but also need some precision updates...but i just finished the several weeks long work...so now i will be resting for some time. Lua. Ai impossible for 5+ now i know why no one didnt finish the Dune Campaign 100xGamestarts of one mission.... My RAutility suddenly stop working...i dont know why ??? I was using openRAutility many times on my system...but suddenly it could not be run for my system. ( windows message similar to very old programs ) Just HELL !!! Im seasonally on D2K. I dug primarily in other games...but even Dune2K already has a few years of my occasional experiments. PS: Lol 1 mission killed reinforcements is simple version of ambush script. I wanted to make same way for some others missions too...good thing i didnt...or would NN tell me you have ,,wrong skripts´´ :-) - Dont forget de Noob & Spanish village this lua sripts...I'm more used to others

Re: Patience

Posted: Mon Apr 29, 2024 9:29 am
by porenut
Markis wrote:
Sun Apr 28, 2024 2:53 pm
PS: Lol 1 mission killed reinforcements is simple version of ambush script. I wanted to make same way for some others missions too...good thing i didnt...or would NN tell me you have ,,wrong skripts´´ :-) - Dont forget de Noob & Spanish village this lua sripts
IF you change line:

Code: Select all

Reinforcements.Reinforce(Atreides, AtreidesReinforcements, AtreidesEntryPath)
into:

Code: Select all

Reinforcements.Reinforce(Atreides, AtreidesReinforcements, {AtreidesWaypoint.Location},30, function(a)
			a.AttackMove(AtreidesRally.Location)
		end)
it will do the job. If you wanna more help with LUA contact me on discord (n.n.12345)

Re: Patience done.

Posted: Fri May 03, 2024 3:28 pm
by Markis
v.1.0 available. Ive tried to heal my poor english & add some in-game brief texts. Some maps were updated. 1 & 9. If there are any issues ? Let me know. Difficulty 8 mission map author XP = Several times scenario restarted. Difficulty 9 mission map author XP = Many times scenario restarted until i found my successful strategy & tactic.

Re: Atreides 1-9 campaign

Posted: Sat May 04, 2024 6:07 pm
by Markis
https://www.youtube.com/watch?v=qNan4e6uyW8 PS: 5 min. Its first mission.

Re: Atreides 1-9 campaign

Posted: Wed May 08, 2024 3:54 pm
by Adrian
I test 1 mission.
Interesting idea about Engineer. Good realization (sound and so on)!

I don't understand, how to use it. Does it (healing) work automatically?
Or only user selection of unit?

Re: Engineer healing use

Posted: Thu May 09, 2024 5:49 pm
by Markis
Mostly you send engineers to wind plants. The most practical use is to send wounded soldiers where the engineers are stationed. In order to automatically use their ability to repair or heal as quickly as possible, just mark them and press 1) the global command ``stop'' in the command selection. Engineers will immediately use both abilities if the cooldown is ready and targets in range. The main problem with them is that they like to forget. Another useful use is the same as for combat units. 2) Global command ``attack move'' so that they go through the group of your combat units where there are damage or wounds. Range is 1 square max. Mayby only 0.75 that is why its sometime problematic with heals or repairs. Also use this ability on moving target is very unpractical. Its 75% Automatic.2) order is used also by A.I. In skirmish game the computer army with a support of 20 engineers is sometime nasty. Identification note: The sleeping engineer sometimes stretches = When he has an animation, he doesn't have a task.

Re: Atreides 1-9 campaign

Posted: Thu May 09, 2024 6:04 pm
by Adrian
Very cool!

Re: Atreides 1-9 campaign

Posted: Thu May 09, 2024 6:08 pm
by Adrian
Are any unusual possibilties in your maps else?

Actually I found something new with Engineers pure accidentally.
Because I did not understand, why do use Engineers in reinforcement in FIRST Mission... And understood it later.

Re: Atreides 1-9 campaign

Posted: Thu May 09, 2024 6:17 pm
by Adrian
Are you realized new Engineers possibilties via yaml code only?
I made some Dune2000 modifications (just for myself) some time ago...

Are any unusual possibilties in your maps else?

Posted: Thu May 09, 2024 10:28 pm
by Markis
Get some unit on rank 6 ´´star´´. This unit will be receiving some additional money over time.

Re: Atreides 1-9 campaign

Posted: Mon May 13, 2024 4:56 am
by Markis
Dont forget to check 1.1 version maps. Add 4,5,7,9, Usually better working A.I. Tiny terrain or map corrections. Cleaning the mess from previous trial experiments from the Noob. I found no need to have complicated scripts...Perhaps maps and gameplay generally will be enough. Note: Behavior of A.I mp bots is truly very advanced even for campaign. At least something from the playtest.

Atreides 8 & 9 mission MP skirmish mod

Posted: Mon May 13, 2024 9:44 pm
by Markis
https://resource.openra.net/maps/57541/ 3 Humans VS 2,25 A.I ( 8 atreides mission vs ordos and mercenary ) 1.1 easier.
https://resource.openra.net/maps/57540/ 4 Humans VS 5,5 A.I ( 9 atreides mission vs Corrino, Harkonnen, Ordos, Mercenary, Smugglers )