Good day. Think it already can be done via Single Player Skirmish mode.
The implementation of 4th feature from Nick's list (Tech level settings for custom games) would be very handy for playtesting Single Player levels without having to utilize multiple versions of ObjectData.ini.
Rotation of infantry units in Map Editor
More structured data sorting for saved scenarios in Map Editor
Think it's too far from completion to be talking about campaigns. I also consider what's being done an enhanced, Legacy-accommodated version of The Building of a Dynasty and Super Dune 2, implementing the original Power C's concept of a few interconnected factions per map, but in a much more comprehensive way. Back in 1993 him and Shadow Knight basically did it the way it was released mainly because they wanted the AI to be harder, and yet weren't aware of the existence of Team Wheeled and Tracked...
The implementation of 5th feature from Nick's list (Tech level settings for custom games) would be very handy for playtesting Single Player levels without having to utilize multiple versions of ObjectData.ini.
The implementation of 5th option from Nick's list (Tech level settings for custom games) would be very handy for playtesting Single Player levels without having to utilize multiple versions of ObjectData.ini.
Too easy is still better than nearly-impossible completion, right? =) The appropriate changes have been made to the assigned resources on both sides in multiple maps.
Their behavior also seems to be very odd while residing in Area Guard mode, which is basically treated by the unit as if it should be executing a Hunting mission. It goes in absolute discrepancy with the original game, where in Area Guard mode the worms are doing what they're supposed to, that is: patrolling their broad inhabitation zone (has to be defined) to the greatest possible extent in determined-as-reachable route. Dune 2 also allows dispatching Attack command to controlled worms, which makes...
Their behavior also seems to be very odd while residing in Area Guard mode, which is basically treated by the unit as if it should be executing a Hunting mission. It goes in absolute discrepancy with the original game, where in Area Guard mode the worms are doing what they're supposed to, that is: patrolling their broad inhabitation zone (has to be defined) to the greatest possible extent in determined-as-reachable route. Dune 2 also allows dispatching Attack command to controlled worms, which makes...
Their behavior also seems to be very odd while residing in Area Guard mode, which is basically treated by the unit as if it should be executing a Hunting mission. It goes in absolute discrepancy with the original game, where in Area Guard mode the worms are doing what they're supposed to, that is: patrolling their broad inhabitation zone (has to be defined) to the greatest possible extent in a route determined as reachable. Dune 2 also allows dispatching Attack command to controlled worms, which...
Quick on-site remedy: turning Manual Carryall Drops game option off.
0.96.5 alpha 3 crashes upon repairing a unit
And, while there's no such option available, I'm requesting a small balance tuning within the default ObjectData.ini of the upcoming 0.96.5 alpha 4, consisting of the adjustment of Sandworm's WeaponReloadTime characteristic from 60 to 240 to resemble the creature's post-attack idleness in classical Dune 2.
Good morning, everyone. Actually, it's hard to say whether that change of Ornithopter behavior is good at all. It was probably deliberate intention to have an advanced air combat mechanics considering the game has multi-player. With having them flying the way they do now, the players have basically lost the ability to efficiently utilize them in battles against each other, not to mention Rocket Turrets fail to take the amended units down because of their too rapid speed: the shot projectiles just...
Good morning, everyone. Actually, it's hard to say whether that change of Ornithopter behavior is good at all. It was probably deliberate intention to have an advanced air combat mechanics considering the game has multi-player. With having them flying the way they do now, the players have basically lost the ability to efficiently utilize them in battles against each other, not to mention Rocket Turrets fail to take the amended units down because of their too rapid speed: the shot projectiles just...
Good morning, everyone. Actually, it's hard to say whether that change of Ornithopter behavior is good at all. It was probably deliberate intention to have an advanced air combat mechanics considering the game has multi-player. With having them flying the way they do now, the players have basically lost the ability to efficiently utilize them in battles against each other, not to mention Rocket Turrets fail to take the amended units down because of their too rapid speed: the shot projectiles just...
Good morning, everyone. Actually, it's hard to say whether that change of Ornithopter behavior is good at all. It was probably deliberate intention to have an advanced air combat mechanics considering the game has multi-player. With having them flying they way they do now, the players have basically lost the ability to efficiently utilize them in battles against each other, not to mention Rocket Turrets fail to take the amended units down because of their too rapid speed: the shot projectiles just...
Good morning, Georg. Here are the exact strings for these development testing commands, preceded by short descriptions. Enable cheat mode: "Let me cheat" Enable debug mode: "Start debugging" Disable debug mode: "Stop debugging" Receive 10000 credits: "Give me some credits" Win the game: "Let me win".
Good day. There's actually a much easier way, of changing it in the file stored at Drive:\Users\Username\AppData\Roaming\dunelegacy\data\ObjectData.ini location, from where the game is able to retrieve customized unit settings, overriding the ones of default INI file within the mentioned archive. More information on the topic can be found here: http://dunelegacy.sourceforge.net/website/development/modding.html
Good morning, everyone. It's been a while since I exchanged my thoughts on potential routes of improvement for the project's future versions here, since the part of it which I'm personally hoping to be able to improve as time goes is rather ample one (the redesign of all 6 Single Player campaigns in the spirit of the original game & its unofficial Super Dune 2 expansion while accounting all peculiarities of Dune Legacy's AI behavior and having the newly-created content balanced in accordance with...
Good morning, everyone. It's been a while since I exchanged my thoughts on potential routes of improvement for the project's future versions here, since the part of it which I'm personally hoping to be able to improve as time goes is rather ample one (the redesign of all 6 Single Player campaigns in the spirit of the original game & its unofficial Super Dune 2 expansion while accounting all peculiarities of Dune Legacy's AI behavior and having the newly-created content balanced in accordance with...
Good morning, everyone. It's been a while since I exchanged my thoughts on potential routes of improvement for the project's future versions here, since the part of it which I'm personally hoping to be able to improve as time goes is rather ample one (the redesign of all 6 Single Player campaigns in the spirit of the original game & its unofficial Super Dune 2 expansion while accounting all peculiarities of Dune Legacy's AI behavior and having the newly-created content balanced in accordance with...
Good morning, everyone. It's been a while since I exchanged my thoughts on potential routes of improvement for the project's future versions here, since the part of it which I'm personally hoping to be able to improve as time goes is rather ample one (the redesign of all 6 Single Player campaigns in the spirit of the original game & its unofficial Super Dune 2 expansion while accounting all peculiarities of Dune Legacy's AI behavior and having the newly-created content balanced in accordance with...
Hello. You simply need to assign an AI behavior script to the second (computer) player on the open slot from dropdown list of choices. That'll have the game started.
Hi there. It depends on Campaign AI setting you've got specified in game options, however, about 80% of the existing Single Player missions weren't balanced expressly for the existing Dune Legacy AI behaviors, and thus, some of the last ones are almost unpassable even in Medium mode. Try playing them in Easy ones.
Hi there. It depends on Campaign AI setting you've got specified in game options, however, about 80% of the existing Single Player missions weren't balanced specifically for the existing Dune Legacy AI behaviors, and thus, some of the last ones are almost unpassable even in Medium mode. Try playing them in Easy ones.
Specifiable Allies parameter in House properties
AI scripts don't treat "Sabotage" and "Hunt" commands properly
Campaign AI behavior specialties
I personally don't think it's even a bug, and was universally accepted as units-ordering strategy in many 1993-1995 printings of walkthroughs for PC games. There is in fact Starport-associated limit in the original game's edition, it's just so that its restraints have got nothing to do with MaxUnit settings. What it depends on is: 1) The values designated in [CHOAM] section for the exact unit. 2) The amount of units attributed to a certain type (ground, air, special) already-existing on the battlefield....
I personally don't think it's even a bug, and was universally accepted as units-ordering strategy in many 1993-1995 printings of walkthroughs for PC games. There is in fact Starport-associated limit in the original game's edition, it's just so that its restraints have got nothing to do with MaxUnit settings. What it depends on is: 1) The values designated in [CHOAM] section for the exact unit. 2) The amount of units attributed to a certain type (ground, air, special) already-existing on the battlefield....
I personally don't think it's even a bug, and was universally accepted as units-ordering strategy in many 1993-1995 printed editions about PC games. There is in fact Starport-associated limit in the original game's edition, it's just so that its restraints have got nothing to do with MaxUnit settings. What it depends on is: 1) The values designated in [CHOAM] section for the exact unit. 2) The amount of units attributed to a certain type (ground, air, special) already-existing on the battlefield....
I personally don't think it's even a bug, and was universally accepted as units-ordering strategy in many 1993-1995 printed editions about PC games. There is in fact Starport-associated limit in the original game's edition, it's just so that its restraints have got nothing to do with MaxUnit settings. What it depends on is: 1) The values designated in [CHOAM] section for the exact unit. 2) The amount of units attributed to a certain type (ground, air, special) already-existing on the battlefield....
I personally don't think it's even a bug, and was universally accepted as units-ordering strategy in many 1993-1995 printed editions about PC games. There is in fact Starport-associated limit in the original game's edition, it's just so that its restraints have got nothing to do with MaxUnit settings. What it depends on is: 1) The values designated in [CHOAM] section for the exact unit. 2) The amount of units attributed to a certain type (ground, air, special) already-existing on the battlefield....
Sandworm behavior
It would also be nice to see Sandworm's WeaponReloadTime characteristic modified to 240 (4 times higher than the current one), since people have been noting in this thread that the unit in its present state appears to be overpowered, giving encountered tracked vehicles no chances to escape.
It would also be nice to see Sandworm's MaxSpeed parameter adjusted to 3.52464 and WeaponReloadTime characteristic modified to 150 (2.5 times higher than the current one), since people have been noting in this thread that the unit in its present state appears to be overpowered, giving encountered tracked vehicles no chances to escape.
It would also be nice to see Sandworm's MaxSpeed parameter adjusted to 3.52 and WeaponReloadTime characteristic modified to 150 (2.5 times higher than the current one), since people have been noting in this thread that the unit in its present state appears to be overpowered, giving encountered tracked vehicles no chances to escape.
It would also be nice to see Sandworm's MaxSpeed parameter adjusted to 3.5 and WeaponReloadTime characteristic modified to 150 (2.5 times higher than the current one), since people have been noting in this thread that the unit in its present state appears to be overpowered, giving encountered tracked vehicles no chances to escape.
It would also be nice to see Sandworm's WeaponReloadTime characteristic modified to 150 (2.5 times higher than the current one), since people have been noting in this thread that the unit in its present state appears to be overpowered, giving encountered tracked vehicles no chances to escape.
Apart from AIPlayer.cpp, SmartBot.cpp also seems to lack the required doLaunchDeathhand statement.
Special weapons aren't used by the Harkonnen & Sardaukar