Hi everybody,
I've created a Google Group sort-of-forum-thing over at http://groups.google.com/group/dune2. Please leave any comments you have over there in the correct place. I visit the forums often and I'll be slowly filling the pages up with information over time as well, so feel free to join up.
Thursday, April 17, 2008
Sunday, April 13, 2008
0.8 Update
Progress is ongoing and really starting to develop. A few minor design changes get thrown in here and there, but it's all about finishing the code conversion and making things playable again right now. At the current rate of things I should have something that at least behaves like the RC3 within a month. After that the priorities will be, in order:
1. AI routines
2. Multiplayer syncing
3. Code optimization
4. New ideas
Stay tuned and help support this project in any way you can.
Also, by the way, that bit I said last time about "freeing" up units from cell-to-cell movement... that's a load of crap. I tried it out a little and didn't like it one bit, so we're back to the original Dune 2-style of unit movement.
1. AI routines
2. Multiplayer syncing
3. Code optimization
4. New ideas
Stay tuned and help support this project in any way you can.
Also, by the way, that bit I said last time about "freeing" up units from cell-to-cell movement... that's a load of crap. I tried it out a little and didn't like it one bit, so we're back to the original Dune 2-style of unit movement.
Monday, March 17, 2008
Getting the game to work
Just dropping a note here for new visitors regarding getting the RC3 version working. Please note, this was the last release of the original game project, and has nothing to do with the current project.
First of all, if you have trouble with game speed, rename the "music" and "midi" folders in your Dune 2: TSHA directory. This will disable music, but free up your resources. Midi music uses a lot of CPU power, and the MP3 music takes a lot of memory.
Next, if you actually can't get the game running, I may not be able to help you much. I tested it on an awful lot of systems and didn't have problems, except for a minor graphic glitch with placing unit build queues on some older graphic chipsets.
Regarding networking, the following will remain forever true for that version, since I had little community support and no longer wish to think about it much:
First of all, if you have trouble with game speed, rename the "music" and "midi" folders in your Dune 2: TSHA directory. This will disable music, but free up your resources. Midi music uses a lot of CPU power, and the MP3 music takes a lot of memory.
Next, if you actually can't get the game running, I may not be able to help you much. I tested it on an awful lot of systems and didn't have problems, except for a minor graphic glitch with placing unit build queues on some older graphic chipsets.
Regarding networking, the following will remain forever true for that version, since I had little community support and no longer wish to think about it much:
- There are still a couple minor bugs left in there which might cause crashes after playing for some time (usually at least half an hour). I've had longer games than that though, and it's stable for the most part.
- Finding an online server is hit-or-miss in terms of functionality. Your best bet is to get your friend's external IP address so you can connect directly that way across the internet.
- If you have firewall issues, I can't help you. The port you need opened is 10191, that's the best I can tell you. I've never even been able to get confirmation from anyone that they got this working through a firewall.
- More than two players in a single game will probably never work, so don't try it.
Thursday, March 13, 2008
vU.0.3
Hey all,
Lots of big decisions lately.
Lots of big decisions lately.
- I've firmly decided this next version of the game will be a bit less faithful to the original game. I think I can make something better.
- Units are now no longer bound by the 16x16 "cell". Movement is free in 360 degrees (although the standard 8-direction graphics are still used).
- There will NOT be a dedicated server version anytime soon. This proved to be too great a challenge on top of porting all of the code. I was much too ambitious and I want to finish something this decade.
- There will be some graphical changes. Spice will be more smoothly implemented visually in order to cut down on the calculations needed to determine the correct cell graphic. I may also do this with rocks and such; we'll see how it shapes up.
- There will be options to choose between micro- and macro-managing your faction. These may involve special grouping, reinforcement, combat-level AI, and automated buildings.
- I am continuing to build the foundation for all of these things, and progress is good. I expect something playable in a few months.
Monday, February 18, 2008
Some thoughts
Hey everybody. Just wanted to pop in again for an update. Progress has been very slow for the last month due to many other life concerns, but my thoughts never stray far from the course, and I plan on resuming normal operations soon.
Regarding the tactic of repeatedly dropping new buildings down on attackers, I concede that is a valid point. I do think that if your opponent is concentrating on doing this to slow you down, that it's taking up some of his time and you should be able to exploit that somewhere else on the board. It also does cost the opponent some money to do this, so I don't see it as a game-breaking flaw. However, it's made me think a lot about it.
I have three choices basically. I can add a time limit to stop building-mashing from being possible, just like the concrete-slab-timer currently works. I'm kind of iffy on that one because it opposes the whole dynamic of reducing management for placing structures. Another option is to add a minimum cost to the placement of a building (like 25%), so more is lost if it's destroyed right away. That's not a bad idea but I'd have to re-write a few things. Finally, I could change the way units behave toward uncompleted buildings, making them ignore them if they're under a certain health level, or even completely. I'll do some thinking on this for a while, and feel free to post your thoughts in a comment.
Regarding Death Hands (again), I still have to say I think you'd get destroyed every time by a good player on a small board if you were focusing on getting to Death Hands. A Palace, Heavy Factory and all the power they both need make a slow and expensive goal to reach, and on a board that small, protecting against exploration and hiding it out are not an option. If I get five Quads and three Combat Tanks instead of your Palace, HF and a Windtrap on a small board, I consider you in big trouble.
Also, yes, my version of the game is a bit of a CPU hog. There are lots of good reasons for this (such as those listed in the DOCS which everyone SHOULD READ), but one of them is definitely slow code, which I think will be greatly improved in this new version.
***EDIT***
I just remembered that I never put up the Mp3 music files, and that may be one of the reasons people are having speed problems. The MIDI files that came with the game actually use a surprising amount of horsepower on some machines, so I recommend wholeheartedly you download the MP3 music files now included on this site. The only real disadvantage is the extra RAM you'll need to hold the MP3 files in memory, which is kind of a lot. Just expand the Zip and all files into a folder called "music" in your Dune 2: TSHA directory, and the program will automatically recognize and prefer to use the MP3 files.
Alternatively, if you don't want to sacrifice the RAM or the CPU cycles, just go into the config.ini file in the TSHA System folder and put a zero in the line for Music. :0)
Regarding the tactic of repeatedly dropping new buildings down on attackers, I concede that is a valid point. I do think that if your opponent is concentrating on doing this to slow you down, that it's taking up some of his time and you should be able to exploit that somewhere else on the board. It also does cost the opponent some money to do this, so I don't see it as a game-breaking flaw. However, it's made me think a lot about it.
I have three choices basically. I can add a time limit to stop building-mashing from being possible, just like the concrete-slab-timer currently works. I'm kind of iffy on that one because it opposes the whole dynamic of reducing management for placing structures. Another option is to add a minimum cost to the placement of a building (like 25%), so more is lost if it's destroyed right away. That's not a bad idea but I'd have to re-write a few things. Finally, I could change the way units behave toward uncompleted buildings, making them ignore them if they're under a certain health level, or even completely. I'll do some thinking on this for a while, and feel free to post your thoughts in a comment.
Regarding Death Hands (again), I still have to say I think you'd get destroyed every time by a good player on a small board if you were focusing on getting to Death Hands. A Palace, Heavy Factory and all the power they both need make a slow and expensive goal to reach, and on a board that small, protecting against exploration and hiding it out are not an option. If I get five Quads and three Combat Tanks instead of your Palace, HF and a Windtrap on a small board, I consider you in big trouble.
Also, yes, my version of the game is a bit of a CPU hog. There are lots of good reasons for this (such as those listed in the DOCS which everyone SHOULD READ), but one of them is definitely slow code, which I think will be greatly improved in this new version.
***EDIT***
I just remembered that I never put up the Mp3 music files, and that may be one of the reasons people are having speed problems. The MIDI files that came with the game actually use a surprising amount of horsepower on some machines, so I recommend wholeheartedly you download the MP3 music files now included on this site. The only real disadvantage is the extra RAM you'll need to hold the MP3 files in memory, which is kind of a lot. Just expand the Zip and all files into a folder called "music" in your Dune 2: TSHA directory, and the program will automatically recognize and prefer to use the MP3 files.
Alternatively, if you don't want to sacrifice the RAM or the CPU cycles, just go into the config.ini file in the TSHA System folder and put a zero in the line for Music. :0)
Monday, January 07, 2008
Death Hands
Hi guys,
Thanks again for the feedback. Most of the questions you have can be easily explained by reading the documentation for the game (such as the buttons not working and the inability to attack single enemy units).
However, I wanted to comment on two bits of feedback which I found interesting, namely on the Death Hands and on Microwave power.
In my own playtesting with numerous friends, we found many ways to counter both these tactics. First of all, if you aren't allied with Corrino, you should be allied with one of the other two house, which both have powerful weapons also. The Spacing Guild has saboteurs, but more importantly a discount at the Starport, so they can really mobilize armies in a hurry. And the Fremen have Warriors who can sneak around the map because they don't show up on radar (and also PWN large vehicles like Death Hands), and don't suffer losses from worms often.
I found it easy to counter Death Hands. Of course it goes without saying that the most important thing in the game is exploring the whole board, so I always got that advantage early. Once I knew my opponent had them, these are some of the tactics I used:
As for Microwave power, sure, those three turrets can do some damage. Only a few problems with that though. First, they can be destroyed while being built, and if they're being constantly repaired, they're chewing up more credits than you think. They can also be picked off one at a time or out-ranged. But most importantly, they're using a lot of extra power if you've built them at a great distance. So, while you're busy doing that, I'll send an attack group into your Windtraps and disable a large part of your base.
I've never had a problem dealing with an opponent using Microwave power. It's really supposed to be more help with expanding your base, rather than as an attack vector. However, I'll be revisiting it during the final phases of the next version (along with everything else, at least a moment), so there might be changes to it in the future.
In my testing, when spice production levels were even, the game ended up being very nicely balanced after the final changes were made.
Thanks again everybody!
Thanks again for the feedback. Most of the questions you have can be easily explained by reading the documentation for the game (such as the buttons not working and the inability to attack single enemy units).
However, I wanted to comment on two bits of feedback which I found interesting, namely on the Death Hands and on Microwave power.
In my own playtesting with numerous friends, we found many ways to counter both these tactics. First of all, if you aren't allied with Corrino, you should be allied with one of the other two house, which both have powerful weapons also. The Spacing Guild has saboteurs, but more importantly a discount at the Starport, so they can really mobilize armies in a hurry. And the Fremen have Warriors who can sneak around the map because they don't show up on radar (and also PWN large vehicles like Death Hands), and don't suffer losses from worms often.
I found it easy to counter Death Hands. Of course it goes without saying that the most important thing in the game is exploring the whole board, so I always got that advantage early. Once I knew my opponent had them, these are some of the tactics I used:
- Since their accuracy is horrible over longer ranges, your enemy needs to get them close to you. However, they can't be airlifted, so they have to be moved into place (and remember, units on MOVE orders always take extra damage). Always keep a small group of units in reserve outside of your base to fly/run out to eliminate them in short order. 500 credits may not seem like a lot, but when they're killed so easily, your opponent won't use them often and survive.
- Since their use requires some micro-management, put some pressure on the rest of your opponent's base while he's working on them, and you can cause much more damage than the average Death Hand shot.
- Try to force your enemy to fire them from within his own base, before he's had a chance to move them closer to you. They malfunction 10% of the time and land right where they're fired, which can be great fun to watch.
- Also keep in mind they must be launched one at a time; this combined with the risk of malfunction makes it very wasteful for an enemy to keep them in groups or to send them out with escorts. If he insists on doing so he'll eventually lose a couple thousand credits instead of just 500 when launching one, which will leave a sour taste in his mouth.
- If I had Fremen, keep a few Warriors scattered around the open areas of the map. They can cause huge disruption to harvesting and Death Hand operations because they excel versus larger units. If I had Saboteurs, run one right up to the Death Hand and detonate. Or, more insidiously, watch his Death Hands to see when he's using them, and take that time to use the micro-management needed to get your man into the perfect place to cause him large monetary losses. Otherwise, even a small team of Trikes and Quads is an effective counter. You'll get there fast, and he's guaranteed to lose at least 500 credits.
As for Microwave power, sure, those three turrets can do some damage. Only a few problems with that though. First, they can be destroyed while being built, and if they're being constantly repaired, they're chewing up more credits than you think. They can also be picked off one at a time or out-ranged. But most importantly, they're using a lot of extra power if you've built them at a great distance. So, while you're busy doing that, I'll send an attack group into your Windtraps and disable a large part of your base.
I've never had a problem dealing with an opponent using Microwave power. It's really supposed to be more help with expanding your base, rather than as an attack vector. However, I'll be revisiting it during the final phases of the next version (along with everything else, at least a moment), so there might be changes to it in the future.
In my testing, when spice production levels were even, the game ended up being very nicely balanced after the final changes were made.
Thanks again everybody!
Wednesday, January 02, 2008
Some quick notes...
Just to respond to some of the comments I've received...
Thanks a lot for all the the fine words! It's nice to get some appreciation for all the hard work.
Please be sure to read the documentation file, and focus on the Interface section. That's always a big issue with people, but once you get used to it, I think it's superior.
Just to answer some quick things:
You can select multiple units easily - by double-clicking!
I may very well add game-speed control in the new version. AI is definitely planned.
Microwave power allows you to build structures at any distance from any other structure. The normal power system is still in effect though, so expect that far-out WOR facility to soak up a huge amount of power.
The other bugs I'm aware of. They will not be an issue with the new version (but expect some brand new ones! :P )
Back to work...
Thanks a lot for all the the fine words! It's nice to get some appreciation for all the hard work.
Please be sure to read the documentation file, and focus on the Interface section. That's always a big issue with people, but once you get used to it, I think it's superior.
Just to answer some quick things:
You can select multiple units easily - by double-clicking!
I may very well add game-speed control in the new version. AI is definitely planned.
Microwave power allows you to build structures at any distance from any other structure. The normal power system is still in effect though, so expect that far-out WOR facility to soak up a huge amount of power.
The other bugs I'm aware of. They will not be an issue with the new version (but expect some brand new ones! :P )
Back to work...
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