Atreides and Ordos can both build the Ornithopter starting from mission 7 onwards. The unit requires that I build a HI-Tech factory and upgrade it, after which the flyer can be bought for the same price as a Heavy Factory Siege tank. But does this pricey but fragile attack flyer have any practical use whatsoever? Whenever the enemy attacks with these units, they will be fairly hard to shoot down unless I have built at least a couple of rocket turrets, and they are a proper threat against my tanks out in the open. My own ornithopters, even if I already have destroyed the enemy construction yard and taken out their turrets, will take forever to actually destroy anything seeing as the enemy simply repairs faster than the ornithopters can damage them. Add in the non-controllability into this mix and I usually give the ornithopter a pass in favour of standard tanks.
How do I efficiently use this unit? Is there at all an efficient use of them?
SteininSteinin2,21711 gold badge1717 silver badges3232 bronze badges
3 Answers
The best use I've found for this unit is simply to let them die by exposing them to enemy turret fire. As they are shot at, the enemy turrets will become exposed. You noticed that they are very fragile and will die to a single hit, and since the enemy bases usually start out with tons of turrets they will quickly die, but due to their speed its a great way of scouting.
The only other effective way of using them I've found is to have multiple high tech bays complete multiple ornithopters simultaneously, this way they can have a shot at at least destroying one of their high value targets (typically the enemy's repair bay), and also expose a good portion of their base.
l Il I
69.4k8282 gold badges345345 silver badges513513 bronze badges
I never ever buy those. Also while replaying this awesome game a few months ago, I realised that you almost never have to produce units yourself from the moment you get a starport. Just hammer the starport for price changes and buy throngs of cheap tanks and missile launchers.
EricEric1,55744 gold badges1919 silver badges2626 bronze badges
In the final level of, IIRC, the Atreides mission, the enemies Ornithopter attacks are devastating.
Building up such numbers of Ornithopter however, is futile to complete the mission. Rocket turrets are the way to go. Standby rocket launches only server to blow up your own structures.
MichaelMichael
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Dune II | |
---|---|
Developer(s) | Westwood Studios |
Publisher(s) | Virgin Games |
Director(s) | Aaron E. Powell Lyle J. Hall |
Producer(s) | Brett Sperry |
Designer(s) | Joe Bostic Marc Cram Aaron E. Powell |
Programmer(s) | Joseph Bostic Scott K. Bowen |
Writer(s) | Rick Gush Donna J. Bundy Marc Cram |
Composer(s) | Frank Klepacki Dwight Okahara |
Series | Dune |
Platform(s) | Amiga, MS-DOS, RISC OS, Genesis/Mega Drive |
Release | MS-DOS December 1992 Amiga 1993 Mega Drive/Genesis RISC OS 1995 |
Genre(s) | Real-time strategy |
Mode(s) | Single-player |
Dune II: The Building of a Dynasty (titled Dune II: Battle for Arrakis in Europe and Dune: The Battle for Arrakis for the North American Mega Drive/Genesis port respectively) is a real-time strategyDune video game developed by Westwood Studios and released by Virgin Games in December 1992. It is based upon David Lynch's 1984 movie Dune, an adaptation of Frank Herbert's science fictionnovel of the same name.
While not necessarily the first real-time strategy (RTS) video game, Dune II established the format that would be followed for years to come.[1][2] As such, Dune II is the archetypal 'real-time strategy' game. Striking a balance between complexity and innovation, it was a huge success and laid the foundation for Command & Conquer, Warcraft, and many other RTS games that followed.
Plot[edit]
Emperor Frederick IV of House Corrino is desperate for the harvesting of the valuable drug melange (also known as 'the spice'), found only on the planet Arrakis, to pay off all of his debt incurred on internecine wars with family members. To achieve this, he now offers the sole governorship of Arrakis to whichever of the three Houses (Atreides, Harkonnen, and Ordos) delivers the most spice for him. War begins as deputations from all three Houses arrive on Arrakis.
The player is a military commander from a House of their choice. In the first few missions the objectives are to establish successfully a base on an unoccupied territory of Arrakis, to harvest spice, and to defeat intruders. Later, when the three Houses divide Arrakis among them, the player has to assault and capture enemy territories. When the player dominates Arrakis on the world map, the two other enemy factions ally against their common enemy. The ultimate final showdown is the battle between the player's House against three enemy sides, among them Frederick's forces the Sardaukar (an unplayable elite force whose heavy infantry are particularly powerful). The introductory, mission briefing and endgame cutscenes are different for each House, in keeping with their very disparate world views. The weaponry and units also vary from house to house.
Gameplay[edit]
The player takes the role of the commander of one of the three interplanetary houses, the Atreides, the Harkonnen or the Ordos, with the objective of wresting control of Arrakis from the other two houses. House Ordos is not featured in the Dune novels and is mentioned only in the non-canonDune Encyclopedia. The basic strategy in the game is to harvest spice from the treacherous sand dunes using a harvester vehicle, convert the spice into credits via a refinery and to build military units with these acquired credits in order to fend off and destroy the enemy.
The game map initially starts with a fog of war covering all area which is not covered by the player's units range of view. As the units explore the map, the darkness is removed. Unlike later games such as Warcraft II: Tides of Darkness, the fog of war is lifted forever with initial exploration, it does not become dark once more when units leave the area.
In addition to enemy incursions, there are other dangers; like the marauding gigantic sandworm, capable of swallowing vehicles and infantry whole but blocked by rocky terrain. The player can only build on rocky terrain, but must build concrete foundations before to avoid deterioration of the structures due to the harsh weather conditions although in general, structures will gradually decay over time regardless of the presence of those concrete slabs due to the aforementioned weather conditions, though the concrete saves repair costs in the long run. Spice fields are indicated by orange coloration on the sand, darker orange indicating high concentration. Some spice may be concealed as bumps on the terrain (a 'spice bloom') that become spice fields when they are shot at, or when a unit runs over them (the unit is destroyed in the ensuing 'spice blow').
The player is presented a map of the planet Arrakis before most missions, where they can choose the next territory to play in among two or three. This affects primarily the enemy house fought in the next mission, as all missions except the first two require the complete destruction of the enemy. Nine territories must be fought, irrespective of house, to reach the endgame.
The Dune II interface was the template for subsequent RTS designs
Some key elements that first appeared in Dune II and later appear in many other RTS games include:
- A world map from which the next mission is chosen
- Resource-gathering to fund unit construction
- Simple base and unit construction
- Building construction dependencies (technology tree)
- Mobile units that can be deployed as buildings
- Different sides/factions (the Houses), each with unique unit-types and super weapons
- A context-sensitive mouse cursor to issue commands (introduced in the Mega Drive/Genesis version)
Completing higher missions gives authorization to use improved technology and higher-order weaponry unique to each House, ensuring varied game play. For example, House Harkonnen may be able to construct their Devastator tanks with heavy armor and ordnance but cannot build the similarly impressive Atreides Sonic Tank. The Ordos have access to the Deviator - a specialized tank firing a nerve gas that switches the allegiance of targeted units to Ordos for a limited period of time. The three Houses also are restricted in their production capabilities—House Ordos cannot build Atreides-style trikes, instead making the faster 'Raider' trikes, while House Harkonnen constructs heavier but more expensive quad bikes.
A player can gain access to other Houses' special units by capturing an enemy Factory and manufacturing the desired units at the captured Factory (House Atreides' Heavy Vehicle Factory for Sonic Tank, House Ordos' Light Vehicle Factory for Raider trikes, House Ordos' Heavy Vehicle Factory for Deviator tanks, or House Harkonnen's Heavy Vehicle Factory for Devastator tanks). Note that a Deviator not owned by House Ordos still switches control of targeted units to House Ordos, and not to the side that owns the Deviator. Apparently Westwood was aware of this feature, since capturing a Sardaukar Heavy Vehicle Factory allows the player to build both the Sonic Tank and Devastator, but not the Ordos Deviator.
Buildings may only be built in rocky zones and connected to another existing building. To protect them from constant wear, the player must first place concrete slabs in the construction areas. Production buildings can be upgraded at a cost several times, allowing the production of more advanced units or buildings.
The final prize for the commander is the building of the House Palace from where superweapons may be unleashed on opponents in the final closing chapters of the game. The House Harkonnen superweapon is a long-range powerful but inaccurate finger of missiles called the Death Hand, whereas House Atreides may call upon the local Fremen infantry warriors, over which the player has no control, to engage enemy targets. House Ordos may unleash a fast-moving Saboteur whose main purpose is the destruction of buildings.
The AI of Dune II was one of the first used in RTS games, and while better than that of Herzog Zwei, it has various drawbacks. Examples include only attacking the side of the player's base facing its own, general inability to perform flanking maneuvers, and not rebuilding defenses.[3] Recent research into the game's engine by fans revealed that the AI is in fact capable of more advanced strategy, but that a large part of these capabilities is unused due to consistently repeated errors in all of the game's mission scripts.[4]
Development[edit]
According to Virgin Interactive vice president Stephen Clarke-Willson in 1998, the development of Dune II began when Virgin Interactive planned to cancel the production of Cryo Interactive's adventure gameDune, after which he was given the task of figuring out what to do with the Dune license.[5] After reading the original Dune novel, he decided that 'from a gaming point-of-view the real stress was the battle to control the spice,' so a resource-based strategy video game would be a good idea. It was around this time that employee Graeme Devine (who later founded Trilobyte) introduced to everyone at the Virgin office a real-time strategy game on the Sega Genesis / Mega Driveconsole called Herzog Zwei (1989). Clarke-Willson described it as a game where the player 'kept clicking on stuff and then zooming off to another part of the screen. It was very hard to keep track of what was going on as an observer. Still, everyone liked it, it had fast action, and it was a strategy game.' Virgin staff, including Clarke-Willson and Seth Mendelsohn (who later worked on the Ultima series), then went to Westwood Studios to talk about making a Dune game. According to Clarke-Willson, 'Westwood agreed to make a resource strategy game based on Dune, and agreed to look at Herzog Zwei for design ideas.' It later turned out that Cryo's game of the same name was not cancelled, and Westwood's real-time strategy game was called Dune II as a result.[6]
Westwood Studios co-founder and Dune II producer Brett Sperry said in 2008 that conceptualization for the game began when Virgin president Martin Alper approached him with the offer of using their Dune license to produce a game, with the understanding that Cryo's Dune had been cancelled. In terms of video game design, Sperry stated, 'The inspiration for Dune II was partly from Populous, partly from my work on Eye Of The Beholder and the final and perhaps most crucial part came from an argument I once had with Chuck Kroegel, then vice president of Strategic Simulations Inc .. The crux of my argument with Chuck was that wargames sucked because of a lack of innovation and poor design. Chuck felt the category was in a long, slow decline, because the players were moving to more exciting genres .. I felt that the genre had a lot of potential – the surface was barely scratched as far as I as [sic] concerned, especially from a design standpoint. So I took it as a personal challenge and figured how to harness realtime dynamics with great game controls into a fast-paced wargame.' He also stated that, while 'Herzog Zwei was a lot of fun,' the 'other inspiration for Dune II was the Mac software interface,' referring to the 'design/interface dynamics of mouse clicking and selecting desktop items' which got him thinking, 'Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hot keys, to hell with keyboard as the primary means of manipulating the game!' During production, he found out that Cryo rushed to finish their game first, leading to Virgin publishing their game as Dune and Westwood's game as Dune II, despite Sperry protesting against this decision.[7] Louis Castle said in 1998 that the game's influence on the real-time strategy genre was unplanned, and that the team's goal was simply to 'to include all of the excitement and intensity of a war game, but with action-packed gameplay.'[8]
Other influences cited by Joseph Bostic (also known as Joe Bostic), the co-designer and lead programmer, and Mike Legg, one of the game's programmers, include the turn-based strategy games Military Madness (1989) and Civilization (1991), along with Herzog Zwei. According to Bostic, a 'benefit over Herzog Zwei is that we had the advantage of a mouse and keyboard. This greatly facilitated precise player control, which enabled the player to give orders to individual units. The mouse, and the direct control it allowed, was critical in making the RTS genre possible.'[9]
Release[edit]
Originally released for DOS in 1992, Dune II was one of the first PC games to support the recently introduced General MIDI standard. The game audio was programmed with the middleware Miles audio library which handled the dynamic conversion of the game's MIDI musical score, originally composed on the Roland MT-32, to the selected soundcard. At initial release, the game's setup utility lacked the means to support separate output devices for the musical score and speech/sound-effects. This limitation was frustrating to owners of high-quality MIDI synthesisers (such as the Roland Sound Canvas), because users could not play the game with both digital sound effects (which MIDI synthesisers lacked) and high-quality MIDI score. Westwood later published a revised setup utility to enable users select a different soundcard for each type of game audio: digital speech, music, and sound effects.[10]
In 1993, it was ported to Amiga and Mega Drive/Genesis. The Amiga floppy disk port is nearly identical in interface and game play to the PC version, albeit with less detailed graphics and frequent disk swapping (the game came on five disks). Save games are stored on a specially formatted disk and the game could also be installed to hard drive. In the Amiga version the player is limited to 32 units, but patches exist to allow the DOS version to have 255 units created and managed.
Two years later it was also brought to the Archimedes and Risc PC range of RISC OS computers.
The Mega Drive/Genesis port has fairly different building and unit graphics, a full-screen menu-less user interface suited for gamepad control, and no save game support, relying on access codes for accessing each level. Other additions include a music test option and a tutorial that replaces the mentat screen. Several ideas from this version, including the music track listing and the replacement of sidebar command buttons by a context-sensitive cursor, were used in Westwood's next strategy game, Command & Conquer.
The game was ported to Android in 2013. Also in 2013 a fan-made port for Pandora became available based on the reverse engineered game engine.[11][12]
Reception[edit]
According to Westwood Studios, Dune II was a commercial success, with global sales in excess of 250,000 units by November 1996.[13]
Computer Gaming World in 1993 stated that the PC version of Dune II 'easily outshines its predecessor in terms of game play .. a real gem', with 'arguably the most outstanding sound and graphics ever to appear in a strategy game of its kind'.[14] A February 1994 survey of space war games gave it a grade of B+, stating that without online play, there was little replayability once each House conquered the planet,[15] but a May 1994 survey of strategic space games set in the year 2000 and later gave the game five stars out of five, describing it as 'a wargame par excellance; superb graphics and sound make an enjoyable gaming experience'. The magazine hoped that Command & Conquer would be its sequel.[16]Electronic Games gave the game a 92% score.[17]
When the Amiga version of Dune II was released in 1993, it was met with positive reviews. CU Amiga magazine rated the game highly with 85%, praising the smooth gameplay and controls.[18]Dune II received Amiga User International's Game of the Month award when it was reviewed in September 1993.[19]
GamePro dubbed the Genesis version 'one of the best war strategy carts for the Genesis', praising the controls, digitized speech, music, and fun gameplay.[20]Electronic Gaming Monthly scored the Genesis version an 8 out of 10, commenting that the gameplay is not only addictive, but easy to learn, which they stated is highly unusual for a strategy game.[21]
In 1993 Computer Gaming World named Dune II Strategy Game of the Year.[22] The game was ranked the 11th best game of all time by Amiga Power in 1996.[23] In 1996, Computer Gaming World declared Dune 2 the 70th-best computer game ever released.[24] In 2004, this 'legendary' game entered the GameSpy Hall of Fame.[25] In Poland, it was included in the retrospective lists of the best Amiga games by Wirtualna Polska (ranked eight)[26] and CHIP (ranked fourth).[27] In 2012, Time named it one of the 100 greatest video games of all time.[28] In 1994, PC Gamer US named Dune II the 49th best computer game ever.[29] That same year, PC Gamer UK named it the 21st best computer game of all time, calling it 'a wargame for those who don't like wargames.'[30]
Legacy[edit]
Dune II was one of the most influential games in the real-time strategygenre, particularly in Westwood's own Command & Conquer series.[31] Though not every feature was unique, its specific combination of a fog of war, mouse-based military micromanagement, and an economic model of resource-gathering and base-building became the hallmark of the RTS genre. It served as the template for subsequent real-time strategy games.[1]Chris Taylor has stated that Dune II and Command & Conquer were great inspirations, driving him to leave Electronic Arts to create Total Annihilation.[32]
Dune II also led to direct sequels: Westwood released a semi-remake for Windows in 1998 as Dune 2000, along with a PlayStation port in the same year. Westwood subsequently released Emperor: Battle for Dune in 2001. There are also fan-madegame engine recreations, like DuneLegacy, which aims for improved usability and controls while not changing the game-play.[33]
References[edit]
- ^ abBob Bates. Game Developer's Market Guide, p. 141, Thomson Course Technology, 2003, ISBN1-59200-104-1.
- ^Geryk, Bruce (May 19, 2008). 'A History of Real-Time Strategy Games: Dune II'. gamespot.com. Retrieved January 4, 2011.
[..] a game that is largely credited with revolutionizing the strategy genre [..]
- ^Brian Schwab. AI Game Engine Programming, p. 107, Charles River Media. ISBN1-58450-344-0.
- ^'Dune II team bug', FED2k forums, May 28, 2009.
- ^Cobbett, Richard (21 June 2014). 'Saturday Crapshoot: Dune'. PC Gamer. Future plc. Retrieved 3 July 2014.
- ^Clarke-Willson, Stephen (August 18, 1998). 'The Origin of Realtime Strategy Games on the PC'. The Rise and Fall of Virgin Interactive. Above the Garage Productions. Archived from the original on 2003-05-04. Retrieved 30 January 2012.
- ^'The Making of.. Dune II'. Edge. December 9, 2008. Archived from the original on February 12, 2013. Retrieved May 2, 2014.
- ^Saltzman, Marc (December 30, 1998). 'Where Have All the Genres Gone?'. CNET Gamecenter. Archived from the original on December 6, 2000.
- ^'The History of Command & Conquer'. NowGamer. Archived from the original on 26 June 2011. Retrieved 5 September 2011.
- ^Frank Klepacki: FROM DUNE 2, TO DUNE 2000, 26.3.2010
- ^OpenDUNE on github.com
- ^dunedynasty on repo.openpandora.org
- ^'Software Retailers on full alert as Westwood Studios' Red Alert Ships' (Press release). Las Vegas: Westwood Studios. November 22, 1996. Archived from the original on June 5, 1997.
- ^Greenberg, Allen L. (April 1993). 'A Review of Virgin/Westwood's Dune II'. Computer Gaming World. p. 84. Retrieved 6 July 2014.
- ^Cirulis, Martin E. (February 1994). 'The Year The Stars Fell'. Computer Gaming World. pp. 94–104.
- ^Brooks, M. Evan (May 1994). 'Never Trust A Gazfluvian Flingschnogger!'. Computer Gaming World. pp. 42–58.
- ^https://archive.org/stream/Electronic-Games-1993-06/Electronic%20Games%201993-06#page/n73/mode/2up
- ^Gill, Tony (July 1993). 'CU Amiga'. EMAP.
- ^'Amiga User International review:Dune II'. Amiga User International. AUI Limited. September 1993.
- ^'ProReview: Dune: The Battle for Arrakis'. GamePro (53). IDG. December 1993. p. 82.
- ^'Review Crew: Dune'. Electronic Gaming Monthly (54). EGM Media, LLC. January 1994. p. 44.
- ^'Computer Gaming World's Game of the Year Awards'. Computer Gaming World. October 1993. pp. 70–74. Retrieved 25 March 2016.
- ^Amiga Power magazine issue 64, Future Publishing, August 1996
- ^Staff (November 1996). '150 Best (and 50 Worst) Games of All Time'. Computer Gaming World (148): 63–65, 68, 72, 74, 76, 78, 80, 84, 88, 90, 94, 98.
- ^GameSpy Hall of Fame
- ^8. Dune 2: The Battle for Arrakis - 30 najlepszych gier na Amigę - Imperium gier, WP.PL ‹See Tfd›(in Polish)
- ^‹See Tfd›(in Polish) Michał Wierzbicki, Dziesięć najlepszych gier na Amigę, Chip.pl, 23.02.2010
- ^'All-TIME 100 Video Games'. Time. Time Inc. November 15, 2012. Archived from the original on November 15, 2012. Retrieved November 15, 2012.
- ^Staff (August 1994). 'PC Gamer Top 40: The Best Games of All Time; The Ten Best Games that Almost Made the Top 40'. PC Gamer US (3): 42.
- ^Staff (April 1994). 'The PC Gamer Top 50 PC Games of All Time'. PC Gamer UK (5): 43–56.
- ^Porter, Will (2008-02-28). 'Command & Conquer - Origins'. ComputerAndVideoGames.com. Archived from the original on 2008-03-29. Retrieved 2008-04-02.
- ^Tracy Fullerton, Chris Swain, Steven Hoffman,Game Design Workshop,p. 377, CMP Books, 2004, ISBN1-57820-222-1
- ^Have You Played… Dune II Remake Dune Legacy? on Rock, Paper, Shotgun by Alec Meer (September 19th, 2015)
External links[edit]
- Dune II: The Building of a Dynasty at MobyGames
- Dune II can be played for free in the browser at the Internet Archive
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Dune_II&oldid=893411987'
http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DuneII
Go To
'He who controls Dune controls the Spice. He who controls the Spice, controls the universe.'
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Developed by Westwood Studios and released in 1992, Dune II is the Trope Codifier for the Real-Time Strategy genre, as well as the Trope Maker for numerous gameplay conventions.
The games featured three playable factions: House Atreides, House Harkonnen and House Ordos. In Dune II, as well as its remake Dune 2000, the player would be given a map of Arrakis that represented the territories of the three factions. The player, no matter which side he picked, would then play through a variety of missions (In Dune II, either harvesting spice or destroying the enemy base and all their units) and could see their progress on the map. Once they'd conquered pretty much the entire map, the two enemy factions would join each other, as well as the Padishah Emperor of the Known Universe, Shaddam IV of House Corrino and his Imperial Sardaukar, to fight off the much too powerful player faction. Once the player had won the entire game, he would be treated to a cinematic of whatever faction he's playing bringing their own form of justice to the Emperor for having tried to use them in his elaborate plan.
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The game was ported over to the Sega Genesis in 1993 under the title Dune: The Battle For Arrakis.
Dune 2000, a remake released in 1998, took good use of the advancement of computers, and replaced the drawn cutscenes of the original with Westwood Studios' near-trademark Full Motion Video cutscenes, slightly more tactical objectives (Rather than 'Kill the Harkonnen' you get to 'Protect the Fremen from the Harkonnen' then 'kill the Harkonnen') and Frank Klepacki (you may have heard of him), one the original composers for Dune 2, returns to score the new music and remix some of the old ones.
It was followed by a true sequel, Emperor: Battle for Dune, in 2001.
The Dune games featured Geo Effects quite early in the history of Real-Time Strategy. Buildings could only be built on rock, and there were limited rock available, meaning that players had limited base-building opportunities. Further, infantry could be positioned on mountains to protect them from being run over by tanks, and vehicles would move much slower over dunes than just desert plains. And, lest we forget, this is Dune we're talking about here - rock is also a safe haven from the Shai-Hulud.
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Very loosely inspired by the Dune books, of course. The first Dune game was an Adventure Game with RTS elements that followed the plot of the 1984 film, and that was actually developed in the same time as Dune II, making it largely a sequel In Name Only, retaining the basic setting elements but presenting a new story about war and political control distinct from the novels. The game engine for Dune II would later be refined and used for a game set in an original universe - Command & Conquer. The inverse would happen for the sequels, 2000 using the same engine as Red Alert, and the follow-up Emperor using the same engine as Command & Conquer: Renegade (an FPS, of all things) and Command & Conquer: Generals.
Dune II and Dune 2000' provide examples of:
- Action Bomb: The Ordos Saboteur.
- Adaptation Expansion: House Ordos is unique to the game and has never been mentioned in any of the novels. Its origins can be traced to a non-canonical encyclopedia.
- Adaptational Villainy: While House Harkonnen weren't exactly friendly to begin with, their primary motivation for commiting atrocities was desire for more money and power. In the game, they turned into Always Chaotic Evil house, with Ordos taking their place as malicious manipulators.
- Always a Bigger Fish: This can happen to you if a Sand Worm happens to munch an enemy force. Then again, it might just as easily do so to your units.
- Always Chaotic Evil: The Harkonnen.
- Ambiguously Human: The Ordos mentat in Dune 2000 appears to be a human with numerous cybernetic implants, but other houses suspect he may be a (very forbidden) thinking machine made to appear human.
- Arbitrary Headcount Limit: 25 buildable units, although you could get up to a total of 99 by buying from Starports. 2000 had much higher headcounts.
- Arbitrary Minimum Range: Missile tanks cannot hit a target 2 hexes or less away. If they try, the missiles will go wild and hit random locations other than the target hex.
- Artificial Stupidity: The AI's move and attack patterns are very simple and predictable. This happened by mistake, as more complex strategies were programed but not well implemented due to several bugs, concrete examples include:
- The AI rebuilds defenses as well as other buildings in a random fashion, and when it does the rebuilding it will crush any unit that stays upon the ruins of the building.
- AI attacks on your base can be stopped by building four sections of wall at just the right spot. The AI units that arrive to attack can't manage to find a way around it, and just sit there. As long as no player units approach, they sit still, and the enemy doesn't send out more attackers.
- In one mission the AI suddenly sends out a group of soldiers into an empty corner of the map for no reason at all, and they remain there, not moving, until the end of the mission.
- The enemy will keep throwing units at your base defense turrets uselessly even as your offensive troops are in the process of leveling their base.
- Ascended Extra: House Ordos only appears in non-canon Dune literature.
- Awesome, but Impractical: The House-specific superweapons, to varying degrees.
- The Harkonnen Death hand is a missile which can destroy pretty much anything it hits, but is so inaccurate you need to Save Scum for a proper hit.
- The Atreides can call in Fremen reinforcements, but you can't control them.
- The Ordos saboteur can be controlled and is much faster than normal infantry, but it isn't invisible and is likely to die before it can sabotage any building. Being a suicide unit means it can only be used once and respawning a new one take forever.
- The Harkonnen's Devastator tank. It's impervious to all weapons, but it's as fast as a turtle without legs. It's expensiveness (800 credits) means it's hard to amass a large group of them. If it's destroyed, it will cause collateral damage to units closed-by including yours.
- Your soldiers can capture enemy buildings and allow you to build the enemies' unique units. It has several drawbacks however:
- The enemy structures need to be weaken first and soldiers have mediocre firepower. The captured structures need to be repaired, costing you resources.
- Soldiers take forever to go from point A to point B and are easily killed, so you need to secure a safe route for them first.
- You lose the soldier after the capture is complete.
- The captured structures are still in enemy territory and must be guarded.
- You still need to take the Tech Tree into account if you want to build the enemies' unique units, so you need to capture all the required buildings to make it work. Alternatively, you can just capture the enemy's Construction Yard. While this save you the hustle of capturing more enemy buildings, this mean you have to build all the Tech Tree yourself making the whole thing very expensive.
- Enemies' units still require time and resources to build and you still have to deal with the maximum allowed units.
- The Atreides and Ordos can build Ornithopters, fast-moving attack aircraft with flapping wings. They seem cool, but are very expensive, and you'll be lucky to get two shots off before the unit is shot down.
- Bad Ass Army: The Sardaukar and the Fremen. The Fremen are always allied with the Atreides, while the Sarduakar are of course loyal to the Emperor and always hostile to the player.
- Card-Carrying Villain: House Harkonnen proudly describes itself as cruel and ruthless toward both friend and foe in its quest for power.
- Car Fu: Do not send an infantry squad to take down an otherwise defenseless Harvester..
- It is possible to protect your infantry from this by sending them into 'infantry rock', dense terrain that cannot be traversed by vehicles.
- The Chosen One: The Commander from Dune 2000 was introduced by the Bene Gesserit after they had a prophecy that he would rise in power to command vast armies, destroy Corrino, and bring peace to Arrakis. They don't actually care which side you join to do this. Other than a bit of initial confusion over how the hell you got there the faction you join doesn't care about the connection.
- Color-Coded for Your Convenience: See The Good, the Bad, and the Evil below. In addition, regardless of chosen faction color, Atreides units and structures are always sand-colored, Ordos sickly green and Harkonnen ones dark brown. Other factions have specific palettes, notably a deep royal purple for the Sardaukar.
- Command & Conquer Economy: The Trope Maker, even before the namesake.
- Cool Plane: Ornithopters, aircraft that use actual flapping wings to achieve flight. In Dune 2000 The Atreides could call in a flight of these for an airstrike as a support power.
- Cosmetically Different Sides: Though Faction Calculus applies, The house armies in Dune II and Dune 2000 had largely identical units. Key differences were each faction's combat tank and unique unit, as well as their Support Powers.
- Construct Additional Pylons: Nearly every level in each game necessitates you building your own base, and then further building additional windtraps to provide power for all your structures.
- Convenient Color Change: If converted by the Ordos' Deviator gas, units turn green (or whatever color the Ordos player is using).
- As modders found out while toying around with the Deviator, it doesn't change the units to your side, it turns them over to the Ordos. So if a non-ordos unit uses it, it will simply switch the target over to the ordos side, which will then simply continue attacking you.
- Creator Cameo: Frank Klepacki shows up in Dune 2000 during an Ordos briefing as a servant who is cleaning the mentat's implants.
- Deflector Shields: Found on a few Ordos units. Amusingly enough, they mirror the books in that if a shielded unit is hit by a laser weapon both units will be instantly destroyed. Thankfully, this does not extend to generating an atomic explosion, however.
- Determinator: Sardaukar will not be suppressed by enemy fire. Ever. Fremen however, can, which isn't exactly accurate to the books.
- Expy: Several characters loosely mirror ones from the novels, most obviously Shaddam IV Corrino, who doesn't even get a name change. Elara is more complex, visually paralleling Jessica but having shades of Paul in her character.
- Enemy Exchange Program: The aforementioned Ordos Deviator. It doesn't last, though, despite what Ordos mentat says.
- Dune 2000 has The Engineer, who can capture buildings, allowing to build even enemy's unique units too. In the original Dune II building were captured by sending regular infantry into it. However, capturing a fully repaired building required a lot of light infantry, and only Harkonnen and emperor could produce heavies. Plus, the infantry, especially the light ones, was very slow, no match for tanks and subject for Arbitrary Headcount Limit of 25. A common tactics involved 'softening' a building with quads or tanks before capturing.
- The Engineer: Each side in Dune 2000 has an engineer unit much like those found in Command & Conquer. Every infantry unit was like this originally in Dune II, however.
- Faction Calculus: Atreides (balanced) vs. Harkonnen (powerhouse) vs. Ordos (subversive).
- Faction-Specific Endings: has three possible end victory sequences, one for each of the houses that the player can be a part of (Atreides, Harkonnen, Ordos).
- Fixed Forward-Facing Weapon: Many vehicles are this. The trike, the Ordos Raider, the quad, the Devastator Tank and the Sonic Tank can only fire in the direction they're facing.
- Fog of War: Removed permanently from a zone after it is explored. You get an onscreen radar once an Outpost is built.
- The Good, the Bad, and the Evil with Chromatic Arrangement: Atreides are blue, Harkonnens are red and Ordos are green. Even though the original book specifically states that the Harkonnens are blue and the Atreides are green or red. But then we can't have blue bad guys and red good guys, can we? That's not allowed. The Harkonnen's griffin emblem is replaced by a snarling bull for the same reason.
- Homing Projectile: Various missile units are capable of firing these.
- Healing Factor: Ordos units start with regenerative abilities and Harkonnen ones gain it with experience. In Dune 2000 all units gain this once they reach corporal rank.
- Injured Vulnerability: If you damage an enemy building enough so that its damage indicator turns red, you can capture it by sending one of your infantry units into it.
- In Name Only / Sequel Displacement:
- Out of continuity with the book and the first game. Dune 2000 and Emperor, Battle for Dune both try very hard to link themselves as prequels to the David Lynch film. It could be considered an Alternate Universe.
- Dune II has little to do with Dune I, an Adventure Game by Cryo with some RTS aspects. Both games were developed simultaneously and Cryo apparently rushed it in order to beat Westwood to the punch.
- Invisibility Cloak: Fremen units are perpetually invisible, unless badly injured. This is meant to represent their skill at moving and hiding in the desert.
- Luck-Based Mission: Dune II becomes this whenever a Harkonnen player launches a Death Hand - for either side - since you never know where the missile is going to hit. It leads to Save Scumming on a regular basis, because if it destroys your Construction Yard, you've probably lost the game.
- Make Me Wanna Shout: The powerful but delicate Atreides Sonic Tank.
- Manipulative Bastard: The Ordos, natch. Elara, for a more individual example. Then again, this is the Bene Gesserit's Hat.
- Mobile Factory: The Mobile Construction Vehicle, though it has to deploy and become immobile to actually build anything. It can pack up and move elsewhere, however.
- Mythology Gag: In Dune 2000, during some of the Ordos cut scenes, Edrico can be seen sitting in a Harkonnen Chair. This is the famous chair that was designed by H.R. Giger for the unproduced 70s Alejandro Jodorowsky's Dune film. Despite that film never happening, it is still called the Harkonnen chair and has been since produced in larger numbers and are actually for sale.
- Notable Original Music: Frank Klepacki's score to this game, see here.
- Nuke 'em: The Harkonnen Death Hand missile.
- Oh, Crap!: The Emperor has an epic one in each House's ending.
- Omniscient Council of Vagueness: The Executrix, leaders of House Ordos. In Dune 2000, the Ordos leadership is so secretive, they're never directly seen.
- One-Hit Kill: Under certain circumstances. A Sand Worm will inflict this on anything, while Sardaukar Elites can do so to any infantry unit with their knives. This also hits both parties when a laser strikes a shield.
- Palette Swap: Every basic units look the same despite belonging to different factions. Special mention goes to the Trike/Raider, Missile Tank/Deviator, Heavy Trooper/Fremen/Sardaukar who are completely different units stats wise, but share the same sprite.
- Palmtree Panic: The Atreides homeworld, Caladan, has hints of this in its appearance.
- Path of Greatest Resistance: The enemy units were created at (and came from) the enemy base. You can follow the trail of enemies back to their base and attack it.
- The Plan: The Emperor's plan in Dune 2 and Dune 2000.
- Planet of Hats: Each faction is much simplified from their appearance in the books,The Ordos not withstanding.
- Atreides: Always Lawful Good, though Good Is Not Nice.
- Ordos: Sneaky,Manipulative Bastards driven by Greed.
- Harkonnen: Always Chaotic Evil, have Chronic Backstabbing Disorder and like Stuff Blowing Up.
- Ix: For Science!, possibly even Machine Worship.
- Tleilaxu: Playing with Syringes to the point of Squick, driven by religious fanaticism.
- Fremen: Proud WarriorBarbarian Tribe.
- Sardaukar: Proud WarriorSpace Marines.
- Polluted Wasteland: Geidi Prime, the Harkonnen homeworld. Reflecting this, nearly every Harkonnen building has smoke stacks. Including ones that logically shouldn't, like their radar outposts, barracks and palaces.
- Recurring Riff: Both 2000 and Emperor use music from II, like this one for example.
- Red Shirt Army: In Dune 2, infantry was only useful to sneak into a base to capture buildings. Using them for actual combat was guaranteed to result in a lot of screaming and a pile of corpses slowly sinking into the sand even against simple trikes. This was improved upon in later games though.
- Retractable Weapon: Ordos gun turrets pop out of the ground to attack.
- Ridiculously Human Robot: The Ordos mentat in Dune 2000 is rumored to be a forbidden Thinking Machine made to look like a human to hide its nature. That, or he's just a creepy human with lots of cybernetic implants.
- 'Risk'-Style Map: but with little or no role in the game (see that page for details).
- Robo Speak: Ordos often sound like this, due their drone-like dedication to their cause.
- Rousing Speech: House leaders and Mentants are prone to these, though flavor varies. The Atreides are usually Tired of Running while the Harkonnen prefer Dare to Be Badass. The Ordos speak of their House's True Companions and the threat their enemies pose to it. They may come off less rousing to the viewer due to Robo Speak, but the Ordos are a weird bunch.
- Sand Worm: Of course. Keep your units off the sand whenever possible to avoid attracting them, as they cannot be killed and will destroy your units instantly. Watch for Wormsign to know of their approach. Fremen units can move without attracting them. In Dune 2, they can be driven off by reducing them to half-health, but it takes an obscene amount of firepower.
- Screw the Rules, I Have Money!: House Ordos has the weakest army which is purely comprised of hired mercenaries. But as a mercantile House that is only concerned with generating revenue to sustain the elite-class of their society, they absolutely do not care how many expendable pawns they have to buy off and send against their enemies. Just so long as they can safely get to the spice melange and harvest it for their own benefit.
- Self-Destruct Mechanism: Normally, Devastator units only go nuclear when destroyed. A Harkonnen player may force their Devastators to explode, with predictably messy results.
- Sentry Gun: The Turret and Rocket Turret.
- Shoot The Deviator First: You sure don't want your tanks to suddenly become an enemy property, right?
- Sigil Spam: Many structures incorporate their House's logo into their very architecture if not simply having it stuck on the side.
- Single-Biome Planet: Arrakis/Dune is a Desert Planet as in the original novels. Also, the home planet of the Ordos is said to be 'frigid and ice-covered' in Dune II and just 'icy' in Dune 2000..i.e. an Ice Planet.
- Space Marine: The Sardaukar are depicted as this, clad in much heavier armor then other House infantry. They wear distinctive box-shaped helmets with green view-ports, echoing their portrayal in the 1984 film.
- Spawn Broodling: The Tleilaxu units, Contaminators and Leeches, attack infantry and vehicles respectively and convert them into more of themselves.
- Spiritual Successor: Command & Conquer: Tiberian Dawn and the subsequent Command and Conquer saga, Dune 'III' notIN SPACE!. The Megadrive version implements for the first time the iconic C&C right sidebar.
- Standard Sci-Fi Army: Unlike the books, the games provide a wide range of infantry and vehicle units.
- Standard Status Effects: Ordos Deviator tanks have Charm.
- Stock Footage: Dune 2000s Cutscenes occasionally have clips from the 1984 film, usually scenes of ornithopters or harvesters.
- Stuff Blowing Up: Often. Every house likes to it a different way, but the Harkonnen really don't mess around.
- Suicidal Overconfidence: No matter how bad the odds are against it, the AI controlled enemy will attack you no matter what. Light infantries against a squad of siege tanks? No problem.
- Support Power: Dune II has the 'Fremen attack', which makes Fremen appear and charge at a specific target. You get it from building a Palace.
- Tank Goodness: The Harkonnen Devastator. It has an on-board atomic reactor and radiation-based weaponry. An equivalent huge, double-barreled tankappears in everyCommand & Conquer game to date.
- There Is No Kill Like Overkill: Dune 2 had only a limited supply of spice on a given map and when you harvested it all you better had an army capable of winning fielded or you could restart. Dune 2000's development team must have taken notice since in this game the spice keeps regenerating faster then it can ever be harvested, allowing you to saturate the entire map with tanks if you feel like it.
- Trope2000: Dune 2000
- Trope Codifier: Created the Real-Time Strategy game in the shape we know today, forming the conventions of You Require More Vespene Gas and Construct Additional Pylons. (StarCraft gets the naming rights for having the more memorable terms.) The developers in turn were very influenced by Herzog Zwei.
- Veteran Unit: Probably the Ur-example.
- Worker Unit: The ubiquitous, beetle-like Spice Harvester (presented exactly as they appeared in the 1984 film) and the Construction Yard. Carryalls also function as such, automatically ferrying harvesters to and from spice fields. These carryalls are entirely automated and uncontrollable (though they will automatically ferry a damaged unit to an available repair pad).
- World of Ham: In the spirit of the 1984 movie.
- Worm Sign: Burrowing sandworms are visible as distortions on the desert surface, but are invisible on the minimap until the little dot representing your harvester disappears.
- In Dune 2000, the sandworms are followed by bolts of lightning, caused by static discharge from the sand.
- You Have Failed Me: Lose too many battles and the Harkonnens will install a heart plug and pull it out, Ordos will decapitate you and hook your head up to a life support system ('Why won't they just let us die?'), while the Atreides will simply let you go, however your Fremen allies will then lay claim to your water.
- The Harkonnen and Ordos openings in Emperor show your predecessor's 'punishment for failure', who may be the player character from 'II'.
- You Require More Vespene Gas: In gameplay terms the Spice is converted directly into funds, or 'Solaris', as it it is offloaded into your refineries. In the novels its a kind of Unobtainium, withuncountablepurposesand powers.Dune 2000 explicitly justifies this, mentioning at various points that the houses are selling the harvested spice on the interstellar market, so funds used to power your war machine are expressly that generated by Spice sales. The stuff is that valuable.
Alternative Title(s):Dune 2000
Index
(Explanation at bottom)
Dune 2 Unit Limit Reached Lyrics
CHARTS BECAME COMPLETELY UNREADABLE, SO I REMOVED THEM, THEY ARE POSTED AS REPLIES.
The lists are a bit messy I tried my best to make them even but there's just to many x.x..
'Place Nuke for players 181, 217, 253, for player one to increase the actual limit.
For player 2, 182, 218, and 254. That should be enough to remind myself ;)
Other players in this list will also increase the current supply and the used supply.'
-This is what I put down in a notepad along with the charts.
For player 2, 182, 218, and 254. That should be enough to remind myself ;)
Other players in this list will also increase the current supply and the used supply.'
-This is what I put down in a notepad along with the charts.
explanation:
The unit chart is a full list of every !!!Useable!!! unit in starcraft and what they add to the current supply, the used
supply, and the supply limit, while the player chart tells you what player to set them as to increase those.
An example is placeing a Marine on the map owned by Player 157 to increase the available supply (lets say, 25 is used, so
then you would have 25/25 if you don't have any command centers or supply depots) For player 1.
My guess is that (although I havn't tested yet) buildings that are placed that will give a certain amount of used, available,
or increase the limit of the supply, require the player number listed under the Buildings for the players 1 through 8.
supply, and the supply limit, while the player chart tells you what player to set them as to increase those.
An example is placeing a Marine on the map owned by Player 157 to increase the available supply (lets say, 25 is used, so
then you would have 25/25 if you don't have any command centers or supply depots) For player 1.
My guess is that (although I havn't tested yet) buildings that are placed that will give a certain amount of used, available,
or increase the limit of the supply, require the player number listed under the Buildings for the players 1 through 8.
The charts were originally done by SomeIdiotNerd on GhoztCraft. At least that is as far as I can trace back.
Note: This requires having a 3rd party map editor like SCMDraft 2.
Now that explanation I put is because he did not describe it clearly so I had to do a bit of experimenting and I was able to easily figure it out. This is what he originally said,
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''Â 1. Make sure you have a 3rd party Map editor. (preferably SCMDraft 2)
2. Decide your values.
(example: Player 1 is Terran and Player 2 is Zerg. I want Player 1's unit limit to be 1000, but i want him to have 100 supply available at the start of the game. I also want Player 2 to have 400 limit, with 200 available)
(example: Player 1 is Terran and Player 2 is Zerg. I want Player 1's unit limit to be 1000, but i want him to have 100 supply available at the start of the game. I also want Player 2 to have 400 limit, with 200 available)
3. Subtract 200 from your limits.
(Example:
Player 1, 1000-200=800, remember 800;
Player 2, 400-200 remember 200.)
(Example:
Player 1, 1000-200=800, remember 800;
Player 2, 400-200 remember 200.)
4. Use the Supply Modifier Unit List (which i will provide) to find values that add up to what you want. Be sure to take note of whether or not what you are using is a building or unit as we will use this later! note: it doesn't matter what race it is for this list.
(Example:
Player 1: 'Nuclear Missile 400 Unit' Two will add up for my 800 Max.
'Citadel of Adun 100 Building' 100 for my initial available.
Player 2: 'Protoss Nexus 200 Building' 1 adds up to my 200 Max.
'Protoss Nexus 200 Building' 1 adds up to my 200 available
(Example:
Player 1: 'Nuclear Missile 400 Unit' Two will add up for my 800 Max.
'Citadel of Adun 100 Building' 100 for my initial available.
Player 2: 'Protoss Nexus 200 Building' 1 adds up to my 200 Max.
'Protoss Nexus 200 Building' 1 adds up to my 200 available
5. Use the Player look-up list (which i will provide) for the players you want to give these values to. (example:
Player 1: Terran Available for Building: 109,
Terran Limit for Unit: 217;
Player 2: Zerg Available for Building: 74
Zerg Limit for building: 98Â ''
Player 1: Terran Available for Building: 109,
Terran Limit for Unit: 217;
Player 2: Zerg Available for Building: 74
Zerg Limit for building: 98Â ''
Here is a couple of pictures:
That particular nuclear missile is adding 400 to the maximum supply limit for player one. The rest are adding to the limit of supply or the current supply for players 1 through 4.
SomeIdiotNerd said 'Credits goes to LegacyWeapon, he wrote the original tutorial, I paraphrased it and added more examples.
Original Tutorial' For the credits but I am troubled by what O)FaRTy1billion said later down the thread,
Original Tutorial' For the credits but I am troubled by what O)FaRTy1billion said later down the thread,
 'Place a Player 217 nuclear missile anywhere on the map. It will add 400 to the supplylimit for Player 1.
The reason I am here is that I am deeply bothered by this topic.. Not because it exists or what is in it, but that it is miscredited to LegacyWeapon. SIN, where did you even come up with LegacyWeapon?
Original Source. You could have at least put that, SomeIdiotNerd.
I also have made this that may help you find which player IDs to use more easily. '
I also have made this that may help you find which player IDs to use more easily. '
So, I am highly confused to where credits for the chart or the tutorial that SomeIdiotNerd put..
Fixed Links:
Maplantis.org This is the correct and working link, it's just that I think Maplantis shutdown or something.. Panschk.de This may be who they 'merged' with..
Maplantis.org This is the correct and working link, it's just that I think Maplantis shutdown or something.. Panschk.de This may be who they 'merged' with..
Posted by6 years ago
Archived
I was part of the team that created Dune II and Command & Conquer games which started the RTS genre. Before that, I was a big fan of tabletop wargaming. Ask me anything about the start of the RTS genre, Dune II, C&C, Westood, Petroglyph, or even about old-school wargames.
I couldn't answer your quesions about Victory before, but I can now. The game is released as a Kickstarter project. Check it out at: http://www.kickstarter.com/projects/petroglyphgames/victory-1
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