This (D2kA) is my mod for the OpenRA game with the goal to improve on Dune2k gameplay in multiple small steps. New content and inspirations from the Dune books take precedence over balance changes, initialy.
(See DONE FEATURES for new content)
Step 1 (complete): Create five interesting modded multiplayer maps for OpenRA Dk2 featuring just-as-much-as-needed content. Those maps are vsMission maps, which means they are mission scripted Co-op maps, but your adversary is actually another player.
Step 1.5 ( 70% ): Revisit all [vsMis] and [d2kA] maps for the new OpenRA release and re-release them in one package.
Step 2 ( 30% ): Organize a quater annualy D2kA weekend tournament with the vsMis maps, open for all OpenRA players and (if possible) covered by a OpenRA caster.
Step 3 ( 5% ): Publish D2kA as an OpenRA standalone mod while trying to feed as many D2kA features back to the OpenRA developers as possible. So optimaly the mod would merge and vanish into the official d2k release after some (long) time.
Special Thanks go to
pchote and abcdefg30 (of the OpenRA development team) for their repeated technical advice on the OpenRA LUA API and engine!
* Five [vsMis] maps. (make sure to get the latest revision)
In "Atreides Mission 1" the Atreides defend their harvest operations against Harkonnen air assaults.
In "Three Outopsts" three factions try FFA style to either harvest enough resources or outright detroy all opposition.
In "Harkonnen Aftermath" Atreides try to seize an abandoned Ordos base from the Harkonnen claws.
In "War of Assassins" Ordos and Harkonnen engage in infantry-only ritual fighting to settle a dispute.
In "Mutual Treason" two main factions battle utilizing the full tech tree, supported by smaller allies.
* [d2kA] skirmish maps. (make sure to get the latest revision)
Featuring the full d2kA tech tree. Map layout made by the original authors.
Tournament quality 1v1 maps "Death Depths", "Faufreluches XS", "The Duel".
2v2 skirmish map "Desert Twister" and 8 player free-for-all map "Habbanya Erg".
* New faction specific light units.
Atreides get a turreted trike, Harkonnen a HMG Quad and a troop transport, Ordos nothing new ;)
* Reworked and expanded elite Infantry.
The too generic Grenadier was replaced by the Atreides Loyalist, a fearsome and fast warrior. Ordos Saboteurs can now blow up Carryalls, if the timing is right. Harkonnen Sardaukar are now uncrushable and have a close combat attack, making them very hard to remove. A new infantry unit was introduced for each faction: The Harkonnen Assassin, the Ordos Guild Agent and the Atreides Propaganda Corps! (See images)
* New faction specific heavy units.
All Atreides heavy units are veteran. They also get an armend harvester. Ordos get a harvester immune to worms as well as turreted siege tank and missile tank units. Harkonnen have slavo-shooting artillery and get a Harvester which can carry more spice.
* Air reinforcement powers on an upgraded outpost.
These allow the three factions to call in reinforcements via carryall to an arbitrary location on the map. Each faction gets other units.
* Silos are upgradeable to increase income.
This is one step to make silos a viable player choice. Right now only gives a flat bonus, but this will change.
* Reworked build queues.
There is no bonus for multiple production structures. The MCV has all build queues, the outpost builds upgrades and the palace defenses.
This makes losing the MCV not as devastating, while providing a new, unique approach to build queues in OpenRA. Intended to force players to master each aspect of their army and use mind games to gain advantage.
* New starting unit option: A (mobile) crane.
This unit also replaces the starport MCV. It can only build basic buildings, is re-deployable and cannot produce defenses or upgrades.
* A mentat advisor.
Helping with mission goals and game rules in general.
* Family Palace
The palace provides special passive bonuses to the Houses. Ordos guild agents and saboteurs become stealthed, Harkonnen get the ability to store tonnes of spice as well as autorepairing defenses and the Atreides palace reduces the cooldown on all air powers (thopter strike, airborne reinforcements).
* New and unique Superpowers
The Atreides can summon their iconic patron Paul Atreides to cause all kinds of mischief. The Harkonnen Sardaukar Invasion superpower is much more straightforward, turning every last solaris of spice you have instantly into controllable landing ships filled with units. The Ordos utilize forbidden gas technology to craze all troops in a large area, causing tragic deaths and destruction.
Play vs the evil "Seurat" AI, which utilizes all new assets and abilities. Only on skirmish maps later than OpenRA playtest 20170902.
This detailed changelog includes all changes relevant to players that were made in this mod in comparison to standard OpenRA Dune2k. Applies to all maps with the [d2kA] prefix.
-Sun Tsu says: "If you know yourself and your enemy, you need not fear the course of a hundred battles."
Units (no price increases or other changes if not mentioned):
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