We have released a final update for Dune 2: The Golden Path a while ago and we would like to make this known to the public. D2:TGP is a total rewrite on the original first RTS, Dune 2 the Building of a Dynasty from 1992 created by Westwood Studios. This game was the first strategy game to bring us base building, resource management, rock-paper-scissor balance and unit micro. Dune 2 is considered by many as the first foundation to modern RTS which we all learned to love :-). Here is a link to the wiki: http://en.wikipedia.org/wiki/Dune_II for some background information on the original game.
Here is an example video of two of our newest members playing their first 1v1. It's a long game but covers gameplay quite well. It is with commentary and tries to explain their faults, best actions and covers macro, micro mechanics deployed by both adversaries:
If you would like, please add a subscription module on our channel , we are basically now the world center for Dune 2 games.
why did I make a new topic?
+ Show Spoiler +
There has been a topic on this project over a year back, but I'm not at all content about the topic title and the OP itself is no longer relevant since so much has been improved or changed. Also the old thread is incomplete, obsolete and poorly written. Also it included Sc2 Beta discussion and BW comparison. I would like to try again with a much better and broader OP. Much has changed since that time and the game is now done on the development level (no more beta, old bugs fixed, new implementations). Please mods, allow me to rewrite this way since we now have a final release after a long long road of patching, thanks!!
The gameplay now is very clean and balance is overall well designed from a multi-player point of view. What we did is write the game engine (code) from the ground up, using the unit & resource design from the original and adding a few of our own. Also we've modernized controls and mechanics to a modern playstyle, much like for instance Starcraft Broodwar. Also any bugs we could find have been ironed out.
New features include:
- Multiple unit selection
- Control Groups
- Drag and drop unit production ques-
- Right Mouse Commands
- Awesome pathing for ground & air units
- New creative design meaning new units, structures and upgrades adding more MP depth and harass possibilites.
- Hotkey Unit Commands
- Upgrade system with abilities and hard stats (armor, damage)
- Mercenary deployment
- LAN & Internet play
- Retreat function with % of HP indicator for deciding when a unit retreats yes or no (optional).
- Fog of War like system to force players to keep scouting (Sandstorms).
- Actual Racial differences (minor buffs/debuffs, unique units).
- House Alliances for buffs, units and added abilities.
- New Game Modes: Skirmish (vs AI), 1v1, Team Games, FFA.
- Map Editor and map loading (also for MP!)
- Rich community with mature players duking it out regularly
- Damage system much like in Starcraft Broodwar which may give extra damage from one damage type to a certain unit size or type.
New Units (that can be built and controlled):
Flak Trike
![[image loading]](http://krizik.com/nudune2/pics/picaatrike.bmp)
Class: Light (Wheeled) Strength: 60 Speed: 2.6 Turn rate: 7.5 Size: 37.5% Sight: 4
Weapon Range: 9 Accuracy: -100% Damage: 6 ROF: 3.0 Cost: 200 Build Time: 6.7s
This Trike variant is specialized to offer a minor anti-air deterrent, and cannot attack ground units. It is slower than a Trike but still very fast on open sand, and can be effective in numbers against enemy flyers. Excellent range and rate of fire help compensate for their high cost and vulnerability. The only mobile unit capable of attacking airborne units. Its armor is thickest on top, so the unit takes extra damage from ground attacks.
![[image loading]](http://krizik.com/nudune2/pics/picmtp.bmp)
Class: Light (Wheeled) Strength: 75 Speed: 2.0 Turn rate: 6.0 Size: 44.25% Sight: 8
Cost: 150 Build Time: 8.3s
The MTP has no weaponry and behaves like most other Light units; however, it can be deployed on open sand anywhere on the map to create a Trading Post, where the enemy can be spied upon and Mercenary groups can be purchased. The distance from the nearest friendly Construction Yard dictates the availability of these groups, with trading posts furthest from civilization attracting the best mercenaries. The MTP cannot be airlifted, but it has very high sight range.
(great scout with radar)
Armed Harvester
![[image loading]](http://krizik.com/nudune2/pics/picarmedharvester.bmp)
Class: Heavy (Tracked) Strength: 150 Speed: 0.8 Turn rate: 4.0 Size: 62.5% Sight: 2
Weapon Range: 4 Accuracy: 50% Damage: 15 ROF: 0.75 Cost: 0 Build Time: 25s
Armed Harvesters function identically to Harvesters, with one difference: a small-bore auto-cannon mounted in a turret atop the chassis. This weapon is moderately effective against most types of units, but is intended only for defensive purposes and does not create a combat unit.
Death Hand
![[image loading]](http://krizik.com/nudune2/pics/picdeathhand.bmp)
(mobile death hand launcher, much like SCUDS)
Class: Heavy (Wheeled) Strength: 150 Speed: 0.54 Turn rate: 4.0 Size: 75% Sight: 2
Weapon Range: 20-Unlimited Damage: 350 Cost: 500 Build Time: 20.8s
House Corrino provides the Death Hand Tactical Nuclear Missile Carrier in lieu of other bonuses, which in itself is enough to change the face of war. This unit may not be airlifted and is very slow. The missile can only be fired once (and only one Death Hand may fire at a time), which will destroy the carrier instantly. The missile cannot target locations within a long distance from the carrier, and its accuracy decreases greatly with distance. The weapon does massive damage in a huge area of effect wherever it lands, but there is a chance that the missile will malfunction and detonate mid-launch. A player allied with House Corrino should protect his Death Hands and keep them hidden and isolated, while enemy players should always keep small and inexpensive scout groups available to ensure this unit has no chance to recoup the instant expense of firing its payload.
Warriors (Fremen)
![[image loading]](http://krizik.com/nudune2/pics/picfremen.bmp)
Class: Foot Strength: 17.5 Speed: 0.52 Turn rate: 30 Size: 25% Sight: 2
Weapon Range: 2 Accuracy: 87.5% Damage: 3 (18) ROF: 0.67 Cost: 50 Build Time: 8.3s
Fremen Warriors have relatively low technology and have evolved for millenia in the harshest environment known. Thus, they are not overly effective against heavier units or buildings, but they are the deadliest melee fighters in the universe, even against Sardaukar. Their high speed allows them to close distance quickly, but they should avoid other unit types or travel with support. Use them to destroy groups of enemy Infantry and Troopers at will.
Sardaukar
![[image loading]](http://krizik.com/nudune2/pics/picsardaukar.bmp)
Class: Foot Strength: 75 Speed: 0.45 Turn rate: 15 Size: 25% Sight: 1
Weapon Range: 4 Accuracy: 87.5% Damage: 6 (12) ROF: 0.75 Cost: 150 Build Time: 8.3s
Sardaukar form the personal bodyguard and army of House Corrino, house of the current Emperor. They are the ultimate foot soldier, able to absorb and deal great damage in numbers. Their weaponry has a decent range and fires over obstacles, making them very powerful and in some cases invincible while in Crags. They are not as fast as Warriors, but are a better general counter against most units. With their range and abilities they can handle almost any group smaller than their own; however, the great cost of producing large groups of Sardaukar means they are tactically constrained and sometimes too valuable to risk on the front lines.
Saboteurs
![[image loading]](http://krizik.com/nudune2/pics/picsaboteur.bmp)
Class: Foot Strength: 15 Speed: 0.34 Turn rate: 30 Size: 25% Sight: 4
Weapon Range: 2 Accuracy: 87.5% Damage: 3 (50) ROF: 0.67 Cost: 200 Build Time: 8.3s
Saboteurs come from an Alliance with the Spacing Guild. They resemble regular Infantry, but are camouflaged and cannot be engaged at a distance unless already in combat. They do extremely high bonus damage to Buildings and have good sight range for a foot soldier, making them ideal for infiltrating enemy bases and laying in wait.
Here is a higher level game between two of our more experienced players:
Also you will find the project page on this link: http://drackbolt.blogspot.com/
(FREELY AVAILABLE

- We have a chat channel on IRC which usually has some hardcore fans in there, please feel free to join us anytime so we can host games and discuss all sorts of things.
http://webchat.freenode.net/?channels=dune2TGP
FOR HOSTING GAMES ON THE INTERNET: Open/Forward port 10191 in your router settings.
Also we have a fairly large Steam Community group dedicated purely to Dune 2 online play; http://steamcommunity.com/groups/Dune2Online
Our YouTube Channel: http://www.youtube.com/user/dune2online
Thanks for reading and if you have any questions or trouble setting up, please reply in the thread or feel free to PM me anytime

~Frontliner