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.
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 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.
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 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 (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) 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 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 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 - please check the reasoning behind this on the project page.
- 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.
Such an awesome game. Originally got me into strategy games back in 93. Floppy discs probably still around somewhere. Might have to get this for the sake of nostalgia.
On June 04 2011 00:39 Divine-Sneaker wrote: Such an awesome game. Originally got me into strategy games back in 93. Floppy discs probably still around somewhere. Might have to get this for the sake of nostalgia.
Kudos to you and your team for taking on this project. It's very telling that so many old games get so much attention here @ TL.net or how common it is to hear older versions of a series more loved than their sequels. Just goes to show that graphics aren't everything in a video game.
Gonna download just for nostalgia as previously posted.
I hope Ordos missle trucks still do mind control. :D So imba but so fun. Awesome to see this. I wonder how the worm eating mechanic works out in competive play...
On June 04 2011 00:39 Divine-Sneaker wrote: Such an awesome game. Originally got me into strategy games back in 93. Floppy discs probably still around somewhere. Might have to get this for the sake of nostalgia.
I've got soooooooo much memory on this game , it was my first RTS. I remember playing the campaignwith a friend , those fremens ahhhhhhhhhhhhhhhhhhhhhhhh . I remember how we used to save / load the game whenever the harkonnen (or the empire) tried to nuke us because it would cancel the nuke ;D.
On June 04 2011 08:16 indigoawareness wrote: I hope Ordos missle trucks still do mind control. :D So imba but so fun. Awesome to see this. I wonder how the worm eating mechanic works out in competive play...
Well, some changes were made because we intend to create a full multiplayer experience, which means gameplay mechanics should be somewhat balanced and everything should be counterable
I believe The Ordos Deviator now has a chance to either convert a unit to Ordos for a small time, stun a unit for a small time or make the unit go mercenary, which means it will attack anyone near it.
It's not overpowered, very hard to make use of it.
On June 04 2011 08:16 indigoawareness wrote: I hope Ordos missle trucks still do mind control. :D So imba but so fun. Awesome to see this. I wonder how the worm eating mechanic works out in competive play...
Well, some changes were made because we intend to create a full multiplayer experience, which means gameplay mechanics should be somewhat balanced and everything should be counterable
I believe The Ordos Deviator now has a chance to either convert a unit to Ordos for a small time, stun a unit for a small time or make the unit go mercenary, which means it will attack anyone near it.
It's not overpowered, very hard to make use of it.
I figured out how to use a bug that made converted units stay permanently under my control. That was a bit too imba. I guess you have not implemented that bug as well? ^_^ (can't remember how it went, that was a long time ago)
On June 04 2011 08:16 indigoawareness wrote: I hope Ordos missle trucks still do mind control. :D So imba but so fun. Awesome to see this. I wonder how the worm eating mechanic works out in competive play...
Well, some changes were made because we intend to create a full multiplayer experience, which means gameplay mechanics should be somewhat balanced and everything should be counterable
I believe The Ordos Deviator now has a chance to either convert a unit to Ordos for a small time, stun a unit for a small time or make the unit go mercenary, which means it will attack anyone near it.
It's not overpowered, very hard to make use of it.
I figured out how to use a bug that made converted units stay permanently under my control. That was a bit too imba. I guess you have not implemented that bug as well? ^_^ (can't remember how it went, that was a long time ago)
Nice work, respect.
Haha,
Well the point is that all the code of the original code from 1992 was discarded.
We rewrote ALL the game code so no 1992 bug can still exist
Was a big fan of this game, but as a kid could not handle the sand worms. Little bastards... well humongous bastards but you know.
This is one of those great games though that did not age well at all, with the mechanics being so stiff that even a taste of anything from Z! to Command and Conquer 1 to... whatever, made it so impossible to play unless you had that fuel we call nostalgia, so seeing it with a few improvements is nice. Will have to try it out, many thanks.
started playing it, it's actually really fun even though absolutely all the features we take for granted are gone. Little sad on 2 things: 1) srsly, like 7 people play this game 2) micro is discouraged - if you move a unit being attacked, it takes 20% more damage.
On June 05 2011 15:18 annYeong(o11) wrote: started playing it, it's actually really fun even though absolutely all the features we take for granted are gone. Little sad on 2 things: 1) srsly, like 7 people play this game 2) micro is discouraged - if you move a unit being attacked, it takes 20% more damage.
Hey man,
Yeah we had some fun, didn't we? You need to understand that it's not Brood War with dune 2 graphics so the micro/macro mechanics are not always the same
thanks for playing with us last night, it was fun!
On June 05 2011 15:18 annYeong(o11) wrote: started playing it, it's actually really fun even though absolutely all the features we take for granted are gone. Little sad on 2 things: 1) srsly, like 7 people play this game 2) micro is discouraged - if you move a unit being attacked, it takes 20% more damage.
Hey man,
Yeah we had some fun, didn't we? You need to understand that it's not Brood War with dune 2 graphics so the micro/macro mechanics are not always the same
thanks for playing with us last night, it was fun!
yeah i was busy all day today but I should be on tomorrow to play through a couple games.
On June 06 2011 14:08 Ian Ian Ian wrote: This isnt how I remember Dune at all.. so weird
Maybe you were thinking of the first Dune? It was a totally different genre.
Anyway, Ill be downloading this when I get home. Epic remake
Awesome
Please join the IRC chat and introduce yourself so someone may train you or otherwise show you around the game. We have a few very good players (myself included) who play games almost every night. From the IRC chat you can actually spectate games
On June 06 2011 21:19 quirinus wrote: Hey, I played some games with you guys yesterday, this is pretty entertaining.
I even made a short build order now! Gonna see how it works in multiplayer.
I just hope it would crash less. :<
I find that if you run it fullscreen it crashes much less often. Can't explain why
Yea, I noticed that. In wmode it crashes a lot, at least with >2 players.
Btw, to be able to join/host games without hamachi you need to open tcp 10191 and 10192 ports if you have a router. (I opened udp just in case, but the game is using tcp)
On June 07 2011 00:29 Kickboxer wrote: It's so funny how back in the day you would look at the screen playing this game and be totally blown away by the amazing graphics.
When I look at it today all I see are some giant squares. We're getting really spoiled
I like how the game looks. it's pretty clean. except that the building icons are kinda harder to understand.
On June 06 2011 21:19 quirinus wrote: Hey, I played some games with you guys yesterday, this is pretty entertaining.
I even made a short build order now! Gonna see how it works in multiplayer.
I just hope it would crash less. :<
I find that if you run it fullscreen it crashes much less often. Can't explain why
Yea, I noticed that. In wmode it crashes a lot, at least with >2 players.
Btw, to be able to join/host games without hamachi you need to open tcp 10191 and 10192 ports if you have a router. (I opened udp just in case, but the game is using tcp)
-Nice of you to point that out! I'll add it to the OP. -Also when playing in fullscreen try not to alt tab at all. that helps stability heaps.
And new matches are being uploaded every now and then. If you want to challenge or join us you'll find instructions on our website or you van PM me if you have trouble getting started.
here is the latest upload with some gameplay demonstration;
this game is turning out to be a fun Macro game above all. Hope to see you soon.
On June 06 2011 21:19 quirinus wrote: Hey, I played some games with you guys yesterday, this is pretty entertaining.
I even made a short build order now! Gonna see how it works in multiplayer.
I just hope it would crash less. :<
I find that if you run it fullscreen it crashes much less often. Can't explain why
Yea, I noticed that. In wmode it crashes a lot, at least with >2 players.
Btw, to be able to join/host games without hamachi you need to open tcp 10191 and 10192 ports if you have a router. (I opened udp just in case, but the game is using tcp)
-Nice of you to point that out! I'll add it to the OP. -Also when playing in fullscreen try not to alt tab at all. that helps stability heaps.
Great job bringing this back! Dune 2 was one of the games back in the day, how delightfully primitive it all was... With the worst mechanics ever trying to get 30+ units into action at a battle... My standard strategy was to build rocket turrets and then run the enemy over when the map was mined out. And the intro was very good too at the time.
Please join the chat channel if you would like to play this game online some day
Monday, December 17, 2012 1.1.18 release! Lolwuuuut?
Big update here. Mercs are available again (and more often), big client-side cheats are fixed, and all turrets have been buffed considerably.
The turret changes bear some explaining. The fact is that in Dune 2, space is at a huge premium; even making turrets cost next to nothing in spice doesn't take away the intangible cost of that loss of building area. There is no melee attack in D2TGP, so placing turrets in key locations is less effective when units can always outrange them to hit other buildings. Plus, in the late game, armies are vast and powerful, while the amount of open space is still limited.
So, this all added up in my mind to base defense needing to be more viable in the early game to get people into the mid-game and beyond more often. Making them cheaper and keeping them less powerful was not the correct choice. So while it may shake things up and not be within the original Dune 2's ideas, I think this will be a great change.
Updated since 1.1.17:
Cleaned up some old code Added sanity checks and fixed major bug with client queue creation that now FIXES and PREVENTS the ability to spam buildings in the same location, queue more harvesters than allowed, or build units beyond the unit cap Fixed Sonic Tank power cost for firing weapon to properly be set at 25 now Fixed major bug with Mercs preventing them from being accessible even after the Tier 2 research option Merc options are now statically available and depend on the distance to the nearest base from the closest MTP Buffed all turrets and increased cost to make base defense viable once again. In general they have 50% more range and a better rate of fire.
Is this still under development? I also found another port called Dune Legacy. It features the original campaign with better controls and resolution and it has multiplayer aswell. Someone interested to play? Dune Legacy
Is someone playing the Dune2k port included in OPENRA?
Negative? I am just curious Its a very good project and its nice that people still play it. I just thought its dead because there was no news for a long time...