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https://www.youtube.com/watch?v=YPO4fgguKHM
Dune 2000 mod?
What's interesting with Dune 2000 is that structures must be built on paved area or it suffers max HP loss.
And there exists hostile lifeforms in Dune 2000 which are sandworms and such.
Edit; and yeah, you can change the base ores to be something else or remove it. ArchAngel made a few mods where you mine raw ore you can melt or refine further, pretty awesome.
For instance there's a 'selection' function when you click on a unit you own, and once a unit is selected, available commands becomes available, like to order a unit to move, to attack, or to patrol, etc.
Basically when you select a unit, it would need to be highlighted. The only way for this to work is to render a 'box' outline around the unit in green. When the unit is de-selected by clicking outside of the area, it should remove said box.
When the box appears:
RMB options to command move, attack, should be possible, as a additional code that checks your cursor to know where to move, if a enemy is there, whether to attack.
Additional commands built into the keyboard to attack.
For instance to override your generic top down controls, maybe create a special structures for players to go into commander mode, or a button to switch your keyboard layout into a different one for RTS mode.
RTS Mode = Cursor is freeform, camera is unlocked from your character, disabling the mode back into TPS (third person shooter) mode will lock the camera back onto your character.
In RTS mode, the LMB has it's functionality changed, as does the RMB. The Keyboard may be remapped, and the UI will be changed to make it easier to give command (A special UI can pop up to give the user feedback and information, like the selected units, the health/energy of the units, and what available orders can be given, with what kind of special hotkey in the RTS mode.
Dying erases everything so it's fine if a rifleman with lots of ammo dies, since you can code it to lock the weapons and items so he can't drop or trade it so someone ends up with items they shouldn't have (A grenadier having access to a machine gun for instance).
Another important thing is to tweak each weapon type so they can be easier to use, but has different effectiveness based on the target used for.
For instance Machine Guns does the best damage vs infantries, worse damage vs vehicles and structures. Grenadiers does modest damage vs infantries, low damage to vehicles, and modest damage to structures, but their grenade lobbing has a slower hang time before it explodes on impact (like how grenadiers work in the original game, the grenades floats for 0.5 seconds then explodes). Rocketeer does weakest damage to infantries, but strongest to vehicles and structures, but unable to move while firing. (this isn't about realism but to make it similar to the classic gameplay).
A engineer class is possible, maybe unarmed so he doesn't have a weapon, but gets a pickaxe and a infinite repair kit, and the ability to capture facilities.
A 'Spy' class is also possible, with the only weapon being a pistol, and a perk which makes him immune to auto-aim in PVP mode, so manual aim is necessary. A Spy always has a disguise on unless someone manually cursors over him.
Also I used the wrong video for the C&C game, apparently that one is Tiberium sun, which is the 3rd game of the whole series (original, red alert, etc.)
https://www.youtube.com/watch?v=e-ZEwAZ0tl0
The real name is Tiberium Dawn the original C&C game.
https://www.youtube.com/watch?v=9IySbK76ECE
Red Alert has a different set of units that's more in line to real life units, like each side has the same kind of units, but maybe different 'special' or 'end game' units.
https://www.youtube.com/watch?v=6wYxAv6ufV4
Buildings consumes power, but in a more simpler function.
All command and conquer games... For reference at least.