Author Topic: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28  (Read 133316 times)

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
[TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
« on: September 20, 2014, 03:23:44 pm »
Update by Meridian: updated to be compatible with newer OXCE versions

"Land of Sand" - DUNE Total Conversion

This mod should become a DUNE total conversion in the future and is now WIP. The player takes the role of the Fremen.
The mod provides a desert planet with Harkonnen and Sardaukar to fight and some technology from the Dune Universe.
The game can be finished, however, it is lacking some content and balancing.

Mod files are attached to this post.

Features:
- Desert globe
- New equipment
- Enemies are Harkonnen, Sardaukar, Smugglers, Spacing Guild
- Changed research and manufacturing
- Changed text, backgrounds, cutscenes


Installation:
- Install OXCE (https://openxcom.org/forum/index.php/topic,5258.0.html)
- Download the .zip file attached to this post and unpack it into the mods folder
- Choose LandOfSand as master mod
- Only EN-US language supported



Credits:
- Tools
  - Falko's mod tools used for globe modification and all kind of sprites (http://falkooxc2.pythonanywhere.com/)
  - MCDEdit (https://www.ufopaedia.org/index.php?title=MCDEdit)
  - Mapview (http://openxcom.org/forum/index.php/topic,1321.0.html)
- OXCE+ by Yankes and Meridian
- Sprites, sounds, maps, ruleset code etc:
  - robin (lots of graphics from "MIB" and "From the Apocalypse")
  - Dioxine (lots of graphics and sounds from Piratez mod)
  - XOps (graphics from Xeno Operations Mod)
  - Solarius Scorch (FMP)
  - Hobbes (Hobbes terrain pack, Aea51)
  - jackstraw2323 (War of shadows)
  - Ryskeliini (weapon sprites, explosion)
  - Chiko, civilian, luke83, ascadix, Aldorn, yrizoud, Ran (laser weapon sprites, clips, clip ruleset, red beam etc.)
  - civilian (sand city terrain)
  - robin/Meridian (Smoke)
  - IvanDogovich (ImprovedHandobs)
  - Hellrazor (Alternate Lightning Thunder)
  - Sporb (UFO2000 graphics, Sonic weapons)
  - Dolphman (ripped Dark Legions sprites)
  - Tollworkout (Antman Mod)
- Ufopedia texts, backgrounds, cutscenes
  - http://dune.wikia.com/wiki/Main_Page and wikipedia.org
  - Background images from various internet sources
- Music: Toto


Changelog:

Ver. 0.28
- Fixed more bugs for corpse recovery
- Fixed some bugs in research strings


Ver. 0.27
- Fixed bug for corpse recovery


Ver. 0.26
- Compatibility updates


Ver. 0.25
- Added enemy units: Atreides Defector, Atreides Officer, Guild Servant
- Added HWP: Distrans Bat
- Added a few resource items
- small improvements


Ver. 0.24
- Use Mudranger as enemy craft
- Added Bene Gesserit as enemy unit
- Two soldier types available: Normal and Fedaykin.
- Small fixes


Ver. 0.23
- Added two Sardaukar ships (graphics from XOps)
- Updated mission scripts
- Added items: Spear, javelins (from PirateZ)
- Fixed some smaller issues


Ver. 0.22
- Added region labels (thanks to Meridian)
- Revised research and ufopedia entries
- Changed visibility at night
- Revised Drifter map


Ver.0.21
- New Enemies: Smuggler Thug, Smuggler Rogue, Smuggler Drone
- New Items: Taijur Bomb
- Added more cities on globe
- Cleaned up ufo interception images
- Revised mission zones and mission scripts


Ver.0.20
- Updated OXCE+ EXE
- Added Spacing Guild as faction. (Units are from robin's Apocalypse mod and Tollworkout's Antman mod)
- Updated Ufopedia
- Exchange some item graphics from robin's apocalypse mod (Rifle, Pistol, Launcher, Glowglobe, high explosive)
- New items: Kindjal, Tech guns, cutter ammo (graphics from XOps and dioxine)
- Small graphics fixes
- Added stun and wounded indicators from Piratez mod
- Removed timer from most grenades
- Added Harkonnen Slave as unit
- fix a bug with melee weapons (clipsize -1)


Ver.0.19
- Updated OXCE+ EXE
- Updated some Ufopedia images with new palette
- Fixed an error with life bloodhound capture (thanks to Meridian)
- Added a spice harvester mission (Harvester map from Dioxine's Piratez mod)


Ver 0.18
- Added intro slideshow
- Added ufopedia planet informations
- Added wavy desert (from XOps)
- Added Sardaukar terror unit
- Small manufacture and research changes
- Added spotter team as craft
- Change to OXCE+ EXE from Yankes and Meridian
« Last Edit: February 09, 2020, 01:13:56 pm by clownagent »

Offline MKSheppard

  • Colonel
  • ****
  • Posts: 249
    • View Profile
Re: [GLOBE] random desert world
« Reply #1 on: September 20, 2014, 04:23:28 pm »
The Spice Must Flow!

Offline arrakis69ct

  • Colonel
  • ****
  • Posts: 245
    • View Profile
Re: [GLOBE] random desert world
« Reply #2 on: September 20, 2014, 05:28:31 pm »
Ohhhh arrakis is coming. Breed the worms jajajaja

Enviado desde mi LG-D802 mediante Tapatalk


Offline BlackLibrary

  • Colonel
  • ****
  • Posts: 133
    • View Profile
Re: [GLOBE] random desert world
« Reply #3 on: September 20, 2014, 06:24:20 pm »
The Spice Must Flow!

Now that would be an awesome mod.  Fremen fighting offworlders and the CHOAM corporation!  Perfect scenario. 

Technology tree makes sense:
Lasguns
Ixiam Probe or a T-Probe= Mind Probe
Psionics
Ornithopters
Stillsuits
...of course...we got to have Weirding Modules!

Too awesome...

Offline Yankes

  • Global Moderator
  • Commander
  • *****
  • Posts: 3350
    • View Profile
Re: [GLOBE] random desert world
« Reply #4 on: September 20, 2014, 07:15:26 pm »
Now only we need support for multiple globes (and maybe galaxy map) :)

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [GLOBE] random desert world
« Reply #5 on: September 20, 2014, 09:24:08 pm »
One planet comes right to my mind when I look at the desert Geoscape:



Offline NoelBuddy

  • Colonel
  • ****
  • Posts: 142
    • View Profile
Re: [GLOBE] random desert world
« Reply #6 on: September 20, 2014, 09:32:59 pm »
One planet comes right to my mind when I look at the desert Geoscape:



Mod where you defend Mars from the invading humans culminating in launching a battleship directly at the ali.. er.. Xcom base for a two stage mission to assassinate their funding council?

Offline arrakis69ct

  • Colonel
  • ****
  • Posts: 245
    • View Profile
Re: [GLOBE] random desert world
« Reply #7 on: September 20, 2014, 10:43:45 pm »
20 years ago of the invasion the aliens are return arrghhhh ufo afterlight

Enviado desde mi LG-D802 mediante Tapatalk
« Last Edit: September 20, 2014, 10:49:29 pm by arrakis69ct »

Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [GLOBE] random desert world
« Reply #8 on: September 20, 2014, 10:54:42 pm »
Mod where you defend Mars from the invading humans culminating in launching a battleship directly at the ali.. er.. Xcom base for a two stage mission to assassinate their funding council?

Or a mod where the XCOM force send to Mars on the Avenger has first to discover the exact location of the alien base on the planet. :)

Offline Falko

  • Commander
  • *****
  • Posts: 802
    • View Profile
Re: [GLOBE] random desert world
« Reply #9 on: September 20, 2014, 11:38:19 pm »
here an idea i had for some time
humans finish cydonia mission
brain cant send a signal to awake the tftd aliens (coincidence moon between mars/tlethposition =no direct sight? )
so it reactivates a project that was in stasis for some time
the goal was a independent strategic mind based on human physiology
but it was abandoned because an independent mind was not as controllable for the brain
in its death it reactivates the alien brain wakes up this project
the "new human" is still loyal to the alien cause
and now that the human is reactivated its main goal is revenge
we encounter multiple problems:
the humans attack/salvage structures on the planet mars

the death of the brain compromised the energy delivery structure and it can only deliver part of it maximal output (the alien sign for energy is "$" :) )
humans try to destroy energy structures/output (less funding)
better defense of structures gives autorepair time to fix the damages and give more energy

all existing "normal" alien are idiots now like = civilian stupidity level - the bad humans kill these poor aliens

you as the (sole?) human can clone/manufacture/research new soldiers that are connected to the human brain (these aliens are hwps with research more aliens are available)

only the human (soldier) can learn get better stats

you can convert energy to elerium for a high cost
you can optional convert human corpses for cheaper elerium something about stomach acid is a catalyst in the production (there was a reason for all the dead cows!)

end goal is to create a space ship from that allows us to fly to a deep sea drilling station, board it and send a signal with human technology to awake tftd aliens

restriction:
- new soldiers/humans  are exceptional expensive (you start with 1 or at least only a small group and no chance to increase the number) the alien-humans have better stats and can get at least double the stats of a normal human with time but for that you need to bring them to missions thats a risk because..
- if all humans on your side die you loose (restriction not in code)
- you must at least take one human with you to the final mission human/alien hybrid mind cant control aliens through million of miles (restriction not in code)



Offline Hobbes

  • Commander
  • *****
  • Posts: 2102
  • Infiltration subroutine in progress
    • View Profile
Re: [GLOBE] random desert world
« Reply #10 on: September 21, 2014, 01:43:43 am »
Falko, your idea is good but I just was never much interested in a 'play as aliens' mode. In any case, the thing would be to first try to adapt the existing game mechanics to such a project. Thinking a bit more about an XCOM game based on Mars, here's some ideas.

1) 'Final Mission' scenario- The interrogation of the Alien Commander has confirmed the location of the alien command center on Mars although the specific location is unknown. The objective is to detect the base and destroy it, using the limited resources (soldiers, weapons, ammo) available on the Avenger.
2) 'Aliens Redux' scenario Several years after the end of the war, Earth probes detect another alien presence on the Red Planet. A mission is launched using the best available technology (nothing that uses Elerium).

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: [GLOBE] random desert world
« Reply #11 on: September 21, 2014, 06:42:04 pm »
On such an arid planet, the slow transports can be wheeled / tracked vehicles - there's no longer the issue of crossing oceans.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11721
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [GLOBE] random desert world
« Reply #12 on: September 22, 2014, 12:02:39 pm »
On such an arid planet, the slow transports can be wheeled / tracked vehicles - there's no longer the issue of crossing oceans.

At 50 knots, that'd be some journey... :)

Epic.

Offline Edrick

  • Captain
  • ***
  • Posts: 51
    • View Profile
Re: [GLOBE] random desert world
« Reply #13 on: September 23, 2014, 05:39:12 pm »
Well, they had Ornithopters (Interceptors) and Carryalls (Skyrangers) in Arrakis, now, didn't they?
God, the idea is too good to be ignored. Is anyone willing to make a Dune mod for X-COM? "Defenders of Dune"? "Paladins of Dune"? "Fedaykin of Dune"? Maybe "The Dune crusade" or "The spice crusade?"
If I'm not mistaken, Dune/Dune II/Dune 2000 for DOS/PC might have many assets reusable for this. And, that "shield" currently-in-suggestions mod would fit like a glove.
« Last Edit: September 23, 2014, 06:00:07 pm by Edrick »

Offline Dioxine

  • Commander
  • *****
  • Posts: 5455
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [GLOBE] random desert world
« Reply #14 on: September 23, 2014, 06:51:25 pm »
Start drawing sprites and it'll eventually happen :) Forcefields would really influence tactics, making some units immune to firearms...