Author Topic: [TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28  (Read 115604 times)

Offline Dioxine

  • Commander
  • *****
  • Posts: 5412
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: [GLOBE] random desert world
« Reply #30 on: September 25, 2014, 04:50:07 pm »
Perhaps the most logical arrangement would be playing as Harkonnens, trying to get the damned spice flowing and fend off increasingly tenacious fremen and other freeloaders trying to invade YOUR planet and steal YOUR property :) You just need to hire mercenaries, protect harvesters, maintain early warning network and meet spice quotas set by teh Emperor :)

Offline Hobbes

  • Commander
  • *****
  • Posts: 2101
  • Infiltration subroutine in progress
    • View Profile
Re: [GLOBE] random desert world
« Reply #31 on: September 25, 2014, 05:52:22 pm »
Perhaps the most logical arrangement would be playing as Harkonnens, trying to get the damned spice flowing and fend off increasingly tenacious fremen and other freeloaders trying to invade YOUR planet and steal YOUR property :) You just need to hire mercenaries, protect harvesters, maintain early warning network and meet spice quotas set by teh Emperor :)

"Truth suffers from too much analysis." - Ancient Fremen Saying

;)

Offline XCOMFan419

  • Colonel
  • ****
  • Posts: 183
  • Wait I'm still here I swear
    • View Profile
Re: [GLOBE] random desert world
« Reply #32 on: September 26, 2014, 11:45:08 pm »
Whoa. Globes without water. Potential for APC/IFV/AFV/Tanks anyone?

Yes?

Maybe?

No?

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [GLOBE] random desert world
« Reply #33 on: September 27, 2014, 10:34:00 am »
Added an updated ruleset to the first post

landofsand 0.1
- added some other terrain, like mountains, to the desert globe  (with the help of Falkos "World editor")
- divided the planet into 10 regions (2x pole regions and 8 equally sized regions in between)
- added some "DUNE" cities and country names named after the cities
- missionzones are not yet changed
- no polylines yet

Offline XCOMFan419

  • Colonel
  • ****
  • Posts: 183
  • Wait I'm still here I swear
    • View Profile
Re: [GLOBE] random desert world
« Reply #34 on: September 28, 2014, 05:11:33 am »
Idea:

Relating to my earlier post, this is how the transports would work:

APC: Lightly armoured, carries the most troops, one weapons slot. Essentially a big glass truck. Really fast.
IFV: Armoured, carries the second most amount of troops, two weapon slots. Fast.
AFV: General fighting Vehicle, carries a less-than-mediocre amount of troops, two weapon slots. Fast-ish
Tank: Heavy fighting Vehicle, carries 3-4 soldiers, two weapons slots. two weapon slots. Slow, but it's a freaking tank.

Air vehicles would be more expensive, but worthwhile.

But then this would mean alien ground vehicles as well since it wouldn't make sense that an IFV downs a battleship... Well my idea might not be a good one, it's something to work off of. I'm going to keep an eye on this. For science.



Offline Duke_Falcon

  • Colonel
  • ****
  • Posts: 152
  • *Visit my DA site - click on the small globe!*
    • View Profile
    • My DeviantArt
Re: [GLOBE] random desert world
« Reply #35 on: September 28, 2014, 09:17:05 am »
If there is a desert world here is another idea (apart that I am a great Dune fan):
StarGate. You go to the desert world of Abydos and try to defend it from Ra's successors and their invading jaffa armies. You could capture nice stuffs like staff weapons, deathgliders and even a pyramid ship toward the end. It is a very similar to original X-com so not need to drastically change game features.

Offline Mackus

  • Sergeant
  • **
  • Posts: 48
    • View Profile
Re: [GLOBE] random desert world
« Reply #36 on: September 28, 2014, 11:19:56 am »
If there is a desert world here is another idea (apart that I am a great Dune fan):
StarGate. You go to the desert world of Abydos and try to defend it from Ra's successors and their invading jaffa armies. You could capture nice stuffs like staff weapons, deathgliders and even a pyramid ship toward the end. It is a very similar to original X-com so not need to drastically change game features.
For anyone working on mod like that, XSGCOM fanfic is mandatory.

Offline yrizoud

  • Commander
  • *****
  • Posts: 1014
    • View Profile
Re: [GLOBE] random desert world
« Reply #37 on: September 28, 2014, 11:29:14 am »
But then this would mean alien ground vehicles as well since it wouldn't make sense that an IFV downs a battleship
Terrestrial alien vehicles can be explained by appearing from hidden underground system, and similarly, disappearing by burrowing or finding a hidden entrance. If you present the flyers as glorified hovercrafts (like StarWars "speeders"), it makes sense that all these vehicles can be at fighting range.

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [GLOBE] random desert world
« Reply #38 on: October 17, 2014, 11:34:59 pm »
Had a first try on a Fremen guy. Maybe someone wants to use it.

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [GLOBE] random desert world
« Reply #39 on: October 26, 2014, 04:56:30 pm »
Attached are resources for a possible DUNE total conversion.

Features:
- Desert globe
- Some Fremen equipment


Credits:
- Falko's mod tools used for globe modification
- Sprites and sounds from OpenXcom modding forum:
  Dioxine (Piratez mod)
  robin (MIB)
  Solarius Scorch (FMP)
- https://dune.wikia.com/wiki/Main_Page (Ufopedia texts)



Changelog:

Ver 0.2
- Smoothed edges on the globe
- Fixed Mission zones 3 for terror sites
- Added Stillsuit
- Added Crysknife

Offline clownagent

  • Colonel
  • ****
  • Posts: 380
    • View Profile
Re: [GLOBE] random desert world
« Reply #40 on: November 02, 2014, 02:39:22 pm »
Resources for DUNE total conversion:

Added some placeholder graphics for an Harkonnen trooper and disabled other aliens in the ruleset.

Features:
- Desert globe
- Some Fremen equipment
- Harkonnen trooper

Credits:
- Falko's mod tools used for globe modification
- Sprites and sounds from OpenXcom modding forum:
  Dioxine (Piratez mod)
  robin (MIB)
  Solarius Scorch (FMP)
  XOps (Xeno Operations Mod)
- https://dune.wikia.com/wiki/Main_Page (Ufopedia texts)


Changelog:

Ver 0.3
- Added Harkonnen race (only Trooper)
- Disabled all other alien races
- Changed small radar to spy network
- Small changes in other equipment

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11450
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: [GLOBE] random desert world
« Reply #41 on: November 02, 2014, 08:51:10 pm »
Juicy!

Offline new_civilian

  • Commander
  • *****
  • Posts: 725
    • View Profile
Re: [GLOBE] random desert world
« Reply #42 on: November 03, 2014, 12:04:09 pm »
Juicy!

You mean "spicy"  ;D


Really like the idea of this mod, a Dune/XCom crossover....  8)
I played the hell out of Dune:Emperor and Dune 2000, even though they were mostly based on vehicles, whereas the "real" Dune series sees very little of them. fwiw: You should use the OpenXcom Extended exe for this mod, it adds the possibility of e.g. PSI damage weapons and other things that might be useful for a conversion.

Offline TaxxiDriver

  • Captain
  • ***
  • Posts: 97
    • View Profile
Re: [GLOBE] random desert world
« Reply #43 on: November 03, 2014, 02:42:20 pm »
Just amazing that the simple change of color can address so many great ideas. Hope there would be several fun mods on a uniquely different setting  :D I'd love it.

Offline Edrick

  • Captain
  • ***
  • Posts: 51
    • View Profile
Re: [GLOBE] random desert world
« Reply #44 on: November 03, 2014, 06:31:59 pm »
Awesome! Some (relatively easy) things to add:
- Fremen Maula Pistol AKA dart shooter: Dart Pistol straight from TFTD.
- Lasguns: straight from X-COM.
- Swords, Kindjals (long knives or shortswords) and Slip-Tips (thin short blades, poison-tipped. Acid damage?)