1.1Emperor´s challenge (HC L&A)
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Description:
Various team building map. But still more RWM. Lot of spice only at start, but late of the game there are only very few renewable resources. Emperor support the spice mining by two base platforms. Main and only one change in rules: Imperial troops are trained with a rank 2. Palace upgrade worth. Infantry is very good now. Note: Carryall support have big priority in this map. Spice is far very quickly ( more territorial control value ). Powers and Leaders may have extra value. Full house: think your strategy and tactics carefully. Resources are very limited. - By old school -
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Reports of 1.1Emperor´s challenge (HC L&A)
Lint check for release-20231010
Testing map: 1.1Emperor´s challenge (HC L&A)
OpenRA.Utility(1,1): Error: System.AggregateException: One or more errors occurred. (MDN-rules.yaml:1071: There are no elements with key `Carryall` to remove)
---> OpenRA.YamlException: MDN-rules.yaml:1071: There are no elements with key `Carryall` to remove
at OpenRA.MiniYaml.ResolveInherits(MiniYaml node, Dictionary`2 tree, ImmutableDictionary`2 inherited) in /home/runner/work/OpenRA/OpenRA/OpenRA.Game/MiniYaml.cs:line 386
at OpenRA.MiniYaml.ResolveInherits(MiniYaml node, Dictionary`2 tree, ImmutableDictionary`2 inherited) in /home/runner/work/OpenRA/OpenRA/OpenRA.Game/MiniYaml.cs:line 379
at OpenRA.MiniYaml.Merge(IEnumerable`1 sources) in /home/runner/work/OpenRA/OpenRA/OpenRA.Game/MiniYaml.cs:line 333
at OpenRA.MiniYaml.Load(IReadOnlyFileSystem fileSystem, IEnumerable`1 files, MiniYaml mapRules) in /home/runner/work/OpenRA/OpenRA/OpenRA.Game/MiniYaml.cs:line 515
at OpenRA.Ruleset.MergeOrDefault[T](String name, IReadOnlyFileSystem fileSystem, IEnumerable`1 files, MiniYaml additional, IReadOnlyDictionary`2 defaults, Func`2 makeObject, Func`2 filterNode) in /home/runner/work/OpenRA/OpenRA/OpenRA.Game/GameRules/Ruleset.cs:line 108
at OpenRA.Ruleset.<>c__DisplayClass13_0.g__LoadRuleset|0() in /home/runner/work/OpenRA/OpenRA/OpenRA.Game/GameRules/Ruleset.cs:line 183
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.<>c.<.cctor>b__272_0(Object obj)
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
--- End of inner exception stack trace ---
at System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
at System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken)
at OpenRA.Ruleset.Load(ModData modData, IReadOnlyFileSystem fileSystem, String tileSet, MiniYaml mapRules, MiniYaml mapWeapons, MiniYaml mapVoices, MiniYaml mapNotifications, MiniYaml mapMusic, MiniYaml mapModelSequences) in /home/runner/work/OpenRA/OpenRA/OpenRA.Game/GameRules/Ruleset.cs:line 218
at OpenRA.Map.PostInit() in /home/runner/work/OpenRA/OpenRA/OpenRA.Game/Map/Map.cs:line 439
Errors: 1
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Comments for revision 1:
Mod:
D2K
File Size:
137.5 KB
Categories:
Conquest
Uploader:
Players:
12
Tileset:
ARRAKIS
Size:
196x196
MapFormat:
11
Published:
Aug. 21 - 2023
Downloading:
Parsed by: release-20231010
Lint check status:
release-20231010
Rating:
0.0
Viewed:
173
Downloaded:
55
Played:
0
That editor is a little bit complicated and some objects are bad.
Large plains offer still free games, but also some improved advanced strategic-tactical elements in this L&A mod. Cool is fremen at rank level 5 to spying enemy army movements. Great unit here. Map 1.1 have usual tiny terrain corrections after some plays by map author. Its propably my last map for a DEAD dune 2K. Limited resources must play too...but in less number than full house, the map is rich.
Full settings difficulty = base platform from the Emperor are cool. Auto-concrete off...But in this mod different queue for construction the concrete and defense towers so its not so fatal. Some where better than original boring child rules. Mod HARD-CORE by old school Dune II.
but i´m still rather sometime play 2K than newer...but not better.
I´m still think = This RTS is lost potential of more pure strategic-tactical game, especially in this high-ranking officers mod. But ,,evolution´´ of this humankind is somewhere else. - Anal Garden Red Alert -
New update is great. 4 imperial L.I level / rank 2 and Officer L.I Level / Rank 4 win vs 9 standard L.I level 1 / rank 1 with a one fallen soldier level 2 while all 9 standard level 1 L.I died...the game is not same even its still look like. * Use High-ranking officers together with imperial ranked units for maximum combat efficiency = some how its working. In Numbers its 300 + power cooldown VS 675. Destroyed / Lost = 675 / 75 = Simplified Dune is nonsense. SPIKED Wisdom = Harder is better. RWM.
OF course it had great timing as human experienced player VS AI...i saw the marching enemy group of basic infantry level/rank 1. of L.I. So i have used this situation for a practical experiment.
Another advanced timing. 2 missile launchers...hold fire. Wait for the enemy carryall landing before attack him. If your timing will be good = 2x2 burst of missiles is enough to shoot down the carryall even with loaded harvester. Most painful sudden attack without warning. Usually with teamwork of spying stealth or long-range vision units while enemy have no idea about your few units near the his mining site.
Attacking the carryall primary does not warn the player ´´harvester under attack´´ = Action is covered, more when enemy is in combat on other front in same time.