...The Shai Hulud mod version 1.1... - Ini editing by: Timenn Inoculator 9 - Graphics editing by: Timenn - Sound editing by: Timenn - Bug and problem fixer: Inoculator 9 - Story by: Inoculator 9 This mod is free. And we are obligated to nothing. Use of the mod is at your own risk. But of course we will try to help if errors occur. :-) You may offer this mod to download everywhere, as long as it stays in its context, and we are credited. Fixes since version 1.0 : - The bug that causes the game to crash when building the Fremen Air Drone has been fixed. - The Imperial Sardaukar Bashar now moves with normal speed, instead of moving so slow. - The Imperial Sardaukar building problems have been fixed. Now when you are building the Bashar you can still build the normal Infantry units at the same time, and you can't build other Sardaukar at the same time as the Bashar. - The Harkonnen Plasma Trooper has been removed, and replaced by the Devastator MK II - The Fremen Lisan al-Gaib has been made thougher, uncrushable by vehicles, and having a quicker reload time. Index: 1 - Story 2 - Install and Uninstall 3 - New units and buildings 4 - Modifications 5 - Contact Information 1) Story For three years the Great Landsraad House Atreides was growing weary of the fueding on Arrakis. Finally after a succession of horrible defeats at the hands of their enemies the Atreides have sounded the retreat and are now departing the warring planet of Arrakis for their homes on Caladan. The Atreides diplomats called an emergency session of the Landsraad Council and began negotiating with their enemies, in an effort for a final peace for the honorable house. The Atreides Duke approved many concessions and compromises, and spent fully a third of his house's outside resources buying peace for his people. But the Duke has not abondoned his allies on Arrakis yet. The Fremen have gained much of their planet from the Atreides, for as the great house retreated their forces, the territories they formerlly controlled were left to the desert warriors. The Fremen are finally given the chance to fight once again for their freedom and inadvertantly for the freedom of the Empire. For should the Fremen be able to liberate their world, they would not see it taken again by any force. Thus the spice would be gone from the shelves of Imperial merchants and traders, the Empire would face the most horrible plague in it's history. The spice addiction would cause withdrawls within the bodies of it's sufferers of such potentency that death would almost inevitably fall. Though the Fremen now control a huge section of Arrakis, they did not at first have the equippment and man power to hold and manage it. The Fremen begged the retreating House Atreides to make good on their mutual water debts and treaties, and requested equippment and soldiers. The Atreides saw an opportunity to strike their enemies one last time and they took it. The Atreides frigates departed Arrakis, but in their stead would remain a well equipped militia force. These forces represented the most advanced force of fighters in the universe, a force to rival the Emperor's Sardaukar and even the Fremen Fedaykin Warriors. With the might of the Atreides equippment combined with the battle hardened Fremen, surely only decisive victory would mark this war's end. 2) Install and Uninstall To install the mod: First you need to extract all the files within the "Shai-Hulud_mod_files.zip" to any directory you want, for example: "C:\Program Files\Emperor\Mods\Shai-Hulud Mod\" I recommend that you extract the files into a new directory (and not one with already files within them) otherwise it will get a mess because this mod contains alooot of files. Now you can activate and deactivate the mod all the time without any trouble by running SHActivator.exe which can be located in the directory you extracted the "Shai-Hulud_mod_files.zip" to. The first time you run this SHActivator you are prompted to give the full path of your Emperor directory, this is only asked the first time. When the mod is active you can play the game with the mod switched on When the mod is unactive you can play the game without the mod, and the game will run like Westwood made it :-) If you want to REMOVE (not: deactivate) the Shai-Hulud mod simply to the following: Make sure you have deactivated the mod with SHActivator. Now you can remove all the mod files, which are now in the directory where you extracted the "Shai-Hulud_mod_files.zip" to. (In order to save disk space, the activator moves the mod files when you (de)activate the mod, instead of copying them. This also makes it all go faster, but activating and deactivating the mod may take some seconds (10)) Have fun with the mod! ("directory" is same as "folder") 3) New units and buildings The Shai-Hulud mod brings alot new units. But all the original units of House Atreides were removed. Short descriptions of all new units: The Fremen: Infantry: Fremen Scout: A quick and weaponless unit. This one can cloak when it is not moving. The Fremen Scout has a large view range. And it is perfect for scouting the area. This unit can detect nearby cloaked units too! Fremen Qizarate: A light armored soldier, with a gun that fires rapidly. This infantry unit is able to cloak when it is not moving. These units can be used by a frontal attack. And they can quickly kill infantry units. But they aren't effective against armored vehicles or buildings. Fremen Warrior: The warriors of the Fremen. These units are armed with a sniper rifle, which allows them to quickly take out infantry units. But this unit does almost no harm to armored vehicles and buildings. This unit can attack other units from a great distance. The Fremen Warrior is also cloaked. And with special Earplugs this unit can resist all sonic weapons. Fremen Engineer: While this unit is quite well armed with a heavy pistol. It is more likely to use it for special purposes. This unit can capture enemy buildings. And quickly repair friendly buildings. It can also remove leech larves from your vehicles. The Fremen Engineer is not armoured well. So protect this one good! Fremen Fedaykin: These are the elite warriors of the Fremen. They are though and are cloaked. They have a special sonic weapon, which can do great damage to all normal units and buildings. The unit wears Earplugs so it can resist all Sonic Weapons, and that way they can perfectly act in groups. When this unit is deployed on sand, it will use its thumper to summon worms. When a worm is summoned, the Fedaykin can ride it and cause harm to all units on sand! Fremen Naib: These are the tribe leaders of the Fremen. They are very though, and cloaked. They can resist all sonic weapons because they wear special Earplugs. The Naib is armed with 2 weapons. A crysknife, which allow the Naib to kill infantry units in one stab. And they have a special gun which doesn't have a great range, but it does alot of damage. Especially against armored units and buildings! Fremen Lisan al-Gaib: This is the messiah of the Fremen. And this unit can only be build when you have a Fremen Stilltent. The Lisan al-Gaib is cloaked when not moving. And it is quite though. But with only his voice he can remove shields and destroy units which one single word! His voice does barely effect buildings tough. Vehicles: Fremen Raider: A quick small sandtrike. This one is armed with a small gun which fire rapidly. The Raider has little armor. But this is compensated with its speed. Fremen Biker: A small bike which can carry 5 infantry units. This bike is not armed, and has little armor. But this one is very fast and can quickly transport Fremen invasions. Fremen Quad: A light armored quad. This one is quick and has a rocket launcher as weapon. The Quad can also take out enemy air units. Fremen Combat Tank: This tank is the nightmare of all infantry. This tank is pretty well armored and swift. And it fires Howitzer Bullets, which do much harm to both infantry and armored vehicles. This tank is also good against buildings. Fremen Combat Walker: This is a mech. This deadly walker has alot in common which his elder brother the Atreides Mongoose. But this one cloaks when it doesn't move. And so this unit can be put in most ambushes. Fremen Launcher: This unit is good armored. And it has a decent speed. The Launcher has an incredible range which is only outranged by the Harkonnen Inkvine Catapult. The Launcher fires a serie of rockets, which go through every type of armor. But the rockets are not so effective against infantry Fremen Sonic Tank: A strong tank which is armed with a special weapon. A sonic weapon. This sound weapon can fire over a great distance and it harms everything between the tank and the target. So take care of where you place this unit. The Fremen Sonic Tank has also a special device which can reduce the power of sonic blasts. So that it can resist any sonic weapon. Fremen Air Drone: This units circles in the air and watches if there are any enemy air units are coming. When they come, the Air Drone engages them and will fire rockets at the enemy unit. This unit can only fire at airborne units. Fremen Ornithopter: A swift air unit which fires rocket at targets. This air unit can target any unit. But it has a limit on ammonution. When it runs out of ammo it will return to the Helipad to rearm. Fremen Advanced Carryall: This unit can pick up any ground vehicle and move it to another location. The Advanced Carryall is well armored. This unit can also pick up enemy units, but take care. Because the enemy will not like that and will lock to fire! Buildings: Fremen Sand Turret: This is a duplicate of the Atreides Machine Gun Post. But this one can be build on sand. Fremen Sonic Turret: A strong turret which fires a special sonic weapon. The shots are so precisely that they won't hurt your own buildings and units. House Ordos: Ordos Chaos Trooper: This is a special infantry unit which can only be build when the Ordos Great Hall is built. This unit is not armed with a normal gun. But this one fires a special beam which will drive the target crazy. The target will go frenzy and fire on all units, also on friendly units. When a target is hit, its health will also reduce slowly until the effect stopped. The Chaos Troopers can cloak when they are not moving. Ordos Gas Walker: A variation on the Fremen Combat Walker. This is also a mech. But it can't cloaked. This units is armed with a weapon that fires a deadly gas on enemy units. All your own units are equipped with special masks to resist your own gas. The gas harms infantry the most. But it does also alot of damage to armored vehicles and buildings. Like all Ordos units, this one autorepairs itself. Ordos AA Tank: This is a strong tank which is equipped with a heavy AA rocket launcher. This is build to engage air units. Like all Ordos units, this one autorepairs itself. House Harkonnen: Harkonnen Assasin: The Harkonnen Assasin is armed with a sniper rifle and deals with all infantry units. But protect this one against armored vehicles, because the Assasin's weapon does barely harm to them. Harkonnen APC: And APC, but like all Harkonnen units this one is armored very well and it has a powerful machine gun. This units is quite fast. Harkonnen Devastator MK II: When the Harkonnen realised the failure of their attempt to provide their infantry with heavy weapons, like the Harkonnen Plasma Trooper, so they could counter the Fremen Infantry, they abolished the Harkonnen Plasma Trooper and set a new plan in motion. Harkonnen Engineers designed an ultimate form of the Harkonnen Devastator. This new Devastator should have more firepower, more armor and quicker reload. Increase in speed wasn't a priority, because they still had the Advanced Carryall. Because the Devastator MK II is still a prototype, it can't be build in normal factories, and can only be build at the factory where it was designed. But to give the ability for Harkonnen Commanders to put this unit to use they designed a special beacon, when it has been build (Palace required) it signals a request, and a Devastator MK II is delivered. Harkonnen Signal Beacon: A Palace is required for this top-secret beacon. It takes a long time to encrypt all beacons protocols, so it takes some time before this beacon is finished. But once built, it sends a request and a Harkonnen Devastator MK II is delivered... House Atreides: Atreides Kindjal Infantry: Newly introduced in the battlefield. The Kindjal no longer have the lacks it used to have. With still a big deployable cannon. It has now a longer range. With the new range it will be a greater danger for the enemy. Because they will not be easily outranged now... Atreides Sonic Trooper: These are the Atreides Troopers who had spent enough time with the Fremen to gain the ability to wormride. But they need to use some extra equipment, what makes them less strong, and they lose their stealth capabilities that way. But with the same Earplugs, and that way the Sonic Weapon resistance they are still a threat to all forces on the battle field. Atreides Repair Vehicle: The Atreides had much use of this Repair Vehicle. So they still kept it in their standard regiment. The Repair Vehicle will fix any vehicle without any problem. And it can be a good friend on the battle field. Atreides Sonic Tank: A great threat to all enemies. Technicians have work hard to make some improvements. Now the sound waves are faster and deadlier. And with this bigger amplitude, the sonic waves have now a bigger range! Imperial Sardaukar: Imperial Sardaukar Bashar: Because of some lack in obedience the Bashars themselves have entered the battle field to overview the war. And they are ready to guide their troops everywhere. Only the sound of the Bashar's weapons will make the enemies panic. So that they will retreat and give the Sardaukar room to move on. House of Ix: Ixian Drone: A new idea of Ix, to gain more profit. This tiny machine will be destroyed in no time. So there will be many orders of these. The unit's firepower and health are pathetic. But with their blazing fast build time and low cost, these Drones can fill the entire battlefield. And that only to block the enemy's path! Bene Tleilax: Tleilaxu Scout Flyer: The Scout Flyer emits a powerful bio-pulse that detects any stealthed units, and reveals them. The Tleilaxu Scout Flyer is an excellent unit when used to fight against the Fremen. The Scout Flyer's scanning pulse effectively neutralizes the Fremen's ability to cloak themselves from enemies. The Spacing Guild: Guild APC: With using a primitive version of the no-field. This APC is stealthed. But due to some technical flaws, it can still be detected like all the other stealthed units are. But still, this APC can sneak in any infantry force. And it is armed with a small rocket launcher to defend itself against too curious Scouts... 4) Modifications Generals modifications: - New colors have beend added, and they replaced the old. - House Ordos' new color is silver, with some bits of green in it - House Atreides' new color is green, dark green - Imperial Sardaukar uniforms are now colored grey with black. - The Fremen have a new logo - House of Ix has a new logo - House Harkonnen has a new logo - House Atreides has a new logo - House Tleilaxu is now known as: Bene Tleilax - The Guild of Navigators is now knowns as: The Spacing Guild. - All Houses and Subhouses have new icons, with all their own backgrounds Balancing modifications: - The Harkonnen Devastator has some more health - The Harvester repairs slowly by itself. - All Fremen infantry units can become Elite with the third experience level, meaning they can return to the Barracks to upgrade all new troops - The Ordos AA Mine fires more missiles, and is somewhat cheaper. - The Guild Maker is faster and stronger. It has more firepower too. - The Tleilaxu Contaminator is now uncrushable and stronger cheaper and quicker built. - The Tleilaxu Leech is now stronger and the bullet is faster. 5) Contact Information You can us at any time. To ask questions, or to give comments. They are all welcome. Here are our contact points: timenn@dune2k.com http://www.dune2k.com/forum/?board=19;action=display;threadid=2636;start=150