Tip for Dune 2: The Building of a Dynasty
DUNE II
Minimum configuration: 286 16 MHz, 1 MB RAM, 8.5 MB free
free disk space.
Recommended: 386 SX 33, 2 MB RAM, 8.5 MB free space
on disk.
Management: keyboard, mouse.
In the class of strategy games, DUNE II ranks completely
a separate place, combining the genres of Strategic and
Wargames/Fantasy. This disc features her
Russianized version. The game retains the original
interface, graphics and sound. DUNE II in its English version
quite difficult to manage for an unprepared player in
due to a sufficiently large amount of textual information,
appearing during the game. Russified version
extremely easy to understand and can give you a lot of
pleasant hours, demonstrating all the diversity of their
opportunities.
In DUNE II you can play on the side of one of three
races vying for control of the planet Dune, which hides
a precious spice in itself. Spice possession and control
Dune automatically give control over the entire universe. Your
the task is to ensure by all means the victory of your race (House) and
establish their dominance on this planet. Which side are you on
will perform – you determine at the initial stage. Each
of the races has its own strengths and weaknesses. Choose what
More to your taste:
HOUSE OF ATRIDES
Planet data:
Caladan, home of the Atreides, has a warm, calm climate.
Covered with lush green vegetation. Rich soil and soft
climate allows for a variety of agricultural
work. Industrial and technological development has produced
a great contribution to the prosperity of the Caladans.
Brief description of the House:
As one of the Great Houses of the Empire, House Atreides
known for thousands of years for its long tradition of fair and
reasonable management. They rule the faithful, industrious and peaceful
people. Noble and wise rulers, the Atreides inspire
love from his subjects. According to the latest reports, the army,
the Atreides fortifications and vehicles are in top fighting shape.
Our sources report that the Atreides military campaign on
Dune is controlled by the prominent mentat Kirill. As expected,
The Atreides have taken a wait-and-see attitude and have not yet
attacked the positions of other Houses, despite the fact that they successfully
defended against enemy raids, sabotage and larger
operations. Being naturally honest, the Atreides tried to achieve
their goals through negotiation and diplomacy, strategies do not
capable of bringing success on Dune.
HOUSE OF ORDOS
Planet data:
The homeland of the Ordos is a cold, ice-covered world. We presume,
that the Ordos import agricultural and high-tech
goods from nearby star systems. merchants and intermediaries,
Ordos do not produce goods themselves, relying on their art
trade.
Brief description of the House:
Our sources report that the Ordos are
coalition of wealthy families united by a common desire for big
wealth. Ordos are not too tormented by conscience; their power
based on sabotage and terrorism. The status of the Ordos as
one of the Great Houses is supported by their colossal
wealth, despite a long history of manipulation,
betrayal and deceit.
Recent reports say that for the Ordos operation on Dune
the cunning mentat Ammon is responsible. This is a rare opportunity
see Ammon in action. It will be interesting to get more
detailed information about these secretive people.
HARKONNEN HOUSE
Planet data:
From the distant dark world of Gaidi Prime, House Harkonnen is
spreads terror throughout the universe. The cruel Harkonnen are ruthless and
friends and foes in pursuit of power over Dune.
Brief description of the House:
House Harkonnen is the most ferocious House in the universe. Story
The Harkonnen is a story of fear and violence to achieve goals.
In House Harkonnen, status isn’t awarded, it’s earned. If a
subordinate kills his boss, he gets his place and
respect. Their war machine is constantly changing, behind it is practically
ki is impossible to follow.
Our sources say House on Dune’s strategy is being dictated by
mutable mentat Radnor. Like a real Harkonnen, Radnor achieved
his position by killing his predecessor and mentat teacher
Marco. We do not know how much confidence he enjoys with his
the people and the House he serves. The main efforts of the Harkonnen
Dune were aimed at expanding the military presence. We
doubt that they intend to actually collect
Spice for the Emperor. They appear to be convinced of their
the ability to simply conquer other Houses. Lust for power combination
Radnor and his powers of persuasion are very dangerous. We will
continue to keep a close eye on House Harkonnen, as they
completely unpredictable.
STRUCTURES
Foundation Slabs:
Type: Foundation Weight: 1.469 kg
Material: gravel/sand mix Armor: Medium
Foundation slabs can serve as a road surface and
make the foundations necessary for the construction of buildings.
If the Foundation Slab is damaged, it cannot be repaired. They should
replace or leave.
Walls:
Type: Protective Walls Weight 2.245 kg
Material: gravel/sand mix Armor: Medium
Walls can be used to improve buildings and strengthen
protection. Like Foundation Slabs, Walls cannot be repaired.
Wind Traps:
Type: Power plant
Armor: Light Generators: Escort 650hp
EL-2a with double turbine
Wind Traps provide objects with energy and water.
Huge ground traps pump air into underground turbines
to power generators and extract moisture.
Refinery:
Type: Industrial enterprise Armament: none
Armor: Average Capacity: 1000 tons of spice
The Refinery is the backbone of Dune’s spice mining. Harvesters
collected spice is delivered there, where it is converted into credits
(monetary units of the Empire). Recycled Spice automatically
distributed among the Warehouses. Each Refinery is supplied with
harvester.
Composition:
Type: Vault
Armor: Light Capacity: 1000 tons of spice
The Warehouses store the collected Spice. As processing
Spaska Refinery automatically distributes it to
repositories. Attention: when the amount of spice collected
exceeds the capacity of the Warehouses, the excess is lost.
Outpost:
Type: Patrol radar
Armor: Heavy
The capabilities of the Outpost radar are used to effectively
troop control. The radar map appears on the screen
completion of construction of the outpost. To produce any
military units must first build an outpost.
Tourel:
Type: Ground Turret Gun Elevation: from 0°
up to 20°
Armor: Heavy Range: 100m
Armament: 105 mm howitzer
This stationary installation fires at targets with armor-piercing
projectiles in a small radius. Operated by one officer
ground troops, providing target selection, guidance and shooting.
The turret automatically opens fire on any enemy
object within reach.
Missile Turret:
Type: Ground Turret Gun Elevation: from 0°
up to 20°
Armor: Heavy Range: 100 to 1000 m
Armament: 105 mm howitzer / twin rocket launcher
A modified version of the regular Turret. At the Missile Turret
the radius of destruction is significantly increased, cumulative
armor-piercing projectiles. An additional
rocket launcher.
Factory Designs:
Type: Production Armament: none
Enterprise Armor: Medium
The Structure Factory is required for the construction of any new
buildings. It contains all the materials needed to run
construction on Dune.
Barracks:
Type: Production Armament: none
Enterprise Armor: Medium
Barracks are needed for the production and training of parts
Light Infantry.
KTP (Heavy Infantry Barracks):
Type: Production Armament: none
Enterprise Armor: Medium
Performance: no data
CFT allows you to produce Heavy Infantry by supplying
exceptionally well-trained troops with first-class weapons.
Plant of Light Armored Vehicles:
Type: Production Armament: none
Enterprise Armor: Medium
Performance: no data
The Light Armored Vehicles Plant produces small combat vehicles
with light armor. Must be built before the Tank Factory.
Tank Factory:
Type: Production Armament: none
Enterprise Armor: Medium
Performance: no data
Tank Plant produces heavy tracked combat vehicles
(including tanks) and Harvesters.
High Technology Factory:
Type: Production Armament: none
Enterprise Armor: Medium
Performance: no data
The High Technology Plant produces aircraft, in
including Carriela.
Repair Plant:
Type: Production Armament: none
Enterprise Armor: Medium
Performance: no data
The Repair Plant is needed to repair damaged vehicles.
The cost of repairs depends on the severity of the damage and the type of machines.
I.Ts. (Research Center):
Type: Science Lab
Armor: Medium
Research Center provides new technologies
enterprises and technology. Also allows you to get special weapons and
prototypes.
Cosmoport:
Type: Spaceport
Performance: n/a Armor: Heavy
The spaceport allows you to start intergalactic trade with
Guild of Merchants. They supply the market with technology and
aircraft at market prices.
Palace:
Type: Capital Building
Armor: Heavy
The opportunity to build Palaces is awarded only to outstanding
strategists who have demonstrated courage and courage. palace is impossible
buy or build. The palace also serves as a command center.
Palaces provide unique additional features.
PARTS
Harvester:
Type: Spice Picking Machine Armor: Medium
Armament: none Crew: 5
Speed: 32 km/h (caterpillar)
Harvester isolates the Spice from the sand. Waste rock then
thrown into the dump. After filling the containers, the harvester will automatically
delivers raw Spice to the Refinery for processing.
PZK (Mobile Structural Plant):
Type: Base Laying Machine Armor: Medium
Armament: none Crew: 15
Speed: 36 km/h (caterpillar)
PZK is used to search for a stone platform under
construction of new buildings. When choosing a suitable location, the PZK
becomes the new Construction Factory.
Infantry:
Type: Ground Troops Armor: Light
Armament: 9 mm carbine Number of parts: from 1 to 3
Speed: 5 km/h (walking)
They are foot soldiers with light equipment, armed
9 mm army carbines firing armor-piercing
cartridges. The firing range and infantry speed are very limited.
Heavy Infantry:
Type: Ground Troops Armor: Light
Armament: 10 mm six-barreled machine gun; grenade launcher
Speed: 12 km/h (on foot) Number of pieces: 1 to 3
The Heavy Infantry is armed with 10 mm rotary six-barrel guns.
rifles with armor-piercing incendiary cartridges and anti-tank
grenades. Heavy infantrymen wear powerful self-contained suits,
increasing speed and security.
Armored car:
Type: Scout Armor: Light
Armament: Coaxial 20 mm machine gun
Speed: 72 km/h (wheeled) Crew: 2
Armored car – a small, light three-wheeled vehicle that shoots
armor-piercing ammunition. Has a small damage radius, but
greater speed of movement.
Armored personnel carrier:
Type: Light Attack Vehicle Armor: Light
Armament: Coaxial 30 mm machine gun
Speed: 59 km/h (wheeled) Crew: 2
Armored personnel carrier – a light four-wheeled vehicle that fires armor-piercing
incendiary cartridges. Slower than Armored car, armored personnel carrier
has stronger defense and firepower.
Tank:
Type: Medium Tank Armor: Medium
Armament: 155 mm gun Crew: 2
Speed: 40 km/h (caterpillar)
The tank has medium armor and fires powerful
armor-piercing projectiles. It is slower than other tanks and has
limited maneuverability.
rocket launcher:
Type: Fire Support Vehicle Armor: Medium
Armament: Rocket Launcher Crew: 3
Speed 48 km/h (caterpillar)
The rocket launcher fires combat missiles of the “Earth-to-Earth” class.
The radius of destruction of the Rocket Launcher is very large. Possessing a low
shooting accuracy, the rocket launcher fires two rockets at once,
covering a large area, and moves faster than tanks.
Heavy tank:
Type: Main Battle Tank Armor: Heavy
Armament: Twin 155 mm gun
Speed 32 km/h (caterpillar) Crew: 3
Heavy Tank – a tracked vehicle with a twin gun.
Armor-piercing incendiary shells of a Heavy Tank more than doubled
surpass similar shells of the Medium Tank in terms of damaging
capabilities. He has stronger armor and moves slower.
most cars.
Carriel:
Type: Aircraft Armor: Light
Armament: none Crew: 4
Speed: 160 km/h (aircraft)
Carriel is a lightly protected aircraft without
weapons. It can lift and carry heavy machinery and
cars. Carriels are used primarily for transportation
Harvesters.
Ornithopes:
Type: Fighter-Interceptor Melee
Weapons: Combat Support Missiles
Armor: Light Crew: 2
Speed: 340 km/h (aircraft)
The ornithopter is a lightly armed fighter. Uses
unusual M-flex technology, consisting in a unique
“flapping” movement of the wings. Ornithopter – the most maneuverable and
fast machine on Dune.
Sandworm:
Type: Dune Dweller Armor: Heavy
Armament: Appetite (and big!) Speed: 56 km/h
The original inhabitants of Dune. Attracted by the vibration of the soil, they
visit the battlefields and often absorb all the numerous
opponents. Sandworms are almost impossible to destroy,
they feed on military equipment and Harvesters with a huge appetite.
Freemen:
Type: Ground Troops Armor: Light
Armament: 10 mm army carbine / missiles
Speed: 17 km/h (on foot) Units: unknown
Freemen are local residents of Dune. Exceptional warriors; them
knowledge of enemy territories makes them quite dangerous
opponents. According to informed sources,
in the near future they are going to enter into an alliance with the Atreides.
Wave Tank:
Type: Forward Battle Tank Armor: Medium
Armament: Wave Modulator Crew: 2
Speed: 44 km/h (caterpillar) House: Atreides
This advanced battle tank uses advanced technology
sound waves. Shoots wave packets. high energy
vibration destroys the molecular structure of the target. invented
Atridesami.
Deviator:
Type: Fire Support Vehicle Armor: Medium
Armament: Rocket Launcher Crew: 3
Speed: 48 km/h (caterpillar) House: Ordos
The Ordos Deviator is a regular Flare Gun that fires
missiles with a unique warhead. The warhead contains nerve
paralytic gas that does not damage military equipment and buildings,
however, confusing enemy troops so much that they
temporarily out of control.
Raider:
Type: Fast Attack Vehicle Armor: Light
Armament: coaxial 20 mm machine gun
Speed: 90 km/h (wheeled) Crew: 2
Dom: Ordos
The Ordos Raider is a light vehicle, very similar to the Armored Car,
but less armor and more speed and maneuverability.
Saboteurs:
Type: Reconnaissance Armor: light
Armament: no data Crew: 1
Speed: 95 km/h (armored car) House: Ordos
Saboteurs – a specialized military unit
Ordosov. Being well trained in the Palace, even alone
A saboteur can destroy almost any building or vehicle.
Hand of death:
Type: Fire Support Missiles Guidance: inertial
Dimensions: 8.12 m (length) Range: 1120 km
Warhead: H355 XC cluster Home: Harkonnens
Hand of Death is a special weapon located in all
Harkonnen palaces. This ballistic missile is impossible to accurately
direct or control it in flight, however, the presence
many warheads allows you to inflict great damage on
vast area.
Destroyer:
Type: Forward Battle Tank Armor: Super Heavy
Armament: twin 190 mm gun
Speed: 20 km/h (caterpillar) Crew: 3
House: Harkonnens
This tank hits targets with plasma bolts. This is the most powerful
tank on the planet, but too slow. The destroyer has
autonomous nuclear reactor and may prove unstable in combat.
Invented Harkonnenami.
Sardukary:
Type: Ground Troops Armor: Light
Armament: secret Quantity of parts: 3
Speed: 15 km/h House: Emperor
Sardukars are the Emperor’s elite heavy infantry. They have
excellent weapons and protection. Intelligence reports presence
sardukars have rotary machine guns with incendiary cartridges in
addition to portable rocket launchers.
HINTS (TIPS)
Guidance:
By choosing the ATTACK command, you can attack military
units, buildings, or terrain features, including both allied units and
structures.
Hills:
What is hiding under these sandy hills? You may be expected
the following surprises: Spice deposits, hidden credit cards, abandoned
vehicles, enemy troops in ambush, etc.
How to find out what is hidden under the hill? Can be directed to
him his military unit or shoot into the hill. If you
sent their troops there, and under the hill there were deposits
Spice, then your part will be destroyed, and fresh Spice will scatter
along the surface. If you fire on the hill under which you were
credit cards are buried, they will simply disappear. So what needs to be decided
which approach should be used in the study
hills.
Team Formation
How to create a team? First, choose one of the military
units and give her the “MOVE” command. Specify as a target
another unit. Then the first will reach the second and attach
behind. Now choose on the map the destination of the second unit,
and the first will follow her as if on a leash until
will receive a new command from you.
Capturing Enemy Structures
How to capture an enemy object? First, it can do
only Light or Heavy Infantry. Second, indicator
This object’s damage should be in the RED area. To
to capture the object, you need to send the infantry directly to it with the command
“MOVEMENT”. If you send infantry to the object before
its Indicator will turn red, then this military unit will explode and
will damage the object.
What happens when an object is captured? He becomes one of
your structures. If you have captured the plant, then it will be able to produce
for you all those machines and equipment that he produced,
being under the control of the enemy. This tactic allows you to
those special weapons that your House cannot produce.
Certain objects such as KTP, I.C., Palaces, Outposts and
Barracks cannot be captured. They must be destroyed. Be careful
because some Houses mine their buildings in case of capture. These
objects explode immediately after capture or after some time.
Sandworms
What can you do if the Sandworm is eating your cars?
They eat anything in the sand, so try your best
keep your technique on the rocks. Can also be specified as
the object of attack is distortion in the sand if you damage enough
Worm (half), then it will crawl away forever. (On each card –
one to three worms). Remember that it is harder to destroy the worm,
than the Harkonnen Destroyer.
Number of military units
Why does the message sometimes appear: “While producing
impossible”? The fact is that you can effectively manage only
a limited number of military units (about 30). Until they are
destroyed any of the existing vehicles or infantry
connections, you won’t be able to produce new units. In that
case, you can attack and destroy some of your parts,
to then produce others.
Good luck in the fight for Dune!
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