Add Ordos 3a
This commit is contained in:
committed by
reaperrr
parent
5e40a5b683
commit
5dd6aa7a3a
@@ -130,6 +130,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Dune 2000 Lua scripts", "Du
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mods\d2k\maps\ordos-02a\ordos02a-AI.lua = mods\d2k\maps\ordos-02a\ordos02a-AI.lua
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mods\d2k\maps\ordos-02b\ordos02b.lua = mods\d2k\maps\ordos-02b\ordos02b.lua
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mods\d2k\maps\ordos-02b\ordos02b-AI.lua = mods\d2k\maps\ordos-02b\ordos02b-AI.lua
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mods\d2k\maps\ordos-03a\ordos03a.lua = mods\d2k\maps\ordos-03a\ordos03a.lua
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mods\d2k\maps\ordos-03a\ordos03a-AI.lua = mods\d2k\maps\ordos-03a\ordos03a-AI.lua
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mods\d2k\maps\ordos-04\ordos04.lua = mods\d2k\maps\ordos-04\ordos04.lua
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mods\d2k\maps\ordos-04\ordos04-AI.lua = mods\d2k\maps\ordos-04\ordos04-AI.lua
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EndProjectSection
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BIN
mods/d2k/maps/ordos-03a/map.bin
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BIN
mods/d2k/maps/ordos-03a/map.bin
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BIN
mods/d2k/maps/ordos-03a/map.png
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BIN
mods/d2k/maps/ordos-03a/map.png
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Binary file not shown.
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After Width: | Height: | Size: 288 KiB |
146
mods/d2k/maps/ordos-03a/map.yaml
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146
mods/d2k/maps/ordos-03a/map.yaml
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@@ -0,0 +1,146 @@
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MapFormat: 11
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RequiresMod: d2k
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Title: Ordos 03a
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Author: Westwood Studios
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Tileset: ARRAKIS
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MapSize: 68,68
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Bounds: 2,2,64,64
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Visibility: MissionSelector
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Categories: Campaign
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LockPreview: True
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Players:
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PlayerReference@Neutral:
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Name: Neutral
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OwnsWorld: True
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NonCombatant: True
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Faction: Random
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PlayerReference@Creeps:
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Name: Creeps
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NonCombatant: True
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Faction: Random
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Enemies: Ordos, Harkonnen
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PlayerReference@Ordos:
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Name: Ordos
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Playable: True
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LockFaction: True
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Faction: ordos
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LockColor: True
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Color: B3EAA5
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Enemies: Harkonnen, Creeps
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PlayerReference@Harkonnen:
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Name: Harkonnen
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LockFaction: True
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Faction: harkonnen
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LockColor: True
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Color: FE0000
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Enemies: Ordos
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Actors:
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Actor0: light_inf
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Location: 45,38
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Owner: Ordos
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Actor1: trooper
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Location: 50,38
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Owner: Ordos
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Actor2: raider
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Location: 44,41
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Owner: Ordos
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OConyard: construction_yard
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Location: 48,41
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Owner: Ordos
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Actor4: light_inf
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Location: 51,42
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Owner: Ordos
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Actor5: quad
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Location: 46,44
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Owner: Ordos
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Actor6: wormspawner
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Location: 26,46
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Owner: Creeps
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Actor7: trike
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Location: 11,48
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Owner: Harkonnen
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Actor8: quad
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Location: 3,49
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Owner: Harkonnen
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HRefinery: refinery
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Location: 6,50
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Owner: Harkonnen
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HWindTrap1: wind_trap
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Location: 10,53
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Owner: Harkonnen
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HLightFactory: light_factory
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Location: 3,54
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Owner: Harkonnen
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HBarracks: barracks
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Location: 7,56
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Owner: Harkonnen
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HSilo2: silo
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Location: 3,59
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Owner: Harkonnen
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HOutpost: outpost
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Location: 8,59
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Owner: Harkonnen
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OrdosRally: waypoint
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Owner: Neutral
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Location: 51,39
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OrdosEntry: waypoint
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Owner: Neutral
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Location: 65,39
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HarkonnenRally1: waypoint
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Owner: Neutral
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Location: 41,47
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HarkonnenEntry1: waypoint
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Owner: Neutral
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Location: 41,65
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HarkonnenRally2: waypoint
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Owner: Neutral
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Location: 40,53
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HarkonnenEntry2: waypoint
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Owner: Neutral
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Location: 65,53
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HarkonnenRally3: waypoint
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Owner: Neutral
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Location: 11,20
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HarkonnenEntry3: waypoint
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Owner: Neutral
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Location: 2,20
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HarkonnenRally4: waypoint
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Owner: Neutral
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Location: 7,54
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HarkonnenEntry4: waypoint
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Owner: Neutral
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Location: 2,54
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HarkonnenRally5: waypoint
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Owner: Neutral
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Location: 12,61
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HarkonnenEntry5: waypoint
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Owner: Neutral
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Location: 12,65
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HSilo1: silo
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Owner: Harkonnen
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Location: 4,59
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HWindTrap2: wind_trap
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Owner: Harkonnen
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Location: 6,59
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HConyard: construction_yard
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Owner: Harkonnen
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Location: 3,62
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HSilo3: silo
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Owner: Harkonnen
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Location: 3,60
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HSilo4: silo
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Owner: Harkonnen
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Location: 4,60
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Rules: d2k|rules/campaign-rules.yaml, rules.yaml
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159
mods/d2k/maps/ordos-03a/ordos03a-AI.lua
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159
mods/d2k/maps/ordos-03a/ordos03a-AI.lua
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@@ -0,0 +1,159 @@
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IdlingUnits = { }
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AttackGroupSize =
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{
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easy = 6,
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normal = 8,
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hard = 10
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}
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AttackDelays =
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{
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easy = { DateTime.Seconds(4), DateTime.Seconds(9) },
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normal = { DateTime.Seconds(2), DateTime.Seconds(7) },
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hard = { DateTime.Seconds(1), DateTime.Seconds(5) }
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}
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HarkonnenInfantryTypes = { "light_inf", "light_inf", "light_inf", "trooper", "trooper" }
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HarkonnenVehicleTypes = { "trike", "trike", "quad" }
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HarvesterKilled = true
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IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt) end end
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SetupAttackGroup = function()
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local units = { }
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for i = 0, AttackGroupSize[Map.LobbyOption("difficulty")], 1 do
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if #IdlingUnits == 0 then
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return units
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end
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local number = Utils.RandomInteger(1, #IdlingUnits + 1)
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if IdlingUnits[number] and not IdlingUnits[number].IsDead then
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units[i] = IdlingUnits[number]
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table.remove(IdlingUnits, number)
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end
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end
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return units
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end
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SendAttack = function()
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if IsAttacking then
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return
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end
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IsAttacking = true
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HoldProduction = true
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local units = SetupAttackGroup()
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Utils.Do(units, function(unit)
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IdleHunt(unit)
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end)
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Trigger.OnAllRemovedFromWorld(units, function()
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IsAttacking = false
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HoldProduction = false
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end)
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end
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ProtectHarvester = function(unit)
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DefendActor(unit)
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Trigger.OnKilled(unit, function() HarvesterKilled = true end)
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end
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DefendActor = function(unit)
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Trigger.OnDamaged(unit, function(self, attacker)
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if AttackOnGoing then
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return
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end
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AttackOnGoing = true
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local Guards = SetupAttackGroup()
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if #Guards <= 0 then
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AttackOnGoing = false
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return
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end
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Utils.Do(Guards, function(unit)
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if not self.IsDead then
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unit.AttackMove(self.Location)
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end
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IdleHunt(unit)
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end)
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Trigger.OnAllRemovedFromWorld(Guards, function() AttackOnGoing = false end)
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end)
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end
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InitAIUnits = function()
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IdlingUnits = Reinforcements.Reinforce(harkonnen, HarkonnenInitialReinforcements, HarkonnenInitialPath)
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Utils.Do(HarkonnenBase, function(actor)
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DefendActor(actor)
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Trigger.OnDamaged(actor, function(building)
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if building.Health < building.MaxHealth * 3/4 then
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building.StartBuildingRepairs()
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end
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end)
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end)
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end
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ProduceInfantry = function()
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if HBarracks.IsDead then
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return
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end
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if HoldProduction then
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceInfantry)
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return
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end
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local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1)
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local toBuild = { Utils.Random(HarkonnenInfantryTypes) }
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harkonnen.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceInfantry)
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if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then
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SendAttack()
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end
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end)
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end
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ProduceVehicles = function()
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if HLightFactory.IsDead then
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return
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end
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if HoldProduction then
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Trigger.AfterDelay(DateTime.Minutes(1), ProduceVehicles)
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return
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end
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local delay = Utils.RandomInteger(AttackDelays[Map.LobbyOption("difficulty")][1], AttackDelays[Map.LobbyOption("difficulty")][2] + 1)
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local toBuild = { Utils.Random(HarkonnenVehicleTypes) }
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harkonnen.Build(toBuild, function(unit)
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IdlingUnits[#IdlingUnits + 1] = unit[1]
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Trigger.AfterDelay(delay, ProduceVehicles)
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if #IdlingUnits >= (AttackGroupSize[Map.LobbyOption("difficulty")] * 2.5) then
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SendAttack()
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end
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end)
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end
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ActivateAI = function()
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Trigger.AfterDelay(0, InitAIUnits)
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HConyard.Produce(OrdosUpgrades[1])
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HConyard.Produce(OrdosUpgrades[2])
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-- Finish the upgrades first before trying to build something
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Trigger.AfterDelay(DateTime.Seconds(14), function()
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ProduceInfantry()
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ProduceVehicles()
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end)
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end
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175
mods/d2k/maps/ordos-03a/ordos03a.lua
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175
mods/d2k/maps/ordos-03a/ordos03a.lua
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@@ -0,0 +1,175 @@
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HarkonnenBase = { HBarracks, HWindTrap1, HWindTrap2, HLightFactory, HOutpost, HConyard, HRefinery, HSilo1, HSilo2, HSilo3, HSilo4 }
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HarkonnenBaseAreaTrigger = { CPos.New(2, 58), CPos.New(3, 58), CPos.New(4, 58), CPos.New(5, 58), CPos.New(6, 58), CPos.New(7, 58), CPos.New(8, 58), CPos.New(9, 58), CPos.New(10, 58), CPos.New(11, 58), CPos.New(12, 58), CPos.New(13, 58), CPos.New(14, 58), CPos.New(15, 58), CPos.New(16, 58), CPos.New(16, 59), CPos.New(16, 60) }
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HarkonnenReinforcements =
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{
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easy =
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{
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{ "light_inf", "trike", "trooper" },
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{ "light_inf", "trike", "quad" },
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{ "light_inf", "light_inf", "trooper", "trike", "trike", "quad" }
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},
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normal =
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{
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{ "light_inf", "trike", "trooper" },
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{ "light_inf", "trike", "trike" },
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{ "light_inf", "light_inf", "trooper", "trike", "trike", "quad" },
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{ "light_inf", "light_inf", "trooper", "trooper" },
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{ "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "light_inf", "trike", "quad", "quad" }
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},
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hard =
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{
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{ "trike", "trike", "quad" },
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{ "light_inf", "trike", "trike" },
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{ "trooper", "trooper", "light_inf", "trike" },
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{ "light_inf", "light_inf", "light_inf", "trike", "trike" },
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{ "light_inf", "light_inf", "trooper", "trooper" },
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{ "trike", "trike", "quad", "quad", "quad", "trike" },
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{ "light_inf", "light_inf", "light_inf", "trike", "trike" },
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{ "light_inf", "trike", "light_inf", "trooper", "trooper", "quad" },
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{ "trike", "trike", "quad", "quad", "quad", "trike" }
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}
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}
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HarkonnenAttackDelay =
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{
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easy = DateTime.Minutes(5),
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normal = DateTime.Minutes(2) + DateTime.Seconds(40),
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hard = DateTime.Minutes(1) + DateTime.Seconds(20)
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}
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HarkonnenAttackWaves =
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{
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easy = 3,
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normal = 6,
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hard = 9
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}
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HarkonnenPaths =
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{
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{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location },
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{ HarkonnenEntry3.Location, HarkonnenRally3.Location }
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}
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HarkonnenHunters = { "light_inf", "light_inf", "trike", "quad" }
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HarkonnenInitialReinforcements = { "light_inf", "light_inf", "quad", "quad", "trike", "trike", "trooper", "trooper" }
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HarkonnenHunterPath = { HarkonnenEntry5.Location, HarkonnenRally5.Location }
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HarkonnenInitialPath = { HarkonnenEntry4.Location, HarkonnenRally4.Location }
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OrdosReinforcements = { "quad", "raider" }
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OrdosPath = { OrdosEntry.Location, OrdosRally.Location }
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OrdosBaseBuildings = { "barracks", "light_factory" }
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OrdosUpgrades = { "upgrade.barracks", "upgrade.light" }
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wave = 0
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SendHarkonnen = function()
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Trigger.AfterDelay(HarkonnenAttackDelay[Map.LobbyOption("difficulty")], function()
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if player.IsObjectiveCompleted(KillHarkonnen) then
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return
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end
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wave = wave + 1
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if wave > HarkonnenAttackWaves[Map.LobbyOption("difficulty")] then
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return
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end
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local path = Utils.Random(HarkonnenPaths)
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local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", HarkonnenReinforcements[Map.LobbyOption("difficulty")][wave], path, { path[1] })[2]
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Utils.Do(units, IdleHunt)
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SendHarkonnen()
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end)
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end
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MessageCheck = function(index)
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return #player.GetActorsByType(OrdosBaseBuildings[index]) > 0 and not player.HasPrerequisites({ OrdosUpgrades[index] })
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end
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SendHunters = function(areaTrigger, unit, path, check)
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Trigger.OnEnteredFootprint(areaTrigger, function(a, id)
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if not check and a.Owner == player then
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local units = Reinforcements.ReinforceWithTransport(harkonnen, "carryall.reinforce", unit, path, { path[1] })[2]
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Utils.Do(units, IdleHunt)
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check = true
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end
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end)
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end
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Tick = function()
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if player.HasNoRequiredUnits() then
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harkonnen.MarkCompletedObjective(KillOrdos)
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end
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if harkonnen.HasNoRequiredUnits() and not player.IsObjectiveCompleted(KillHarkonnen) then
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Media.DisplayMessage("The Harkonnen have been annihilated!", "Mentat")
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player.MarkCompletedObjective(KillHarkonnen)
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end
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if DateTime.GameTime % DateTime.Seconds(30) and HarvesterKilled then
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local units = harkonnen.GetActorsByType("harvester")
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if #units > 0 then
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HarvesterKilled = false
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ProtectHarvester(units[1])
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end
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end
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if DateTime.GameTime % DateTime.Seconds(32) == 0 and (MessageCheck(1) or MessageCheck(2)) then
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Media.DisplayMessage("Upgrade barracks and light factory to produce more advanced units.", "Mentat")
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end
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end
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WorldLoaded = function()
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harkonnen = Player.GetPlayer("Harkonnen")
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player = Player.GetPlayer("Ordos")
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InitObjectives()
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Camera.Position = OConyard.CenterPosition
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Trigger.OnAllKilled(HarkonnenBase, function()
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Utils.Do(harkonnen.GetGroundAttackers(), IdleHunt)
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end)
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SendHarkonnen()
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ActivateAI()
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Trigger.AfterDelay(DateTime.Minutes(2) + DateTime.Seconds(30), function()
|
||||
Reinforcements.ReinforceWithTransport(player, "carryall.reinforce", OrdosReinforcements, OrdosPath, { OrdosPath[1] })
|
||||
end)
|
||||
|
||||
SendHunters(HarkonnenBaseAreaTrigger, HarkonnenHunters, HarkonnenHunterPath, HuntersSent)
|
||||
end
|
||||
|
||||
InitObjectives = function()
|
||||
Trigger.OnObjectiveAdded(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||
end)
|
||||
|
||||
KillOrdos = harkonnen.AddPrimaryObjective("Kill all Ordos units.")
|
||||
KillHarkonnen = player.AddPrimaryObjective("Eliminate all Harkonnen units and reinforcements\nin the area.")
|
||||
|
||||
Trigger.OnObjectiveCompleted(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||
end)
|
||||
Trigger.OnObjectiveFailed(player, function(p, id)
|
||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
|
||||
end)
|
||||
|
||||
Trigger.OnPlayerLost(player, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(player, "Lose")
|
||||
end)
|
||||
end)
|
||||
Trigger.OnPlayerWon(player, function()
|
||||
Trigger.AfterDelay(DateTime.Seconds(1), function()
|
||||
Media.PlaySpeechNotification(player, "Win")
|
||||
end)
|
||||
end)
|
||||
end
|
||||
56
mods/d2k/maps/ordos-03a/rules.yaml
Normal file
56
mods/d2k/maps/ordos-03a/rules.yaml
Normal file
@@ -0,0 +1,56 @@
|
||||
Player:
|
||||
PlayerResources:
|
||||
DefaultCash: 5000
|
||||
|
||||
World:
|
||||
LuaScript:
|
||||
Scripts: ordos03a.lua, ordos03a-AI.lua
|
||||
MissionData:
|
||||
Briefing: The Harkonnen hinder the production of Spice. A Harkonnen attack will disrupt efficient production. Inefficiency cannot be tolerated. The Harkonnen must be eliminated.\n\nNew weapons are available - the Quads. Newer weapons are more powerful. Powerful weapons ensure victory.
|
||||
BriefingVideo: O_BR03_E.VQA
|
||||
MapOptions:
|
||||
TechLevel: low
|
||||
ScriptLobbyDropdown@difficulty:
|
||||
ID: difficulty
|
||||
Label: Difficulty
|
||||
Values:
|
||||
easy: Easy
|
||||
normal: Normal
|
||||
hard: Hard
|
||||
Default: easy
|
||||
|
||||
carryall.reinforce:
|
||||
Cargo:
|
||||
MaxWeight: 10
|
||||
|
||||
concreteb:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
heavy_factory:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
medium_gun_turret:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
outpost:
|
||||
Buildable:
|
||||
Prerequisites: barracks
|
||||
|
||||
quad:
|
||||
Buildable:
|
||||
Prerequisites: upgrade.light
|
||||
|
||||
trooper:
|
||||
Buildable:
|
||||
Prerequisites: upgrade.barracks
|
||||
|
||||
upgrade.conyard:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
|
||||
upgrade.heavy:
|
||||
Buildable:
|
||||
Prerequisites: ~disabled
|
||||
@@ -13,6 +13,7 @@ Ordos Campaign:
|
||||
./mods/d2k/maps/ordos-01b
|
||||
./mods/d2k/maps/ordos-02a
|
||||
./mods/d2k/maps/ordos-02b
|
||||
./mods/d2k/maps/ordos-03a
|
||||
./mods/d2k/maps/ordos-04
|
||||
|
||||
Harkonnen Campaign:
|
||||
|
||||
Reference in New Issue
Block a user