To create a new scenario, click on the "New" button, then write your seed number into the textfield below the button.
A seed number is a signed 16-bit value, which means it can range from -32768 to +32767. You can enter bigger or smaller values than this range, but the result will be masked, as both Amiga and DOS Dune II uses signed 16-bit integers for seeds.
If you changed your mind, click "Cancel", if you're selected your number, click "OK".
To place a unit, first select the owner in the "Owner" listbox, then click on the unit name in the "Units". After this, a cursor will appear on the map if you hover the mouse over it. You can put several units, to cancel "placing mode" hit the right mouse button over the map.
Placing buildings works exactly by the same method, except that normally you only can put a building on a rock (grey) area.
To be able to place a building at anywhere just check the "Can place anywhere" option. Be aware, that wherever and whatever on you place the building, in the game, the terrain will be changed to rock under the building.
Another difference between units and buildings, that buildings needs power. You can check the power outputs under the button "Power Supply Stats".
If a player have less power output, than the needed, then the radar will become blind and the buildings will begin to decay.
The power output of a Windtrap depends on it's health: A Windtrap with a 25% health will only produce 25 power points.
Building | Power needed |
---|---|
Construction Yard | 0 |
Spice Silo | 5 |
Turret | 10 |
Barracks | 20 |
WOR | 20 |
Repair Facility | 20 |
Light Factory | 20 |
Rocket Turret | 25 |
Outpost | 30 |
Refinery | 30 |
Heavy Factory | 35 |
Hi-Tech Factory | 35 |
IX | 40 |
Starport | 80 |
Palace | 80 |
For spiceless terrains or for greedy people, there is two option to make more spice on the map. Either by placing "Blooms" or placing extra spice fields.
A "Bloom" is a not yet erupted spice blow. In the game, you can shot it (or drive a surface unit into it) and then it will erupt some more spice on the map.
Placing these works exactly the same way as placing units or buildings, except unlike buildings, normally you can only place these on sand (bronze) or spice (dark orange) regions. By checking the "Can place anywhere" option, you can place them everywhere, exactly as with buildings.
However, just like buildings, it will change the terrain, but unlike buildings, the terrain will become sand.
A "Bloom" is represented by an 1x1 dark yellow spot, while a placed spice field is a 4x4 light orange field.
By hovering your mouse over a spot, a help bubble will shown, if one or more objects are there.
By clicking on that spot, a selector menu will appear, offering the option to choose, which object you want to edit.
There are three main type of objects exists. Units, buildings and extra spice.
By editing a unit, you can change it's owner, health (max. 256), behaviour and bearing (which direction the unit looks to), or you can delete the unit.
You can assign any behaviour to a unit, but obviously, not all unit can do all kind of behaviours; don't expect a Harvester to "Destruct" or a Soldier to "Deploy".
By editing a building, you can change it's owner, health (max. 256, concrete and wall has no health) or you can delete the building.
Extra spice objects has no properties, you only can delete them by editing.
To just delete something on the map, right click on it.
By hitting undo, the last placing or removing operation will be undone. Property settings cannot be undone with this.
The editor supports layers, which can be useful, if you search for something on a crowded map, or you just want to see some part clear.
Terrain, placed spice field and "Bloom" layers works obviously, by checking their layer option on or off, you can show or hide them.
As for units and buildings, there are separate layers for each contingent, you can show or hide every player's units and buildings independently.
"MapPos" is the location of the upper left corner of the startup area. Wherever you put this, the game will show that area when beginning the scenario. On the map, it is represented by the 15x10 white frame.
"Cursor" is the defaultly selected building or unit, just as with "MapPos", at the beginning of the gameplay, this unit or building will be selected. On the map it is represented by the 1x1 white dot.
Placing them works just like placing other objects, except that you can have only one from them, so placing them again will move the location. You can place them anywhere.
This option controls what units can the player order from the Starport.
By clicking on "Add", the program will add the selected unit in the left list to the list below, with the entered amount.
By clicking on "Edit", the program will set the entered amount to the selected entry in the list below.
By clicking on "Del", the program will remove the selected entry from the list below.
By setting the amount to -1, the entry will shown up in the Starport, but at the start, it will be zero and only will available later.
On this panel you can set the properties of the houses. Each house has four properties:
"Scenario #" is a special property of the map. It should match the number of your scenario (e.g.: if you're editing "SCENO015.INI", then it should be "15".). The DOS version needs this value for AI reasons, the Amiga version do not use this number.
This part controls the global scenario aspects. The following properties can be set.
An example for the conditions:
If you set the "Ai has no buildings", "Player have no buildings" and "Quota reached" flags in the left column, that will mean if either you or the computer will lose all buildings or you have reached your quota, the game will end.
And if you set the "Ai has no buildings" and "Quota reached" flags, then after ending, you will win if either the computer has no buildings, or you have reached your quota. Since "Player have no buildings" is not checked in the right column, it means, if that condition triggered the end of the game, you will lose.
Reinforcements are those units which are brought by a Carryall to the map after some time.
One reinforcement entry always means one unit.
To create one, select the house, the unit and the location, enter the time (specified in minutes) and click "Add". To edit one, then first click one entry in the list below, edit the properties, then click on "Edit". To delete, click an entry in the list, then click "Del".
The "+" sign labeled flag means, that that entry will be repeated forever in the game. Warning: Dune 2 hackers claim that this feature is faulty and unusable in the DOS version. It is unknown if it works in the Amiga version.
Locations can be the following:
The production of units and team assembling can be controlled by the team list.
Handling the entries is exactly the same as it is on the Starport or the Reinforcements section, of course the properties are different.
Units can grouped into the following types:
Also, units can be assigned with the following tasks:
Minimum and maximum values obviously means the lower and upper limit of the teams. The editor disallow entering a lower maximum than minimum, so until the maximum value equals zero, you cannot enter anything into the maximum value.
You can save your scenario as either the binary Amiga format or the textual DOS format. The latter one is compatible with modern remakes and can be used in them.
The Amiga version lacks some features, these are all explained above.
Loading is the same, if you want to load an Amiga format, then you must use the load button for the Amiga and vice versa for DOS.
BGAFC_DE is written in Borland Delphi 7 by TCH in 2007. The v2.0 version was released in 2015 to patch some ancient bugs and to make seed and trigger handling more usable and comfortable and to attach a usable manual.
The idea of map layout was inspired by Stefan Hendriks' DOS-based Dunedit. Credit goes to TrueBrain for explaining the triggers on dune2k.com forums. Also i thank to the Dune Legacy team, for their seed generator and their Dune II Scenario Format Specification which helped me writing this manual, by explaining the practical working of team behaviours and reinforcement locations. Last but not least Christian "Foxman" Giehsing, for making his requests, which lead me to release the v2.0 version of BGAFC_DE. (Otherwise i would probably never touched this decade old project again.)
The seedgen.exe file in the editor's directory is responsible for generating the terrains by accepting the seed number as an argument. The seed generator - as this mentioned above - is from the Dune Legacy codebase. As Dune Legacy is released under the GNU/GPL, i put the source code of seedgen.exe into the archive. The MapSeed.cpp is the generator file from the Dune Legacy code; i modified it to make it independent from the rest of DL code. The file seedgen.c is written by me, it's the wrapper which converts the generated terrain to the binary format accepted by BGAFC_DE. Feel free to do whatever you want with it; you should compile it with MINGW. Be warned though, if you modify it and recompile, you may render it incompatible with BGAFC_DE.
Report bugs, make requests, curse the programmer by mail at kecsketojas@freemail.hu or on our guestbooks at oscomp.hu or bgafc.t-hosting.hu.
Thanks for using BGAFC_DE.
TCH, Bil Geec Anti-Fan Club - 2015