Dune 2 eXtended Demo
--------------------
By MrFlibble <dunefixed@mail.ru>

11-03-2010

General Information
-------------------
Dune 2 eXtended is a modification for the game "Dune II: The Building of A
Dynasty" (known as "Dune II: The Battle for Arrakis" in Europe). Inspired by
the old fan-made mod called "Super Dune 2", Dune 2 eXtended allows to command
the three "new" (originally unplayable) sides: the Mercenaries, the Fremen and
the Sardaukar.

This is a WIP (work-in-progress) demo, so you'll see many incomplete things in
it. However, it has fully playable campaigns, and shows all features of the
current build of the mod.

You are encouraged to report any bugs, errors and your own suggestions either
per e-mail or in the forum. Please refer to the "Known Issues" section of this
document for details about known errors, bugs and incomplete features.

Installation
------------
NOTE 1: To play the Demo, you will need Dune II v1.07. The Demo is compatible
with all known releases of Dune II (US release "The Building of A Dynasty"
patched to v1.07 or any of the European "The Battle for Arrakis"
three-language releases). However, note that v1.0 is NOT supported.

NOTE 2: If you have any earlier version of the Demo installed, it is
recommended that you uninstall it completely first, since a lot of changes has
been made in the current version.

1. Extract the demo files into your Dune II folder. The demo will NOT replace
any of the original files, meaning you can play both Dune II AND DuneX without
the need to change or reinstall anything.

1a. You may also install the demo into a separate folder. In this case, you
need to copy the following files from your Dune II folder to the folder where
DuneX Demo is installed:

DUNE.PAK
MENTAT.PAK
SOUND.PAK

2. Run DXSETUP.EXE to configure the Demo. The Demo setup program is basically
identical to that of Dune II, but it allows to configure separate sound
devices for music, sound effects and digitized speech (similar to the official
Westwood Studios' Dune II Multiple Sound Device Patch (Beta) that was not
included in any retail release of the game but can be downloaded separately).

It is recommended that you select Sound Canvas or MT-32 for music, and Sound
Blaster or Sound Blaster Pro for speech and sound effects. Make sure you have
those respective devices on your system, or that their emulation is enabled
(if you're using DOSBox).

3. Run DUNEX.EXE to start the game.

Uninstalling
------------
The DuneX Demo comes with a simple uninstaller. To remove DuneX Demo from your
system, run UNINST.BAT (located in the folder where the Demo is installed). It
will automatically remove all Demo files, INCLUDING ALL SAVEGAMES. The original
Dune II files and savegames will not be affected in any way.

Version History
---------------

What's new in v1.26c
--------------------
- Faction heralds are now shown properly on the global map screen.
- The player progress bars on the score screen now have proper faction colors.
- Fremen Warrior(s) weapon type changed back to missile.
- Fremen Warrior(s) weapon range increased from 2 to 5.
- Fremen Warrior(s) weapon damage (per missile) decreased from 5 to 4.
- Fremen Warrior squads are now available from mission 3.
- Fremen can first produce Quads in mission 4 (Mercenaries produce Quads from
  mission 3).

What's new in v1.26b
--------------------
- Removed the clicking noise from some of the game sound effects.
- Fixed an issue with the Sardaukar Trooper weapon sound.
- Sardaukar Trooper weapon reload time increased from 55 to 65.
- Sardaukar Trooper cost increased from 200 to 250.

What's new in v1.26a
--------------------
- Structures will now decay only if placed on bare rock or incomplete
  foundations. Structures that were placed on normal concrete foundations will
  only take damage from power shortage (thanks TrueBrain!)
- Looped reinforcements have been added (thanks Segra!)
- Fremen Warrior and Warrior group units no longer have the secondary missile
  attack.
- Heavy Troopers now replace Combat Infantry. Heavy Troopers retain their
  original stats from Dune II.
- Fremen Warrior cost increased from 100 to 150.
- Fremen Warrior sight range decreased from 2 to 1.
- Fremen Warrior hit points increased from 50 to 90.
- Fremen Warrior group cost increased from 200 to 250.
- Fremen Warrior group sight range decreased from 2 to 1.
- Fremen Warrior group hit points increased from 115 to 220.
- Sardaukar Trooper hit points reduced from 120 to 110.
- Sardaukar Trooper weapon damage (per missile) reduced from 10 to 8.
- Sardaukar Trooper weapon reload time reduced from 75 to 55.
- Sardaukar Trooper cost reduced from 250 to 200.
- Saboteur hit points increased from 20 to 40.
- There can be no more than two Saboteurs on the map at any given time.
- Trike movement speed increased from 45 to 60.
- Quad movement speed increased from 40 to 50.
- Fremen can now produce Combat Tanks.
- Fremen can produce Rocket Launchers strating with mission 5.
- Sonic Tank no longer requires 3 Heavy Factory upgrades for production. It
  only requires the House of Ix.
- Large concrete slabs are now available for production starting with level 2.
- Wall segment hit points decreased from 100 to 70.
- Radar Outpost tech level changed from 2 to 1.
- Radar Outpost is now required to build Barracks, WOR facility or Starport.
- The construction of a Light Factory is now required to build a Heavy Factory
  except for the Sardaukar. The Sardaukar need to build a Windtrap and an
  Outpost in order to access the Heavy Factory.
- Heavy Factory hit points increased from 200 to 400.
- Heavy Factory tech level changed from 3 to 4 for Fremen and Mercenaries.
- High-Tech Factory hit points increased from 400 to 500.
- Repair Facility hit points increased from 200 to 450.
- Repair Facility tech level changed from 4 to 5.
- The construction of a Starport in now required to build a Palace.
- Palace no longer requires a WOR facility to be constructed first.
- Sardaukar now have access to the Starport.
- Mercenaries can build Heavy Factories and High-Tech Factories.
- Mercenaries no longer have faster Starport deliveries.
- Mercenaries get access to the Starport on mission 4.

What's new in v1.25b
--------------------
- Carryalls will no longer automatically pick up repaired units from the
  Repair Facility unless all exits are blocked by obstacles. This was done to
  prevent incorrect Carryall behavior caused by units leaving the Repair
  Facility on their own when a Carryall was en route to pick them up.
- Rocket Turret attack range restored to its original value.
- Changed the ownership of Fremen-controlled Sandworms in all versions of
  Fremen mission 5.
- The Sandworms in the last Fremen mission will no longer Area Guard the
  vicinity of the player's base, causing the Ordos to attack prematurely.
- The Ordos are now able to produce Trikes (thanks Jordos!).
- Saboteur production cost changed from 150 to 120.

What's new in v1.25a
--------------------
- Tweaked Mercenary mission 1 to delay the first encounter with the enemy.
- Fixed some entries in the Mentat databases (thanks Daelin!).
- Updated the Windows icon.
- Changed the High-Tech Factory upgrade tech level from 7 to 8.
- Enabled sonic immunity for Fremen Warriors and Warrior squads.

What's new in v1.25
-------------------
- Changed the Mentat background themes, win and lose music for all playable
  sides.
- Sardaukar campaign has been updated with new briefings.
- Increased attack priority level for Harvesters to enable the "Harvester
  hunting" strategy for the AI players.
- Fixed a bug that caused the game to freeze at the side selection screen under
  Windows XP.
- Reinstated a separate setup program for DuneX.
- Added a program icon for DuneX.

What's new in v1.24
-------------------
- Sardaukar Cluster Missile recharge time increased from 300 to 500.
- Mercenary campaign briefings completed.
- The AI building attack priorities have been changed. The AI will no longer
  ignore the player's defenses when attacking the base, which, in turn, should
  make it more effective.

What's new in v1.23
-------------------
- Repair Facility tech level changed from 5 to 4.
- Fremen Warrior and Warriors sight range increased from 1 to 2.
- Thanks to segra's valuable info, the useless upgrades were removed from the
  Sardaukar WOR and High-Tech Factory.
- Updated the Mercenary campaign with new briefings, tweaked some missions.
- Thanks to Nyerguds' Editor's new function, the overall size of the Demo
  package has been reduced because the game files that were distributed
  between two PAK files are now compressed into one.

What's new in v1.22
-------------------
- Fremen Warrior hit points increased from 45 to 50.
- Fremen Warriors hit points increased from 110 to 115.
- Trikes and Quads are again produced in the Light Factory.
- Light Factory is now available to the Mercenaries and the Fremen.
- Heavy Factory upgrade levels now work as follows: UpgLvl0=Tank, Harvester;
  UpgLvl1=MCV; UpgLvl2=Launcher; UpgLvl3=Siege Tank, Sonic Tank.
- Heavy Factory is no longer available to the Mercenaries.
- Combat Tanks and Siege Tanks are no longer available to the Fremen.
- Rocket Launchers are now available to the Fremen.
- Repair Facility now requires the Light Factory to be built first.
- Repair Facility is available starting from mission 5.
- Repair Facility is no longer available to the Sardaukar.
- High-Tech Factory is no longer available to the Mercenaries.
- Rocket Turrets are now available starting from mission 7.
- Starport is no longer available to the Sardaukar.
- Starport deliveries for the Mercenaries take half the normal time.
- Sonic Tanks, Devastators, Deviators and Ornithopters again require a House
  of Ix to be built.
- House of Ix is now available to the Fremen.
- Starport is no longer required to construct a Palace. In order to build a
  Palace, an Outpost and a House of WOR must be constructed first.
- Sardaukar Cluster Missile recharge time reduced from 600 to 300.
- Fremen buildings no longer "decay" from weather conditions.
- All missions have been modified to reflect the tech tree changes.
- Missions 6 and 7 for all sides now have two CPU opponents instead of one.
- Sandworms are made more rare and less aggressive in the Fremen campaign.
- The Mercenary player gets a +500 credits bonus at the start of each mission.
- Quantity of each unit type in stock available at the Starport for the
  Mercenary player set to 25 in all Mercenary missions.
- Mercenaries can no longer buy House special tanks from the Starport on
  mission 9.
- Fixed the issue when upgrading the Construction Yard on mission 3 would not
  allow to build large concrete slabs.

What's new in v1.21a
--------------------
- Fixed some issues in the campaign files.
- Added better quality speech announcements.
- Made some additions to the Mentat databases for each side.
- Sardaukar Vehicle Factory cost increased from 500 to 600.
- Fremen and Mercenary Vehicle Factory build time reduced from 144 to 104.

What's new in v1.21
-------------------
- Switched to a newer version of the game executable.

What's new in v1.20
-------------------
- Light Factory and Heavy Factory united into a single Factory structure which
  produces all vehicles.
- Trike is now produced by Atreides and Fremen only.
- Quad is now produced by Harkonnens, Ordos and Mercenaries.
- Combat Tank is now available to Atreides, Fremen, Ordos and Mercenaries, and
  requires one Factory upgrade to be produced.
- Siege Tank is now available to Harkonnens and Sardaukar, and requires one
  Factory upgrade to be produced.
- Mobile Construction vehicle now requires two Factory upgrades.
- Rocket Launcher now requires three Factory upgrades.
- Rocket Launcher is no longer available to the Fremen.
- House of IX is no longer required to produce 'Thopters or special tanks. It
  is still required to produce Saboteurs and Deviators.
- Devastator is no longer available to the Sardaukar.
- Sonic Tank now requires 3 Factory upgrades and a Hi-Tech Factory.
- All mission files have been edited to incorporate the above changes.

What's new in v1.19
-------------------
- Sardaukar and Mercenary concrete placement error fixed (thanks segra!)
- Mercenary- and Fremen-conquered regions not being displayed on the conquest
  map fixed (thanks segra!)
- Keyboard shortcuts now work correctly on the side selection screen. Press M
  to select the Mercenaries, F to select the Fremen and S to select the
  Sardaukar.
- Windtrap power output changed back to 100.
- Windtrap hit points changed back to 200.
- Windtrap cost changed back to 300.
- Barracks power consumption changed back to 10.
- Starport power consumption changed back to 50.
- House of IX reinstated as pre-requisite for all House tanks and 'Thopters.
- The Sardaukar no longer need the Hi-Tech Factory to produce Devastators.
- The Mercenaries can now buy a limited number of Deviators, Devastators and
  Sonic Tanks from the Starport on later missions.

What's new in v1.18
-------------------
- Fremen, Mercenary and Sardaukar units are no longer immune to deviation.
- Fremen Fedaykin changed back to Ordos Deviator.
- The Deviator now requires the Hi-Tech Factory and three Heavy Factory
  upgrades to be produced. It no longer requires House IX.
- Deviators are only built by House Ordos.
- Sonic Tanks can be now built by the Fremen.
- Heavy Trooper changed to Fremen Warrior.
- Heavy Trooper Squad changed to Fremen Warriors.
- Light Infantry Soldier hit points increased from 20 to 35.
- Light Infantry Soldier movement speed increased from 8 to 10.
- Light Infantry Soldier weapon damage increased from 3 to 5.
- Light Infantry Squad hit points increased from 50 to 85.
- Light Infantry Squad movement speed increased from 5 to 8.
- Light Infantry Squad weapon damage increased from 3 to 5.
- Saboteur hit points increased from 10 to 20.
- Saboteur weapon damage increased from 2 to 3.
- Saboteur cost increased from 120 to 150.
- Sardaukar Trooper hit points decreased from 135 to 120.
- Sardaukar Trooper movement speed decreased from 12 to 10.
- Sardaukar Trooper sight range decreased from 3 to 2.
- Sardaukar Trooper weapon damage (per rocket) decreased from 12 to 10.
- Sardaukar Trooper weapon reload time increased from 60 to 75.

What's new in v1.17
-------------------
- Added background music to all Mentat screens.
- Raider Trike changed to Sardaukar Trooper.
- Deviator changed to Fremen Fedaykin.
- All structures' tech level was decreased by 1.
- Windtrap power output increased from 100 to 150.
- Windtrap hit points increased from 200 to 300.
- Windtrap cost increased from 300 to 400.
- Barracks power consumption changed from 10 to 20.
- Starport power consumption changed from 50 to 80.
- Base Defence Wall hit points increased from 50 to 100.
- Barracks no longer require an Outpost to be built.
- WOR no longer requires an Outpost to be built.
- Light Factory is no longer available to the Sardaukar.
- Heavy Factory hit points increased from 200 to 300.
- Heavy Factory, Repair Facility and Hi-Tech Factory no longer require the
  Light Factory to be built.
- The Palace is no longer available to the Mercenaries.
- House of IX is no longer available to the Fremen and the Sardaukar.
- The Sardaukar no longer build Siege Tanks. They have Devastators instead.
- 'Thopters no longer require House IX to be produced. They still require an
  upgrade of the Hi-Tech Factory.
- Sonic Tank and Devastator now require the Hi-Tech Factory and three Heavy
  Factory upgrades to be produced. They no longer require House IX.
- The Saboteur is now buildable from the Barracks. It requires House IX and
  two Barracks upgrades to be produced. The Saboteur is available to House
  Ordos and the Mercenaries.
- The limit of two Saboteurs per map at a time has been removed.

Known Issues
------------
- Some mission briefings are identical to the original Dune II ones and do not
  correspond to the new missions' content. This is because the original
  briefings are used as placeholders.

Contact Information
-------------------
Feel free to send your comments and suggestions at dunefixed@mail.ru or post
them at the FED2k forums (http://forum.dune2k.com). Don't forget to include
"Dune 2 eXtended Demo" or something like that in your e-mail title, so that I
can distinguish your comments from spam :)

Credits/Special Thanks
----------------------
ArrakisResearchCo		Dune II Tile Editor
Daelin				Lots of suggestions, feedback and testing
Jordos				Help with the game code.
Minniatian			EMC Tools
Nyerguds			Dune II Editor, modified SETUP.EXE
Olaf van der Spek		XCC Mixer
Segra				Concrete bug fix, vanishing house bug fix,
				looped reinforcements fix (to name just a few)
				and invaluable help in analyzing and
				understanding the game code
Siberian_GRemlin		Siberian String Table Editor
TCH				Dune II Scenario Editor
TrueBrain			Building decay fix
Ultraq				Red Horizon Tools

I would also like to thank Daelin, Jordos, Nema Fakei, Nyerguds, Segra, 
Siberian_GRemlin and Stefan Hendriks for lots of support and valuable advice
on numerous occasions. Thanks guys!!!
