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Home » PC » Emperor - Battle for Dune » Emperor - Battle for Dune FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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This trains your infantry. With no upgrade, you can make Scouts, Infantry, and Snipers. The upgrade adds Engineers and Kindjal Infantry. As Atreides, you can send in elite infantry to upgrade the ranking of the units when they're built.

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Atreides Wall
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Health: 1,000                Prerequisites: Construction Yard
Cost: $20                    Tech Level: 1
Buildtime: 60                Armor Type: Building
Power: +0                    Infantry Released: 0

Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A

Walls help prevent certain infantry and vehicles from running amok through your base. However, there are units that are capable of demolishing your walls with little effort. When you select the wall from the sidebar, you can place an entire line of wall sections instead of having to place each piece one by one (talk about tedious...).

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Atreides Refinery
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Health: 3,000                Prerequisites: Construction Yard, Windtrap
Cost: $1,500                 Tech Level: 1
Buildtime: 720               Armor Type: Building
Power: -40                   Infantry Released: 3

Upgradeable: Yes (twice)
Upgrade Cost: $1,200 (-20 Power)
Upgrade Buildtime: 720

On Arrakis tileset maps, the Refinery is used to gather spice to add to your treasury of Solaris. A Carryall and a Harvester is included with a Refinery.
To help speed up money collection, this structure is upgradeable to a total of three Harvester drop-off ramps.

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Atreides Factory
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Health: 4,000                Prerequisites: Construction Yard, Windtrap
Cost: $1,000                 Tech Level: 2
Buildtime: 864               Armor Type: Building
Power: -40                   Infantry Released: 3

Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0

Factories produce your vehicles (no aircraft). At first, only Sand Bikes,
Mongooses, Spice Harvesters, and MCVs are allowed to be built. The upgrade adds the Minotaurus and APC. Deploying a Starport supplies the Sonic Tank to your list.

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Atreides Outpost
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Health: 2,500                Prerequisites: Construction Yard, Windtrap
Cost: $400                   Tech Level: 1
Buildtime: 240               Armor Type: Building
Power: -60                   Infantry Released: 2

Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A

Although you will have a radar screen even without the Outpost, it doesn't display the location of any units. Building this structure allows the radar screen to show the units in a color-coded manner. You won't get too far without this.

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Atreides Hangar
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Health: 3,500                Prerequisites: Construction Yard, Factory
Cost: $1,300                 Tech Level: 5
Buildtime: 540               Armor Type: Building
Power: -50                   Infantry Released: 3

Upgradeable: Yes
Upgrade Cost:  $1,200
Upgrade Buildtime: 0

The Hangar builds aircraft units. Upon construction, only Carryalls and Air
Drones are buildable. The upgrade adds the Ornithopter and the Advanced
Carryall.

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Atreides Machinegun Post
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Health: 2,700                Prerequisites: Construction Yard, Barracks
Cost: $550                   Tech Level: 2
Buildtime: 240               Armor Type: Heavy
Power: +0                    Infantry Released: 1

Weapon Damage: 600      Weapon Range: 9        Rate of Fire: 25
Damage vs. Armor: None [100%]; Light [45%]; Medium [35%]; Heavy [20%];
Walls [30%]; Harvester [35%]; Aircraft [None]; Building [30%]

This is your basic line of defense against infantry and light vehicles. The fact that it requires no power to operate makes the Machinegun Post very useful. It cannot shoot down aircraft, so you will other units or a Rocket
Turret to cover that.

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Atreides Rocket Turret
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Health: 4,000                Prerequisites: Construction Yard (upgraded),
Cost: $1,200                                Barracks
Buildtime: 309               Tech Level: 4
Power: -75                   Armor Type: Heavy
Infantry Released: 1

Weapon Damage: 250      Weapon Range: 12       Rate of Fire: 45
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]

The Rocket Turret does poorly against infantry but rips through medium and heavy armored vehicles. The turret can also blast aircraft out of the sky. The power requirements are steep at -75. Putting several turrets down will require a lot of Windtraps!

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Atreides Landing Pad
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Health: 2,000                Prerequisites: Construction Yard, Hangar
Cost: $800                   Tech Level: 5
Buildtime: 240               Armor Type: Building
Power: -30                   Infantry Released: 1

Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A

The Landing Pad is where your Ornithopters reload their ammunition. Because all this building does is resupply ammo, you do not need to deploy a separate
Landing Pad for every aircraft in your army.

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Atreides Starport
-----------------
Health: 2,500                Prerequisites: Construction Yard, Hangar
Cost: $1,500                 Tech Level: 7
Buildtime: 720               Armor Type: Building
Power: -100                  Infantry Released: 3

Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A

The Starport is used for ordering any vehicles (land or air) from the CHOAM (that's Combine Honnete Ober Advancer Mercantiles for you Dune fans) company.
You can obtain any vehicle, even if you don't have the buildings normally required for making them. The catch is you can only queue up to 5 units per order, and the prices of them are random. That means you may end up paying more or less for units. You also have to wait some time before the delivery reaches the Starport.

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Atreides Palace
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Health: 3,000                Prerequisites: Construction Yard, Starport
Cost: $1,600                 Tech Level: 8
Buildtime: 1,080             Armor Type: Building
Power: -150                  Infantry Released: 4

Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A

Hawk Strike
Buildtime: 4,536             Weapon Damage: 0
Weapon Blast Radius: 4

Having this building in your possession gives you the ability to use the
Atreides superweapon, the Hawk Strike. It requires the most power to stay online, and it's almost as tough as a Construction Yard.

The Hawk Strike attack confuses a group of enemy units into "retreating" off the map. The weapon continuously affects the area you selected for a few seconds. So, any other units that move under the hawk will also be confused.
This is useful if you find an army of tighly packed units heading your away.
Realize the hawk effect can wear off before those units can disappear off the battlefield.



>

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Atreides Scout
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Health: 200                  Prerequisites: Barracks
Cost: $30                    Tech Level: 1
Buildtime: 65                Armor Type: None
Sight Range: 20              Speed: 7
Veterancy Bonuses: None

Weapon Damage: N/A      Weapon Range: N/A      Rate of Fire: N/A
Damage vs. Armor: N/A

The sole purpose of the Scout is for recon. He's fast and can reveal a lot of ground on the map in little time. However, the Scout has no weapon and extremely low HP.

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Atreides Infantry
-----------------
Health: 800                  Prerequisites: Barracks
Cost: $60                    Tech Level: 1
Buildtime: 87                Armor Type: None
Sight Range: 7               Speed: 6
Veterancy Bonuses: Level 1 (5 pts.)  - +200 Health, Extra Damage
Level 2 (10 pts.) - Self-Repair
Level 3 (20 pts.) - Extra Armor

Weapon Damage: 219      Weapon Range: 5        Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]

Your basic soldier. Like in other C&C games, massing large amounts of
Infantry can pose a threat (assuming tanks don't mow 'em down). Their rifles barely harm Spice Harvesters and structures.

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Atreides Sniper
---------------
Health: 600                  Prerequisites: Barracks
Cost: $150                   Tech Level: 2
Buildtime: 99                Armor Type: None
Sight Range: 15              Speed: 6
Veterancy Bonuses: Level 1 (4 pts.)  - Extra Armor
Level 2 (12 pts.) - Self-Repair
Level 3 (30 pts.) - Stealth

Weapon Damage: 600      Weapon Range: 12       Rate of Fire: 76
Damage vs. Armor: None [100%]; Light [8%]; Medium [5%]; Heavy [2%];
Walls [1%]; Harvester [2%]; Aircraft [None]; Building [3%]

Think of the British Sniper from Red Alert 2 in a weaker form. His sniper rifle has a long range and can kill or cripple any infantry in one or two shots. I would recommend placing a couple of Snipers on clifftops around your base, as they gain an advantage with terrain elevation.

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Atreides Engineer
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