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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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three Harvester drop-off ramps.

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Ordos 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 Dust Scouts,
Laser Tanks, Spice Harvesters, and MCVs are allowed to be built. The upgrade adds the APC and Kobra. Deploying a Starport supplies the Deviator to your list.

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Ordos 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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Ordos 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
Anti-Aircraft Mines are buildable. The upgrade adds the Eye in the Sky and the
Advanced Carryall.

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Ordos Gas Turret
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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: 500      Weapon Range: 14       Rate of Fire: 75
Damage vs. Armor: None [100%]; Light [20%]; Medium [15%]; Heavy [3%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [15%]

The Gas Turret, although dangerous against foot soldiers, has one major drawback: it launches gas canisters and takes time to reach the target. But these attacks do have some "splash" damage.

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Ordos Pop-up Turret
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Health: 3,000                Prerequisites: Construction Yard (upgraded),
Cost: $1,200                                Barracks
Buildtime: 309               Tech Level: 4
Power: -75                   Armor Type: Heavy
Infantry Released: 1

Weapon Damage: 550      Weapon Range: 9        Rate of Fire: 60
Damage vs. Armor: None [8%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [None]; Building [40%]

The Pop-up Turret looks almost identical to the Gas Turret but uses a gun instead. Compared to the other Houses' turrets, its damage, range, and RoF are fairly average and doesn't excel in any one area. The turret can retract into the ground for extra protection from fire.

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Ordos Starport
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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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Ordos 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

Chaos Lightning
Buildtime: 6,220             Weapon Damage: 1,000
Weapon Blast Radius: 4
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [None]; Building [60%]

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

Chaos Lightning takes the most time to charge up compared to the other two superweapons. This weapon sends a group of units into a frenzied rage, and they attack either friend or foe. The lightning also affects defensive structures (Rocket Turret, etc.). If your opponent has a habit of stockpiling units in their base or has tens of turrets sitting around, this weapon can easily sabotage their operations.



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Ordos Scout
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Health: 200                  Prerequisites: Barracks
Cost: $30                    Tech Level: 1
Buildtime: 65                Armor Type: None
Sight Range: 20              Speed: 8
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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Ordos Chemical Trooper
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Health: 575                  Prerequisites: Barracks
Cost: $50                    Tech Level: 1
Buildtime: 87                Armor Type: None
Sight Range: 8               Speed: 6
Veterancy Bonuses: Level 1 (3 pts.)  - Self-Repair
Level 2 (10 pts.) - Extra Armor
Level 3 (20 pts.) - Extra Damage

Weapon Damage: 250      Weapon Range: 3        Rate of Fire: 40
Damage vs. Armor: None [100%]; Light [20%]; Medium [15%]; Heavy [3%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [15%]

This Chem Warrior-equivalent is a watered-down version of Harkonnen's
Flamethrower Infantry. His gas gun has extremely low range and causes continous damage against targets.

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Ordos AA Trooper
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Health: 300                  Prerequisites: Barracks
Cost: $100                   Tech Level: 2
Buildtime: 99                Armor Type: None
Sight Range: 8               Speed: 4
Veterancy Bonuses: Level 1 (4 pts.)  - Self-Repair
Level 2 (10 pts.) - Extra Armor
Level 3 (20 pts.) - Extra Damage

Weapon Damage: 375      Weapon Range: 8        Rate of Fire: 40
Damage vs. Armor: None [10%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]

Improve the Harkonnen Trooper's stats, and this is what ya get. He can hit both land and air targets and has a much faster rate of fire. Again, HP is quite low.

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Ordos Engineer
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Health: 400                  Prerequisites: Barracks (upgraded)
Cost: $400                   Tech Level: 3
Buildtime: 350               Armor Type: None
Sight Range: 6               Speed: 4
Veterancy Bonuses: None

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

The Engineers serves the same purpose he always has. He can instantly restore a building's health to full, although he "sacrifices" himself in the process. He's also capable of capturing enemy structures. Unlike Red Alert, an Engineer can take over a building regardless of its HP. Engineers have the ability to remove any leeches attached to vehicles.

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Ordos Mortar Infantry
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Health: 700                  Prerequisites: Barracks (upgraded)
Cost: $100                   Tech Level: 4
Buildtime: 144               Armor Type: None
Sight Range: 8               Speed: 4
Veterancy Bonuses: Level 1 (4 pts.)  - Self-Repair
Level 2 (10 pts.) - Extra Armor
Level 3 (20 pts.) - Extra Damage

Undeployed Mode
Weapon Damage: 100      Weapon Range: 5        Rate of Fire: 45
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]

Deployed Mode
Weapon Damage: 375      Weapon Range: 15       Rate of Fire: 45
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]

Like the Kindjal, this infantry has two modes. Undeployed does little damage to soldiers and no damage to just about anything else. Deployed easily takes out infantry and does some harm to vehicles. The deployed mode's long range capability is very helpful.

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Ordos Saboteur
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Health: 600                  Prerequisites: Barracks (upgraded)
Cost: $150                   Tech Level: 5
Buildtime: 260               Armor Type: None
Sight Range: 8               Speed: 6
Veterancy Bonuses: None

Weapon Damage: 3,000    Weapon Range: 0        Rate of Fire: 0
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
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