DUNE 2000 STRUCTURES
All graphics in this page are taken from Dune 2000.
© 1998 Westwood Studios.
 
 

Construction Yard
This is the first structure that you get. This will let you build all the other structures during the game. Like all the other games of a similar style, you have more construction options as the game progresses.
Requirements MCV
Armor Medium
Vulnerabilities Strong but weaker when attacked in numbers
Abilities This structure needs no power and needs to be protected at all costs as it is the center of your base

Concrete Block(s)
This acts as a foundation for all your structures. DO build this first, as it may seem quicker just to build the structure straight onto the rock, but you then have to repair the structure later on. Very important if you are building windtraps, without concrete foundations, it will half the power output!!
Requirements Construction Yard 
Armor Medium
Vulnerabilities Concrete is usually destroyed after being hit so it must be replaced or left as it can't be repaired
Abilities Concrete provides a base for the buildings and if not used the building will start out with half damage. They can be built in groups of six

Windtrap
These are usually amongst the first things you will make. Windtraps produce power and extract water from the air. Each produces 100 units of energy. BEWARE : they damage very easily and will not withstand a sustained attack for very long.
Requirements Construction Yard
Armor Light
Vulnerabilities Vulnerable to most weapons
Abilities Wind Traps will provide power to the base by collecting the wind and converting it with turbines

Spice Refinery
Again, about the second thing to build, these hold 1000 credits (refined spice) and are a base for your harvesters.
Requirements Wind Trap 
Armor Medium
Vulnerabilities Vulnerable to all types of weapons 
Abilities The Refinery is used to convert the harvested spice into credits which are then used to purchase buildings and units. The Refinery can hold 1000 credits and provides you with a harvester when built

Spice Silo
This structure allows you to store spice.
Requirements Refinery
Armor Light
Vulnerabilities Vulnerable to most weapons
Abilities This is used to store the excess spice and is evenly distributed equally among all silos. All excess spice is lost


Atreides

Harkonnen

Ordos
Barracks
This structure allows you to construct infantry units.
Requirements Wind Trap 
Armor Medium
Vulnerabilities Vulnerable to most weapons
Abilities They provide a place to train your infantry. When upgraded you can train more advanced units

WOR
This structure can only be built by the Harkonnens and Ordos houses, as the Atreides don't believe in violence. It produces rocket infantry.

Light Vehicle Factory
This structure allows you to construct Trikes and Quads. Only usually built in the later levels to gain access to the heavy vehicle factory.
Requirements MCV
Armor Medium
Vulnerabilities Strong but weaker when attacked in numbers
Abilities This structure needs no power and needs to be protected at all costs as it is the center of your base

Heavy Vehicle Factory
This structure allows you to construct tanks and other advanced, tracked units.
Requirements MCV
Armor Medium
Vulnerabilities Strong but weaker when attacked in numbers
Abilities This structure needs no power and needs to be protected at all costs as it is the center of your base

Radar Outpost
Enables you to monitor movement in revealed areas of the map by radar. Airborne units do not show up. (Sand worms do, however)
Requirements Barracks
Armor Medium
Vulnerabilities Vulnerable to most weapons
Abilities With enough power the Radar Outpost will give you a map of the playing field

Repair Facility
This structure will repair your damaged vehicles. A useful tip is to build the repair facility and block it in with walls, if you have carryall's your damaged vehicles will be flown into the repair facility and replaced from near where they were picked up. (Very useful if you are attacking an opponents base.)
Requirements Heavy Factory
Armor Medium
Vulnerabilities Vulnerable to most weapons
Abilities You need this structure in order to repair your damaged vehicles

Starport
This allows you to purchase units from off planet merchants. Prices vary due to market forces, and bargains can easily be picked up. Units do go out of stock, however. Not all units are for sale, only the standard ones. (See Units Page for more information.)
Requirements Radar Outpost
Armor Heavy
Vulnerabilities Vulnerable to most weapons
Abilities This allows you to trade with CHOAM and purchase units at varying prices which are delivered by a Frigate

Hi-Tech Factory
This structure allows you to produce Carry-alls and if you are the Atreides, ornithopters.
House Of IX
This structure enables you to build the advanced units for your house. These are as follows:

Harkonnens: Devastator
Atreides:
Sonic Tank
Ordos:
Deviator

Requirements Radar Outpost
Armor Light
Vulnerabilities Vulnerable to most weapons
Abilities The IX Research Center provides you with technology upgrades which entitles you  to advanced units and weapons

House Palace
The palace allows you access to the house special weapon or unit. These are as follows:

Harkonnens: Death Hand Missle
Atreides: Fremen
Ordos: Saboteur

Requirements IX Research Center
Armor Heavy
Vulnerabilities Vulnerable to most weapons
Abilities Palaces are used to provide your house with the special options for your house and become the center of your operations

Cannon Turrett
This base defence structure fires normal tank rounds at what ever enemy unit is in range. Best used as a last line of defence, as the rocket launchers can easily out-range it.
Requirements Radar Outpost
Armor Medium
Vulnerabilities Resistant to infantry and explosive but vulnerable missiles and tank based weapons
Abilities Provides basic protection against assaults

Rocket Turrett
This structure is the ultimate in base defence. At long range it will almost match the Rocket Launchers For close range defence, it also has a machine gun.
Requirements Radar Outpost
Armor Heavy
Vulnerabilities Resistant to infantry and explosive but vulnerable missiles and tank based weapons
Abilities The Rocket Turret has longer range and faster reload than the Gun Turret but it requires power to operate

Concrete Wall
The concrete wall is best left alone. It doesn't provide much defence against much more than a light tank and takes a while to build a decent wall.

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