DUNE 2000 STRUCTURES |
All graphics in this page are taken from Dune 2000. © 1998 Westwood Studios. |
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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.
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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 |
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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!!
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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 |
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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.
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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 |
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Spice
Refinery
Again, about the second thing
to build, these hold 1000 credits (refined spice) and are
a base for your harvesters.
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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 |
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Spice Silo
This structure allows
you to store spice.
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Requirements |
Refinery
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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 |
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Atreides
Harkonnen
Ordos |
Barracks
This structure allows
you to construct infantry units.
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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 |
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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. |
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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.
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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 |
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Heavy Vehicle
Factory
This structure allows you to
construct tanks and other advanced, tracked units.
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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 |
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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)
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Requirements |
Barracks
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Armor |
Medium |
Vulnerabilities |
Vulnerable to most weapons |
Abilities |
With enough power the Radar
Outpost will give you a map of the playing field |
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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.)
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Requirements |
Heavy
Factory |
Armor |
Medium |
Vulnerabilities |
Vulnerable to most weapons |
Abilities |
You need this structure in
order to repair your damaged vehicles |
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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.)
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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 |
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Hi-Tech
Factory
This structure allows you to produce Carry-alls and if
you are the Atreides, ornithopters. |
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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
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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 |
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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
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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 |
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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.
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Requirements |
Radar
Outpost |
Armor |
Medium |
Vulnerabilities |
Resistant to infantry and
explosive but vulnerable missiles and tank based
weapons |
Abilities |
Provides basic protection
against assaults |
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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.
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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 |
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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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