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{{Cleanup|July 2007}}
{{Header Nav|game=Dune II: The Building of a Dynasty}}
{{Header Nav|game=Dune II: The Building of a Dynasty}}
While there were no "built in" cheat codes for the computer versions of Dune II, game settings could easily be manipulated by editing the "scenario.pak" file using a text editor. These settings include:  
While there were no "built in" cheat codes for the computer versions of Dune II, game settings could easily be manipulated by editing the "scenario.pak" file using a text editor. These settings include:  
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In the original (DOS) version:
In the original (DOS) version:
*There is a global limit on structures and units which curiously encompasses both the human player's and those of the CPU (the computer-controlled opponents). This severely limits the size of the human player's army when the CPU's army starts big on the later missions. To work around this the player has first to take "small bites" out of the CPUs base, destroying a few of the CPUs outwards constructions like missile turrets, before he can fully develop his base and launch the final attack.
*There is a global limit on structures and units which curiously encompasses both the human player's and those of the CPU (the computer-controlled opponents). This severely limits the size of the human player's army when the CPU's army starts big on the later missions. To work around this the player has first to take "small bites" out of the CPUs base, destroying a few of the CPUs outwards constructions like missile turrets, before he can fully develop his base and launch the final attack.
*In order to render the game playable on 8-16 MHz systems, it was necessary for the designers to have off-screen units update at about half the rate of those on-screen.  This only affected movement, but it resulted in a player being able to move an army much faster if he scrolled the map to keep them in view.
*In order to keep the game playable on 8-16 MHz systems, the designers had off-screen units update at about half the rate of those on-screen.  This only affected movement, but it resulted in a player being able to move an army much faster if he scrolled the map to keep them in view.
*Nearly every map in the game had at least one very long interconnected path of rock leading from the player's base to the enemy base.  Unfortunately, this led to the practice of "creeping", where players would place concrete all the way up to the enemy base and begin erecting turrets, removing the need for a large component of the gameplay.
*Nearly every map in the game had at least one very long interconnected path of rock leading from the player's base to the enemy base.  Unfortunately, this led to the practice of "creeping", where players would place concrete all the way up to the enemy base and begin erecting turrets, removing the need for a large component of the gameplay.
*Because of errors in the code, combat units gained a slight increase in range when placed at certain angles; Rocket launchers attacking from the north or south and one column right or left could out-range Missile Turrets, but from other angles could be easily destroyed by return fire.
*Because of errors in the code, combat units gained a slight increase in range when placed at certain angles; Rocket launchers attacking from the north or south and one column right or left could out-range Missile Turrets, but from other angles could be easily destroyed by return fire.
*The Atreides sonic tank attack range is supposed to cover the whole screen, but the range is actually determined by the "Game Speed" setting. When set to "Very Fast" the attack covers the whole screen, but when set to "Very Slow" it only covers about half of the screen.
*The Atreides sonic tank attack range is supposed to cover the whole screen, but the range is actually determined by the "Game Speed" setting. When set to "Very Fast" the attack covers the whole screen, but when set to "Very Slow" it only covers about half of the screen.
*The rocket launchers' range is also affected by the "Game speed": at the "Very slow" setting, the rockets can fire accurately at close targets, while, at higher speed settings, rockets fired on nearby targets go out of control and fly in unpredictable directions.
*The rocket launchers' range is also affected by the "Game speed": at the "Very slow" setting, the rockets can fire accurately at close targets, while, at higher speed settings, rockets fired on nearby targets go out of control and fly in unpredictable directions.
*Carryalls would pick up damaged units and bring them to a repair center. If there was no way to exit the center, because every side was blocked, the Carryall would return the vehicle to its former position. As long as the unit would only attack buildings, the enemy ignored it.
*Carryalls would pick up damaged units and bring them to a repair center. If every side of this repair center was blocked, the Carryall would return the vehicle to its former position. As long as the unit would only attack buildings, the enemy ignored it.
*The Ordos deviator changes the loyalty of a targeted unit to yours for a short period of time. If you "deviate" an enemy unit, select it, and then click the Attack or Move button without selecting a target. Eventually, the unit will revert to its original side. However, you will keep the target cursor, and can now select a target. The unit will think it received the command from its own side, and will execute it and continue to do that command until it is completed or the unit takes damage. Common uses of this tactic are to have the "deviated" unit destroy a computer structure or to command an enemy harvester to drive back to your base, where you can destroy it. (Any harvested spice in the enemy harvester when it is destroyed will be placed on the ground.)
*The Ordos deviator changes the loyalty of a targeted unit to yours for a short period of time. If you "deviate" an enemy unit, select it, and then click the Attack or Move button without selecting a target. Eventually, the unit will revert to its original side. However, you will keep the target cursor, and can now select a target. The unit will think it received the command from its own side, and will execute it and continue to do that command until it is completed or the unit takes damage. Common uses of this tactic are to have the "deviated" unit destroy a computer structure or to command an enemy harvester to drive back to your base, where you can destroy it. (Any harvested spice in the enemy harvester when it is destroyed will be placed on the ground.)
*Furthermore, deviated units ordered to attack houses other than their own will continue to attack them even after the deviation wears off.  A deviated Atreides tank ordered to attack a Harkonnen base, for example, will continue to attack the base even after the deviation wears off.  (Fremen are great targets for deviation, since they will always continue to attack whatever they were ordered to attack after the deviation wears off.)
*Furthermore, deviated units ordered to attack houses other than their own will continue to attack them even after the deviation wears off.  A deviated Atreides tank ordered to attack a Harkonnen base, for example, will continue to attack the base even after the deviation wears off.  (Fremen are great targets for deviation, since they will always continue to attack whatever they were ordered to attack after the deviation wears off.)