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War2Mod (War2 with triggers) beta testing 3412  103

Peon Posts: 44 Karma: +0/-0 **

dannyldd

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Re: War2Mod (War2 with triggers) beta testing
« Reply #15 on: December 09, 2020, 08:45:29 PM »
This is absolutely fantastic !! I just love you managed to release all those warcraft 2 tools, I really thought wouldn't ever be possible to set triggers like these...

A little question, do you know if would ever be possible to switch the code in order to allow AI to attack orc/human wall and farms if they cannot reach either unit or towers ?

This bug if ever is fixed up then it could be possible to build walls in single player as well without using the cheap strategy to just cover towers with them and be completely safe. This could be very useful to play cooperative against AI in multiplayer as well.

Also, the addition of building sheeps I find extremally useful in cases you make custom maps with AI and in case they run out of wood then Sheeps may be extremally useful to bring up much more wood resources if not, infinite amounts of wood. This would work really well because you can set a really high amount of gold available for gold mines being used by AI but wood runs out much faster for them than gold, so if could be possible for you then would be really great to allow making AI scripts with "train sheeps" function in order to allow AI gathering for much more wood in extended amount of times for customized missions.

Thanks a lot again for your project guys.
Peon Posts: 44 Karma: +0/-0 **

dannyldd

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Re: War2Mod (War2 with triggers) beta testing
« Reply #16 on: December 09, 2020, 08:57:57 PM »
Well, let's be honnest, for my own part, i am a competitive player, and i believe there other players like me, so everytime i watch for add on, mods, updates or things like that, im always checkin for something that gonna be implant in the entire game for everyone.... I mean im not that much a custom player... But thats all good with me if peoples loves custom.

But i think there some things, that we can implan in the final code source of the true server game... So everyone would have it for every maps and every mode.

Like literally change the game itself....

There some idea that i think would be usefull for the real game itself...

Probably still need some rework, but overall they are good ideas.

'' 6. Peons can repair catapults. (because why not?) ''

'' 12. Exchange resources between allies. Just bring your peon to ally base. When your peon standing near allied TownHall you giving your ally 100 gold in 1 second. If your peon standing near Lumbermill then you gives 100 lumber. If you bring Tanker to allied Wharf of Refinery you will give 100 oil.
Remember just being allied not enough. You and other player both need to be AVed. Set AV flag not just ally. If AV not set resources wil not be given, so you can use this to enable/disable when needed. ''

''13. Allied transport system. You can bring units of other players in your transport.
Remember just being allied not enough for this to work too. You and other player both need to be AVed. Set AV flag not just ally.''

So here my next question... If peoples would love those things or any other things, is that would be possible to add this in the official game, for every maps, every mods, just like an entire update for the full game itself.

Lambchop did something like that once, with the chop bar, unfortunely, some peoples make it remove from the game.








Are you a competitive player for single player campaigns buddy ? I may have something for you ^^ Are you ?
Death Knight Posts: 3833 Karma: +149/-99 *********

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Re: War2Mod (War2 with triggers) beta testing
« Reply #17 on: December 09, 2020, 09:20:48 PM »
To be honnest, not really, i love to interact with real peoples, so when im playing against cpu i get borred really quick, sadly :(
Peon Posts: 44 Karma: +0/-0 **

dannyldd

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Re: War2Mod (War2 with triggers) beta testing
« Reply #18 on: December 09, 2020, 09:28:16 PM »
oh no problem friend, I really hope this can be released for the official client ^^
Peon Posts: 3 Karma: +0/-1 **

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Re: War2Mod (War2 with triggers) beta testing
« Reply #19 on: December 09, 2020, 09:30:44 PM »
This is pretty dang amazing.

Do ya'll want some custom artwork for any of the re-purposed buttons? I've dived into editing that spritesheet for a custom campaign, would be happy to provide some art for the Attack Peasant, new special building icon, etc. etc.
Axe Thrower Posts: 258 Karma: +23/-4 ****

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Re: War2Mod (War2 with triggers) beta testing
« Reply #20 on: December 09, 2020, 11:41:14 PM »
very impressive.  i dont play anymore but wanted to say i appreciate all the time and effort you guys put into this.  great job.
Peon Posts: 44 Karma: +0/-0 **

dannyldd

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Re: War2Mod (War2 with triggers) beta testing
« Reply #21 on: December 10, 2020, 05:55:20 AM »



Well yes it is possible to add to entire game i think. But will not be doing this.
Because it will not be compatible with old versions of game obviously. iL says its a bad aproach so as we need maximum compatibility with all versions.
And because of that we put this on backup server. There will be no problems like some people download new version and some not and after that there is disconnects and drops.
Because all people who joins backup sever will get triggers automatically from server itself.
So if you want play with triggers you say your friends and then you all go in backup serv to play. If you dnt want anymore just go back to official serv and all functions will be disabled and this will be standart old war2.

Even though I can understand iL point of view about not being compatible with older versions, I would really appreciate as well as other map creators to at least allow setting up all of those features in one single war2 version so at least any of them can make for real their creations (in the short term) and so then, people interested at playing them.

If could be possible to set up "train sheep" into AI scripts so then you could allow AIs to have wood available in much longer mission sessions because you can set a ton of gold available but wood runs out much faster which of course is a problem for late game scenarios.
Grunt Posts: 69 Karma: +10/-0 ***

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Re: War2Mod (War2 with triggers) beta testing
« Reply #22 on: December 10, 2020, 08:59:12 AM »
if you want to Comps have unlim wood for campaign you dont need to make them "train sheep".
It is possible to just give them wood right away with "resource set" trigger in custom made map,
something like <set player BLUE resource WOOD to 10000>
and they always have 10000 wood every second.
Gold too. And gold can be even better. You can make unlimitied supply in golmine. You make mine with 2500 gold. When computer player peon is going inside mine will have 2400 and etc.
But you make trigger that every second sets its back to 2500. But when player peons mining that gold then gold dnt going back to 2500. So if player captured that comps base they dont receive many gold)) So this way comps will have unlimited gold, but if player gets thats base then he only have 2500.

This all can be made in custom map.
Tool for creating triggers for your maps will be released later so just wait a bit.
Peon Posts: 44 Karma: +0/-0 **

dannyldd

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Re: War2Mod (War2 with triggers) beta testing
« Reply #23 on: December 10, 2020, 10:09:56 AM »
if you want to Comps have unlim wood for campaign you dont need to make them "train sheep".
It is possible to just give them wood right away with "resource set" trigger in custom made map,
something like <set player BLUE resource WOOD to 10000>
and they always have 10000 wood every second.
Gold too. And gold can be even better. You can make unlimitied supply in golmine. You make mine with 2500 gold. When computer player peon is going inside mine will have 2400 and etc.
But you make trigger that every second sets its back to 2500. But when player peons mining that gold then gold dnt going back to 2500. So if player captured that comps base they dont receive many gold)) So this way comps will have unlimited gold, but if player gets thats base then he only have 2500.

This all can be made in custom map.
Tool for creating triggers for your maps will be released later so just wait a bit.

Thank you commander. You're a god from warcraft 2 for this situation being real :-)
Peon Posts: 44 Karma: +0/-0 **

dannyldd

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Re: War2Mod (War2 with triggers) beta testing
« Reply #24 on: December 10, 2020, 05:39:54 PM »
Just thinking. If for any reason you could have access to game code in order re balance unit spells just like Bloodlust, then I may suggest immediatelly nerfing this ability in order to fix up finally the war2 multiplayer in order to allow a much wider, if not all orc (and human faction of course) units catalog because this specific ability from ogre mages have stucked war2 multiplayer since forever, and I haven't been around for such a long time but I can expect how many years have been the bloodlust spell the main ability for multiplayer.

Bloodlust (from my experience) seems to increase base damage (plus upgrades) for 2.5 times I think or it may be 2 times, but if you could reduce this to somethine like x1.5 nor less time to last then you could definetely bring up a chance for many other unit compositions. Also to buff the 3rd ogre mage spell called as "rune" or something that I have never ever seen to use but reducing its cost from 200 mana to something like 100 or 120.


I was talking to a guy from community and would be a cool idea that if you can switch some mage spell like the magic shield or invicibility in order to cancel bloodlust, in that way you could have more options to play against bloodlust. This spell would work like exorcism which has area of effect and can be casted from distance, so if mage set this spell on place then ogre/units with bloodlust would actually lose it.

Just little suggestions.
Ogre Posts: 1326 Karma: +66/-5 *******

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Re: War2Mod (War2 with triggers) beta testing
« Reply #25 on: December 11, 2020, 01:45:25 AM »
People dont want balance map gow, before that we shouldnt balance races
Peon Posts: 30 Karma: +2/-0 **

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Re: War2Mod (War2 with triggers) beta testing
« Reply #26 on: December 11, 2020, 03:15:00 AM »
Ballistas/Catapults repairs, sheeps, portal etc. sounds very nice  :slight_smile: Interesting ideas guys, but I'm not sure what's the point with Circle of Power (I don't think that Daemons will be useful, especially after increasing archers/trolls attack) and with heroes.
The core problem with using heroes in common gameplay is that they looks exactly the same as normal units, so in longer matches it will be hard to tell where heroes are or if enemy is using any hero or not. Maybe modify "anything" with heroes sprites? Or at least give every hero some graphical highlight below them, just like War3 heroes have.

I know it's your mod and I don't want to force anything... just a different idea for heroes: new building for hiring heroes, three heroes per race, every hero has some unique graphic change, every hero will have hp regeneration and immunity to polymorph, and only one hero can be hired in one match. This way heroes will be noticeable and they will be a single special unit with special abilities.
For Humans it might be:
- Alleria (archer);
Basic skill: long range (7)
Skill to research after Keep: Invisibility on self (sneaking)
Skill to research after Castle: upgrade to range +2 (so she will have longer range than any other unit in game)
- Turalyon (paladin);
Basic skill: healing
Skill to research after Keep: blessing just like you wrote previously (he blocks some damage for all allied units, including magic damage)
Skill to research after Castle: ?
- Kurdran (gryphon rider);
Basic skill: none (this hero is flying/his base hp is only 100)
Skill to research after Keep: gryphon's armor (+150 to hp)
Skill to research after Castle: Whirlwind (gryphon's mighty wings can foment a whirlwind)

For Orcs:
- Korgath (grunt)
Basic skill: vampiric aura (just like you implemented already: all allied units in range of 5 will be dealing 2 additional damage and will be healing themselves to 2 hp)
Skill to research after Keep: Prevent Loss (just like you implemented already)
Skill to research after Castle: ?
- Dentarg (ogre-mage)
Basic skill: ?
Skill to research after Keep: Summoning Daemons
Skill to research after Castle: maybe fornication that you planned for Cho'gall? What exactly fornication should do?
- Teron (death knight)
Basic skill: starts with Death Coil, Raise Dead and immunity to Exorcism
Skill to research after Keep: aura of creating skeletons! (just like you implemented already)
Skill to research after Castle: mana upgrade +200 mana points (that will increase mana limit from 255 to 455 for this hero)

So if you will keep your hero alive and invest on him/her you will have powerful and unique specialist.
[Please note that above heroes description is just my idea; it's not what iL, Oragorn and Mistral did for this mod]

Guys, if you want we can discuss about it or just ignore it  :slight_smile: Anyway, good job with this mod, it's very impressive  :thumbsup:  :wc2:
Ogre Posts: 1326 Karma: +66/-5 *******

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Re: War2Mod (War2 with triggers) beta testing
« Reply #27 on: December 11, 2020, 06:45:14 AM »
W2 is not a micro game, units havent got 600 hp like in w3,  heros will do nothing in late game,since you can polymorph heros,  in multiplayer custom maps will be fun, but not in normal games

In late game you can gew few bases so your heros will do nothing

Why you guys want make w3 on w2? Most of you didnt play multiplayer
Peon Posts: 30 Karma: +2/-0 **

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Re: War2Mod (War2 with triggers) beta testing
« Reply #28 on: December 11, 2020, 10:15:34 AM »
W2 is not a micro game, units havent got 600 hp like in w3,  heros will do nothing in late game,since you can polymorph heros,  in multiplayer custom maps will be fun, but not in normal games

In late game you can gew few bases so your heros will do nothing

Why you guys want make w3 on w2? Most of you didnt play multiplayer

Last time I played War2 multiplayer was more or less 10 years ago, but I was always too slow to be good enough :) As far as I remember every single match ends with few groups of Ogre-Mages + few DKs. Maybe that's the reason why people like iL wants to add something to this game.

I think noone wants to make War3 on War2. War3 is ugly mix between RTS and RPG but here these guys want to add special units, not supreme heroes with ultimate abilities, items and leveling up.
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Re: War2Mod (War2 with triggers) beta testing
« Reply #29 on: December 11, 2020, 11:51:12 AM »
In every game you are using best unit in game as fast as possible, you want now to replace it for somethong else, blizzard didnt add new unit for w3 since frozen throne

Human are enough strong in sea games


If you add alleria now in multi human will be op since alleria will be from hall, and you will got fast catapult with 7 range more than guard tower, sneaking invis? Night elf from w3

Bladefist with aura? Oh you mean dreadlord from w3

You just add few ideas from w3

Still players should vote about it, but 99% players from ru wont want change anything in game and 99% wont read this topic
Its good idea to add mods for customs or singleplayer
I will accept making lust not x3 but x2


join us, play with us, you will got one vote