Warcraft II Forum

Warcraft II => Server.War2.ru => Topic started by: iL on December 09, 2020, 04:28:45 AM

Title: War2Mod (War2 with triggers) beta testing
Post by: iL on December 09, 2020, 04:28:45 AM
Happy birthday, Warcraft II.
25 years ago, Dec 9 1995 Warcraft II Tides of Darkness have been released.

Today we are beginning the beta-test for our new project: War2Mod.
Beta test period is 1 month: 09 Dec - 09 Jan.

War2Mod is improved War2, based on some updates in the code of the original game.

All you need to do for testing is to join our backup server. War2Mod will be loaded automatically and work on the backup server only.

Just join the backup server, host the game on any random map and check new in-game functionality. It's incompatible with the original game. that's why we use a separate server to make all the clients work similar way.

War2Mod have been programmed by @Mistral
The idea and name "War2Mod" by @Oragorn

I also took part in the project as an assistant and I checked it works as declared.

Title: Re: War2Mod (War2 with triggers) beta testing
Post by: iL on December 09, 2020, 04:50:08 AM
Quote
Hello, Warcraft2 players! I have great news for you!
Super New Triggers System for War2 going to OPEN BETA testing. All of you can go and test some new features.
You just need to join to our Backup Server of War2.ru So we asking all who can to go and give it a try.
We are waiting for your feedback. What you like and what not.
And very important if you got some errors, crashes, disconnects, ect. PLEASE say about it. This can help us to make Triggers System even better.

So what to do after you joined Backup Server?
To activate some new features you need to host map with some triggers inside.
How to get map with triggers? Program for making your own maps is still in development. Wait for release.
And we need your feedback and testing to make this faster.

But do not despair. Our very famous and good player - Oragorn came up with an idea.
He called it - War2Mod. This is a set of pre-prepared triggers.
So you just go to Backup Server. Then just host any map and play.
And War2Mod will be activated for any map.

So what features there is in War2Mod?

1. Upgrades from lumbermills give +4 dmg instead of +1 for archers and trolls. So they can be not so useless now.

2. Fireball damage now 120.

3. Peons received new third button for buildings. They can build some very special buildings.
  3a. Runestone. This is very helpful thing. It gives buffs to nearby units, heals them, and mages regen mana faster.
  3b. Portal. And not just for fun. Portals are realy working and teleporting units from one place of map to the other.
  3c. Circle of Power. This is drawn with peon's blood so peon is sacrificed in process. And you can build DEMONS from cirle if you have 2 or 3 tier townhall.
        If circle got destroyed by enemies then you cannot build there any buildings as the terrain got cursed.

4. So you can build demons now. And this is not just some flying mid-late game unit. Because they now have manaburn.
Yes like Arcana towers in Warcraft3. They deal more damage to mages and burn their mana too.

5. Can build attack peons in townhall. They cannot build buildings or get resources. but they builds faster, cost lesser gold, and have more dmg and armor.
They is something like militia in Warcrat3. (This is Oragorn's idea, i dont actually think they are needed. But maybe with some balance of stats will be better. We need your feedback.)

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

7. You can build sheeps from farms. Sheeps gives you 1 gold and 1 lumber in 1 second if they are just alive so keep them well. (This is Oragorn's idea, i dont actually think they are needed)

8. Stealing resources from enemies. So when you attack buildings of enemy you steal 2 gold and 1 lumber from them in each hit. (and attacking Oil Platform will get you 5 oil from each hit)

9. Capturing of enemy buildings. So when you attacking building with peon and that building have 5% hp left you will get that building captured and it will be yours.

10. Ships repairs near Shipyard. Just stand your ship nearby and its hp will be regenerated.

11. Autoheal for paladins. To activate you need to learn Heal and Exorcism. And very IMPORTANT you need to get some paladins near church standing and praying.
If you have at least 1 paladin near church then all your paladins on map will have autoheal. Autoheal cost more than normal heal. Mor paladins standing near church the lesser it cost. If you have 3 paladins near church autoheal will cost 7 mana. (normal heal cost + 1). Cost cannot go lower than that. (lesnik says that manual healing must be always better that auto)

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.

14, The most important thing. HEROES
Yes you can build heroes now. Both races have unique set of heroes.
Heroes can be builded in TownHall.
And you can have only 1 of each hero. (but can be revived if dies - just build again)
You have 2 heroes from the start.
When you go to 2 tier TownHall you will have another 2 heroes.
And in 3 tier you will have 3 more heroes.

So the list of heroes (for humans and orcs) (all heroes stats non standart)
Starting heroes:

Danath - Grom
just better footman/grunt and thats all

Alleria - Zuljin
Troll have good regeneration and more hp/armor, archer have more damage(very)

Tier2 heroes:

Turalyon - Dentarg
Turalyon has an aura of blessing just like the paladins in Warcraft 3, he blocks 3 damage for all allied units, including magic damage. Dentarg has the ability to Prevent Loss. If his health is more than 1, then when he receives fatal damage, 1 hp remains and he is invulnerable for 2 seconds.

Lothar - Kargath
As human hero is rides horse - he is faster, so orc hero have more armor and hp (heavy)
They have very unique VAMPIRIC AURA. All allied units in range of 5 will be dealing 2 additional damage and will be healing themselves to 2 hp. (only alive units, with catapults and buildings dont works)

Tier3 Heroes:

Uther - Chogal
A very powerful paladin for 1 mana restores 1 hp! / ogre mage constantly has fornication!

Khadgar - Theron
A tough human mage, has an aura of slowing down for all enemies within a radius of 5 cells. / cool death knight - has the aura of creating skeletons! (in the area of ??5 cells, all corpses rise up and nature to him). The attack range is very long.

Kurdran - Deathwing
very powerful late game super flying hero



Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Nox on December 09, 2020, 06:07:24 AM
Im not gonna lie, i like that, not that i like all the ideas, but i like the fact that you try something, put it on a beta mod to a back up server and everyone are able to try it and give feed back before it's release like that on the official game. 

But im still having questions, because im not sure to understand... What is this mod for? Are you guys planning to add this later on the official server game?

Are you planning to make a special map? Is that only gonna stay on the back up server... Whats the plan after that month of beta test?

Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 09, 2020, 06:24:43 AM
Triggers initially intended to be inside PUD maps.
So plan is that later i will make tool for creating triggers in maps, and ANYONE can use and create something they always wanted.
But now you dnt have any maps for testing so @Oragorn idea is War2Mod - set of pre-made triggers to be enabled for any map in backup server.
After beta test i dnt know what will be. Maybe it will be staying on backup or maybe can be played on official server but only in special game mode (you will need to download new MPQ to get that game mode, or install new War2Combat 47+ maybe).
Now for testing there many triggers enabled and some of them (maybe) can cause some errors, disconnects etc. So we want for people to test in real game.
And PLEASE say if you get some crashes and etc. We need feedback. Its important.

P.S. and i know you all love some GOW or CHOP yes, but please play some sea maps too, maybe like HSC or FOC. To test some water triggers too. Like transporting allied players (need to play 2s or more obviously for this).
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Nox on December 09, 2020, 06:48:55 AM
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.




Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 09, 2020, 07:21:36 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.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Nox on December 09, 2020, 07:46:14 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.

lol always the same probleme with iL, all those old rigged useless versions.

Well good job anyway.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Certified MENSA Genius Brain (smart) on December 09, 2020, 08:57:22 AM
iL is right, you don't want some people with War2mod on the main server joining games and having disconnects and crashes. 

This is cool @Mistral, do you plan to do updates and tweaks if some of these mods are too powerful?  I think maybe also dragons/gryphones could increase their attack speed, and sappers/demo squads could train more quickly.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 09, 2020, 09:17:36 AM
iL is right, you don't want some people with War2mod on the main server joining games and having disconnects and crashes. 

This is cool @Mistral, do you plan to do updates and tweaks if some of these mods are too powerful?  I think maybe also dragons/gryphones could increase their attack speed, and sappers/demo squads could train more quickly.
All this testing thing is meant for updates and tweaks.

And we need all players help and feedback to do it!  :)
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Nox on December 09, 2020, 09:19:18 AM
iL is right, you don't want some people with War2mod on the main server joining games and having disconnects and crashes. 

This is cool @Mistral, do you plan to do updates and tweaks if some of these mods are too powerful?  I think maybe also dragons/gryphones could increase their attack speed, and sappers/demo squads could train more quickly.

Crash only occurs because he allow different client versions..

If everyone are set on the same version, there no crash.

Anyway to be honnest, mistral and oragorn should just use a new server and start a new RTS WAR2 GAME STYLE..

This thing has the potential to be the league of legend of rts evolution!

This mod need rework and ajustement to be on point, but honnestly, its almost already better then war2 lol
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Certified MENSA Genius Brain (smart) on December 09, 2020, 09:36:48 AM
Another thing is that skeletons could be made stronger.  Maybe not even more attack but more hp and armor so they can take a long time to kill.  Right now they can't even beat a peon
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Nox on December 09, 2020, 09:46:23 AM
Another thing is that skeletons could be made stronger.  Maybe not even more attack but more hp and armor so they can take a long time to kill.  Right now they can't even beat a peon

I told him trying to make different stones, imagine you build a human stone and every ennemies that past beside it are slowed...

Or you make an orc stone beside your gold mine, and every peons that die are raising as skeletoons lol.

Instead of making militian with the second peon, you just could use that peon as a P SCOUT... 100 gold only, cant build, cant mine.

Can make better then war2 with this kind of mentality, only peoples who cant adapt to evolution get stock in the same pattern.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: tk[as] on December 09, 2020, 11:59:10 AM
If there is a release or update let me know and I will post it on war2 Tides of Darkness FB page
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Certified MENSA Genius Brain (smart) on December 09, 2020, 02:19:24 PM
I wonder if you could ever fix pathfinding... 🤔
Not for War2 classic but if you’re doing a big mod project, pathfinding, rally points, unit queues are what it would take to “modernize” it.

Then you could throw in the health bars, chop bars, and game balance all the other new idea tweaks.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Rensyyra on December 09, 2020, 06:31:47 PM
Good to hear, can I ask? Will WAR2MOD later stand alone or replace WAR2COMBAT? Or is this WAR2MOD a beta version which will later be implemented in WAR2COMBAT? thank you :wc2:
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: dannyldd 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.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: dannyldd 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 ?
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Nox 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 :(
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: dannyldd on December 09, 2020, 09:28:16 PM
oh no problem friend, I really hope this can be released for the official client ^^
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Sailor 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 (http://forum.war2.ru/index.php/topic,5948.0.html), would be happy to provide some art for the Attack Peasant, new special building icon, etc. etc.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Sentinel1 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.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: dannyldd 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.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral 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.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: dannyldd 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 :-)
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: dannyldd 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.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 11, 2020, 01:45:25 AM
People dont want balance map gow, before that we shouldnt balance races
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Vendar 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:
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier 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
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Vendar 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.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier 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

Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 11, 2020, 12:43:54 PM
As i see you all suggesting and proposin your ideas. This is good and all.
But any one of you actually go in to server and played with some real players?
And is someone go in to backup server and even tried to play with triggers? Or maybe tried to play 1-2 missions of multiplayer campanign that working on triggers?
If you dnt know about campanign then see there http://forum.war2.ru/index.php/topic,6084.0.html (http://forum.war2.ru/index.php/topic,6084.0.html)
You go and play some real games first then say what can really be changed and what is just mod for fun.
I call people like you "thrower of ideas" (not very correct translation cause i call this on russian actually "накидыватель мыслей" so dnt now how to translate right, in russian this sounds very funny). My friend Oragorn is official "thrower of ideas" for me (and sometimes lesnik and iL) and for War2Mod too :) . I dnt like some ideas of Oragorn too actually :sweat: but i added in War2Mod mostly for testing purposes. Because his suggestions use some very hardcoded triggers and can cause massive changes to game, so i want people help to test in real game for possible disconnects, crashes etc. If that critical big triggers will be working fine then that means other not so big and hard will be working good too.

So about mana, you maybe dnt understand but mana is BYTE, so max value is 255, cannot make +200 or +10k and etc. Blizzard make game this way and it is very deep in code and cannot be changed.

So invisibility to Alleria whe she like for example receive command to STAND GROUND. Yes that possible. Will be added? Maybe, maybe not. I think i will add for testing period, to actually test this too, and then remove after. Because Alleria is not night elf though :thinking: and there is no night and day time in war2  ;)
So if tests will be going good, maybe people will get possibility to add to they's custom maps trigger for "sneaking" (not just for Alleria, for any designated unit).

fornication is bad translation of блуд LOL ;D this means Bloodlust (Oragorn dnt know english so he is using google translator to create description file for post)
So actually Chogal is ogre-mage who just always have bloodlust enabled on himself.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 11, 2020, 01:20:48 PM
So info about how is Bloodlust is working.
This is very complicated to just say that this is X2 or X3 or X2.134 and etc.
For you to understand, you must first know how damage works in this game.
So units have 2 types of damage. STRENGTH and PIERCE.
STRENGTH damage is blocked by ARMOR. PIERCE is not blocked.
FULL damage = (STRENGTH-ARMOR(of target))+PIERCE
and then FINAL damage = FULL/2 + random from 1 to FULL/2
so u deal half of dmg + other half randomly
so if you want some real stats for example then. normal default LVL1 OGRE have
4 ARMOR
4 PIERCE DMG
8 STRENGTH DMG
So 8-4=4 dmg strength + 4 dmg pirece =8 = from 4 to 8 dmg OGRE VS OGRE 1lvl

Then we going to upgrades. So upgrades from Smith add +2 to ARMOR and +2 to STRENGTH dmg.
So they negate themselves.
Upgrades from lumbermill give +1 PIERCE (+4 in War2Mod) for archers and trolls.
(HEROES - Alleria and Zuljin recieve upgrades NOT FROM LUMBERMILL but from SMITH, even if status shows +1 and etc, its actually BUG. I saw the real code inside, trust me.)
(And they receive only STRENGTH dmg upgrades not ARMOR)

Human Rangers have another uniqie upgrade - MARKSMANSHIP
this is NOT add +3 dmg, this is actually turns Rangers STRENGTH damage to PIERCE
They have 3 STRENGTH dmg by default, and after upgrade they have 0 STRENGHT and +3 PIERCE.
So if you changed map in editor to rangers to have like 10 strength. With upgrade they receive +10 not +3.


SO BLOODLUST. what is it doing actually?
it making X2 STRENGTH and X2 PIERCE.
SO you can say so after all its actually just X2 yes? NO
BLOOD making X2 BEFORE armor is removed from strength
Example again
normal default LVL1 OGRE have
4 ARMOR
4 PIERCE DMG - 8 with BLOOD
8 STRENGTH DMG - 16 with BLOOD
16-4 !!!! = 12 strength + 8 pierce = 20
from 10 to 20 dmg with blood
it was from 4 to 8 dmg without blood
SO X2.5 actually
So you as you see this is NOT just only X2 because of the fact that BLOOD making X2 BEFORE armor is removed from strength
For units that dont have STRENGTH dmg blood is X2 yes. Like DK or mage. Or if you are attacking unit without armor like peons then this is X2 too.

So with upgrades help or when other units with other stats is fighting BLOOD can give from X1.5 to X4 actually. (if default stats of units was changed in the map then even more maybe)

I dont know if this is a BUG or Blizzard REALLY intended to make game this way.

And if you ask me is this can be changed? Maybe like make it true and always X2 like when it was 4 to 8 dmg make this just 8 to 16 dmg.
Yes i can. But not doing this obviously.
Maybe i can create trigger so people can create custom maps with this fixed blood mechanics if they want.
So do you need me to make this trigger in future?
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Vendar on December 11, 2020, 01:51:56 PM
join us, play with us, you will got one vote

Thanks, but no. I won't joining you guys, because it's pointless. My APM is around 70-90 and I remember that everyone were playing on Fastest speed. You will rush my base with 30 Ogre-mages with BL before I build Ogre Mound.

You have right. I should shut up if I'm not playing multi.

I call people like you "thrower of ideas" (...)

Yep, that's me :D

Thanks for these code explanations. I have never seen War2 code so I didn't know that mana is a byte variable (max value looks like byte but I didn't think about it).

Well I didn't get your point with Circle of Power summoning deamons and with heroes, that's why I threw ideas with another heroes implementation. Just ignore it :)
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 11, 2020, 02:17:09 PM
join us, play with us, you will got one vote

Thanks, but no. I won't joining you guys, because it's pointless. My APM is around 70-90 and I remember that everyone were playing on Fastest speed. You will rush my base with 30 Ogre-mages with BL before I build Ogre Mound.

You have right. I should shut up if I'm not playing multi.

I call people like you "thrower of ideas" (...)

Yep, that's me :D

Thanks for these code explanations. I have never seen War2 code so I didn't know that mana is a byte variable (max value looks like byte but I didn't think about it).

Well I didn't get your point with Circle of Power summoning deamons and with heroes, that's why I threw ideas with another heroes implementation. Just ignore it :)


my idea is just that random people shouldnt give tips for multiplayer, but your idea could be good in single/custom games


@Mistral
full dmg got dks/trolls mages/archers
not sure about gryphons/dragons

rest got pierce+ normal

you sure about lust?
https://occult.war2.ru/strategy/mechanics/bloodlust.php

I need to say, w2 got "shity dmg"(w3 got more lol), best idea was in sc, where you see marine  dmg 5, so dmg is 5(- armor ofc), upgardes? +1 +1 +1 armor? +1 +1 +1
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 11, 2020, 03:39:44 PM
Yes i sure abot what im saying.
This is not "roughly" calculated stuff. This is actual formulas from code of actual War2 BNE exe file. I saw all this code upside down.
If you dnt trust i can show you the pure code itself and you can see for yourself. (you need to understand at least some assembler though).
and not just dks/trolls mages/archers get full dmg.
all units receive dmg with the that exact same formula.
And this page https://occult.war2.ru/strategy/mechanics/bloodlust.php
Maybe dnt see this? this occult page you shows to me is using the exact same formula. They just have using example of lvl5 ogre not just lvl1.
so lvl1 ogre vs lvl1 knight blood gives X2.5
lvl5 vs lvl5 gives X3 so upgrades important yes.
lvl5 ogre vs lvl1 !! knight this is will be already X3.5 (14-28 dmg) !! (actually just lvl 3 ogres will do as armor upgrades for them change nothing)



So about SC1 dmg. Do you know that there too not very so simply? Like there is units have "size". And some attacks types deal more dmg to "big" enemies some deal less to "small" and etc etc.
But as i see you what meant is that there is no random. Like 5 dmg always 5 - armor. Not like from 2 to 5 and etc. As i see yes maybe this is really good.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: dannyldd on December 11, 2020, 06:55:02 PM
Yes i sure abot what im saying.
This is not "roughly" calculated stuff. This is actual formulas from code of actual War2 BNE exe file. I saw all this code upside down.
If you dnt trust i can show you the pure code itself and you can see for yourself. (you need to understand at least some assembler though).
and not just dks/trolls mages/archers get full dmg.
all units receive dmg with the that exact same formula.
And this page https://occult.war2.ru/strategy/mechanics/bloodlust.php (https://occult.war2.ru/strategy/mechanics/bloodlust.php)
Maybe dnt see this? this occult page you shows to me is using the exact same formula. They just have using example of lvl5 ogre not just lvl1.
so lvl1 ogre vs lvl1 knight blood gives X2.5
lvl5 vs lvl5 gives X3 so upgrades important yes.
lvl5 ogre vs lvl1 !! knight this is will be already X3.5 (14-28 dmg) !! (actually just lvl 3 ogres will do as armor upgrades for them change nothing)



So about SC1 dmg. Do you know that there too not very so simply? Like there is units have "size". And some attacks types deal more dmg to "big" enemies some deal less to "small" and etc etc.
But as i see you what meant is that there is no random. Like 5 dmg always 5 - armor. Not like from 2 to 5 and etc. As i see yes maybe this is really good.


If does it work as suggestion, could it be possible to add some flag or trigger in AI scripts in order to force AI chopping wood each time you save and re-load a file ?

Not sure if people on community have noticed this but this bug exists since DOS version. Everytime you save a campaign mission (this can happen with AIs on multiplayer as well) and you reload then AI will not chop any wood if it's needed for either making more upgrade or more units which require wood or even repairing a damaged building on fire...

This issue can be noticed if you see AIs with peon/peasants standing next to a tower or farm on fire and not doing anything to repair it... Normally if you start a campaign mission or custom map and you play straight up without save/load for once, so you can notice that AIs will repair and if they need then will chop wood for repairing or building more units etc...

This is a very old bug that it's really frustrating to see because it ruins completely all AI script once you reload the same game at least once... The only way this tends to re-work (just to chop a little more wood) is when you go to main menu / quit the game and then rejoin the saved map, so then AIs will start chopping wood again (for some few minutes) and then will get into the same loop, so workers will stand next to a tower on fire and nothing more will be done for AI.

I'd really appreciate if you can bring up a solution for this because this bug can be really frustrating if you're experienced on the game.

For example, here you can see a person who acknowledges the same old BUG:

https://www.gog.com/forum/warcraft_ii_battlenet_edition/is_the_ai_broken_or_was_it_always_like_this/page2 (https://www.gog.com/forum/warcraft_ii_battlenet_edition/is_the_ai_broken_or_was_it_always_like_this/page2)

" I remember the AI breaking when saving and loading. This was back when I played a few years ago, so I'm not sure if it was addressed or not.
What would happen is after saving and loading a few times the AI would completely stop producing units. Took the fun out of the game. "

This is happening because AI stops gathering any wood after reloading as I just addressed.

If anybody have noticed this issue please let it know...
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 11, 2020, 09:06:03 PM
yes but people in 90% games(expect braviet lol) got lvl +4 attack before lust

Level 5 ogre attacks a level 5 knight: ((12 - 8 ) + 4 = 8. The ogre will do 4-8 damage per hit.

Level 5 ogre with bloodlust attacks a level 5 knight: ((24 - 8 ) + 8 = 24. The ogre will do 12-24 damage per hit. That's 3.0 times as strong as the ogre without bloodlust.

Its funny that 9 lusted ogres can hit with bad luck 12 dmg per hit vs 9 ogres 24 dmg  :rofl:
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Vendar on December 12, 2020, 04:52:45 AM
Its funny that 9 lusted ogres can hit with bad luck 12 dmg per hit vs 9 ogres 24 dmg  :rofl:

It's funny and bad at the same time. Maybe dmg mechanism should be fix first instead of heroes and new units.
I agree with you that Starcraft has much better solution for that. For example rifle attacks (Terran Marines/Ghosts) deals normal dmg to every "light" creatures but only some % to buildings or "heavy" units. So Ghost with 10 dmg will deal full dmg to other Ghosts, Zerglings, Marines etc. but only 3 to Tanks, buildings, Ultralisks etc. Next thing is armor that just subtracts the damage. So if Ghost attacks Tank he will deal only 3 - Tank's armor dmg (but not less than 1 dmg).

It's constant dmg, without any random values between 12-24 (that scale of randomize is an absurd and I think we can all agree with that).
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 12, 2020, 05:49:53 AM
I think its casue diffrent armor, like in w3 when you got no armor, light armor, heavy armor. medium armor, hero and fortified

http://classic.battle.net/war3/basics/armorandweapontypes.shtml (http://classic.battle.net/war3/basics/armorandweapontypes.shtml)
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Vendar on December 12, 2020, 07:00:33 AM
I think its casue diffrent armor, like in w3 when you got no armor, light armor, heavy armor. medium armor, hero and fortified

[url]http://classic.battle.net/war3/basics/armorandweapontypes.shtml[/url] ([url]http://classic.battle.net/war3/basics/armorandweapontypes.shtml[/url])


It's a little over-complicated for War2, but I agree - something like that would be a good change  :slight_smile:

EDIT:
I have tested this mod. Well... if you want to go this way it's necessary to give heroes new/modified sprites, because it's kind a mess in guessing who is who (which unit is normal and which is hero). But imo I wouldn't go this way... it's just weird changes, I have no idea how it can improve War2 gameplay.

First of all, "attack peons" seems to be not needed at all. Maybe if someone would like to end match in 3 mins and rush enemy with peons  :thinking:

Second thing is that every new hero/bulding costs oil, so after recruiting few heroes I couldn't upgrade my Stronghold to Fortress (it was intentional? Why?). It's weird decision, because on sea maps everything will be available, on land maps only 1-2 hero or new building will, because still Ogre-mages+BL rulez so I would definitely prefer Fortress than few super units.

Spoiler
(https://i.postimg.cc/zXSggqbd/2.png)

Button to build/hire new units has old descriptions... but bigger issue is that there no description what hero actually do. I just see text: "hire two-headed ogre", gets Dentarg and... nothing special to notice, he looks like normal ogre with mana. Maybe new button with short ability description? I don't know how difficult it might be with War2 code, but without it is a big unknown what heroes are doing.

Spoiler
(https://i.postimg.cc/WzpPYm8q/3.png)

Last thing is about Speed variable. I understand now, it's not used in original War2 code and that's why you could use it for something else :D It looks weird when one Ogre has Speed: 4, another Speed: 0 but they move with the same speed in game. Player don't know what's going on.

Spoiler
(https://i.postimg.cc/Jnv2ZbgW/4.png)


To be honest, I appreciate that you spent your free time on making some modification to this old game, but I don't like it. Sorry. Few ideas are nice, but most aren't.

Your campaign Alaunter was a great thing  :slight_smile: so I will wait for Act2 of it  :slight_smile:  :wc2:
It will be cool if you implement few ideas from this mod to Alaunter Act2!




Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 12, 2020, 08:10:42 AM
it count now kills, attack peons are not worth to make, who will make attack peon when normal peon is better? and it waste time to make them from town hall?
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Warcraf_Triggy123 on December 12, 2020, 09:17:00 AM
I dont know why but im impressed :newthumbsup: :newthumbsup:
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 12, 2020, 09:56:12 AM
Ok i put new version on server just now.
Get some speed improvements.

1) Now runestones place buffs faster.
2) Paladins autoheal reaction is faster.
3) Portals now not working automatically. You must order your unit go into portal to teleport them, and teleportation is must be faster and without lag. (comps cannot order their units to do that so cause of that they cannot use portals, but there is no difference actually because they was stupid to begin with.)
4) Allied Transports now not working automatically. You must order your unit go into transport, and they go inside fast and without lag. Allied comps units still get sucked inside automatically. And there is fun moment. If your unit is going inside of allied comp transport, they mostly will be stuck there forever :) but sometimes comps transports can move your units somewhere, drop them and go back where they was (actualy this is so LOL). I not programmed this, it is some weird war2 AI mechanics) like maybe transport thinking "i have army inside, so i must send them to attack somewhere".
6) Hadgar slow aura is faster.
7) Teron death aura is faster.
5) Added "sneaking" for Alleria in War2Mod. For testing purposes. So when you order Alleria to STAND GROUND she will go inviz.

So that new added things. I afraid that this "fast and without lag" thing may cause desyc or disconnects errors because they are just so fast.
So everyone test, and PLEASE say if you have errors. I will revert all things back if there is some bugs.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 12, 2020, 10:02:53 AM
problem with invis alleria can be, if you got players go  basetrade, and player A got better army, but player B got alleria, how player A can kill alleria without catapult/dk?
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 12, 2020, 10:27:02 AM
Ye i know about that problem) but as i said "For testing purposes". Will be removed later. Will be added as trigger for custom map makers only. (maybe if they want to make something like RPG map this can be used).
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Vendar on December 12, 2020, 12:47:07 PM
I found two glitches.

This happened when I had only one portal: (also this Peasant didn't kill anyone but he has "Speed" with value 26)
Spoiler
(https://i.postimg.cc/nVs6ymLR/portals.png)


Spoiler
(https://i.postimg.cc/MpY47bsT/glitch.png)

Game works a bit laggy, but stable.

Cool idea with Runestones. Paladins autoheal is great.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 12, 2020, 02:20:07 PM
Thanks for feedback. I put new version on server. This 2 bugs was fixed.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Oragorn on December 12, 2020, 04:53:33 PM
my idea is just that random people shouldnt give tips for multiplayer, but your idea could be good in single/custom games
Random people? Take it as what?
Among us, by the way, there are also people who previously or now actively play.
Therefore, I ask without unfounded statements.

And now about the mod itself and why we decided to release it at all:
In fact, we can say that we are testing 2 projects:
1) war2mod
2) improvement of the original war2

The first project is supposed to be done as an additional game mode, where many of the most interesting features of the game will be implemented.
And the second - to strengthen the Alliance race, and only slightly, perhaps, to correct the orcs.

The fact is that everyone knows that there is no balance between races in Warcraft2.
Everyone is already too much used to it - you are right, of course.

Therefore, in improving Warcraft2, we especially do not want to change and somehow strongly expose the orcs to the balance.

Much more attention should be paid to the Alliance race.
They are played mainly to give an advantage to the opponent, or try to win quickly on small maps. Or just for fun.
We want to strengthen the Alliance race so that it can become proportionate in strength to the Horde race.
So that people choose not only orcs, but also people. Of course, like Starcraft, the mechanics of playing for both races should be somewhat different.

Therefore, before you blame war2mod for anything ... remember! That this is just a test of the game's capabilities.
If the community nevertheless comes to the conclusion that a rebalancing of races is necessary, then the relevance of the war2mod will become much lower.

If the community does not come to this, then war2mod will be some alternative to the original war2, and will live in the new mode, without annoying 99% of the players. In which all sorts of interesting things will be available like sheep or demons with heroes.

Anyway ... we are waiting for what people will say about all this. How much they are interested in it, and whether they are ready to support the initiative.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: dannyldd on December 12, 2020, 05:43:02 PM
my idea is just that random people shouldnt give tips for multiplayer, but your idea could be good in single/custom games
Random people? Take it as what?
Among us, by the way, there are also people who previously or now actively play.
Therefore, I ask without unfounded statements.

And now about the mod itself and why we decided to release it at all:
In fact, we can say that we are testing 2 projects:
1) war2mod
2) improvement of the original war2

The first project is supposed to be done as an additional game mode, where many of the most interesting features of the game will be implemented.
And the second - to strengthen the Alliance race, and only slightly, perhaps, to correct the orcs.

The fact is that everyone knows that there is no balance between races in Warcraft2.
Everyone is already too much used to it - you are right, of course.

Therefore, in improving Warcraft2, we especially do not want to change and somehow strongly expose the orcs to the balance.

Much more attention should be paid to the Alliance race.
They are played mainly to give an advantage to the opponent, or try to win quickly on small maps. Or just for fun.
We want to strengthen the Alliance race so that it can become proportionate in strength to the Horde race.
So that people choose not only orcs, but also people. Of course, like Starcraft, the mechanics of playing for both races should be somewhat different.

Therefore, before you blame war2mod for anything ... remember! That this is just a test of the game's capabilities.
If the community nevertheless comes to the conclusion that a rebalancing of races is necessary, then the relevance of the war2mod will become much lower.

If the community does not come to this, then war2mod will be some alternative to the original war2, and will live in the new mode, without annoying 99% of the players. In which all sorts of interesting things will be available like sheep or demons with heroes.

Anyway ... we are waiting for what people will say about all this. How much they are interested in it, and whether they are ready to support the initiative.



I have seen quite a ton of conservative people on the overall global warcraft 2 community about doing any "possible" balance changes to the races in game... Seems like they just want another 25 years of the same Orcraft 2 game balance... which is quite stupid in my honest opinion. I haven't ever ever seen Human faction ever being relevant  or remotely strong as orc is with the well known ogre mage spell: Bloodlust. Changes always are necessary to keep things fresh in many ways. I just suggest you pushing game races being balanced as much as you can because I highly doubt that Blizzard Entertainment will ever modify this game in a future nearby. Go ahead commander, you do great with such a motivational feeling to making the game actually balance for both factions. I have started watching warcraft 2 multiplayer for around 1 year and I just can imagine bloodlust have been the very only thing used since at least 20 years ago already in mid/late game. You can't be serious to keep that up for the eternity on the game that you like boy, come on.

I totally encourage you to either boost massively Human faction in so many ways:

Paladins healing from 6 mana per 1 hp to something like 3 mana per 1 hp.

Archers arrow level 2 switched from +1 to either +2 or +3

You could decrease sight range upgrade from +3 to +1 so in that way you can make flying machines way more usable overall games.
In the same spot, Trolls you could add up to the regeneration upgrade to also improve the AI those units have to wait less time looking to their target so they can retarget much faster... As far as I know both archer and trolls wait something like 1 or 1.2 seconds if they retarget, which makes them pretty hard to be useful if melee units approach to any of them. So if in addition to the regeneration upgrade then also improves retarget AI for trolls from 1.2 seconds to something like 0.6 or 0.5, you would make them available and more unique for Orcs to deal with melee units just as the Ogre mages.

Gryphon Raider and Dragons should decrease their cost dramatically from 2500 to 1500 for gryphon raider and 1800 for dragons just to consider the fact you can use unholy armor for dragons plus haste plus bloodlust and gryphon raiders have nothing to them for being boosted so in that way you could make them more different from each faction.

I'd suggest to increase attack speed for gnomish submarine and giant turtles and less attack damage so they would still be slow on sea but would be better to snipe key locations. Helpful for either campaigns and multiplayer. Also would be another reason to use flying machine / zeppelings more frequently.

I'd like to add one of the current mod changes from your war2mod to this idea of re-balancing warcraft 2 about allowing to "train sheeps" but instead of farms, I'd suggest from Stables for the Alliance and pig farms for the Horde, in that way you have both different states to use that ability.

Mage invicibility spell should be decrease from 200 to 100, that spell requires a ridiculous amount of time to be available and it doesn't just help the way polymorph would do against dragons, for example. So it would allow much better to do invicibility outplays and would require to have more flying machine/zeppelings to counter.
Fireshield/magic shield from mages should be changed with another usage to cancel bloodlust from some melee units with area of effect (just like paladins exorcism), so this way you can prevent some people playing only mass ogre mages and of course would make the orcish player to micro around instead of "1a". In case this is not something you want to code (if ever possible), this spell still could be useful if you decide to apply massive buffs to archer / trolls and people who decide to play this way. In my current campaigns Insane Edition which is already available to community, I have had to deal several times with magic shield and if can be launched a couple of those, they can turn a counter to this game style... Of course if trolls get buffed for multiplayer first.

Death knights/rise of the dead spell is a curious buggy spell... I have tried to use this spell specially on XOrc9 campaign mission from beyond the dark portal and this spell is rather buggy if you have some units in front of the death knight or some "rocks" between the death knight and corpses, also if there's some of your units standing above a corpse then its buggy still. In all of those cases, mana is wasted for free and still doesn't summon any skeletons at all.
In the same spot, I'd suggest increasing either attack speed from skeletons or more damage plus HP, I bet in that case you could increase the spell cost to something like 80. So that way you could use death knights to play death coil plus raise of the dead quite nicely.
For the same unit, Tornados should be decreased in mana cost from 100 something like 50 or 60. Death and decay it's such a massively cost efficient spell so in the same line, the later should cost 40 or 50 mana cost because it's not only useful for sieging up towers but they're way more efficient to land and do damage compared to mage blizzard (because of how the sprites work for blizzard spell).

And for the last point, I'd either suggest increasing bloodlust mana cost from 50 something like 100. Either that or decrease the damage increased (which Mistral managed to explain quite well) which is not so simple like x2 or x2.5 damage but increase its efficiency by like 40 or 50%. Either that or decrease like 50% the amount of time this spell is available so then you can actually micro around instead of having all war2 melee units catalog being useless against this unit plus spell.
The rune spell from ogre mages which never ever I have seen being used by any person in 25 years of warcraft 2, I'd suggest to decrease its cost from (200?) to something like 80 or 90, so then you can use this as a another static defense for your orcish base instead of the only classic towers. This way you could have something different and more diversity in contrast to the Alliance faction.

I hope you take any of this for your warcraft 2 game balance changes commander. I really appreciate you had the eggs to propose this because I simply do not understand how there're so many people so conservative who don't want to change things for being simply BETTER. I have had to see this same behavior in other games like starcraft 1 (game which wasn't game balanced almost for ever) or starcraft 2.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Vendar on December 12, 2020, 06:06:37 PM
Last two posts, by Oragorn and Dannyldd are what I can agree with 100%.

Human race should be improved, because for all these years game was terribly unbalanced. It's sad that Blizzard didn't care about War1 and War2. Just released, few bug fixing patches, and moved forward to next games. The first game they really cared about was Starcraft 1 and so many years after release of Starcraft 1 there are still championships in this game (for example: Bombastic StarLeague 9 from this year).

I won't throw any other ideas, but if you fix War2 I would love to play it  :slight_smile: Maybe even in multi if there will be anyone who wants to play with such slow fart like me :D
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: dannyldd on December 12, 2020, 06:12:12 PM
Last two posts, by Oragorn and Dannyldd are what I can agree with 100%.

Human race should be improved, because for all these years game was terribly unbalanced. It's sad that Blizzard didn't care about War1 and War2. Just released, few bug fixing patches, and moved forward to next games. The first game they really cared about was Starcraft 1 and so many years after release of Starcraft 1 there are still championships in this game (for example: Bombastic StarLeague 9 from this year).

I won't throw any other ideas, but if you fix War2 I would love to play it  :slight_smile: Maybe even in multi if there will be anyone who wants to play with such slow fart like me :D

if you wants, take a look either on my insane edition for campaigns or the stream playing from time to time to look up on the real warcraft 2 units potential this game always have had: https://twitch.tv/dannyldd

This game has a ton of fun potential with all the units catalog but neither Blizzard Entertainment or community have had the will power to either modify the game or want game units balance re-design. There're so many skipped unit spell/compositions which were even skipped on the game campaigns that would totally be possible in the multiplayer if people would be willing to look up for usual unit redesigns. This is a problem that happened with starcraft 1 and 2 as well. People are way too conservative and stubborn for changes.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 12, 2020, 08:21:18 PM
i disagree with you, human race is more powerfull race than orc in sea maps, if you make stronger human, orc will not exist in sea maps, invis ship with invis mage and how you want counter it? you can counter everything expect that

of course invis is not working vs computer

sea map human>orc
land map orc>human

we need just nerf lust

problem is that people are playing only gow(land map - 90%)

chop is custom game

@Oragorn  if someone is not  playing multiplayer he shouldnt speak about  balance in multiplayer games

useful spells

human: invis, blizzard, sometimes slow,   polymorph flame are only used for fun
orc: haste, decay,  tornado, skeleton, unholy are only used for fun


Title: Re: War2Mod (War2 with triggers) beta testing
Post by: baRa on December 12, 2020, 09:24:26 PM
If there is a team out there that is willing to put this much time to balance war2 or even just upgrade it, then I say SURE WHY NOT. I'm all for nostalgia as much as the next guy but why not make some changes to make things fun or just change it up. That is a sure way to gain new players.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Vendar on December 13, 2020, 03:06:11 AM
(...) This is a problem that happened with starcraft 1 and 2 as well. People are way too conservative and stubborn for changes.

These insane campaign version from your Twitch looks great, I will try it someday  :slight_smile: Nice playthrough  :wc2:

I disagree with you about Starcraft 1. Races, units and abilities combinations are perfect in this game. I have watched many championships in my life in SC1 and there were so many different tactics, players with their favourite strategies and skills and what is the most impressive - every race is unique, every ability is useful, every unit is useful and all races have the same chance to win. I don't know how Blizzard did it, but imo it's best RTS I have ever played.

i disagree with you, human race is more powerfull race than orc in sea maps,

How Human race is more powerfull in sea maps?
Invis units are detected by Zeppelings if I remember correctly and Zeppelings/Flying Machines are neccesary to find Turtles/Submarines so with or without Invis Zappelings/Flying Machines will be used in the match already. If Invis is not detected by any unit then I think it should be also fixed, but that's only my opinion.
I cannot find any multiplayer gameplay on sea map  :(
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: WillTheRealKoorbStandUp on December 13, 2020, 03:35:14 AM
you are wrong, nothing detects invisibility.
flying machines/zeblins detect submarines tho
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: dannyldd on December 13, 2020, 05:14:41 AM
(...) This is a problem that happened with starcraft 1 and 2 as well. People are way too conservative and stubborn for changes.

These insane campaign version from your Twitch looks great, I will try it someday  :slight_smile: Nice playthrough  :wc2:

I disagree with you about Starcraft 1. Races, units and abilities combinations are perfect in this game. I have watched many championships in my life in SC1 and there were so many different tactics, players with their favourite strategies and skills and what is the most impressive - every race is unique, every ability is useful, every unit is useful and all races have the same chance to win. I don't know how Blizzard did it, but imo it's best RTS I have ever played.

i disagree with you, human race is more powerfull race than orc in sea maps,

How Human race is more powerfull in sea maps?
Invis units are detected by Zeppelings if I remember correctly and Zeppelings/Flying Machines are neccesary to find Turtles/Submarines so with or without Invis Zappelings/Flying Machines will be used in the match already. If Invis is not detected by any unit then I think it should be also fixed, but that's only my opinion.
I cannot find any multiplayer gameplay on sea map  :(

"perfect" ? It's the same sort of answer that people say here on war2. If you look it from outside with an objective perspective then you see what's the problem.

SC1 is 22 years old, I never ever saw scouts or ghosts or nuclear bombs usage. What's the last time you saw marine firebat medics being used professionally vs protoss ? vs terran ? I used to play against some amateur plus professionals and had several years of experience around this. What's the last time you saw massive ghosts usage vs protoss or terran ? Source ? It doesn't work for videos from 2001 or extremally picky situations just for show. I mean on regular daily gameplays...

By the way I hope you can give it a try to DAIFE or DIE, good luck & have fun !
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 13, 2020, 05:19:02 AM
its not sea

JIMLAND! - YouTube (http://www.youtube.com/watch?v=uQHk7LN0kl8#)

Warcraft 2 Human Gameplay: 1v1 on Garden Of War - YouTube (http://www.youtube.com/watch?v=ycuvJUbYjqo#)

1v1 ~Poscow v Falkentyne (http://www.youtube.com/watch?v=M41bgsaNycE#)
Old EF g1 - YouTube[/url]


I didnt save and upload on youtube any sea games, had on combat but ofc someone deleted all videos ...


you wont balance ANY game to use all units, if you buff so much tier 1 units, tier 3 wont be played
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: dannyldd on December 13, 2020, 05:19:48 AM
Saying that humans is stronger than orcs is sort of delusional for me. Both races have the same sea units.

99% of the time I see war2 multiplayer is just ground vs ground only. I dont need to be for such a long time playing war2 to see how the meta just works. I have experience from the past playing against competitive amateur people in starcraft  1 and 2 so I kinda see how things work here.

Games end much faster than ever reaching invisibility for any ship in " sea vs sea " war2 games, even though this is something will never happen because like I said, i just see people playing 99.9% of games in ground vs ground. Also invisibility from mages is 200 mana, are you going to wait for setting 5 invisibilities in a time for doing " anything "  against your oponnent ? Games end much earlier than this.
Invisibility is casted and revealed once units attack their target or casting it on another mage in very sneaky situations. I doubt you cast invicibility from your base to let your unit walk the entire map for doing one-time blizzard. You can't cast this ability on demo-squads.

Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 13, 2020, 05:28:42 AM
Saying that humans is stronger than orcs is sort of delusional for me. Both races have the same sea units.

99% of the time I see war2 multiplayer is just ground vs ground only. I dont need to be for such a long time playing war2 to see how the meta just works. I have experience from the past playing against competitive amateur people in starcraft  1 and 2 so I kinda see how things work here.

Games end much faster than ever reaching invisibility for any ship in " sea vs sea " war2 games, even though this is something will never happen because like I said, i just see people playing 99.9% of games in ground vs ground. Also invisibility from mages is 200 mana, are you going to wait for setting 5 invisibilities in a time for doing " anything "  against your oponnent ? Games end much earlier than this.
Invisibility is casted and revealed once units attack their target or casting it on another mage in very sneaky situations. I doubt you cast invicibility from your base to let your unit walk the entire map for doing one-time blizzard. You can't cast this ability on demo-squads.



you have never played/watched late game sea maps dont you?
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Oragorn on December 13, 2020, 05:30:34 AM
i disagree with you, human race is more powerfull race than orc in sea maps,
You still have to live up to a magician with 200 mana, and that is far from the fact that the combination with invisibility will work. Or you may not live.
And let's be honest ... very few people play at sea. 99% of players play only in gow classic, where the orcs always rule, be you even Chuck Noris.
AVERAGE.
Don't tell me what a cool player you are.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 13, 2020, 05:37:05 AM
i disagree with you, human race is more powerfull race than orc in sea maps,
You still have to live up to a magician with 200 mana, and that is far from the fact that the combination with invisibility will work. Or you may not live.
And let's be honest ... very few people play at sea. 99% of players play only in gow classic, where the orcs always rule, be you even Chuck Noris.
AVERAGE.
Don't tell me what a cool player you are.

and? human wont fight vs orc in open fights, so yes they can hide his mages and wait for 200 mana since its strongest strategy for human

and you want change game, for one map?

we should change map first gow, even gow TE is still no balanced well


I hope there will be some statistic from  backup server, how many games will be played, after one month
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Oragorn on December 13, 2020, 05:49:12 AM
and? human wont fight vs orc in open fights, so yes they can hide his mages and wait for 200 mana since its strongest strategy for human
Humans usually don't live up to that 200 mana. And THEN there are not many chances of winning.
With equal players, of course.

and you want change game, for one map?
No, we want to strengthen the weaker race. So that they have a better chance of winning than now (now the chance of people winning is about 10%, I believe).

we should change map first gow, even gow TE is still no balanced well
Good luck :) Nobody plays GOW TE now, everyone is too much "jerked" under the classic curve. And nobody complains. Well, it dropped 8 or 6 - that's ok :)

There are, of course, exceptions, for example, our Russian-speaking community at tournaments uses only TE version maps (if these tournaments are not exclusively dedicated to the gow classic map).
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Vendar on December 13, 2020, 06:00:14 AM
"perfect" ? It's the same sort of answer that people say here on war2. If you look it from outside with an objective perspective then you see what's the problem.

SC1 is 22 years old, I never ever saw scouts or ghosts or nuclear bombs usage. What's the last time you saw marine firebat medics being used professionally vs protoss ? vs terran ? I used to play against some amateur plus professionals and had several years of experience around this. What's the last time you saw massive ghosts usage vs protoss or terran ? Source ? It doesn't work for videos from 2001 or extremally picky situations just for show. I mean on regular daily gameplays...

By the way I hope you can give it a try to DAIFE or DIE, good luck & have fun !


Scouts are sometimes used in PvT to rush Terrans in "island" maps. Firebats sometimes in TvZ vs mass Zerglings. Nuclear Bombs I saw only once, that's true, but it was a good combo with EMP vs Protoss buildings. All of these are very rare cases, but still happens in pro gamers matches.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 13, 2020, 06:04:31 AM
and? human wont fight vs orc in open fights, so yes they can hide his mages and wait for 200 mana since its strongest strategy for human
Humans usually don't live up to that 200 mana. And THEN there are not many chances of winning.
With equal players, of course.

and you want change game, for one map?
No, we want to strengthen the weaker race. So that they have a better chance of winning than now (now the chance of people winning is about 10%, I believe).

we should change map first gow, even gow TE is still no balanced well
Good luck :) Nobody plays GOW TE now, everyone is too much "jerked" under the classic curve. And nobody complains. Well, it dropped 8 or 6 - that's ok :)

There are, of course, exceptions, for example, our Russian-speaking community at tournaments uses only TE version maps (if these tournaments are not exclusively dedicated to the gow classic map).


equal player, if he play vs orcs, will make 2 mage towers and will got blizzard fast as opponent orc, equal player know that making mass knights vs mass orcs wont win game, so he will make less and he will got enough gold to do that
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: dannyldd on December 13, 2020, 06:12:32 AM
"perfect" ? It's the same sort of answer that people say here on war2. If you look it from outside with an objective perspective then you see what's the problem.

SC1 is 22 years old, I never ever saw scouts or ghosts or nuclear bombs usage. What's the last time you saw marine firebat medics being used professionally vs protoss ? vs terran ? I used to play against some amateur plus professionals and had several years of experience around this. What's the last time you saw massive ghosts usage vs protoss or terran ? Source ? It doesn't work for videos from 2001 or extremally picky situations just for show. I mean on regular daily gameplays...

By the way I hope you can give it a try to DAIFE or DIE, good luck & have fun !


Scouts are sometimes used in PvT to rush Terrans in "island" maps. Firebats sometimes in TvZ vs mass Zerglings. Nuclear Bombs I saw only once, that's true, but it was a good combo with EMP vs Protoss buildings. All of these are very rare cases, but still happens in pro gamers matches.


With all due respect, in lower skill level anything can be used from the game... People in war2 could say stuff like invicibility or raise of the dead spells work in war2 but probably we're are talking from very slow level speed people because when we're talking about slow macro mechanics then anything can be bring up to the table and work because reactions are slower even if the spells are not efficient for high level people.

With respect to SC1, Scout is a unit that I never ever saw in around 17 years being used against anything in high level games, not even amateur level. Those must be from very casual level people. Firebats is more likely a unit that could be seen in terran vs zerg but some specific situations by professionals to deal with dark swarm spell from defilers but that's the very only case along with some 10 marine + 2 medics timing where you can add up 2 firebats in case of massive zerglings, but again those are very specific situations and not in regular high level games.
This is like the thing this guy szwagier mentioned about from invisibility with sea units. You may have seen this thing happening once or a very few times in several years, that doesn't make it either useful for regular usage or even worse, for high level people. The same for sc1 units.

Just to add up, which was the last time you saw corsairs being used vs terran ? Or queens with ensnare against any race ? or broodlings ? Infested command center + infested marines ? Or Dark archons against any race ?
SC1  isn't remotely to ever be considered perfect at game balance from my opinion, but the people really like it because on how hard was to mechanically  play with the AI and units along with micro.  This could be addressed up as well on this game with troll or archers as well. As long as people want several changes to the units as well...

I really encourage again to just nerf bloodlust as soon as possible so then we could all see crazy strategies never ever could have been seen.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Vendar on December 13, 2020, 07:11:01 AM
Just to add up, which was the last time you saw corsairs being used vs terran ? Or queens with ensnare against any race ? or broodlings ? Infested command center + infested marines ? Or Dark archons against any race ?
SC1  isn't remotely to ever be considered perfect at game balance from my opinion, but the people really like it because on how hard was to mechanically  play with the AI and units along with micro.  This could be addressed up as well on this game with troll or archers as well. As long as people want several changes to the units as well...

I really encourage again to just nerf bloodlust as soon as possible so then we could all see crazy strategies never ever could have been seen.

Are you joking? Am I supposed to look for pro-gamers gameplay for casual situations when someone trains Dark Archons?

I'm not sure that you were watching SC1 tournaments, but this game is balanced.

Firebats:
Spoiler

Dark Archons:
Spoiler

And please don't tell me that Terror or Shuttle are not professional players, because it will be a lie.

Queens are played versus Terran Tanks, but very rare cause Science Vessels kills it easily. Most units in SC1 counters each other thats why you probably won't see Firebats vs Protoss and Corsairs vs Terran (but Corsair might happen to cast Disruption Web on turrets before drop).
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: eleison on December 13, 2020, 08:13:47 AM
It's not that important for War2 that Human is balanced with Orc. Maybe you can make it little bit more balanced, either nerf lust a little or maybe give knights and movement speed upgrade instead of healing. Would make Human more fun to play. Anyways what War2 needs most is better lobby and hosting options. Make it possible to host games with more settings and also observer functions etc. Also fix dead spot issue would be nice. :)

Fun that you trying to make a mod out of War 2 though, but will not work for competitive play. But I hope you have fun doing it :)
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Certified MENSA Genius Brain (smart) on December 13, 2020, 11:44:50 AM
if you're playing humans on water or ffa you probably have loads of mages around your town and lots of guard towers. several mages will have 255 mana at all times

it's true though that people rarely ever play those settings and just play land where orcs stomp humans. partially because the techniques that make humans equal (longer game, more defensive) is not as fun to play frequently
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: ~ToRa~ on December 13, 2020, 01:39:26 PM
if you're playing humans on water or ffa you probably have loads of mages around your town and lots of guard towers. several mages will have 255 mana at all times

it's true though that people rarely ever play those settings and just play land where orcs stomp humans. partially because the techniques that make humans equal (longer game, more defensive) is not as fun to play frequently

I gotta be really high to play a map with those settings lmao. Those games regularly go into 45min or more.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 13, 2020, 06:24:00 PM
https://www.twitch.tv/videos/835945747 (https://www.twitch.tv/videos/835945747)

last game hsc 2x2 me steve vs spb braviet

you can see how to play with humans

how work invis and another spell like slow or polymorph
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: dannyldd on December 13, 2020, 06:40:34 PM
https://www.twitch.tv/videos/835945747 (https://www.twitch.tv/videos/835945747)

last game hsc 2x2 me steve vs spb braviet

you can see how to play with humans

how work invis and another spell like slow or polymorph

This game just proved what I just said that invicibility makes no difference, even though you wait all long to get that spell... The game was defined by better economy way earlier like mass gryphon raiders or sneaky mage tower. I really encourage to not misinform people because this sort of rare case game is a good reason why some people already have said to me that invicibility make humans strong in sea... even though for sea maps is hard to even get any situation where invicibility would rarely make any difference.

Either way you had good mechanics to deal with the other people, I praise you without any problem for that.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Vendar on December 14, 2020, 07:34:09 AM
https://www.twitch.tv/videos/835945747 (https://www.twitch.tv/videos/835945747)

last game hsc 2x2 me steve vs spb braviet

you can see how to play with humans

how work invis and another spell like slow or polymorph

Great matches, good job  :clap: Nice spells casting  :slight_smile:

So you need 3 full mana Mages and 1 Transport Ship to do this Invis combo, but to be honest - it's a great move.
At the end your opponent dropped 6 Bloodlusted Ogres and almost smashed everything so still Bloodlust is powerful in sea maps.

Just to compare costs:

I'm not sure my method is ok here, I should also consider building/researching/mana reg. times and build orders but... looking on costs only, 6 Bloodlusted Ogre-Mages looks to be faster to achieve than 3 Mages with Invis and Blizz spells.
The only problem for Ogres seems to be reaching to Human's island but if they do it might be a gg before Human will prepare Invis combo. Well I cannot prove that with my low APMs  :)) but maybe someone with your skill Szwagier will do it. Anyway, well played  :ok_hand:  :wc2:
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 14, 2020, 07:52:14 AM
You cant compare costs, you didnt count smith upgardes, lvl 3 ogre with lust can lose vs lvl 5 ogre(random dmg)

Lust is op, but in sea maps you cant attack all the time with ogres
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Vendar on December 14, 2020, 08:10:54 AM
You cant compare costs, you didnt count smith upgardes, lvl 3 ogre with lust can lose vs lvl 5 ogre(random dmg)

Lust is op, but in sea maps you cant attack all the time with ogres

True, but if you want to fight lust ogres with lvl 5 knights you have to smith upgrades for these knights and of course train knights. These are additional costs that will slow down your Invis tactic. Maybe I'm wrong, but for me it looks like Lust is always op
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 20, 2020, 04:23:20 PM
Ok there is new update.

1) Fixed status of demons and sheeps. So stats can be seen as on normal unit.
2) Demons >:D multiselectable now. And do less dmg.
3) Runestone radius is 2 now. Fixed Runestone heal and mana regen timer. They now heals as needed.

4) BIG UPDATE. :-X
Removed random damage from units. Units always dealt max damage now.
Mybe did you saw when ogre can dealt like from 4 to 8 dmg. And somehow your ogres dealt always 4 it seems and enemies always 8. And you thinking wat is the actual fuk is this?!?!!
So u can forget about it now. No random. No luck. just SKILL. just microcontrol like a god.

5) BIG UPDATE. :P
Bloodlust always do X2 dmg. Not X1.5 not X2.5 and NOT X3. ONLY!!! x2.
Cause it now calculates from final damage. (after armor was removed).


Damage thing and bloodlust thing will be removed later :blank: (i think).
Please TEST them and TELL what YOU think about that SHIT!? :poo:
(if many people like it then it will stay.) (and maybe even wiil go to official serv? ??? :thinking:)
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: aLfReD on December 20, 2020, 04:45:31 PM
Haven't read the whole thread so sorry if i'm saying something already pointed out.

10/10, plenty fun my only suggestion would be to remove the autoheal sound as all you hear once the knight and his friends has been to battle is dong dong dong dong dong dong
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Vendar on December 20, 2020, 04:50:56 PM
Ok there is new update.

1) Fixed status of demons and sheeps. So stats can be seen as on normal unit.
2) Demons >:D multiselectable now. And do less dmg.
3) Runestone radius is 2 now. Fixed Runestone heal and mana regen timer. They now heals as needed.

4) BIG UPDATE. :-X
Removed random damage from units. Units always dealt max damage now.
Mybe did you saw when ogre can dealt like from 4 to 8 dmg. And somehow your ogres dealt always 4 it seems and enemies always 8. And you thinking wat is the actual fuk is this?!?!!
So u can forget about it now. No random. No luck. just SKILL. just microcontrol like a god.

5) BIG UPDATE. :P
Bloodlust always do X2 dmg. Not X1.5 not X2.5 and NOT X3. ONLY!!! x2.
Cause it now calculates from final damage. (after armor was removed).


Damage thing and bloodlust thing will be removed later :blank: (i think).
Please TEST them and TELL what YOU think about that SHIT!? :poo:
(if many people like it then it will stay.) (and maybe even wiil go to official serv? ??? :thinking:)

Wow, great changes, especially with damage system  :slight_smile: I don't have time now, but maybe after Christmas I will test it
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 20, 2020, 07:19:58 PM
Ok we played 3hours me alf sg and viet, we need more oil xd, deamon op, heros shouldnt be able after farm, there should be settings to make hero like you need mill to make alleria,blacksmith danath, stable knights, church palladin, mage tower mage, aviary gryphon


Human seems to be op, no more just lust, some air,melee units

Funny when sg used invis but i had khadgar so I slowed him when he was invis xD
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Shotgun on December 21, 2020, 01:54:42 AM
Also the braviet- unit seems to be very under powered. It always dies so easily and has very low AI
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 25, 2020, 07:10:23 PM
So new update.

1) Attack peons gold cost changed from 300 to 150.
2) Removed Alleria inviz. Cause tested enough. All works and game not chrashes. So this not needed now.
3) Because of inviz remove - Alleria +1 pierce dmg and Zuljin hp regen doubled.
4) Removed heal sound of autoheal from Uter when heal heals less than 4 hp. Cause he heals 1 hp for 1 mp. And there was like DONG DONG DONG anouing sound every 0.000001 nanoseconds.
5) Demons multiselectable now.
6) Fixed Status draw for demons.
7) Not need exorcism learned for autoheal to work.

and IMPORTANT UPDATE
u now need to have certain buildings to make heros. Cause early rush is too bad.
Alleria/Zuljin you need to have Lumbermill
Danath/Grom and Lotar/Kargath you need to have Smith (Lotar/Kargath only from 2 tier TH)
Tyralyon/Dentarg and Uter/Chogal you need to have Stables/Ogre mound (Tyralyon/Dentarg only from 2 tier TH and Uter/Chogal only from 3 tier TH)
Hadgar/Teron you need to have Mage Tower/Temple (only from 3 tier TH)
Kurdran/Deathwing you need to have Aviary (only from 3 tier TH)
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on December 25, 2020, 07:54:48 PM
@iL  can you add that channel war2mod on main server? Its funny to play sometimes, but need to relog on backup
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: iL on December 25, 2020, 08:19:59 PM
@iL  can you add that channel war2mod on main server? Its funny to play sometimes, but need to relog on backup
A little later.
Not sure if it will not cause some problems with the server connectivity, so, let's look after testing period.

Also, i see you streaming war2mod on twitch, that's great! Maybe makes sense to tell viewers how they can use that mod? Some simple instructions to join backup and move to the proper channel?
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 25, 2020, 08:22:37 PM
Sorry u8 this is not just channel )
I think we will add this after beta test in combat 47+ and on official serv.
There will be special game modes in MPQ for this.
Like there is Melee or UMS.
Will be something like War2Mod Melee
and for custom maps or online campanigns will be
Triggers Melee and Triggers UMS.
And maybe some others for other things.
So only people who have combat 47+ (or edited MPQ) will be able to join games with that gamemode. Others cannot.
And you will see even before entering lobby that this is War2Mod game or Triggers game. I think its will be very convenient.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: {Lance} on December 27, 2020, 07:28:29 PM
Seems to me that the actual functionality of the triggers works and work should be done to add it to maps rather than it's current state on the backup server of being enabled for everything.  The map should be used for the balance,  not the functionality testing phase of the base trigger system (not sure why a weird name such as "triggers" is used,  that seems like the wrong way to describe what it does,  likely a language barrier mistake).  You're using the "beta test" for all the wrong reasons, all I've seen are "balance" changes so far and 1 or 2 functionality tests (which could have been done from a map file to begin with anyway if they can indeed be held there).  Functionality has nothing to do with balance issues.  Modify a map,  put it up from DL somewhere since that is how it would have to be used on the main server (if at all).

You dont need to enable it for EVERYONE in order to test the actual functionality of different types of modifications if these types of changes can truly be held within a map file (I have doubts about that,  some of these mods are pretty elaborate).  But if they are right about the mods being able to be held within a map file,  then one can do the same tests from a map file and not interrupt the purpose of the backup server which is TO BE A BACKUP ;)  It's not meant to be used as a testing grounds.  A map editor isnt needed either,  the dev doing these changes (Mistral I assume) said that these could all be put into a map file.  If that's the case,  let's see that proven first before all these other balance mods are made.  He should be able to add these to a map file by hand without the assistance of a map editor because in order to make a map editor, one needs to know how to do the modifications by hand first.

My opinion is that if these changes cant be limited to a map file,  then whatever modification it is,  should be abandoned as it posses to many risks for very little reward.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 28, 2020, 12:19:46 AM
Now backup is not started War2Mod always. You need to change channel when you joins server. Only then mod enabled.

So about maps. Well you people actually all have PUD maps with trigges long ago.  :thinking:
http://forum.war2.ru/index.php/topic,6084.0.html (http://forum.war2.ru/index.php/topic,6084.0.html)
No one ever tried to play? ??? Ye there is 2 players neded though, so maybe you dont have friends to play with.  :tear:  :sob:

p.s. name "triggers" has been taken from Starcraft map editor. That things is built in map editors by Blizzard in SC1, SC2, War3.
and actully all this project started from this)))
i wanted that there will be a way for people to create custom maps with triggers like in StarCraft1. (way to create without using programming and etc, just 10-20 mouse cliks that even noobs can do).

So my project is - Triggers System!
And ok what War2Mod is - this is considered Oragon's project, not my. He want to create new balanced war2 and etc. And this project just using my triggers system and i helping Oragorn to make this.
You maybe ask why do i even do this project for him? Cause he my only friend and my only backend slave :newthumbsup: tester for triggers who always run to help me from the first call in 24/7 mode and always working like mule :chuckisthemuscle: restarting game for 100k times in 10 mins to see changes in code and memory values for me.

And so what will be in future - wiil be special gamemode in MPQ for my Triggers System in PUD maps and other gamemode for Oragorn's War2Mod. in combat 47+
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 28, 2020, 01:07:24 AM
So new update.

Added rally point for buildings. So you select building and just press right mouse button. And units from this building when created will be runing where you set point.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Oragorn on December 28, 2020, 04:39:34 AM
Added rally point for buildings. So you select building and just press right mouse button. And units from this building when created will be runing where you set point.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Certified MENSA Genius Brain (smart) on December 28, 2020, 11:09:25 AM
So new update.

Added rally point for buildings. So you select building and just press right mouse button. And units from this building when created will be runing where you set point.
Wow that is big.  That's a major component of later RPGs.  Can you set the peon rally point to the mine?  rally point to chop?

are the footies rallying with right click or with attack-move?  (so can someone attack them on their whole way to the rally point and they'll keep running?)

Can pathfinding be improved in this, or is that not possible?
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 28, 2020, 11:36:35 AM
For now its like A-click.
Foties aggro to all enemies on path.
Mages aggro other mages and buildings.
Peons just run. (maybe they aggro other peons though i dnt tested it).

Maybe later i will find a way to make peons mine and chop chop. ))
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: {Lance} on December 28, 2020, 12:26:36 PM
Glad all this stuff would be map dependent.  Things like rally points cut into the one thing that sets War2 apart from every other RTS out there,  the requirement of multi-tasking for every single minor detail.  The more you automate,  the more watered down multi-tasking skills become.  Something as minor as forgetting to make peons do something like chop or mine can determine who's going to win and who isnt and that's the way it should be.  What's next?  Automatic creation of peons?  Dont laugh,  it exists in the form of "Queueing" in just about every RTS except for War2.  And the idea of units fighting on the way to a path already exists in the game.  It's called patrol.  Always patrol to a spot on the map,  then know how long it's going to take them to get there and stop them once they arrive.  That's a critical part of war2 and can also determine who's going to win and who isnt.  Those who pay attention to minor details are always going to have the upper hand in war2.  In every other RTS,  minor details mean jack squat because they simply dont exist due to all the automation.  If I wanted to play SC/SC2/AoE and watch the CPU basically play for me in 75% of the game,  I'd go play SC/SC2/AoE,  I wouldnt play war2.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Winchester on December 28, 2020, 08:57:35 PM
  it exists in the form of "Queueing" in just about every RTS except for War2.

War2 has Queueing too, its just not in the PC version, in the playstation version of the game, you can queue up to 99 of each unit, you also get to select 16 units instead of the usual 9 in that too. There may be a few other things in it i forgot, but those 2 really stood out.
 

Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Certified MENSA Genius Brain (smart) on December 28, 2020, 09:52:06 PM
Glad all this stuff would be map dependent.  Things like rally points cut into the one thing that sets War2 apart from every other RTS out there,  the requirement of multi-tasking for every single minor detail.  The more you automate,  the more watered down multi-tasking skills become.  Something as minor as forgetting to make peons do something like chop or mine can determine who's going to win and who isnt and that's the way it should be.  What's next?  Automatic creation of peons?  Dont laugh,  it exists in the form of "Queueing" in just about every RTS except for War2.  And the idea of units fighting on the way to a path already exists in the game.  It's called patrol.  Always patrol to a spot on the map,  then know how long it's going to take them to get there and stop them once they arrive.  That's a critical part of war2 and can also determine who's going to win and who isnt.  Those who pay attention to minor details are always going to have the upper hand in war2.  In every other RTS,  minor details mean jack squat because they simply dont exist due to all the automation.  If I wanted to play SC/SC2/AoE and watch the CPU basically play for me in 75% of the game,  I'd go play SC/SC2/AoE,  I wouldnt play war2.
Don’t get me wrong, I don’t want all this stuff to replace war2 as we know it, but it would be very interesting to see and play around using. Esp if it’s just based on a map, then it’s like hosting a weird game with Use Map Settings and we can all chill on the same server. Would be fun to play GOW with all these changes like Daemons and strong archers, but would also be fun to play GOW with rally points and improved pathfinding etc in the same place we can also play the original way.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: iL on December 29, 2020, 03:29:41 AM
For now its like A-click.
Would be great to make it similar to right-click,
to find how right-click being handled and apply it when unit appears trained from building.
To let war2 logic handle that, not your reimplementation
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: iL on December 29, 2020, 03:34:55 AM
Glad all this stuff would be map dependent.  Things like rally points cut into the one thing that sets War2 apart from every other RTS out there,  the requirement of multi-tasking for every single minor detail.  The more you automate,  the more watered down multi-tasking skills become.  Something as minor as forgetting to make peons do something like chop or mine can determine who's going to win and who isnt and that's the way it should be.  What's next?  Automatic creation of peons?  Dont laugh,  it exists in the form of "Queueing" in just about every RTS except for War2.  And the idea of units fighting on the way to a path already exists in the game.  It's called patrol.  Always patrol to a spot on the map,  then know how long it's going to take them to get there and stop them once they arrive.  That's a critical part of war2 and can also determine who's going to win and who isnt.  Those who pay attention to minor details are always going to have the upper hand in war2.  In every other RTS,  minor details mean jack squat because they simply dont exist due to all the automation.  If I wanted to play SC/SC2/AoE and watch the CPU basically play for me in 75% of the game,  I'd go play SC/SC2/AoE,  I wouldnt play war2.
As for me, it's absolute priority for me to keep the original war2 untouthed.
Everything Mistral works on in this plugin is fine, but it will be just an option.
My main concept: war2 should be the same as default.
If Mistral/Oragorn will be able to find followers for that war2mod gameplay, it will be an option implemented, though i'd be happy to have that also. But original game will be on.

We even changed backup server behavior to the original game by default.
If people want to play mod, all of them should join from "War2Mod" channel. That will gaurantee everybody knows what they want to play.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Oragorn on December 29, 2020, 07:25:34 AM
To begin with, everyone needs to understand that no one is going to delete the old ordinary Warcraft2 anywhere! We ourselves dearly love and appreciate him. Believe me.
Secondly, I am firmly convinced that ordinary custom maps will not bring much benefit and will not be popular even in the long term.
That is why War2mod was born.
Agree, you have created a set of triggers for the classic gow map? Played a couple of times. And suddenly you wanted to try the same set of triggers, but on a different map. You will have to use the program again and create the same triggers as for the gow map.
I offer something else: a certain set of triggers, which will ALREADY be set on a permanent basis. (Of course, we with the team, and also with your help, want to make this set of triggers the most interesting and balanced.) This is done for the convenience of the players. And as a user, I understand that it is MORE CONVENIENT for people than creating another custom map every time.
No, I agree that the Mistral program itself will be very useful. For example, to create your own campaign, or for a really dumb simple custom map.
But in my understanding, taking into account many factors, among which lies the usual laziness (excuse me, I judge for myself) - it is much easier and faster to implement this in war2mod.
Now about the organization of the project itself:
It is supposed to implement war2mod as an additional mode (picture attached).
OR, implement it as now - on an additional channel, such as (war2bne, truvia, russia, etc).

Also, I apologize for causing you inconvenience during the bot attack of some freaks. We did not take this factor into account when we put the war2mod on an additional server.
But now, for the test period, the war2mod is placed on another channel of the additional server. (not main)
_____
The attentive reader will find war2balance among the new types.
This project goes alongside war2mod - there will be a minimum of new useful things so as not to spoil the atmosphere of "that same war2", but the race (alliance and horde) will be balanced.
(http://forum.war2.ru/index.php?action=dlattach;topic=6083.0;attach=3893)
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on December 30, 2020, 03:34:53 PM
Ok new update.

Now not needed to stand paladins near church to enable autoheal.
instead of it now there is new button in church that enables/disables autoheal.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Certified MENSA Genius Brain (smart) on January 01, 2021, 11:49:30 PM
Any thoughts as to adding unit queuing and improved pathfinding?

Would it be possible?

These are the things (in addition to rally points) that would make War2 "modern" and I'm super curious if it's possible
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on January 02, 2021, 01:57:32 AM
queuing no, there is no memory in unit to store queue.
in war2 dark saga from PS1 there was autobuild. not really queues but close. and they specially added new union of bytes in unit structure for this. but i cannot do this. they have done this cause they had source code.
pathfinding maybe if just fix a little. there is not much to improve.
if u want to making pathfinding really normal then easier wiil be to write new algoritms than try to fix bugged shit that game have now.
but i cannot create new. There is too much and too hard.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Certified MENSA Genius Brain (smart) on January 04, 2021, 10:00:56 AM
I actually don't care about unit queuing, was just wondering though, thinking it would help attract modern players spoiled by such things :D

pathfinding improvement would be super cool... but does sound like a big job
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: ~ToRa~ on January 04, 2021, 01:13:16 PM
I actually don't care about unit queuing, was just wondering though, thinking it would help attract modern players spoiled by such things :D

pathfinding improvement would be super cool... but does sound like a big job

I like the idea of unit queueing to.
But u know our playerbase would lose their shit if we added that mod lmao.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Certified MENSA Genius Brain (smart) on January 04, 2021, 04:00:37 PM
Well it wouldn't be installed server-wide, only in the triggered puds or w/e

Personally, it's a microtask I think is a fun kind of challenge instead of just a frustration.  Pathfinding is more of a frustration.  I mean you can kind of learn the multi-step moves you might have to send guys on to get them to a particular location without being stuck but that seems way more like... should you have to??  That seems more like something that's just not working, whereas unit queues seem more like an extra feature
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on January 18, 2021, 01:22:39 AM
New update.

1)Created new trigger that allow change game speed in multiplayer game. (this thing was in old IPX but now broken in BNE so i just fixed Blizzard code).
So you will be able to use this trigger for like maybe play on fastest when first TH and farm builds then you change speed to EF or lower to play normally and make some super micro control pro players game.
So this thing enabled in War2Mod by default so you can go and test. (please test and say what you think cause it will be removed later)

2) Real OBS trigger.
So now in war2mod when you set your race to "Random" (not Human and not Orc) you will be OBS.
So when game starts all obs units got destroyed, but you still not kicked from game and stay.
And all players give him viz automatically (comps too).
So you can just relax and observ this game and not interfere. (now you cannot do this even if you want cause you not have any units).
So now no more shitty obses who builds base in corner of map or do something other bad things with his starting peon.

So this all already on backup server, just go and test/play.
Second server in list is backup server (named: "if server is down").
And you must go to channel War2Mod for triggers to activate.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Szwagier on January 18, 2021, 03:23:58 AM
what if someone want play random? he wont be in game?
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Mistral on January 18, 2021, 06:25:59 AM
He will be obs ))
for now at least.
maybe will be changed later.
Title: Re: War2Mod (War2 with triggers) beta testing
Post by: Paper_Boy on March 04, 2021, 03:02:55 AM
Well Done! I love all the new ideas

If you’re making small tweaks.



Slow should have greater range so its easier to mage Bomb!

EXorcism and Unholy armor should be a little cheaper.

Skeletons little cheaper & faster so they can rape Farmed in dks

Casting Flame shield on fliers

Could Jugs move on land as a Howitzer?

Allow a Church at Hold so humans aren’t at a disadvantage until Fort stage?

Perhaps no auto heal until Fort?



At some point could Random be made into a 3rd race incorporating Sc2 Characters?