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
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.
iL is right, you don't want some people with War2mod on the main server joining games and having disconnects and crashes.All this testing thing is meant for updates and tweaks.
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.
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.
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
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.
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.
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.
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
join us, play with us, you will got one vote
I call people like you "thrower of ideas" (...)
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 :)
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.
Its funny that 9 lusted ogres can hit with bad luck 12 dmg per hit vs 9 ogres 24 dmg :rofl:
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])
my idea is just that random people shouldnt give tips for multiplayer, but your idea could be good in single/custom gamesRandom people? Take it as what?
my idea is just that random people shouldnt give tips for multiplayer, but your idea could be good in single/custom gamesRandom 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.
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
(...) This is a problem that happened with starcraft 1 and 2 as well. People are way too conservative and stubborn for changes.
i disagree with you, human race is more powerfull race than orc in sea maps,
(...) 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 :(
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 |
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.
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.
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 humanHumans usually don't live up to that 200 mana. And THEN there are not many chances of winning.
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 wellGood 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 :)
"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 !
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 humanHumans 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 wellGood 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).
"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.
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.
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
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
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
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
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:)
@iL can you add that channel war2mod on main server? Its funny to play sometimes, but need to relog on backupA little later.
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.
So new update.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?
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.
it exists in the form of "Queueing" in just about every RTS except for War2.
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.
For now its like A-click.Would be great to make it similar to right-click,
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.
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