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Messages - Pandaprewmaster325

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181
Strategy & Replays / Re: Nation specific bonuses
« on: September 05, 2024, 01:50:24 PM »
Also I won't really consider turning this into a custom map until I actually make the rebalancing mod which on its own might take quite sometime setting up the required material for work learning the ins and outs of war2 basic modding and testing all the changes one by one yeah that will take a good amount of time but I plan to make a post more of a blog about the development process of that mod which I will share everything step by step be kinda fun to archive your work

182
Strategy & Replays / Re: Nation specific bonuses
« on: September 05, 2024, 01:47:00 PM »
talk with @Mistral maybe he can help you

I appreciate your attempt for help.

Its not an emergent matter so its fine if I feel the need for help I would tag the qualified people myself.



183
Strategy & Replays / Re: Nation specific bonuses
« on: September 04, 2024, 07:00:28 PM »
nation bonus can be good only in campaign,  people want play orginal multiplayer balance

No mate , this will be a custom map not a campaign thing that will take ages to implement

184
Strategy & Replays / Re: Nation specific bonuses
« on: September 04, 2024, 09:37:19 AM »
Oh yeah I forgot to type it in the post but there is also a list of general changes that will apply universally they are:
1-bloodlust effect 1.5 instead of 2
2-healing costs 3 mana per 1 health
3-farms give 5 food
4-mages +1 range , while these whiny dudes never engage in combat the chad death knights always be attacking something preying on nearby farms its clear that blizzard saw the death knights as gigachads and mages as virgin redditors the portrait for the mage itself has him doing the same face as the soyjak meme

185
Strategy & Replays / Nation specific bonuses
« on: September 04, 2024, 09:07:55 AM »
Hello people , today I will propose a list of human nation bonuses that fit each nation and help give them more unique flavor a reminder these are simply imaginary bonuses and will not be implemented in anyway or shape or form in warcraft 2 HOWEVER I may make a warcraft 3 custom map using this post and the orcish clans one warcraft 3 already has custom second war era assets that could be used to create accurate depictions of warcraft 2 factions won't ramble too long about this so lets get started:

Nation of azeroth
-destroying enemy buildings grants 25% of the building cost as resources
-town halls cost 25% less gold
-archers/rangers +15% faster attack speed
-paladins +1 speed


Nation of kultiras
-ships cost 10% less resources
-peasants +5 health
-foundry upgrades 15% cheaper
-battleships +1 speed

Nation of  stromgarde
-all human melee units +1 attack (peasant/footman/knight)
-ballista +10 attack
-paladins attack 10% faster
-footman +2 LOS

Nation of dalaran
-buildings +20 HP
-mages cost 25% less resources
-Mages +2 speed
-paladins double regeneration speed

Nation of alterac
-peasants cost 25% less resources
-peasants carry capacity +5
-keep/castle upgrades cost 10% less resources
-upgrading to castle doesn't require stables

Nation of gilneas
-rangers upgrade and its subsequent upgrades 50% cheaper
-oil tankers +10 carry capacity
-paladin is automatically researched once castle upgrade is finished
-towers effected by archer upgrades

Nation of lordaeron
-footman starts with 4 base armor
-paladins +3 armor per armor upgrade
-all military units are effected by armor upgrades
-gryphon riders +2 speed


The bonuses for the humans don't include a lot of health bonuses as I like to reserve such buffs to the orcs the human bonuses are much more varied and interesting the displaced people of stromwind (azeroth) at the time were something akin to refugees so I think them scavenging enemy structures is fitting for them along with a decentralized command meaning its easier to build town halls , alterac is full on economical nation it is a wealthy yet weak nation  their weak military however is aided by superior economy allowing alterac to unlock powerful units early on to supplement their lack of any military bonus that helps their army early on , the nation of lordaeron is the teutons from age of empires 2 dressed in warcraft fashion LOL heavy focus on armor and durability through armor.

I would like to bring this to life using the warcraft 3 map editor or maybe even the warcraft 2 map editor if it proves capable of doing some of the things I mentioned above time will tell.

Thanks for reading and stay hydrated.

186
Mods & Development / Re: Changing Colors
« on: September 03, 2024, 06:30:46 PM »
Hey mate I was also having same thoughts but for the expansion pack missions like playing as different orc clans cuz u unite them under the shadowmoon banner but come on I want to play a bit as the warsong maybe thunder lords ? Be cool if each mission u change color.

187
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: September 03, 2024, 01:49:16 PM »
Im quite surprised that the human rebalance got almost 6000 views surpassing the orc rebalance post I hope the views are people actually viewing the post itself I think views are registered as those who click on a post.

I see that the human rebalance is more important than orc we all know why im not typing it  and that makes me happy knowing people are more interested in human rebalancing more than orc rebalancing saying that as an orc and horde fanboy myself...

188
Strategy & Replays / Re: Rebalancing warcraft 2: orc edition
« on: September 03, 2024, 01:04:50 PM »
well  ;D ;D ;D ;D ;D
it is hardcoded  >:D
and catapult do not need to be stronger lol, its already have huge advantage against ballistae

If that's the case then amendments must be made well since ballista gets increased damage catapults would need to get something not necessarily a damage increase simply having them start with  someI base armor  Like 1 or 2 armor would suffice.

You see my aim is to make a mod that gives each unit in the game a unique perk or quirk its counterpart doesn't have these come in the form of small changes to actually have a good amount of difference between counterparts.

189
Strategy & Replays / Re: Rebalancing warcraft 2: orc edition
« on: September 03, 2024, 06:16:01 AM »
I just realized catapults do actually deal splash damage lol but its little damage compared to the targeted unit as such the only thing to do would be to increase the damage done to units effected by splash damage its said that catapults deal 25% of their damage to units caught ub in the area of effect so an increase by 10%-20% would be enough to make the catapult have a unique function compared to the ballista I do hope this isn't also hardcoded.

190
General Discussion / Re: ATTN Russians
« on: September 03, 2024, 06:05:10 AM »
Alright people so since this seems to be the right place to discuss russia invasion of ukraine....what do you think of the Ukrainian invasion of kursk oblast ?

191
General Discussion / Re: ATTN Russians
« on: September 02, 2024, 04:29:24 PM »
Goddamn I missed the daily dose of wc2 mixed with my favorite conspiracy theorists! The warcraft community is one heck of a group of conspiracy theorists.

192
Strategy & Replays / Re: Rebalancing warcraft 2: orc edition
« on: September 02, 2024, 04:52:44 AM »
Ok so another buff to the skeletons would be a slightly faster attack  it won't be huge just a little boost the sooner they attack the better without necessarily changing their damage

193
Mods & Development / Re: Wall Balance mode (multiplayer)
« on: September 01, 2024, 09:53:19 AM »
You are so knowledgeable about this game. AOE makes sense, less clicking, but maybe was troublesome to implement.
Yes, I meant BL lower than x2. I'm using it.
No perhaps they realized healing was too strong if aoe? Or maybe the healing value was so abysmal to be aoe?

194
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: August 31, 2024, 09:37:27 AM »
did you saw triggers game mode?
there is also triggers editor prog
there is trigger that fix blood, makes exactly x2, just changes place of armor calc
you can set trigger in map and host in in triggers game mode

No sadly Im not playing on pc  these months using only my phone having installed a ps1 emulator and gone through couple ps1 games wc2 came to mind having never tried it before but played its various remakes in wc3 I was like hey this is my chance to try out OG wc2 so I got the dark saga port there is no way to edit the game data as its ps1 data  what I'm trying to say is there is no way for me to use map editor trigger editor whatever items the pc version has  which is why I again and again stated in the posts that there is no current version of the mod being made until then I can only speculate and theorize about what to change but  that's a glimmer of hope knowing BL against armor can be fixed.

195
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: August 31, 2024, 06:38:15 AM »
lol wtf
no one will use blood on grunt
why, if you have ogres
if you must have to use grunt vs paladin then something is very fucked up going on in your game (like maybe no lumber for ogres ?)

so the main problem with blood is that blizzard fucked up calculation, it should have been making exactly x2 damage
but they remove armor after doubling, not before.
this makes the armor itself and armor upgrades is way more weakier agains blood.
because of that it can become from x1.5 to x3 damage.
only on units with 0 armor like peons it have normal honest x2 as intended

main power of blood is not actually because killing units, there is many other stuff that can kill enemy units.
but there is very very little things that can kill buildings.
i mean kill buildings FAST.
lvl 1 ogre have 8 str damage and 4 pierce
he deals from 6 to 12 dmg on 0 armor unit
and 12 - 24 with blood
but on building str damage is blocked
building have 20 armor
so no matter blood or not, 8 or 16 they blocked by 20
that means there is stay only 2-4 damage or 4-8 with blood
but lvl 3 ogre with 2 upgrades on damage
will have 12 str damage
and with blood it will be 24, that means it outdamage even buildings armor
20 - 24 = 4 more overdamage
means 6-12 damage on buildings with blood, instead of default 4-8 (which is basically x3 instead of x2)
difference prob seems not very big, but ogres attack speed is fast
with blood they need 7-8 less hits in average to kill guard tower for example
this is why its very VERY important to do 2 damage upgrades for ogres
they can crack open closed bases sometimes even before player can understand what happens and before peons can run here to even start repair
ogres and peons have same attack animation speed, that means you need 2 peons to outrepair blood ogres lvl 1 damages, but for lvl 3 ogres you need 3 peons per ogre, sometimes you simply not have enough space for peons to stand and repair, so ogres will crack open base no matter if you repair or not.

but ok this is buildings, if you remember units then lets check vs knight (or other ogre)
so they on lvl 1, have 4 armor, they block it from 8
8-4=4 + 4(pierce) =  4-8 damage
and witch blood
16-4=12 + 8 =  10-20 damage, so directly x2.5 already
now check lvl5 vs lvl5
12 dmg - 8 armor = 4 + 4 = 4-8 damage normal
but with blood
24 - 8 = 16 + 8 = 12 - 24 damage
which is x3, they will need 10 less hits in average to kill knight
this is why important to upgrade damage for ogres

remember knight still hits ogre for 4-8, he need 10 more attacks in average to kill
if you add heal here, you can add +1 attack because heal animation is just like attack animation.
so you can heal 40 hp from full mana (seems like 42 but blizzard set hardcoded limit of 40 per 1 heal cast)
so now what, if you lucky and ogre roll small damage, like 12 he still need only 4 hits, and if he roll high like 24, actually even 20 enough, it takes just 2
so what that means, ogre need 5 attack in average to kill knight, knight need like 16
knights spend +1 attack for heal, but its not +1 BUT +2 because while they heal ogres still hits them, and at this time they could have been spending time atacking ogre, so that means knight use +2 to add in average +3 for ogres
now knight have like 18, while ogre still have like 8
so, what if we have more knights, and they all heal
20-11, 22-14, 24-17, 26-20, 28-23, 30-26, 32-29, 34-31, 36-34, 38-37, 40-40, 42-43
so that shows that you need at least 14 (in average, really you need more) knights to outheal one ogre in fight vs same amount of ogres
also remember they all heal from full mana, while blood costs only 50
and on the duration of blood ogre can make 40 attacks.
oh yea you see how wonderful its number 40 again, in my previous calculation paladins was able outheal ogres exactly after 40 hits.
this is reason why blizzard maked heal exactly 6 mana, this is real balance you see.
the only thing is that its on average and in ideal fight and when all paladins heal perfectly on timings


I just happened to encounter bloodlust grunt so I sent a paladin to see if he can take him lol he didn't which was surprising and annoying at the same time.

Now since bloodlust messed up with armor calculation shouldn't there be a way to fix this? No not using map editor but from the data itself.

It was 3 am when I wrote the post above was kinda sleepy lol.

The thing with ogres attacking faster is somewhat silly as in warcraft 3 high tier melee units have longer attack delay compared to warcraft 2 BUT since wc2 favors melee units over ranged (opposite of wc3) perhaps its fine? I get that they made heal 6 mana for reasons but in an actual game I doubt you would have full mana paladin add on this the fast reaction it needs isn't as easy to pull off since you can heal enemy units with mis clicks but as I said before humans aren't adequately rewarded for micro compared to orcs who can simply bloodlust and call it a day.

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