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Messages - Mistral

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1
yes its very easy to do with code

2
Mods & Development / Re: Campaign mods
« on: October 27, 2024, 02:02:51 PM »
the lack of waypoints

hey man are u serious?

3
Mods & Development / Re: Campaign mods
« on: October 25, 2024, 07:46:01 AM »
you can play Alauner1
Alaunter Stonia
Red Mist (this one have easy diff which is very moderate)

https://forum.warcraft2.online/index.php?topic=5534 ala1
https://forum.warcraft2.online/index.php?topic=6639 ston
https://forum.warcraft2.online/index.php?topic=6979 redm

4
Strategy & Replays / Re: Rebalancing warcraft 2: orc edition
« on: October 06, 2024, 12:24:27 PM »
depends on how many players there is on map
max units in editor is 600
and its divided per each player
600 / 8 = 75
and even if some players have like 1-2 units map editor still not allows others to have more than 75
but its only when 8 players on map
if you got like 2 players you can place 300 units each

5
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: September 19, 2024, 10:38:15 AM »
you mean edit sprites? yes its very easy you can change GRP files with progs you can find on en.war2.ru/downloads/
and you can use code from my plugins on my github to load files from folder and change them in game on fly

6
Mods & Development / Re: Extremely basic questions from an extreme newbie.
« on: September 16, 2024, 07:57:09 AM »
check out my github on other war2 mods
https://github.com/Mistral-war2ru/War2Mod
seq_change function is what can be used to change units animation speed from C++ code

7
Server.War2.ru / Re: Randomly Lag
« on: September 14, 2024, 10:42:49 AM »
how VPN works
in one picture

8
Mods & Development / Re: Extremely basic questions from an extreme newbie.
« on: September 14, 2024, 10:34:37 AM »
gog is shit
get normal game from https://en.war2.ru/downloads/
this is our version
you can play on our serv we have many new cool stuff going on out there

9
Strategy & Replays / Re: Nation specific bonuses
« on: September 05, 2024, 02:02:48 PM »
you can check out source codes of my mods
https://github.com/Mistral-war2ru

10
Strategy & Replays / Re: Rebalancing warcraft 2: orc edition
« on: September 03, 2024, 12:36:19 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

11
Mods & Development / Re: Wall Balance mode (multiplayer)
« on: August 31, 2024, 07:09:15 PM »
autoheal cost is actually depends on greater heal spell cost, you can change it with triggers.
greater heal is default not finished spell by blizzard, autoheal actually works on its code.
and cost of 5 is also actually default set by blizzard.
in original it wasnt auto though, but it seems like it was AOE heal, but there is not orig code for that, they do not maked it to the end, dunno why.

there is also trigger that can fix blood onto honest x2 instead of x1.5-x3, its switch place of armor calculation

12
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: August 31, 2024, 08:46:01 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

13
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: August 31, 2024, 12:35:55 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

14
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: August 29, 2024, 08:29:02 AM »
fun fact, goblins and dwarfs have a little different movement animations
because of that haste spell working better on dwarfs
you can test, without buff they move same speed
but with haste dwarfs are faster that goblins
if you want real numbers then
haste makes goblins move 2 frames faster
but dwarfs will move 4 frames faster

15
Server.War2.ru / Re: War2Rebalanced - We need your feedback!!!
« on: August 27, 2024, 07:50:59 AM »
me

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