Recent Posts

Pages: [1] 2 3 ... 10
Ggs thanks for hosting the tournament, Tora. Hopefully more teams will play in the next one so no one gets left out. Didn't realize that happened, but I would not have minded waiting for an even number of teams before starting in the future.
2 / Re: $1200 - 2v2 Gow Tournament - Saturday - June 15th - 3pm EST
« Last post by Szwagier on June 15, 2024, 08:35:38 PM »
I dont get it,  there was much more players/teams who wanted play you ignored it

I asked you to make everyone vs everyone like I did it with choppers


and you just say no, cause st/wg viet/angel was playing their first game

you are bad tour host  :-X :-\

3 / Re: $1200 - 2v2 Gow Tournament - Saturday - June 15th - 3pm EST
« Last post by Knitter on June 15, 2024, 04:50:01 PM »
see it exactly like jesk.
Tora, that was total filth you did there.
I also kept the evening free just to not be able to play because you couldn't get it together.
There were a lot of players and you make 4 teams.
Really horrible... maybe ask one more time before you set up things.

Jesk and I wanted to play but tora didn't accept us as a team because otherwise there would be an odd number of teams wtf.
Also many more people coudnt play.

If you don't know anything about tournaments, then ask for help. But that was really shitty

4 / Re: $1200 - 2v2 Gow Tournament - Saturday - June 15th - 3pm EST
« Last post by BHC-JesK on June 15, 2024, 03:46:01 PM »
tora, once again you handled this tournament very unprofessionally. Im not gonna block another night for this shit again. Throwing some cash in the middle but not giving a fuck and not listening to the players just doesnt cut it.
5 / Re: $1200 - 2v2 Gow Tournament - Saturday - June 15th - 3pm EST
« Last post by ~ToRa~ on June 15, 2024, 01:48:46 PM »
Tournament begins in 1 hour give or take
Cartography & Custom Maps / Re: Maps with human rebalance stats
« Last post by pianolarva on June 15, 2024, 10:08:48 AM »
I think the prev message meant that you should place some early buildings in your maps.

I'm not sure if balancing early vs late game is the right approach. You're defining how the game is gonna play out before it started. Besides, it would be quite hard to balance. On the other hand, it has uneven footman vs grunts which I like.
Mods & Development / Wall Balance mode (multiplayer)
« Last post by pianolarva on June 14, 2024, 07:16:52 PM »
Now it's on the correct forum.

Main changes:

- Walling will be done with actual walls (hopefully, idk if it will work). Walls will have reduced building time. Buildings will have much lower hp. The first line of defense will shift the focus towards walls, towers and archers.
- Modifications to make every unit/spell/upgrade useful (biggest changes are about rangers, dragons, bloodlust, healing, blizzard, and skeletons. The rest are smaller adjustments)

That's about it. Stats are almost the same so it'll be easy to get into. Unused spells and archers will come into play. I hope to see some games using this mode. I need that for further updates too.

Detailed info (I will be updating this):

Buildings (except walls and towers) will have around 40% their hp.
  • Archers (+): 5 damage, 14 piercing damage (previously it was 3 and 6) – it looks like a lot but it isn't because their fire rate is low. You can expect footmen clearly beating them 1v1. They were too weak. Next update: around 10dmg and 9PierDmg, because they are destroying buildings much faster than footmen.
  • Knights (-): new addition: Knights start with 80hp (previously 90) so that it's more even with rangers and footmen. Paladin Training adds +10hp. Cost now 900, 100 (previously it was 800 100) – This is an attempt to balance footmen and BL.
  • Demo Squad: Remains the same, but it now would destroy a shipyard or so. Combos with unholy armor could be dangerous.
  • Gryphons/Dragons (+): 200hp (previously 100). 30dmg (16). Reduced building time from 250 to 200 – this is just a consequence of archer changes. But also they were too weak for being the most expensive unit. They won't be killed with blizz now, there's archers, whirlwind and death coil.
  • Walls (+): x4 reduced building time, it's fast but not immediate. Building cost now 100gold 50wood (20 10) – Note that walls aren't repairable, but improvements to archers and towers will make up for that.
  • Towers (+): hp x1.3, except Scout that will have 160hp (100) –  They were too weak and I don't think x1.3hp will be enough. Next update: +dmg maybe along with +12armor for dragons (and 150hp), to balance the increase of dmg of archers.
  • .
  • Footman upgrades: same
  • Arrow upgrades (+): +2dmg (previously +1) but forgot to add it.
  • Ballista upgrades (+): Gold 800 and 2000 for the second upgrade – It should be deadlier.
  • Ranger training (+): +7dmg – because ranger upgrades are very weak.
  • Ranger scouting (+): 500 gold (1500)
  • +1Range upgrade (+): 500 gold.
  • Troll Regeneration (+): 500 gold.
  • +3dmg for rangers (-): 6000 gold – Idk how to balance this one. So it will come into play very into late game.
  • Healing (+): From using full mana to heal 42.5hp, to healing 127hp – now 2mana x 1hp. Less would be constant healing, more would mean it's weak compared to other spells like BL. It's powerful now. 
  • Exorcism (+): now you can kill dk with 120mana instead of 240 – Damaging a dk doesn't matter much unless you kill him, which now doesn't require full mana. With the skeleton modifications, it now kills one skeleton with 100mana.
  • Bloodlust (-): fixed at x2 so that it doesn't snowball from upgrades and becomes OP. 200mana (50). 2500 gold (1000). Increased building time to 200 (100) – It still is the most powerful spell in the game.
  • Runes (+): 150mana – Mana cost should not be cheap because it would be used all over the battlefield, but not too high for it to be a better option than BL. Still BL is more powerful, and it will cost more gold.
  • Fireball: (+): 50mana (100) – I think it does a bit more dmg than coil overall, and it could be useful at chokes maybe, but I'll leave it for now.
  • Death Coil (+): 50mana (100) – I think it did little damage for its cost, like -45hp to a knight for 100 mana. Now you would kill around 2.5 basic knights at full mana, which still isn't that much.
  • Slow (-): mana 100. Gold 1500.
  • Polymorph (+): mana 150. Gold 1000.
  • Inviz (+): mana 150. Gold 2000. 
  • Flame Shield (+): 500 gold
  • Blizzard/Decay (-): 3000 gold, mana 150 (25), doing much less damage to buildings and peons. You used it so much on the gold mine, that now it's basically used only for that. It will only kill some peons. You'll need two mages, and better timing. The correct fix would be decreasing the ridiculous range, but that's not an option.
  • Haste: same
  • Raise dead (+): Gold 1000 (mana 50). Skeletons have around 50hp, 12dmg, 8pierDmg, 0armor (pals are 90,8,4,4) – Skeletons should still have weak hp for exorcism to be useful.
  • Unholy Armor (+): 150 mana, 2000 Gold
  • Whirlwind: same. (1500 gold, 100 mana) – It now has a bigger impact on buildings instead of just going aimlessly and damaging many buildings but not destroying much.
Waiting for mana to reach 200 was a bit much so I reduced it for some spells. I still mantain both sides having mana/cost cheap spells.


I applied all these changes into Great White North (it could be any map), which is attached below. Then you just go to the War2Mod channel on the left panel, and play it with the "use map settings" option.
8 / Re: Cheats 2
« Last post by pianolarva on June 13, 2024, 10:38:02 AM »
You could send that program to players that enjoy peon jumping, surely they'll play together with it.
9 / Re: WarCraft II Rap !
« Last post by Knitter on June 13, 2024, 04:52:07 AM »
Hi legooooo,

Nice to hear from you.
How are you?

I remember a song called "Peon Hero" that I thought was quite good.
USA~ Feature a legend.

Come back online sometime. :)

Best regards
Pages: [1] 2 3 ... 10