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Messages - dannyldd

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1
Server.War2.ru / Re: War2Rebalanced - We need your feedback!!!
« on: August 26, 2024, 07:58:14 PM »
This is actually pretty decent changes anyone who opposes rally points/auto heal/manual tower control is either a retard or some old ass person who grew too used to the same game matter of fact its bullshit that you can't que  multiple units one of the best additions of the ps1 port is auto training it helps a lot with economy , I hope you update the mod with something akin to training multiple units the gameplay is sorely lacking many good aspects that are now a staple in the genre no one can deny that personally I have issues with the how this whole is balanced starting from peon to peasant ending with how crappy some spells are.


This game is too outdated and bested by ever single new RTS ever since 95 any person with a half assed brain can realize how shit this game plays I don't hate wc2 I know that it was a huge thing back in 95 but updates like these are what the game needs if I had to draw a what to modernize in this game it would be

1-rally points
2-ability to que multiple units (limit is 15)
3-ability to multi cast
4-add voice lines for upgrades towards completion (could make few unique voice lines for some upgrades like marksmanship)
5-FIX THE AWFUL PATHFINDING
6-and finally balance

The balance for this game is honestly should be the least of concerns the game should be in a playable state modern enough to be playable by new generations opposing positive changes such as rally points is nothing less of retardation these are positive changes before playing wc2 I played aoe1 and it has the same awful issue of no rally points and its not like a lot of fun and joy to pick every single new worker and assign them to tasks its bad BAD.

since road of heroes mod: https://gamebanana.com/mods/433454

I offer such a thing from 1), 4) and 6)

Rally point is a good thing that comes up from Ed in multiplayer using one of the mods in lobby-game. I think rally point is available in Rebalanced mode.

4) is also possible thanks to Ed, even though he didn't add this feature on his mod but on mine they're. Different alert for researches and upgrades.

6) Re-balance in my mods for things like archers-trolls-rangers-berserkers-skeletons-dragon-gryphons and still need some stuff like higher mana cost for bloodlust/D&D and less mana cost for raise of the dead or runes.


Ed told me unit pathfinding is such a thing that would need the entire game to be done from scratch.. either that or more people interested in programming that could help Ed to find out through the code to how fix this feature from the game.

2
https://gamebanana.com/mods/433454

v8.8

Probably FINAL UPDATE

-many bug fixes since last update

-orange humans no longer use polymorph in difficulty 2normal, 3friendly & 4easy difficulties

-no polymorph available for computer humans in xorc12, 3friendly & 4easy difficulties

-4Easy level difficulty included now. Attacks are smaller.

-Explosion sprites are now divided by specific type of buildings/spells.

-Previously, these explosion sprites were randomized each time some buildings were destroyed.

-They were mixed up between war2 explosion, war1 explosion 1x, 2x sizes

-Now, dragon breath/mage fireballs have war1 explosion 1x sizes. Same as for farms, towers being destroyed

-Larger buildings have war1 explosion 2x size.

-Catapults have default war2 explosion sprite now.

xhuman1:

- fixed up again an unsuspected issue with war1 alert: enemies nearby, by

having brigands near player base.

xhuman10:

-fixed up an unsuspected defeat trigger by reaching Castle tech.
It should not happen anymore.

- new custom sprite/voice acting/icon for Grunts.

- voice acting & icons are from Chronicles from the Second War mod.

- new audio alerts for oil platform being destroyed for orc/humans

- war1 small & large fire 3x size on buildings now available. Being randomized with war2 small/large fire sprites, aside of the previous war1 2x size.

-fixed grey pixels in war1 peasant/peon sprites.

-fixed a mismatch between knight/paladin icon & sprites

-fixed wrong crossbowman sounds in one of the rescuable Rangers from human2 mission

3
I was wondering about the difficulty change in the dark saga port compared to the pc release and if there Is a difference I also felt like many missions could improve difficulty the only orc missions I had hard time beating were caer darrow that one is fun stratholme proved to be a challenge the stormreavers and the twilight hammer gave me some hard time in water but nothing worth mention on land , dalaran if anything felt attritional in a way last orc mission was also a challenge I think act 1 could use a lot of improvement making hillsbrad harder to take out and the prison mission by doubling the number of defenders


For humans its a mixed bag surprisingly mission 4 proved to be quite difficult as my initial landing force was smashed lol , dun modr also was a bit hard but not as hard as I expected it to be dun algaz was a disappointment act 3 wasn't really hard act 4 for crestfall once u get stable oil income its ez blackrock spire the toughest part is ogre magi otherwise ez also F for lothar last human mission the great portal was the hardest mission so far with constant dragon attacks I felt like dragons were getting pumped so fast something akin to a machine gun spawning them  but once the dragonmaw ran out of gold it was ez so far not very impressive in terms of difficulty I heard that beyond ze dark portal is really hard personally I haven't experienced any sort of the "AI breaking" bug for the ps1 port maybe it was fixed there?

1) every single map in this mod will showcase all of the intended upgrades as originally were set up, so they're all going to be harder now..

2) caer darrow is orc08 map, right ? the one with naval battles and where you have to destroy human castle & rescue runestone? In that one now Humans get their full upgrades as was intended. In base game they reach paladins tech at most I think.

3) As far as i know, War2 play station 1 version is based on War2 DOS so the difficulty is the same as PC, except that you're forced to play with a cursed controller which makes so much harder to simulate a PC mouse.

4) Which "Stratholme" mission are you referring to ? Orc10 ? This one has a passive AI difficulty, even though ships were a bit bugged out but now they should work on the sea as a threat.

5) "Stormreavers & twilight hammer" you may be referring to Orc12 mission, right ? In this one overall blue & purple couldn't fully upgrade their units but now they're a threat on their own land. Specially blue that always remained to have ogres level 1.

6) Human2 where you have to rescue the Elven archers is now harder. Trolls are secured now to defend the prison a bit better and guard tower from war2 DOS is back. Less units at start to avoid the usual speedrunning strategy.

7) Now comps will NOT get out of gold/lumber in any of the maps from this mod. The only way to win is to complete objective or destroying them.


Oh Yeah you guessed each mission correctly although the stratholme mission had humans constantly attacking me with ballistas and paladins , im actually not playing using a controller even worse  a ps1 emulator on a phone now thats bad XD I feel like the campaigns have been toned down in terms of difficulty cuz you know consoles have harder time playing RTS I mean it is very possible I will make sure to get your mod on pc it sounds awesome but I think the campaign could be made much harder like massive attack waves  bases defended with significant forces double or triple what we see in game since this is no longer 1995 pcs can handle large amounts of units so why not make campaigns be much more large scale I still think that with the fixes you implemented an attack wave of 2 knights and an archer isn't gonna do much even when upgraded.

If you were asking for a harder Challenge, you can try out the already existing (and completed) mods such as Insane Edition (DIE) or DAIFE.

All my mods in:
https://gamebanana.com/members/submissions/mods/1738346

DAIFE mod: https://gamebanana.com/mods/288680

Insane Edition: https://gamebanana.com/mods/288701

Insane Edition is intended to be the Ultimate challenge in War2 campaigns, so be adviced that if you wanted to check this mod, you gotta be experienced player in either warcraft 2 or real strategy games

4
I was wondering about the difficulty change in the dark saga port compared to the pc release and if there Is a difference I also felt like many missions could improve difficulty the only orc missions I had hard time beating were caer darrow that one is fun stratholme proved to be a challenge the stormreavers and the twilight hammer gave me some hard time in water but nothing worth mention on land , dalaran if anything felt attritional in a way last orc mission was also a challenge I think act 1 could use a lot of improvement making hillsbrad harder to take out and the prison mission by doubling the number of defenders


For humans its a mixed bag surprisingly mission 4 proved to be quite difficult as my initial landing force was smashed lol , dun modr also was a bit hard but not as hard as I expected it to be dun algaz was a disappointment act 3 wasn't really hard act 4 for crestfall once u get stable oil income its ez blackrock spire the toughest part is ogre magi otherwise ez also F for lothar last human mission the great portal was the hardest mission so far with constant dragon attacks I felt like dragons were getting pumped so fast something akin to a machine gun spawning them  but once the dragonmaw ran out of gold it was ez so far not very impressive in terms of difficulty I heard that beyond ze dark portal is really hard personally I haven't experienced any sort of the "AI breaking" bug for the ps1 port maybe it was fixed there?

1) every single map in this mod will showcase all of the intended upgrades as originally were set up, so they're all going to be harder now..

2) caer darrow is orc08 map, right ? the one with naval battles and where you have to destroy human castle & rescue runestone? In that one now Humans get their full upgrades as was intended. In base game they reach paladins tech at most I think.

3) As far as i know, War2 play station 1 version is based on War2 DOS so the difficulty is the same as PC, except that you're forced to play with a cursed controller which makes so much harder to simulate a PC mouse.

4) Which "Stratholme" mission are you referring to ? Orc10 ? This one has a passive AI difficulty, even though ships were a bit bugged out but now they should work on the sea as a threat.

5) "Stormreavers & twilight hammer" you may be referring to Orc12 mission, right ? In this one overall blue & purple couldn't fully upgrade their units but now they're a threat on their own land. Specially blue that always remained to have ogres level 1.

6) Human2 where you have to rescue the Elven archers is now harder. Trolls are secured now to defend the prison a bit better and guard tower from war2 DOS is back. Less units at start to avoid the usual speedrunning strategy.

7) Now comps will NOT get out of gold/lumber in any of the maps from this mod. The only way to win is to complete objective or destroying them.

5
Mods & Development / Re: SaveLoadFix on single player?
« on: August 16, 2024, 10:59:51 PM »
I've only ever played single player campaign mode,  and now that my kids are old enough, I'm trying to get them into the game.

I've tried running the dos version in dosbox and also the latest War2Combat version I found here, but in both cases, as soon as we start saving/loading the game, the AI keeps breaking and enemy units stop attacking, stop researching, etc.  Reloading or restarting the game doesn't fix anything.  We're on a level now with our base built, resources collected, ready to attack and defend but the AI is just idle.  Just takes most of the fun out of the game when there's not much of a fight

We're all just very, very casual players (and not even very good ones at that!) and as much as possible would like to recreate the same gameplay experience that was originally available

I've downloaded and tried playing Danny's DAIFE and while I think it's much better in many ways with various enhancements and fixes, the difficulty is just far too difficult for casual warriors like ourselves.  (shoutout to Danny for all the hard work!)

Is there a mod or a patch available that addresses JUST the known save/load AI feature?  Or even a mod with some enhancements and fixes with no increase in difficulty?

I realize many of you more experienced players are looking for a more challenging gameplay experience (and maybe someday we'll get there), but for now I'd be content with just being able to play the game as I used to play it with the original, much easier level of difficulty

any help or suggestions would be appreciated.  Thx!



https://gamebanana.com/mods/535863

Hey buddies, danny here.

This mod is intended to showcase the actual original computer difficulty being set up by Blizzard in 1995. Just attempted to get ride of as many bugs as possible that could find in the 52 original campaign maps.

(...)

Accuracy Edition from now attempts to showcase every single original attack and AI orders that were originally written by Blizzard Entertainment.

The experience all people have out there have about warcraft 2 campaigns is wrong, since most of the original maps have one or several bugs that will never allow the player to have an actual chance to fight an enemy(...) Most of the original campaign maps are just an attempt to destroy an obstacle. Mostly a dead oponnent, since in original maps the AIs just either get bugged out, stucked or never manage to launch all of their intended unit upgrades or attacks.

If you ever thought for a second that the original Warcraft 2 campaigns are either too easy, too bugged up or that they weren't actually tested up, this is the Mod for you.

This Mod eventually will be a harder challenge for you, in case you wanted something harder than the original Warcraft 2 campaign maps difficulty, in case you're either a casual level player or someone experienced in Real Strategy Games.

I did NOT test up all the maps, even though they were minimally tweaked, to either showcase the full potential from original and completed AI scripts (...)

Most noticeable fixes (...)

-Not anymore a lack of workers (...)
-Attempted to fix as many situations as possible where computer units would get stucked around shorelines, around barracks or town/great halls.
-Showcasing all the intended upgrades (...)
-Improved unit pathing around most of computer bases (...)
-Fixed as many situations as possible where ships could get stucked near to their shipyard/refineries.
-(...) player could complete missions real quick with either Cheeses or Rushes (...)

6
https://gamebanana.com/mods/535863

Description:

Hey buddies, danny here.

This mod is intended to showcase the actual original computer difficulty being set up by Blizzard in 1995. Just attempted to get ride of as many bugs as possible that could find in the 52 original campaign maps.

I previously tried to showcase the original difficulty by the already released DAIFE mod but eventually ended up adding my own difficulty boost to AIs in most of the original maps.

Accuracy Edition from now attempts to showcase every single original attack and AI orders that were originally written by Blizzard Entertainment.

The experience all people have out there have about warcraft 2 campaigns is wrong, since most of the original maps have one or several bugs that will never allow the player to have an actual chance to fight an enemy, on almost all the 52 original maps. Most of the original campaign maps are just an attempt to destroy an obstacle. Mostly a dead oponnent, since in original maps the AIs just either get bugged out, stucked or never manage to launch all of their intended unit upgrades or attacks.

If you ever thought for a second that the original Warcraft 2 campaigns are either too easy, too bugged up or that they weren't actually tested up, this is the Mod for you.

This Mod eventually will be a harder challenge for you, in case you wanted something harder than the original Warcraft 2 campaign maps difficulty, in case you're either a casual level player or someone experienced in Real Strategy Games.

I did NOT test up all the maps, even though they were minimally tweaked, to either showcase the full potential from original and completed AI scripts OR reduced the gold available from some Gold Mines, depending of the map where they could be way too much available for the player, e.g: Human04 where you start with over 100,000 gold and 2 additional gold mines with similar amount of Gold available.

Most noticeable fixes from this mod to original maps & original AI scripts:

-Not anymore a lack of workers for AI in any of the maps.
-Attempted to fix as many situations as possible where computer units would get stucked around shorelines, around barracks or town/great halls.
-Showcasing all the intended upgrades from all original maps. In most of them, you may face grunts level 1 or level 3 at most.
-Corrected some missing code from Blizzard to allow proper functionality in some of the Dark portal campaign maps.
-Improved unit pathing around most of computer bases, since they could get usually stucked either around town/great halls or by peons or some poorly pre-placed buildings.
-Fixed as many situations as possible where ships could get stucked near to their shipyard/refineries.
-Fixed as many situations as possible where player could complete missions real quick with either Cheeses or Rushes, by having some experience on the maps. These strategies could usually work as Speedrunning strategies, but they should no longer work, in any of the maps... Well, at least as long as somebody finds a new way to do it, but cheeses/rushes no longer should be obvious to be executed.

Note:
Most noticeable missions to see an actual proper functionality with respect to original war2 campaigns maps are for example: Human10, Xorc3, Human12, Orc11, Orc13, Human2 (no speedrunning), XOrc10, Xhuman6, Xhuman8

7
Strategy & Replays / Re: Balance
« on: August 12, 2024, 08:58:48 PM »
Yes. You may find testers here, who knows. Ha, sorry.

----

Those peons that go a long distance to find gold after the first mine has been depleted, but never return home.
Good. If all those glaring problems are out, I'm interested.

Yes, I just tweaked numbers. I know.


In case you want to see these AI improvements, you can check some of my mods that already have ai_fix_plugin functional... alongside other re-balance stuff:

all my mods: https://gamebanana.com/members/submissions/mods/1738346
recent mod, trolls revolution. Normal & hard difficulties. It has ai fix plugin and re-balance for heal nor archers: https://gamebanana.com/mods/530395

Road of heroes. One of my first mods with AI enhancements, aside of difficulty:
https://gamebanana.com/mods/433454 -> 3 difficulties. Hard, normal and friendly for now. You can see computers now playing with their full catalog of spells. Including invisibility, raise of the dead, runes, sappers, many more stuff:

Legacy of Dalaran, another mod with new plot and ai fix plugin as well:
https://gamebanana.com/mods/410857

8
Strategy & Replays / Re: Balance
« on: August 12, 2024, 08:06:26 PM »
https://forum.war2.ru/index.php?topic=7143.0
Like does it still do stuff like sending lonely ballistas, or long mine journeys?
I'm reading, those are quite good changes.

What do you mean about Long mine journeys ?

1) Now i can set in mods to make computer to keep gaining gold from their main gold mine forever, pretty much.

2) The changes you see in that post I sent you are from AI_FIX_PLUGIN. Those are features that legit change base game AI behavior. Making them effective in several ways that Blizzard never addressed.

3) You Wall mode most likely seem to just be tweaking unit/building stats, right ? In my mods, its not only about tweaking statistics from A,B,C unit but to actually change behavior from units, like bringing faster attack speed to skeletons/archers/trolls/gryphons/dragons... Including AI_fix_plugin which allows stuff that NEVER WAS SEEN in base game, like computers using Runes - raise of the dead - invisibility - goblin sappers/demo squads and way more...

4) The idea about re-balancing the game is also being capable to tweak hidden stuff like mana costs, attack speeds, upgrades and modifying them or adding new ones... Just to give an idea.

I will take a look some other time to check your Wall mode.


9
Strategy & Replays / Re: Balance
« on: August 12, 2024, 07:33:22 PM »
I played my wall mode but against the computer.
You've worked on AI on your mods. Have you managed to make it half smart?


What is your "Wall mode" ?

What do you mean about "half smarter" ?

If you mean about doing better than base game, the new modding features allow computers now to do this stuff:

https://forum.war2.ru/index.php?topic=6127.msg102091#msg102091

They can even destroy walls now, even on single player. And player can build walls in single as well.

10
Strategy & Replays / Re: Balance
« on: August 12, 2024, 06:57:52 PM »
@dannyldd I tested my mode just to see if it worked... computer beat me. Twice. Just balancing makes it much stronger. Did that happen to you?
Does your new AI use all the spells? Or avoids towers a bit more?

i'm not sure about what you asked.

What mod did you play ? Re-balanced mode in multiplayer - lobby ?


11
Hello, fois! Thank you for the great patch. I would like to ask to add support for the "saveloadFixByMistral.w2p" plugin. As far as I know, game AI after saving and then loading stops working correctly, and this plugin fixes that.

this plugin is not a native feature from widescreen feature.But more likely from War2Combat. In that case, there may be an option in future to select this plugin to be installed from war2combat installer.

12
Strategy & Replays / Re: Balance
« on: August 11, 2024, 08:35:28 PM »
i think rangers + mage slow and fireballs are a good counter to ogres, as long as blizzard/D&D is nerfed to have range 5 and mana cost to like 75

problem with the strongest spells is that they are so powerful in comparison to anything else.

there're way more area of effect attacks/spells that could help out against bloodlust, without necessarily removing the insane damage that bloodlust does.

One of the other problems is that present in multiplayer, its the fact people tend to play on the fastest speed in war2, which makes impossible to micro with spells and units like rangers. Including the overall big latency. To anybody outside of russia or USA.

Skeletons definetely deserve something like 60 HP, more attack speed, a bit of armor and more damage, like on my mods. If skeletons are present in play, you will automatically see exorcism being used way more.

Flame shield is the other so undervalued and non used spell in game, which i think could be way more fun to see in action, if blizzard/D&D is nerfed in range and mana cost.

13
Strategy & Replays / Re: Balance
« on: August 09, 2024, 03:20:10 PM »
Also, aren't the armor upgrades inconsistent? The first upgrade will help a footman against arrows, but not the second one, and neither will help the knight. Correcting it would make archers even weaker.

not really sure. At least level 2 footman with armor is definetely weaker than level 3. Same I percieve if footman is level 5 vs guard towers. But not likely making much difference with level 3 armor vs bloodlust

14
Strategy & Replays / Re: Balance
« on: August 09, 2024, 01:24:17 PM »
the vast majority of players dont use runes because of how simply strong bloodlust is in comparison. If its damage is reduced to 2x only (instead of being between x1.5 to like x4) and 80 mana, it could get a chance to see Runes way more often. But if "you" or some other specific player have used Runes in 1 out of 10,000 games, it doesn't mean Runes are meta or actually strong now.

15
Server.War2.ru / Re: AI fix plugin
« on: August 08, 2024, 01:28:54 PM »
Most recently used. In Ed mods and my own too.

Lastest version: January 28th, 2023.

2 files:

1) AI_FIX + SaveLoad Fix functions. This plugin is universal and work in base game or any other mod.

2) ONLY SaveLoad FIX. This plugin is also universal and works in base game or any other mod. This plugin is a CORE feature that never was addressed by Blizzard and should ALWAYS be used in war2 SINGLE PLAYER experience. All thanks to Ed. I added up my file to explain Save-Load bugs in Warcraft 2 single player, but also the explanation by Ed himself. Once again, thank you a lot Ed for this feature alone for Single Player.

***Note: Don't set both plugins combined in Plugin folder or may cause some bugs.
-----
Features from AI_FIX_PLUGIN as far as I've been testing for about 3 years:

Computers can:
1- now build cannon towers 50-50 with guard towers. Depending on how many towers are set up to build in ai_script.
2- now use Raise of the dead from Death knights. Cast it on fresh corpses and sometimes spawn several skeletons at once near the player.
3- can now grab their units with transports if have sieged up an island on the map and prepare them to siege the next one. In base game they're stucked forever in one single island. Blizzard never probably saw this happening since attacks are so small to even destroy one entire island from player.
4- no "default" rally points for computers anymore. Some base game missions like human11 have these "functional" rally points which are still buggy. Units now wait next to barracks so then they attack when the "attack" order is ready to be initiated from ai_script.

5- mages can cast invisibility spell on other mage and use blizzard to harass player workers. Like multiplayer
6- death knights can cast unholy armor + haste on other DK and use Death & decay on player workers. Like multiplayer.
7- Computer can now train goblin sappers/demo squads, if they're set up to be built on ai_script. Now computers can launch sappers to attack the player alongside their armies. Either ground or with transports.
8- Ogre mages can cast runes on a player unit.

9- Computer army units are way less likely to get stucked in base, around townhall or shorelines, due to these previously mentioned rally points in 4-. Units used to get stucked in shorelines trying to reach transports.

10- Computers can grab their mage/DKs on player base if they're drained of mana. As long as the unit is still alive, the transport will come back to get it to go back home.

11- only 2 peons to repair their buildings, instead of their whole set of workers.

12- power build with 2 peons

13- ships patrol around the map instead of between shipyard and oil platform. This allows computer ships to get way less stucked than base game, which is also caused by oil tankers.

14- computers can build around their base way better now with 1x1 tiles distribution. It also used to be buggy, even on multiplayer since they needed way more space to build big buildings, which was usually 3x3 tiles from required space. It also caused bugs on base game campaign maps because of this same reason.

15- Mages / DKs can attack player with ground armies or transports and use their spells.

16- Death knights use death coil now instead of whirlwind against gryphon/dragons.

NOTE**:
In case you know a little bit on how to modify AI_SCRIPTS in Warcraft 2, I highly advice that if you ever wanted to explore the full potential from ai_fix_plugin, you have to enable computers to train Goblin Sappers/Demo Squads, Raise of the dead for Death Knights, Mage invisibility NOR Runes for Ogres in order to see them using all of their tech available.
In base game, since computers can be set to train Sappers or researching these spells, they still do nothing. Now with ai fix plugin, sappers have an actual AI behavior to attack player and use these 3 spells.

I can't remember more at the moment, maybe there's more stuff. Yet, these plugins are universal and can work from base game to any other possible mod.

Once again, thanks to Ed for making this ever possible.

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