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Messages - dannyldd

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1
Mods & Development / Re: Campaign mods
« on: Today at 05:54:00 PM »
yeah, the grey jacket peon is to fit one of the custom peon portrait icons

you can accustom to the new icons depending of unit is related to.


I like more variety and like you said, there is no other rts game where you could find multiple personalities, aka: different icons or voice acting for the same unit.

but if you dont like this diversity, just wait a little bit till i release the next and probably last update for Accuracy edition... which includes Vanilla version without multiple icons and sprites.

2
Mods & Development / Re: Campaign mods
« on: Today at 05:20:53 AM »
You may be referring to try DAIFE mod from:
https://gamebanana.com/mods/288680

yes, this mod was intended to showcase the original intended difficulty by Blizzard. But i ended up adding a difficulty boost that wasn't set by Blizzard. But this mod is not that hard.

But I eventually did some months ago a whole new mod that truly exposes clean 100% bugless and intended difficulty by Blizzard on:

Accuracy Edition mod

this one indeed is harder than base game, but not as much as DAIFE and yes, this is the actual difficulty that was planned by Blizzard on base game but never could be ever seen because campaign maps still needed plenty of additional tests

https://gamebanana.com/mods/535863

This mod has both, audio/visual version or vanilla one (aka: no audio/visual changes, only the maps and fixed up difficulty)


but in the mods list:  https://gamebanana.com/members/submissions/mods/1738346

you can also check Weapons of our warfare

and others like u8 micro campaign mod (not the ultra violent mod)

or demo extended challenge, which includes the maps from war2 DEMO before main release

or some recent mod i released called as Trolls revolution

this accuracy edition feels much better
is there any way to remove varying units ingame sprites? i kinda like the changes but its becoming hard to understand whats happening on my screen, theres like 4 or 5 icons for just peon and they all look different
i checked daefiles folder but didnt found what i need to remove

what i want to have at the end is model pack that you had in daife or whatever mod that was (footmen with shields/etc), but they only have 1 model

thanks!


I'm not sure if you are the same guy who requested this a few weeks ago but I got requested to make a "Vanilla" version for this mod without custom tilesets, sprites, icons, sound voice acting. I just got requested to allow a little sprite change for Rangers, Paladins & Ogre Mages to make difference from archer-ranger, knight-paladin and ogre/Ogre-magi

I need to apply one additional further update for Accuracy Edition and then may release this "Vanilla" version. In case you're interested in.

3
Mods & Development / Re: Wall Balance mode (multiplayer)
« on: November 04, 2024, 08:47:07 PM »
i see now. I couldn't remember the mod thread, sorry buddy.

Good job with this stuff around. I hope more people can join your mod, since its cool to see something different.

4
Mods & Development / Re: Campaign mods
« on: October 27, 2024, 07:58:22 AM »
this actually proves that warcraft 2 game balance was never truly appreciated and seen in action, since campaigns didn't even work properly.

Overall, orc campaign maps work better than Humans so you can see better off how Humans fight better.

In most of Human campaign missions, either tides of darkness or dark portal, you cant even see fully upgraded Ogres and overall Orc clans so it would make sense to be percieved as "beatable", yet in Orc missions you can fight against a bit more upgraded Human factions, yet Orcs still have more than enough fire power even against upgraded Humans.

5
Mods & Development / Re: Campaign mods
« on: October 26, 2024, 06:15:30 PM »
Ey hold on a second there you mean to say blizzard  wanted the missions to be harder? But they shipped the game without properly testing them? Huh and so whats this difficulty blizzard was looking for exactly? Can you bring up an example of a mission on blizzard "intended" difficulty and how it should be compared to what we have in game?

You're actually correct, lol.

Yes, warcraft 2 needed so many more tests to ship proper functionalities for players to experience. But its sort of understandable, considering how weak computers were in 1995.
I still do remember having a computer around 2001 which took about 45 seconds to just load one mission in DOS.

I originally made DAIFE mod to showcase the real intended difficulty for war2:
https://gamebanana.com/mods/288680
but I eventually added up a personal difficulty boost to the mod and it became a bit inaccurate.

Just recently made DAE which is far more loyal to the original idea to showcase original difficulty intended by Blizzard, which is still harder than base game everyone knows about:
https://gamebanana.com/mods/535863

-----------

For example, Human10 mission you experience no more than 2 early group of transports with like 2-3 units (grunts & trolls) level 1. Maybe one random destroyer around and nothing else the entire game. 100% passive.
This one you're expected to face level 7 bloodlusted ogres and level 3 death knights. Attacks with transports and ships around each 4-5 minutes. None of these ever happen.

Overall the issues with the original AI is that they almost never upgrade and fully upgrade their units when its intended. The experience changes a lot when computer upgrade their stuff.

Xorc3, you face attacks with mostly grunts level 3, but it was intended to fight fully upgraded blood lusted orcs in level 8. Even to fight against Runes. In DAE mod for example, you can now face not only level 8 ogres but also Runes. A spell that never worked in base game for computers, but now its possible thanks to @ Mistral code.

More missions..

Human12, you fight against a 2 grunts transport attack early on... and maybe later at most you just face few 1-2 random destroyers or giant turtles at most...
You here were intended to fight against level 8 ogres in transport attacks each like 6-8 minutes. And fully upgraded ships like each 5 minutes.

There're certainly way more missions but cant remember at the moment.

Xhuman6, a legendary mission that always liked from dark portal humans campaign... Orange orcs get usually stucked very early on trying to build their ogre mound and never launch their attacks. They almost never work as intended but they were planned to launch fully transport attacks with level 5 units each like 8 minutes and fully upgraded ships.
They dont upgrade anything without the fix. The difficulty changes a lot this mission if they actually attack.

There're hidden AI scripts that never were seen because either they didn't work, or they were set in computers that are destroyed so early on, or not used.
Examples, like a Blue player in Orc14, which now has its usage in Orc14. I think they had upgrades till paladins tech.

Xhuman4, white player has up to level 5 ogres and fully upgraded death knights. Now you're up to destroy either Red or White at start, but not just killing white right away so you get a chance to see White AI in action.

Xhuman5 had a small AI script for green but never seen. Now it can and they're an active player even after start.
Xhuman8 early AI script for white. It can be seen now as an active player.

Have fun if you give the mods a try either way, bud.

6
Mods & Development / Re: Campaign mods
« on: October 25, 2024, 03:57:03 PM »
You may be referring to try DAIFE mod from:
https://gamebanana.com/mods/288680

yes, this mod was intended to showcase the original intended difficulty by Blizzard. But i ended up adding a difficulty boost that wasn't set by Blizzard. But this mod is not that hard.

But I eventually did some months ago a whole new mod that truly exposes clean 100% bugless and intended difficulty by Blizzard on:

Accuracy Edition mod

this one indeed is harder than base game, but not as much as DAIFE and yes, this is the actual difficulty that was planned by Blizzard on base game but never could be ever seen because campaign maps still needed plenty of additional tests

https://gamebanana.com/mods/535863

This mod has both, audio/visual version or vanilla one (aka: no audio/visual changes, only the maps and fixed up difficulty)


but in the mods list:  https://gamebanana.com/members/submissions/mods/1738346

you can also check Weapons of our warfare

and others like u8 micro campaign mod (not the ultra violent mod)

or demo extended challenge, which includes the maps from war2 DEMO before main release

or some recent mod i released called as Trolls revolution

7
Thanks Fois for the work into here. It's been already like 3 years with endless fun through widescreen program from you.

8
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: September 19, 2024, 08:27:06 PM »
hero custom sprites so far

9
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: September 19, 2024, 01:20:17 PM »
Another thoughtful post today so I thought about some model editing what if we gonna give each hero a unique model ? Well here is what I came up with why am posting this here you ask? Cuz if it proves possible to edit models I would include that in the upcoming mod I will make inshallah 

So for the orc heroes:
dentarg model would be an ogre with some blue runes across his body to make him resemble more of his portrait

grom hellscream would lack a 2nd shoulder pad to make him look like his up to date appearance now if I remember right he has a shoulder pad on his left shoulder in wc3

Kargath would be hmmm lets see now I have seen edited models but replacing one of this guy hands with his axe? Well that will be interesting to see

Teron gorefiend ...Well if you look closely he is the only hero in the game with unique appearance his hood covering his face looks different to a normal death knight  its slightly smaller

Deathwing for this guy I think the most optimal thing would be just recoloring the whole of the dragon model to black

Human heroes:

Alleria would have a hood and a slightly visible blue rune covering a part of her face

Danath well I think just replacing the footman head with a head that looks like danath would do it may look awkward tho

Tyralyuon or whatever his name is I think there is 2 ways to go with this one either a normal knight with glowing eyes or replace the head with that of a one resembling tyralyuon I can't get his name right and don't even try to correct me on this

Khadgar is simple just slightly grey beard or the entirety of his beard is grey

Kurdian and skyree well the dwarf kurdian would have some blue runes on his cheeks maybe some blue runes across the gryphon skyree too that would do

And as a reminder to whoever is reading this I still haven't thought about a new bonus for the human transport ships.

Most of these requests or ideas are already covered up within my mods.

You can check out either of the mods:
my Universal patch v11 (multiplayer) https://gamebanana.com/mods/507336 or
Universal patch v12 (single player) https://gamebanana.com/mods/514538

Danath has a unique fan-made sprite where he has uncovered bald head and you can even see his eyes... probably need 640x480 resolution or taking a screenshot to see better his eyes

Alleria has Ranger hood that also Ranger unit has in-game

Turalyon has yellow eyes and light-blue hammer sprite, made by Incos - community member. Same for Uther I think

Lothar has unique fan-made sprite with white head hair and beard

Deathwing has unique fan-made sprite with a 2x size dragon and black skin color. It looks very big.

Dentarg does not have an unique sprite, even though Incos - community member did a blue skin colored ogre sprite. But in these mods I set this sprite to be used for some Ogres & Ogre-magi.

Kurdran & khadgar don't have actual sprites that i could change nor find.

I have a zuljin green head hair sprite but didn't apply it. I had the same feeling for Lothar since this character have so little usage in just one campaign map and very little used for custom maps.

I have a custom Grunt sprite in the mods where the unit only has one eye and bald green head. But i did not use it for Grom or Kargath. Yet, I also use another fan-made sprite that looks like a Commander Grunt for some randomized grunts but not for these heroes.

I think that's it. But you can check them all by looking into these mods.

10
Mods & Development / Re: Extremely basic questions from an extreme newbie.
« on: September 14, 2024, 03:00:35 PM »
Some few other guys may have asked me for such a thing, which I planned to do long time ago and upload quite a couple of videos to Youtube, but the thing is that how many people are interested in.

I get so little support or feedback about of my mods that making work for any of these video tutorials make me think how actually worthy is to do them.

either way, if ever being uploaded, they would be either in:

dannyldd[/member]]http://www.youtube.com/@dannyldd

or

http://www.youtube.com/@dannype3

11
Mods & Development / Re: Extremely basic questions from an extreme newbie.
« on: September 14, 2024, 02:33:41 PM »
Hey all. I'm picking up the game again after more than 20 years I'm not sure how to get started modding--I don't even know what version of the game I should have. Right now I have the GOG version. I have Windows 10, do I need a different version of that?

Specific things I'm interested in as I get started are changing unit speeds and attack cooldowns, two things you can't do in the map editor.



The question is too open. What type of modding are you looking for?

the best version is from this russian community, in https://en.war2.ru War2 Combat Edition

This is the only version that allows big modding capabilities compared to the very limited ways it had prior to 2020.

1) About the attack speeds, i know how to do it but there's no tutorials for it by now. Dont know how many people may be interested on that.

12
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: September 11, 2024, 10:37:41 AM »
thank you buddy, i appreciate it.

13
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: September 10, 2024, 09:39:28 PM »
Also the beyond ze dark portal orc campaign is lacking in terms of heroes in missions I don't think anybody will say no to having grom hellscream in a couple more missions aside from gorefiend the orc heroes only show up in 1 or 2 missions , kargath could appear in the missions against kultiras  , dentarg in the alterac mage mission , and gorefiend for the blackrock spire rescuing dragons mission

Also orc heroes suffer from lack of healing so having all heroes orc and human alike get regeneration is good idea , age of empires 2 had a similar issue with heroes until the expansion pack came around (the conquerors) giving  heroes health regen made it much better experience allowing you to use heroes more freely without fear of losing them

Grom and kargath are the same so how about granting kargath some +10 health and 1 more attack while grom gets +2 attack  , human heroes are very different from each other and their appearance again and again throughout the campaign made it a much better campaign than the orc one in my opinion the assault on shadowmoon fortress lacked heroes but its mentioned that khadgar and tyrlaoyon (I messed his name up I know) have searched the ruins of the fort so having both replacing a knight and the starting mage will suffice  a lot of little changes could be made or additions to the campaigns that would make them a bit more interesting.

ALSO some more color variety would be cool playing as the warsong or shattered hand or even the bleeding hollow , and the bleeding hollow could get a bit harder they are supposed to be this legendary orcs in game they don't upgrade much I would say they gotta be on the same par as the warsong in terms of unit quality (the warsong gets lvl 4 units most of the time) however their attacks would rely more on grunts/trolls while the warsong would be more  ogre/catapult oriented.



So you referred to: "playing as the warsong or shattered hand or even the bleeding hollow ," which would mean to play other orc factions through the campaign... Like Warcraft 3 with the orcs.

I may be able to do something like this in a future mod. And yes, I've it planned to play other orc factions and also Bleeding Hollow Clan. Thanks for mentioning it.

" I would say yeah but think about it if paladins gonna be able to get mana twice the speed of ogre magi they can quickly fill up their mana pools and blast the living horrors with blinding holy light they can do it more reliably too "

Maybe @Mistral knows if paladin healing could be used as Holy light in Warcraft 3, where this spell damages the enemy instead of healing it.

14
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: September 10, 2024, 09:33:47 PM »
(...)but also campaign honestly the  tides of darkness campaigns could use some more fleshing out like make the town of hillsbrad look like an actual town same goes for stromgarde , stratholme , and the capital city
(...)

Some campaign or even custom maps could look like actual towns, such as some missions i remember in warcraft 3, but the problem is that there're not enough sprites for such an environment. You just got lumber mills, farms, townhalls and that's it.

Yet, hopefully i can change this out with several new sprites into one of the next mods I'm making.
I can apply new building sprites now.

15
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.

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