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Messages - dannyldd

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16
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.

17
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 ?


18
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.

19
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.

20
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

21
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.

22
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.

23
Some things I would look into:

Attack speed: archers, dragons
Range: blizz, runes
Powerbuilding and repairing: players do it like it's free
Bloodlust at x1.5: as long as it keeps that "here come the ogres straight at you destroying everything" effect.
Modifying or replacing ranger upgrades: they're good ideas but not useful.





Ed said its already possible to set a specific amount of damage from bloodlusted units to 2x... he also said that it can be as low as x1.5 and even as big as 4x !!

But even if this spell is set up to only deal x1.5 damage, you could imagine the amount of people that would complain about it.

There's some feature in Ed mods already to allow "auto-healing" from paladins, as long as they have mana to use the spell but its still not enough..


I already gave some re-balance ideas on here:
https://forum.war2.ru/index.php?topic=7200.msg102081#msg102081

I also thought in increasing bloodlust mana cost from 50 to like 75 or 80. Even without changing bloodlust damage, I think 50 is way too low..

Ogre-magi pop out with 85 mana already. You use bloodlust one time, and when runs out you're ready to cast it once again to deal insane additional damage.
In case would be 75 mana, i also would like to set up Runes mana cost from 200 to like 150. This spell is fair enough to have less mana cost but I think would be way more fun to see Ogre-magi using all of its spells, including runes.

24
Strategy & Replays / Re: Rebalancing warcraft 2: orc edition
« on: August 07, 2024, 03:23:37 PM »
I'm not sure about your last sentences. Do you want units like Ogre-magi or paladins or Rangers to have a different sprite ? Because this is also achieved in the recent mods I've made like Road of heroes.

Rangers get their hood. Paladins get yellow eyes sprites. Ogre magi turn blue. This can be done with code + plugins, but actually this feature alone already existed since like 1995.

Blizzard just did not give proper usage to this feature. There's a mod called Weapons of our Warfare that I also imported to war2 windows version where knights change sprites when turning paladin. If this is what you referred to.

25
https://gamebanana.com/mods/532449

Description:
This is a new mod that i did for Warcraft 2 that allows to play Cooperative Mode in Multiplayer (2 players), through a set of Fan-Made Custom maps.

The original maps were intended to be played by 2 players, but I have added up customized Triggers, thanks to Triggers tool being made by Ed.

Initially I've uploaded 1 map but hopefully more comes up with time, made by other people.

Computer difficulty is customized, but doesn't just include the base game scripts that can be found in any other custom map out there.

Map(s) were NOT tested up but they should be theorically possible to beat, since I've balanced them out with just game experience.


26
Strategy & Replays / Re: Rebalancing warcraft 2: orc edition
« on: August 07, 2024, 06:07:02 AM »
The most realistic way to experience re-balance is checking out this "Rebalanced" mode in multiplayer. In game lobby on multiplayer, you can set up this mode.

Either that or you can check my mods or the ones from Ed gorod that has some special tweaks to abilities or new ones to bring a whole new balance.


I used to play StarCraft 1 as amateur against some pros and the issue is more likely the Fans that settle down for the current balance. As much as people like the game, there's not such a thing as perfect balance, besides many speech these words. Neither Starcraft 1, war2 or any other game.

But its up to community to change that out.


I also thought that Trolls sight nor Berserk regeneration upgrades can be tweaked as well. Regeneration is not even close to how useful marksmanship upgrade is for Rangers.

If you're aware from MPQ file, then you can try that out. Except that this file alone pretty much replaces the base game files. In order to change mana costs or attack speeds for certain maps, then it still needs usage from extra tools or even code.

But there's no tutorial available for such a thing.

The game still can be tweaked way more now, thanks to Ed since like 2-3 years already but there's no tutorials to do such a thing. But I'm aware very few people may know already the existence of new generation modding capabilities being brought by Ed gorod.

27
Strategy & Replays / Re: Rebalancing warcraft 2: orc edition
« on: August 06, 2024, 02:11:11 PM »
i already applied some sort of re-balance for some units in Road of heroes MOD:
https://gamebanana.com/mods/433454

basically I think that if archers are buffed a bit, they can stand a chance against bloodlust fest. Yes, the spell is very overpowered. And yes, there has been made a topic thread about re-balancing the game, but overall people are too conservative to get any applied change to evolve the game:

https://forum.war2.ru/index.php?topic=7111.msg101917#msg101917 >>  Topic: Maps with human rebalance stats

https://forum.war2.ru/index.php?topic=7143.msg101916#msg101916 >> Topic: Wall Balance mode (multiplayer)

https://forum.war2.ru/index.php?topic=6516.0 >> Topic: Give ur Ideas for future features in rebalance mode!

https://forum.war2.ru/index.php?topic=6796.msg101992#msg101992 >> Topic: Balance. One of my replies

https://forum.war2.ru/index.php?topic=6511.msg97941#msg97941 >> Topic: War2Rebalanced - We need your feedback!!!


Basically in my Road of heroes mod I applied:
Faster slight attack speed for archers/troll
Rangers/berserkers get a slight further attack speed boost with their researches.
60 HP, faster attack speed and a bit more of damage for skeletons.

Heal get down to 4mana/1HP instead of 6. Difference is big and its an ability that takes actual skill.

Still need to nerf Death&Decay/Blizzard casting range from like 9 to 5 or 6 and mana cost to like 75.
This spell is the ultimate one from death knights & mages. Its not possible that is used so much more than their basic spell, death coil & fireballs. You can get away from so many situations with this spell alone. If its nerfed and only used in certain situations, automatically you will get many other area of effect spells & attacks in their place. Like whirlwinds, death coils, fireballs, even fire shields.

Fire shield would be a fun spell to see playing against since you need actual skill to react in time and move your units appropriately.

----

Be that as it may, you still need usage of code + plugins in order to tweak the game and bring an actual game balance update. It's just not enough with map editor and tweaking some unit statistics.

Mana costs, attack speeds, movement speeds are simply not allowed for casual level people in map editor and requires some core game files that, unfortunately cannot be found in public tutorials.

It took me some time to accustom to the ways to tweak some core game files to achieve this. Maybe in the future will do tutorials if people are interested in.

28
MOD fully released now, several bug fixes from previous version:

v1.2:
several bug fixes.

-now included Hard Mode. It has disabled fog of war option. Also included No Cheats plugin which if being set on Plugin folder, it will disable cheats in game

-now player can play either Hard or Normal mode, depending of which plugin to use (set in plugin folder).

- new UIs for Warcraft 2. I've made 4 new Human + 2 Orc User Interfaces that can be seen on the left side in-game missions.

- New feature: rally points for computer can be showcased in mission 2 and 3.

29
Mods & Development / Re: SaveLoadFix on single player?
« on: August 01, 2024, 09:27:48 PM »
Good eye and good game experience to already know the existing bugs from Computers once you Save/Reload, buddy.

Yes, computer script & functionality will break out once you re-load a game.

I had some several headaches while being a kid & teen trying to find out the reason that made computer break in multiple ways in DOS version. Unfortunately, it wasn't fixed on Battle net edition.

The issues never were fixed by Blizzard. But thanks to Ed gorod, now they're fixed up with a Plugin in War2 Combat edition.

The plugin file must be placed in your Plugin folder from War2Combat. Folder comes by default after installing.

I've added up both the Plugin file with fixes & a text file with the bugs explanation by me and Ed.

---------

As an extra hint: If you would really like to experience the whole intended experience from the main AI script on each mission, you can try out playing the mission in one way through. No saves. No reloading in whole mission... Just in case you didn't want to bug out the computer AND... you didn't have access to this Plugin file, of course.

This plugin file ONLY works for War2 COMBAT edition. Not other war2 installer for Windows. But also, this plugin file DOES NOT fixes the same computer issues in DOS version...

DOS version is very classic but unfortunately there's no fix in this sense for that version.

Have fun


---------

Now reading till the end of your post, there's a chance I may do another MOD that is even more accurate with respect to the original difficulty set up by Blizzard on AI scripts... but WITH NO BUGS like those with save/reloading...

DAIFE mod is indeed trying to fit this description but I still ended up adding my own dose of difficulty. Computer really can turn a challenge and a way different experience to fight against, once they reach out upgrades and not get stucked. Hopefully can come up with something. Thanks for trying out the mods!

Thanks for mentioning your question about wanting a mod with not enhanced difficulty. I will see what can come up with...

Since DAIFE mod exists already and fixes MANY of the already existing bugs in MAPS & AI scripts from Blizzard's original work, then a new mod with the most accurate difficulty as possible, should NOT take that much to make.

Once again, thanks for reaching.

30
https://gamebanana.com/mods/530395

Hey buddies, danny here.

This is a mod based on some very old files that were rescued by a Warcraft II USA community member, called as Tupac.

The original mod had a couple of custom campaign type of maps with a couple of plot context in a text file.
The original author attempted to make some sort of campaigns which seemed quite interesting.

I have modded a bit the maps in order to be a bit more complex.
This whole mod includes up the original (now modified) maps by its original author + plot into mission briefings.

Trolls Revolution: Battle for Quel'Thalas mod also includes all the war2 modding features I've been adding up across the years, that are also present in War2 Universal patch v12 for Single player, available in:
War2 Universal Enhancements Patch v12 SinglePlayer [Warcraft 2: Tides of Darkness] [Mods] (gamebanana.com)

The mod has 6 campaign maps.

The original maps had a simple base game AI script for all missions, but now they have a customized difficulty.
Intended to have hard difficulty but may release an easier one.

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