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Messages - dannyldd

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1
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: September 19, 2024, 08:27:06 PM »
hero custom sprites so far

2
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.

3
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

4
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.

5
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: September 11, 2024, 10:37:41 AM »
thank you buddy, i appreciate it.

6
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.

7
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.

8
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.

9
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

10
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

11
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.

12
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 (...)

13
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

14
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

15
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.


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