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Messages - dannyldd

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16
Mods & Development / Re: more than 9 unit selection ?
« on: January 28, 2025, 06:54:20 PM »
Didn't warcraft 2 remaster add the ability to select more? You could select up to 12 men in one go.

A side note you can select 18 men in the PS1 port if you wish get a ps1 emulator on pc like epsxe and play that one if you want more than 9 units but it got lots of faults like missing pissed off sounds , and death coil icon being swapped with death and decay icon LMAO and all units have 1 death sound which is the human one.



the only things that are better in my opinion in comparison to war2Combat, aside from remastered graphics that some people like, are either the 12 selectable units OR health/mana bars. If these 2 features can be set in war2Combat, i think there will be nothing better than Blizzard's stuff, unless they come up with huge new update with way more stuff

17
Mods & Development / Re: Looking to make my stream more interactive
« on: January 20, 2025, 08:11:35 PM »
what do you mean about to "welcome new followers"

18
Mods & Development / Re: Navigating MPQ where to find unit stats?
« on: January 13, 2025, 11:20:33 AM »
File name? Where is it located?

Where are upgrade stats too? Is it in same file as unit stats? Which editor should I use ladik or winMPQ? Do I need a list file?


rez\unitdata.dat & rez\upgrades.dat

19
Mods & Development / Invitation to play War2 pianolarva Re-balance MOD
« on: January 06, 2025, 07:52:49 AM »
https://gamebanana.com/mods/567317

@pianolarva

hey buddies danny again and welcome back to another mod.

Description:

-There's a guy in War2Combat community that has made a Warcraft 2 game re-balance for a couple of unit/spells since June, 2024.
He included his changes into a couple of "most likely" Multiplayer maps that are played on Russian server, online.

-I've talked with him and just decided to make a campaign mod which include all of his in-mind rebalance purposal for Warcraft 2.

-The mod contains a sub-folder with the changes for BaseCampaigns experience OR DAIFE mod.
DAIFE is one of my oldest mods but its been taken from the last update that it recieved, so the version 6_963 (https://gamebanana.com/mods/288680)

-Changes (for now) include:
a) mana cost changes for different spells:
heal: 4mana/1hp
exorcism: 2mana/1hp
bloodlust: 100 mana
fireball: 80 mana
death oil: 80 mana
polymorph: 150 mana
blizzard: 80 mana
death & decay: 80 mana
whirlwind: 80 mana
unholy armor: 200 mana

b) bloodlust nerfed to 2x damage

c) auto-heal for paladins

d) upgrade power boosts:
-ground armor upgrades from +2 to +1
-ground sword upgrades from +2 to +1
-arrow upgrades from +1 to +2
-catapult damage upgrades from +15 to +20

-Personally included Repairable catapult/ballistas feature for this mod

20
https://gamebanana.com/mods/566485

Description:

Would you feel like Computers are too stupid or not such a challenge to fight against in Custom maps?

Would you like to check a hidden mod made by a community member since years ago and it' available on the installer from War2Combat ?

Here I give you easier access to that mod, being called as Rotonda's AIE mod for Custom maps.

This mod I checked very little but it's supposed to make computers way more of a Challenge for Custom maps. I bet it can be played with more people, but it's needed that all of them contain the same Rez\ai.bin file that is contained within this package, otherwise will cause to drop out from game.

This mod is available since several years on the installer from War2Combat (https://warcraft2.online)

I have not checked if all computers work properly, but at least the mod is packed up with an AI file that has customized difficulty for computers in all mod custom maps.

The mod contains 2 sub-folders, one for the custom AI difficulty and one for Custom maps for the mod. These maps can be created either from Single player Custom maps or LAN or online , but remember that for Multiplayer you all players need to be using the same AI file contained on this mod, because otherwise will cause game drop.

21
Mods & Development / Re: Warcraft II Map Editor Mod
« on: January 03, 2025, 08:25:39 AM »
My point overall with PUDDraft was about the fact, if there was an intention to expand even further the modding capabilities from War2 map editor, it should have been to be addressed since the last update that PUDDraft got.

Why ? because War2 default map editor is incredibly basic in comparison.

I mention this comparison because, it's the same that Blizzard did with their GOG version fork that was plain simple and almost the same as BattleNet Edition that worked for over 20 years, instead of including all the fan-made quality of features that were made by War2Combat - fans.

Making 2 or more forks with different content, besides one contains so many more features than the other, and so then the NEW fork containing new features that the most of features, its a bit dumb in my opinion.

But if you think this is going to be an addition, to add more features to the basic map editor, then go ahead. The intentions are very welcomed.

22
Mods & Development / Re: Re: Warcraft II triggers and features talks
« on: January 02, 2025, 09:53:26 AM »
What I meant is , is making triggers possible in this game? Saw somewhere that blizzard hardcoded triggers in other words no option for map makers and modders. To craft triggers........since im aiming in the few coming months to make a mod for this game that enhances campaigns too I might need triggers something along the lines of maybe having certain factions start with certain upgrades and such things if its possible to do this without triggers I be more than happy but since its a game from 95 Im doubtful of blizzard implementing such things back then.

Triggers can be modded since like 2020, thanks to Ed. I have applied in quite several mods since then. Maybe you have not seen my content ?

Even beyond, triggers can be set through Ed's triggers editor. Check youtube for tutorials



Can't check your mods on android lol , then its all good what I want can be done glad that's possible.

well, the triggers tool has some basic tutorials on how to use most of its functions but still not enough... saying by experience, but still had to mess around and test to see the triggers working properly.

in case you want to make a modded campaign, you can ask me to see if can make the triggers possible

23
Mods & Development / Re: Re: Warcraft II triggers and features talks
« on: January 02, 2025, 09:32:55 AM »
What I meant is , is making triggers possible in this game? Saw somewhere that blizzard hardcoded triggers in other words no option for map makers and modders. To craft triggers........since im aiming in the few coming months to make a mod for this game that enhances campaigns too I might need triggers something along the lines of maybe having certain factions start with certain upgrades and such things if its possible to do this without triggers I be more than happy but since its a game from 95 Im doubtful of blizzard implementing such things back then.

Triggers can be modded since like 2020, thanks to Ed. I have applied in quite several mods since then. Maybe you have not seen my content ?

Even beyond, triggers can be set through Ed's triggers editor. Check youtube for tutorials

24
Mods & Development / Re: Warcraft II Map Editor Mod
« on: January 02, 2025, 09:31:23 AM »
I suggest add diffrent AI from ai.bin like in war2xd

Unlocked all. No options as in puddraft, but shows more accessible items(14) on the combobox list opening.

Later i plan to move all four standard AIs to beginning of list and put copy of them at end of list for better accessibility.
Also this func need rework, because original function extremely shitty-slow, can even visually slow down(on 255 AIs at least) showing this dialog, even with decent comp.



a bit later
What about we have more AIs, up to 255?
May it be useful? For example: Standard+Expansion AIs stays normal and no one touch them to avoid standard AI incompatibilities, but let modders use higher AI codes?
Yes, it will be incompatible with origingal game, but maybe some patch/plugin to fix it... idk. It mostly can be useful for you and U8 maybe.


What do you mean about 255 ? The original ai.bin has 86 ai scripts if remember correctly. This can be fixed up with Plugins and code, from Ed. So he basically allowed with code to use ai.bin per MISSION, but still need to use plugins for such.

25
Mods & Development / Re: Warcraft II Map Editor Mod
« on: January 02, 2025, 09:29:50 AM »
Hi. Looking good to have the intentions to make something like this but, biggest  question is: Why ?
it seems like a mod from the very basic War2 map editor. The icon graphics seem like the ones I used to see from War2 DOS map editor like in 2003.
then again, why do you bother ?
There's a much more versatile map editor rather than base one that even includes plugins.

Hmm.. Danny, you probably misunderstood something.
There is no graphics modding or w/e, ToolBar BMPs still 16 color compatible.
I used "pictogram" word that means it still very bad as the picture.
Just tweaked a little, it clearly seen on Swamp/Wasteland that looks more like real tiles. You can run both standard and mod then compare.

It's also not pretend to be good for deep-modders digging unit specs or w/e.
The main goal is convenience for ordinary Viewers and Creators/Editors.

Later I'll make screenshots of valuable changes in first post, because most users really can't read text these times.

...You talking about PudDraft, but somewhat fear to name it.
I tried to make puddraft better, added nice pictures like mushroom for swamp, changed many dialog/menu things. Some stuff done really good... But there are dead-end. I just found that i can't fix puddraft-specific bugs/inconveniences, too complicated, in my hands puddraft have no future.
Then i turn to standard Editor, do some dig and see perspectives. Even with all obfuscated/trash inside it still more readable for me than puddraft. Or maybe thanks to this trash inside ;) i can add fixes or new functions easier.


Thanks. It makes sense to be clarified.

I said the previous reply because, it would make way more sense to make even further work from the already best map editor, PUDDraft. Not from a very basic functional modding War2 map editor. In case Puddraft cannot be modified, at least some QoL enhancements to basic map editor would help to an extent.

What do you mean about "adding mushrooms for swamp" ? Do you mean the icon for Trees on Orc Swamp ?

The thing is that Puddraft can even handle some fancy plugins that are very useful the moment you want to make a custom map. But even better, adding some sort of hidden features like replacing units around the map with certain conditions or unused units.

There're definetely things you can find out there that simply wont be possible to do in the most basic war2 map editor.

For example, it even has a feature to change Tiles behavior or placing specific tiles around the map.

It would be a long list to remember/see all the actual QoL features that PUDDraft has additionally included.

26
Mods & Development / Re: Warcraft II Map Editor Mod
« on: December 31, 2024, 06:30:52 PM »
Hi. Looking good to have the intentions to make something like this but, biggest  question is: Why ?

it seems like a mod from the very basic War2 map editor. The icon graphics seem like the ones I used to see from War2 DOS map editor like in 2003.

then again, why do you bother ?

There's a much more versatile map editor rather than base one that even includes plugins.


27
Server.War2.ru / Re: Warcraft II - 29 years! War2Combat 5.0 released!
« on: December 21, 2024, 07:52:33 PM »
https://www.twitch.tv/karmanation_/clip/TemperedAcceptableWaterAllenHuhu-wLq6tjGYthgKGAMy

Here's a clip of what I was talking about

hey, i saw the clip and this bug actually happens with offensive units as well.

I've seen times where paladins get attacked first, they aggro and go to attack, but if you move them away from enemy to another location, some of them will go to attack the first aggressor.

In this case, you tried to power build tower and peasant went to to attack right away to the same peon again. This issue stops happening if you press stop after being attacked, instead of giving another command like moving.

Peasant became aggressor too, the moment he was attacked by peon.


28
https://gamebanana.com/mods/560126

Updated to v1.5.

Added up Pack 7:

Since there're some mods that already include the feature I call as: New Generation Audio System (NGAS) for Warcraft II, I decided to add up this feature as an Universal feature for Warcraft II from now on.

This system is already available in other mods like Universal patch v11: https://gamebanana.com/mods/507336

or Road of heroes: https://gamebanana.com/mods/433454

NGAS is basically a new generation modding feature that allows to stop hearing spammy audio voice acting files for Unit/Buildings in Warcraft 2.
It has a small delay between each audio units nor buildings, so you don't hear them one after another by right clicking or alternating group controls.

This pack is Universal so can combined with base game or with the other packs you found around this mod thread about QoL features.

The way to install is simply copying NGASfiles folder to your main War2Combat folder, then the plugin file: pluginNGAS.w2p has to be copied in your Plugin folder. Then just go and play.

29
v1.3 updated

- fixed some previous bugs with custom ranger hood/berserker horns/blue ogre mage sprites.
- now included Rally point Plugin that is universal for base game (single player), custom maps (single player) or any other mod that is single player
- feature that now allows Comps to destroy player walls, if some wall is blocking its path towards a player unit, instead of chilling next to a wall then computer unit will attempt to destroy it.
- ***repairable*** catapults / ballistas. Any single player map, even custom ones.

30
Server.War2.ru / Re: The Mist Turns Red. Prequel. Act 1. Released!
« on: December 08, 2024, 07:18:01 PM »
Either add it all or nothing , as I said separate version call it "golden combat edition" or something warcraft 2 with rally points , unit queue is peak warcraft LOL , hey we still need to fix that trash pathfinding any hopes for that? Oh and how long does this "mist turn red" campaign took to make? Year ? Never knew warcraft 2 was a subject to custom campaigns since it barely has any narrative tools , can u even add voice lines or dialogue during missions? Be a good improvement.

yes of course is possible now.

Ed told me on private that is even possible to add "pause" for your playthrough while you can hear a cutscene with dialogue(s), such as Starcraft 1 is.

------

I can fix this stuff about unit pathing to an extent with rally points and other AI instructions, but haven't pulled that off just yet in mods.

You can check for example, one of my mods called Trolls revolution in missions 2 and 3 where computers attack different locations from player:
https://gamebanana.com/mods/530395

There's another feature within these mods and the ones from Ed, including this one that also fixes some of the original AI behavior like getting stucked around townhalls or in shorelines trying to reach transports.

There's still space to work with, though.

Thanks for the positive feedback you bring. I usually just get negative feedback about mods, even this u8 person


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