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Messages - dannyldd

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61
hey buddy, welcome. Do you mean by the fact I removed fog of war in options ? or you just did it by yourself?

I did it in War2 game options. By default fog of war was on


I have been a bit out of war2 because my mental problems but there may be other mod real soon you may be more interested than this one.

Sad to hear that. Hope you will get better, pal. Take care of yourself! Be strong like bloodlusted ogre  :chuckisthemuscle:  :wc2:

Lothar deserved to have more action in the battlefield. I hope you enjoyed the demo to this point.

He was very helpful in the last mission  :slight_smile: I lost him few times, lol and I had to load the save, but all in all he helped.
My memory is weird and it likes to remember some unimportant stuff -> for Lothar voice, did you pick some Paladin lines from Warcraft 3?

yeah, good memory there !

i may come up with a new mod to unleash my own proposal of a new warcraft 2 game balance to make things more fair for the Alliance faction. You're welcome to give a look into my twitch.tv/dannyldd stream or the youtube channel.

Several new generation features that I couldn't showcase to this point but allows the original game mechanics to go for the next level. Thanks to ed gorod for this  very awesome work around.

62
Today I tried finish 5 mission again and I did it. Turning off Fog od War was very helpful  :wc2:

Spoiler

Spoiler


hey buddy, welcome. Do you mean by the fact I removed fog of war in options ? or you just did it by yourself?

I have been a bit out of war2 because my mental problems but there may be other mod real soon you may be more interested than this one.

Lothar deserved to have more action in the battlefield. I hope you enjoyed the demo to this point.

63
(...)
Human04 mission can be hard if you dont know where to go. Runes can be such a challenge if you learn how to deal with this ability properly.
99,9999999999999999999999999999999% of people don't have any idea what to do here because Runes never were used in this game. Neither by computer or players.

Raise of the dead skeletons were buffed, they're stronger HP armor and damage now.

Clerics I cannot import just yet. I'm too noob still to dig good enough into the code but Paladins are covering up the job for now.
(...)

I remember that I was trying to use this spell in online matches. It was more or less 12 years ago. I wasn't a good online player in this game (too slow and everyone played on max game speed) but I remember few actions when Runes actually did the job  :slight_smile:

These Skeletons kicked my ass in game but it was so cool that I wasn't even mad  :wc2:

but i am SURE it WAS fucked up by BLIZZARD
i saw all those bug directly in game CODE
there is way more bugs still hidden too
like u know comps actually CAN break walls and they was INTENDED to do this by BLIZZARD
but fucked up again
there is even fucking comments in this code about how comps units will go break walls

Ok, that sounds interesting and weird at the same time. They had expansion and Battle.net Edition and didn't fix any of it.

I wonder guys why you don't join your forces and re-write Warcraft 2 source code in some modern game engine like Unity. Without any bugs, without any limiters of an ancient technology and with few improvements from modern RTS games. I know that Wargus tried the same and failed, but maybe you will do better.


I try to advance through the mods depending on my mood and inspiration. There certainly can be added up way more features but main problem is, there's little to no support within my content. People expect a war2 remaster, even though don't support these new generation features. Support is there out there but not for my modding content. u8 gets 20-30-40+ viewers on daily broadcasts so it's not true that there's no interest from war2 still up to these days.
Fact is, I think most, if not all of Ed's content is wonderful, magnificent and brilliant from him to make it possible in warcraft 2 but I'm advancing through the mods as long as my mood, time and inspiration allows it since I said it earlier, there's no interest or support I see at all for them. Still, I appreciate you took the time to give a try to this mod.
In that project, its even possible to make 512x512 maps for War2 but besides many more modding capabilities for the game mechanics, units or buildings. The project have still being improved through the years if you refer to Wargus performance from previous years.

If you're looking up for warcraft 2 being done from scratch to increase it's capabilities, you can take a look into Wargus or a guy called Zhall who is doing a port to include Command & Conquer and Starcraft unit/buildings.


64
but i am SURE it WAS fucked up by BLIZZARD
i saw all those bug directly in game CODE
there is way more bugs still hidden too
like u know comps actually CAN break walls and they was INTENDED to do this by BLIZZARD
but fucked up again
there is even fucking comments in this code about how comps units will go break walls


So Ed, this is why is hard to make a good balance between challenging hard mod and casual level mod ))

65
actually Blizzard maked that AI should cast EVERY spells
but they fucked up (as always) and got so many bugs and many spells become unusable

i fixed it with my ai fix that danny using here in plugin
blizzard fucked functions that was finding target to cast

AI dk was set to cast raise dead but
they cannot SEE dead body cut they was checking all ALIVE units to find it but dead body already have dying flag and was not counted

also ogres was able to cast runes but again was not able to find target
becoz they was set to cast them ONLY on peons and when the ogre itself is in INVIZ
so lol

and human mages can also use inviz but conditions is so cursed
they used this very rare and on bad situations anyways
and they NEVER was able to use it on other mages
i maked in ai fix they use inviz on other mage
and this mage go blizzard peons

I'm not sure about fucked up by Blizzard.
Raise Dead, for 40Hp Skeleton, is probably a waste of mana. Runes would be a nightmare to play against and same with inviz mages.
Maybe it was a decision to keep these spells unusable by AI to keep the gameplay enjoyable and not irritating.

thank you a lot for your feedback.

this is the first playable version (alpha v1.0) but also i set it up with the difficulty i liked the most.
Yes is hard. Yes, i will attempt to make an easier difficulty.

This is a hard balance to make on how to make it challenging but in the same time fun for casual level.

Second level is beatable and in the most recent video from this demo.

Human04 mission can be hard if you dont know where to go. Runes can be such a challenge if you learn how to deal with this ability properly.

99,9999999999999999999999999999999% of people don't have any idea what to do here because Runes never were used in this game. Neither by computer or players.

Raise of the dead skeletons were buffed, they're stronger HP armor and damage now.

Clerics I cannot import just yet. I'm too noob still to dig good enough into the code but Paladins are covering up the job for now.

Vision on archers, yeah good job finding out that behavior. I saw they shoot more further away from what they can see. Will take a look.

There's an option to disable or enable fog of war but I think I disabled that option to be tweaked on the mod, it can be available or not depending on the difficulty levels i set up. Either way this is why is alpha v1.0.

Thank you once again for your feedback.


66
you have clean version of war2
reinstall combat
and select Lambchops framework version
u need LC.DLL for plugins to work
i dnt see LC in your folder so its means u using war2 without plugins support

so Ed, u are a hero once again. I saw vendar was using regular forest tileset. Maybe war2patch.mpq wasn't being loaded. Thanks again, u are the god of war 2 )))

68
ye lol trees very cursed
VERY >:(
restore back  :poo: :salty: :salty: :salty:

so Ed, dont u want to see one more time the Warcraft 1 rusty mechanics ? At least one more time.

69
Played it for about 30 mins... and I have very mixed feelings.

Don't know why you have changed right-click workers action on forests to "move" instead of "harvest lumber". Probably you wanted to restore Warcraft 1 archaic controls, from times when developers didn't figured out yet how to do it better... but on the other hand, right-click on gold mine works as "mining gold" so here we have a Warcraft 2 behaviour? Can't get what was the point of that downgrade chopping forests dude.

Same with the buildings sprites - why did you downgraded Farms and Barracks with Warcraft 1 sprites? These sprites are few times smaller than Warcraft 2 sprites and simply stretching won't help.

Ended up after first mission cause objectives doesn't work. First mission ended after I have built 4 Farms and 1 Barracks and second one is an instant lose. Probably my game is using original mission objectives and not yours. I didn't found War2Dat.mpq in your mod files so maybe that's the reason.

Anyway... sorry for what I say, but I don't like this mod :(
If I would want to use icon/shortcut to send workers to cut trees and watch Warcraft 1 original sprites I could just play Warcraft 1 and have it all already implemented: tilesets, sprites, archaic controlls, limited selection to 4, roads, overpowered creatures to summon etc.

hehe, I appreciate your honesty bud, more than you think... Did you place the Plugins into Plugins folder ? Are you playing through Combat Edition ? I have specifically stated into the mod thread that you MUST play the mod in Combat edition. GoG version doesn't allow at all this level of modding. If you did it properly, I will check out what is going on, but I'm sure that I set into the package the plugins needed to make new triggers to work properly. In human2, if you get insta-death is because you're not making functional the new objectives being set up that ARE ALSO STATED INTO THE WAR ROOM BRIEFINGS.

This is a very common mistake, trying to play these mods with GoG version because Ed gorod's plugin and triggers are still a very unknown subject to people for modding this game.

Move instead of harvest was just a reminder of the archaic war1 mechanic I wanted to bring back to life. It's not such a pain in the ass in my opinion but a way to give one more time an actual usage to "Harvest" button, which I never ever saw from anybody using. It has its proper usage in Warcraft 1, though.

Clicking on mines to get gold, I think is the same from Warcraft 1. If you move peon into mine, it should get into it. I dont remember properly, but it's an actual thing I can't mod through the code or map editor.

70
thanks to Ed, now it may be possible to add up to 12 new spells into the game. If you checked out one of my last youtube videos, then it may be possible now to summon water elemental, spider/scorpions, daemons.

Stats can definetely be tweaked up, including attack speed, movement speed and damage. Same as mana cost.

If you checked out human4 from first war returns mod, then now its possible that enemy ogres can use Runes spell.

Besides of now being capable to tweak other stuff like mana cost then it may help out greatly to make a whole new game balance...

Don't worry, if you follow up my mods then you may see that I have planned to make a whole game balance that, I understand many conservative people from this forum or war2 community may disagree with, but at least I would like to expose and make it possible through one or more of these mods... It's based on the experience from this  and what feels way more fair enough to balance both races. It's definetely not intended to make now humans super overpowered and give stuff like healing with 1 mana / 1 hp or Polymorph with 40 mana.

Stay tuned !

71
I know it's your mod, I can play it if I want to but I'm not able to change anything... but! let me share with you with some ideas, maybe you will like it, maybe not.

Story

How about mix of First and Second War (without Beyond of the Dark Portal)?
Instead of recreating every mission, 1 to 1 from War1 campaigns, maybe try to make new campaings from scratch. Based on the old ones.

I'm thinking about 4 campaings, 10 missions in every campaign, in this particular order:
1. Human campaign
First fights with orcs, king Llane, lord Lothar and archmage Khadgar are the main heroes. In the last mission they are killing possesed Medivh.
2. Orc campaign
Blackhand assault on the Llane's kingdom. Him, Gul'dan and Garona are the main heroes. Somewhere in the middle there could be a mission of sending Garona to human base. In the last mission there is a huge siege of Stormwind and Garona kills king Llane.
3. Horde campaign
Lord Lothar and archmage Khadgar escaped from the massacre and Alliance was formed. From that point Crossbowmans are replaced with Elven Archers and from this campaign flying and naval units are available.
Orcs also were looking for allies. Trolls, ogres and dragons are joined the Horde. At the beginning of this campaign Blackhand is killed in a duel by Orgrim Doomhammer. Orgrim, Gul'dan, Cho'gall and Zuljin are the main heroes.
4. Alliance campaign
Lothar, Khadgar and Uther are main heroes. In the last mission Horde is defeated.


Units

The biggest problem Warcraft 2 always have was unbalanced races with only one tech tree. Units and stats are the same in both races and also orcs are stronger because of Bloodlust spell. Maybe units from War1 could be used to change that and modify a little the tech tree.

First of all Death and Decay/Blizzard spells should be removed or heavy nerfed cause with these spells catapults and archers are not useful.

For Humans Clerics could replace Paladins. Same three spells, Healing with autocasting (in some other mod it's already implemented) and no attack ability. Clerics could be train with basic, Town Hall tech.
Keep tech could provide Horse Archers. These could be a nice counter for Grunts and Ogres cause Horse Archers could move faster than them.

For Orcs Wolf Raiders could be added from basic, Great Hall tech. Raiders could be upgraded with bonus to speed (just like in War1) and then this unit would be the fastest in the game so ir the result: Raiders will be able to catch Horse Archers. I can share with you sprites for Wolf Raiders I had for my mod.
Stronghold tech could provide War2 flying Deamons from Temple of the Damned. Temple should also be avalaible from Stronghold, but not Death Knights; DKs should be avaiable from Fortress.
Dragons could be buffed a little with maybe increased costs.
Ogres could be slowed down to Grunts speed, their hp could be increased but damage lowered.

As a replacement for DoD/Blizzard spells I would suggest:
  • Summoning a Warden for Mage (creature that cannot move but can attack with range 3)
  • Dark Ritual for Death Knight (works like Polymorph but instead of changing unit to a critter it change it to a demonic warrior with stats on Grunts level. Can be casted only on owned unit that has less than 50% hp. Useful when orcs are after a battle and many units are heavily damaged; these units can get "a second life" with that spell)


I have saved up your suggestions bud. Your help and ideas are welcome, no doubt.  The purpose of this mod is add up fun features i find between all 3 warcraft games.
As you stated above, you didn't like some changes but that's precisely why my mods have a variety of changes for all type of tastes. Some like this stuff, some people like other.

I was planning at some point making my own storyline, including Warcraft 1 & 2 plot with one whole campaign for orcs and other for humans, because as far as I know the Warcraft  2 campaigns have some missions that are not part of the official storyline but instead, some alternative plot.

Thanks to Ed gorod, now its possible to make an unlimited amount of missions per campaign-mod. I haven't managed to dig good enough through the code to make this ever possible, but and so then I could mix up the 12 warcraft 1 human missions + 14 from tides of darkness in war2.

Be that as it may, you can follow up any of the mod progress in gamebanana for any future updates on them. First War Returns mod is already in alpha demo phase. You can play out for yourself the first human1-5 missions. There can be seen already the 3 warcraft 1 tilesets. Dungeon tileset was particularly long to complete, it had several stuff that needed to be fit into warcraft 2 tileset sheets.

Your follow & support for my twitch or youtube channels is key to motivate me even more to release more possible war2 content around.

72
Quote
add up several features that I like from Warcraft 1,2 and 3

What features exactly? It's just re-sprited version of standard War2, isn't it?

Imo most unique feature of War1 were roads. "Feature" of War3 were leveling up heroes with special abilities and items... but honestly I don't like War3 gameplay and it's one of the worst RTS game I have ever played so I don't want to see that feature in War2 :D

either music, sprites, audio sounds, tilesets. It's a mix of all.

Some of the music themes that can be found in the mod install.exe are for example some fan-remixes from warcraft 1 music. Some music from Warcraft 3. Some rock metal music from warcraft 2 music.

Sound effect files included the human sound files from warcraft 1, the ones from 2 and some units like wolf raider - knight - peasant - peon from warcraft 3.

Tilesets from warcraft 1 this mod already have available: Forest, dungeon & swamp. All redone from scratch by either upscaling, fitting into warcraft 2 tileset sheets or redrawing several stuff in the process. Proper portrait icons as well.

Some of the warcraft 1 buildings / units upscaled but not all of them are possible since I still need stuff like mage towers or churchs that need Castle tech, which warcraft 1 didn't have.

Other stuff from my other mods like DAIFE or Insane edition, which could be new generation plugins for game alerts like: not enough gold, upgrades completed, kills counter, saveLoadFix plugin to fix single player usage of these features.

I can't remember more at the moment but it's a mix between the stuff i have been adding up since the start up to this point.
This mod is NOT  intended to be a 100% replication of Warcraft 1 because there's still more complicated stuff to adapt like roads, which in my opinion are terrible as feature since Warcraft 2 because it would be a nightmare with game mechanics that are not that rough to use like in Warcraft 1. Also, computer is not prepared to build this way just like warcraft 1.

I just replace starting roads with Dirt (or Mud, depending on tileset) for each map.

EDIT: I haven't stated any moment that would like to add warcraft 3 game mechanics like heroes leveling up or they can resurrect after some minutes. I don't like that gameplay system either. It's way too focus on the heroes rather than your armies and the "commander" being the actual "hero" of the game. Still, sounds and maybe visual stuff like sprites are something cool I want to see around here.

73
Nice work Danny. Would be cool if we could get a map with units the same as warcraft 1!

check out the other mod in this forum called as First War Returns. At least now first human missions 1-5 are already available to play. I hope at some point I can incorporate other warcraft 1 buildings or units, like wolf raiders or war1 rachers.

74
did u asked u8 before making it? ???

so Ed, i do it with pleasure )

i do it with pleasure, if possible to reach out more people for you. You let me release your other mod with enhancements as well, so I thought it would be possible with this as well.
I gave credits to you on gamebanana for the original mod. I think this way is much easier to access rather than the Installer.

75
did u asked u8 before making it? ???

so Ed, i do it with pleasure )

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