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Messages - Mistral

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331
Server.War2.ru / Re: Someone abusing triggers maybe?
« on: December 21, 2020, 09:01:22 AM »
Oh and triggers cannot do anything to others clients. They just enabled in each player war2 systematically so players dont disconnect of drop. And they actualy dont even have real synchronisation mechanism. War2 making its normaly for yourself. Blizzard make a really good synchronisation system inside game so its working just fine with only that.
So as i saying they cannot access others clients. (Cause they actualy dont even know that others even exist in first place. They working inside of each player comps separately.)

332
Server.War2.ru / Re: Someone abusing triggers maybe?
« on: December 21, 2020, 06:22:32 AM »
And sometimes this can even be fun or useful))))
Like for example just yesterday we played on the Szwagier's Peon Race map. And he fucked up and give peon vision 2 LOL ;D and then there was a moment where we need to jump with wharf but we dont see other side :sob: and i write them like hey guys i have "on screen" there and they like okay go HACK US :rofl: and we jumped and then i turned off.
BUT then LOL violet player jumped wrong and got stuk :sob: so i enabled "glittering prizes" so we have resources to build farms+ships and save him. Szwagier build ship and kill wharf and then violet player jumps off from the trap ;D ;D
you can see Szwagier yesterday stream if you think im lying https://www.twitch.tv/videos/844012262
9 hours 3 mins timecode.

333
Server.War2.ru / Re: Someone abusing triggers maybe?
« on: December 21, 2020, 06:21:40 AM »
No this is not triggers. Just singleplayer cheats.
They always worked this way. From 1995, From ipx times.
In old IPX lobby there was a checkbox that allows to enable single player cheats in multiplayer.
And when someone write some cheat in chat, then that cheat enables for ALL players,
and there will be written text bellow "Someone enabled cheat".
And as it seems this checkbox actually working in BNE too.
They you ask how they enabled it? Just hacked.
For examlpe cheat tool that Tupac created have that option. Or they can just do this manually without tools if they know how. (i know ;))
This cheat is not so bad as you think. He just writen "on screen" and game enabled it for all players. And not so bad is because game writes text bellow about who enables cheat.
You cannot do this silently or for yourself only. Singleplayer cheat written in chat always enables for all players.
This can ruin just one game maybe. Cause you will know who do that, and just ban him next time.

334
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 20, 2020, 04:23:20 PM »
Ok there is new update.

1) Fixed status of demons and sheeps. So stats can be seen as on normal unit.
2) Demons >:D multiselectable now. And do less dmg.
3) Runestone radius is 2 now. Fixed Runestone heal and mana regen timer. They now heals as needed.

4) BIG UPDATE. :-X
Removed random damage from units. Units always dealt max damage now.
Mybe did you saw when ogre can dealt like from 4 to 8 dmg. And somehow your ogres dealt always 4 it seems and enemies always 8. And you thinking wat is the actual fuk is this?!?!!
So u can forget about it now. No random. No luck. just SKILL. just microcontrol like a god.

5) BIG UPDATE. :P
Bloodlust always do X2 dmg. Not X1.5 not X2.5 and NOT X3. ONLY!!! x2.
Cause it now calculates from final damage. (after armor was removed).


Damage thing and bloodlust thing will be removed later :blank: (i think).
Please TEST them and TELL what YOU think about that SHIT!? :poo:
(if many people like it then it will stay.) (and maybe even wiil go to official serv? ??? :thinking:)

335
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 12, 2020, 02:20:07 PM »
Thanks for feedback. I put new version on server. This 2 bugs was fixed.

336
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 12, 2020, 10:27:02 AM »
Ye i know about that problem) but as i said "For testing purposes". Will be removed later. Will be added as trigger for custom map makers only. (maybe if they want to make something like RPG map this can be used).

337
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 12, 2020, 09:56:12 AM »
Ok i put new version on server just now.
Get some speed improvements.

1) Now runestones place buffs faster.
2) Paladins autoheal reaction is faster.
3) Portals now not working automatically. You must order your unit go into portal to teleport them, and teleportation is must be faster and without lag. (comps cannot order their units to do that so cause of that they cannot use portals, but there is no difference actually because they was stupid to begin with.)
4) Allied Transports now not working automatically. You must order your unit go into transport, and they go inside fast and without lag. Allied comps units still get sucked inside automatically. And there is fun moment. If your unit is going inside of allied comp transport, they mostly will be stuck there forever :) but sometimes comps transports can move your units somewhere, drop them and go back where they was (actualy this is so LOL). I not programmed this, it is some weird war2 AI mechanics) like maybe transport thinking "i have army inside, so i must send them to attack somewhere".
6) Hadgar slow aura is faster.
7) Teron death aura is faster.
5) Added "sneaking" for Alleria in War2Mod. For testing purposes. So when you order Alleria to STAND GROUND she will go inviz.

So that new added things. I afraid that this "fast and without lag" thing may cause desyc or disconnects errors because they are just so fast.
So everyone test, and PLEASE say if you have errors. I will revert all things back if there is some bugs.

338
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 11, 2020, 03:39:44 PM »
Yes i sure abot what im saying.
This is not "roughly" calculated stuff. This is actual formulas from code of actual War2 BNE exe file. I saw all this code upside down.
If you dnt trust i can show you the pure code itself and you can see for yourself. (you need to understand at least some assembler though).
and not just dks/trolls mages/archers get full dmg.
all units receive dmg with the that exact same formula.
And this page https://occult.war2.ru/strategy/mechanics/bloodlust.php
Maybe dnt see this? this occult page you shows to me is using the exact same formula. They just have using example of lvl5 ogre not just lvl1.
so lvl1 ogre vs lvl1 knight blood gives X2.5
lvl5 vs lvl5 gives X3 so upgrades important yes.
lvl5 ogre vs lvl1 !! knight this is will be already X3.5 (14-28 dmg) !! (actually just lvl 3 ogres will do as armor upgrades for them change nothing)



So about SC1 dmg. Do you know that there too not very so simply? Like there is units have "size". And some attacks types deal more dmg to "big" enemies some deal less to "small" and etc etc.
But as i see you what meant is that there is no random. Like 5 dmg always 5 - armor. Not like from 2 to 5 and etc. As i see yes maybe this is really good.

339
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 11, 2020, 01:20:48 PM »
So info about how is Bloodlust is working.
This is very complicated to just say that this is X2 or X3 or X2.134 and etc.
For you to understand, you must first know how damage works in this game.
So units have 2 types of damage. STRENGTH and PIERCE.
STRENGTH damage is blocked by ARMOR. PIERCE is not blocked.
FULL damage = (STRENGTH-ARMOR(of target))+PIERCE
and then FINAL damage = FULL/2 + random from 1 to FULL/2
so u deal half of dmg + other half randomly
so if you want some real stats for example then. normal default LVL1 OGRE have
4 ARMOR
4 PIERCE DMG
8 STRENGTH DMG
So 8-4=4 dmg strength + 4 dmg pirece =8 = from 4 to 8 dmg OGRE VS OGRE 1lvl

Then we going to upgrades. So upgrades from Smith add +2 to ARMOR and +2 to STRENGTH dmg.
So they negate themselves.
Upgrades from lumbermill give +1 PIERCE (+4 in War2Mod) for archers and trolls.
(HEROES - Alleria and Zuljin recieve upgrades NOT FROM LUMBERMILL but from SMITH, even if status shows +1 and etc, its actually BUG. I saw the real code inside, trust me.)
(And they receive only STRENGTH dmg upgrades not ARMOR)

Human Rangers have another uniqie upgrade - MARKSMANSHIP
this is NOT add +3 dmg, this is actually turns Rangers STRENGTH damage to PIERCE
They have 3 STRENGTH dmg by default, and after upgrade they have 0 STRENGHT and +3 PIERCE.
So if you changed map in editor to rangers to have like 10 strength. With upgrade they receive +10 not +3.


SO BLOODLUST. what is it doing actually?
it making X2 STRENGTH and X2 PIERCE.
SO you can say so after all its actually just X2 yes? NO
BLOOD making X2 BEFORE armor is removed from strength
Example again
normal default LVL1 OGRE have
4 ARMOR
4 PIERCE DMG - 8 with BLOOD
8 STRENGTH DMG - 16 with BLOOD
16-4 !!!! = 12 strength + 8 pierce = 20
from 10 to 20 dmg with blood
it was from 4 to 8 dmg without blood
SO X2.5 actually
So you as you see this is NOT just only X2 because of the fact that BLOOD making X2 BEFORE armor is removed from strength
For units that dont have STRENGTH dmg blood is X2 yes. Like DK or mage. Or if you are attacking unit without armor like peons then this is X2 too.

So with upgrades help or when other units with other stats is fighting BLOOD can give from X1.5 to X4 actually. (if default stats of units was changed in the map then even more maybe)

I dont know if this is a BUG or Blizzard REALLY intended to make game this way.

And if you ask me is this can be changed? Maybe like make it true and always X2 like when it was 4 to 8 dmg make this just 8 to 16 dmg.
Yes i can. But not doing this obviously.
Maybe i can create trigger so people can create custom maps with this fixed blood mechanics if they want.
So do you need me to make this trigger in future?

340
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 11, 2020, 12:43:54 PM »
As i see you all suggesting and proposin your ideas. This is good and all.
But any one of you actually go in to server and played with some real players?
And is someone go in to backup server and even tried to play with triggers? Or maybe tried to play 1-2 missions of multiplayer campanign that working on triggers?
If you dnt know about campanign then see there http://forum.war2.ru/index.php/topic,6084.0.html
You go and play some real games first then say what can really be changed and what is just mod for fun.
I call people like you "thrower of ideas" (not very correct translation cause i call this on russian actually "накидыватель мыслей" so dnt now how to translate right, in russian this sounds very funny). My friend Oragorn is official "thrower of ideas" for me (and sometimes lesnik and iL) and for War2Mod too :) . I dnt like some ideas of Oragorn too actually :sweat: but i added in War2Mod mostly for testing purposes. Because his suggestions use some very hardcoded triggers and can cause massive changes to game, so i want people help to test in real game for possible disconnects, crashes etc. If that critical big triggers will be working fine then that means other not so big and hard will be working good too.

So about mana, you maybe dnt understand but mana is BYTE, so max value is 255, cannot make +200 or +10k and etc. Blizzard make game this way and it is very deep in code and cannot be changed.

So invisibility to Alleria whe she like for example receive command to STAND GROUND. Yes that possible. Will be added? Maybe, maybe not. I think i will add for testing period, to actually test this too, and then remove after. Because Alleria is not night elf though :thinking: and there is no night and day time in war2  ;)
So if tests will be going good, maybe people will get possibility to add to they's custom maps trigger for "sneaking" (not just for Alleria, for any designated unit).

fornication is bad translation of блуд LOL ;D this means Bloodlust (Oragorn dnt know english so he is using google translator to create description file for post)
So actually Chogal is ogre-mage who just always have bloodlust enabled on himself.

341
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 10, 2020, 08:59:12 AM »
if you want to Comps have unlim wood for campaign you dont need to make them "train sheep".
It is possible to just give them wood right away with "resource set" trigger in custom made map,
something like <set player BLUE resource WOOD to 10000>
and they always have 10000 wood every second.
Gold too. And gold can be even better. You can make unlimitied supply in golmine. You make mine with 2500 gold. When computer player peon is going inside mine will have 2400 and etc.
But you make trigger that every second sets its back to 2500. But when player peons mining that gold then gold dnt going back to 2500. So if player captured that comps base they dont receive many gold)) So this way comps will have unlimited gold, but if player gets thats base then he only have 2500.

This all can be made in custom map.
Tool for creating triggers for your maps will be released later so just wait a bit.

342
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 09, 2020, 09:17:36 AM »
iL is right, you don't want some people with War2mod on the main server joining games and having disconnects and crashes. 

This is cool @Mistral, do you plan to do updates and tweaks if some of these mods are too powerful?  I think maybe also dragons/gryphones could increase their attack speed, and sappers/demo squads could train more quickly.
All this testing thing is meant for updates and tweaks.

And we need all players help and feedback to do it!  :)

343
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 09, 2020, 07:21:36 AM »
Well yes it is possible to add to entire game i think. But will not be doing this.
Because it will not be compatible with old versions of game obviously. iL says its a bad aproach so as we need maximum compatibility with all versions.
And because of that we put this on backup server. There will be no problems like some people download new version and some not and after that there is disconnects and drops.
Because all people who joins backup sever will get triggers automatically from server itself.
So if you want play with triggers you say your friends and then you all go in backup serv to play. If you dnt want anymore just go back to official serv and all functions will be disabled and this will be standart old war2.

344
Server.War2.ru / Re: War2Mod (War2 with triggers) beta testing
« on: December 09, 2020, 06:24:43 AM »
Triggers initially intended to be inside PUD maps.
So plan is that later i will make tool for creating triggers in maps, and ANYONE can use and create something they always wanted.
But now you dnt have any maps for testing so @Oragorn idea is War2Mod - set of pre-made triggers to be enabled for any map in backup server.
After beta test i dnt know what will be. Maybe it will be staying on backup or maybe can be played on official server but only in special game mode (you will need to download new MPQ to get that game mode, or install new War2Combat 47+ maybe).
Now for testing there many triggers enabled and some of them (maybe) can cause some errors, disconnects etc. So we want for people to test in real game.
And PLEASE say if you get some crashes and etc. We need feedback. Its important.

P.S. and i know you all love some GOW or CHOP yes, but please play some sea maps too, maybe like HSC or FOC. To test some water triggers too. Like transporting allied players (need to play 2s or more obviously for this).

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