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Messages - Pandaprewmaster325

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1
Strategy & Replays / Re: Rebalancing warcraft 2: orc edition
« on: Today at 07:08:06 AM »
A thought crossed my mind about knights vs ogres matchup well instead of changing health or armor why not just make ogres slower? The most hilarious part of warcraft 2 is watching ogres who are like this massive towering beings with a belly that can absorb arrows and hits from swords and hammers like nothing running faster than the nimble human footman.

I don't think an ogre can run faster than a human knowing the difference between both weight , its either ogres have impressive leg workout routine allowing them to match the speed of horses or are naturally born as athletic runners.

Now to the real part without changing any other part of the game just the knight and ogre matchup only what could be done? Well someone proposed cost reduction for knights but ogres would still win and are more cost efficient too , counting they're always on bloodlust when they fight , but what if knights can escape unfavorable fights? That's what I think should be considered by reducing ogre speed to 10 , knights would be able to outrun or out maneuver ogres basically once bloodlust is casted knights who still have 13 speed  would run away and ogres can't catch them.

Well on paper that should be a good solution orcs would have to force humans into fights block off certain sections from the map to prevent knights from escaping this also would allow knights to be a more effective raiding unit compared to an ogre with 10 movement speed  , this would still take some skill from a human player to micro his knights well and avoid fights of course this is all on paper and not proven by tests or trials so who knows how things turn out to be?.

2
Strategy & Replays / Re: Rebalancing warcraft 2: human edition
« on: October 28, 2024, 05:28:37 PM »
It wouldn't hurt to make mages have auto slow now how could this be implemented you ask? Some sort of plugin same as healing spell getting an auto heal mod , but slow is more debuff than buff if you call healing a buff that is.

So auto slow would be auto cast on enemies that engage in "attack" behavior to make sure they don't just slow every enemy they see and waste their mana on lets say peons , so makiing them do this automatically would be a solid buff for humans , if  auto cast healing and slow become a thing in  wc2 they would make humans better in everyway possible!.

3
Mods & Development / Re: Campaign mods
« on: October 27, 2024, 03:56:51 PM »
the lack of waypoints

hey man are u serious?




If this was in the original game man that would be a huge quality of iimprovement it looks like Its possible to make but  Blizzard ain't adding it ):

4
Mods & Development / Re: Campaign mods
« on: October 27, 2024, 12:27:32 PM »
this actually proves that warcraft 2 game balance was never truly appreciated and seen in action, since campaigns didn't even work properly.

Overall, orc campaign maps work better than Humans so you can see better off how Humans fight better.

In most of Human campaign missions, either tides of darkness or dark portal, you cant even see fully upgraded Ogres and overall Orc clans so it would make sense to be percieved as "beatable", yet in Orc missions you can fight against a bit more upgraded Human factions, yet Orcs still have more than enough fire power even against upgraded Humans.


Bloodlust is the way to go in every single orc mission ever since its given to you its too cost efficient and good to neglect ,  orc campaign either it be tides or beyond are just ogre mage spam with few DKs thrown in for death and decay you don't need any other unit.

Humans are a bit more interesting in that you would have rangers mages and paladins demo squads and gryphons way better experience than orc cuz u actually use ur arsenal fully.

Problem is warcraft 2 gameplay is poor in this day and age its aged badly like pretty bad im willing to forgive the garbage pathfinding , the crappy UI , the lack of waypoints , the inability to see enemy HP at all time and more if the balance was solid but nope its just visual differences with no statistical substance whatsoever

5
Mods & Development / Re: Campaign mods
« on: October 26, 2024, 08:12:01 PM »
Ey hold on a second there you mean to say blizzard  wanted the missions to be harder? But they shipped the game without properly testing them? Huh and so whats this difficulty blizzard was looking for exactly? Can you bring up an example of a mission on blizzard "intended" difficulty and how it should be compared to what we have in game?

You're actually correct, lol.

Yes, warcraft 2 needed so many more tests to ship proper functionalities for players to experience. But its sort of understandable, considering how weak computers were in 1995.
I still do remember having a computer around 2001 which took about 45 seconds to just load one mission in DOS.

I originally made DAIFE mod to showcase the real intended difficulty for war2:
https://gamebanana.com/mods/288680
but I eventually added up a personal difficulty boost to the mod and it became a bit inaccurate.

Just recently made DAE which is far more loyal to the original idea to showcase original difficulty intended by Blizzard, which is still harder than base game everyone knows about:
https://gamebanana.com/mods/535863

-----------

For example, Human10 mission you experience no more than 2 early group of transports with like 2-3 units (grunts & trolls) level 1. Maybe one random destroyer around and nothing else the entire game. 100% passive.
This one you're expected to face level 7 bloodlusted ogres and level 3 death knights. Attacks with transports and ships around each 4-5 minutes. None of these ever happen.

Overall the issues with the original AI is that they almost never upgrade and fully upgrade their units when its intended. The experience changes a lot when computer upgrade their stuff.

Xorc3, you face attacks with mostly grunts level 3, but it was intended to fight fully upgraded blood lusted orcs in level 8. Even to fight against Runes. In DAE mod for example, you can now face not only level 8 ogres but also Runes. A spell that never worked in base game for computers, but now its possible thanks to @ Mistral code.

More missions..

Human12, you fight against a 2 grunts transport attack early on... and maybe later at most you just face few 1-2 random destroyers or giant turtles at most...
You here were intended to fight against level 8 ogres in transport attacks each like 6-8 minutes. And fully upgraded ships like each 5 minutes.

There're certainly way more missions but cant remember at the moment.

Xhuman6, a legendary mission that always liked from dark portal humans campaign... Orange orcs get usually stucked very early on trying to build their ogre mound and never launch their attacks. They almost never work as intended but they were planned to launch fully transport attacks with level 5 units each like 8 minutes and fully upgraded ships.
They dont upgrade anything without the fix. The difficulty changes a lot this mission if they actually attack.

There're hidden AI scripts that never were seen because either they didn't work, or they were set in computers that are destroyed so early on, or not used.
Examples, like a Blue player in Orc14, which now has its usage in Orc14. I think they had upgrades till paladins tech.

Xhuman4, white player has up to level 5 ogres and fully upgraded death knights. Now you're up to destroy either Red or White at start, but not just killing white right away so you get a chance to see White AI in action.

Xhuman5 had a small AI script for green but never seen. Now it can and they're an active player even after start.
Xhuman8 early AI script for white. It can be seen now as an active player.

Have fun if you give the mods a try either way, bud.


You know the human campaign would have been frustrating to play with all the bloodlust going on the last few missions were quite a concern anyway could hardly deal with 5 ogres in battle for blackrock mountain probably because I was playing using a ps1 emulator on a phone instead of a pc still even then the bloodlust would have been unfun to deal with so I guess in this case scripts being broken is Better :D


6
Mods & Development / Re: Campaign mods
« on: October 26, 2024, 05:03:01 PM »
Ey hold on a second there you mean to say blizzard  wanted the missions to be harder? But they shipped the game without properly testing them? Huh and so whats this difficulty blizzard was looking for exactly? Can you bring up an example of a mission on blizzard "intended" difficulty and how it should be compared to what we have in game?

7
Mashallah ,

A Muslim playing Warcraft? Peace be upon you...

Peace be upon you too , yes does it sound strange? Well warcraft has a community in middle east more so warcraft 3 specifically I haven't seen muslim wc2 players tho.

8
Flame Wars & Offtopic / USA ELECTIONS 2024
« on: October 19, 2024, 02:01:50 PM »
So as you know the land of the free , the epitome of democracy is having elections pretty soon.


Now whether you are American or not the whole world watches as the most powerful country in the world elects a new leader with policies that will effect the world and America so with that in mind , who will win this race?

- Donald trump the walking republican gold mine of memes?

-kamala harris well I got nothing to say about her other than her weird laugh


Or maybe neither of those? Isn't it about time someone who isn't a republican or a democrat wins an election?




9
Flame Wars & Offtopic / Re: HALF LIFE 3 COMING SOON?
« on: October 16, 2024, 07:14:21 PM »
i=8jjXqmpZcoGJlfcn

More half life 3 news , valve is up to something.

10
As you probably know a project for rewriting warcraft 3 using java is being developed known as "warsmash"

Now since warcraft 2 is a game with much less stuff in it than warcraft 3 lets say I want to rewrite this game , improve the pathfinding cuz its really awful especially with cliffs and water , can it be done using java? Note that I have no idea how coding works im not a programmer but maybe this can sow the seeds of this idea in someone else head someone talented enough.

What else to add? Better pathfinding comparable to wc3 , maybe add ability to see mana bars and health bars ? Just like warcraft 3 too.

11
Strategy & Replays / Re: Rebalancing warcraft 2: orc edition
« on: October 06, 2024, 12:32:24 PM »
depends on how many players there is on map
max units in editor is 600
and its divided per each player
600 / 8 = 75
and even if some players have like 1-2 units map editor still not allows others to have more than 75
but its only when 8 players on map
if you got like 2 players you can place 300 units each


Ahhh so it shrinks the more there is players well I think fall of stromgarde has like 2 players? And siege of the capital city has 4? Then 150 for each player? Well 150 for nation of lordaeron would be enough to place down many towers and expand the base.

12
Strategy & Replays / Re: Rebalancing warcraft 2: orc edition
« on: October 06, 2024, 12:17:46 PM »
You know if im gonna include campaign missions in the mod and make some unique units for some maps like royal guards for siege of stromgarde these would be footmen and knights I posted about it before my idea for these "king's guards" is one footman should be able to kill 2-3 grunts alone to make it more difficult in assaulting the city stats wise im not so sure im thinking about footmen with 75 HP 6 base armor and damage of a knight , the mounted royal guard (knight) will  be something along the lines of 120-140 health 8 base armor and attack of 15-20 I think these stats won't allow these units to kill off 2-3 of their counterparts but I really want to make such cool units these will be used in both stromgarde , and the siege of the capital city.

For the last orc mission it would need some overhauls like making the city walled off with much larger base multiple barracks huge array of towers question is  can the editor allow for such thing to happen without reaching the limit of units on the map as I heard that maximum one player can have units through the editor is 75 units per player.

13
Flame Wars & Offtopic / Re: 2024 a notable year for RTS?
« on: September 28, 2024, 11:10:36 AM »
Although Microsoft has acquired blizzard which sparked hope to see a resurgence of proper care  of RTS seen as Microsoft owns the age of empires series and has recently shown with age of mythology retold that a widely successful RTS is possible , we still haven't seen any major works on blizzard RTS titles as warcraft 3 barely gets attention.

However there is hope somewhere who knows after they are done with the remastering of the age of empires series maybe they could turn their attention to warcraft? Starcraft?  All I can say there is hope for RTS to comeback  people are so fed up with crappy games releases that something old school like warcraft 2 remaster would surely be send thunderous shockwaves of hype across older generations of gamers.

14
Server.War2.ru / Re: $1500 2v2 Gow tournament Saturday Oct 26th at 3PM EST
« on: September 27, 2024, 08:06:38 PM »
Mashallah , 1500$ for a wc2 tournament? Gotta phone blizzard on this

15
Flame Wars & Offtopic / 2024 a notable year for RTS?
« on: September 25, 2024, 11:59:28 AM »
Been seeing a steep rise of RTS games in the past few years mostly because of the success of remastering the age series , while sadly the RTS remaster for warcraft  that is wc3 reforged was a disaster which  lets just say shattered any hope of even seeing warcraft 2 remaster.

Now I don't want this to turn into a crying post of warcraft getting treated badly by blizzard I mean come on its cow that has been milked and beaten to death , however back to our topic that is the RTS has been gaining more attention lately thanks to as I said the remaster of the age series , company of heroes 3 and most notably stormgate the spiritual successor of blizzard RTS games.

Stormgate seems to have been in a rocky start seeing people complaining a lot about the game in its early access phase hope was starting to fade but very recently the developers  released a substantial update that enhanced the game graphics and many other improvements.

Also another RTS that is in the waiting is tempest rising the spiritual successor of the command and conquer series I would say this one is very important as you probably know the CNC franchise is the face of the RTS genre.

Overall the 2020s seem to be pretty good for RTS as its gaining back some mainstream attention 2024 specifically is pretty big as I said before stormgate is very anticipated

A question I want to ask maybe think a bit about it  , if stormgate succeeds and so does tempest rising will we see a new golden age of RTS ?

Thanks for reading.

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