Warcraft II Forum

Warcraft II => Mods & Development => Topic started by: idcamn on October 25, 2024, 06:33:31 AM

Title: Campaign mods
Post by: idcamn on October 25, 2024, 06:33:31 AM
Hello!
Are there any singleplayer campaign difficulty mods?
I know about szwagier's ultra violent campaign but it's too difficult for me, I guess it's made for regular ffa skilled players :P

I also know about danny's mods, I like his changes in tilesets/sounds/music/etc, but his campaigns are just so hard, I would say some of them are even harder than szwagier's and they feel unbeatable (last time I tried to play his "as intended by blizzard" campaign and got stuck on mission2, where u have very limited resources and you are constantly attacked by an enemy with infinite gold)

I want something less difficult than ultra violent campaign but noticeably harder than a standard one
Title: Re: Campaign mods
Post by: Mistral on October 25, 2024, 07:46:01 AM
you can play Alauner1
Alaunter Stonia
Red Mist (this one have easy diff which is very moderate)

https://forum.warcraft2.online/index.php?topic=5534 ala1
https://forum.warcraft2.online/index.php?topic=6639 ston
https://forum.warcraft2.online/index.php?topic=6979 redm
Title: Re: Campaign mods
Post by: dannyldd on October 25, 2024, 03:57:03 PM
You may be referring to try DAIFE mod from:
https://gamebanana.com/mods/288680

yes, this mod was intended to showcase the original intended difficulty by Blizzard. But i ended up adding a difficulty boost that wasn't set by Blizzard. But this mod is not that hard.

But I eventually did some months ago a whole new mod that truly exposes clean 100% bugless and intended difficulty by Blizzard on:

Accuracy Edition mod

this one indeed is harder than base game, but not as much as DAIFE and yes, this is the actual difficulty that was planned by Blizzard on base game but never could be ever seen because campaign maps still needed plenty of additional tests

https://gamebanana.com/mods/535863

This mod has both, audio/visual version or vanilla one (aka: no audio/visual changes, only the maps and fixed up difficulty)


but in the mods list:  https://gamebanana.com/members/submissions/mods/1738346

you can also check Weapons of our warfare

and others like u8 micro campaign mod (not the ultra violent mod)

or demo extended challenge, which includes the maps from war2 DEMO before main release

or some recent mod i released called as Trolls revolution
Title: Re: Campaign mods
Post by: Pandaprewmaster325 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?
Title: Re: Campaign mods
Post by: dannyldd on October 26, 2024, 06:15:30 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.
Title: Re: Campaign mods
Post by: Pandaprewmaster325 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

Title: Re: Campaign mods
Post by: dannyldd on October 27, 2024, 07:58:22 AM
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.
Title: Re: Campaign mods
Post by: Pandaprewmaster325 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
Title: Re: Campaign mods
Post by: Mistral on October 27, 2024, 02:02:51 PM
the lack of waypoints

hey man are u serious?
Title: Re: Campaign mods
Post by: Pandaprewmaster325 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 ):
Title: Re: Campaign mods
Post by: idcamn on November 07, 2024, 05:56:25 PM
You may be referring to try DAIFE mod from:
https://gamebanana.com/mods/288680

yes, this mod was intended to showcase the original intended difficulty by Blizzard. But i ended up adding a difficulty boost that wasn't set by Blizzard. But this mod is not that hard.

But I eventually did some months ago a whole new mod that truly exposes clean 100% bugless and intended difficulty by Blizzard on:

Accuracy Edition mod

this one indeed is harder than base game, but not as much as DAIFE and yes, this is the actual difficulty that was planned by Blizzard on base game but never could be ever seen because campaign maps still needed plenty of additional tests

https://gamebanana.com/mods/535863

This mod has both, audio/visual version or vanilla one (aka: no audio/visual changes, only the maps and fixed up difficulty)


but in the mods list:  https://gamebanana.com/members/submissions/mods/1738346

you can also check Weapons of our warfare

and others like u8 micro campaign mod (not the ultra violent mod)

or demo extended challenge, which includes the maps from war2 DEMO before main release

or some recent mod i released called as Trolls revolution

this accuracy edition feels much better
is there any way to remove varying units ingame sprites? i kinda like the changes but its becoming hard to understand whats happening on my screen, theres like 4 or 5 icons for just peon and they all look different
i checked daefiles folder but didnt found what i need to remove

what i want to have at the end is model pack that you had in daife or whatever mod that was (footmen with shields/etc), but they only have 1 model

thanks!
Title: Re: Campaign mods
Post by: dannyldd on November 08, 2024, 05:20:53 AM
You may be referring to try DAIFE mod from:
https://gamebanana.com/mods/288680

yes, this mod was intended to showcase the original intended difficulty by Blizzard. But i ended up adding a difficulty boost that wasn't set by Blizzard. But this mod is not that hard.

But I eventually did some months ago a whole new mod that truly exposes clean 100% bugless and intended difficulty by Blizzard on:

Accuracy Edition mod

this one indeed is harder than base game, but not as much as DAIFE and yes, this is the actual difficulty that was planned by Blizzard on base game but never could be ever seen because campaign maps still needed plenty of additional tests

https://gamebanana.com/mods/535863

This mod has both, audio/visual version or vanilla one (aka: no audio/visual changes, only the maps and fixed up difficulty)


but in the mods list:  https://gamebanana.com/members/submissions/mods/1738346

you can also check Weapons of our warfare

and others like u8 micro campaign mod (not the ultra violent mod)

or demo extended challenge, which includes the maps from war2 DEMO before main release

or some recent mod i released called as Trolls revolution

this accuracy edition feels much better
is there any way to remove varying units ingame sprites? i kinda like the changes but its becoming hard to understand whats happening on my screen, theres like 4 or 5 icons for just peon and they all look different
i checked daefiles folder but didnt found what i need to remove

what i want to have at the end is model pack that you had in daife or whatever mod that was (footmen with shields/etc), but they only have 1 model

thanks!


I'm not sure if you are the same guy who requested this a few weeks ago but I got requested to make a "Vanilla" version for this mod without custom tilesets, sprites, icons, sound voice acting. I just got requested to allow a little sprite change for Rangers, Paladins & Ogre Mages to make difference from archer-ranger, knight-paladin and ogre/Ogre-magi

I need to apply one additional further update for Accuracy Edition and then may release this "Vanilla" version. In case you're interested in.
Title: Re: Campaign mods
Post by: idcamn on November 08, 2024, 11:51:23 AM
You may be referring to try DAIFE mod from:
https://gamebanana.com/mods/288680

yes, this mod was intended to showcase the original intended difficulty by Blizzard. But i ended up adding a difficulty boost that wasn't set by Blizzard. But this mod is not that hard.

But I eventually did some months ago a whole new mod that truly exposes clean 100% bugless and intended difficulty by Blizzard on:

Accuracy Edition mod

this one indeed is harder than base game, but not as much as DAIFE and yes, this is the actual difficulty that was planned by Blizzard on base game but never could be ever seen because campaign maps still needed plenty of additional tests

https://gamebanana.com/mods/535863

This mod has both, audio/visual version or vanilla one (aka: no audio/visual changes, only the maps and fixed up difficulty)


but in the mods list:  https://gamebanana.com/members/submissions/mods/1738346

you can also check Weapons of our warfare

and others like u8 micro campaign mod (not the ultra violent mod)

or demo extended challenge, which includes the maps from war2 DEMO before main release

or some recent mod i released called as Trolls revolution

this accuracy edition feels much better
is there any way to remove varying units ingame sprites? i kinda like the changes but its becoming hard to understand whats happening on my screen, theres like 4 or 5 icons for just peon and they all look different
i checked daefiles folder but didnt found what i need to remove

what i want to have at the end is model pack that you had in daife or whatever mod that was (footmen with shields/etc), but they only have 1 model

thanks!


I'm not sure if you are the same guy who requested this a few weeks ago but I got requested to make a "Vanilla" version for this mod without custom tilesets, sprites, icons, sound voice acting. I just got requested to allow a little sprite change for Rangers, Paladins & Ogre Mages to make difference from archer-ranger, knight-paladin and ogre/Ogre-magi

I need to apply one additional further update for Accuracy Edition and then may release this "Vanilla" version. In case you're interested in.

no, i've never requested before
i'm not saying that your changes are bad, the only thing I dislike are varying sprites for the same units
i doubt you'll find any rts game where you had 10 different models for the same unit because it makes it difficult to understand at a glance what is happening on the battlefield
i hope you can make possible to decide if you want to play with differing unit models or not, like you did with your previous mods (installing only plugins you need)

like how am i supposed to know that this is not the same unit? (or else, whats the point in coloring your units in different colors like its ur ally/neutral unit that you captured)
https://i.imgur.com/E5mWpfd.png

or else, how am i supposed to know who is who here (if i hadnt play wc3 reforged i wouldnt recognize footman here, i would rather think that is another hero here)
https://i.imgur.com/YZbawh4.png
Title: Re: Campaign mods
Post by: dannyldd on November 08, 2024, 05:54:00 PM
yeah, the grey jacket peon is to fit one of the custom peon portrait icons

you can accustom to the new icons depending of unit is related to.


I like more variety and like you said, there is no other rts game where you could find multiple personalities, aka: different icons or voice acting for the same unit.

but if you dont like this diversity, just wait a little bit till i release the next and probably last update for Accuracy edition... which includes Vanilla version without multiple icons and sprites.
Title: Re: Campaign mods
Post by: Pandaprewmaster325 on November 08, 2024, 06:56:57 PM
I think its due to readability , also cnc generals has one unit with multiple models the technical take a look at that if you are interested and have never played cnc generals , tho most importantly in my opinion does new models look out of place? Thats an important thing you don't want a footman to be too detailed or too wc1 style in war2 would like freaking weird
Title: Re: Campaign mods
Post by: Szwagier on November 09, 2024, 07:43:19 AM
or else, how am i supposed to know who is who here (if i hadnt play wc3 reforged i wouldnt recognize footman here, i would rather think that is another hero here)
https://i.imgur.com/YZbawh4.png


you just discover that noone will know that what unit is what, when you get random portraits

thats why his mods suck, even for watching his stream, he doesnt understand that if viewer will not understand what is going on, he will not watch it cause game shows "WARCRAFT 2" and its not

1 type of unit = 1 portrait
Title: Re: Campaign mods
Post by: dannyldd on November 09, 2024, 08:19:08 AM
or else, how am i supposed to know who is who here (if i hadnt play wc3 reforged i wouldnt recognize footman here, i would rather think that is another hero here)
https://i.imgur.com/YZbawh4.png

you just discover that noone will know that what unit is what, when you get random portraits

thats why his mods suck, even for watching his stream, he doesnt understand that if viewer will not understand what is going on, he will not watch it cause game shows "WARCRAFT 2" and its not

1 type of unit = 1 portrait


i like your honesty.

But neither your opinion is the center of universe or your opinion is what matters the most. So much vanity in your personality and so much overvaluation about what YOU think, coming from community.

I dont expect to please everybody's tastes. Yet, I'm still happy to make these mods exist and beyond that.

And some of these mods also offer a Vanilla edition in case people want to check out still the same base game features, alongside the mod(s) difficulty(ies).
Title: Re: Campaign mods
Post by: Szwagier on November 09, 2024, 11:28:08 AM
even guy who played it, dont know what type of unit is it

you are one of the most fake person who would stab you in the back. "hey my friend" "this guy is noob come watch me"

you are mad cause random girl at youtube got more views than you and she only played campaign

you care about it more as you are saying, you would give everything to be more popular but will not ever happen cause w2 is not popular and making mods its your whole world, to bad I didnt know how much toxic person you are, I would never teach you how to do it
Title: Re: Campaign mods
Post by: dannyldd on November 09, 2024, 11:42:18 AM
even guy who played it, dont know what type of unit is it

you are one of the most fake person who would stab you in the back. "hey my friend" "this guy is noob come watch me"

you are mad cause random girl at youtube got more views than you and she only played campaign

you care about it more as you are saying, you would give everything to be more popular but will not ever happen cause w2 is not popular and making mods its your whole world, to bad I didnt know how much toxic person you are, I would never teach you how to do it



i dont even know what you mean about being toxic. Every comment I see from you towards me is just negativity. Or the same people that watch you from time to time.

I only said one single time on stream that you did not know how to play single player because you exactly play as multiplayer. And always acknowledge that in the same moment I said that, also commented that I did not know how to play multiplayer as well, because mostly play single player. And you simply got traumatized off of that, apparently.

About the girl I mentioned, I refer to this one:

http://www.youtube.com/@PixelPosie (http://www.youtube.com/@PixelPosie)

And No, but not just referring to myself only. I've posted that she gets undeserved views & subscribers & positive energy, because she simply dont deserve that. She doesn't have any skill in warcraft 2 whatsoever and I've seen countless of male content about warcraft 2 that gets no views absolutely at all, and even play better on campaigns.
And I think you would still deserve way more views than her, just because of pure effort & actual skill on the game. She has no merit whatsoever aside of being born a woman, because it's literally the same predicament for pretty much any other game out there in 2024. It's the unfortunate behavior many men give to women that just touch a game. I dont think anything of these is toxic because nobody ever acknowledges to begin with. Again, its too much undeserved attention to women like her.. And I'm also defending you in this situation, even if you dont see it because your arrogance.

And I like the mods, even if nobody plays them, even if you dont or Ed or russian community, but I'm happy in the end because offering something finally different. And even if just 1 or 2 guys in the end of the day that could ever get fun with them.
Title: Re: Campaign mods
Post by: Szwagier on November 09, 2024, 05:45:19 PM
Tl dr

You expect any comment positive after you insult me?
Will not happen
Title: Re: Campaign mods
Post by: dannyldd on November 10, 2024, 05:13:27 AM
you're a toxic cretin, even with your own viewers, stop victimizing now as a coward.

And dont talk to me ever again, I have had too much compassion towards you
Title: Re: Campaign mods
Post by: Szwagier on November 10, 2024, 05:30:17 AM
Oh another insult that's nothing new from your side "my friend"

Title: Re: Campaign mods
Post by: Mistral on November 10, 2024, 12:25:46 PM
lol danny wtf why you guys cannot just make peace and everyone being happy wtf this is so cursed
Title: Re: Campaign mods
Post by: dannyldd on November 10, 2024, 12:30:59 PM
this guy attacks me everytime he sees me, for some reason he is traumatized. But i dont hate him.

so ed, there is so much content to have fun around (thanks to U) so this guy is whatever
Title: Re: Campaign mods
Post by: Szwagier on November 10, 2024, 01:17:28 PM
you started it and speaking truth is not hate
Title: Re: Campaign mods
Post by: Pandaprewmaster325 on November 10, 2024, 03:36:01 PM
I dunno man  szwagier ur comments come off as overly mean for no reason , ur criticism might be valid but the way you share it sounded a bit too aggressive , I don't know the history between you both but in this thread I say you szwagier (U8?) Started it I see danny defended himself fairly although maybe I dontdon't have the full picture.
Title: Re: Campaign mods
Post by: Szwagier on November 10, 2024, 08:37:08 PM
You are wrong, he started it, not me


I hate people who they are trying to be your friends and behind the scenes they are talking about you,  guy was so dishonest that he did it on my stream

guy also cried many times to diffrent person why he is not popular

when i evern tried tip him in past he does not listen single time
everytime he steal someone else job and he could not add  "this maps was made by XXXX" I had to write it "Hey its not your maps, maybe add at least person who made it?"

Not only for me his stream suck xD
(https://i.ibb.co/3rGVJ2y/4.png) (https://imgbb.com/)
Title: Re: Campaign mods
Post by: Pandaprewmaster325 on November 11, 2024, 11:48:04 AM
Seems like you both have a long history that im unaware of better stay that way.