Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Erenussocrates

Pages: [1] 2 3 ... 5
1
Cartography & Custom Maps / Re: Maps with human rebalance stats
« on: May 15, 2024, 03:32:39 PM »
I don't understand what you are saying, because it doesn't make any sense.

Also for anyone else; I've updated the maps and brought a few more balance changes that might make the races even more balanced.

2
Cartography & Custom Maps / Maps with human rebalance stats
« on: April 12, 2024, 12:20:19 PM »
Since orcs are very powerful late game with the bloodlust, the idea is to make humans a proper early game race with some minor unit stat changes and make Human vs. Orc win rates closer to equal than now, while not making the game feel too different than the original, and while still retaining Orc's late game power, by applying these changes to some of the most played melee maps.

Here are the changes for Humans:
Footman : +1 Basic Damage, +1 Armor
Knight : +1 Piercing Damage (extends to Paladins)
Paladin : +2 Armor (so that upgrading to Paladins is actually useful)
Ranger : +1 Basic Damage (not the base Archer)
Dwarven Demolition Squad : 520 Gold and 200 Wood (down from 700 Gold and 250 Wood)
Blizzard spell upgrade : 1500 Gold (down from 2000 Gold)
Mage : Start with free Flame Shield spell as well as Fireball

Here are the changes for Orcs:
Ogre Mage : +50 Wood more expensive (800 Gold and 150 Wood, also not the base Ogre)
Berserker : +1 Basic Damage (not the base Axethrower)
Raise Dead spell upgrade : 500 Gold and 50 upgrade time (down from 1500 Gold and 100 upgrade time)
Death Knight : Start with free Whirlwind spell as well as Death Coil


The maps are:


Garden of War,
All You Need,
Forest Trail,
Forsaken Isles,
Great White North,
Mud in Your Eye,
Plains of snow,
Rose Petal,
Schwartzwald,
Taiga.


You can find the maps in the attachment.
Let me know if you want any other maps, or if you want some changes to make the winrate more equal.


Edit: Edited the rebalance maps.

3
I remembered a guy who posted war2 content on youtube, then I heard that he removed them all for some reason and disappeared, then started posting lifting content. But now those content also seem to be gone too.

4
Website & Forum Discussion / Download page site formatting needs fix
« on: March 19, 2022, 01:28:56 PM »
I guess the boxes at the top probably has to say "Windows, MacOS, Linux", but something happened with the formatting and there is no indicator. It can confuse newcomers. I come across people asking which one to download in the live chat.


5
The new tilesets look incredible. Could you share the .png versions of all these custom tilesets?

6
Interesting idea. Are you modifying the war2combat / battle.net edition, or are you doing it on wargus? I'm really curious about your project now.

Although I haven't done any VA job in the past, I can try my hand doing orc briefings for you lmao.

7
Mods & Development / Re: Rise oF Shadows warcraft twoot
« on: December 23, 2021, 06:38:32 PM »
dude, just migrate it to the latest version of wargus. Your idea is good enough to implement. And the latest version has less issues and more new stuff.

8
Server.War2.ru / Re: Online Psychos Continue to Harass and Spam
« on: August 06, 2018, 11:44:27 AM »
@mousey, but have you read my reply on tora's post though? I still haven't been convinced.

But yet it doesn't really work, does it? Average age of 25-35 doesn't mean much to me if the individual doesn't actually act their age. No matter whatever kind of community you are in, everyone has the right to expect atleast that bare minimum level of respect I think, it's part of being in a society. Trashtalking is fine between friends, but I don't necessarily see that could be welcome between strangers or people who don't want to be engaged in such a manner, or getting trolled/cyberbullied often (it sounds like that's what BabyShark didn't want from the start, which is completely normal).

I also don't agree with your perspective of "policing things that are outside of war2ru". An administrator's duty is to admin the server and it's related forums, and to keep those two ordered, not the stuff outside of it. And for people who carry the issue to the outside of that scope are to resolve things between themselves. This is the normal definition of administrating a community such as this.

I do know people who are passionate about warcraft 2 yet who do not play multiplayer, I think they could have had a chance to be integrated into a community like this, if only your approach about administration wasn't wrong, that's what I'm talking about. The newcomers don't necessarily need to be taught how to play the games by others, but the environment that you are currently enabling gives actual zero chance for this community to grow and thrive. I am not someone who is easily offended by stuff written by others, but when I look from a general perspective of what's acceptable in a society, when I join the war2combat server and take a short glance at the server chatbox, I'm assured that nobody who could have otherwise enjoyed playing MP would have stayed here, and for good reason. Not after seeing the rampant racial and homophobic slurs made by trolls X'D
The issue pushed by BabyShark is just one example.

All in all, your policy about the forums and server seems like it would enable trolls and people who were otherwise outlawed by other communities, and give them a place to thrive here. War2ru could literally become 4chan, I could foresee this.

On top of that, I don't think controlling new registrations would be TOO hard of a task really. Like, I mean... If every new registration was checked by admins for example? And even if you IP banned, if the average age really is between 25-35 and if everyone got a job, I doubt most trolls would be too persistent to try new VPN addresses and such to re-register and continue harrassing. That stuff also takes some time too lol. I just wish that the entire system could be overhauled to a modern standard so you wouldn't have to deal with stuff like these. A permanent blocking system should have been a given, at least.
I don't want you guys to administrate as if you are doing a full-time job neither ofcourse.


9
Server.War2.ru / Re: Online Psychos Continue to Harass and Spam
« on: August 06, 2018, 06:28:14 AM »
Btw, I've literally heard Xurnt complain about the lack of people on the server more than once, so if you have a "we dont want anybody" argument, it also has no point.

10
Server.War2.ru / Re: Online Psychos Continue to Harass and Spam
« on: August 06, 2018, 05:52:56 AM »
@Tora,

But yet it doesn't really work, does it? Average age of 25-35 doesn't mean much to me if the individual doesn't actually act their age. No matter whatever kind of community you are in, everyone has the right to expect atleast that bare minimum level of respect I think, it's part of being in a society. Trashtalking is fine between friends, but I don't necessarily see that could be welcome between strangers or people who don't want to be engaged in such a manner, or getting trolled/cyberbullied often (it sounds like that's what BabyShark didn't want from the start, which is completely normal).

I also don't agree with your perspective of "policing things that are outside of war2ru". An administrator's duty is to admin the server and it's related forums, and to keep those two ordered, not the stuff outside of it. And for people who carry the issue to the outside of that scope are to resolve things between themselves. This is the normal definition of administrating a community such as this.

I do know people who are passionate about warcraft 2 yet who do not play multiplayer, I think they could have had a chance to be integrated into a community like this, if only your approach about administration wasn't wrong, that's what I'm talking about. The newcomers don't necessarily need to be taught how to play the games by others, but the environment that you are currently enabling gives actual zero chance for this community to grow and thrive. I am not someone who is easily offended by stuff written by others, but when I look from a general perspective of what's acceptable in a society, when I join the war2combat server and take a short glance at the server chatbox, I'm assured that nobody who could have otherwise enjoyed playing MP would have stayed here, and for good reason. Not after seeing the rampant racial and homophobic slurs made by trolls X'D
The issue pushed by BabyShark is just one example.

All in all, your policy about the forums and server seems like it would enable trolls and people who were otherwise outlawed by other communities, and give them a place to thrive here. War2ru could literally become 4chan, I could foresee this.

11
Server.War2.ru / Re: Online Psychos Continue to Harass and Spam
« on: August 06, 2018, 01:30:56 AM »
Like, I kind of agree that "text on the screen" is nothing to be taken seriously, but continuous harrassment kind of goes over to fucked-upness territory, isn't it now? It's bullying, there's a limit to everything.

I also know that Xurnt and Strata-G have been looking for new recruits, I think I've overheard their talk on Discord on how they wanted a guy over Youtube called Grubby to advertise the server so that there could be new people coming in. While they are trying hard doing this, I think what server trolls are doing in general is very counter-productive to that.

Because let's be real, nobody new is gonna stay here when they see bullcrap like that on chat. Who in their right mind would?

I have nothing against van or anybody else personally, I'm just talking logic here. I'm firm in my belief that adminstration in this server is being WAAAAY too lenient towards this kind of behaviour. Like, if half of this was going on in another server, those guys would be perma-banned immediately.
If you want new members even ever so slightly, this is no way to gain new members, not by keeping people like that around.

So, what do you think about all of this, mousey and Tora? What is the exact reason why you are being so lenient? If some new guy started being toxic tomorrow, would he be allowed to do so as well?

12
Cartography & Custom Maps / Re: RTS meets MOBA: Warcraft 2 edition
« on: August 05, 2018, 01:56:24 PM »
changelog : Rebalanced all of the heroes damages and various other things like attack and vision ranges, since they just didn't feel right for me.

Now I'll also post each one of their stats here so that everyone could see:

Uther:
Vision Range: 9
Hit Points: 190
Armor: 10
Basic Damage: 11
Piercing Damage: 0

Turalyon:
Vision Range: 6
Hit Points: 170
Armor: 8
Basic Damage: 14
Piercing Damage: 3

Chogall:
Vision Range: 9
Hit Points: 185
Armor: 11
Basic Damage: 13
Piercing Damage: 0

Dentarg:
Vision Range: 6
Hit Points: 165
Armor: 9
Basic Damage: 14
Piercing Damage: 4

Alleria:
Vision Range: 9
Hit Points: 155
Attack Range: 6
Armor: 6
Basic Damage: 5
Piercing Damage: 24

Zuljin:
Vision Range: 6
Hit Points: 175
Attack Range: 8
Armor: 4
Basic Damage: 8
Piercing Damage: 16

Grom Hellscream & Danath:
Vision Range: 5
Hit Points: 350
Attack Range: 2
Armor: 15
Basic Damage: 14
Piercing Damage: 2
Note: They use firebreath attacks.

Khadgar & Mage:
Vision Range: 9
Hit Points: 165
Attack Range: 5
Armor: 3
Basic Damage: 14
Piercing Damage: 3

Guldan & Teron Gorefiend:
Vision Range: 7
Hit Points: 130
Attack Range: 5
Armor: 0
Basic Damage: 11
Piercing Damage: 1

------

Guard Towers:
Vision Range: 9
Hit Points: 650
Attack Range: 6
Armor: 40
Basic Damage: 12
Piercing Damage: 36

Cannon Towers:
Vision Range: 9
Hit Points: 800
Attack Range: 7
Armor: 40
Basic Damage: 120
Piercing Damage: 0

Unupgraded Scout Towers' stats are still the same as in the Vanilla game, so they are pretty weak.

13
Cartography & Custom Maps / Re: Carries and Supports
« on: August 05, 2018, 12:43:39 PM »
changelog : 1) Added trees behind all support base mines. 5.08.2018
2) Support players can no longer build Church

14
Cartography & Custom Maps / Carries and Supports
« on: August 05, 2018, 03:07:00 AM »
The concept for the map was originally coined by mousEtopher and I've decided to bring it to life.

PUDPIC :
Spoiler

8 Players, 128x128

The neighbours at 10, 1, 5 and 7 o'clock are supposed to be partners/allies. You can also play this on a 4v4 top vs bottom format too.

This is an MP map and also kind of a custom map at the same time. The thing is, there are map restrictions in place.
The partners in the corners who are hiding behind their allies' bases play the role of support, while the allies closer to the center play the role of carry.

Support players: The players in the corners (Players 1, 3, 5, 7) cannot train Footmen, Archers or Knights, and cannot do upgrades relevant to those units. Other than those, they can train or build anything else. While they cannot train any units to defend themselves with, they will be defended by their partner on the frontline, and they will supplement their allies in various ways.

Carry players: Players closer to the center (Players 2, 4, 6, 8 ) cannot train Ballistas, Sappers, Zeppelins, Mages or Dragons, and they cannot do upgrades relevant to those units. They also cannot build Towers, while support players can. Their initial starting base sits on a more compromising position while they cover up for their support allies. But even though they only have units to defend themselves with, support players can build towers to help on their base defenses.

The partners are supposed to be in a good communication, teamwork and synergy in order to get the most value out of their team. This also takes away a lot of the micromanagement pressure a player would normally have on a Vanilla multiplayer map, and distributes them amongst the roles. While a carry player might be busy chain casting bloodlust on their ogres, a support player would be busy with casting the D&D's, or positioning a sapper.

Metagame? : While carry players will probably be busy doing what they would always do (which is spamming Ogre magi) - if they aren't grunt rushing that is... There are quite a few options / duties a support can choose to go with, resulting in gameplay variance. For example, supports can choose to harrass enemies with sappers, or they can choose to just go DK's instead. Or they can save all the gold to build up a large Air fleet. They can also choose to go for offensive early game Tower harrassment. They also must build all those towers on allies' bases and expansions too. They can build catapults to aid the carries in both defensive and offensive ways.
Since carries cannot train zeppelins, supports will probably be responsible for most of the scouting done in a game.

Other than restriction properties, nothing else is changed about the game concerning unit stats or costs of units & upgrades.

About the map itself: While carries start with a Goldmine with 52500 Gold, supports start with a 37500 one, making 90k in total between two partners. There are 4 other easy to reach expansions closer to the center in 12, 3, 6 and 9 o'clocks, and each of them have 45k in them. At all four edges of the map behind the mountains, there are also 4 more goldmines, and since they are harder to reach, they each hold 55k. It's supports' job to reach them. There is one super-mine right at the center of the map behind the trees and rocks, and it has infinite gold.

Each carries' main bases has two entrances, one of them 3 units wide, and one of them 4 units wide. The chokepoint widths are the same across all bases. I tried to make the map mostly symmetrical.

While hosting the game, make sure that you enable fixed start locations, and you can play in top vs. bottom mode. Other than that, you could also play as in diplomacy mode and do 2v2v2v2 as well.

That's about everything I can say about this map. I'm open to suggestions if there's anything that needs to be rebalanced. I also would like to see some players try it out if possible. Download is at this post's attachment.

15
Cartography & Custom Maps / RTS meets MOBA: Warcraft 2 edition
« on: August 04, 2018, 11:08:57 AM »
Pudpic images: (thanks to the courtesy of mousEtopher)
Spoiler
1v1

------------------------------------------------------------------------------------------------------------------------------------------------
2v2


tl;dr : If you start with sappers, out of 6 heroes, choose two (or three in 2v2) heroes to save, blow up the rocks and get them.
If you start with a peon, just play normally. Except you cannot upgrade to Stronghold. You cannot train cats or build towers. Oil is crucial for upgrades.
Both maps are 6 player maps, 128x128.
When hosting, choose starting resources as "Map Default". Else the game experience might not feel balanced.
Also enable "fixed start locations" and play in Top vs. Bottom format.
http://en.war2.ru/moba


I like MOBA. But I like RTS as well. The idea of combining the aspects of RTS and MOBA had been on my mind for quite a while, so I've finally decided to practice this on a custom .pub that I've recently made for Warcraft 2. Obviously, this is a top vs bottom custom game map (like that archer map).



It's a 128x128 map with northern and southern fronts. There are 6 players in total (and 2 rescue passive AI's).

Out of which, Player 1 (red) and player 4 (violet) are supposed to control the "bases" of each side,
and Player 2 (Blue) and Player 3 (Green) are supposed to control the Heroes that aid Player 1,
while Player 5 (Orange) and Player 6 (Black) control the heroes that aid Player 4.
So in total, 2 players control the bases and play the part of RTS, while 4 players control the heroes and play the part of MOBA.

I've also altered the map and made a slightly different version of it, where there are 4 players controlling the bases (2v2 top vs bottom), and 2 players controlling the heroes. (Players 1 and 2 control the bases at top, while player 3 controls the heroes that is allied with top, while players 4 and 5 control the bases at bottom and player 6 controls the heroes that is allied with bottom)

How this works:
Basically I've made 6 types of heroes/rescuable units trapped behind rocks to be saved by players, using sappers. In "2 bases/4 hero controller players" version, each hero controller player has 2 sappers, so each of them can control 2 heroes at the same time. In "4 bases/2 hero controller players" version, each controller has 3 sappers, so they can control 3 of them.





The heroes are basically the guys from Tides of Darkness and Beyond the Dark Portal missions, except I've edited each of them heavily to balance things out and to make them more suitable for their respective roles.

As far as roles go, there are:
Paladins (Turalyon / Uther) : Basically healers who can ride fast. You know the default paladin abilities; healing, holy vision, exorcism... I've nerfed their damage so that they suit their roles as healers, also decreased their HP and armor. Turalyon has slightly better damage, while Uther has slightly better HP and armor.

Ogres (Chogall / Dentarg) : Buffers. They have eye of killrogg, bloodlust and Runes, so just like with healers, I've nerfed their damage and HP heavily too, so their stats are around the same with Uther and Turalyon. Dentarg has slightly better damage, while Chogall has slightly better HP and armor.

Shooters (Alleria / Zuljin) : Single target damage dealers. Buffed Alleria's piercing damage quite a bit, making her into a tank killer. Her range stays the same, I think I have buffed her HP a little too. Zuljin has the same range as catapults, so he can harrass canon towers without getting hit, but he has considerably lower damage compared to Alleria, while having slightly higher HP, he has lower armor than Alleria. The idea is: he is less suitable to engage the enemy head on while being better at laying siege (?).

Tanks (Danath / Grom Hellscream) : These guys are the ones who went through the most change. First off, they have the most HP and armor amongst all heroes, so they are tanks. They also have 2 attack range, and have the same attacking projectile as dragons/gryphons, so they are efficient at clearing off RTS guys' armies. Be careful though, they can still hurt their allies too. I've also nerfed their damage so that they aren't OP. They have exactly the same stats as each other.

Mages (Khadgar / Mage) : Debuffer/support guys. I've removed Blizzard and Polymorph (one-hit killer spell LMAO) from them so that they won't be OP and should serve their roles better, since they still got Fireball, Slow, Flameshield and Invisibility. They have the same stats as healers, except they have lower armor points.

and finally...

Death Knights (Guldan / Teron Gorefiend) : I expect that these guys would be the carriers. They are the weakest both HP and basic attack-wise. But don't forget their spells. I've included an interesting little mechanic for players who would want to play as them. You gotta decide which spells you want to use and then buy them, but you will have to choose wisely, since you cannot afford all spells, and D&D and raise dead are also more expensive than other 3 spells (haste, unholy armor, whirlwind). This might bring more variety in each match, though admittedly we all know death and decay is the way to go, since it's broken lol. You can still think of having the considerably less expensive Whirlwind instead of D&D, and still have enough money to buy one more spell.

Metagame? : Well why not. As simplistic as this all is, I can still think of one or two combinations that could go well together.
Since tanks' basic attacks are dragonflames, I think pairing them with bloodlust would go very well, making them an even more formidable wave-clearers.
Don't forget that Death Knights are the weakest, so althought very situational, paladins' exorcism might come very handy. Ironically they can also heal allies who were cast unholy armor on, so they go well with death knights too.
Paladins and ogres each have a valuable scouting skill, so they would be helpful for their RTS allies.
If you want someone to help you catch and kill an enemy hero, mages are your best bet, since they have Slow (the only means of CC in warcraft 2). They can also use flameshield as both offensively or defensively, they can deliver good area damage with fireball, they can make their allies do sneaky things with invisibility (though very situational).
Death Knights can also cast haste or unholy armor on an allied hero to help them escape.

Hero controllers, don't forget that death is permanent.

Changes on the RTS side: All RTS players start with 2100 Gold, 1050 Wood, and 0 Oil. This makes you be able to build a farm and train 1 peasant after building the Town Hall. You will also desperately need the Oil. There are map restrictions in place thanks to the special map editors. The players who are controlling the bases are not able to upgrade to Stronghold / Keep, they also cannot train catapults nor build towers. They can only train footmen, archers, peasants and the naval tech. This keeps the importance of heroes relevant to the outcome of the game. I've increased the cost of barracks humongously, so you would have to have a good economy to mass footmen and archers, and in order to do that, you would have to have good map control, and in order to have good map control, you would have to have good teamwork with your heroes.

The cost of upgrades have been cruelly increased. Most of the upgrades cost Oil now, and lots of it, except for the few. So controlling the seas at the west and east side of the map is equally as important as controlling the gold mines. There are pre-built barracks and towers on each lane, belonging to each RTS players on map, and I've multiplied the towers' HP by 4 times, their armor by 2 times, and their damage by 3 times, so it's important to keep them repaired. Some towers are not upgraded, so it's up to the players to choose which tower they want.



What about the map itself?: There are 15 gold mines in total, 7 on northern half of the map, 7 on southern side, and one supermine with unlimited gold, right in the middle, although it's hard to reach so it's expected to be an endgame target.



There is also water on both western and eastern sides of the map, with 3 oil patches on each side, although each has very little oil. There are two lanes connecting north with south, with side roads leading to naturals. Controlling the gold mines, as well as oil patches, is crucial for victory. (keep in mind that RTS players can still train all of the naval tech) The shores are framed by mountains, but there are 4 spots on each side where it's possible to unload units using a Transport. So be careful about those sneaky drops as well.

I obviously do not advice opening these maps with the default map editor, as that would undo Danath/Hellscream's firebreath attacks when you did that.


The both versions of the map are attached at the end of this post. I'm kind of eager to hear the responses to this map of mine. I would consider rebalancing stuff if need be. I hope it can attract the attention of a few people since I know that some people like to play custom games over there.

Pages: [1] 2 3 ... 5