Author Topic: Wall Balance mode (multiplayer)  (Read 9388 times)

Offline pianolarva

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Wall Balance mode (multiplayer)
« on: June 14, 2024, 07:16:52 PM »
Now it's on the correct forum.


Main changes:

- Walling will be done with actual walls (hopefully, but I don't think it will happen).
- Modifications to make every unit/spell/upgrade useful (main changes are about archers, bloodlust, healing, and blizzard. The rest are smaller adjustments)

That's about it. Stats are almost the same so it'll be easy to get into. Unused spells and archers will come into play.


Detailed info:

UNITS and BUILDINGS:
  • ARCHERS (+): 8 damage, 6 piercing damage (previously it was 3 and 6) – They were too weak before (mainly because of their low fire rate). They are better in combat, even though footmen will still clearly win 1v1. Meet them at the coastline, near trees, at bridges. They are good at outnumbering enemies when they attack in numbers: you can target one footman with 5 archers, but 5 footmen can't go after one archer. (prev 0 11 was too much dmg against buildings. 0 8 would be too low against knights). Next: 7,5. So they don't become unstoppable when +12 archers come at you, with some help from the terrain.
  • Footmen (-): -1dmg and -1armor (now 5,3dmg and 1armor) – had to, reducing dmg is the way to help archers (Increasing archers dmg even more, caused problems). Ballistas go to 100hp (should be at 95), dk and peons becoming barely more resistant. These changes should only be noticeable against archers, so its not big.
  • Knights (-): -2dmg and -2armor (now 6,4dmg and 2armor). New addition: Knights start with 80hp (previously 90). Paladin Training adds 10hp. – This makes footmen slightly better than before.
  • Gryphons/Dragons (+): 120hp, 20dmg (previously 16), 2000 gold. – They were too weak for being the most expensive unit. They could even have more health. (armor adjusted)
  • Peons: next: same (-1dmg adjustment).
  • Walls (+): x4 reduced building time, it's fast but not immediate. Building cost now 50gold 25wood (20 10) – Note that walls aren't repairable.
  • Buildings: same, but they may get a .75 - .87 hp reduction in the future
UPGRADES and SPELLS:
  • Footman dmg upgrade (-): +1 instead of +2.
  • Footman armor upgrade (-): +1 instead of +2  –  to match the dmg upgrade. I also fixed an inconsistency in which the first upgrade would help footmen against arrows, unlike the rest. Now armor upgrades do defend against arrows.
  • Archer arrow upgrades (+) : +3 both (prev +1) – next: at +2 seems fair. With 1st sword upgrade, foot may reduce one shot from archers and it will favor foots, but not so much with the 2nd upg.
  • Ballista upgrades (+): +25 both (+15), Gold 800 and 2000 for the second upgrade – Next update: +20 and 2000 2nd. This is the max boost I should give them.
  • Ranger training (+): +20hp – along with melee dmg upg, it gives archers a 4th shot on 1v1.
  • Ranger scouting (+): 500 gold (1500) – it's an option now
  • +1range upgrade (+): 500 gold.
  • Berserker Regeneration (+): 500 gold. – if only it healed 10hp, it would be somewhat balanced against the +3 ranger upgrade, but it doesn't.
  • +3dmg for rangers (+): 1500 gold – Next update: back to 2500
  • Holy Vision: same. Could be lowered a bit.
  • HEALING (+): From using full mana to heal 40hp, to healing 80hp – now 3mana x 1hp. It's powerful now. At 2xhp it would be more balanced against BL, but I decided to make it worse because pals could wait and regenerate until healing became stronger than BL, and orcs wouldn't have a good counter. So now humans are worse until BL runs out. It uses autohealing to avoid this problem: healing takes an animation, and you can only heal 40hp each time you cast it, so in battle you would heal very little (even at 1xhp you would have to heal many times. It just doesnt work). Next: at 4xhp. Autoheal brings new advantages: it's like Unholy Armor for demo squads, it's also countering most of dk spells, especially death and decay.
  • Exorcism (+): now you can kill dk with 120mana instead of 240, and a skeleton at 160 (2mana x hp) – It has to be lower than healing, otherwise you'd rather heal your units than use it against skeletons.
  • BLOODLUST (-): fixed at x2. 100mana (50). Increased building time to 200 (100) equal to healing – It still is the most powerful spell in the game. Balance between a spell that increases damage and a spell that heals dmg should be easy (if BL increases 50%, increase heal to match that) but to have both equal while around 100-150mana isnt. After seeing that autoheal is powerful, it may go back to 50mana, but I also don't want more micro.
  • Runes (+): same – Mana cost should not be cheaper because it would be used all over the battlefield. At 150 you would have ogres using it on gold mines like blizzard.
  • Fireball: (+): 80mana (100) – Dmg could be increased if blizzard happens to always be a better option.
  • Death Coil (+): 80mana (100) – I think it did little damage for its cost, like -45hp to a knight for 100 mana.
  • Slow: same – While slowing attack speed of enemies is powerful, hasted units can choose their matchup. It could go up to 100mana along with haste, although it would lose its combo potential.
  • Polymorph (+): mana 150.
  • Inviz: same
  • Flame Shield: same – It could be dropped to 60 mana. Now comboes with autoheal.
  • Blizzard/Decay (-): mana 100 (25), doing less damage. – Next: 80mana. It's three showers. My plan was to put it at higher mana to end its spam on gold mines (2 showers kills some peons and injure most of them), but that would make whirlwind better at everything. The correct fix would be decreasing the ridiculous range too, but that's not an option.
  • Haste: same
  • Raise dead (+): Skeletons have 80hp, 6dmg, 4pierDmg, 0armor (pals are 90,6,4,2)
  • Unholy Armor: same
  • Whirlwind (+): same – next: 80mana (maybe 50). It's purpose will be to disrupt at gold mines (cast it twice for consistency because 1 could go anywhere). It can also finish destroying damaged buildings. Blizz is best for the rest.
I barely changed gold costs even though they deserve new numbers.
(Unholy Armor somehow stayed at 100mana so I had to fix it)
Downside: positions are fixed (the host can still close/open positions)


Download:

I applied all these changes into the following maps attached below. Then you just play it with the "use map settings" option and "triggers" at the drop-down menu.
- Great White North, Garden of War, Cliffhanger, Skirmish, Mine the Center (more links in a post below)
- Also added GWN against the computer.
« Last Edit: November 23, 2024, 08:20:04 AM by pianolarva »

Offline Pandaprewmaster325

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Re: Wall Balance mode (multiplayer)
« Reply #1 on: August 27, 2024, 07:05:12 PM »
Are walls even that good? I get they can block the path but you need to construct each little segment right? Damn that would require a good amount of work on the player side.
Today warcraft is not the warcraft it used to be , lets stick to what made warcraft warcraft! ORCS AND HUMANS

Offline Pandaprewmaster325

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Re: Wall Balance mode (multiplayer)
« Reply #2 on: August 29, 2024, 07:52:40 PM »
Am I missing something? What changed?
Today warcraft is not the warcraft it used to be , lets stick to what made warcraft warcraft! ORCS AND HUMANS

Offline pianolarva

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Re: Wall Balance mode (multiplayer)
« Reply #3 on: August 31, 2024, 05:43:33 PM »
@Pandaprewmaster325 They are basically 120hp.

@Mistral My wishlist for the trig editor. I see it as a tool for balancing, not for creating new games.
- rework/improvements on berserker upgrades.
- can fire rate of units change?
- bloodlust fixed at lower values.
- autoheal is fixed at 5manaxhp. Lower?
- spell ranges

Offline Mistral

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Re: Wall Balance mode (multiplayer)
« Reply #4 on: August 31, 2024, 07:09:15 PM »
autoheal cost is actually depends on greater heal spell cost, you can change it with triggers.
greater heal is default not finished spell by blizzard, autoheal actually works on its code.
and cost of 5 is also actually default set by blizzard.
in original it wasnt auto though, but it seems like it was AOE heal, but there is not orig code for that, they do not maked it to the end, dunno why.

there is also trigger that can fix blood onto honest x2 instead of x1.5-x3, its switch place of armor calculation
« Last Edit: August 31, 2024, 07:11:33 PM by Mistral »

Offline pianolarva

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Re: Wall Balance mode (multiplayer)
« Reply #5 on: August 31, 2024, 08:13:05 PM »
You are so knowledgeable about this game. AOE makes sense, less clicking, but maybe was troublesome to implement.
Yes, I meant BL lower than x2. I'm using it.

Offline Pandaprewmaster325

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Re: Wall Balance mode (multiplayer)
« Reply #6 on: September 01, 2024, 09:53:19 AM »
You are so knowledgeable about this game. AOE makes sense, less clicking, but maybe was troublesome to implement.
Yes, I meant BL lower than x2. I'm using it.
No perhaps they realized healing was too strong if aoe? Or maybe the healing value was so abysmal to be aoe?
Today warcraft is not the warcraft it used to be , lets stick to what made warcraft warcraft! ORCS AND HUMANS

Offline dannyldd

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Re: Wall Balance mode (multiplayer)
« Reply #7 on: November 04, 2024, 08:47:07 PM »
i see now. I couldn't remember the mod thread, sorry buddy.

Good job with this stuff around. I hope more people can join your mod, since its cool to see something different.

Offline pianolarva

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Re: Wall Balance mode (multiplayer)
« Reply #8 on: November 14, 2024, 09:49:55 PM »
more maps (with the newest updates)
« Last Edit: November 23, 2024, 08:12:43 AM by pianolarva »