Author Topic: Campaign mods  (Read 3419 times)

Offline idcamn

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Campaign mods
« 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

Offline Mistral

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Re: Campaign mods
« Reply #1 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

Offline dannyldd

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Re: Campaign mods
« Reply #2 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

Offline Pandaprewmaster325

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Re: Campaign mods
« Reply #3 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?
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: Campaign mods
« Reply #4 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.
« Last Edit: October 26, 2024, 06:20:27 PM by dannyldd »

Offline Pandaprewmaster325

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Re: Campaign mods
« Reply #5 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

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: Campaign mods
« Reply #6 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.

Offline Pandaprewmaster325

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Re: Campaign mods
« Reply #7 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
Today warcraft is not the warcraft it used to be , lets stick to what made warcraft warcraft! ORCS AND HUMANS

Offline Mistral

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Re: Campaign mods
« Reply #8 on: October 27, 2024, 02:02:51 PM »
the lack of waypoints

hey man are u serious?

Offline Pandaprewmaster325

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Re: Campaign mods
« Reply #9 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 ):
Today warcraft is not the warcraft it used to be , lets stick to what made warcraft warcraft! ORCS AND HUMANS