- Joined
- Oct 11, 2019
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- 639
guys... gimme one new nonreforged campaign, ONE, for that I do not need that damn 1.3.1!
(18 ratings)
What do you mean? This is nonreforged.guys... gimme one new nonreforged campaign, ONE, for that I do not need that damn 1.3.1!
It's meant to be that way.That campaign is just.. weird.
guys... gimme one new nonreforged campaign, ONE, for that I do not need that damn 1.3.1!
One reason I hope this happens is because the current patch 1.31 has a lot of bugs. Like the one on mission 5 that happens in the original mission as well. Another bug is the fact that AI don't obey the research upgrade orders so I have to give them the upgrades at the start or through some triggers. But right now I don't think Blizzard is doing anything with Warcraft III. The only thing they get from fixing Reforged is fan appreciation, money-wise it's not a good idea for them to put more money into fixing it.When they re-add the removed custom campaign feature, more campaigns will be made for reforged
Maybe it is my non good english, but context is this - I do not like reforged, and I like a classic warcraft 3. And I like wc3 custom campaigns. Problem is, that I have 1.26.1 version of wc3. And majority of campaigns in last times are either reforged or for 1.31!What do you mean? This is nonreforged.
Simple: Copy Warcraft III to a different folder. Apply patch to the copy. Now you have both 1.26.1 and 1.31.Maybe it is my non good english, but context is this - I do not like reforged, and I like a classic warcraft 3. And I like wc3 custom campaigns. Problem is, that I have 1.26.1 version of wc3. And majority of campaigns in last times are either reforged or for 1.31!
That is from the time when the Priest used to be a Shaman, I forgot to change the line. I won't be able to change it anytime soon.
Headhunters can't be trained in the original until mission 5, so that's how it is with Riflemen.Chapter 2: "New unit available - Riflemen" but not able to train them in barracks?
That is from the time when the Priest used to be a Shaman, I forgot to change the line. I won't be able to change it anytime soon.Chapter 3: A captured priest says "My power belongs to the Horde" even though "Thrall" the archmage already mentioned the alliance a few times?
¿Por qué no lo haces en 1.27 porque de ninguna manera?
Please speak in English. Google Translation doesn't always make sense.Google Translate said:
Why don't you do it at 1.27 because no way?
Simple: Copy Warcraft III to a different folder. Apply patch to the copy. Now you have both 1.26.1 and 1.31.
The latest patches have really good advantages like Widescreen, 12 more player slots, a couple of new abilities (Knight Upgrade, Undead Dagger), more possibilities for map features and since it is the last non-reforged version, it has become a standard.
Interesting.
C1: Oh, the disgusting undead disease
C4 - C5: AM + priest is so powerful than origin FS
Hoping for your next
I've seen it. You could have used Call to Arms to deal with the Necromancer. If you have any feedback, I'd be happy to hear it.
Well. I've explained this in my other campaign as well. It's meant to be a way to replay the official campaigns, but with a twist. Similar race swap campaigns already exist for starcraft and starcraft II and they are quite popular. Also this is not the first campaign on Hive to be an edit of an existing one.But this is exactly the original Exodus Campaign just with Humans instead of Orcs and Undead instead of Humans. Having an Archmage named Thrall and the Campaign exactly the same is just, idk, what's the point ? I mean no offense or anything, but what should be cool in this Campaign ? You could've instead reworked the vision of the prophet as well, changed the name of the main hero, and the story so on a bit. Even while freeing that Blood Mage is exactly how Thrall freed Grom. Forgive me, but it goes in awaiting update.
The thought didn't cross my mind.I've seen it. You could have used Call to Arms to deal with the Necromancer. If you have any feedback, I'd be happy to hear it.
I only have the first two chapters up for videos, which may look to give such an impression. A notable change would be the fourth and fifth in terms of gameplay aspects. The third one also changes a core tactic in gameplay by removing the fountain of health and instead gives you another hero.But this is exactly the original Exodus Campaign just with Humans instead of Orcs and Undead instead of Humans. Having an Archmage named Thrall and the Campaign exactly the same is just, idk, what's the point ? I mean no offense or anything, but what should be cool in this Campaign ? You could've instead reworked the vision of the prophet as well, changed the name of the main hero, and the story so on a bit. Even while freeing that Blood Mage is exactly how Thrall freed Grom. Forgive me, but it goes in awaiting update.
Thank you! I hope people don't judge the book by its cover (for example the first 2 missions in your video). If you look at just the first 2 missions, I tried to make them more interesting, but there isn't much you can do with the tutorial missions. What I did is I made the creeps harder on mission one and made the enemies be upgraded and attack immediately on mission two. For the other 3 missions I tried to change more things like adding the ballista to the human techtree, changing the fountain and the enemy race and heroes of the last missions, getting Flying Machines instead of Witch Doctors, the arcane castle. The boss fight has a twist that I think is pretty cool and unexpected. If anyone's wondering why I chose the female Beastmaster it's because I wanted to differentiate the Beastmasters (the male one still has Stampede, but the female one has a different ultimate). Also, I tried to reimplement cut features and replicate their behaviors, like the Mountain King's original ultimate being "Create Gold Mine". Furthermore, I remade the opening cinematic, which I can say will get an update since it does need a couple of improvements.The thought didn't cross my mind.
I only have the first two chapters up for videos, which may look to give such an impression. A notable change would be the fourth and fifth in terms of gameplay aspects. The third one also changes a core tactic in gameplay by removing the fountain of health and instead gives you another hero.
I would personally consider this in line with TheSpoon's ideas, where instead of getting a 2P version, you get an alternate universe version. I just got the third mission up and started a playlist for this campaign here.
I have taken a look into the other one and have videos created for them. Just need time and connection to upload them.After you finish this campaign, you should play the next campaign in the series, Overgrowth of Lordaeron (you can find it below this message). That one has more missions, so it has a lot more work put into it than this one.
They started with barely any custom models, but I updated the campaigns. Now there are a lot of custom assets. If you downloaded them when they were first posted, you might not have seen the new models. In the Night Elf campaign there will be a lot of custom models. Especially Arthas, Kel'Thuzad (both of which I made myself) and the High Elf and Orc replacements.I hope when you finish it, you can consider giving them new model and texturs so they don't get boring, sometimes new models are interesting too.
Well that's the point to be the same maps. I was inspired by Brood War Alternate and StarCraft II Race-Swapped Campaigns. In those campaigns, the maps are mostly the same, but you play with different races. It is not the first time someone has done something like this. And I thought of doing it for Warcraft III. The main attractions of this campaign:All the ideas based on the alteration of the original story are usually interesting, although it is the same story, same maps, same development... I don't quite understand the main attraction of the project. I would encourage variations of the story, that is, you can use the original story and change races, characters, etc. But I would also like to see a story adapted to those changes. Maybe it's that I don't understand the concept.
Be that as it may, I always appreciate the content and appreciate the effort.
Regards.
You need the patch 1.31hey gus. I`m sorry, but how can I play w3n? I put them in \Documents\Warcraft III\Campaigns. But don`t understand where i can find in game as it was berofre reforged. I have licensd version of wc3
First off all, you should have Warcraft 3 1.31. You can download here or here (requires CD-Key).hey gus. I`m sorry, but how can I play w3n? I put them in \Documents\Warcraft III\Campaigns. But don`t understand where i can find in game as it was berofre reforged. I have licensd version of wc3
Well I wanted it to be harder than the original. If that's what you mean.What blasphemy have you turned the 5th mission into?
Can you like demonstrate in a vid on yt and put the reply me the link?Simple: Copy Warcraft III to a different folder. Apply patch to the copy. Now you have both 1.26.1 and 1.31.
The latest patches have really good advantages like Widescreen, 12 more player slots, a couple of new abilities (Knight Upgrade, Undead Dagger), more possibilities for map features and since it is the last non-reforged version, it has become a standard.
Get this: Link (MEGA)Can you like demonstrate in a vid on yt and put the reply me the link?
Here is the link provided on Turnro's Discord server in case the link above doesn't work. You'll need a valid CD-Key to play:Can you like demonstrate in a vid on yt and put the reply me the link?
Two reasons why I enabled it here. Since Reign of Chaos campaigns were created without the race-specific shops in mind (which didn't exist back then), I excluded them from Overgrowth of Lordaeron and the other campaigns. The first reason I added Arcane Vaults in this is that it's a very short campaign (you can use Arcane Vaults on only 3 missions), and instead of getting Healing Wards you get a new hero that can hold 6 more items, including items from the Vault. The second reason is that there is no Alliance Campaign in TVT (how there is no Horde campaign in TFT, meaning you can never build Voodoo Lounges in TFT campaigns) so you won't get to build Arcane Vaults in TVT.So why Arcane Valut enabled? should be disabled in Reign of Shadows, only The Verdant Throne should enabled
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So i played today you can see in video
Thank you all for your attention. And then I was shocked that it was turned on.Two reasons why I enabled it here. Since Reign of Chaos campaigns were created without the race-specific shops in mind (which didn't exist back then), I excluded them from Overgrowth of Lordaeron and the other campaigns. The first reason I added Arcane Vaults in this is that it's a very short campaign (you can use Arcane Vaults on only 3 missions), and instead of getting Healing Wards you get a new hero that can hold 6 more items, including items from the Vault. The second reason is that there is no Alliance Campaign in TVT (how there is no Horde campaign in TFT, meaning you can never build Voodoo Lounges in TFT campaigns) so you won't get to build Arcane Vaults in TVT.
Warcraft IIII would like to try these campaings, so I need to download 1.31.1
Thanks! Maybe I can add a tag to each map to force them to be loaded in SD. I'll have to see if that works without changing the map version to 1.32, since I want them to be playable on the campaign version.cough Currently replaying in Reforged. I suggest adding a warning that using HD graphics will cause funny visual bugs like 2 units tall spellbreakers in mission 3 for example xD Would it be easily done to switch to HD models somehow since iirc we're using mostly vanilla models here which should have a Reforged equivalent by default ô.o Just wanted to mention it... because I forgot to switch to SD![]()
If you can't figure it out or if it just doesn't work, simply put it like this in the description "Or Reforged (SD) using My Campaign Splitter!" ^^Thanks! Maybe I can add a tag to each map to force them to be loaded in SD. I'll have to see if that works without changing the map version to 1.32, since I want them to be playable on the campaign version.
Who tf r u?As foretold, I am here!
The prologue, short and sweet.
A little introduction to the idea of race swapped campaigns, it does its task well. The prologue of course, does not actually leave much room for exploration, so the limited scope is understandable, but I found this little journey quite charming.
The dynamic posed by the race swap, even in such a small environment, is noteworthy. The Archmage and the Farseer are fairly similar heroes, but still offer different options for the scenario. The difference in army value poses its own challenges - the grunt is a more powerful unit than the footman, although it does not possess the special quality that comes with Defend, so even just the basic infantry dynamic is shifted. Humans also possess stronger defensive upgrades, namely Masonry upgrades, that allows a greater degree of safety through the always reliable static defense, and the additional economy upgrades in the form of lumber harvesting also provide an edge in base defense, so one is not typically in danger - should they divert the resources. I could go on about the differences between humans and orcs all afternoon, but I've got more games to play, so I think I'll call it here! The alterations to missions give it just the right touch of personalisation to fit the swap, and those little efforts go a long way. I had fun here, even if it was a similar experience to the original
I will be looking forward to the rest of the campaign, it is quite a charming little thing!