Age of Warcraft Mod, Demo installer

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Age of Warcraft

Hey there fellow Warcraft 3 fans,​

Our ongoing project is dedicated to introducing the multi-faction element into the game. Our goal is to enhance nearly all of Blizzard's official melee maps by incorporating additional factions. Initially, these new factions will offer gameplay similar to the original four factions, with further diversification planned based on community feedback in subsequent releases.

At this point, we have a demo ready with 12 of our factions and a new main menu. The factions are as follows:
To enhance the gaming experience, we have created numerous custom assets and abilities. Furthermore, we have developed Blizzard-like AIs for each of our custom factions, ensuring challenging and dynamic gameplay whether you're playing solo or with friends. You can also check out our Ai presentation video to see how our mod plays out.
Here is also a link to our Map development post for more information.

---------- Socials ----------

---------- Installation Guide ----------


Step 1
Download the installer.

Step 2
Run the installer exe.

Step 3
If your game is not located in the C:\Program Files (x86)\Warcraft III, then click on browse and locate your Warcraft III folder.

Step 4
Wait till the installation is finished and enjoy the Mod!


---------- How to uninstall the mod ----------

Either from the installer or the Programs and Features, you can uninstall the mod. This process doesn't delete the replaceable textures or affect any folder of other mods or projects.

---------- Known Issues ----------

Sometimes, if you run one of our maps that has more than four players and successfully complete the game, trying to play one of our maps again may cause the game to crash. All you need to do is restart the game to play again. As of now, we don't know exactly what causes this issue; it started happening after patch 1.36.2.

---------- Credits ----------

Blizzard Entartainment
Retera for his Awesome tools and Guides
Trolldaeron for his Artwork and Wallpaper
Lorcraft Desings Studio for Icons and assets
Vindorei for his Arcane Golems

---------- Changelog ----------

Patch of December 19 2024 (0.0.6)
  • Adjusted the main menu for Patch 2.01.
  • Added the 1.36.2 version of the Demo.
Patch of November 16 2024 (0.0.5)
  • Fixed the main menu.
  • Updated the portraits for all units and buildings across all maps.
  • Resolved the Kor'kron Guard dependencies in the Plagueland map.
Patch of July 23 2024 (0.0.4)
  • Changed the Militia of the Scarlet Crusade.
  • Fixed a bug where High and Blood Elf Engineers, when turned from militia back to Engineers, couldn't build the workshop.
  • Fixed the totems of the Lost Ones.
  • Fixed the attachments of the Naga Tidelord.
  • Fixed the attachments of the Orc Spearthrowers.
  • Corrected typos in the Kingdom of Dalaran.
  • Corrected typos in the High and Blood Elves.
  • Corrected typos in the Orcs of the New Horde.
  • Corrected typos in the Nagas.
  • Corrected typos in the Zandalari Trolls.
  • Corrected typos in the Lost Ones.
Patch of July 6 2024 (0.0.3)
  • Fixed a bug with the Night Elf Blademaster, now you are only able to create 3 heroes with the night elves.
  • Fixed the swimming attack of Naga Brute.
  • Fixed typos in both Lordaeron and Sacrlet Crusade Factions.
  • Fixed the hotkeys and typos of both Blood and High elven Factions.
  • Fixed the Zandalari Direhorn Prelate ability Avengening Wrath.
  • Fixed the sounds of how the heroes attack.
  • Changed the portrait of wisp.
Patch of July 3 2024 (0.0.2)
  • Fixed an issue where selecting a different 'Choose Faction' option with non-specified settings resulted in a non-functional base.
  • Priestess of Bethekk now has the correct upgrade for Bloodlust.
  • Fixed Naga's summoned Makrura pillage ability.
  • Fixed the location of the Tavern in Booty Bay.
  • Fixed some typos in the Tauren faction.
  • Fixed the Disbtn icon of the Kingdom of Dalaran's Lumbermill.
Contents

Age of Warcraft Mod, Demo installer for 1.36.2 ver (Binary)

Age of Warcraft Mod, Demo installer for 2.01 ver (Binary)

Level 25
Joined
Oct 29, 2020
Messages
105
Thank you for your reply, but i have another question. I have succesfully installed the mod in my warcraft files and its under the name: retail. inside there are these folders AoW, replaceableTextures, sound, ui, units and webui. I guess thats normal but inside the Aow file are just files named abilities, buildings and units but not the game itself. I apologise if im just stupid and dont know if the game isnt out yet, just these files or I have a wrong version. Thank you.
The purpose of a mod is to enhance the base game. So you need to have the base game in order to play our mod. Our mod is not a standalone game. If you have troubles with the installation, you are welcome to join our discord. There it will be easier to guide you.
 
Level 22
Joined
Nov 18, 2020
Messages
66
A couple more feedback and unsaid suggestions;
1. About the racial-faction traits; Personal suggestion besides the taurens able to ressurect other members of their race, maybe make certain upgrades for each faction more powerful by affecting more units? For example, Troll regeneration which is exclusive to the trolls in vanilla (headhunters, witch doctors, batriders) could affect more units or even all? Brutish strength could affect kor'kron elite and raiders, etc. etc.
2. Speaking of, played with the tauren race again, and I noticed a couple of overlapping keybinds for their variant of the Shadow Hunter and Paladin since their ults were basically taken from other heroes. Kindly ignore this if you have already taken note and will roll out a patch fixing this another time.

I shall keep playing the map and say anymore things I notice or just run into.
Thanks again for the feedback.
1. The nature of the traits will be like this for example, if you play with the Darkspear trolls you will gain the racial trait "troll regeneration", then you will gain a faction specific trait, most likely "Berserking" plus an extra unique unit like the dire troll. The Scourge for example will have as a unique unit the knights of the ebon blade.
2. We will take a look into this.

Ps: It will be easier for us that you join our discord server and provide the feedback there, of course you can always write it here too.
 
Level 2
Joined
Jul 19, 2024
Messages
4
I uninstalled the mod just to test how uninstaller behaves. Since mod replaces reforged webui files and they are removed during uninstall. Tried to repair my game installation, but Battle.net just decided that it need to redownload the whole game again. I think it's good idea to back up your "webui" folder. Are there any other files/ folders which are replaced so it possible to make backup before the installation?
 
Level 4
Joined
Nov 12, 2019
Messages
16
Thanks again for the feedback.
1. The nature of the traits will be like this for example, if you play with the Darkspear trolls you will gain the racial trait "troll regeneration", then you will gain a faction specific trait, most likely "Berserking" plus an extra unique unit like the dire troll. The Scourge for example will have as a unique unit the knights of the ebon blade.
2. We will take a look into this.

Ps: It will be easier for us that you join our discord server and provide the feedback there, of course you can always write it here too.
Will consider it, sounds fun and can't wait!
 
Level 22
Joined
Nov 18, 2020
Messages
66
I uninstalled the mod just to test how uninstaller behaves. Since mod replaces reforged webui files and they are removed during uninstall. Tried to repair my game installation, but Battle.net just decided that it need to redownload the whole game again. I think it's good idea to back up your "webui" folder. Are there any other files/ folders which are replaced so it possible to make backup before the installation?
I just tested it on three different computers, and it worked fine. Did you perhaps modify the files in WebUI after installation?

You're also welcome to join our Discord server. It really helps us to have all feedback in one place.
 
Level 2
Joined
Jul 19, 2024
Messages
4
I just tested it on three different computers, and it worked fine. Did you perhaps modify the files in WebUI after installation?

You're also welcome to join our Discord server. It really helps us to have all feedback in one place.
Ok. I tried reinstalling and uninstalling again. Now the game works. Maybe Bnet or Windows decided to act silly.
 
I believe you haven't seen our map development post about what we have in store for our project. Regarding abilities, we have created numerous custom abilities for our heroes, such as Cleave, Avenging Wrath, Execution Sentence, numerous summoning units for hunters, new Stampedes to match the factions, Kill Shot, Time Reverse Heals, Polymorph for heroes, Avatar of Rezan as a unique ability for the Zandalari Troll, Crusader Aura, Berserk abilities for heroes, and many more.

Additionally, we have created new heroes with unique abilities, such as new Spell Breaker heroes, Assassins, new Fire Mage heroes with unique skills, Healers that are mainly support heroes, and a Seer hero for Tauren with unique abilities.

So, yes, we have created many things, and more will follow. As we said, we must have a strong foundation to move forward in creating new gameplay. Feel free to make suggestions on our Discord server for implementing new things.🙂
My concern would be that the "strong foundation" may be coming from designing models around pre-existing unit concepts rather than conceptualising new concepts which deviate from the get go. The Naga are perhaps the best example of this, where several ingame unit assets are ignored in favour of replacing them with redesigns of pre-existing Orc units, when using what was already present would have actually served to be more unique.

I am largely curious as to what this project has to offer regarding actual gameplay for the time being that other projects haven't already done with similar volume but more unique gameplay concepts. I haven't looked through everything the project has to offer, so maybe there is something unique that I haven't seen, but it is discouraging to see an explanation of a faction that runs through the unit abilities as though they are something "new" when they are all from a pre-existing faction.
 
Level 25
Joined
Oct 29, 2020
Messages
105
My concern would be that the "strong foundation" may be coming from designing models around pre-existing unit concepts rather than conceptualising new concepts which deviate from the get go. The Naga are perhaps the best example of this, where several ingame unit assets are ignored in favour of replacing them with redesigns of pre-existing Orc units, when using what was already present would have actually served to be more unique.

I am largely curious as to what this project has to offer regarding actual gameplay for the time being that other projects haven't already done with similar volume but more unique gameplay concepts. I haven't looked through everything the project has to offer, so maybe there is something unique that I haven't seen, but it is discouraging to see an explanation of a faction that runs through the unit abilities as though they are something "new" when they are all from a pre-existing faction.
Hello,

We literally used every single one asset from in game to flesh out the Naga faction. If you mean the snapdragon and the royal guard, both units will be used.
We are working on a video about the upcoming expansion of our demo. There we will introduce racial and faction traits, with unique special units for all the factions. In the Naga we have left some hints on what is coming. For example if you do the upgrades for the myrmidons and the Naga brutes, then the units change their appearance. With that in our minds we want to give them better stats and abilities to these units.
Also the name of the mod is Age of Warcraft, with this name we wanted the people to understand that we are going to create something similar to Age of Empires/Mythology series. That you have some basic units and then you have the elite and special units of the faction. But if you read the Map development post of our mod you will see that we will create even more diverse gameplay for all our factions after the first full release.
We have also said that everyone is welcome to suggest new gameplay ideas for the factions or even create a submod.
This is a demo to showcase our mod and give just a small taste to the people of what is coming. Furthermore creating so many models and AIs for reforged isn't something simple.
In conclusion all we want of you is to have a bit of patience 🙂.
 
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I mean it seems a bit contradictory when you say "we have used every single one asset from in game" to follow it up with saying that there are assets that are still to be used. I would be looking at the Dragon Turtle and the Mur'gul Reaver as well, for possible candidates.

It's certainly not the approach I'd be looking at for a strong foundation, but without knowing where the project is going to go it is hard to gauge if this approach is flawed or if it is one to be sought after. For now there's mostly demo videos to go by, it mostly looks like a model and icon showcase, more than anything, especially with the focus on looking at the elements within factions. At first the focus did seem to be on animations, but it is very difficult to see past the way the project has been presented as such.
 
Level 22
Joined
Nov 18, 2020
Messages
66
I mean it seems a bit contradictory when you say "we have used every single one asset from in game" to follow it up with saying that there are assets that are still to be used. I would be looking at the Dragon Turtle and the Mur'gul Reaver as well, for possible candidates.

It's certainly not the approach I'd be looking at for a strong foundation, but without knowing where the project is going to go it is hard to gauge if this approach is flawed or if it is one to be sought after. For now there's mostly demo videos to go by, it mostly looks like a model and icon showcase, more than anything, especially with the focus on looking at the elements within factions. At first the focus did seem to be on animations, but it is very difficult to see past the way the project has been presented as such.
To be fair, the Royal Guard with different armor is used as a hero, "Tidelord," with mostly the same abilities as his campaign counterpart. The Dragon Turtle is already in use with the Zandalari faction and is planned to be included as a summoning unit. It will also be part of the Naga faction as a summoning unit for a new hero we will create. Additionally, the Murlocs will have their own faction.

For some reason, you dismissed our work by labeling our demo as just a showcase of models and icons. I beg to disagree. We have created AI for each faction, changed the menu to be user-friendly for faction selection, provided online compatibility by utilizing the latest Reforged patch, and included all these factions in the same set of maps.
Every creator has their own vision for a project. The community would be creatively sterile if everyone had to copy a certain template to create their projects, as they would all look the same. Just keep in mind that this is a hero-focused game, so when you create a faction using a preexisting template, be cautious of the combos you create. For example, our Zandalari trolls play like the orcs but have prelate (paladin) and PotM heroes that change how they play from the typical orc gameplay.
Additionally, @Darious explained the nature of our project—it's literally in the name of our mod. Our assets are unlocked, and we would be very pleased to see your own interpretation of the naga using our assets or the countless assets available on Hiveworkshop for Reforged.
 
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I mean, just because something is in a description doesn't mean it is free from criticism or being questioned. The project's approach isn't inherently in the name, either - with a name like Age of Warcraft, I was interested to see if there were gameplay elements which reflected Age of Empires or something similar, but it mostly seems to not? Like I said, maybe the finished product will reflect this more.

Hmm, AI is fair enough, although I suppose with all the factions being based off the four base factions you could sort of recycle the same AI as is used ingame. Don't know if that's what you did or not, but it is a very interesting area to prioritise.

I remember the map development thread saying they would be "similar", but maybe it just felt underwhelming when it was completely identical? For now I am skeptical of further diversification being meaningful due to the framework being built around being identical, but I do hope to be proven wrong and for the project to demonstrate something nicer. Doesn't really put me in Age of Empires at all so far, though.
 
Level 22
Joined
Nov 18, 2020
Messages
66
I mean, just because something is in a description doesn't mean it is free from criticism or being questioned. The project's approach isn't inherently in the name, either - with a name like Age of Warcraft, I was interested to see if there were gameplay elements which reflected Age of Empires or something similar, but it mostly seems to not? Like I said, maybe the finished product will reflect this more.

Hmm, AI is fair enough, although I suppose with all the factions being based off the four base factions you could sort of recycle the same AI as is used ingame. Don't know if that's what you did or not, but it is a very interesting area to prioritise.

I remember the map development thread saying they would be "similar", but maybe it just felt underwhelming when it was completely identical? For now I am skeptical of further diversification being meaningful due to the framework being built around being identical, but I do hope to be proven wrong and for the project to demonstrate something nicer. Doesn't really put me in Age of Empires at all so far, though.
We never stated that we are not open to criticism or disagreement, but we also have the right to critique your dismissal of our work. From what you're writing, it seems you haven't actually played the demo, and we can easily verify this by asking you a simple question: What are the abilities of the "Champion of Torga"?

If the "Champion of Torga" and "Champion of Rezan" have different abilities from the Orcish heroes, then as a hero-based game, is it truly the same gameplay?
 
So, just to make sure I'm absolutely clear, what you're telling me is that, in its current state, the gameplay of this project offers:
  • Multiple "new" factions which are predominantly reskins of the melee factions
  • Melee AI's created to accommodate these new factions
  • Some heroes having different hero abilities

Maybe I am missing some things, which I would be happy to hear about. I would consider the current state probably not worth downloading at the moment, but this is my personal opinion. The videos uploaded have been informative enough to give the gist of what to expect without that, which I would imagine is the purpose they were intended to fulfil. What I find myself circling back to is what comes across to me as a thinly veiled attempt to gatekeep these sorts of questions when, from what I can gather, I have been outlining that this is the intention of the project? For me, personally, it is disappointing from the perspective of seeing the name and looking for a project that sought to capture some Age of Empires style of gameplay only for it to actually stick to the melee gameplay style (if this is inaccurate, then I have only based this upon the videos, although the initial video I did see for this project was a bit confusing for what to expect).

What I also find myself wondering is if this project were attempted in SD rather than HD, would it seem as innovative as it's being portrayed, or would we see other projects that have done the same? Could it be said that, for example, a map that provides one new playable faction that has been designed with entirely new units and an overarching new style offers more in terms of "new gameplay" than a mod that uses the base melee factions several times each?

The reason I focus on the factions aspect is because that would be my primary interest area, which is captured by there being 12 playable factions. That's a big selling point, and when I see there are videos that go into detail describing the factions, then I'm going to want to check those out. So where I find I'm getting a bit stuck at the moment is I don't quite understand why there is such a focus on recycling the melee gameplay with some new hero abilities, when it feels like you're selling yourself short. It is also where I would worry that the foundation is based around this premise, which could hinder future attempts to diversify factions. Maybe it won't, maybe it's exactly as intended, but those would be the areas that I would be concerned about.

With the focus on trying to query me about whether or not I've played the mod, the real question is, how could I not have when I've played the four factions of the base game?
 
Level 25
Joined
Oct 29, 2020
Messages
105
So, just to make sure I'm absolutely clear, what you're telling me is that, in its current state, the gameplay of this project offers:
  • Multiple "new" factions which are predominantly reskins of the melee factions
  • Melee AI's created to accommodate these new factions
  • Some heroes having different hero abilities

Maybe I am missing some things, which I would be happy to hear about. I would consider the current state probably not worth downloading at the moment, but this is my personal opinion. The videos uploaded have been informative enough to give the gist of what to expect without that, which I would imagine is the purpose they were intended to fulfil. What I find myself circling back to is what comes across to me as a thinly veiled attempt to gatekeep these sorts of questions when, from what I can gather, I have been outlining that this is the intention of the project? For me, personally, it is disappointing from the perspective of seeing the name and looking for a project that sought to capture some Age of Empires style of gameplay only for it to actually stick to the melee gameplay style (if this is inaccurate, then I have only based this upon the videos, although the initial video I did see for this project was a bit confusing for what to expect).

What I also find myself wondering is if this project were attempted in SD rather than HD, would it seem as innovative as it's being portrayed, or would we see other projects that have done the same? Could it be said that, for example, a map that provides one new playable faction that has been designed with entirely new units and an overarching new style offers more in terms of "new gameplay" than a mod that uses the base melee factions several times each?

The reason I focus on the factions aspect is because that would be my primary interest area, which is captured by there being 12 playable factions. That's a big selling point, and when I see there are videos that go into detail describing the factions, then I'm going to want to check those out. So where I find I'm getting a bit stuck at the moment is I don't quite understand why there is such a focus on recycling the melee gameplay with some new hero abilities, when it feels like you're selling yourself short. It is also where I would worry that the foundation is based around this premise, which could hinder future attempts to diversify factions. Maybe it won't, maybe it's exactly as intended, but those would be the areas that I would be concerned about.

With the focus on trying to query me about whether or not I've played the mod, the real question is, how could I not have when I've played the four factions of the base game?
Hello again,

Our Mod Features:

  • Similar Gameplays for this early build, as stated in the description of our mod: "Our ongoing project is dedicated to introducing the multi-faction element into the game. Our goal is to enhance nearly all of Blizzard's official melee maps by incorporating additional factions. Initially, these new factions will offer gameplay similar to the original four factions, with further diversification planned based on community feedback in subsequent releases."
  • Over 300 Models: Available for community use.
  • New AIs: For all factions, which is not a simple task since we have different heroes and abilities.
  • Many Heroes: With different abilities for our factions, resulting in new gameplay combos.
  • Online Compatibility
We are not being uninformative, we are not misleading people, and we are not gatekeeping any questions or answers.

You continuously dismiss our work and don't answer simple questions, which is not polite.
When we provide information about what we want to do with our mod, you dismiss that and continue to argue about the same things.
Here is an example:
My answer to your first comment "We are working on a video about the upcoming expansion of our demo. There we will introduce racial and faction traits, with unique special units for all the factions. In the Naga we have left some hints on what is coming. For example if you do the upgrades for the myrmidons and the Naga brutes, then the units change their appearance. With that in our minds we want to give them better stats and abilities to these units.
Also the name of the mod is Age of Warcraft, with this name we wanted the people to understand that we are going to create something similar to Age of Empires/Mythology series. That you have some basic units and then you have the elite and special units of the faction. But if you read the Map development post of our mod you will see that we will create even more diverse gameplay for all our factions after the first full release."
Your answer is "but without knowing where the project is going to go it is hard to gauge if this approach is flawed or if it is one to be sought after."
I am literally explaining to you above what our approach is, and you still dismiss it.

@deme3s asked you about those heroes because, as he explained, this game is a hero-focused game. The Zandalari trolls, aside from the Champion of Elortha no Shadra(who also has some different abilities), do not have any similar heroes to their original counterpart, the Orcs. That makes their gameplay different.
You also dismissed that.

What I understand is that you don't like or want to play our mod right now for your own reasons, which is respectable. We are not forcing you or anyone to play our mod. Our purpose is to flesh out our ideas, and if people enjoy it, then we are also happy with that. We know that our mod is not for everyone, and maybe it is also not for you.

In conclusion, we won't continue arguing with you any further as we are cycling through the same things. Stay safe, and we hope you will try out our mod one day 🙂.
 
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I will keep this concise:


- I would consider it gatekeeping if your response to someone asking what your project does differently is to quiz the person on content within your map.

- There may be some parts I have missed, I have certainly attempted to be polite where despite what appears to be an overly defensive attitude, yet this has been characterised as "dismissing". I can't really help if that's the way you want to take it. Stranger still, a lot of the defensiveness seems to come with the consensus that what I am seeing is more or less exactly how I've perceived it. Take the Naga video, for instance.

- The "without knowing where the project is going to go" refers to the simple fact that plans change. New ideas might come up, maybe it will be a fun final product, I simply won't know until it gets there. I do know that in some instances foundations may not be suited to some new ideas that come, but ideally you would know better than me how well it suits the sorts of things you want to include.

- The mention of "300 models" does make me think this might be the primary focus, but maybe it is similar to Ujimasa Hojo's map projects with some more playable options? I recall those maps had a decent number of players, which came with a wholesome simplicity about it.

- It is a shame that it has been construed that I have been less than polite when, from my perspective, one half of the uploaders has been impolite in providing such questions in an attempt to quiz me. I can only tell you what the project has come across as so far, if that's taken as dismissing the work that has been done then maybe the videos uploaded did not do it justice. I don't believe I saw a video demonstrating the AI in action, so maybe I need to watch more.

- It is a shame you view it as impolite that I do not answer your partner's questions, when I am under no obligation to do so. You are under no obligation to answer any of mine, either, and I would not consider it impolite to not answer questions. I do, however, consider it impolite to attempt to discredit an opinion by trying to quiz someone.

- One thing I did see was the Naga heroes as they were displayed. A lot of these abilities would be considered "reskins" of pre-existing abilities, and do come across as being especially simple. I did notice the tooltips for the Spellbreaker hero indicated that unit abilities were converted into hero abilities without the tooltips being adjusted to accommodate this for learning the abilities, so it wasn't readily apparently what each level in these abilities provided.


If you have viewed what we have been doing as arguing, then I do believe that you have unfortunately approached this conversation with the wrong mindset, since none of what I was doing was seeking an argument. Hell, I wouldn't even come from the perspective that you have to take anything I say as a reason to adjust your project, if you have confidence that the foundation you have set is going to facilitate the direction you want to take with your project, then that should be enough. One thing I have found myself wondering, though, is why base this off the melee gameplay? There were a lot of possible directions to take this, and unfortunately this one does make me feel like with the "300+ models" that, despite the development of new heroes and custom AIs does appear to make it seem like it is a bit of a model showcase.


Anyway I do appreciate that you are not going to attempt to argue with me anymore, quite frankly I don't know why you were arguing in the first place.
 
Level 22
Joined
Nov 18, 2020
Messages
66
I will keep this concise:


- I would consider it gatekeeping if your response to someone asking what your project does differently is to quiz the person on content within your map.

- There may be some parts I have missed, I have certainly attempted to be polite where despite what appears to be an overly defensive attitude, yet this has been characterised as "dismissing". I can't really help if that's the way you want to take it. Stranger still, a lot of the defensiveness seems to come with the consensus that what I am seeing is more or less exactly how I've perceived it. Take the Naga video, for instance.

- The "without knowing where the project is going to go" refers to the simple fact that plans change. New ideas might come up, maybe it will be a fun final product, I simply won't know until it gets there. I do know that in some instances foundations may not be suited to some new ideas that come, but ideally you would know better than me how well it suits the sorts of things you want to include.

- The mention of "300 models" does make me think this might be the primary focus, but maybe it is similar to Ujimasa Hojo's map projects with some more playable options? I recall those maps had a decent number of players, which came with a wholesome simplicity about it.

- It is a shame that it has been construed that I have been less than polite when, from my perspective, one half of the uploaders has been impolite in providing such questions in an attempt to quiz me. I can only tell you what the project has come across as so far, if that's taken as dismissing the work that has been done then maybe the videos uploaded did not do it justice. I don't believe I saw a video demonstrating the AI in action, so maybe I need to watch more.

- It is a shame you view it as impolite that I do not answer your partner's questions, when I am under no obligation to do so. You are under no obligation to answer any of mine, either, and I would not consider it impolite to not answer questions. I do, however, consider it impolite to attempt to discredit an opinion by trying to quiz someone.

- One thing I did see was the Naga heroes as they were displayed. A lot of these abilities would be considered "reskins" of pre-existing abilities, and do come across as being especially simple. I did notice the tooltips for the Spellbreaker hero indicated that unit abilities were converted into hero abilities without the tooltips being adjusted to accommodate this for learning the abilities, so it wasn't readily apparently what each level in these abilities provided.


If you have viewed what we have been doing as arguing, then I do believe that you have unfortunately approached this conversation with the wrong mindset, since none of what I was doing was seeking an argument. Hell, I wouldn't even come from the perspective that you have to take anything I say as a reason to adjust your project, if you have confidence that the foundation you have set is going to facilitate the direction you want to take with your project, then that should be enough. One thing I have found myself wondering, though, is why base this off the melee gameplay? There were a lot of possible directions to take this, and unfortunately this one does make me feel like with the "300+ models" that, despite the development of new heroes and custom AIs does appear to make it seem like it is a bit of a model showcase.


Anyway I do appreciate that you are not going to attempt to argue with me anymore, quite frankly I don't know why you were arguing in the first place.
I will also try to keep this concise:

- I wanted to determine if you actually played our mod because, based on what you wrote, it's impossible for a veteran player not to understand that Warcraft 3 is a hero-based game with various unit combinations. Even a small change in existing hero abilities can cause a significant uproar in the competitive PvP scene.

-The Naga video is a showcase of the models and faction gameplay. We always stated that the abilities are not final. In the demo, aside from the Overseer, all other heroes have different skills from the original Orcs. Additionally, the Spellbreaker's have been fixed.

-The mod has been in development for around three years, and from the start, we have never changed our plans or direction only the timeline of the release was affected. Creating new models to accommodate our vision for gameplay is our specialty. It is quite challenging to fill a roster for the Naga with non-existent units and create new ones that are fun to play, but we have successfully done so like with this one.

-The 300 models are a means to an end; without them, our project wouldn't be viable. Many other creators who asked for those models over the past three years of development wouldn't have been able to use them. Especially with our method of bypassing the size limit, Reforged creators can enjoy better quality in their maps.

-I never tried to quiz you for no reason. You stated something that was inaccurate, and I wanted to understand if you had actually played our mod, which is essential to our conversation. On the other hand, you didn't answer me: if we have different heroes, then how is the gameplay the same? As for the AIs, here is the video.

-If you feel no obligation to answer simple questions to reach a conclusion, then why are you even arguing with us. (not a negative word by the way)

-Every point you made here has already been addressed. You mentioned that their skills are reskins, yet you either don't know the lore of those heroes/classes or haven't played WoW. It would be more helpful to provide suggestions on what you want changed so that we can actually have constructive feedback.

The whole point of your argument was that our mod "is a bit of a model showcase," which, as we have explained, is not true.

I hope I have addressed all of your points.
 
Actually I had no argument, I said how it seemed, if there's more to the mod than that then that's great. I didn't state the project was a model showcase, only that it came across that way from the impression I got of it. I do consider it passive aggressive to post a wikipedia link directing to the definition of the word.

Some things that look great are that there's a custom UI, the concept surrounding the installer is something not commonly seen in Warcraft modding which used to be around a bit in the times of projects like TToR and Heaven's Fall, so it's great to see that these are still able to be done in modern Warcraft 3.

Putting the rudeness from one part of the team aside, in some respects I see a bit more of where the project is coming from in terms of how it seeks to diversify factions in future, but I think having it based off the melee gameplay so heavily really hinders where it could potentially go. If there was any point that has been consistent from me, it's probably that. If your version of making crticism "constructive" is to provide suggestion of what to change, well it's a big change that would go against the vision of the authors. Everything I've said so far has been kept constructive, as I've erred on the side of the way the project comes across in its current demonstration, that and the hero designs do come across as very simplified. If the focus is around heroes, then even that much probably needs to be expanded upon in greater depth. I'm not the best one to make suggestions on hero designs, there are other people around the site who tend to specialise more in that.

For now the main points I would consider to work against the project do appear to be intentional design, but with the further development leading towards diversification of factions, this could work well.

A few things that I think would be ideal to find a way to include in the project (which may be difficult given it is based off the melee gameplay, and so I know how difficult it can be to include these natively in some instances):

  • Docks + Naval Combat: Providing each faction with shipyards and ships (except for the Naga, who could have their amphibious movement a faction trait, potentially).
  • Fleshed Out Hero Design: At the moment this is very basic, which may go against the project's concepts to flesh this out more than it has been. For example, a lot of the hero abilities, from what I've seen, seem to recycle the same abilities in some areas, with occasional custom hero abilities converted from unit abilities. There could be more room to get creative if you wanted to, but if you don't then that's up to you.
  • Shifting Faction Balance: Yeah, I know it's by design choice to have every faction appear perfectly balanced by keeping the units unchanged. As seems to be the focus of the project, however, changing what heroes are available to each faction already does change the balance, perhaps quite substantially in some areas. It would feel like some wasted opportunity, in my opinion, not to go ham with this and have more fun with unit stat values.
  • Replacing Naga Centaur: I think this looks weird for a Raider unit, and I do seem to recall that at some stage there was a HD Seahorse Rider model made for a HD Model Contest that could fit in well? This is my personal preference, I love that model's design and often lament there isn't an SD version of it.

I don't want to impose any of these suggestions in the event that maybe some of these were already planned, and maybe some of these go against the project's vision. Part of why I wanted to get to know where the project is coming from, which seems to be... a strangely sore subject. Personally, I think that with all the work you have put into the project so far, you should not be limiting yourselves. There is evidence that you could go very far with this, but at the moment I do feel it is unfortunately being stifled with how far it could go. But I mean, 300+ HD models is no small feat, and working AI for 12 playable factions is nice. But when I look at Age of Mythology, there's some very specific interactions which occur between even Major Gods of the same Pantheon (and "balance" was sort of always more of a suggestion when it came to these differences, like with Poseidon). That's a part of what makes the game fun, though - the imbalances.



Edit: To comment on the tool itself, from what I have seen it seems to function fine enough but is also limited in its usefulness. It's hard to say if this should be in the tool section, or if it should just be in the map section since it's centered entirely around the delivery of a project. I would consider the usefulness of this tool to be extremely limited since I do not see any ways to incorporate this into other people's projects. I'm actually not too certain why it was uploaded in this section.
 
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Level 8
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Aug 13, 2009
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363
I'm very thankful you guys released a demo with so many amazing assets and custom abilities and even the AI, though I haven't tried to learn that yet. I've been working on a project for many years for myself mostly and your demo has expedited it greatly, and so will future releases. I'm not sure why no one seems to read the roadmap that you have clearly written on the front page and instead come here to show off their either ignorance or lack of reading comprehension, you're both saints for being able to withstand it haha.

I've been following this project since very early on and am very excited for all the future factions and custom gameplay mechanics and things you guys have planned on bringing for what, years now?

Anyways, very good job guys, you're some of the best mod/race creators out there.
 
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Level 2
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It's a wonderful mod, it looks like I put a lot of work and energy into it, it's worth it!!! To be honest, I would really like to see a Ventyr race for the Undead race, like in World of Warcraft, do you think it would be feasible?...for heroes and Dreadlords, I'm not really a big fan of vampires, but they really caught my attention in Reforged and WC 3 basic version the appearance of the Dreadlords, I think it would be really cool to have such a race separately :D Or one more Draenei, Eredar that I would look at...I know and I am aware of it, it would be a lot of work to add 2 races, I think it's a multi-year project, but just in case many people would like to do it : ) What do you think? Do you think it's a good idea or a waste? I'm not a developer, I'm just a mortal compared to you :D What I know and love is drawing and playing the mods you made :D Once again, thank you very much for the mod, I love it! :)
 
Level 22
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It's a wonderful mod, it looks like I put a lot of work and energy into it, it's worth it!!! To be honest, I would really like to see a Ventyr race for the Undead race, like in World of Warcraft, do you think it would be feasible?...for heroes and Dreadlords, I'm not really a big fan of vampires, but they really caught my attention in Reforged and WC 3 basic version the appearance of the Dreadlords, I think it would be really cool to have such a race separately :D Or one more Draenei, Eredar that I would look at...I know and I am aware of it, it would be a lot of work to add 2 races, I think it's a multi-year project, but just in case many people would like to do it : ) What do you think? Do you think it's a good idea or a waste? I'm not a developer, I'm just a mortal compared to you :D What I know and love is drawing and playing the mods you made :D Once again, thank you very much for the mod, I love it! :)
Thanks for your interest!
We are currently collaborating with Lorecraft Designs to flesh out the Draenei faction. You can see some examples [here], [here], and [here], or visit their Discord server. So, your wish to see them in action may come sooner than expected.

Unfortunately, the Venthyr faction won't be developed any time soon. However, in a future release, we plan to include the San'layn, which will fill a similar archetype.

You're welcome to join our Discord server to see the development firsthand and suggest a few things there as well.
 
Level 3
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Amazing Work !
I was wondering . Will it be possible in the future to play original or custom Melee maps as it was with Nirvana mod ? I understand that there are AoW maps, but they are few. I would like to be able to integrate these races into Melee maps that I want. If it could be done, that would be cool.
 
Level 22
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Messages
66
Amazing Work !
I was wondering . Will it be possible in the future to play original or custom Melee maps as it was with Nirvana mod ? I understand that there are AoW maps, but they are few. I would like to be able to integrate these races into Melee maps that I want. If it could be done, that would be cool.
Thanks!
Our approach is a bit different, as the changes are visible only in our maps, while the core game remains the same. We plan to include all of the official melee maps, and if you have suggestions for other maps, feel free to share them in our discord server.
 
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Surprising work! After trying to play the demo, I realized that the classic four races' troop types and their numerical settings are still being used between the different camps, and I think that giving different troop types and abilities between the different camps, in addition to the heroes' changes, would make it better and more interesting! Overall, this is very nice work, thank you for bringing such a great job!
 
Level 22
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Messages
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Surprising work! After trying to play the demo, I realized that the classic four races' troop types and their numerical settings are still being used between the different camps, and I think that giving different troop types and abilities between the different camps, in addition to the heroes' changes, would make it better and more interesting! Overall, this is very nice work, thank you for bringing such a great job!
Thanks!
We plan to diversify the game-play more in the coming expansion in a month or so. You can see our road map here and you can join our discord server to get the updates of the mod faster and suggest your ideas.
 
Level 2
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Just tried to give this a go. I've an issue with running your executable. Here it is, specifically, when I click on it I get a request to select the app to open it with we see whenever windows does not recognize a file type. It is an exe when I click on properties... (please do not ask where my install is, it's default and not relevant here). So, I can run warcraft III, but not this. I'm puzzled as to what the issue might be since your instructions suggest I should be able to use this out of the box. Do you have any idea what language packages or class files or whatever you used that might not be part of a standard windows 11 install?
 
Level 22
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Just tried to give this a go. I've an issue with running your executable. Here it is, specifically, when I click on it I get a request to select the app to open it with we see whenever windows does not recognize a file type. It is an exe when I click on properties... (please do not ask where my install is, it's default and not relevant here). So, I can run warcraft III, but not this. I'm puzzled as to what the issue might be since your instructions suggest I should be able to use this out of the box. Do you have any idea what language packages or class files or whatever you used that might not be part of a standard windows 11 install?
Hey there, as shown in the video, installing the mod is fairly easy. I used a laptop with Windows 10 for the demonstration. On my main PC, I have Windows 11 (both in English). I also installed it on a Windows 10 laptop with the German language setting and an Intel HD GPU, and it worked on low settings. The same goes for 8 other computers I tested directly, both on Windows 11 and 10.

For Windows 11, you may need to be a bit patient, as Windows Defender examines the .exe file for malicious code. If you wait a moment, it will allow the file to run. I also recommend running it as an administrator right from the start. As far as I know, there are no language-related issues, as the mod has been tested by players using Russian, French, Spanish, and Greek, without any problems. The only exception is some blank names on the map, as the mod is currently designed for English.

As I mentioned before, please feel free to join our Discord server for further support.
 
Level 2
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Hey there, as shown in the video, installing the mod is fairly easy. I used a laptop with Windows 10 for the demonstration. On my main PC, I have Windows 11 (both in English). I also installed it on a Windows 10 laptop with the German language setting and an Intel HD GPU, and it worked on low settings. The same goes for 8 other computers I tested directly, both on Windows 11 and 10.

For Windows 11, you may need to be a bit patient, as Windows Defender examines the .exe file for malicious code. If you wait a moment, it will allow the file to run. I also recommend running it as an administrator right from the start. As far as I know, there are no language-related issues, as the mod has been tested by players using Russian, French, Spanish, and Greek, without any problems. The only exception is some blank names on the map, as the mod is currently designed for English.

As I mentioned before, please feel free to join our Discord server for further support.

I did get it to work eventually, I am not sure what but the last thing I tried was giving administrator permission which I was fairly sure I had tried before. Thanks for the reply though. Now I'd like to figure out how to implement it in a different map than those provided. I copied over the data but none of the special races AI's function, I don't get the correct starting units (though I can give them to myself)... only Night elves and Undead work. I'm missing some step to set up things like you have them with race selection and then specific faction selection.
 
Level 22
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I did get it to work eventually, I am not sure what but the last thing I tried was giving administrator permission which I was fairly sure I had tried before. Thanks for the reply though. Now I'd like to figure out how to implement it in a different map than those provided. I copied over the data but none of the special races AI's function, I don't get the correct starting units (though I can give them to myself)... only Night elves and Undead work. I'm missing some step to set up things like you have them with race selection and then specific faction selection.
Yeah, most likely it has to do with running it as the administrator. Happened before in a couple of cases that we addressed.
Sadly, when someone transfer our assets to different maps the editor doesn't make a good job but if you wait for about less than a month we will include more maps. As i said before you are always welcome to join our discord server and provide your own ideas.
 
Level 22
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i also got block by antivirus (McAfee) and i just entered the system and allowed it and it worked fine afterward
Since our installer is unknown to major antivirus companies that maintain extensive catalogs of what is allowed or not, it is expected to be blocked. However, detecting a virus is a different matter. This is the first time we have encountered something like this.
 
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