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- Apr 6, 2010
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The conjurer one isn't.
(35 ratings)
The conjurer one isn't.
What you think you off friendly fire in catapult atack?![]()
Perenolde.........
Could you hijack and fix the major issues in the Warcraft 2 campaigns and give credit since no one else will fix the major issues. Especially the Oil resource and rigs disappearing on save games.
Or make your own version thnx bubby <3
As said in the update log, i got rid of that by popular demand. However, the original warcraft was meant to be like this for its AI working at the same manner. It would have been a joke to put together as many units as you want, send them to attack, go get a coffee, and seeing the "victory" screen on your return. Unfortunately there was no way to actually force a 4-units selection(except via triggers, but still avoidable by clever players), otherwise i had that done.I'm enjoying playing through this. I find the original Warcraft four units in a group limit to render the game unplayable, so I'm glad there is now a mod that recreates Warcraft 1 in Warcraft 3 without forcing the use of that ridiculous restriction.
What's so insanely hard with that? yet on NORMAL??So far I've just beat Chapter 9. A few notes:
- I found Chapter 7 to be absolutely impossible to beat on Normal difficulty. Lots of saves, and triple that amount of reloads, and I still had to cheat to get past it. Is Chapter 7 intended to be that insanely hard?
Optional quests are available only in Hard mode.- Aren't there supposed to be Optional Quests? Not a single map has any Optional Quests in the quest log. If they're there, please put them in the Quest Log.
I was actually thinking of slightly slightly slightly decrease the interval between the "AI" attack waves, to be honest. Except the 11th and 12th maps of course.- Any chance of adding an Easy mode? Because of Warcraft being only the second RTS, they had no idea of what RTSs should be, and made the game way too difficult. I understand you're trying to recreate that, but by the standards of RTSs since, Warcraft is just far too difficult, at least for my liking.
See? Perhaps i should do it.After the intense difficulty of the past few chapters, I'm glad for how easy Chapter 9 was.
I did reduce the difficulty for those level already, shortly after those feedbacks.I've read in the past couple of pages that Chapters 11 & 12 ramp up the difficulty. Yay.....
Thank you very much. ehm.........about a +rep? ^^' and a 5/5 maybe? Or even a 4/5 would be lovely. Please? ^^'But what I can say is that you've done a magnificent job with this campaign. Absolutely fantastic.
Yes, I remember trying a Warcraft 1 campaign remake in Warcraft 3, but as soon as you selected more than 4 units at a time it would automatically deselect. Perhaps that was this campaign?As said in the update log, i got rid of that by popular demand. However, the original warcraft was meant to be like this for its AI working at the same manner. It would have been a joke to put together as many units as you want, send them to attack, go get a coffee, and seeing the "victory" screen on your return. Unfortunately there was no way to actually force a 4-units selection(except via triggers, but still avoidable by clever players), otherwise i had that done.
Enemy constantly sends waves from two different directions at such regular intervals, more or less right from the beginning, that there's not really time to build up a suitable defence. And as soon as they start sending catapults on a regular basis, forces just get annihilated. Perhaps it's just not a good idea to rely purely on Knights?What's so insanely hard with that? yet on NORMAL??
Sure thing on both counts, this campaign certainly deserves 4/5 for your lovely work.Thank you very much. ehm.........about a +rep? ^^' and a 5/5 maybe? Or even a 4/5 would be lovely. Please? ^^'
Yes, I remember trying a Warcraft 1 campaign remake in Warcraft 3, but as soon as you selected more than 4 units at a time it would automatically deselect. Perhaps that was this campaign?
On the topic of those god damn Catapults that are as much of an danger if those are on the enemy side or our side, I have a question regarding the Black Moras Hard Mode optional mission.
The mission requires to not get a hit from a Catapult. But couple of times I got hit by those 255-dmg-per-hit bastards and the quest didnt fail. Is this a bug or if we let hit our guys with it the quest will wave our failure to our faces at the end of the mission or something I am missing?
This is INDEED Orcs and Humans Campaigns...
Only there is just one small flaw, in my taste...
LOTHAR'S VOICE...
Seriously bro...
How could Sir Anduin Lothar, founder and leader of the Alliance, and one of the greatest and most noble human characters in the Warcraft lore, have the sound unit voice of Garithos, the biggest asshole scumbag human in the whole Warcraft story?
You mean you preferred my remake to be single-voiced for all units?Well apparently in the orig game of Warcraft:Orcs and Humans..
All human units have only one sound unit voice, same goes for orc side..
Lothar was put in charge of leading the human armies. Leader? Yes, if we consider that a true leader is always in the front line. I agree on the last row, but, ironically, your own "In a manner of speaking" anticipates me on the whole argument's idea.In a manner of speaking, Lothar IS indeed the (or, at least, one of the) founders of the Alliance since well, he is the one from Stormwind survivors that warned everyone about the orcs... And at some point, he is quite considered as the leader as well... Somehow, in a way, BOTH King Terenas and him are the main leaders of the Alliance...
Even though, as you said, it is a cancelled game, what clue could Zuljin had of Lothar or the whole alliance in general? As best smart as a troll can be, i guess he was judging by his own point of view without any idea that would clearly state it.In the cancelled game of Warcraft Adventures; even Zuljin addressed Lothar as the "Leader of the Alliance"...
Dwarves, Gnomes and elves where not part of the alliance before the coming of the horde. Afaik, Gilneas has always been on a neutral side(somehow like switzerland). Plus, I don't remember where i read this, but Alterac was having constant territorial dispute, or political interferences, with its neighbor Stromgarde. The Alliance of Lordaeron was somewhat tense and hard to keep together. True to this, it slowly collapsed shortly after the second war, with Stormwind back in Azeroth, Alterac destroyed,"Lothar persuaded other leaders to put their differences aside" - I dont understand this one... Before the coming of the orcs, each of the human kingdoms, dwarves and high elves never had any quarrel between one another of some sort... They are just separate independent kingdoms to one another but it does not mean that they are unfriendly to one another or something...
I understand and 100% agree, but, as i said, it doesn't matter even a little here.Still, in terms of character profile, Garithos is still, well, what Ive said he is... but its completely irrelevant now...
I'm happy i didn't have to start a flame war on that. Thank you.Nonetheless... You did gave a good reason why you chose Garithos voice... You have a point there...
Daarrrnn, if only that 6/5 could be real. Wait, you can still thumb up a 5/5 rating, can you?Excellent job with these updated campaigns.. 6/5
Incomplete and still with a buggy 3rd resource. Something I will never be able to do,Someone already made Warcraft 2:ToD remake in here...
I said it many times: if there would ever be a campaign i'd like to remake of wc2, that is the BtDP orc one, my favourite above all Warcraft saga. However, this game's community is still quite strong, i see, but considering that i spent 8 years between this remake creation and its update i strongly dubt i will ever start another project on my own. I would be much more motivated on a teamwork.By any chance, do you like have some plans to make, well maybe, Warcraft 2: BtDP campaigns?
You mean you preferred my remake to be single-voiced for all units?
Do you have any idea of how plain it would have been? I already had complains for the barren terrain back in 2010 when i released the beta. Had to tweak around by placing bushes, flowers, fog and stuff. But seriously, you can't be...serious on this.
Dwarves, Gnomes and elves where not part of the alliance before the coming of the horde. Afaik, Gilneas has always been on a neutral side(somehow like switzerland). Plus, I don't remember where i read this, but Alterac was having constant territorial dispute, or political interferences, with its neighbor Stromgarde. The Alliance of Lordaeron was somewhat tense and hard to keep together. True to this, it slowly collapsed shortly after the second war, with Stormwind back in Azeroth, Alterac destroyed,Gilneas still neutral, and Stromgarde out for Terenas' subsequent decisions, unaccepted by Trollbane.
I said it many times: if there would ever be a campaign i'd like to remake of wc2, that is the BtDP orc one, my favourite above all Warcraft saga. However, this game's community is still quite strong, i see, but considering that i spent 8 years between this remake creation and its update i strongly dubt i will ever start another project on my own. I would be much more motivated on a teamwork.
Not Perenolde's people, but himself. He did it all. He planned it cunningly, and his people followed. What choice could they have? Alterac was the weakest nation. Perenolde just " saw his chance to ride the wave of their destruction and claim the jewel of the Alliance as his own". I was working on a wc2 Alterac spin-off long time ago. I did an awesome intro plus 2 maps, and would kinda reprise it, but it all got lost in a pc format. It had a nice plot too. Too bad. :'(PS: YOUR kingdom got destroyed because you and your people betrayed the Alliance!![]()
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I really enjoyed these campaigns, but one thing that really bothered me was how terribly low quality the music was, clearly recorded from the midis using the stock windows midi output, rather than a proper synthesizer.
Both Warcraft 1 and 2 were composed by Glenn Stafford with Roland SC-55 synthesizer in mind, and I just so happen to have said synthesizer.
I took the liberty of replacing the music with properly recorded one on Roland SC-55.
Here's the download link to the edited campaign file (I take no credit for anything beyond the improved music quality):
https://mega.nz/#!KVIEnJSC!izkilWC-AaBpveoIx7TClCXuUq6sRS0w7WywFZUb7ZI
I have no idea. Might just be the old system which still was lacking some functions from its later games.LordPerenoldeII
I've got a comment and a question. About the peasant AI, It would be great if I could just highlight them and ask them to take to the hall whatever they are holding(Queue gather command after they finish w/e gathering or collecting they are doing) or to interrupt what they are doing and gather whatever I want them to in one simple command. Right now, if I highlight them and one is carrying wood but the other isn't, they wont accept group commands. I assume that the original behavior but, It's really annoying. Sometimes I just want everyone on wood or everyone on gold without having to micromanage each of them, and wait for them to bring their goods home before I can issue my next gather command.
Warcraft 3.
Also, about the controls, should I look for the manual of WC1 or WC3? Being a newcomer it has been a challenge to play without knowing everything that the keyboard has to offer.
It's ok, i never had anyone complaining about it.
Edit: On stage 6, The vertical distance from townhall to goldmine seems like it's about one building-size too long. This would increase difficulty by decreasing the speed of my gold supply. I might be wrong, because I'm sort off eyeballing it, but here's the WC1 video I used as reference:
Might be game-speed issue? Anyway, it is not, i guarantee.
Also on the video, the rate of scorpion summoning is lower(although maybe randomness could factor into this.)
Just spam archers with lv2 upgrade and you should repel/chew through pretty much everything. The initial scouting you had while going out for peasant rescue should provide you enough sight for catapults spotting, so when you see them coming send melee units to bash them after you kill the first-coming wave of troops.
@ Anyone/Everyone
Do you have any hint to finish Stage 6 on normal? I have been at it more than 15 hours with multiple saves and still can't beat it. The barrage of catapults and summoners + scorpions + horses that come at me makes it hard to grow my forces at all. Also I'm not sure how to use catapults w/o my units running into the explosion. Even when they are far, My units just jump into the fire. I've seen the guides at gamefaqs but still can't beat it. By the way, by hint I mean, a strategy and the cheapest/easier (although non cheat code) way to do it XD;
I was aware of this since the beginning, as I read all most posts on this thread. I put the video links as a reference that I was not imagining things, and that AI difficulty was indeed different.I didn't need any videos to recreate the AI
Regarding the speed control, this is one other big difference players will notice when comparing to the og. While I agree with the author, that the low speeds in the original are slower than watching paint dry, that is how it was intended. In RTS and simulation games, there usually a speed that is slow and sometimes even paused. This speed is not meant to be used all the time. This speed is used for micromanaging, organization strategy and other misc tasks. Then after the stage is set, go back to mid or max speed. The original game has this feature, and lacking it makes the game more difficult for those who were counting on it to have it. (btw I thought about using cheat engine as a proof of concept on the orc side to reduce speed and simulate this original feature. It helped a ton, but was not enough thanks to the enemy flood). From what I remember this mod slow speed feels more or less like the original medium speed, or at least that's the impression I remember.I don't know why people do not set fastest speed as soon as the game start in wc1; any slower speed is just soporific.
I'm sure fixing the AI is a lot of work, and that the author does not owe us anything. Sadly my impression as a player and a tester is that the current AI makes the game unplayable except for experts who know the game like the palm of their hand. Really the lack of balance disrupted the fun too much and changed the scope of all missions to grind-y micromanaging, in contrast to the og where I only needed to turn down the speed once or twice during the missions to set up X or Y. Experts will probably be so good at the game that won't notice the gap in difference, so probably this mod is exactly what you all folks are looking for. I in the other hand, am a regular, perhaps just above average player, so I felt it all the way though. So it's a pity if he decides that he's happy with current difficulty and AI.- AI trains new units as soon as the previous sent wave is killed(something i CAN'T do, or rather, i could, but would require more coding)
On the OG human side, beating the game on the first try is totally doable if one has played at least one other RTS. On this mod I took weeks, and was not able to finish level 12 w/o cheats due difficulty. Even if I knew a better strategy, the monster spawn gap is too obvious, and therefore not the same difficulty and not the same AI. It's at least 50% harder than the original game; perhaps 2x more. I'm sorry to the author if this review sounds harsh(at least this half). I just want to be honest and share my experience. My intention is not offending the author's hard work or take away motivation. Nor is to discourage player's from trying it, but rather reviewing it as accurately as I can, so they have realistic expectations depending on their skill level. If the author decides to tweak down the ai some day to match the og, I'll give it another shot; but for players who were comfortable with the original ai and difficulty, your only choice is to play the og.Do not pretend you can beat the game on first time. Scout the map, and trust me, there is no need for such posts.
Love it!
Is there any way to zoom out further though?
Thanks for the reply. Too bad, though.nope unfortunately.
This is waaay too frustrating, even on medium. I can't imagine what hard mode would be. I've never got stressed like that. The play style of Warcraft III doesn't fit the stats and AI of Warcraft I. I can't recommend this. If you want to experience the original Warcraft, play that, because that would be more manageable than this horrendously hard campaign.
geez i didn't notice he gave a 1/5! >_<The campaign plays fine. You appear to be extremely shitty at Warcraft however. Good luck with that.
The campaign plays fine. You appear to be extremely shitty at Warcraft however. Good luck with that.
geez i didn't notice he gave a 1/5! >_<
And you're shitty at conversation, thanks for the insult. I played through original Warcraft multiple times easily and I played trough multiple Warcraft 3 campaigns without much difficulty. But this campaign is nearly impossible. It does not play fine compared to the original Warcraft or the average Warcraft III campaign.
Read the last comment by mclabel at page 9 (Warcraft : Humans), he elaborates the problems this campaign suffers in detail. No one reacted to him so I have to point this out, because I share his opinion.
Good work 3/5
But I think that It needs more dedication.
Human Archers are Crossbowmen, there isn't a road system...
Keep working ^^
First of all, at that time(and we're talking about 2006/7) there were some people around that created their own working versions of a road system(i'm still looking around today) but they either refused to share it, didn't have their unprotected versions of the map, or they were simply missing.The only other thing with WC1 roads is that it was a neat, unique and kind of well-executed gimmick that limited the way you could build which there is some merit to limiting building space (This is coming from someone who never grew up with the actual game, I first played it in like 2015 Lol)