- Joined
- Mar 10, 2009
- Messages
- 213
Please, make at least all the original GUI scripting Event-Condition-Action blocks retro-compatible (and the way variables are managed). It will save thousands of hours of work for me and other fellow map creators.
Anyways, the point is, few retcons in Warcraft II, more in Warcraft III, more than you can digest in WoW.
So, they were barbaric in the first RTS game, under indirect demonic influence in Warcraft II and direct one (demon's curse) in Warcraft III. Change upon change.
I guess, this is actually just a gameplay/design choice. They kept the troll and exchanged the Ogre with the Tauren.
The Horde was disbanded after it lost the war on Draenor and Azeroth. The Horde we see in Warcraft III is Thrall's and well, storywise he could've gotten the Ogres back, I guess, but maybe they didn't want to get back anymore. Sure, there could have been an explanation. As for the trolls, I don't know, maybe the same thing. It's weird that in the Orc campaign we get to kill Ogres and non-Darkspear Trolls (again, gameplay element; introducing creatures etc.).
You have to understand the audience Blizzard games are for... Besides, I would be more pissed on Tyrande frankly than Illidan, at least firstly. I understand the reasons. Illidan is one of the biggest night elven traitors of all time. And Maiev was a radical. Illidan was still supposed to do time, maybe for eternity? Moreover, having Illidan free would have been problematic to the night elves in many ways since he could have gone mental anytime while the Well of Eternity was still there.
Indeed but unlike StarCraft +Brood War, immersion was put more on the game itself than discussions between characters. You'll just have to take the gist of the message sent through the Warcraft story. Imagine the complexity if some of the Warsong Clan would have made mutiny on Grom's decision to drink Mannoroth's blood from the Defiled Fountain.Still I think Arthas' turn to evil is too sudden ingame. Once he has Frostmourne
Sure but I guess Chris Metzen had another type of character for Arthas in mind. You can see Arthas being arrogant somewhat early in the game especially when it comes to orcs.A really gripping version of the story of Arthas would be where he actually made peace with Uther, his father the king, and allowed his men to go home on the ships but remained with his loyal remaining forces. This would be a better story since Arthas wouldn't seem madly obsessed even at a very early point, instead making him a thoughtful, self-sacrificing prince, only wanting to improve his lands until finally, under desperate circumstances with his few remaining men lures into a trap by Mal'Ganis, the sword Frostmourne appears to be his only chance of salvation.
The idea was, aside from making Arthas the iconic human campaign character, that the city appeared to be totally lost and none but Arthas and his men (mostly because they followed his orders?) had the courage(?) to do such a thing. The question is, why didn't Uther with his paladin experience do anything to try to heal(?) the dying citizens? Also, Jaina should have spoken to the Kirin Tor about it since Antonidas was researching the Orc lethargy and theorized the bloodlust was a cause of demonic corruption. Basically, Uther and Jaina left Stratholme to die of a disease without trying to treat (or at least use morphine on) them and Arthas basically euthanized the civilians.On that note, there is a logical flaw in the story with regards to Uther. How can a seasoned paladin, who's seen his fair share of betrayal and bleakness during the Second War, not use his head to realise the dangers of the plague? While it makes sense that he isn't happy about killing civilians, he should know that Arthas isn't doing it for fun, but to purge the otherwise unsaveable to save countless others.
Well, not quite. Deathwing was probably killed in Draenor after the last orc mission as most if not all heroes. Ner'zhul escaped and was caught in the Twisting Nether. If he would be alive, he would most likely be on Draenor and not in Azeroth. There are more things I guess but I have to delve into it deeper.I just wished the click and point Warcraft Adventures game had been finished and not cancelled as that would have been the PERFECT BRIDGE for Warcraft 2 to Warcraft 3.
back in the 1st and 2nd RTS games, humans had churches and in Orcs & Humans (manual) there was mention of angels. We can see the angel in the Resurrection spell of Warcraft III.or should we say DAEMONS, ever since Warcraft 1.
Or just wanted to make sure the Alliance would at least leave them alone and concentrate on the Orcs.Apparently, the ogres and forest trolls felt ashamed and embarrassed of allying with the orcs when the Horde lost in a 3 series of wars with the Alliance
When you are fighting for your life, you don't really consider other people's lives especially if you're the junkie Illidan. Plus all those night elf hating naga...With regards to his missions in WC3, the only bad thing he has done was attacking Nendis in Ashzara forests, which presumably the night elven people there tried to attack him or refuse to let him go when he just wanted a boat.
you just stop it with triggers. do you mean to remove expirataion from a summoned unit?Feature Suggestions:
-A function to remove expiration timers
this is a great idea. For example Ambush taht requires you to be behind the target.-Functions change facing angle rate, i'd like this to make spells based on facing angle.
sounds cool.-Give units an option to attack without going through animations, IE auto-attacks similiar to Phoenix Fire.
Maybe, they'll do missions like for StarCraft II where you get to learn how to use units.n short domt mess with difficulty and way RoC teaches players the game, dont even try to touch these. Its perfectly fit difficulty and progress wise.
Heya, I wanna leave some ideas for thing I have always wanted within Warcraft 3.
1. Quick Cast
This comes from the Moba genre. Basically, when you use an ability, you don't need to also click, but automatically clicks where your cursor is (so, for example, to cast Holy Light, you would only need to hold your cursor above a footman's head and press the key for Holy Light.
2. Custom Hotkeys
I have seen other people talk about this and having custom hotkeys should be much easier.
3. More Ability Indicators
We currently have only 2: target and Area of Effect indicators.
I want indicators for Line and Cone spells, an attack/ability Range indicator, and maybe even the possibility of importing our own indicator textures.
![]()
Heya, I wanna leave some ideas for thing I have always wanted within Warcraft 3.
1. Quick Cast
This comes from the Moba genre. Basically, when you use an ability, you don't need to also click, but automatically clicks where your cursor is (so, for example, to cast Holy Light, you would only need to hold your cursor above a footman's head and press the key for Holy Light.
2. Custom Hotkeys
I have seen other people talk about this and having custom hotkeys should be much easier.
3. More Ability Indicators
We currently have only 2: target and Area of Effect indicators.
I want indicators for Line and Cone spells, an attack/ability Range indicator, and maybe even the possibility of importing our own indicator textures.
![]()
Thank you Blizzard, you r awesome!
It`s wish list for WC3 Reforged
Customizable:
Support:
- UI (Spell/Inventory/Unit bars. Also adding to each UI variotians for choose);
- ENB Presets (If it`s possible);
- SLK files and tables (with objects data, for simple customize adding new objects, classes and etc.);
New content:
- 3D-models (popular formats: fbx, obj, etc. May be by addition tool)
- Video files (for custom campaigns)
- New campaign story (It`s really need for us, new story, new examples of great work)
- New custom maps by Blizzard (Grand Prix, Hunters, Candy Wars and etc.)
- New models (from other Blizzard games, for example and addition versions of units, it very useful for creating new maps and campaigns)
- New icons / arts
- New music and sounds effect
RoC does that...tft doesnt...maybe except for mountain giants. But all others arent.....i never knew how to use faerie drsgons for example.....they just sppear randomly in one mission out of nowhere and serve no purpose and role in the missionMaybe, they'll do missions like for StarCraft II where you get to learn how to use units.
I meant, missions outside of the campaign. I forgot what they're called...RoC does that...tft doesnt...maybe except for mountain giants. But all others arent.....i never knew how to use faerie drsgons for example.....they just sppear randomly in one mission out of nowhere and serve no purpose and role in the mission
Tutorial missions? Wc3 has them but rhey are tied to thr story anyway as Prologue. Tho they left out rest of prologue as custom campaign in tft. It was complete with dubbing in the demoI meant, missions outside of the campaign. I forgot what they're called...
As long as they keep these things out of the normal game I'm fine with it.
native SetTerrainType takes real x, real y, integer terrainType, integer variation, integer area, integer shape returns nothing
Blizzard! Can you make GUI like this:![]()
1. 3x3 for 9 items slots will be great for keyboard manipulations and cool for update. Just add new item holder ability with 9 slots and adapt it to interface.
2. In the bottom-Middle of this screen can be circled more than 12 units.
3. 3x5 (ability slots) panel was a Starcraft 2 standard and can be great update for Warcraft 3 Reforged.
Also need to increase a limit of hero'es studied spells from 5 to 9.
if they decide to stick with 12 unit limit it will be a failure
Mr. Stilwell said they consider making another ladder for more than 12 unit selection and possibly higher FoV. I really dig this since he could have implied that melee could be extended to more goodies like possibly boats.As usual on the internet people have a hard time reading a text in its totality. I initially said that I and many others feel this way. You only have to google this topic to find out that I'm not lying. People care a lot about the removal of 12 unit selection limit.
Yes, for melee it should be fine to keep the limit if that is what people want (which I already wrote, but you cannot read apparently).
Mr. Stilwell said they consider making another ladder for more than 12 unit selection and possibly higher FoV. I really dig this since he could have implied that melee could be extended to more goodies like possibly boats.
I think an option for custom maps that removes 12 unit limit can be cool but for core game it must be kept
I don't know if we'll get it right at the release because there's tons of other stuff they have to do to get Reforged 1.0 right. However, I have confidence in Mr. Stilwell's diplomacy and we'll see most of what can be done for the game in the near future after the release.Yeah, sounds good. I just hope they will keep their promise and not go back on it before release. "can" "if" "maybe" "We will definitely take a look" are no guarantees.
In multiplayer games an option to surrender instead of leave the game which makes you an observer
I think an option for custom maps that removes 12 unit limit can be cool but for core game it must be kept
I really like Reforged for everything it brings on the table and the possibilites. My concern for now is about the UI, specifically the command card. I really liked the 12 buttons structure of the original game, and it seems that they want to change that. The 12 buttons command card is better for many reasons, for instance when you want to buy an item from a shop, or for spellbooks. This is only an impression but if i imagine a spellbook or a shop with the command card they showed on the demo it doesnt feel right with the smaller icons in the bottom line. Maybe when i will play, it will feel different. They said that the UI can be changed, but we dont know in what way, if it's only add/remove one element or modify it completely by moving things in different parts of the screen.
I'm not a fan of WoW elements being added to the game, but it's mostly becasue i dont like the the WoW narrative and im afraid they may take too mutch from it.
I think an option for custom maps that removes 12 unit limit can be cool but for core game it must be kept
I agree.I think an option for custom maps that removes 12 unit limit can be cool but for core game it must be kept
That would be cool too!In multiplayer games an option to surrender instead of leave the game which makes you an observer
Absolutely fantastic idea if you ask me.Maybe we should create a poll with free option-adding and vote. and a moderator to look for repeating options and too long option text.