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Warcraft : Orcs

As the name says, this is a pure remake of what the glorious Warcraft: Orcs & Humans used to be and is. For all of those who would like to play back Wc1 with the style, the graphic and the interface of Wc3.

Features:
- Dual Single Player campaign: Play as Orcs or Humans and unveil their respective plots in 12 missions of real old Warcraft atmosphere.
- Old original warcraft music brought back and plaid stage by stage as the original soundtrack order was set.
- Old spells recreated. From the Necrolytes' "Unholy Armor" to the knee-dropping Warlocks' "Cloud of Poison".
- Accurate remake of the old levels' geography. Every single corner of all maps has been pasted to the wc3 engine!
- Artificial Intelligence perfectly re-created comparing the old ones. You'll incredibly feel exactly like playing against the original AI!
- All old units recreated. Raiders, "imba" catapults, Spearmen, summoned units and more!!
- Every units' stats same as how they were in the old game: from the "Crystal-fragility" of the Skeletons to the "Tank-resistance" of the Daemons.
- Intro briefings displayed as in-mission cinematics that will display a brief preview of your forces and some of the enemy.
- New plot explanations. Indoor stages have the addition of a longer intro-briefing displaying interesting(non-canon) chat between characters. Also, hit the "mission objective" button in each mission to read more curiosities about the storyline.

ok ladies and gentlemen, i'm happy to announce, after almost 6 years from the release, the big
UPDATE


CHANGE LOG

GENERAL:

- Both campaigns now lighter: 88,7 MB together against the previous ones' 120+ MB
- Fixed the campaign buttons not showing after completing each mission WITHOUT CHEATS! Thanks and sorry to all the (honest)players who reported.
- Fixed a bug that caused Summon Spiders/Scorpions to Summon Daemons/Elementals instead
- Fixed a bug which didn't let the player win and move to the ending after completing the last map in both campaigns.
- Fixed the AI Raise Dead spell, now working.

GAMEPLAY:

- Units selection limit(4) restored to normal(12), by popular demand.
- Just like in the original wc1, a voice will inform the player about enemies approaching the base
- Walls now buildable from the Town Hall; system created by Mechanical Man.
- Fixed(by Mechanical Man) a bug which "teleported underground" a worker unit when denied to build too far from the base.
- Revised and changed ALL UNITS' hit-points, armor and damage(original wc1 stats data and game mechanic studied and deeply explained by Clownboss here This game is so old it's not funny. - Warcraft: Orcs & Humans Message Board for PC - Page 2 - GameFAQs)
Now, because wc3 can't really handle the system explained in the link, i had to change stats repeatedly, test and tweak around. You'll see units with incredibly high gap of difference in armor, but still loyal to the old game. Also, because of the fact(as you can read in the link above) that every wc1 unit had a 20% chance of missing their target, i had to give every unit a 20% evasion ability called "Fortitude".

AESTHETIC:

- Swapped the "swampy" maps tileset from Lordaeron Fall to Dalaran Ruins.
- With the exception of buildings, the whole game interface is now entirely customized with Wc1 icons(units, unit commands, spells, etc), created by myself.
- All intro and outro cinematics adjusted and improved.
- All briefing cinematics are now voiced by Bill Roper sounds(as in the CD version of wc1)
- Removed Ferris/Trespus and Zeke/Shivat from briefings and replaced with nameless Grunt/Paladin
- Forced both humans and orcs victory screens to their RoC versions.
- Revised and corrected ALL tooltips and extra dialogues in the game.
- New(and much much lighter) loading screens for every mission, created by me using artworks by Samwise from the wc1 manual, plus few others.
- New loading screens for all intros/endings and for campaigns' main screen.
- New models for:
Humans:
Archer(kitabatake), Knight(loktar), Catapult(AndrewOverload519), Conjurer(loktar), Cleric(retextured from DoC by loktar), Barracks(retextured from DoC by loktar), Mill(retextured from DoC by loktar), Stable(Mike), Blacksmith(retextured from DoC by loktar), Church(Ket), Wall section(retextured from DoC by Loktar)

Orcs:
Spearman(retextured from DoC by Lightskin), Necrolyte(by kam), Warlock(Loktar), Blacksmith(REDXIII), Temple(retextured from DoC by Lightskin), Barracks(retextured from DoC by Loktar), Wall section(retextured from DoC by Loktar)

Neutrals & Others:
Fire Elemental(Alfredx_sotn), Skeleton(HerrDave), LogBridge(Mephestrial), Bandit Crossbowman(Wandering Soul), plus another model from Deolrin which i'm not telling because.....spoilers. ;)

Now I guess it's time for the most important part, the main event, the new

HARD MODE

Every map in the game now has a Dialogue Box system(created by 3ICE) that allows you to choose between NORMAL and HARD mode.
WHAT DOES THE HARD MODE DO:
The hard mode drastically modifies the whole game.
All missions have transitions between day and night.
When playing as humans, orcs will strike with more aggressiveness during the night, while the opposite happens when playing as orcs.
Don't relax even when playing the first missions, as the Hard mode will render them more difficult(and interesting) to play!
Completing a map in Hard Mode will unlock the Hard Mode level for the next one.
In addition(finally we're here), the Hard mode will unlock new BONUS OBJECTIVES in each map. Completing a bonus objective will unlock a new ability for a specific unit which will carry-over the rest of the campaign(only in Hard Mode). Completing ALL of the Bonus Objectives will unlock a special objective in the last map(Blackrock Spire/Stormwind Keep), which, if accomplished, will unlock a secret intro which will lead to 2 bonus maps(for each campaign) and a bonus finale at their completion.
The bonus maps are sub-plot missions following the aftermath of the first war for both Lothar and Garona.



Project is now on
PATCH v2.8

Ver2.8 CHANGE LOG:

- Under permission of @loktar , i'm using his Wc1 models to enrich the remake. Unfortunately not all of the models have been remade yet. The missing ones are the Kennel and the orc Blacksmith.
The renewed models include all human and orc structures, Grunts, Raiders, Spearmen, Crossbowmen, Necrolytes(+attack and Dark Vision effect), Clerics' Holy Lance attacks effect, Conjurers, Scorpions and more.
- To celebrate the 10 years of this project, both Orcs & Humans secret campaigns will be unlocked from the beginning!
- New Hint messages will be displayed during Orc secret map 1 for the player to better understand how to exploit the "allegiance" mechanic, and to quickly acknowledge Garona's new abilities. Same will go for Lothar's secret map 1.
- Conjurer's Comet Strike attack effect has been changed into "howl", so any enemy unit struck will suffer a brief penalty to their attack damage. This ability may work or may not, but as before, who's relying on Conjurer for base defense or attack, anyway?
- Clerics/Necrolytes attack range reduced from 200 to 150, but upgrade from Bonus Objective will now increase their range by +150 instead of +100.
- AI attack waves in most maps were too short in Hard mode and too long in Normal mode. A rebalancement has been made.
- Human secret map 1 will also go through some changes:
First off, autocast function for Cleric Healing spell has been disabled here. Now, as in the previous version of the map, the player is forced to manage his gold on a limited amount of upgrades. In v2.8, this management will carry over to the next map. Furthermore, if you manage to let the Conjurer survive the first map, he will come with you in the second map. Also, if you decided to research the Rain of Fire for him in the previous map, the research will carry over to the next map as well. Any research that has NOT been made in the first map will NOT be available in the second map.
- Fire & Water Elementals, Spiders & Scorpions will now have all Chaos attacks(only get a 1.20 damage ratio over Large Armor type).
- Reworked bonus objective dynamic for human map 9: now losing Catapults or Scorpions to enemy Catapult attacks will not cause the secret objective to fail.
- Fixed some cinematic issues
- Several building sizes and ground textures reworked, in order to accomodate new models.
- Catapults damage has been reworked: now the Catapult will inflict its full damage on direct hit, while 60% of damage will spill in the surrounding area, in a cluster radius of 9 units like warcraft 1 & 2.
In this way only the heaviest units(such as Knights/Raiders, tier 2 summons and other Catapults) will survive the splash damage. This should also prevent Knights/Raiders from getting killed by a quick-lob glitch caused by Catapults firing right at the edge of their minimum attack range.
A mention has to be made towards the damage mitigation system in Warcraft 3, which works on percentage absorption rather than nullifying single numerical units. A Knight/Raider in this remake has a standard defence of 15, which absorbs 47% of damage. This percentage goes up by 4 for each of the two Shields upgrades, so you can guess how it further goes to inflict towards Catapult damage.
- Switched Lothar's Shield Bash ability with Shockwave: deals 50 damage over a straight line at the cost of 50 mana(like "Roar") with 10 seconds cooldown. This should also prove useful in the Human secret map 2, as the Shield Bash was only useful to snipe enemy Catapults, plus with the risk of Lothar getting stuck between obstacles due to a bug from the spell system.
- Added Donations Button down below so if you feel superkind, and think this guy here has well-spent over 10 years in creating and perfecting this remake for you to play for free, any donation would be super appreciated! :) ^^

PATCH v2.6

Ver2.6 CHANGE LOG:

- Archers on map 5 slightly moved aside the middle of the right bridge to prevent a very little(yet possible) chance for AI units from getting stuck there while attacking in a big balled-up fashion.
- Trees on southeastern corner of map 11 slightly moved to prevent AI units from getting stuck underneath while attacking.
- Timer for Hard mode on map 10 increased from 5 to 8 minutes.
- Timer for Hard mode bonus objective on map 12 increased from 5 to 6 minutes.
- Rain of fire/cloud of poison: Damage of each wave reduced from 18 to 13, decreased number of waves from 4 to 3, decreased building resistance to the spell from 25% to 0%, increased mana cost from 28 to 30.
- Water Elemental attack type changed from Piercing to Magic, as a bypass for the Footmen Defense ability.
- Upkeep removed
- Damage of Chaos/Magic attack type decreased from 1.30 to 1.20 on heavy armors.

PATCH v2.4

Ver2.4 CHANGE LOG:

- Clerics cooldown attack speed increased from 0.30 to 0.35
- Necrolytes cooldown attack speed decreased from 0.30 to 0.25
- Warlocks cooldown attack speed increased from 0.40 to 0.70
- Conjurers cooldown attack speed increased from 0.40 to 0.65
- Fixed a bug that prevented losing a bonus quest in human mission 9
- Conjurers' "Comet Strike" ability should now work normally
- Fixed building refund that was giving +25 wood everytime a Tower was placed beyond limit(both campaigns)

PATCH v2.2

Ver2.2 CHANGE LOG:

- Archer/Spearman cooldown attack speed decreased from 0.85 to 0.75
- Archer/Spearman projectile's speed increased from 2400 to 3000
- Water Elementals cooldown attack speed decreased from 0.90 to 0.75
- Water Elementals projectile's speed increased from 1400 to 2000
- Daemon cooldown attack speed decreased from 1.10 to 1.00
- Skeleton(both types) cooldown attack speed decreased from 1.10 to 1.00
- All Cavalry and infantry melee units(spellcasters excluded) cooldown attack speed decreased from 0.60 to 0.50
- Scorpion and Spider cooldown attack speed increased from 0.60 to 0.65
- Slime cooldown attack speed decreased from 1.10 to 1.00
- Ogre cooldown attack speed increased from 0.60 to 0.65
- Fire Elemental cooldown attack speed decreased from 0.70 to 0.65
- Adjusted enemy summonings on level medium in advanced/final missions
- Enemy units training in missions 5, 6, 7, 9, 11 and 12 delayed and slowed down in both medium and hard modes
- Forced Catapult periodic training for AI in map 6 and 9 to accomodate Hard Mode Bonus achievement
- Fixed enemy casters waypoints in map 11
- Footmen Deflect ability set back to deflect projectiles(was disabled).
- Conjurers' Comet Strike ability has now "Storm Hammers" effects.
- Fixed Comet Strike ability that appeared as researched in some missions in Normal mode.
- Adjusted Ogres to the left side in the second part of mission 4.
- Corrected Armor Upgrade tooltip.
- Adjusted log-bridges height in swampy maps


TO PLAYERS

- Hard mode and Bonus objectives have been tested. They are working 100% and are accomplishable even without cheats; so thanks in advance to all players who will play this remake as it should be.
- Bonus objectives are easier(most of them are possibile only) if you have achieved bonus goals in previous missions, so that the abilities you carry-over may save the day.
- Please notify me of ANY bugs, and i will fix them straight away.
- DO NOT attempt to sell, distribute or whatever idea comes in your mind about this remake(expecially claiming it your own)!!!!!!
- Enjoy FOR FREE my 8 years-long work!
- PLEASE SHARE THE TRAILER!!


Remember: this project took me 8 years. My very first goal was to play it myself, then as it started to take shape I also figured I could gladly share it with the Warcraft 3 community to show them all my passion for the classic games! So, if you want to be super generous and kind, please donate. ;)
Very much appreciated! ^^



Keywords:
warcraft orcs humans remake campaign update enhanced
Contents

Warcraft : Orcs (Campaign)

Reviews
17:59, 2nd Feb 2010 ap0calypse: Approved
Level 20
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I had the campaign tested over and over by some people, over a long time, and none ever complained about bonus objectives. Not even people who downloaded and commented in this thread. They are there for the final maps and for the purpose of the entire remake: entertain. ;)

Ok, i'm seeing just now your 3rd map video and the biggest problem i noticed is that you really lack a proper micro game. Seriously, don't take it too personally, but your micro game is terrible. :( I can only see it improved a bit towards the end, but it didn't look generally promising.
I've recently replayed for fun all maps towards mission 9 without having to save(except for mission 2 which is where i really lack the necessary speed). I don't wanna imagine what had taken to you for the subsequent maps if you're experiencing this difficulty just at the 3rd one. As i've seen the bonus objective had you trick around for a while; that was the intention. Game is pretty easy when you're able to command 12 killer spearmen at once. Had to rise the stake a bit. Glad it paid off. :D Anyway, i agree with the kill-counter issue.
 
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Level 21
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I had the campaign tested over and over by some people, over a long time, and none ever complained about bonus objectives. Not even people who downloaded and commented in this thread. They are there for the final maps and for the purpose of the entire remake: entertain. ;) Ok, i'm seeing just now your 3rd map video and the biggest problem i noticed is that you really lack a proper micro game. Seriously, don't take it too personally, but your micro game is terrible.

Shrug, that's easy for you to say considering you made the campaign and know the mechanics inside and out. You've not had anyone complain about the bonus objectives, so you can count me as the first one; I'm always happy to give my honest feedback, but hope it did not come across as rude! I've never played WC1, never used Necrolytes, never learned the proper way to deal with catapults, etc, and this has been/will continue be a fun learning experience - please don't brush me off as simply being a poor player though.

Of course I don't know what I'm doing because I never played the first game. My original opinions still stand such that this campaign is definitely not accessible to most people because it can get very irritating to play for some different reasons, just like WC1 was. That's what your aim was to recreate and I stand by saying you've done a great job!

I've played and showcased A LOT of hard campaigns in WC3 and SC2 both that really challenged my multitasking skills and required scrappy, fast thinking, but nothing made quite like this. Looking forward to completing it soon!
 
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Sorry, i kept modifying the post as i studied more the video you posted. See some new text now. As i said, don't be offended, nor take as a personal offence what i just said about your micro management(but seriously: you see a necro going ahead on the front-line, send it back asap!!), and NOT, I DIDN'T say you are a bad player AT ALL!!!!! I love you for what you did; true is that i would like to make a donation for your efforts. Any way i can do that?
 
Level 21
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Apologies, I didn't take offense, but was standing by my opinions while still emphasizing that I definitely appreciate how accurate this remake is. I don't take donations for the channel, but thank you. You deserve to get all the credit for the sheer amount of effort and passion you put into this project, it really shows. I just showcase your, and others', hard work!

You should prepare for more blunders by me, I'm doing all this blind and I think many viewers enjoy it that way as well, like getting stomped by catapults :)
 
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Level 3
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Oct 27, 2011
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This is really cool, I'm playing through your orc campaign right now, since I've never played the original warcraft before. This looks masterfully put together, and I have no complains about your work in it so far (only done the first two missions). One thing that strikes me upon playing is quite simply how... bad the mission designs are in the original game. These levels are so unnecessarily big, having only one town hall and having to long distance mine sucks, and trying to hunt down stragglers on the map is really annoying. I guess that's some of the charm of the original game though, it's interesting seeing how Blizzard got better at making campaigns throughout the years.

EDIT: On level 2 there's a minor bug where if you beat the level in about five minutes, but the timer goes below five minutes before you the victory is processed, it will tell you that you failed the optional quest before it tells you the reward for the quest. It doesn't matter much because I got the quest reward anyway, but its probably a simple 'turn off trigger' fix.

EDIT 2: On level 5 you have an optional quest to not lose any buildings, and I just lost it because I tried to construct a farm too far away from the town hall. While I can see how the trigger would activate there, that's kinda frustrating because I was pretty far in to the mission at that point.
 
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Answers contained in the quote under each scoreline.
This is really cool, I'm playing through your orc campaign right now, since I've never played the original warcraft before. This looks masterfully put together, and I have no complains about your work in it so far (only done the first two missions). One thing that strikes me upon playing is quite simply how... bad the mission designs are in the original game. These levels are so unnecessarily big, having only one town hall and having to long distance mine sucks, and trying to hunt down stragglers on the map is really annoying. I guess that's some of the charm of the original game though, it's interesting seeing how Blizzard got better at making campaigns throughout the years.
-----------------------------
Yeah, original game's maps were as much as plain, barren and somewhat boring; but that graphic, that pace, that vintage feeling of something NEW(warcraft was a milestone of its genre, together with Dune) is something that can't be recreated, something that i couldn't remake. :)

EDIT: On level 2 there's a minor bug where if you beat the level in about five minutes, but the timer goes below five minutes before you the victory is processed, it will tell you that you failed the optional quest before it tells you the reward for the quest. It doesn't matter much because I got the quest reward anyway, but its probably a simple 'turn off trigger' fix.
-----------------------------
Yeah, i know it and tried many time to fix it, but didn't work. Anyway the bonus still remains and stacks up for the campaign(as well as for the bonus maps unlock requirement)
If you look on my youtube channel(advantix3ple) i'm taking on a longplay rec where i play hard mode and experience the bug myself(with live commentary of curiosities about the project map after map).

EDIT 2: On level 5 you have an optional quest to not lose any buildings, and I just lost it because I tried to construct a farm too far away from the town hall. While I can see how the trigger would activate there, that's kinda frustrating because I was pretty far in to the mission at that point.
-----------------------------
I think i knew about this and thought of a way to fix this, but probably ended up forgetting about it. I'm sorry. Now that you brought up the "bug" i will go back looking for it and see if i can really fix it.

Anyway, thank you very much for playing and(if i can tell) enjoying my work! Give a rating as well if you would be so kind. :)
 
Level 3
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Oct 27, 2011
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Yep, I'm definitely enjoying it! The bonus objectives have been somewhat difficult, but otherwise I've been getting the levels without too much issue, up until the level where they have conjurers and scorpions, I keep dying early there. I'm finding out now that catapults are insanely strong in the original game. It's been really awesome so far, I can tell it took a lot of time and dedication to make this.
 
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Project is now on
PATCH v2.6

Ver2.6 CHANGE LOG:

- Archers on map 5 slightly moved aside the middle of the right bridge to prevent a very little(yet possible) chance for AI units from getting stuck there while attacking in a big balled-up fashion.
- Trees on southeastern corner of map 11 slightly moved to prevent AI units from getting stuck underneath while attacking.
- Timer for Hard mode on map 10 increased from 5 to 8 minutes.
- Timer for Hard mode bonus objective on map 12 increased from 5 to 6 minutes.
- Rain of fire/cloud of poison: Damage of each wave reduced from 18 to 13, decreased number of waves from 4 to 3, decreased building resistance to the spell from 25% to 0%, increased mana cost from 28 to 30.
- Water Elemental attack type changed from Piercing to Magic, as a bypass for the Footmen Defense ability.
- Upkeep removed
- Damage of Chaos/Magic attack type decreased from 1.30 to 1.20 on heavy armors.

Special thanks to Jayborino for his gameplay videos which gave me the mood to play the campaign again one more time and find out things to fix and balance once more.

I'll be playing the Human Campaign as well for the same purpose. Thanks again everyone for playing.
 
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I noticed in mission 6 (I hate that mission with a passion now, it took me so many tries to do, lol) that you can get in to low upkeep when you reach 51 food. Is that intentional? I've never played the original warcraft, but I doubt that there was upkeep in it.
 
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I noticed in mission 6 (I hate that mission with a passion now, it took me so many tries to do, lol) that you can get in to low upkeep when you reach 51 food. Is that intentional? I've never played the original warcraft, but I doubt that there was upkeep in it.
Of course there wasn't any, but you have be extremely camper to reach that value. :) Also with all the buildings, the building limit bound and so on, i can't imagine where you'd put all of those farms. xD
I honestly thought no one could ever get there because of each single unit food cost of 1 and the casualties you may have with enemy attacks.
Also I forgot it takes 51 food units to get to low upkeed. Thanks for reporting this.
 
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I was playing this campaign in Chapter 9 if I do not remember when I immediately thought of using a "thereisnospoon" trick for the conjurers to invoke many water elementals, it was at that moment that I saw a cleric attack a farm and later attack the Peasants, why did AI do that?
 
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I don't understand the connection between the elementals summoning and the attacking cleric.
Anyway i guess AI prioritizes units over buildings but again what you said wasn't very clear. Later when? When the farm got destroyed? When he spotted the paesant close to his acquisition range? There is no custom script in that anyway so i don't know.
 
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Managed to complete map 9 here, definitely one of the hardest so far! A tip to players struggling with enemy catapults, it helps a lot to run one unit around with queued actions to distract the shots, while you use anything else to kill it.

I think map 6 was the hardest so far, but that may also be because I wasn't quite mentally prepared to deal with catapults, you start with fewer resources, and have no Warlocks yet! I'm enjoying this campaign more with each mission that passes. Great stealth section addition to Northshire Abbey :)
 
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Managed to complete map 9 here, definitely one of the hardest so far! A tip to players struggling with enemy catapults, it helps a lot to run one unit around with queued actions to distract the shots, while you use anything else to kill it.

I think map 6 was the hardest so far, but that may also be because I wasn't quite mentally prepared to deal with catapults, you start with fewer resources, and have no Warlocks yet! I'm enjoying this campaign more with each mission that passes. Great stealth section addition to Northshire Abbey :)

Good to have your feedback on the go. I'm glad you like map 8, is one of my favourite(excluding the bonus maps).
If you got past Hard map 9 which at this point i think it's the most difficult one indeed for both races, you'll definitely get to the bonus in no time.
Looking forward for saturday! And i can't wait to have your feedback on the bonus maps! ;) I'll give my usual comment(about map 8) for you to stick when i'll see it. Take care.
 
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Is it intended, that Demons - after getting their cleave passive - are attacking with their spell animation? That seems so fucking retard ...
 
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Making a comment mostly to vote 5/5. Amazing campaign. Had the feel of the old WC1 whilst improving UI and making life easier for players with little things (like allowing more units to be selected simultaneously). I also thought the bonus objectives were freaking amazing, I hope they'll be implemented in the WC2 remake... which I'm dying to be released.
 
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Hey, really want to play this, but for some reason, whenever i start up the campaign, it tells me that there's not enough memory resources to process some object. CustomObject (.?AUCustomObject@@)
 
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Hey, really want to play this, but for some reason, whenever i start up the campaign, it tells me that there's not enough memory resources to process some object. CustomObject (.?AUCustomObject@@)
As far as i know, unfortunately, all crash issues like this i'm getting are due to the latest patch messing with projects made with the earlier ones. I shall recover the link where i found a working 1.28f wc3 and put it in my signature so that people can play either this or my future wc2 remake.

EDIT: Link here Warden
 
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As far as i know, unfortunately, all crash issues like this i'm getting are due to the latest patch messing with projects made with the earlier ones. I shall recover the link where i found a working 1.28f wc3 and put it in my signature so that people can play either this or my future wc2 remake.
Thanks, dude.
 
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Hello there! I have a small issue about bonus missions. After tearing my ass apart I somehow managed to strike Stormwind keep once, and bonus objective was completed saying I've unlocked bonus stages, but after the secret intro nothing happens and I'm getting back to mission select without any unlocked bonus chapters... Any suggestions? (Game version is 1.30.2 - well, the actual one)
 
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Question, how do I install the 1.28?
I think there should be an installer in the folder; just do it in a different directory than your original updated wc3.

Hello there! I have a small issue about bonus missions. After tearing my ass apart I somehow managed to strike Stormwind keep once, and bonus objective was completed saying I've unlocked bonus stages, but after the secret intro nothing happens and I'm getting back to mission select without any unlocked bonus chapters... Any suggestions? (Game version is 1.30.2 - well, the actual one)
Are you sure you're not getting any "secret intro" button or something like that? If not, then try to switch to 1.28f which i linked in my signature below.
 
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I think there should be an installer in the folder; just do it in a different directory than your original updated wc3.


Are you sure you're not getting any "secret intro" button or something like that? If not, then try to switch to 1.28f which i linked in my signature below.

I have got a secret Intro, but not any Secret chapter 1 after seeing the intro etc.
 
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i need help, i redownloaded frozen throne with the older version but there is no campaign folder to put the files into.
The campaign folder should(still) be in mydocuments/Warcraftiii folder, or something like.
Make sure you don't run battlenet with the older version, and place a shortcut of the 1.28f exe on your desktop. Avoid clicking to the exe icon if it is in the start menu. Just saying.
I have got a secret Intro, but not any Secret chapter 1 after seeing the intro etc.
Sorry for the late reply, but you should definitely switch to 1.28f(check my signature) for better performance.
 
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yeah but what happens if someones lazy or noobinsh (by which i mean who didnt play Warcraft 1)

i would say buy it. it's cheap. :D
In the first map in normal mode the AI doesn't attack, so it gives you all the time in the world to familiarize yourself with the mechanics and the structure of the game. I remember when i first played wc1 and i was about 8 or something, it was my first RTS ever and i had no idea what it was about, so i thought the Peasant was the hero of the game and the Footmen were the common soldiers going to die quickly. I didn't know anything about english language so i couldn't figure out anything by myself. Then the best friend came as usual to help me out in finding clues with videogames, expecially when i used to get stuck without being able to complete or get past levels, and slowly we figured out how it worked.
Just like any other game, every level gives you a new challenge, putting you to test what you've learned that far. Warcraft simply excelled in this, even without tutorial.
 
Level 10
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So I have completed this on Hard difficulty with every optional quest, and it definitely feels harder that Human Campaign. Because humans have healing, obviously, and especially because of auto-casting it's was much easier in human campaign. Now, orcs have Raise Dead, ofc, but it's not nearly as good and requires more micro. I know, this is how it was in WC1, but one major difference: there was no auto-casting for player. That is what influences the difficulty a lot on "Hard" mode. So I think Necrolytes need to be buffed in some way. Maybe change "Dark Ritual" so that they could consume skeletons to heal themselves? Because sacrificing alive unit just to restore mana... I never used it, because mana restores quite quickly anyway, so you never need it.

A few other things to mention:

- Enemy Necrolyte can use Raise Dead after death, sometimes even on himself!!!

- Maybe different skeleton model should be used for Raise Dead? Currently if you kill human, it raises "Grunt Skeleton". And you already have another model in your campaign - "generic skeleton" in dungeon missions. I think they would be more fitting for Raise Dead and they also look like ones from WC1, too.

- Also need to mention that in WC1 catapult shot didn't explode units to pieces, so there were corpses left behind as from any other death. But here we have usual WC3 explodable corpses, and this makes things even worse for Necrolytes!

- Footman shield ability is a bit overpowered. Just try shooting 1 footman with 12 spearmen, that's gonna look ridiculous considering HP damage exchange... Blocking damage is perfectly okay, but I think there shouldn't be any deflecting.

- Orc mission 2 bonus reward seems much worse than in Human mission 2, and the human optional quest is also much easier. Maybe it should be "+2 damage" for spearman, but "+25% speed" for archer? Considering upgrades, archer "damage*speed" would be (4*1,25 = 5 ---> 6*1,25 = 7,5 ---> 8*1,25 = 10), and spearman "damage*speed" would be (6 ---> 8 ---> 10). I think that would be fair.

- While playing both campaigns, I was constantly thinking: isn't spear/crossbow range too high? It certainly doesn't feel that long in WC1 (there it's about 1/3 of a screen), maybe reduce it from 800 to 600? Same for catapults.

- Level 4: Optional "Slime" quest says "Do not lose any unit against Slimes", however it's more like "Kill all Slimes without losing any unit to them". Because at first I just ran around them completely ignoring them, but in the end this quest wasn't completed. If it counts towards "Total completion", that would suck if player didn't notice that.

- In mission 10 enemy Cleric was healing my Raider, lolwut?

- In secret mission 2 the whole escape sequence felt dragged out and complete copy of mission 8 with nothing new to add, and pretty pointless because these two brigands die outside in the next cutscene anyway. Also, if during mission one of them dies, it should cause gameover, because you need both of them alive to step on the buttons. And the boss fight was nice.
 
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Level 20
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So I think Necrolytes need to be buffed in some way. Maybe change "Dark Ritual" so that they could consume skeletons to heal themselves? Because sacrificing alive unit just to restore mana... I never used it, because mana restores quite quickly anyway, so you never need it.
As i told you in the other thread, i'm not really interested in applying new changes at all. I think i was inclined to the Dark Ritual ability just because of the "dagger trust" animation of the Necrolyte model. Anyway as of now i do think it needed health regain too.
A few other things to mention:
Yeah, i can see there's quite a FEW things you mentioned!

- Enemy Necrolyte can use Raise Dead after death, sometimes even on himself!!!
Raise dead spell on ai doesn't normally work, so i had to manually recreate the whole process using triggers, and it took some coding on its own. The result is that when any unit dies within a fixed range away of the necrolyte(with enough mana), it generates a skeleton and takes away the needed mana. In this way the same happens even if the necrolyte himself dies but he still has enough mana for the spell.
Yet i'm surprised you found it out just now and not in the Human campaign, where you have to deal with them for almost its entire duration. That's good.

- Maybe different skeleton model should be used for Raise Dead? Currently if you kill human, it raises "Grunt Skeleton". And you already have another model in your campaign - "generic skeleton" in dungeon missions. I think they would be more fitting for Raise Dead and they also look like ones from WC1, too.
I decided to put Grunt skeletons because the icons of the skeletons in wc1 were grunt skeletons, and the "generic skeleton" has its own different stats. I will but use the latter type for Raise Dead on the wc2 remake.
- Also need to mention that in WC1 catapult shot didn't explode units to pieces, so there were corpses left behind as from any other death. But here we have usual WC3 explodable corpses, and this makes things even worse for Necrolytes!
I know but there is nothing i can do about it. Every Artillery-type weapon in wc3 squishes units upon kill. I tried to fix it by making their attack projectile-type, but the result is that they have a minor tracking capability, so they become sort of OP. Imagine a catapult with boulders you can't actually dodge.....
- Footman shield ability is a bit overpowered. Just try shooting 1 footman with 12 spearmen, that's gonna look ridiculous considering HP damage exchange... Blocking damage is perfectly okay, but I think there shouldn't be any deflecting.
I made this in order to give the player a flexibility of mindset to apply for dynamics like this in the battlefield, and not just having to spam missile units ftw like in the original wc1. In this way Grunts still become a viable option for enemy footmen, and even more reasonable with the Health buff bonus! The same in the human campaign, you'd want to train more archers to deal with enemy Grunts and footmen with Defend to crush their Spearmen parties!

- Orc mission 2 bonus reward seems much worse than in Human mission 2, and the human optional quest is also much easier. Maybe it should be "+2 damage" for spearman, but "+25% speed" for archer? Considering upgrades, archer "damage*speed" would be (4*1,25 = 5 ---> 6*1,25 = 7,5 ---> 8*1,25 = 10), and spearman "damage*speed" would be (6 ---> 8 ---> 10). I think that would be fair.
The Grunt health buff makes the Attack-speed buff (more)possible to achieve. The two combined, with the Necrolyte Curse attack buff, are what makes more possible facing the Slimes without losing units(with due microing ofc). The damage upgrade to spearmen wouldn't have been effective against slimes because they take only 1 damage per attack.

- While playing both campaigns, I was constantly thinking: isn't spear/crossbow range too high? It certainly doesn't feel that long in WC1 (there it's about 1/3 of a screen), maybe reduce it from 800 to 600? Same for catapults.
All maps of both campaigns are slightly scaled up from the original wc1. I noticed this only when they were all terrained and i obviously decided to keep them like this. As a matter of fact the range of missile troops and catapults reflect the scaling, but so does the speed of every unit as well, which thus can cover the distance required to reach said units at the same pace as they do in the original wc1.

- Level 4: Optional "Slime" quest says "Do not lose any unit against Slimes", however it's more like "Kill all Slimes without losing any unit to them". Because at first I just ran around them completely ignoring them, but in the end this quest wasn't completed. If it counts towards "Total completion", that would suck if player didn't notice that.
Don't be offended but i frankly don't believe you. I don't believe you found the space to RUN beyond the slimes AND complete the level WITHOUT getting even one unit killed by them in the process!! I'm 100000% sure every player in the whole world and in Warcraft history faced those Slimes as soon as they came out of the Fog of War, clogging their way. Even if you walked all the way back you can't outrun them: they leash back, eventually, and even if you cheese them back and forth with the spearmen the timer is set on purpose!

- In mission 10 enemy Cleric was healing my Raider, lolwut?
Well, as you're saying this happened to you only once in the entire campaign, so it's ok. I know why this happened, but i won't spoil it.
- In secret mission 2 the whole escape sequence felt dragged out and complete copy of mission 8 with nothing new to add, and pretty pointless because these two brigands die outside in the next cutscene anyway. Also, if during mission one of them dies, it should cause gameover, because you need both of them alive to step on the buttons.
Not really a copy. This time you have 2 units to manage and there are also footmen patrolling around, not just archers. Old warcrafts had this curious feature where you were dead and unable to finish the map, yet still able to keep playing it. You're not supposed to know why you have to keep both alive till the end, yet why there's two of them?
The same you should say if you press the buttons at the beginning of the map without knowing the purpose of it, like Jayborino did in its first attempt.
Anyway, you're obviously not supposed to know IN ADVANCE that there's no happy ending to those guys, but they were the protagonists of it, and not Garona. The secret maps are focused on the Brigands' actions, involving both Orcs and Humans(reflecting the title of the game).
By the way: did you try to save both footmen and Grunts in the first map? Didn't hear you mentioning that. :D That's also what makes it somewhat flexible.
Also, NO RATING for this campaign? :(
 
Level 10
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Raise dead spell on ai doesn't normally work, so i had to manually recreate the whole process using triggers, and it took some coding on its own. The result is that when any unit dies within a fixed range away of the necrolyte(with enough mana), it generates a skeleton and takes away the needed mana. In this way the same happens even if the necrolyte himself dies but he still has enough mana for the spell.
I expected something like this. In that case the mistake you made is not checking if necrolyte is alive, which should be easy to fix.

Yet i'm surprised you found it out just now and not in the Human campaign, where you have to deal with them for almost its entire duration. That's good.
I did notice it in Human campaign actually, but just forgot to mention it there :)

I know but there is nothing i can do about it. Every Artillery-type weapon in wc3 squishes units upon kill.
Hmm, just checked, it seems to be hardcoded with "Can/Can't raise, Does decay" and "Weapon Type: Artillery". No easy workaround... :|

I don't believe you found the space to RUN beyond the slimes AND complete the level WITHOUT getting even one unit killed by them in the process!!
Well, believe it or not, I did it. No cheats, if you were implying that.
For me at that moment, on the contrary, it seemed that the best solution NOT TO FIGHT the slimes (because I couldn't possible know that all my units would be healed), so I thought it was some trick.

Even if you walked all the way back you can't outrun them: they leash back
No, they lost aggro, if I didn't attack them for a long time.

did you try to save both footmen and Grunts in the first map?
If you mean secret level 1, I saved all of them in cage1 (approached from the south, ignored spearmen, broke the wall, then spearmen get despawned), lost almost all of them in cage2 (not possible to me, too much fighting guards, can't ignore them), saved all except 1 in cage3 (rushed to the wall again).

Also, NO RATING for this campaign?
Totally forgot about that. Too much typing, haha.
 
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