![]() ![]() There're other less harder mods around like Weapons of our Warfare, Demo extended challenge, Legacy of dalaran enhanced, u8's micro campaign Enhanced, some customized patches with audio & visual enhancements for custom maps or even multiplayer.Īll of this in the main page for all these mods: I was recently requested to make a 3rd even easier mode in case Easier mode wasn't enough.īe that as it may, I hope you enjoy the content around, bud. comps can now lay siege on islands, recover those units and get to another. smarter comps to attack different locations. infinite resources to get in late game, if being previously set in order to force player to win the game by defeating them or completing objective. build way better off around their bases to optimize their available space. train & send goblin sappers / demo squads to attack the player Casters can use blizzard or death & decay on peons, such as multiplayer strategy. use death knights or mages to harass the player alongside their armies on transports or ground. Road of heroes on the other hand, have some difficulty variants which also include several bug fixes for the AI to make them more competent against player. little tweaks for bug fix purposes on mission objectives. customized damaged portrait icons for units Only difference is that from v7.0, I incorporated some new generation modding features for war2 like: ![]() I made this Easier mode for ROH in an attempt to allow more casual level people to being capable to see the new generation features for warcraft 2, yet the original main difficulty for that mod is Hard mode, which was previously tested up (& stored) on the youtube channel: the previous one which was deleted by false accussations from Youtube, dannyldd. Since the maps still needed several testings, bug fixes & checking out overall computer behavior in speed for attacks, upgrades, workers count. ROH Easier mode is definetely harder than DAIFE mod, which was more oriented to showcase the original intended difficulty by Blizzard Entertainment in the original campaigns, yet it never managed to be accomplished. The ROH_HD.exe file is *just* for playing the game in widescreen resolution (whichever you set in warcraft_ii_hd.ini file). You need to learn from the past in order to innovate in the future.The resolution can just be changed in the Warcraft_II_HD.ini file, which comes with the widescreen patch files. All games would be forced to come up with some weird 10 or 50 arm alien being only to satisfy the requirement of not copying anyone EVER. If no one made anything new THAT ALSO improved upon an old formula that we are used too, there will be no good games. That is how we innovate and build better stories/games/graphics. Every game copies and builds upon another games feature. Since it tends to mask the human's unique facial features.Īnyway I don't know why I am posting this. So it makes sense that a guy with a gun will look similar to another guy with a gun.Īnd if they need to wear armor, well humans look very similar when they wear armor. Both StarCraft and They Are Billions are modeling. Solider Marines being similar to Troopers is not a coincidence. Gather resources, build units, and expand supply capacity. They all follow the same basic principle and formula. Those games were one of the founding model on how the majority of games are created today. I mean all games probably mimic'd WarCraft and StarCraft. Is my brain ruined by too many old RTS games or did TAB really originally start off as mod prototype turned full game? Not to mention the zombie behavior, random idling, spawning on the edges and aggroing, are very easy to replicate in Warcraft 3 and countless mods have done so. I assume Thanathos could be based on mortar team, titan on steel golem, and lucifer on orc firebat, but unsure?Įven the structures earily draw some parallels with some Warcraft 3 assets, like windmill doodads, or the townhouse and tent structures, tier up and resource structures could also arguably have counterparts like smithy or lumber mill or granary, animated doodads or other structures. Rifleman -> Sniper (Both have similar gun nut personalities, even if sniper is more psycho) High elf archer -> Ranger (Similar in many ways) Soldier marine -> Trooper (both way more scifi and bulky than rest of barracks infantry) was this originally prototyped as Warcraft 3 map, or based on one of designers Warcraft 3 mod projects they pitched to the rest of team?īecause, not gonna lie, there way how many structures and units erily translate into Warcraft 3 asset counterparts gives me Dota 2 vibes. Like, not trying to imply the devs have plagiarised some modder, no way, they created a great and original game that spawned it's own RTS subgenre, but. ![]()
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