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‘An in-depth analysis of the Warcraft II campaign maps’ or ‘Warcraft II Easter Eggs’ 

MfromAzeroth
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In this video, I will go through all four Warcraft II campaigns and highlight interesting facts and hidden bits of functionality similarly to Abelhawk did in his Easter Eggs series for Warcraft III but on a bit more technical level.
Even though Warcraft II is much simpler than its successor and it seems to be not very interesting in terms of secrets in the levels, there is a lot to uncover if you dig deep enough.
Chapters:
00:00 - Intro
00:36 - Map sizes
01:30 - Tile sets, and errors related to them
02:27 - Terrain similarities between maps
03:29 - Creative Unit and Building placements and hostile takeovers
04:05 - Disappearing Units
04:55 - Controllers
06:44 - Controllers - Rescueables
08:48 - AI-scripts
10:51 - AI-scripts - Irregularities
11:46 - AI-scripts - Melee AI in the Campaign
12:11 - AI-scripts - A theoretically overpowered enemy
12:53 - Pseudo-Bases
14:02 - Triggers and External Modifications - Victory conditions
14:52 - Triggers and External Modifications - Tech Trees
15:06 - Triggers and External Modifications - Cosmetic Runestone Fires
15:45 - Triggers and External Modifications - Upgrades
17:59 - Triggers and External Modifications - Invulnerability and Rescueability
19:16 - Triggers and External Modifications - Altered Players, Alliances and Rescuability
23:45 - Triggers and External Modifications - Altered Units
25:05 - Outro
The series I was inspired by:
• Abelhawk's Warcraft II...
Abelhawk:
/ abelhawk
Saving Lothar in Warcraft II without cheats:
• How to save Lothar in ...
Music used:
Intro:
Topher Mohr and Alex Elena - Garage (Recreated in Midi by MfromAzeroth, DrSwag and Thomcat)
Main part:
Warcraft II - Human Intro (edited by MfromAzeroth)
Warcraft II - Human I (edited by MfromAzeroth)
Warcraft II - Human III (edited by MfromAzeroth)
Warcraft II - Orc IV (edited by MfromAzeroth)

Игры

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30 июн 2024

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Комментарии : 120   
@dragosudrea6533
@dragosudrea6533 Год назад
Man, not every day you find such high quality Warcraft 2 content.
@danletchworth2247
@danletchworth2247 4 месяца назад
I love the image of well-meaning peons trying to help by repairing the flaming runestones, ruining the Horde's super-badass decoration
@kirksaintpatrick3921
@kirksaintpatrick3921 Год назад
What an insanely indepth look at something I've never thought about.... so many great memories of WC2. Thanks man!
@mfromazeroth
@mfromazeroth Год назад
You're welcome and thank you for the kind words
@EdmondDantes224
@EdmondDantes224 10 месяцев назад
I always thought the reason Human04 and Orc04 were so similar was because they're literally the same battle, just from different points of view.
@mfromazeroth
@mfromazeroth 9 месяцев назад
I think that should be the case. Good point
@jsunn315
@jsunn315 Год назад
I just want to say thank you for this awesome content! This is truly one of a kind, nowhere else but here. I love Warcraft 2 and 3 so much, also your channel. You won a new subscriber
@mfromazeroth
@mfromazeroth Год назад
Thank you so much for your kind words! I'm happy to hear that
@arcturus64
@arcturus64 Год назад
Amazing, loved the warcraft 2 campaigns as a kid and I always tried to check every detail.
@edwardeddie2677
@edwardeddie2677 Год назад
Thanks for the video, I appreciated the info. If I recall correctly, some of the campaign missions also have under-utilized scripts that I learned about from reading around the internal files a long time ago. Adding missing tech structures will let certain scripts run fully, as in Tides of Darkness, the AI isn't programmed to build missing structures: Human 10: The blue team is missing multiple tech structures which would mainly let them attack your base with Ogre-Magi. Human 12: There is a missing Ogre Mound for the red team. Orc 10: The blue team is missing a Foundry(?) and as a result, doesn't fully research their tech as the script lays out. Orc 13: The purple team is also missing a foundry, and this script is under the assumption that this computer is on an island from where they send transports. Orc 14: The blue and green teams have unique scripts, but are missing their required base structures.
@mfromazeroth
@mfromazeroth Год назад
I'm happy you liked it. Thanks for the info too! Yes, that's definitely the case. I'm not sure about the exact cases from the top of my head, but it seems you are pretty much spot on
@Nether4ce
@Nether4ce Год назад
I had completely different expectations when clicking on this video (thought it would be a map-by-map analysis in terms of difficulty or something). Instead I watched the whole thing with my jaw dropped, without pausing. Very interesting stuff. Now I know why some campaign enemies are so hard to deal with (the ones with Land Attack script). I was wondering if those custom AI scripts occuring in campaign are possible to replicate in the wc2 map editor ? (the "easier" ones, like "Human 12", "Orc 4" etc.)
@mfromazeroth
@mfromazeroth 11 месяцев назад
I just saw that I didn't answer your question. Sorry about that. Yes, they are. If you simply export a campaign map (with WarDraft or the MPQEditor) you can modify it and use the campaign scripts
@Nether4ce
@Nether4ce 11 месяцев назад
@@mfromazeroth Thanks :)
@Blazieth
@Blazieth Год назад
I actually have a detail to contribute about the Rescue(Active) controller. I seem to recall, from my experimenting as a child, that if the Rescue(Active) player builds units or structures after the start of the game (as opposed to the units that it starts with on the map), those units/buildings cannot be directly rescued/captured by Human controlled players. The only way for a human controller to gain control of those units/buildings is to take that player's Town Hall, which automatically gives all of a Rescue(active *or* passive) player's units to the human controller immediately. However, if a Rescue(Active) player starts with only, say, a peasant, and that peasant builds a town hall which spirals out into a full-fledged base, then the player can never take control of that player's full forces, as the Town Hall, having been built after the start of the game, cannot be captured by the player. In custom melee games, where the objective is simply "destroy all enemies", this objective simply requires all other players on the map to be eliminated... including any "Rescue" players, be they active or passive. As a result, the player must manually attack and destroy these un-capturable Rescue(Active) players to end the mission, and I don't believe they will defend themselves against this type of attack, as they view the human-controlled player as an ally. However, I'm working off of knowledge from the old MS-DOS version of the game, not Battle.net, so I suppose it's possible this quirk was changed later? I haven't experimented with it since my childhood days.
@MrJenk1ng
@MrJenk1ng Год назад
This is only a vague memory of my own childhood experiments so could just be wrong, but I think in this case if you manage to track down the original solo peasant you can rescue him, and then all the new structures the computer built afterwards become available
@mfromazeroth
@mfromazeroth Год назад
@Blazieth Exactly! Great observations Also, no, this was never changed and is still the same today
@mfromazeroth
@mfromazeroth Год назад
@Alex J As far as I know, yes, you can rescue the worker and build the structures they can build with them, but the things they already constructed will still belong to the Rescue Active player and can never be captured by normal means
@volbound1700
@volbound1700 Год назад
This is 100% correct because I used to do 3v5 type games and the only way I could have AI allies was Rescue Active. Also note that Rescue Actives will fight each other as well. In theory you could make them unrescuable if you don't start them with town hall but give them enough money to buy one. You would literally have to wipe them out to win the Campaign.
@mfromazeroth
@mfromazeroth 11 месяцев назад
@@volbound1700 Nice detail. Didn't think about that. Thanks for sharing!
@RafaSheep
@RafaSheep Год назад
Fascinating stuff. I had never imagined WC2 was capable of triggers. Until I played Human14, where the Orange orcs clearly had Ogre Mages and Bloodlust unlocked from the start (or did they?). Now that you show what's under the hood, it's evident that the technology was still quite rudimentary.
@mfromazeroth
@mfromazeroth Год назад
Thank you! Yeah, I haven't really thought about it for a long time and only started to really question it when I got into triggers in Wacraft III. Absolutely compared to that Warcraft II has a really primitive system. Calling them 'triggers' instead of 'hacks' almost seems generous in comparison. The Ogre Mages are actually not even done with triggers. The AI just upgrades them immediately and tends to have them ready arround the time the player lands. If you're interested, I made a full breakdown of all triggers in the game here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9Lx81x7OhME.html
@mch43856
@mch43856 9 месяцев назад
The sheer amount of work that goes into videos like this is amazing, great job!!
@mfromazeroth
@mfromazeroth 6 месяцев назад
Thank you!
@stylesrj
@stylesrj 10 месяцев назад
I remember modding Lothar in custom campaign levels to do things like have Flame Shield as an attack or to shoot arrows or move cursors... I also found that even if you upgrade your Knights to Paladins, Lothar gets the upgrades but not the mana bar so he can't cast any spells
@mfromazeroth
@mfromazeroth 9 месяцев назад
Exactly
@jerryrose7
@jerryrose7 8 месяцев назад
He can, however under a "every little thing she does" condition only.
@mfromazeroth
@mfromazeroth 7 месяцев назад
@@jerryrose7 True
@ShadoSpartan44
@ShadoSpartan44 Год назад
that was fascinating, thank you so much for this awesome video
@samuelgreen308
@samuelgreen308 Год назад
I knew it! I was remembering that tower in level 2 being a guard tower when I first played the game. I just recently replayed it and was weirded out by it being just a watch tower.
@conorsullivan3528
@conorsullivan3528 Год назад
YES! Same here. When I was a little kid playing this game, I remember not realizing that tower could attack and was so thrown in my recent playthrough when it was just a watch tower. I figured it must have been a different mission I was remembering, but it's kinda reassuring that my memory was right the first time.
@dannyldd
@dannyldd Год назад
also to mention just as in 12:48, in my DAIFE mod i think the entirety of campaign maps now have computer set up to rebuild the necessary structures in case of being needed if they're sniped. Also, several missions where you kill some computer early on after starting the mission, those have an actual AI script that build up upgrades and units later in game, but this procedure is never seen in action because you pretty much kill them on the earliest stage of the missions. So then, in DAIFE mod you can actually get presence of these ai scripts as close as I could set to match the original ai scripts. Say like for example: xhuman06 where you could kill red very early on, so now you cannot kill it and you may be forced to fight their forces with proper upgrades. Same as xhuman08 where you could kill White early on and now you can see what they had to offer. There may have been other missions like orc05 where I could apply this logic but I didn't do it when I planned such a fix for the other two previous missions. Also, there may be other missions where I fixed up this early game behavior in order to allow them to use their proper original ai script. 13:03 I think black in human14 was deliberately set to be passive or your mission would have been a whole nightmare to ever complete. Besides some problems with war2 ai pathing which would cause units to get stucked but the main issue there with an active base would be that if you run out of gold in your western base, then it would have been a big problem for casual players that played the game since 1995. Not to mention, this mission alone is very hard if you're not truly experienced as a player into the game. Basic Actions Per Minute may set you up on a huge disadvantage if also don't know this map and how it works.
@mfromazeroth
@mfromazeroth Год назад
Nice. I’d say that makes the fights more interesting. Yeah, I think it’s a nice mechanic that they don’t just wait to be taken down but become a problem if you don’t deal with them later on, but it’s also cool that you make it so that you can’t just always eliminate the problem immediately. Yeah, I think so too. Not only because of them being to much of a threat, but maybe also to make sure they don’t take the resources, which the player could use. I think it’s probably the same for xOrc11 too.
@paulchapman8023
@paulchapman8023 Год назад
Human14 black player isn’t entirely passive; they build tankers and oil platforms (which can be a pain in and of themselves), research upgrades, and send death knights to attack you.
@dannyldd
@dannyldd Год назад
@@paulchapman8023 no doubt. Even though oil tankers act like passive units that may take some oil from right side. Still, I'm not sure if that was intended by Blizzard to be a "timer" that would run them out of oil in the late game and would case more issues to player. I have made this more accurate in my war2 DAIFE mod (found in my info-tab from youtube channel). Still, very fun mission and overall well made.
@mfromazeroth
@mfromazeroth 11 месяцев назад
@@paulchapman8023 Yes. Good point. I might have overgeneralized here a bit. Resource gathering is usually a passive behaviour though as far as I know.
@KaiserMattTygore927
@KaiserMattTygore927 Год назад
The Nation of Alterac is so hostile that they will literally kill eachother and commit seppuku when there's no one else left. that's HILARIOUS
@raro344
@raro344 Год назад
War against everything and everyone
@dannyldd
@dannyldd Год назад
definetely interesting easter eggs there bud. It may have taken a big time to find most of them. in 11:09 you can see human02 getting upgraded tower. Yeah, I noticed that behavior since the war2 DOS and then battle net edition doesn't happen. Maybe someone screwed that up to verify if actually worked in BNE. In DAIFE mod I applied straight up guard tower for both orc02 and human02 missions though
@mfromazeroth
@mfromazeroth Год назад
Nice to see you here, Danny! Sorry for replying so late. You know, it was a bit stressful these days. Yeah, I think I started almost a year before I uploaded the final version. But it was fun to make. I think it might have been unintentional to begin with. The computer only is able to upgrade in older versions, so maybe someone fixed the AI to not get upgrades they don't have the requirements for and it changed this mission without them noticing. Yeah, I remember. Makes them a bit more interesting, but then again it's more challenging in general
@dannyldd
@dannyldd Год назад
@@mfromazeroth no need to apologyze. I hope you can find out time in real life to free your mind and get out of the whole stress. Try to sleep the proper amount of hours, eating healthy and do exercises if ever possible.
@WooSungChoi
@WooSungChoi Год назад
Great info!! Awesome video!!
@mfromazeroth
@mfromazeroth Год назад
Thank you!!
@amihver
@amihver Год назад
Wow, amazing work to find all this. I was wondering for years why AI in behaves in some way in campaign levels.
@mfromazeroth
@mfromazeroth Год назад
Thank you! Yeah, I think it's pretty interesting to test out these things and research how everything works in the background. It's fascinating how much hidden things there are to find. I just recently learnt a lot more about the game and am preparing a sequel to this video with even more details
@amihver
@amihver Год назад
@@mfromazeroth I'm also amazed by the number of small irregularities that you highlighted that made it to the final release. The biggest example is maybe the absence of Dentarg and Korgath in xHuman12. I'm convinced it's a silly mistake done by the Devs and never found during testing. I've read back in the time that they had a huge pressure to release the game just before Christmas 1995, so it's likely that testing was done very quickly, thus a big number of hardcoded/dirty fixed stuff like those dependent on map number in the sequence. Thanks again for your amazing video to highlight all this.
@mfromazeroth
@mfromazeroth Год назад
@@amihver I can only agree You’re probably right. I guess it would be pretty easy to overlook that when making the map The information I recently got contains even more hints that the development must have been rushed. (If everything goes to plan, part 2 will be ready in a few days / weeks. Lots more hardcoded fixes and little oversights are hidden in the game) Thank you for your nice comment and the info you shared.
@mfromazeroth
@mfromazeroth Год назад
@@amihver The second part is online now, if you're interested: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9Lx81x7OhME.html
@amihver
@amihver Год назад
@@mfromazeroth Thanks, I've checked it and left a comment
@user-hv8vs9gx6j
@user-hv8vs9gx6j Год назад
Love this video, I'm currently playing GOG version of Warcraft2 and sometime ago started a project to recreate some of the campaign makes but with some small twists. In some of them you assume the role of the enemy/switch places with your enemy's location etc. One of my favorite one is an alternate version of the Alterac's betrayal map in which Alterac stays loyal to the Alliance (player will take control of Alterac) and must defend against swarming Horde attacks. On another note, I'd like to ask how are you able to open the Campaign maps on the Map Editor? Do you need some mod/custom editor installed? I could SWEAR that while going through the default scenarios/maps (can't remember which specifically but I can look into it) with the official map editor I saw one of the maps had an option to choose some of those campaign AI settings you displayed in this video. I was baffled when I saw it but didn't think much of it because I didn't have the information you gave in this video. I must go and check through all the maps on the Editor. EDIT: I FOUND IT! The map Death.pud is the one! When you open it and go to the player properties menu you can see that the AI Players -drop down menu allows you to use the Campaign AI Scripts unlike other custom scenarios and maps! Any idea why this is?
@mfromazeroth
@mfromazeroth Год назад
Thank you for sharing! That sounds like a cool idea I unpacked the maps using the MPQEditor (www.hiveworkshop.com/threads/ladiks-mpq-editor.249562/) You can find them in the War2Dat.mpq under Campaign Ah, yes, I remember seeing that. It's interesting that they unlocked them there. Otherwise you would need to take one of the proper campaign maps as a basis if you wanted them Also sorry for taking so long to respond. Life can be busy sometimes
@paulchapman8023
@paulchapman8023 Год назад
17:34 that’s also why, in xHuman11, you have to research the Ogre Mage upgrade rather than getting it right off the bat. Typically the non-spell upgrades apply to both Alliance and Horde units, and if for example you had both Knights and Ogres, researching either the Paladin or the Ogre Mage upgrade would give you both. (This is most clearly seen in xOrc10.)
@mfromazeroth
@mfromazeroth Год назад
True
@Kirmakoff
@Kirmakoff Год назад
Great video! The stuff with orange units attacking themselves is straight out of that Shyamalan horror movie. Never knew what a dirty hack implementing those peasants was :-)
@mfromazeroth
@mfromazeroth Год назад
Thank you! Yeah, it's got sort of a horror aspect to it now that you mention it. It's fascinating how they pulled these things off :)
@ReD-zc3uu
@ReD-zc3uu 9 месяцев назад
With all these cool hidden things reveal you've earned a subscription, my good sir :)
@mfromazeroth
@mfromazeroth 6 месяцев назад
Thank you, my good sir! :)
@nikroth
@nikroth Год назад
Fantastic !
@s2k997
@s2k997 10 месяцев назад
There's a few odd quirks of the red ally AI in human level 5; if you manage to rescue all the starting peasants without taking the town hall, it'll built two additional ones - these new ones cannot be rescued directly, but can via the town hall being rescued. Furthermore, if you capture every farm, the AI will use the peasants to build additional ones.- could be a nice starting bonus as all these extras is paid for from the AI's resource pool, not that of the player. The green orc enemy AI in human level 7 is unusual as well - it'll use its resources to build new oil platforms, if it can. However, if you block this by parking your ships over all vacant oil patches, this triggers it to use the resources to build its first peon instead. This will kick start the AI into building up an economy and sending attack waves at you, making the mission considerably harder if you let it. Not sure if this was intentional but accidentally left broken/unnoticed in play testing, or just the AI making a smart move out of annoyance that the player has blocked its prime imperative, but it is certainly weird.
@mfromazeroth
@mfromazeroth 10 месяцев назад
Good observations! Thank you for the interesting comment! You're right about both things. The red humans are an active player and therefore try to replace their units and buildings to a degree and units that are trained during gameplay are not rescuable And I did overlook that detail with the green orcs. I looked into that one and it seems that they just don't have enough supply for new units in the beginning of the level and cannot train peons until you destroy some of their units (by then, they usually have tried to rebuild an oil platform and therefore lack the gold to train a peon) I expand on these things in my follow up video (if you're interested): ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9Lx81x7OhME.html
@s2k997
@s2k997 10 месяцев назад
@@mfromazeroth I finally found the time to watch the other video and yes, you did indeed explore in depth on questions I'd never thought on until now - I liked the map-by-map examination of the victory conditions, especially the broken 'all enemies ran out of gold' intended alt win in the latter part of the expansion's human campaign. The designer's intent has often made me think, I used to work with a warcraft 3 custom campaign maker called Diskordjah as one of hi play testers. He remarked once that I seemed to delight in figuring out what he wanted the play to do, only so I can do everything possible to go off track and cause unexpected outcomes such as the AI never waking up. The Grim Batol mission - I'd never worked out until you pointed it out hat it was a lack of food that caused the worker to never build earlier; the missing piece of the puzzle if you will. It has made me think if the designers had intended for, as you begin to sink a few of their ships, thereby signalling that you were established enough to be 'fair game' to attack, that the peon was then suposed to be built at that point and kick the attack waves off. I guess they should have disabled the orc player's ability to build oil derricks, or just given more gold (but that then runs the risk of them build oil rigs and drinking all of the available oil on their own if the player's slow...) I guess we'll never know, unless some of these guys come forward like some of the Warcraft 3 devs have in recent years.
@ajsajs1462
@ajsajs1462 Год назад
Good stuff
@ThelsdeKwant
@ThelsdeKwant Год назад
There seems to be an error around 15:00 where it mentions build restrictions are specified by the campaign slot. They aren't. Unit, building and upgrade restrictions are set per player slot inside each pud file. Unfortunately, the official editor doesn't allow you to edit this, so you need something like PudDraft to change them.
@ThelsdeKwant
@ThelsdeKwant Год назад
Same around 16:00 . Spells given at the start of the mission are set in the pud, and can be set for custom maps, not just campaign maps.
@mfromazeroth
@mfromazeroth Год назад
Good point, however, that is not how it is done in the campaign (see my follow-up video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9Lx81x7OhME.html). The file format supports that, but this is turned off for the campaign maps where it is handled by the code. The point about custom maps is correct though
@ThelsdeKwant
@ThelsdeKwant Год назад
@@mfromazeroth Hi. Yeah, I watched the other video after, and then realized what was going on. I wasn't aware of that. It sort of makes sense. However, when you set restrictions in your PUD in PudDraft, and then import it into the archive, those restrictions override the built in restrictions, at least for the DOS version (I did most of my Warcraft 2 Modding before BNE came out). Another interesting tidbit that you didn't mention: The BNE Version has all the original .war archives included on the CD. The Game doesn't use them, but the map editor does use them. So if you want to mod BNE, you'd have to mod both the MPQ file used by BNE (tools have been made towards the end of the last century to patch this in memory, rather than actually modifying the files), and the old archives, otherwise you wouldn't be able to make proper maps.
@mfromazeroth
@mfromazeroth 11 месяцев назад
@@ThelsdeKwant Hi, you're right about that. The ones set by the game are only applied if there are none in the map file. I'm fairly sure this is also the case in the BNE That's an interesting point. I didn't really look into that yet. Thanks for sharing
@artamys7244
@artamys7244 Год назад
That's maybe the best thing I've ever seen
@mfromazeroth
@mfromazeroth Год назад
You flatter me
@Raducu2oo5
@Raducu2oo5 Год назад
20:08 always wondered why Dalaran has 2 units on the victory screen...Lothar and who else? Or does "starting location" count as a unit??
@mfromazeroth
@mfromazeroth Год назад
Good question. Not quite. If I remember correctly, they're both Lothar. The original and the unrescuable one. Making the unit unrescuable includes replacing it (like with the attack peasants in Human08 (and also with upgraded buildings if I'm not mistaken)). I think the replaced units countin on the victory screen was patched out in newer versions too.
@redwings13400
@redwings13400 11 месяцев назад
I have a question. I've been playing Warcraft 2 with only basic units recently, and there are a few times in my Beyond the Dark Portal campaign that the AI completely glitched out. I have no idea why. Is it possible that saving and reloading the game messes with the game's AI/scripts, particularly in New Stormwind and The Dark Portal? I'm finishing up the script of the video right now, so hopefully it shouldn't be too long before its up and I'll explain in more detail with game footage, but some really weird stuff happened on these missions, and I am at a bit of a loss right now as to what happened there. Basically, after a while, the AI just... completely stopped attacking (specifically white in The Dark Portal, but it was everything in New Stormwind), and in the case of New Stormwind, sent one attack wave the entire mission, and I'm really confused lol. I'm not sure if The Dark Portal glitched out or if that was just part of the mission that alligned when purple ran out of gold, but New Stormwind 100% just completely glitched out to give me a free win, and I'm so confused.
@mfromazeroth
@mfromazeroth 10 месяцев назад
Nice seeing you arround here! Yeah, I've seen the thumbnails. Looking forward to watching that as soon as I find time. That's a really good question. And yes, as far as I know that is the case and it is caused by loading the savefile when the AI is in a certain state. As far as I understand it stops upgrading and limits or stops training units in that case (in part due to it not gathering lumber in such scenarios and in part due to it not remembering how far it was in the script). I'm pretty sure it happens not just in the expansion but whenever you play against the computer and is fairly common (as Warcraft II was apparently quite rushed). I know some people who have looked into that far more than I have. Mistral provided a fix for that issue (I think it should be compatible with the BNE). It should be included here (where you also can find an explaination of the bug by DannyLDD): gamebanana.com/mods/288680 I hope this clarfies things a bit. All the best!
@redwings13400
@redwings13400 10 месяцев назад
@@mfromazeroth Dang, that's an insane bug! I've noticed before this challenge that sometimes the AI would do different things if I saved and reloaded, but I didn't realize the extent of how much things changed until I watched the footage of my run and was like, 'oh, wait, this isn't right'. Now I'm wondering what to do for my video. I've already recorded the script and started on the video for beyond orcs, but with confirmation that it is saving/reloading, I feel like it kinda invalidates everything because I got saved by AI glitches in A LOT of levels. I didn't take advantage of it intentionally, but I definitely did use saves a ton just because that's how I normally try things. I'm gonna need to think about this. Thanks for the information!
@mfromazeroth
@mfromazeroth 10 месяцев назад
@@redwings13400 Yeah, it's really a problem for challenge runs. I'm also not sure what I would do to be honest. The plugin that fixes it might be an option, but as the bug is part of the current version of the game I'd also argue that it would be fair game. You're very welcome! Let me know if I can help. I'm looking forward to seeing what you come up with.
@Zelinkokitsune
@Zelinkokitsune 11 месяцев назад
So with Red and White xOrc10 is the AI script supposed to trigger them to build a base due to not initially having production buildings? Since them both having different scripts makes question this as I've seen streams where they just effectively sit passive the entire time. But at other times seem to go aggressive. Is there any reason why they AI would just derp?
@mfromazeroth
@mfromazeroth 11 месяцев назад
Yes, they should build up. I'm sure there are many situations where the AI just fails. Warcraft II was already quite ahead of Warcraft I in that regard but still not very robust. I'd have to look into it more specifically to see what exactly might cause it, but there are surely several different scenarios that could cause them to ust fail to build up. Thank you for the interesting question!
@ajsajs1462
@ajsajs1462 Год назад
I remember one time I made a custom map where the enemy was sea attack and eventually upgraded to death knights and ogre mages
@mfromazeroth
@mfromazeroth Год назад
Interesting. I didn't really look into the meele scripts that much. Something worth researching, I'd say
@jerryrose7
@jerryrose7 8 месяцев назад
I regret that devs hadn't included any advanced alliance campaign mission during winter tileset. The winter castle sprite looks so majestic and bulky.
@mfromazeroth
@mfromazeroth 7 месяцев назад
Yeah, the winter tileset seems a bit forgotten in the later levels. Doesn't it
@angamaitesangahyando685
@angamaitesangahyando685 Год назад
Frost Giant developers LOVE this video (I guess?). - Adûnâi
@prairie.wrecker
@prairie.wrecker 2 года назад
cool stuff
@mfromazeroth
@mfromazeroth 2 года назад
Thanks! That's nice to hear
@mikeywest2007
@mikeywest2007 Год назад
i actually wonder why Gorfiend is in Xorc 11 but if he dies the mission doesn't fail?? Was it a mistake and should just be a normal death knight
@mfromazeroth
@mfromazeroth Год назад
It was most likely intended for him to cause a loss, but they either forgot or added him pretty late. That's my theory, because it takes so much more effort to place the hero than a normal unit that it almost had to be deliberate. But we may never know for sure what happened
@georgplatzer8213
@georgplatzer8213 Год назад
I build a lot of Wc2 maps and the thing i never managed to do is if i give the enemies a lot of buildings first then they are very likley not doing anything besides farming gold and wood not producing any units
@mfromazeroth
@mfromazeroth Год назад
Yeah, that can be quite a difficult thing. I think editing the AI might be the best way to go, but that's quite a process. Though, I know a few people who might be able to help with that, if you're interested
@Scarab1233
@Scarab1233 Год назад
21:30: Alternate reality in which Alterac did not betray the Alliance and sent some peasant to help out in chopping trees.
@mfromazeroth
@mfromazeroth Год назад
Thank you! I'm happy you liked it. Also, thank you for the interesting question. Yes, it should be possible. The easiest way is probably to take any campaign map as a template (they have them all unlocked there) and make your map from that with the official editor. Alternatively, PUDraft probably can do that with blank maps too. Or you could most likely set the value youself using a hex-editor (though that's probably not the way you'd want to do it)
@Scarab1233
@Scarab1233 Год назад
@@mfromazeroth i believe your answer is not for me, there were no question :D
@mfromazeroth
@mfromazeroth 11 месяцев назад
@@Scarab1233 Yeah, you're right. I probably misclicked and sent it to the wrong person. Sorry about that xD
@kasialotnik2864
@kasialotnik2864 Год назад
*interesting , thx for video
@karpai5427
@karpai5427 Год назад
The realisation that Dentarg and Bladefist are absent from the Human campaign made me really sad. Though I never got to this point in any of my playthroughs.
@mfromazeroth
@mfromazeroth Год назад
Yeah, I think it would have been a nice little moment seeing them there. Also, understandable. The expansion can be difficult at times
@karpai5427
@karpai5427 Год назад
Oh my God. They are so effective at reusing those scripts. It's funny.
@giafoneozu9998
@giafoneozu9998 Год назад
maybe in the future leave the text a little longer, i can read about 60% then i got to go back and read the rest other then that thank u! Hope u play w/ u8 and trog and vizz at some point! Would be so cool!
@paulchapman8023
@paulchapman8023 Год назад
I second this suggestion, and I would further suggest speaking the text out loud and timing yourself as you do so: That will give you a good idea of how long to leave the text up.
@mfromazeroth
@mfromazeroth Год назад
Thanks for the feedback. I'm always struggling with the timing a bit because I also don't want it to be too slow so that the video isn't too long and then I sometimes overdo the cutting
@mfromazeroth
@mfromazeroth Год назад
@giafone ozu Also, for the already existing videos: you could maybe play them at a slower speed instead of pausing. That way it's probably more enjoyable than pausing I'm glad you like the content! Thank you for the kind words! I think that would be cool (for me at least) although I don't know if I'd be good enough for that to be interesting
@manishade3393
@manishade3393 Год назад
When I was very young, I played the campaign with cheats, because it was too hard for me. And I was wondering, why there is a knight fighting all the time without dying. Figures out, that Lothar is affected by the godmode cheat, but doesn't deal any damage himself, so it was an endless fight for him.
@paulchapman8023
@paulchapman8023 Год назад
I believe that the godmode cheat alters the code more to the effect of "Enemies and allies do not do damage" rather than "Player does not take damage." I remember Lothar doing damage (however negligible) when godmode wasn't active.
@mfromazeroth
@mfromazeroth Год назад
Yes, it is exactly like that. (as you can see explained in detail here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-XTFqGEXuQaY.html)
@budderk1305
@budderk1305 2 месяца назад
alterac really had a death wish
@Raducu2oo5
@Raducu2oo5 Год назад
Also how did they design the Demon unit to Warcraft 1 standards where you can't select more than one at a time? (and this isnt a trigger thing but why is all powerful Gul'dan soooooo weak in-game haha)
@mfromazeroth
@mfromazeroth Год назад
Thank you
@mfromazeroth
@mfromazeroth 11 месяцев назад
Sorry, looks like I missed your questions for some reason. I'm not sure what you mean about the Demon in Warcraft I. Could it be that you're thinking about War1gus? As far as I know you can select 4 demons in all versions of Warcraft I. (Edit: Or do you just mean how did they do it in Warcraft II? If that is the case: I'm pretty sure there is a flag in the unit data, which determines if a unit can be selected in groups or not. In terms of normal units, the demon is the only one that has it set. If that is intentional or just an oversight, I'm not sure) Yeah, I'm wondering about that too to be honest. My only guess is that the low sight radius is to make him not attack units outside the tomb and maybe they wanted to give him as much health as a Warcraft I Warlock, but that's just a guess. I mean it's not like the other base heroes are much better, so who knows. But yeah, it would have been cool if he was a bit stronger like Medivh for instance
@Quitarstudent
@Quitarstudent Год назад
cool shit, now make some nice new campaigns!
@mfromazeroth
@mfromazeroth Год назад
Thanks! If I find the time and the inspiraton I probably will
@82Pucara11
@82Pucara11 10 месяцев назад
. WarCraft Episode II Attack of the Peasants
@youtubeforcinghandlessucks
@youtubeforcinghandlessucks Год назад
this should not have been a video but a text+images document...
@mfromazeroth
@mfromazeroth Год назад
Sorry to hear that you don't like the format. I could still do that though if I find the time and people would be interested in looking into that rather than watching a video
@decem_sagittae
@decem_sagittae Год назад
Contact Abelhawk and get him to narrate this video pls.
@mfromazeroth
@mfromazeroth Год назад
I like the idea and would be up for it if he's interested, but I don't think I want to pester someone for collabs
@rimiserk8277
@rimiserk8277 Год назад
I want Warcraft 2, not remastered, I want it remade with modern graphics.
@Atakan_Demir_A.K.D
@Atakan_Demir_A.K.D 2 года назад
Hi kann man dich irgendwie in Discord adden und etwas quatschen?
@mfromazeroth
@mfromazeroth 2 года назад
Hi, tut mir leid für die späte Antwort ich bin nicht oft online, aber ich hab‘ mal einen Server angelegt: discord.gg/9VDbDDuq wir können da mal reden oder schrieben (was wahrscheinlich schneller mal zwischendurch geht, wenn du magst) Lass mich wissen, wie‘s für dich passt und dann machen wir einfach was aus
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