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---=Warcraft III & The Frozen Throne cz.33=---

14.12.2003
23:10
[1]

Blaster85 [ Konsul ]

---=Warcraft III & The Frozen Throne cz.33=---

Witamy w oficjalnym watku o Warcrafcie III i jego dodatku The Frozen Throne
Ten watek jest sponsorowany przez mega wypasony human-imba :]

Jesli macie jakies problemy zwiazane z gra, chcecie sie o cos spytac albo chcielibyscie zagrac na BN piszcie tu. Kilka (?) tlumaczen autorstwa Luke-a :

newbe, noob - nowicjusz, to drugie jest obrazliwe
nerf - oslabic
buff - wzmocnic
imba - imbalans, niezbalansowanie
NE - nocne elfy (noob elite :>>)
creep - walczyc z neutralnymi potworami
UD - trupy
HU - ludzie
TP - scroll "town portal" czyli teleportu, podczas gry znaczy - teleportuj sie do bazy
r - retreat, run - uciekaj (stosowane rzadko - czesciej pisze sie "back")
micro - umiejetnosc dowodzenia jednostkami podczas bitwy
macro - zarzadzanie zasobami
exp - dodatkowa baza (przejecie kopalni)
to expand - przejecie kopalni
fast exp - szybkie postawienie drugiej kopalni - glownie w przypadku ludzi
town hall - startowy budynek, kazdej z ras
rush - szybki atak
harass - "nekanie" przeciwnika jednynie bohaterem (glownie zabijanie chlopkow)
gg - dobra gra (good game)
gl - powodzenia (good luck)
hf - dobrej zabawy (have fun)
disc - wywalenie z gry przez utrate polaczenia
drop - "dropnelo mnie" - czyli wyrzucilo z gry
loss - przegrana
win - wygrana
BN - battle net
gosu - swietny gracz, mistrz :)
aco - akolita
peon - chlopek (orkowy badz ludzki)
FN - fake nick - czyli "tajna" ksywka
aka - ksywka, konto
smurf - dobry gracz tworzacy nowe konto, w celu bicia slabszych i checi posiadania lepszych statystyk (syndrom malego ptaszka :))
turtle - zolw, gracz budujacy duzo wiez
APM - akcje na minute (ilosc m.in.klikow w ciagu minuty)
RT - random team
AT - arranged team
mass - masowanie, masa (duzo jednostek jednego rodzaju)
AMS - antymagia banshee
MH - maphack (nielegalny cheat pokazujacy cala mape)
hero - bohater
abomy - plugastwa
gargi - gargulce
dott, dotc - druidzi (zamieniajacy sie w kruki i w "niedzwiedzie" - czyli miski - dotc)
FD - fairy dragons - smoczki elfow
MG - gorskie olbrzymy
necro - nekromanci
WE - water elemental (zywiolak wody przyzywany przez AM, patrz nizej)

duzo pozostalych skrotow bierze sie z angielskiego nazewnictwa bohaterow, postaram sie je troche przyblizyc ale sam mam angielska wersje wiec nie znam dobrze polskich wersji:
AM - archmage (ludzki mag na koniku)
MK - krol gor
Pala - paladyn
DK - rycerz smierci
DL - dread lord, popularny "dres" :)
CL - crypt lord - wladca podziemi, czyli zuczek
TC - krowa orkow :) czyli szef taurenow
FS - wrozbita
SH - nowy bohater orkow, shadow hunter
DH - demon hunter - np. illidian
Potm - kaplanka ksiezyca (?) - elfica na kotku :>
kotg - straznik lasu (gaju?) - bohater elfow

oprocz tego jest paru BM - jak np.
BeastMaster - wladca zwierzat
BladeMaster - samuraj orkow
BrewMaster - panda
BloodMage - nowy bohater ludzi

Link do poprzedniego watku:



14.12.2003
23:15
smile
[2]

Blaster85 [ Konsul ]

Oto jedyna dobra wiadomosc dzisiejszego dnia (wieczoru).

Replayers.com is back in action!
Launch date for the site in January 1. To celebrate the re-opening, we will host an invite only tournament with $1000 USD in prizemoney! Stay tuned for more updates from your favorite warcraft replaysite!

Replayers.com staff


yeeeha!

14.12.2003
23:57
smile
[3]

a.i.n... [ Kenya believe it? ]

Cholera, ta 32 cześć strasznie długo się rozwijała... pozdrawiam :)

15.12.2003
07:21
smile
[4]

Madtrackus [ spamer ]

Wrocilem... Ale nie gram, czekam na tego pacza glupiego i sie nie moge doczekac a konto mi zrzera :)

Pozdro dla was gracze :)

16.12.2003
19:42
[5]

_Luke_ [ Death Incarnate ]

The day has come...

--------------------------------------------------------------------------
WARCRAFT III: THE FROZEN THRONE VERSION HISTORY
--------------------------------------------------------------------------
- PATCH 1.13
--------------------------------------------------------------------------

FEATURES

- Acts II & III, the conclusion acts to the bonus Orc campaign contained in
The Frozen Throne, are included in this patch. To play these levels, you
can simply click the "Chapter Two - Old Hatreds" link from the Bonus Campaign
screen. If you have completed Act I, your Heroes will carry over to Act II.
Otherwise, your Heroes will be default-level Heroes with basic starting items.
- Warcraft III now supports binding an email address to your Battle.net account,
so that you can recover your password at a later stage, similar to the
functionality that was added to D2.
- Race selection on the scheduled game dialog (tournament finals) is now saved
for future scheduled games.

MAPS

Expansion - Frozen Throne
- (2)Tirisfal Glades - Red creep camp a bit easier; lowered the level of item
drop from 7 to 5.
- (2)Glacial Thaw - Switched the start locations to face the center of the
map. Lowered the level of a few creep camps; lowered the level of a few
item drops.
- (4)Paradise Island - Creeps are less likely to aggro passing units.
- (4)Twisted Meadows - Added ground-based anti-air creep to the island. Added
some trees behind the 3 o'clock start location to prevent building NE town
hall behind the gold mine. Changed a level-4 drop from charged item to
permanent item.
- (4)Bridge Too Near - Switched start locs with the expansion gold mines.
- (4)Devil's Cauldron - Lowered the total level of 4 creep camps.
- (4)Turtle Rock - The two large turtles that are placed between player bases
each drop a better item. Removed Rune of Lesser Healing from the expansion
creep.
- (4)Floodplains 1v1 - Removed the easy creep camp outside of player's base
and moved it to the other easy creep camps further from the player's base.
- (4)Lost Temple - Adjusted creep camps and item drops.
- (4)Avalanche - Weakened the 3 o'clock and 9 o'clock expansion creeps. Added
a green-sized camp in place of the orange camp.
- (6)Bloodstone Mesa - Moved expansion creep back. Removed Marketplace and
added Tavern.
- (6)Rice Fields - Changed all the randomly generated creep camps; they are a
bit easier for the user now.
- (6)Wellspring - Added more trees to the starting location and moved the
lumber a bit closer to the town hall. Removed the east and west gate from
the center and created a bit more room around the Taverns.
- (6)Stranglethorn Vale - Expansion creeps are a bit easier now.
- (6)Timbermaw Hold - Moved the bottom Dragon Roost creep closer together to
eliminate two creep icons. Moved bottom middle start location deeper into
forest to prevent the easy (green) creep camp from being nuked from start
location placement. Same change to the bottom left position. Added a tree to
the hole in the forest at the top left position to prevent units from
getting stuck when portaling home.
- (8)Friends - Changed drop item classification from 'any' level-6 items to
'charged' level-6 items.
- (8)Feralas - Removed some creep camps to help the flow of the game.
- (8)Rock Quarry - Added some trees to several start locs that needed more
lumber. Added ground-based anti-air to the center of the map.
- (8)Mur'gul Oasis - Added another 1500 gold to the starting locations.
- (8)Deathknell - Removed the center creep camp and neutral building.
- (8)Plains of Snow - Moved Teal's easy creep camp farther away to prevent
them from being nuked at the start of the game.
- (8)Garden of War - Moved Yellow's easy creep camp to prevent them from being
nuked at the start of the game.
- (8)Battleground - Moved 12 o'clock easy creep camp further away from start
location to prevent them from being nuked at the start of the game.

Classic - Reign of Chaos
- (2)Plunder Isle - Added some ground-based anti-air units to the Dragon camps;
also added some trees to the top start location.
- (4)Lost Temple - Adjusted item drop in center area. Expansion gold mines
should be a bit tougher. Each player's expansion gold mine now has one melee
creep. The Goblin Merchant camp is now tougher and has anti-air.

BALANCE CHANGES

Human
- Storm Bolt stun is now 5 seconds vs. units and 3 seconds vs. Heroes at all
levels. Previously, it had this level of stun at level 1, but went up 2
seconds vs. units and one second vs. Heroes each level. Additionally,
level-2 and level-3 damage are now 225 and 350, respectively.
- Militia can now only be created from a player's starting Town Hall, but they
can still be created from any of the player's Keeps or Castles.
- Blizzard is now damage capped. This damage cap is invoked when Blizzard hits
more than 5 targets per wave.
- Scout Tower hp reduced to 300 from 500, and armor reduced to 0 from 5.
- Human towers now gain 2 armor per masonry upgrade, up from 1.
- Banish has been reworked. Previously durations were 12(5) / 24(7) / 36(9)
by level, and mana costs were 75/50/25 by level. Instead, its mana cost is
now constant at 75 mana; its cooldown decreases with level (5 / 3 / 1); and
its durations only slightly improve with level (12(4) / 15(5) / 18(6)).
- Siphon Mana maximum range reduced to 800 from 850.
- Flying Machine hit points increased to 200 from 175.
- Holy Light mana cost reduced to 65 from 75.

Undead
- Web upgrade cost increased to 150/150 from 75/75.
- Spirit Touch now restores 3 mana per casting, down from 4.
- Possession has been reworked. It is now a channelled spell with a 4 1/2
second casting duration. During this time, the target is disabled and
frozen into place, but is also invulnerable; and the Banshee takes triple
damage from all attacks. Stunning or killing the Banshee that is casting
Possession will cause the spell to abort. Additionally, the range of
Possession has been increased to 350 from 200.
- Anti-magic Shell has been redesigned. The spell now absorbs the first 350
points of spell or magic damage dealt to the target, but does not grant
magic immunity. Note that spells absorbed by AMS can still deal secondary
effects, such as stun, paralysis, or mana drain. Also the mana cost of
AMS has been re-balanced to 150.

Orc
- Troll Batrider Unstable Concoction damage reduced to 550 from 900, and
splash damage increased to 140 from 100.
- Troll Batrider damage increased to 13-15 from 11-12.
- Level-1 Spirit Wolves now move at speed 320, down from speed 350.
- Level-3 Spirit Wolves now have 500 hit points, up from 400 hit points.
- Damage sustained over Spirit Link is now never fatal. Fatal damage sustained
via Spirit Link instead reduces a unit to 1 hit point, and dispels Spirit
Link.
- Stasis Trap area of effect reduced to 400 from 500.
- Shockwave now has a damage cap of roughly 12 units affected. Note that this
limit will not typically be reached except in team games.

Night Elf
- Shadow Strike level-1 DoT damage reduced to 10 per period, down from 15.
- Detonate mana drain reduced to 50 from 100.
- Druid of the Claw caster upgrade times reduced to 25 seconds and 35 seconds
respectively, down from 45 seconds and 1 minute.
- Dryad damage increased to 17-19 from 16-18.
- Glaive Thrower damage changed from 39-50 to 36-53.
- Eating trees now heals 500 hit points over 30 seconds, up from 200
hit points over 10 seconds.

Neutral Buildings, Units and Heroes
- Beastmaster Strength reduced to 22 from 25, and base armor reduced to 2 from
3.
- Level-2 hawk hit points reduced to 450 from 625, and level-3 hawk hit points
reduced to 650 from 875.
- Breath of Fire and Drunken Haze mana costs reduced to 70 from 75.
- Naga Sea Witch speed reduced to 300 from 320.
- Frost Arrows mana cost is now 10 per shot, up from 7 per shot.
- Pit Lord footprint, or collision size, has been reduced to 32 from 48. This
means that he takes up less space on the battlefield.
- Rain of Fire is now damage capped. This damage cap is invoked when Rain of
Fire hits more than 5 targets per wave.
- Level-1 Black Arrow no longer has a cooldown, but level-1 Minion damage
reduced to 9-10 from 14-15.
- Cleave attack splash radius increased to 200 from 150.
- Dragonspawn Meddlers have been rebalanced to correctly reflect their food,
level and gold cost. They now have 370 hit points, down from 500 hit points,
and deal 12-13 damage, down from 21-25 damage.
- Mercenary Barbed Arachnathids are now available at the start of the second
day, instead of very early in the game.
- Creep Bloodlust mana cost increased to 75 from 50.
- Creeps with Faerie Fire always use the creep version of Faerie Fire now.
Additionally, creep Faerie Fire cooldown increased to 8 from 5.
- Creep Curse cooldown increased to 8 from 5.
- Thunder Lizard cost increased to 6 food from 5, and 150 lumber from
80 lumber.

Items
- Replenishment Potion can now be sold to a shop for 75 gold, down from 200
gold.
- Sentry Wards now have 2 charges, down from 3.
- Anti-magic Potion duration increased to 15 from 10.
- Orb of Fire cost reduced to 300 from 375.
- Orb of Venom cost reduced to 325 from 375.
- Healing Wards and Ankh of Reincarnation are now level-4 items (down from 5).
- Red Drake Egg, Stone Token and Spiked Collar are now level-5 items, up from
level 4.
- Staff of Preservation cost reduced to 150 from 200.
- Staff of Preservation no longer affects allied units--it now can only
affect its owner's units.
- Staff of Sanctuary now heals 15 hp/sec, up from 10 hp/sec.

Other
- We have made modifications to how gold is mined. Although these changes are
somewhat difficult to describe, the effect is that in almost all cases, 5
peons are required for an Orc or Human to mine a gold mine at maximum
efficiency (assuming the town hall equivalent is as close as possible).


WORLD EDITOR FEATURES/IMPROVEMENTS

General
- Map-specific option for game data set to be used (custom vs. melee).
- Model selection dialog now includes all doodad/destructible variations.
- Added "standard/custom" filter menu to ability selection UI.
- Added "Hero Attributes - Attack Speed Bonus per Agility Point" field to
Gameplay Constants.
- Added preference for "Automatically zoom Previewer to fit new models"
(Visual tab).
- New Gameplay Constants for global "Tech Tree - Dependency Equivalents".
- New Gameplay Constants for tier-based Hero experience bonus factors.
- New Game Interface fields for many of the game UI strings
(Text - General fields).
- Maximum unit movement speed increased from 400 to 522.
- Minimum unit movement speed decreased from 25 to 1.
- Added "Advanced->Reset Fixed Object Heights" option.
(Turn off to preserve any fixed object heights [set via ctrl-page up/down]
while moving them.)
- Object Manager Items tab now includes global item tables.
- Increased maximum texture space for tilesets (was 12, now 13).

Trigger Editor
- "Hero skill" trigger parameter UI now allows selection of all Hero abilities,
including custom.
- Increased maximum length of trigger comments (was 640, now 2048).
- "Event Response - Triggering Player" is now valid during "Dialog - Dialog
Button Click" events.
- Added special doodad animation tags "show" and "hide".
- "Conversion - Convert Externalized String" will now work properly with
string concatenation and substrings.
- Enabled all save/load game trigger actions for general use (i.e., no longer
Blizzard-signed maps only).
- Added 'Pawns An Item' unit event (for units selling items back to shops).
- Added new functions for working with "multiboards" (new Multiboard function
category).
- Added various new functions:
- Ability Name (string call)
- Buff Comparison (condition)
- Conversion - Convert String Case (string call)
- Destructible - Destructible Name (string call)
- Environment - Turn Water Deformation On/Off (action)
- Environment - Point Is Blighted (boolean call)
- Event Response - Target Point Of Ability Being Cast (point call)
- Event Response - Target Unit Of Ability Being Cast (unit call)
- Event Response - Target Destructible Of Ability Being Cast (destructible
call)
- Event Response - Target Item Of Ability Being Cast (item call)
- Game - Show/Hide Creep Camps On Minimap (action)
- Game - Creep Camp Display Is On (boolean call)
- Game - Enable/Disable Minimap Buttons (action)
- Item - Set Charges Remaining (action)
- Item - Item Charges Remaining (integer call)
- Item - Set Custom Value (action)
- Item - Custom Value Of Item (integer call)
- Item - Item Name (string call)
- Player - Leaves Game (event)
- Player - Player Score (integer call)
- String Length (integer call)
- Unit - Set Rally-Point To Point (action)
- Unit - Set Rally-Point To Unit (action)
- Unit - Set Rally-Point To Destructible (action)
- Unit - Rally-Point As Point (point call)
- Unit - Rally-Point As Unit (unit call)
- Unit - Rally-Point As Destructible (destructible call)
- Unit - Remove Specific Buff (action)
- Unit - Unit Has Specific Buff (boolean call)
- Unit - Level Of Unit (integer call)
- Unit - Level Of Ability For Unit (integer call)
- Unit - Count Items Carried (integer call)
- Unit - Current Order Of Unit (order call)
- Added "Height Offset" Camera Field value
- Added Map Flag values
- Observers on defeat
- Use random Heroes
- Use random races
- Visibility - Hide Terrain
- Visibility - Map Explored
- Visibility - Always Visible

Sound Editor
- Added Edit->Find command (works on sound/music list and variable list).

Object Editor
- Custom Buffs/Effects data (new tab).
- Option to sort objects by name only (View->Sort Objects By Name).
- Holding down Shift while modifying a numerical value will disable all
min/max limits for that field (use with caution; this can potentially crash
the game!).
- Tech Item dialog allows selection of special multi-unit "Equivalents" (any
Altar, etc.).
- Ability dialog allows selection of "None" for "Abilities - Default Active
Ability" unit field.
- New unit fields for tier-based tech tree requirements.
- Enabled additional abilities for modification:
Devour Cargo, Entangled Gold Mine Ability, Load (Entangled Gold Mine),
Poison Sting, Way Gate Ability.
- Increased maximum number of workers per gold mine to 32 (was 4).
- Morphing abilities now support different unit types per ability level in the
game.
- Doodad "tinting color" fields now dynamically displayed based on number of
variations (and they support Auto Fill Levels command).
- Added various new fields:
- Art - Selection Size - Editor (items)
- Art - Animation Names (abilities)
- Art - Lightning Effects (abilities)
- Data - Uprooted Defense Type ("root" abilities)
- Stats - Hero - Hide Hero Interface Icon (Hero units)
- Stats - Hero - Hide Hero Minimap Display (Hero units)

Import Manager
- New command for importing all files within a directory (File->Import Files).
- New command for exporting all files at once (File->Export All Files).

WORLD EDITOR FIXES

General
- Item Tables dialog is accessible from Unit Properties dialog (ROC only).
- Pre-placed summoned units count towards creep camp minimap icons.
- "Extra->Cinematic Arthas" model file reference is invalid.
- Game lock-up when decreasing level of "Attribute Bonus" ability.
- Crash when resizing column in Gameplay Constants/Game Interface dialogs too
far to the right.
- Excessive performance loss when units and start locations overlap.
- Doodad "fixed height" status is not preserved across undo operations.
- Setting "Berserker Upgrade" or "Barrage" to researched in Upgrade Properties
disables the corresponding units.
- Pre-placed random units may have their team color set to red in game,
regardless of owner.
- Unit Properties dialog does not display mana value for buildings with mana.
- Moving a start location which is on top of another start location can cause
duplicate start locations.
- Random Group references used for dropped items are not displayed properly in
the Object Manager.
- View menu does not always refresh properly after changing layers.
- Advanced->Adjust Cliff Levels does not adjust water height along with
terrain.
- Added names for all "unknown" abilities.
- Using lumber upkeep (via Gameplay Constants) can cause the game to crash on
the scorescreen.

Trigger Editor
- Unit event "Uses an item" does not fire for items with unlimited charges.
- Action "Player Group - Set Alliance" ignores the player groups and sets the
alliance for all players.
- Attempting to enable a trigger does not properly validate that the trigger
script compiles.
- Action "Game - Show/Hide Custom Campaign Button" fails if game has been
loaded from a saved game.
- Action "Skip Remaining Actions" can cause compile errors if used as a
parameter to another function.
- "Event Response - Casting Unit" and "Target Point Of Issued Order" become
reset after a "Wait" action.
- Invalid sub-functions are not disabled when pasting triggers.
- Function menu appears in the dialog for setting variable initial values.
- "Automatically create unknown variables when pasting" option does not work
for "Set Variable" actions.
- "Edit->Category Is Comment" toggle is not undoable.
- "Game Cache - Cache Value Exists" fails on Integer value types.
- Deleting functions may corrupt the strings within other "cut" functions
(manifest after pasting).
- "Event Response - Learned Skill Level" result is off by one for all levels
greater than one.
- Variables dialog sorting by Initial Value does not sort properly.
- Unit-Targeted Order for Drunken Haze uses invalid order string "st.rongdrink"
(should be "drunkenhaze").
- Map Flag value "Observer chat" is obsolete and causes compile errors.

Sound Editor
- There is no way to remove imported sounds (TFT can use Import Manager).

Object Editor
- Default values for ability levels beyond four are not loaded properly in
game.
- Custom "Required Animation Names" values do not display properly in the
editor (works in game).
- Character limit on extended tooltip fields too small (was 300, now 1024).
- Custom values of "Techtree - Requirements - Levels" field are not loaded
properly in game.
- Maximum value for some ability duration fields is too small (was 300, now
3600).
- Ability "data" fields do not show up for custom versions of some abilities.
- Black Arrow data fields list "Damage Bonus" twice. One should be "Summoned
Unit Duration."
- Unit/item tooltips referencing custom abilities will display as zero in game.
- Hotkey field not allowed to be empty.
- Changing an object "category" does not automatically refresh the field list,
if necessary.
- Maximum value for ability "Stats - Required Level" and "Stats - Level Skip
Requirement" is too small (10).
- Upgrade "Techtree - Requirements" fields are not loaded properly beyond
level 1 in game.
- Upgrade effect "Ability Level Bonus" does not recognize custom abilities
in game.
- Upgrade effect "Ability Level Bonus" does not apply multiple levels to units
created after researching.
- "Stats - Build Time" values less than 8 cause Heroes to be unable to revive.
- Extra "data" fields appear for certain Orb abilities.
- "Stats - Levels" field does not appear for non-Hero abilities (where it can
be valid in some cases).
- "Stats - Casting Time" and "Stats - Mana Cost" fields do not appear for item
abilities (can be valid).
- Three upgrade effects are missing appropriate data and UI: 'rtma', 'rart',
'rauv'.
- Setting Ability or Upgrade race to "Critter" or "Commoner" can crash the
editor.
- Excessive load times for abilities or upgrades with many levels
(noticeably improved).
- Improper truncation of ability name displayed with commas.
- Using 10 Mirror Images will crash the game (max should be 9).
- Values cannot be set to original default values if the campaign value is
different.
- Custom doodads/destructibles can be chosen as the base object for a new
custom object (leads to crash).
- Object tabs do not always refresh properly after importing "all" object data
file.
- Minimum value for Brilliance Aura "Data - Mana Regeneration Increase" is too
small (was 1, now 0).
- Maximum value is too small for various ability data fields that can
optionally be used as percentages.
- Buildings with no pathing map crash the game.
- Custom abilities based on Locust Swarm do not recognize the "Sound - Effect
Sound (Looping)" field.
- Unit field "Abilities - Default Active Ability" does not work with custom
abilities.
- Abilities "Essence of Blight" and "Spirit Touch" should not have mana and hp
related "Data" fields, respectively.
- "Replenish" and related abilities have a "Stats - Casting Time" field that
should read "Data - Maximum Units Affected".
- "Parasite" and related abilities have a "Stats - Casting Time" field that
should read "Data - Summoned Unit Duration".
- Abilities "Defend" and "Magic Defense" do not apply modifiers properly if
additional levels are learned while they are active.
- Abilities may display the "editor suffix" corresponding to a different ability.
- Auto Fill dialog allows any character for hotkey fields.
- "Art - Scaling Value" is not applied to building placement cursor in game.
- Pasting "True" values over "False" values does not work.

Campaign Editor
- Custom campaign objects are not listed in dialogs in the rest of the
Campaign Editor.
- Custom campaign abilities display every possible "Data" field.
- User-selected variable difficulty level does not take effect in the game.

AI Editor
- Food limit displays as 90, even though 100 (or more) is possible.
- Reloading an already open AI data file does not revert the current data.

NOTES: Replays are incompatible between major game revisions (1.12 replays
cannot be viewed with the 1.13 version of Warcraft III). Custom save games
will not load from version 1.12.

16.12.2003
20:23
[6]

Miniu [ Generał ]

To jest jakis glupi zart.

16.12.2003
20:30
smile
[7]

Miniu [ Generał ]

Mam propozycje. Zanim wyjdzie nastepny patch pograjmy w Tactical OPS AoT :D

16.12.2003
20:38
[8]

[dRaXer] [ Pretorianin ]

...Wreszcie!!!...
...Do zobaczenia na BN ;]

16.12.2003
21:08
smile
[9]

paściak [ z domu Do'Urden ]

SUPER! :>

16.12.2003
21:12
[10]

pawel020 [ Carnivale ]

ale dlugo sie sciaga ten patch !!!! :) dopiero 20 %

16.12.2003
21:17
smile
[11]

_Luke_ [ Death Incarnate ]

Ten patch jest do dupy. Poza tym - gryzie sie z virtualnymi napedami cd. Thx blizz, thx sony pierd.... sie

17.12.2003
00:04
[12]

_Luke_ [ Death Incarnate ]

Ok. Emocje opadly, wiec mozna spojrzec na to "cos" przychylniejszym okiem ;) Zmiany w edytorze sa fascynujace ale nie bede ich komentowal :] Wg mnie najwazniejsza i zarazem najciekawsza zmiana jest... nie, nie nerf BM, ktorego praktycznie nie ma (wtf blizz?) ale zmiana AMS (anty magic shell) banshee. Chcialem zazanczyc, ze teraz nie mozna jej zdispelowac! (zrodlo: pracownik blizzarda). Bardzo jestem ciekaw jak to wyglada w praktyce... na przyklad:

MK wali clapem w ghoule na AMSie - czyli (IMO) ghoul nie obrywa obrazen (AMS pochlania 350 pkt dmg) ale - zostaje zwolniony 50% przez "secondary effect" clapa. Czy to oznacza, ze ghoule na AMS nie moga byc trafione przez FOK Wardenki (czyli wachlarz nozy)? Ale z drugiej strony - Death Knight z AMS dostaje mlotkiem od MK - 3 sek ogluszenie, brak obrazen... hmmm...

Inne zmiany, ktore da sie odczuc to pewnie przerobienie milicji (moze byc tworzona tylko w startowym town hall, przy expie rowniez mozna ja zrobic ale dopiero po upgrade town hall'a). To powinno pomoc w ataku na fast exp humana...

ps. ale tego motywu z Daemonem nie daruje...

17.12.2003
00:32
[13]

_Luke_ [ Death Incarnate ]

Sorry za te posty (zeby nie bylo, ze spamuje ;)) ale kampania orkow jest zabugowana. LOL... kazdy z bohaterow atakuje jak mucha w smole. BRAWA za patcha!! GJ BLIZZ...

17.12.2003
02:29
[14]

_Luke_ [ Death Incarnate ]

Dobra, ostatni raz obiecuje :) Nowy AMS moze i bylby dobry gdyby nie maly szczegol - AMS kosztuje teraz 150 many :| Przez to jest po prostu beznadziejny i nieuzyteczny w grze. W readme moze i nie wyglada najgorzej ale ten koszt... Jak mozna bylo spieprzyc jedynego dobrego castera UD? Oba czary dostaly nerfa. Possesion jeszcze jestem w stanie zrozumiec ale ta antymagia...

ps. jesli ktos ma (jak ja ;)) problemy z odpaleniem TFT z image'm w virtualnym napedzie (Daemon np.) niech wsadzi do niego obraz RoC (podstawki) zamiast tft :>

17.12.2003
13:30
[15]

Blaster85 [ Konsul ]

Co od Poessesion to w trakcie rzucania Banshe dostawac 3x wiecej obraze czyli jak taka catapulta jej przywali to zada jej ok 500 dmg :)
Co do AMS jak juz Luke mowil moze jestciekawy ale zaaa droooogi 150 MP hmm rzucic na 2 ghule i po manie.
Co do tego virtuala to obraz robie w alcohol120% i teraz, Luke jaki mam profil wybrac bo mam kilka (Securom , Securom New i Securom New (v4.x) ).

Ogolnie co do patcha to zaczynam grac humanem, podobno teraz kazdy Hum biega z MKa za first hero yhm :)

17.12.2003
13:48
smile
[16]

_Luke_ [ Death Incarnate ]

Blaster --> chyba "Securom New".

Co do patcha i HU to rzygac mi sie po prostu chce. Mlotek i swietelko pala = dead hero UD. Dolozyc do tego dragonhawki i gryfy i 3 hero BM z banish... geeeeeeezzzzz

ps. Town portal jest ZABUGOWANY nie mozna juz celowac nim w miejsce ladowania teleportu. Ma byc to naprawione w nastepnym patchu LMAO

17.12.2003
20:53
[17]

Miniu [ Generał ]

Ams mozna praktycznei tylko rzucic na herosow. No chyba ze ma sie smiesznie wielka armie banshe.
Mnie denerwuje bardziej to ze teraz to nie chroni przed czarami typu Slow.

20.12.2003
05:06
[18]

_Luke_ [ Death Incarnate ]

Nowa wersja daemon-tools jest do sciagniecia (virtualny cd-rom :>). Najlepiej zainstalowac sobie go w _nie_domyslnym katalogu i zmienic nazwe "bus" i "port" na cos innego (zeby te durne zabezpieczenia zglupialy i nie widzialy, ze mamy wirtualny drive). Podobno 1.13 juz pod ta wersja dziala :)

24.12.2003
21:42
smile
[19]

_Luke_ [ Death Incarnate ]

Wesolych Swiat :) A od blizza w prezencie calkiem fajny UMS - Tower Defense. Wydaje sie dopracowany i naprawde trudny.

25.12.2003
13:44
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[20]

paściak [ z domu Do'Urden ]

A w prezencie od Luka co?

28.12.2003
14:02
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[21]

_Luke_ [ Death Incarnate ]

paściak --> moge Ci powiedziec jak ja przejsc :>

Skonczyl ja ktos? Mi zostalo 39 zyc :]

05.01.2004
09:10
[22]

FremenButcher [ Pretorianin ]

Ech wy tylko narzekacie:).
A Elfy znowu zyskaly:)
No a w w golu jestescie jakims klanem czy co?
Jakby co mam ksywke Deadale i chetnie bym dzisiaj z wami pogral zobaczyc jacy jestescie mocni.
Dla mnie zmiany w TFT sa raczej kosmetyczne.

05.01.2004
22:23
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[23]

paściak [ z domu Do'Urden ]

Warcraft mi sie nudzi :(
Przez cale wakacje (te teraz) mialem lepsze zajacia na gadu gadu (:D) niz granie w warcrafta... Nie wiem czy sie cieszyc czy nie. Sorki ze jestem nieaktywny w klanie :/
Trzymajcie sie chlopaki! Kocham Was! ;P

06.01.2004
23:46
[24]

_Luke_ [ Death Incarnate ]

pasciak --> Ty nie siedzn na gg tylko sie ucz -_- A co do war3 to i mi sie zaczyna nudzic... patch 1.13 jest do bani, nie ma nowych mapek w solo, ciagle Noob Elite jest imba ;) i w ogole jakos sie zniechecilem...

07.01.2004
13:54
[25]

_Luke_ [ Death Incarnate ]

Ehhh.... post z forum blizza:

We recently got the stats in for Dec 30th through January 6th. These stats were drawn from all games played between level 20+ players on Lordaeron, Azeroth or Northrend during this time. Note that we also follow lower level player stats, but find that mid and low-level race match-ups are easy to keep track of without stats (because many of us at Blizzard are not level 20+ players!).

The level 20+ stats this month were among the best we’ve ever seen:

Humans beat Orcs 55.9% of the time.
Orcs beat Night Elves 53.9% of the time.
Undead beat Orcs 53.1% of the time.
Undead beat Night Elves 52.3% of the time
Night Elves beat Humans 51.7% of the time.
Humans beat Undead 51.3% of the time.

In general, stats can vary by as much as 3% week-to-week, so we are only investigating H vs O, O vs NE and U vs O.

Z tego wynika, ze Blizzard jest swiecie przekonany, ze ta gra jest prawie zbalansowana. UD > Orc?? WTF? UD > NE?? Mysle, ze w 1.14 NE dostanie znowu jakis upgrade a UD oslabia.

07.01.2004
14:53
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[26]

Milka^_^ [ Potępieniec ]

Są te dodatkowe mapy do ściągniecia .Ta dodatkowa kampania z tym przypakowanym herosem Orków czy Ogrów czy jednego i drugiego

07.01.2004
14:58
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[27]

_Luke_ [ Death Incarnate ]

Milka --> chodzilo mi o oficialne mapy ladderowe czyli do gier rankingowych :-)

07.01.2004
15:26
[28]

megaabol [ Generał ]

Warcraft mi sie znudził a szególnie Frozen Throne bo ten wczesniejszy moim zdaniem jest lepszy !!!

07.01.2004
15:34
smile
[29]

misiex131 [ Legionista ]

Ej powiedzcie mi tylko co to znaczy omg i wtf :D

07.01.2004
15:51
[30]

Katane [ Useful Idiot ]

omg - oh my god
wtf - what the fuck (?)

07.01.2004
20:21
[31]

Blaster85 [ Konsul ]

a oto "lol patch 14"

FIXES

- Fixed an issue with custom save games from version 1.12 (including those
from Orc Act I) so Hero Agility is recognized properly. Attack speeds
will now be correct when loading from a previous save game.
- Fixed an issue that caused Scroll of Town Portal to always place your
units to the lower right side of your town hall instead of the location
you clicked.
- Fixed an issue with the Skeletal Mage upgrade that prevented the Raise
Dead skill from working on the corpses inside Meat Wagons.
- Fixed an issue that caused a unit to permanently lose 75% of its attack
speed if it was Polymorphed or Hexed while under the effects of Unholy
Frenzy.
- Fixed an issue with Spirit Link in which, if one of the linked units was
a Troll Berserker with the Berserk ability active, all units linked with
that Troll would take the increased damage penalty associated with the
Berserk ability.
- Fixed an issue in which, if a unit casting a channeling spell died from
Mana Flare, the channeled spell would linger in the area permanently.
- Fixed an issue that caused the Call to Arms command not to work if you
clicked the button an EVEN number of times.
- Fixed an issue with Hero and unit ability orders in which, under certain
conditions, ability orders would not be dispatched properly, causing
"lag" or unresponsiveness.
- Fixed an issue that caused Glaive Throwers to lose damage when the
Vorpal Blades upgrade was researched.

BALANCE CHANGES

Undead
- Anti-magic Shell cost reduced to 100 from 150, and hit points absorbed
reduced to 300 from 350.

Night Elf
- Mana Flare area-of-effect damage radius reduced to 200 from 250.

Neutral Units and Heroes
- Nerubian Webspinners now cost 200/35/3, up from 175/25/2.
- Stampede damage reduced from 80 per beast to 60 per beast.
- The Beastmaster bear's Bash ability now stuns Heroes for 1 second instead
of 2 seconds.
- Summoned Treants no longer give large gold bounties.

NOTES: Replays are incompatible between major game revisions (1.13 replays
cannot be viewed with the 1.14 version of Warcraft III

07.01.2004
21:43
[32]

_Luke_ [ Death Incarnate ]

BUAHAHAAHA ALE SYF!!! OMFG WTF!!!

Koszt AMS ze 100 na 150 ale nerf z zredukowanych orazen od magii?? BUahahahahaaaaaaa

18.01.2004
21:41
[33]

Beaverus [ Bounty Hunter ]

mam pytanie bo mam grac zaraz z gosciami 2 na 1 na mnie , poszlo tam o zaklad :D taki na jaja i mam sie bronic sam w bazie a oni we 2 beda atakowac, wiec mam pytanie jaka rasa jest sie najlepiej bronic w bazie , chodzi o szybki rozwoj i obrone , z gory dzieki za odpowiedz :D

18.01.2004
21:52
[34]

_Luke_ [ Death Incarnate ]

Mysle, ze najlawiej bronic sie orkiem i techowac do casterow/taurenow i 3 hero... ale to wg mnie :)

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