It should, but I don't recall by how much, so that's why I haven't changed that yet.b_o wrote:Isn't unholy armor supposed to cause some damage to the unit it's cast on?
I looked for speed information for them for WC1 but couldn't find it, that's why I made them speed 8, since it seemed to fit better to me. Were they faster in WC1?Spiders/scorpions should be faster.
Many of the WC2 were already in Wargus - the only ones that weren't (like tigerlily and the research upgrades), I couldn't find a way to implement, either.You could include wc2 cheat codes.
That is because the spear upgrades are not active by default, but if they are allowed in the scenario, then they would appear in the lumber mill.When I use the editor to add an orc lumber mill, I'm not able to see spear upgrade options.
I would also like to make those units more present in gameplay, but I have some concerns about it as well. In my opinion, it would be better to not have options which seem superfluous, like two archer-like units. There is also the issue of having to rewrite the AI to handle certain changes. And a last issue is the amount of buttons we can have - in order to preserve the option of using the 640x480 resolution, it is necessary to have at max 9 buttons per unit, which limits the amount of options we could add.What I'd really like to see is the ability to access all of the wc1 stuff in any map with just a peasant/peon.
so a peon could build both an orc and troll lumber mill, etc. and spearmen should be buildable at a barracks if you have either of those lumber mills. So if you want to, you can build trolls and spearmen side by side. The spearmen should cost less than the trolls obviously. Same scenario with warlocks/necrolytes. I'd like to be able to build them along side deathknights and ogres. I don't like the 'either/or' scenario as much as the 'everythings available' scenario. If limitations are needed in the campaign it would be nice to only have the limitations in those campaign maps rather than as the default for non-campaign maps.
One idea (which I believe I have mentioned previously) is to have the Troll Lumber Mill become an upgrade of the Orc Lumber Mill (if troll axethrowers are available, and they are better at ranged combat than orcs, then it makes sense that orcs would specialize in other functions in battle, like being infantry), similar to how Knights upgrade to Paladins with a research. The Orc Spearman could be then be made weaker to fit in with that idea.
Something similar could also be done for the Death Knight - it could become an upgrade for the Necrolyte, which would provide for the possibility of the expansion of their spell list.
As for the Warlocks, they could be made trainable at the Altar of Storms, and their spells would be researched there, too (since the Altar of Storms is a warlock-magic-building, according to the WC2 manual, IIRC).