Reaching the end of the spectrum where “anything is possible, but everything is complicated” is the reason that I did not like Starcraft 2 modding. It allows players to hack apart the hardcoded game UI, and makes it possible to make a Diablo 2 style inventory popup on the screen with the injection of table of contents files even though changing heroes to have 9 items per hero inventory instead of 6 per hero inventory is immensely difficult. Now every unit or object in the World Editor shows its rawcode ID next to it, scaring away new players by declaring that “a World Editor user must be aware of the complications of rawcode IDs.” The game now supports new hacked-in functions to load UI table of contents files in the ancient 2002 format used internally at Blizzard for defining UI. The recent patches push that same agenda for “feeding the beast” even further. Blizzard in 2002-2004 tactically eased their player base into understanding the map editor by gradually improving its complexity, and they generally landed on a sweet spot in The Frozen Throne were it was easy to do 80% of the work of making World Editor content pretty quickly in a way that left the user able to test each change and each step and to take joy in their work. Why? Because everything was changed to be more complicated in Frozen Throne to “feed the beast” and to make players more able to mod the game. It uses the same dialog that the Icon chooser uses, letting users pick the unit to inherit the model from based on their in-game icon.Īlmost every statement that I just made is contradictory to their modern counterparts in The Frozen Throne. In that old game version, you can also change the model of a unit to the model for any other unit. You can also give items “abilities” from other items, so you could change Orb of Fire to also give you “Item Damage Bonus (+5)” which is an ability that means the item gives 5 more damage to the hero when carried (on top of whatever it already did). For items there is just a basic list of options that lets you modify what icon they show and what text they display, as well as some other stats such as Gold Cost. ![]() Its only function besides editing unit stats is to edit items, which are pivotal to the feel of the game and the Heroes. In this Unit Editor, you cannot make new abilities and you cannot change the text on what abilities claim to do. You cannot Copy&Paste a unit to make a new one, although there is a menu option to launch a wizard to make a new unit inheriting data from an original one, but with a new name. Units have a set of voice lines per unit that cannot be changed. Heroes have an inventory and units do not. Heroes are heroes and cannot be changed to non heroes. Sheep cannot attack and cannot be changed to attack. There are no “Rawcode Unit IDs” (these are heavily used in our “modern” map development), and you cannot change the ultimate design of a unit. ![]() It presents a list of game units organized by race, and offers the ability to edit their basic stats. This Unit Editor was inspired by the Warcraft 2 editor and is very simple. The Unit Editor in that version is simple, elegant, and straightforward for players. ![]() I began to remember when I installed Reign of Chaos Patch 1.00 from our family CD. What made Warcraft III successful is hard to see by just installing the game, I believe.
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