[Compilation] ALL we know so far!

This. I very very very much want to be able to remove the unit selection cap (and unit cap in general among other things) for custom. Let players choose what selection cap, if any, they will use for their custom maps.

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This might become possible with the upgrades we’re getting for the World Editor, especially if the UI will become modular and easily to manipulate as they have said.

remove the population limit I think is valid (it’s currently 100). So we can create larger armies. A tool to organize the formation of armies is also interesting.

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They specifically said that they are not changing the 12 unit selection cap, period. It’s in one of the interviews from Blizzcon. (If this is changed, we have no idea because they post no information about Reforged ever).

What information do you really need that can’t wait? It’s an old game being remade. Let’s not pretend this is some game changing issue that will make people not buy the game, because there’s plenty of other reasons to do that already.

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Can’t wait until when? I don’t understand.

And I said that we might be able to change it depending on how extensive the World Editor upgrades end up being. Blizzard stating that they have no plans to change the unit selection cap for standard games or custom games doesn’t necessarily mean that we won’t be able to find some way to change things around for ourselves using the editor.

They did state that they are changing the UI to become modular, which means that we might be able to customize it within the World Editor. I don’t expect the World Editor to become as extensive or as complex as StarCraft II’s galaxy editor, but you can do just about anything with StarCraft II’s modular UI.

We’ll have to wait and see what the World Editor overhaul brings.

Edit: We would need to, of course, be given the freedom to modify how many units we can select at one time in accordance with being given the freedom to mod the UI to show more selected units by some means.

That’s basically my point. Even if you could give yourself more space to do it (which is what most people were getting hyped about on the map-maker forums), the 12-unit selection cap is something that’s wired into the underlying code. If it was simply changing some variable from a static 12, to a dynamic “x”, then I’m sure they’d be on board changing that. It’s really about what the engine itself can do, which limits certain things you can do with UI Modularity. Like, if Heroes are hard-coded to have 6 inventory slots, you’d need to revert back to the old trigger-based inventories of other games, no matter how much tweaking of the UI itself you do.

Are they going to remaster the RoC Gyrocopter, Steam Tank and Ballista?

And what’s about the RoC Priest? His change was somewhat lore-induced.

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Good to know| I’d love if they make a coop mode for roc and tft campaigns , I’d play it with my brother who never really got into wc3 and is attracted by reforged. It would be also good to have more stats on the multiplayer profile.

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FYI, there already are custom campaigns that make the official campaigns co-op.

“Ray Tracing confirmed”
LOOOOOOOOOOOL, never I could imagine I’d see my favorite game be so far on graphics. Can’t wait for launch.

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Thank you for putting these together. Efforts appreciated.

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https://wow.gamepedia.com/Warcraft_III:_Reforged
https://wow.gamepedia.com/Forum:BlizzCon_2018_questions#Warcraft_III_Reforged

will the original missions still be in or just the recut stuff?
in the new client, only the recut missions will be present. if you want the original missions and the zoo in stratholme, it’s in the sd game

in SCR, they made SC1 effectiely free to play and you could upgrade to SCR. same model in WC3?
the ultimate goal is cross-compatibility, so even if you don’t have reforged you can play with a reforged player. they’re merging the sd and hd version into the same game, so you can play with no-neck models if you want

Isn’t it a contradiction? The line between “the same game” and “different clients” looks a bit blurry. Like one country, two systems blurry.

Also, I seem to have been wrong - turning on SD will mean the old campaign, and DrSuperGood was correct.

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Post bump for noob asking pc requirements. Check up somewhere on OP

Sidenote: Confirmed Unit Uniqueness.
The team want to go beyond what we know Warcraft 3 to be, adding fresh models with slight visual differences.

“Anything that has a unique name in Warcraft is going to have a unique model associated with it,” Sousa reveals. “For instance Arthas who is the death knight will have a different; looking death knight. If you put Arthas and another death knight unit together they don’t look exactly the same. That’s going to go across to creeps and critters too, so if we have five different murlocs they’re all going to look completely different rather than having the same model repeated just tinted green or purple. That’s one thing we’re excited about is getting so much more into the game visually.”

“We did the math of every asset in the game, there’s around 4,000 assets that we’re redoing,” he says. “And then on top of that we’re redoing every unique one. Once we get our main 4,000 done then we’ll go back and maybe have another 1,000 units or things to do so there’s a lot of work but we do want to focus is on getting every asset in the game to be up-ressed and once that is done we can go back and up-res additional assets that we want to put in.”

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On the topic of Warcraft 3: Reforged’s art tool chain, Sousa explains what exactly has changed.

“The original Warcraft 3 was done in an early version of 3D Studio Max,” he says. “I’m not even sure it was 3D Studio Max, might have been version R4 or something. We moved into Maya and had to recreate a whole new toolset to actually speak to the game and that the game actually recognises it. We found that some of our problems are coming from taking these models that were created in Max and scaled in Max and we’re bringing them to Maya to see their actual scale, which then kind of changes.”

What this meant was, the size of units and heroes in Warcraft 3 was different in 3D Studio Max and Maya, forcing the developers to rediscover how certain aspects of the game were created.

“For example, a unit is 100cm but we get into the game and it’s either too huge or too small,” he says. “The challenges we’re trying to figure out is how they did things and why they did things because it’s very inconsistent. Whoever made this model is working in a completely different world than the guy who made another model, so we’re unifying all of that.”

Read post above.

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Well, yeah I haven’t listed every single little detail about the changes. I mean, I mentioned that they are redoing all the existing models and making 1,000 new models and that individual units will look different. But this this a just quick mashup of all changes in general, not meant to dig into every detail of why and how some of these changes are made.

Anyway, thanks for the input, I can make it a bit more clear. :slight_smile:

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Sir u have failed this forsaken community.

I’m sorry you feel that way. :slight_smile:

If there is not unlimited unit selection, worker rally, shift-queuing commands, and all other quality of life features that are in SC2 I don’t see any reason to release reforged. and these features should be in all modes, not an option, there’s absolutely no reason they shouldn’t be. multiplayer ladder should be kept segregated from warcraft 3. really should have been made on the SC2 engine or risk being a disappointing failure like SC1 remastered

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