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Warcraft: Orcs & Humans cheats / Warcraft: Orcs & Humans hints / Warcraft: Orcs & Humans faqs / Warcraft: Orcs & Humans solutions Warcraft: Orcs & Humans hints Fun with Invisibility Invisibility is perhaps the most versatile spell in Warcraft II. While blizzard is an invaluable spell for siege-breaking, invisibility lends itself to so many creative uses that it helps to break up the "build up, move out" method of playing. From scouting to assassination, offense or defense, invisibility can give you a great strategic advantage. Examining the Spell Invisibility has a nice long duration, and it can be cast on any unit in the game (except buildings, of course.) An invisible unit cannot be detected or attacked by enemy (or allied) units. The exception is that computer-controlled spell casters can target invisible units with spells. Also, note that the unstable explosives carried by sappers and demolition teams will detonate if invisibility is cast on them. The biggest drawback of the spell is the high casting cost. At 200 mana, you need one mage for every unit that you want to turn invisible. Scouting The simplest use of invisibility is scouting. An invisible flying machine is simply the best scout that you can get. With the spell's long duration, you can explore a large section of even a 128x128 map before the effects wear off. By learning where your opponents' resources are located, you can better plan tactical strikes designed to cripple their production. Commando Raids Once you've determined the best place to conduct a raid -preferably a nice unguarded gold mine or a blacksmith that's been left alone- load your strike team on a transport and turn the transport invisible. You'll be able to slip right past any naval blockades and land your troops where they can do the most damage. Conducting several raids in different spots can force your opponent to spread out his or her defenses, making them more vulnerable to a large attack. If at all possible, load the troops back onto the transport and bring them back to a safe spot where they can be healed. Assassination Using an entire team of invisible units is generally impractical, but sending a single unit, such as a mage or catapult, can be very effective for wiping out a specific target or building. One favored tactic is to send a single invisible mage into the center of a town and have that mage cast blizzard around himself. Since the mage won't be hurt by his own spell, you can damage several units before the opposing player can pull them back. Stupid Peasant Tricks For sheer annoyance value, try turning a few peons invisible and start building towers in enemy towns. Building walls to block off access to gold mines can also be effective; hopefully, your opponent won't notice until the gold stops coming in. You might also try using invisible peasants as blockades if your opponent has a crowded town or narrow route of attack. Fire Storms A tactic that can really drive your opponents crazy is casting flame shield on invisible units. Although the flame shield doesn't last long, the invisible unit cannot be attacked until it turns visible. As long as you are careful to give the unit movement orders only (use those hotkeys) it won't turn visible until the spell wears off. This is especially effective with destroyers, which can use their speed to circle around larger ships. Defending Against Invisibility The basic defense against invisibility is simple: don't let your opponents build mages! If you can keep your opponent busy building non-magical troops and repairing damage to his/her town, you may be able to keep this spell out of reach. Use quick raids and tactical strikes to destroy mage towers and individual mages. To protect yourself against incursion, limit the points of attack on your town by using farms and/or walls as barriers. Use scouts, towers, and holy vision to keep track of what your enemies are doing. The Farm Defense Many people tend to overlook the most basic defensive unit in the game: the lowly farm. With 400 hit points and 20 armor, a farm can take a lot more damage than any unit, wall, or tower. They cost 500 gold and 250 lumber to build, which is about the same as a scout tower. More importantly, they're a necessary part of any town- you can't stage an offense without them. Since you're going to build farms anyway, don't hide them away in the corner- use them to block off possible attack points around your town. Back up the farms with towers and/or ranged units to pick off anyone who tries to break through. To defend against magical attacks and catapults/ballistae, keep a small strike force of knights or ogres off to one side, outside the blockade. Only use them when you're attacked by units your towers or archers can't take out. Once your strike force has been upgraded to ogre-magi or paladins, they can be used to support your archers/axe throwers by healing or bloodlusting them. After each attack, pull a peon or peasant away from his normal duties and have him repair any damaged buildings. How Combat Works in Warcraft and Warcraft II How does armor protect units? What is piercing damage? How effective are unit upgrades? This week we'll take a look at how combat works in the Warcraft universe and answer some of these questions. Warning: There is a bit of number crunching involved! Unit Statistics A unit has four ratings that determine how effective it is in combat. Hit Points indicate how much damage the unit can take before dying; an ogre with 90 Hit Points can take quite a bit more damage than a Grunt with 60 Hit Points. Armor reflects not only armor worn by the unit, but its innate resistance to damage. All buildings have an automatic armor rating of 20. Basic Damage is how much normal damage the unit can inflict every time it attacks. This is lowered by the target's Armor rating. Piercing Damage reflects how effective the unit is at bypassing armor. Magical attacks, like dragon's breath and lightning, ignore armor. The Equation When one unit attacks another, the formula used to determine damage is: (BASIC DAMAGE - TARGET'S ARMOR) + PIERCING DAMAGE = MAXIMUM DAMAGE INFLICTED The attacker does a random amount of damage from 50%-100% of this total each attack. An Example of Combat in Warcraft II An ogre and a footman are engaged in combat. The ogre has a Basic Damage rating of 8, and a Piercing Damage rating of 4. The footman has an Armor value of 2. Every time the ogre attacks the footman, it has the potential to inflict up to (8-2)+4=10 points of damage, or it could inflict as little as 50% damage, or 5 points. On average, the ogre will kill the footman in about 8 swings. The poor footman, on the other hand, with a Basic Damage of 6 and a Piercing Damage of 3, will only inflict 3 or 5 points of damage each time he attacks the ogre, which has an Armor value of 4 (that's (6-4)+3=5). Even if the footman is extremely lucky and does the maximum amount of damage with every attack, it will take 18 swings to kill that 90 Hit Point ogre. By that time, the ogre will have pounded him into mincemeat and moved on. Upgrades The most important thing to remember with upgrades is that weapon upgrades affect Piercing Damage. If the same footman from the above example waited until he had a double weapon upgrade, he would be able to inflict up to (6-4)+3+4=9 points of damage with each attack, which is almost twice what he was doing before. You can see now why Elven Rangers are devastating in numbers; fully upgraded, they will always do at least 6 points of damage with each attack against any target. Summary This tip may not change the way you play Warcraft, but hopefully it will give you a little more insight into the inner workings of the game. Try playing around with the unit combat values in the Unit Editor to see how you can change the balance. Lowering a unit's Hit Points and raising its Armor, for instance, makes it more vulnerable to magical attacks but increases its effectiveness against normal troops. You may also find that against some players, you're better off upgrading your basic troops than researching new ones, expecially if they like to attack early. It's Warcraft's flexibility that gives it longevity. Above all, have fun! Calculating Your Score in Warcraft I & II Have you been wondering how to get the highest score possible in a given scenario? Hopefully this rundown on the scoring systems in Warcraft and Warcraft II will prove useful to you. Scoring in Warcraft --------------------- Warcraft uses a fairly complex system to determine your final score, based on both the damage you cause and the number of units/buildings that you create. I'll leave the individual calculations to you, but here's the breakdown: - Construction of a building adds half of the building's cost in gold to your score - You lose half of the building's cost if it is destroyed - You gain 1/4 of an enemy building's value when you destroy it - Training new units is worth 1/4 of their gold cost - Losing a unit costs 1/4 of its gold cost - You score 1/8 the cost of an enemy unit for destroying it - Each scenario is worth a bonus of 50-500 points for completion, based on the scenario's difficulty This total is then compared to the Ranking Table to determine your final rank. Scoring in Warcraft II ------------------------ Warcraft II uses a scoring system that is much more streamlined than Warcraft, and reduces the chances of one player padding their score in a large multiplayer game. The key to achieving a high score is simply to cause as much damage as possible. Your total point score is based on the number and type of enemy units that you kill, as follows: Winning Scenario 500 Wall 1 Tower 95 Critter 1 Farm 100 Peasant/Peon 30 Lumbermill 150 Flying Machine/Zeppelin 40 Runestone 150 Tanker 40 Barracks 160 Footman/Grunt 50 Oil Rig 160 Transport 50 Blacksmith 170 Archer/Axe Thrower 60 Shipyard 170 Ranger/Berserker 70 Foundry 200 Dwarves/Sappers 100 Guard Tower 200 Knight/Ogre 100 Refinery 200 Ballista/Catapult 100 Town Hall 200 Mage/Death Knight 100 Stables/Ogre Mound 210 Demon 100 Inventor/Alchemist 230 Paladin/Ogre Mage 110 Church/Altar 240 Legendary Hero 120 Wizard's Tower/Temple 240 Submarine/Turtle 120 Cannon Tower 250 Destroyer 150 Aviary/Roost 280 Gryphon/Dragon 150 Keep/Stronghold 600 Battleship/Juggernaut 300 Castle/Fortress 1500 Your score carries over in campaign missions, but in custom scenarios and multiplayer games only that one battle is counted. Your total score is then compared to the Ranking Table to determine your achieved rank. Ranking Table for Warcraft ---------------------------- Human Rank -- Orc Rank Score Required Slave -- Slave 0 - 200 Peasant -- Peon 201 - 300 Squire -- Rogue 301 - 400 Footman -- Grunt 401 - 800 Corporal -- Slasher 801 - 1,600 Sergeant -- Marauder 1,601 - 2,400 Lieutenant -- Commander 2,401 - 3,200 Captain -- Captain 3,201 - 4,000 Major -- Major 4,001 - 4,800 Knight -- Raider 4,801 - 5,200 General -- General 5,201 - 5,600 Brigadier -- Master 5,601 - 6,000 Marshall -- Marshall 6,001 - 6,400 Lord -- Slayer 6,401 - 6,800 Duke -- Dictator 6,801 - 7,200 Warleader -- War Chief 7,201 - 9,600 ??? -- ??? 9,601 or higher (von der Blizzard-Homepage) Michel Messerschmidt // 30.8.1996 Other Warcraft: Orcs & Humans cheats hints faqs solutions: 1. Warcraft: Orcs & Humans cheat codes 2. Warcraft: Orcs & Humans hints 1. Warcraft: Orcs & Humans faq and solutions |