Warkraft II: Tides of Darkness

1)  I have a 1.22 version of this game.  My game runs fine, but I saw people with the upgraded versions in the multiplayer games.  Can anyone tell me if I should upgrade my game or leave it the same?  If I should, how do I install a patch?

2) I have a difficulty building giant turtles in the Orc campain.  At what level should I be able to do so?  Which buildings should I upgrade?  I have a fortress, a blacksmith, a shipyard, and the alchemist, but I can't create a turtle.  What should I do?  P.S.  Could the problem be the version of my game?
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DmitriyAsked:
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mitrakisCommented:
dmitriy,

get some info on upgrading and the patches itselves here:
http://www.cdrom.com/~mr2/
or
http://www.inf.tu-dresden.de/~mr2/

Unfortunately, I have  no info on how to play WC II.

Regards
-Stavi-
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DmitriyAuthor Commented:
mitrakis, I got the upgrade.  Now I have to test it.  Thanx.
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mitrakisCommented:
Let me know, in case you need tactical hints on WC II.
I'll try to find some helpful stuff on this, if needed.

Regards
-Stavi-
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DmitriyAuthor Commented:
I could use some help on tactics in multiplayer warcraft 2.

P.S. Thanx for the update address.  It worked.
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williamsontCommented:
There are two patches available from WWW.blizzard.com for warcraft..I recommend that you install both of them..they have several different functions including the blocking of cheat codes.. the two patches are war2_140.exe and w2xptch.exe. They are to be installed in this order, once done your warcraft will show as version 1.5x. This upgrade is essential if you are playing on the net, versios 1.0 and 1.2 will causes lags and also allow  other players to enable various cheats that may not be seen by you.

With regards to the second part of your question it appears that you are missing foundries which are required to build giant turtles.
Foundries and refineries can be built after you have built the shipyard.
A general stategy building plan is as folllows:
Assuming that you are not in a scenario in which you will be rushed within the first three to five minutes you should focus on getting resources. Most multi player games have the goldmines set at 300,000+,  build a second town hall as fast as possible to double the peon generation. From this point focus on building battle resources, as many grunts/soldiers as possible upgrading with the blacksmith, but at the same time try and hold enough gold and lumber in reserve to upgrade you hall to a keep. Once that is done the ogre mound/stable is your NUMBER ONE priority. I have found that at this point in most multi player games where gold is not critical that most players will have three to six barracks continually generating ogres or knights. In a short game of under 15 minutes duration this will generally be the determing factor. In a defensive style game with both sides in castles, etc. death knights or mages become the key players. Personally I prefer mages because of their invisibilty to sneak in but from experience death knights have a tendancy to cause greater damage. Mages will be used to target your opponents peons at their gold mines and cut their production so towers around the mines are necessary.

In a multi player game the orc side has several distinct advantages..
Bloodlust for the ogres will increase their fighting ability and you have time to do this before the attack..the human side has healing but in the heat of a battle you do not have time to heal.
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DmitriyAuthor Commented:
williamsont, I will try that strategy.  If you have any more hints, please post a coment.
Thanx
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DmitriyAuthor Commented:
williamsont, I will try that strategy.  If you have any more hints, please post a coment.
Thanx
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williamsontCommented:
A little more info that may be of interest to you.. All of this is applicable in a multi player game but the trend appears to be towards this.
When you are playing a game become familiar with the map as soon as possible, once you have downloaded it use your map editor(war2ed95.exe) to look at the map before the game starts, most players accept this as valid. Another evry important thing to check while you are in the map editor is the properties. You will find that palyers like to change some of these,  an item in normal warcraft that may cost 1000 to build may be set to cost 3000 and also require oil in a scenario where they is no surplus to get.

 If you are in a scenario that is open expect a quick attack(generally referred to as rushing), his will happen once your opponent has 5 to 8 grunts/foot soldiers. Their objective is not to wipe out all your resources but only your peons. No peons=no gold. The best defenses for this are soldiers and towering the are between your mine and you hall, use guard towers only, don't worry about cannon towers they are too expensive to build at this time. A lot of players will declare "ogre rules" to prevent rushing. In an ogre rule scenario you cannot attack until your men have been upgraded to ogres/knights, this will give you time to build.
 There are a variety of other tips I can give you but this should get you going, if you run into an awkward scenario let me know and I will help if I can.
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DmitriyAuthor Commented:
Thanx a lot.  I have a question, though.  Which maps do the players use- their own or from the custom scenarios of the game?
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williamsontCommented:
Very little multi player games are done using the custom scenarios. Players will try and create their own maps using the Warcraft editor. When you play a game over the net you will be offered their maps for download and then you will have these same maps to play with after. Players will take these maps and add their own personal touches to them for future use. An example is a common map called 2Castles..it is now available as !2castles, 2ccastles, etc.each with it's own variations
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DmitriyAuthor Commented:
What about on the "HEAT" multiplayer?  How would I download the maps of other players?  Usually when I begin playing, the map is already created and I do not have to download anything.  Therefore, I wouldn't know what the map looks like in advance.
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