AW2 Extended (RC v1.7)

Discussion of hacking, editing and developments in Advance Wars games.
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Taelith

AW2 Extended (RC v1.7)

Postby Taelith » Sat May 10, 2014 3:40 am

Been busy this past year but recently came back to this and made some changes, mostly to COs.
(Only Besieged in War Room has predeployed units changed to match CO changes in RC v1.7)

Defaults and Unlocks
Spoiler: show
Patched with defense display by Xenesis
CO dependent unit placement code written by Xenesis
Modified Unit stat graphics to match new stat levels (-30,-20,-10,10,20,30,40,50,60,70,80,90)
Default Fog settings set to off
Default Weather set to clear
All Maps, Co, CO Palettes unlocked
Hardmode and Soundroom unlocked
Increased unit count to 24
Increased CO roster size to 24
Removed Battlemaps from Menu
Can replay campaign levels after beating them [Not fully working]
Changed which COs you play as and against in campaign


New Features
Spoiler: show
New Tile assemblies
Rivers, Bridges and Labs passable by Sea Units
Labs provide +10% Attack Boost and no longer cause forced animation or victory condition

Unit Facing determined by team alliance set in map data
Team Color determines CO Palette used
CO Dependent Deployment on Predeployed Maps
CO Dependent Enemies in 3 War Room Maps
Map Dependent Build List
Map Dependent Unit Stats
AI follows new build list for maps
AI uses city deployment correctly

6 Total Weather
2 Clear (Clear and Clear Fog)
- Clear Fog is Clear weather movement with Fog)
2 Snow (Snow and Heavy Snow)
- Heavy Snow is Snow movement with -1 Range and cripples weakened units)
2 Rain (Rain and Foggy Rain)
- Foggy Rain is rain movement with fog set on)

Can modify minimum range
Unit ADMRR Table
(Attack, Defense, Move, Range, Minimum Range. Base ADMR Table from Xen's Pointer Hack Ultra)
Terrain Attack Table
Weather ADMR Table
(Attack, Defense, Move, Range)
CO Bonuses Table
(Vision, Vision in Rain, Good Luck, Bad Luck, Counterattack, Daily Repair, Bonus Income, Deployment Cost, Deployment Cost for Low-Tech Units, Deployment Cost for Hi-Tech Units, Capture Rate, Direct Defense, Indirect Defense, Tower Attack, Tower Defense, Attack vs. HP Less, Attack vs. HP More, COP Initial Cost, COP Attacking Cost, COP Defending Cost, COP Usage to Max Cost, COP Incremental Cost, COP Cost Multiplier at Max Usage)

New Animate On
(None, All, Infantry, Directs, Indirects, Vehicles, Air Units, Sea Units, Infantry and Copters, Treads and Planes, Tires and Subs, Air Units and Vehicles, Non-Infantry, Non-Vehicles, Non-Air Units, Non-Sea Units)
New COP Effects
(Hide Units, Upgrade Units, Downgrade Units, Sets Ammo to 3)
New Global Effects
(High Society)
New COP Animation Effect
(Clears Weather, Causes Clear Fog, Resets Enemy Capture, Immobilize Enemies on Urban Tiles)

New CO Skills Set #1
1) Hidden HP
2) Piercing Attack
3) No Enemy Counterstrike
4) Enemy Passthrough
5) Firststrike
6) Snow Boots
7) Rain Goggles
8) Hide in Woods/Reef

New CO Skills Set #2
9) Terrain Attack Bonus
10) No Terrain Defense
11) Swap Terrain Stars
12) Double Terrain Stars
13) +1 Terrain Stars
14) -1 Terrain Star in Defense
15) -1 Enemy Terrain Stars
16) -2 Enemy Terrain Stars

New CO Skills Set #3
17) City Deployment
18) Platinum Attack/Defense
19) No Wait on Unload
20) Loaded Units Attack
21) Reduce Air Fuel Used
22) Reduce Sea Fuel Used
23) Reduce Dived Fuel Used
24) Day Stat Boost

New CO Skills Set #4
25) Spent Ammo Boost
26) Spaces Moved Boost
27) Range Attack Boost
28) Target Attack Boost
29) Redundancy Attack Boost
30) Basic Numbers Boost
31) Enhanced Numbers Boost
32) Players Boost

Sea units can move through but not end on bridges
Ship units can move through but not end on shoals
Ground units can move through but not end on reefs
(note: AI doesn't follow this yet and will end on these terrains)

Individualized COP Charging Mechanics
- Individual Attacking Charge Rate
- Individual Defending Charge Rate
- Individual Number of Uses until Max Star Charge
- Individual Maximum Star Cost
- Individual Initial Star Cost


Unit Changes
Spoiler: show
Reordered list in shop
Reorganized unit stat info page
Modified some descriptions on the info panel
Default Build List:
Infantry, Bike, Mech, Recon, APC, Artillery, Tank, Anti-Air, Missiles, Rockets, Md Tank, Hv Tank, T Copter, B Copter, Fighter, Bomber, UCAV, Lander, Cruiser, Sub, Battleship

Infantry
Fuel: 99 -> 70

Recon
Fuel: 80 -> 70 fuel

Anti-Air
Fuel: 60 -> 70 fuel

Missiles
Move: 4 -> 5

Md Tank
Ammo: 8 -> 6

Neotank -> Hv Tank
Cost: 22000 -> 24000
Range: 1-2 (Acts as a direct)
Move: 6 -> 4
Ammo: 9 -> 3
Fuel: 99 -> 50
Damage Chart: Attack and Defense Between Md Tank and Megatank

T Copter
Cost: 5000 -> 6000
Transport: 1 Infantry or Light Ground Unit (less than or equal to 8000G)

Battleship
Cost: 28000 -> 26000

Cruiser
Cost: 18000 -> 16000
Movement: Ship -> Lander
Damage Chart: Now has a weak attack vs. vehicles and a moderate attack vs. infantry

Lander
Cost: 12000 -> 10000

Sub
Cost: 20000 -> 18000
Fuel: 60 -> 70 fuel

New Unit: Bike
Cost: 2000
Move: 5
Vision: 2
Fuel: 70
Movement: Tires
Damage Chart: Weaker than Infantry

New Unit: Railrunner
Cost: 18000
Range: 1-4 (acts as an indirect)
Move: 9
Vision: 2
Ammo: 9
Fuel: 99
Transport: 2 Ground Units excluding Hv Tank and Railrunner
- Can only load and unload on urban terrains
- Can't be transported by Lander
Movement: Rails (Movement image shows Tires)
- Rails move on roads, bridges and urban terrains
Damage Chart: Same as Striker unit

New Unit: Striker
Cost: 24000
Move: 8
Vision: 2
Ammo: 6
Fuel: 70
Movement: Air
Damage Chart: Same as Stealth (does not stealth)

New Unit: UCAV
Cost: 26000
Move: 8
Vision: 1
Fuel: 50
Movement: Air
Explodes causing 5 damage in a 2 space radius.

New Unit: Carrier
Cost: 26000 -> 28000
Range: 3-8
Move: 5
Vision: 4
Ammo: 9
Fuel: 99
Movement: Ship
Transport: 2 Air Units
Note: Now resupplies transported air units (repairs 2 HP as well as ammo and fuel)


CO Changes Updated in RC v1.7
Spoiler: show
Nell Updated in RC v1.7
----
Normal:
110/100 Low-Tech (Units less than or equal to 7000G)
90/100 Hi-Tech (Units greater than or equal to 15000G)
-10% Indirect Defense

Power: Updated in RC v1.7
(3) Unlucky Star
-30% Enemy Bad Luck (All enemy units suffer from 30% Bad Luck - doesn't stack)

Super:
(6) Lucky Star
+70% Good Luck
-20% Bad Luck


Max Updated in RC v1.7
---
Normal:
120/100 Directs
90/100-1R Indirects
-1MR Indirects (Minimum range decreased by 1, can't be less than 2)
Locked Attack Range (Attack range cannot be reduced by enemy powers)

Power:
(3) Max Force
140/100+1M Directs

Super:
(5) Max Blast Updated in RC v1.7
180/100 Directs


Sami Updated in RC v1.7
----
Normal:
120/110 Infantry
90/100 Directs
+1M Transports
1.5x Capture Rate

Power:
(5) Double Time Updated in RC v1.7
150/110+1M Infantry
30% Capture Rate (Full health infantry captures 3)
Resets Infantry Wait Status (Infantry can move again after ending turn)

Super:
(9) Victory March Updated in RC v1.7
180/110+2M Infantry
Instant Capture Rate


Andy
----
Normal:
100/100 All Units
+1 Daily Repair

Power:
(2) Hyper Repair
Restores 2 HP

Super:
(6) Mega Repair
Restores 8 HP, Max 9 HP (Healed units can't be healed past 9 HP)


Olaf Updated in RC v1.7
----
Normal:
100/100 All Units
+20% Attack in Snow
Unhindered by Snow (Clear Move in Snow)
Weakened by Rain (Snow Move in Rain, -10% Attack in Rain)

Power:
(3) Blizzard
Causes Snow

Super:
(5) Winter Fury Updated in RC v1.7
Causes Snow
Inflicts 1 HP Damage


Grit Updated in RC v1.7
----
Normal:
110/100+1R Indirects
100/90 Infantry
100/90 Directs
+1MR Indirects (Minimum range increased by 1)

Power:
(3) Redeploy Updated in RC v1.7
110/140+1R Indirects
+2M Indirects

Super:
(6) Longshot Updated in RC v1.7
140/100+3R Indirects
-2M Indirects


Sasha
-----
Normal:
100/100 All Units
+10% Attack in Rural (Plains and Woods)
-10% Attack in Urban

Power:
(2) Weaken Defenses
+20% Attack in Rural
-1 Enemy Terrain Stars

Super:
(6) Exploit Weakness
+50% Attack in Rural
-3 Enemy Terrain Stars


Colin
-----
Normal:
90/90 All Units
80% Deployment Cost
[80% Damage Dealt Charges COP Meter]
[80% Damage Taken Charges COP Meter]

Power:
(3) Gold Rush
1.5x Current Funds

Super:
(7) Power of Money
+1% Attack per 300G


Javier
------
Normal:
100/100 Non-Vehicles
90/100 Vehicles
+10% Attack in Clear

Power:
(3) Storm Break
+20% Attack in Clear
-1 Enemy Attack Range (Reduces indirect range by 1)
Clears Weather

Super:
(6) Counter Break
150% Counterattack
Firststrike


Eagle
-----
Normal:
130/100 Air Units
70/100 Sea Units
Reduce Air Fuel Used

Power:
(4) Lightning Strike
140/80+2M Air Units
110/80+2M Vehicles
80/80+2M Sea Units

Super:
(9) Lightning Assault
Resets Non-Infantry Wait Status


Drake
-----
Normal:
100/110+1M Sea Units
70/100 Air Units
+1R in Rain
Unhindered by Rain (Clear Move in Rain, Uneffected by Rain's -1 Vision, Piercing Vision in Foggy Rain)

Power:
(3) Typhoon
Causes Foggy Rain (Causes fog and rain)
Inflicts 1 HP Damage

Super:
(7) Tsunami
Halves Enemy Fuel
Inflicts 2 HP Damage


Jess Updated in RC v1.7
----
Normal:
110/100 Vehicles
90/100 Non-Vehicles

Power:
(4) Lock and Load Updated in RC v1.7
130/100+1R Vehicles
+20% Attack on Roads
Reloads All Units (Only replenishes ammo)
Restores 1 HP

Super:
(6) Overdrive Updated in RC v1.7
150/100+1M Vehicles
+1M on Roads (Gain +1 movement when starting from roads or bridges)
Refuels All Units (Only replenishes fuel)
Restores 2 HP


Kanbei
------
Normal:
120/120 All Units
120% Deployment Cost
[100% Damage Dealt Charges COP Meter]
[50% Damage Taken Charges COP Meter]

Power:
(4) Threatening Aura
160/120 All Units
No Enemy Counterattack

Super:
(7) Morale Boost
160/160 All Units
150% Counterattack


Sonja
-----
Normal:
120/100 Tires & Subs
90/100-1M Tanks
90/100 Planes
+1R on Woods & Reef
+1 Vision

Power:
(3) Hidden Threat
150/100 Tires & Subs
+2 Piercing Vision
Hide in Woods & Reef

Super:
(5) Stealth Tactics
150/100 Tires & Subs
Stealth Mode (Dives all player units out in the field at time of activation, when unstealthing, restores sub's previous dived status)


Sensei Updated in RC v1.7
------
Normal:
130/100 Copters
130/100 Infantry
90/100 Vehicles
90/100 Planes & Sea
No Wait on Unload (Units dropped from transports can take an action)

Power:
(3) Copter Command
160/100 Copters
Spawn 8HP Infantry

Super:
(7) Airborne Assault
160/100 Copters
Spawn 8HP Mech


Grimm Updated in RC v1.7
-----
Normal:
130/80 All Units
Tires Move as Treads
[80% Damage Dealt Charges COP Meter]
[80% Damage Taken Charges COP Meter]

Power: Updated in RC v1.7
(3) Knuckleduster
160/90 All Units
+10% Direct Defense

Super: Updated in RC v1.7
(6) Haymaker
190/100 All Units
+20% Direct Defense


Sturm Updated in RC v1.7
-----
Normal:
110/110 All Units
-10% Bad Luck

Power:
(0) Gathering Power

Super:
(8) Meteor Strike Updated in RC v1.7
140/140 All Units
5 HP Damage in a 5x5


Hawke Updated in RC v1.7
-----
Normal:
110/100 All Units
+10% Atk. vs. Less HP
-20% Atk. vs. More HP
[4 COP Usage until Max Cost]
[25% COP Cost Increase per Use]
[Idea of HP based damage taken from CO Ember by Tronn_Bonne]

Power:
(4) Black Wave Updated in RC v1.7
+30% Atk. vs. Less HP
Inflicts 1 HP Damage

Super:
(9) Black Storm Updated in RC v1.7
+50% Atk. vs. Less HP
Inflicts 2 HP Damage
Restores 1 HP


Kindle Updated in RC v1.7
------
Normal:
100/100 All Units
+40% Attack in Urban
-1M in Woods & Reef

Power:
(3) City Corruption
+80% Attack in Urban
Resets Enemy Capturing

Super:
(6) High Society
+120% Attack in Urban
+3% Attack per Owned Property


Hachi Updated in RC v1.7
-----
Normal:
90/100 All Units
+20% Defense Transports
+100G per Property
Loaded Units Attack
[100% Damage Dealt Charges COP Meter]
[50% Damage Taken Charges COP Meter]

Power:
(4) Black Market
80% Deployment Cost
City Deployment

Super:
(8) War Bonds
Platinum Attack (Gains 50% of damage dealt as funds)
Platinum Defense (Gains 25% of damage received as funds)


Adder Updated in RC v1.7
-----
Normal:
100/100 All Units
+1M in Bad Weather
[10 COP Usage until Max Cost]
[10% COP Cost Increase per Use]

Power:
(4) Sideslip Updated in RC v1.7
100/100+1M All Units
Enemy Passthrough

Super:
(4) Sidewinder Updated in RC v1.7
100/100+1M All Units
+5% Attack per Movement Used


Lash
----
Normal:
100/100 All Units
+10% Attack per Terrain Star
-1 Star in Defense (Loses 1 terrain star when calculating lash's defense)
[Terrain star manipulation order: swap, -1 enemy stars, -2 enemy stars, +1 star, double stars, and then -1 star last]

Power:
(4) Terrain Tactics
Free Move in Clear
Swap Terrain Stars (Swaps attacker and defender's terrain stars)

Super:
(7) Terrain Dominance
Double Terrain Stars


Flak
----
Normal:
120/100 Treads
120/100 Planes
80/100 Infantry
80/100 Copters
80/100 Sea Units

Power:
(3) Brute Force
150/100+1M Treads
150/100+1M Planes
Downgrades Tank Level (Downgrades Hv Tank -> Md Tnk -> Tank while retaining current ammo/fuel or cutting them if lower than new max)

Super:
(9) Forged Steel
120/130 Treads
120/130 Planes
Upgrades Tank Level (Upgrades Tank -> Md Tnk -> Hv Tank while retaining current ammo/fuel or cutting them if lower than new max)
[Name and concept taken from Xenesis]


Jugger Updated in RC v1.7
------
Normal:
120/100 Hi-Tech (Units greater than or equal to 15000G)
90/100 Low-Tech (Units less than or equal to 7000G)
Variable Tech Cost (90% Deployment Cost for Low-Tech units and 110% Deployment Cost for Hi-Tech units)

Power:
(0) Auto Defense
+20% Defense All Units
Automatically Activated (Activates when someone has a COP or SCOP active not including Jugger's COP)

Super:
(5) Adaptive Tech Updated in RC v1.7
+40% Attack on Odd Days
+30% Defense on Even Days
+1M every Third Day (If the current day is divisible by 3, then gain +1 movement boost)


Map Changes
Spoiler: show
2 Player Maps
-------------
2P#1: Small Island by Taelith
2P#2: Icy Lake by pressaltf4
2P#3: Blazing Brook by zeroigniz
2P#4: Iron Oasis by dreamcatcher
2P#5: Down Under by mextex
2P#6: Winding Road by tst5381
2P#7: Chokepoint by Ephraim225
2P#8: Dragon Slash by Kanbei's Unlucky Sock
2P#9: The Climb by wareagle
2P#10: 1-Up Island by wareagle
2P#11: Rended Earth by MorganLeah2
2P#12: Harpsicord by Phantom
2P#13: Vintage Coast by laughing_corpse
2P#14: Questionable by Ultra Storm
2P#15: Whirly by Unknown
2P#16: Endless Ocean by Ultra Storm
2P#17: Frost Bight by Xenesis
2P#18: Sahara by Hellraider
2P#19: Slithy Toves by Angel
2P#20: 6 Pool by wareagle 2
2P#21: Mane Basin by laughing_corpse


3 Player Maps
-------------
3P#1: Default 3P by Taelith
3P#2: Triple Shot by 10983812
3P#3: Dilemma by R1
3P#4: The Ring by laughing_corpse
3P#5: Colosseum by Headphone
3P#6: Pinwheel by dreamcatcher
3P#7: Danger Zone by Tuberluber
3P#8: ID Peace by pressaltf4
3P#9: The Bends by x0_000
3P#10: Trinity by SysFlare
3P#11: British Isles by Sturmy
3P#12: River Turmoil by hitman02011
3P#13: Pass of Death by Fate 6
3P#14: Ghanas Sea by Marston
3P#15: Tentacles by lazernerd
3P#16: Destruction by yoshogi
3P#17: Antarctica by joemancan
3P#18: Advantage by TheRaginCajun
3P#19: Feeling Blue by Britshi
3P#20: Hexpeckled by ajitak
3P#21: North America by carapace


4 Player Maps
-------------
4P#1: II Road by Taelith
4P#2: Melee Mayhem by bombaluigi
4P#3: Arena 14 by rast2
4P#4: Battlestations by RedlineM203
4P#5: Land Ace by Air_Ace
4P#6: Air Raid by the-deadly-shadow
4P#7: Chaos Theory by Sarumarine
4P#8: Mercurial Box by Pyrranha
4P#9: Freeform by x0_000
4P#10: Crab Key by Sarumarine
4P#11: Psychosis YZ by Phantom
4P#12: Anxieties by I-Ieadphone
4P#13: Dire Range by RockmanX_Zero
4P#14: Diamond Lake by Genius
4P#15: Europe by sharpshootA
4P#16: Nova Docks by Jin
4P#17: Colonization by lord_raven
4P#18: 4 Islands by Marston
4P#19: Pawprint by zeroigniz
4P#20: Invasion by Wareagle 2
4P#21: World Map by SFX makes hella maps


Predeployed Maps
----------------
PD#1: Brace Range
PD#2: River Range
PD#3: Bundle City
PD#4: Mint Plateau
PD#5: Liaison Wood
PD#6: Scarab Road
PD#7: Jewel Canal
PD#8: Pointing River
PD#9: Moon Isle
PD#10: Wrench Island
PD#11: Rapid Ferry
PD#12: Delta Heights
PD#13: Poem Cape
PD#14: No-Exit Isles
PD#15: Blue Lake
PD#16: Fan Isle
PD#17: Coil Range
PD#18: Leaf Haven
PD#19: Capital Clash
PD#20: Danger Pool
PD#21: Battle Cube


Challenge (Classic) Maps
------------------------
C#1: Waza by x0_000
C#2: Talysman by Mark999
C#3: Whirlpool by Mark999
C#4: Legion Pnsla. by Xenesis
C#5: Sorrow's Bl. by Xenesis
C#6: Copter Rout from Advance Wars Series
C#7: Victory Wings from Advance Wars Series
C#8: Navy Might from Advance Wars Series
C#9: Naval Clash from Advance Wars Series
C#10: City of Gold by Xenesis
C#11: Encircled! by Frankdeslimste
C#12: Artist by Air_Ace
C#13: Black Hawk by Frankdeslimste
C#14: Hunter Range by dreamcatcher
C#15: Tempest by TheRaginCajun
C#16: HQ Attack by hitman02011
C#17: Headlock by zeroigniz
C#18: Rivals #2 by Air_Ace
C#19: Dark Clone from Advance Wars Series
C#20: Urban Ace by Air_Ace (P1 and P4 are Allies, P2 and P3 are Allies)
C#21: Final Battle from Advance Wars Series


War Room Maps
-------------
WR#1: Spann Island from Advance Wars Series (vs. Nell)
WR#2: Fist Peninsula from Advance Wars Series (vs. Sasha)
WR#3: Coral Lagoon from Advance Wars Series (vs. Grit)
WR#4: Crater Isle from Advance Wars Series (vs. Lash)
WR#5: Snake Hills by Frankdeslimste (vs. Adder)
WR#6: Besieged from Advance Wars Series (vs. Kanbei)
WR#7: Boxed In by Frankdeslimste (vs. Colin)
WR#8: Crescent Isle by RadioShadow (vs. Max)
WR#9: Iron Knuckle by Xenesis (vs. Grimm)
WR#10: Point Q by x0_000 (vs. Sensei)
WR#11: Bank Robbery by x0_000 (vs. Hachi)
WR#12: Mirror Islands from Advance Wars Series (vs. Eagle)
WR#13: Lake Oil by Jaws (vs. Drake)
WR#14: The Woods by AfterDeath (vs. Sonja)
WR#15: Circle Island by Frankdeslimste (vs. Hawke)
WR#16: Sea Coal by Air_Ace (vs. Sami)
WR#17: Island Nation by Mark999 (vs. Jess)
WR#18: Old Wounds by Xenesis (vs. ????) Mirror Match
WR#19: Split Mountain by Frankdeslimste (vs. Lash,Sami)
WR#20: Risky Vale from Advance Wars Series (vs. Javier,Kanbei)
WR#21: Harvest Glen by dreamcatcher (vs. Grit,Jess)
WR#22: Evil Snowman by Air_Ace (vs. Olaf,Jugger)
WR#23: Narrow Path by zeroigniz (vs. Max,Flak)
WR#24: Crunch Time by dreamcatcher (vs. Andy,Hawke)
WR#25: Drake Channel by Roma_emu (vs. Drake,Eagle)
WR#26: Under Siege by Frankdeslimste (vs. ????,????) vs. Rivals
WR#27: Ganglands by x0_000 (vs. Colin,Sensei,Hachi)
WR#28: Comet Catcher by x0_000 (vs. Sasha,Javier,Grimm)
WR#29: City Rampage by BlackWaive (vs. Flak,Adder,Kindle)
WR#30: Last Battle by Taelith (vs. ????,????,Sturm) vs. Allies + Sturm
let me know if any map credits are incorrect or if you know who the unknown ones are

To Do List & Known Bugs
[spoiler]Update War room days to clear for S-Rank
Tweak AIs
COP created fog doesn't have player start screen for fog
Selecting unit causes unit to face their original game direction
Random weather not changed to follow new weather IDs
Property info screen doesn't properly show bonus from income bonus ability (shows properly on intel status)
Sometimes resupplying on cities take longer than normal
CO Face on page 5 of CO dossier uses incorrect palette
AI sometimes builds a carrier on an airport
Add in Icon for Immobilized and Crippled Units
Found bug with supplying Striker unit with APC
Found bug where Battleship is able to end on shoal during fog this also causes it to not be able to fire until moving out
Change Sami's SCOP usage to be at end of turn like Eagle


Want to give thanks to Xenesis for his work on the Defense Display, Pointer Hack Ultra, his CO Dependent deployment code plus his AW2 Note's Dump that made this hack possible.
Attachments
AW2 - Extended RC v1.7.zip
(217.98 KiB) Downloaded 73 times
AW2 - Extended RC v1.6.zip
(217.59 KiB) Downloaded 15 times
AW2 - Extended RC v1.5.zip
(216.5 KiB) Downloaded 129 times
Last edited by Taelith on Tue May 05, 2015 12:31 pm, edited 56 times in total.

User avatar
MysteriousLad
Rank: Mysterious God
Location: At the edge of sanity

Re: AW2 Extended Beta v1.1

Postby MysteriousLad » Sat May 10, 2014 3:16 pm

Holy cow, you have been busy! Il download it and try it out later
"i put on my robe and wizard hat" ~Pkdragon
"rocks fall everyone dies" ~HPD
Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

Organized crime is selling bagels on television? Since when? ~Dragon Fogel

Taelith

Re: AW2 Extended Beta v1.2

Postby Taelith » Tue May 13, 2014 6:25 am

Updated to Beta v1.2. Changes noted in original post.

Taelith

Re: AW2 Extended Beta v1.3

Postby Taelith » Sat May 17, 2014 6:42 am

Updated to Beta v1.3. Changes noted in original post.

Taelith

Re: AW2 Extended (Beta v1.4)

Postby Taelith » Wed May 21, 2014 3:18 am

Updated to Beta v1.4. Changes noted in original post.

User avatar
Xenesis
Tri-Star CO
Tri-Star CO
Rank: Hydrocarbon Inspector
3DS Code: 2535-4646-7163
Location: 0x020232DD
Contact:

Re: AW2 Extended (Beta v1.4)

Postby Xenesis » Wed May 21, 2014 10:19 am

I'm sad that I still haven't had a chance to give this a shot, because it looks like fun.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

Taelith

Re: AW2 Extended (Beta v1.4)

Postby Taelith » Thu May 22, 2014 9:41 am

Along with the bug fixes, color edits will be in patch v1.5 to go with the team color dependent co palette.

Nell.jpg
Nell.jpg (177.22 KiB) Viewed 2336 times

Max.jpg
Max.jpg (205.95 KiB) Viewed 2336 times

Flak.jpg
Flak.jpg (236.62 KiB) Viewed 2336 times

Taelith

Re: AW2 Extended (Beta v1.5)

Postby Taelith » Thu May 22, 2014 1:35 pm

Updated to Beta v1.5. Changes noted in original post.

Taelith

Re: AW2 Extended (Beta v1.6)

Postby Taelith » Sat May 24, 2014 6:07 am

Updated to Beta v1.6. Changes noted in original post.

User avatar
Mark999
Rank: GM_S9_S9
Location: In America
Contact:

Re: AW2 Extended (Beta v1.6)

Postby Mark999 » Sun May 25, 2014 4:08 pm

The difficulty in these maps is off the charts. Since when does Kanbei Arrives have factories??

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GreenEarth
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Re: AW2 Extended (Beta v1.6)

Postby GreenEarth » Mon May 26, 2014 12:02 pm

I've been playing alot of this in multiplayer (loaded it onto an android tablet) and it is the most fun I've had playing this game is quite some time. If you're playing the versus mode it's a blast! However in single player, you can only do Hard campaign, and I'm complete garbage at it. Some of the Challenge and War Room maps are also absurdly hard.

But god damn it's fun. Just out of curiosity, is there an easy way to make some easy changes to D2D power bonuses and stuff? We just want to make Colin have 90% deployment costs instead of 80%

Taelith

Re: AW2 Extended (Beta v1.6)

Postby Taelith » Mon May 26, 2014 2:01 pm

Unfortunately I am not home right now and wont be home for a week so I wont be able to post an update til then. After fixing the defnse pointer and updating the ai, the difficulty on some of the war room/challenge maps need updating which I will get to. I have been playing through the war room on the latest patch and so far have been able to get several S and A ranks but i havent played the more difficult ones in this patch.

The goal for this is once i have things working the way I want, I will have editable tables for all th co tweaks so people can do their own custom co changes with the available features. Also please share any bugs you run into that I dont have listed.

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Re: AW2 Extended (Beta v1.6)

Postby MysteriousLad » Mon May 26, 2014 3:03 pm

Green Earth this is an easy task unless Taelith has moved the co data pointers. Search for Nightmare2 in this forum and download nightmare2 from romhacking.net then many simple edits like that can just simply be retyped to your will.
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Taelith

Re: AW2 Extended (Beta v1.6)

Postby Taelith » Tue May 27, 2014 2:00 am

I did move the co bonuses around to make room for the new weather movement pointers. Let me know if the AW2 Extended Beta v1.6a patch works for you. Patch this over the normal beta 1.6a patch. Patch changes colin's deployment cost to 90%.
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AW2 - Extended Beta v1.6a.zip
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Jezuree

Re: AW2 Extended (Beta v1.6)

Postby Jezuree » Wed May 28, 2014 8:16 am

Wow, good job. I'm eagerly waiting to be able to make some custom changes of my own in this.

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GreenEarth
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Re: AW2 Extended (Beta v1.6)

Postby GreenEarth » Thu May 29, 2014 10:27 pm

I couldn't get it to work, I patched it over the 1.6 patch and then opened it in nightmare and it was giving me weird values for some things (such as Colin having a 20000+ D2D vision bonus), but it doesn't really matter too much. I really can't get over how fun this is to play! Very well done Taelith!

Also AI Grit's army is like 10% infantry, 80% artillery and 10% rockets. I just played a game against him and he had probably 15 artillery units
Last edited by GreenEarth on Thu May 29, 2014 11:56 pm, edited 1 time in total.

Lambda

Re: AW2 Extended (Beta v1.6)

Postby Lambda » Thu May 29, 2014 11:32 pm

GreenEarth wrote:I couldn't get it to work, I patched it over the 1.6 patch and then opened it in nightmare and it was giving me weird values for some things (such as Colin having a 20000+ D2D vision bonus), but it doesn't really matter too much. I really can't get over how fun this is to play! Very well done Taelith!



With 1.6, just change the values in 0x08623f18/68/b8 to "f6ff" if you want Colin deployment costs moved to 90%.

Guest

Re: AW2 Extended (Beta v1.6)

Postby Guest » Mon Jun 09, 2014 6:04 am

How exactly did you get Andy to have +1 daily repair? Was it as simple as changing a value or did you have to do something much more than that?

Lambda

Re: AW2 Extended (Beta v1.6)

Postby Lambda » Mon Jun 09, 2014 7:32 am

It's more than changing a value.

Basically you'll need to asm the repairing routine in order to add some conditionnal checks.

Taelith

Re: AW2 Extended (Beta v1.6)

Postby Taelith » Mon Jun 09, 2014 10:34 pm

Yep. What Lambda said, you have to use asm to add in the + repair ability.

Added in the shop graphics for the new units. Bike was made from recon + tank. Anti-Tank was made from artillery + rockets.
NewUnitsInfo1.png
NewUnitsInfo1.png (26.65 KiB) Viewed 2101 times

NewUnitsInfo2.png
NewUnitsInfo2.png (28.69 KiB) Viewed 2101 times

NewUnitsInfo3.png
NewUnitsInfo3.png (23.29 KiB) Viewed 2101 times

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Re: AW2 Extended (Beta v1.6)

Postby Linkman » Tue Jun 10, 2014 8:15 am

Amazing work with those sprites! I like your heavy tank better than AWDS's.
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Re: AW2 Extended (Beta v1.6)

Postby Xenesis » Tue Jun 10, 2014 9:41 am

Haha wow, that's sexy.

Nice work on the sprites.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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Re: AW2 Extended (Beta v1.6)

Postby Guest » Wed Jun 11, 2014 9:55 am

This is such incredible work Taelith this has honestly reignited my spark in Advance Wars. Will there be a next update? Will those added units be in the next update? When is the next update?

I feel like a kid at Christmas time

Taelith

Re: AW2 Extended (Beta v1.6)

Postby Taelith » Wed Jun 11, 2014 1:04 pm

Yep next update will be soon. Hopefully before the weekend since I will be out of town again. It will include the new units plus some other changes.
@Linkman: The heavy tank graphics are the graphics used for the megatanks from awds. I didn't actually modify it. I only modified for the bike and anti-tank.

For the upcoming change. The old missile silo will be replaced by the 5-star terrain from super famicom wars. Its launch ability will be moved to the UCAV (Black Bomb unit).
Fort_Explode.png
Fort_Explode.png (26.61 KiB) Viewed 2053 times

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DieselPheonix

Re: AW2 Extended (Beta v1.6)

Postby DieselPheonix » Wed Jun 11, 2014 2:34 pm

Hmm, I was wondering if there was something different and I needed to recalibrate my eyesight.

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Re: AW2 Extended (Beta v1.6)

Postby Xenesis » Wed Jun 11, 2014 3:30 pm

DieselPheonix wrote:Hmm, I was wondering if there was something different and I needed to recalibrate my eyesight.


I think it's just the weird pseudo-3D effect AW3 does distorting everything.

And I have to say, seeing all this go down in this thread means I really need to get my bum in gear and keep working on my own hacks :)
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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Re: AW2 Extended (Beta v1.6)

Postby Linkman » Thu Jun 12, 2014 10:53 am

Xenesis wrote:
DieselPheonix wrote:Hmm, I was wondering if there was something different and I needed to recalibrate my eyesight.


I think it's just the weird pseudo-3D effect AW3 does distorting everything.


I'm going with that--it's either that or faulty memory and I'm too young for Alzheimer's :P
"everytime I try to draw xen I end up drawing a kangaroo smoking a cigar while chainsawing a tree" - Deoxy
"I can't believe I'm the only person who voted Stallone. His appeal lies in watching is movies again and again just to hear what the hell he's talking about." - Kilteh

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Re: AW2 Extended (Beta v1.6)

Postby Linkman » Thu Jun 12, 2014 10:53 am

Xenesis wrote:
DieselPheonix wrote:Hmm, I was wondering if there was something different and I needed to recalibrate my eyesight.


I think it's just the weird pseudo-3D effect AW3 does distorting everything.


I'm going with that--it's either that or faulty memory and I'm too young for Alzheimer's :P
"everytime I try to draw xen I end up drawing a kangaroo smoking a cigar while chainsawing a tree" - Deoxy
"I can't believe I'm the only person who voted Stallone. His appeal lies in watching is movies again and again just to hear what the hell he's talking about." - Kilteh

Taelith

Re: AW2 Extended (Beta v1.7)

Postby Taelith » Fri Jun 13, 2014 5:47 am

Updated to Beta v1.7. Changes noted in original post.

Guest

Re: AW2 Extended (Beta v1.7)

Postby Guest » Sat Jun 14, 2014 12:19 am

Just played 1.7 for a little bit, it's great.

However, the only added units I can create or place in Design Maps are the Bike and the HvTank, I can't make any of the other ones. I don't know if that was intentional or not though.

Excellent work though!

Guest

Re: AW2 Extended (Beta v1.7)

Postby Guest » Sat Jun 14, 2014 6:30 am

Guest wrote:Just played 1.7 for a little bit, it's great.

However, the only added units I can create or place in Design Maps are the Bike and the HvTank, I can't make any of the other ones. I don't know if that was intentional or not though.

Excellent work though!


Sorry - I can also make the UCAV, but not the Anti-Tank, Carrier, or Striker. I can't place any of those units in Design Maps however.

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Re: AW2 Extended (Beta v1.7)

Postby Xenesis » Sat Jun 14, 2014 11:24 am

Unless Taelith has expanded the unit lists in the Design Maps menus, you're not going to be able to unless you do some memory editing or the like.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

Guest

Re: AW2 Extended (Beta v1.7)

Postby Guest » Sun Jun 15, 2014 5:10 am

Wow, I'm really dumb I didn't see the CO dependent shoplists update. Sorry about that.

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kiwi

Re: AW2 Extended (Beta v1.7)

Postby kiwi » Sun Jun 15, 2014 4:12 pm

all these way cool mods make me wish I had a laptop or something to take them on the go

Taelith

Re: AW2 Extended (Beta v1.7)

Postby Taelith » Fri Jun 20, 2014 4:10 am

I haven't touched the design map stuff (maybe sometime later).

Here are the anti-tank sprites I used.
Anti-Tank.png
Anti-Tank.png (5.63 KiB) Viewed 1880 times

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MysteriousLad
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Re: AW2 Extended (Beta v1.7)

Postby MysteriousLad » Fri Jun 20, 2014 4:13 am

Thanks :)
"i put on my robe and wizard hat" ~Pkdragon
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Welcome to the optimistic world of WWN :D

And logic doesn't work on MysteriousLad... ~Kireato
Wait, wait, wait.

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Mark999
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Re: AW2 Extended (Beta v1.7)

Postby Mark999 » Sat Jun 21, 2014 6:09 pm

I found a bug: a lot of the time my units are doing 0 damage to Nell's units for no real reason; I'm unsure how consistent it is but it's only Nell this is happening to.

So far it seems that it's only letting each of Nell's units get damaged every so often by similar unit types, in other words if a tank attacks Nell's Tank, her tank won't take damage from other tanks. Or something...it doesn't seem to matter what CO I'm using.

Taelith

Re: AW2 Extended (Beta v1.7)

Postby Taelith » Sat Jun 21, 2014 11:42 pm

Thanks Mark999. I checked it out and the bug is from when I added the 5 star terrain and put in a check to have defense not go over 200. This caused Nell's direct defense not to be calculated correctly. Should be fixed in 1.7a in original post. Let me know if that works.

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Mark999
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Re: AW2 Extended (Beta v1.7)

Postby Mark999 » Sun Jun 22, 2014 1:02 pm

Thanks, she's back to normal, as my 300 on Fist Peninsula should show :P

Taelith

Re: AW2 Extended (Beta v1.8)

Postby Taelith » Tue Jul 01, 2014 11:24 pm

Updated to Beta v1.8. Changes noted in original post.

Coming out of beta soon which means no more major features. I will still do balance, bug fixes and possibly some map changes.


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