War Room Hack: Custom Edition planning

Discussion of hacking, editing and developments in Advance Wars games.
Remember, no Rom Requests
User avatar
Xenesis
Tri-Star CO
Tri-Star CO
Rank: Hydrocarbon Inspector
3DS Code: 2535-4646-7163
Location: 0x020232DD
Contact:

Re: War Room Hack: Custom Edition planning

Post by Xenesis » Mon Jul 20, 2015 2:16 pm

You just know the S-Rank solution to this map isn't going to involve any air units at all, right? :P
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Mon Jul 20, 2015 4:05 pm

The only thing that matters is that you can't use the basic Spann Island strat without a tweeeeest!
Only in math can you buy 600 cantaloupes and not look like a nutter.

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

Re: War Room Hack: Custom Edition planning

Post by Mark999 » Mon Jul 20, 2015 5:25 pm

Hmm, what do we name this one?

Spann...spann...um...

Oh I know! Star-spangled Spanner!...too long?

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

Re: War Room Hack: Custom Edition planning

Post by Xenesis » Tue Jul 21, 2015 12:28 am

Clearly we call it Spann Air. :D
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

User avatar
Kawior
Rank: Senior Cannon Fodder
Location: Poland

Re: War Room Hack: Custom Edition planning

Post by Kawior » Sat Oct 24, 2015 8:39 am

Here comes my first contribution to AW hacking community. I called this map Stacked Odds because the main theme is for it to be played from any of four positions and play 1v3 while still providing a challenge. In fact every position has different advantages/disadvantages which basically gives you 4 ways to play the same map. Anyway I wanted it to have diverse terrain and rather high property count since that way both player and AIs can reach their COP and SCOP multiple times untill finish and have a good feel from each CO as well as demanding smart capture phase and infantry play.
The level of challenge from hardest to easiest would be: :os: Red> :yc: Yellow> :bm: Blue> :ge: Green.
Some random thoughts and comments:
-The pre-deployed rockets are there to prevent :ge: Green player from insta capturing :bm: Blue HQ.
-There are some breakable pipes around the map which were serving the AW:DoR meteor function and are there mostly to make :os: Red player's life a bit easier(here lies a question wether AI will ever atack pipes? Or maby you think they are unnecessary).
-It's kinda old map for me as I already uploaded this one in Design Room/Design Map under a less AW-style name some time ago.
-I actually designed it in the game's Design Room that's why 30x20 size and in this particular edition the map has 59-ish properties
-My playtests and difficulty ranking on colours were done in the original AW2 and some minor balance patch.
- :bm: Blue/ :ge: Green should have about 25/20 day limit respectively. :os: Red/ :yc: Yellow about 30 days limit. The limits may be a bit off but that's my general impression.
edit: Replaced BM port with neutral(my mistake).
edit2: Will river exits stil be passable for infantry?(looking at the bottom left corner YC trooper)
Attachments
Stacked Odds.png
Stacked Odds.png (48.89 KiB) Viewed 636 times
Last edited by Kawior on Sat Oct 31, 2015 7:39 am, edited 4 times in total.

User avatar
The Thunder
Rank: 2D Game Artist
Location: South Portland

Re: War Room Hack: Custom Edition planning

Post by The Thunder » Wed Oct 28, 2015 11:29 pm

Is there a reason OS only has one pre-deployed Infantry and the other armies have two?

User avatar
Satel

Re: War Room Hack: Custom Edition planning

Post by Satel » Thu Oct 29, 2015 3:04 am

First turn advantage countering.
Joey wrote:i think i was mad at certain players and wanted to wave st3rn's success in their face at the most opportune moment, or something

st3rn fudge st3rn

User avatar
DieselPheonix

Re: War Room Hack: Custom Edition planning

Post by DieselPheonix » Fri Oct 30, 2015 5:30 pm

I am unsure that matters much on an asymmetrical map as there remains differential access to properties.

User avatar
Kawior
Rank: Senior Cannon Fodder
Location: Poland

Re: War Room Hack: Custom Edition planning

Post by Kawior » Sat Oct 31, 2015 6:17 am

Those are not ment to be FTA counters per se. Let me explain it this way:
-- OS will be subjected to raids from GE and has one forward base.
-2 bases near HQ prevent:
- GE from capturing it.
- BM and YC from flooding with vechicle untis before you have any.
-forward base is there to deter some BM and YC units from the main front.
-- BM has 2 FTA penalties since having airport(under rockets) earning from day one
-- Two FTA penalties for GE to delay production in main base and postpone capturing BM.
-- YC at first has to rely on 2 bases outside it's "main base".
-First on the bottom there is one YC base and OS infantry on neutral base. This is FTA for YC.
-The other base is far off enough to be neglected in FTA terms(or at least i havent given it much thought).
As DieselPhoenix mentioned the map is unsymetrical and my goal was to make every startpoint unique but as equally challenging as possible.

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Sun Jan 31, 2016 7:23 pm

Small update: I've designed a new CO which is actually pretty interesting to play with. Got the D2D coded up and will work on the powers later. Patch will come whenever I actually finish the whole power set. For a preview, here's the current design:

Neo Jugger
D2D: When you build a unit, there is a small chance that it gets replaced by a different unit. The exact probabilities are not easy to calculate (I have a complicated function to handle this) but it's roughly like 1/6 chance that any particular unit you build gets replaced by a different unit, with a higher chance that the unit you get is not too swingy (i.e. a tank is more likely to become an artillery or an antiair than a mid tank or a recon.) This doesn't work on the first two days of the game for balance and AI reasons.

COP: All units on the map get replaced in the same way as built units in the D2D. The probability of replacement will be a bit higher.

SCOP: Units on the map get their locations randomly swapped with each other.

Bar shape will be something along the lines of xxXXXX so that the COP can be spammed :D
Only in math can you buy 600 cantaloupes and not look like a nutter.


User avatar
Fynmorph

Re: War Room Hack: Custom Edition planning

Post by Fynmorph » Fri Feb 12, 2016 11:17 am

Wah crumpets who did that Monet sprite ? It's soo good.
Well i propose some of my OCs then as custom COs.

I think this one is good:
http://forums.warsworldnews.com/viewtop ... 16&t=13589

Maybe you'll have to remove the whole "idol" thing lmao, but a CO around the idea that Every transport can transport one more unit and powers that allows to move imediately would be cool:
http://forums.warsworldnews.com/viewtop ... 16&t=13543

these two might not be interesting enough but im putting here anyway. http://forums.warsworldnews.com/viewtop ... 38#p393538 http://forums.warsworldnews.com/viewtop ... 39#p392439

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Fri Feb 12, 2016 4:06 pm

Monet's just using placeholder art, it's Balalaika from Black Lagoon.

Looking at the COs:

Jack is boring and has some balance issues when you take the hack in context. The mechanical theme of unit numbers is problematic in War Room settings because there's a natural unbalance (in this case this means Jack is always OP for the player and UP for the AI barring multiCO maps). The bonuses are just numerical damage which is done by other COs with more noticeable drawbacks (Max sacrifices indirects, Grimm sacrifices defense). There might be some usable themes, like swinginess (playing Jack usually ends up being OP for a while, then UP when you get the advantage, then getting OP again after losing the advantage, etc.) but it would need some more thinking.

Makoto has one intriguing concept which is being able to load transports with an extra unit. Disregarding the trickiness to hack (I think the game has a max of two slots without some significant save hacking so landers would probably have to be excluded) it would need a more synergistic power set (It might be better to transplant it onto Sami?) Moving after dropping is also interesting, I think a CO with it as a D2D could be an interesting base. For the rest of the power set, the 20 air defense is not too notable on its own, the bad luck is not tied to a specific (also Sonja has that effect), the COP is basically Sensei's COP, and I have no idea what 3PV is (3HP?) However reading this concept does give me the idea of a CO that can spawn units into transports (i.e. Sensei but applied to transports instead of cities.)

Eva has some interesting ideas. The D2D is pretty interesting (shuffling defense bonuses from important terrain) and might create unique situations, although the rest is fairly generic stuff. I like the idea of the COP caring about low HP units, although I'm not sure I want to push the economic angle again. SCOP is mass damage with conditions which gets repetitive after a while. A lot of potential ideas behind this one.

Jupiter is unfortunately taken up by Xen's version of Sonja which I'm using (drops FoW with her powers) and the non-Sonja parts are not usable as a concept on its own (stealths don't even exist in AW2!!!)
Only in math can you buy 600 cantaloupes and not look like a nutter.

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

Re: War Room Hack: Custom Edition planning

Post by Xenesis » Fri Feb 12, 2016 6:37 pm

x0_000 wrote:Makoto has one intriguing concept which is being able to load transports with an extra unit. Disregarding the trickiness to hack (I think the game has a max of two slots without some significant save hacking so landers would probably have to be excluded) it would need a more synergistic power set
Yeah, transports can only deal with two units at most, otherwise loaded units just disappear into the nevernever. Including only having menu commands for the two slots and the AI only recognising those two slots. It'd be messy to bypass.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Sun Apr 17, 2016 4:58 pm

it's happening:

Only in math can you buy 600 cantaloupes and not look like a nutter.

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Wed Jun 22, 2016 10:59 am

two new CO ideas!!! I may code up roxanne since the idea is fairly straightforward to implement.

Ammo CO (Roxanne)
xXXXX or xxXXXX (depends on the details of the COP)
d2d - 150/100 for primary weapon attacks (i.e. uses ammo). mechs have 1 max ammo, other units have 3 max ammo. ammo cannot be restocked normally.
COP - 160/110, restocks 1 ammo (possibly 2 ammo?) for all units
SCOP - 200/110, restocks 3 ammo for all units, then possibly restocks 1 extra ammo for all units at the end of turn.

Level Up CO (Epoch)
xXXXXXXXXX or xxXXXXXXXX (depending on how strong the COP is)
d2d - 80/100 or 90/100 depending on how strong the COP is.
COP - level up with one of the following permanent bonuses (order to be determined):
-units are 100/100
-movement cost = 1
-20% costs
+1 indirect range
+1 movement range for transports
+20% attack for infantry
+20% attack for direct
+20% attack for indirect
+20% defense against indirect
+2? capture rate
no SCOP.
Only in math can you buy 600 cantaloupes and not look like a nutter.

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Sun Jun 26, 2016 4:44 pm

got the code for roxanne's d2d written up!!! :toot: still need to code the powers but it's mostly modifications to jess's powers so it should be easy. only problem is the AI doesn't understand that roxanne can't resupply ammo yet... and I need to fix the low ammo display for the game. in any case an update with roxanne may appear soon...!!!

edit: almost completely implemented
Image

edit2: just need to add the CO Powers...

Image
Only in math can you buy 600 cantaloupes and not look like a nutter.

User avatar
Sven

Re: War Room Hack: Custom Edition planning

Post by Sven » Tue Jun 28, 2016 8:40 am

cool crumpets x0

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Sat Jul 09, 2016 3:22 pm

Overhauled the first post... with a BETA PATCH

The patch includes Grimm and two new CCOs (for more info, see the first post.) Also includes 5 new maps!!!
Only in math can you buy 600 cantaloupes and not look like a nutter.

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

Re: War Room Hack: Custom Edition planning

Post by Xenesis » Sat Jul 09, 2016 3:47 pm

Time to put this on my 3DS.

I'm assuming you've fixed the unlock conditions for COs so they're all available at the start?
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Sat Jul 09, 2016 4:01 pm

yup!!!
Only in math can you buy 600 cantaloupes and not look like a nutter.

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

Re: War Room Hack: Custom Edition planning

Post by Xenesis » Sat Jul 09, 2016 4:55 pm

It's running on my 3DS.

:D

War Room time.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Sat Jul 16, 2016 7:36 am

Julia is coded!!! (mechanically, need to make a name graphic and get some placeholder graphics for her)
ImageImageImage

Power set:
xxxxXXX
D2D: Units attack as if they had full HP
COP: Units survive lethal attacks at 1 HP if they have more than 1 HP.
SCOP: Units survive lethal attacks.

Lackluster at the moment, the powers might need some buffs to be more interesting. Maybe a xxxXX bar? dunno
Only in math can you buy 600 cantaloupes and not look like a nutter.

User avatar
Linkman
Tri-Star CO
Tri-Star CO
Rank: Master of Fiction
Contact:

Re: War Room Hack: Custom Edition planning

Post by Linkman » Sat Jul 16, 2016 1:07 pm

D2D seems too powerful tbh. Good idea but it might be difficult to balance.
"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

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Sat Jul 16, 2016 3:59 pm

oh I forgot to write that she has weaker units (they're 80/100)
Only in math can you buy 600 cantaloupes and not look like a nutter.

User avatar
Linkman
Tri-Star CO
Tri-Star CO
Rank: Master of Fiction
Contact:

Re: War Room Hack: Custom Edition planning

Post by Linkman » Sun Jul 17, 2016 9:32 am

That sounds better. Maybe shorten the bar and make one of the powers do something extra?

One thing to play with might be counters. With her d2d and powers basically every unit counters in full HP--which is fine-- but you can maybe have the COP have 50% attack on counters to weaken it to a 2 star bar.

Good concept!
"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

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Mon Jul 18, 2016 3:37 pm

messed around with julia a bit more, now she's:

xxxxxXXXX
D2D: always attacks at full HP, units have the COP effect (they survive lethal attacks at 1 HP unless they already have 1 HP), but her units are 80/80
COP: Her units can't die (they stay at 1 HP)
SCOP: Her units can't be damaged

general thoughts after playing with new julia: not really feeling the concept as much anymore, the fundamental issue is that the concept is really defensive (and defensive concepts are... not good.) the old version is worse because the d2d is just a really fancy way of doing an attack tweak and the COP is pretty mediocre so she feels pretty weak. maybe there's some way of salvaging the concept???
Only in math can you buy 600 cantaloupes and not look like a nutter.

User avatar
HPD
Tri-Star CO
Tri-Star CO
Rank: Mentat
Location: The Mountain
Contact:

Re: War Room Hack: Custom Edition planning

Post by HPD » Mon Jul 18, 2016 7:42 pm

I've been thinking about this, and I really like the concept since it's so simple in its essence, yet changes gameplay immensely. So yeah, let's get it working!

80/80 stats feel like absolute rubbish, even though they have OHK immunity. If you want to go a bit more offensive, I'd suggest something like this:
D2D: Units are 100/80; always attack as if full HP; FULL HP units survive OHKO attacks (left with 1 HP)
COP: Spawn 1HP units?? OR no counterattack damage (not decided which)
SCOP: Spawn AND no counterattack damage

I dunno, it might still be very powerful, but what I'm trying to go for is to make her sort of a kamikaze specialist who doesn't really care about sacrificing units to stomp things. That would make her suddenly a very offensive CO instead of a defensive one. Powers probably need more work. I don't really know how or what to spawn really.
"So when I say the fudge shaman flies he goddamn well flies and that's that." - Narts
"My motto is that there are far too many women in the world to waste time with men." - thefalman
"It's just that I'm not really aware of how a common conversation goes." - Imano Ob, talking on MSN about talking on MSN
"As for FE8, that was IS' variant of Man Spam - Dudes with Swords edition." - Xenesis

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

Re: War Room Hack: Custom Edition planning

Post by Xenesis » Mon Jul 18, 2016 10:01 pm

The D2D bonus would rarely kick in in that case.

The majority of attacks in AW are at 55%, with 80% def that still only hits 66%.

I suppose it would be annoying for Md tanks Vs Infantry or whatever, though.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

User avatar
HPD
Tri-Star CO
Tri-Star CO
Rank: Mentat
Location: The Mountain
Contact:

Re: War Room Hack: Custom Edition planning

Post by HPD » Mon Jul 18, 2016 10:14 pm

Yeah, but if you don't limit it, then she's just ridiculous. Already her counterattack strength is absurd. If you combine that with near invincibility on anything > 1HP she can just wall anything and join whatever is left at 1HP together for another round. You'd have to limit it in some way, so I think it's fairer to only go with OHK immunity.
"So when I say the fudge shaman flies he goddamn well flies and that's that." - Narts
"My motto is that there are far too many women in the world to waste time with men." - thefalman
"It's just that I'm not really aware of how a common conversation goes." - Imano Ob, talking on MSN about talking on MSN
"As for FE8, that was IS' variant of Man Spam - Dudes with Swords edition." - Xenesis

User avatar
Linkman
Tri-Star CO
Tri-Star CO
Rank: Master of Fiction
Contact:

Re: War Room Hack: Custom Edition planning

Post by Linkman » Tue Jul 19, 2016 12:34 pm

Actually in AWDS the ability to survive OHKs with infantry is kind of a big deal, from what little I played with Gip. The extra turn conserving space and forcing the opponent to attack one more time is important, not to mention it makes Anti-Airs a lot less useful and makes Copters more viable.

If you consider just the surviving OHK parts (without the bonus of always attacking at full health), though, it's tame enough to work without a weakness. Certainly without 80/80 units.

So maybe:

D2D: Units survive OHKOs at full HP. No weakness.
Power: Units attack as full HP regardless of health, survive lethal hits (left at 1 HP)
SCOP: Same as Power + boosted counters (maaaaaybe spawn but I don't think that's the real spirit of the CO)

The samurai spirit thing where your unit can't die I find to be bad design. No unit should be invulnerable. Even Kanbei SS has to be at an HQ.
"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

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Tue Jul 19, 2016 5:40 pm

ok so some general thoughts

100/80 + full HP attacks + ohko saves is basically grimm + ohko saves, because at low HP, 100/80 + full HP attacks is essentially the same as 130/80 (it's technically a much stronger at really low HP but it's generally really hard to reach that normally) so basically that setup has the problem that it's close to Grimm

spawn 1 HP is really vague and needs to be worked out in detail for it to be hacked

not sure how I feel about no counterattack damage

the problem with 100/100 with ohko saves is that ohko saves are rarely relevant (basically AA vs ??? matchups and some high tier matchups), and this is going to be in a war room setting so pvp is not a consideration. also in general ohko saves aren't an exciting thing for a player to have by itself in a war room setting, which is why I originally paired it up with full HP attacks. I mean for the enemy CO it's really annoying but the design has to be slanted more towards a fun player experience than an interesting enemy CO experience

finally I think "INVINCIBLE UNITS" is a fine power because it's basically samurai spirit (the only time you get attacked during samurai spirit is when your damage is close to 0-10%, otherwise kanbei's insane counter bonus + naturally high attack makes it a bad idea) or a weaker lightning strike (in that your enemy can reposition before you get your extra turn) which is why I initially costed it at 9 stars (speaking of which I should recost samurai spirit because it's insanely strong)

it also reads great: "YOUR UNITS ARE INVINCIBLE"

to summarize: I think the general idea of "saves" is only really workable if
a - they happen frequently enough (so the gameplay change is noticeable)
b - the saved unit is still relevant (1 HP units have no relevance in a war room setting)

having saves happen all the time is bad because the gameplay ends up similar to fighting kanbei, who is already not a fun CO to fight against because you're just eating a bunch of damage from counterattacks while the gameplay grinds to a halt, so I think the general direction to go is to have saves still occur at any HP, but figure out a good condition for when they should activate e.g. units get a "save" if they're killed on roads (not actually going to use this because it's not very thematic)
Only in math can you buy 600 cantaloupes and not look like a nutter.

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Wed Jul 27, 2016 11:27 am

ok I just had the sickest idea for julia:

xxxXXXX
D2D: bland, maybe some kind of weakness? I think properties having only 15 capture points might be a decent weakness if she needs one.
COP: infantry units can capture cities in a single turn (but not non-city properties)
SCOP: This is where the concept gets really cool. Whenever Julia attacks a unit, and the target survives with 5 HP or less, the target is converted to Julia's army ready to act. Pretty. Sick. Not sure if it's an 8 star worthy power though
Only in math can you buy 600 cantaloupes and not look like a nutter.

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Thu Jul 28, 2016 6:27 am


hail black hole
Only in math can you buy 600 cantaloupes and not look like a nutter.

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Sat Jul 30, 2016 3:41 pm

are you a bad enough dude... to save the president of the united states???

Image
Only in math can you buy 600 cantaloupes and not look like a nutter.

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Mon Aug 01, 2016 2:21 pm


what did you do, andyyyyyyyyy
Only in math can you buy 600 cantaloupes and not look like a nutter.

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Wed Aug 03, 2016 4:00 pm

two new COs added, wow! Only 4 more concepts to code in before all the CCOs are done

First new CO:
Jugger 2.0
xxxXXXXX
D2D: Whenever you build a unit, there's a small chance a different unit is built instead. note that this unit won't be notably stronger than the one you tried to build, and it will only cost the amount from the original unit.
COP: The build effect is applied to all your deployed units, although there is a bias towards giving you better units.
SCOP: Scrambles all units on the map (see the above youtube video)

Second CO:
Perry
xxxXXXX
D2D: 120/120 air units, but they have -1 move. Perry can also build t-copters from any production facility
COP: Summons 6 HP bcopters onto properties (similar to Sensei). You one guaranteed b-copter (unless all your properties are occupied, I guess) and an extra copter for every 6 properties. Air units are also boosted to 150/150 for the turn
SCOP: Summon 6HP bombers and fighters. Basically the same effect as the COP except it alternates between bombers and fighters instead of copters. Air unit are also boosted to 150/150 for the turn

Edit:
Image
Image
Image
Only in math can you buy 600 cantaloupes and not look like a nutter.

User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Fri Aug 12, 2016 11:45 am

Image
Revenge of Bean Island!!!!
Only in math can you buy 600 cantaloupes and not look like a nutter.


User avatar
x0_000
Rank: Clothes shopping is NP-Complete.
Location: a thing

Re: War Room Hack: Custom Edition planning

Post by x0_000 » Wed Aug 24, 2016 2:18 pm


Rachel will probably be making an appearance, replacing Nell
Only in math can you buy 600 cantaloupes and not look like a nutter.

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest