AW2 Extended 2.1

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Taelith

AW2 Extended 2.1

Post by Taelith » Sat Jun 27, 2015 7:59 am

I rewrote much of the code cleaning up the mess that became of working on random stuff in random places. I added in several major differences creating this branch.

Changes
Hidden Text
Added move but don't end on bridges for sea units (only for players)
Added terrain star update to info panel and minipanel
Added inverse terrain stars CO skill
Added new funds bonus to info panel
Replaced railrunner unit with anti-tank unit
Adjusted some units
Adjusted several COs
Adjusted predeployed units to better reflect CO changes
Adjusted ai tables for building units
Animation is now always disabled
Bug Fixes
Hidden Text
Fixed error with starting a new campaign
Fixed minor display error for FoW in some maps
Fixed Sturm's COP charge going below 0 when attacked
Fixed Sasha SCOP to reset cop charge to 0 after being used
Fixed lab attack/defense boost display error in unit stat screen
Fixed long delay when repairing and resupplying
Fixed ai building destroyers in bases
Attachments
AW2 - Extended 2.1.zip
(213.85 KiB) Downloaded 353 times
Last edited by Taelith on Mon Jun 06, 2016 12:22 pm, edited 4 times in total.

Taelith

Features

Post by Taelith » Sat Jun 27, 2015 7:59 am

CO Skills Updated in Version 2.1
Hidden Text
CO Special Skills #1
Hidden HP
Full HP Intel
Piercing Vision
Piercing Vision in Rain
No Vision Loss in Rain
Hide in Woods/Reefs
Hide in Cities
Planes Can Stealth

CO Special Skills #2
Firststrike (Updated firststrike so that normal combat happens when the 2 combat COs both have firststrike)
Enemy Passthrough
No Counterattack
No Enemy Counterattack
Indirects Can Counterattack
Indirects Can Move and Attack
No Wait on Unload
Loaded Units Attack

CO Special Skills #3 Updated in Version 2.1
Double Terrain Stars
1.5x Terrain Stars (Combine with double terrain star to get 3x terrain stars)
Swap Terrain Stars
Aerial Terrain Stars (Updated so that terrain stars are swapped before air units reduce terrain stars to 0)
+1 Terrain Star in Attack
-1 Terrain Star in Defense
Inverse Terrain Stars (4->0, 3->1, 2->2, 1->3, 0->4)
No Enemy Terrain Stars

CO Special Skills #4
City Deployment (Updated so that enemy AI will make use of city deployment)
Bad Luck into Good Luck
Tires Move as Treads (Only used in the unit info panel for display)
Double Movement Fuel Used
Reduce Air Fuel Used (-2 fuel, default: 5)
Reduce Sea Fuel Used (-1 fuel, default: 1)
Reduce Stealthed Fuel Used (-3 fuel, default sea: 5, default air: 9)
New Tables Updated in Version 2.1
Hidden Text
Unit ADMRR Table
Unit Based Attack Bonus
Unit Based Defense Bonus
Unit Based Movement Bonus
Unit Based Max. Range Bonus
Unit Based Min. Range Bonus

Transport Table
1 Infantry by Land
2 Ground by Land
1 Infantry by Air
1 Light Ground by Air (Ground units costing $8000 or less)
1 Ground by Air
2 Ground by Sea
2 Air by Sea

Movement Table
Default (Default movement for clear/snow/rain)
Free
Tires as Treads (Tires move as treads for clear/snow/rain)
-1 Cost Through Rural (Movement cost decreased by 1 through rural for clear/snow/rain)

CO Bonuses #1 Table
Bonus Daily Repair
Bonus Income per Property (% based off income settings)
Bonus Income per Turn (Flat amount)
Initial COP Star Cost (Default: $9000)
COP Attacking Charge Rate (Default: 50%, negative values decrease charge)
COP Defending Charge Rate (Default: 100%, negative values decrease charge)
Max COP Usage Until Max (Default: 5, determines max stats gained for cop usage based stats)
COP Incremental Cost (Default: 20%)
COP Star Cost at Max (Default: 200%)

CO Bonuses #1 Table: Special Skills
Auto Activate Power (Activates when another CO activates CO powers)
Auto Deactivate Power (Deactivates when no other COs have CO powers active, this also prevents this COs power from counting as an active CO power when used)
Cannot Activate Power (CO powers with 0 cost is always active unless this is used)
Cannot Activate Super
Power Doesn't Decrease COP Charge

CO Bonuses #2 Table
Bonus Vision
Enemy Vision
Good Luck (Can be set to 0 but the minimum used will then default to 1%)
Bad Luck
Bonus Good Luck per Terrain Star
Enemy Bad Luck
Bonus Capture Rate
Bonus Deployment Cost (Also used for mid-tech when the other tech based cost are used)
Low-Tech Deployment Cost (Units costing less than $7000)
Hi-Tech Deployment Cost (Units costing more than $15000)
Bonus Counterattack
Tower Attack (Default: 10% per tower)
Tower Defense
Terrain Star Attack Bonus (Default for Lash: 10% per terrain star)
Terrain Star Defense Bonus (Default: 10% per terrain star)
Bonus Terrain Star
Enemy Terrain Star
Enemy Movement
Enemy Range
Platinum Attack Rate
Platinum Defense Rate

Terrain ADMRR Table
Terrain Based Attack Bonus
Terrain Based Defense Bonus
Terrain Based Movement Bonus (Bonus based from starting terrain tile)
Terrain Based Max. Range Bonus
Terrain Based Min. Range Bonus

Weather ADMRR Table
Weather Based Attack Bonus
Weather Based Defense Bonus
Weather Based Movement Bonus
Weather Based Max. Range Bonus
Weather Based Min. Range Bonus

Additional Total Attack Table Updated in Version 2.1
Attack Bonus per Spent Ammo
Attack Bonus while Stealthed
Attack Bonus while Transporting (Only useful for transports that can attack or if loaded units can attack is used)
Attack Bonus per Movement Used (Only used for the attacker)
Attack Bonus per Attack Distance (Only used for the attacker)
Attack Bonus per Number of Valid Targets (Only used for the attacker, bonus for ranged units are 1/4th)

Additional Bonus Attack Table
Attack Bonus on Odd Days
Attack Bonus on Even Days
Attack Bonus Every Third Day
Attack Bonus Every Fifth day
Attack Bonus per COP Usage
Attack Bonus per Charged COP Star

Additional Total Defense Table
Defense Bonus vs. Infantry
Defense Bonus vs. Directs
Defense Bonus vs. Indirects
Defense Bonus while Transporting
Defense Bonus while Capturing

Additional Bonus Defense Table
Defense Bonus on Odd Days
Defense Bonus on Even Days
Defense Bonus Every Third Day
Defense Bonus Every Fifth day
Defense Bonus per COP Usage
Defense Bonus per Charged COP Star

Additional Movement Table
Movement Bonus on Odd Days
Movement Bonus on Even Days
Movement Bonus Every Third Day
Movement Bonus Every Fifth day
Movement Bonus while Stealthed
Movement Bonus when Power Mode is Available (To be implemented)
Movement Bonus when Super Mode is Available (To be implemented)

Additional Max. Range Table
Max. Range Bonus on Odd Days
Max. Range Bonus on Even Days
Max. Range Bonus Every Third Day
Max. Range Bonus Every Fifth day
Max. Range Bonus while Stealthed
Max. Range Bonus when Power Mode is Available (To be implemented)
Max. Range Bonus when Super Mode is Available (To be implemented)

Additional Min. Range Table
Min. Range Bonus on Odd Days
Min. Range Bonus on Even Days
Min. Range Bonus Every Third Day
Min. Range Bonus Every Fifth day
Min. Range Bonus while Stealthed
Min. Range Bonus when Power Mode is Available (To be implemented)
Min. Range Bonus when Super Mode is Available (To be implemented)
CO Powers Updated in Version 2.1
Hidden Text
Animation Effect Updated in Version 2.1
Default
Cause Clear
Cause Snow
Cause Rain
Cause 2 Days of Clear
Cause 2 Days of Snow
Cause 2 Days of Rain
Blizzard
Winter Fury
Tsunami
Typhoon
Black Wave
Black Storm
Meteor Strike (4 hp damage)
Meteor Blast (8 hp damage)
Spawn Infantry (8 hp)
Spawn Mech (8 hp)
Reveal (Sonja)
Reveal (Hachi)
1.5x Current Funds
0.5x Current Funds Added in Version 2.1
Set COP Charge to 0 Added in Version 2.1
Reset Enemy Capture
Snares Enemy in Urban (Snared enemies have movement reduced to 0)
Reduce Enemy Power Meter (Based off current COP charge meter and not funds, uses up all COP charge)
Code Change (Used by Jugger to change modes)
Variable Super (Used by Jugger to have different super effects)

Animate
None
All
Infantry
Directs
Indirects
Vehicles
Air Units
Sea Units
Infantry and Vehicles
Infantry and Copters
Vehicles Air Units
Vehicles Ships
Tanks and Planes
Tires and Subs
Low-Lech Units (Units costing less than $7000)
Hi-Tech Units (Units costing more than $15000)
Non-Vehicles
Non-Infantry in Wait

Effect Updated in Version 2.1
None
Repair 2 HP
Repair 3 HP
Repair 5 HP
Repair 8 HP (Max. 9)
Lose 1 HP (Min. 1)
Lose 2 HP (Min. 1)
Reload Ammo
Halves Ammo (Min. 1)
Refuel
Reload Ammo and Refuel
Reload Ammo and Repair 1 HP
Refuel and Repair 1 HP
Reload Ammo, Refuel and Repair All HP
Remove Wait Status
Upgrade Units (Infantry, artillery, tank, md tank: only infantry gains ammo after upgrade)
Downgrade Units (Mech, rockets, md tank, hv tank: lose ammo and fuel if new unit has less capacity)
Hide Units

Global Added in Version 2.1
Default
+1% per 300G
+1% per 500G (This also reduces funds by up to 50,000G before taking effect)
+3% per Owned Property
+1% per Every 2 Days Elapsed
+2% per Every 2 Days Elapsed
+3% per Every 2 Days Elapsed
+5% per COP Usage
Last edited by Taelith on Mon Jun 06, 2016 11:11 am, edited 5 times in total.

Taelith

Units

Post by Taelith » Sat Jun 27, 2015 8:00 am

Existing Units Updated in Version 2.1
Hidden Text
Infantry
Fuel: 99 -> 70

Recon
Fuel: 80 -> 70

Artillery
Fuel: 50 -> 70
Modified Idle Animation

Anti-Air
Fuel: 60 -> 70

Missiles Updated in Version 2.1
Cost: 12000 -> 13000
Move: 4 -> 5
New secondary weapon: Anti-Sub Missiles (Can only fire on subs and submerged subs)
Ammo: Used by both primary and secondary weapons
Modified Idle Animation

Rockets
Modified Idle Animation

Md Tank
Vision: 1 -> 2
Ammo: 8 -> 7

T Copter
Cost: 5000 -> 6000
Vision: 2 -> 1
Transport: 1 Infantry or Light Ground Unit (less than or equal to 8000G)

Fighter
Cost: 20000 -> 18000

Bomber
Cost: 22000 -> 20000

Lander
Cost: 12000 -> 10000

Cruiser
Cost: 18000 -> 16000
Movement: Ship -> Lander

Sub Updated in Version 2.1
Cost: 20000 -> 18000
Move: 5 -> 6 (Decreases to 5 when dived)
Fuel: 60 -> 99 fuel

Battleship
Cost: 28000 -> 26000
Changed Units
Hidden Text
Neotank -> Hv Tank
Counts as a direct unit for stat purposes
Range: 1-2 (Acts as a direct, range is not effected by powers)
Move: 6 -> 4
Ammo: 9 ->5
Fuel: 99 -> 50
Modified Idle Animation
New Units Updated in Version 2.1
Hidden Text
Anti-Tank Updated in Version 2.1
Counts as an indirect for stat purposes
Cost: 11000
Range: 1-3 (can counterattack, minimum range is not effected by powers)
Move: 5 Tires
Vision: 2
Ammo: 6
Fuel: 70
Weapons: Ballistic Missiles

Patrol
Counts as both direct/indirect for stat purposes
Cost: 14000
Range: 2-4 (hybrid - attack with secondary weapon as a direct)
Move: 7 Air
Vision: 4
Ammo: 6
Fuel: 70
Weapons: Torpedoes/Anti-Air Gun

Striker
Cost: 24000
Range: 1
Move: 8 Air
Vision: 2
Ammo: 6 (Used by both primary and secondary weapons)
Fuel: 70
Weapons: AS Missiles/AA Missiles

Destroyer
Cost: 12000
Range: 1
Move: 6 Lander
Vision: 2
Ammo: 9
Fuel: 99
Weapons: Anti-Ship Missiles

Battlecruiser Updated in Version 2.1
Counts as both direct/indirect for stat purposes
Cost: 22000
Range: 2-2 (Acts as a direct, range is not effected by powers)
Move: 5 Ship
Vision: 2
Ammo: 6 (Used by both primary and secondary weapons)
Fuel: 70
Weapons: Cruise Missiles/Torpedoes
Last edited by Taelith on Mon Jun 06, 2016 11:13 am, edited 3 times in total.

Taelith

COs

Post by Taelith » Sat Jun 27, 2015 8:00 am

Nell Updated in Version 2.1
Hidden Text
Normal
110/100 Low-Tech (Units less than or equal to 7000G)
90/100 Hi-Tech (Units greater than or equal to 15000G)
-10% Bad Luck

(3) "Lucky Star"
+10% Good Luck per Terrain Star
Convert Bad Luck (Adds bad luck instead of subtracting)

(6) "Risk Taker"
+90% Good Luck
-30% Bad Luck
Max
Hidden Text
Normal
120/100 Directs
90/100-1R Indirects
-1MR Indirects (Minimum range can't be less than 2)

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

(7) "Max Momentum"
120/100+1M Directs
90/100-3R Indirects (Range can't be less than base minimum range)
Indirects Move/Attack (Indirects can move and attack)
+5% Attack per Movement Used
Sami
Hidden Text
Normal
120/110 Infantry
90/100 Directs
+1M Transports
150% Capture Rate

(4) "Covert Ops"
150/110+1M Infantry
Hide Infantry Units

(8) "Double Time"
180/110+2M Infantry
Resets Infantry Wait Status (Infantry can move again after ending turn)
Andy
Hidden Text
Normal
100/100 All Units
+1 Daily Repair

(2) "Hyper Repair"
Restores 2 HP

(6) "Mega Repair"
Restores 8 HP, Max 9 HP (Healed units can't be healed past 9 HP)
Olaf Updated in Version 2.1
Hidden Text
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)

(3) "Blizzard"
Causes Snow

(6) "Winter Fury"
Causes Snow for 2 Days
-1 Enemy Attack Range
Grit Updated in Version 2.1
Hidden Text
Normal
110/100+1R Indirects
100/90 Infantry
100/90 Directs
+1MR Indirects (Minimum range increased by 1)

(2) "Redeploy"
110/130+1R Indirects
+2M Indirects

(6) "Longshot"
110/100+3R Indirects
-2M Indirects
+8% Attack per Attack Distance
Sasha Updated in Version 2.1
Hidden Text
Normal
100/100 All Units
+10% Attack in Rural (Plains and woods)
-10% Attack in Urban

(1) "Delaying Tactics"
Reduces Enemy Meter (Reduces enemy cop meters by Sasha's meter amount)
Uses Up All CO Meter (Using this will use up all of Sasha's cop meter)

(6) "Inversion Field"
+30% Attack in Rural (Plains and woods)
-1 Movement Cost
Reverse Terrain Stars (4->0, 3->1, 2->2, 1->3, 0->4)
Colin Updated in Version 2.1
Hidden Text
Normal
90/90 All Units
80% Deployment Cost
[80% Damage Dealt Charges COP Meter]
[80% Damage Taken Charges COP Meter]

(3) "Gold Rush"
1.5x Current Funds

(5) "Money is Power"
+1% Attack per 500G (Lose up to 500,000G for conversion into power)
Javier Updated in Version 2.1
Hidden Text
Normal
100/100 Non-Vehicles
90/100 Vehicles
150% Counterattack
Indirect Counterattack (Indirects counterattack when attacked within range)

(1) "Auto Defense"
100/120 Non-Vehicles
90/120 Vehicles
Automatically Activated (Cannot be used manually, activates when a cop is used. cannot activate if you don't meet minimum cost requirements)

(5) "Vanguard Strike"
100% Counterattack
Firststrike
+20% Attack per valid target (+5% if using a ranged unit)
Eagle
Hidden Text
Normal
130/100 Air Units
70/100 Sea Units
Reduce Air Fuel Used

(4) "Windstorm"
150/100 Air Units
Aerial Terrain Stars (Air units benefit from terrain defense)
-1 Enemy Movement

(8) "Lightning Strike"
Resets Non-Infantry Wait Status
Drake
Hidden Text
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 Rain)

(4) "Typhoon"
Causes Rain (Causes fog and rain)
Inflicts 1 HP Damage

(7) "Tsunami"
Halves Enemy Fuel
Inflicts 2 HP Damage
Jess Updated in Version 2.1
Hidden Text
Normal
110/100 Vehicles
90/100 Non-Vehicles

(4) "Lock and Load"
150/100+1R Vehicles
Reloads All Units (Only replenishes ammo)

(4) "Overdrive"
150/100+1M Vehicles
Refuels All Units (Only replenishes fuel)
Kanbei Updated in Version 2.1
Hidden Text
Normal
120/120 All Units
120% Deployment Cost
[100% Damage Dealt Charges COP Meter]
[50% Damage Taken Charges COP Meter]

(4) "Morale Boost"
160/120 All Units

(7) "Samurai Spirit"
160/160 All Units
Sonja Updated in Version 2.1
Hidden Text
Normal
120/100 Tires & Subs
90/100-1M Tanks
90/100 Planes
+1R in Woods & Reef
+1 Vision

(3) "Hide and Scout"
140/100 Tires & Subs
+2 Piercing Vision
Hide in Woods & Reef

(5) "Exploit Weakness"
140/100 Tires & Subs
-2 Enemy Terrain Stars
Sensei
Hidden Text
Normal
110/100+1M Copters
130/100 Infantry
90/100 Vehicles
90/100 Planes & Sea
No Wait on Unload (Units dropped from transports can take an action)

(3) "Field Promotion"
Upgrade Infantry (Upgrade infantry units into mech units)

(7) "Airborne Assault"
Spawn 8HP Mech
Grimm Updated in Version 2.1
Hidden Text
Normal
130/80 All Units
Tires Move as Treads
[80% Damage Dealt Charges COP Meter]
[80% Damage Taken Charges COP Meter]

(4) "Knuckleduster"
170/80 All Units
+20% Indirect Defense

(5) "Haymaker"
170/80 All Units
+20% Direct Defense
Sturm Updated in Version 2.1
Hidden Text
Normal
110/100 All Units
Vulnerable in Rain/Snow (-10% Defense in Rain and Snow)
90% New Funds
+5% Attack per Charged COP Star (COP meter depletes from damage taken, reducing attack bonus)
[100% Damage Dealt Charges COP Meter]
[50% Damage Taken Depletes COP Meter]

(5) "Meteor Strike"
+10% Attack and Defense per COP Usage (Reaches max charge at 5 uses)
4 HP Damage in a 5x5

(10) "Gathering Power"
Unavailable for Use (This is used just as a storage for Sturm's damage boost)
Hawke
Hidden Text
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)
Double Movement Fuel Used
Planes can Stealth

(5) "Black Wave"
140/100 Hi-Tech
Drains 1 HP Damage

(9) "Black Storm"
140/100 Hi-Tech
Drains 2 HP Damage
Kindle Updated in Version 2.1
Hidden Text
Normal
100/100 All Units
+40% Attack in Urban
-1M in Woods & Reef
(3) "City Corruption"
-30% Enemy Bad Luck
Resets Enemy Capturing

(5) "Web of Intrigue"
+80% Attack in Urban
Snares Enemy in Urban (Snared enemies have movement reduced to 0)
Hachi
Hidden Text
Normal
90/100 All Units
+30% Attack while being Transported
110% New Funds
Loaded Units Attack (Units inside APCs and T Copters can attack)

(4) "Black Market"
70% Deployment Cost
City Deployment

(8) "War Bonds"
Platinum Attack (Gains 50% of damage dealt as funds)
Platinum Defense (Gains 50% of damage received as funds)
Adder Updated in Version 2.1
Hidden Text
Normal
100/100 All Units
+10% Attack on Roads (Roads and bridges)

(2) "Sidewinder"
100/100+1M All Units

(5) "Shadowstrike"
100/100+1M All Units
+1M on Roads (Roads and bridges)
No Enemy Counterstrike
Enemy Passthrough
Lash Updated in Version 2.1
Hidden Text
Normal
100/100 All Units
+10% Attack per Terrain Star
-1 Star in Defense (Loses 1 terrain star when calculating lash's defense)

(3) "Terrain Tactics"
Free Move in Clear
Swap Terrain Stars (Swaps attacker and defender's terrain stars)

(7) "Terrain Dominance"
Free Move in Clear
Double Terrain Stars
Flak
Hidden Text
Normal
120/100 Treads
120/100 Planes
80/100 Infantry
80/100 Copters
+1MR Tires

(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)

(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 Version 2.1
Hidden Text
Normal (Mode 0)
100/100 All Units

(0) "Run Code 0"
Change Program Code (Use power to change modes on days 1, 6, 11, 16...)

(5) "Deal Damage"
110/110 All Units
Inflicts 1 HP Damage
[COP usage doesn't increase Jugger's star cost]


Normal (Mode 1)
120/100 Hi-Tech
90/100 Low-Tech

(0) "Run Code 1"
Change Program Code (Use power to change modes on days 2, 7, 12, 17...)

(5) "Repair Damage"
Restores 4 HP
[COP usage doesn't increase Jugger's star cost]


Normal (Mode 2)
110/100 Good Vision (Vision greater than 2, includes infantry units)
90/100 Bad Vision (Vision less than or equal to 2)

(0) "Run Code 2"
Change Program Code (Use power to change modes on days 3, 8, 13, 18...)

(5) "Change Weather"
140/100 Good Vision
+2 Piercing Vision
Causes Rain (Causes fog and rain)
[COP usage doesn't increase Jugger's star cost]


Normal (Mode 3)
100/110 Infantry
90/110 Vehicles
80/110 Air & Sea

(0) "Run Code 3"
Change Program Code (Use power to change modes on days 4, 9, 14, 19...)

(5) "Increase Defense"
100/140 Infantry
90/140 Vehicles
80/140 Air & Sea
[COP usage doesn't increase Jugger's star cost]


Normal (Mode 4)
120/90 Directs
110/90 Indirects
100/90 Infantry

(0) "Run Code 4"
Change Program Code (Use power to change modes on days 5, 10, 15, 20...)

(5) "Increase Offense"
150/90+1M Directs
130/90+1R Indirects
100/90 Infantry
[COP usage doesn't increase Jugger's star cost]
Last edited by Taelith on Mon Jun 06, 2016 11:20 am, edited 2 times in total.

Taelith

Maps

Post by Taelith » Sat Jun 27, 2015 8:01 am

2 Player Maps
Hidden Text
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
Hidden Text
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
Hidden Text
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
Hidden Text
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
Hidden Text
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
Hidden Text
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. ????) This is a mirror match
WR#18: Old Wounds by Xenesis (vs. ????) This is a match against a challenging opponent
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, Olaf) Double Olaf
WR#23: Narrow Path by zeroigniz (vs. Max, Flak)
WR#24: Crunch Time by dreamcatcher (vs. Nell, Sonja)
WR#25: Drake Channel by Roma_emu (vs. Drake, Eagle)
WR#26: Under Siege by Frankdeslimste (vs. Andy, Hawke)
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) This is a match against 2 allies and Sturm
let me know if any map credits are incorrect or if you know who the unknown ones are
Last edited by Taelith on Mon Jun 06, 2016 11:48 am, edited 1 time in total.

Taelith

Miscellaneous

Post by Taelith » Sat Jun 27, 2015 8:03 am

New Units
Hidden Text
New Units.png
New Units.png (33.81 KiB) Viewed 1507 times
Jugger - 5 Modes
Hidden Text
Jugger (Modes).png
Jugger (Modes).png (24.76 KiB) Viewed 1507 times
Jugger - Mode Changes
Hidden Text
Jugger (Mode Changes).png
Jugger (Mode Changes).png (13.8 KiB) Viewed 1507 times
Last edited by Taelith on Mon Jun 06, 2016 12:21 pm, edited 4 times in total.

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

Re: AW2 Extended 2.0

Post by Xenesis » Sat Jun 27, 2015 8:52 am

This looks absolutely wonderful!

Can't wait to give it a play. Does the AI work with all the bits and pieces?
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 2.0

Post by Taelith » Sat Jun 27, 2015 12:15 pm

I haven't done too much with the ai for this yet. I think it is still set for the other patch. will get around to it eventually.

Itz Kitz

Re: AW2 Extended 2.0

Post by Itz Kitz » Mon Aug 03, 2015 3:11 am

Amazing work, man! Tried it out last night, found one bug in battle last night, however; AI is able to build Destroyers and Battle Cruisers over their Airports and Bases.

Otherwise, keep up the great work man. In love with this project so far already :hit:

User avatar
McJakub
Rank: Genralfeldmarschal
Location: Oberkomando der Wehrmacht
Contact:

Re: AW2 Extended 2.0

Post by McJakub » Wed Sep 23, 2015 1:49 am

How new units looks in battle? I would like to see gree earth.

IfGodsAgree

Re: AW2 Extended 2.0

Post by IfGodsAgree » Sun Oct 18, 2015 11:33 am

tl;dr CO menu bug, B Cruiser and Piperunner suck :?

Beside AI treating destroyer as an apc and dutyfully building one on a base everytime there is also a weird bug when you play as Colin and scroll down to his units table in CO menu it automatically exits game/kills emulation. The way around it is to move to side first in CO menu then scroll down on your enemy list and then back to yours. Didnt see this one on any other CO yet.
I enjoy te balance of COs in this version however there are things I find weird or unnecesary altogether:
:miss: -Battle Cruiser is weird. Expensive. Atracks any unit in game but does very little dmg. It is a "I don't know how to counter him, guess I'll spam BC" unit.
:miss: -Piperunner no longer runs pipes or urban terrain exclusively and feels like a land BC.
:hit: -Sea Patrol Plane is great because it fills a gap for when you want to blow up ships and choppers without having to commit to going for subs/bombers plus cruisers/fighters so on contrary to previous units it actually fills a role instead of doing everything and doing it meh.
What I would suggest is to replace Piperunner and Battle Cruiser with Bike and Anti-Tank

Kicklash

Re: AW2 Extended 2.0

Post by Kicklash » Wed Dec 23, 2015 11:53 am

I've got a possible bug here. I was playing a VS COM multiplayer map on Colonization, with Grit (Me, red) and Jess (COM, green) vs Jugger (COM, blue) and Grimm (COM, yellow). The incident occured during territory acquisition. I was capturing an airport on Grimm's corner on the middle island. The events that I believe relevant are as such:

1: My APC drops infantry onto airport, Grimm builds lander, has anti-air
2: My INF begins capture, APC moves away, Grimm loads anti-air on lander, drops on shore, AA has direct access to my INF
3a: My APC stays away, my INF finishes capturing airport, Grimm's AA attacks my INF, screen goes to black without transitioning into battle sequence and stays that way.
3b: My APC moves to be meatshield. That is the only difference.

I've noticed that simply turning off animations bypasses the problem, and because of that, this bug is not a huge priority, but I think it to be worth bringing up. If you need it, I have the save file, which will put you two turns before the incident.

On another note, Grimm built a Destroyer on a land base. That's probably a bigger issue.

On another note, I really enjoy your mod.

Taelith

Re: AW2 Extended 2.1

Post by Taelith » Mon Jun 06, 2016 11:25 am

Been real busy but finally got a chance to look back at this. Made some changes and fixed several bugs. Changes are noted in original post.

BK27101

Re: AW2 Extended 2.1

Post by BK27101 » Sat Jun 25, 2016 10:55 pm

Out of curiosity, would this be playable via vbalink if both players got the patched rom?

dsilentk

Re: AW2 Extended 2.1

Post by dsilentk » Fri Jul 29, 2016 4:38 pm

Hi,

Oddly I'm having difficulty loading the .ips on AW2. What am I doing wrong?

WhiteStarGab

Re: AW2 Extended 2.1

Post by WhiteStarGab » Fri Aug 05, 2016 5:13 am

Can you add the CO'S from Days of Ruin? and the other army colors? (White nova, Purple Vortex, and something blue haha)

salvadorc17

Re: AW2 Extended 2.1

Post by salvadorc17 » Wed Oct 12, 2016 5:58 am

How to use this patch, witch version recommneded..

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

Re: AW2 Extended 2.1

Post by Xenesis » Wed Oct 12, 2016 11:14 am

salvadorc17 wrote:How to use this patch, witch version recommneded..
Advance Wars 2 (U), apply with an IPS patcher like Lunar IPS.
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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