Advance Wars 2 - Balance Hack - Version 2.1

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Xenesis
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Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Sun Sep 25, 2005 4:09 pm

This hack is an attempt at balancing the COs abilities which should make battles fairer.

Version 2.1 has now been released! IPS Patch File

Don't forget to clean your rom!

The following changes to the Damage Formula, COs and Units are shown below. Please note that the +10 default defence during powers has already been added in the COs stats. (Warning: This post is missing some details and has some out of date parts)


Damage Formula

((((Attack * Base Firepower)/100)*100/Inherent Defence)*100/Terrain Defence)


:os: Orange Star COs :os:

Nell
:nellds:

Power Meter: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar:

:skill:
- All units have 15% Luck

:power: Lucky Star
- All units gain +25% Luck (40%)
- All units gain +10% Offence (110%)
- All units gain +10% Defence (110%)

:super: Lady Luck
- All units gain +55% Luck (70%)
- All units gain +10% Offence (110%)
- All units gain +10% Defence (110%)


Andy
:andyds:

Power Meter: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar:

:skill:
- Bland

:power: Hyper Repair
- All units are healed by 2HP
- All units gain +30% Offence (130%)
- All units gain +10% Defence (110%)

:super: Hyper Upgrade
- All units are healed by 5HP
- All units Movement is increased by 1 space
- All units gain +30% Offence (130%)
- All units gain +10% Defence (110%)


Max
:maxds:

Power Meter: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar:

:skill:
- Direct units have 120% Offence
- Indirect units have -1 Range

:power: Max Force
- Direct units Movement is increased by 1 space
- Direct units gain +11% Offence (131%)
- All other units gain +10% Offence (110%)
- All other units gain +10% Defence (110%)

:super: Max Blast
- Direct units gain +60% Offence (180%)
- All other units gain +10% Offence (110%)
- All other units gain +10% Defence (110%)


Sami
:samids:

Power Meter: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar: :bigstar: :bigstar:

:skill:
- Foot Soldiers have 50% Capture Rate, rounded down
- Foot Soldiers have 120% Offence
- Direct units have 90% Offence

:power: Double Time
- Foot Soldiers have no moment penalties over terrain in any weather
- Foot Soldiers Movement is increased by 1 space
- Foot Soldiers gain +40% Offence (160%)
- Direct units gain +10% Offence (100%)
- Direct units gain +10% Defence (110%)
- Indirect units gain +10 Offence (110%)
- Indirect units gain +10% Defence (110%)

:super: Victory March
- Foot Soldiers have no moment penalties over terrain in any weather
- Foot Soldiers can capture any property in a single day regardless of HP
- Foot Soldiers Movement is increased by 2 spaces
- Foot Soldiers gain +70% Offence (190%)
- Direct units gain +10% Offence (100%)
- Direct units gain +10% Defence (110%)
- Indirect units gain +10 Offence (110%)
- Indirect units gain +10% Defence (110%)


Hachi
:hachids:

Power Meter: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar:

:skill:
- All units Cost 95%

:power: Merchant Union
- Ground units can be deployed from Cities
- All units gain +10% Offence (110%)
- All units gain +10% Defence (110%)

:super: Barter
- All units Cost 65%
- All units gain +10% Offence (110%)
- All units gain +10% Defence (110%)


:bm: Blue Moon COs :bm:

Olaf
:olafds:

Power Meter: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar: :bigstar:

:skill:
- All units have normal movement in Snow
- All units suffer Snow movement in Rain

:power: Blizzard
- Causes it to Snow for one day
- All units gain +10% Offence (110%)
- All units gain +30% Defence (130%)

:super: Winter Fury
- Causes it to Snow for one day
- Inflicts 2HP damage to all enemy units
- All units gain +10% Offence (110%)
- All units gain +30% Defence (130%)


Grit
:gritds:

Power Meter: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar:

:skill:
- Indirect units have 120% Offence
- Direct units have 90% Offence

:power: Snipe Attack
- Indirect units Range is increased by 2 spaces
- Indirect units gain +30% Offence (150%)
- Indirect units gain +40% Defence (160%)
- Foot Soldiers gain +10% Offence (110%)
- Foot Soldiers gain +10% Defence (110%)
- Direct units gain +10% Offence (100%)
- Direct units gain +10% Defence (110%)

:super: Super Snipe
- Indirect units can’t move
- Indirect units can Attack 4 times
- Indirect units Range is increased by 2 spaces
- Indirect units Offence is reduced by -80% (40%)
- Indirect units gain +40% Defence (160%)
- Foot Soldiers gain +10% Offence (110%)
- Foot Soldiers gain +10% Defence (110%)
- Direct units gain +10% Offence (100%)
- Direct units gain +10% Defence (110%)


Colin
:colinds:

Power Meter: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar: :bigstar:

:skill:
- Units cost reduces by 2% per day, price stops reducing on Day 10
- All units have 90% Offence

:power: Gold Rush
- Increases deployment funds by 1.25 times
- All units gain +10% Offence (100%)
- All units gain +10% Defence (110%)

:super: Power of Money
- +1% Offence per 500g
- All units gain +10% Offence (100%)
- All units gain +10% Defence (110%)


:ge: Green Earth COs :ge:

Eagle
:eagleds:

Power Meter: :smallstar: :smallstar: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar: :bigstar:

:skill:
- Air units’ burn 2 less fuel per day
- Air units have 120% Offence
- Sea units have 90% Offence

:power: Lighting Strike
- Non-infantry units can move again
- Foot Soldiers gain +10% Offence (110%)
- Foot Soldiers gain +10% Defence (110%)
- Ground units Offence is reduced by -20% (80%)
- Ground units Defence is reduced by -30% (70%)
- Air units Offence is reduced by -20% (100%)
- Air units Defence is reduced by -30% (70%)
- Sea units Offence is reduced by -20% (70%)
- Sea units Defence is reduced by -30% (70%)

:super: Lighting Assault
- Non-infantry units can move again
- Foot Soldiers gain +10% Offence (110%)
- Foot Soldiers gain +10% Defence (110%)
- Ground units gain +10% Offence (110%)
- Ground units gain +10% Defence (110%)
- Air units gain +10% Offence (130%)
- Air units gain +10% Defence (110%)
- Sea units gain +10% Offence (100%)
- Sea units gain +10% Defence (110%)


Drake
:drakeds:

Power Meter: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar:

:skill:
- Has a 7% chance of making it Rain in Random Weather
- Units have normal movement in Rain
- Sea units have 110% Offence
- Sea units have 110% Defence
- Air units have 90% Offence

:power: Tsunami
- Inflicts 1HP damage to all enemy units as well as reducing their fuel by half
- Foot Soldiers gain +10% Offence (110%)
- Foot Soldiers gain +10% Defence (110%)
- Ground units gain +10% Offence (110%)
- Ground units gain +10% Defence (110%)
- Air units gain +10% Offence (100%)
- Air units gain +10% Defence (110%)
- Sea units gain +10% Offence (120%)
- Sea units gain +10% Defence (120%)

:super: Typhoon
- Inflicts 2HP damage to all enemy units as well as reducing their fuel by half
- Causes it to Rain for one day
- Foot Soldiers gain +10% Offence (110%)
- Foot Soldiers gain +10% Defence (110%)
- Ground units gain +10% Offence (110%)
- Ground units gain +10% Defence (110%)
- Air units gain +10% Offence (100%)
- Air units gain +10% Defence (110%)
- Sea units gain +10% Offence (120%)
- Sea units gain +10% Defence (120%)


Jess
:jessds:

Power Meter: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar:

:skill:
- Ground units have 110% Offence
- Air units have 90% Offence
- Sea units have 90% Offence

:power: Turbo Charge
- All units’ fuel is replenished to maximum
- Ground units Movement is increased by 1 space
- Ground units gain +40% Offence (140%)
- Ground units gain +10% Defence (110%)
- Foot Soldiers gain +10% Offence (110%)
- Foot Soldiers gain +10% Defence (110%)
- Air units gain +10% Offence (100%)
- Air units gain +10% Defence (110%)
- Sea units gain +10% Offence (100%)
- Sea units gain +10% Defence (110%)

:super: Overdrive
- All units’ fuel is replenished to maximum
- Ground units Movement is increased by 2 spaces
- Ground units gain +60% Offence (160%)
- Ground units gain +10% Defence (110%)
- Foot Soldiers gain +10% Offence (110%)
- Foot Soldiers gain +10% Defence (110%)
- Air units gain +10% Offence (100%)
- Air units gain +10% Defence (110%)
- Sea units gain +10% Offence (100%)
- Sea units gain +10% Defence (110%)


:yc: Yellow Comet COs :yc:

Kanbei
:kanbeids:

Power Meter: :smallstar: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar:

:skill:
- Price Cost for all units is 120%
- All units have 120% Offence
- All units have 120% Defence

:power: Morale Boost
- All units gain +40% Offence (160%)
- All units gain +10% Defence (130%)

:super: Samurai Sprite
- Counter Attack Firepower is increased by 100% (200%)
- All units gain +40% Offence (160%)
- All units gain +90% Defence (210%)


Sonja
:sonjads:

Power Meter: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar:

:skill:
- Hides units HP from the enemy
- Counter Attacks units at 120% Firepower
- All units have 5% Negative Luck

:power: Enhanced Vision
- Causes Fog of War for one day
- Vision Range is increased by 2 spaces
- Units can see into Reefs and Forests
- All units gain +10% Offence (110%)
- All units gain +10% Defence (110%)

:super: Counter Break
- Gains First Strike in Counter Attacks
- Counter Attack Firepower is increased by 30% (150%)
- All units gain +10% Offence (110%)
- All units gain +10% Defence (110%)


Sensei
:senseids:

Power Meter: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar: :bigstar:

:skill:
- Foot Soldiers have 110% Offence
- B-Copters have 150% Offence
- Sea units have 90% Offence
- Transports Movement is increased by 1 space

:power: Copter Command
- 7HP Infantry units appear on Sensei’s Cities, ready to be move
- B-Copters gain +30% Offence (180%)
- B-Copters gain +10% Defence (110%)
- Foot Soldiers gain +10% Offence (120%)
- Foot Soldiers gain +10% Defence (110%)
- Ground units gain +10% Offence (110%)
- Ground units gain +10% Defence (110%)
- Other Air units gain +10% Offence (110%)
- Other Air units gain +10% Defence (110%)
- Sea units gain +10% Offence (100%)
- Sea units gain +10% Defence (110%)

:super: Airborne Assault
- 7HP Mech units appear on Sensei’s Cities, ready to be move
- B-Copters gain +30% Offence (180%)
- B-Copters gain +10% Defence (110%)
- Foot Soldiers gain +10% Offence (120%)
- Foot Soldiers gain +10% Defence (110%)
- Ground units gain +10% Offence (110%)
- Ground units gain +10% Defence (110%)
- Other Air units gain +10% Offence (110%)
- Other Air units gain +10% Defence (110%)
- Sea units gain +10% Offence (100%)
- Sea units gain +10% Defence (110%)


:bh: Black Hole COs :bh:

Flak
:flakds:

Power Meter: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar:

:skill:
- All units have 25% Luck
- All units have 10% Negative Luck

:power: Brute Force
- All units gain +35% Luck (60%)
- All units gain +10% Negative Luck (20%)
- All units gain +10% Offence (110%)
- All units gain +10% Defence (110%)

:super: Barbaric Blow
- All units gain +75% Luck (100%)
- All units gain +20% Negative Luck (30%)
- All units gain +10% Offence (110%)
- All units gain +10% Defence (110%)


Lash
:lashds:

Power Meter: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar: :bigstar:

:skill:
- Each Defensive Star will increase units firepower by 5% for all units

:power: Terrain Tactics
- All Terrain Movement costs drop to 1 in all weather
- All units gain +10% Offence (110%)
- All units gain +10% Defence (110%)

:super: Prime Tactics
- Terrain Stars are quadrupled
- All Terrain Movement costs drop to 1 in all weather
- All units gain +10% Offence (110%)
- All units gain +10% Defence (110%)


Adder
:adderds:

Power Meter: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar:

:skill:
- Bland

:power: Sideslip
- All units Movement is increased by 1 space
- All units gain +10% Offence (110%)
- All units gain +10% Defence (110%)

:super: Snakebite
- All units Offence is increased by: (current day X 1%) + 10% = offence increase
- All units Movement is increased by 2 spaces
- All units gain +10% Defence (110%)


Hawke
:hawkeds:

Power Meter: :smallstar: :smallstar: :smallstar: :smallstar: :smallstar: :bigstar: :bigstar: :bigstar: :bigstar:

:skill:
- All units have 110% Offence

:power: Black Wave
- All units are healed by 1HP
- Inflicts 1HP damage to all enemy units
- All units gain +10% Offence (120%)
- All units gain +10% Defence (110%)

:super: Black Storm
- All units are healed by 2HP
- Inflicts 2HP damage to all enemy units
- All units gain +10% Offence (120%)
- All units gain +10% Defence (110%)


Sturm
:sturm:

Power Meter: :bigstar: :bigstar: :bigstar: :bigstar: :bigstar: :bigstar:

:skill:
- All units have 80% Offence
- All units have 120% Defence
- All Terrain Movement costs drop to 1 in Clear weather

:super: Meteor Strike
- Deals 4HP damage in a 5 x 5 diamond area
- All units gain +30% Offence (110%)
- All units gain +20% Defence (140%)


:gesalute: Units :gesalute:

Infantry
- Fuel: 99 to 20

Defence Damage:
- Anti-Air: 105% to 125%
- Recon: 70% to 105%
- Tank: 75% to 85%
- Medium Tank: 105% to 125%
- B-Copter: 75% to 85%
- Bomber: 105% to 125%

Mech
- Fuel: 70 to 30

APC
- Carry: Single to Double

Tank
- Fuel: 70 to 30

Missiles
- Range: 3-5 to 3-6
- Movement: 4 to 5

Offence Damage:
- Fighter: 100% to 105%
- Bomber: 100% to 105%

B-Copter
- Carry: None to 1 Infantry

Cruiser
Defending Damage:
- Medium Tank: 50 to 30%
- Arty: 65 to 60%
- Rocket: 85 to 75%
- Bomber: 85% to 70%
- B-Copter: 50 to 25%
- Cruiser: 0% to 25%

Offence Damage:
- Battleship: 0% to 5%
- Cruiser: 0% to 25%
- Lander: 0% to 15%
- Fighter: 55% to 70%
- Bomber: 65% to 85%
- B-Copter: 115% to 110%
- T-Copter: 115% to 110%

Lander
- Cost: 12000G to 10000G

Sub
- Cost: 20000G to 18000G
- Fuel: 60 to 70
Last edited by Xenesis on Tue Apr 17, 2007 9:41 pm, edited 16 times in total.

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legoman727
Location: Orange Star: Rachel's house.
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Post by legoman727 » Mon Sep 26, 2005 12:37 am

1. Cruiser needs to be upgraded.

2. You accidently gave Olaf 110/110 stats day to day. Or at least 110/100
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Pichu: So, I was like "DIE YOU EVIL ZOMBIE"
Terragent: Please Pichu, stop telling me about your lovelife and just let me work.
Pichu: Hey! I was talking about video games!
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Xenesis
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Post by Xenesis » Mon Sep 26, 2005 12:39 am

2) Oh fudge bars.

I better fix that up. It's meant to be during his CO power, not day to day.
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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x0_000
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Post by x0_000 » Mon Sep 26, 2005 12:56 am

Two changes I would like to see:

Sami's infantry gain an increased capture rate during CO Power (If it doesn't break her) and Adder gains reduced movement cost (if possible and at least during his CO Powers.)

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Xenesis
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Tri-Star CO
Rank: Hydrocarbon Inspector
3DS Code: 2535-4646-7163
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Post by Xenesis » Mon Sep 26, 2005 1:00 am

Reduced movement cost for Adder's COP, would definitely break him. However, it might be a viable option for his SCOP as an alternative to the firepower boost we currently have.

Sami's infantry gaining even more capture during double time would make sense to a degree..but I'm not sure that it's really that necessary.
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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x0_000
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Post by x0_000 » Mon Sep 26, 2005 1:06 am

Well, (Assuming brokenage does not occur) maybe full health infantry should be able to have insta-capture (i.e. 200% capture rate.) Although that will probably lead to a big bump in star cost.

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Xenesis
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Rank: Hydrocarbon Inspector
3DS Code: 2535-4646-7163
Location: 0x020232DD
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Post by Xenesis » Mon Sep 26, 2005 1:07 am

Yeah..I'd be tempted to bump something like that up to 4-5 stars. It's still pretty nice, and it means a lot of two turn captures for low health infantry.
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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TheChronoMaster
Location: Big Shell

Post by TheChronoMaster » Mon Sep 26, 2005 4:09 am

Cruisers need to do more to Fighters, less to Bombers, IMO.
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BowYosh
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Post by BowYosh » Mon Sep 26, 2005 4:51 am

AWW!!!
I LOVED USING STURM AS WHEN HE WAS BROKEN!!!
I MEAN HE SO UBER...

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TheChronoMaster
Location: Big Shell

Post by TheChronoMaster » Mon Sep 26, 2005 4:52 am

BowYosh wrote:AWW!!!
I LOVED USING STURM AS WHEN HE WAS BROKEN!!!
I MEAN HE SO UBER...


...

Which is exactly why he needed to be changed.
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Credit to Deoxy.

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x0_000
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Post by x0_000 » Mon Sep 26, 2005 4:54 am

Actually, I just realized that we should include the Megatank in this hack, by replacing the Neotank with it. I don't konw how possible that is, but it'd be great.

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TheChronoMaster
Location: Big Shell

Post by TheChronoMaster » Mon Sep 26, 2005 4:55 am

Well, you could edit a Neo's stats so that they equal a Mega's...
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legoman727
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Post by legoman727 » Mon Sep 26, 2005 5:06 am

I'd prefer altering the Md. Tank.

It already looks like an Mega, and really, who uses Mds when they have Neos?
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Avatar by Kosheh and OoW. Sig by Sasquatch.

Pichu: So, I was like "DIE YOU EVIL ZOMBIE"
Terragent: Please Pichu, stop telling me about your lovelife and just let me work.
Pichu: Hey! I was talking about video games!
Terragent: The way you love those things, my statement still holds true. - PKdragon

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TheChronoMaster
Location: Big Shell

Post by TheChronoMaster » Mon Sep 26, 2005 5:09 am

legoman727 wrote:I'd prefer altering the Md. Tank.

It already looks like an Mega, and really, who uses Mds when they have Neos?


I do, actually. Depends on the CO I'm playing as.
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Post by BowYosh » Mon Sep 26, 2005 5:09 am

Yo, can you guys make a hack that adds my COs in it?

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TheChronoMaster
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Post by TheChronoMaster » Mon Sep 26, 2005 5:10 am

BowYosh wrote:Yo, can you guys make a hack that adds my COs in it?


I think you should make your own topic...And have sprites.
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Post by BowYosh » Mon Sep 26, 2005 5:11 am

I don't know how to make a hack so...

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TheChronoMaster
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Post by TheChronoMaster » Mon Sep 26, 2005 5:12 am

Read: Make a topic. Not a hack.
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Post by BowYosh » Mon Sep 26, 2005 5:26 am

Sure. When I got the pictures, I'll make a topic and you guys can make a hack for me.

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legoman727
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Post by legoman727 » Mon Sep 26, 2005 5:27 am

You may want to check if it is hackable........
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Pichu: So, I was like "DIE YOU EVIL ZOMBIE"
Terragent: Please Pichu, stop telling me about your lovelife and just let me work.
Pichu: Hey! I was talking about video games!
Terragent: The way you love those things, my statement still holds true. - PKdragon

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Kireato

Post by Kireato » Mon Sep 26, 2005 11:59 pm

You've killed Sturm!!!
Blasphemy! I see no ninja emoticon!!!

Err, I mean... There's no point giving Sturm a COP if you have to make him so weak day to day. I'd personally be tempted to reduce the meteor's effect, give him a smaller SCOP, no COP and a slightly better day to day. (Hey, Hawke has a slightly better day to day and movement costs are a very situational strength)

GASP you also destroyed Drake??? I mean, seriously, Eagle gets 115/110 air, low fuel burn and 80/100 sea when all know that in AW2 the air force ridiculizes the sea force and Drake gets 100/110 sea and 80/100 air with his immunity to rain and increased raining?

Seriously, increased raining and immunity to rain may be far more useful in a land map compared to less air fuel burn, but it's random and can hardly be used well... And the SCOP is his only power which makes it rain, so...

Give him at least a slightly stronger sea in offence. I think that enemy subs still survive a normal cruiser attack, nay?

Sonja loses her piercing vision in her SCOP? Hmm... It's still 5 stars right?

Gold rush for 4 stars... You know, it's still somewhat broken... Thr problem with gold rush is that currently it only matters that you wait a bit and in 1 power you get a huge fund increase.

Once I get the time to continue my experiments on Colin, I'm sure to change his COP to 2 stars and 1.25 fund increase. It actually is weaker than a 4 star gold rush...

Hmm... I don't completely agree with everthing, but... Yeah.

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Xenesis
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3DS Code: 2535-4646-7163
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Post by Xenesis » Tue Sep 27, 2005 1:44 am

Err, I mean... There's no point giving Sturm a COP if you have to make him so weak day to day. I'd personally be tempted to reduce the meteor's effect, give him a smaller SCOP, no COP and a slightly better day to day. (Hey, Hawke has a slightly better day to day and movement costs are a very situational strength)

That wasn't the point of the weakening day to day...it's more the balancing out of the Movement cost freeness Vs. Stats. But I do feel that he's a bit underpowered now, especially as random weather leaves him sunk in the heavier terrain just waiting for Adder or Lash to bruise him. I think I might up his attack again next version.

I disagree in not giving Sturm a CO power. I mean, Sturm's lack of a CO power is like one of the god golden rules of things to avoid when making a CCO.

GASP you also destroyed Drake??? I mean, seriously, Eagle gets 115/110 air, low fuel burn and 80/100 sea when all know that in AW2 the air force ridiculizes the sea force and Drake gets 100/110 sea and 80/100 air with his immunity to rain and increased raining?

Actually, that's just laziness in my typing. He's unchanged from his AW2 original version, apart from having 80/100 aircraft. He still has the movement bonus. <_<;

Sonja loses her piercing vision in her SCOP? Hmm... It's still 5 stars right?

Indeed.

Gold rush for 4 stars... You know, it's still somewhat broken... Thr problem with gold rush is that currently it only matters that you wait a bit and in 1 power you get a huge fund increase.

Once I get the time to continue my experiments on Colin, I'm sure to change his COP to 2 stars and 1.25 fund increase. It actually is weaker than a 4 star gold rush...


I'll do it as soon as we know how..in the meantime, I think Gold Rush stays up there. The only other option is removing Gold Rush completely (Which I'd rather not...see my Sturm comments). ^_^;
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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Kireato

Post by Kireato » Tue Sep 27, 2005 2:00 am

Yeah, 110/80 Sturm even with the better movement is underpowered.

Seriously, the only terrain which really hurts ground movement is forests... And a good map doesn't have them clutched up unless there's an alternate path.

As for the lack of COP... The Golden rules have exceptions and I believe that one occurs when 1 rule overrules another. That power hardly irradiates the Sturm theme, and if I have to choose between having no power or one which doesn't fit his theme... i'd choose having no powers.

And if you must add a power, then just add one where his firepower goes up up and up. Sturm's ability is to destroy chokes or any type of blockades. He's not the 'bide his time' and 'general weakening' type of CO.

Heck in AW1, he's Grimm with a meteor and slightly better movement on the ground.

I'm seeing him as:
120/80 and Sturm movement cost in clear weather only
COP: 4 stars:
150/90
SCOP: 7 stars:
5 damage meteor
150/90
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Xenesis
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Post by Xenesis » Tue Sep 27, 2005 3:30 am

The eventual aim is to have a 4HP meteor as a COP, but that's going to be a long way off, as I have absolutely no flipping idea why moving CO power code causes it to fail. You can actually see my efforts if you look in the beta 3 patch. <_<;

In the meantime, I'd prefer this over nothing. Makes him more interesting in the least.
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Post by Kireato » Wed Sep 28, 2005 5:27 am

Yah... I personally think that the reason it won't work is that there's some pointing around which we can't bypass.

After all, the graphics are elsewhere, so we'd need to repoint them and everything else which is involved. (the AI behind the strike) And finding possible pointers isn't enough... We'd need to duplicate and make work all parts of the meteor... Not sure if that's even possible without reprogramming it whole.

On a side note, finding links is very hard. People need to colour code them or make them obvious in any other shape or form.

As for Sturm being more interesting that way... Yeah, he can be used differently. But I just want to see it rain meteors which is why I toned down the meteor and the SCOP meter.
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Post by GaroNinja » Wed Sep 28, 2005 5:48 am

I disagree in not giving Sturm a CO power. I mean, Sturm's lack of a CO power is like one of the god golden rules of things to avoid when making a CCO.

Yeah, but it fits Sturm so well. He's the badass final boss; It's either everything or nothing. Put it to you this way, which sounds more 'Sturmlike'?

"Let me show you ultimate power! METEOR STRIKE!"

or

"Let me show you... well, half of ultimate power. I'm not really feeling up to going through the whole thing. Maybe next turn. So, um, meteor tap, I guess."

Yeah >_>.

:edit: Speaking of the movement, actually, why does he move better? He's the mysterious invader... Who's better at managing unfamiliar Earth terrain than humans are? Suuuure...

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Post by legoman727 » Wed Sep 28, 2005 6:01 am

I have two recommendations for beta 4.

Up Cruisers, and fix the "power charges slower or faster" with Adder and Hawke.
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Post by TheChronoMaster » Wed Sep 28, 2005 6:15 am

:edit: Speaking of the movement, actually, why does he move better? He's the mysterious invader... Who's better at managing unfamiliar Earth terrain than humans are? Suuuure...


His troops have jetpacks and hoverboards. Duh.
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Post by Sven » Wed Sep 28, 2005 6:25 am

Up cruisers, but not to the point where 2 battle copters with first strike couldn't severely cripple it. Air units are supposed to be god in AW2... >_> <_<...

In all seriousness though, if you're going to be reducing the powers of stuff, ((Essentially, you're trying to equalize air to sea.)) I think one thing that could probably work is adding a movement onto missiles. As is, they're impractical as a unit to use unless you're Grit, or you're in an odd situation.

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Post by Narro87 » Wed Sep 28, 2005 8:07 am

EDIT: Never mind. This thought has been deleted at the request of the poster.
Last edited by Narro87 on Wed Sep 28, 2005 1:14 pm, edited 1 time in total.
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Post by The Rose's Thorn » Wed Sep 28, 2005 8:17 am

I think what legoman was saying was fix the text so it's not as confusing.
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Post by Narro87 » Wed Sep 28, 2005 8:19 am

Okay, that makes sense...Never mind, then.
Out of curiosity, did anyone else get what they were saying the first time they saw that description?
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Post by x0_000 » Wed Sep 28, 2005 9:55 am

Xenesis wrote:The eventual aim is to have a 4HP meteor as a COP, but that's going to be a long way off, as I have absolutely no flipping idea why moving CO power code causes it to fail.


There's probably a line of code that tells the game to go back to a certain spot after the CO Powers activate... Now if only someone knew how to read hex.

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Post by The Rose's Thorn » Wed Sep 28, 2005 10:03 am

Narro87 wrote:Okay, that makes sense...Never mind, then.
Out of curiosity, did anyone else get what they were saying the first time they saw that description?


I didn't get it at first, and frankly I didn't get it until I got online and saw a whole bunch of topics about that. Before AW fan sites/GFaqs I was good at the game but didn't know specifics of details like that. Afterwards... I'm just as good, but now I know :D .
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Post by Oracle of Wuffing » Wed Sep 28, 2005 10:18 am

x0_000 wrote:There's probably a line of code that tells the game to go back to a certain spot after the CO Powers activate... Now if only someone knew how to read hex.

Hm... If that was the case, there'd be a Pointer at the end of the Power data that'd go to the beginning of Sturm's SCOP data... But if that were the case, moving/copying the data would work, just that we'd get Sturm's normal SCOP stats after it worked.

Only reason otherwise I could think of is if the pointer didn't point absolutely to Sturm SCOP stats, but relatively. Example:

1 2 3 4 5 6 7 8 9

Say I wanted to go from 4 to 7. I could just say "Go to seven" (Absolute). Or I could say "Go forward three" (relative). Of course, I have nothing to prove this and no time to research right now.

Thinking back to the colored text stuff that someone found earlier, I wonder if there's a trigger at the end of whatever Nell says before you launch a missile...
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Post by x0_000 » Wed Sep 28, 2005 10:26 am

Maybe not a pointer... maybe the game has a way of identifiying CO Power data and automatically does a certain command everytime one is accessed... Say CO X's CO Power is activated, the game recognizes this and know what it has to do, the other data is the specific CO data... *Goes googling for Hex lessons*
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Post by Xenesis » Wed Sep 28, 2005 2:13 pm

legoman727 wrote:I have two recommendations for beta 4.

Up Cruisers, and fix the "power charges slower or faster" with Adder and Hawke.


Yeah, I'll work on that. It'll be tricky not to break Drake, though. I fixed almost all of the descriptions, so I should probably make those ones make more sense.

Only reason otherwise I could think of is if the pointer didn't point absolutely to Sturm SCOP stats, but relatively. Example:

1 2 3 4 5 6 7 8 9

Say I wanted to go from 4 to 7. I could just say "Go to seven" (Absolute). Or I could say "Go forward three" (relative). Of course, I have nothing to prove this and no time to research right now.

That could actually be likely. I think a lot of ASM likes to use relative code and could explain why we're having so much trouble with them.
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Post by Terragent » Wed Sep 28, 2005 5:51 pm

Cruisers are a bit tricky, you can't boost them too much or Drake is god. I'd advise giving them a serious boost to copter defence, but make them still fall to bombers. Perhaps give them the same copter-defence as anti-airs (20 or 25%, IIRC).

As for Sturm, perhaps you could give him perfect movement regardless of weather? That would make his strength a bit less conditional.

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Post by Kireato » Thu Sep 29, 2005 12:05 am

I don't get the relative code part. If a code was relative than it means that if you copy and paste all parts of the code it should work. (since it'll still be pointing to 3 parts over whether its hex adress has changed)

An absolute pointer on the other hand will continue pointing at a specific adress regardless from where it is pointing...

Or did I miss something?
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Post by Oracle of Wuffing » Thu Sep 29, 2005 2:09 am

Kireato wrote:I don't get the relative code part. If a code was relative than it means that if you copy and paste all parts of the code it should work. (since it'll still be pointing to 3 parts over whether its hex adress has changed)

It -will- point 3 parts over from where it is, but the three parts over isn't the same in the position it has been pasted into. For example, assume that the Meteor Strike data points ahead in the ROM. If we copied and pasted Meteor Strike to the "end" of the rom (the "blank space"), it the place it points to would read 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ... It really needs to point to where it reads 4F 29 38 11 AA C2 and some more random hex numbers.

That is to say, I'm assuming that all parts of the code aren't contiguous.
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