Advance Wars 2 - Balance Hack - Version 2.1

Discussion of hacking, editing and developments in Advance Wars games.
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ThunderWalker
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by ThunderWalker » Thu Jul 14, 2011 12:23 am

*is bored*

GJ on the progression you've made, Xen. :wink:

When are you finished with your hack(s)?
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Xenesis
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Thu Jul 14, 2011 1:29 pm

I was going to hopefully have it out within the next month, but I have been rather ill for a good portion of this month and a convention I am busy at is looming.

So, yeah.
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by ThunderWalker » Sat Sep 24, 2011 12:56 am

... *is still waiting*
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Xenesis
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Sun Sep 25, 2011 4:06 pm

Yup.
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by ThunderWalker » Tue Oct 18, 2011 7:08 am

Additional 'testing' after the AWDS tier list, shown the Mass Damage CO's are much more powerful than I thought. Also Flak isn't as powerful as I thought; that is, if his goddamn luck does not show up. Randomness fail. :ph43r:

That brings up several things aside from the things earlier noted which means:

- Mass Damage is terrifying and the most powerful of all COP's, so all CO's with MD need a longer bar. Mass heal is too, but more easy to counter with killing everything in sight, not leaving crippled units. CO's with 90/100 directs D2D have some problems with this, though.
- Balancing Sami is a pain because of the fact that instant-capture disregards any form of balance, and that the new infantry defense cripples Sami too much against any CO with better than 100/100 directs (bland tanks stop her captures in most cases); which makes her current D2D not worth 90/100 directs. Also she has no way of dealing with direct vehicles on forests or cities out of the reach of mechs, and her AA is horrible vs Bombers which forces her to use Missiles or Fighters (or to travel anti-air in trio's (and squads vs Kanbei)). Aside, 90/100 prevents some key OHKO's.
- Grit is well balanced if Powers were swapped. However, such an ammo-consuming COP needs to come with resupply, and it might be that Grit gets overwhelmed before he can setup like in AWDS. And well... Bombers (though his Missiles are much better especially with powers, so the problem isn't as severe).
- Sonja's COP induces FoW permanently and not for only a few turns. Certainly a bug. Also, Bombers (though her SCOP can delay a bomber attack).
- Kanbei and Sensei just need a nerf D2D.
- Eagle's AI uses COP even if there are no air units
- Flak is too random to be balanced.
- Adder needs a minor nerf.
- Defense Sturm stalls the game


In numbers, that would mean something along those lines.
Still, my numbers wouldn't be perfect either (and most likely not worth the time it would take to change). Only changing numbers isn't enough at times, and I am... human.

I know 3.0 is in the works, but I have no clue about what the hell you're up to or how far progress is. The War Room hack isn't really a balance hack (and not intended to be a balance hack). Also, I've no idea how long it takes to make changes if nothing new needs to be coded; or how hacking works for that matter :mrgreen:
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Xenesis
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Tue Oct 18, 2011 12:02 pm

You can't really directly compare AWDS and AW2.

I mean for starters, the average COP in AWDS is 2-4x as fast to charge which makes the mass damage exponentially more terrifying.

Sonja is definitely a bug. It usually happens when you save and reload a game with the data file.

Eagle thing is known, he's done it since AW2 original proper. The same goes for a lot of the other COs.

War Room Hack has been priority for my hacking time, as this is a minor sideline project at this stage of its life. Basically, help get WRH2 done by S-Ranking maps and I'll finish it faster and then thus work on other things :p
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ThunderWalker
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by ThunderWalker » Tue Oct 18, 2011 8:42 pm

In midgame, I can get off MD powers with 7 stars still off every three days or smth.

I don't mean that Sonja bug... but another one. It just happens after her COP that the FoW stays even w/o saving.

About Eagle's COP.
Yes, but other powers don't boost air units only; and the AI doesn't always have air units (if the AI is Max and has no vehicles, the AI is about to lose anyway, and in Sensei's case infantry will spawn anyway, and in Jess case' there is still the resupply etc).


Hm, maybe I should try it again. Then I can make the changes myself - a pity I didn't get it (Nightmare) to work last time otherwise I would've done it already :wink: .
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Thu Oct 20, 2011 10:29 am

You must be playing ginormous maps then, 7 stars is losing a minimum of 63,000G or killing 126,000G of units every 3 days. More realistically losing 75-100k. Which is absolutely nuts.

I guess i'll have to look into that. Improving that code is something I'd like to do, it has a few bugs in a few areas. But If you've got a guaranteed way to reproduce it please tell me so I can actually figure out the bug.

Maybe so, but more my point was the AI's CO Power use was questionable in more ways than just that particular example. The fallout for the WRH2 is that it should improve the CO AI for COPs as I'm writing a bunch of new rules for it which I can probably just copy and paste over.
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ThunderWalker
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by ThunderWalker » Sat Oct 22, 2011 4:32 am

Xenesis wrote:You must be playing ginormous maps then, 7 stars is losing a minimum of 63,000G or killing 126,000G of units every 3 days. More realistically losing 75-100k. Which is absolutely nuts.
Three days wasn't meant literally. But even five or six days are way too fast.
*remainder of post*
OK then. :)

Btw, ever thought about changing Sami into something like this?
D2D:
120/110 infantry with 150% capture rate.
95/105 Anti-Air
90/100 other directs
100/100 indirects

COP (2 stars):
145/120 infantry, with 150% capture rate, +1 movement, and no movement cost regardless of weather

SCOP (2+2 stars)
200/170 infantry with 150% capture rate.
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ThunderWalker
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by ThunderWalker » Mon Apr 16, 2012 5:22 am

Hrm. *takes a look at my tier list* *whacks Adder up a tier*

How's progress going Xen?
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Tue Apr 17, 2012 11:04 am

Working out a lot of the behind the scenes stuff.

See those posts on editing the AI and suchforth? I can use them to improve the AI's useage of powers/etc. in the Balance Hack. Some of the stuff I want to do requires some more spelunking into code, though!

Life is busy and slow. Progress WILL happen. D:
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by ThunderWalker » Tue Apr 17, 2012 11:16 pm

:)
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Cell

Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Cell » Mon Aug 27, 2012 11:59 pm

I have an idea for making Adder's powers different.
During his powers, he can ignore unit collision at the cost of (2 movement, 1 movement).

This makes positioning a key factor when facing him, and makes his movement boost more effective.

However this is a brand new mechanic, and I doubt it can be done at all. :oops:

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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by ThunderWalker » Tue Aug 28, 2012 12:41 am

Well, to be honest, I doubt Xenesis is still actively working on this.
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Xenesis
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Tue Aug 28, 2012 11:34 am

It's true, I'm not actively working on this. I'm very passively working on this.

That being said, such a mechanic can be done.
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Xenesis
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Thu Aug 30, 2012 12:32 pm

Image

A preview of what I'm planning for version 3.0. :D
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by ThunderWalker » Thu Aug 30, 2012 5:14 pm

Nice. :)

Are you now actually planning on finishing it anytime soon?
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Xenesis
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Mon Sep 03, 2012 12:15 pm

Yeah, I'm having fun with something new again :)

Worked how to rebuild the filesystem and get it to autoupdate graphics pointers so it saves a lot of pain :D

also (ignore the text, I haven't updated it): Image
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by ThunderWalker » Tue Sep 04, 2012 3:46 am

That's good to hear. Maybe that'll spark my interest in playing the game again, since I lost it a while ago, like everybody else around here :P .
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Xenesis
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Thu Sep 13, 2012 9:48 am

This is far more fun than it deserves to be:

Image
Image
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LordSturm

Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by LordSturm » Thu Sep 13, 2012 10:09 am

Wow it looks cool all CO have their own appearance from AW2 replace the AWDS one, Good Job anyway did you replace blankie with Sturm?
It is interesting use the same CO at the same time.
Last edited by LordSturm on Thu Sep 13, 2012 10:10 am, edited 1 time in total.

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Xenesis
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Thu Sep 13, 2012 10:10 am

Von Bolt, at the moment.

Edit: Bonus round
Image
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LordSturm

Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by LordSturm » Thu Sep 13, 2012 10:38 am

Half Sturm half Von Bolt when Tag Power :D it's very interesting i wonder what it's looks like in battle animation when he attack a units (Visual A or B)

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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Sun Sep 16, 2012 11:26 pm

Image

Alt Costume go~
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LordSturm

Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by LordSturm » Mon Sep 17, 2012 10:33 am

I think Sturm only have happy and sad animation in Alternate Costume right isn't it and what quotes he has besides ...?

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Xenesis
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Mon Sep 17, 2012 10:36 am

That's correct. AW2 Sturm doesn't have happy or sadfaces :P
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ThunderWalker
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by ThunderWalker » Mon Sep 17, 2012 4:41 pm

You can make its Vader mask put up a smile :ph43r:
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Xenesis
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Tue Sep 18, 2012 1:32 am

Image

Suggest your Force Rank wishlist items!
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LordSturm

Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by LordSturm » Tue Sep 18, 2012 9:37 am

Here my wishlist:
43 Plains Hunter (Increase Attack from Plains by 10%)
44 Coral Strike (Increase Attack from Reef by 10%)
45 Shoal Striker (Increase Attack from beach by 10%)
46 Pipe Fury (Increase Attack from Pipe including it's seam by 20%)
47 Revenge (Increase damage counter attacking units by 10%)
48 River Walker (Movement cost on river dropped to 1)
49 Reef Crosser (Movemont cost on Reef dropped to 1)
50 Sunny Day (Increase Attack on clear weather by 20%)
51 Hiker (Movement Cost on Mountain dropped to 1)
52 Metal Destructor (All Vehicles units Attack increase by 10%)
53 Whirlwind (All Air units Attack Increase by 10%)
54 Sea Rampage (All Naval units attack increase by 10%)
55 Kevlar (Increase Defense Infantry units by 10%)
56 Tank Armor (Increase Defense Vehicles units by 10%)
57 Sky Armor (Increase Defense Air units by 10%)
58 Marine Armor (Increase Defense Naval units by 10%)
59 Property Up/Downside (Increase attack each own property by 1% but reduce defense each own property by 3%)

Even my wishlist seems not balanced but it's just for fun playing with my friends :)
EDIT: Questions will you also replace the units sprites and CO Theme with the old one from AW2? Because the DS old CO theme isn't good anymore.

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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Tue Sep 18, 2012 11:57 am

LordSturm wrote:Even my wishlist seems not balanced but it's just for fun playing with my friends :)
EDIT: Questions will you also replace the units sprites and CO Theme with the old one from AW2? Because the DS old CO theme isn't good anymore.
Unit sprites are the same - they just look odd because of the psuedo-3D effect AWDS uses where they stick the unit sprite on a square polygon as a texture for the bottom screen....Check a DS map when it's on the top screen and you'll see that it looks standard.

And no, I'm not. The amount of time investment to do so is quite literally outside of the bounds of my patience to do so. If someone else is willing to work out how to rebuild the sdat so it works properly with AW2 instruments, I'll use it but otherwise it isn't going to happen.

Edit: Best suggestion to date - Force rank that lets you build Oozium.
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ThunderWalker
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by ThunderWalker » Tue Sep 18, 2012 5:47 pm

A force rank which gives you one additional terrain star on all natural terrain (Mountain, Forest, Plains, Rivers, Shoals, Reefs) could be nice.
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Heroic Spyro
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Heroic Spyro » Wed Sep 19, 2012 4:06 am

Xenesis wrote: Edit: Best suggestion to date - Force rank that lets you build Oozium.
If there is going to be a Force rank that lets you build Oozium. I would like to mention that the true unit price of an Oozium is 10,000 Gold.

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Xenesis
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Wed Sep 19, 2012 8:23 am

"True price"?

It doesn't even have one. :/
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Heroic Spyro
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Heroic Spyro » Sat Sep 29, 2012 3:24 am

It actually does, for a long time I didn't think so either. I found it here http://advancewars.wikia.com/wiki/Oozium_238.

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Xenesis
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Sat Sep 29, 2012 11:01 am

Oh, wikia. They're full of crap. The price in the data files is 0G.
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Heroic Spyro
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Heroic Spyro » Sat Sep 29, 2012 11:46 pm

I believe you. I will change it there right away.

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Xenesis
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Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Xenesis » Wed Oct 24, 2012 11:27 am

Image Things are progressing slowly...
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LordSturm

Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by LordSturm » Thu Oct 25, 2012 11:58 am

Poor Sturm he equipped with downside skill :D and i wonder what looks like effect of the Build AWDS Units

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Satel

Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Satel » Sun Dec 23, 2012 7:51 am

I know this topic hasn't been updated for a long time but... at the same time, I haven't been showing a sign of life for a long time as well.

This, though, forces my respect. Poor Sturm got owned there.

Xen wrote:Suggest your Force Rank wishlist items!
I have a wishlist:
1- Buff damage amplifiers or make some new ones, gives an alternative to "Mash price skillz = win".
2- Maybe new 'Soul of X' skills would be cool (Soul of Sturm giving a SCOP Meteor ftw :P, Soul of VonBolt for a TBolt, Soul of Hawke for a free Black Wave, etc...)
3- +1 Move and +1 Range would be broken, but as last ones they may be fine.
4- Maybe Gauge bonuses when you hit and gauge bonuses when you get hit.?
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Green Earth

Re: Advance Wars 2 - Balance Hack - Version 2.1

Post by Green Earth » Wed Dec 28, 2016 11:03 am

Hey sorry for the 4 year bump but Eagle's co power doesn't work properly in this balance hack anymore, it doesn't reanimate non-infantry units like it's supposed to. Also the description just says it greatly improves their defense. Did i miss a changelog or did you forget to update the mother post? Or is even the balance patch screwed up lol

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