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Advance Wars: Last Stand

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Advance Wars: Last Stand

Postby Electricwolf » Mon May 13, 2013 11:19 am

I know that it has been 5 years since the last Advance Wars game, 8 years since AW:DS, the next installment in the series is nothing more than a rumour at the moment and that fewer people use this site than there used to be, but I just wanted to share my ideas with anyone who cares to listen.


This idea is for a whole actual game, so will include buildings, units, COs and a basic story outline.


#1 Story Outline:

Three nations existed in relative harmony on the continent of Elise (which bears rough resemblance to a three pointed star). These nations are:

Frisian Arc, the nation in the West, their flag is of a light red hollow half-ellipse.
Frisia is generally quite a warm country and as such, some of the COs from there have tanned skin. The Great Desert lies in Frisia, a vast wasteland of sand and ruins of old civilisations that long abandoned any futile attempt at settling in the desert.

Valentian Storm, the nation in the East, their flag is of three yellow thunderbolts.
Valentia is a rather dreary place where rain is surprisingly common and thunderstorms are a regular occurrence. Due to the high rainfall in this part of the continent, forests and plains thrive here.

Althene Aurora, the nation in the North, their flag is of a blue wave in the vein of the Aurora Borealis. As a nation, it is very distinct from the two other countries in that there are very few major cities due to the predominantly mountainous terrain, lack of well-kept roads and the frequent snow and blizzards. People here either have lightly tanned skin or very pale white skin.

In addition to these nations, there are three non-affiliated groups operating in the continent of Elise:

Sacred Corona, sworn to serve the Sentinel, flag is a white pronged half-circle on purple background.
Guardia Valkyria, sworn to protect the people, flag is a white winged shield on green background.
Sol Sect, sworn to fight for freedom, flag is a white sun on orange background.

They operate in all the nations but very few are aware of their existence and even fewer know what they actually do. Dead Fist has bounties on the leader of each organisation.


Storyline


#2 Buildings:

Headquarters have had their capture points raised to 25 to make them harder to rush.

Cities, Airports, Factories and Ports remain the same.

Communication Towers now increase the range of all units in fog by 1. There is no attack or defence boost gained by capturing a tower. Capture points are lowered to 10 and now gives 500 funds per turn so they should not be overlooked, even if there is no fog.

Checkpoints are a new type of building and act sort of like a localised Communication Tower from previous AW games in that they give +10/+10 to all units in a 2x2 radius. They have 20 capture points. These new buildings should allow for more complicated strategies to evolve and map variety to be greater due to their ability to change the outcome of a contested front.

Watchtowers are a new type of building that can only be entered/crossed by infantry/mech type units. In Fog they increase the vision range to 5. They have 5 capture points, so are easy to gain and easy to lose. They increase the range of all infantry/mech type units by 1 if the watchtower belongs to you, including units who would ordinarily have 1 range (such as standard infantry).

Hospitals are a new type of building that allows the training of Medic infantry units. They heal 4HP per turn to infantry type units only (liable for costs), give 1000 funds per turn and have 20 capture points. Only Medic units can be trained here (cannot be trained in any other building).

Barracks are a new type of building that allows the training of Sniper and Commando units, as well as the standard Infantry and Mech units. They heal 2HP per turn to infantry type units only (liable for costs), give 1000 funds per turn and have 20 capture points. Sniper and Commando units can only be trained here.

Garages are a new type of building that allows the training of Engineers. They heal 3HP per turn to ground vehicle units and Engineers only (liable for costs), give 1000 funds per turn and have 20 capture points. Only Engineers can be trained here (cannot be trained in any other building).


#3 Terrain:

Units are classified into 8 different movement types:

Infantry
Mech
Tires
Treads
Low Air (helicopters and Zeppelin)
High Air (drone, fighter and bomber)
Ship
Transport

Terrain remains almost identical to AW:DS, with a few slight tweaks.

Wasteland and Ruins return from AW:DoR/AW:DC, with ruins getting a +1 defence boost.
Bridges allow ships to cross them, but not land on them, allowing for naval units to go up rivers which should increase their usability.
Watchtowers only allow Infantry/Mech type units to cross them.
Shoals have their name changed to Beaches.
Checkpoints allow every unit to move through them and occupy them but provide no defence bonus.
Sand is a new type of terrain that hinders the movement of all land vehicles. (3 move cost for tires, 2 move cost for treads)
Mountains now have a 2 move cost for low air units such as B-Copters.



#4 Units:

This is the big one you've probably been looking for.

I started thinking about the current units of the AWBW metagame, the favoured playstyle and how the best players go about getting their wins. Which units are used most often and why are they used so often? Why are the least often used units not used very much?

In the end, the best unit was almost definitely the infantry unit. For 1000 funds you get a unit that is is hard to OHKO without some of the most expensive units, so creating walls where there is only one angle of attack is surprisingly easy. Most of the metagame, especially in land only maps seems to be based on infantry meatshields protecting indirect units.

The new units and changed units aim to change the metagame into a more active and offensive one, and to make naval units more worthwhile.

Old unchanged (for the most part) units:

Infantry
Recon
APC
Artillery
Tank
Rockets
T-Copter

All these units perform their job well and see good use in almost all games. Rockets have slightly less ammo meaning that they must be supported well or placed on a city, infantry have slightly lower defence against the larger units (meaning that Medium tanks get the OHKO not just on roads) and T-Copters gain the ability to supply air and naval units. Tanks and recons gain +1 movement.

Old changed units:

Mech

Mechs have one less ammo as they rarely get to use three ammo before they are destroyed or damaged. They are also cheaper to deploy (2500G).


Missiles

Missiles got a price-cut of 2000G (to 10000G) and got a max. range increase of 1. As of AWDS, they were incredibly situational, with their only use over anti airs being that the range allowed airports to be locked down from afar but they were otherwise outclassed by anti airs. For the most part, air units can still move through the range of missiles, but the added range and price drop means they should be easier to deploy.


Medium Tank

Medium Tank has increased vision and increased movement meaning it can be deployed and not take an age to reach the battlefront. This, along with the slight price cut (15000G) should see it being used more often.


Heavy Tank

Heavy Tank replaces the old Megatank from AWDS. As a unit, it was generally overlooked due to the fact that 28000G could buy you a better combination of units. In light of this, the price has been cut to 22000G. This, along with the better Medium Tanks, should result in the unit not being a waste of money. It does however have slightly less defence against Medium Tanks.


Lander

Landers are cheaper (10000G) to encourage building them. Landers have always been neglected in favour of Black Boats because using air units to harass an area and landing troops there usually works better than landing some units on an area because that area will be swarming with enemy units.


Cruiser

Cruisers are now only 16000G due to the fact they now no longer hit other naval units. They still remain the only other unit to hit submerged submarines (and now OHKO them with uncertainty) and have very good direct anti air capabilities.


Submarine

Since Black Boats no longer exist, submarines lose a lot of mobility due to their usual high fuel consumption. In light of this, submarines now have slightly lower fuel consumption when hidden and slightly higher total fuel. They are also cheaper, at 16000G meaning they are less of a gimmick unit.


Carrier

Carriers have received special attention. They have always been overpriced and even lost their unique long range anti air capabilities in AWDoR. Now they are cheaper (20000G), can still refuel air units and should be much easier to use.

Battleship

Battleships remain fairly similar apart from the price drop (22000G). This is needed to make naval warfare affordable and usable, as it has always required a turn or two of saving up just for one unit beforehand. This price change also reflects the fact that many new direct naval units have been added.


B-Copter

B-Copters have had a very slight reduction in price (8000G) as anti-air units being cheaper means that copters have a different game environment to fit into.


Fighter

Fighters are slightly cheaper now (18000G) but also have a lower movement range. They cannot outrun drones but can easily shred them to pieces. Most air units are heavily damaged or destroyed by fighters.


Bomber

Bombers are also slightly cheaper at 20000G to reflect changes to other air and anti air units.


New units:

Paratrooper
Sniper
Medic
Engineer
Lite Anti-Air
Heavy Anti-Air
Duck Transport
Corvette
Destroyer
Drone
Zeppelin

These new units widen the choices available to players, especially in air and naval combat.

Paratrooper

Paratroopers are designed to be able to get places quickly (they can move after being unloaded from a transport), and are mainly useful in the capture phase. They have mech movement so can cross mountains and rivers quickly but only have a machine gun. (3000G)


Sniper

Snipers are designed to be infantry killers as their ability to counterattack at 1 range allows them to set-up near or on the front lines and not fear being attacked at close range without means to defend themselves. Their sniper rifles do great damage to infantry but not fantastic damage against armoured vehicles such as the tank. (4000G)


Medic & Engineer

Medics and Engineers do roughly the same purpose, except Medics heal infantry only and Engineers heal vehicles only. Medics heal an extra point of HP because infantry generally have less power. (4000G)

Lite Anti-Air

Lite Anti-Air is essentially the old Anti-Air, but with less power in general. Old Anti-Air units had the insane ability to flat out counter most air units at the small price of 8000G. If it got first hit on a Bomber, they lose roughly 8x the funds that you do. That's insane. An 8000G unit should not be able to single-handedly make a no-fly zone. The Lite Anti-Air still gets great damage on air units, but it is more in line with the pricing of the unit (7000G). Increased move (+1) reflects the fact that it is weaker.


Heavy Anti-Air

The larger, more powerful version of the Anti-Air. While it is twice the price of a Lite Anti-Air (14000G), the Heavy benefits from guaranteed OHKOs on vanilla air units and OHKOs on most infantry on heavy terrain. While it only has a movement range of 5, it effectively creates a no-fly zone. It has solid defence against air units and most ground units meaning that it should not be viewed as a useless investment.


Duck Transport

Replacing the Black Boat, meet the Duck Transport (Duck was the colloquial name for DUKW amphibious trucks used to transport people over land and water).
While it doesn't have the ability to heal or supply like the Black Boat, it can travel over land and sea (can only be built at ports, uses tire movement over land), making it more useful as it can drop infantry off in places that would not be possible with a lander. (7000G)


Corvettes

Corvettes are a new unit made to spice up naval warfare. There has been an odd lack of naval units able to directly attack naval units in the last few games. AWDS had the OP-Cruiser and AWDoR had the rather gimmicky Missile Boat. The Corvette is cheap (12000G), fast and designed to get through any holes in enemy defences. They only have naval direct attacking capabilities.


Destroyers

Destroyers are the heavies of the naval units. They can rain down bombardment on units with their rockets or outrange other direct naval units with their missiles. A versatile naval unit but lacking in any anti air or anti sub weapons. (18000G)


Drone

Drones are like Dusters from AWDoR, except a bit more useful. They have the largest move in the game, are cheap (10000G) and do well against unarmoured ground units and helicopters. While they can fire on all units, damage against armoured units or high air units will be fairly low. They have low defence and can easily be taken out by anti-airs.


Zeppelin

Zeppelins are a new addition to air units, and the only ranged air unit. While it is slow and fairly expensive (22000G), it has the same capabilities as the cheaper rocket unit, with the added ability to counterattack direct attackers (weakly) and also enjoys being a low air unit, meaning that ground vehicles that are not anti airs do fairly low damage to it.
Despite having high power, the Zeppelin has low defence, meaning that it has to be carefully protected from other air units and from anti air units and Missile units.

Full unit list:

Infantry
99 Fuel, 3 Move, 0 Ammo, 2 Vision (5 on mountains), 1000G
direct
infantry
machine gun - secondary - land and low air units
Special Ability: Can capture buildings

Mech
70 Fuel, 2 Move, 2 Ammo, 2 Vision (5 on mountains), 2500G
direct
mech
cannon - main - land units
machine gun - secondary - land and low air units
Special Ability: Can capture buildings

Paratrooper
80 Fuel, 3 Move, 0 Ammo, 4 Vision (6 on mountains), 3000G
direct
mech
machine gun - secondary - land and low air units
Special Ability: Can move and attack after being unloaded, Can capture buildings

Sniper
80 Fuel, 2 Move, 4 Ammo, 3 Vision (6 on mountain), 2-3 Range, 4000G
indirect
infantry
sniper rifle - main - land units
Special Ability: Can capture buildings, can counterattack at 1 range

Medic
80 Fuel, 3 Move, 0 Ammo, 2 Vision (5 on mountains), 4000G
direct
infantry
machine gun - secondary - land and low air units
Special Ability: Can capture buildings, can repair (and resupply) infantry units for 2HP (still costs money)

Engineer
80 Fuel, 3 Move, 0 Ammo, 2 Vision (5 on mountains), 4000G
direct
infantry
machine gun - secondary - land and low air units
Special Ability: Can capture buildings, can repair (and resupply) land vehicles for 1HP (still costs money)


Recon
80 Fuel, 8 Move, 0 Ammo, 5 Vision, 4000G
direct
tires
machine gun - secondary - land and low air units

APC
80 Fuel, 6 Move, 0 Ammo, 1 Vision, 5000G
transport
treads

Artillery
80 Fuel, 5 Move, 6 Ammo, 1 Vision, 2-3 Range, 6000G
indirect
tires
cannon - main - land and naval units

Lite Anti-Air
90 Fuel, 7 Move, 4 Ammo, 3 Vision, 7000G
direct
treads
flak cannon - main - land, low air and high air units

Tank
99 Fuel, 7 Move, 8 Ammo, 3 Vision, 7000G
direct
treads
cannon - main - land and naval units
machine gun - secondary - land and low air units

Missiles
70 Fuel, 6 Move, 8 Ammo, 5 Vision, 3-6 Range, 10000G
indirect
tires
missiles - main- low air and high air units

Heavy Anti-Air
75 Fuel, 5 Move, 5 Ammo, 3 Vision, 14000G
direct
treads
heavy flak cannon - main - land, low air and high air units

Rockets
80 Fuel, 5 Move, 5 Ammo, 1 Vision, 3-5 Range, 15000G
indirect
tires
rockets - main - land and naval units

Medium Tank
75 Fuel, 6 Move, 8 Ammo, 2 Vision, 15000G
direct
treads
medium cannon - main - land and naval units
machine gun - secondary - land and low air units

Heavy Tank
60 Fuel, 4 Move, 3 Ammo, 1 Vision, 22000G
direct
treads
heavy cannon - main - land and sea units
machine gun - secondary - land and low air units

Naval Units:

1 Fuel per turn, 3 per turn when submerged


Duck Transport
70 Fuel, 8 Move, 0 Ammo, 1 Vision, 7000G
transport/tires
sea/land (transport)
Special Ability: Can load/unload 2 infantry

Lander
99 Fuel, 6 Move, 0 Ammo, 1 Vision, 10000G
transport
sea (transport)
Special Ability: Can load/unload 2 land units

Corvette
70 Fuel, 8 Move, 3 Ammo, 1 Vision, 12000G
direct
sea
ship missiles - main - naval units

Cruiser
80 Fuel, 6 Move, 6 Ammo (torpedoes), 3 Vision, 16000G
direct
sea
torpedoes - secondary - subs and submerged subs
anti air gun - main - low-air and high-air units

Submarine
70 Fuel, 5 Move, 3 Ammo, 5 Vision, 16000G
direct
sea
torpedoes - main - naval units and submerged subs
Special Ability: Dive (only other submerged subs and Cruisers can hit it, invisible until an enemy unit is adjacent to it)

Destroyer
75 Fuel, 5 Move, 3 Ammo (rockets), 3 Ammo (missiles), 3 Vision, 2-4 Range (rockets), 1-2 Range (missiles), 18000G
direct/indirect
sea
rockets - main - naval and land units
missiles - secondary - naval units
Special Ability: Cannot use rockets if moved this turn

Carrier
75 Fuel, 5 Move, 8 Ammo, 6 Vision, 3-8 Range, 20000G
indirect
sea
missiles - main - low-air and high-air units
Special Ability: Can refuel low air and high air units

Battleship
75 Fuel, 5 Move, 6 Ammo, 2 Vision, 2-6 Range, 22000G
indirect
sea
missiles - main - naval and land units

Air Units:

2 Fuel per turn for low-air units, 4 for high-air units

T Copter
80 Fuel, 7 Move, 2 Vision, 5000G
transport
low-air
Special Ability: Can load/unload units, can supply ground and naval units

B Copter
80 Fuel, 7 Move, 6 Ammo, 3 Vision, 8000G
direct
low-air
missiles - main - land and naval units
machine gun - secondary - land, naval, low-air and high-air units

Drone
99 Fuel, 10 Move, 2 Vision, 10000G
direct
low-air
dual machine gun - secondary - land, naval, low-air and high-air units

Fighter
80 Fuel, 8 Move, 6 Ammo, 2 Vision, 18000G
direct
high-air
missiles - main - low-air and high-air units

Bomber
70 Fuel, 6 Move, 6 Ammo, 2 Vision, 20000G
direct
high-air
bombs - main - land and naval units

Zeppelin
60 Fuel, 4 Move, 6 Ammo, 2 Vision, 3-5 Range, 22000G
direct/indirect
low-air
bombs - main - land and naval units
machine gun - secondary - land, naval and low-air units
Last edited by Electricwolf on Thu May 16, 2013 1:46 pm, edited 3 times in total.
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Re: Advance Wars: Last Stand

Postby Electricwolf » Mon May 13, 2013 11:21 am

#5 Weather:

Snow does not affect the movement cost of terrain. Instead, it cuts the movement of all units by 1.5x (rounded to nearest integer).
Rain causes fuel to be expended at 2.5x the normal rate (rounded to nearest integer). Reduces movement points of all units by 1.
Sandstorm causes unit defence to drop by 20%.

Thunderstorm works... oddly. Each square on the map is assigned a value of 2. Communication Towers, Forests and Watchtowers have values of 10. A land vehicle increases the value by 2, naval units increase the value by 4, low air units increase the value by 8 and high air units increase the value by 10. Each square then has

(value/total map area)* 100%

chance of being hit by a lightning bolt. The minimum percentage is always no less than 1%, no matter the map size.
A lightning bolt causes 2HP damage, fuel halved and ammo halved in a 2x2 diamond radius.

For example, in a 10x10 map, a square with a communications tower and a Fighter would have a (20/100) * 100% = 20% chance of being hit.


#6 Commanding Officers:

Charlie (Frisian Arc)

Main protagonist of the game. Gets along well with people and had a good sense of honour and respect. Greatly admires Austin.
Starting out at Frisia Military Academy with the other new recruits. His history is revealed throughout the course of the game.
Light brown hair, dark eyes and wears a smart casual polo shirt and camo three-quarter length trousers.

xxxXXXXX

D2D: tread units are 110/110 and have +1 movement, air and naval units are 90/90 and have -1 movement
COP: Front Line: tread units are 125/125 and gain +1 movement
SCOP: Reinforcements: tread units are 150/150, gain +2 movement and any built at factories can instantly move (movement is halved though)


Juliet (Frisian Arc)

Urban girl through and through. Hates getting muddy. Carefree about most other issues.
Lived in the capital of Frisia until she was sent to the Military Academy by her parents. Tries to act like she hates it but she really enjoys the company of her friends at the Academy.
Long blond hair with a pink highlight, wears a white tank top and frayed denim skirt.

xxXXXX

D2D: infantry/mech type units have 1.2x capture points (rounded up), cities cost 0 movement Points to traverse
COP: City Slicker: infantry/mech type units have 1.5x capture points (rounded up), enemy units on cities lose all terrain stars
SCOP: Heart of the City: infantry/mech type units have 2x capture points (rounded up), enemy units on cities lose all terrain stars, all units can bypass enemy units on cities


Mickey (Frisian Arc)

Happy go lucky gal. Believes every cloud has a silver lining but doesn’t actually like clouds that much. Can be a bit aloof sometimes.
Has joined the Frisia Military Academy so she can get a job and help her elderly grandparents. Lost her parents in the Uprising.
Dark brown hair at shoulder length. Wears a light pink top with camo shorts.

xxxxXXXX

D2D: unaffected by sandstorms, sand costs 1 movement point for all ground units, sandstorms occur on every day that is a multiple of 10, air and naval units have -1 movement
COP: Sand Storm: sandstorm for 1 turn
SCOP: Dust Devil: sandstorm for 1 turn, all enemy units lose 2HP


Austin (Frisian Arc)

Loud and proud, nobody loves life more than Austin. He loves a good joke but never neglects to do his work.
General of the Frisian Arc army (for the last 18 years) and well known for being great at parties. A family man whose motivation is to keep his family safe from threats. Hides a traumatic past.
Tall, sandy brown/yellow hair, brown eyes, muscular and has a magnificent beard. Never wears an army helmet but does tie a camo bandana around his head.

xxxXXX

D2D: Unaffected by all weather, units are 100/120 during enemy CO powers
COP: Parity: reduces enemy terrain stars by 2, all units are 125/100
SCOP: Equaliser: removes all enemy terrain stars, all funds damage this turn is deducted from enemy CO bar, all units are 140/120


Kayla (Frisian Arc)

Loud, determined and boisterous. Doesn’t like losing and not getting her own way. Is almost incapable of shutting up.
Graduated from Frisia Military Academy last year, only daughter and definite tomboy. Now works at the Academy with Austin training the new recruits.
Short rusty brown hair, green eyes, medium height, average build, wears an oversized military jacket.

xxXXXXX

D2D: All units are 110/90, CO bar does not stop charging while COP/SCOP is active
COP: Unforgiving: All units +10/+0, +1 movement to all units (excluding infantry/mech type units)
SCOP: Relentless: All units are +40/+0, +2 movement to all units (excluding infantry/mech type units)


Jorge (Frisian Arc)

The nicest guy on the planet. He is considerate, caring and kind and his smile is infectious. He is the definition of selfless.
Resident battle medic at Frisia military Academy. He originates from Althenia but did not like the coldness of the climate and people. Tries to teach people that war is not the only answer.
Large build, tan skin, curly moustache, short black hair, white robe and staff.

xxxXXXX

D2D: Medics, Hospitals and cities heal +2HP, all units are 90/110
COP: Booster Shot: Heals all units for 2HP (free of charge), all units are +0/+15, Medics are +0/+40
SCOP: Intensive Care: Heals all units for 5HP (free of charge), all units are +10/+40, Medics +0/+90
Last edited by Electricwolf on Fri May 17, 2013 4:06 pm, edited 2 times in total.
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Re: Advance Wars: Last Stand

Postby theether » Mon May 13, 2013 2:19 pm

This looks good so far :)
Do you plan to actually create this game?
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Re: Advance Wars: Last Stand

Postby Electricwolf » Wed May 15, 2013 8:38 am

If I had the coding know how, I would probably give it a try.

Unfortunately for me, I'm not the best of people with computers. I've done some pixel art before so the art prospect is doable but other than that I'd need someone to code it and some way of being able to host it online for free and some way of allowing online multiplayer.

Even if this has no chance in ever getting made, it was a nice way to flex my creativity. I might just try out some stuff here and see what people think.


In terms of the actual game, it'd be in between the original games and AW:DoR in terms of gritty-ness. While quite a few people enjoyed the compelling storyline in the latest game, a lot of people missed the old art style and humour. I don't see why the two could not be done together.
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Postby DullPheonix » Thu May 16, 2013 1:23 am

From what's been posted so far, it seems more like a tweak, if a moderately extensive one. Depending on what else you have in mind, you could probably comandeer the old Custom Wars code in order to see the numbers in action. Ad Hoc Commander, which eventually inspired another project on this forum, started out that way.
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Re: Advance Wars: Last Stand

Postby Electricwolf » Thu May 16, 2013 12:52 pm

It's still an Advance Wars game, so I wouldn't do anything drastically different to change it. Changing the game drastically would just make it another turn based strategy game except now it'd be directly compared to Advance Wars and considering the game got over 90% in most reviews, I'd rather not change it too much.


In terms of change:

CO Units never interested me. I just don't get why if your commander was in a tank that got torn to shreds in the last turn or in a ship that sunk in the middle of the ocean, how on Green Earth can they be alive let alone get into another tank the next turn and command it.

I toyed with the idea of offering multiple different CO powers per CO and splitting them into defensive and offensive, but in a competitive environment, people would quickly find out the ones that are the best and never use the others.

If I had the necessary skills, it'd probably be 3D and include bonuses such as if a Rocket unit attacked another on lower ground, it would get bonus power due to the height difference.

I'm working on the last of the CO units, along with some flavour text and such. I also intend to expand on the possibilities for new game types and "special units", which I'll post soon enough. I'll probably just edit the second post with them.


And even if I was able to get the code off someone, I'd have no idea what to do with it.
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Re: Advance Wars: Last Stand

Postby Electricwolf » Fri May 17, 2013 4:07 pm

Updated the second post with the first set of COs: the Frisian Arc COs.

Hopefully they don't seem too unbalanced, although a few tweaks might need to be made for CO power costs and effects and whatnot.
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