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Peaceful Warrior
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Except you would have to use VHP to calculate all that fun stuff because you can't detect health sadly (pisses me off so badly too). So if an infantry with a hp of 6 fought with a md tank with a hp of 10, the infatry would sustain much greater damage than it would if it had a hp of 10.
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ZeekyBoogyDoog~
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SORRY it has already been made under the name "Advanced Wars"
However i think your map is completely different. but both maps (at least the one that's already made) is quite fun The one that's already made is a Diplomacy format.. With Special attacks such as meteors and tsunamis (they sound more impressive than they actually are)... it's by Siegemech.. =/ yeahhh... try to name urs smth different? .. maybe Advanced Grid wars or i donno..![]() ![]() ![]() ![]() ![]() ![]() |
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ah. so the ones already out are deplomacy. Yeah I'll have to come up with a name to differenciate it from the other ums's.
I've hit a bit of a snag though. I'm one of those people who write out their triggers on paper before making them in the editor (so I cant really post the map yet). I will say that "map" that im making for my first advance wars ums is quite small (2 player map) and probably won't have fog of war on (due to my laziness). Anyway, I'll explain the battle system before I explain the snag as that will clear up questions. The battle system works like this (note: please dont make me explain all of the triggering this is just a brief overview): ex. you have a tank and your opponent has infantry. it is your turn to attack I will have an observer that can go x amount of spaces (on the grid) depending on variables (ex. mountains, road, what unit is being used, etc.) (note: players get 1 observer that works for each of their units. that observer is assigned to that unit). When you decide that you want to move your unit you move a civ to a becon (there is only 1 civ and 1 becon for this. My triggerings will detect if more than one observer has moved spaces and will reset untill the player only moves one observer [this means you move one unit at a time like in the real game]). Your unit (ex. tank) will then move to the corresponding grid space that your observer is on. For the tank to fire on the infantry unit, the tank needs to be next to it. Once the tank is next to the infantry unit(same turn) the player will move the observer over the grid space that the enemy unit is on then move the civ to the beacon. Once this happens the attack stage starts. In the corner of themap I will have a space that spawns units. Each unit (on the map) is comprised of 10 actual fighting units of the same type (like in the game). (ex. so 10 tanks will spawn and 10 infantry men will spawn in the corner). Using triggers I will then have the computer detect where the battle is taking place (ex. the tank was on the road [provides 0 extra cover/defense] and the infantry unit was in the forest [provides 3 extra cover/defense) and what units are battleing. The computer will then determine how many of each unit will be lost (ex. tanks lost 1 unit and infantry lost 6). THe next time these units meet another force (ex. wounded infantry unit attacks another infantry unit) it will spawn with the corresponding number of units from its last battle (ex. 6 infantry vs 10 infantry). ^ that is where I hit a snag. How do I have a computer realize that the infantry unit has sustained damage in a previous battle? So untill I can figure that out or figure out a different battle system this project is on halt for a bit. ![]() ![]() ![]() ![]() ![]() ![]() |
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how you ladies doin tonight??
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I made my own Advance Wars sequel, but it was phail. I didn't have the time, resources, or manpower to finish it, so unfortunately it used to lay in the map graveyard. Anyway, I was thinking about it, I had the five factions, plus another which I added and called, "Red Solar Flare." I have a little idea for the units. If you can recall from the game, each country had its own specialties, further influenced by the COs that appeared. I used up pretty much every unit name, created one of each unit for each faction. For example, OS Infantry, BM Infantry, etc. If possible, I recommend using this stratagem, as it could enhance the gameplay and reduce redundancy on the map. Here's a little reminder, Orange Star was all-around good, but had excellent tanks and infantry. Blue Moon had artillery and could impede movement with snow. Green Earth used planes and ships. Yellow Comet was good with recon units and generally everything. Finally, Black Hole had everything good. I was thinking that the ability to add units on the field as the CO, say, spell-casting units, could improvise for the CO Power and Superpower system (using heroes of course). On top of that you'd have to consider the capturing element. Maybe mineral fields would be good, or actually if you really do establish a turn system, well you can figure out the money thing yourself, but if it doesn't work, you can always do something with mining. So now I feel that I'm rambling on, and I'll end my paragraph here, but I want to wish you the best of luck with your map.
By the way, are you adding any storyline into it? ![]() ![]() ![]() ![]() ![]() ![]() |
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Eh's a pretty cool guy
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Well, if you need help with capture stuff.
I was thinking, a trigger that detects whether a unit is still sitting in it over two turns. It may mean you can only ever capture one thing at a time, but that's how it goes. Anyway Player Brings [required unit] to City Cap0 is Cleared Display Text: Capturing! Set Switch Cap0 Wait 2000ms Set Switch Cap1 If Cap1 is Set Player Brings [units] to City Display Text: Capturing 25% [or 50%, depending on how fast you want to capture it.] Wait 2000ms Set Switch Cap2 Rinse and repeat until you have the prefered amount of time between the %s. When you're content to say "that's long enough" add this: If Switch Cap0 set If Switch Cap1 set If Switch Cap2 set If Switch Cap3 set Player Brings [Units] to City Display Text: City Captured Give all City at location City Try that. ![]() ![]() ![]() ![]() ![]() ![]() Eh has a gauss rifle and eh doesnt afraid of anything.
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Beat that horse!
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Instead of a grid system, how about have a 1px by 1px location on each unit. If the unit is no longer at the location, it's obviously been moved a step, then put the location on the unit again. You could easily limit that, and make it much easier than a grid. Also the player could manually move their units, much more fluid.
Say, Infantry can move 20 steps over grass, 10 steps over mountains. Air can always move 35 steps, etc. Pie to trigger, much more user friendly. Once the unit is done stepping, you obviously give it to a neutral player or something. You'd have another, bigger location around the unit that detects if an enemy unit is nearby, for fighting. |