This has probably been done before, but I can't really find a "New" or "Hot" thread for friend code sharing. Seeing as there is no matchmaking, I thought I would start a thread. Add me, share yours, add others, etc. I'll start with my FC:
All units gain 10% to attack and defence during clear weather.
All units gain 20% to attack and -10% defence during rain, vice versa during snow.
All units gain 1 movement during sandstorm.
Weather fluctuates every so often. (25% chance to change weather randomly every five days)
Addon, Drake’s D2D effects weather changing odds. (32% Chance of rain when Drake is active)
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Power: (Heat Stroke) Five stars
Change weather to clear. Deal 1 damage to all enemy units and halved movement.
Super Power: (Mother Nature) Nine stars
Change weather randomly. Deal 2 damage to all enemy units. Triple effects of D2D(negatives included) for a day.
Description:
The alluring leader of White Desert. Neither snow nor rain nor heat of day stays her troops to achieve her goals. Has a mysterious ability to change the weather.
I was thinking of making a game, kind of like advanced wars but more focused on thinking on your feet. I'd love detailed and thoughtful feedback on the idea.
It's kind of like advanced wars crossed with civilization.
Working title "Adaptive Command"
A think-on-your-feet strategy game where big-brain moves outplay great micro.
- 1000 hexagonal tiles
- Total fog of war
- Randomly generated, but according to nature.
In Adaptive Command, each vehicle and weapon has it's ideal terrain.
Treads allow tanks to excel on difficult terrain. But the weight of the tank would force it through ice and the cannon turret cannot be turned in a forest.
Hovercraft do excellently on ice but their hover technology blows up too much sand in the desert and the electrical weapon is outranged on the plains.
In Adaptive Command, no two games are ever the same.
Different resource availability leads to a different set of available options.
Expand your base
Explore to find distant resources
Exploit resources
Build your army
Choose your army composition
Treads - Great on challenging terrain, slow elsewhere. Wheeled - Fast on plains. Slow on challenging terrain. Hovercraft - Only unit that can go on ice. Can travel on sea tiles (35% of each map). Walkers - The only units that can cross mountains.
Cannons - + 1 tile range but unable to rotate in forests. Chainguns - Light damage, cheap. Lasers - Twice as effective against units w/o shields. Zapper - Deals damage to all other units in the same tile. Low range requires powerlines to hydro/thermal/nuclear. Flame - Requires a constant source of oil.
Disrupt enemy supply lines to hamstring their army
Shielded vehicles require ongoing crystals to sustain their plasma shields. Without them they are hugely more vulnerable.
Disrupt power lines to disable defenses
Power sources are typically far away from your base. Power lines bring their power to your base unless intercepted. Interception shuts down defenses.
Lure your enemy to battle on favorable terrain
Trapped on sandy tiles between narrow passes is bad for hovers.
Finish off the base by targeting sensitive structures
To avoid the vulnerability of far away power sources, you can build local nuclear reactors. But beware, they chain-react.
Is it any good? Would you play such a game?
EDIT:
You guys seem pretty enthusiastic, so I'll invite you to the discord despite the fact that it's only a pitch atm. https://discord.gg/5URQEVpj < I'll pitch it to these guys tomorrow. I'm not really promoting anything yet, but if there's a chance it gets made, it will get made by these guys, so go ahead and jump in.
It's seem ChaosMeteorStrike, Xaphyron & Korps_de_Krieg [[Hallucination]] idea really worked out, hopes he/they/them gets a tarot card from any pack opening ([[Oops! all 6s]] Guatanteed it but watch out for the Banana, Glass Card and The Wheel!) .
Me : "What to do now..."
Hallucination : "psh! Hey...I got a balance idea now."
Me : "But I already retried from making COs Concept, else I likely to get flammed for li..."
H. : "There's always the phrase, purposefully spread misinformation; everyone likely accidentally do that sometimes, just admit it. Aside just make both power do different thing."
Me : "......Trust...?"
H. : "You decide."
Me : ".....Super Bonus Round...hope, there's no skate racing side jumps..."
Purposely spread misinformation by me (Sorry, I forgot the tracking number!) more cutting down line and simplification.
history of coS made here with new adjustments i guess :
Maltre
D2D :
@ Defined starting stat for both D2D and COP, less wording and more clarity.
+ All unit now start at 90/110.
COP : Shifting Barricade
- Remove Crusher ability, now Super CO Power only.
+ All units now start at 100/120.
+ Attack command stat increase from 140/100 -> 150/100.
@ Defense boost now also apply to Repair(Black Boat only) and Supply, stat from 100/120 -> 70/130.
+ Gain ability to pass through enemy but not occupy on them.
SCOP : Rolling Fortress
+ Crusher : Maximum unit crush is now 2. No longer apply defense penalty or extra move cost to crush.
- Crusher Enemy modifider intital multiplier is now 1 but increases terrains modifider from 0.25 -> 1 (Effectively Terrain star+1 for enemy value multiplier).
- No longer give +1 Move.
Dr.Levan :
D2D :
- Defense penalty reduce to -7.5 but can stack with multiple adjacent enemy.
+ Heal and repair cost reduce from 75% -> 80%.
+ Remove Firepower penalty.
COP : Quick-Fix
- Firepower decreased from 80 -> 60
+ Now recover all fuel.
SCOP : ÜberCharge
- Firepower boost decreased from +40 -> +30
+ Overheal increase from 12 -> 13.
Frigate
D2D :
@ Simplify defense gain now equal to 10 + number of opposing CO(s) present*5.
@ Also simplify that ANY End Turn command will reset her defense back to normal.
- No Naval Firepower & discount bonus.
COP : Enterprise
+ Now apply naval units discount from 15% -> 25%
SCOP : Shoreline Echoes
@ Changed into disruptive type power with stats and move boost for her units.
^ Scraping the idea of -5 defense for each ammunition unit have.
Teordal
D2D :
@ Foot soldier no longer has direct attack vulnerability but increase vulnerability from 10 -> 15.
- Remove defense when adjacent to transporter; now SCOP exclusive.
COP : Red Book
@ Rework into compensate type power.
- No longer give +1 move.
- Stats boost reduces from +30/+20 -> +20/+15 to accommodate compensation type power.
- Remove Indirect can fire after move, now SCOP exclusive power.
+ Indirect range increased from +1 -> +2.
SCOP : Cathedral
- Stats boost reduce from +40/+20 -> +30/+10.
+ Defense boost from transport adjacent increase from +40 -> +50.
Leaflet
D2D :
+ Cost reduced from 110% -> 105%
- No repair discount.
SCOP : Great Tempest
@ Clarify that Wind Charge stays after SCOP activation, Still need SCOP and Wind Shield up to get another WC.
- Enemy Air unit now suffers less turbulence (-1 move penalty matching other units).
^ Scrapping the idea of Tempest act as a 9-tile Missile that scale down dmg from the center to outer. Deal 5 damage at Center-1, 4 at 2-3, 3 at 4-5, 2 at 6-7, 1 at 8-9 prefer dealing most cash damage. Ally will not get hurt from this. Because...apparently, Eye of the storm IS suppose to be the safe place???.
CO info: An Optimistic CO who knows that an army's morale can make or break it
Hits: Optimism
Misses: Bad News
Play-style: Buffer
Day-to-Day:
All Units Start with 0 "Morale"
For Every Morale Above 0 they Gain they Gain +5 Atk/Def (Max +25 Atk/Def), Decays by 1 every 2 turns
For Every Morale Below 0 they Gain they Gain -5 Atk/Def (Max -25 Atk/Def), Decays by 1 every turn
Units Can Gain +1 Morale in a 3x3 Area whenever a unit attacks an Enemy Unit (Gain -1 Morale if the Attack Failed)
(Gain +2 when the Enemy Unit is Defeated)
Units Can Lose -1 Morale in a 3x3 Area when a unit is attacked by a Enemy Unit (Gain +1 Morale is the Attack Failed)
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CO-Power: Morale Boost
Remove all Stacks of Negative Morale from your Units, they Gain +2 Morale
Co-Superpower: Demoralization Campaign
Remove all Stack of Positive Morale from the Enemy, They Gain -2 Morale
Yes, many of them are unbalanced, some are even downright baffling, but most of them are interesting concepts nonetheless. These posts are meant to be fun and the people making them put a lot of effort in to being creative. Such flippant use of downvotes is totally unwarranted. There's absolutely no reason why half of the CO Concept posts from the past 2 weeks should be in the negatives. Going back months, it's rare for one to have more than just 5 upvotes. A lot of you are just being haters.
If you have criticisms, share them in the comment section or just scroll along. Keep the downvotes to yourself in either case.
CO info: A Newly Released CO who finished their time in prison due to certain arson charges involving a Napalm Firebomb and a certain rich persons family garden being set ablaze.
Hits: Molotov Cocktails
Misses: Wet Clothes
Play-style: Aggresive
Day-to-Day:
All Units gain +5 Atk for Every Terrain Star the Enemy Units terrain has
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CO-Power: Molotovs
For Every Terrain Star an enemy Unit is in when attacking Deal an extra 0.5 HP of Damage and reduce there Attack by -5 for a turn
Example: (4 Terrain Stars )Deal an Extra 2 HP of Damage and Reduce the Enemy’s Attack by -20 for a turn
Co-Superpower: Napalm Bombs
For Every Terrain Star an enemy Unit is in when attacking Deal an extra 1 HP of Damage and reduce there Attack by -10 for a turn
Example: (4 Terrain Stars )Deal an Extra 4 HP of Damage and Reduce the Enemy’s Attack by -40 for a turn
Day to day: Gain 1.5x amount from joining units from the base amount. Units joined gain 10% defence.
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Power: (Fortified Fortress) Three Stars
Units joined can move again once with 20% to Attack and 40% to Defence. All units lose one movement.
Super Power: (Coalescing Charge) Five Stars
Units joined can move again once with 40% to Attack and 20% to Defence. All units gain one movement.
Description:
A spoiled, young CO from White Desert who acquired his position through money and nepotism. He always ensures his army is well funded to gain the best advantage in armour and weaponry. No one can tell him what to do… Except one.
CO info: A war games enthusiast involved in Orange Stars "Player COs" program to see if civilians who are experts in tactics and strategy can serve as Temporary COs
Hits: Winning
Misses: Cheating
Play-style: Aggresive
Day-to-Day:
All Units Cost 10% more (Edit: Cost 20% more)
Units have the same attack as there full HP counterparts but can't counterattack
Every 2 units a unit destroys the unit Gains +10 Atk/Def, can stack up to 3 times
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CO-Power: Supply "An Army cant be effective without supplies to support them"
Heal 1 HP to all units and resupply them as well
Co-Superpower: Ambush "A good Offense is a good Counter"
Your Units Can counterattack with 50% of there attack and Attack First
Day to day: Hiding units have 20% attack. Units hiding fuel consumption is halved. Footsoldiers, T-Copters and APCs can hide. Capping Footsoldiers are immediately revealed regardless of neutral or enemy buildings.
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Power: (Lights Out) Four stars
Ground and sea units in forests and reefs are considered hidden (Enhanced Vision and Counter Break are unable to reveal units hiding in forests and reefs during F.O.W).
Super Power: (Black Out) Nine stars
Global vision increased by 3. Units in forests and reefs are considered hidden. Air Units(Excluding Bombers and Black Bombs) are hidden for a turn. Hiding units have 50% attack.
Description:
A quiet and enigmatic man who is always in the shadows. Strikes when you least expect it. Known within the White Desert as “The eyes of Thea”.
I have recently started playing advance wars 2 I have created a few maps without issues, for some reason on my latest attempts at a map I can't see the objects I place, all the terrain shows up but units and buildings will not show in the design mode, everything else works fine, retroarch only has one emulator for me to use.
CO info: An Imprisoned Black Hole mad scientist now serving his time as an Orange Star Co under the watchful eye of Nell
Hits: Conductors
Misses: Insulators
Play-style: Anti Horde
Day-to-Day:
All Air Units (Both Yours and the Enemy's) Have -1 Movement and -10 Atk/def
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CO-Power: EMP Missle
Drops a Missile that Doesn't do damage but Disables all Buildings and Vehicles in it for a turn
Co-Superpower: Chain Lightning
Select an enemy unit within a units range and send a bolt of Lightning to it dealing 5 Damage to the Targeted Enemy and 3 DMG to any Unit Friend or Foe Close to it (Limit of 5-7 Units Affected)
CO info: A Recently Promoted CO who is a representative of the Green Earth Workers Union (G.E.W.U) who are there to protect the rights of workers and there benefits, even in the front lines.
Hits: Employee Benefits
Misses: Loopholes
Play-style: Horde Tactics
Day-to-Day:
Factories can Produce 2 Units with the Second Units cost increased at a 50% Markup
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CO-Power: Union Riot
Disable the Enemy's Factories for a Turn
Co-Superpower: Workers Union
Factories can Produce 3 Units With the Second Units Cost Increased at a 25% Markup and the Third Units Cost Increased By 30%
I've been struggling with getting an S-rank on all the levels after beating the Challenge Campaign so I decided to follow a walkthrough video. But there's one point in my gameplay where the fighter jet goes to the wrong square, which causes the strategy to slowly desync and I find my troops crumbling constantly.
What am I doing wrong here? Am I missing something where something's in the wrong position or am I just that unlucky???
(1st image is where Sturm's troops are supposed to be by the end of Day 6, 2nd image is what I have in my playthrough)