Commander Wars my AW-Clone

Whether it be pictures, banners, avatars, stories, custom units, armies or communist plots, if you made it - here's the place to show it.

Re: Commander Wars

Postby Artea » July 24th, 2010, 11:52 am

No problem then, if Narts gave it the go ahead. Later though I am going to go through all the work we did at CW and come back to you with a credit list for all the artwork and commanders, that way you can give credit (if you wish). Good luck with the program, still having a hard time running it though~

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Re: Commander Wars

Postby Robosturm » July 24th, 2010, 1:02 pm

We've also used your Music but changed them at the end so it gets silent and it sounds more fluently then it is played!
That's good! So i can add them when i'm going to make the credits in some days!
Maybe you're problem is that you don't have SpeechRegoqnization. I couldn't stop Eagle including it!
If you does'nt get it started i my help you!
So at the end two CW-Programmers find my game in less than a week!
Commander Wars (an AW clone) is my game are your more intelligent than my AI?
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Re: Commander Wars

Postby Narts » July 24th, 2010, 1:53 pm

Yeah I really don't personally mind that my three-year old sprites get actually used in a working game. Of course I can't speak for everyone who contributed to Custom Wars, but I don't see any reason why anyone should be offended. You're using the content more or less exactly for the purpose it was intended to be used for, only your project is more complete and finished than Custom Wars ever was. It could be said to be Custom Wars++. I salute you, Robosturm, you have done wonderful work.

I do think the old Custom Wars battle screen background is very ugly though and I have always said so. A plain black or grey fill would look better.
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Re: Commander Wars

Postby FormicHiveQueen » July 24th, 2010, 3:01 pm

My only complaint thus far is that the in-game information boxes (that show you terrain and unit on the tile) should be tweaked so that they're slightly transparent and move to the other side of the screen the moment they're touched. (Right now you can have the cursor on the outermost edge and it won't move. Gets annoying after awhile.)
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Re: Commander Wars

Postby Robosturm » July 24th, 2010, 3:40 pm

For the moment you can move the map pressing the mouse wheel so it's not at this position anymore. We know of this thing and we are thinking of better solution, because you get the information of the selected unit on the right side!
Maybe i move it to the top of the screen if you're there with the cursor.
We know that we have to improve that but we thought of this and that and after awhile you forget to do so, because we are testing stuff on small maps and there this is no problem.
Narts wrote: It could be said to be Custom Wars++. I salute you, Robosturm, you have done wonderful work.

Thank you!
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Re: Commander Wars

Postby Robosturm » July 28th, 2010, 9:14 pm

Now the newest Beta-Version is ready!
It's Beta-Version 6!
It would be nice to give us some hints about Bugs and other stuff we made wrong for example in calculating damage!

http://www.filefront.com/17154139/Commander Wars.rar (without Music)
http://www.filefront.com/17154303/Commander Wars Full.rar (with Music)

What's new in this Version?

All 4 Advance Wars Versions are now playable!

AW
CO's that were not in AW loose their SCOP
All COPS get SCOPs
All SCOPs cost 4 Stars
CO's from AW get their values out of AW
Units get the attack power of AW
Movement charges are not complete yet!

AW2
CO's from AW2 get their values out of AW2
All other CO's remain the same.
All units get the attack power of AW2
Movement charges are not complete yet!

AW DS
CO's from AWDS get their values out of AWDS
Sturm will be the Commander Wars Sturm
All units get the attack power of AW DS
Movement charges are not complete yet!

AW DC\DoR
CO's loose normally their COP some execptions are Sturm or Levenworth...
CO-Units can be create on your on bases or allied units or HQ.
A CO-Unit has a CO-Zone which is not shown yet.
Old CO's get a CO-Zone Colin, Hachi are highly overpowered. Kanbei is very weak!
CO-Powers have 6 Stars each Star costs 1 HP and has to be lost in the CO-Zone.
Then a CO-Unit is destroyed the CO-Meter is reset.
Movement charges are not complete yet!
Some terrains are still missing.
They'll come than I'm going to add some more stuff to the construction tank!
Battleships can move and fire.
AI builds a CO-Unit normally the most expensive one!

Commander Wars
Koshi is now similar to the Custom Wars Koshi special thanks here to Kosheh!
Kosheh if you want to hide more from the enemy during COP please say so!
Snipers are weakend and are more expensive!

The Ranking System out of DC\DoR is included.
Rangs are
Soldier nothing happen
Sergeant 5% Offence
Officier 10% Offence
General 15% Offence 10% Deffence
Veteran 20% Offence 20% Deffence
The ranking system is a rule that can be activated before a game starts or deactivated!
Like you want!

Construction Tank
This unit allows you to rebuild Silos. You have to pay some fonds here! Remains on the map!
It's also can build all buildings Lash invented including the AW DS buildings but excluding the Factory! Doing so removes the construction tank from the map!
Coming soon the construction will be able to build Constructed-Bridges and Walls!

We are going to add the DoR CO's for the next Version!
If somebody can send me the complete states of them. That on http://www.advancewarsnet.com are not complete! So i can't guess what they mean! Thanks!
Weather and Movement charges will be made their too!
I'm starting to copy all AW AW 2 and AW DS maps. So a view more maps will be soon playable!
It would be nice to send us your maps, too!

So every game is now nearly completly playable!

To change the Mode go to the Option menu!
Please use the Building list that is made for the game otherwise. Their is no real balance!
You can always use Building List with less units than the game mod you play.
The Building list is the last item you can change for a player!

Fixed bugs in AI Very Easy Ai now works again!
AI doesn't create CO-Units in the moment!
Fixed bug in Joining in units!
Script-Writer is now avaiable!
Fixed some bugs in CO's that concerned their values!
A lot more is done...

Network Game is now playable!
For the moment it's a Beta-Version 0.1.
Take in consideration that network games aren't easy to programm.
And we need some informations about stuff that works and what don't works.
We hope it works. We had a little problem testing it as my Router doesn't worked correctly all the time!

Please follow these instructions for starting a network game.
Click on Multiplayer game.
The Host choose a card by clicking on it or click on Host-Button in the Right Corner!
Make sure all players have play in the same Gamemode! (Option Menu AW, AW2 AW DS...)
Don't change the rules of a map they are not sent for the moment!
After leaving the rules menu. Other players can join a game.
They have to click on Join and tipp the Hosts-IP inside the Box!
For the moment it's not possible to leave a game after joining without getting errors. Sorry!
If a player doesn't have a map. It'll be automatically send.
The Host chooses which players are AI.
If a player join he gets the first open position this can't be changed for the moment!
If everything is ready! Start the game!
And have fun!
We know that their are lot problems for now.
But we are working on that!

A Script-Writer is now also avaiable.
This little tool. Makes it easier to create campaigns and maps with Scripts!
It's powerful but some stuff do create your own campaign is still missing.
For more information open the Readme!
This tool will be update during game creation!

A Credit-Menu is added. All Custom Wars creators from which we have sprites music or CO's used will be named here.
In the next Version!

A loading menu is their for the moment only while starting a new game.
The loading bar isn't correct while loading the first time a game!
The menu will be finished at added to the places for the next version!

All musics can now be downloaded seperatly!

These are the most recent and important changes. A lot more is done, i can't remember everything.

We hope you enjoy playing the newest Beta-Version and look forward for some new stuff that'll come!

This version also includes the sourcecode of Commander Wars!
If you want to make a mod do so!
But we also say that we're going to change a lot in the next weeks!
It's up to you!

Robosturm
Commander Wars Programmer!
Commander Wars (an AW clone) is my game are your more intelligent than my AI?
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Re: Commander Wars

Postby FormicHiveQueen » July 28th, 2010, 10:30 pm

I don't think the old COs should be mixed in with AWDoR, nor should the AWDoR COs mix with the old games. The units would be absolutely fine mixing between the games. But the COs from those games use two entirely different systems that are mutually incompatible.
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Re: Commander Wars

Postby Robosturm » July 29th, 2010, 9:15 am

I don't think the old COs should be mixed in with AWDoR, nor should the AWDoR COs mix with the old games. The units would be absolutely fine mixing between the games. But the COs from those games use two entirely different systems that are mutually incompatible.


That's your opinion and you don't have to play the game in that way. Everybody can decides that!
I know they came from different systems and i changed them in that way they should be playable and some CO's now are broken and some are not broken anymore and so on.
It makes you play the old CO's in a different way.
I played several games and think it works quite good!
Commander Wars (an AW clone) is my game are your more intelligent than my AI?
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Re: Commander Wars

Postby FormicHiveQueen » July 29th, 2010, 2:39 pm

I guess we'll have to agree to disagree then, because after playtesting it I'm still not convinced.

This is the first time I've played since Beta 2, and I'm happy to report that the English version works perfectly. No comments yet on the AI. None of the music files work, though, so I'm adding my own. (Besides, having the Godzilla Unleashed soundtrack playing in Advance Wars is kinda of awesome.)
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Re: Commander Wars

Postby FormicHiveQueen » July 29th, 2010, 2:43 pm

Er, scratch the part about the music not working. I just forgot to turn my headphones on. :lol:
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Re: Commander Wars

Postby Robosturm » July 30th, 2010, 9:13 am

I guess we'll have to agree to disagree then, because after playtesting it I'm still not convinced.

No problem! You can play the game in the old version, too.
I've added the DC CO's now only for the DC mode so you can play all games! And our game as we planed it! And all CO's in DC thought it would be fun!
And for the next release you should be able to create your own construction list!
So actually everybody can play the game the way he like it!
I've also finished the weather except for AW DS Snow!:(
Commander Wars (an AW clone) is my game are your more intelligent than my AI?
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Re: Commander Wars

Postby FormicHiveQueen » July 30th, 2010, 3:54 pm

Robosturm wrote:And for the next release you should be able to create your own construction list!

Are you talking about unit bans like in Custom Wars?


Oh I just noticed something wrong with your AWDoR CO Powers. You said each star costs 1HP. It should actually be 5HP. (1HP per star for 6 stars is insane...)
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Re: Commander Wars

Postby Robosturm » July 31st, 2010, 9:36 am

FormicHiveQueen wrote:
Robosturm wrote:And for the next release you should be able to create your own construction list!

Are you talking about unit bans like in Custom Wars?

I guess yes! For the moment you can only ban units so that you play the game like in AW or AW2.
In the right top corner you can see which units are allowed or forbidden and here you should be able to change them too!
You can change that for each player so. Every player can start with different banned lists.
FormicHiveQueen wrote:Oh I just noticed something wrong with your AWDoR CO Powers. You said each star costs 1HP. It should actually be 5HP. (1HP per star for 6 stars is insane...)

Than i wrote something wrong. You get one star for 10 HP so you have to destroy 6 units.
If it would be 1HP=1 Star you simply have to make one attack!
Nonesense.

We realized that a function of netframe work doesn't accuratly which produce an error and allows you to build more than one CO-Unit and gives the AI to build CO-Units in all Game Modes. I fixed this bug by changing that.
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Re: Commander Wars

Postby FormicHiveQueen » July 31st, 2010, 3:30 pm

Actually the 5HP part is correct, because I just remembered something else. The AWDoR CO bar is 12 stars, and after you fill up 6 of them the CO zone increases its radius by 1.
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Re: Commander Wars

Postby Narts » July 31st, 2010, 11:08 pm

The AW dor power charge is represented by a rectangular bar divided into six portions, each corresponding to 10hp. There are no stars.
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Re: Commander Wars

Postby FormicHiveQueen » August 1st, 2010, 12:57 am

Narts wrote:The AW dor power charge is represented by a rectangular bar divided into six portions, each corresponding to 10hp. There are no stars.

That's a nitpick. The game's already big enough as it is. It would be smarter to just use the stars that are already there.
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Re: Commander Wars

Postby Robosturm » August 2nd, 2010, 9:00 am

FormicHiveQueen wrote:
Narts wrote:The AW dor power charge is represented by a rectangular bar divided into six portions, each corresponding to 10hp. There are no stars.

That's a nitpick. The game's already big enough as it is. It would be smarter to just use the stars that are already there.


Yes! It's! The mainpoint should be to see how far the bar is filled and nothing else. How it looks like isn't that important!

We improved some parts of all AI's for once and removed some bugs again!
AI now doesn't move Infantry into APC from allied players!
All AI's also move more intelligent!
The AW DC terrains will also be includeed in the next Game-Version!
Commander Wars (an AW clone) is my game are your more intelligent than my AI?
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Re: Commander Wars

Postby Robosturm » August 3rd, 2010, 10:48 am

The Construction Tank is now better than ever!

Max has a little problem he can't cross the river and Grits Rockets can fire at him!

http://img843.imageshack.us/i/screenshot18z.png/

So we have a little problem and our HQ isn't save, too.
We'll loose, there is now way out!

Oh! We have a new unit there let's try them out!
http://img594.imageshack.us/i/screenshot19j.png/

We have now a chance, our HQ is blocked by a wall! So we have some more time! Walls are like steams!
And we can cross the river! Three bridges Bye Grit!

And before i forget it!

http://img256.imageshack.us/i/screenshot20k.png/

If you don't need the Construction Bridge anymore or if you are getting overwhelmed,
You can destroy them!

Costruction Bridges can build across Rivers and Seas but they cost like the walls some of your fonds!
Commander Wars (an AW clone) is my game are your more intelligent than my AI?
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Re: Commander Wars

Postby Robosturm » August 24th, 2010, 1:19 pm

I've moved now the most information to http://www.advancewarsnet.com/forums/in ... #entry7711
So look up there to get the newest information about CoW=Commander Wars!
Commander Wars (an AW clone) is my game are your more intelligent than my AI?
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Re: Commander Wars

Postby Robosturm » September 1st, 2010, 11:20 am

New Version avaiable Beta 7.1:
New stuff like an AWS-Map-File-Importer or CO-Unit-Information...
As nearly nothing happens here just look at http://www.advancewarsnet.com/forums/index.php?showtopic=308&pid=8321&st=75&#entry8321...
Commander Wars (an AW clone) is my game are your more intelligent than my AI?
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