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Release History
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_38_7_Build3
Big thanks to Creed for this patch
- Fixed several desync issues when playing multiplayer games
- Fixed an issue leading the ai to not build what it was intended to build
- Improved slider control
- Maybe other stuff :D
- Fixed amphibious flag not showing up in map describtion
- Fixed removing a map flag was deleting all map flags
- Fixed a rare crash when removing players from a game in the editor
- Added Escape option via Esc-Button/Controller Button for several menus
- Fixed using a black bomb did count as 2 units lost instead of 1
- Fixed loading of some maps in the editor
- Hopefully fixed deleting of all game files while in the editor by deleting files used to roll back instead of deleting the temp folder which seems to delete more when intended via the Windows/Qt calls
- Fixed several translation bugs
- Fixed an audio issue related to animations using a newerr stop sound system
- Fixed a crash related to placing mines when at the unit limit
- fixed some android permissions
- fixed some path resolutions not finding files
- Fixed some mods not loading correctly
- Fixed sounds not playing
- Fixed capture animations missing player colors
- improved performance with large player count
- added option to filter out units that aren't attackable in the wiki
- added option to filter out terrains that shall not be shown in the wiki via mod code
- unified path handling
- added support for ogg music and replaced mp3music with smaller ogg ones
- improved sorting of maps in the map selection screen
- improved ai handling of black boats
- fixed gs motorbike sprite
- fixed some grammar
- fixed fog placement options
- fixed script handling when removing a script from a map
- fixed Hachi cop scop cost reduction for vanilla mods
- fixed co unit lost handling
- added new rotation option for map editor
- added option to modify loaded units in the map editor
- Fixed counterdamage with 0 no effect didn't reduce ammo.
- Black bombs now use the correct amount of fuel
- Olaf is no longer able to move over illegal terrain during rain
- Improved AI building of anti air units against fighters and bombers
- CO units deleted by an oozium can nbow be redeployed instead of eating the whole CO
- fixed very rare crash when the AI tries to find rocket targets
- fixed multiplayer save game handling and improved player selection drop downs
- fixed very easy ai not attacking with units with infinite ammo
- fixed deleting a co unit in the map editor creating a crash
- fixed wrong folder selection when going back from a selected map
- fixed map start calls not happening as intended
- fixed normal AI value making the AI probably 10 times more passive than it's intended. Again if someone wants to improve the initial AI values feel free to volunteer.
- added option to create animations that are not on a map tile and appear instead on a fixed screen position
- added option to enable the map grid while playing a map previously only available in the map editor
- maps are no ordered alphabetical again
- added option for modifying action and build lists of enemy CO's
- all base functions of cO's units etc. are now deleted and are only provided as an example in the folder: general/*.js. This reduces the calls to js by the AI etc. and improves the performance of the game. This change is compatible with modsa already created. So don't panic.
- added more options for modding fog into the game
- added callback onWeatherChanged to terrain
- improved linux image creation and deployment. Thx Mayuri
- Upgraded to Qt 6.8.1
Get it here: Beta_37_2
- Fixed several folders and maps not showing up in the map selection
- Fixed multiplayer forwarding didn't work. (Maps with more than two human player were anplayable)
- Fixed co style editing was invisble
- Fixed in game script editor with terrain destroyed condition
- added support to edit building health in editor
- Alpha Version of moddable CO-Generator (able to generate a CO-Script with several abilities). Currently misses a full mod generation and power animation support like mass heal etc.
- improved some AI targeting
- translation improvements. Thx FruityGumGuiltyFruit
- added support to reload a script via the ingame console
- added support to force a terrain to have no palette even if one was configured
- oozium's now can unite (join)
- added a compatibility version for mods created before the map script change. So especially co-mods created before Beta 22 should now work again in CoW.
- Fixed missing antitank cannon due to translation bug.
- Fixed map header reading for ingame campaign editor
- Fixed scroll issue for ingame unit info
Get it here: Beta-Release-36
- Fixed error for loading achievements and units in certain situations
- reworked repair function to offer more options and fixing co unit repairing on them. Thx MrDuck557
- Fixed crash when tryin to host a game on the game server
- Fixed drakes co zone not buffing ground units
- Several language improvements. Thx FruityGumGuiltyFruit
- Fixed some animations were visible in FoW where they shouldn't be visible
- Fixed stealth wiki info
- improved ai resupply code to make units resupply earlier and don't get distract by possible attacks
- Fixed potential crash when skipping certain animations
- Fixed aw2 mod olaf values
- Fixed wrong default option for gateway hosting when hosting a game locally
- Added getOtherMovementModifier to the CO-API
- Fixed getDamageReduction calls in js argument order was wrong
- Added option to download replays from awbw in COW if you know the game-id, download happens to the CoW-Replay-Folder
- Linux builds now link dynamically against openssl cause the static github version leads to crashes
- Made Lin closer to the orignal AW4 version
- Added modding option to show the CO-Range during powers
- Added option to continue CO-music instead of always starting at the beginning
- Fixed an issue where games get asynchron during voting for a draw
- Fixed message printing for unsupported rand function in the modding api
- Fixed unloading for units in certain situations
- Fixed a bug making the game get stuck with certain animation settings
- Golden Sun infatries get their red hair back when moving
- Max no longer bufffs transporters
- Animation settings no longer get reset if leaving the replay menu in certain situations
- Animations no get skipped correctly if they are deactivated
- The AI code had a bug which made it ignore indirect counter attacks on fields, which made it more reckless when intended
- The AI should be more passive and aggressive around balls of units against less units
- New game rule which allows toggling between AW4 fog of war vision for moving units and the AW1-3 version.
- New game rule allowing you to toggle between special actions like launching a missile, black hole buildings, watermines being able to kill units or taking them down to the minimum hp
- New game rule allowing you to select how far captured buildings can see. Default 0 additional tiles. In development
- New game rule allowing you to toggle between global Day-To-Day power in addition to the CO-Zone in base CoW-Mode. Default active global day to day
- AI is now better at building high tech units if it has money
- AI now builds units on factories where the unit is very likely to get destroyed if it has nothing else to build
- You'll be able to change the color and army in the replay menu when watching a replay
- You'll be able to fast forward to players turn instead of only the start of the day for replays created with the next game version
- maps will get coompressed when saved meaning they take around 90% less space
- Watching AWBW now generates a correct graph and game states in the victory screen and during watching what got build and destroyed in the replayer
- Server now supports a gateway feature were you connect and play over the server which allows you to play with any newer game version and your custom mods. However you can't do async gamepaly and the game stops once the host of the game leaves it.
- several buildings like ruins of gates don't offer any vision anymore.
- added new script condition to check if a player owns a certain amount of funds
- Fixed a bug that prevented the AI from effectivly building counter units and sea or air units
- Auto Tanks can now do a second attack after attacking a neutral building
- Fixed a rendering issue for certain reef tiles
- Fixed music on android not working for mods
- Fixed mega tank movement points for AW4 mod
- Several infantry units have their primary and secondary weapon swapped, so all units have the mg as the secondary weapon if they have another weapon
- Upgraded to Qt 6.6.2
Get it here Beta-Release-35
- Demo/Initial support to view AWBW-Replays in CoW
- added new Victory Rule Domination you loose/win if you're relativ ahead in income, unit count, unit value to your enemies
- AI now is less likely to build units at buildings where they get one shot next turn
- Improved map editor ui
- Amy now can build amphipious units during her cop from bases
- Improved sound handling when the same sound gets played multiple times to avoid high pitches
- Fixed a rare crash related to rendering and game actions
- Fixed animations not getting handled in the right order in certain situations leading to invalid game states
- Fixed normal def ai beeing shown as closed in certain situations
- Reloading a script in the map editor may lead to an invalid script when resaving it
Get it here Beta-Release-34
- Fixed animations not getting queued correctly
- Fixed awbw map downloader not handling errors correctly
- removed blink effects from unit statistic views when the cop/scop of the player is active
- added option to change the cursor update frequency not smaller values in combination with moving the cursor during ai turns will slow down the ai. This always happens but with a a higher update rate you're essentially stealing computing time from the ai
- Reduced task priorities for less context switches which should improve the performance of the game
- Fixed some issues with palettes for terrains
- Fixed replays not working/leading to a crash
- Fixed campaign maps not starting correctly under certain situations
- Fixed a crash related to moving the cursor
- Fixed chaperon beeing unable to attack stealthed stealth fighters
- Fixed restarting the game after changing the mods didn't restart the game due to a crash
- Added downloading maps from awbw by copying the map id (This includes the units)
- Fixed a bug which made the ai not build units if it had a lot of funds
- Some performance improvement
Hotfix 34.2
- Fixed a crash related to moving the cursor while cleaning up or allocating memory in the background
- Fixed optimize player assigning wrong player ids and thus rendering a map useless. (E.g. when importing a map from awbw)
- Optimized some ui's and ui behaviour to be less laggy
- Fixed the zoom modifier value printing an error during startup if the value was set to maximum.
- Hopefully fixed at least improved audio issues with sounds creating a weird sound on the speakers + as far as i would say a crash created inside qt, related to said sound issue
- added damage information for neutral terrain/buildings to the unit info pages.
- Reworked memory management for more stability and less memory leaks (Hopefully none)
- Reworked map selection scrolling should be more convenient to use
- Added visible feedback to see the progress when building tempoary buildings
- Added option to view fire range of units and buildings in the map editor
- Added wiki pages for weather
- Added option to auto fit the zoom level to the current space available
- Added option to not mute the game if it isN't focused
- Added more mini co's and fixed the rotation of a couple of them
- You can now see the stats of several players in the right map info bar. (Amount depends on your screen resolution)
- Extracting resources from the game no adds the version of the game to the folder name
- AI now builds ooziums in certain situations
- Improved ordering of some actions in the action selection menu for some units
- Added option to rotate the the upper left quarter and lower right corner into the adjusting quarter
- Improved handling when placing the same terrain on the same tile
- Improved ai speed by adding more branch cutting
- Lobby no goes back to the main menu if the connection to the server was lost.
- upgraded to openssl 3.0 for security
- changed network protocalls to always use tls for more secure multiplayer connections
- added option to vote for a draw in multiplayer games
- added option to select custom zoom steps. Note: This may lead to imperfect rendering and this won't be fixed. Use this feature on your own risk
- Improved overall js speed handling which should make the game faster overall especially the ai
- Added option to upload and download maps. (Can be disabled in the server ini)
- Added option to download records from games played on the server (Requires recording enabled on the server)
- Records get deleted in a configurable intervall on the server
- Added option to view
- enhanced weather modding interface to affect specific units instead of all
- added option to delete a script variable
- AI no uses silos again
- Destroying meteros or plasma should no longer destroy palettes of that tule
- Resizing maps no longer cause weird tile glitches in the left and upper corner in the editor
- Changing tile styles around the map border no longer causes graphical glitches in the editor
- Custom Unit ranges e.g. royal tank buff area now disappears when the unit gets loaded.
- Fixed campaigns not working properly
- Fixed shiny effects not getting removed in certain situations no permanent power shiny anymore
- Fixed undo may unpromote co units in the editor
- Fixed default ai selecting for multiplayer games when loading them
- Fixed undo messing around with the current selected army
- Loading a savegame could remove the map script attached to a map leading you stuck in campaihns etc.
- Fixed a crash when placing the nest sprites at the bottom of the map. Dunno why you would do that
- Battle cruisers, frigates, gun bots now can attack buildings and terrains.
- Fixed some weird scrolling issues when writting text that didn't fit into the shown text box.
- Fixed missing undo/redo options to several editor operations
- Fixed missing unit icons in the editor when flipping/rotating the map
- Fixed stealthed builded units may be visible for a frame
- Fixed sniper isn't shown in the map statistics screen
- Fixed editor wasn't copying health of buildings/terrain
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_33_1_Build1
- Improved how and where the ai builds units
- added some new CO minis. Thx TeslaTrooper
- Music and sound get muted when the game isn't focused
- Fixed / improved the script that can be used for training the normal ai values. If someone wants to do some training and send better values to me
- Improved CO descriptions. Thx StarBright11
- added new features for modding the ai build system
- Fixed Sturms d2d values
- Fixed bh factory ai producing units on wrong spots
- Fixed some aw dc mod unit prices
- Fixed a loading issue with some river tiles
- Changed Sole Harbor CO in war room to drake
- Fixed a crash on mac os when the first building was captured
- Fixed several movement costs
- Fixed modded weather not showing up on existing maps
- Fixed intel truck not being able to get loaded into transporters
- Fixed some issues related to the game server. It should get an running update with this release
- Fixed a couple of spelling errors. Thx Nin10doGMod
- Fixed DoR like vision creation
- Fixed some CO's not working as intended
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_32_2_Build1
- Fixing/adding a workaround for qt not cleaning up all sound data resulting in weird noises
- Fixing delayed sounds not working e.g. text sounds for power animations
- Fixing Perks not working
- Fixing Colin, Adder, Cairn
- Reworked all co descriptions (initial version) to contain the important values a co changes
- Reworked all co to be easier moddable and removed a lot of duplicated code
- Added option to enable/disable that both co's are active at the same time. Note: Doesn't apply out of the box to non vanilla co's
- Added new script event to change the fire counter of buildings which is used to determine if you can use a special building like a bh canon
- Added new script event to let a volcan fire at a given set of targets. Essentially allowing you to define cusotm volcan fire patterns
- Adjusted some ai behaviours
- Improved sound playing on all platforms --> should be faster so less lacks should happen.
- Added wiggly animated text option to the xml text parsing. USed for animating the text power, superpower and tagpower. This should be a lot more visual pleasing experience. Example: <wiggly speed="60" advance="2" maxY="7">Superpower speed defines how fast colors change and advance how much the color changes from letter to letter. maxY defines how high each letter jumps up in a sinus curve.
- Fixed ai trying to attack allied buildings
- Fixed ai failing to attack buildings and neutral terrain
- Fixed not being able to attack buildings and neutral terrain with none detailed battle forecast
- Fixed lightning on a couple of buildings having a wrong rendering order
- Fixed movement costs over oil rigs !== isn't === :D
- Fixed some seemingly random crashes in the signal slot handling of qt
Get it here: Beta-Release-31.2
- Rivers with fixed layout don't load correctly
- AI-Subprocess Pipe for faster gameplay doesn't work when continuing from a savegame
- Oilrig, Gate and Fortified hq info and moving over them will work as intended.
- Units can't attack when using none detailed battle forecast
- Added chinese language
- improved ai production system (ai now uses the map flags to determine if it should build sea and air units on top of detecting real islands for units)
- fixed a visual glitch with lights for buildings
- Fixed mass edit tool deleting units
- Fixed small boats not able to move over river bridges
- Fixed an issue where actions were wrongly able possible or not possible to excecute
- Fixed a couple of visual glitches
- Fixed a couple of crashes when the game tries to restart e.g.g after updating the game or switching mods
- Fixed ai not building units
- Fixed a desync issue which prevented the subprocess ai from working
- Fixed a issue where terrain and buildings were not attackable
- improved rendering of buildings and added support to use shadows based on the terrain palette
- added tool to mass edit palettes and biomes in the map editor
- Reduced default value for multi turn planning to current turn
- Reworked replay format and added option to auto continue adding data when continuing from a savegame. -> Note: Old replay formats won't be supported by newer versions
- added option to view multiplayer match details by double clicking on a match in the lobby allowing you to view the players and a minimap of that game.
- added icon to view if a player is online or offline
- added option to observe already running games by joining them once they got started
- added fortified hq. An hq that needs to be destroyed before it can be captured instead of placing black boats or landers on hq to give hq a certain staying power.
- transport planes can now unload nearly everywhere while still only be able to load units on streets, bridges and airports
- replaced aw 1-3 damage formula mod with a game rule
- Fixed a couple of auto route problem with rivers leading to wrongly displayed river tiles
- Fixed material refill rule not correctly selectable
- Fixed nell's co sprite
- Fixed co powers being able to kill units
- Fixed save time intervall not changeable
- fixed several issues which lead to desycns or stucked ai
- fixed mina's super power dealing 4 instead of 5 hp
- Fixed first strike not being simulated correctly making units unattackable if the first strike would kill you
- Fixed some issues which slowed down the ai heavily and lead to memory leak crashes
- Fixed some ai issues moving towards transporters instead of moving towards buildings to capture them
- Fixed sime rendering of beaches
- Improved some issues related to rendering with odd windows selections to display scaling for apps.
- Fixed some issues related to map shots not getting rendered correctly into images
- Fixed duplicated units in some build lists
- Fixed layering of some drop down menus in the map script editor for creating dialogues
- Fixed siege cannon icon wrongly appearing after loading a save game under certain conditions
- Fixed a bug which slowed down the ai heavily and lead to crashes on larger maps and/or certain conditions
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_30_2_Build1
- Fixed palettes not loading for maps or savegames created in Beta 29.x
- Fixed aw ds boat units not able to move across lakes
- Fixed an issue where the wrong view player was used in multiplayer matches, disabling some inputs and granting vision of things you shouldn't see
- Fixed aw2 lab mission victory conditions not including routing the enemy
- Fixed initially loaded palette not applied on clients
- improved handling of float values representing the charged bar and health of units. They get floored now preventing potential async behaviour.
- this might break replays in a very view rare race conditions made with older releases
- improved palette handling when placing rivers, pipelines etc. on tiles with a different palette in the editor
- added initial code to save and reload the dedicated server --> currently under test for feature updates of the server.
- So running games can be migrated to a new version
- small boats can now cross river bridges
- updated to qt 6.4.3. This should fix a couple of issues related to windows sound replaying
- added support for terrain palettes. Meaning you can play the same map with different styles
- running games on the dedicated server now have a green text if it's your turn in that match
- Fixed AW1 and AW2 campaign missing victory conditions
- Fixed replays not working
- Fixed bg infatry shrinking while moving
- fixed aw1 and aw ds using powers not working
- fixed caulder not working as intended in aw1, aw2 and awds mod
- fixed several issues related to the dedicated server not working as intended
- fixed a bug where units had no ammo and fuel in the map editor
- Fixed tank hunter reducing fuel to a negative fuel
- Fixed doing a local action making a game no longer playable
- Added message box from server versions on going informing about a different server version
- Fixed an issue with race condition desync messages popping up when they shouldn't
- Fixed a crash related to opening the perk menu
- Fixed abort button for deleting an account not working
- Fixed an issue with a race condition stopping the ai when using the sub process version for smoother gameplay
- Fixed is something in area condition for scripts. Mainly affects dc missions
- Fixed campaigns not working as intended
- Fixed mod preset list crashing the game
- Fixed changing victory rules not working as intended
- Fixed several issues where the map hashing, lead to desync game status, where the game was totally fine.
- Fixed selecting ai's in multiplayer games on dedicated servers making it impossible for players to join.
- Fixed dedicated server crashing due to trying to update the game once a new release is out. (Only works from this release on going)
- added improved missile animation
- improved rendering speed for texts
- improved damage table ui
- added larger unit sprites. Thx K'Braid
- added some river ends. Thx K'Braid
- added some beach overlay's. Thx K'Braid
- added groups to buildings in the map editor
- improved desync detection for multiplayer game
- added option to resync the game with the server in case of a desync
- Fixed a crash related to swapping
- Fixed replay not working properly
- Fixed drop down menus not having the correct rendering priority
- Fixed several spelling errors
- Fixed a crash when random co selection is unable to select a co
- Added option to mod the rule selection ui
- Added support for using color tables for terrains
- improved terrain folder sprite structuring
- improved overall the rendering system and accuracy. --> Hopefully leading to pixel perfect rendering on all gpu's
- work in progress auto match-making system for the dedicated server
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta28_Build2
- Added option to leave a multiplayer game in the lobby and still be part of the game. --> So you can join multiple games at once and asynchron.
- Editor got some sounds when placing terrain/buildings
- Perks no have a cost and game rules allow to set an amount of costs and maximum number of perks, so you can have more balanced setups with perks
- Improved some layouts of menus
- Added option to delete several bannlist. Also added confirmation messages when overwriting and deleting them.
- Added option to reset all co's during the player selection phase
- Fixed some soft locks in the game
- Fixed some issues related to custom key binding
- Fixed perk list editing crashes
- Fixed hosting a dedicated server
- Fixed a crash related to destroying meteors
- Fixed several ui glitches
- Fixed disabled selection some buttons for ai players in singleplayer games
Get it here https://github.com/Robosturm/Commander_Wars/releases/tag/Beta27_Build3
- Added destroyed gate building mainly for visuals --> Sprite credits go to UOcelot16
- Kirov now moves up and down like other air units
- Talon gun now moves in like in dor
- Gates now uses the factory dor background
- Added warning before overwriting files
- Several small ui improvements
- improved ai behavior
- Fixed some pixel errors --> Thx UOcelot16
- Fixed some river animation errors ..> Thx to Jocrr
- Fixed some visual bugs
- Fixed game rule "no hq single hq" not swapping the correct town for a captured hq
- Fixed several naming issues
- Fixed resupply rules for hovercrafts for several buildings
- Fixed Minamoto offensive bonus near mountains
- Fixed crawler movement
- Fixed script event power bar not working correctly for floating numbers
- Fixed visual layout for large buildings in the damage calculator
- Fixed vision range checking for units without weapons
- Fixed missing damage against infantries from gun boats
- Fixed map creator mod for small boats
- several build system variables have been moved so they are easier moddable
- added option to add costs to perks, allowing to make perks chooseable based on those costs
Get Beta-Release-26.1 here
- Fixed asynchron behaviour and deadlocks in the ai. If you still have issues disable the ai process feature in the video settings
- Fixed a crash related to the updater without internet connection
- added option for adding translations to mods and translations via mods
- Fixed several visual glitches / wrongly placed items
- Fixed several missing translations directives preventing texts to be translated
- Fixed a bug in the damage calculator related to forced direct weapons
- Fixed some errors appearing in the log which didn't have any impact on the gameplay
- Fixed missing movement entries for new amphibious factory
- Fixed a bug preventing the ai from building more naval and air units on maps build around them
- Added several new naval units. Big thx to K'Braid and General Wadaling for their work
- Naval units with indirect weapons can now counter attack
- Some naval units can move along rivers
- Moved some special abilities from black boat and cannon boat to the new naval units
- Hovercrafts got their own building and can no longer be build from bases
- Reworked what and when the ai builds units also made the ai build system moddable
- Changed how the ai uses black hole factories and the nest
- Added functionality to caulders nest
- increased ai speed on all systems and heavily on desktop versions by using an extra core for ai calculations
- ai now longer builds new modded units out of the box. However you can change that behaviour similar to adding new units to loading lists
- submarines and stealthbombers are now builded stealthed like in dor
- ai is now more aggressiv against units capturing the hq if an own unit is in attack range
- initial work for improved power and superpower animations. Big thx to XnKradst
- ai is more likely to capture buildings on islands
- AI is now highly moddable
- added some more co callbacks
- Added option to mod how the ai uses buildings
- Buffed fighter damage
- increased mech costs to 3000
- Fixed some desert terrain debuffing effects not happening
- Fixed some cut off ui elements on android
- Fixed multiplayer chat sending messages more than once
- Fixed hovercrafts unable to move across long beaches
- Fixed softlock on android with multiple humans when canceling an action
- Fixed default rule settings not getting applied
- Fixed some automatic update bugs
- Fixed reconnecting to a multiplayer match
- Fixed mod handling on android for multiplayer matches
- Fixed top ui bug after loading a savegame
- Fixed some black hole buildings not doing damage e.g. lasers
- Fixed font rendering getting lacky with large amount of displayed text
- Fixed first strike not happening as intended e.g. Sonja Scop
- Fixed artillerycrafts not being loadable
- Fixed black hole fire range not showing up
- Fixed Go to unit button in unit info not working
- Fixed damage calculator positioning on android making it not closable
- Fixed campaign map selection crashing the game e.g. war room maps
- Fixed random map creator ui not showing all elements correctly
- Fixed missing ranger mg fire sound
- Fixed grits animated face for aw 1
- Fixed random map generator not working for mirrored maps with modified owner distribution
- Fixed movement planner breaking battle animations
- Fixed battle type selection not being persistend after a reboot of the game
- Fixed several ai calculations not working as intended
- Fixed a crash related to the ai using buildings
- Fixed ai prioritization when capturing buildings
- reverted back to qt 6.3.2 due to critical bugs in the audio system of qt 6.4
Get it here: Beta-Release-25.1
- Upgraded to Qt 6.4
- Fixed ruin description placed on other tiles than plains
- Fixed android screen resolution handling / added workaround for qt bug
- removed requirement to call remove, the function has no impact anymore. --> Objects are now automatically deleted by the c++ memory handler
- menu's have been redesigned for easier navigation
- watermines now only explode upon trapping and deal 5 damage to the trapped unit.
- cruisers can now disarm watermines and take no damage from getting trapped by watermines
- added caulders nest as functional version
- added several air unit battle animation sprites. Thx to general wadaling
- added new gs tank animations. Thx to general wadaling
- added option to compile game without any window support.
- added script condition to check if a specific co was selected
- added the building power plant which when captured increases the power charge rate of your co's.
- changed forest defense to that of AW-DoR (3) instead of (2) stars
- updated depot-sprites. Thx to K'Braid. Decreased depot defense and give it the ability to resupply any unit parking on it at the start of each day (not player turn but day start)
- it's now possible to change the sprite of a terrain tile on the fly via map scripts (needs hand written code)
- dedicated server hosting has been improved/finalized so it's working
- Aira's cop/scop will change the weather to sun for one day
- added a marker to indigate the start of the next day to the co info bar
- changed font rendering from sprite based to ttf/otf-file rendering (ttf is the most common font format used in most text tools).
- added the option to make several text appearance to use different fonts/different font configurations. --> See the fonts res.xml for details
- The current font doesn't look very good and it would be highly appreciated if a better variant will be submitted to me. Thx in advance
- added automatic updater to the game checking for the latest release and updating to it. (Can be disabled in the options)
- a lot of dedicated server work has been done.
- added option to select custom overlays for terrains
- added hp information to battle animations
- fixed a bug for aw 1,2, ds colin
- fixed formating of custom code when saving map scripts
- fixed weld's missing a fraction of their background
- fixed music reporting an error in the log --> only a logging issue
- fixed a crash when trying to access player statistics in the victory menu
- fixed using F6 to make a map shot cutting of rendered content till the game restarts
- fixed a crash for changing the co style for co's without a co-mini
- fixed visual representation of loaded selected perks/perk bannlist
- fixed a crasg when loading a map with terrains of a mod not currently active --> Terrain gets correctly replaced with plains now
- fixed a multiplayer bug where player colors are displayed incorrectly in the player selection menu
- fixed missing background for broken weld tiles
- fixed andy's firepower during cop and scop
- fixed amy's cop description should have been 30% cost reduction not 80%
- fixed some perk
- changing the power charge rate has been updated. See adder for an example the old version still works, but the new one is simpler and more stream lined and stacks in a better way with perks etc.
- you can now modify how a building repairs / resupplies units on a higher level. See the depot for an example.
- added end of turn callback to units, buildings, players and co's. Gets called before units gets unwaited
- added option to get an explored path finding system using A* for a unit and a given payer view from js. Object needs to be deleted by the js environment to avoid memory leaks
- added option to create a walking animation with a given movepath instead of a full action
- added option to changed the fixed style of terrains/overlays of them via modding or scripts during a match
- extened first strike argument list
- performance optimization
- heavy ai work
Release is Beta 24.2 which can be found here: CoW Beta 24.1
- fixed a bug with ai routing for predefined ai's
- fixed some script editor import issues
- fixed correct loading screen size on android under certain scenarios
- added initial pf mission
- added ac and ti bomber sprites
- android apk's are now signed and build via github actions
Fixes and changes:
- Fixed a crash when deleting units in the map editor
- Fixed a crash when trying to copy+paste a unit in the editor
- Fixed some special char handling the following signs & < > " ' should be processed and shown correctly in the ui when entering text
- Added some more options for modding animations see the GameEnums.cpp file for related animation speed processing options like out quad etc. --> see the qt documentation for the exact curve behaviour
- Added option to queue events for the last loaded sprite of an animation. So you can have sequences like moving in -> wait -> moving out
- CO-Styling now updates the selected color when changing which color you want to modify for a co
- Fixed an issue on client side for processing dedicated server login events
- swapped from msvc to mingw-compiler. This means less dependencies you may need to install (Looking at you windows redistributable). Also from my experience the mingw buildshave a better performance than the msvc build.
This release heavily evolves around making hosting a dedicated server so several games can be played at the same time with different people and doesn't add a lot of single player content.
- added openssl crypting/decrypting to multiplayer passwords and userdata
- added options to log into a hosted dedicated server
- added option to send mails for hosted dedicated server to reset passwords on a server
- added a database (sqllite) to store userdata for dedicated server hosting
- added option to select default audio output instead of a dedicated device
- added option to load a savegame while playing a match
- Fixed Alexis, Joey and Sanjuro in AW1, AW2 and AW DS mods.
- Fixed a crash realted to long loading times of a savegame
- Fixed an asychron issue related to multiplayer actions recevied at the exact time of an action getting finished
- fixed Robosturm's cop/scop names finally :D
- added option to change luck/misfortune for enemy players via a co or perk or tagpower
- added option to mod the power animation screen
Beta 23
Release is Beta 23.0 which can be found here: CoW Beta 23.0
- added an option for default unit bannlist when saving a custom list
- added unit/building preview to player color selection
- added info for base movement costs to terrains with no unit on them
- added information to unit statistics which units got destroyed by whom and to whom you lost units.
- added option to reconnect to multiplayer games
- Note: Client names need to be unique from this version on
- added option to connect to games running on a server including games with an ai
- added editor view to see the amount of buildings, units, terrains placed on a map (ui is fully moddable)
- fixed a crash when opening a unit wiki page
- fixed a race condition which stops a game when playing a multiplayer game
- fixed a crash when creating certain random map maps
- fixed a ui glitch when reducing the player count in the map editor
- fixed beasts health reduction during cop/scops
Can be found here Release Beta_22_7
Patched version from 20.03.2022
- Upgrade to Qt 6.2.4
- Fixed crashes related to multiplayer playing --> Timer timeout
- Fixed animations not skipping correctly under certain conditions
- performance improvement for loading/creating maps. Average increase is around the map height. So a map with 20 height will load or generate 20 times faster
- ai performance improvement --> several step by step memory allocations have been reworked to one large allocation making everything a lot faster
- fixed a crash when loading a game vs the ai
- increased the responsive to key/mouse events in several locations
- fixed some visual glitches. Looking at weird health bar pixel during battle animations.
- added some tweaks for where the ai produces unit. You shouldn't be able to abuse missile logs of airports for example
- ai should build more units which can attack units the ai has not a lot of units to fight against e.g. anti-air units
- fixed an issue with joining multiplayer games with custom mods
- fixed an issue with joining multiplayer maps with different os due to line ending problems. in the script files
- and some minor tweaks and improvements
Patched version from 10.03.2022 contains the following changes
- Fixed a crash for the ai when playing on maps with multiple islands
- improved map scrolling etc. during ai turns
- fixed custom player colors not loading correctly
- fixed visual glitch related to the map editor
- improved ai speed
- small ai adjustments on what to build and when
- adjusted heavy tank/megatank stats slightly
- changed icy retreat so no player 1 or 2 can escape instead of player 1
- fixed a crash when finishing the one and only CoW campaign map --> Still need someone to add more maps. :(
- fixed a ui bug for updating drop down menus on the fly
- fixed the setting for disabling autosaves
- changed rendering to skip frames instead of trying to repeat them. Mainly improves the performance when placing a large area in the editor
Special thanks for this release go to K'Braid for adding several sounds and sprites
- map scripts, campaign scripts and mods created with 21.4 or older are incompatible with this version. See the porting guide further down
- more normal ai improvement
- inlucding join capturing
- ai should spam less infantries
- improved ai speed during the attack phase
- ai will focus on less bases to produce units on maps with a lot of them like aw vanilla maps
- ai is more aggresiv and passiv at the same time. Depending on the influence of it in certain areas.
- ai is better at transporting units across the same island and also is more likely to do transport assault attacks
- ai is better at selecting a good position for unloading troops
- Some mg weapons are less effective vs infantries. Forcing you to either build high tech units or anti-air/recons to one shot them
- Added option to select when supply warnings for units show up.
- added option to mute sound and music maintaining the volumes after unmuting
- added acutal fps support. Mainly useful for smartphones to reduce power consumption
- added support to print the current map into a png file default key F6
- Note all mods and map/campaign scripts from older release are incompatible with this release.
- See the porting page for help https://github.com/Robosturm/Commander_Wars/wiki/Porting-Mods-and-Scripts-from-pre-Beat-22-to-Beta-22-or-older
- added more sorting and filtering options for the achievement menu. (Note: mod achievements should update the corresponding achievement creation)
- achievement progress isn't lost by this change
- added new battle animation sprites for amber corona and golden sun (Thx K'Braid)
- added topbar cancel button mainly for touch-screen devices to add an alternativ to canceling via long press
- added damage calculator
- added shadow sprites based on underground, made by K'Braid
- added option to observe a multiplayer game (requires to join while the game is still in the co selection + gamerules need to set to allow observation). Currently no restrictions apply for FoW games.
- added a sound effect when it's the start of a human player. Serving as a notifcation.
- Several minor ui adjustments and improvements
- tank hunters now deal extra damage against heavy tanks, neotanks, heavy hovercrafts and megatanks.
- K'Braid went into the bullet shop and bought some bullet animations. Several bullets and impact animations have been added
- Battleanimation sounds have been improved
- Sounds have an new replay option in terminating previous sounds if needed used for anti-airs firing
- improved sounds/animation replay of watermines
- added a couple of alternate styles for some buildings
- initial version of caulders nest (currently only a visual feature)
- Replays (Note replays of older versions aren't compatible with the new build)
- Added a Rewind day action
- Added access to the local info menu and options by clicking on the map --> just like in a normal game
- Added option to hide/show the replay bar
- On replay end the game doesn't automatically switch to the victory menu
- added two more zoom out levels for maps
- added a damage table to the wiki
- some icons have been updated. Big Thx to Cairn
- snipers deal overall less damage to infantries
- heavy tanks got more tanky. Current Unit comparsion: Neotanks are faster less tanky, Heavy tanks are slower but more tanky, Megatanks are the ground power house. Hovercrafts are your river/water assault tanks
- Davis only gets luck or missfortune based on allied units vs. most enemy teams unit count
- All weather co's (minus penny) change the weather for one day instead of 2.
- tank hunters deal supstential more damage against expensive tanks
- fixed some ai calculations
- fixed some co enemy callbacks
- fixed fixed-sprites not loading correctly
- fixed virtual keyboard in board for android and tablet devices
- fixed snow road auto-routing
- fixed condition reading for building captured
- fixed a crash when entering the wiki from the main menu
- fixed multiplayer games with ai
- fixed a bug which allowed playing multiplayer games with different mod version leading to asynchorn behaviour
- fixed a rare multiplayer bug causing asynchron behaviour when starting a game with an infantry on an enemy building
- fixed terrain tile edit feature
- fixed auto color selection
- fixed sfx not playing on android
- fixed robo-andy's cop/scop not dealing damage on suicide attacks
- fixed the semi global firerange keys 1 and 2 while having a unit selected.
- Fuel can get negativ anymore
- several text fixes
- fixed bm mech battleanimation
- fixed a crash when using edit terrain in the editor on neutral buildings
- fixed music not playing for mods on android
- fixed hachi not able to deploy piperunners on towns
- fixed automatic color selection for armies in the war room
- added custom post load option for files starting with 3 _ e.g. ___Test
- added option to modify transport lists for co's and perks
- mods touching the action_fire.js are highly incompatible. See ai-speed improvement
- weapon type both no means a unit can use the weapon for direct and indirect attacks. If you want to restrict an indirect unit to indirect attacks the weapon type must be changed accordingly. See vanilla indirect units
- added option to make a unit weather immune similar to the co weather immune effect. See ooziums as a reference
- added option to hide units/terrains/buildings from being shown in the editor. Default is getting shown
Released: Beta-Release-21
- added more battle backdrops for certain weathers (Big thx K'Braid)
- overall more animated battle animations for the new factions (Big thx K'Braid)
- added more sounds to battle animations
- added waste as a terrain type
- added new hq looks. Thx HammerGuy
- added improved terrain sprites for several terrains. Thx Hammerguy and K'Braid
- buildings now get a snow effect during the weather snow. Thx Hammerguy
- added a small weather transition animation similar to aw games.
- Carriers now repair loaded units in CoW and AW-DC mode
- updated the initial junk of co descriptions. Thx Creed
- You can now filter for maps in the map selection screen and add filter flags to maps. Note: This doesn't retro apply to maps made before this release. So filtering for bases etc. won't work for them. You can still play them
- added more alternate co skins and more alternate options. (Big thx K'Braid)
- improved performance for event handling. Highly noticeable on Android. Scrolling the map is now 1000 times smoother
- added initial version of Ion's CO Cairn.
- added an initial version of Davis
- added a new advanced game rule for enabling/disabling reduced terrain defense impact like in the original aw games. Default is on
- campaigns can now be configured to select the color of the co currently selected as first co.
- added support for campaign maps
- ai is more likely to attack with co-units and should be more conservative with them
- Darc Conflicts Creeper has infested Commander Wars stay away from this viurs tile or loose health while staying on it
- The weather mist has been added which creates fog of mist when active if no fog of war was selected.
- added support for gamepads which are supported by xinput. Mainly Xbox 360 or XBox one controllers etc.
- added multiple alternate terrain styles with the help of Hammerguy and K'Braid
- added experimental support for iOS and ubuntu
- Sophie SCOP now works as intended
- fixed some rendering issues for android and pc
- fixed a crash when zooming in and out during ai turns
- AI no longer attacks neutral buildings if it deals no damage to them
- Single HQ Victory Condition now works as intended
- Setting unit build limits now works as intended
- calling GameConsole.printObjectDetails allows you to see the functions available in js of an object
- You'll be able to show custom co info stats and show the default unit stats. Or you can disable one of them. By default the normal unit stats are shown. Also the stat changes so icons and texts are fully moddable.
- co.getBuildings now allows for searching for a specific building type
- icon for firing has been renamed from "fire" to "icon_fire" to be able to distinguish the terrain and the icon on wikipages
- hidding in terrain and getting defense from terrain are now to seperate functions
- the default chance for weathers is now moddable for maps which get newly created.
- separated terrain hide and terrain defense for units
- fixed some typos in the general-folder api
- weather effects are no longer loaded automatically you need to call "map.getGameRules().onWeatherChanged();" either directly in the weathers activate function or via an animation call like the vanilla weathers do.
- added option to make a co hide unit ranks and co-zones
- Advance Wars Darc Conflict terrains are no longer supported via mod to reduce the overall workload
https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_20
- the biggest one of all the changes is support for android devices.
- Tank battle animations are now smoother
- capture animations are slightly faster and the infantry now makes a jump sound, also improved the overall animation to look way way better.
- added co-units:
- AT-Cycle
- Siege Cannon long range artillery which gains firepower when it doesn't move
- Tank Hunter a tank that destroys fuel of attacked units.
- Intel Truck a unit that can cloak allied units
- Commando special infantry that gets cloaked in mountains
- Smuggler recon type unit that can repair for free everywhere and refuel units
- Logistic Truck a resupply unit that grants money for resuppling
- Chaperon anti-air unit that can negate one indirect attack on own units per turn
- Partisan a unit that makes enemy capturing around it a lot harder
- Hot Tank a recon type unit that gains firepower based on the distance moved.
- Auto Tank a light tank unit that can attack twice each turn but only move once.
- aw dc campaign is now playable minus the last mission sunrise.
- added option to smaller the ingame menu size
- added scrollbars to the ingame menu
- added auto adjustments to the ingame menu to go to adding scrollbars if the menu doesn't fit onto the screen
- the minimap in the right upper corner now automatically focuses on the field your viewing. If the minimap doesn't fit in the area.
- improved autosaving and enabled it by default. Maps are saved at the start of every humanplayers turn and override the oldest file. Campaign progress is automatically saved everytime you enter the campaign menu after finishing a map. You can change the amount of backups per save in the options
- Pressing the cancel key or the right mouse key now correctly skips the current dialog and queued animations correctly. Contrary to left clicking/accepting which fast forwards the text to the next break point.
- added preprocessing for mask and images which removes same very rare pixel errors. They have been very common with mods on my android tests
- optimized auto capturing. It now also auto captures if an infantry got no orders and is on an enemy property
- added aw-co mod
- added aw 2-co mod
- added several aw-ds maps ported by HammerGuy. Thx for your work here. 👍
- added option to disable mouse warping to the next menu entry etc. if you don't like it.
- added a more detailed battle forecast for pc-versions which can be disabled in the options if you prefer the old aw version. Also removed the scaling of the damage info with the map zoom level.
- added the original advance wars turn limit victory rule as capture race
- added a new victory rule letting the player or team win with the highest tech and power score
- some performance improvements.... e.g. achievement menu will be a lot less laggy
- oilrigs can be placed on land
- improved ai speed on larger maps
- added mist of war a weaker version of fog of war.
- several changes to certain co's
- normal ai should be more passive and be better with units when retreating with units
- the map editor got two toggeable overlay grids which should make map creating a lot easier
- several ui's got a facelift
- general performance improvement
- several vanilla mods have been transformed to vanilla features which can be enabled/disabled
- the unloading mod has been transfered into the game rule "transporter refresh"
- flares never get the option to move and launch it's flare and the corresponding mod has been removed
- Sell and Unit Transfer mod have been moved to the vanilla game and those actions are disabled by default in addition the resell value can be adjusted in the rules menu.
- the debuff perk mod has been moved to the vanilla game
- awds movement mod. you can now select if ships can move through briges placed on sea tiles in the rule selection. Turned on by default
- added more options for customize how a co gains power
- improved power animations and unit spawnig for yukio and sensei powers
- hovercraft changes
- hovercrafts can no longer be produced in harbours
- hovercrafts lost 1 movementpoint across the board. Making them a good choice to start attacks across rivers but a bad unit on open terrain
- hovercrafts can no longer move freely over sea tiles. Instead the sea tile needs to be in a radius of 3 of a land tile which is treated as a coast-tile
- the changes/nerfs should give hovercrafts the unique use-case to attack over chokepoints created by rivers but without being overall a better solution than their ground units counterpart
- the rule-selection features an advance checkbox to toggle between the most common rules to change and all available options
- co power gaining can be customized in several ways in the rule selection. Allowing several combinations of aw-dc and aw 1-3 rule sets.
- fixed a bug that prevented loading userdata from a previous release when entering the username in the start menu
- the cloack system was in the game but never worked as intented with the introduction of several co units, this has been fixed and the system has been extended
- fixed the loading lists for several co units
- fixed a crash when killing a unit with an oozium
- fixed a bug in how postBattle-Events get called the gotAttacked flag was set wrong here.
- fixed a couple of ui glitches
- fixed war room co selection now only allows you to play with co's already bought
- fixed a crash when using detailed transparent battle animation mode
- fixed colins power not activating
- fixed lost basin in war room campaign not having a victory condition
- fixed some mod handling for required mods and incompatible mod tags
- loosing units by hq victory no longer counts against you in tech score or unit statistics
- ai no longer attacks neutral buildings when no neutral attack rule for the ai is active
- the ai should be less likely to spam transporter units and maintain a more healthy ratio to units deployed on the map.
- fixed a bug leading to sounds being played at the wrong time during animations if the animation speed is greater than 1
- fixed a bug leading to a freeze when achieving an achievement
- fixed ai attacking pipe seams in the aw2 campaign
- fixed several vanilla memory leaks in js and c++
- flares no longer can move and fire a flare rocket
- fixed awbw map importer disliking some pipe welds
- fixed rendering of buttons and the vertical scrollbar
- added an additional option to sort the units inside a unit group
- several previous static information like description, defense stars, vision etc. now get called with the unit, terrain or building which asks for the information. This should further extend the modding options of CoW.
- extended options for action_fire and offensive/defensive bonus. However this makes old mods which changed code in the ACTION_FIRE-script incompatible with this release. Also a lot of bug fixes have been done to functions previously not used by vanilla CoW
- added option to save and read variables to a seperated file
- added option to transform a unit into another one
- disabling the newly added preprocessing for mask images can be done by setting the attribute maskExtend=false for an mask image. This shouldn't be needed
- changed base image size from 24 pixels to 32 pixels. This effects mainly Walking sprites here the scaling doesn't get adjusted automatically and other animations like that of powers. This is a relative simple task by searching for 1.5 in the scripts in most cases and replace it with 2.
- overworld battle animations are now fully moddable
- all action list, loading list functions etc. have been reworked to have an array that can be extended instead of having to mod the whole function making it easier to create cross compatible mods
- you can now check for the luck mode requested by the game for the damage calculations
- added a small memory tracking system resulting in an error message upon closing the game if memory got leaked by one of the current active mods
- a lot of previous hard to mod functions which directly returned an array now return an array which is easily moddable e.g. for actions a unit can perform etc.
- With the change to qt 6.2 the sound effect system got a major rework. Due to this change the interface for playing sounds has changed.
- Previously the optional argument to the sound folder was needed to be added. In most cases this was "resources/sounds/" This argument has been removed. This effects mostly battleanimations which used an delay for playing it's sounds. Mods with sounds in the battleanimations may not work.
- The game now caches all sounds during the startup of the game making playing sounds more smoother and faster. Each sound can be cached up to 10 times (might change in the future if needed). By default a sound is cached 10 times. To improve loading speed and memory usage it's recommended to add a res.xml file to custom sounds. See the vanilla res.xml for sounds as a base
- added support for using a matrix as colortable instead of a single table row.
- error handling should create more specific log messages in the console etc.
- Upgraded to Qt 6.2
- Vanilla resources are now compiled into the exe instead of floating around. You use the console command extractResources() to extract them into a folder if you need inspirations for modding.
- Sounds and music are loaded faster
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_19
As usual the list below may be incomplete but the main points are gathered here.
- added option for selecting perks at random
- added option to save and load a perk selection.
- added an info option to take a look at the current active game rules
- added option to play a map specific music instead of the co's ones via map scripts
- during player selection you can now assign teams a lot faster. If you go for same predefined setups
- added an icon to show if a unit is under the effect of an iron shield or not
- reduced ai chance of moving towards stealthed units via forest or stealth by submarine etc.
- more scripts and map polishing done for the aw-darc conflict campaign
- hachi gives a huge discount on shop items. Prices got highly reduced for a lot of the co's and all skins.
- a slider of a multislider can now be locked. So it's easier to create the configuration you want.
- random map generators now generate straight lines like rivers less clumby. Also added an option for map generators to change the the chance for straight generated lines.
- improved handling of " inside dialogs you can now use them properly instead of writing \"
- added screen shake to overworld explosions like mini canons
- added player statistics to the victory screen showing the amount of units build, lost and destroyed.
- added an achievement for destroying meteors.
- added screenshake effects to battleanimations
- added a lot more sound effects to the game and improved some sound effect handling
- added "fullscreen" options for battleanimations which upscale the normal battleanimation. You can still use the old variants.
- added an initial loading screen to the game when starting so instead of getting an unresponsive task commander wars now loads more responsive.
- increased the speed at which the ai builds units mainly when transporters are needed or the map is very large.
- battle animations got a lot more sounds increasing the joy of watching them
- crystals now play a healing sound
- ooziums got the correct move sound
- added costs for units to the wiki page
- animations at the start of turn now happen after the initial day to day screen and no longer happen at once but are queued like in AW. (Still can be skipped ofc)
- added option for scripts to add a permanent or a timed marker on the map to mark a map goal etc. Terrain-Function to use: void addTerrainOverlay(QString id, qint32 x, qint32 y, QColor color = Qt::white, qint32 duration = -1, float scale = 1.0f)
- added option for having synchronized building and unit animations.
- added a vanilla mod which allows air units to move through air and sea units and vice versa
- replaceTerrainOnly got an additional argument allowing you to not delete the unit on the given terrain
- startOfTurn functions for buildings/co's players units now get called for defeated players when there theoretical turn takes part. This is to allow to clean up things that may have been set via the unit, player co etc. For code that should not be executed for a defeated player you need to check getIsDefeated() for the player. This may affect co's and buildings.
- extended the interface for icon loading so an icon sticks on a unit for a given duration.
- added an option to adda custom fullscreen battle background image. Checkout the game/res.xml
- you can disable loading of the base game music in menu's by calling audio.setLoadBaseGameFolders(false). (This doesn't work during the initial loading screen /starting of the game)
- if you modded some of the vanilla actions it's highly recommended to check for changes in the vanilla version. Since a lot of those actions got sounds or some code for the start of turn queueing of animations same goes for the refuelling via buildings. Ignoring this won't break your mod but will remove new the queueing or sound effects
- added a developer mode ingame commands starting with game:. Now only work once setDeveloperMode(true) was called via the console. This also changes how campaigns can be tested and enables debug console output. (All campaign maps should be playable and co's and map setup can be changed before starting a map). Also the console output level is set to debug.
- added option to mod in air units moving over ground units for example. See https://github.com/Robosturm/Commander_Wars/wiki/Modding-Movement-through-units
- several stats of units like max ammo, max fuel or weapons are now part of a savegame. So you don't need to hack around that anymore. Also those values get loaded depending wether it's a savegame or a mod, so modified units get proberly loaded if the map is loaded with a different mod.
- actions got a new function telling the game if the action requires an empty space or not. By default this is false and only true for loading and oozium movements. Please check your mod if it has actions that need that flag to be true when moving with a unit.
- fixed multiturn pathing allowing to cross enemy units. No more sneaking around here
- fixed a very rare crash when clicking on a unit very very very fast. I said stop clicking fast. :D
- fixed black holefactories being unaffected by unit banns. Lash disaprooves this fix.
- fixed a bug making entered text in texbox invisble if the text exceeded a given length.
- fixed changing the random map generator made changing unit spawn chances invisible
- fixed unit shop item working inverted to the intended behaviour
- fixed a bug which caused colors of buildings not always updating
- fixed a bug causing players to select one perk less than setup in the rule selection
- fixed a bug which prevented startOfTurn script actions happening when day to day screen was permanent
- fixed the player and co selection for aw2 mission "great sea battle". You can now correctly select the co's the ai is set to human for player 2 and 3 and they're your allies.
- fixed a minor memory leak when entering the map editor
- fixed a bug that the minimap showed unit positions and captured buildings when a dialog is present a the start of a map. No more cheating here
- several unit sprites got some pixel errors fixed. Big thx to Everglass for his work here.
- fixed a problem which showed some pixel of the next frame on the left border of an image. This was mainly noticeable during dialogs and there for the CO-face. The fix effects everything that gets rendered so less weird pixels for you.
- fixed a problem with the console showing the text inserted not fully when having a large log history.
- fixed a crash happening when hovering a map which was won with a co not available right cause the mod has been disabled
- fixed that the chat disappears after a certain amount of messages
- fixed a very rare case in which the savegame didn't contain the complete state of the last performed action (when saving while an action is running.)
- fixed several offset errors in battleanimations. --> They still need some work but every release we get better here. :)
- and probably a lot more which i forgot to mention
- improved debug outputs in case of crashes
- improved audio handling / music engine creation
- improved / fixed several parts of the memory management of CoW. Game runs now even more stable when before and if it crashes it's less random.
- a functional test version of an ui generator based on a xml is available. check it out in the resource folder under ui. If you want to add some additional ui items
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_18_1
This is the major update list for the release some things may have sneaked through it....
- fixes in the second version of this hotfix
- fixed a crash during the ai-turns when trying to resupply with an apc and more than 4 units need resupply.
- A crash when opening some wiki/victory infos while fog of war was on -> -1 is not a valid array index,
- The movement animation not showing up if the upper left corner of the map wasn't visible. Ninja units
- Building sprites for victory info not showing up. Some weird loading code here.
- Several co's had a buggy copy & paste error lines for the ai getting which units should be build preferred for a co.
- added wiki to ingame plays under info
- map name in selection is always finished with the player count now
- amount of players is also part of the map description now
- added option to change the capture aniamtion speed seperatly
- added option to remove items from shop
- added option get all items of a given group
- remaining shop points now get updated after purchasing an item
- fixed loosing a map no longer grants shop points. --> This is a bug. And i here you whinning already.
- fixed a bug which selected co's not bought when using random co selection
- fixed captured building rendering during fog of war
- fixed units not beeing hidden completly with sonja's hidden hp feature
- added an option to disable the second co for a game in the game rules
- added co style beeing based on the player selecting the co for multiplayer games. Random CO's are always selected by the host though.
- also added option to change the style via scripts
- user request changed player score and description order
- made auto focusing on selectable map fields for a terrain. Default no map centering will happen
- sandstorm now got it's weather change sound. Thx chopper385
- improved layout for rule selection should be a lot more structured now and easier to find the rule you want to modify
- improved battleanimations now the units don't fire at once anymore.
- for mods with units and battle animations for them. You need to increase the time required for firing impacting etc. else parts of the battleanimation get cut off. Checkout some of the vanilla units to get an idea
- dying units in the battle animation now fade out if they don't have a special dying animation making the animations look cooler
- air untis now move a little bit up and down in battleanimations making them look more realistic
- sound volume can now be changed ingame instead of only in the option menu
- added a shop for unlocking and buying item's like co's, skins, maps campaigns etc.! If you want to unlock everything just visit the https://github.com/Robosturm/Commander_Wars/wiki/F.A.Q page.
- The way luck was used in the ACTION_FIRE always made me mad. So i took this to change and fix it. Luck is part of the Weapon's damage calculation formula as it should always have been and is given from the ACTION_FIRE. People who modded said action please update your mod accordingly. I made sure an old modded version will still work but the luck may get calculated wrong compared to the new version.
- Tagpowers are boring in CoW right now! Well now they can be modded to have the same impacts as a perk or a CO depending on where you go with it. On top the default CoW-Tagpower now grants a +2 movement point bonus when used. So you have a benefit now compared to popping both scop's individually.
- numeric up downs now only check the input once it's done instead while inserting. This allows easier entering of values.
- all backrgrounds for the menu's are now individually moddable and some backgrounds got changed.
- added option to generate units on random maps at random positions.
- added some callbacks to give the ai some hints which units it should build prefered cause the co can use them better and which unit to be used for as a co unit. This also allows to make the ai tend to build more units of given type so it's a more unique play style to play against it. --> You should see an increased amount of direct units for max and an increased amount of indirects for grit. The numbers in the scripts are just a feeling of me how they should be. If you find better values for a co. Feel free to send them to me.
- added tooltips to placable editor icons
- victory quotes are now a label instead of a textbox. So you get a tooltip showing the full quote. while Quotes longer than the given space are cut off at those positions.
- normal ai now uses units with resupply actions a bit better.
- added support for multiplayer games to have different mods active as long as they're marked pure cosmetic. Default disabled. Be warned if the mods are wrongly claimed cosmetic -> You can get a crash or an unplayable game state during your multiplayer session
- power animation texts may use a smaller font if the screen is to small
- added option to make a weapon a pure direct or indirect weapon independend of the unit's firerange. Also added an option to further modify when a unit can attack with a given weapon. Checkout unit.js and ACTION_FIRE.js
- added some modified options for loading unit sprites. You can reset sprites using resetSprites() and loadSprites got an optional argument preventing the sprites gettting flipped based on the palyer they get loaded for.
- added modding callback when the zoom level of the map changes.
- added support for mods to be dependend on other mods and added options to show if a mod is compatible or incompatible with other mods. This also makes them selectable or not in the option menu.
- added callback setCoRangeEnabled which can be called during the activatePower functions to enable the Drawing of the CO-Range. The flag is toggled via the game during startOfTurn and when activating a power. However you can overwrite this behaviour in said callback
- added callback for postAction for co's, perks and tagpower
- extended game script actionDone and unit postAction callback to contain the action performed
- added pure cosmetic flag to mod description file
- fixed co power use counter not working correctly
- fixed ai using a couple of actions that couldn't be used in certain scenarios when modded
- fixed a crash when clicking on the arrow's of sliders to fast. Stop clicking you idiots. :D
- hunted down a bug which didn't update values correctly when changing the value of a slider via the spinbox
- fixed a bug when trying to skip dialigs or cutscenes during enemy phases
- fixed a bug with destroyed tiles changing surrounding tiles removing certain terrain parts. --> For mods replace the calls in onDestroyed replaceTerrain with replaceTerrainOnly
- fixed movements over mine building for hovercrafts
- fixed replay freezings when seeking or stop/playing
- fixed a crash when winning a map more than 5 times
- fixed game freezing when skipping the start of turn animation or cop/scop animations during an ai's turn
- fixed transport unit icons beeing alway os army units in orange. They're not everywhere any more
- fixed rare race condition between timer and sprite creation leading to tooltip text getting stuck on screen
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_17
- Improved overall performance of the game -> you should mainly realize that in the map editor or multiturn paths on larger maps
- Improved flare usage for ai
- improved ui focus and defocus behaviour. It should be way easier to use the ui now.
- improved ai behvaiour for stucked units
- improved/ added option to configure auto camera focusing at the start of a human turn
- added option to disable ingame map coordinates
- added recording of best scores for each map
- improved rendering
- added AW1-CO-Styles to the game
- added key option to take ingame screenshots
- refactored ingame gui layout for unit and terrain info. The new layout should give a better way to understand all information given.
- added option to modify gamma and brightness of the game
- option to show progress to certain victory rules while playing the game
- improved map scrolling
- nerfed adam
- added the war room to the game. --> currently the AW 2 war room maps are included
- added a new vanilla mod which removes the limitations where a unit or terrain can be placed in the editor.
- added option to modify most constants used by the ai so you can change how and what the ai does.
- added onCapture callback for buildings
- added getOffensiveFieldBonus and getDeffensiveFieldBonus for terrains and buildings granting another layer for custom terrains
- added startOfTurn function to terrains giving you the chance to make fire emblem like mines or other stuff
- fixed minimap
- fixed weather forecast for loaded multiplayers
- fixed a bug leading to a power bar loose when joining a co unit
- fixed ai usage of flares doing illegal moves
- fixed some rendering issues
- fixed/changed how bannlists are loaded if they were never touched in a map --> only applies to newly saved maps.
- fixed IK-486-B7's co-zone no works as intended
With the latest release a lot of stuff has been added which always results in more or less dirty code. So i took my time to cleanup a lot of the mess i produced the result is an overall more responsive game. And also gurantees the game can be developed and improved in the future without getting a headache.
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_16
- improved ai speed
- ai now uses flares
- added patrol ai stance for map editor units
- added gamerule to enable/disable resupply of material via apc's/buildings etc. -> Disabled by default -> removed disabled resupply material from aw dc unit mod. -> Set it up via the rules instead
- added achievement system and achievements. (and yes you can mod in new ones)
- take a look here for modding: https://github.com/Robosturm/Commander_Wars/wiki/Modding-Achievementsystem
- added keys for navigating in the editor selection panel
- improved how jumping to next unit/building works.
- new icons for some ingame menus -> Thx DerpyKong
- improved several ui parts.
- fixed transfer unit mod
- fixed co beast
- fixed resetting of ammo when loading a savegame
- fixed andy's and caulder co description
- fixed ai can stay on teleport tiles with transport units
- fixed some ai cheating mechanism and improved silo usage of the ai
- fixed some ui crashes and fixed some ui bugs
- fixed power charging with charge rates smaller 1
- fixed select all button for perk bann list
- fixed aw dc weather mod now reduces the max movement points by 1 instead of increasing movement costs per terrain
- fixed rare crashes caused by bad oxygine intrusive_pointer design
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_15
- added an auto camera following while ai/other network players performs actions
- improved and loading speed and removed loading screen during map selection
- updated mine sprites to look aw dc like. Thx to ballin for that
- added facial expression to a couple of aw dc co's. Thx to chopper 385 for that.
- optimized unit and terrain sorting for pages and the editor. As well as added option to mod the soorting order
- initial version for hosting a dedicated server
- added option to select generic scripts for a map during rule selection for a map
- improved rendering to further reduce/remove pixel errors
- support for a secondary key assignement.
- new vanilla mod for negativ perks
- option for selection the army of a player --> for modding provide an image named icon_ + Army name in the images/game folder of your mode and extend the PLAYER.armies array. :)
- and a lot more i guess
- added option to do startOfTurn stuff for a player
- added option to make standng unit aniamtions for different armies more cross mod compatible check out infantry.js files etc.
- added option to mod when a trap gets activated. Checkout the action trap for more details
- added option to mod in base terrain scaling (may not work for all positions yet)
- increased modding options for co's
- improved modding options for building lists over multiple mods
- added support for inserting values in description texts so the implementation and the description are consistent. See Kanbei, Colin etc. for an example.
- AW-Terrain Image mod hotfix is part of the normal release
- Joey First-Strike COP works again as intended
- fixed counter attacks against stealth bombers while stealthed
- fixed ozzy and adam counter damage/defense calculations
- fixed metal army submarine sprite
- fixed a bugh which leads to attackers dealing damage as if they have 1HP less in certain scenarios.
- fixed closed player ai doesn't work as intended
- fixed grits debuff to be applied to all direct units except infantry
- fixed csv weapon importer column custom for mods
- fixed some co-zone buffs not showing up in the wiki for some co's like jake, olaf etc.
- fixed clients beeing able to swap co's when continuing a savegame
- fixed robo-andy activating healing and damaging ability at the same attack.
- several minor typo fixes
- added support for a linux build. Thx to Koi-Koi here.
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_14
- attacker log no shows question marks for attack position. If the player couldn't see the tile during the attack
- attack log und unit info now show buildings beneath units
- reworked which buildings and counts are shown during map preview. Buildings not on the map are now not shown.
- added option to select how the ingame co info is shown right/left or flipping
- Neotanks, Heavy/Medium Tanks, Recons, Light Tanks, Mech have a complete battleanimtion set for moving in stopping and attacking air, ground units or infantries on mountains. 👍
- added option to save a campaign and load a campaign outside of a map
- added option to modify power bar chargerate
- added new bannlist to bann actions and perks
- added a couple of new events for scripting
- change owner of units and buildings
- change team of a player
- spawn a building
- center the map on a given tile
- play a sound
- added a new mod which allows players to transfer a unit to an ally player. The action will only be used by human players
- tuned down how much indirects the ai builds
- added cross marker for ai attacks
- improved graphics for co's. Thx for that chopper385
- updated aw2-terrain image mod to support desert and snow tiles. Thx for that laxative
- improved overworld unit spruites. Thx for that Everglass
- new mod bringing back an 10 year old Commander Wars idea. The weapon triangle for a couple of units of the same price. Mainly making sea and air battles more interesting since the dominant unit of each type gets a unit which counters it.
- new teal isles co walter
- added option to make perks and co's with perfect hp vision (allowing you to see the exact hp of a unit) This is still countered by sonja's hp hidding skills
- new mode for changing the unit icons for hp ammo etc to original aw style. Thx for the work Clockmaster Blitzkrieg
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added option for unselectable perks to perk scripts
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added option for modding in custom unit types in addition to the existing tank, infantry etc.
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reworked how army dependend sprites are selected
- you may stay with the current implentation or upgrade to the new one. Using the new one makes it easier to make compatible mods. if you wanna upgrade simply remove the old implementation and add a line like this similar to how tagpowers are extended. First value is the short string of the army and second is the short army string used in the sprite name.:
INFANTRY.push(["dt", "dt"]);
-
added option to mod in your own game rules to enable/disable certain stuff coming with your mod for a single map. Take a look at: https://github.com/Robosturm/Commander_Wars/wiki/Modding
- Fixed saving a map scripts previous loaded from a map script in the editor
- fixed scaling of submarine sprites
- fixed recon damage against anti-tanks
- added hotfix for old graphic cards rendering as default
- fixed random co's not beeing the same in multiplayer games
- fixed not saving and loading of the window position of CoW. Now the Window pops up at the last used position when closing the game.
- fixed some crashes when ending a game
- fixed a crash when using immdeiate start in script editor for maps not using a campaign
- fixed script event capture building for neutral buildings
- improved selection for in area events avoiding to configure it in a way which leads to a none working script
- fixed joining onto a co unit is now possible
- fixed a bug with maximum shown co player infos
- fixed a bug which causes crashes when images aren't found
- fixed amy's defense boost not getting applied correctly at the borders of her co-zone.
- fixed alexanders cop never worked. The implementation was hiding.
- fixed a multiplayer bug causing asynchron games due to having different game speeds on host and client side.
- fixed a crash when importing maps from aw bw
- fixed a rare bug causing to select the wrong weapon for units.
- fixed possible crashes for empty menus
- fixed a couple of texts
- fixed ai attacking neutral terrain in multiplayer after reloading a savegame
- added missing map Great Sea Battle
- fixed several typos in the CO-Descriptions. Thx Danmark for your work here. :)
- fixed a bug causing certain perks to be applied for all players instead of the choosen co.
- fixed a bug which makes aw campasign maps unplayable with turn or building limits.
- fixed transferring maps and scripts in multiplayer games
- fixed wrongly shown co face in game for power and funds sidebar
Released get it here https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_13
- reworked layout for attack log
- added army value to game info
- added hp of a unit to unit info
- updated terrain and unit selection view in the map editor. They have no sections seperating units and terrains after their type.
- added a mod to change the damage formula to aw 2/ds style.
- added a mod to change the co system to that of advance wars darc conflict
- added a quick selection option to select your prefered advance wars game style in the mod options.
- option for random co selection to make each co unique
- improved ai building order greater indirect to direct ratio and less spam of hovercrafts
- added options for colortables so now you can play with the original AW-Colors for overworld units
- see https://github.com/Robosturm/Commander_Wars/wiki/Commander-Wars-Image-Recoloring for more details, if you want to apply the changes to your mod
- added option to auto save the game. Take a look at the optionmenu
- added flipping of the CO-Info based on the cursor position
- added option for selecting the max amount of co's shown on the side during a game play
- added option to show fire of units in range of the current selected unit
- higly improved generating speed of random maps
- added option for improved rendering
- seperated walking animation speed into a seperate value
- added option for auto saving games in a fixed time cycle
- added loading screen to random map generation and maybe other things that take some time.
- added Advance Wars like HQ Victory Rule
- improved opengl rendering
- bases can now supply units based on unit types rather than only the construction list allowing them to refill units not producable by the co. E.g Waterplanes get refilled and repaired by airports and temp airports.
- smoothed map selection and map loading
- added firerange cursor for indirect units
- added aw dc and aw ds weather mod
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you may look at your mod and updating the unit and building sprite
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made power gain more easy to mod
- This requires mods modifying the ACTION_FIRE to update the gainPowerStar -Part check out the base script for that
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Capture animations need to be reworked if you use them in your mod.
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reworked how co's get weather immnunity check out the new function for co's and perks
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For Powers and Superpowers of CO's the following three lines can be removed from the activate function. The game now automatically starts the power theme of the co instead.
audio.clearPlayList(); CO_VARLOT.loadCOMusic(co); audio.playRandom();
- Com Defender now has the correct name instead of Com Attacker
- fixed perks giving you a lot of power gain/ reducing the power meter more on co unit lost. Whoops.
- fixed loading of certain savegames and maps
- fixed loading of certain wikipage icons
- fixed loading of custom wikipages which overwrite existing pages
- fixed multiturn planning leading to async games in multiplayer and crashes in replays
- fixed two major bugs which lead to asynchron multiplayer games, due to generating wrong random numbers
- fixed a bug which made CO Music play from the looping point instead of the start when starting to play a CO-Music. Now it starts at the starts and continues at the looping point.
- fixed some damage weapons in aw/ds and dc mods not loading
- fixed snow debuf isn't applied on air units moving over roads etc.
- fixed co styles for jess and hachi not showing up. They're now selectable. Sneaky, sneaky
- fixed buildings having more than 100 HP but not beeing visible in the game.
- fixed mouse cursor not hovering the first item when opening an ingame menu
Released: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_12
- Resizing a map in the game editor
- added links to wikipages. Clicking on a terrain/unit etc. no directs you to the given wikipage.
- changed opengl shader programs from oxygine implementation to qt implementation
- changed how units get trapped when using teleport tiles. Units reveal the trapped unit and won't move over the teleport tile. On top moving over teleport tiles doesn't grant vision contrary to moving over other tiles.
- enabled multi language support
- added clipping of texts to multiple positions
- initial replay a game option
- added better support for multiplayer games using savegame exchanges. Added permanent day screen block option to deny vision on the other player units added save and exit option to the permanent day screen block.
- updated some unit texts to get more infos for some units.
- added option to nickname your own units. Shown to everyone
- added option to disable/close a player on a map allowing you to play a 3 player map as a 2 player map.
- added perk system now you can modify your co's by choosing perks for each co making them more effectiv in battle. This is the same system as you can find in AW DS where it is called skills. However not all skills from there are in the game and you may find some new ones instead.
- koals d2d and powers are now effect by desert paths/roads (buffed him)
- enhanced flare animation (Thx to Everglass here)
- added option to duplicate events and conditions in script editor
- added security checks to verify host and client have the same game version and mods. -> creating a hash over all used javascript files.
- fixed several possible crashes when starting or finishing a multiplayer game
- fixed surrendering a game in multiplayer games
- added sync checks to verify if host and client game are synchron
- added option for client players to leave the game after getting defeated or surrendered without stopping the game when playing with more than one player (Doesn't apply to the host of course)
- added support for none co/building/unit etc-scripts in the respective folder start the file with two _ e.g. __Custom.js
- added modding support for the ressource folders cursor and objects.
- changed how folders get loaded to have more things avaible when a mod gets initialy loaded
- added version control for mods for multiplayer game. Just add "version=String" to the mod.txt file String=is any string you want for version i recommend to use the normal versioning Main.Major.Minor
- added option for 0 or negativ vision. Resulting minimum vision is 0.
- fixed wrong usage of QTcp-Clients when closing connections leading to crashes.
- fixed open gl updating when resizing the window
- fixed missing explosion sound for transportplanes explosions
- fixed some interactions with trapping and moving through units having a unit with 0 vision range
- fixed sandstorm + desert making an artillery a direct unit.
- fixed several possible crashes when starting or finishing a multiplayer game
- fixed surrendering a game in multiplayer games
- fixed some actions not working as indended in multiplayer games
- fixed delete action was shown eventhough you had no units to apply it on
- fixed a bug where the game won't start when using custom co styles for a modded co and disabling the mod afterwards for a time. -> swapping back to the mod restores the old selected styles now as well
- fixed a bug which didn't snychronize multiplayer random maps when joining the lobby making it impossible to play random maps in multiplayer
- fixed a bug for multiplayer games when starting the game with a single co resulting in a crash
Out now get it here: Commander Wars Beta 11
- changed when stealthed units are attackable. -> removed indirects from attack list and added a callback so the behaviour can be modded/changed.
- added an option to disable co specific units in the rule selection
- increased ai speed for larger maps. Improved what and how the AI builds units
- improved moving and zooming the map during ai turns.
- Game Rule Vision block during fog of war you can now enable vision block so mountains forest etc. Reduce how far a unit can see. Since you can't see over a mountain can you?
- in case of crashes or other weird events the log output is streamed into the file console.log
- Random Map stuff
- random maps generation added option to select the starting base size.
- Added option to select different random map generators.
- Added option to add custom random map generators.
- Added option to select how much stuff a player owns at the start of a random map
- added more maps from Advance Wars Darc Conflict -> Thx to Everglass for his work here
- added script variable support for ingame script and campaign editor
- highly improved drop down menus now overlaying panels instead of partly hiding. Auto selecting if the drop down list is shown on top or bottom
- added an leave question box to the map editor, script editor and campaign editor to prevent loosing data by missclicks
- added an 1min autosave function to the map editor -> maps gets save under autosave every minute
- Unit status icons got an update. Thx Fairy for all the work here.
- tooltips are disabled while typing in a message box
- replaced all fonts with a more fitting one and removed upscaling of fonts
- updated co-selection
- updated several ui-things enjoy them.
- stealth attacking mechanics got moddable. Default is direct units can attack ground(infantry, hovercraft, ground) units and air units air units and ships ships.
- Added option to get the type of an AI/Human controlling a player. Not recommended to use unless you tested it works as intended on multiplayer games.
- Ranking system got moddable check out the file UNITRANKINGSYSTEM.js in the general scripts folder.
- moving animations can now be a single row or 4 rows to work or not existing (hopefully trhe not existing part works. :D)
- added min range modifiers for units
- AI usage of unloaded units that can move this turn
- crash when having a map with War of Shroud as default fog rule.
- fixed visual glitches when rotating or flipping a map in the editor. removed units and parts of buildings remain visible eventhough they don't exist
- fixed visual glitches happening with replaceTerrain events
- fixed visual glitch with removing dialog lines in the script editor
- fixed some issues when playing a map with co's not available in the current setup
- fixed some visual glitches happening when scrolling in a panel
- fixed a bug appearing with Adam, Conrad, Graves, Mary, Minamotot, Nana, Roboandy, Sabaki, Sanjuro, Sasha, Smitan and Sophie and their Powers or Superpowers
- fixed information key not working probably in multiplayer games
- fixed some handling with switching maps made with different mods
- fixed a bug in battleanimation impact duration
- fixed a bug with information revealing hidden information to the player. -> Giving hints about hidden/stealthed units
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_10
- added option for multiple configurations for victory conditions
- Elimination can either be selected for single player or as team. Removed the restriction of counter attacks
- Capture Victory can either be selected for single player or as team.
- Turn Limit adds the option to select the victory team after the time is up.
- improved ui layout for the map preview during map selection
- improved ai usage of stealthing
- improved what the ai captures. Highly increased priority on hqs
- added multiplayer chat -> with option to send a message to specfic players or teams.
- added images to the dropdownmenus in script events instead of using internal strings
- added first co specific units for Andy, Brenner, Waylon, Lash, Napoleon
- Kirovs low spead but high defense bomber
- Repair Tank repair units for free.
- Neo Spider Tank a tank that can move over mountains and most terrains easily -> credits go to Everglass here
- Iron Shield Generator which is a supportiv unit given a unit an high defense boost for a turn
- Fog of Shroud Play Fog of War with a complete stealthed map at the start. You reveal terrain with your units vision range. But you can't attack or capture stuff that is inside the black shroud. This adds an explore part to Advance Wars
- Map-Scripting
- added condition for terrain destruction
- added event for playing cool animations
- added event for modify units hp, fuel and ammo. So you can create heal damage or refill events
- made current co of a player selectable for script dialogs
- added terrain modification as script event
- added battleanimations for most metal army units
- Units got postAction callback gets called after an action for this unit has been performed. This allows you to create units which autohide in forest or similar stuff.
- Units getBonusOffensive callback. Here you can modify the attack boost for a unit based on position or defender etc. Similar to the CO callback.
- Units getBonusDefensivecallback. Here you can modify the defence boost for a unit based on position or attcker etc. Similar to the CO callback.
- Units postBattleActions callback. Here you can do unit specific things after a unit attacked or got attacked based on damage or the defender/attacker stats.
- renames ACTION_REPAR -> ACTION_SUPPORTSINGLE_REPAIR
- renames ACTION_RATION -> ACTION_SUPPORTALL_RATION
- AI now uses ACTIONS which start with ACTION_PLACE, ACTION_SUPPORTSINGLE and ACTION_SUPPORTALL for more Information see https://github.com/Robosturm/Commander_Wars/wiki/Modding
- made menu backgrounds, fonts and music moddable.
- added script variables to player object
- added csv support for weapon and movement tables see https://github.com/Robosturm/Commander_Wars/wiki/Modding for details
- removed tons of string lists from co's and replaced them with generic calls. So new units are easily supported by co's. E.g. giving a buff to air units for Eagle or Waylon
- added two new unit types Infantry and Hovercraft to the unit types list.
- added cloaking to units -> similar to hidding a unit with the difference that the unit auto unstealths after the given number of turns. Allows units to hide for a turn etc. Will be used for some special CO-Units in upcoming releases. A unit can be cloaked and hidden stealthed at the same time e.g- submarines etc.
- fixed unable to load flares
- fixed a bug making the ai skip your turn or moving multiple units at once etc.
- fixed co's or units reducing the movement costs over tiles making it impossible to use teleport tiles.
- fixed a visual glitch with tagpower screens.
- fixed sensei's cop and scop description
- fixed ai beeing able to use some actions which couldn't be used in certain situations
- hopefully fixed several bugs when starting a multiplayer game
- fixed amy not getting a discount for heavy hovercrafts
- fixed several weird interactions between changing rules in the editor and playing the actual map
- fixed a bug for the following CO's Adam, Conrad, Graves, Mary, Minamoto, Nana, Robo-Andy, Sabaki, Sanjuro, Sasha, Smitan, Sophie after getting attacked their effects get triggered wrongly or not at all.
- fixed some visual glitches for drop down menus
- updated from QT-Version 5.12.3 to 5.14.1 increasing stability and performance.
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_9
- added custom terrain style option select a custom terrain image or one of the defaults e.g. to make roads like in precreated Advance Wars Maps.
- added keys for zooming in and out of the map. Check out the option menu
- hovercrafts can now only move to sea or from sea using beach or harbour tiles. Sidenote: you can mod in different movement costs moving from a tile and moving away from it. So something like moving up stairs could be more expensive then moving them down...
- added exporting of aw ds maps.
- added a tooltip system and tooltips to various objects
- added crash report support so instead of dying silently Commander Wars creates a crash log and a crash message. Allowing me to easier locate bugs and fix them. Note: The report is completly offline. So in case you wanna report the bug you need to create an issue on github. It just adds a little bit more information to the report. And gives you feedback on why the game crashed.
- added victory rule elimination kill the given amount of units before your enemy does. The first player killing the given amount of units wins.
- added a damage log to the game showing you what attacks happened during the game. Click on an empty field and select attack log for a cool info screen.
- added ingame script editor conditions for when a specfic unit reaches an area or when a player reaches an area.
- added mod options to buff a unit for n-days. Take a look at addOffensiveBonus, addDefensiveBonus etc.
- rearranged script editor ui to be more suitable for smaller screens.
- fixed mech movement over desert and snow mountains
- fixed vision range during unit movement mainly when an infantry moves down from a mountain.
- fixed repeating weather start sounds
- hopefully fixed damage charts for awdc and ds mods....
- fixed capturing oil rigs
- fixed several visual bugs
- fixed sami boost for black boats
- fixed movement of ooziums for the ai
- improved canceling actions for humans
- fixed commas in script dialogs
- fixed showing of co zones after unloading a co unit
- fixed damage numbers for overworld battles
- fixed unloading and loading of units for sea transporter on bridges -> it's no longer possible
- fixed a bug allowing to deploy multiple CO Units of the same CO when using transporters
- fixed some rare bug in the path finding system leading to wrong shown movement ranges
- fixed unloading of units beeing always in the order of getting loaded....
- fixed a visual bug with visibility of ration icons during fog of war
- fixed crash when using teleport tiles on maps
- fixed IK-486-B7 getting is indirect attack boost while moving direct units.
- fixed ai endlessly firing with Smitan
- fixed Alexis Superpower added more info text to her power descriptions as well
- fixed AI unable to use transporters
- fixed buildings getting auto captured by allies after capturing an hq
- fixed Smitans offensive bonus not getting applied and fixed a memory leak in his code.
- fixed correct loading of vision when a unit has moved this turn.
Get it here: https://github.com/Robosturm/Commander_Wars/releases/tag/Beta_8
- added better CO-Description to show which effect is always active and which is only active inside the CO-Zone.
- made multiturn pre planer amount of turns changeable
- made CO-Unit function remove units from buildlist.
- made CO and Unit-Bannlist storeable
- made meteors placeable on sea like in advance wars dc
- added Auto Capturing. Infantry Units that capture a building and didn't recieve a command this turn, will automatically continuing capturing the building.
- added option to only show battleanimations and skip all other animations
- added a victory rule allowing you to win if a certain amount of co units was lost by a player. Default this rule is set to infinite
- made what the normal ai builds changeable for a map
- added background image support for dialogs
- added map editor option to preload units to transporters
- improved path finding for ai against black hole buildings and aurora cannon
- added option to prioritize where the ai moves units during moves that are more than the current turn ahead
- reworked random weather generation. Random weather is always created at the start of a day and last for the day so all players have the same weather. Making it more balanced/fair than the Advanve Wars Version. If a CO like Olaf changes the weather during the day "God damn Olaf why?". After the end of the effect e.g 2 days later the weather returns to the weather at the start of the day Olaf changed it. Giving each player in most cases the same amount of turns with the same modifications...
- added weather forcast you can turn this feature of during the rule settings if turned on the game shows the weather for the next days on the right info bar.
- highly increased ai speed by reducing the complexity, js-calls in the a-star search algorithm
- added the Darc Matter Leader Yukio to the game
- reworked oxygine resulting in a removed SDL and third party 32 bit dependencies. CoW can now be build as a 64-Bit Exe and is easier to be maintained in the future
- added Oil Rigs to the game. They give you 3 times the funds of a town like mines and can only be placed on sea tiles.
- give black boats the option to capture buildings so they can capture Oil Rigs
- improved the option to edit when the ai uses co powers take a look at the general/co.js scripts and co's like eagle. If you wanna improve when the ai uses a co power of your custom co's or the default for the co's.
- added cool borders to the weather and co faces on the right info bar.
- added new cool beach tiles
- added dived submarine battle sprites. Thx Fairy for your work here
- reworked co-selection it's now a lot cooler than alphabetical order...
- reworked ingame menu positioning and layout for multiple rows and made row count editable
- fixed sound system replaying the same sound at the same time creating weird sound effects.
- fixed ingame game info about units lost
- fixed minor visual ui bugs
- fixed a bug which prevents the AI from using COP or SCOP for the second CO.
- fixed a bug crashing the game when loading a game with a unit that has a multi-turn action active
- fixed unloading algo for infantry units for normal ai
- fixed a visual bug for co and unit bannlist
- fixed and improved how and what the normal ai builds. Several fixes for the scoring function
- fixed co power usage when a second co is active and fixed a deadlock for the ai using super co powers.
- fixed a bug allowing only Multiplayer-Games to be played without mods. Now you can play with your Mods or the Commander Wars ones against anyone with the same mods.
Released get it here Beta 7
- swapped weather icons. Thx Guradian Tempest
- added seperate value for changing the battle animation speed
- reworked the scaling function used to calculate the animation speed to be more linear.
- moved co banners to the game resource folder to make them moddable.
- changed tag search to only return tag entries on the wiki page
- changed buildlists to be default all avaible unless you changed them in the editor
- added better ip-info for multiplayer games
- more maps
- added more detailed mod description
- added fill cursor for the map editor
- massive image upgrade improving the quality of most sprites of units and buildings by miles.
- made ai attacking terrain editable
- added co bann lists. Applies to random co selection
- made ai decision trees moddable by beeing able to add more data to the predefined setup. Mainly useful for custom co's you wanna add
- added damage info text when attacking a unit with battleanimations turned off
- added watermines
- highly reduced sea unit costs. They can't move are always stealthed and explode when an enemy unit is close to them at the start of a turn
- changed cannonboat to be unable to transport unit and place watermines instead
- made transport planes to only unload units when it's on a street or airport. Credits go to Fairy here.
- added a empty co's for each faction so you can play with different army art styles. Credtis go to Fairy here.
- fixed road movement costs during snow
- fixed a script variable bug returning floats as int rendering sanjuro's D2D kinda useless.
- fixed a game crash when joining a co unit or to a co unit
- fixed a game crash when only one co is present with co-units
- fixed unit models shown for hidden units
- fixed unloading units in some rare scenarios. Thx XnKradst
- fixed weird battle animation impact with Sabaki healing against indirect units
- added several nullptr checks to make the game more stabke
- fixed several minor ui bugs
Get the release from here
- enhanced audio control to specifify start and end points for looping audio
- added mouse wheel scrolling support to several windows.
- added mouse go back support when clicking outside of the ingame action menu
- improved mouse and key input
- added ingame wiki
- Fog of War System has been extended and no works like in Advance Wars DC\DoR this means fields that get seen during movement or were seen at the start of a movement are visible for your whole turn.
- added and improved some editor options.
- added copy and paste option
- addded undo and redo option
- added current cursor size as a cursor on the map
- added battle animations Battleanimation Documentation
- changed default random weather distribution (Sun has now a higher chance to appear compared to all other weathers as default)
- Scripteditor
- Conditions
- added condition for when a unit gets destroyed
- added condition for when a building gets destroyed
- added condition for when a building gets captured
- added condition for when a player is defeated
- added condition for when a player kills a certain amount of units
- added condition for when a player owns a certain amount of buildings
- Events
- added event for increasing a players funds
- added event for gaining or loosing power bar stars
- added event for changing the weather
- added event for changing the buildlist of a player
- Conditions
- added surrender option to game
- added confirm screen before exiting a game
- added delete unit option to the ingame menu's
- added gates to the game buildings which can be destroyed and only passed by allied units. Very Cool for some more map design options
- balanced julia removed global effect of equal damage independend of hp. Activates on cop/scop globally.
- custom co styling style a co the way you want
- fixed a memory leak during fog of war
- fixed game crashing when the ai captures a hq
- fixed map editor not clearing units when loading/changing a map
- fixed fighter damage table link
- fixed a bug happening with 0 fuel leading to infinite movement range
- fixed a bug which refills air/sea units fuel instead of destroying them
- fixed loaded units not beeing visible after loading a savegame.
- fixed a bug making buildings not placeable on snow and desert
- fixed that ai doesn't consum fuel for movements. xD
- minor visual pixel fixes
- fixed that piperunners could'nt move over pipestations.
- fixed the weather duration after a player got defeated -> same weather was too long.
- fixed that rockets can't be loaded onto landers or transport planes
- fixed vision share between allied players
- fixed ammo usage when attacking buildings or terrains
- fixed of not beeing able to place plasma on sea tiles changed spawning of terrain when plasma gets destroyed
Get the release from here
- added CO Varlot: He reduces income from captured buildings (only own infantries). COP: Increased Capture rate and gets some enemy income. SCOP: Troops get healed enemies pay for it and overhealing increases the firepower.
- added CO Amy: Her hovercrafts are extremly powerfull and reaf costs are reduced to 1. COP Increased firepower for hovercrafts and increased movement range and reduced hovercraft costs. SCOP Her defense raises and during attacks her units are pretty much invincible.
- added CO Xavier: Units get max luck on low HP. COP His troops deal increased luck damage. SCOP His troops get firepower for each friendly unit nearby the unit that gets attacked.
- added terrain types snow and desert. Snow tiles have higher movement costs while desert tiles reduce the firerange of units. So take care where you fight. ;)
- added option to add victory score limits for calculation in the editor. Now you can say what time you need for an optimal score. If you enter nothing the game will auto calculate those limits based on the map size.
- refactored some units (Black Boat, Black Bomb, Cannonboat) -> reduced movement points, or reduced explosion effect
- refactored infantry reduced cost but enhanced damage taken by all units to avoid spaming them
- moved end turn and swap co's option to the bottom of the menu instead of the first entry
- removed move arrow from already moved units to avoid confusion
- replaced Advance Wars DC Unit sprites with Advance Wars DS ones for the core also replaced all other 2/3 sprites with the zommed out ones of Advance Wars DC
- added a pure visual mod to bring back the removed 2/3 unit sprites if you love those more.
- improved unloading menu for units. You should do nearly no input now compared to the current solution.
- reworked damage and movementtable design making it way easier to add and mod in units. Also allows mods which add units to be combined instead of being exclusive.
- sweet ingame information about terrains and units
- fixed lacky mouse -> some forward propagation was a little bit to much
- fixed some handling in the item menu. visual and key port -> removed mouse locking
- fixed a bug which allowed human players to buy too expensive units.
- fixed an army namings bug in the player script resulting in unloaded HQ's in the editor.
- fixed fog of war handling with buildings and animations -> must be neutral when hidden.
- fixed how fire work as well as radars. -> space for a new building for increased unit vision xD
- fixed an issue in the option menu not giving the correct default for screen mode
- fixed an issue which made savegames broken when ending a turn. You can use those savegames now. :)
- fixed where the mouse cursor appears after a command requires you to select a field.
- fixed/enhanced multi lined dialogs -> next step just finishes lines in fractions of two instead of the complete dialog. The dialog also pauses each two lines of text. :)
- fixed priority of the action menu it's now on top of all ui's during game -> the menu doesn't scale with the map zoom level anymore.
- added auto scrolling of the map to the game
- fixed fonds to funds
- reduced animation speed for idle units and buildings
- fixed sea sprite
- fixed tutorial typos. Thx Koopanique for doing that
- moved units in front of buildings which overlaped to the top terrain -> making them more visible
- updated the Infrastrucure Wiki
- changed all text inputs to html style. So now you can mess around with multi colored text in descriptions.
Get the release from here
- CO Alexis: Her buildings can repair units around them. Her COP gives her buildings another healing boost and increases firepower. Her Scop additionally deals damage around buildings and heals her and gives firepower.
- CO Rattigan: He gets offensive bonus against multiple units. His COP gets movement points and increases his attack bonus against multiple units. His SCOP deals 1Hp damage and furt+her more increases his day to day.
- CO Cassidy: She deals more damage against units wiht less hp than her own. COP increases the effect while SCOP deals 1HP damage and further more increases the damage boost.
- CO IK-486-B7: His direct units can deal indirect attacks with reduced firepower if they don't move. His COP increases the indirect firerange when not moving and raises his defensive. His SCOP is basically an upgraded COP.
- CO Adam: Units get Defensive when destroying enemies and loose additional firepower for hp lost. His COP increases movement range and firepower and he gets a bonus offensive when he destroys an enemy for the next attack. His SCOP gives him more firepower and he can move a unit again if it destroys an enemy however the firepower of that unit sinks and the next unit which attacks gets an additional firepower bonus for this turn.
- adding a normal ai to the game. The normal ai is consistenly beating the very easy ai on semi even maps. So have fun with a stronger challenge. Most time of this release have been spent here.
- Advance Wars DS CO-Mod. Please report any wrong values for offensive or deffensive for the aw ds co's. 👍
- upgraded the modding system so you can reuse code of the original game without copying it. Should have been done earlier :(
- added screen support down to 800 / 600 with some downsides on perfect useability.
- added scrolling buttons/area to the map editor for terrain/ building / unit selection which exceed the sidebar area.
- added building of temporary harbours and airports with apc's
- removed transporting of motorbikes from t-helis and apc's.
- reworked global effects of co's removed buffs from all co's which don't have a negativ effect like max. Buffs are still active inside the co-zone.
- added an Advance Wars By Web Map Importer. Export a Map from Advance Wars by Wep into a text file as described there. Than open the map with the import aw by web button in Commander Wars. Note since Commander Wars follows the more strict rules of the original Advance Wars Game for placing terrains like reafs or pipeline welds some maps may differ from the orginal version on advance wars by wep page since those terrains will be replaced with plains or a sea tile. -> Save the map and have fun playing Commander Wars with your most loved Advance Wars By Web Maps.
- added large unit sprites for the advance wars ds factions to the lower right info screen. Enjoy the classic unit sprites. Note not all are perfected created -> i'm happily accept sprites for them.
- Advance Wars 2 Normal Campaign Play them inside Commander Wars and enjoy the campaign one more time. Flak Attack Video
- added Advance Wars 1 Normal Campaign. Can you get to The Final Battle vs Sturm?
- predefined build lists for the different advance wars games added
- labors can now produce ooziums nay the blob begin
- added round timer to the game
- added rule selection to map editor
- added increasing co-power costs to the game
- Ingame Script Editor Sidenote: This editor will never allow you to do everything possible when writing an actual javascript but it. But it allows none programmers to add basic scripts to the game. New Events and Conditions will be added when requested via the Issues/Feature-Tracker
- fixed a bug with the co information screen during a game when a player had no co's -> crashes the game cause of a nullptr
- fixed a bug for smaller screens than 1152 / 768 which crush the optionmenu
- piperunners were not attackable. Added damage tables to all mods and the core game. Whooops
- fixed movement costs for temporary buildings from infinite to 1 xD
- fixed a bug in the path finding system for units leaving to less movement than actually possible.
- fixed cannon boats not able to load infantries like in advance wars darc conflict
- fog of war fix for air units
- and a lot more
Released
- CO-Zone incoming here are the new CO's for Beta Release 3 mostly all Advance Wars Darc Conflict CO's: Caulder(DM), Tabitha(DM), Penny(DM), Will(AC), Lin(AC), Brenner(AC), Isabella(AC), Greyfield(TI), Waylon(TI), Tasha(BD), Gage(BD), Forsythe(BD), Meiyo(GS), Mary (AC), Nana(PF), Mina(PF), Julia(DM), Aira(PF)
- Sidenote the Advance Wars DC CO's have been slightly changed mainly getting a COP and a SCOP check them out.
- Penny got a nice SCOP giving her a couple of buffs depending on the new weather.
- Caulder got a COP and SCOP and his units get an offensive debuff outside his CO-Range.
- Forsythe got a COP and SCOP
- You don't like to have a unit in the game or want to create a challenge by disabling strong units or you want to to forbid the ai to build certain units to improve how it plays a map. You can do that with the build list feature.
- What does this CO again? How strong are his units and what the hack does his CO-Power or Superpower do?
Here comes the answer with the CO-Info Dialog avaible during CO-Selection and Ingame play.
Note: The data for units is always based on beeing in the CO-Zone of this CO. The Units may be way weaker outside the zone.
- Enabled Unit Modification in the Map editor.
- Added predefined unit AI-behaviour. These behaviours override the normal actions the ai would give those units The following options will be avaible
- Normal the AI has full control over the unit
- Offensive the unit will move to the nearest target and will attack it.
- Defensive the unit will only attack if a unit comes in fire range. It will move to the target location and attack the enemy else it will guard it's current position
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Hold the unit will never move or leave it's position but it will attack units that come in fire range.
- Added Animation Options to Optionmenue -> implemented an animation speed as well you can go up to 100 times faster animations which basically equals animations off.
- ai now supports oozium movements
- ai now supports black bomb movements
- air craft carriers can now produce waterplanes
- you can now modify players in the editor. The option can be found under editor commands
- added Author and Description Field to the map editor and the map selection menu
- We also got some news from the modding front. The new beta release will ship with a Advance Wars Dual Strike unit mod. This mod changes unit costs, movements, fuel, ammo, damage etc. to Advance Wars Dual Strike.
- Added Advance Wars 1, Advance Wars 2 campaign maps (without scripts) and Wor Room Maps to the build.
- Key support added. You can now play Commander Wars using your keyboard. Check out the ini-file for more details or the option menu to change them with out knowing those god damn sdl key codes. Note Not all Keys are supported cause i'm to lazy to write a translation for all keys in the settingskey object.
- added Gamescripts to the engine take a look at the Game Script Documentation
- added victory rule capture race. The first player capturing the given number of buildings wins. ;)
- added auto end turn option to the game. Disabled by default. Enable it in the option menu.
- When do i win this map again? Wonder no longer i added a victory rule information dialog, which shows you all active victory conditions and the current progress for them.
- added save and exit button to the top of the game menu allowing you to save or leave the game at any time :)
- You want to play Commander Wars but don't want to create a Map? Worry no more Commander Wars adds a random map generator check it out and play awesome random maps
Select the generation options. Note same settings with the same seed will always generate the same random map. ;)
An example:
- i didn't test all import functionalaty so please report any bugs you may find with the import-functions.
- added import support for *.aws maps created with AWSMapEditor by Joao Pedro S. Francese. The Tool can be downloaded here AWS-Map Editor
- added import for *.aw4-maps created with the Advance Wars DC\DorR map editor created by St Johnston (according to my old CoW-Code). I couldn't find a link to the tool, but if you still have the editor or some files you can import the maps to Commander Wars.
- For old Commander Wars Maps you can export them to the .txt Format and Import them in this Commander Wars Version.
- selecting the second co always changed the first co -> only random co was selectable here :(
- minor or major ai improvements mainly updated the files for decision tree generation to fix some inputs which resulted in the ai building nothing.
- fixed an ai bug with conrad not attacking units. Due to virtual damage calculation leeading to negative damage with his excact damage passive.
- fixed a bug which lead the ai to don't finish off units with nearly no hp after CO-Powers like Hawke or Sturm.
- fixed a bug which calculated the defense of a unit based on the attacker position instead of the defender position for co-unit buffs.
- fixed a bug which only allowed you to select income modifiers of natural numbers instead of floating one's. Whoops.
- fixed a bug for co-units which did treat the co-unit to be outside the co-zone when moving and attacking with the co unit
- fixed ai priority system for finding targets that aren't reachable this turn.
Release Coming is online and can be found here: Commander Wars Beta 2
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New CO's Sonja, Napoleon, Roboandy, Epoch, Sophie, Sabaki, Peter, Melanthe, Graves, Minamoto, Zandra, Ozzy, Smitan
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Very Easy AI -> can build units, attack, caputure, use powers, build co units, use transporters and use some black hole buildings. On top of that it can be modified by changing the aidata in the resource folder -> see CoW Decision Trees Note: Playing vs the AI the first time requires some seconds before the game start due to learning the decision tree the first time. Afterwards it's loading the learned tree unless you modifiy the training data.
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Black Hole Buildings + Volcan

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Cool Ingame Info Bar
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Containing a Minimap
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Player Stats and Weather
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Unit and Terrain Stats

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Option Menue
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Enabling and disabling Mods Ingame and 2 Mods for demonstrating. How to Mod Commander Wars
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Advance Wars Darc Conflict Damage Mod which changes Cow Damage Table to AW DC table

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Advance Wars 2 Sprite Mod -> changing back to the sweet nice old AW 2 sprites we all love

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A nice option menue for modifying some ingame options -> please tell me options you're missing and i may plan them in into one of the feature releases

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And a sweet credits menue for those who did some stuff for the game and for the upcoming one's

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Enhanced CO Selection with more Intel about the CO

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co dialogues

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co power animation

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some one told me getting no rewards for playing is boring so here we go and get a victory screen with some game intel A those graphs look beautiful
And if you win you get even more... Okay also if you loose...

E-Mail-Contact: commanderwars@gmx.de ask for help here. :)