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The aim of this project is to create an Advance Wars Clone with a lot of additions customizations and modding support. For Contact Inforamtion see the wiki page. Take a view on the game.

Home Page: https://github.com/Robosturm/Commander_Wars/releases

License: GNU Lesser General Public License v3.0

CMake 0.65% C++ 49.93% JavaScript 39.77% GLSL 0.02% C 9.63%
advance-wars game engine game-engine turn-based-strategy turn-based multiplayer-game singleplayer-game

commander_wars's Introduction

Commander Wars

The aim of this project is to create an Advance Wars Clone. For contact information see the wiki page

The project is separated in three parts.

  • The core engine written in C++ using oxygine as a render and input engine and qt as an interpreter, language support etc. framework
  • The resources folder containing the javascript default data and images and sounds or music
  • The mods folder containing mods for the core engine
  • refer to the wiki page for more information about the game and its features
  • Commander Wars Wiki

If you need help with modding or have a question concerning the game contact me! E-Mail-Contact: [email protected] ask for help here. :)

Latest Release is Beta 37 which can be found here: Beta-Release-37

Commander Wars is also available at the following repositories:

Packaging status

Videos of the game can be found on Youtube

Build Status

build result

commander_wars's People

Contributors

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commander_wars's Issues

Graphs at the end of a game draws too fast

Is your feature request related to a problem? Please describe.
When a game ends, graphs are displayed. These graphs draws very fast, so fast I don't have time to appreciate it, and I must go back using the buttons at the bottom of the screen to actually see the curves.

Describe the solution you'd like
Graphs could be drawing several times slower. If it takes too much time, the player could maybe press the left mouse button to auto-complete the graphs.

Additional context
In the option menu, I've set animation speed at 15 (out of 100). Maybe it has something to do with it?

Transported units aren't visible in a loaded game

Not sure if this is already known, but...

Describe the bug
When continuing from a saved game, units that are currently carried by another unit (APCs, T-copters, Landers, etc.) are completely invisible when they're unloaded. They're clearly still there and perfectly functional gameplay-wise, and if they took damage their HP is still displayed, but their sprites are completely invisible. While it's only a graphical bug with no real impact on the gameplay, I might not notice such units from the AI and thus leave my units open to their attacks. I may also forget to move my own invisible units too.

To Reproduce
Simply deploy an infantry unit and an APC, then load the infantry in the APC. Save the game, exit, and reload the game, then unload the infantry unit.

Additional context
It applies to any unloaded units, not just infantry, I can confirm that I had an invisible Neotank unloaded from a Lander at some point.

Air units Regain their fuel after they've ran out.

Describe the bug
When an Air unit runs out of fuel, it just regains all of it back on the next turn, without me doing anything.

To Reproduce
I tested the bug out by lowering an air unit's fuel in the level editor and then playing a few turns. There were no APCs or Black boats, I wasn't using any COs and the only buildings were two HQs.

Edit: According to my friend, there's a similar issue with all units where once they run out of fuel; they either regain all their fuel back and/or have drastically increased movement range. This has happened to me too as well although I haven't tried reproducing it.

Some infantry units become invisible

Describe the bug
For some reason some infantry units become invisible when unloaded. So far it happened once with me when I unloaded an infantry from a transport helicopter. It was still possible to capture with it. Also happens with AI players.

To Reproduce
1 - Load infantry on transport vehicle.
2 - unload it.
3 - It should be invisible.
Doesn't always happen.

Expected behavior
The unit shouldn't have become invisible.

Screenshots
image

Desktop (please complete the following information):

  • OS: Windows 10
  • Version 1903

Additional context
In this same turn, when Olaf captures the yellow HQ, the game crashes. Don't know if it's related. Should I open a new issue?

Player funds can go into the negatives

Describe the bug
Game doesn't try to stop the player from buying units he can't afford.

To Reproduce
What I've done was picked a 2-player map in the Singleplayer screen, although the bug could be done in another other kind of map with any other CO. When deploying units the player selects any one that's too expensive to afford.

Expected behavior
The player's funds go into the negative. This can be exploited to purchase expensive units as early as Turn 1.

Desktop (please complete the following information):

  • OS: Windows 7
  • Game Version: Beta Release 4

Additional context
From what little I've played the AI has yet to exploit this bug.

Suggestion: CO-exclusive units

Inspired by Sebastien Vakerics' fan designs for different units, I think there should be support for units that are exclusive to one or more COs. Maybe a variable that restricts a unit to being built by only specified COs, which could also be used to prohibit COs from building them.

Teammates Don't Share Vision

Describe the bug
When you set armies in the same team, they don't share the same vision.
For example, Army 1 has a recon but Army 2 isn't able to see what that recon sees, despite them both being set on the same team.

To Reproduce

  1. Go into any map, preferably one with more than 2 Players (P.S I tested this on a Custom Map, if that changes anything)
  2. Set two of the Armies to the same team and have Fog of War on (weather doesn't need to be rain)
  3. In-game, Build a recon then end your turn
  4. When the next Army in your team gets their turn, they aren't able to see what that recon sees. Although they can see each other's building

Screenshots
https://i.imgur.com/0zBQyqO.png

Additional context
If this is intentionally, then maybe there should be an option that allows you to choose between being able to share vision with your teammate or not, and maybe stated in the "CoW Custom Mechanics" page.
I'm aware that there's going to be an update to the Fog of War system in the next update, but it wasn't mentioned or at least it wasn't clear enough in regards to whether or not this bug was or will be fixed in it.

Crash when enemy AI captures another enemy AI's HQ

Describe the bug
When the enemy AI captures the HQ of another enemy AI, the game crashes.

Additional context
I was playing a 4-way free for all on Strong Land. This might be related to the crash about long games or a separate bug on its own.

Water animation doesn't loop correctly

Describe the bug
Water tiles are animated. More specifically, the light blue lines are animated.
But the animation doesn't loop smoothly and it make the movement of the water feel off, as when the animation is over, the light blue lines jumps instantly from one place to the other.

To Reproduce
Steps to reproduce the behavior:

  1. Go to a map with water. See the light blue lines in the water. Animation loops every 0.5 seconds or so.

Expected behavior
Water tiles animation should loop smoothly.
A solution could be to add the same sprites after the already existing ones, but in reverse, so that it creates a feeling of go-and-back in the water, like in the official games.

Desktop (please complete the following information):

  • OS: Windows 10
  • Version: Beta 4

Can't load Rockets to Landers/Transport Planes

Describe the bug
As the title says, the Rockets/Rocketthrower can't be loaded to Landers or Transport Planes. The cause of this is a typo ("ROCKETTRHOWER") present in both the lander.js and transportplane.js files. It's an easy fix and I was able to do it myself but I figured it's something that needs to be fixed for future releases, in case it hasn't already been fixed.

To Reproduce
Simply attempt to load Landers or Transport Planes with Rocketthrowers.

Unable to change CO on a Custom Made Map

Describe the bug
On levels that I made using the Map Editor, I'm unable to choose the opposing team's CO. Example: https://i.imgur.com/NWbtHhb.gif
(Trying this in the Map Editor doesn't work either unless you select the opposing team to a human player, then click back into the menu.)

To Reproduce

  1. Go into the Map Editor
  2. Editor Command>Edit Players
  3. Select a CO for an AI team, then close the window and head back into it.

If the CO getting locked for a team is intentional, it shouldn't be automatic. Instead, there should be an option as to whether or not you want to a lock a CO for that team.

Suggestion: More precise music controls

Is your feature request related to a problem? Please describe.
So far the music handling is relatively simple so far. Just play the track and loop when the file itself ends. However this could be jarring for soundtracks that aren't already intended to be looped (such as those with fade-outs like the custom CO themes).

Describe the solution you'd like
Provide the ability to register music files into soundtrack entries that have specified looping points (when the loop starts and ends). If no looping points are specified, the game will just play the sound file in its entirety.

Additional context
Another music feature that would be nice is script-based volume control, this would be most useful for cutscenes when other sound files would play (like dramatic count downs, voiced dialogue, or funny memes). There's also script-based override and soundtrack-swapping when this is a dramatic battle and Andy doesn't play his usual theme.

Animation of idle units could be slower

Is your feature request related to a problem? Please describe.
When ingame, idle units are animated (which I find awesome considering the number of different sprites for each units, both custom and from the original games).
But, animation for the idle units is very fast.
In the original Advance Wars games, the idle animations were far slower, and yet it still made the games felt alive without being cluttered by fidgeting soldiers :)

Describe the solution you'd like
Animations for idle units could be 2 times slower.

This is just something that tapped my eyes right off the bat when I first played Commander Wars a few days ago. I figured I'd mention it here!

Units are still hidden behind mountains

Describe the bug
Units and their HPs are still hidden behind mountains. I think it happens when reloading a savegame, but could be wrong.

To Reproduce
Steps to reproduce the behavior:

  1. Go to a map with mountains.
  2. Place a unit behind a mountain.
  3. If it displays correctly, save the game, then come back.
  4. The unit should be displaying incorrectly.

Expected behavior
Units and HPs should always be visible even behind mountains.

Screenshots
units_hidden

Desktop (please complete the following information):

  • OS: Windows 10
  • Version: Beta 5

Suggestion: The order in which mods are loaded, and one other minor issue

Hey there, sorry if this post is a little too long.
First off, I noticed the game loads mods in an order depending on a string stored in the .ini file, which in turn is generated based on the order the player selected them in the settings menu. I've already confirmed this using the console.
I think this probably isn't the best way to handle it because people might want to make mods that are dependent on another mod and need to ensure one's always loaded before the other. For example, let's say you made a mod that adds new COs to the game (it's probably bad practice to just add them directly to the resources folder), and let's say you also made a second optional mod that slightly changes your new COs (like the AW:DS COs mod), you obviously don't want the game to load the latter first or there'll be an error. It'll be referring to a CO that hasn't been defined yet.

I think one fairly simple solution to that is to have them loaded in alphabetical order. This way, modders can basically sort them in the intended order.

Speaking of alphabetical orders, another thing I wanted to bring up is that any new COs added by mods are always at the end in the CO selection and CO info screens when they should be sorted alphabetically with the others. I think I know why this is the case, and yes I know it isn't really that big of a deal, which is why I decided to mention it here instead of making another post about it. It does bother me more than it should though... maybe it looks disorganized? I think if custom content were meant to be added with mods, things like this should've been better organized. (Personally, due to name conflicts I'm tempted to replace/remove some existing COs that I rarely use, which will likely result in further disorganization if those are the only new COs to not be at the end as they appear where the old COs they replaced used to be.)

I understand it's because the game reads the contents in the resources folder first, and I have a feeling it's harder to fix than it sounds. Alternatively, maybe the alphabetical order can just be dropped completely for a more organized order? I mean, you'd expect some characters like the protagonists (Andy, Max and Sami) to appear first.

...or maybe I'm not supposed to add new COs with mods and I'm doing it all wrong. I just thought it'll be far easier to share custom content with friends if installing them didn't involve editing a bunch of files in the resources folder.

For some reason, AI favors Indirect Units heavily (artillery, artillerycraft), even when its COs are not profficient with indirect units

Is your feature request related to a problem? Please describe.
I don't really know what causes this, but in early game, AI tends to build indirect attack units (artillery and artillerycraft mainly) at the expense of other units like light tanks. Maybe because these are cheaper than tanks?

Screenshot
indirect_units

Describe the solution you'd like
I think that a more balanced production would be more fun for the player and more efficient for the AI.

Enemy captures visible in Fog of War

When the enemy AI captures a building, the capturing animation is visible in Fog of War, either caused by rain or in the Fog of War setting. This shouldn't be a thing, and just in case, the "enemy has captured a property" sound also shouldn't play.

Options Button Failure

Describe the bug
I open up the main menu and click options

To Reproduce
Steps to reproduce the behavior:

  1. Go to main menu
  2. Click on options button

Expected behavior
commander Wars.exe will stop working.

Screenshots
commander wars stop working

Desktop (please complete the following information):

  • OS: Windows 7

Suggestion: Yielding, Delete Units and Status Options In-Game.

There are some useful In-games options from the original Advance Wars games that are absent from this one. that I personally think should appear in the In-game "pause" menu.

1.) Yielding
Quite surprising that this isn't a choice in the In-Game menu yet. Ik there's an "Exit Game" option but all that does is just quit the game. Yielding however is where a team surrenders outright. In matches that contain more than 2 teams, a team could Yield which would remove them from the match, turn all their buildings into neutral ones and destroy al their units. And in 1v1 matches, yielding would allow you to end a game that already is pretty decided sooner, while still showing the victory screen.
Basically: A team that yields automatically makes them lose. (Also, there should probably a confirmation window that appears after clicking on yield, asking whether or not you really want to yield. )

2.) Delete Unit
I've had a few cases where I accidentally spawned in a unit that I didn't want and the only I could get rid of it is when it's destroyed. There should be an option that allows you to delete a unit entirely from your team that you don't want. (Note: You should only be allowed to delete units that have not been moved yet and you can only delete units from your own Army.)

3.) Status Menu
The other games have this, it's basically a menu that shows the status of the current match. Basically, it includes:

-The Number of Units each army has Produced
-The Number of Units each army has lost
-The Amount of Income each army receives at the start of each turn
-The Amount of Money each army currently has
-The Number of Bases each army has.
-The Number of Neutral bases left
All in the same window. However, this last one isn't really that important (I don't think).

4.) Exit Game Issue
This one isn't so much of a new feature suggestion as much as it is a change. Currently, you can choose to exit the game from the pause menu, however, it's awfully close to the "End Turn" button. I've had a few instances where I accidentally clicked on "Exit Game" when I was trying to end my turn instead. There are a few solutions to this:

  1. A Confirmation window asking whether or not you really want to Exit the game when you select it.
  2. Moving the Exit-Game button higher up in the in-game menu.
  3. Remove the "Exit-Game" option entirely from the In-Game Menu. As there's already a giant "Exit Game" button on the bottom of the screen
    ^^ This last one is a bit more of a request more than anything, it's not really something that really needs to be done.

P.S What I mean by "In-Game Menu" is basically the pause menu that pops up when you select a non-functioning tile in-game. (A tile that doesn't do anything else when you click on it)

In the menus, scrolling up/down with the mousewheel would be useful

Is your feature request related to a problem? Please describe.
In the menus, scrolling up/down with the mousewheel would be useful. Clicking on the elevator or the up/down arrows works, but it is slower than using the mousewheel.

Describe the solution you'd like
Being able to scroll up and down in the menus with the mousewheel.

Missing HQ Images

There are two or three faction color/designs that are missing HQ Images, so if you have a 16 player map, Those few factions don't have an HQ.

Version 5# Map Editor Unit Glitch and HQ Capture Crash

With the new update, some things felt a bit broken...
-With maps, when changing between maps through load map in the map editor, the units from the previous map will appear in the changed map. Along that is when you exit map editor and reenter the game crashes.
-When playing a game with multiple of players, if one of the players captures the HQ of another player and previous player has some buildings (not HQ) left, the game crashes. This makes it very hard to play any match with more than 2 players :(

Infantry, recon, tank, anti-air and probably other ground units as well as bomber cannot fire on artillerycraft units.

Describe the bug
Artillerycraft units are virtually invicible when facing ground units. AFAIK, no ground units can attack them, and bombers can't either. Not sure about other craft units (hovercraft, hover-anti-air, etc).

To Reproduce
Steps to reproduce the behavior:

  1. Go to any map with bases or artillerycraft.
  2. Wait for the AI to produce an artillerycraft.
  3. Try to attack it.

Expected behavior
Artillerycraft should be targetable by other ground units with anti-ground units weapons (tank canons, MGs, etc).

Desktop (please complete the following information):

  • OS: Windows 10
  • Version: Beta 5

Suggestion: A separate CO description for full profiles.

Is your feature request related to a problem? Please describe.
The CO descriptions you see when selecting a CO tends to be crowded, especially for those with complex abilities (namely Adam). For other COs, while their descriptions are fully visible it does clip at the bottom. On the other hand, some abilities aren't explained enough and could benefit from an expanded description tab (what does Amy mean by optimal level?). Granted, that might just be because of my screen resolution and might not be a bother for people with taller resolutions.

Describe the solution you'd like
A separate, possibly-optional string parameter that is only displayed when viewing the CO's profile in full.

Visual error when buying units via the keyboard

When buying units via the keyboard, the cursor will go down and out of bounds instead of moving onto the next page. At least the "invisible items" will correspond to the appropriate units.

image

AI deploys several CO-rank units

Describe the bug
AI deploys several CO-rank units, but as far as I know only 1 unit can be CO-rank at any time.

To Reproduce
Steps to reproduce the behavior:

  1. Go to any map with production buildings.
  2. Wait for the AI to make CO-rank units.

Expected behavior
Only 1 unit can be CO-rank at any time.

Screenshots
several_co_units

Desktop (please complete the following information):

  • OS: Windows 10
  • Version: Beta 5

"Wait" command cannot be selected with the "Confirm" key

Describe the bug
After moving a unit, the player can select the "Wait" command. However, when playing on keyboard, the "confirm" key doesn't select the "Wait" command.

To Reproduce
Steps to reproduce the behavior:

  1. Go to any map.
  2. Select one of your units with the "Confirm" key.
  3. Move your unit.
  4. Try to select the "Wait" command with the "Confirm" key.

Expected behavior
When pressing the "Confirm" key, the "Wait" command should be selected.

Desktop (please complete the following information):

  • OS: Windows 10
  • Version: Beta 5

Better wrapping of long dialog text

Is your feature request related to a problem? Please describe.
Long dialog texts will be hidden if you finish the dialog with more than two lines of text

Describe the solution you'd like
add a confirm option for every two lines of dialog.

Suggestion: holding the key rather than pressing it to see a unit field of movement/range

Is your feature request related to a problem? Please describe.
Currently, to see the movement range or firing range of a unit, the player has to press the left or right mouse button once to highlight the applicable tiles, then right-click to make the highlighting disappear.

Describe the solution you'd like
To reduce the number of clicks, I would suggest the solution employed by the original Advance Wars games: holding the key or the mouse button. While the key or the mouse button is held, the tiles are highlighted. When the key or the mouse button is released, the tiles are not highlighted anymore.

Crash Bug from long games

I am not sure what the cause of this is, but I have found it fun to set up matches of AI VS AI that I have left on when I went to bed to wake up and see "How did the match go? Who won? Is it still going?" ...and Recently, The latest release of this seems to crash at some point when the turns go for too long, or something, while I know previously I have seen game results for 89 "day" aka turn long games after they were done, so something is going on causing it to crash out now compared to previously....

Suggestion: Level & Script Editor Changes and Ideas

I've been messing around with the Level & Script editor a lot in this game, as it's really good. Although...I feel like there are somethings that could be added or changed to the Level editor that would improve it a lot. So, I figured I may as well dump them all here.

1.) Have a window that allows you to change between Snow, Desert, and Normal tiles.
https://i.imgur.com/lXbYpsx.png
Currently, the "weather" based tiles are all clumped together in the same menu. Which makes it rather confusing to navigate. So maybe have a window that allows you to choose between Desert, Normal and Snow tiles. Maybe even have it to where the window that shows the HQs and what not shows the different kind of terrain to choose from when in the terrain selection menu, and have the HQs appear when selecting units and Buildings.

2.) An undo button
Since there are different tools that allow you to place 4-13 tiles at once, I've had a few occasions where I forgot that I had the 13-tiles tool selected and I accidentally placed a giant Forest in the middle of the map I'm creating, so I have to recreate what I already had back manually. So I figured an undo tool which would allow you to undo what you just placed, reverting it back to how it was prior to the change would be nice. (It could also be useful for reverting other things. For example; you select the option to flip the map, then you can click the undo button to change the map back to how it was prior to the change.) And of course, there should also be a redo option which allows you to redo...what you undid.

3.) Have buildings replace the terrain you're trying to place it on.
Currently, you can only put buildings on Roads and Plains. (Can't even put em' on Desert or Snow plains either) However, in the original games, placing a City down on top of a Forest tile or Mountain tile will just replace that tile altogether. So...why not here? Maybe you could also have it to where when you place a building down on a Desert tile, the desert effects also apply to the building. (Same said for Snow tiles, although I don't know if that was your intent)

4.) An option to copy and paste a group of terrain
I understand that the Flip and Rotate options already allow for something like this, but I was thinking something of a much smaller scale, that allows you to copy a specific group of terrain and paste it somewhere else. (Example: https://i.imgur.com/mjPN1N8.png)

5.) Ability to copy and paste units with the same settings
The Level designer allows you to edit a unit's HP, Fuel, and Ammo. Although, you have to change each individually unit's settings manually. So maybe allow it so you can copy and paste a unit with those same exact settings? (For example, copying an infantry unit with 2 HP and whatnot will allow you to paste infantry units with the same settings)

6.) The Ability to check a terrain and unit's information in the Level Editor
You're already able to press "i" in-game to check a unit's and terrain's information, this feature would be even more useful in the Level Designer if available.

7.) A hotkey for deleting units
This is rather minor. Basically: Just a key that allows you to delete units in the Level Designer. (maybe even in-game too) I.E pressing D changes your setting to delete units.

Script Editor Suggestions:

8.) A Condition for; A Certain unit dying, A Building being Captured, a Building being destroyed, an army being eliminated, and a number of units being destroyed/a number of buildings being captured.
Basically:
Unit Dying = A Condition for when a specific unit dies
Building Captured = A Condition for when a specific building is captured
Building Destroyed = A Condition for when a building is destroyed (Crystals, Canon, Etc)
An Army Being Eliminated = For levels with more than 2 Teams
A Number of Units/Buildings Being Destroyed/Captured = For when a certain number of Units being destroyed or Buildings being captured is reached.

You may be able to combine the first 3 Listed here into one command, maybe like a "special objective" of sorts?

9.) Events of; Gaining access to a new unit, getting a specific amount of money, specific weather occurring, and an increase into your CO Meter.

Now I have a very vague understanding of how scripting works, so I'm totally okay if it turns out that some of these things are impossible to do. I'm just suggesting some ideas.

I greatly apologize for the long topic, although I felt like it was better than just making multiple separate topics for each thing. I understand the difficulties that come from coding things into a game, which is why I'm so hesitant about making Suggestion related topics. So, I will completely understand if something won't or cannot be added. Although, I've been messing around with the level editor a lot in this game and I figured these would truly be great additions to the level designer that would really increase the quality of life of it. Don't get me wrong though, the level designer is already amazing as it is. In fact, it wouldn't surprise me if some of these things are already in the game and I just missed it. (If so, I apologize). Let me know I wasn't clear enough on some things or if i just shouldn't have outright done something. (I believe I already have a habit of overexplaining things)

Thread for audio assets

Sorry for turning the bug tracker into a forum, you might want to unsuscribe from this to avoid e-mail spam. This is a thread for sounds like background music and sound effects.

As I've mentioned in this thread, I cannot loop Graves and Joey as their melodies are simply unloopable, plus many tracks sound like they fade too early and cut out half of the melody.

I've found an old credits page for Custom Wars and tracking down the original composers is going to be hard. So on that note let's discuss what other music we could find and use for COs.

Here's some music that could be used (all listed tracks are of undecided CO unless otherwise indicated).
Any Metall Army CO: Last Ditch Resistance (Metal Slug 5)
Formidable Guardians (remix by Jorge Fuentes)
Joey: Jazzhands (Cthulhu Saves the World)
Red Alert (remix by Mozzarrati)
Hard Fight (Valkyria Chronicles)
Minamoto: Fortune Night 2 (Freedom Planet) (Either this or Dragon Valley 2)
Larries Lament (Super Meat Boy)
Face to Face (Iji)
Graves: Dooway to Heaven (Castlevania Symphony of the Night)

So what do you guys think? I could hunt down more, I know a large variety of video games I could take from, I just don't have the time atm. Haven't even brought up any Touhou yet.

When the map is too big, the minimap doesn't display all the map

Describe the bug
When the map is too big, the minimap doesn't display the map in full.

To Reproduce

  1. Go to a big map (like 40x40 tiles).
  2. See the minimap.

Expected behavior
The minimap should probably display all the map.

Screenshots
minimap_partial_display

Desktop (please complete the following information):

  • OS: Windows 10
  • Version: Beta 5

Suggestion: closing the ingame menu by clicking anywhere else on the map

Is your feature request related to a problem? Please describe.
Currently, when playing with the mouse, to close the ingame menu, a right click is needed.

Describe the solution you'd like
An intuitive way of closing the ingame menu would be to click anywhere else on the map.
This is what the touch-screen controls did in the original DS AW games and also what Wargroove does, and maybe I'm biased because I'm used to this way of closing the ingame menu, but I would find this solution more intuitive. And of course closing the ingame menu with the right-click can still be kept.

AI not caring about fog of war

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Play against Grit in a map with lots of forests or something.

Expected behavior
Enemy indirect units target units hiding in woods even without visual confirmation.

Additional context
I found this bug watching two AI teams (Alexis+Ozzy vs Jess) duke it out in Long Road and notice Jess' AI somehow targeting the units hiding in the woods south of the HQ. Weather was set to Random. At the very least save this for a future "Hard AI" difficulty.

Thread for visual assets

This is a thread for the visual assets of Commander Wars, namely sprites and UI elements. Unsuscribing is recommended.

For an icebreaker question: For some factions, what are the inspirations behind their infantry sprites? I know Golden Sun looks like a Roman soldier (with their HQ looking like the Parthenon). Pink Frontier's infantry might be women with Aika's hairstyle from Valkyria Chronicles/Skies of Arcadia. I can tell Metall Army's group is composed of robots from the skin color.

Also, I think the weather tokens could be improved with further symbolization. Here are some MS Paint mockups, although better basic symbols could be taken from Google Images.
image

Fighters can attack ground units

Describe the bug
Fighter attack like anti tank cannons.

Expected behavior
Can only attack air units and deal way more damage to them.

Units carried by APC not set to wait mode

Normal Advance Wars behaviour is that units that end turn in a transport are set to wait mode - they're not able to act after being dropped.

Load a unit into an APC (e.g. in Cleanup), end turn, drop the unit next turn and you'll be able to use it.

Bug with how mods are loaded

Describe the bug
This is a bit complicated so try to follow, even though my wording could be bad:

I tried to create a new mod to change unit graphics. To this end, I created a new mod folder named "aw_ww2_units", with the proper mod.txt inside, filled correctly. Then in this mod folder I copied folders and subfolders for unit graphics, and I changed what I wanted to change (I modified some PNGs).

Then I went ingame. In the option menu, in the "Mods" pannel, I turned my mod on. But once ingame, the graphics used weren't those of my mod, but those of the normal game, in the regular resource folder.

I tested the Dark Conflict unit image mod pre-included, and it worked just fine.

To test things further, I replaced the graphics from the Dark Conflict Unit Image mod with my own graphics, and it works. I concluded something was wrong with my own mod.

But after several hours, I decided to just copy-paste the Dark Conflict Unit Image mod and use it as a base for my own mod. But it didn't work because when this new mod based on the DC Unit Image mod was turned on in the option, it continued using graphics from the original DC Unit Image mod.

So I get the feeling that there's an issue with how the mods are loaded; maybe they only use data from mods that were loaded before, so they're always one step behind the mod the user actually wants to use. But the DC Unit Image mod worked, so... I'm not sure.

So now what I'm planning to do is making a backup of the "resources" folder of Commander Wars and work directly in it, without bothering with the "mod" folder.

But this is too bad because it would be far more useful to have a working "mod" folder.

I hope I was clear enough in my explainations of what happened :/ It's a bit tough to describe clearly.

To Reproduce
Steps to reproduce the behavior:

  1. Create a new mod folder, complete with the "mod.txt" file filled in.
  2. In it, copy paste the original resources/images/units folder.
  3. Change some pngs.
  4. Go in game and try it.

Desktop (please complete the following information):

  • OS: Windows 10
  • Version: Beta 5

Piperunners cannot move on Pipestations

Describe the bug
There's a building in the game called "Pipestations" that has a description saying it can resupply and build pipe units, however, pipe units cannot move on it. And when you try to build a Piperunner from it, it disappears and you still lose the money.

To Reproduce
Place down a Pipestation and try moving pipe runners across it and try producing a Piperunner from it.

Once displayed, the Information window cannot be close by pressing the "Cancel" key

Describe the bug
We now have the option to display an information window by pressing the "i" key (by default).
However once the information window has been displayed, the only way to close it is to click on "ok" with the mouse. The "Cancel" key doesn't close it.

To Reproduce
Steps to reproduce the behavior:

  1. Go to any map.
  2. Click on the information window key ("i" by default).
  3. Try to close it with the "Cancel" key.

Expected behavior
The Information window should close when the "Cancel" key is pressed.

Desktop (please complete the following information):

  • OS: Windows 10
  • Version: Beta 5

Additional context
When playing on keyboard, having to pick up the mouse to close this window defeats the point.

Sequence of unit commands

Is your feature request related to a problem? Please describe.
Commanding a unit should feel like how it was in the games, at least visually. (For reference I'm playing through AW2 at the moment).

Describe the solution you'd like
When commanding a unit, the sequence would be: Selecting the unit ➡️ deciding where it goes ➡️ the unit moves (at least visually) ➡️ extra commands (wait, attack, capture, etc) ➡️ the unit is done. If the player presses B after the unit has moved (but before choosing any extra commands), the unit goes back to its original position like in the original games. At the very least this would enhance visual feedback when planning.

Auto-Scrolling of the map

Is your feature request related to a problem? Please describe.
Map should auto scroll when reaching the borders of the screen.

Describe the solution you'd like
Add keys to move the map.
Add auto-scrolling to the map in addition to that.

Suggestion: Encyclopedia/Codex

The game's pretty in-depth so far, although for some players it would be a bit overwhelming. I for one got a little confused at the new units and the CO unit system (because I've been playing AW2 recently). I also miss the "R" button to check out the units' stats occasionally.Perhaps there should be some kind of in-game database explaining the new units and structures. Perhaps you could also use it to elaborate on the various factions, as well as have more of a lore dump on the COs, both old and new, as well as some of the game mechanics that not everyone knows about.

Unnecessary submenus with APCs transporting infantry

Describe the bug
When dropping infantry from APCs, you have a submenu for the passenger which only consists of "Wait". An extra button press might not seem like much but it's a bit jarring compared to other units only having the Wait/Atk/Capture command waiting post-movement. On that note, perhaps put the passenger commands into the main post-movement menu instead of under the "Drop" submenu like in the games (especially if there's only one passenger). If a unit is somehow transporting a dozen or so passengers, just break the excess off into a new column instead of a submenu

Additional context
I'm not sure if the same applies to Landers and other transport units. Also, if this is meant to be intentional (for a CO who allows moving units after being transported), I think the fix should still be applied. When the unit is dropped off it just remains being ready for action, allowing players to shuffle their forces before moving the disembarked unit for greater tactical finesse.

Units behind HQs or tall terrains like mountains are hidden and thus their HPs cannot be seen

Describe the bug
Units standing behind tall terrains like mountains or HQs are hidden by said terrain, and thus their HPs cannot be seen, which hinders gameplay.

To Reproduce
Steps to reproduce the behavior:

  1. Go to a map featuring a HQ.
  2. Manage to have one of your units damaged (below 10 HPs so that HPs are displayed).
  3. Place your damaged unit behind your HQ. Also works with enemy units of course.

Expected behavior
HP should be seen through the terrain.

Screenshots
I'd like to post a screenshot, I made one and tried to paste it in Gimp but unfortunately it just pasted a white rectangle, not sure why. Couldn't use the snipping tool either because I was playing in fullscreen. Sorry!

Desktop (please complete the following information):

  • OS: Windows 10
  • Version: Beta 4

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