I made an account just so I could participate in this thread. I've been playing around with this a lot, and wanted to share my findings.
I'm very inexperienced with Ruby, so bear with me.
First, a few bugs:
- Joining 2 units when FOW is on crashes the game. There's some code in Spriteset_Map's update_fow method which looks like this:
$scene.player_turn.units.each{|unit|
next if unit.loaded
sight = $scene.calc_pos(unit, "vision")
around = $game_map.get_spaces_in_area(unit.x, unit.y)
sight.each{
...
}
}
Apparently, both to-be joined units are still present in the units array, one of which is now nil. It tries to check unit.loaded, but can't.
On my end, I simply added a unit.nil? check on the 'next if' line to prevent this, but it might be cleaner to have the 'joined up' unit removed from the array sooner. Don't know how plausible this is, though.
- When using a vision-increasing power, the FOW isn't updated until after you move or attack. I simply added a call to $spriteset.update_fow to the use_(s)cop methods to fix it.
Right. Aside from that, I've been training some new recruits who decided to show up:
I think I've given them some interesting abilities.
Check out Lin's hax intel skills!: ShowHide Forsythe only has a normal CO Power!: ShowHide Tasha's air units break the almighty 9 ammo barrier!: ShowHide I'll leave all CO summaries here in case someone's interested.
################################################################################
# Class Will
# Army: Orange Star Power Bar: x x x X X X
#
# - 110/100 Direct Ground Units
# - 100/90 Indirect Ground Units
#
# Power: Rally Cry
# - Direct ground units gain +1 movement
# - All units gain +2 offense for each unit Will has (max. 40)
#
# Super Power: New Era
# - Direct ground units gain +2 movement
# - All units gain +3 offense (max. 80) and +1 defense for each unit Will has
#
################################################################################
################################################################################
# Class Brenner
# Army: Orange Star Power Bar: x x X X X
#
# - All units who gain terrain defense gain +1 terrain star
#
# Power: Reinforce
# - 100/130 Units
#
# Super Power: Lifeline
# - 100/130 Units
# - All units are healed 3 HP
#
################################################################################
################################################################################
# Class Lin
# Army: Orange Star Power Bar: x x X X X X
#
# - All cities are visible to Lin in Fog of War
#
# Power: Scout
# - Makes all spaces bordering cities visible to Lin (including woods and reefs)
# - Recons gain +1 movement
# - 130/130 Recons
#
# Super Power: Night Vision
# - Makes all spaces bordering cities visible to Lin (including woods and reefs)
# - Recons gain +2 movement
# - Gives all units +10 offense and defense for each space of vision they have
#
################################################################################
################################################################################
# Class Isabella
# Army: Orange Star Power Bar: x x x X X X X
#
# - 50% chance to not spend primary weapon ammo when firing
# - Primary weapons +10% firepower
# - Secondary weapons -20% firepower
#
# Power: Deep Strike
# - Units will not use primary weapon ammo this turn
# - Primary weapons +10% additional firepower
# - Deals 1 damage to all enemy units on deployable properties
#
# Super Power: Overlord
# - Units will not use primary weapon ammo this turn
# - Primary weapons +20% additional firepower
# - All units gain +1 movement and +1 vision
# - All indirect units gain +1 range
#
################################################################################
################################################################################
# Class Tasha
# Army: Blue Moon Power Bar: x x x X X X
#
# - 120/90 Air Units
# - Air units carry +3 ammo
#
# Power: Fox One
# - Air units gain +1 movement
# - All units gain +10 offense for each HP lost
#
# Super Power: Sonic Boom
# - Air units gain +2 movement
# - All units gain +20 offense for each HP lost
#
################################################################################
################################################################################
# Class Gage
# Army: Blue Moon Power Bar: x x x X X X
#
# - 120/120 Indirect and Naval Units
# - 85/100 Direct Air Units and Direct Vehicles
#
# Power: Long Shot
# - Indirect units gain +1 range
# - Indirect units' vision becomes equal to their maximum range
#
# Super Power: Long Barrel
# - Indirect units gain +1 range
# - Indirect units' vision becomes equal to their maximum range
# - All indirect units that have carried out an action may move again
#
################################################################################
################################################################################
# Class Forsythe
# Army: Blue Moon Power Bar: x x x x
#
# - 110/110 Units
# - No Super Power
#
# Power: Inspiration
# - 130/130 Units
# - Units with more than 1 HP are able to survive fatal hits with 1 HP
#
# Super Power: None
#
################################################################################
################################################################################
# Class Waylon
# Army: Green Earth Power Bar: x x x X X X X
#
# - 100/130 Air Units
# - 100/80 Vehicle and Naval Units
# - Units are unaffected by sand
#
# Power: Wingman
# - 100/220 Air Units
# - Air units are resupplied
#
# Super Power: Bad Company
# - 130/410 Air Units
# - Air units are resupplied
# - Opponents' properties are made unable to repair HP
#
################################################################################
################################################################################
# Class Greyfield
# Army: Green Earth Power Bar: x x X X X X X
#
# - 100/120 Naval Units and Copters
# - Naval units have 99 max fuel
# - 90/100 Vehicles
#
# Power: Supply Chain
# - All units are resupplied
# - APCs gain +2 movement
#
# Super Power: High Command
# - All units are resupplied
# - APCs gain +2 movement
# - Naval units gain +1 movement
# - Naval indirect units gain +1 range
# - Unit costs are lowered by 20%
# - Enemy units lose 25% of their ammo and fuel
#
################################################################################
################################################################################
# Class Penny
# Army: Yellow Comet Power Bar: x x x X X X X
#
# - Units are unaffected by weather
#
# Power: Enigma
# - Summons random weather for 1 turn
# - Makes a random ground unit appear on Penny's HQ (if it's unoccupied)
#
# Super Power: Stormfront
# - Summons random weather for 3 turns
# - Reduces HP of 3 random units of each enemy army to 1
#
################################################################################
################################################################################
# Class Tabitha
# Army: Yellow Comet Power Bar: x x x x x X X X
#
# - 110/100 Units
# - The charge rate of her Power Bar starts off lower than normal
# and decreases more quickly
#
# Power: Firestorm
# - Deals 3 damage to all enemy units
# - Deals 1 damage to all of Tabitha's units
#
# Super Power: Apocalypse
# - Drops 5 bombs on enemy units. Each bomb deals 4 damage and has a radius of 1.
#
################################################################################
################################################################################
# Class Caulder
# Army: Yellow Comet Power Bar: X X X X X X X X
#
# - 120/120 Units
# - Can repair up to 5 HP at the start of each turn
# - When 2 units are joined, the resulting unit gains 2 extra HP
#
# Super Power: Grand Mutation
# - Direct units are able to attack at range (2)
# - Newly built units are immediately able to move
# - All units heal 2 HP
#
################################################################################
I didn't playtest these guys for balance much yet, so there's probably some issues there.
And yes, I went nuts with Caulder.