OMG YUSSSS TRAFFIC xD
It's great to actually see some actual Advance Wars players here! Thank you all for your continued support

QuoteOn the tournament style, i´m not even sure being first in turn gives an advantage, as most maps i played on the gameboy-ds were all even and symmetrical.
Hoho, you are missing the amazing community out there. First Turn Advantage (FTA) is a serious thing. There are many articles written about it that you can easily find with Google. Think about it...if there's a missile silo in the middle of the map, who's going to get to it first?
Quote- Joining 2 units when FOW is on crashes the game.
Yep, already been aware of that one. I'm reworking the whole "determine when to remove unit from army's units" thing right now.
Quote- 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.
Yeah, that's the current fix to this right now. I'll probably add some kind of check somewhere later. FOW is on the backburner for now. I only worked on it just to see if my idea of using two tilemaps was possible (which turns out it is). I'm pretty sure I also mentioned it on my release post that FOW is highly experimental right now, so it's advised to not use it for serious use yet.
And those CO additions are sweet

You also seem very knowledgeable with Ruby, so if you think you can implement something new, by all means, share it with me.
Quote1. You have said that in the original game there can be 4 teams. Is this possible to do so in the engine?
As Gears has pointed out, yep, it will be possible. Just not with the current beta version. It's also a bit tricky to setup since I have to be able to tell the map that there are 4 players, not 2 nor 3, playing on this map. I've resolved this by creating an event that takes in the map's properties through a Comment command. When I get around to making a Map-Builder, it'll be much easier to do this (not on the list of priorities though).
Quote3. I do not really understand how those special CO powers work.
After dealing a certain number of damage (or receiving a lot of damage), your CO Power Bar will fill up the stars at the top of the screen. These are the CO's "buff" so to speak that gives them an enhanced advantage for the day (or more if you code it that way). It's what I thought made the traditional Advance Wars much more fun--it gave each character a different play-style that was unique. They also add a level of strategy: do you want to use your power first or after the opponent? Should you use it to get rid of that powerhouse unit blocking your way or save it for when you can destroy half of your opponent's troops?
Quote4. Is it possible to create more buildings in engine? Different nations could have different troops?
Yeah, it should be possible, albeit, you will need to code that in yourself. I'll see if I can make that easier. The current way of determining what units you can build is kind of unconventional.