Well, if everything that's in advance wars is in, it should be good enough. One thing that might be handy is to have some form of trigger that will allow you to create a conversation regardless of what's currently going on. that would allow things like capturing maps in campaign, or perhaps having some form of gloating once you destroy a key enemy unit.
Edit: i managed to break one of my CO's somehow. he was working properly, but not anymore. The idea is that he damages his own units at the end of his CO, i did this by using a activator in the preturn code in the scenemap, like this:
def phase_preturn
# ////////////////////////////////////////////////////////////
# // Reset values (turn off powers, weather, music, graphics
# ////////////////////////////////////////////////////////////
if @preturn == 1
# Do not process preturn phase until wait timer finishes
return if @wait > 0
############################################################
if @player_turn.officer.scop == true
@player_turn.officer.Core_Overclock_endscop
end
############################################################
# Disable the units that have a disabled flag
@player_turn.units.each{|u|
if u.disabled
u.acted = true
u.disabled = false
end
}
# Play the player's CO theme music
$game_system.bgm_play(@player_turn.officer.name)
# Turn off COP and SCOP flags
@player_turn.officer.cop = false
@player_turn.officer.scop = false
which links to this in the officer class:
def Core_Overclock_endscop
if @Core_overclock_penalty == true
(@army.units).each{|unit|
unit.injure(8, true, false, true)
}
end
end
with @Core_overclock_penalty being a legitimate extra:
def initialize(army)
@name = ""
@cop = false
@scop = false
@cop_name = ""
@scop_name = ""
@description = []
@cop_stars = 0.0
@scop_stars = 0.0
@army = army
# Define bonus effects that COs may have
@repair = 2
@income_multiplier = 1
@cost_multiplier = 1.0
@no_snow_penalty, @no_PoisonGas_penalty, @no_rain_penalty, @no_sand_penalty = false, false, false, false
@build_on_cities = false
@perfect_movement = false
@pierce_fow = false
@last_stand = false
@APC_repair = false
@Core_overclock_penalty = false
@reconcapture = false
@gain_dmg_as_HP = false
end
and the CO in question having it as "true"
Any ideas what's gone wrong?
Also, i just noticed now for some reason, but why is the daily fuel depletion carried out before the fuel resupply? this would cause aircraft to crash even if they reached an airport. Repair and resupply is a bit wonky in general. I had a match today using teamviewer, and am going to see if i can somehow share the recording with you. you'll notice one stupid oversight in my CO and a lot of wonky/not-activating repairs.Repairs are probably fixed in your version, i don't really remember. Still was a fun match though.