Advance Wars: Supremacy [NOT RECRUITING]
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Advance Wars: Supremacy [NOT RECRUITING]
Oddly enough, someone else also had this idea very recently. Anyway, I've been working on it (mostly planning and modeling) for about 6 months now. It is based on the popular TBS game for the Game Boy Advance and DS called Advance Wars.
Advance Wars: Supremacy (hereafter AWS) will accurately port this turn-based game into a Spring as a real-time strategy game. Units will have different movement speeds rather than different moves per turn, for instance.
The initial version of the mod will focus on the first two games in the series, both for the GBA.
The entirety of the mod will consist of only 19 units. There will also be a number of factions, representing the Commanding Officers (COs) from AW. For instance, Andy's units will have a very slow autorepair. Sami's infantry will be faster and tougher. Eagle's aircraft will be more powerful. Drake's ships will be more powerful. Grit's artillery will have a longer range... and so on.
What has made Advance Wars such an interesting franchise for many is the way that the game is not your average rock-paper-scissors TBS. Units have multiple roles and special abilities, while still maintaining a level of simplicity rarely seen in a modern game.
Resources in the game:
Money - all units will be bought using this. Repairing units will also cost money. You get cash by owning cities.
Second Resource - I haven't decided on whether there will be a second resource for fuel or something like that. This'd be very tricky... The Advance Wars games have traditionally only used cash as a resource and it's worked very well.
No ETA or screenshots at this point. Units will be S3O and feature mostly cel-shaded texturing and stylized units which will more closely resemble the original game.
Advance Wars: Supremacy (hereafter AWS) will accurately port this turn-based game into a Spring as a real-time strategy game. Units will have different movement speeds rather than different moves per turn, for instance.
The initial version of the mod will focus on the first two games in the series, both for the GBA.
The entirety of the mod will consist of only 19 units. There will also be a number of factions, representing the Commanding Officers (COs) from AW. For instance, Andy's units will have a very slow autorepair. Sami's infantry will be faster and tougher. Eagle's aircraft will be more powerful. Drake's ships will be more powerful. Grit's artillery will have a longer range... and so on.
What has made Advance Wars such an interesting franchise for many is the way that the game is not your average rock-paper-scissors TBS. Units have multiple roles and special abilities, while still maintaining a level of simplicity rarely seen in a modern game.
Resources in the game:
Money - all units will be bought using this. Repairing units will also cost money. You get cash by owning cities.
Second Resource - I haven't decided on whether there will be a second resource for fuel or something like that. This'd be very tricky... The Advance Wars games have traditionally only used cash as a resource and it's worked very well.
No ETA or screenshots at this point. Units will be S3O and feature mostly cel-shaded texturing and stylized units which will more closely resemble the original game.
Last edited by Caydr on 27 May 2007, 19:02, edited 1 time in total.
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Re: Advance Wars: Supremacy
how do you plan on cities? metal patches?
also, what units will you have? because there were more than 19 in the first game, and the other 2 added more...
also, what units will you have? because there were more than 19 in the first game, and the other 2 added more...
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- Posts: 501
- Joined: 18 May 2006, 21:19
well... there are 26 in the DS version! and the only one that isnt plausible is the piperunner... it would be cool to have a unit that moved on walls though!
so... that leaves 25 units. if you need the units not in the original (which you appear to be working with) PM me. or you can do a google search and get the answer quicker
you didnt answer my original question about cities...
also, will you have each CO's weakness? i.e., eagle's ships are weaker, drakes planes are weaker, etc.?
so... that leaves 25 units. if you need the units not in the original (which you appear to be working with) PM me. or you can do a google search and get the answer quicker

you didnt answer my original question about cities...
also, will you have each CO's weakness? i.e., eagle's ships are weaker, drakes planes are weaker, etc.?
- Mecha Sonic
- Posts: 162
- Joined: 17 Nov 2005, 04:01
No I dismissed it as stupid because you wanted someone else to invest their time because you wanted that.Mecha Sonic wrote:No...friggin...way. I posted this a little while ago and ya'll thought it was a stupid idea. So what, just cuz it was MY idea it was stupid? >_>
If you said, hey, I(as in you mechasonic) am making this mod I would have just said go for it.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
And has a large base of willing forum members willing to help him making it.Das Bruce wrote:Simply put, yes. Caydr also has the skill and manpower to create it.Mecha Sonic wrote:No...friggin...way. I posted this a little while ago and ya'll thought it was a stupid idea. So what, just cuz it was MY idea it was stupid? >_>
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
Cool.
I love the concept... my only complaint is that you're using Nintendo IP. Personally I'd love to see a "lots of simple, small factions" mod (I'd even make a faction or two for it - and yes, I'd have the humility to let other people balance/edit it to fit it into the game) but I'd hate to have it be encumbered by being a fanmod. The quasi-legal world of fanmods bothers me.
And yes, I can actually produce. I just finished my first spacefighter model in Blender:

Yes, it's unskinned, but it is skinmapped. Only problem is that I'm making it for a hobby game I'm working on and the gun is seperately skinned.
And yes, I can actually produce. I just finished my first spacefighter model in Blender:

Yes, it's unskinned, but it is skinmapped. Only problem is that I'm making it for a hobby game I'm working on and the gun is seperately skinned.
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
But... What about yellow comet? Sensei is my favorite! With his helicopters, and super-infantry, and super ability that spawns even more super-infantry!
I think that instead of making a separate faction for every CO, there should be 5 factions, one for each faction in AW. And make up their strenghths and weaknesses, without trying to mix those of their COs.
I think that instead of making a separate faction for every CO, there should be 5 factions, one for each faction in AW. And make up their strenghths and weaknesses, without trying to mix those of their COs.
i think that it would be better with those guys as it should be possible to balance and their abilities might not need m4d script h4x
i mean you have repair for andy, easy to implement
then you have lash's, simply make custom advance wars maps and make sure she gets boosts from using units on certain terrain (hard, but imagine scripting eagles when even .give desyncs game!) i mean speed boosts are already implemented, surely getting it to give armour and damage boosts isn't that much coding
Grit, Arty are superior
Eagle, Aircraft are superior
Obviously im not talking about CO powers but getting the feel of the CO's and how they play (atm scripting for CO powers is impossible as spring as a RTS engine is fairly TA orientated)
i mean you have repair for andy, easy to implement
then you have lash's, simply make custom advance wars maps and make sure she gets boosts from using units on certain terrain (hard, but imagine scripting eagles when even .give desyncs game!) i mean speed boosts are already implemented, surely getting it to give armour and damage boosts isn't that much coding
Grit, Arty are superior
Eagle, Aircraft are superior
Obviously im not talking about CO powers but getting the feel of the CO's and how they play (atm scripting for CO powers is impossible as spring as a RTS engine is fairly TA orientated)
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- Joined: 19 Aug 2004, 17:38
Wow, this could be nice.
I'd imagine that this mod would have problems with game starting, because there is no commander per se, unless you want the CO to be on the field and have his powers be translated into something more material, or if you want the HQ to pump out infantry.
As for resources, the game will be unplayable on non-custom maps. Since technically the original forbids construction of buildings, all buildings will have to be captured from the field, and they have to be there for that to work. Cities, airports, docks and factories will all be capturable by infantry (all other units will be uncapturable). Cities produce metal(money). Captured HQs produce those CPs(energy). It could be done in a very.. interesting way, much like my Drones race does. Every unit consumes a bit of CP per tick, and every unit requires a bit of CP to build. With no storage facilities to spam, you'll soon end up effectively denied unit production, because the CP drain from units will outweigh your HQs' CP income.
It could make for a very interesting mod... :D
And I think it would be far more interesting to have each CO from each faction as a separate side. Not to mention easier to make (easier, though longer), because we know each CO's strengths and weaknesses and don't have to balance anything between sides. :)
The CO himself in a special unit could be the side's superweapon if someone ever has the desire for one. I can't quite imagine what good could that do though, because there is currently no way for units to bestow bonuses upon other units.
If there's any modelling task, you can try throwing it at me, I'll think of sumthing.
Just don't ask me to create textures...
I'd imagine that this mod would have problems with game starting, because there is no commander per se, unless you want the CO to be on the field and have his powers be translated into something more material, or if you want the HQ to pump out infantry.
As for resources, the game will be unplayable on non-custom maps. Since technically the original forbids construction of buildings, all buildings will have to be captured from the field, and they have to be there for that to work. Cities, airports, docks and factories will all be capturable by infantry (all other units will be uncapturable). Cities produce metal(money). Captured HQs produce those CPs(energy). It could be done in a very.. interesting way, much like my Drones race does. Every unit consumes a bit of CP per tick, and every unit requires a bit of CP to build. With no storage facilities to spam, you'll soon end up effectively denied unit production, because the CP drain from units will outweigh your HQs' CP income.
It could make for a very interesting mod... :D
And I think it would be far more interesting to have each CO from each faction as a separate side. Not to mention easier to make (easier, though longer), because we know each CO's strengths and weaknesses and don't have to balance anything between sides. :)
The CO himself in a special unit could be the side's superweapon if someone ever has the desire for one. I can't quite imagine what good could that do though, because there is currently no way for units to bestow bonuses upon other units.
If there's any modelling task, you can try throwing it at me, I'll think of sumthing.

So you capture buildings instead of build theM?
Sounds like Z - the original capture-instead-of-build RTS, and a buttload of fun. Z is the only RTS where you can have a full, intensive, action-packed game that takes only 10 minutes.
It should be doable if multiplayer-lua-scripts are done. Hell, I implemented Z's style of play for StarCraft once - the map was littered with beacons and invincible factories that produced units for free - touch the beacon to claim the factory. Hell, it's still online if you want to try it:
http://www.starcraft.org/maps/scums/Mel ... Road+War+Z
It should be doable if multiplayer-lua-scripts are done. Hell, I implemented Z's style of play for StarCraft once - the map was littered with beacons and invincible factories that produced units for free - touch the beacon to claim the factory. Hell, it's still online if you want to try it:
http://www.starcraft.org/maps/scums/Mel ... Road+War+Z