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FunPatch bugs ONLY; Do not post suggestions here!
Topic Started: Dec 4 2009, 09:53 PM (4,068 Views)
Mariomasta
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Perhaps for CkN conversion, convert them to iron troops. But give Iron troops some nerfing. And change shipment to 12 Irons troops (nerf stats so are now comparable to that price)
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
ya but even though siege isn't changed, they are quite a bit boosted so are pretty strong lol :P

like you took down all important buildings in my base in 1 min? :P


Yeah the cheaper cost means they are more easy to mass :P

But still, I seriously used 6 cards for them:

  • Infantry Attack
  • Infantry Hitpoints
  • Infantry Combat
  • Siege Combat
  • Siege Damage
  • Siege Hitpoints


Card that I used later on:

  • Siege Discipline (less pop)


Cards that I forgot:

  • TEAM Scout Infantry (gives more LOS and hp)
  • Engineering School


All these cards also affect Mantlets, but they have one more:

  • Conservative Tactics

So I think they deserve to be badass, if I spent 6000 resources worth of shipments + 150 resources per ram :P

Maybe we can nerf the siege just a bit, or maybe reduce the hp or RR so that they are more easily killed.
Edited by _Ha_Luke_331, Mar 16 2010, 04:26 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Mantlets suck hard now, they almost don't do any damage. I let 1 Mantlet fight vs 1 Strelet and the Mantlet does 1 damage every 5 seconds.

After almost 3 min the mantlet loses to 1 strelet
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No_nickname
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Basically you need either a fleet of your own or outposts/artillery if you want to fight ships. Also remember the ships are quite expensive so hard to spam.

Btw i changed ships quite a bit in the update i made...but the most recent "official" one is still 1.0f so they are kinda ducked up there lol.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Btw, I want to update the stringtable so that the descriptions are true. You can keep working on the updates if you want, I only need the stringtable. If I'm done I will send you the stringtable and you can add it to your update.

Can I use the the stringtable in the last update, or have you made some changes? If so, please post/send it.

EDIT:
Quote:
 
Basically you need either a fleet of your own or outposts/artillery if you want to fight ships. Also remember the ships are quite expensive so hard to spam.


True, but those bomber ships > outposts/artillery
Edited by _Ha_Luke_331, Mar 16 2010, 09:39 AM.
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No_nickname
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Artillery? No I don't think so, but we can give them a greater penalty vs. artillery. And they are sort of supposed to be siege ships (hence the siege resistance) so shouldn't they counter outposts? We can add a penalty ofc if you don't think they should.
Quote:
 
Mantlets suck hard now, they almost don't do any damage. I let 1 Mantlet fight vs 1 Strelet and the Mantlet does 1 damage every 5 seconds.
Yeah I noticed this too (forgot to post). They are supposed to have a high ROF (like 0.00001 or something according to the patch note file), but they never got it for some reason...
Edited by No_nickname, Mar 16 2010, 09:48 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
K, I found out how to change the player colors, so I'll experiment a bit with that and add it after you post your update.
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ĺ×ļ
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China Lamer
hmm, imo remove the long range siege ship ability and everything should be fine.
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SunnyDeeeee
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H34d Nubc4k3
no artillery rapes those ships, my flame throwers ate up 1x1's bombers really fast :P

outposts and forts could do better vs them though
Edited by SunnyDeeeee, Mar 16 2010, 02:03 PM.
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No_nickname
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Quote:
 
K, I found out how to change the player colors, so I'll experiment a bit with that and add it after you post your update.
Never said I was making another update, but ok lol.

EDIT: I don't have time today, so you could probably post it before I start on the update.
Edited by No_nickname, Mar 17 2010, 01:20 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
Never said I was making another update, but ok lol.


Sorry, when I read this I assumed you were making an update, but now I get it :$ :

Quote:
 
Btw i changed ships quite a bit in the update i made...but the most recent "official" one is still 1.0f so they are kinda ducked up there lol.
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SunnyDeeeee
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H34d Nubc4k3
i may be able to do some brief changes over the weekend, too busy during week though :(
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Mariomasta
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Work nubz go!
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No_nickname
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No_membertitle
Anyone working? :P
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SunnyDeeeee
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H34d Nubc4k3
not at this moment :P
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I'm busy with some minor stuff ;)
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No_nickname
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OP!
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KAPOW!
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Scenario Designer God
flying tapirs have no build limit ^^
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KAPOW!
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Scenario Designer God
MOAR!



Flying Dutchman build in age 2 (????)
Flying Dutchman description is Tame Bison (rofl)
When full, comes up as: unable to load on to because it is full or something like that, its name isnt in there...
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SunnyDeeeee
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H34d Nubc4k3
KAPOW!
Jul 3 2010, 08:34 AM
Flying Dutchman description is Tame Bison (rofl)
for some reason I think that's probably intentional as I don't see how that could happen by accident :P

anyway it's pretty damn hilarious 111
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Mariomasta
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Lmao
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KAPOW!
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Scenario Designer God
what about others?
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No_nickname
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Quote:
 
Flying Dutchman description is Tame Bison (rofl)
rofl :P
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KAPOW!
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Scenario Designer God
gl hunting that XD
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No_nickname
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Lol I checked the files, the Tame Bison description of flying dutchmen was a mistake by me when I made the tame bison strings...the tame bisons name somehow got the same string ID as the flying dutchmans description :P
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KAPOW!
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Scenario Designer God
see I can help!
and is it supposed to be made in age 2?
Edited by KAPOW!, Jul 4 2010, 06:28 PM.
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No_nickname
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Not really, but I guess that can be a bonus for the Dutch lol. Lets just keep it like that? :P
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KAPOW!
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Scenario Designer God
Will it be too OP for that age?
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No_nickname
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Well it costs 750 wood 750 coin so its quite expensive in colonial. Might be a little OP though. :P
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KAPOW!
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Scenario Designer God
yea lol
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No_nickname
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Fodders show up as idle vills when idle (although if you press the idle vill hotkey or the banner, nothing happens). Also the blunderbuss upgrade gives them 3 hand attack and 3 siege attack lol.

EDIT: another bug: it says in organ guns description that they can dance at the fire pit, when they actually can not
EDIT2: asian and maybe native crates dont have a stop button
Edited by No_nickname, Jul 6 2010, 05:38 PM.
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KAPOW!
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maybe you could give fodder an OP siege attck so they have kind of a purpose, and it makes the enemy need to kill them before they pwn you
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No_nickname
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They do have a purpose: to die.

Lol, seriously though they are actually quite useful, particularily because they are free. They are good at blocking raiders/flanks, and also take a lot of fire that would be directed on your army otherwise.
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KAPOW!
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Scenario Designer God
ok.



hows organ guns going?


and nickname, did you get that vid in there?
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No_nickname
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Did I get what vid in where? lol

I think we decided organ guns werent going to dance. They can still heal though, and you start with a free one ;)
Edited by No_nickname, Jul 6 2010, 06:18 PM.
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No_nickname
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Bug: travois do x2.25 vs LI (coyote runners and such) while this bonus should actually be x2.25 vs inf and a penalty of x0.44 vs HI.

Also we should really nerf Travois...they are still OP lol. IMO lets give them like x0.01 vs HI so pikes and stuff actually have a chance to damage them lol (and also add cavalry and heavy cavalry tags to them). This way travois will counter *RI, be countered by HI and RC and be neutral vs hand cav.

EDIT: we might also want to reduce their ranged resistance a bit.
Edited by No_nickname, Jul 12 2010, 09:16 AM.
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