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TE FUNPATCH Modding/Discussion/Suggestion thread; Cool FP
Topic Started: Nov 11 2009, 11:07 AM (25,487 Views)
_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
There is Agesanc FP 1.1a, but according to Bart we should have a TE FP. Here is my version, please add any suggestions you have.

Current changes:
Code:
 

Aztec DONE!

Aztecs will rely on melee units. Super fast coyote runners + pumas, jag knights and very slowly but siege heavy Skull knights.
-Coyote runners +2.5 speed DONE
-Improved pathing of coy DONE
-Coyote runners -10% RR DONE
-Puma + 3 speed DONE
-Puma - 30 siege DONE
-Skull knight – 2.5 speed DONE
-Skull knight + 15% hp DONE
-Skull knight + 50 siege damage DONE
-Increased area attack to 4!!! DONE
-In return lowered base damage to 5(in cover) and 10 in melee mode DONE
-To make efficient anticav despite lowered attack, raised bonus to X5 vs cav and X5 vs LI (LOL) DONE
-Increased Aztec WC velocity by 1 DONE
-Changed WC build limit to 5 (LOL) DONE
-Changed WC cost to 20 gold( XD ) DONE
-Increased rate of building TP from 3.000 to 5.000 (!) DONE


China

China will be based on the legendary CKN and Flamethrowers extremely boosted!
-CKN +4 attack MELEE DONE
-CKN + 1x bonus vs HI+RANGED CAV DONE (ONLY at RANGE!)
-Lower arquebusier health to 47 from 97 to make CKN main chinese ranged unit!11 DONE
-However increased arquebusier LOS to 44 from 24 to make them a scouting unit :P DONE
-Pike – 15 hp DONE
-Steppes -25 hp DONE
-Steppe get 3x BONUS vs HI when in trample mode(currently .5 bonus) (!111) DONE

*************-Chinese monk can stealth********************** HOW DA FK?

-Monk – 300 hp DONE
-Build limit monk made to 5!11 DONE
-Cost made to 30 gold (from 300 gold) DONE
-Monk now has 70% chance to do critical that does 3x damage(rather than 2x damage) (%raised from 20) DONE
-Flame throwers population reduced to 3 from 4 DONE
-Flame throwers + 2 speed DONE
-Reduced to 150 wood/gold from 170w/g DONE



Dutch

Dutch will rely on a good economy and fast ranged units, skirm + Ruyters.
-Ruyters + 2 Range DONE
-Ruyters +2 LOS as well DONE
-Ruyters -20 hp DONE

**********-Fast halb card changed to fast skirm card, skirms get + 1 speed********** HOWWWWWWWWWWWWW???????????

-Banks cost raised to 450f 450w DONE
-Banks have velocity of .5 (hopefully that makes them move, but not sure if it works :P) DONE
-Bank income adjusted accordingly (InitialResource increased from 10 to 12.8)

************-Dutch can build horse artillery in age 3************ IS IT POSSIBLE TO ONLY MAKE THIS POSSIBLE FOR DUTCH? I CAN DO IT FOR ALL CIVS THOUGH
************-Change fast age up politician to 6 skirms********* Not sure where the politicians are :(
************-Nerf in colonial************ what nerf lol?

General changes

-Skirms get 5 speed DONE
-Gren get 30% RR (down from 50%) DONE
-Grens get 20% more hp DONE
-Grenade velocity from 20 to 50 (may help speed up grenadier hitting time) DONE

Aztec

- Skull knight increase hp with 10%
- Skull knight decrease speed with 2
- Coyote runners increas speed with 1.25
- Coyote runners decrease RR with 20% to -10%
- Arrow knights can stealth

Brits

- Manors cost increase to 210 wood, but they give 2 villagers now
- Set to be unplayable by Bart, he's nub and keeps complaining when he plays them

Chinese

- CKN get +0.5 bonus against HI
- Mongolian scourge gives Steppes now also splash damage
- Pikes get + 20 hp
- Don't get a starting goat anymore, you get the goat once you reach age 2
- Chinese monk -300 hp
- Chinese monk has now a chance of 80% to do a critical

Dutch

- Banks cost now 500 food and 500 wood
- Bank gold income doubles
- Banks bounty xp not changed accordingly
- Ruyters now cost -10 food and 100 gold (that's right, you get food for every Ruyter you build)
- Envoy gets splash damage
- Envoy attack + 20
- Envoy gets a 0.1x multiplier vs vills
- Envoy gets a 20x multiplier vs Iro WC and Indian Monks
- Colonial age up politician 400w is changed to 2 Indian Monks
- Petards can be stealth

French

- Explorer can go stealth
- Cuirassiers get + 10 attack
- Cuirassiers get -100 hp
- Cuirassiers get upgraped of Guard stats instead of veteran stats
- Can't build skirms unitl Industrial
- Age 3 skirm shipments changed to the xbow shipments
- Age 3 xbow convert card now doesn't change xbows but gives CDB Oprichnick stats, can be send in age 2 now.

German

- Uhlans become the MM of cav, the decay is 2 hp per 3 seconds
- Uhlan attackd increased + 4
- Germans get age 1 card that gives Uhlan + 60% attack, change MM into Uhlan (so you call out Uhlan), but also doubles the decay rate of HP
- WW become bigger
- Dopples can't be build in Fortress

India

- Get 3 Monks now
- Sepoy get attack bonus vs Jannisaries
- Agra Fort becomes twice as big
- Can train Urumi now, cost will be 150f/150g
- Every Urumi shipment will give Urumi +0.5 bonus vs HI (this also works for the infinite urumi shipment)

Iroquois

- Can't FF anymore
- Forest Prowlers can go stealth
- Aennas get ROF 1.0
- Tomas get -95 hp

Japan

- Can build twice as many shrines
- Those berry bush things can only build inside the radius of the enemies TC (same radius as used with treaty)
- Can train Hatamoto samurai from rax. Cost in Colonial 150f/ 150g, cost decreases each age with 23f/24g
- Ashis + 1 speed
- Yumi + 3 speed

Ottoman

- Maximum vill limit is now 31
- First tech at the mosque increase vill limit from 25 to 27
- Every next tech increase limit + 1 vill
- Cost of the techs 100 food
- Abus bonus vs HI increases with +2.5
- Abus can be trained from TC
- Abus get 80% RR
- Abus get - 60 hp

Portuguese

- Can only be played on water maps. If you have chosen them and you get a land map you lose instantly.
- Get 2 TC's from age up, TC limit only goes + 1 though.
- Mortar card now increases range with +60

Russia

- Now build vills in batches of 5, cost per vills stays the same
- Can build forts in colonial
- Start with instant infantry. If you send quicker training cards they get trained slower now.

Sioux

- Bowriders + 3 attack
- Bowriders cost increased with + 50 gold

Spain

- Now becomes exactly the same as France
- Except they have normal vills
- and rods
- and war dogs
- and lancers instead of cuirassiers
- and no fast age up
- and other royal guard units
- and different shipments
- and they stay actually the same, I changed my mind



Clan Members:

- SunGirlD start with 2 vills less but with + 300 wood (every civ)
- Sami start with all tier 1 market upgrades, but military is 10% more expensive. When he has researched all tier 2 market upgrades military cost is decreased to it's normal level
- No_Nickname can revolt in age 3
- OliandSam can switch civs during game (only once). Every civ is coupled to another civ and can only turn into that civ (and the other way around):

* Brit-Japan
* India-Port
* Otto-Germany
* Aztec-Spain
* Dutch-Sioux
* French-Russia
* Iro-China


- 1x1 gets 2 CKN with every shipment, shipments come in 10% faster,but aging up is 20% more expensive
- TCFC always plays with blue, petards have + 30% speed
- Bart gets hot key for microing
- DuolcKrad gets the ability to spam Ducks from his explorer/monk/WC. Ducks have 4 attack, 30 hp ( which decays at 1 hp per second), speed 11, batches can be queued up to 15 Ducks, one Duck cost 3f/3w/1g (yes 331 ;) )
- DrizzyDrops has moveable TC's/markets/church/art foundries/outposts/saloon
- DukeLeto can attack people during treaty for the cost of 10 gold
- DukeLeto has always a card to turn all his *LI or musk into Oprichnicks (Fortress card)

Now what do you think?
Edited by SunilD93, Nov 14 2009, 12:35 PM.
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No_nickname
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No_membertitle
Your kidding, right?
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No_nickname
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No_membertitle
A TE FP would be awesome though, but those changes are insane...

EDIT: Actually I would be willing to make a TE FP. I have a lot of free time right now (swine flu lol), and I know a little about AOE3 file editing...

But I am NOT using those changes :P

Might actually make a topic about it...
Edited by No_nickname, Nov 11 2009, 12:13 PM.
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SunnyDeeeee
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H34d Nubc4k3
rofl
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Temerit
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I ♥ SunilD93 :p
No TE fp.
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duolckrad
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duck
Quote:
 
Start with instant infantry. If you send quicker training cards they get trained slower now.


That seems to make Russia rather underpowered. IMO fast training cards should make Russian infantry train in negative time.
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SunnyDeeeee
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H34d Nubc4k3
the faster infantry card for russia should reduce cost by 25% of all infantry
the team faster infantry card should speed up team mate's training times to instant while reduce russia's infantry costs by 25% again! XD
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I forgot one:

Dutch

- Petards can be stealth
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
stealth petards would rock ^^

imo also give spahi stealth ability, and make them trainable from stable.
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SunnyDeeeee
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H34d Nubc4k3
^ +1
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duolckrad
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duck
Wonderful ideas ITT
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oliandsam
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1x1
WW become bigger
Agra Fort becomes twice as big

those are the best changes

I think India should be able to train urumi for 150food and 150gold
Also outposts cost should be doubled but they should be twice as big an also can train minuite men.

souix
Bowrider gets 3 more attack but they also cost 50 more gold.

This should be made!!!!!! XD
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T_Cfc119
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nub officer111
Uhlan base atk card- increases by 200%, sent in age 1, it changes minutemen for Uhlans as well so instead u call out a group opf 10 uhlans :)
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DukeLeto
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Refined Chaos
IMO boost villager rush to give cdb oprichink stats.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Great ideas! I'm going to add those!
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oliandsam
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1x1
Also I think Sunil should always start with 2 less vills to make this game more balanced. Sami can have all the market upgrades at the start of the game. This would be soo much more fair :)
Edited by oliandsam, Nov 12 2009, 11:03 AM.
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No_nickname
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IMO I should start each FFA game as Revolted with 15k of each resource. It's gonna happen anyway ;) :P
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
New changes:

Clan Members:

- SunGirlD start with 2 vills less but with + 300 wood (every civ)
- Sami start with all tier 1 market upgrades, but military is 10% more expensive. When he has researched all tier 2 market upgrades military cost is decreased to it's normal level
- No_Nickname can revolt in age 3
- OliandSam can switch civs during game (only once). Every civ is coupled to another civ and can only turn into that civ (and the other way around):

  • Brit-Japan
  • India-Port
  • Otto-Germany
  • Aztec-Spain
  • Dutch-Sioux
  • French-Russia
  • Iro-China

- 1x1 gets 2 CKN with every shipment, shipments come in 10% faster,but aging up is 20% more expensive
- TCFC always plays with blue, petards have + 30% speed
- Bart gets hot key for microing
Edited by _Ha_Luke_331, Nov 12 2009, 01:34 PM.
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
wOOt i get OP micro !!!!!!!!!!!
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duolckrad
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duck
Even though I didn't get boosted in this update while everyone else did I still think that I'm too overpowered. Don't worry about fixing this, though.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
- DuolcKrad gets the ability to spam Ducks from his explorer/monk/WC. Ducks have 4 attack, 30 hp ( which decays at 1 hp per second), speed 11, batches can be queued up to 15 Ducks, one Duck cost 3f/3w/1g (yes 331 ;) )
- DrizzyDrops has moveable TC's/markets/church/art foundries/outposts/saloon
- DukeLeto can attack people during treaty for the cost of 10 gold
- DukeLeto has always a card to turn all his *LI or musk into Oprichnicks (Fortress card)

Quote:
 
Don't worry about fixing this, though.


Sorry I had too, you wouldn't be OP enough anymore.
Edited by _Ha_Luke_331, Nov 12 2009, 01:42 PM.
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SunnyDeeeee
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H34d Nubc4k3
IMO remove all penalties explorers get vs villagers and give vills a 3x bonus vs other vills so that we can rush in discovery age 1111 (don't forget CdB and SW though otherwise germany and france would be extremely UP)
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Kyle
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Something witty/random goes here
IMO give +24 range to flamethrowers and increase area + damage cap. Also increase priest HP by 100 and give them a multiplier vs villies and heroes.
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SunnyDeeeee
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H34d Nubc4k3
oh also eliminate build radius of TC so that india can build agra right inside their opponents' base :D
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DukeLeto
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Refined Chaos
And give agra to ottos +2 jans and 200 wood :P
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SunnyDeeeee
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H34d Nubc4k3
IMO otto should get 2 ABUS from agra age up+ 200 wood XD
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DukeLeto
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Refined Chaos
OMG your right! Also IMO we should test how broken ottos would be if we made them train villagers in blocks of 10 for around 500 food. :P
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SunnyDeeeee
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H34d Nubc4k3
I think ottos villy train time should be 10 seconds 1111 and perhaps make the speed upgrades from mosque deliver indian monks(if that's not possible than at least extra explorers!11)
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SunnyDeeeee
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H34d Nubc4k3
lol kewl, it actually doesn't seem that difficult to switch around stuff. I think the unit files are all in Documents->Games->aoe3->data proto.xml

here's an example of coding:
Code:
 

<Unit id ='272' name ='Dopplesoldner'>
<DBID>117</DBID>
<DisplayNameID>23836</DisplayNameID>
<EditorNameID>25001</EditorNameID>
<PopulationCount>2</PopulationCount>
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<FormationCategory>Body</FormationCategory>
<MaxVelocity>4.5000</MaxVelocity>
<MaxRunVelocity>6.5000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\infantry\dopplesoldner\dopplesoldner.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>units\infantry\dopplesoldner\dopplesoldner_icon_64x64</Icon>
<PortraitIcon>units\infantry\dopplesoldner\dopplesoldner_portrait</PortraitIcon>
<RolloverTextID>23835</RolloverTextID>
<ShortRolloverTextID>25628</ShortRolloverTextID>
<InitialHitpoints>230.0000</InitialHitpoints>
<MaxHitpoints>230.0000</MaxHitpoints>
<LOS>12.0000</LOS>
<UnitAIType>HandCombative</UnitAIType>
<TrainPoints>45.0000</TrainPoints>
<Bounty>20.0000</Bounty>
<BuildBounty>20.0000</BuildBounty>
<Cost resourcetype ='Food'>75.0000</Cost>
<Cost resourcetype ='Gold'>125.0000</Cost>

so I believe if you just switch the numbers between the <> <> it will change the stats OP OP!!! So it seems quite possible to change the resource cost, LOS, HP, build bounty, obstruction radius (closer packed together= smaller obstruction), population, etc.
LOL so definitely not that bad changing unit stats if this is all you need to do(obviously we won't change every single unit, but just make some funny changes :P) :P
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SunnyDeeeee
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H34d Nubc4k3
I'll try to experiment with this OP stuff a bit tomorrow and see if it works :P, will just start with some easy to see changes such as dopple speed, HP/attack/cost/whatever :P
and of course I'll make backup filez :P
Edited by SunnyDeeeee, Nov 13 2009, 02:15 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I'm updating 1.0 to 1.1 with changes that I think are doable.

Preview:

Quote:
 
Aztec

Aztecs will rely on melee units. Super fast coyote runners + pumas, jag knights and very slowly but siege heavy Skull knights.
-Coyote runners +2.5 speed
-Coyote runners -10% RR
-Puma + 3 speed
-Puma - 30 siege
-Skull knight – 2.5 speed
-Skull knight + 15% hp
-Skull knight + 50 siege damage

China

China will be based on the legendary CKN.
-CKN +4 attack
-CKN + 1x bonus vs HI
-Pike – 15 hp
-Steppes -25 hp
-Chinese monk can stealth
-Monk – 300 hp
-Monk now has 80% chance to do critical
-Flame throwers + 2 speed

Dutch

Dutch will rely on a good economy and fast ranged units, skirm + Ruyters.
-Ruyters + 2 Range
-Ruyters -20 hp
-Fast halb card changed to fast skirm card, skirms get + 1 speed
-Banks cost raised to 450f 450w
-Bank income adjusted accordingly
-Dutch can build horse artillery in age 3
-Change fast age up politician to 6 skirms
-Nerf in colonial

General changes

-Skirms get 5 speed
-Gren get 30% RR (down from 50%)
-Grens get 20% more hp




Stealth is also going to play a bigger part.
Edited by _Ha_Luke_331, Nov 13 2009, 07:37 AM.
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
increase the range of grens so they arent hit and runnable by RI imo. And i love the china changes, full cav will be even more fun vs china ^^
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No_nickname
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No_membertitle
Quote:
 
Documents->Games->aoe3->data proto.xml


Sunil if you want to edit for TAD you have to edit the protoy.xml file. And make a backup btw ;)
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SunnyDeeeee
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H34d Nubc4k3
ya lol :P i figured that out after my post :P

Also i noticed that you can set up stats of the projectiles such as grenades, bullets, arrows, so It seems quite easy to change grenade velocity so that grenades hit units faster which may partially make up for the slow load up time of grens

Also IMO i'll give explorers 30 range!!111
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SunnyDeeeee
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H34d Nubc4k3
LOL WTF nickname necesito help!
K so on the PC i play aoe3 on, there's the Documents My Games aoe3 data folder, but inside it there's no proto.xml or protox.xml or protoy.xml!!! Where could those files be? The game runs fine on that PC rofl!11 BTW i also did a search in the windows searchbar for proto and it found no results D: D:!!
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SunnyDeeeee
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H34d Nubc4k3
oh there's one in : C:Program FilesMicrosoft GamesAge Of Empires 3
is that the one to edit to change the unit stats?
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
increase the range of grens so they arent hit and runnable by RI imo.


If you are interested in grens you should read my things for Brits so far:

Quote:
 
Brit
Main units become musk + grenadier + lbow
- Lbow cost adjustment to 60f/40g
- Musk/gren card now boosts grens with 30%
- Gren siege card now boost siege damage to 90%
- Lbow now get 13 attack but + 6 range
- Can’t build hussar in colonial


Not finished with them yet ofc, but the longer range of the lbows makes sure you can't hit and run grens anymore. And the gren cards should make them very interesting :).

Quote:
 
And i love the china changes, full cav will be even more fun vs china ^^[/


Well I think I made China completely unplayable, not because they are weak against cav, but because CKN are way too good. Their attack is now 5, but they fire 3 bolts (so I thought) so their real attack is 15 (x2 vs HI, 2x vs LC and 0.75x vs cav). With + 4 attack and x1 vs HI extra they now do 27 attack and x3 vs HI O_o .

I don't think cav is a problem for them if pikes get -15 hp, but CKN do 27 damage.

I think I'll need to work on that :P

Maybe give them a bit less speed/range, so they can be hit and runned by *LI. Flame throwers will deal with *LI then.

I love the flame thrower change :)
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ĺ×ļ
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China Lamer
ehhh, pike -15hp won't matter anyway since hussar already kill them in 4 hits :P
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SunnyDeeeee
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H34d Nubc4k3
dat sux
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SunnyDeeeee
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H34d Nubc4k3
here's the back up protoy.xml for all u nubz who accidentally delete it without making back up filez. I still suggest all the nubz to make yoru own back up just in case (especially nubz like ha luke bart sami who may have aoe3 in different language)

obviously rename it to "protoy.xml" when you want to switch back to regular patch though :P
Edited by SunnyDeeeee, Nov 13 2009, 05:31 PM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
ehhh, pike -15hp won't matter anyway since hussar already kill them in 4 hits


As I said it's still a work in progress ;)

Suggestions would be nice :)
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SunnyDeeeee
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H34d Nubc4k3
Alright I implemented some of the changes as well as some of my own which are explained in the txt file FUNPATCH (just open with notepad or something) if someone has some experience in XML please change the ones i ******'d or please tell me how/where to change those.

The revised protoy.xml is attached, just replace that with your current one in C://ProgramFiles//Microsoft Games//Aoe3//Data (DO NOT DELETE YOUR CURRENT ONE THOUGH!!! keep it as a back up so you can switch back afterwards :P ) I Haven't tried these changes out yet because can't get on AOE ATM so I would appreciate if you guys could see if they work.

TY!
Attached to this post:
Attachments: funpatch.txt (2.63 KB)
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SunnyDeeeee
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H34d Nubc4k3
and here's the revised protoy.xml file
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Wow Sunil, great work!

Quote:
 
-Changed WC build limit to 5 (LOL) DONE
-Changed WC cost to 20 gold( XD ) DONE


How does that work? Do they start with 5 WC's or can they buy them from their TC?

Quote:
 
-Steppe get 3x BONUS vs HI when in trample mode(currently .5 bonus) (!111) DONE


Nice

Quote:
 
-Build limit monk made to 5!11 DONE


Uhm, I wouldn't make any CKN or flamethrowers anymore, 5 monks who do 70% criticals with 3x damage will be enough to rape any colonial army ;)

Quote:
 
*************-Chinese monk can stealth********************** HOW DA FK?


I think it's possible to give a unit stealth, don't know how yet ;)

Quote:
 
**********-Fast halb card changed to fast skirm card, skirms get + 1 speed********** HOWWWWWWWWWWWWW???????????


Different file I guess.

Quote:
 
-Banks have velocity of .5 (hopefully that makes them move, but not sure if it works :P) DONE


Lol

Quote:
 
************-Dutch can build horse artillery in age 3************ IS IT POSSIBLE TO ONLY MAKE THIS POSSIBLE FOR DUTCH? I CAN DO IT FOR ALL CIVS THOUGH


Hmm, maybe we should do it for every civ. Make them a bit worse stat wise (not speed though) than falcs.

Quote:
 
************-Nerf in colonial************ what nerf lol?


Didn't know yet :P


This is gonna give us some great FFA's :P
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Ok i´ve some changes for India and they are nice! Have you ever wanted to have a sniper in aoe3? India gets him :D

Quote:
 
India
Sepoy become the main unit, Gurkha become snipers and urumi trainable
-Sepoy get attack bonus vs HI
-Sepoy get -20 hp
-Gurkha get ROF 45.0 (up from 3.0)
-Gurkha get a range of 60
-Gurkha get an attack of 4000 with 0.1x against artillery and 0.1 against ships
-Gurkha hp decreases with -60 hp
-I don’t know if they should get more LOS, you might need to use scouts (does that work, a units range is bigger than it’s LOS but you can see its target with other units?
-Is it possible to change the LOS in another mode, for example stagger mode? This way a Gurkha has crappy stats in normal mode, but he can moves at 4.5 speed. In another mode (stagger mode for example) they move only at 0.5 speed, but have great LOS, great range and great attack with low ROF.
-Gurkha cost increased
-Gurkha has a build limit of 13
-Gurkha can stealth :D
-Can train Urumi now, cost will be 150f/150g ( I think this is also in another file)
-Every Urumi shipment will give Urumi +0.5 bonus vs HI (this also works for the infinite urumi shipment)
I don’t know if you can change the range of the explorer crack shot and if it’s possible to give that to Gurkha. This might be another way to make Gurkha snipers.


EDIT: just tested out the Aztecs!

I only had one WC :(

The rest of the changes worked :)

Skull knights have great stats, 122 siege in colonial ! They do 60 damage to cav! But only move at 1.5 speed :) Check screenie

Coyote runners are fun fast, same as pumas (8 speed pumas, imagine the fast puma card for 1000 gold) :D I sent the coyote stealth card, they still moved at 4.38 speed :)

Tested Dutch also, banks didn't move :(

Extra changes for Dutch:
Quote:
 
- Envoy get splash damage
- Envoy get attack of 10 with 0.1x vs vills


I've g2g now, will later today add more.
Edited by _Ha_Luke_331, Nov 14 2009, 04:45 AM.
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No_nickname
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Sunil for tech changes and HC shipment changes you have to edit the techtreey.xml file! ;)
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Btw I'm currently making Colonial Militia able to gather resources and build tents and stuff. I haven't gotten it fully to work (they can gather but for some reason they have 0 range and cause 0 damage now ^o) ), but when I fix it can we please add it to the funpatch? :P
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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but when I fix it can we please add it to the funpatch? :P


Definitely!
Edited by _Ha_Luke_331, Nov 14 2009, 11:59 AM.
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SunnyDeeeee
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Also post any problems you noticed here's some i noticed right away:

-SK in cover mode do the proper damage (like 6 damage with 4 area and 5x vs cav) while in melee mode they do regular damage just way slower and siege was increased
- About getting extra monks/war chiefs I set the LIMIT as 5, so I don't believe that means you start with 5 so I'll see if china is able to purchase extra monks from TC for 30 gold!
-About aztecs, since they can't ransom explorer i'm not quite sure how they'll get extra WC, but I'll see if firepit warchief dance works :P
-Banks show that they have .5 speed when you click on them, but they don't move :( :( (TAT SUX!)
-CKN only do the legendary base stats when in stagger mode or something, but not in volley mode (lol)
- TRY OUT THE GRENS!!!! They are pretty cool now (grenades move faster once thrown rofl) They still are a bit UP though IMO (queen elizabeth's age up to fortress 7 lbows kinda beat like 6 grens without much trouble :( ) Perhaps I may increase their attack by 1 area !11

and No_nickname, ya if you're able to edit the things just update this file and attach it to your post so we can keep building off of each others' work! Make sure to update the other FunPatch change list also with the changes you made (be specific) so that we can revert back some changes easily if needed
Edited by SunnyDeeeee, Nov 14 2009, 12:33 PM.
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Also Ha_Luke, did the bank gather rate seem faster? Because I'm not sure if it increased gathering rate or not since I didn't notice much difference, but I rarely play with dutch so wouldn't notice much anyway :P
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