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TE FUNPATCH Modding/Discussion/Suggestion thread; Cool FP
Topic Started: Nov 11 2009, 11:07 AM (25,513 Views)
_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Lol, that would nice.

Quote:
 
nub u forgot to post file


No I didn't. I wanted to clean the funpatch.txt first :)
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
imo zams need to get way more vulnerable cause of there HI changes, thinking of reducing HP and RR, just like Rifle Riders they should drop like fly's to RI to make them counterable.

And is x2 vs HI enough to counter HI cost effectively?
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
imo zams need to get way more vulnerable cause of there HI changes, thinking of reducing HP and RR, just like Rifle Riders they should drop like fly's to RI to make them counterable.


Yes, that make sense.

EDIT: A zam has 120 hp and 30% RR, resulting in 156 ranged hp. A RR has 205 ranged hp (hand resistance), but cost almost twice as much.

Let's say they get -20 hp and -10% RR, their ranged hp will be 120 hp. Is that ok?

One colonial skirm (the worst RC counter of all LI), does 22.5 damage. This means you'll need 6 skirms instead of 7 to one shot kill a zam (you'll need 9 skirms to one shot kill a RR).

EDIT2: RR are fragile because they get shot down by other RC, because they also have the HeavyCavalry tag. I don't think it's a good idea to give zamburaks the same tag (RR have more multipliers), but we could give them a small negative multiplier vs RC.

Quote:
 
And is x2 vs HI enough to counter HI cost effectively?



This is what I said in the other thread:

Zamburaks now get 18 attack with a x2 multiplier vs HI and 3.5x against cav in colonial after sending 2 cards, does that sound good? One zam cost 60f 60g

A rifle rider has 13 attack (1.5 ROF against 3.0 for Zamburak) and RR has a x3 vs HI. One RR cost 120f 100g

A skirm has 15 attack and 2x vs HI in colonial. One skirms cost 50 f 65g

Is that good?

Edited by _Ha_Luke_331, Jan 4 2010, 06:54 AM.
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SunnyDeeeee
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H34d Nubc4k3
yup sounds good to me! :D
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ĺ×ļ
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China Lamer
cool, I'll just move this to the discussion topic
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ĺ×ļ
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China Lamer
superayush
Jan 4 2010, 03:39 AM
i think now that European and warchiefs cics have BB upgrades,asian civs should also be given some BB
upgrades
IMO

japan tc=loyalty(daymos aura effect increased by so so %)
japan rax=bushido(samurai stats increased and maybe make cavlery multiplier 2.3 :P )

india tc=elephant drill(elephants are faster and have more hp :O)
india castle=long cannons(siege elephants range and damage increased with giving 1 more area damage)

china tc=pillaging training(all caverly[meteors flails and steppes]do more seige damage)
china castle=alchemy(flamethorwers attack increased greatly)

these were just my tips feel free to make any changes and etc
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superayush
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GENERAL
phew it came here i thought sunil deleted the topic coz it was a noob idea *sword*
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Lol, I was looking for that topic and couldn't find it :)

It does make sense to give the Asians also BB's.

The only I'm not sure off:
Quote:
 
india tc=elephant drill(elephants are faster and have more hp :O)


They are already heavenly boosted, I think it's enough.

But it's Nick's choice to add them or leave them, it was his idea in the first place (and he is the one that needs to add them ;) )

EDIT:
Quote:
 
phew it came here i thought sunil deleted the topic coz it was a noob idea *sword*


I have to say, people give a lot of noob ideas, but this wasn't one.
Edited by _Ha_Luke_331, Jan 5 2010, 03:55 AM.
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superayush
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GENERAL
make zamburak final damge against HI 3x?
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I was thinking of changing Royal Green Jackets so that it gives another boost to the HI multiplier for Zams. I don't know if it should be an extra 1x.

They now get 21 attack and a 2x multiplier vs HI with 2 cards (camel attack and desert terror) and the discpline upgrade. With another 1x they would do 63 HI attack in Fortress, with 3 cards and the discpline upgrade.

To comparison, a normal skirms in Fortress without upgrades does 36 damage to HI. With CIR researched, they do 54 damage. A dutch skirm however can reach 67.5 HI attack with 2 cards and CIR.

A Veteran Rifle Rider does 47 damage against HI (ROF 1.5), with 2 cards that's 59 damage vs HI (ROF 1.5). They can also send a card for 1000 gold that gives them 6 RR and all RR +20% attack, which would give them 66 HI attack.

To remind you, a skirm cost about the same as a Zam, a RR is almost twice as expensive.

So I don't know, how much should that last multiplier be?
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superayush
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GENERAL
is the full unit attack 40?if its 40 make it 2.5x =100
as skirm do 34x3(averagely)=100+
fair enough?


Edited by superayush, Jan 5 2010, 09:28 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Here's my last update.

The only thing I added from my previous list is this:
- Tashunke Prowlers move as fast in stealth as they do in normal mode
Attached to this post:
Attachments: Funpatch_5_1.zip (1.21 MB)
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SunnyDeeeee
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H34d Nubc4k3
yAY OP
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I just modded the Fusilier:

- Fusiliers only have handattack
- Fusiliers have area damage of 1
- Fusiliers have build limit 12
- Fusiliers have 4 speed
- Fusiliers boost each others speed (with 12 they have 7 speed)

I want a non-Europe civ to get this unit trainable as the ultimate Late game melee infantry, which civ should get it?

Sioux and India already have a lot of changes.

Maybe Iro or Aztec?
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SunnyDeeeee
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H34d Nubc4k3
iro, aztec already has a lot of unit variety IMO
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DukeLeto
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Refined Chaos
Some civ that lacks a musk unit?
So aztec, china maybe?
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Mariomasta
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Yah iros for sure, and they dont have ny melee infantry atm.

Other stats for the fusilier???
cost??

And IMO as of the stats they have now, they look worse than speed dopps.

It should have 2 AoE, and multipliers vs hand cav and HI. Maybe 15% range resist, and if its available in industrial it should have the same stats as an imperial dopples.
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Mariomasta
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Quote:
 
Some civ that lacks a musk unit?


So a civ that has no musk unit should get a hand inf unit???
Edited by Mariomasta, Jan 6 2010, 04:10 PM.
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DukeLeto
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Refined Chaos
Oh rofl my bad :P
I just read what civ should get the super fuisiller :P
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SunnyDeeeee
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H34d Nubc4k3
k i'll mod in some more OP stuff :D
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SunnyDeeeee
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H34d Nubc4k3
ha nub didnt post his fusilier filez though :(

ha nub, just post the new fusilier here in CODE brackets and I'll add it in again to mine or just add it in later if you want :D
Edited by SunnyDeeeee, Jan 6 2010, 04:27 PM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Code:
 
<Unit id ='763' name ='MercFusilier'>
<DBID>1147</DBID>
<DisplayNameID>44368</DisplayNameID>
<EditorNameID>44369</EditorNameID>
<PopulationCount>2</PopulationCount>
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<FormationCategory>Body</FormationCategory>
<MaxVelocity>4.0000</MaxVelocity>
<MaxRunVelocity>6.0000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\mercenaries\fusilier\fusilier.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>ui\units\fusilier_icon</Icon>
<PortraitIcon>ui\units\fusilier_portrait</PortraitIcon>
<RolloverTextID>44367</RolloverTextID>
<ShortRolloverTextID>44366</ShortRolloverTextID>
<InitialHitpoints>300.0000</InitialHitpoints>
<MaxHitpoints>300.0000</MaxHitpoints>
<LOS>16.0000</LOS>
<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
<UnitAIType>HandCombative</UnitAIType>
<TrainPoints>50.0000</TrainPoints>
<BuildLimit>12</BuildLimit>
<Bounty>30.0000</Bounty>
<BuildBounty>30.0000</BuildBounty>
<Cost resourcetype ='Gold'>300.0000</Cost>
<ScoreValue>20.0000</ScoreValue>
<AllowedAge>2</AllowedAge>
<Armor type ='Hand' value ='0.1000'></Armor>
<UnitType>LogicalTypeHealed</UnitType>
<UnitType>LogicalTypeValidSharpshoot</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeLandMilitary</UnitType>
<UnitType>LogicalTypeScout</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
<UnitType>LogicalTypeGarrisonInShips</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>AbstractRangedInfantry</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractCavalryInfantry</UnitType>
<UnitType>AbstractHandInfantry</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>Military</UnitType>
<UnitType>Unit</UnitType>
<UnitType>AbstractInfantry</UnitType>
<UnitType>Mercenary</UnitType>
<UnitType>AbstractHeavyInfantry</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='1'>Stop</Command>
<Command page ='10' column ='0'>Garrison</Command>
<Command page ='10' column ='2'>Delete</Command>
<Tactics>Fusilier.tactics</Tactics>
<ProtoAction>
<Name>BuildingAttack</Name>
<Damage>60.000000</Damage>
<DamageType>Siege</DamageType>
<ROF>3.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>DefendHandAttack</Name>
<DamageBonus type ='AbstractLightInfantry'>1.500000</DamageBonus>
<Damage>35.000000</Damage>
<DamageType>Hand</DamageType>
<DamageCap>70.000000</DamageCap>
<DamageArea>1.000000</DamageArea>
<DamageFlags>Enemy</DamageFlags>
<ROF>1.500000</ROF>
<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>MeleeHandAttack</Name>
<DamageBonus type ='AbstractLightInfantry'>1.500000</DamageBonus>
<Damage>35.000000</Damage>
<DamageType>Hand</DamageType>
<DamageCap>70.000000</DamageCap>
<DamageArea>1.000000</DamageArea>
<DamageFlags>Enemy</DamageFlags>
<ROF>1.500000</ROF>
<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>StaggerHandAttack</Name>
<DamageBonus type ='AbstractLightInfantry'>1.500000</DamageBonus>
<Damage>35.000000</Damage>
<DamageType>Hand</DamageType>
<DamageCap>70.000000</DamageCap>
<DamageArea>1.000000</DamageArea>
<DamageFlags>Enemy</DamageFlags>
<ROF>1.500000</ROF>
<DamageBonus type ='AbstractCavalry'>2.000000</DamageBonus>
<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
</ProtoAction>
</Unit>


This is from the protoy.

You also have to add this file in the tactics folder.
Attached to this post:
Attachments: Fusilier.tactics (4.63 KB)
Attachments: funpatch.txt (30.07 KB)
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SunnyDeeeee
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H34d Nubc4k3
here we go, lots of sioux changes :D

Code:
 

Jan 6 Changes Update #2

China:
-Flying crows fly


Dutch:
-Bloodsmash reduced to 200 damage(from 250)


Sioux:
-Teepee's renamed to "Animal Reservation"
-Windrunner (card) increases Pet attack(15%) rather than infantry speed


Following units trainable at WarHut:
YPPetTiger
-Speed +1 (6)
-HP 150
-Trainpoints 20
-Build limit 30
-Cost 90 f/60g
-1 population
-Only avaliable age 2++
- RR made to .2 and MR taken away
-15 attack with 1.2x guardian, 2x infantry, .5x HI

YPPetWhiteTiger
-1 population
-Speed +1 (6)
-Trainpoints 20
-Build limit 30
- .4RR
-75f, 25 w
-13 Attack with 2x HI
-Avaliable age 2++

PetWolf
-1 pop
-30 Build limit
- MR .2
-9 attack x3Guardian and x4cav and x3.5 LI (pseudocav)
-85 food cost
-115 HP
-Avaliable age 2 ++

The Following Units are trainable at teepees in age 3:

Polar Bear (anti-infantry)
-420HP
-2 pop
-150f/100g
-5speed
- .3RR
-20 attack with 2x against ALL infantry
-Build limit 20
(replaced train row with CIR since not useful any more obviously :P)




Spain:
-Caballeros increases goon attack vs *LI as well now

///////////////////////////////////////////////////////////////////
January 6th update #1

General
- Fusiliers only have handattack
- Fusiliers have area damage of 1
- Fusiliers have build limit 12
- Fusiliers have 4 speed
- Fusiliers boost each others speed

Sioux
- Tashunkes move at the same speed in stealth mode

Update 2 is mine , Update 1 is ha nub's earlier one with fusiliers

Attached to this post:
Attachments: Funpatch_Jan_6.zip (1.29 MB)
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T_Cfc119
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nub officer111
Quote:
 
-Flying crows fly


I ♥ Sunild :P :P (not literally)
Edited by T_Cfc119, Jan 6 2010, 06:33 PM.
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ĺ×ļ
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China Lamer
epic
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ĺ×ļ
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China Lamer
oh also light infantry is not the same as xpcoyoteman just so you know
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SunnyDeeeee
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H34d Nubc4k3
portugeuse it's giving me some error, someone else confirm?
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SunnyDeeeee
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H34d Nubc4k3
let meh see if i can fix it. BTW nickname what's that xml validator you used previously when some other error was happening?
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SunnyDeeeee
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H34d Nubc4k3
:( :( i can't find teh error :( :(

it may be due to the tactics file? Hanub, did i put the tactics file in correctly or did i mess it up or smthing?
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superayush
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GENERAL
should dopples be boosted as cuirassiers are quite boosted and doplles are only good counters
of cuirassiers
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SunnyDeeeee
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H34d Nubc4k3
hmm ya maybe, i thought dopples received a boost, but can't find patch notes on it :(

WW and uhlans already are quite strong though and SW dominate early game, so not sure if germany needs another uber strong unit
Edited by SunnyDeeeee, Jan 7 2010, 02:23 AM.
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superayush
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GENERAL
maybe make give them do 1x extra damage against caverly from a card? :P
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SunnyDeeeee
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H34d Nubc4k3
ya possibly
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
it may be due to the tactics file? Hanub, did i put the tactics file in correctly or did i mess it up or smthing?


Yes, you put it in the right place, so I don't think it's that. You probably forgot a < or something, let me check.

EDIT: It's in he protoy, so I will just check all the changes you made.

EDIT2: Ok I found the problems. The first one was that you closed <PopulationCount> with </Population>. The second one was that you closed <train .....> with </tech> at the teepees (all the other things were techs, so I see where it went wrong) :)

If you want a xml validator, here is one online Validator

So the game starts now, but you can't train them yet, I guess we need to add something to the techtree. (you can still upgrade your infantry, although you can't train them anymore :) )
Edited by _Ha_Luke_331, Jan 7 2010, 04:11 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Ok, I made them trainable *heyhey*

I'm not sure if they are balanced though, I playtested in age 4 and the polar bears had almost 800 hp and 38 attack with 2x against infantry *lol*

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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Ok, I've made some changes (including the last changes Sunil made):

French:
- Xbows now only get + 1 range with aging to Fortress
- Xbows now only get + 2 range with aging to Industrial

Iro:
- Fusiliers are trainable from Indstrial

China:
-Flying crows fly


Dutch:
-Bloodsmash reduced to 200 damage(from 250)


Sioux:
-Teepee's renamed to "Animal Reservation"
-Windrunner (card) increases Pet attack(15%) rather than infantry speed


Following units trainable at WarHut:
YPPetTiger
-Speed +1 (6)
-HP 150
-Trainpoints 20
-Build limit 30
-Cost 90 f/60g
-1 population
-Only avaliable age 2++
- RR made to .2 and MR taken away
-15 attack with 1.2x guardian, 2x infantry, .5x HI

YPPetWhiteTiger
-1 population
-Speed +1 (6)
-Trainpoints 20
-Build limit 30
- .4RR
-75f, 25 w
-13 Attack with 2x HI
-Avaliable age 2++

PetWolf
-1 pop
-30 Build limit
- MR .2
-9 attack x3Guardian and x4cav and x3.5 LI (pseudocav)
-85 food cost
-115 HP
-Avaliable age 2 ++

The Following Units are trainable at teepees in age 3:

Polar Bear (anti-infantry)
-420HP
-2 pop
-150f/100g
-5speed
- .3RR
-20 attack with 2x against ALL infantry
-Build limit 20
(replaced train row with CIR since not useful any more obviously :P)

YPPetLion
-Speed 5
-HP 170
-Trainpoints 25
-Build limit 20
-Cost 180 f
-2 population
-Only avaliable age 3++
-13 attack with 1.5x guardian, 4x cav

SPCWhiteBuffalo
-Speed 5
-HP 400
-Trainpoints 25
-Build limit 1
-Cost 100f/60g
-Only avaliable age 3++
-No attack
-Boost all pets attack
Attached to this post:
Attachments: Funpatch_Jan_7.zip (1.21 MB)
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SunnyDeeeee
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H34d Nubc4k3
OP ha nub! k i bookmarked the xml validator so next time i can find mai errors :P
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Mariomasta
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IMO warchief aura should increase pet speed as well.

Sioux only needs a bit of fine tuning now, but its almost perfect.
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Mariomasta
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And teepees still boost hp/attack with card right?
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SunnyDeeeee
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H34d Nubc4k3
yes
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SunnyDeeeee
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H34d Nubc4k3
changes:

Code:
 

Germany:
-German town farmers also boosts SW attack/HP by 40%
-Guild artisans increases SW attack/HP by 50%
-SW cost increased to 110 f/110 w

China:
Villages
-name = zoo
-Can garisson pandas
-can train pandas
-cannot train goats
panda:
-120f/100 g
-350HP, 5 speed, 20 attack, .2RR
-Trainpoints 30
-0 pop, but build limit of 12

India
-Sepoy revolt also boosts monk HP by 300%

Russia:
-Suvrov Reforms changes cav archers--->manchu for 1000 food


so as you can see i worked at making SW viable military late game (they kinda sux late game since weak attack, so now they will become tanks when FU!)
and ofc 1x1's zoo/panda suggestion XD
and lastly suvrov and sepoy revolt XD
Attached to this post:
Attachments: Funpatch_Jan_7.zip (1.29 MB)
Edited by SunnyDeeeee, Jan 8 2010, 01:30 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Very nice Sunil, I like the cav archer --> Manchu card very much :D
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Mariomasta
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imo make the survorov card wood to go along with the UC techs. however, reduce cost to like 700 wood tho.
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incognoto
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Nub
I love the Zoo idea. ;)






Anyway, i've been messing around with the protoyfile (it's easy thanks to the launcher). I have some questions. I've successfully made the Iroq WC have 100 LOS and 8k HP, but I can't make the skirmishers shoot arrows:
Code:
 
<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>



Idk it doesn't work. :/
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
It's in the tactics file of the skirm. Every unit has in the protoy a line that determines which tactics file it uses.

For a skirm that's:
Code:
 
<Tactics>rifleman.tactics</Tactics>


These tactics files are located in the data.bars

In the folder Data, you have 3 of them, Data1/Data2/Data3 for each expansion. In your normal aoe 3 folder you have another 3 Data files, DataP, DataPX, DataPY which contains changes from patches.

So you first need to look in DataPY to see if RE has patched it, or else it's probably in Data3.

You need the program AoE3Ed to do this.

You select the rifleman.tactics and extract it. You then convert it with the Fileconverter.

Rename the file or else every unit that uses that same tactics file will shoot arrows (don't forget to change it in the protoy)

In the tactic file you should see stuff like this:

Code:
 
<projectile>InvisibleProjectile</projectile>
<impacteffect>effects\impacts\gun</impacteffect>


Change that into this:

Code:
 
<projectile>Arrow</projectile>


And try to see if it works.

You can always do a preview in AoE3Ed of the archer.tactics and compare the changes.
Edited by _Ha_Luke_331, Jan 8 2010, 07:32 AM.
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incognoto
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Nub
Yes, I tried but it didn't work, but I'll work on this some more when I get the time. :)
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ĺ×ļ
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China Lamer
New Idea: European imperial politicians set to give either 8 ninjas and 5 petards (BrianManahan) or a herd of 40 deer (StrategicJoel).

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ĺ×ļ
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China Lamer
Oh and can hot air balloons garrisson yet? That would be cool XD
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Here's a small update:

Quote:
 
- scout random names changed
- Cav archer has 1 area damage
- Cav archer fires flaming arrows
- Gurkha back to only sniper



@1x1, nice idea!

And the balloon can't garrison yet.
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Mariomasta
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Have you guys considered native/asian revolts/revolt equivalents??? updating the revolt politicians???

Heres some of my ideas. (all for standard revolution price)

Japan: All villagers are converted into yumi archers, with way of the bow. Boosts with card still apply.

India: already have the card

China: All villagers converted to the army of your choice: ming, standard, or old han (through card). Makes a sick old han FI to revolt. (in place of card great migration)


Sioux: village card in industrial (warrior culture) increases ranged attack by 600%, Hand attack to 250%, siege by 200% and HP by 150%. A new villager tech is also available in the market. Stats=18 ranged, 25 hand, 10 siege. And they can still gather resources.

Aztec: temple of xolotl now converts villagers to coyote runners, macehualtin, or puma spearmen. The unit you choose gets a 50% attack and HP boost

Iroquois: identical change as sioux, with the same card.


So what do you think? Any ideas? I think its pretty good, but in terms of balance you may need to update it a bit.
Edited by Mariomasta, Jan 10 2010, 12:52 PM.
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