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TE FUNPATCH Modding/Discussion/Suggestion thread; Cool FP
Topic Started: Nov 11 2009, 11:07 AM (25,510 Views)
Lord_Sami
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Recon King
I think yumi should be 5 speed. And rockets need more range, around 60 would be nice. What range do the carded mortars have?
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Mortars have 60 range with the card, so 60 or 50 would be nice for rockets I guess.

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Mariomasta
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Not even from forts, they cant train their personal mercs????? and I think forts should move and train fast for their boosts. The euro equivalent of daimyo, cept stronger and slower.

And please make a better reason for not accepting my idea rather than "And Mario, stop talking about new Sioux changes, they've had enough." It is a good idea, and we could use another unit type like this, and axe riders fit the description perfectly. Just because a civ is changed already doesnt mean it cant be improved. You know that. And my suggestion just further improves the versatility of the sioux, which seems like a nice perc for them to have.
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Mariomasta
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And yes i agree with sami, 5 speed for yumis, and 55 range for rockets
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lokomaniaco
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nub
Give more range to ERK and change the ROF to 1.0 and make they flying units.
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SunnyDeeeee
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H34d Nubc4k3
aztecs already have flying unit though :P
Also i dont think eagle runner knights should be able to fly :P
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lokomaniaco
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nub
Uhmmm well thought Sunil, but we can change his name to EFK
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ĺ×ļ
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China Lamer
But they are eagle runner knights
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SunnyDeeeee
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H34d Nubc4k3
ĺ×ļ
Jan 24 2010, 03:00 PM
But they are eagle runner knights
eagles can run *banana*

hth

Alternatively we could just call them duck runner knights and let them be water units *duck*
Edited by SunnyDeeeee, Jan 24 2010, 04:24 PM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
lol about EFK :D

And Mario I don't like the axe riders idea. One, it's impossible. Two, I nerfed their raiding abilities for a reason. Look at the changes to see why.

And I don't think the dog soldiers should become trainable. One, Sioux has enough. Two, we already made unique non-trainable units trainable (Spahi, hatamoto). Three, it adds another huge balance question (look at the problem Spahi gave).

Quote:
 
lternatively we could just call them duck runner knights and let them be water units


I believe ships have the tag >Tied to watersurface< :O
Edited by _Ha_Luke_331, Jan 24 2010, 04:27 PM.
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ĺ×ļ
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China Lamer
SunilD93
Jan 24 2010, 04:23 PM
ĺ×ļ
Jan 24 2010, 03:00 PM
But they are eagle runner knights
eagles can run *banana*

hth

Alternatively we could just call them duck runner knights and let them be water units *duck*
They can also fly.
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Mariomasta
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Quote:
 
And I don't think the dog soldiers should become trainable. One, Sioux has enough. Two, we already made unique non-trainable units trainable (Spahi, hatamoto). Three, it adds another huge balance question (look at the problem Spahi gave).


You know that Spahi>DS right... So i dont see why this is a problem, heck they have cards to boost dog soldiers, but they cant even make the from corrals

Quote:
 
And Mario I don't like the axe riders idea. One, it's impossible. Two, I nerfed their raiding abilities for a reason. Look at the changes to see why.


Give them the tomahawk projectile and make it a melee attack... Is that really impossible?
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lokomaniaco
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nub
Maybe add a tactic that make him fly, but I am not sure that would work. imo it won't work, but testing don't hurt, right ?
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Mariomasta
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Quote:
 
From sioux in funpatch changes: - Axeriders 1.25x Heavy cav
- Axeriders 0.8x vills


This is why you needed to nerf AR vs vils??? Thats all it says
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Look a bit better Mario.

Quote:
 
Maybe add a tactic that make him fly, but I am not sure that would work. imo it won't work, but testing don't hurt, right ?


A unit is either in the air or on the ground, it can't be both.

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lokomaniaco
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nub
I know, but if there isa flag change tag it may work.
Edited by lokomaniaco, Jan 24 2010, 05:58 PM.
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SunnyDeeeee
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H34d Nubc4k3
Mariomasta
Jan 24 2010, 05:05 PM
Quote:
 
And I don't think the dog soldiers should become trainable. One, Sioux has enough. Two, we already made unique non-trainable units trainable (Spahi, hatamoto). Three, it adds another huge balance question (look at the problem Spahi gave).


You know that Spahi>DS right... So i dont see why this is a problem, heck they have cards to boost dog soldiers, but they cant even make the from corrals

no they are not... we nerfed spahi a lot.
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ĺ×ļ
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China Lamer
Halve travois attack imo. And fix WC crackshot!
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
imo remove travois from the game....

They are way too OP! and also have the bah habit of screwing hunts/trees over making them bug.
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Mariomasta
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Quote:
 
no they are not... we nerfed spahi a lot.


Well they better be to only cost 200 food for 5 XD. And they cant be that much worse than DS, they have 3 AoE lmao... If you make dog soldiers 160 f-160 g that doesnt seem too OP. Build limit maybe at 15-20
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SunnyDeeeee
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H34d Nubc4k3
Mariomasta
Jan 24 2010, 07:08 PM
Quote:
 
no they are not... we nerfed spahi a lot.


Well they better be to only cost 200 food for 5 XD. And they cant be that much worse than DS, they have 3 AoE lmao... If you make dog soldiers 160 f-160 g that doesnt seem too OP. Build limit maybe at 15-20
they don't cost 200 food for 5...
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Mariomasta
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It was something like that, like a ridiculous cost reduction...
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SunnyDeeeee
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H34d Nubc4k3
no it wasn't lol... they cost 331 food...
Edited by SunnyDeeeee, Jan 24 2010, 11:11 PM.
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Mariomasta
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Another idea i got, improving explorer cards, to further their use, along with their current abilities.

Germans: uhlans from explorer receive a moderate discount
French: 10% attack and hp to CdB and natives, aura
Russia: 15% MR (to improve their fighting vs cav) aura
British: can build manor houses, at 2x the speed of a vil and cost reduced by 15 when made by explorer
Ports: LoS of spyglass increased, reduced recast time (or increase the time it lasts)
Japan: Isn't theirs awesome enough? maybe increase range of all units by 1-2 or something... idk
India: Dukkha sufferings: further increases chance to stun, and permanently reduces speed of stunned units by .5 (if this isnt possible, stick with option 1) Favorable karma: gives a small chance (1/15) of doing x5 damage splash for each monk.
China: Can build rattan shields in age 2, and iron troops in age 3
Ottoman: builds TP faster, reduces cost by 35 wood when made by explorer
Dutch: Explorer can now build banks at x3 the speed of a vil
Aztecs: First card: high Priest of Ixtlilton: explorer gets x2 kill bounty from guardians
Smoking mirror: AoE increased to 5, speed boost remains
Iros: high chief: gives siege aura of 15-20%
Town destroyer=same
Sioux: Smoke signals: increases cav LoS by 8
counting coup: reduce reload time
center of power: stealth speed is the same as regular speed
Command skill=same

So what you guise think? I tried to make these something that is unique with each civ, and not make these cards absolutely useless like many of these are.

Edited by Mariomasta, Jan 24 2010, 11:21 PM.
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lokomaniaco
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nub
Good idea Mario.

And Boyars should've increase the Rhinos build limit !!!!!!!


EDIT :Maybe with we delete the two flags, units would be able to go to land and water too.
<Flag>TieToWaterSurface</Flag>
<Flag>DecalStickToWaterSurface</Flag>

It may work.
Edited by lokomaniaco, Jan 25 2010, 06:59 AM.
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ĺ×ļ
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China Lamer
Mariomasta
Jan 24 2010, 11:17 PM







Quote:
 
Germans: uhlans from explorer receive a moderate discount

Looks good

Quote:
 
French: 10% attack and hp to CdB and natives, aura


No!

Quote:
 
Russia: 15% MR (to improve their fighting vs cav) aura


WTF?

Quote:
 
British: can build manor houses, at 2x the speed of a vil and cost reduced by 15 when made by explorer


You would need to create a new manor house model for this

Quote:
 
Ports: LoS of spyglass increased, reduced recast time (or increase the time it lasts)


That's pretty much what it does already....

Quote:
 
Japan: Isn't theirs awesome enough? maybe increase range of all units by 1-2 or something... idk


Then why change it

Quote:
 
India: Dukkha sufferings: further increases chance to stun, and permanently reduces speed of stunned units by .5 (if this isnt possible, stick with option 1) Favorable karma: gives a small chance (1/15) of doing x5 damage splash for each monk.


Neither are doable I think

Quote:
 
China: Can build rattan shields in age 2, and iron troops in age 3


Idk... but then the iron troop enabling card would be useless then

Quote:
 
Ottoman: builds TP faster, reduces cost by 35 wood when made by explorer


Impossible

Quote:
 
Dutch: Explorer can now build banks at x3 the speed of a vil


Lol

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Aztecs: First card: high Priest of Ixtlilton: explorer gets x2 kill bounty from guardians


Pretty useless then...

Quote:
 
Smoking mirror: AoE increased to 5, speed boost remains


I think 5 AoE is a bit much. But if you do this you also have to add (or remove) one of the tags to make sure it doesn't damage friendly units (which it does now) because that would really suck.

Quote:
 
Iros: high chief: gives siege aura of 15-20%
Town destroyer=same


Seems a bit insane lol

Quote:
 
Sioux: Smoke signals: increases cav LoS by 8
counting coup: reduce reload time
center of power: stealth speed is the same as regular speed
Command skill=same


Smoke signals is good but idk what you're talking about for the other ones.
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Mariomasta
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For most of them im adding on to what they already have:

Sioux: Counting coup it a "mighty blow dealt by the warchief", reduce recast time
Center of power is invisiblity, basically the WC moves at the same invis speed as visible speed, much like the new tashunuke

China: Hey dopp i know something that wil please you with china... Seperate banner army training, so you can only train CkN or only train keshik or whatever from monk.

How bout for french: Explorer may now train natives which you have made a trade post on instantly, same cost

British: maybe just reduce cost in general by 15

Otto: same thing, reduce the cost in general, and reduce build time

Dutch: lol what??? too weak?

Ports: I didnt know their card improves the spyglass. Maybe make the reveal permanent???

Iros: Insane??? I thought that was the basis of the funpatch lmao

Japan: I never said to, i said if you do want to you can add it. 21 how bout this, having it shippable 2 times XD. Treasure hunting lame ftw.

Russia: couldnt think of anything then, but maybe improve all units melee attack in an aura??? And their musks
melee would be just below standard in melee, and change all other units accordingly

Aztec: it is??? i thought i would encourage treasure hunting, cuz along with warchief BB, it has this so it gets massive exp from treasure guardians, at an easy win. Suggestions for improvement? Oh and dop the warchief melee is quite bad anyways... so its not that OP. Maybe 4 i guess

India: Favorable Karma: Monks now generate a small trickle trickle of .3 food, .2 gold, and .2 wood each when alive, in addition to explorer upgrades (finally we may use something besides distribuvitism)
Dukkha sufferings (rename to duck sufferings imo) also increases opponents obstruction raidius, in addition to slowing units.

And i forgot Spain XD: Explorer now becomes a shipment point, shipments arrive x3 faster (to encourage rushes, not a lame spanish ff)
Edited by Mariomasta, Jan 25 2010, 09:39 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I don't think all the explorer cards should be boosted.

So far the German one seems good (but it will be reducing the cost for all Uhlans).

The others are not possible or just too much of Mario. :P


It took me some time to figure out what you meant with this:

Quote:
 
Russia: 15% MR (to improve their fighting vs cav) aura


But stuff like this isn't possible. Only the auras/boost (including group bonuses) that are already in game are possible like Speed, MaxHP, Damage, Bounty and the ones for Gathering. I experimented with range, LOS and healingrate and only with LOS something happened, but it was completely bugged.

You couldn't know that, so I forgive you :P
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Mariomasta
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Quote:
 
don't think all the explorer cards should be boosted.


So its alright for them to serve no purpose basically after age 1, besides tp/tcs? Heck they are the heros, they should be somewhat useful right?

Sure some of them are over the top, but then again most of the explorer cards suck hard, there is almost no reason to use them. Not to make the card be the only card you would use age 1, but the card should definitely serve a purpose besides only giving like 50% vs guardians.

Few of them i endorse over the others. Brit explorer should build manors, if japan can do it they definitely should be able to as well. Iro siege aura would improve an iro rush, and make it awesome, along with their FF for manlets. Sioux ones make sense too. And the china explorer should be able to train banner units separately after card. Other ones, sure forgo them if you wish, mostly random brainstorming, but id like to see consideration with these ones
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
All Euro explorers already have gotten their use after age 2 :)

Swashbuckler attack is great in age 3 and so is the crackshot in age 4.

All native WC's are already very strong and useful and the Asian Monks have some nice upgrades.

I don't say we can't boost change an explorer card, but there's no need to change them all. So I have rather 1 good one, then a lot of bad ones (btw the British one is already changed I believe).
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Lord_Sami
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Recon King
I do agree on that explorer improvement cards need more variety. Just keep your ideas realistic. And all of them don't need to be changed, maybe slight improvement to the card effects to make them more viable.

Some explorers have the swashbuckler thing after taking the card (in FP euro explorers get it in fort etc?) Maybe make it a bit stronger, like it being able to kill like 3-4 soldiers at a time. It's a man with a big sword, after all.

Don't start messing with native WCs, they are good as what they are now (or maybe a slight nerf to iro WC crackshot)

And i think we should lower tower cost from 250w to 200. Just for fun.

EDIT: balance BBs. brit longbow upgrade is way too pricy, and the cuir BB is just lame.
Edited by Lord_Sami, Jan 25 2010, 02:19 PM.
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ĺ×ļ
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China Lamer
chinese monk training individual units is definitely not doable, considering you get 3/4 empty slots in the UI and there are way more than 3 chinese units...
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Mariomasta
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then maybe the basics, CkN, Keskik, Pike, and Steppe. Isnt that what you asked for a while back
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Veliem
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hmmm I'm not sure if it is just me, but China seems very weak to me. I play some 2 vs 2 with my friends and with many civs (britain, russia, ottoman, japanese, german, and dutch) and i have always managed to build up a decent army of 20-30 dudes (usually infantry) and always manage to successfully defended myself from rushes that happen 13-18 minutes into a game and by that time i'm either aging to age 3 or am in age 3. However i play like 3 or 4 games as China with an army of nubs and pikemen along with some steppe and keshik and i'm always killed off or am unable to defend successfully leading to more enemy reinforcement before i could rebuild my army. To me, it seems like every Chinese units have too little hp. Well atleast chu ko nubs, pikemen, and steppe rider. I stopped making the aqubruiser and chang dao army because aqubruiser seem useless as they die one hit from basically everyone.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
You have to rely on the nubs, they are heavily boosted. Also use disciples, because they are very cheap. Bart331 used them for a FF (with the disciple wonder) and then you can have a lot of them.

We also boosted flame throwers, but they might be too weak still.

Arquebusiers are made useless because we wanted China to build ChuKN, they have very few hp but large LOS so they are a scouting unit now :)

Keshiks are slightly boosted because they have more speed, LOS and a bonus vs vills now.

So I don't think China is bad, but they could use some late game bonus.
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Mariomasta
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So keshiks are basically weaker ersions of BR? Make them unique :)
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No_nickname
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No_membertitle
IMO we should make one of the factory cards able to be shipped infinite times, and set factory build limit to 2. Since its really lame when someone destroys your factories :(

Also it would open up another slot in your deck lol.
Edited by No_nickname, Jan 26 2010, 08:30 AM.
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ĺ×ļ
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China Lamer
The problem with china is that you are boosting individual units while nerfing others, but because of their banner feature this just results in some really crappy armies. All arquebusier armies are useless now, so don't even think about getting changdao. So is ming army, and this just really limits what you can train. Still, I'd go with old han+disciple spam.
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Veliem
Unregistered

I never knew the disciple are good. I just use them for treasure hunting and get them for free from the monks.
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SunnyDeeeee
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H34d Nubc4k3
We boosted them quite a bit so can become quite strong now for very low cost :D
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Mariomasta
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Arquebusiers should be made like the original Chinese arquebus, a hand cannonier. Change it so it is a mini cannon like the abus, cept remove infantry tag and make it artillery. So they would be countered by hand cav, do worse vs RC than RE arqs (still do decent with tons of RR, and be an anti infantry unit. However, keep it a scout unit with tons of LoS as well/with skirm range.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
That's actually a pretty good idea.

The only thing is that I'm not sure if they need another anti-infantry unit with the boosted ChuKN and flamethrower (which will be boosted more).

But this idea makes sense :)
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Mariomasta
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Quote:
 
That's actually a pretty good idea.

The only thing is that I'm not sure if they need another anti-infantry unit with the boosted ChuKN and flamethrower (which will be boosted more).

But this idea makes sense :)


Hey i think thats like idea #4 that was approved of !!! yay.

Some things to make it unique. Give it a semi-weak attack, like 18 with small splash, but have it have potential stun ability or frighten, (the original arquebus, one of the first explosive types made short after gunpowder in China, rather than being used as a rocket type, was meant to shock opponents with the bangs, causing uncertainty within the opponents ranks, and scaring them.)
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Veliem
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I was reading some earlier post and came across something about Iron Troops being enable though a card. Is this for China cause i look though their card and i don't see any that let me train iron troops.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I believe it's a card from the customs house and it's called Atonement.
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Fuzzy
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I <3 Sunil
MAEK the AGRA FORT FLY!!!!1111
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T_Cfc119
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nub officer111
No_nickname
Jan 26 2010, 08:29 AM
IMO we should make one of the factory cards able to be shipped infinite times, and set factory build limit to 2. Since its really lame when someone destroys your factories :(

Also it would open up another slot in your deck lol.
but what would you do with the other factory card? IMO if possible:

move it to the revolution deck and have it ship (x) amount of copvered wagons and give a slight boost to factory gather rates...

if not possible:

Let it deliver something useful like 500-1000 of each res
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No_nickname
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No_membertitle
IMO it stays in the normal deck and increases factory production rate. Sort of like Tulip speculation for factories :P
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KAPOW!
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Scenario Designer God
What about forts and outposts that can turn back into outpost wagons and move.
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SunnyDeeeee
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H34d Nubc4k3
lol for some reason i don't think that's possible :P
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