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| TE FUNPATCH Modding/Discussion/Suggestion thread; Cool FP | |
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| Tweet Topic Started: Nov 11 2009, 11:07 AM (25,509 Views) | |
| ĺ×ļ | Jan 27 2010, 05:37 PM Post #651 |
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China Lamer
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It is indeed possible |
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| lokomaniaco | Jan 27 2010, 05:40 PM Post #652 |
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nub
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its possible |
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| _Ha_Luke_331 | Jan 27 2010, 06:17 PM Post #653 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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How? |
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| MidlifeChaplin | Jan 27 2010, 06:23 PM Post #654 |
Conscript
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How about some flying horse artillery? that would be funny! and give them a bit more range and attack v cav because cav rape them too easily imo |
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| lokomaniaco | Jan 27 2010, 06:24 PM Post #655 |
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nub
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Dunno, but Tahattus and Irish legend made that !!!so its possible. |
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| KAPOW! | Jan 27 2010, 06:29 PM Post #656 |
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It is on scenario editor. |
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| Mariomasta | Jan 27 2010, 06:48 PM Post #657 |
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How bout forts that can be built on water, but no flying. Make their be water forts, and they can be used as means for transporting units safely across water, as buildings cannot be attacked by other buildings :P. that would be epic. Give this to russia IMO , and enable it after sending sevestpol. |
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| ĺ×ļ | Jan 27 2010, 06:51 PM Post #658 |
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China Lamer
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If this is possible I would love to see what happens to units you train from the fort in the water |
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| Mariomasta | Jan 27 2010, 06:51 PM Post #659 |
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And how bout invisible buildings??? maybe make teepees have this
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| Mariomasta | Jan 27 2010, 06:52 PM Post #660 |
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oh and dop just like normal training ships, you can only build units when near land (d'oh) |
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| SunnyDeeeee | Jan 27 2010, 07:42 PM Post #661 |
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H34d Nubc4k3
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mario have you heard of the edit button? IMO it would be a lot better just editing your post rather than posting 10 posts that just have 1 suggestion ![]() and wonexwon, I think the units would just pop up on nearest shore, kinda like what happens when explorer drowns.
Edited by SunnyDeeeee, Jan 27 2010, 07:43 PM.
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| Lord_Sami | Jan 28 2010, 03:18 PM Post #662 |
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Recon King
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Sounds superior. Siege enemy TC and place fort + 13 outposts in his base. OP (the building --> wagon conversion) |
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| Mariomasta | Jan 28 2010, 03:35 PM Post #663 |
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Lol do you not remember ducks last 10 or so posts in a row ranting on the Fanpatch for the tournament? |
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| SunnyDeeeee | Jan 28 2010, 04:37 PM Post #664 |
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H34d Nubc4k3
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The content in that thread was not nearly as important as that in this thread. The modders actually are trying to read the suggestions here, thus making it a lot easier to read if you post 3 suggestions in 1 post rather than 3 suggestions in 3 posts. |
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| SunnyDeeeee | Jan 29 2010, 12:23 AM Post #665 |
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H34d Nubc4k3
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same applies for you kapow
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| No_nickname | Jan 30 2010, 10:12 AM Post #666 |
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No_membertitle
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I'm going to make an update nao. 1.0e is the most recent, right? EDIT: nvm, downloaded sunils latest update Also, on the wagons --> buildings --> wagons thing, it would be quite OP if it was for free, so maybe we can add a small cost to the building --> wagon part? Like 10-20% of the original building cost? Edited by No_nickname, Jan 30 2010, 10:42 AM.
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| _Ha_Luke_331 | Jan 30 2010, 02:05 PM Post #667 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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Good idea! |
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| SunnyDeeeee | Jan 30 2010, 02:21 PM Post #668 |
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H34d Nubc4k3
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yes, that sounds OP haha |
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| KAPOW! | Jan 30 2010, 05:13 PM Post #669 |
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Mai OP skills. What about making Ports get Imp xbows? |
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| SunnyDeeeee | Jan 30 2010, 05:15 PM Post #670 |
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H34d Nubc4k3
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2 |
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| _Ha_Luke_331 | Jan 30 2010, 05:15 PM Post #671 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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No, France already gets imperial xbow ![]() EDIT: And Port has 30 range cassas late game
Edited by _Ha_Luke_331, Jan 30 2010, 05:16 PM.
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| No_nickname | Jan 30 2010, 05:28 PM Post #672 |
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No_membertitle
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Hey guise how did you make advanced balloons unattackable by hand units? And can this be done with all land units? I am trying to make flying canoes attackable by only flying units, buildings and ships. EDIT: actually I have made them unattackable by ranged units as well, but now nothing can attack them (havent tested if buildings can though).
Edited by No_nickname, Jan 30 2010, 05:30 PM.
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| SunnyDeeeee | Jan 30 2010, 05:32 PM Post #673 |
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H34d Nubc4k3
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ask ha_nub, he haxxed it in somehow! Isn't there some tag >NotAttackablebyHandUnits< or somthing like that |
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| KAPOW! | Jan 30 2010, 05:34 PM Post #674 |
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What about my bonus? IMO I should get NitroPetards instead of normal ones. |
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| No_nickname | Jan 30 2010, 05:34 PM Post #675 |
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No_membertitle
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Well the problem really is to make them attackable by flying units and make them able to attack other flying units, without getting all those land units involved
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| _Ha_Luke_331 | Jan 30 2010, 05:36 PM Post #676 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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Actually, there are tags that make an unit attackable. EDIT: Remove this line and a unit can't be attacked by handunits
Edited by _Ha_Luke_331, Jan 30 2010, 05:38 PM.
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| No_nickname | Jan 30 2010, 05:36 PM Post #677 |
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No_membertitle
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So what do I do? ![]() Flying units arent a part of the original game, so I dont think there are tags for those...?
Edited by No_nickname, Jan 30 2010, 05:37 PM.
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| _Ha_Luke_331 | Jan 30 2010, 05:39 PM Post #678 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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You could give them a very high range resistance. The units that should counter it, should be units with siege attack so that they bypass the RR. You could also work with a high RR and huge multipliers. EDIT: And of course you have this:
Idk if that can do anything Edited by _Ha_Luke_331, Jan 30 2010, 05:40 PM.
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| KAPOW! | Jan 30 2010, 05:40 PM Post #679 |
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No, there is for the Air Balloon. |
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| No_nickname | Jan 30 2010, 05:40 PM Post #680 |
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No_membertitle
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I see. I dont want them to be attackable by ranged units either. But I think the flying units count as ranged units. Can I remove this without ducking them up? EDIT: Yeah that could work too. Edited by No_nickname, Jan 30 2010, 05:41 PM.
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| No_nickname | Jan 30 2010, 05:42 PM Post #681 |
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No_membertitle
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Epic postings at the same time lol ![]()
I tried adding that as an attack rate in the tactic file, but it didnt work. Anything else I can do with that? Yes, but those could not attack other units or be attacked by other units. Edited by No_nickname, Jan 30 2010, 05:44 PM.
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| _Ha_Luke_331 | Jan 30 2010, 05:45 PM Post #682 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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I don't know if it works, but maybe you could try changing this:
into this:
or this:
(plural) |
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| No_nickname | Jan 30 2010, 05:46 PM Post #683 |
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No_membertitle
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I will try. Btw keep in mind that ranged land units are not supposed to attack them either. Thats really where the problem is, since if I make them unattackable by ranged units, the flying units (which are ranged) cant attack them either.
Edited by No_nickname, Jan 30 2010, 05:48 PM.
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| _Ha_Luke_331 | Jan 30 2010, 05:51 PM Post #684 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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Well the balloon doesn't have the tag
So it's possible for a unit to have a ranged attack, but without the ranged tag. You can try it out by making a unit unattackable by hand and ranged units and let it fight with the balloon (make sure you remove the invulnerable flag) |
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| No_nickname | Jan 30 2010, 05:58 PM Post #685 |
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No_membertitle
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I removed the ranged tag of the flying canoes, and they can now attack the balloons. But they still cant attack enemy flying canoes ![]() This is the flying canoes proto now:
And here is its tactic file:
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| ĺ×ļ | Jan 30 2010, 06:42 PM Post #686 |
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China Lamer
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Can the canoes be attackable by ground ranged units? |
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| No_nickname | Jan 30 2010, 06:58 PM Post #687 |
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No_membertitle
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Yes, but not ground hand units. |
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| No_nickname | Jan 30 2010, 11:16 PM Post #688 |
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No_membertitle
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Update time ![]() http://www.filefront.com/15465595/Funpatch_31_01_2010.zip Changes:
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| Mariomasta | Jan 30 2010, 11:17 PM Post #689 |
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Hey guys if European civs are getting BBs, perhaps Asians should too? Idk Heres some ideas which you guys will probably reject :). Indians: From TC Age 3: ships 2 mahout and 1 mansabar mahout. 1200 wood From barracks Age 2: increases speed of all infantry by 10% 150G/W From house Age 2: ships 100 wood for every house, 500g Japan From TC Age 2: ships a naginta rider for every 2 minutes of the game, up to 20 minutes of the game: 600 f/g From Dojo Age 3: Idk, do something to make these more useful Perhaps units reduced cost from itFrom market: Age 3: enables european age 1 techs 150f/w/g China From village Age 1: Villages provide an attack, and get a 50% hp boost. 200 gold From castle Age 3: Flamethrower range increased, idk how much. 300 g/w From monk Age 2: disciples train 50% faster, and now slowly regenerate hp. 350 food |
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| Mariomasta | Jan 30 2010, 11:21 PM Post #690 |
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Oh and nice update nick. I think the patch is almost ready. Thank god for the travois update |
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| No_nickname | Jan 30 2010, 11:36 PM Post #691 |
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No_membertitle
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If the travois are still uber OP after this (which they have still been after every major nerf they have gotten) then idk what to do. I nerfed them really hard lol ![]() Also most of those BB's look good mario. However there is already a card that gives Villages an attack so you will have to change that one
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| Veliem | Jan 30 2010, 11:51 PM Post #692 |
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Unregistered
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hmmm instead of having every civ use the same "planes" why not convert the japanese ships to planes for asians? those ships look badass no? For the natives, give them chinese ships instead cause if i remember correctly, native ships all shoot arrows and the chinese ships are unique from the euros. This way not every civ will be making the same "planes." This game isn't call Age of Conformity III I think the France BB now cost too much no? 3k resource for only 10% is a rip off to me. Also, no news on the church grenadier for France? the first grenadier "research" isn't researchable a 2nd time after all 3 are research. Might i suggest a SLIGHT decrease to how much rocket BB cost? Since it aoe is cut by half and damage is also cut by half. Probably a 250 resource less or 500. The travois seem sucky now... It lose 50 attack, 1 speed, .2 RR, and 4 aoe. From the looks of it, it will basically die before it even reach any units unless it is an army of all melee or only a few range since it is that much slower and is more vulnerable to range. Also, with the lost of 50 attack AND 4 aoe it can't be called mini trucks anymore. Might i suggest an increase in speed by .5 or 1 or an increase in RR by .1 instead of decreasing it? To make them somewhat useful as they will be able to reach the enemy before getting slaughter. The decrease in aoe make their kill range smaller, making them having to move that much closer to enemy before they start getting hurt. |
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| SunnyDeeeee | Jan 30 2010, 11:55 PM Post #693 |
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H34d Nubc4k3
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wow nice job nickname!!! |
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| owns | Jan 31 2010, 04:30 AM Post #694 |
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the OWNER
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maybe let some civ be able to train nitropetards
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| KAPOW! | Jan 31 2010, 04:38 AM Post #695 |
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Or maybe i should have my explorer as a NitroPetard... |
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| _Ha_Luke_331 | Jan 31 2010, 05:24 AM Post #696 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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Good job Nick! |
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| Mariomasta | Jan 31 2010, 09:09 AM Post #697 |
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How bout for villages they can train standard/old han/ming banner armies from the BB, but at a very slow rate, same cost (bit faster than the speed of the summer palace), no hp increase. That would be , but more of a later game perc :). 300 wood. Age 2 Also, since portugal is supposed to be a "late game" civ. I was thinking we should slightly increase their eco cards, like eco theory 12% all, refridgeration 24%, Royal Mint 30%, etc, to further encourage the use of these in portugal's arsenal. |
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| ĺ×ļ | Jan 31 2010, 10:02 AM Post #698 |
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China Lamer
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ports is OP enoguh lol |
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| SunnyDeeeee | Jan 31 2010, 12:25 PM Post #699 |
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H34d Nubc4k3
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+1 I was able to fend off wonexwon's travois spam with ports... until nickname attacked my OG army with 20 spahi
Edited by SunnyDeeeee, Jan 31 2010, 12:25 PM.
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| Mariomasta | Jan 31 2010, 12:29 PM Post #700 |
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lol. And is that really making them OP? Just increasing what they could improve, as i doubt anyone goes anything but CM as ports to start. |
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9:09 AM Jul 11
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(havent tested if buildings can though).

9:09 AM Jul 11