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TE FUNPATCH Modding/Discussion/Suggestion thread; Cool FP
Topic Started: Nov 11 2009, 11:07 AM (25,509 Views)
ĺ×ļ
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China Lamer
It is indeed possible
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lokomaniaco
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nub
its possible
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
How?
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MidlifeChaplin
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Conscript
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
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nub
Dunno, but Tahattus and Irish legend made that !!!so its possible.
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KAPOW!
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Scenario Designer God
It is on scenario editor.
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Mariomasta
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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
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China Lamer
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
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And how bout invisible buildings??? maybe make teepees have this ;)
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Mariomasta
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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
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H34d Nubc4k3
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. :D
Edited by SunnyDeeeee, Jan 27 2010, 07:43 PM.
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Lord_Sami
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Recon King
Sounds superior. Siege enemy TC and place fort + 13 outposts in his base. OP (the building --> wagon conversion)
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Mariomasta
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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
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H34d Nubc4k3
Mariomasta
Jan 28 2010, 03:35 PM
Lol do you not remember ducks last 10 or so posts in a row ranting on the Fanpatch for the tournament?
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
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H34d Nubc4k3
same applies for you kapow *wink*
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No_nickname
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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
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Good idea!
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SunnyDeeeee
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H34d Nubc4k3
yes, that sounds OP haha
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KAPOW!
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Scenario Designer God
Mai OP skills. What about making Ports get Imp xbows?
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SunnyDeeeee
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H34d Nubc4k3
2
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
No, France already gets imperial xbow :)

EDIT: And Port has 30 range cassas late game *devil*
Edited by _Ha_Luke_331, Jan 30 2010, 05:16 PM.
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No_nickname
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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
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H34d Nubc4k3
ask ha_nub, he haxxed it in somehow! Isn't there some tag >NotAttackablebyHandUnits< or somthing like that
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KAPOW!
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Scenario Designer God
What about my bonus?
IMO I should get NitroPetards instead of normal ones.
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No_nickname
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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 :P
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Actually, there are tags that make an unit attackable.

EDIT: Remove this line
Code:
 
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
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
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No_membertitle
So what do I do? :P

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
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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:
Code:
 
<Flag>FlyingUnit</Flag>


Idk if that can do anything
Edited by _Ha_Luke_331, Jan 30 2010, 05:40 PM.
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KAPOW!
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Scenario Designer God
No, there is for the Air Balloon.
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No_nickname
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_Ha_Luke_331
 
EDIT: Remove this line

Code:


<UnitType>LogicalTypeHandUnitsAttack</UnitType>

and a unit can't be attacked by handunits :)


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:
_Ha_Luke_331
 
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.
Yeah that could work too.
Edited by No_nickname, Jan 30 2010, 05:41 PM.
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No_nickname
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No_membertitle
Epic postings at the same time lol :P

_Ha_Luke_331
 
EDIT: And of course you have this:

Code:


<Flag>FlyingUnit</Flag>



Idk if that can do anything


I tried adding that as an attack rate in the tactic file, but it didnt work. Anything else I can do with that?

KAPOW!
 
No, there is for the Air Balloon.
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
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I don't know if it works, but maybe you could try changing this:
Code:
 
<UnitType>LogicalTypeHandUnitsAttack</UnitType>

into this:

Code:
 
<UnitType>LogicalTypeFlyingUnitAttack</UnitType>


or this:

Code:
 
<UnitType>LogicalTypeFlyingUnitsAttack</UnitType>


(plural)
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No_nickname
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No_membertitle
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
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Well the balloon doesn't have the tag
Code:
 
<UnitType>Ranged</UnitType>


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
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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:
Code:
 
<Unit id ='1465' name ='LightFlyingEuroNative'>
<DBID>99</DBID>
<DisplayNameID>70597</DisplayNameID>
<EditorNameID>70599</EditorNameID>
<ObstructionRadiusX>1.9900</ObstructionRadiusX>
<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
<FormationCategory>Ranged</FormationCategory>
<MaxVelocity>7.5000</MaxVelocity>
<MaxRunVelocity>9.5000</MaxRunVelocity>
<MovementType>air</MovementType>
<TurnRate>12.0000</TurnRate>
<AnimFile>units\naval\canoe\canoe.xml</AnimFile>
<ImpactType>Wood</ImpactType>
<Icon>ui\units\native_canoe_icon</Icon>
<PortraitIcon>ui\units\native_canoe_portrait</PortraitIcon>
<RolloverTextID>70598</RolloverTextID>
<ShortRolloverTextID>70600</ShortRolloverTextID>
<InitialHitpoints>250.0000</InitialHitpoints>
<MaxHitpoints>250.0000</MaxHitpoints>
<LOS>24.0000</LOS>
<UnitAIType>Military</UnitAIType>
<TrainPoints>20.0000</TrainPoints>
<BuildLimit>8</BuildLimit>
<Bounty>60.0000</Bounty>
<BuildBounty>60.0000</BuildBounty>
<Cost resourcetype ='Wood'>300.0000</Cost>
<Cost resourcetype ='Gold'>300.0000</Cost>
<MaxContained>20</MaxContained>
<AllowedAge>2</AllowedAge>
<Armor type ='Ranged' value ='0.7500'></Armor>
<UnitType>LogicalTypeValidSabotage</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeShipsAndBuildings</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>AbstractWarShip</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>Military</UnitType>
<UnitType>Unit</UnitType>
<UnitType>Transport</UnitType>
<UnitType>Ship</UnitType>
<!-- Cavalry tags for formation movement only -->
<UnitType>AbstractHandCavalry</UnitType>
<UnitType>AbstractCavalryInfantry</UnitType>
<UnitType>AbstractHeavyCavalry</UnitType>
<UnitType>AbstractCavalry</UnitType>
<!-- End of cavalry tags -->
<!-- <Flag>NonAutoFormedUnit</Flag> --> <!-- Figured I should remove this lol -->
<Flag>CollidesWithProjectiles</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>NavalUnit</Flag>
<Flag>NoFadeOnDeath</Flag>
<Flag>FadeOutDecalOnDeath</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>AllowAutoGarrison</Flag>
<Flag>Tracked</Flag>
<Flag>FlyingUnit</Flag>
<Flag>NoTieToGround</Flag>
<Contain>LogicalTypeGarrisonInShips</Contain>
<Command page ='10' column ='1'>Eject</Command>
<Command page ='10' column ='2'>Stop</Command>
<Command page ='10' column ='3'>Delete</Command>
<Command page ='10' column ='0'>SetGatherPointMilitary</Command>
<Tactics>lightflying.tactics</Tactics>
<ProtoAction>
<Name>RangedAttack</Name>
<Damage>80.000000</Damage>
<DamageType>Ranged</DamageType>
<MaxRange>20.000000</MaxRange>
<ROF>3.000000</ROF>
<DamageCap>160.000000</DamageCap>
<Projectile>LazerBeam</Projectile>
</ProtoAction>
</Unit>


And here is its tactic file:

Code:
 
<?xml version="1.0" encoding="utf-8"?>

<tactics>
<action>
<name stringid="38133">RangedAttack</name>
<type>Attack</type>
<attackaction>1</attackaction>
<rangedlogic>1</rangedlogic>
<anim>RangedAttack</anim>
<reloadanim>Reload</reloadanim>
<maxheight>0</maxheight>
<accuracy>1.0</accuracy>
<accuracyreductionfactor>1.5</accuracyreductionfactor>
<aimbonus>0</aimbonus>
<maxspread>5</maxspread>
<spreadfactor>0.25</spreadfactor>
<trackrating>12</trackrating>
<unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier>
<projectile>LazerBeam</projectile>
<impacteffect>effects\impacts\gun</impacteffect>
<rate type="Unit">1.0 </rate>
<rof>2.000000</rof>
</action>
<action>
<dbaction>BoatManager</dbaction>
<name stringid="69156">BoatManager</name>
<type>BoatManager</type>
<persistent>1</persistent>
</action>
<tactic>
Normal
<speedmodifier>1.0</speedmodifier>
<action priority="75">RangedAttack</action>
<action>BoatManager</action>
<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
<runaway>1</runaway>
<autoretarget>1</autoretarget>
</tactic>
</tactics>
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ĺ×ļ
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China Lamer
Can the canoes be attackable by ground ranged units?
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No_nickname
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Yes, but not ground hand units.
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No_nickname
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Update time :)

http://www.filefront.com/15465595/Funpatch_31_01_2010.zip

Changes:

Code:
 
Jan 30th-31st changes

General
- Cavalry archers now fire the flaming arrow artillery projectile, not just burning arrows
- Factory Wagon shipment can now be sent infinite times
- Factory build limit set to 2
- Industrial Revolution and Robber Barons shipment now give +25% resource production to factories, and reduce heavy artillery train time by 25% (Great Bombard, Rocket and Heavy Cannon)

Flying ships
- Light flyer (Canoe/Catamaran)
- Cost: 300 wood 300 coin
- Build limit 5, no population cost
- Speed: 7.5
- HP: 250
- RR: 75%
- Attack: 160 ranged, x0.1 vs infantry, cavalry and artillery, x0.05 vs villagers, 20 range, shoots lasers, ROF 3, 1 area
- No siege
- Cannot attack buildings or ground units
- Can only be attacked by buildings, ships, and other flying units
- Available in age 3

- Airship (wokou junk for all civs except dutch)
- Cost: 750 wood 750 coin
- Built limit 2, no population cost
- Speed: 6.75
- HP: 2000
- SR: 50%
- Attack: 200 siege, 14 range, lasers, ROF 6, 2 area
- Can attack all units
- Can be attacked by buildings, ships, ranged land units and other flying units.
- Available in age 3

- Flying Dutchman (fluyt, dutch only)
- Cost: 750 wood 750 coin
- Built limit 2, no population cost
- Speed: 7.25
- HP: 1500
- SR: 50%
- Attack: 175 siege, 16 range, lasers, ROF 5, 3 area
- Can attack all units
- Can be attacked by buildings, ships, ranged land units and other flying units.
- Available in age 3

- Bomber ship (Tlaloc Canoe)
- Cost: 800 w 800 c
- Build limit 2, no population cost
- Speed: 5
- HP: 500
- SR: 75%
- Attack: 1000 siege, 14 range, rockets, ROF 6, 5 area, x0.1 vs artillery, x0.25 vs infantry, x0.25 vs cavalry, x0.1 vs villagers, x0.25 vs other flying units
- Long-range attack: 2000 damage, 60 range, 10 area, x2 vs buildings, 60 seconds recharge time
- Can attack all units
- Can be attacked by buildings, ships, ranged land units and other flying units.
- Available in age 4

- Admirality card adds +4 build limit to light flying, +2 to heavy flying and +1 to bomber

Ottomans
- House BB now researchable
- Cheap jans card moved to age 1, and now also reduces janissary train time by -40%

British
- Rocket range up to 60
- Rocket BB now adds 5 AoE (down from 10) and +100% attack (down from +200%)
- Longbowman BB cost reduced to 600 wood 600 coin (down from 2000 wood 2000 coin xD)

France
- Cuirassier BB cost increased to 1500 wood, 1500 coin (up from 1000 wood, 1000 coin) and now only gives +10% attack (down from 25%). AoE bonus left unchanged.

Iroquois
- Travois damage down to 7.50 (down from 10.0)
- Travois now only get +2.5 damage in colonial (down from +5), +0.5 speed (down from +1) and +0.05 RR (down from +0.1) and no area bonus (down from +1)
- Travois now only get +5 damage in fortress (down from +15) and +0.05 RR (down from +0.1) and no area bonus (down from +1)
- Travois now only get +10 damage in industrial (down from +30), and +0.05 RR (down from +0.1). AoE left unchanged
- Travois now only get +25 damage in imperial (down from +40), +0.5 speed (down from +1), +1 AoE (down from +3) and +0.05 RR (down from +0.1)

Dutch
- Flying Dutchman and Fluyt are now seperate units. Fluyt is trained from dock, flying dutchman from outpost/fort.
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Mariomasta
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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 :P Perhaps units reduced cost from it

From 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
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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
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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 :P

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
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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 :P

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
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H34d Nubc4k3
wow nice job nickname!!!
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owns
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the OWNER
maybe let some civ be able to train nitropetards :P
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KAPOW!
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Scenario Designer God
Or maybe i should have my explorer as a NitroPetard...
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Good job Nick!
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Mariomasta
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Quote:
 
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


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
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China Lamer
ports is OP enoguh lol
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SunnyDeeeee
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H34d Nubc4k3
+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
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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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