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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 (25,508 Views) | |
| Mariomasta | Jan 31 2010, 12:30 PM Post #701 |
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Also IMO for revolt dutch should be able to convert banks into flying dutchmen .
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| SunnyDeeeee | Jan 31 2010, 12:32 PM Post #702 |
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H34d Nubc4k3
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giving ports an effective 12% total boost in eco (from eco theory) is incredibly lame tbh. That's not even considering the other eco boosts you were saying |
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| Mariomasta | Jan 31 2010, 12:35 PM Post #703 |
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uhh 2% more than others is lame? and the rest i was only suggestion to boost by like 4-5. So thats basically out of every 100 res, you get 2 more. Whoopde fircken doo. Im sure thats OP right sunil? Ask yourself this. Is it so OP that you would use it over CM every time? Edited by Mariomasta, Jan 31 2010, 12:37 PM.
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| ĺ×ļ | Jan 31 2010, 12:36 PM Post #704 |
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China Lamer
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It is indeed quite lame |
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| SunnyDeeeee | Jan 31 2010, 12:56 PM Post #705 |
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H34d Nubc4k3
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not necessarily early game, but late game that can make a difference. And it's constantly giving you more so for every 200 you get 4 more, for every 1000 you get 20 more Edited by SunnyDeeeee, Jan 31 2010, 12:57 PM.
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| No_nickname | Jan 31 2010, 01:42 PM Post #706 |
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No_membertitle
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Yeah I would like to see more unique ships as well. But these will have to be discussed on this forum ![]() They get +1 AoE as well. Whoops sorry, I forgot that one ![]() Yeah maybe. Although since it is in Imperial and for the British I don't think you should have much problem getting it anyway ![]() Do you have any idea how insanely OP these things were? Hopefully they will be balanced now, but thats what I thought after every time I nerfed them. Maybe we could give them to the Germans and enable stealth for them. I think the Germans were supposed to get stealth petards anyway, but nobody ever managed to make this only for the Germans ![]() Actually it was around 35 ![]() @ Mario: Ports are already OP ![]() Maybe we could give some eco bonuses to some of the weaker civs though? Anyone know what civs are UP now?
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| No_nickname | Jan 31 2010, 01:46 PM Post #707 |
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No_membertitle
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Btw guise, IMO since this was a pretty major update, we should enable it for the patch launcher so we can do an OP FFA with flying ships today at 20 pm (in approx one hour 15 mins from now)
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| owns | Jan 31 2010, 02:48 PM Post #708 |
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the OWNER
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O.o lol quite big post
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| Veliem | Jan 31 2010, 04:39 PM Post #709 |
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Unregistered
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What is the difference between regular petards and nitropetards? |
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| Mariomasta | Jan 31 2010, 04:49 PM Post #710 |
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@ Nick: maybe we can make eco cards civ specific? Germans and dutch get gold eco boosts. Brits, iro, China get boosted food. Spain, india and otto get wood. Ports get eco theory boost. Sioux hunting cards get boosted. Aztec farms and plantations boosted. Im just curious does anyone actually use eco cards now? Just want to prove my point . |
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| Mariomasta | Jan 31 2010, 04:50 PM Post #711 |
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@velium Just what you know nitroglycerin does. make a big boom bigger
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| No_nickname | Jan 31 2010, 05:13 PM Post #712 |
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No_membertitle
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Yeah, Nitopetards have more HP (like 700 lol) and do like 4500 damage (as opposed to petards doing 2000 damage). @Mario: I like the idea, but I think it will promote boomfests, and that does not fill the "fun" part of funpatch ![]() Btw I gave Sioux OP livestock in my update so I don't think their food gathering should be a problem
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| Mariomasta | Jan 31 2010, 09:39 PM Post #713 |
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boomfests??? not really :P. Just increasing the respective cards by like 5% each is not a boomfest, but w/e. And its only for 1 res so harder to boom, however ports wil be quite nice boomers with their card, but they only get 1 eco card compared to the 3 or so cards of other civs. Idk? maybe a test or something, see how lame it really is? |
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| Veliem | Jan 31 2010, 10:30 PM Post #714 |
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Unregistered
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I'm not sure what occur to make this happen but once in a while, i notice that the minimap conceal all enemy ai buildings that has been previously sighted. Like i made a balloon to explorer the map and spot some enemy building. and on the minimap those buildings appear as the enemy color. Sometimes after a while, those colors disappear from the minimap. In addition, tradingpost locations disappear as well. I notice there was a trading post near the enemy, then after a while i loook at the minimap and it is gone. It will reappear on the minimap when i get units near it. |
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| _Ha_Luke_331 | Feb 1 2010, 05:21 AM Post #715 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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I've changed trample damage so that it doesn't affect the unit itself. But it might be quite OP, because a unit can do more damage now. For example, a hussar normally does 30 attack with ROF 1.5, in trample mode they do 20 attack with 60 damagecap and ROF 2.0. So in 6 seconds a hussar will normally do 4 x 30 = 120 damage. With trample damage a hussar will do 3 x 60 = 180 damage. Possible solutions:
Don't answer too quickly without thinking (Mario), because it will be very hard to make it balanced. If trample mode > normal mode, than everybody would switch to trample. If normal mode > trample mode, than still nobody will use it. So we need to make it that normal mode > trample, with only a few exception situations. Edited by _Ha_Luke_331, Feb 1 2010, 05:21 AM.
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| ĺ×ļ | Feb 1 2010, 08:24 AM Post #716 |
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China Lamer
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I hate the self damaging thing; imo just nerf trample to 33% of original attack with a 1.5 bonus vs all inf. But obviously a bigger bonus for units like lancer, naginata,etc... |
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| No_nickname | Feb 1 2010, 09:48 AM Post #717 |
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No_membertitle
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The self damaging thing is no fun (funpatch, remember? ). Remove it and nerf the damage output as necessary IMO.
Edited by No_nickname, Feb 1 2010, 09:48 AM.
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| _Ha_Luke_331 | Feb 1 2010, 11:35 AM Post #718 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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Ok in case of the hussar, how about a damage cap of 35. This will give them 3 x 35 = 105 damage in 6 seconds, against 120 damage in normal mode. In trample mode, they get a multiplier of 1.25 against *LI. I think multipliers are applied after the damagecap is reached, so that would give them 105 x 1.25 = 131.25 damage against *LI in 6 seconds if they *LI is close together. This will make trample highly effective if you have a bunch of cav against only a group of *LI. Btw, speed is reduced by 0.5 in trample mode, so it will be harder to get away from counters. What do you think? EDIT: To get the difference between normal attack and damagecap for all the other cav we would use this multiplier: 5/30 + 1= 1.16667 So for example Uhlans would get a damagecap of 37 x 1.16667 = 43.1667 Edited by _Ha_Luke_331, Feb 1 2010, 11:40 AM.
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| Lord_Sami | Feb 1 2010, 11:42 AM Post #719 |
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Recon King
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I think it sounds quite decent.. won't be too op. The trample has bonus vs both HI and RI am i correct? |
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| No_nickname | Feb 1 2010, 11:43 AM Post #720 |
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No_membertitle
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Sounds good. But remember that Uhlans do like 45 damage or something now ![]() @ sami: I dont think they get any special bonuses right now Edited by No_nickname, Feb 1 2010, 11:44 AM.
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| _Ha_Luke_331 | Feb 1 2010, 11:50 AM Post #721 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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It has nothing now, but it can be whatever we want ![]() So would you think it's better if it's for all infantry, or for only *LI/RI?
Forgot that already, lol. |
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| ĺ×ļ | Feb 1 2010, 11:57 AM Post #722 |
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China Lamer
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I think it should be vs all inf, this way trample can also be effective for units like spahi and cuir which already have splash. No change for lancer though, imo
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| No_nickname | Feb 1 2010, 12:16 PM Post #723 |
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No_membertitle
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^^ lol that doesnt make any sense if lancers dont get bonus vs all inf
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| _Ha_Luke_331 | Feb 1 2010, 12:35 PM Post #724 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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If they get a bonus vs *LI it's effective for them. The thing is, if trample gives a bonus against all inf, than people would always put their cav in trample once the battle starts. If they only have a bonus vs *LI, than people should have to think about whether or not to put their cav in trample mode. I also don't think cav should be better against HI. But as always, I'm happy to be proven wrong
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| SunnyDeeeee | Feb 1 2010, 02:50 PM Post #725 |
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H34d Nubc4k3
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ya, IMO just bonus vs *LI, dont want cav dominating HI because dat's happy IMO |
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| LordVoldemort | Feb 1 2010, 02:51 PM Post #726 |
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God of Deathmatch
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If we could actually turn this into a proper patch, people might even start playing it.. because tons of players see the huge cons of the FP... |
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| Mariomasta | Feb 1 2010, 03:37 PM Post #727 |
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Thats the point :p. Its balanced, to a certain point. Just insane. I actually expect quite a few people may start playing when we introduce it. Perhaps also a nilla version of this may work too??? We need a nilla patch too imo |
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| SunnyDeeeee | Feb 1 2010, 03:44 PM Post #728 |
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H34d Nubc4k3
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yes, you can make a nilla patch for us, however I don't believe you'll have any help in doing that
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| ĺ×ļ | Feb 1 2010, 04:08 PM Post #729 |
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China Lamer
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no one wants to play vanilla lol |
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| Mariomasta | Feb 1 2010, 04:08 PM Post #730 |
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thanks mate.... your the best |
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| ĺ×ļ | Feb 1 2010, 04:11 PM Post #731 |
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China Lamer
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well it's true |
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| Veliem | Feb 1 2010, 04:47 PM Post #732 |
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Unregistered
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Some suggestions: Is it possible to set military unit gathering point for Daimyo and Shogun? It would be helpful since i find it kinda annoying to have like 10 units pop out of a daimyo and the daimyo get stuck there not being able to run away after creating units. I think it would be cool to like make the gathering point only in effect if the daimyo is standing still, and it is cancel when they start to move and you would have to set a new gathering point as you are making units. Since most of the FanPatch stuff are related to units. How about increasing the hp of buildings or increasing their seige resist? And giving houses a very small attack? Like 2 seige damage with a range of 7? Also how about decreasing the packing time of Euro artillary, this will allow them to run away from battle a bit better? they take a long time to unpack and pack compare to iroquois and Asian arts, which unpack/pack nearly instantly. Also is it possible to give the starting TC only a perma attack without having to gather villagers to make them a bit more formidable against rushes. Like give it same range, same bonus but with a small attack. And that attack increase to original stat when villagers are gather in it. Oh yeah, are manor house (brit) super resistance taken out? In the changelog it still say manor house are 100x better than walls, but in game they get raped like normal houses. ps: <-- is that a donkey lol
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| Mariomasta | Feb 1 2010, 05:54 PM Post #733 |
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Attacking houses is iro specialty. Also as I was suggesting before is it possible to make more melee cav that attack at a range, like meteor hammers? I was suggesting axe riders, but if this is not possible, perhaps other units??? I'd really like more of these. Other things i would like to see. India age 3 and 4 shipments should grant 2 villagers. Spain should start with free gang saw like in new fanpatch. Politicians that suck/underused should be boosted, almost stupid how they are always replaced by 400 wood. Few things i would suggest. Age 1-2: 1. 2 villagers increased to 3, German 1 settler wagon politician increased to 2. 2. All 500 food politicians increased to 550-600 (used way less than wood atm). 3. Outpost/200 gold should also grant a boost of improved outpost attack by 20% (to help with turtle/FF). 4. 4 cows increased to 5-6, and livestock fatten 10% faster (to promote livestock booms). Age 2-3: 1. 4 abus guns increased to 5 (no reason to use over 4 hussars atm) All the rest seem fine |
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| ĺ×ļ | Feb 1 2010, 05:58 PM Post #734 |
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China Lamer
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looks good but outpost and cows will still be useless |
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| lokomaniaco | Feb 1 2010, 06:02 PM Post #735 |
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nub
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what about giving the cow a OP lasr attack and set it limit to 5 |
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| SunnyDeeeee | Feb 1 2010, 06:18 PM Post #736 |
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H34d Nubc4k3
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no |
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| Mariomasta | Feb 1 2010, 08:11 PM Post #737 |
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How are the outposts useless? pretty much only option for brits, and i often use it as ottos along with 400 wood (worth normally 450 res, with this even more, never been too bad so only small boost). I had a feeling however that the cows would still be useless. How bout 5 cows and a free livestock pen :0, that would be nice. Hmm idk if that would be OP lol, if it is maybe 4 cows... |
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| superayush | Feb 2 2010, 04:25 AM Post #738 |
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GENERAL
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MY IDEA STOLEN U UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU |
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| KAPOW! | Feb 2 2010, 04:48 AM Post #739 |
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What about Great Bombards get 500 range 100000 attack and 3310000 Splash damage but cost 10k of each resource? |
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| Mariomasta | Feb 2 2010, 07:37 AM Post #740 |
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Great idea :0 |
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| _Ha_Luke_331 | Feb 2 2010, 10:13 AM Post #741 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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This will be in my next update (and no Sungrilled, I didn't forget the files, they will come) Edited by _Ha_Luke_331, Feb 2 2010, 10:14 AM.
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| owns | Feb 2 2010, 10:55 AM Post #742 |
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the OWNER
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nah, but i think we could do something with fatting animals? |
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| No_nickname | Feb 2 2010, 11:00 AM Post #743 |
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No_membertitle
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Looks good, but: Wtf? They will be useless vs. units now ![]() Also: They keep the jan bonus? Shouldnt it be changed to HI? If not, jans will suck
Edited by No_nickname, Feb 2 2010, 11:02 AM.
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| _Ha_Luke_331 | Feb 2 2010, 11:04 AM Post #744 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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0.1 = 160 damage and a damage cap of 640 ![]() But I made a mistake, I actually changed it to 0.2 ![]()
Only ottos will get them ![]() EDIT: About the petards, I couldn't play against a comp expert, because he will use a lot of petards. And if you can't kill one before it attacks, you are screwed. But it's just too hard to kill a lot of them before they attack. I guess pure petard > any army Edited by _Ha_Luke_331, Feb 2 2010, 11:07 AM.
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| No_nickname | Feb 2 2010, 11:06 AM Post #745 |
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No_membertitle
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Oh ok then its fine ![]() Oooh lol, I see. Didnt see the "otto" over it ![]()
Well you need a lot of resources to spam petards, and the comp gets 100% handicap so it can technically get the resources twice as fast and train the petards twice as fast (or is it 50%?)Was this before or after you added the penalties? And yeah its wierd with the comps... We change halberdiers to a meatshield unit. What happens? The comp spams pure halbs. We change petards to be able to attack units as well. What happens? The comp spams halbs and petards. We change spies to be a lot kewler. What happens? The comp always has maxed out 5 spies. Seriously, I think the comp reads the patch notes
Edited by No_nickname, Feb 2 2010, 11:20 AM.
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| _Ha_Luke_331 | Feb 2 2010, 02:43 PM Post #746 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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Update time! Februari 2nd update
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| ĺ×ļ | Feb 2 2010, 02:52 PM Post #747 |
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China Lamer
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it's useless because no one would choose and outpost+ attack boost over 400 wood or 600 food |
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| ĺ×ļ | Feb 2 2010, 02:54 PM Post #748 |
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China Lamer
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btw can you boost melee boneguard's cav bonus? Because atm they are just meatshields and don't do much... |
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| Lord_Sami | Feb 2 2010, 02:54 PM Post #749 |
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Recon King
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Now that you think about it.. cav trample bonus vs LI sounds good, because hand cav as of now can be quite effective vs certain musketeer units.. I dont wanna see spanish revolt + unction trample hussar laming in the next patch ^^ trample would be OP coyote killer and hmm, there is a kind of nerf because the speed of cav in trample mode is lower than normal.
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| ĺ×ļ | Feb 2 2010, 02:55 PM Post #750 |
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China Lamer
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coyotes won't be affected by trample bonus nub |
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<-- is that a donkey lol


9:09 AM Jul 11