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TE FUNPATCH Modding/Discussion/Suggestion thread; Cool FP
Topic Started: Nov 11 2009, 11:07 AM (25,503 Views)
No_nickname
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No_membertitle
lol sunil, fail :P

I'll try to fix :P
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
we already fixed it :P

But Sunil, that sucked! We told you already that you need to test your files before you post them!
Edited by _Ha_Luke_331, Feb 22 2010, 12:35 PM.
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SunnyDeeeee
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H34d Nubc4k3
oops lol sry bart :wub:
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Mariomasta
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Patchnotes?
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No_nickname
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No_membertitle
Ummm...

lol. Patchnotes don't seem to be included :P

Btw modders I think we should make a proper patchnote file soon (not just a messy, innacurate .txt file). I highly doubt that all the changes are present in that txt file lol (I for one can say that I probably haven't written down everything :P ).
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SunnyDeeeee
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H34d Nubc4k3
i can make one, but i'm not sure how. what extension should i save it as if not .txt?
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Mariomasta
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Include everything, i want a synopsis of everything
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
if u want to have a fancy document in patch launcher u should make a html file
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No_nickname
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No_membertitle
Sunil do you know HTML? If not, I do, so I can make it ;)

Btw, I was reading this topic at HG where the the poster wants to give units heatshot chances etc. This should be fairly easy to do, and IMO it would be pretty OP to have in this patch.

Soldiers with inaccurate weapons (musketeers and archers for example) would get a smaller headshot chance than for example accurate units like skirmishers. Like, only 1-5% or something at max where the unit does more damage (idk how much more, 2x, 3x, or if the chance is little, one-hit-kill maybe? :P ) What do you think?
Edited by No_nickname, Feb 23 2010, 12:44 PM.
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SunnyDeeeee
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H34d Nubc4k3
sounds OP nickname! and ya i don't really now html lol :(
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Mariomasta
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definitely no headshot junk, way too complicated and will be unbalanced i think , meaning you gotta change up everything again
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No_nickname
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SunilD93
 
sounds OP nickname! and ya i don't really now html lol :(
So I'll make it then?
EDIT: I'll just start lol :P
Mariomasta
 
definitely no headshot junk, way too complicated and will be unbalanced i think , meaning you gotta change up everything again
Yeah this was my greatest concern lol, it would make hand units kinda UP :P
However idk how imbalanced it really could be if the percentages were really low. Like 0.5% for muskets, 1% for archers and 2% for skirms or something. And of course a "Headshot!" message has to come up over the affected unit :P
Edited by No_nickname, Feb 23 2010, 03:47 PM.
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SunnyDeeeee
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H34d Nubc4k3
ya IMO forget it, complicated enough as it is now with some additional unit classes :P
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No_nickname
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No_membertitle
k, it isnt that imporant lol
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No_nickname
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No_membertitle
Umm can someone upload the latest version of the txt file? I cant seem to find it :P

EDIT: nvm, ill just download sunils latest update

I have the main layout of the file now btw :O
Edited by No_nickname, Feb 23 2010, 04:28 PM.
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Mariomasta
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I can make the patchnotes template if you wish, but i cant be filling it in ill leave that for someone else.
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ĺ×ļ
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China Lamer
Be like ES and have the patch notes in RTF
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SunnyDeeeee
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H34d Nubc4k3
but I don't think those changes show up in the patch launcher?
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Veliem
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1x1
I have a suggestion for a simple, easy to read fanpatch note if you guys are interested.

1. create it in notepad++ to make it easier to write
2. List it by civs
3. under each civ, list it by most recent changes
4. under all the civs add some ~~~~~~~~ or ======= or something to separate civ from general notes.
5. general change break it into a few part.
a. first part is revolt
b. general plane
c. pets
d. minor natives
d. every else
6. under each general change, list it order of most recent change.

this should make it easier to find what was changed recently for each category and allow you to search for all the changes made for that specific civ or w/e

if you want, i can make a general outline of it in notepad++ for you guys
**** it can be read in regular notepad, word 2003, word 2007, and everything else****

*knight*
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SunnyDeeeee
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H34d Nubc4k3
yes, we already have that done veliem, however if it is saved in .txt format the age sanctuary patch launcher mutilates the organization unfortunately so I guess that's why it has to be done in .html format so that the patch launcher can read it. Ofc later upon release we may create a separate word document or smthing just of the patch notes
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Veliem
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1x1
ahhh you mean, you creating a file for the game launcher page where everything is jumbo up and supa hard to read?
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SunnyDeeeee
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H34d Nubc4k3
ya, according to bart that file must be html and I believe he is right since the age sanc FP file that loads into the patch launcher is in html as well
Edited by SunnyDeeeee, Feb 23 2010, 10:15 PM.
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
ofc i am right :)
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owns
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the OWNER
i got an idea for consulates
how about make them have new allies?
like in the campaign of china they can choose between jap(-5% cheaper units upgrade), india(50%building hp), china( 5% gather entchantment)
units you can buy are:
china: manchu, iron troop, rattan shield, blind monks
jap: ninja, ronin , jojimbo, soheis
india: jat lancer, chakrams, daciot, war elephant , tiger claws

maybe we can replace this with a ally witch we never use or for europeen civs
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Mariomasta
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I dont see why not, but i wouldnt use your ideas, some seem unbalanced
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No_nickname
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No_membertitle
Natives at the Consulate :P :P
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Veliem
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1x1
lol
i just thought of something for native "consulate"

Instead of allying with a native, euro, asian, minor tribes; why not let one of them ally with the supernatural?
Since the natives worship like animalism or something like. Like the aztec can ally with aliens, Tenochtitlan, or some jaguar god.
alien - grant like a 15% gathering rate and allow you to make 3 units that actually fly, cant think of any
tenochtitlan - 10% hp or attack and allow you to make arrow knight, dog soldier, or arenas
jaguar god - 10-20% speed and jaguar knight get 5% hp and attack bonus you can make jaguar knight for cheaper in consulate, and 2 heavy infantry melee minor native units that resembles jaguar knight in resist, bonus, penalty.

*knight*
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Mariomasta
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Well I dont think we should have an AoM god system so yah... However I wouldn't mind seeing those new natives as a consulate instead.

And we forgot mexicans! nubcakes.

Few techs I can think of.

Units???? idk for this one

Age 2 Cheap labour: 175g
villager cost reduced 85 resources, from the original 100, CdB to 100.

Age 3 border hopping techniques: 300 g/w
allows for informers tech.

Age 2 House construction team: 125g, 50f
reduces housing cost to 85w, Brit manors to 200w, Japan shrines to 200w, india houses to 65

Edited by Mariomasta, Feb 24 2010, 04:21 PM.
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superayush
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GENERAL
Quote:
 
Well I dont think we should have an AoM god system so yah... However I wouldn't mind seeing those new natives as a consulate instead.

And we forgot mexicans! nubcakes.

Few techs I can think of.

Units???? idk for this one

Age 2 Cheap labour: 175g
villager cost reduced 85 resources, from the original 100, CdB to 100.

Age 3 border hopping techniques: 300 g/w
allows for informers tech.


umm i have an idea for tech
age 3 duel tactics cost 300g 300f
increases ROF of of your ranged units(u see dueling increases ur reflexes and response time[remember those cowboys?]) *fight* *fight* *fight* *fight* *fight* *fight* *fight*


Edited by superayush, Feb 26 2010, 02:32 AM.
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owns
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the OWNER
well, i don't have to be natives,
india: can have in age 2, 5 daciot+ a tech. in age 3, 5 urumi+ a tech. in age 4 10 jat lancers + a tech
japs: could be still the same
china: could have in age 2, 5 blind monk + a tech. in age 3, 6 manchu+ a tech. in age 4, 15 iron troops + a tech

i got this idea for the chinese campaign :P
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No_nickname
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No_membertitle
Tbh I don't think we should add any more stuff now though...this can be added in FP 1.1 instead ;)
superayush
 
increases ROF of of your ranged units
Like the idea, but changing ROF for even one unit through a tech requires an immense ammount of work, so idk how long time it would take for all the ranged units *lol*
Edited by No_nickname, Feb 26 2010, 07:10 AM.
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Mariomasta
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Oh and I almost forgot on top of the original, +edited the ones before

"Age 2 Cheap labour: 180g
villager cost reduced 85 resources, from the original 100, CdB to 100. Will pay off after 12 villagers, gets better as you make more

Age 3 border hopping techniques: 300 g/w
allows for informers tech.

Age 2 House construction team: 100f, 50g
reduces housing cost to 85w, Brit manors to 200w, Japan shrines to 200w, india houses to 65" Also pays off after 10 houses, gets better as you make more.

Also Age 2 Drug Cartels 150w 200g:
Enables silk road effect, for 15%

Unit: constructors (cree CdB, make it speak spanish tho) 3 buildable
50g

Builds buildings at around 1 1/2 villager speed, and can build town centers. No gathering


And this is no more stereotypical than the canada hockey play :P
Edited by Mariomasta, Feb 26 2010, 07:41 AM.
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No_nickname
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Was Sepoy bonus vs HI removed? Right now the only change I see in its proto is -20 hp, so they are actually worse now than in RE now (and in the patch note .txt it says they are supposed to be Indias main unit).
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SunnyDeeeee
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H34d Nubc4k3
oh hmm, I can't remember but ya I think we did remove the x2 vs HI for sepoys due to them being such a strong unit and made zam kinda like RR to compensate for weakness vs HI remember?
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Sunil is right, I removed the Hi multiplier and changed the camel cards so that it gives HI multipliers for Zams.
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No_nickname
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No_membertitle
So what will happen with Sepoys? :P
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SunnyDeeeee
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H34d Nubc4k3
idk maybe just leave as is? India's quite powerful still IMO
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Mariomasta
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If 2 is op, maybe 1.5? Doubt that'll be op
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SunnyDeeeee
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H34d Nubc4k3
there is no reason for that now since india has an anti HI unit
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Mariomasta
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Well then, are sepoys UP now, because if they are we still ned to boost them, to keep unit balance.
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DukeLeto
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Refined Chaos
Urumi rape everything iirc so indians will just have to make them :P
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superayush
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GENERAL
maybe make sepoy hp 200 attack same it will make india heavy inf unit atleast better than RE if u dont want multiplier
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Mariomasta
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Duke just because a civ has a strong enough unit doesnt mean they shouldnt make one of their units. Then you are basically leaving for sioux a cetan bow among their BR, which is quite unacceptable
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Mariomasta
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Post nubz, this section is boring without allota ideas to bash!
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SunnyDeeeee
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H34d Nubc4k3
Mariomasta
Mar 2 2010, 05:05 PM
Duke just because a civ has a strong enough unit doesnt mean they shouldnt make one of their units. Then you are basically leaving for sioux a cetan bow among their BR, which is quite unacceptable
leto's point is quite acceptable, he has concluded that india does not need sepoy as anti-HI unit since they already have a superb HI counter namely urumi and zamburaks do well once carded
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superayush
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GENERAL
werent urmi now not allowed to be trained from rax?
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SunnyDeeeee
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H34d Nubc4k3
ya, but there's still an infinite urumi shipment in industrial and remember that urumi multipliers get increased vs HI each time you send card, so urumi can become VERY strong
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superayush
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GENERAL
also not sure but now that India depend on shipments shouldnt we increase cow holding capacity of sacred pen from 10 to 20 or atleast 15?
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Lord_Sami
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Recon King
yerr but i think the building can't support that many. The cows won't fit in the building to gather
Edited by Lord_Sami, Mar 3 2010, 04:28 AM.
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Mariomasta
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Thats not the point I was making Sunil, my point was that we cant leave one unit in the dust just because another unit takes up a function. Basically we are leaving RE sepoys to fight a funpatch battle, and we all know what thatll end up as. The sepoys getting raped....
1000th funpatch post OP :0
Edited by Mariomasta, Mar 3 2010, 07:29 AM.
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