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TE FUNPATCH Modding/Discussion/Suggestion thread; Cool FP
Topic Started: Nov 11 2009, 11:07 AM (25,496 Views)
SunnyDeeeee
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H34d Nubc4k3
ya i like the idea of multiple hot air balloons, IMO they need an actual boost health or damage wise though as it seems their only use is for their special attack :P
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Maybe we can do both things Sunil.

About the Ninja:

Quote:
 
Ninja --> stealthy siege unit
- Hp reduced to 200
- Attack increased to 30
- ROF back to 1.5
- Siege attack increased to 150
- 2 pop
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No_nickname
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Ah k thx luke.

Will boost Balloon stats and increase build limit. Will post the update shortly btw.
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Mariomasta
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baloons< great bombards :P
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No_nickname
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Well of course lol.

Flying sheep > balloons ofc
Edited by No_nickname, Jun 5 2010, 06:58 AM.
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No_nickname
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K here is the update:
http://www.filefront.com/16655005/FP_4_6_2010.zip

Quick, download before filefront becomes a nub and deletes it! :P
Changes:
Code:
 
June 5th changes

General changes
- All flying ships can now be trained at the fort (some civs with unique ships didnt have their ships there)
- The towers you start with on Siberia and The Great Lameage can now train flying ships
- Advanced Hot Air Balloon build limit increased to 8 (up from 1)
- Advanced Hot Air Balloon hitpoints increased to 800 (up from 500), siege and attack increased to 200 (up from 125)
- Advanced Balloons now automatically attack enemy units
- Jaegers and Repentant Jaegers can now gather food at the rate of 2.00 food/second
- Changed Repentant Ninja and Consulate Ninja stats so they are the same as normal Ninjas (these still had old RE stats)

Ottomans
- Janissary BB at Barracks now also adds a penalty of x0.5 vs infantry and x2 vs heavy infantry (so they aren't too OP vs *RI)

Russians
- All strelet penalties against Abstract Cavalry changed to AbstractHeavyCavalry,
while all bonuses against AbstractLightCavalry and xpEagleKnight are reduced to 1,5 (to keep them the same as they were vs LC)
- Strelet BB at Blockhouse now also changes the damage multiplier of Strelets vs heavy cavalry to x0.5 (from x0.75)
- National redoubt card no longer increases Fort build limit by 1
- Russia automatically gets +1 fort limit in Fortress age

British
- British pikeman stats completely changed:
- 140 hp
- 6.5 speed
- 8 attack, x5 vs infantry, x0.2 vs heavy infantry, x5 vs artillery (lol, 2 hit kills an abus)
- 15 siege damage
- 0.20 RR
- cost 40 food, 40 wood, 1 pop
- Unit classes are now as following: Hand Infantry, Light infantry, AbstractCoyoteMan, AbstractPikeman
- British pikemen can now be upgraded all the way to imperial status

French
- Wilderness Warfare card now affects Crossbowmen instead of Skirmishers

Aztecs
- Coyote Runners now have an x0.75 penalty vs light cavalry

Germans
- Area of effect for Jet fighters removed
- Penalty of x0.75 vs light flying ships added to Jet Ships


Advanced Hot Air Balloons might look a little OP, but considering that they are an industrial age unit (enemy units will be upgraded), you have to send a card to enable them, and they cost 500 coin each I think they should be OK.

EDIT: also we really should make a version 1.0g for the patch launcher soon, version 1.0f is really outdated and full of bugs.
Edited by No_nickname, Jun 5 2010, 08:19 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
OP Nick!
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bpdscolony
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Ik ben mario stoned
IMO the jaeger one is very cool, just cause its historically correct :D
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Mariomasta
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Nick is OP!
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Based on this thread I came up with an idea. Wouldn't it be cool if we made an awesome OP shipment that had a cost of 2 shipments?

I don't know if it's possible, but it could be very fun :D

EDIT: Btw Nick, abus don't have an artillery tag, they have the same tags as a skirm. But you can give the British pikes just a bonus vs Abus if you want them to counter abus more than other *LI.
Edited by _Ha_Luke_331, Jun 6 2010, 04:54 AM.
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Mariomasta
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lol didnt notice that. FAIL NICK!

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No_nickname
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What? I intended for british pikes to counter artillery and *RI, not just abus!

EDIT: also I don't think they need to counter abus more...they kill abus in 2 hits :P

EDIT2:
_Ha_Luke_331
 
Based on this thread I came up with an idea. Wouldn't it be cool if we made an awesome OP shipment that had a cost of 2 shipments?

I don't know if it's possible, but it could be very fun :D
That is possible ;)
Hmmm...what shipment?
Edited by No_nickname, Jun 6 2010, 06:07 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I forgot that abus have less hp now, so I thought the first multiplier wasn't enough to 2 hit kill abus :$
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No_nickname
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Made a version 1.0g for the patch launcher. Download it here :)

EDIT: that version also includes an incomplete patch note HTML...will complete later :P

EDIT2: nevermind, dont download this lol. Somebody who actually knows how to make that dataPY.bar file do it pls :P
Edited by No_nickname, Jun 6 2010, 09:35 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I will ask Bart, but I will first finish my changes :P

Do you know if it's possible to make a tech that increase Resistance?
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No_nickname
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Yeah. Look at the card that boosts chinese cav resistance (cant remember what its called, Double Armor or something maybe).
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ĺ×ļ
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China Lamer
it should be possible as there are already cards that can do so (double faced armor)
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Thanks! I didn't know that card.
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Mariomasta
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nub!
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
That just proves how much I play China ;)

I'm working on the Spanish Command Center, this is what I have so far:
Quote:
 
- Command Post added with these upgrades:

- RodUpgrade1, rods +0.5x against HandInfantry and -0.5x against AbstractCav, enables RodUpgrade2, disables RodSpeed1/RodMeatShield1
- RodUpgrade2, rods +0.5x against HandInfantry and -0.5x against AbstractCav
- RodUpgrade3, rods +0.5x against HandInfantry and -0.5x against AbstractCav

- RodSpeed1, rods +0.25 speed, enables RodSpeed2, disables RodUpgrade1/RodMeatShield1
- RodSpeed2, rods +0.25 speed, enables RodSpeed3
- RodSpeed3, rods +0.25 speed

- RodMeatShield1, rods Handresistance increased to 50%, -0.5 speed, enables RodMeatShield2, disables RodUpgrade1/RodSpeed1
- RodMeatShield2, rods +20% hp, -0.5 speed, enables RodMeatshield 3
- RodMeatShield3, rods +30% hp, -0.5 speed

- HussarUpgrade 1 till 8: Either a small hp or attack upgrade, researching one enables the the next one

- HussarBettervsCav1, hussars +1x bonus vs Cav, -0.5x against Artillery, enables HussarBettervsCav2, disables HussarBettervsArtillery1
- HussarBettervsCav2, hussars +0.5x vs Cav, - 0.25x against Infantry

- HussarBettervsArtillery1, hussars +1x bonus vs Artillery, -0.5x against Cav, enables HussarBettervsArtillery2, disables HussarBettervsCav1
- HussarBettervsArtillery2, hussars +0.25 vs Artillery, -0.25 against RangedCav

- Goons + 1x against HandCav, - 2 speed, enables the next one
- Goons + 75 hp (= +37.5% hp), -1 speed

Bug Fixed, changed unittype to AbstractHeavycavalry instead of HeavyCavalry @Caballeros (same for coyoteman)


The Command Post is available in Fortress.
Edited by _Ha_Luke_331, Jun 6 2010, 02:46 PM.
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No_nickname
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Looks OP!
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Mariomasta
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The hand cav multiplier for goons is stupid. Why would you give up hit and run for a better multi? The other one, 75 hp for 1 speed is so much better


- Goons + 1x against HandCav, - 2 speed
- Goons + 75 hp (= +37.5% hp), -1 speed <-------

Other than that seems fine GJ
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I forgot to mention, the first Goon upgrade enables the second one. So you can only research the 2nd upgrade if you do the other one first.
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Mariomasta
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Thats even worse.... -3 speed goons? They will get killed in CC, even if there is more hp/multi. Bad idea
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No_nickname
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4.25 speed goons actually sound kinda funny :P
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I think they can became the ultimate late game meatshield, with these techs and caballeros they'll have 37.5% more hp and have a bonus of 4x against cav (that's twice as much as normal goons) for the cost of 3 speed. Let them protect some canons, put some missionaries behind them and there is no need to hit and run. *devil*

If they use Infantry + culvs, upgrade your hussar with the art. bonus techs and send them in with lancers.

If they use fast HI (dopples, rajputs, Ronin etc), upgrade your rods and wtf pwn them.
Edited by _Ha_Luke_331, Jun 6 2010, 04:58 PM.
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Mariomasta
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Creative, but pr lame. I see you guys dont believe in micro, and I didnt think of rods in conjuntion with them :P

If I may suggest.

Change the multiplier one to -1 speed and .75 multi, and change the 75 hp one to 50 hp, or like 20% hp, and still -1. That will balance out the two, and make it a bit less stupid.
Edited by Mariomasta, Jun 6 2010, 06:12 PM.
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KAPOW!
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Scenario Designer God
lol @ mario talking about balance
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Mariomasta
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Not really balance. Just making it less stupid
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No_nickname
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Bug: the Improved Balloons card (previously called Hot Air Balloons) should be an age 4 card, not an age 2 card.

Also I think we should let the Admirality card increase Advanced Hot Air Balloon build limit, as it increases other flying units limits.
Edited by No_nickname, Jun 7 2010, 07:40 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
[Change the multiplier one to -1 speed and .75 multi, and change the 75 hp one to 50 hp, or like 20% hp, and still -1.


Sounds pretty boring to me and no one will do the second one.

And the first one doesn't change the use of the unit. They will still have 6.25 speed, there will be absolutely no reason not to research this late game.

In case you didn't notice, most of these techs are to specialize a certain unit. And giving goons a bit higher multiplier and a bit less speed isn't exactly specializing. My changes will completely change the goons, you can't use them the same afterwards. So you really have to think about it whether you want to do the tech or not. The whole building is about making choices, do you want your rods to be faster (= better counter vs cav), better meatshield or better vs handinfantry? Do you want your hussars to be good against artillery or cav?

EDIT: I made a mistake in my last post, Goons with Caballeros do 5x against cav instead of 4x (normal Goon has 3x).
Edited by _Ha_Luke_331, Jun 7 2010, 11:37 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Update!

Quote:
 
Update June 7th

Spain
- Command Post added with these upgrades:

- RodUpgrade1, rods +0.5x against HandInfantry and -0.5x against AbstractCav, enables RodUpgrade2, disables RodSpeed1/RodMeatShield1
- RodUpgrade2, rods +0.5x against HandInfantry and -0.5x against AbstractCav
- RodUpgrade3, rods +0.5x against HandInfantry and -0.5x against AbstractCav

- RodSpeed1, rods +0.25 speed, enables RodSpeed2, disables RodUpgrade1/RodMeatShield1
- RodSpeed2, rods +0.25 speed, enables RodSpeed3
- RodSpeed3, rods +0.25 speed

- RodMeatShield1, rods Handresistance increased to 50%, -0.5 speed, enables RodMeatShield2, disables RodUpgrade1/RodSpeed1
- RodMeatShield2, rods +20% hp, -0.5 speed, enables RodMeatshield 3
- RodMeatShield3, rods +30% hp, -0.5 speed

- HussarUpgrade 1 till 8: Either a small hp or attack upgrade, researching one enables the the next one

- HussarBettervsCav1, hussars +1x bonus vs Cav, -0.5x against Artillery, enables HussarBettervsCav2, disables HussarBettervsArtillery1
- HussarBettervsCav2, hussars +0.5x vs Cav, - 0.25x against Infantry

- HussarBettervsArtillery1, hussars +1x bonus vs Artillery, -0.5x against Cav, enables HussarBettervsArtillery2, disables HussarBettervsCav1
- HussarBettervsArtillery2, hussars +0.25 vs Artillery, -0.25 against RangedCav

- GoonsTurtle1, goons + 1x against HandCav, - 2 speed, enables Goonsturtle2
- GoonsTurtle2, goons + 75 hp (= +37.5% hp), -1 speed, enables Goonsturtle3
- GoonsTurtle3, goons + 1 range, -0.25 speed

- BoneGuardSpeed, BoneGuards + 1 speed, enables
- BoneGUardAttack, BOneGuards have +20% attack

- MissionaryLimit1, Missionary +1 buildlimit, -20% hp, enables MissionaryLimit2
- MissionaryLimit2, Missionary +1 buildlimit, -10% hp

- ArtillerySpeed, Artillery + 0.75 speed

- PikeOffensive1, Pikes do +40% siege damage, enables PikeOffensive2
- PikeOffensive2, Pikes +0.50 speed, enables PikeOffensive3
- PikeOffensive3, Pikes +0.50 speed

- VillFood, Vills gather food 15% more quicker

Bug Fixed, changed unittype to AbstractHeavycavalry instead of HeavyCavalry @Caballeros (same for coyoteman)


Bart will make 1.0g soon!

You can find the moddingfiles here
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Mariomasta
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Btw, all of these is a bit easier to gauge if you actually tell us upgrade costs?
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No_nickname
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Luke OP! :D
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superayush
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GENERAL
also improve explorers a bit more since all units are improved?
maybe imperial age give 100 attack atleast?(european ones only asian and native are fine)
especially for ports pls as ports can send 3 explorers so u can utilise them in late game
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Mariomasta
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Weve already gone over this, and they have decided to do nothing so far.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Explorers are already improved. A lot.

With the balloon, the age 3 Swashbuckler attack and the improved age 4 crack shot they have become much more important.

And if you want to know the cost of the upgrades Mario, just download the files I posted. Unpack them, open Techtreey, Scroll all the way down and see for yourself ;)
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Mariomasta
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You can do that? lol
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No_nickname
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How do you think we mod? :P
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SunnyDeeeee
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H34d Nubc4k3
in the scenario editor!111
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Mariomasta
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1
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superayush
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GENERAL
23
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KAPOW!
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Scenario Designer God
Rename jannies to Prawnub
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
- British pikes lack the artillery bonus and only have 5 speed.
- I was looking at Bart and Brits seem to have an incredible xp trickle or something, he had 3 shipments before aging.
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No_nickname
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Quote:
 
- British pikes lack the artillery bonus and only have 5 speed.
Really? I am sure I added it, and checked that it was there.
Quote:
 
- I was looking at Bart and Brits seem to have an incredible xp trickle or something, he had 3 shipments before aging.
Lolwat? :P

Hmm I think someone changed the kill XP for manors...maybe the build XP got increased as well?

EDIT: lol XP awards give like 5000000 XP per award...I think the XP mod has been mixed into this somehow :P
Edited by No_nickname, Jun 12 2010, 03:21 PM.
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DukeLeto
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Refined Chaos
Oh well :P
Sounds good to me, anyone want to get a quick FP game in? ;)
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No_nickname
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K sure lol. :P
Bug: advanced hot air balloons dont have their special attack (no button for it)
Edited by No_nickname, Jun 13 2010, 02:19 PM.
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
oh lol, maybe that XP trickle is artificial, i can try to remove it, else you nubs have lvl 131 HC's in no time ^^
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No_nickname
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21

Btw I think Organ Guns still cant dance at the portuguese fire pit? And does Fertility dance work on the Portuguese fire pit?

Also since its not possible to make new dances for the Fire Pit, I think we should give Ports some more of the native dances...how about Alarm dance? Or if it works, Warchief dance? :P (might affect explorer, not sure. Would be pretty cool with the 2 explorers card :P)
Edited by No_nickname, Jun 14 2010, 08:14 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
Btw I think Organ Guns still cant dance at the portuguese fire pit?


Organ just boost Organs a lot. At first I also thought that organs should be able to dance, later I realised it's just a dance to boost organs.

Quote:
 
And does Fertility dance work on the Portuguese fire pit?


I don't think so.

Quote:
 
Also since its not possible to make new dances for the Fire Pit, I think we should give Ports some more of the native dances...how about Alarm dance? Or if it works, Warchief dance? :P (might affect explorer, not sure. Would be pretty cool with the 2 explorers card :P)


Explorer dance sounds great.


@Mario and Kapow, don't spam this topic!
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