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TE FUNPATCH Modding/Discussion/Suggestion thread; Cool FP
Topic Started: Nov 11 2009, 11:07 AM (25,494 Views)
Mariomasta
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yes do this! I cant wait to get my cpu fixed so I can bash you nubcaeks!
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KAPOW!
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Fix flying tapirs nubs
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KAPOW!
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Rename MM to Noobs because they kill themselves and CM Treaty Players because they are only just above noobs.
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Mariomasta
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That names sucks.
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bpdscolony
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Ik ben mario stoned
2!
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KAPOW!
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Ok, then maybe rename MM to Mario and CM Noobs because mario is below noobs ?
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No_nickname
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Just did an FFA with benno, sami and owns, and it turns out organ guns do WTFammounts of damage. Using siege dance with them is just too strong (FU organs fire 5 shots of 205 (!!!!) damage).

Luke, when you make the update, could you in the fire pits tactic file (tactics/firepit.tactics), try and replace this:
Code:
 
<action>
<name stringid="69178">SiegeDamageIncrease</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitModification</dancebonustype>
<modifyabstracttype>Unit</modifyabstracttype>
<modifymultiplier>0.040</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>1.0</modifybase>
<modifytype>SiegeDamage</modifytype>
</action>

with this
Code:
 

<action>
<name stringid="69178">SiegeDamageIncreaseInfantry</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitModification</dancebonustype>
<modifyabstracttype>AbstractInfantry</modifyabstracttype>
<modifymultiplier>0.040</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>1.0</modifybase>
<modifytype>SiegeDamage</modifytype>
</action>
<action>
<name stringid="69178">SiegeDamageIncreaseCavalry</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitModification</dancebonustype>
<modifyabstracttype>AbstractCavalry</modifyabstracttype>
<modifymultiplier>0.040</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>1.0</modifybase>
<modifytype>SiegeDamage</modifytype>
</action>
<action>
<name stringid="69178">SiegeDamageIncreaseWarships</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitModification</dancebonustype>
<modifyabstracttype>AbstractWarShip</modifyabstracttype>
<modifymultiplier>0.040</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>1.0</modifybase>
<modifytype>SiegeDamage</modifytype>
</action>
<action>
<name stringid="69178">SiegeDamageIncreaseVillagers</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitModification</dancebonustype>
<modifyabstracttype>AbstractVillager</modifyabstracttype>
<modifymultiplier>0.040</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>1.0</modifybase>
<modifytype>SiegeDamage</modifytype>
</action>
<action>
<name stringid="69178">SiegeDamageIncreaseArtillery</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitModification</dancebonustype>
<modifyabstracttype>AbstractArtillery</modifyabstracttype>
<modifymultiplier>0.015</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>1.0</modifybase>
<modifytype>SiegeDamage</modifytype>
</action>

And if that doesnt work to reduce organ damage, try editing modifyexponent instead (im not 100% sure which one is affecting them).
And also replace:
Code:
 

<tactic>
FireDance
<action>SiegeDamageIncrease</action>
<active>0</active>
<agerequirement>2</agerequirement>
<firetype>Military</firetype>

with
Code:
 

<tactic>
FireDance
<action>SiegeDamageIncreaseInfantry</action>
<action>SiegeDamageIncreaseCavalry</action>
<action>SiegeDamageIncreaseWarShips</action>
<action>SiegeDamageIncreaseVillagers</action>
<action>SiegeDamageIncreaseArtillery</action>
<active>0</active>
<agerequirement>2</agerequirement>
<firetype>Military</firetype>

If it doesnt work, mess a little around with it lol, cause organs are just too laem.
Thx in advance.

EDIT: you might also want to nerf the aoe bonus the organ BB gives (5 aoe might be kinda OP lol) and possibly nerf organs more vs cavalry, artillery and maybe buildings.

EDIT2: lol while your at it, could you add a build limit for flying purple tapirs? Like 15-30 or something. Also Prawny suggested giving them the stealth ability, I think this is a good idea. Btw I think its best to just give natives canoes and making tapirs a scout unit...no point going through a lot of work to give them a functionable attack.

If you could do this, and also remove the buildings in the travois proto (they cant and shouldnt build anything, but the building icons are still there) then you are OP :)

Sry for adding this to your work lulz.
Edited by No_nickname, Jul 2 2010, 06:20 PM.
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KAPOW!
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me ftw




Nick, you should have recorded it for me :(
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Lord_Sami
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Nerf the organ base stats. Gotta love the area damage though, sick raiders =) And with the "high" damage they don't need any multipliers vs vills etc

Also i think we should give significant boost to some cards. Just to give more variety for the decks. For example, the pioneers card could give vills +65% HP and damage ;D

Also if you get any great ideas, i think it would be neat to have cards that contain a great boost, but also a great weakness =)

I'm just thinking out loud, i could try to think of some card boosts to make them more viable =)

KAPOW if you need recs i can post some games i play on funp
Edited by Lord_Sami, Jul 3 2010, 08:12 AM.
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KAPOW!
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recs, post on youtube, or filefront or something :D
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Organ guns can't change modes anymore Nick.

EDIT: fixed it. I gave them their abstractartillery tag back.
Edited by _Ha_Luke_331, Jul 3 2010, 02:36 PM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
Nerf the organ base stats. Gotta love the area damage though, sick raiders =) And with the "high" damage they don't need any multipliers vs vills etc


What should the damage be in your opinion?
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No_nickname
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Sorry Luke, I saw your chatbox comment about me wanting you to do too much :P

Kinda noticed some bugs in the final moment lol. I apologize :)

Tbh it doesn't really matter, there are ways to beat the organs anyway (making 20 culvs rofl), tapirs cant even attack so dont really need a build limit and the travois one doesnt matter at all lol.
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KAPOW!
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easy fodder then rofl.
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ĺ×ļ
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speaking of fodder can we make a unit free and fast training but extremely weak?
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
No_nickname
Jul 3 2010, 05:43 PM
Sorry Luke, I saw your chatbox comment about me wanting you to do too much :P

Kinda noticed some bugs in the final moment lol. I apologize :)

Tbh it doesn't really matter, there are ways to beat the organs anyway (making 20 culvs rofl), tapirs cant even attack so dont really need a build limit and the travois one doesnt matter at all lol.
I was joking ;)

Quote:
 
speaking of fodder can we make a unit free and fast training but extremely weak?

Maybe. If I can find enough time :P

A free unit with few hp and no attack?
Edited by _Ha_Luke_331, Jul 4 2010, 02:56 AM.
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KAPOW!
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luke, the veteran upgrade for boneguard is called "veteran jannisaries"


lol

and maybe you could be more creative with Spanish command post upgrades?


and nick, you didn't change jannies to Prawnub!
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
luke, the veteran upgrade for boneguard is called "veteran jannisaries"

Thanks, I will change it.

Quote:
 
and maybe you could be more creative with Spanish command post upgrades?


I thought I was already pretty creative with it tbh, what's not creative about it? What do you suggest?

EDIT:I tried your method Nick, age 3 Organs (with BB tech) get an attack of 97 instead of 122 with 25 vills on the pit. Petards get more than 4000 attack and Heavy cannon +/- 600.

Can we add new dances? I might just make a new dance.

EDIT2: I changed the modifymultiplier to 0.001 and I got Oguns with 83 attack with 25 vills and BB tech. I will keep you updated :P
Edited by _Ha_Luke_331, Jul 4 2010, 04:17 AM.
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KAPOW!
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Its like pikehp1 etc rofl


If its on hp maybe call it Armour Refining or something creative lol
Give me a list of them all and I'll be creative for you
Edited by KAPOW!, Jul 4 2010, 04:20 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Ah you mean the name of the techs!

These are the techs:

Quote:
 
- 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

- SPCWashington can be delivered
- General Warwick can de delivered
- Kuechler can be delivered
- Lt. Nanib can be delivered. He's awesome.
- 6 Railroadworkers can be delivered.
- Nathaniel Black can be delivered.


Thanks.
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KAPOW!
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Quote:
 
- SPCWashington can be delivered
- General Warwick can de delivered
- Kuechler can be delivered
- Lt. Nanib can be delivered. He's awesome.
- 6 Railroadworkers can be delivered.
- Nathaniel Black can be delivered.


They weren't there rofl
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I know, it will be in the next update :)

About Organ: I changed the modifyexponent to 1.01 instead of 1.03 and Organs do now 51 attack (instead of 83) with 25 vills and BB tech.

Petards still have more than 4000 attack, because they are infantry. But since Sioux don't have infantry I can change the SiegeDamageIncreaseInfantry without affecting Sioux I guess.

EDIT: I didn't know petards auto upgraded.
Edited by _Ha_Luke_331, Jul 4 2010, 04:44 AM.
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
just tell me when you need new update !, me and sami are soon going to double VOD some of our funpatch matches !!!
Edited by Bart331, Jul 4 2010, 05:17 AM.
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KAPOW!
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niac

_Ha_Luke_331
Jul 4 2010, 04:26 AM
Ah you mean the name of the techs!

These are the techs:

Quote:
 
- Bronze Scimitar, rods +0.5x against HandInfantry and -0.5x against AbstractCav, enables RodUpgrade2, disables RodSpeed1/RodMeatShield1
- Emerald Scimitar, rods +0.5x against HandInfantry and -0.5x against AbstractCav
- Rune Scimitar, rods +0.5x against HandInfantry and -0.5x against AbstractCav

- Crocs, rods +0.25 speed, enables RodSpeed2, disables RodUpgrade1/RodMeatShield1
- Converse, rods +0.25 speed, enables RodSpeed3
- Nike, rods +0.25 speed

- Chainmail , rods Handresistance increased to 50%, -0.5 speed, enables RodMeatShield2, disables RodUpgrade1/RodSpeed1
- Platemail , rods +20% hp, -0.5 speed, enables RodMeatshield 3
- Bulletproof vest, rods +30% hp, -0.5 speed

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

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

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

- Pistols, goons + 1x against HandCav, - 2 speed, enables Goonsturtle2
- Shotguns, goons + 75 hp (= +37.5% hp), -1 speed, enables Goonsturtle3
- AK-47, goons + 1 range, -0.25 speed

- Cocaine, BoneGuards + 1 speed, enables
- BOOM, HEADSHOT!, BOneGuards have +20% attack

- Contraceptive Fail, Missionary +1 buildlimit, -20% hp, enables MissionaryLimit2
- Advanced Contraceptive Fail, Missionary +1 buildlimit, -10% hp

- Square Wheels, Artillery + 0.75 speed

- Gasoline Torches, Pikes do +40% siege damage, enables PikeOffensive2
- Bronze Boots, Pikes +0.50 speed, enables PikeOffensive3
- Rune Boots, Pikes +0.50 speed

- Rune Daggers, Vills gather food 15% more quicker

- SPCWashington can be delivered
- General Warwick can de delivered
- Kuechler can be delivered
- Lt. Nanib can be delivered. He's awesome.
- 6 Railroadworkers can be delivered.
- Nathaniel Black can be delivered.


Thanks.
Changed, keeping the fun in funpatch bit going, I could do more serious if you really wanted to.
lol runescape references :D
Edited by KAPOW!, Jul 4 2010, 06:20 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Nice.
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KAPOW!
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lol @ square wheels making them faster :D
oh and change Lt. Nanib to Lt. Sunib :D
Edited by KAPOW!, Jul 4 2010, 06:26 AM.
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Lord_Sami
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_Ha_Luke_331
Jul 3 2010, 04:58 PM
Quote:
 
Nerf the organ base stats. Gotta love the area damage though, sick raiders =) And with the "high" damage they don't need any multipliers vs vills etc


What should the damage be in your opinion?
Reduce the firepit tech area damage by 1. + they don't need a big base stats nerf for the damage, because ports sacrifice their eco in order to get lame organs.

aoe could be 4 after the upgrades. With some decent amounts of damage delivered, organs could be seen as an inaccurate machinegun

Also another suggestion: boost minor natives so that they are actually worthwhile to use. Also can you add a function that when you build a native trading post, one of those native embassy travois appears to tc? I think fanpatch 1.2 added some function like this. A radical boost to some of the native techs would be nice. And as you know i want to make non-viable cards viable, here's a suggestion:

There's that card which makes native techs cost no coin. We should modify it to make the techs FREE and research INSTANTLY.
Edited by Lord_Sami, Jul 4 2010, 06:49 AM.
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No_nickname
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_Ha_Luke_331
 
I was joking ;)
Oh :P

1x1
 
speaking of fodder can we make a unit free and fast training but extremely weak?
Hmm...if we hadnt made strelets machine gunners they would be perfect for this.

_Ha_Luke_331
 
Can we add new dances? I might just make a new dance.
I'm pretty sure no :(
_Ha_Luke_331
 
About Organ: I changed the modifyexponent to 1.01 instead of 1.03 and Organs do now 51 attack (instead of 83) with 25 vills and BB tech.

Petards still have more than 4000 attack, because they are infantry. But since Sioux don't have infantry I can change the SiegeDamageIncreaseInfantry without affecting Sioux I guess.
OP! 1 change the inf one.

Lord_Sami
 
Reduce the firepit tech area damage by 1. + they don't need a big base stats nerf for the damage, because ports sacrifice their eco in order to get lame organs.

aoe could be 4 after the upgrades. With some decent amounts of damage delivered, organs could be seen as an inaccurate machinegun
+1

Lord_Sami
 
Also another suggestion: boost minor natives so that they are actually worthwhile to use.
Well, we did make them 25% cheaper and double their build limits.

Quote:
 
There's that card which makes native techs cost no coin. We should modify it to make the techs FREE and research INSTANTLY.
Good idea.
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KAPOW!
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Luke


Rename Chuck Norris' blood smash to Falcon Punch rofl
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
I have an update, the modding files can found here
I don't have anything for the patch launcher yet because I need to wait for Bart.

Changes:
Quote:
 

- Organ BB now gives + 2 area (down from +3)
- Siege Dance nerfed for infantry and artillery

- Removed the buildings from the travois

- Natives now can build Jet planes
- FlyingPurpleTapirs now don't have an attack anymore --> use to scout

- Fusiliers available in Fortress
- Fusiliers cost decreased to 250 gold (down from 300 gold)

- New unit created: Fodder (looks like a pilgrim), no attack, free, 40 hp (20% HR) available from Fortress age--> use to die
- Russia, British, Dutch, France can now build Fodder from their houses.

Spain
- Command Post:

- SPCWashington can be delivered
- SPCWashington now boost all units hp
- General Warwick can de delivered
- Kuechler can be delivered
- Lt. Nanib can be delivered. He's awesome.
- 6 Railroadworkers can be delivered.
- Nathaniel Black can be delivered.

- Names of the techs changed


EDIT: Natives can't build Jet planes ofc, but LightflyingEuroNatives (or how it's called)
Edited by _Ha_Luke_331, Jul 5 2010, 10:13 AM.
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KAPOW!
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good job luke!
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SunnyDeeeee
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nice luuk
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No_nickname
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Luke OP!

EDIT: just need to add this to patch note file and I will post that ;)
Edited by No_nickname, Jul 5 2010, 12:05 PM.
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Mariomasta
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Guys, do we have any poison units? Not sure if this has been brought up, or if its possible, but you should look into it.
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No_nickname
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Heres the patch notes. I included both a HTML version for the patch launcher, and an RTF version for easier reading, if they want to print it or w/e (lol epic ink usage), and because ES/RE use RTF :P

.rar: http://www.filefront.com/16970283/TE%20Funpatch%201.0%20Pat
.zip: http://www.filefront.com/16970285/TE%20Funpatch%201.0%20Patch%20Notes.zip

OP fact: the RTF version is 40 ducking pages long rofl

Hmm so I guess the full version will include:

- Funpatch files
- Funpatch scenario
- Patch notes
- Readme file with installation instructions & information
- Anything else?

EDIT: lol the rtf is ducked up when opened in word. OpenOffice ftw :P (my MS office trial expired so i can only open documents, not edit them)
Edited by No_nickname, Jul 5 2010, 12:47 PM.
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DukeLeto
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Refined Chaos
How about considering a wood->gold cost card for french xbows and ckn?
These units are important later in the game for france and china, and wood tends to run out in long FFAs :(
Something like xbow wood cost changes to 65 gold and food cost changes to 50 food (same cost as skirms) and Old Han Army cost changes to 255 food and 225 gold.
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No_nickname
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Good idea.

Also I think we should boost the Imperial age, cause right now its kinda UP compared with revolution. IMO we should change the politicians, maybe like one gives a quite big improvement to gathering, while the other can boost military stats or something like that.

Another idea could be to also give spies for free upon advancement to Imperial, although that might be a little OP. Btw I also think we should either remove blockade or make it a hell of a lot more expensive, because its so lame to use it when someone has revolted, and also you cant send factories anymore if you have been blockaded.

Also the Imperial age should have some OP tech that gives like +3 factory limit :P
Edited by No_nickname, Jul 8 2010, 09:18 AM.
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owns
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the OWNER
nerf mahout !
2x agains cav is happy
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ĺ×ļ
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mahout should still die to goons though?
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bpdscolony
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Ik ben mario stoned
Lol mahouts need nerfing, like 11 mahouts and 39 raj destroyed that nub!!! 21 21 21
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owns
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@1x1 no they dont
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bpdscolony
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Ik ben mario stoned
IMO owns is just sour that i continue to own him :D

And that he cannot micro :P
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ĺ×ļ
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lol...

mahout cav bonus is supposed to simulate the actual effect that horses are scared of elephants though :)
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No_nickname
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Is it vs all cav or just heavy cav. Actually I do remember a couple of mahouts completely destraeying my ruyters in a compstomp game yesterday...hmm it should be vs. HC only IMO :P

EDIT: and also a penalty vs RC lol
Edited by No_nickname, Jul 8 2010, 10:46 AM.
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bpdscolony
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Ik ben mario stoned
Well in that case sowar should also have a bonus vs cav.... i also imagine cav would be scared of lazers and also cav could smell out stealthed dudes as could pets and stuff. :D

See my point??
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ĺ×ļ
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k we gotta give sowar bonus vs cav now too
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bpdscolony
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Ik ben mario stoned
Lol, maybe vs HC but ofc not vs RC and can you make that bonus worthless vs other camels/elephants somehow??
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DukeLeto
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Refined Chaos
Is it possible to give elephants a large bonus vs walls?
I think it would be pretty cool if they could just walk through the walls, killing each one like a tuck tuck tuck does.
We have already made walls fairly useless, why not make them even worse :D
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Good idea. Also while we should nerf Travois further, we could make them a little effective vs. walls, as they currently to next to no damage to buildings).

Hmmm...so is anyone downloading this? :P
I've seen about 4 or 5 people from outside the clan on ESO with this (not counting the nubs who used to be in clan but then left).
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Lord_Sami
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pwnt. But seriously: I've always wanted china not to be OP on funpatch, but they need some boost. We played a ffa like a week ago, and benno had 10 mahouts. they killed my entire army, even the reformed qiangs :(

New suggestions: Involve an export generate boost in some of the imperial paddy upgrades. Also the Good Faith Agreements -card (Age I) should make the consulate armies train faster (like 75% UNLESS the acupuncture in age III lowers the training time).

Land Reforms card (buildings give more xp when built) should have a higher xp boost. At base its 65% (?) so up it to 120 % or 135 %

Flamethrowers are too fragile. HP boost please. Maybe more range still.

Xbows making siege damage is lame. Make them have non-siege damage at first, but involve the siege damage in guard upgrade, if possible.

Seven Lucky gods (shrines give more xp, generate also more xp). This card should make shrines cheaper too (don't know by how much) and maybe make them build like 50% faster ;D If this isn't reasonable, then 25 or 33%

That IV card "TEAM cheaper unit upgrades" should make all upgrades 50% cheaper (down from 20% or w/e)

Also a random suggestion: give samurais (both normal and hatamoto) ability to pick up treasures. Can this be done without giving them a hero tag? ;D If not, just drop it, this one isn't important in any way.

For turtlers, turn that colonial shipment "ships 1 castle wagon" into "ships 3 castle wagons" or "ships 2 castle wagons and improves castle hp by 15%"

Tower and castle upgrades need to be cheaper

Some european civs have the card that gives more attack to buildings vs warships. Give this card some boost, like "warships inflict more damage against other warships" (like adds +0,4 or +0,5 counter)

The Naturalist politician should give 10 or 12 cows (up from 4)

The bishop politican should give 4 vills instead of 2. The german bishop changed accordingly, to deliver 2 settler wagons.

The adventurer politician to deliver 6 villagers. Best if the british don't receive this modification ;D.

Admiral of the ocean sea: Either make this deliver 2 caravels and 400w, or 1 caravel and 600w

Russian cavarly marshal politican: (IV , ships 6 cossack) - transfer it to the tycoon? (1000c politic)

India age I tech that makes paddy ups only cost food or coin (removes wood cost). This card should make paddy upgrades 90% cheaper. Or 80% ;D

The General -politician (imperial age) Should deliver 3 heavy cannons (2 great bombards for ottoman) instead of ~10 musk and 1-2 super-arty.

Aztec politic which gives eco boost and sends farm travois, make the travois be able to build plantasion as well. Right now you can only build a farm with it, which sucks

Sowar and zamburak boost. Definetly. India can't be only about mahouts and urumi and howdah lategame.

Maybe give gurkha smaller ROF, they aren't very practical right now.

I'm just spamming these as they come to my mind, so don't consider all these very serious. Many could be very useful though. Im sure 1-2 at least have already been modified

Ok just 1 more: Don't know if this is possible, but can you give explorers/monks/chiefs a warcry? War Cry is basically a temporary unit stat boost. This should probably only be for the WC civs
Edited by Lord_Sami, Jul 15 2010, 09:33 AM.
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