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TE FUNPATCH Modding/Discussion/Suggestion thread; Cool FP
Topic Started: Nov 11 2009, 11:07 AM (25,520 Views)
SunnyDeeeee
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H34d Nubc4k3
i like aztec coyote runners XD OP raiders!11
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mrckei
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Kansler of the (I.C.A)
it would be cool if u gave balloons an attack and trainable from tc :P
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Kyle
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Something witty/random goes here
Wait, you actually got the bank to move? That's ridiculous.

IMO give strelets a ROF of .01, mass machine guns ftw!

Also increase flail ele speed to 15, siege attack to 1500, RR to 99%, but reduce HP drastically. :O
Edited by Kyle, Nov 16 2009, 07:10 PM.
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SunnyDeeeee
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H34d Nubc4k3
so many filez nao, so before i downloadthat packet, which files do i need to back up? I already backed up stringtabley, protoy, and the other y.xml thingy.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 

@ha_luke, I'm pretty sure I already took out the <immovable> line from the bank and shrines so it shouldn't have been there lol
also to make envoys fly i put movement type as >air< rather than land or water, but not sure if it will work rofl

Than I guess you just didn't post it and we went with another file ;)

BTW, I let manors and banks move, I don't know what will happen if you let shrines move.

If you want to back up more files, back up Data.bar, Data2.bar and Data3.bar

Quote:
 
840 hp abus in colonial :wub:


Nah, they get less hp now, but get 80% RR ;)

Quote:
 
it would be cool if u gave balloons an attack and trainable from tc :P


Well I didn't gave it an attack (yet), I don't know if it's possible. But did make sure that you don't need a card to use balloons. All explorers (no WC/monk) can use balloons from colonial and on.

Quote:
 

Also increase flail ele speed to 15, siege attack to 1500, RR to 99%, but reduce HP drastically. :O


I don't think you can imagine how fast 15 speed is :P Just play this funpatch and see how fast coyotes and settler wagons are :).

With 15 speed and 1500 siege you would have taken down someone else's TC before he could blink with his eyes. And it's not if we don't have made India OP yet ;)

But I will see if we can make some nice fun adjusments to the Fail ellie (make stealth :P).

Edited by _Ha_Luke_331, Nov 17 2009, 05:23 AM.
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No_nickname
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Sunil just take a backup of all the files in the packet. If you cant find one of the files in your un-modded game files, then you don't need a backup and you can simply delete the file and overwrite the files that were already there to go back to normal RE patch.

IMPORTANT: the abilities.xml file should go in the abilities folder inside your data folder! I will add this in my next update.
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Lord_Sami
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Recon King
Luke, its bugged i mean.. Should have 70 hp, but when made abus has 70/700 hp, and you can heal them with imam's.

btw, monks cost 2 pop now right? Make them cost 1 pop and Their price reduced to 50 coin.

And dutch banks cost normal and produce normal.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
Luke, its bugged i mean.. Should have 70 hp, but when made abus has 70/700 hp, and you can heal them with imam's.


Yeah I just saw it, I think we made a typo :).

Quote:
 
btw, monks cost 2 pop now right? Make them cost 1 pop and Their price reduced to 50 coi

That sounds like a great idea.

Quote:
 
And dutch banks cost normal and produce normal.


No, but we do have to increase the bank produce rate so that it matches it's cost. (income is now still the same).


Are there any other bugs?
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
suggestions

-make shrines decay hp
-give banks a small attack (and fix gather rate)
-give toma's an area atk boost
-let sioux use more teepee's, maybe let them be build quicker and let them generate xp or something

General changes:
-give vills on firepit a 0,01 chance to die instantly
-give sheep combat ability and make them slightly cheaper
-let monks/imams be able to convert enemy units to their own side (LIKE AOE2 ^^)
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No_nickname
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Quote:
 
-give sheep combat ability and make them slightly cheaper

Lol :P . While still being able to be converted by enemies? :P

Also, we should boost healers healing rate.
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
tested france:

-insane eco, cdb trainable from explorer is insane
-explorer cant be put in melee now, you have to stand next to treasure guardian to manually get it in melee
-cdb with OPrichnik stats work but it sucks a bit, they still have 4,5 speed and cant be changed into melee mode easily (for the OP raiding stats) so the practicle use is a bit limited, the siege rocks though ^^

-edit0

-cdb are ridiculous OP, too many upgrades possible
Edited by Bart331, Nov 17 2009, 09:54 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Ok things that we need to adjust:

- Gurkha.tactic removed, stealthrifleman.tactics in tactic map?
- Gurkha a bit more expensive, 100f/75g
- Banks income to 3.53
- CDB oprichnick card only affects siege (and maybe bonus vs vills)
- Abus bug changed (70 hp is enough)
- envoy + 10 attack
- Envoy splash damage
- teepees are a bit cheaper and are build faster
- Flail elephant + 1 speed
- give toma's an area atk boost
- Healers/imam cheaper and -1 pop, they heal a bit faster
Edited by _Ha_Luke_331, Nov 17 2009, 09:57 AM.
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
played spain

caballeros (-Card that gives Lancers x1 vs infantry extra also affects goons) doesnt work
start is interesting, cause you have 2 discovery shipments, going 3 vill 300 food is now maybe wise move to have an acceptable ageup time. But also 2 vill, explorer card, economic theory is considerable

the wood bonus sucks a bit 200 wood for a tp is nice but the other 100 wood doesnt have real purpose, tried early hunting dogs but it felt like it only slowed me down even more.
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No_nickname
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Quote:
 
- Gurkha.tactic removed, stealthrifleman.tactics in tactic map?
- Gurkha a bit more expensive, 100f/75g
- Banks income to 3.53
- CDB oprichnick card only affects siege (and maybe bonus vs vills)
- Abus bug changed (70 hp is enough)
- envoy + 10 attack
- Envoy splash damage
- teepees are a bit cheaper and are build faster
- Flail elephant + 1 speed
- give toma's an area atk boost
- Healers/imam cheaper and -1 pop, they heal a bit faster

Quote:
 
caballeros (-Card that gives Lancers x1 vs infantry extra also affects goons) doesnt work


Doing it.
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No_nickname
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Here is an update. Did the things in Lukes list and also fixed the Caballeros card. Also did some other changes.

There are quite many files now ^_^
Attached to this post:
Attachments: funpatch_17_11.zip (1.22 MB)
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Lord_Sami
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Recon King
Dutch banks 3,53.. wtf. Should be more like 2,50 :D

On a side note, some healers are 1 pop , some 2 pop. have you taken a note out of this?
Edited by Lord_Sami, Nov 17 2009, 01:50 PM.
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No_nickname
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Which healers are 2 pop? I thought all of them were 1 pop and just ignored the pop thing...
Edited by No_nickname, Nov 17 2009, 02:08 PM.
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
they are more expensive so should have better gold rate. Alternative is give them an attack like an outpost to make up for their increased costs.
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No_nickname
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If they get a good attack (not some useless one) then that can make up for the increased gold rate. Maybe it even can be nerfed then? Since OP eco + 150 pop space is kinda OP late game...

IMO like 50 attack and like 2,50 gold rate. Cost changed to 400 food, 400 wood.
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SunnyDeeeee
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H34d Nubc4k3
they do have a better gold gather rate I believe unless ha_nub forgot to continue file from my previous changes again :P
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No_nickname
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It's wierd...at some point many of the changes just disappeared :O
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SunnyDeeeee
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H34d Nubc4k3
cough cough ha_nub_331,
I know i took out the immovable tag for bank/shrines so apparently someone overlooked my file :O :O
I also did some other OP things with that such as doubling monk heal rate 11111
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Nah I think you changed this:

Code:
 
(InitialResource increased from 10 to 12.8)


While it's all about this:

Code:
 
<ProtoAction>
<Name>Autogather</Name>
<Rate type ='Gold'>2.750000</Rate>
</ProtoAction>



Bank cost increased is a huge nerf early on. So maybe change the unique church card and in particular coffee trade. Let it give 1 bank and -30% speed to all military units, than it's a very bad deal. Without it Dutch will only have 6 banks, with it they have given up their bonus ( fast skirms) and still only 7 banks. Maybe change the imperial capitol upgrade also.

Quote:
 
Dutch banks 3,53.. wtf. Should be more like 2,50 :D


That's not very nice to the Dutchies. More expensive banks, less reward (although it does sound like the economic crisis of today).


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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
Quote:
 
It's wierd...at some point many of the changes just disappeared :O


maybe its a good idea, to add a date and version number to everything you make, and instead of only changing the done's in the text file write at the top what has changed since the last version.
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SunnyDeeeee
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H34d Nubc4k3
_Ha_Luke_331
Nov 17 2009, 03:02 PM
Nah I think you changed this:

Code:
 
(InitialResource increased from 10 to 12.8)


While it's all about this:

Code:
 
<ProtoAction>
<Name>Autogather</Name>
<Rate type ='Gold'>2.750000</Rate>
</ProtoAction>



Bank cost increased is a huge nerf early on. So maybe change the unique church card and in particular coffee trade. Let it give 1 bank and -30% speed to all military units, than it's a very bad deal. Without it Dutch will only have 6 banks, with it they have given up their bonus ( fast skirms) and still only 7 banks. Maybe change the imperial capitol upgrade also.

Quote:
 
Dutch banks 3,53.. wtf. Should be more like 2,50 :D


That's not very nice to the Dutchies. More expensive banks, less reward (although it does sound like the economic crisis of today).



ya i did that change on one of the first patches, but after i realize it didn't work I went back and changed the other thingy :P
Also you're forgetting that dutch currently has the most viable rush because envoys do 15 damage+2 area with no multiplier vs vills, properly used you can start raiding within the first minute 111

IMO we should boost...PORTS more, they don't have much OP stuff i don't think :(
is it possible to give spyglass an attack so wherever you spyglass it does like damage to those units there? That would be OP!
Also spain is pretty UP i believe, perhaps give rods current hussar stats? 1111
Edited by SunnyDeeeee, Nov 17 2009, 06:08 PM.
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DukeLeto
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Refined Chaos
Gendarmes or pre nerf ERK stats IMO.
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
spain has an insane shipment spam with starting tp and boosted shipment rate

so be carefull with the changes :)
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
Also you're forgetting that dutch currently has the most viable rush because envoys do 15 damage+2 area with no multiplier vs vills, properly used you can start raiding within the first minute 111


True I forgot that. Both things. So we should give envoys a 0.3x multiplier vs vill and heroes . That means that they do the same damage against vills and explorer/monks/wc.

Quote:
 
is it possible to give spyglass an attack so wherever you spyglass it does like damage to those units there? That would be OP!


That would be awesome, but I don't think it's possible :(

But Ports will be very very strong. MM rush is OP, how will you protect your vills from those MM? CM will be a great card for Ports. They need to get to age IV ASAP and when they get there they can't be stopped. 40 Range Goons + Cassas protecting those damn Mortars which are razing a town from 100 range B-)

They are a real late game civ with great late game bonuses, so as a drawback they shouldn't be too good in the early ages.

But I would love to see more changes for them, so post them :D

And yes, I think Spain should get some more changes.

Quote:
 
Gendarmes or pre nerf ERK stats IMO.


What do you mean?
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ĺ×ļ
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China Lamer
I would just like to remind you guys that when increasing range of a unit, also increase LOS, otherwise there's no point :P
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SunnyDeeeee
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H34d Nubc4k3
i ddi that for gurkha, however idk if the change was made on this verison :P
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
I would just like to remind you guys that when increasing range of a unit, also increase LOS, otherwise there's no point :P


We have done that. The only exception is with Rockets, they get a huge range, but their LOS isn't so big. That means they need a scout to let the rockets attack that far. When I first thought of the Gurkha as a sniper unit I had actually something similar in mind.
Edited by _Ha_Luke_331, Nov 18 2009, 03:31 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
There's a Spanish bug, the TC doesn't have an attack when you put vills in it. Or maybe it's for every civ, I don't have time to check yet.
Edited by _Ha_Luke_331, Nov 18 2009, 05:00 AM.
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No_nickname
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Maybe its the town_center.tactics file I included...try removing it and changing the <tactic> in the proto to towncenter.tactics.
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DukeLeto
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Refined Chaos
How about india and brits get a native scout and can make them a TC?
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ĺ×ļ
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China Lamer
Ideas:
Keshik
-range increased to 26, LOS increased accordingly
-all firerates adjusted to 1.0, base damage 30
-no villager penalty
-mongolian scourge now gives keshik x2 villager multiplier and +300% siege
-speed increased to 8.00

No longer pathetic unit :P

Ironclad
-Ranged resistance changed to 90% siege resistance
-Ranged attack of 200, with x2 vs ships, 30 range (also make ROF slightly faster)
-Long ranged attack now has x20 vs buildings and no dock penalty
-Now has an additional broadside attack that does 90 damage (per cannonball)
-Now affected by warship upgrades from dock (fix with this:
heavengames buglist
 
Techs that are supposed to upgrade warships ('Cannonade', 'Armor Plating', and, technically, also 'Percussion Locks') don't affect ironclads, because these miss the 'LogicalTypeNavalMilitary' unit type definition used by those techs. (Navy upgrade cards like 'Improved Warships' or 'Offshore Support' work, because they use the unit type definition 'AbstractWarship' which includes ironclads.)
)
-Now trainable in the imperial age by the following civs : britain, france, spanish, portuguese, and dutch.
-Build limit of 1, cost 1000 wood 1000 coin.
(Also this should affect revolution and consulate ironclads as well, but revolution ironclads should have build limit 5 and cost a bit cheaper)

Minor natives
-All natives have build limit doubled and cost halved

Iron troop
-Melee attack increased to 30, x4 cav bonus (only in melee)
-Population decreased to 1

Jat lancer
-x2 multiplier to cav added
-Population decreased to 2

Also I would like for chinese units to be trained individually, something like this
http://aoe3.heavengames.com/downloads/showfile.php?fileid=2122

Of course it's for a different patch and you can't just copy and paste, but maybe you can figure out what you need to do in order to have units spawn individually?

Edited by ĺ×ļ, Nov 18 2009, 10:43 PM.
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SunnyDeeeee
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H34d Nubc4k3
Here are some changes I just did:

Keshik
-range increased to 26, LOS increased to 26
-no villager penalty
-speed increased to 8.00

Rods
-melee attack boosted from 10 to 12

Rajput
-Speed increased from 5 to 7 (!)

Envoys
-Flying units (movementtype changed from land to air so hope that works!)

Banks
-reduced to 400 f/w

Shrine
-immovable tag removed and velocity made to .5

Teepee
-move at 3 speed, therefore will become very key part of sioux army 21 21

Sheep
-Obstruction radii increased from .49 to 1.49 in other words they will sux at pathing 21

Ruyter
-Movement type changed to air (flying rutyers!!!)
-To balance it out a bit HP reduced to 100 from 120 but attack increased from 14 to 18 (need higher damage otherwise can't be good meatshield if they fly lol111)

Cacadore
-Speed increased by 1

OrganGun
-HP increased to 180 (i believe that means no 1 shot culv kill anymore but not quite sure)

Arrow Knight
-Flying unit
-To balance (can't be killed by cav anymore i guess) HP reduced drastically to 100 from 150.

Halberdier -made to act as a uber meatshield for units of all sorts
-Speed reduced by 1
-HP increased by 10
-.1 melee resist changed to .5 ranged resist

Monastery
-Build limit increased to 10 (outlaw/merc spam rofl!11)
-Cost reduced from 225 to 150 wood

Saloon
-Build limit = 10
-cost decreased to 125 wood

Attached to this post:
Attachments: funpatchv18.zip (1.22 MB)
Edited by SunnyDeeeee, Nov 19 2009, 02:36 AM.
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SunnyDeeeee
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H34d Nubc4k3
i'm trying to diversify it out so that we have flying units and that stuff :P, please tell meif the flying changes work ty XD
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Just tested out flying! Well actually you don't see them fly, they just walk. But they can walk through obstacles (buildings for example) and they can walk up cliffs. I tested it out on Hispaniola and I could walk my envoys and Ruyters up the middle cliff!

Quote:
 
Keshik
-range increased to 26, LOS increased to 26
-no villager penalty
-speed increased to 8.00


This will be annoying as hell, there's nothing you can to defend yourself. If you go raiding with coyotes at least you can defend yourself somewhat. I would leave the vill penalty (or maybe change it to 0.75 instead of 0.5x).


BTW, Sunil and Nick, if you make changes pleas add them to funpatch.txt, so that we have all the changes together.
Edited by _Ha_Luke_331, Nov 19 2009, 04:31 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Wow, that fly thing is awesome!

I was hoping to see some Jesus action when I moved my envoy to the sea, but instead of walking on water the envoy went for nice dive. We have created submarines!

This is gonna give some nice surprise moves, imagine arrowknights shooting down a TC from underwater! Or form a unreachable cliff!

I'm going to play with Blue instead of Orange for sure ;)
Edited by _Ha_Luke_331, Nov 19 2009, 04:43 AM.
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mrckei
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Kansler of the (I.C.A)
imo china needs to get a little boost in the artillery depatment.

perhaps handmortars could get a little splash damage
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
imo china needs to get a little boost in the artillery depatment.

perhaps handmortars could get a little splash damage


Quote:
 
Keshik
-range increased to 26, LOS increased to 26
-no villager penalty
-speed increased to 8.00


First of all, China gets a huge boost because CKN become incredibly powerful. They get + 4 attack, which is effectively + 12 attack vs non-HI and +24 attack against HI ( they are a colonial *LI unit with 27! attack)

They also get a boost in the artillery section, via the flamethrower.

Their monk is a bit more vulnerable, but their damage output is hugely increased.

The only drawback they have so far is a minor nerf for their pikes and steppes.

So I don't think they should be boosted a lot now, especially not in anti-cav section. So we can change the keshik to a raid unit so that China can use a raiding force of steppes and keshik, a bit like Sioux but than slightly weaker.

To do that, I would give them a 2x vs vills (instead of 0.5x) but no range or speed increase. They will do 16 damage to vills now with a ROF 1.5, and from 12 range. Combine them with a few steppes (with the mongolian card) and you have a nice raiding force. Bowriders on RE patch do 20 damage and are great raiders.

I can see adding an artillery boost, but if it's a pretty good boost there should be a nerf somewhere. So go ahead and be creative :P

BTW Sunil, I'm changing the bank cost back to 450/450 ;) . I will also nerf coffeetrade (only +1 banklimit and -20% military speed). Maybe banks needs another late game nerf, if so I will change the bank limit from 4 to 3.

The reason that I did those Dutch changes is because I wanted them to be a great Fortress power both eco and military wise, but it should be more difficult to get there. With more expensive banks it's more difficult to put them up early, so that's a nerf. And I changed (actually No_Nick did it ;) ) the fast age up politician to the 6 skirm politician. That means the Dutch can't spend much time in colonial setting up banks and then quickly age up.

If there start boom is still very fast, we can always change the bankwagon card so that you can only ship it for 200 food.

Of course the other changes were great :)

Quote:
 
Ironclad
-Ranged resistance changed to 90% siege resistance
-Ranged attack of 200, with x2 vs ships, 30 range (also make ROF slightly faster)
-Long ranged attack now has x20 vs buildings and no dock penalty
-Now has an additional broadside attack that does 90 damage (per cannonball)
-Now affected by warship upgrades from dock (fix with this:

heavengames buglist


Techs that are supposed to upgrade warships ('Cannonade', 'Armor Plating', and, technically, also 'Percussion Locks') don't affect ironclads, because these miss the 'LogicalTypeNavalMilitary' unit type definition used by those techs. (Navy upgrade cards like 'Improved Warships' or 'Offshore Support' work, because they use the unit type definition 'AbstractWarship' which includes ironclads.)

)
-Now trainable in the imperial age by the following civs : britain, france, spanish, portuguese, and dutch.
-Build limit of 1, cost 1000 wood 1000 coin.
(Also this should affect revolution and consulate ironclads as well, but revolution ironclads should have build limit 5 and cost a bit cheaper)


Ok.

No_nickname is it possible to do this?

Quote:
 

Minor natives
-All natives have build limit doubled and cost halved


Ok.

Maybe make cost 75%, or else Sami will lame them too much :P

Quote:
 

Iron troop
-Melee attack increased to 30, x4 cav bonus (only in melee)
-Population decreased to 1

Jat lancer
-x2 multiplier to cav added
-Population decreased to 2

Also I would like for chinese units to be trained individually, something like this
http://aoe3.heavengames.com/downloads/showfile.php?fileid=2122

Of course it's for a different patch and you can't just copy and paste, but maybe you can figure out what you need to do in order to have units spawn individually?


More China boosts? :P

Quote:
 
How about india and brits get a native scout and can make them a TC?


Nice.

Btw is there any specific reason for those two civs?
Edited by _Ha_Luke_331, Nov 19 2009, 02:26 PM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Ok I did the Dutch changes, keshik change and added a native starting scout for Brit and India (can't build a TC yet).

Of course you can still discuss it :) .
Attached to this post:
Attachments: Funpatch_19_11.rar (792.95 KB)
Edited by _Ha_Luke_331, Nov 19 2009, 02:34 PM.
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SunnyDeeeee
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H34d Nubc4k3
yes i was going to add them to the funpatch.txt file, but i couldn't find it in the previous zip file posted lol. Also ha_nub_331, stop posting .rar files, post in .zip because idk how to open rar files :(
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SunnyDeeeee
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H34d Nubc4k3
ha luke, so can flying units be attacked by melee units then?
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SunnyDeeeee
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H34d Nubc4k3
oh and BTW guise, all modders i highly recommend DLing notepad++ (free DL) because it really makes it easy to spot/change things and makes everything look really nice XD
Foun dout about it in a HG modding tutorial XD
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Here's it in zip, see how much bigger it is :P

Quote:
 
ha luke, so can flying units be attacked by melee units then?


Yes. but I don't think they can block other units path.

Quote:
 
oh and BTW guise, all modders i highly recommend DLing notepad++ (free DL) because it really makes it easy to spot/change things and makes everything look really nice XD
Foun dout about it in a HG modding tutorial XD


Thanks.
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Attachments: Funpatch_19_11.zip (1.14 MB)
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SunnyDeeeee
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H34d Nubc4k3
yay ty will DL it nao XD
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SunnyDeeeee
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alright i'm working on some of the changes ATM
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SunnyDeeeee
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kk i made some OP changes(updated in txt file aswell):
Code:
 

Pet Rhino (function as meatshield)
-HP increased to 500
-Ranged resist of .7
-Damage reduced by 10
-Cost reduced to 200 food from 250 food

PetSnowMonkey (duber?)funciton as nearly indestructible scouts lol
-HP increased to 910
-speed+2
-Damage reduced to 0
-LOS to 20

Wardogs act as meatshields
-get .5 RR
-100 HP
-10 build limit
-To balance attack reduced down to 5
-To remain good for treasure hunting, guardian bonus increased to 2.2

-Rifle rider HC tag removed so goons don't get bonus vs them!
-In return to balance have lower HP to 195 from 205

-Blockhouse trains ypPetRhino(see general changes for stats)

Spahi
-cost made to 200 food
-enabled age 2
-Enabled for training in stable

-Consulate yambushi (clubs) speed +1

-Mahout population decreased from 7 to 5
-Mahout speed +2
-Jat lancer population from 4 to 3

-Disciple Build limit increased to 20
-Disciple cost reduced to 20
-Disciple Hp reduced to 50
-Disciple attack reduced to 1, but have 40% Chance of doing 20x damage critical hit!
note: disciple difference in critical hits not applied in cover mode

-xpmedicinemanaztecs (warrior priest) Build limit increased to 15 (!)
-Warrior priest gather rate at firepit increased from .1 to .15
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Attachments: Funpatch_20_11.zip (1.22 MB)
Edited by SunnyDeeeee, Nov 19 2009, 06:15 PM.
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SunnyDeeeee
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also to everyone DLing new zip files remember to take out the Funpatch.txt file first before inserting into aoe3data folder because it's just the list of changes, not an essential file XD
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