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| TE FUNPATCH Modding/Discussion/Suggestion thread; Cool FP | |
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| Tweet Topic Started: Nov 11 2009, 11:07 AM (25,493 Views) | |
| No_nickname | Jul 15 2010, 12:08 PM Post #1451 |
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No_membertitle
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Yes, Mahouts are too lame. They even have x2 vs ranged cav right now!! (well, vs all cav but ranged cav are cav too). We could give them a HI penalty as well. Yes, the export trickle is kinda low. I havent really experienced xbows as lame, but I havent really seen them that much either. Yes, and maybe the actual buildings as well? ![]() Good ideas. Yeah Gurkhas do suck atm. Hmm, maybe like 25-30 ROF? We boosted Explorers quite a bit, so we should give war chiefs (and monks) some kind of boost to. This one sounds good
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| Lord_Sami | Jul 15 2010, 12:57 PM Post #1452 |
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Recon King
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About the gurkhas.. it could be lower than 20-25 ROF. Microing gurkhas 1 by 1 is annoying to do ![]() If we think about military and snipers, i'd suggest a ROF of 5-10. ROF of 5 could be lame in early colonial, so maybe do this like many other improvements: give the ROF reduction in veteran or guard upgrade. You have to remember gurka is nowhere near efficient especially in lategame. Unless it's about vsing fellow howdahs ;D
Yeah maybe i'm a bit wrong about those xbows, but they seem kinda OP. Probably due to the presence of cuirs. Their range is too high in comparison to the damage they inflict.
definetly, and the port team cheap outpost card should give like -80% cost Maybe the new costs should be outpost: 150-175, castle: 200 wood
Edited by Lord_Sami, Jul 15 2010, 01:01 PM.
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| ĺ×ļ | Jul 15 2010, 01:24 PM Post #1453 |
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China Lamer
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change to deliver one monitor ^^ |
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| Lord_Sami | Jul 15 2010, 04:22 PM Post #1454 |
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Recon King
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k and change monitor build limit to 30 |
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| Lord_Sami | Jul 16 2010, 03:25 AM Post #1455 |
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Recon King
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Actually, make tower base cost 100 wood, and castle 125 or 150w Then that team cheap outposts card gives +4 build limit, and makes them 60% cheaper. |
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| owns | Jul 23 2010, 03:35 PM Post #1456 |
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the OWNER
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gaise i got a great idea i got it from aoe2, in aoe2 you can build a wonder that will grans you a auto winning countdown now i though of this : in imp age you can build a wonder that grants you a lazer bear if it finished and also make it a bit like a revolt for imp age, vills transfrom in learnicorns, but with reduced strats or else it will be TO OP wonder for euros : ossuary wonder for native : aztec temple wonder for asain : regent's castle A other idea: fixed gun buildable, it is a huge ground cannon that isnt movable. availble in imp age. it works as a silk road tp if thier are units near you control it, removed that and make him "siege"able Edited by owns, Jul 23 2010, 03:55 PM.
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| superayush | Jul 24 2010, 12:32 AM Post #1457 |
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GENERAL
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it s actually a but like aom(age of mythology) in which in last age u can build a structure called titan gate which realeses a titan(beast with massive hp and attack almost wtfpawn all enemy towns) GOOD IDEA OWNS!
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| Mariomasta | Jul 25 2010, 09:58 PM Post #1458 |
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TP monopoly is effectively this. However this wouldnt be a bad idea. But since weve already got the beta, better to focus more on balance than additions, which would have to be balanced again. |
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| DukeLeto | Jul 25 2010, 10:13 PM Post #1459 |
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Refined Chaos
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IMO additions are always a good idea, if you want balance play a mirror ![]() But since this would be for all civs it wouldn't boost one over the other. |
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| Mariomasta | Jul 26 2010, 07:47 AM Post #1460 |
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Its not always about balancing for each civ. Its also about balancing for each age. You dont want it to be too good, or everyone will just get to that age to use it, or not good enough, in which case no one would want to bother. Again, its not a bad idea, but since we are already in the beta stage, its better to improve what we already have rather than add new things, which we will have to balance again. |
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| lokomaniaco | Jul 26 2010, 08:19 AM Post #1461 |
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nub
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the idea of this is balancing the Imperial age, because revolution is so good that there is no sense going to Imperial ...l |
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| No_nickname | Jul 26 2010, 11:48 AM Post #1462 |
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No_membertitle
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Free spies IMO ![]() Lol if it turns out a civ is really UP, we can give them free spies at the start of the game
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| DukeLeto | Jul 26 2010, 12:57 PM Post #1463 |
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Refined Chaos
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Yes ![]() Maphacks... |
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| No_nickname | Aug 10 2010, 09:06 AM Post #1464 |
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No_membertitle
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Hmm so should we even bother finishing this now that SC2 is out? Who here would still play it? Edited by No_nickname, Aug 10 2010, 09:07 AM.
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| ĺ×ļ | Aug 10 2010, 11:03 AM Post #1465 |
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China Lamer
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let's just finish it
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| KAPOW! | Aug 10 2010, 09:19 PM Post #1466 |
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| No_nickname | Aug 11 2010, 03:53 AM Post #1467 |
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No_membertitle
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What? |
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| _Ha_Luke_331 | Aug 11 2010, 04:04 AM Post #1468 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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Let's finish it. How do you think that's not spam, Kapow? Seriously, do you want to get banned? |
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| No_nickname | Aug 11 2010, 04:53 AM Post #1469 |
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No_membertitle
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Okay lets finish it. So what do you guise think about free spies in Imperial? Too OP? And what about an increased Factory limit in Imperial? |
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| DukeLeto | Aug 11 2010, 01:20 PM Post #1470 |
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Refined Chaos
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That sounds good to me, we improved revolution so I figure we should boost imperial as well. Maybe a drastically reduced cost spies if free spies is too OP. |
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| KAPOW! | Aug 12 2010, 01:10 AM Post #1471 |
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I'm expressing my sadness towards sc2 taking preference over the funp |
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| No_nickname | Aug 12 2010, 03:07 AM Post #1472 |
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No_membertitle
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Hmm so the bugs I can think of so far are: - Mahouts should have x2 vs hand cav but not ranged cav (currently it is x2 vs all cav) - Travois bonus vs light infantry removed and replaced with a bonus of x2.25 vs infantry and a x0.44 penalty vs heavy infantry - Travois can maybe get reduced ranged resistance, heavy cav and cav tags and x0.1 vs heavy infantry, so they counter *RI, are normal vs. heavy cav, and get countered by heavy infantry and ranged cavalry. - Fodders have a vill tag and show as idle vills when idle - Flying Dutchmans description is "Tame Bison" (should we change this? Kinda funny lol )- Organ gun description is innacurate (it says they can dance) - Outposts and Forts should do much, much better vs. flying ships (especially outposts, 100 damage isn't nearly enough when youre facing up to 5 flying ships with 2500 hitpoints each) - Fix flying dutchman stealth (they cant unstealth, but they can attack while stealthed and are then visible to the enemy while still appearing stealthed and then cannot be re-stealthed becuase they are stealthed but not really )Anyone know anything more? Btw does anyone know if Travois damage flying units? Also some possible additional changes are: - making outposts and castles cheaper (idk if its necessary though as outposts/castles have been boosted by being able to train flying ships) - reducing the cost of outpost/war hut/castle upgrades - make the Portuguese TEAM Cheap Outposts card better - maybe making some researchable upgrades for flying ships - Revolting could give a special new kind of flying ship, a flying ironclad ![]() - auto-spies once you reach the Imperial age. I think we should at least try this to test if it is OP, and if it is too OP we can just make spies cheaper instead. - A tech in the Imperial age (could be in capitol) that increases Factory build limit) - Increasing Spy build limit from the current 5 to maybe 10 or 15, make them cost 0 or 1 pop and maybe reduce their cost a little bit. I made it 5 because they had pretty OP stats when I made them shoot and stuff, but they were later nerfed but still cost 200 coin, 2 pop and have a build limit of 5, which is UP IMO. - removing the Blockade tech or changing its effect because its lame ![]() - give Asian civs Big Buttons |
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| bpdscolony | Aug 12 2010, 08:05 AM Post #1473 |
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Ik ben mario stoned
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Sami is just sour cause i raped his ass with my OP skillz ![]() Edit: They should cost more pop, even though the cost has been upped, the india lategame eco is very solid, more than enough to handle the upped cost, so maybe lower the current cost by 10% and make them 1 more pop? And i thought they already have a HI penalty? Edited by bpdscolony, Aug 12 2010, 08:07 AM.
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| No_nickname | Aug 12 2010, 12:03 PM Post #1474 |
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No_membertitle
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Sami? I never said anything about him...? Mahouts do, yes. But I never said anything about that penalty ![]() I'mma start making an update in like a few hours. Edited by No_nickname, Aug 12 2010, 12:12 PM.
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| bpdscolony | Aug 12 2010, 01:08 PM Post #1475 |
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Ik ben mario stoned
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I know but hes the one moaning about the mahouts saying theyre too good, imo hes just too noob
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| Mariomasta | Aug 12 2010, 01:15 PM Post #1476 |
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Make cheap outposts build outposts wayy faster and keep the cost reduction the same |
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| bpdscolony | Aug 12 2010, 01:16 PM Post #1477 |
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Ik ben mario stoned
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Hmm i agree, it will make turtling alot more fun. Hence the name.. Edited by bpdscolony, Aug 12 2010, 01:17 PM.
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| DukeLeto | Aug 12 2010, 02:01 PM Post #1478 |
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Refined Chaos
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Ideas: -Team free outposts -Team cheaper airships -Team outpost combat (HP/Attack up) -Team fast building outposts Ideally all of these in my opinion
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| No_nickname | Aug 12 2010, 06:33 PM Post #1479 |
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No_membertitle
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Free Outposts that are built fast and have increased stats...
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| DukeLeto | Aug 12 2010, 06:55 PM Post #1480 |
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Refined Chaos
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I agree ![]() And the produce airships for cheaper. Also, do we have an airship combat card? Or are they classified as cav or something? |
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| Mariomasta | Aug 12 2010, 08:40 PM Post #1481 |
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Imo give outposts strelet speed vs flying ships
Edited by Mariomasta, Aug 12 2010, 08:41 PM.
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| No_nickname | Aug 12 2010, 08:52 PM Post #1482 |
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No_membertitle
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@Duke: they currently have no cards, and theyere not classified as cav ![]() @Mario: uh what? EDIT: lol OP I just made fixed guns buildable in the imperial age for 1000 wood 4000 coin but with increased stats from campaign stats. Also added a tech to them that makes them fire lazers at a very fast rate ![]() Available for all civs btw so won't unbalance anything. They can kill a crapload of army but are easily counterable by artillery so dont worry ![]() Also they are a nice way to protect your base from enemy airship attacks (one can probably take out a fleet of airships lol). Edited by No_nickname, Aug 12 2010, 08:55 PM.
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| DukeLeto | Aug 12 2010, 10:03 PM Post #1483 |
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Refined Chaos
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That's OP ![]() Maybe a build limit? I can see games lasting awhile with an imperial stalemate with OP culveriens/fixed guns being an OP combo to kill everything with the culvs killing artillery and the fixed guns killing everything else 21 |
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| Mariomasta | Aug 13 2010, 12:41 PM Post #1484 |
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BL 1? |
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| _Ha_Luke_331 | Aug 13 2010, 02:44 PM Post #1485 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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Nice work Nick! I had used them as Tsar Cannons a while back. They could be build by Russian musk after sending the card that also made build them forts. But then you came up with another update and I forgot about it. |
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| No_nickname | Aug 13 2010, 03:09 PM Post #1486 |
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No_membertitle
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Lol sorry about that ![]() I'm giving the Fixed Guns a build limit of 3 as of now but if thats too OP we can reduce it. EDIT: I'm also adding some new capitol upgrades in the imperial age that boost your eco - one that increases factory limit and three tricke upgrades (one for each resource). This way Revolting will give you OP military but less eco while Imperializing gives you an OP eco and still decent military. Should I give Natives and Asians the trickle upgrades as well in Imperial? Without them they might fall behind the Euros in Imperial. Edited by No_nickname, Aug 13 2010, 03:15 PM.
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| DukeLeto | Aug 13 2010, 03:20 PM Post #1487 |
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Refined Chaos
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I think so, I'm not sure about the funpatch but in the regular patch I always feel like the euros have the best lategame compared to especially the native civs. |
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| Mariomasta | Aug 13 2010, 06:43 PM Post #1488 |
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cause its true? even a bit so in the funpatch, but slightly less so. Nat eco is hard to compare with euros, unless if you use the 119 iro vils, which is hard to come by in normal game. |
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| No_nickname | Aug 14 2010, 07:46 PM Post #1489 |
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No_membertitle
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I have discovered something. As we know, we cannot add new firepit dances, only modify existing ones. However, I found an old dance in the firepits tactic file that was never used in game ("MorningWarsDance"), but still works. It was supposed to spawn an unique Iroquois unit, but I guess they never made that unit since it was set to spawn ninjas lol. We can give the Portuguese this new dance. It can for example spawn organ guns/mamelukes/something else or we can maybe make it do something else (havent checked if that works though). Suggestions pl0x
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| bpdscolony | Aug 15 2010, 02:05 PM Post #1490 |
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Ik ben mario stoned
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Make it spawn mediocre bombards, but give them low hp, or hp that decreases like MM. Or maybe the dance could spawn learcorns that have MM style hp. IDK, there are too many possiblities men.. but it should be something OP. |
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| Mariomasta | Aug 15 2010, 03:36 PM Post #1491 |
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Have it spawn ninjas? that would be fine |
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| bpdscolony | Aug 15 2010, 03:55 PM Post #1492 |
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Ik ben mario stoned
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There is nothing OP about ninjas men.. Or have it spawn some of those rabid dog things
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| No_nickname | Aug 15 2010, 04:23 PM Post #1493 |
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No_membertitle
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^You mean War Dogs?
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| bpdscolony | Aug 15 2010, 04:33 PM Post #1494 |
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Ik ben mario stoned
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No, those dogs that are in some scens, they do like loads of damage.. IDK what theyre called, they look kinda like zombie dogs.. |
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| ĺ×ļ | Aug 15 2010, 05:03 PM Post #1495 |
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China Lamer
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fluffy! |
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| _Ha_Luke_331 | Aug 15 2010, 05:31 PM Post #1496 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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I like the idea of Ninjas. Or maybe 1 ninja + 1 petard if that's possible, if not than just ninjas. |
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| No_nickname | Aug 15 2010, 06:48 PM Post #1497 |
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No_membertitle
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^ That sounds OP, will try to make that. EDIT: kk it works. Renamed it to BrianManahan Dance lol. Unfortunately its icon is only a black square and idk how to change that, but it doesnt really matter. Edited by No_nickname, Aug 15 2010, 07:54 PM.
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| No_nickname | Aug 15 2010, 09:20 PM Post #1498 |
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No_membertitle
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Updaet tiem men! http://www.filefront.com/17205263/FP_16_08_2010.zip Also included an updated patch note HTML with these new changes.
EDIT: oh forgot to mention: the Portuguese now get a new Fire Pit Dance in the Fortress age, the BrianManahan Dance, that spawns 1 Ninja and 1 Petard periodically. The more vills you have dancing, the faster you get ninjas and petards. A firepit with 25 vills dancing spawns 1 ninja and 1 petard every 14 seconds. Edited by No_nickname, Aug 15 2010, 09:26 PM.
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| _Ha_Luke_331 | Aug 16 2010, 02:57 AM Post #1499 |
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F41l3d t0 j01n 1s my m1ddl3 n4m3
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OP Nick! Although a monitor in age 3 sounds very OP ^^ EDIT: The fixed gun is available much earlier than the Imperial age. And I was in the imperial age and I couldn't use the faster train dance anymore. Edited by _Ha_Luke_331, Aug 16 2010, 03:06 AM.
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| No_nickname | Aug 16 2010, 05:51 AM Post #1500 |
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No_membertitle
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I removed the Fertility dance because it didn't work anyway. Must have forgotten to write that. Monitor in age 3 might be a little OP lol, but we'll see ![]() Fixed Gun should be in Imperial, guess I forgot to set an age for it
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9:08 AM Jul 11
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Maybe the new costs should be outpost: 150-175, castle: 200 wood




9:08 AM Jul 11