| Welcome to Trỉρℓε ΣņτễηţϠ forums. We hope you enjoy your visit. If you are here to apply for a membership, please read our Clan rules first. You can register for an account here. Please be civil, respectful, and not be too much of a ![]() |
| TE FUNPATCH Modding/Discussion/Suggestion thread; Cool FP | |
|---|---|
| Tweet Topic Started: Nov 11 2009, 11:07 AM (25,516 Views) | |
| ĺ×ļ | Dec 6 2009, 11:28 AM Post #301 |
![]()
China Lamer
|
IMO we need to have bigger patches instead of tiny ones everyday, so we don't have to re download patch so many times and get all confused. |
![]() |
|
| SunnyDeeeee | Dec 6 2009, 12:53 PM Post #302 |
![]()
H34d Nubc4k3
|
smaller are better so if it gets [censored expletive]ed up we can revert back or fix it easily ![]() anyway i update the stickied post every day pretty much so shouldn't be much of a problem |
![]() |
|
| Bart331 | Dec 6 2009, 01:47 PM Post #303 |
![]()
1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
|
i agree with 1x1, - you modders make a patch, -TEST the changes (SUNILLLLL!!!!!!!!!!!!!!!!!!), - then we update the patch files to a latest version and make it patch launcher compatible - multiple players now test the patch for possible bugs/ balance issues - modders fix the bugs/balance issues -etc. We cant make a new version of the funpatch everyday and start retesting it all over again Edited by Bart331, Dec 6 2009, 01:48 PM.
|
![]() |
|
| No_nickname | Dec 6 2009, 03:53 PM Post #304 |
|
No_membertitle
|
Yoohoo, mod powers! ![]()
Yeah, I completely agree. All of that made me have to reinstall TAD twice, and the whole game once
|
![]() |
|
| _Ha_Luke_331 | Dec 6 2009, 04:07 PM Post #305 |
![]()
F41l3d t0 j01n 1s my m1ddl3 n4m3
|
@ All modders, we have to stop adding changes. First all the existing changes have to be tested for bugs and balance. Whenever you change something and you upload a new file, not only update the funpatch.txt but also write in your post what you have changed! If you do something, check if it's not conflicting with other changes. just ctrl+f for spies is the .txt file and you'll see what I mean. And of course test to see if your changes are working! I hope it's clear now that too extreme changes aren't fun.
No. No more CDB upgrades, they were already way too strong. The gren changes are good though.
No. Gurkha can just hide behind the agra and nobody can attack them. BTW, why does otto age up at 3:30? Edited by _Ha_Luke_331, Dec 6 2009, 04:40 PM.
|
![]() |
|
| _Ha_Luke_331 | Dec 6 2009, 04:34 PM Post #306 |
![]()
F41l3d t0 j01n 1s my m1ddl3 n4m3
|
Oh and the ridiculous explorer changes need to go. Keep the swashbuckler attack, but set it to age 3.
Look at my original change: less attack, more range. This new change is more range and more attack. I can see the siege attack range, but that means the siege attack can't increase. And the Yeomen change is of course too much, just make it + 6 instead of + 4. Unfortunately I don't have time to do it myself now. I like the enthusiasm, btw sometimes it's just a bit too much
Edited by _Ha_Luke_331, Dec 6 2009, 05:54 PM.
|
![]() |
|
| Bart331 | Dec 7 2009, 08:14 AM Post #307 |
![]()
1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
|
k i modded some changes to make them TAD1.02 instead of TAD1.00 civs.xml nerfed Spains shipment bonus rate to 0,75 from 0,73 -1 vill for dutch +1 coin crate -1 wood crate for otto -1 wood crate for sioux -1 vill for indian +1 food crate abilities.xml -removed ability of disciples to convert disciples (china1.00 lamage) homecitygermans.xml -adjusted correct number visible for the 8 xbow shipment (thx cfc for spotting this) All files in FP are now up to date with all RE1.02 changes |
![]() |
|
| T_Cfc119 | Dec 7 2009, 08:20 AM Post #308 |
![]()
nub officer111
|
where do i copy this file then? |
![]() |
|
| Bart331 | Dec 7 2009, 08:25 AM Post #309 |
![]()
1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
|
this files are for modding purposes only, playtesting can still be done on the last patch. When we have done some major modding changes we update the patch files for playtesting use. |
![]() |
|
| _Ha_Luke_331 | Dec 7 2009, 10:35 AM Post #310 |
![]()
F41l3d t0 j01n 1s my m1ddl3 n4m3
|
Modders, if you post an update, write down the changes. update: * Brit start with 300 wood * Yeoman only gives + 4 range * Uhlan + 0.25 speed * Uhlan + 20 hp * Uhlan + 5 LOS * Uhlan cost decreased with 25f and 25 g, they cost now 25f/75g (cheaper than a Ruyter) * Uhlan training time decreased with 15 seconds (to 20 seconds) * Bounty decreased to 7 * Agrafort attack decreased to 25 * Japan + 100 wood crate * Shrines movement type land * Shrines buildpoints decreased to 10 (from 20, means faster building) * Shrines move now * Lbow siege back to 10 * Teepes move now Edited by _Ha_Luke_331, Dec 7 2009, 12:54 PM.
|
![]() |
|
| _Ha_Luke_331 | Dec 7 2009, 12:54 PM Post #311 |
![]()
F41l3d t0 j01n 1s my m1ddl3 n4m3
|
I replaced the files I posted earlier. If you are modding make sure you have dl v3 |
![]() |
|
| _Ha_Luke_331 | Dec 7 2009, 03:14 PM Post #312 |
![]()
F41l3d t0 j01n 1s my m1ddl3 n4m3
|
New update: * Genitours now increases range of goons and cassas to 30 * Explorer crack shot now moved to age 4 and it does only 1 area damage * Swashbuckler attack to Fortress * Explorer hp back to 500 * Towncenter Immoveable * Banks cost 400/400 * income adjusted accordingly |
![]() |
|
| SunnyDeeeee | Dec 7 2009, 04:03 PM Post #313 |
![]()
H34d Nubc4k3
|
k i'll update it some more (and test out changes this time obviously :P)
|
![]() |
|
| Bart331 | Dec 7 2009, 04:07 PM Post #314 |
![]()
1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
|
updated files for patch launcer to 1.0b, used the files luke posted 7 dec v4 also included 3 custom taunts (32,33 and 34) xD, if people want to make more taunts or know some really good ones plz post them. Its really easy since it are .wav files. So if you have a mic you or are good at making music files, googogogogo Edited by Bart331, Dec 7 2009, 04:13 PM.
|
![]() |
|
| _Ha_Luke_331 | Dec 7 2009, 04:21 PM Post #315 |
![]()
F41l3d t0 j01n 1s my m1ddl3 n4m3
|
I love those taunts!
|
![]() |
|
| T_Cfc119 | Dec 7 2009, 04:36 PM Post #316 |
![]()
nub officer111
|
i only got 34, my 33 and 32 r the same as what they were |
![]() |
|
| SunnyDeeeee | Dec 7 2009, 04:44 PM Post #317 |
![]()
H34d Nubc4k3
|
oh nevermind, i figured out (go google!!11) will make some OP ones soon XD |
![]() |
|
| T_Cfc119 | Dec 7 2009, 04:48 PM Post #318 |
![]()
nub officer111
|
i was gonna LMGTFY!!!11111
|
![]() |
|
| SunnyDeeeee | Dec 7 2009, 05:07 PM Post #319 |
![]()
H34d Nubc4k3
|
hai guise, when testing the patch changes I can just overwrite the newest files over the older files to test and the patch launcher will be able to revert back to previous FP version/RE right? |
![]() |
|
| SunnyDeeeee | Dec 7 2009, 05:15 PM Post #320 |
![]()
H34d Nubc4k3
|
wait lul, don't DL my recnet file ,it's nawt working for sum reason, hold on let me see wat de problem is |
![]() |
|
| SunnyDeeeee | Dec 7 2009, 05:45 PM Post #321 |
![]()
H34d Nubc4k3
|
can some1 test it out also to see if it breaks on thiers also? I think i might have done something wrong because when i just replaced protoy.xml file it worked and that was only file i changed lawl |
![]() |
|
| Bart331 | Dec 7 2009, 06:04 PM Post #322 |
![]()
1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
|
with the patch launcher files its recommended you start with the RE1.02 patch delete the old patch and put the 1.0b in the fan patches map. All changes of all fun/fan patches are undone when you select 1.02 at the patch launcher. I hope this answers your question cuase i had no clue what you meant @cfc, if you manually installed taunts in your taunts map they will overwrite the taunts added with patch, idea is to make spread the taunts with the patch so everyone has the same taunts and can actually hear each other taunt spams. Edited by Bart331, Dec 7 2009, 06:13 PM.
|
![]() |
|
| T_Cfc119 | Dec 7 2009, 06:20 PM Post #323 |
![]()
nub officer111
|
but i hav the original 32 nd 33, hwat r the ones u added? |
![]() |
|
| Bart331 | Dec 7 2009, 06:41 PM Post #324 |
![]()
1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
|
o xD, never used those, files go back from old nilla times where 31 was max probaly so i will adjust them and will make them 34,35,36
Edited by Bart331, Dec 7 2009, 06:42 PM.
|
![]() |
|
| SunnyDeeeee | Dec 7 2009, 06:57 PM Post #325 |
![]()
H34d Nubc4k3
|
ok, so if I am on RE patch and quit and replace the data folder there with Funpatch file and start game regularly I will be on funpatch. So then if i quit and use patch launcher to start RE patch will I be on RE patch or would it be overwritten with the funpatch files i saved in aoe3 folder? |
![]() |
|
| Bart331 | Dec 7 2009, 07:09 PM Post #326 |
![]()
1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
|
the problem would be that some files wont be deleted (all the files we added instead of replaced to the current RE patch). This will cause CRC mismatches. Best thing to do is manually install and remove the funpatch files to switch between patches. For use with the patch launcher start with 1.02 switch to funpatch and switch back to 1.02 to make changes undone The reason changing back with patch launcher wont work is cause the file structure is different then manually installing the files, patch launcher simply copy's all files in the Fan patch map to your game directory, theDataPY.Bar which will also be copied contains all added files of this patch, while the protoy, techtreey and stringtable files are replaced files. When changing back the patchlauncher copies the 1.02 DataPY.Bar over the funpatch one which will disable all changes. This enables the patch luancher able to switch between patches without having to delete added files with a patch. |
![]() |
|
| SunnyDeeeee | Dec 7 2009, 09:15 PM Post #327 |
![]()
H34d Nubc4k3
|
hmm that may have had something to do with my filez not working... I will try again some time and see if it made a difference
|
![]() |
|
| Temerit | Dec 7 2009, 10:57 PM Post #328 |
![]()
I ♥ SunilD93 :p
|
Tem's Riderz = BR |
![]() |
|
| Mariomasta | Dec 8 2009, 08:01 AM Post #329 |
|
Can you make AKs ROF up to 1.5? |
![]() |
|
| _Ha_Luke_331 | Dec 8 2009, 09:16 AM Post #330 |
![]()
F41l3d t0 j01n 1s my m1ddl3 n4m3
|
Well it's possible, but don't you think that the fact that they can attack from water or from a cliff isn't enough? |
![]() |
|
| SunnyDeeeee | Dec 8 2009, 02:55 PM Post #331 |
![]()
H34d Nubc4k3
|
ya lol i disagree with that idea TCF NUB, AK are pretty awesome already
|
![]() |
|
| SunnyDeeeee | Dec 8 2009, 02:56 PM Post #332 |
![]()
H34d Nubc4k3
|
also tehy can go through walls
|
![]() |
|
| SunnyDeeeee | Dec 8 2009, 05:29 PM Post #333 |
![]()
H34d Nubc4k3
|
i will attempt to fix my previous errors and make that change
|
![]() |
|
| T_Cfc119 | Dec 8 2009, 05:40 PM Post #334 |
![]()
nub officer111
|
erm i think u made an OP mistake nubcake |
![]() |
|
| SunnyDeeeee | Dec 8 2009, 05:57 PM Post #335 |
![]()
H34d Nubc4k3
|
made some changes -spahi age 3 -strelet ranged ROF -.1 -changes shrine back to 40 Build Limit and 220 wood (someone changed them?) IT WORKZ Edited by SunnyDeeeee, Dec 8 2009, 07:06 PM.
|
![]() |
|
| _Ha_Luke_331 | Dec 8 2009, 06:21 PM Post #336 |
![]()
F41l3d t0 j01n 1s my m1ddl3 n4m3
|
No. Make sure you have the right shrine, there are 2 shrine things in the protoy. One has this name:
This one isn't right, it has lines like this :
You have to look for this one: \ This one has lines like this:
|
![]() |
|
| SunnyDeeeee | Dec 8 2009, 06:50 PM Post #337 |
![]()
H34d Nubc4k3
|
wtf i sux at testing changes, i think my comp has serious problems because i did exactly what bart said to do but it still [censored expletive]ed up
|
![]() |
|
| SunnyDeeeee | Dec 8 2009, 07:05 PM Post #338 |
![]()
H34d Nubc4k3
|
ok nevermind the above changes workz i tested |
![]() |
|
| SunnyDeeeee | Dec 8 2009, 07:20 PM Post #339 |
![]()
H34d Nubc4k3
|
oh i see, i don't think the other shrine changes will do anything though right? That isn't a buildable unit so my changes are still fine B BTW moveable shrines are sexy and attract all nearby animals XD |
![]() |
|
| DukeLeto | Dec 8 2009, 09:59 PM Post #340 |
|
Refined Chaos
|
How is the wood cost though? |
![]() |
|
| SunnyDeeeee | Dec 9 2009, 07:11 PM Post #341 |
![]()
H34d Nubc4k3
|
ok so here we go: Xbows -Xbows get 1.5 against HI up from previous 1.25 -Ranged damage +1 Travois nerfs: -Travois/xpbuildier get 3 ROF (from 2) -Travois get .001X against abstract villagers -Travois get .001X against buildings Warwagons -Garisson abstractvillagers, abstractinfantry, abstractcavalry! Again i'll post file after i test it in a couple mins
Edited by SunnyDeeeee, Dec 9 2009, 07:37 PM.
|
![]() |
|
| SunnyDeeeee | Dec 9 2009, 07:37 PM Post #342 |
![]()
H34d Nubc4k3
|
it workz btw, OP ! love the WW garissoning infantry XD 21 21 21 |
![]() |
|
| Bart331 | Dec 9 2009, 07:44 PM Post #343 |
![]()
1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
|
naisssssssssss |
![]() |
|
| DukeLeto | Dec 9 2009, 07:47 PM Post #344 |
|
Refined Chaos
|
Nice ![]() Any boost to france xbow cards, how about modding early skirms to an age1 xbow boost? |
![]() |
|
| SunnyDeeeee | Dec 9 2009, 08:38 PM Post #345 |
![]()
H34d Nubc4k3
|
hmm ya maybe, i'm not that great with techtree file though, only know how to do PROTO well
|
![]() |
|
| SunnyDeeeee | Dec 9 2009, 08:39 PM Post #346 |
![]()
H34d Nubc4k3
|
BTW, i think the reason rhino's aren't training has to do with something in the techtree file, for rhinos under age0russia, so can someone check it out because i think that's where the problem is |
![]() |
|
| _Ha_Luke_331 | Dec 10 2009, 03:49 AM Post #347 |
![]()
F41l3d t0 j01n 1s my m1ddl3 n4m3
|
How many units can garrison in a WW?
Yes, good idea. They already have boosted their attack (+ attack and attack changed to siege), so maybe something for their ROF, maybe give them a ROF 2.5. This way France will have faster firing xbow. |
![]() |
|
| Bart331 | Dec 10 2009, 10:23 AM Post #348 |
![]()
1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
|
-7 skirm changed in 11 xbow shipment -8 skirm changed in 12 xbow -6 skirm politician changed in 8 xbows -fixed russia rhino problem by giving them 1 pop i tried to fix the hotkey problem but i think thats is quite complicate. So didnt work Edited by Bart331, Dec 10 2009, 10:25 AM.
|
![]() |
|
| Bart331 | Dec 10 2009, 12:38 PM Post #349 |
![]()
1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
|
Another update: -hatamoto samurai are now trainable from barrack from age2 onwards -dutch consulate options now work correctly for the spanish consulate, russian are still bugged, since it doesnt show the correct build options (only musketeer and pikemen) |
![]() |
|
| Bart331 | Dec 10 2009, 12:44 PM Post #350 |
![]()
1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
|
the russian consulate is [censored expletive]ed up maybe, i tried it out as chinese and couldnt train a single unit with it. And with spain you can only train pikes and musks which are standard included in the russian blockhouse.
Edited by Bart331, Dec 10 2009, 12:47 PM.
|
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
![]() ZetaBoards gives you all the tools to create a successful discussion community. Learn More · Sign-up Now |
|
| Go to Next Page | |
| « Previous Topic · TE Fun Patch · Next Topic » |
| Track Topic · E-mail Topic |
9:09 AM Jul 11
|











Funpatch_7dec.zip (1.18 MB)
i was gonna LMGTFY!!!11111


9:09 AM Jul 11