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A FP1.3 in real coding by me - anyone interested?, Fun, Balanced India, Iroquois & more
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Prawny
post Nov 13 2010, 10:10 PM
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yep, 1 person to do all the hard coding and everyone else to scream at him when he does something wrong LD

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|ƒ| iCourt
post Nov 14 2010, 01:00 AM
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You're making a lot more imbalances in the process. Such as Ottoman getting veteran abus automatically aging to fortress. I can just see the 5 abus age up being abused with the 5 spahi shipment using an FF. Colonial abus are already very powerful units. the 400w and 200g otto has to spend to upgrade them I believe is justified. Better off letting this one die perhaps. Stick to your mod.

That said, I'd like to see a update to FP 1.2, with some of the changes xentelian mentioned. Won't happen, but would be nice to have a few of the bug/fixes implemented. Wishful thinking. Thought about doing the coding myself, but would rather have RTS-S backing it, since an "iCourt" patch wouldn't go over so well. =)


QUOTE(xentelian @ Jul 20 2010, 06:51 PM)
Suggested fixes for further patching beyond stuff Age Sanctuary fan patches 1.0 to 1.2 fixed already to my knowledge:

Mercenaryloyalty costs for "NORMAL" allies are 75 % of starting value (should prob be closer to 50% off),
costs for "TEAM" and/or "REPEAT" allies are 90 % of starting value.
The only exception is "YPHCMercsRonin2" with 2/3 of starting value. At last, some corrections are necessary.
Tech "HCMercenaryLoyalty" and "YPHCMercenaryLoyaltyIndians":
cost for "HCPrivateersTeam" should be changed to 450 Gold (90 % from 500 Gold),
cost for "HCXPCreeAlliesTeam" should be changed to 900 Gold (90 % from 1000 Gold),
cost for "YPHCMercsJatLancer1" should be changed to 1125 Gold (75 % from 1500 Gold),
cost for "YPHCMercsNinja2" should be changed to 900 Gold (90 % from 1000 Gold),
cost for "YPHCMercsSohei3" should be changed to 900 Gold (90 % from 1000 Gold),
cost for "YPHCMercsTigerClaw3" should be changed to 900 Gold (90 % from 1000 Gold),
cost for "YPHCMercsWarElephant1" should be changed to 900 Gold (90 % from 1000 Gold),
cost for "YPHCShipManchuTeam" should be changed to 900 Gold (90 % from 1000 Gold),
cost for "YPHCWokouIndians3Double" should be changed to 900 Gold (90 % from 1000 Gold),
cost for "YPHCWokouJapanese2" should be changed to 900 Gold (90 % from 1000 Gold),
and the following two lines should be added: (ignored Dutch ally)
<Effect type ='Data' amount ='1800.00' subtype ='Cost' resource ='Gold' relativity ='Assign'>
<Target type ='Tech'>HCXPCaribAlliesRepeat</Target></Effect>
***
Tech "HCMercenaryLoyaltyGerman":
cost for "HCXPCreeAlliesTeam" should be changed to 900 Gold (90 % from 1000 Gold),
and the following two lines should be added: (also German ally)
<Effect type ='Data' amount ='375.00' subtype ='Cost' resource ='Gold' relativity ='Assign'>
<Target type ='Tech'>HCPrivateers</Target></Effect>
***
Asian civs have no native embassy.
Solution: add to Tech "YPAAAsianStartingTechs" the line <Effect type ='TechStatus' status ='active'>ypNativeEmbassyEnabler</Effect> in techtreey.xml file and
add to ypSettlerAsian, ypSettlerIndian and ypSettlerJapanese the line <Train row ='0' page ='6' column ='18'>NativeEmbassy</Train> in protoy.xml file.
***
Known problems with the displaced improvement buttons.

ChurchQuatrefage (Spanish) and ChurchStadholders (Dutch) move Barrack upgrades.
ChurchKalmucks, ChurchBashkirPonies (Russian) and shipping Card HCShipWingedHussars (German) move Stable upgrades.
ChurchGardeImperial1, 2, 3 (French Grenadiers) move Artillery Depot upgrades.
If used, and age up, improvement buttons are displaced to the right, so that they are not below their
corresponding unit button.

The solution is to avoid the "UpgradeFlag" included in all used "Veteran" and "Guard" Techs.

Solution for "Churchkalmucks": Two steps are necessary.

step one: in file techtreey.xml at tech "Churchkalmucks" replace the two lines

<Effect type ='TechStatus' status ='active'>VeteranDragoonsShadow</Effect>
<Effect type ='TechStatus' status ='active'>GuardDragoons</Effect>

by this

<Effect type ='Data' amount ='1.50' subtype ='Hitpoints' relativity ='BasePercent'>
<Target type ='ProtoUnit'>Dragoon</Target></Effect>
<Effect type ='Data' amount ='1.50' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
<Target type ='ProtoUnit'>Dragoon</Target></Effect>

step two: in file art\units\cavalry\dragoon\dragoon*.xml files add this tech

<animfile>
.
.
.
<component>
.
.
.
<logic type="Tech">
.
.
.
<ChurchKalmucks>
<assetreference type="GrannyModel">
<file>units\cavalry\dragoon\dragoon_horse_age4</file>
</assetreference>
</ChurchKalmucks>
***
Consulate shipped russian Blockhouse can now train units. It's ok, but any rescued settler (nugget), rescued CDB (nugget),
granted villager (Aztec) or trained CoureurCree (Cree Outpost) can now build up to 6 Blockhouses (buildlimit=7)!
Add this line to ypConsulateRussianOutpostWagon tech
  <Effect type ='Data' amount ='1.00' subtype ='BuildLimit' relativity ='Assign'>
    <Target type ='ProtoUnit'>Blockhouse</Target></Effect>
***
'xpBuilderStart' and 'xpBuilder' in protoy file needs to have LOS changed from 8 to 12 (12 is minimum needed) so Travois
can build a dock without needing another unit/building near it. However, maxvelocity should be reduced from 4 to 2.5 as
people use this unit for scouting/herd gathering.

***
The following techs have <Flag>UpgradeTech</Flag> so
'YPHCCheapUnitUpgradesTeam' and 'YPNatZenMeritocracy' effect their costs
but they shouldn't:
Flag should be removed from topkapi, tanzimat and abbasid Otto techs
as galatatower, koprulvizier, milletsystem and ALL other church/monastery techs
do not have this flag and to add would create imbalances. Also, these Otto techs
already had prices reduced in a previous patch.
It should also be removed from bigdockrawhidecovers, bigdockcipactli and bigdockflamingarrow
as no other warchief civ bigbuttons have this flag. Cipactli is not even an upgrade, it is a unit shipment.
Again, same reasons as church/monastery - adding to all bigbuttons would create imbalances.
***
xprevolutionohiggins needs this added so that imperial hussar are imperial gardeners
  <Effect type ='TechStatus' status ='active'>rggardener</Effect>
  and change line that shows active techstatus from imperialhussar to imperialgardener
***
Still able to train certain villagers from buildings other than town center after revolution:
Cree trading post needs this put in:
  <Effect type ='Data' amount ='0.00' subtype ='Enable' relativity ='Absolute'>
    <Target type ='ProtoUnit'>Coureur</Target></Effect>
Cherokee villager tech, and German/Aztec team vill techs needs this put in:
  <Effect type ='Data' amount ='0.00' subtype ='Enable' relativity ='Absolute'>
    <Target type ='ProtoUnit'>Settler</Target></Effect>
***
hcearlydragoonsteam tech needs this added so war wagons and eagle runner knights are trainable in age 2:
  <Effect type ='Data' amount ='1.00' subtype ='AllowedAge' relativity ='Assign'>
    <Target type ='ProtoUnit'>WarWagon</Target></Effect>
  <Effect type ='Data' amount ='1.00' subtype ='AllowedAge' relativity ='Assign'>
    <Target type ='ProtoUnit'>xpEagleKnight</Target></Effect>
***
hcearlyskirmishersteam tech needs this added so ottoman players get something:
  <Effect type ='Data' amount ='0.80' subtype ='TrainPoints' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>abusgun</Target></Effect>
***
japanese church from dutch consulate cannot train spies so ypConsulateDutchChurchWagon needs this added:
  <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
    <Target type ='ProtoUnit'>xpspy</Target></Effect>
***
fuchuan team card needs armies enabled so that non-chinese players can produce them
***
Aztecs cannot benefit from the Jesuit smokeless powder tech, due to the fact that they cannot obtain any gunpowder units
so this should probably be added as most likely equivalent siege/ranged unit is arrow knight.
  <Effect type ='Data' action ='BuildingAttack' amount ='1.30' subtype ='Damage' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>xparrowknight</Target></Effect>
***
native travois cannot build embassy so add this to xpbuilder in proto file
  <Train row ='0' page ='6' column ='19'>NativeEmbassy</Train>
and this
  <Effect type ='Data' amount ='1.00' subtype ='AddTrain' unittype ='nativeembassy' relativity ='Absolute'>
    <Target type ='ProtoUnit'>xpBuilder</Target></Effect>
to the colonializexpiroquois tech
*


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BoBThEImaM
post Nov 14 2010, 04:49 PM
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Tbh, changing this game isn't going to solve the real problem of no one to play it. No point making a new FP, even by AS, when the old one has no more than 25 people playing it altogether.

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Sunnydeeeee
post Nov 14 2010, 06:03 PM
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QUOTE(BoBThEImaM @ Nov 14 2010, 02:49 PM)
Tbh, changing this game isn't going to solve the real problem of no one to play it.  No point making a new FP, even by AS, when the old one has no more than 25 people playing it altogether.
*



and you would know this by your vast FP experience?? :sleeping:

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Mafkees331
post Nov 14 2010, 06:31 PM
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ye mario is daily on the FP counting active ppl etc

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1x1
post Nov 14 2010, 10:47 PM
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boost chukonu

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BoBThEImaM
post Nov 15 2010, 04:59 PM
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win^^

So your telling me people actually play FP now? lol

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Vancebla
post Nov 17 2010, 04:49 PM
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lol i think you have played one game on fp and it was a 3v3 and all you did was make envoys LOLOLOLOLOL

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BoBThEImaM
post Nov 17 2010, 05:23 PM
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LOLOLOLOLOLOL

cool story bro

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Vancebla
post Nov 17 2010, 05:27 PM
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i have the recording

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VooDoo_BoSs
post Nov 20 2010, 01:14 AM
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Respect for taking out so much time, but fp1.2 is balanced enough and it's hard to justify another patch, especially one made with hardly any expert collaboration.

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Immortal_Warrior
post Dec 5 2010, 03:21 AM
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i do believe a few of the top players were recently interested in doing a fp 1.3 but they changed their minds seeing that there is a lack of FP players, perhaps you could try persuade them... i only know Soldier and maceanator were interested but it was just a idea, if u want any hope of pursuing it, then ask them :) but yes atm probs just hope blizzard buys aoe3 from MS :D

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|ƒ| iCourt
post Dec 5 2010, 06:30 AM
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Not really a community for it. If they did one I think they just could fix the problems pretty easily. Most seem to be early game issues. Add just an extra wood crate to Dutch/Iro, they are fixed for the most part. Give India some sort of boost to help with massing age 2. Perhaps a gold crate? Raise cost of Manors to 150 wood?

Just some small thoughts, I like the top civs where they are at the moment, since they take a bit more skill to play than rushing every game. I think they could get away with boosting just the bottom civs slightly then that would fix a few of the problems, or create new problems... Who knows, would have to test. Very unlikely to happen though. =)

Maybe if they all joined Mac community they could play FP games, since I think we still have a bigger FP community. ^_^

This post has been edited by |ƒ| iCourt: Dec 5 2010, 06:31 AM

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ischbines
post Dec 5 2010, 06:56 AM
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QUOTE(Mafkees331 @ Nov 14 2010, 11:31 PM)
ye mario is daily on the FP counting active ppl etc
*


:D

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salmanbabri
post Nov 5 2011, 02:15 PM
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I really liked some changes like boosting spies, surgeons, hospitals, Skull Knight & the bug fixes. It would be great if these changes are integrated into the FP 1.2. I think most people will agree with that.

This post has been edited by salmanbabri: Nov 5 2011, 02:47 PM



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