Favorite Infantry

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OPSTF
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Favorite Infantry

Post by OPSTF »

So I saw that there was a "Favorite Animal" thread, so here is one for the brave men and (oversexualized) women who fight on foot. I will put up a poll soon, but I'll start with my favorite infantry:

Dustrider Venom Thrower. They're harder to obtain, but serve the same role as archers. They just do it better, because they do more damage than archers of the same level, do area damage and of course poison the enemy. They also look pretty sweet and since they're dustriders, they can build structures.

Your turn.
"When the blood in your veins returns to the sea, and the earth in your bones returns to the ground, perhaps then you will remember that this land does not belong to you, it is you who belongs to the land." -Native American Proverb
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Triceratops
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Re: Favorite Infantry

Post by Triceratops »

I like the design of the Dragon Clan Ninja and the Norsemen Jetpack Warrior. I also like the Venom Thrower - the masked guy in the intro video does the unit justice I think

The problem is that without the modifications CEP and Mirage all three units aren't that effective. The Venom thrower got officially weakend with patch 1.05 (boosterpack) so he is not that good like he used to be in 1.0 and 1.01 - the aforementioned mods have partly changed this back and are still adding to make the units more useful. The Jetpack Warrior can now fly and attack air units or ambush enemy bases for example
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Re: Favorite Infantry

Post by Scrat »

Undead Warrior 8)
simply because he looks awesome
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OPSTF
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Re: Favorite Infantry

Post by OPSTF »

That's funny... I have never used Taslow as a Norsemen before... Something I still need to try.

But they weakened Venom Throwers? What did they do to them? And how much does the boosterpack restore them?
"When the blood in your veins returns to the sea, and the earth in your bones returns to the ground, perhaps then you will remember that this land does not belong to you, it is you who belongs to the land." -Native American Proverb
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Re: Favorite Infantry

Post by Triceratops »

These are the change logs for both official patches, the latter is 1.05 (the boosterpack)

Paraworld Patch 1.01 Change Log

- The snare trap crash in campaign level 5 is fixed.
- The proxy server address which used to run on port 2222 was changed due
to compatability problems with some anti-virus programmes.
- Epoch progress is now visible both in the replays and to Spectator
watching the game.
- Unit access to Bunkers has been improved.
- Tooltips for level 2 units in the Army controller now function after
sorting.
- The Poisoner now runs through the poisoning animation when he kills
himself.
- The bug which sometimes led to the left wall section being removed when
a gate was torn down has been fixed.
- Resurrection of Dustriders could be abused with the help of allied
players; this was repaired.
- The problem with system messages closing the Dustrider infantry
construction menu has been fixed.
- The calculation of projectile trajectories has been corrected.
- Falling Stones are now only triggered once construction of the wall in
question has been completed.
- A bug allowing units to run through any wall built right in front of the
building's exit has been corrected.
- Fixed a bug which caused some characters in Quotes.txt to be displayed
incorrectly.
- Freezing now has a visible effect.
- Building rotation speed has been doubled.
- The Parasaurolophus and Seismosaurus Gatling units now automatically
target and fire upon enemies if no manual attack commands have been issued.
- Animal death animations now display properly.
- Forests can now once again be harvested after restarting/loading during a
running game.
- Jungle Faketrees have been made larger and no longer ignore the range of view.
- Titan selection is now more precise.
- Poison effects are now visually recognizable.
- Characters loceated near to buildings may now be selected using a
double-click.
- Construction speed increase is no longer limited to 10 Workers.
- Fixed an error which caused the Allosaurus' armour to disappear as soon
as the "Allosaurus Scrunch" was researched.
- Incorrect Tree values which prevented Collectors from harvesting trees have
been corrected.
- The Load screen now deletes correctly when the server connection is lost.
- Spectator are no longer able to change Player grouping assignments.
- Spectator are no longer able to chat with other Players.
- Spectator can now leave a game in progress using the "Abandon game" function.
- Spectator can no longer pause a game.
- Each unit can now only be resurrected by a single Shaman, as multiple
simultaneous resurrections led to the creation of "virtual" units which
served no function yet still occupied a slot in the Army controller.
- Buildings can no longer be frozen, as this also prevented unit construction.
- The animals used for the Shaman ability "Camouflage" can now be assigned
individually for each map as some maps do not use the standard animals.
- Shamans now automatically lose their camouflage as soon as they cast
"Resurrect", "Termites" or "Tornado".
- Berserkers can no longer be controlled using the "Defensive", "Aggressive"
and "Hold position" commands.
- River shaders were added to rivers in the Icewastes and the Jungle.
- The Arch Druid no longer attempts to perform his non-existent finishing move.
This had led to errors in enemy unit animation.
- Whenever a player uses random choice to determine their tribe in multiplayer
mode the other players will see the message "predefined deck".
- The Dragon Clan "Mortar" unit now only does 15% damage to Infantry and Animal
units.
- Stina's armour value against Animal attacks has been raised from 50 to 75 to
allow her to block enemy Animal units more effectively.
- The Governor's Special move now takes 10 seconds longer to recharge and only
causes damage within a 6 instead of 7 meter radius, as he was previously
capable of destroying too many units in too short a time period.
- The Jetpack Axe Warrior Special move now only requires 17 seconds to
recharge; disruptive tactics are now possible.
- The Dragon Clan "Saltasaurus Transporter" unit now has an attack frequency
of 30 to 35 attacks per minute as it's damage rate was too high.
- The duration of effect of doping the Dragon Clan unit "Saltasaurus
Transporter" has been shortened from 10 to 7 seconds.
- Construction time for the Dustrider Temple has been increased from 30 to 45
seconds.
- Workers generally cause less damage.
- The Rhino Transporter now takes 40 seconds to build instead of 35 and costs
50 Food and 20 Wood more.
- Trigger update for single player level 15.
- Stone outcroppings are now spread more evenly across the "Autumn Battlefield"
map.
- Stone outcroppings are now spread more evenly across the "Ice River" map.
- Stone outcroppings are now spread more evenly across the "Ajuba City" map.
- The river shaders have been fixed.
- All tribes: the Eusmilus Rider Armour has been increased from 0 to 20 against
ranged attack and decreased from 30 to 0 in close combat.
- Norsemen: Rhino Transporter damage to buildings has been decreased from 100%
to 50%.
- Norsemen: Rhino Transporter no longer does armour-piercing damage.
- Norsemen: the Lancer ranged-weapon armour has benn increased from 0 to 20.
- Norsemen Chariot: Skulls at level 2 decreased from 23 to 17.
- Norsemen: Ram construction time shortened from 35 to 25 seconds.
- Norsemen: Kennel Eusmilus: skulls decreased to 10.
- Dustrider: Brachio Transporter damage to buildings has been decreased from
100% to 50%.
- Dustrider: Raptor handler costs have decreased from 60 to 50 Food.
- Dustrider: Taslow Tower range decreased from 65 to 60.
- Dragon Clan: Salta Transporter damage to buildings has been decreased from
100% to 50%.
- Dragon Clan: Gatling riders can now simultaneously run and shoot.
- Dragon Clan: Poison Trap: Skulls decreased from 30 to 20.
- Dragon Clan: Dilophosaurus in Nest: Skulls decreased from 10 to 7.
- Fixed crash which occured when a transporter was converted while in battle.
- Icons in the Pyramid once again blink when the Unit concerned is attacked.
- Transporters can once again be promoted independent of their cargo.
- Captain initialization for the Brachio transporter was fixed to avoid a crash.
- "GameSpy shared socket" has been assigned to 0.0.0.0 instead of the first
local IP.
- Units attacking a visible trap no longer take damage from it.
- Norsemen: Rhino Transporters could not be countered, so their speed has been
reduced from 3 to 2.
- Once a slot has been defined as "Blocked" in the LE the map can be leveled up
and thereafter not leveled back down.
- The flat Northland River plane had a misplaced centerpoint, causing it to
blend out too early when viewed from a particular direction. This has been
fixed.
- Taslow's Level 2 construction bonus was too high and hsa been reduced
correspondingly.
- On Cold Blood it was possible to bypass an enemy wall by means of a
non-blocking cliff; this has been fixed.
- A number of orthographical mistakes have been corrected.
- The warehouses were using the wrong rate of exchange when trading Skulls for
Stone. This has been fixed.
- Dragon Clan water mines did not explode once the enemy changed his stance to
"neutral". This has been corrected.
- The space bar no longers hangs up any of the menu buttons.
- Dustriders: The Shaman's Termites now earn him Skulls when they destroy a
building.
- Norsemen: Fixed the bug which caused the Mammoth Trumpet to sound
continuously.
- Fixed a bug in the single-player Save/Load routine which prevented the quest
trigger from functioning after loading a game.


==================================================================
BoosterPack
==================================================================

Four new Multiplayer-Maps (Deathmatch & Domination):
The Gauntlet (2)
Crystal Lake (2)
Carcass Canyon (4)
Camp Blood (4)

Three additional Singleplayer-Missions:
4.1 The Devil's Advocat
4.2 A cold day in Hell
4.3 Operation Neptune

Two new playable Heroes:
Leighton
Kleeman

Two new units:
Flame thrower
Undead Warrior

One new building:
Skull Protector

Balancing changes

Venom Thrower:
Change: Throwing damage decreased from 20 to 4. Poison Dmg still 20.
Reason: Combined Dmg (Throwing+Poison) was too high.

Taslow Tower
Change: Healthpoints decreased from 6000 to 5000.
Reason: Taslow Tower was too strong comparing the other towers.
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OPSTF
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Re: Favorite Infantry

Post by OPSTF »

Wow... that told me a lot. Thanks. In fact, I may even not update my game after all. Pretty funny, now their melee is even stronger than their ranged attack. Any chance you can tell me how much the CEP or Booster or whatever it was re-empower Venom Throwers?
"When the blood in your veins returns to the sea, and the earth in your bones returns to the ground, perhaps then you will remember that this land does not belong to you, it is you who belongs to the land." -Native American Proverb
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Re: Favorite Infantry

Post by Triceratops »

AyCe must answer for CEP changes and Henry for Mirage. You can make adjustments by editing the techtree file with an editor like notepad.exe - but you have to share the edited file with others in case you want to play multiplayer with them
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Re: Favorite Infantry

Post by AnthonyCole »

Well: If you want campaign, I recommend patching the game and playing WITHOUT boosterpack. For Mutliplayer you could try CEP or Mirage.

Not patching because of a change in stats is a silly reason. Patches are there to fix your game, not to leave you with overpowered units - which the throwers were, otherwise they would not have got nerfed.
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Re: Favorite Infantry

Post by MrMorgana »

AnthonyCole wrote:Not patching because of a change in stats is a silly reason. Patches are there to fix your game, not to leave you with overpowered units - which the throwers were, otherwise they would not have got nerfed.
absolutely true

what Tric wanted to say (probably), that throwers got a special ability (mirage), which prevents enemy units to be healed for a short time, if they are hit by dr thrower
The Dustriders are nomads, who endlessly roam the parallel world with their tamed dinosaurs, which they use both as riding animals and as powerfull combat units, designed to strike fear into the hearts of their enemies.
Feel the power as you destroy enemy after enemy using the T-Rex Titan, the king of dinosaurs!
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OPSTF
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Re: Favorite Infantry

Post by OPSTF »

Ok, and we are back to this again. I am incapable of patching my game. Now that that's out of the way, I'll just confirm I would if I could, and I love how deliciously off-topic this went. Killers or berserkers, anyone?
"When the blood in your veins returns to the sea, and the earth in your bones returns to the ground, perhaps then you will remember that this land does not belong to you, it is you who belongs to the land." -Native American Proverb
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Re: Favorite Infantry

Post by Scrat »

killers, provided you can hide them behind some big mammoth or so, if the enemy doesn't spot him or can't click attack, he'll have a bad time
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Re: Favorite Infantry

Post by MrMorgana »

OPSTF wrote:Ok, and we are back to this again. I am incapable of patching my game. Now that that's out of the way, I'll just confirm I would if I could, and I love how deliciously off-topic this went. Killers or berserkers, anyone?
so killers are like dark templars: they can cause big damage only if the enemy doesn't know about them (mirage: they can turn into stone statues - can't move or attack, but they suffer minimal damage and regain health over time)

berserker: they are very good units, but mostly at early stages of the game - good to rush enemies bases with berserkers, and while the enemy deals with them, you can build a massive army in your base (rhinos, mammoths, etc.)
(mirage: they get additional attack points with each kill)
The Dustriders are nomads, who endlessly roam the parallel world with their tamed dinosaurs, which they use both as riding animals and as powerfull combat units, designed to strike fear into the hearts of their enemies.
Feel the power as you destroy enemy after enemy using the T-Rex Titan, the king of dinosaurs!
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Re: Favorite Infantry

Post by Scrat »

Cole-Berserker-Drop, just perfect. Kill the workers, fight the army and replace every dead berserker in ac with a mammoth/rhino instantly. Then let your army rush through the weakened base. Delicious.
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OPSTF
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Re: Favorite Infantry

Post by OPSTF »

Kill the workers? I don't see that as working too well because berserkers just do whatever they want to. With the help of Triceratops, I just got the boosterpack and I'd say I sure like the Flamethrowers. They look pretty sweet, and they murder infantry if you have a few.
"When the blood in your veins returns to the sea, and the earth in your bones returns to the ground, perhaps then you will remember that this land does not belong to you, it is you who belongs to the land." -Native American Proverb
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Re: Favorite Infantry

Post by Triceratops »

An early attack-berserker strategy works wonders ;)
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