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Resource Mod
1 Attachment(s)
My contribution to the recent make-national-troops-usefull craze:
This mod makes all recruitable units cost only resources, no gold. The cost is simply the old gold cost + the old resource cost. Also, I would like to give a HUGE thanks to Edi; without the unit DB, this would have taken me 30 days instead of 30 minutes http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Resource Mod
Very interesting idea. I think that nations/units that already had a high resource costs will end up getting shafted, however. I would make the cost something like gold cost + 1/2 old resource cost.
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Re: Resource Mod
I figured some balancing modifiers like that would be in order.
The program I used to create the mod file has the capability of easily giving separate multiplyers to the origional gold and resource cost. |
Re: Resource Mod
Does this include mages?
And also: Can you say Wizards Tower and Prod 3? http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Resource Mod
No, it does not include any commanders.
I should have said: "This mod makes all non-commander recruitable units cost only resources, no gold". |
Re: Resource Mod
You missed R'yleh hybrid (land) units.
971 (Hybrid soldier) should cost 32 res. 970 (hybrid trooper) should cost 18 res. there are some other like 967 that have an upkeep cost that needs fixed, but I'm not sure of all the free spawning hybrid #'s off the top of my head. Cool mod by the way! thanks! |
Re: Resource Mod
Thanks for catching that.
I know I left out mictlan slaves and bf ulm thralls, so they still have their tiny upkeep. Perhaps I should change that? |
Re: Resource Mod
By the way, I would appreciate some feedback on what you think the relative gold:resource cost should be, people.
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Re: Resource Mod
Quote:
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Re: Resource Mod
1 Attachment(s)
I kinda like the sound of 1*g+.5*r.
Here it is in the attachment. I was to lazy to zip it this time, so its just a text file. |
Re: Resource Mod
Quote:
To improve it, I would just lower the cost on a case be case basis of things that look out of whack (or, in some cases, a whole type of unit, like all light cavalry half price). |
Re: Resource Mod
Yeah, the fact that there is only one kind of currency for all units exaggerates previous balance problems.
What would be good is if Saber Cherry has her rebalance mod nicely documented, so I could just grab that and run my program on it... seeing as I dont really trust myself to do a whole lot of balancing, still being somewhat of a newbie. |
Re: Resource Mod
Maybe you could make it .5 times the higher of the two + the lower.
So a unit costing 20 resources and 10 gold would cost .5*resources + gold = .5*20 + 10 = 20. And a unit costing 20 gold and 10 resources would cost 10 + .5*20 = 20 as well. Just a thought. |
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