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-   -   Resource Mod (http://forum.shrapnelgames.com/showthread.php?t=23739)

The_Tauren13 May 2nd, 2005 11:51 PM

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

quantum_mechani May 3rd, 2005 12:14 AM

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.

The_Tauren13 May 3rd, 2005 12:58 AM

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.

Ironhawk May 3rd, 2005 04:58 PM

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

The_Tauren13 May 4th, 2005 01:10 AM

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".

Ighalli May 5th, 2005 12:50 AM

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!

The_Tauren13 May 5th, 2005 01:12 PM

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?

The_Tauren13 May 5th, 2005 05:25 PM

Re: Resource Mod
 
By the way, I would appreciate some feedback on what you think the relative gold:resource cost should be, people.

quantum_mechani May 5th, 2005 05:48 PM

Re: Resource Mod
 
Quote:

The_Tauren13 said:
By the way, I would appreciate some feedback on what you think the relative gold:resource cost should be, people.

Like I said, I think old gold cost + 1/2 old resource cost sounds good. Or, if you really want lots of troops 1/2 old gold cost + 1/4 old resource cost. Note that not capital only sacred units (such as Vans) may need a bit higher price.

The_Tauren13 May 5th, 2005 06:38 PM

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.


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