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  #21  
Old March 1st, 2004, 04:27 PM
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Bossemanden Bossemanden is offline
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Default Re: Proposed Modding Cost Guidelines

Hmm fair enough.
So lets say:

X=Fire*1.5+Air+Water+Earth*1.5+Astral*0.75+Death+N ature+Blood*2
And
Y=Level+Blood/10

Hows that?
Edit: Doesnt give you what you want regarding blood items, but it does make it more expensive.

[ March 01, 2004, 14:29: Message edited by: Bossemanden ]
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  #22  
Old March 1st, 2004, 04:57 PM
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Default Re: Proposed Modding Cost Guidelines

Well Firegems are more valuable then earthgems. Perhaps lowercost for earth to *1.25?
Let's try the formula on a Firesword then.

C1=5? (A fire gem sells for 15 gp but costs would be immense for units).
x=5
z1=a bit redundant perhaps?
Gold cost is then 5*(1.5*5)=37,5 or 38

c2=base item resource (broadsword)?=4
z2=not needed.
Resource is 4*(1*1.5)=6

So an ordinary Commander (30gold 14res) with a Firesword would cost 68 gold and 16 res. Unit got +6 damage +3 attack for the increased cost. Too expensive?
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  #23  
Old March 1st, 2004, 05:10 PM
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Default Re: Proposed Modding Cost Guidelines

Ok Earth at 1.25 seems reasonable.
Dunno I think maybe the pricing is too much gold and too little resource.
How about C1=4 and C2=8?
So in the case of the Fire sword the price would be:
Gold price=4*5*1.5=30 gold
Resource price = 8*1=8 resource
The Hellsword would cost:
Gold price = 4*10*2=80 gold
Resource price = 8*(6+1)=56 resource

Edit: Price formula at this point:
G=4*(Fire*1.5+Air+Water+Earth*1.25+Astral*0.75+Dea th+Nature+Blood*2)
R=8*(Construction level+Blood/10)

[ March 01, 2004, 15:16: Message edited by: Bossemanden ]
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  #24  
Old March 1st, 2004, 05:26 PM
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Default Re: Proposed Modding Cost Guidelines

I dunno about c2=8. I actually rather use the base item cost in some sort of multiple. It would make sense to have a higher goldcost since you are paying a mage for "industrial work". I don't know if a enchanted broadsword would be harder to manufacture in raw materials though. When you craft the items for a commander the only limit you have is the number of gems and wizards after all. This means you could churn out 20 fireswords all at once, even in a 5 rerource wasteland, if you happen to have 1000 firegems lying around.

But then again it should reflect the rarity of the gems used, since one is using "second grade" gems that are not part of the gods stockpile.
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  #25  
Old March 1st, 2004, 06:08 PM
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Default Re: Proposed Modding Cost Guidelines

I think I�ll buy your argument regarding base item resource cost.
R=Base cost*(Construction level+Blood/10)

Possibly Construction level^Z though. It should be really hard to mass produce the higher level items.
Z=1.2 maybe
Proposed resource cost:
R=Base cost*(Construction level^1.2+Blood/10)

A Hellsword would then cost:
R=6*(6^1.2+1)=57.51=58(rounded)
Sword of swiftness:
R=4*(4^1.2)=21.11=21(rounded)
Robe of Invulnerability:
R=1*(6^1.2)=8.58=9(rounded) (Assuming minimal resource cost of 1)

*****y board rules wouldnt let me use "more than" or "less than" signs

Edit: With the current proposal a Robe of Invulnerability would cost:
4*80*1.25=400 gold

[ March 01, 2004, 16:14: Message edited by: Bossemanden ]
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  #26  
Old March 1st, 2004, 06:37 PM
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Default Re: Proposed Modding Cost Guidelines

Some costs with the latest proposal:
Item = gold,resource
Armour of souls = 320,121
Robe of Invulnerability = 400,9
Robe of the magi = 480,9
Black steel full plate = 50,26
Elemental Armor = 80,106 (Its a level 4 item right?)

Edit: Corrected Black steel full plate gold cost to 50

[ March 01, 2004, 19:40: Message edited by: Bossemanden ]
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  #27  
Old March 1st, 2004, 06:52 PM
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Default Re: Proposed Modding Cost Guidelines

Seems very reasonable. Remember that I was just curious about the lower tier weapons and armor. Higher tier items would be reserved for summoned units and commanders and they can be outfitted the normal crafting way. Thank you for the help.
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  #28  
Old March 2nd, 2004, 06:00 AM

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Default Re: Proposed Modding Cost Guidelines

Giving a Robe of Invulnerability and Elemental Armor to normal units with only the cost of gold? That totally throws the entire issue of paths, forging, wait time, and many other aspects. 800 Gold for a unit that is better than a fully equipped Blood or Conjuration 7 unit is low. Especially considering the factor of speed.
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  #29  
Old March 2nd, 2004, 07:11 AM
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Default Re: Proposed Modding Cost Guidelines

These costs bear almost no relation to how difficult an item is to actually get in the game. Black steel full plate is available on Ulm units for only a resource cost. Elemental armour is only marginally more expensive than BSFP, with fire 1 added to the requirements.

A robe of invulnerability on the other hand, takes an earth 5 mage and 80 earth gems. You shouldn't be able to even buy such an item unless your nation also includes earth 5 mages as a standard unit, and has an earth gem income of a few hundred per turn. Otherwise where are all those magic resources coming from? A robe of the magi for only 480 gold is also pretty extreme, since it's normally an extremely expensive and rare item.

Giving a unit 30 protection for no research and only gold costs seems just a little strange to me.
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  #30  
Old March 2nd, 2004, 08:12 AM
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Default Re: Proposed Modding Cost Guidelines

The Black Steel of Ulm is not as good as the magical Black Steel Armor. Not much difference, but they are different.
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