View Full Version : Resource Mod
The_Tauren13
May 2nd, 2005, 11:51 PM
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
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
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
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
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
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
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
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
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
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.
quantum_mechani
May 5th, 2005, 07:26 PM
The_Tauren13 said:
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.
This is better, though there are a few lingering problems (though most of theses were a problem before the mod, it just makes them more obvious). For instance, who wants a serpent catarphact for twice the cost of an emrald guard? Or who wants to save up turn after turn for a single hydra? And the atlantian plain shamblers are 3/4 the cost of war shamblers. As you can see though, almost all of these units were not used before the mod, either.
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).
The_Tauren13
May 6th, 2005, 12:33 AM
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.
Agrajag
May 6th, 2005, 05:06 AM
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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