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March 1st, 2004, 04:12 PM
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Corporal
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Re: Proposed Modding Cost Guidelines
Ok a quick and dirty proposal.
Cost of Items converted to gold an ressources:
Total cost in gems = X
Level of construction (1,2,4,6 or 8) = Y
C1,C2,Z1 and Z2 are constants
Gold cost = G = C1*X^Z1
Ressource cost = R = C2*Y^Z2
Edit: Artifacts should probably not be included. Hence possible values for Y are {1,2,4,6}
[ March 01, 2004, 15:03: Message edited by: Bossemanden ]
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March 1st, 2004, 04:20 PM
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Second Lieutenant
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Re: Proposed Modding Cost Guidelines
I was sort of thinking along the same line until I realised fire and earth gems are worth more since they can be transmuted into gold. And since all gems can be turned into Astral those items oughto be cheaper.
Also no unit, apart from summoned that is, should be given items with a blood magic ingredient. While you don't get any of the items special abilities, if they are not added that is, it doesn't make sense that gold and resource cost lets you skip the unrest of a bloodhunt.
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March 1st, 2004, 04:27 PM
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Corporal
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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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March 1st, 2004, 04:57 PM
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Second Lieutenant
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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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March 1st, 2004, 05:10 PM
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Corporal
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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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March 1st, 2004, 05:26 PM
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Second Lieutenant
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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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March 1st, 2004, 06:08 PM
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Corporal
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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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