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-   -   Proposed Modding Cost Guidelines (http://forum.shrapnelgames.com/showthread.php?t=18077)

Wauthan March 6th, 2004 03:03 AM

Re: Proposed Modding Cost Guidelines
 
After a brief comparison between similar units found in the different nations I think one can safely assume that there is no built in formula in unit cost.

Take a look at the various priest units of the human factions. Stats are readily comparable but costs don't follow a logical pattern. I assume that Illwinter considered more factors then just stats and abilities. Making a detailed guide seems to be a very difficult task. I could not come up with a cost for "Heal" when I tried using the current formula on the Arcosephale Priestess.

I can only hope that one of the Illwinter team finds the time to comment on this thread since they surely had some kind of plan when they created units. Most units got nice round costs in gold indicating an estimated value rather than a formula though.

Uh-Nu-Buh March 6th, 2004 07:51 PM

Re: Proposed Modding Cost Guidelines
 
Good point. I think a smaller, easier to use, less accurate, in-the-ballpark, guidebook would be better for most people. With a lot of general advice. A section on game-balance. Another section on thematic unity. And a couple of good examples.

Looking back over what has been done before, it all looks too difficult for most people to use. Simpler, cleaner, more general....

Kristoffer O March 6th, 2004 08:22 PM

Re: Proposed Modding Cost Guidelines
 
As Wauthan said, there is no formula. We have some guidlines, but some thematic considerations and a good portion of common sense are needed.

Special abilities are not given costs. Use your own judgement, but remember that a special power is several times as powerful when given to a commander.

Seraphs of Caelum cost about 75% of what they should do according to the guidelines (and they have powerful special abilities). Pans are very expensive, but have more hitpoints and special abilities. Pans of New Era are less powerful and do not have the maenad ability. They still cost the same.

Tip: Make every unit too expensive at first. It is easier to discover imbalances on the negative side of the spectrum. A powerful unit is nice to watch, but it is rather difficult to tell yourself that your new favourite is too powerful. If you give it a high cost it is not that hard to lower the cost when you discover that the unit is too expensive.

Bossemanden March 8th, 2004 12:40 PM

Re: Proposed Modding Cost Guidelines
 
Quote:

Originally posted by Uh-Nu-Buh:

Item Costs
==========

F=# fire gems
E=# earth gems
As=# astral gems
D=# death gems
N=# nature gems
Ai=# air gems
B=# blood slaves

X=Total cost in gems=(1.5F)+(1.25E)+(0.75As)+D+N+Ai
L=Level of construction=(1,2,4,6 or 8)


Gold cost = G = 4*X
Ressource cost = R = 8*(L+B/10)

Example: Fire Sword
Gold price=4*5*1.5= 30 gold
Resource price = 8*1= 8 resources

Example: Hellsword
Gold price = 4*10*2= 80 gold
Resource price = 8*(6+1)= 56 resources

<font size="2" face="sans-serif, arial, verdana">A little nitpick. Currently you are not taking blood into consideration, when determining X. Maybe that is intentional. If it is then the example price for the Hellsword is inacurate.

[ March 08, 2004, 10:41: Message edited by: Bossemanden ]


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