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Re: Random Picks and Modding...
Niefel Jarl is worth 500 gold =)
TC Consort for 15 gold? When I play TC I pump out consorts like crazy. They're already one of the best units in the game... IMO. Eunuch for 10 gold? ...to good for a leader, even a terrible one. 15 or 20 gold seems like a good absolute minimum. 45 for a black harpy is too much unless you give them leadership. 30 gold for a forester? I'm not really sure if anyone uses them now... And considering all of Man's (Avalon) mages are capitol only, increasing the price is painful. 70g Lord Wardens are pretty crazy, too... IMO. C'tis: Even at 35 nobody will buy a taskmaster. Bane spider at 70? ... No, I refuse to play against Machaka with that setting http://forum.shrapnelgames.com/images/smilies/happy.gif Those are incredibly good assassins that come with 10 death gems worth of magical weaponry. Empoisoner also shouldn't drop in price considering their potency. Well, those are just a few preliminary thoughts. I'm think that complexifying your formula to a form like (x^2+.5xy+(a+bc)^1.5)*10+(a^1.2+f+2x)*5+15 might be necessary to get a good result, rather than using a purly additive formula like x+2y+a+5b+c+15. I can't imagine making a purely additive formula that "considered" all of Dominions' complexities. |
Re: Random Picks and Modding...
Incedentally, here's a formula I made for caulculating the worth of a unit's physical stats:
HP*((6+Prot)/6)*((Mor)/10)*((1+MR)/11)*(9/(6+Enc))*((3+Str)/13)*((2+Att)/12)*((1+Def)/11)*((3+Move)/5)*((40+AP)/50) Go ahead and tell me how useful/worthless you think it is http://forum.shrapnelgames.com/images/smilies/happy.gif A 'normal unit' with 10 hp, 10 att, 10 def, 10 str, 10 mor, 10 mr, 10, AP, 3 enc, 2 move, and 0 prot will come out as 10 gold. Also, I weighted defense more than attack and strength, and AP the least of all... I dunno, it works ok I guess. |
Re: Random Picks and Modding...
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I am confident that, if there is a more complex formula, it is not much more complex than the (very) simple formula I am currently using. I know others have mentioned 'prioritizing' the various stats, but then you could wrangle forever on which are more important. I am currently considering applying a 'diminishing returns' idea on the specials... as a note, the reason Caelum and Pangaea's commanders are so expensive is the large amount of specials they have. Perhaps if there is a 'full cost/75% cost/50% cost' diminishing cost on specials, it might assuage the issue. OTOH... there are some that have many specials (Vanheim, for instance) that come out right on... I'll have to work on it. |
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Here's the difference: Lets say you have a guy with 20 HP, 20 Att, 20 Def, and everything else 'average'. An additive formula would tell you hes worth 40 gold, where as a multiplicative one would say 80. I guess Im more inclined to believe the latter, but maybe someone could run some quick combat sim tests to see how many 'average' troops that guy would be worth. Well, the real reason I went multiplicative was that for my mod I had a guy with 5 HP, 5 Str, 5 MR, etc. who came out with a negative cost... http://forum.shrapnelgames.com/images/smilies/fear.gif |
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Of course, the way I play is not necessarily an effective way to play... http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Random Picks and Modding...
OK, scratch that old and busted formula; that was just something basic to start off on. Here's the new hotness:
sqrt(((HP*(10.0+Prot)*Def*MR)/1000.0)*((Str*Att)/10.0))*((3.0+Move)/5.0)*((40.0+AP)/50.0)*(9.0/(6.0+Enc))*((Mor^log10(7))/7.0) Comments: HP, Prot, Def, MR, Str, and Att are all wieghted the same now. The square root does not encompass Move, AP, Enc, or Mor. log10(7) = 0.84509804001425683071221625859264 (about), meaning that about 22 Mor is worth twice as much as 10 Mor (instead of just 20 Mor being worth twice 10). I chose to use a logarithm with base 10 so that, for unit with 10 Mor, the equation (Mor^log10(7))/7 will equal 1, so a unit with 10 Mor will be 'average'. The basic idea is: sqrt(defensiveness*offensiveness)*other. I decided upon this because in a simplistic system where the units only have 2 stats, HP and Damage, an ideal cost formula is sqrt(HP*Damage). I counted MR as a defensive capability, but it could be brought out of the square root to be weighted more heavily. I didn't really know what to do with Enc, so I just threw it in so that a unit with 0 Enc is worth 50% more than the same unit but with 3 ('normal') Enc, and the same unit but with 12 Enc is worth half as much. |
Re: Random Picks and Modding...
I have a n00b modding question: How much is the 4th magic school worth? Ive been counting it the same as the 3rd school (10, 30, 50) so far... so that F2E2D1?1 costs 183.75.
Also, a few questions about your costs: How much did poison resistance end up being worth? 10, same as elemental resistance? Less? What about being an animal? I would think that does more harm than good, right? 50% increase for sacred troops, but not commanders, right? Is the capital only reduction 10% or 20%? One more question: What's with the 'Death Poison'? How much damage does it do? |
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