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Old March 2nd, 2004, 07:25 PM
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Default Re: Proposed Modding Cost Guidelines

Quote:
Originally posted by Graeme Dice:
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.
I disagree about your points regarding BSFP vs. Elemental Armor. BSFP is a level 0 construction item, while the EA is a level 4. Hence the difference in resources. It doesnt cost that much more gold.
Regarding the highpriced items I agree. It would not be reasonable to give these highpower items for gold/resource only. So I think that lv 6 items should probably not be given at all.

Otherwise are you satisfied with the price range? I mean it would be possible to add costs on a item by item base, but this is an attempt at a quick and dirty rule.
if you are in favour of some kind of general rule/direction when adding magic items to units, then please give your input.
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