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February 29th, 2004, 11:25 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Proposed Modding Cost Guidelines
Quote:
Originally posted by Uh-Nu-Buh:
Saber, here's my example of how to use the tables. You'll find that it is more in line with reality than how you were reading the tables.
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Ok, I see. The multiplier is for each incremental improvement... I was misinterpreting it before.
Incidentally, some stats are more valuable than others. Increasing from 20 to 30 strength: Not very valuable. 20 to 30 attack: Not very valuable. 20 to 30 HP: A bit valuable. 20 to 30 defense: Super valuable. 20 to 30 natural protection: Insane.
[ February 29, 2004, 21:26: Message edited by: Saber Cherry ]
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March 1st, 2004, 04:02 AM
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Sergeant
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Join Date: Jan 2004
Location: athens, georgia
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Re: Proposed Modding Cost Guidelines
Quote:
Originally posted by Zen:
286 Gold is not alot for a unit with those Stats. Look at the Neifel Jarl.
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The Niefel Jarl is a commander, a mage, and sacred. According to the guidelines as put down so far, if the Saber Infantry became the Saber Jarl, he would cost:
286 + 270 = 556 X 1.5 = 834 gold
Pretty much in line. Maybe too expensive.
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--Uh-Nu-Buh, Fire/Death
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March 1st, 2004, 03:39 PM
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Second Lieutenant
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Join Date: Dec 2003
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Re: Proposed Modding Cost Guidelines
I agree with Saber Cherry. The stats need to be weighted differently. But most protection and defence scores comes from armor and shields so these should not be represented in gold cost, which I feel represent the training of the unit.
Strength oughto be pretty cheap but needs common sence. A human will not be pushing 15+ regardless of training. High strength scores should only be allowed on large or exotic units that should by default have larger goldcost to represent their rarity.
Defence and Attack is fleetness of foot, agility, battle tactics as well as intimidation and skill with weapons and shield. This could well follow the guidelines suggested. Scores above 15 should increase exponentially in cost.
Protection should only be used with those units that would not be using armour, barding or shields. Dragon scales are legendary in myths and apparently they offer about as much protection as full plate armour. This should be somewhat expensive but since "natural protection" and armor values average it's no game breaker.
Hitpoints are no big deal either, since afflictions causes balance.
All in all its really up to the modder to justify the presence of units with scores above 15 in anything. So perhaps guidelines for super elite values are not that important. It can be as expensive as a fortress but if there's no fun playing against a faction using it, it should be dropped from the mod.
What I'm really interested in is the pricetag on abilities, like say coldprotection, and equipment. Saber Cherry started a list of items but what I would like is a suggestion on how a crafted item converts in resources and gold when put on a unit. I was thinking about sticking Fireswords in the hands of some elite units in a planned "elemental wars" mod.
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March 1st, 2004, 04:12 PM
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Corporal
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Join Date: Nov 2003
Location: Denmark
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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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EU2 1.08beta, HOI 1.06/CORE 0.81, Vicky 1.03 (and Beta), Dominions II 2.11
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March 1st, 2004, 04:20 PM
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Second Lieutenant
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Join Date: Dec 2003
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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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Join Date: Nov 2003
Location: Denmark
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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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EU2 1.08beta, HOI 1.06/CORE 0.81, Vicky 1.03 (and Beta), Dominions II 2.11
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March 1st, 2004, 04:57 PM
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Second Lieutenant
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Join Date: Dec 2003
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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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