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March 23rd, 2005, 01:31 PM
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First Lieutenant
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Re: Unit Cost Equation
Another explanation is that hp and strength (or some other attribute) are not independant: every high hp mage also has high strength, and the so the curve happens to fit well enough by just using one of the attributes.
Hence the dangers of using interpolation for extrapolation
Then again, one could argue that your 1000hp mage with 5str doesn't fit well with dominions.
p.s. I'm not a math genius. I might have it all wrong.
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March 23rd, 2005, 01:39 PM
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Second Lieutenant
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Re: Unit Cost Equation
Oh, I think I have a decent enough grasp of the math to agree with you that high-HPs and high-Str correlate to the point that one might overshadow the other in this equation.
However, for the purposes of uncovering a unit cost equation, the correlations need to be explicit.
What I mean is, if you tell me 'HP base is 2/3 Str, with a direct proportion after that', that is a lot more helpful as a gauge of making units. If that is what is necessary to make the equation truly useful, then I'd really like to have that. 
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Scott Hebert
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Modding Beginner
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March 23rd, 2005, 02:07 PM
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Second Lieutenant
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Re: Unit Cost Equation
Quote:
Scott Hebert said:
Oh, I think I have a decent enough grasp of the math to agree with you that high-HPs and high-Str correlate to the point that one might overshadow the other in this equation.
However, for the purposes of uncovering a unit cost equation, the correlations need to be explicit.
What I mean is, if you tell me 'HP base is 2/3 Str, with a direct proportion after that', that is a lot more helpful as a gauge of making units. If that is what is necessary to make the equation truly useful, then I'd really like to have that.
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All you really need to have is the ranges the equation came from, OR just make units that look similar to already existing ones. This equation was never meant to make units significantly more powerful than those that exist. Only to explain the price of the units that DO exist. So, the more your units look like those the more likely they are to be well priced.
To find out how much huge HP amounts are worth, you need to study powerful summoned monsters. . .
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March 23rd, 2005, 02:33 PM
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Second Lieutenant
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Re: Unit Cost Equation
However, if I wanted to make oddball units (and, really, modders generally want to make those, not 'more of the same'), this won't help as much.
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Scott Hebert
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March 23rd, 2005, 02:51 PM
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Second Lieutenant
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Re: Unit Cost Equation
Thats why I reccomend doing a similar study of the summonables. With their higher skill levels, natural protection, hp, etc. they would show a clearer picture of what these very desiravle characteristics cost. ALSO, we know the approximate gold value of 3 types of gems (death, fire, and earth). Sushi is skilled enough to make non-linear guesses, as is likely important to describe the costs of some units like the iron dragon and tarasque. He probably does not have the time to do everything at once though.
Besides, most modders make new normal units, and as long as their units aren't significantly BETTER than say Vans, there shouldn't be a problem. Vans are pretty tough, if you want to make a unit significantly more powerful you will need another method. But consider the balance of such a race. The race would probably have crappy priests and expensive mages, with no research mage, or something like that. Typical power nerfs appear to be:
-weak priests
-slow "best" national research mage
-crappy national mages
-extra expensive mages
-crappy sacred units
-"capitol only" good units and other units that suck or are extra expensive
-crappy stealth units (no spy, assasin, or stealth commander)
-lack of random path mages
etc.
Anyone else have a good nerfing rule?
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March 27th, 2005, 04:42 AM
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Sergeant
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Re: Unit Cost Equation
OK, here is a new mage formula, with magic paths added. I also made some
procedural changes with modders in mind. Below the main formula are the
composite formulae I created in order to deal with the problem of coefficients
that should not be negative in the context of utility in the game.
Mage Commander (Adjusted R-squared = .95)
Cost = (4.2 * MagicRes) + (.3 * TacMove) + (34.3 * FullRand) +
(34.7 * ElemRand) + (27.1 * SorcRand) + (37.3 * Blood) + (27.5 * Death) +
(28.0 * Earth) + (29.5 * Fire) + (35.1 * Nature) + (32.7 * Astral) +
(34.5 * Water) + (15.2 * Holy) + (25.6 * Unholy) + (11.6 * Air_Prec) +
(2.9 * Att_Def) + (8.5 * Mor_RegLdr) + (6.6 * HP_Str_Prot)
Air_Prec = ((Air - .3) / .8) + ((Prec - 10.6) / 1.9)
Att_Def = ((Att - 9.4) / 2.1) + ((Def - 9.6) / 3.1)
Mor_RegLdr = ((Morale - 11.8) / 1.9) + ((RegLdr - 22.0) / 18.8)
HP_Str_Prot = ((HP - 12.7) / 8.1) + ((Str - 10.5) / 3.2) + ((Prot - 2.9) / 4.9)
Attached is some statistical output for math jocks.
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March 27th, 2005, 05:20 AM
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Sergeant
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Re: Unit Cost Equation
The most recent formula above provides an excellent fit to the data. However,
it may be interesting to see where the formula and the real price in the game
are very different. According to the formula, below are the top ten bargains
and ten worst buys for mages. What do you think?
Code:
Mage Real_Price Formula
Asmeg Jarl 160 249
Troll King 150 225
Centaur Hierophant 80 153
Sidhe Champion 140 210
Theurg 150 218
Sidhe Lord 280 348
Circle Master 100 164
Master 5 Elem. 190 252
Grand Master 270 330
Garnet Priestess 100 158
Pan 350 283
Arch Theurg 380 300
Niefel Jarl 500 419
Navigator 180 86
Capricorn 350 255
Lizard King 280 183
Hangadrott 400 282
High Priest of Sun 390 264
Anathemant Dragon 360 230
Alchemist 300 106
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March 23rd, 2005, 01:42 PM
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Second Lieutenant
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Re: Unit Cost Equation
This equation is meant to give you a guideline for developing or repricing units. If you want to min/max your units you CAN, but it doesn't follow the spirit of the game. For instance, any size 2 unit with more than 17 hps better have a good explanation (like the fact that its a lich).
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