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May 4th, 2005, 01:10 AM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
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Re: Resource Mod
No, it does not include any commanders.
I should have said: "This mod makes all non-commander recruitable units cost only resources, no gold".
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May 5th, 2005, 12:50 AM
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Corporal
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Join Date: May 2004
Location: Ohio
Posts: 133
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Re: Resource Mod
You missed R'yleh hybrid (land) units.
971 (Hybrid soldier) should cost 32 res.
970 (hybrid trooper) should cost 18 res.
there are some other like 967 that have an upkeep cost that needs fixed, but I'm not sure of all the free spawning hybrid #'s off the top of my head. Cool mod by the way! thanks!
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May 5th, 2005, 01:12 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
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Re: Resource Mod
Thanks for catching that.
I know I left out mictlan slaves and bf ulm thralls, so they still have their tiny upkeep. Perhaps I should change that?
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Every time you download music, God kills a kitten.
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May 5th, 2005, 05:25 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
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Re: Resource Mod
By the way, I would appreciate some feedback on what you think the relative gold:resource cost should be, people.
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Every time you download music, God kills a kitten.
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May 5th, 2005, 05:48 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
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Re: Resource Mod
Quote:
The_Tauren13 said:
By the way, I would appreciate some feedback on what you think the relative gold:resource cost should be, people.
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Like I said, I think old gold cost + 1/2 old resource cost sounds good. Or, if you really want lots of troops 1/2 old gold cost + 1/4 old resource cost. Note that not capital only sacred units (such as Vans) may need a bit higher price.
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May 5th, 2005, 06:38 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
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Re: Resource Mod
I kinda like the sound of 1*g+.5*r.
Here it is in the attachment.
I was to lazy to zip it this time, so its just a text file.
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Every time you download music, God kills a kitten.
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May 5th, 2005, 07:26 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Resource Mod
Quote:
The_Tauren13 said:
I kinda like the sound of 1*g+.5*r.
Here it is in the attachment.
I was to lazy to zip it this time, so its just a text file.
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This is better, though there are a few lingering problems (though most of theses were a problem before the mod, it just makes them more obvious). For instance, who wants a serpent catarphact for twice the cost of an emrald guard? Or who wants to save up turn after turn for a single hydra? And the atlantian plain shamblers are 3/4 the cost of war shamblers. As you can see though, almost all of these units were not used before the mod, either.
To improve it, I would just lower the cost on a case be case basis of things that look out of whack (or, in some cases, a whole type of unit, like all light cavalry half price).
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