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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
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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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May 5th, 2005, 05:48 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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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
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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
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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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May 6th, 2005, 12:33 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
Yeah, the fact that there is only one kind of currency for all units exaggerates previous balance problems.
What would be good is if Saber Cherry has her rebalance mod nicely documented, so I could just grab that and run my program on it... seeing as I dont really trust myself to do a whole lot of balancing, still being somewhat of a newbie.
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Every time you download music, God kills a kitten.
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May 6th, 2005, 05:06 AM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
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Re: Resource Mod
Maybe you could make it .5 times the higher of the two + the lower.
So a unit costing 20 resources and 10 gold would cost .5*resources + gold = .5*20 + 10 = 20.
And a unit costing 20 gold and 10 resources would cost 10 + .5*20 = 20 as well.
Just a thought.
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