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March 16th, 2005, 04:12 AM
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Second Lieutenant
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Join Date: Feb 2005
Location: Central Illinois
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Re: Persian Empire Mod: A few notes
Verjigorm, the deviation method is good, but you need to take out the outliers. . . The outliers are the units that nations recieve on the cheap. If you find the deviations for all of the units you used, they'll be the ones with the highest deviation from the mean. Like the Pythium thuerg, who is extra cheap. Remove these, and refigure your deviation. Use this new deviation as a guideline. . .
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March 16th, 2005, 05:12 AM
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Second Lieutenant
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Join Date: Apr 2001
Location: Modena, Italy
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Re: Persian Empire Mod: A few notes
Very nice ... I'll soon try it! and I'll add the link to this thread to the mods thread.
There are some minor small/capitals inconsistences (concerning Persia_banner end magus) that gives problems using Linux but can be easly fixed.
thank you for this mod
Liga
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March 16th, 2005, 04:05 PM
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Second Lieutenant
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Join Date: Oct 2003
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Re: Persian Empire Mod: A few notes
My understanding of unit costs is that a basic human soldier costs 10 gold, and has 10 in nearly all their stats. Each +1 to a stat adds +1 to the gold cost, whilst any national bonuses (like Marignon's +1 morale) are free. The Ulmish Guardian has +4 morale, +2 attack, +2 hitpoints and +2 strength over a normal Ulmish soldier, and consequently costs 20 gold. Some units exceed or fall short of this system, of course. 'Hoplite' units (Arco, Machaka and Pangaea) have excellent stats for their gold cost, in particular.
With this system in mind, the cost of the Medean infantry should be 15 gold, and the Persian infantry 16 gold (I'm ignoring their +1 precision) This can be reduced further if they are considered to have a national bonus to their morale, as their description suggests.
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March 17th, 2005, 01:36 AM
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Second Lieutenant
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Join Date: Dec 2004
Location: BF Illinois
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Re: Persian Empire Mod: A few notes
I was basing the cost on deviation with an increase in cost per standard deviation from the mean. I've changed it to the standard as you mentioned--their costs are 14 and 15 gold respectively.
Liga -- I (hope) I've got all of the filenames hammered out now.
Many other changes made to numbers, costs, etc. See the initial post for an updated version and notes.
__________________
"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." -- Sun Tzu
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March 17th, 2005, 02:04 PM
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Major General
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Join Date: Jan 2004
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Re: Persian Empire Mod: A few notes
Quote:
Verjigorm said:
Many other changes made to numbers, costs, etc. See the initial post for an updated version and notes.
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Please remember to change the version number in the .dm file when you update the mod. I took the liberty of bumping it to v0.2 on the copy I uploaded to the downloads page on my site. Also, you might want to consider changing the name of the mod to match your new banner. 
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March 17th, 2005, 04:58 PM
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Second Lieutenant
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Join Date: Dec 2004
Location: BF Illinois
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Re: Persian Empire Mod: A few notes
Oops.
Quantum >> I checked the ResearchPenalty feature at -6 with a Magic-3 scale--The Sha'ir still has 1rp, so what I think is probably happening is that the game figures the total research points (e.g. Books (1) + Magic Scale (3) + Research Bonus (-6) = -2 and then applies a minimum rp of 1 yielding 1. I also checked him with 2 books--he still gets 1rp.
__________________
"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." -- Sun Tzu
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