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  #11  
Old May 5th, 2005, 07:26 PM

quantum_mechani quantum_mechani is offline
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Default 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.
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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  #12  
Old May 6th, 2005, 12:33 AM
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The_Tauren13 The_Tauren13 is offline
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Default 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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  #13  
Old May 6th, 2005, 05:06 AM
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Agrajag Agrajag is offline
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Default 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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