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  #1  
Old May 2nd, 2005, 11:51 PM
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The_Tauren13 The_Tauren13 is offline
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Default Resource Mod

My contribution to the recent make-national-troops-usefull craze:
This mod makes all recruitable units cost only resources, no gold. The cost is simply the old gold cost + the old resource cost.

Also, I would like to give a HUGE thanks to Edi; without the unit DB, this would have taken me 30 days instead of 30 minutes
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File Type: zip 351957-Resource Mod.zip (1.7 KB, 98 views)
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  #2  
Old May 3rd, 2005, 12:14 AM

quantum_mechani quantum_mechani is offline
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Default Re: Resource Mod

Very interesting idea. I think that nations/units that already had a high resource costs will end up getting shafted, however. I would make the cost something like gold cost + 1/2 old resource cost.
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Old May 3rd, 2005, 12:58 AM
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Default Re: Resource Mod

I figured some balancing modifiers like that would be in order.
The program I used to create the mod file has the capability of easily giving separate multiplyers to the origional gold and resource cost.
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Old May 3rd, 2005, 04:58 PM

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Default Re: Resource Mod

Does this include mages?

And also: Can you say Wizards Tower and Prod 3?
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  #5  
Old May 4th, 2005, 01:10 AM
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Default 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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Old May 5th, 2005, 12:50 AM
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Default 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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Old May 5th, 2005, 01:12 PM
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Default 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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Old May 5th, 2005, 05:25 PM
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Default 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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Old May 5th, 2005, 05:48 PM

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Default 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.
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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Old May 5th, 2005, 06:38 PM
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Default 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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File Type: txt 352619-Resource Mod.txt (14.6 KB, 110 views)
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