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May 2nd, 2005, 11:51 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
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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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May 3rd, 2005, 12:14 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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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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May 3rd, 2005, 12:58 AM
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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 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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Every time you download music, God kills a kitten.
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May 3rd, 2005, 04:58 PM
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General
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Join Date: May 2004
Location: Seattle, WA
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Re: Resource Mod
Does this include mages?
And also: Can you say Wizards Tower and Prod 3?
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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
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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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Every time you download music, God kills a kitten.
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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
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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
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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
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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
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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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