Costs and Income, the numbers
Costs and Income, the numbers
How about multiplying it all by 10. (knight 50, pawn 30, castle 800, standard income of a country 10). This leaves the proportions the same as they are now, but has the benefit of being able to make countries poor, as opposed to only being able to make them rich (you can only go up from 1, but from 10 you can also go down).
Basically this suggestion, if applied, would give you more options to work with in the map editor. It has no downsides as it changes nothing in the gameplay, and it's easy to implement. Let me know what you think please
Basically this suggestion, if applied, would give you more options to work with in the map editor. It has no downsides as it changes nothing in the gameplay, and it's easy to implement. Let me know what you think please
You are obviously not a programmer changing from integer to double is horrible...blanco wrote:Or you could make it possible to gain fractions of income. Like 0.3 for instance. This would have the same effect it should be easy to implement and give you an extra tool to work with in the map editor.
And i don't think it's necessary at all. This balancing is not required since a bot game is not like a human game - where you might win even with the lowest income in the beginning.
so moving a decimal is a lot of work? you're right, I'm not a programmer, just thought it wouldn't be hard to do.
and I know you can win, that's why I want to balance my maps to make them harder. see, I have this map, it has over a thousand countries and over 80 players. so if every country gives 1 income, after you grow a little, it becomes way too easy. but if every country would give you like 0.1 or something (with Existence Bonus for AI players and yourself, which I'm suggesting in another topic ) it would become harder the bigger you get. and not just that, I just like experimenting like that with maps I make. this would just give you way more options in map-making, which I like (notice, I love options)
Anyway, it seems this is not gonna be implemented as Justin isn't reacting, so can anyone tell me how to mod the game to make armies more expensive? any help is appreciated. thanks
and I know you can win, that's why I want to balance my maps to make them harder. see, I have this map, it has over a thousand countries and over 80 players. so if every country gives 1 income, after you grow a little, it becomes way too easy. but if every country would give you like 0.1 or something (with Existence Bonus for AI players and yourself, which I'm suggesting in another topic ) it would become harder the bigger you get. and not just that, I just like experimenting like that with maps I make. this would just give you way more options in map-making, which I like (notice, I love options)
Anyway, it seems this is not gonna be implemented as Justin isn't reacting, so can anyone tell me how to mod the game to make armies more expensive? any help is appreciated. thanks
Use 0's for basic income and low continent bonuses.blanco wrote:so moving a decimal is a lot of work? you're right, I'm not a programmer, just thought it wouldn't be hard to do.
and I know you can win, that's why I want to balance my maps to make them harder. see, I have this map, it has over a thousand countries and over 80 players. so if every country gives 1 income, after you grow a little, it becomes way too easy. but if every country would give you like 0.1 or something (with Existence Bonus for AI players and yourself, which I'm suggesting in another topic ) it would become harder the bigger you get. and not just that, I just like experimenting like that with maps I make. this would just give you way more options in map-making, which I like (notice, I love options)
Anyway, it seems this is not gonna be implemented as Justin isn't reacting, so can anyone tell me how to mod the game to make armies more expensive? any help is appreciated. thanks
- drSnuggles
- Luxer
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- Joined: Wed Feb 04, 2009 2:14 pm
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Why not?
For instance, a 4-country continent with a continent bonus of 1 gives a value of 0.25 for each country. Pretty easy to set up imo.
Even a country with negative income can make sense and one might highly be interested to hold it. Have a look at the available maps. There are reasonable implementations.
For instance, a 4-country continent with a continent bonus of 1 gives a value of 0.25 for each country. Pretty easy to set up imo.
Even a country with negative income can make sense and one might highly be interested to hold it. Have a look at the available maps. There are reasonable implementations.
pff, yes I know i can do that, but I don't WANT to do that. as if I didn't know you can make continents and give countries zero income, or even negative income. that's why I'm SUGGESTING a change/tweak. if you can't help me get what I'm trying to accomplish, please don't post your crappy alternative here either.
- drSnuggles
- Luxer
- Posts: 303
- Joined: Wed Feb 04, 2009 2:14 pm
- Location: Germany
∞ drsnuggles wonders why someone would weirdly try to insist on something that will likely not happen and is reminded of old times when he was a young boy...blanco wrote:pff, yes I know i can do that, but I don't WANT to do that. as if I didn't know you can make continents and give countries zero income, or even negative income. that's why I'm SUGGESTING a change/tweak. if you can't help me get what I'm trying to accomplish, please don't post your crappy alternative here either.
..., and suddenly tempted to pull at nim's nose, but knots his shoestrings crisscross from behind, laughs and runs away. ∞
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