Anyone already done a unit costed spreadshet?, i was looking at my LOTR one and was about to enter all the TLR stats and wondered if anyone already had an excell spreadsheet to hand with it on.
Anyone already done a unit costed spreadshet?, i was looking at my LOTR one and was about to enter all the TLR stats and wondered if anyone already had an excell spreadsheet to hand with it on.
wait until the next updated version. Units are going to be tweaked.
P-MAN
Chuck Norris can make a paraplegic run for his life.
I use a tool that modifies the unit costs quickly across the board. It makes maintaining a excel sheet like that sort of pointless until the mod is very mature.
"The first casualty when war comes, is truth." - Hiram JohnsonDeveloper of The Long Road Modification
I disagree, without a costing based on the units combat values, any attempt to balance the games units is pointless, so it should be the very first thing done.
I guess its like most things in life, if i dont do it myslef, it wont get done.
what i gather from the TLR files is you started with Real combat and then adjusted uniformly the unit costs, and also adjusted the TLR economy, since this imbalance between unit costs and faction income is vastly different, there is now no longer even a common reference point for unit costs, so to to my mind the only remedy is to revert to first principles, and cost units based on values/atributes they contain.
Last edited by Hanny; July 12, 2007 at 04:36 AM.
Actually no wasn't based on real combat. Ideas were implemented from there however.
Costs are generated from the attributes and values of the units by a special program I wrote. I can tweak how that formula pretty easily and regenerate the costs in seconds. That is one way I can tweak the TLR economy.
"The first casualty when war comes, is truth." - Hiram JohnsonDeveloper of The Long Road Modification