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March 20, 2015, 06:52 PM
#1
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March 20, 2015, 08:41 PM
#2
Re: Changing Costs of All Units Guide
Very nice, and I agree with the change.
A bit of history: The original plan for 5.0 that upkeep prices would significantly higher than vanilla, while recruitment prices would be somewhat lower. I don't think I'm exaggerating when I say we had the most realistic pricing scheme of any TW game or mod (prices were determined by a calculator, based on stylized wage level, number of soldiers, weapon cost, mount cost, etc). But 5.0 was pretty poorly balanced upon release (and had plenty of other problems) so in the post-release patches we kept lowering prices and raising building revenues. On one hand, it made the game playable. On the other, it did detract somewhat from the vision that we (or maybe just I) had for gameplay.
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March 20, 2015, 08:55 PM
#3
Re: Changing Costs of All Units Guide
I never once touched upkeep! Buldings were rebuilt from scratch about a week before release though...
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March 20, 2015, 11:19 PM
#4
Re: Changing Costs of All Units Guide
Its the age old realsim vs. gameplay debate. IMO realism should ultimately take a backseat to gameplay, to a degree. Always avoiding the deadly "arcady" zone as much as possible.
Is this patch/mini mod a response to the new update? Is this based on toning down the changes in Phase 1 and 2, or for 5.1.4 specifically?
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March 21, 2015, 12:29 AM
#5
Foederatus
Re: Changing Costs of All Units Guide
Nah, it's not in response to phase 1 and 2. It's based on 5.1.4's late game having so many armies that I get overwhelmed and end up auto resolving most of the fights. I haven't seen late-game in phase 1 and 2 yet. I'm doing a campaign as Republican Italy right now.
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