Faustmouse
Deity
- Joined
- Jan 31, 2012
- Messages
- 3,524
Maybe Joe is pissed cuz you did not mention him? He really did a great job for balancing the mod!
He mentioned me 1st.Maybe Joe is pissed cuz you did not mention him? He really did a great job for balancing the mod!
Yeah, I also think normal speed is way too fast atm. should ideally be around 1-2 turns per tech.I recently downloaded it as well and noticed rapid research coming in, especially on Normal speed. Sometimes 10 or 12 techs in 1 turn. ;(
I had a feeling this was an issue. That it was working pretty well on the settings I was testing but on other settings the math change skews things a lot more because of all that weight on the gamespeed being so severe.Yeah, I also think normal speed is way too fast atm. should ideally be around 1-2 turns per tech.
I would like to increase base tech cost by "a lot!" and reduce the increase in tech speed per gamespeed to match the increase in building and unit cost per gamespeed.
Normal gamespeed doesn't increase the cost of anything, but if we look at the other end of the spectrum (eternity) one can see that research cost is increased 20 fold while building and unit cost is only increased 8.25 fold. So normal speed has a way too low research cost, and the slower the gamespeed you choose the more reasonable the research cost becomes.
I would increase the global base tech cost from 150% to 300% and change all tech cost modifiers from gamespeed to match the building and unit cost modifiers in gamespeed.
I'm hesitant at making these changes because I always get a ****storm every time I do anything related to tech cost.
I'm hesitant at making these changes because I always get a ****storm every time I do anything related to tech cost.
What values for these you suggest?He mentioned me 1st.
Unit and building build times are too long in almost all cases now. But the Research rate is blamed ( Techs coming too fast complaint). So the research formula has been changed several times now. And none of it is working right. Until Unit and building build times are corrected research will be a mess.
<Define>
<DefineName>UNIT_PRODUCTION_PERCENT</DefineName>
<iDefineIntVal>90</iDefineIntVal>
</Define>
<Define>
<DefineName>BUILDING_PRODUCTION_PERCENT</DefineName>
<iDefineIntVal>90</iDefineIntVal>
</Define>
<Define>
<DefineName>UNIT_PRODUCTION_PERCENT_SM</DefineName>
<iDefineIntVal>80</iDefineIntVal>
</Define>
<Define>
<DefineName>PROJECT_PRODUCTION_PERCENT</DefineName>
<iDefineIntVal>90</iDefineIntVal>
</Define>
<Define>
<DefineName>TECH_COST_MODIFIER</DefineName>
<iDefineIntVal>150</iDefineIntVal>
</Define>
No, it's no harm because it's easily reverted, nothing to make a fuzz about. I wouldn't say that what I recently did was playing loose and fast, I though there was consensus that map size should not have a major impact on tech cost.And you don't think it's deserved? Really? You've already played loose and fast with it and now have players *itching at what you did. But that's Okay no harm to the Mod cause It's how you do things.
Balance is currently upside down, inside out, right side on left, and front side on back, when these two guys fly passenger plane as it was military planeIt doesn't matter any more Raxo....it just does not matter. Caveman2Cosmos has reached a tipping point.
After this and removal of map size factors for tech cost you would see these values.
Settler/Duel/Normal: 32/30
Noble/Standard/Normal: 40/52
Nightmare/Gigantic/Eternity: 496/2232
This would make production cost be dependable on Speed, Difficulty and Current era.
Tech costs also would depend only on Speed, Difficulty and Current era.
Tech and production costs don't align together on Game Speed options just for your informat
We're in the process of unbreaking what we broke before that you had to fix last time. You had it dialed in previous to that erroneous math that you said would be a problem and were right about. I'm sure we can get it back dialed in to something similar. There are some other considerations to make, however, like the fact that mapsize shouldn't have such a dramatic impact on the end result as it did, and that there is too great a difference between the scaling ratea of production and research taking place in gamespeed. Conceptually, I think you can understand that, right?And you don't think it's deserved? Really? You've already played loose and fast with it and now have players *itching at what you did. But that's Okay no harm to the Mod cause It's how you do things.
I've got 2 posts I was going to put here in response to this mess you 2 have created and are perpetuating. But I erased them both. You wouldn't listen to me any way.
So have at it Toffer, Run Forest Run. Tear it up. Maybe you will eventually figure it out or that maybe you didn't have such a great idea after all. It's yours now to "fix" you win. I lose. But I really hope the Mod doesn't. But so far.....it's not looking good what you 2 have already done.
Balance is currently upside down, inside out, right side on left, and front side on back, when these two guys fly passenger plane as it was military plane
Production costs can be cut in half for now.
After situation stabilizes production global costs can be raised gently.
I did simulation for cost changes of Saddler and its unlocking tech in middle of February.
Spoiler :
Lets see how situation changed:
Normal/Settler/Duel:
Nomadic Lifestyle - 3
Animal Riding - 39/Saddler - 36
Future Tech - 730 000
Normal/Noble/Standard:
Nomadic Lifestyle - 7
Animal Riding - 78/Saddler - 45
Future Tech - 1 440 000
Eternity/Nightmare/Gigantic:
Nomadic Lifestyle - 378
Animal Riding - 4212/Saddler - 558
Future Tech - 77 760 000
My bet is on removal of tech cost modifier from map size.
That thing definitely upsets current balance.
Gigantic now has ~2x cheaper techs and Duel has ~2x more expensive techs now.
Actual effect depends on Handicap tech cost modifier for now.
Same with Beeline stings.
No, I was saying what upsets Joseph.So here you are saying removing the tech cost modifier from the map is the right way to go, and now you are complaining because they are trying to work out the right way to do it through Tech cost modifiers.
@Toffer90I tried once to make all gamespeeds scale hammer and tech cost equally, but Joe meant it was absolutely imperative that tech cost increase more than hammer cost when slowing down gamespeed.
I think Joe would get pissed if we changed it now, so @Tajo, you will have to wait a long time.
I tried once to make all gamespeeds scale hammer and tech cost equally, but Joe meant it was absolutely imperative that tech cost increase more than hammer cost when slowing down gamespeed.
I think Joe would get pissed if we changed it now, so @Tajo, you will have to wait a long time.
If you meant individual units and buildings, then most likely Thunderbird did few oopsies when recosting buildings.It is not bad but there are some clear bugs in the amount of hammers needed to build some things. This hammer thing could be related to Tb's changes in them but these are something that need to be fixed and you yourself stated that it is easily reverted so...