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  1. #18
    Closet Celtophile Member Redmeth's Avatar
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    Mar 2007
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    Default Re: Mercenary modifications

    Quote Originally Posted by JMRC
    I went for a slightly different approach:

    1. Reduced the recruitment costs by 50% (but kept the same upkeep costs). This led to higher numbers of troops and consequently, the AI diversifies the troops created in the barracks. They create all kinds of troops (cavalry, missile,

    2. Since costs are lower, I adjusted Redmeth's money script to give much less money to the AI, with extra help according to the number of cities. I also lowered the cap to 10.000 instead of 100.000

    3. I give very little money assistance to the "slave" faction. This happens because the AI has a nasty tendency to waste small armies against well-protected cities.

    4. I used MLP071's previous mercenary file, but replaced all values according to the following rule:
    1) Increased 4 experience levels for every unit
    2) Costs for units with experience level 4 are Base Value x 2,19
    3) Costs for units with experience level 5 are Base Value x 2,67
    4) Costs for units with experience level 6 are Base Value x 3,24
    .
    1. It's dangerous to mess with these as it can screw up game balance and halved is way too cheap IMO, we're trying to prevent stack parades right?

    2. The cap is way too low some factions were rich and while the lower cap may work for the big ones (maybe) it clearly can stop the little guys. Just exterminating a city would take a small faction over the cap

    3. The slave faction should be strong and a challenge, AI factions shouldn't blitz and expand at completely ahistorical rates, wasting small armies and even large ones is ok in my book

    4.This I like, veterans should be available but really few and the high cost should simulate things like hiring a tribe's best men or a chieftain's bodyguard. Something along these lines.

    Sorry to be a downer, but that's how I see things
    Last edited by Redmeth; 05-25-2007 at 18:32.

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