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My mod with modfied building costs.

 
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My mod with modfied building costs. - 4/28/2007 6:23:26 PM   
firepowerjohan


Posts: 378
Joined: 4/7/2007
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Is there anyway to upload files here so that ppl can tyr my mod?

(edit : I succeeded in uploading now. Data/Bldgs.txt)

The mod has 2 files in total. one in this reply and one in the next reply

Attachment (1)

< Message edited by firwepoerjohan -- 4/28/2007 6:36:12 PM >
Post #: 1
RE: My mod with modfied building costs. - 4/28/2007 6:24:30 PM   
firepowerjohan


Posts: 378
Joined: 4/7/2007
Status: offline
Data/AcwConstants.txt

Attachment (1)

< Message edited by firwepoerjohan -- 4/28/2007 6:35:11 PM >

(in reply to firepowerjohan)
Post #: 2
RE: My mod with modfied building costs. - 4/28/2007 6:25:47 PM   
Gil R.


Posts: 10043
Joined: 4/1/2005
Status: offline

quote:

ORIGINAL: firwepoerjohan

Is there anyway to upload files here so that ppl can tyr my mod?



Yes. Just click on the "Click here to upload" link just below the field in which you type your message.

How's your mod working for you?

(in reply to firepowerjohan)
Post #: 3
RE: My mod with modfied building costs. - 4/28/2007 6:42:22 PM   
firepowerjohan


Posts: 378
Joined: 4/7/2007
Status: offline
I played this mod for a while but I have not played FoF for some weeks now. Partly because awaiting bug fixes as the crucial Gun Boat bug that makes them die off and more importingly that the US navy is not blockading anymore in the latest beta which make a test playing against USA AI not as good.

Partly because I am a game developer myself so I just try to play some games for a while whenever I can and have less on my table to do

Since I heard the next Beta patch will soon be out soon, just wanted to make this case again to hopefully get some reponse.

The mod modifies some buildings and most significantly makes factories much more expensive making them a bottleneck. Since iron and horses are still cheap you will afford some good upgrades anyway. Furthermore it raises the limits for how much resources you can max store because it felt abit silly that CSA would have to throw horses away as soon as they hit 500. Also, it limits the amount of interest you can get as maximum because it goes well with the other growth changes in buildings scipt.

Playing the mod I managed to buy a little bit of this a little bit of that and since factories were expensive this pretty much made it more interesting to buy more war stuff since the economic growth missed due to this was less.

I play the original July 61 scenario so I cannot speak for the new ones. The slower growth in this mod is very suitable for July 1861 since it enables early investments in war.


< Message edited by firwepoerjohan -- 4/28/2007 6:48:26 PM >

(in reply to Gil R.)
Post #: 4
RE: My mod with modfied building costs. - 4/28/2007 6:56:27 PM   
Gil R.


Posts: 10043
Joined: 4/1/2005
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I see that you deleted your cut-and-paste of the list of buildings. You should restore that so that people can quickly read over your changes before deciding if they want to try it (instead of having to click on the link and download).

Plantations strike me as too expensive. The South has a lot of trouble getting enough labor for its needs, and I can't imagine it ever having such a large stockpile.

(in reply to firepowerjohan)
Post #: 5
RE: My mod with modfied building costs. - 4/28/2007 7:02:23 PM   
firepowerjohan


Posts: 378
Joined: 4/7/2007
Status: offline
// id  name money labor iron horses buildTime USA CSA US_Ai CS_Ai Tip
1 Factory  0 45 45 0 4 1 1 100 100 Adds_+2_Labor_production
2 Housing  0 0 0 0 0 1 1 100 100 No_effect.
3 Horse_Farm 0 30 0 0 4 1 1 100 100 Adds_+2_Horse_production
4 Plantation 0 180 0 180 12 0 1 0 100 "Supports_4_buildings,_adds_+1_Money,_+2_Labor,_and_+2_Horse_production."
5 Bank  200 10 0 0 4 1 1 100 100 Provides_+1%_interest_on_saved_Money
6 Mint  0 30 90 0 4 1 1 100 100 Adds_+2_Money_production
7 Mine  0 40 0 0 6 1 1 100 100 Adds_+2_Iron_production
8 Iron_Works 100 100 0 0 24 1 1 100 100 Doubles_Iron_production
9 Foundry  0 60 50 0 4 1 1 100 100 Allows_artillery_to_be_built.__Adds_+.2_to_artillery_quality.
10 Mfg._Center 0 100 100 0 12 1 1 100 100 _-1_turn_to_build_infantry_and_artillery
11 Barracks 0 20 0 50 4 1 1 100 100 Allows_cavalry_and_divisions_to_be_built;_two_allow_corps;_three_allow_armies.
12 Training_Ground 0 40 0 20 2 1 1 100 100 Adds_.1_quality_to_new_non-artillery_units
13 Harbor_Office 50 0 50 0 12 0 0 100 100 Obsolete
14 Shipyard 0 60 0 0 8 1 1 100 100 "Allows_ships_to_be_built_and_repaired,_and_adds_.2_to_new_ship_quality."
15 Academy  100 0 0 0 6 1 1 100 100 Provides_new_commanders_and_ranks_of_commanders.
16 Armory  75 0 30 0 6 1 1 100 100 _+3_Weapons_research
17 Laboratory 75 0 0 30 6 1 1 100 100 _+3_Logistics_research
18 War_College 75 0 0 30 6 1 1 100 100 _+3_Tactics_research
19 Engineering 75 0 30 0 6 1 1 100 100 _+3_Engineering_research
20 Naval_College 75 0 30 0 6 1 1 100 100 _+3_Naval_research
21 School  75 0 0 40 8 1 1 100 100 _+1_to_each_research_type
22 University 250 0 0 0 24 1 1 100 100 _+1_to_each_research_building_here_(except_Schools)
23 Camp  70 20 0 80 2 1 1 100 100 Provides_500_Strength_of_reinforcements_each_turn.
24 Arsenal  0 20 20 0 4 1 1 100 100 Produces_+2_weapons
25 Hospital 0 40 0 0 2 1 1 100 100 Restores_disposition_of_nearby_units
26 RR_Station 0 20 100 0 6 1 1 100 100 _+5_railroad_infrastructure
27 Telegraph 0 20 20 0 2 1 1 100 100 Double_reinforcement_rate_into_or_out_of_this_province
28 Signal_Tower 0 20 0 20 2 1 1 100 100 Adds_40_to_the_Scout_Check_value_in_this_province.__Lowers_chance_of_sneak_attack.
29 Capitol  50 50 50 50 4 1 1 100 100 Allows_province_to_produce_income
30 Church  0 0 0 0 0 0 0 100 100 25%_per_turn_to_calm_unrest
31 Mansion  200 40 0 40 4 1 1 100 100 Supports_4_buildings
32 Ruins  0 0 0 0 0 0 0 0 0 Destroyed_buildings
33 Ruins  0 0 0 0 0 0 0 0 0 Destroyed_buildings
34 Ruins  0 0 0 0 0 0 0 0 0 Destroyed_buildings
35 CapGfx  0 0 0 0 0 0 0 0 0 RESERVED
0 eof  0 0 0 0 0 0 0 0 0 0

(in reply to Gil R.)
Post #: 6
RE: My mod with modfied building costs. - 4/28/2007 7:05:57 PM   
firepowerjohan


Posts: 378
Joined: 4/7/2007
Status: offline
A horse camp and a factory and a half mint is the same production as a plantation and cost

90 labour
90 iron

to build all 3, so I think you should compare that number to the cost of building a plantation to see what you are really paying for "support for 4 buildings" and what you are paying for the increased production.

180 labour and 180 horses I would value roughly like ~220 labour as south since horses are in abundance. 90 labour and 90 iron i would say might be worth ~130 labour so you pay maybe 90 labour for the "support 4 buildings". Might be abit too expensive but not way off.

Mansion was also made alot more expensive to further limit growth.


< Message edited by firwepoerjohan -- 4/28/2007 7:13:36 PM >

(in reply to firepowerjohan)
Post #: 7
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