FMod Posted November 25, 2012 Share Posted November 25, 2012 The moddability of EU is severely restricted really. It's like playing chess "and now the pawns move like bishops!" - different, but not necessarily good, and still not quite a new game. But I do have a few major tweaks in mind that could be done. One is, for instance, almost eliminating soldier stat progression, so you can play without caring about losses. ProjectVRD, you're clearly not a complete newbie. The values are easy to edit; come to XCom Mod Talk or PM me for exact detail about how, if you don't know already. It's something that takes no special knowledge to do. I could even give you a list of prices, let you think through a list of values, and put it into the game. Balancing (even just on paper) would take more time than the technical modding. Link to comment Share on other sites More sharing options...
ProjectVRD Posted November 26, 2012 Author Share Posted November 26, 2012 (edited) The moddability of EU is severely restricted really. It's like playing chess "and now the pawns move like bishops!" - different, but not necessarily good, and still not quite a new game. But I do have a few major tweaks in mind that could be done. One is, for instance, almost eliminating soldier stat progression, so you can play without caring about losses. ProjectVRD, you're clearly not a complete newbie. The values are easy to edit; come to XCom Mod Talk or PM me for exact detail about how, if you don't know already. It's something that takes no special knowledge to do. I could even give you a list of prices, let you think through a list of values, and put it into the game. Balancing (even just on paper) would take more time than the technical modding. Actually, I would like to take you up on this, but I next have access to our (her) HDTV tomorrow evening UK time, my PC is in the living room and we don't have a computer desk as we just moved in. :D Although any price changes I would choose for myself might annoy others because as already said, some things would be very cheap and others extremely expensive. For instance, I would have the US Government giving about $100M but at the same time, a satalite would cost about $600M (military grade sats are big bucks). I would then even put the Firestorm at over $1B but the laser rifles could go as low as $1.2M. As for excavating.... that wouldn't exactly come to cheap lol, and building a facility under ground that would be expensive. Yup, loads of ability to build loads of laser weapons, but really tough to get one of those newer fighter planes... it might drag the game out for longer but costing would be somewhat more realistic. Edited November 26, 2012 by ProjectVRD Link to comment Share on other sites More sharing options...
FMod Posted November 26, 2012 Share Posted November 26, 2012 Realistic is what I had in mind.I've set Firestorm at over 1,000 for my game. Though a Firestorm wouldn't really cost a billion - the trick is that you're using alien engines, alien computers, alien alloys, etc, just need to do the assembly. So it should come rather cheap, I would think as low as $100 million range, maybe $200 million. Cost is really mostly just materials+wage*manhours.Underground excavation is about $1,000 per cubic meter, may be more here due to poor access. I have other things ATM, mostly developing a mod install utility, which take priority, so won't be making actual mods for a while. Link to comment Share on other sites More sharing options...
Jeffman12 Posted December 3, 2012 Share Posted December 3, 2012 Guys, guys, guys. You're all forgetting about 3D printers, and clearly, plopping more engineers down at a console would cause the items to be less costly as they think of more inventive ways to spread out the resources when building a firestorm. Who needs welding when you have that many dudes chewing gum at once? No, but really, I wish more games simplified the currency metric. There's no reason to tack on three zeroes to every number, no matter how realistic it is, unless you're trying to create a full sim, then you probably shouldn't be playing XCom. Btw, the credit currency is Simoleons. For just §40, even your sims can have a functioning interceptor complete with a complement of avalanche missiles. Link to comment Share on other sites More sharing options...
FMod Posted December 5, 2012 Share Posted December 5, 2012 Didn't realize that, even though I used to play SimCity. All right, now I definitely feel more like making a mod to change it.The only drawback is compatibility: so many things have to be changed that it would override too much, and most people modding their game alreadyu have mods they don't want overridden. Link to comment Share on other sites More sharing options...
Jeffman12 Posted December 5, 2012 Share Posted December 5, 2012 (edited) Just get one of those editors and change the money prefix. Edited December 5, 2012 by Jeffman12 Link to comment Share on other sites More sharing options...
ProjectVRD Posted December 6, 2012 Author Share Posted December 6, 2012 I thought I recognised that money symbol from somewhere! :wallbash: Mind you, on discussion of engineers... really wish we could employ them instead of having them gifted to us or having to build more workshops to get more. But then again, there is so much to the economy system that could be changed for the better to increase the strategy focus of this game. It is great tactically, but not so strong strategically. Link to comment Share on other sites More sharing options...
FlyingHigh10000000 Posted December 7, 2012 Share Posted December 7, 2012 Well, I may as well see what I can do for my mod tonight...considering I've modded everything else, I see no reason not to mess around with the economy, too. Link to comment Share on other sites More sharing options...
Recommended Posts