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kaine904
26th Sep 06, 5:02 PM
http://spreadsheets.google.com/ccc?key=pYS7xpRVLlZQlpWzf_Xs7SA

Here is a link to a set of spreadsheets that i made (using google:cowboy:) which shows the upkeep costs for a few of the allied units.
Notice, even if you have 8 mixed units of rifleman and Shermans, your upkeep cost would only be 8 manpower per minute! You are getting hundreds of manpower, and this costs the end user nothing in the grand scheme of things. Now, increase the per minute usage of say, the Sherman to 8, then that fuel resource would become much more valuable.
My point is, rather than limiting units for any sort of mod wanting less of something, increase the upkeep cost of that unit.

my data can be found in
data/attrib/ebps/races/[race]/[unit type]/[unitname]/cost_ext/time_cost/cost
.../[unitname]/cost_ext/upkeep

data/attrib/sbps/races/[race]/[unittype]/[unitname/squad_loadout/unit_list/unit_01

EDIT: A username and pass is required
USER: cohspreadsheet@gmail.com
PASS: relicforums

FatJoe
26th Sep 06, 5:36 PM
I'm wondering, maybe this is laying somewhere *shrugs* but what happends when the upkeep costs more then you can afford? Do the units die or just stop working or?

otherwise nice job :)

kaine904
26th Sep 06, 5:47 PM
Well, i have no idea.
so if manpower produced is < manpower used, what happens?
Easy way to test this, is make the upkeep value for engs 60 per minute, i.e. 1 per second, and then create as many eng squads as you can before your manpower runs down.
I would really assume it doesn't do anything, it just would keep your resource at 0 until you recieved more resources than were being eaten up by units.
One thing that we would REALLY need is a "disband" function. Maybe have it be the oposite of reinforcment. I dont think that would be too hard to create.
-Kaine

core.-
26th Sep 06, 10:03 PM
yea like i said before whats to stop someone from tank spamming even then just wait till you have ++++++ fuel and start buildin gthem liek crazy all you need is a defense that holds out long enough im thinking snipers + tank traps and mg nests ? should work good enough for quite some time i believe

kaine904
27th Sep 06, 8:41 AM
This would be to prevent the "rush to armor", not preventing armor waves themselves. A user could still mass tanks, just at the expense of his other productions.