Page 1 of 1

Help with modding

Posted: Mon Apr 15, 2019 3:52 pm
by Alex20na
Hello there, can someone help me with modding unit's recruiting time?

Where exactly is located the value that affects recruiting time? I searched in the units and building files but I just don't see it.

Everytime I play as Space Marines with Imperial Guard as my ally vs Tyranids, I find that the Imperial Guard builds way too many troops compared to the Tyranids which is not something I prefer. Every game I played, the IG outnumbered Tyranids with a 3-1 ratio..

I really want that feeling "Are you kidding me? They are so many!" when playing against Tyranids...or Orks for that matter...

Re: Help with modding

Posted: Mon Apr 15, 2019 8:38 pm
by eddieballgame
Without doing a lot of research into this, I would suggest looking at the buildings that produce the IG units.
You might try adjusting the production costs per the unit producing buildings if you want to slow down how fast the AI produces those units.
Really don't know what would work.
You could ask on the Discord & Steam forums, also. Good luck

ps: you could raise the Tyranids 'Difficulty Settings'.
This affects the Loyalty & really helps their production/income quite a bit.

Re: Help with modding

Posted: Tue Apr 16, 2019 4:07 am
by Kabookie
Most of us Gladius modders hang out here, it's the best place to ask for modding help
https://discord.gg/3neudgX

Re: Help with modding

Posted: Mon Jan 17, 2022 11:13 am
by ErikTaurus
Alex20na wrote: Mon Apr 15, 2019 3:52 pm Where exactly is located the value that affects recruiting time? I searched in the units and building files but I just don't see it.
Perhaps you solved this already as these boards seem dead...

If you haven't
Lower the costs of the unit
e.g.

Code: Select all

<modifier visible="0">
	<effects>
		<productionCost base="60.0"/> <!-- %productionCost base tier=10 factor=1 -->
		<requisitionsCost base="160.0"/> <!-- %requisitionsCost base tier=10 factor=1 -->
		<whatEverResourceCost base="133.7"/>
	</effects>
</modifier>
productionCost
Is what determines the actual time
Look at the buildings production base
Like infantry usually have 6
a production cost of 12 would make it ready in 2 turns without any other modifiers like tile bonuses or loyalty

[edit]
Or increase the production output of the building would have a similar effect making all production take less time with the benefit of not having to edit all the unit-xml files

@Kabookie
That Discord link is invalid unfortunately.
Do you have another?