1st - thanx
for your 1st and for your opinion about the formula. - i just typed it down and it might not even be balanced - no shure. maybe you need to multiply one of the values or a few of them to make them count heavier...
(i did MP/2 for i think it's only half as important as HP - you might add some factors in there too - maybe a *2 with DMG for the DMG numbers usually are quit low and therefore not that important in the end value - do as you wish but please gimme the formula you think of as balanced ^^ - i wanna use it too)
2nd - ICQ
it would be fine, if you had one.
I have currently about 20 mappers in my ICQ-ContactList (i know that's not very much) Whenever i have a question i think of as too complicated to be solved here fast - of that hangs aroun dhere for some time already i ask them to help me - most of the time successfully ^^
3ed - races
i guess i would do the buildings race-dependant.
A strong warior race would not mind the differences of things so much and therefore maybe only have 2 or 3 buildings, where a fragile magican race would very well know the differences and keep them high.
Just create a formula of your own for the buildings (remember that it is negative to have to build many - they should have a negative value) and include that into your race-value calculation... (but don't stack them with to high values, or the units of 'mass building' races will become to strong.)
i would generally think about 3 types of 'building structures'
- Normal
each type of units has it's own structure - melee, ranged, basic units, casters, ...
- Centered
all untis are produced in one structure, but each group/individuall requires external buildings to be available - bit like the 'zerg' from starcraft
- Variations
you might have every single unit to have it's own sructure, or simple group together all 10 melees into one building - thats up to you
... i just wanted to tell you a few possibilities.
//maybe one of the other readers has a idea too?
BUT, last but never ever least - you should limit each unit type (maybe set some kidn of levels for the different strengthes? likme footman = lv 1, archer= lv2, knight = lv3, etc - like in Heroes of Might and Magic)
the stronger a type is, the lesser one can have of that type. (so only 1 grand dragon, but 20-30 skeletons, or something like that ^^)
You might also think of giving each race 1-3 individuall abilities that only them, but ALL of them have - for a spider race it would be to be net-down flying units or to attack flying units + poision - and for your golems it might be 'y% chance to ignore x damage' (y=const, upgradeably; x = n*level) + 'magic imunity'
something like that - maybe even one more ability/feature that is global and 'non-creature-related'
- the spiders may have their main building lay an egg from time to time, that hatches one of their basic units, or the golems may have +1 gold, whenever they slay an 'organic' (like a reward for killing the worst enemy ^^)
stuff that does not tide the balance, but is unic for each race and adds some 'spice' to it ^^
(i love necromancers - 'undead - %damage reduce + regeneration' - 'mass - 1/2 unit strength, 2x unit amount' - 'necromancy - %chance to revive a killed unit' - just as a suggestion ^^)
now it's up to you to create some races - i will provide you with some of my ideas, if you want to, but please tell me your 'basics' (like how many units of which level) before, so i can adjust my thoughts acording to that ^^ - the balancing i leave entirely up to you (nevertheless i try to make them balanced from the beginning ^^)
4ed - posting
lol, looks like we share the habit of styling our posts - without this point we would have had 3 times 3 points in our topics ^^
- Raszul