Just like Kane's Vision, this mod aims to perfect the gameplay experience of Kane's Wrath. With countless new faction unique upgrades and units, this is a comprehensive overhaul of this already great game. Every change that was introduced in this mod was with quality gameplay in mind and do justice to the lore of the factions. Furthermoe, One Vision is keen on maintaining the game's high visual level and improve upon it wherever possible.

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Economy Update
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Destromath
Destromath - - 153 comments

Perhaps you could also increase the storage capacity of refineries to say 25k per building,
and 5000 for each silo.

Limiting the refinery build count to 5, and same for the silos.

Also you could have silos drop their tiberium load (creating a small tiberium field) on 'death', or perhaps 50-85% of it, depending on if they were destroyed by 'small arms fire' or siege, tank units, if that is at all possible to code.

One could create a kind of transference node building for Scrin, that after being built would allow for unlimited tiberium capacity, but otherwise they'd have limits just like the rest of the other factions.

Just some thoughts. Consider them. Thank you.

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Valherran
Valherran - - 2,443 comments

I don't think a refinery build limit is necessary, even if it was put in, the AI would have to be redone.

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Zocker4ever Author
Zocker4ever - - 720 comments

Each faction already has an increased money cap at the start of the game (balance fix if you capture tib spikes early). Also, silos store a lot of Tiberium now :P

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egozi44
egozi44 - - 2,220 comments

Me few years back: "Filthy change the dam eco and power consumption of 1.01, it ruined the game"

Filthy: "No it's fine"


Me looking at this post now ;p

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Zocker4ever Author
Zocker4ever - - 720 comments

Sorry to break your heart, but I still argue that the eco and power consumption of 1.2 is better than how it was in TW :P

But I am fairly confident that what I came up with is better than both :P

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Description

As you all know, Kane's Wrath brought some drastic changes to how economy works compared to Tiberium Wars. Refineries, most of all, are massively more expensive and so are Harvesters.

While this mitigates the spam that is present in TW, it also leads to a very slow early game (unless you are rushing). Expensive refineries also lead to long down-times in the build queue and makes base-building feel more tedious.

My goal is to find a middle-way between TW and KW economy. I lowered the cost of refineries to speed up the early game but also lowered harvesting rate and tiberium unloading rate.

This way, the lower cost of refineries doesn't cause an economic explosion but still causes a noticable increase in income early on.

After a few matches, the new economy should become intuitive to everybody. Old ratios like 2 refs + 5 harvs are still the norm.

The economy from the latest release is the final product of very fine-tune testing and resulted from a long beta testing period. One docking harvester can sustain exactly 2 production queues at the same time.

I also tweaked the power requirements on many structures to make them more fair across all factions. While it might not be noticable, it all results in a much smoother game experience.