A set energy cost modifier if possible, so I can make something cost 50 metal yet 450 energy or what have you. This would help hugely for the mod I'm working on.. Uber pls.
I don't see why this is neccecary, you can just achieve the same result by fiddling with the build efficiency and metal cost...
That's done on the builder, which means it's shared across everything it builds. Setting it per-unit would allow more fine grain control, and make both our projects (which involve porting aspects of Total Annihilation) much much easier.
I guess so? But you could achieve very similar results by doing what I suggested. Maybe the way you want to do it just makes no sense to me...
Okay in TA a building could cost little metal but a ton of energy, the point of that is because metal is already incredibly limited in TA, but they don't want a fab to build something super quick either. The compromise? Make something cheap metal wise but expensive energy wise.
Let's say I had two buildings. A metal extractor and a turret. I want them both to be nearly the same in metal cost but I want the extractor to build quickly, and the turret to take a while. The metal extractor would cost 51 metal yet only 120 energy, the turret could cost 55 metal and 500 energy. The turret would take quite a while longer to build, yet be just as cheap. (Abitrary numbers)
The energy cost of a unit is currently linked to the metal cost, since metal cost dictates time to build. Changing the metal cost changes the effective energy cost also.
But then it's cost too much metal, TA's metal economy (as well as Raevn's and my own) are a very metal limited. Basic extractors give 2m/s and advanced give 6m/s (give or take)
It really does. At the moment it takes 27 (or so) basic metal extractors to support 3 advanced vehicle fabricators in my mod...