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How to balance (calculate strength of) units in any strategy game

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Date Editor Before After
7/4/2016 9:28:57 AMGBrankTheEloIsALie before revert after revert
7/4/2016 9:28:33 AMGBrankTheEloIsALie before revert after revert
7/4/2016 9:28:22 AMGBrankTheEloIsALie before revert after revert
7/4/2016 9:28:08 AMGBrankTheEloIsALie before revert after revert
7/4/2016 9:23:57 AMGBrankTheEloIsALie before revert after revert
7/4/2016 9:22:10 AMGBrankTheEloIsALie before revert after revert
Before After
1 I agree that without some tangible formula or result, whatever you found is not exactly useful knowledge. 1 I agree that without some tangible formula or result, whatever you found is not exactly useful knowledge.
2 \n 2 \n
3 Saying "the cost effectiveness of a unit can be modeled around a fight function that takes unit stat vectors and outputs attrition" doesn't actually do anything to model unit relations, it just provides a formal framework for actual models. 3 Saying "the cost effectiveness of a unit can be modeled around a fight function that takes unit stat vectors and outputs attrition" doesn't actually do anything to model unit relations, it just provides a formal framework for actual models.
4 \n 4 \n
5 I mean, look, I came up with a general form of all major game engines: https://isocpp. org/std/the-standard 5 I mean, look, I came up with [url=https://isocpp. org/std/the-standard]a general form of all major game engines[/url].
6 Even a [url=https://github.com/spring/spring/]large part of ZK[/url] fits that form! 6 Even a [url=https://github.com/spring/spring/]large part of ZK[/url] fits that form!