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Nescio

0abc mod

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This modification is located at: 

0abc is an acronym for “0 A.D. is Actually Before Christ”.  This mod tweaks, rebalances, and improves upon what already exists in the game. It does not include any new factions. Amongst other things, 0abc contains a moderate counter and penalty bonus attack system, has a smoother unit rank promotion system, implements a new unit template structure tree with many more unit types, has new civilization and team bonuses, and adds one new resource, silver.

Instructions (for A23; replace "a23" with "a22" if you want the A22 version):

git clone https://github.com/0abc/0abc-a23.git
  • Place it in your /0ad/mods/ folder:
          GNU/Linux (e.g. Fedora) typically: ~/.local/share/0ad/mods/
          Macintosh/Apple OS X typically: ~/Library/Application\Support/0ad/mods/
          Microsoft Windows typically: ~\Documents\My Games\0ad\mods\
  • Launch 0 A.D., click “Settings” and “Mod Selection”
  • Select “0abc”, click “Enable” and “Save Configuration”
  • Add, remove, or move up or down any other mods, click “Save Configuration” and “Start Mods”
  • Click “Learn To Play” and “Structure Tree” to see the mod(s) implemented.

See below for a brief overview, and please also have a look at the complete pdf (attached) for more detailed information.

0abc-readme.pdf

Improvement suggestions are welcome, as are bug reports and other kinds of feedback.

Edited by Nescio
updated 0abc-readme.pdf
  • Like 5

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Combined these mods implement hundreds of tweaks and minor changes, most of which will probably go unnoticed. Amongst the more noteworthy:

A new unit template tree

Attack rate of all soldiers is standardized to 1 second (1000 ms) to make it easier to compare, tweak, and rebalance attacks

Unit soldier loot is standardized to 10% of resource cost, experience is equal to sum of total costs

Hunting (food.meat gather rate) is lowered from 5.0 to 1.8 for camels, 2.0 cavalry, 3.6 chariots, and 3.0 elephants (infantry had and still has a 1.0 rate)

Food capacity is changed to: dogs: 0, females: 10, infantry: 15, cavalry: 30, camels: 45, chariots: 60, elephants: 75.

Healers cost 50 food, 100 metal; slaves cost 50 food, 50 metal; traders cost 100 food, 50 metal, 50 wood

Promotion:  instead of basic/advanced/elite, all soldiers (citizen, mercenary, and champion) can now promote up to twelve times; each rank grants +5% health, attack damage, and capture strength, but also -10% gather rate

Citizen soldiers (typically available in Village phase) cost at least some metal to encourage feminization

Mercenaries (compared to citizen soldier equivalents):

Spoiler
  • can no longer gather any resources;
  • can still build;
  • have +1 crush, hack, and pierce armour levels and +15% attack damage
  • have -50% training time, and cost no food, wood, metal, or stone:
    • infantry mercenaries cost 60 silver
    • camel mercenaries cost 75 silver
    • cavalry mercenaries cost 90 silver
    • biga chariot mercenaries cost 180 silver
    • quadriga chariot mercenaries cost 240 silver
    • war elephant mercenaries cost 300 silver
  • typically available in Town phase

Champions (compared to citizen soldier equivalents):

Spoiler
  • can not build, nor gather any resources
  • can promote
  • have +50% hit points and  +3 hack, pierce, and crush armour levels
  • have +100% attack damage and +100% capture strength
  • have +100% build time and:
    • infantry champions cost +50 metal and +25 wood
    • camel champions cost +80 metal and +40 wood
    • cavalry champions cost +100 metal and +50 wood
    • biga chariot champions cost +120 metal and +60 wood
    • quadriga chariot champions cost +140 metal and +70 wood
    • war elephant champions cost +200 metal and +100 wood
  • typically available in City phase

Population size:

Spoiler
  • 0: heroes, war dogs, ships
  • 1: infantry, females, slaves, healers, traders
  • 2: camels, cavalry, siege ballistae
  • 3: worker elephants, siege onagers
  • 4: biga chariots, siege rams
  • 5: three-man chariots
  • 6: quadriga chariots, war elephants, siege towers

Promotion experience requirements:

Spoiler
  • 75: dogs
  • 100: infantry
  • 125: camels
  • 150: cavalry
  • 200: biga chariots
  • 220: three-man chariots
  • 240: quadriga chariots
  • 250: healers
  • 300: war elephants

Vision range:

Spoiler
  • 50: females, slaves, battering rams, packed siege weapons
  • 60: healers, traders, worker elephants, war dogs, fishing boats, fire ships
  • 75: infantry, merchant ships
  • 80: cavalry, chariots
  • 85: camels
  • 90: heroes, war elephants
  • 100: siege towers, unpacked siege weapons, warships, defensive towers (outpost, sentry, stone) without outpost vision research; fortresses
  • 120: defensive towers (outpost, sentry, stone) with outpost vision research

Bonus attacks (counters and penalties):

Spoiler
  • Infantry archers: 1.5× vs Archer Cavalry, 0.5× vs Elephantry
  • Infantry slingers: 1.5× vs Archer Infantry, 0.125× vs Siege Weapons, Structures
  • Infantry javelinists: –
  • Infantry axe-throwers: 1.5× vs Spear Infantry
  • Infantry axemen: 2.0× vs Elephantry
  • Infantry macemen: 0.125× vs Structures
  • Infantry sabremen: –
  • Infantry swordsmen: –
  • Infantry longswordsmen: –
  • Infantry halberdiers: 2.0× vs Cavalry
  • Infantry spearmen: –
  • Infantry hoplites: –
  • Infantry pikemen: 1.25× vs Chariotry, 1.5× vs Cavalry, 1.75× vs Camelry, 2.0× vs Elephantry
  • Camel archers: 1.5× vs Support units, 0.5× vs Elephantry
  • Camel javelinists: 1.25× vs Cavalry
  • Camel spearmen: 1.5× vs Cavalry, 0.5× vs Elephantry
  • Cavalry archers: 1.5× vs Axe, Sabre, and Sword Cavalry, 0.5× vs Elephantry
  • Cavalry javelinists: 1.5× vs Chariotry
  • Melee cavalry: 0.75× vs Camelry, Chariotry, 0.5× vs Elephantry
  • Chariotry: 0.5× vs Elephantry
  • Archer elephants: 0.5× vs Elephantry
  • Melee elephants: 0.125× vs Structures
  • Scorpions: –
  • Bolt shooters: 1.5× vs Elephantry
  • Stone throwers: 2.0× vs Ships
  • Battering rams: 2.0× vs Structures
  • Siege towers: –

Structure distances:

Spoiler
  • 20 m from economic buildings: corrals, docks, farmsteads, fields, markets, storehouses
  • 30 m from military buildings: barracks, blacksmiths, camel stables, cavalry stables, chariot stables, elephant stables, embassies, military halls, siege workshops
  • 40 m from temples: temples
  • 60 m from towers: outpost, sentry tower, defence tower
  • 80 m from fortresses: army camps, fortresses
  • 160 m from centres: centres

Some structures also cost food.

Disabled are council chambers (athen), embassies (cart), Ishtar gate (pers), military colonies (ptol, sele), and royal stoas (athen, spart).

Armoury can be constructed in village phase and a third level of attack and armour technologies is available

Civil centres can no longer train citizen cavalry nor worker elephants; they can train heroes from village phase onwards

Defence towers are somewhat stronger but require city phase; sentry towers are stronger and require town phase; sentry towers can be upgraded individually to defence towers in city phase; outpost can be upgraded individually to sentry towers in town phase

Stone walls can be constructed in neutral territory, have more hit points, but are more expensive and slower to construct.

Storehouses, fields, farmsteads, and corrals can also be constructed in neutral territory (but keep in mind control is gradually lost if left on their own)

Theatre can be constructed by Athenians, Macedonians, Ptolemies, and Seleucids, but no longer by Spartans; Spartans can construct stone city walls

Wonders increase territory influence radius by +20% and maximum population limit by +10 (flat) each; “Glorious Expansion” further increases territory influence radius by +20% and maximum population limit by +10%

Phase advances take +30 seconds research time and no longer increase unit health

Bribable (espionage) are: all ships, traders, heroes, civic structures, centres, crannogs, docks, embassies,  harbours, markets, palaces, and wonders

A new resource: silver:

Spoiler
  • silver can be acquired by:
    • selling other resources (barter, market)
    • traders (gain is currently any combination of silver and other resources)
    • catafalques, centres, palaces, and wonders grant a silver trickle
    • looting certain structures and killing support units
  • silver can be used for:
    • buying other resources (barter, market)
    • recruiting mercenary soldiers
    • researching a few miscellaneous technologies
    • upkeep
    • espionage: bribing now cost:
      • 250 silver without counterespionage (instead of 500 metal)
      • 500 silver with counterespionage (instead of 750 metal)

Please have a look at the pdf (included in the first post) for more detailed information

Edited by Nescio
updated
  • Like 2

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Shared civilization bonuses:

  • Celtic (Britons, Gauls):
    • blacksmith technologies cost −20% resources and time;
    • civic, economic, military, and resource structures have −20% health, capture points, and build time; cost 0 stone; temples cost +250 wood;
    • economic structures grant +2 population bonus, military structures +4, temples +6;
    • walls have −20% health, capture points, build time, and stone and wood costs;
    • druids (healers) have +20% walk speed, +4 crush, hack, and pierce armour levels, and two more auras (“Curse” and “Motivation”), but also cost +50 metal, +50 wood, and +100% training time;
    • naked fanatics (champion spearmen) have +15% attack damage and +30% walk speed, but also −4 armour levels.
  • Greek (Athenians, Macedonians, Spartans):
    • civic structures have +20% health and capture points.
  • North African (Carthaginians, Kushites, Ptolemies):
    • war elephants have −20% metal and wood costs and −10% training time, but also −10% attack damage and −20% maximum health.
  • Tribal (Britons, Gauls, Iberians):
    • centres have −20% resource cost, build time, population bonus, garrison capacity, capture points, health, loot, experience, and territory influence radius.

Unique civilization bonuses:

  • Athenians:
    • storehouse technologies cost −10% resources and time;
    • warships have +10% walk speed.
  • Britons:
    • infantry swordsmen have +10% walk speed;
    • sentry towers cost no stone and have −25% construction time and −10% health.
  • Carthaginians:
    • market technologies cost −25% resources and time;
    • markets have −50% resource costs and construction time;
    • ships have +20 m vision range;
    • naval traders have +10% gain;
    • city walls have +20% health, capture points, build time, and stone and wood costs.
  • Gauls:
    • infantry spearmen have +10% melee attack damage.
  • Iberians:
    • infantry javelinists have +10% ranged attack damage.
  • Macedonians:
    • cavalry lancers have +10% melee attack damage;
    • siege weapons have −20% construction time;
    • battering rams have +20% wood cost, +20% maximum health, +2.0 garrison capacity, but also −10% movement speed.
  • Mauryans:
    • no longer have +10% maximum population limit;
    • soldiers −10% training time;
    • city walls have −20% health, capture points, and build time, cost no stone, but +200% wood;
    • battering rams have +10% wood cost and +10% maximum health, but also −5% movement speed.
  • Persians:
    • no longer have +10% maximum population limit;
    • structures +10% territory influence radius;
    • military structures −0.05 batch time multiplier;
    • land traders have +10% gain;
    • battering rams have +50% wood cost, +50% maximum health, +4.0 garrison capacity, but also −20% movement speed.
  • Ptolemies:
    • barracks, blacksmiths, houses, and economic structures cost −100 wood but have +50% building time;
    • healers have +3 healing range;
    • battering rams have +20% wood cost, +20% maximum health, +2.0 garrison capacity, but also −10% movement speed;
    • temple technologies cost −30% resources and time.
  • Romans:
    • barracks technologies cost −25% resources and time;
    • infantry swordsmen have +10% melee attack damage;
    • stone throwers have +20% crush damage, but also cost +50.0 stone.
  • Seleucids:
    • centres have −25% building time;
    • battering rams have +20% wood cost, +20% maximum health, +2.0 garrison capacity, but also −10% movement speed.
  • Spartans:
    • no longer have a −10% maximum population penalty;
    • females have +30% melee attack damage;
    • melee and ranged cavalry have a −10% attack damage penalty;
    • hoplites have +10% walk speed.
Edited by Nescio
updated

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I like this mod. By requiring metal on most if not all units devastating raids won't really occur and skirmishes could occur from time to time and could increase in magnitude until final battle on P3. This could limit armed unit production and the game progression is more strategic because you have to think more  to get ahead of your opponent. Units can be more precious that it's hard to afford many losses early on. 

Where to and how to get this mod? Any chance your mod can be combined with DE. I think DE is still using same resources requirement (no metal on some) but you can't train cavalry from CC. 

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This is really interesting and hope to be able to download it. 

Another feature that I like is the standardization of attack rate to 1 second. Any attack rate of a melee cavalry closer to 1 second will show a better animation too imo.

Man if I become successful downloading this I think my multiplayer playing time will be reduced tremendously. 

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I tried and because I'm novice in pc stuffs I failed. Do I have to sign up to giithub before proceeding to download? I will try again though  if it's like the A22 that you can directly download it could have been easier. I tried it in OS X and would try it in windows and see how  

@Nescio have you ever played your mod with a pro or decent player? If so how is it and what is his reaction. I really believe and have a good feeling that this mod would make the game much interesting than the current Alpha. The melee cavalry can have a better chance on skirm cavs and its animation will look better as there would be no pause on its attack. Pikemen would improve too. 

Edited by Servo

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On 19/08/2017 at 1:53 PM, Servo said:

I tried and because I'm novice in pc stuffs I failed. Do I have to sign up to giithub before proceeding to download? I will try again though  if it's like the A22 that you can directly download it could have been easier. I tried it in OS X and would try it in windows and see how  

@Nescio have you ever played your mod with a pro or decent player? If so how is it and what is his reaction. I really believe and have a good feeling that this mod would make the game much interesting than the current Alpha. The melee cavalry can have a better chance on skirm cavs and its animation will look better as there would be no pause on its attack. Pikemen would improve too. 

No, I've never tried it out on multiplayer; the first version was only published recently.
And no, you don't have to sign up at github. Just click the green “clone or download”:

Screenshot from 2017-08-30 10-01-39.png

Or access the url ( https://github.com/0abc/0abc-unified/archive/master.zip ) directly by typing or pasting it in your browser and hitting enter.

(Personally I think typing:

git clone https://github.com/0abc/0abc-unified.git

in a terminal command line is the easiest way, but I can imagine others disagree.)

 

Further instructions are included in the repository readme file, the 0abc-readme.pdf,  and in the first post of this forum topic. Keep in mind you probably have to deactivate other mods before you select and launch this one.

 

Edited by Nescio
ce

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Thanks Nescio I will try again. 

No Lion this mod is imo would make a better gameplay and animation.

The most interesting aspect is the standard  1 second attack rate on all units which imo would make melee cavalry to have better chance against the OP skirmisher cavalry. 

Then the pikemen could inflict substantial damage and negate its very slow speed. 

By requiring metal on most units who really used metal gears would prevent spamming easily which could result to more skirmishes maybe beautiful enough than the existing alpha. 

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By tweaking it it might become better. You will not see a very long pause for the melee cavalry which can be construed as not moving at all. It is also endangering a unit because it could be hit during the pause and could die. This tweak could save units, important units. 

Thats whyvthrre are test and mods so as to find out which mechanics is the best. 

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1 hour ago, Lion.Kanzen said:

Is counter system mod?

Yes, amongst many other things, it implements a counter system.

Please have a look at the pdf included in the first post for more detailed information.

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Update (0abc/technologies): new civilization bonuses are added for all factions, team bonuses are overhauled

Reason: all factions had (greatly varying) team bonuses, most had at least one unique technology, few had actually free civilization bonuses. To make them more than just unit rosters with a fancy name and different graphics, new civilization bonuses are added (see pdf in first post, overview in third post, or github repository readme for more details)

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Update:

  • Everything unified in a single mod: https://github.com/0abc/0abc-unified/archive/master.zip
    (less than 2 MB in total; contains over 2500 text files)
  • Trade gain now depends on x+x^1.5 (instead of x^2), with x the distance between markets
  • Bribable (espionage: reveal their vision range for 10 seconds) are:
    all ships and traders
    heroes
    civic centres, colonies, crannogs, docks, embassies, halls, libraries, markets, naval shipyards, palaces, temples, theatres, and wonders
  • Walls, storehouses, markets, fields, farmsteads, and corrals can be constructed in neutral territory (new),
    as can civic centres, colonies, crannogs, docks, naval shipyards, and outposts (unchanged)
  • Many more different unit types and wider selections of units in faction unit rosters
  • More civilization bonuses
  • All soldiers (citizen, mercenary, and champion) can advance in rank:
    instead of basic/advanced/elite, units start at rank 0 and can promote a dozen times, up to rank 12;
    each rank grants +5% health, attack damage, and capture strength
  • Dozens of hours of work, thousands of new files, countless tweaks, and numerous minor changes, most of which will probably go unnoticed
  • Have a look at 0abc-readme.pdf (included in repository and in first post of this forum topic) for more detailed information
  • Feel free to try this modification out yourself :)

 

Edited by Nescio
ce
  • Like 2

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I was able to download and quite excited to see the metal requirements for every units as well as the cavalry can only be trained in the barracks! i just have one problem and its hard to play the game because the whole screen of the PC was not occupied therefore i have to use the WASD hotkeys because there seems to be no GUI border. There was a double welcome screen when i launched the mod and the welcome screen box can't be activated(exit) but then i tried hitting alt+enter and i was able to play the game! this same thing happen when i was downloading DE which imo will work the same as your mod.

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But then i installed Pro Balance mod and it worked very well and the mechanics is the same as yours! Now the cavalries can only be trained in the barracks too! It could delay the rush more and i guess if the player will start at very low resources the rush will be much delayed. Requiring metal for the units would require additional time to mass produce units and small skirmishes can be expected while building up for final battle.

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@Nescio I tried playing the mod but it looks like  a mod of DE. 

There was an error which failed to load the animals. In Africa plains there was no chicken and all animals I will try to upload it. 

Also the units isn't requiring metal as described which is the most important feature I was trying to try. 

Btw DE's units has a standard attack rates of most units(if not all) and I found to be excellent.

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On 02/09/2017 at 1:31 PM, Servo said:

@Nescio I tried playing the mod but it looks like  a mod of DE. 

There was an error which failed to load the animals. In Africa plains there was no chicken and all animals I will try to upload it. 

Also the units isn't requiring metal as described which is the most important feature I was trying to try. 

Btw DE's units has a standard attack rates of most units(if not all) and I found to be excellent.

Actually I am unfamiliar with DE; from what I've seen and read on the forums I believe it adds new factions, units, graphics, etc. 0abc is a modification of the standard alpha 22 distribution, developed indepently of any other mod. If it implements things similar to other mods, it's because apparently each of us perceives certain features in the default distribution as in need of improvement.

As for your errors, I can not reproduce them, unfortunately; I guess it has to do with your local distribution. Make sure you're using alpha 22, disable any other mods, load 0abc, and don't forget to click “Save Configuration” and “Start Mods”.

And yes, all soldiers require food, wood, *and* metal. If 0abc is loaded, this ought to be displayed correctly in the tech trees etc.

 

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Ok I posted this before I realized that I had other mods enabled. I will try again asap. It happened the same on Grugnas mod but when I disabled other mods it worked well. 

Im still trying to figure out which mod is challenging to play in single player in terms of AIs military activity. 

 

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I manage to play this mod early this morning and it went through smoothly except this yellow warning when the game starts to load. It's similar to other yellow warning from other mods too but as soon as the game is loaded everything goes smoothly. 

It looks almost like this...the screenshot can't produce this so I just took a picture.

IMG_1213.JPGI also noticed the units getting promoted as evident on the behavior and specs but the badge doesn't change. I gues the badges are not complete yet and it's fine. Or it neeeds more experience so the rank changes. 

Its quite nice that with this gameplay it makes the player think more on how to manage your Civ  and and win battles. 

Edited by Servo

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Quote

WARNING: [ParamNode] Could not remove token 'units/{civ}_support_female_citizen' from node 'Entities' in 'campaigns/campaign_city_minor_test'; not present in list nor inherited (possible typo?)
WARNING: [ParamNode] Could not remove token 'units/{civ}_support_female_citizen' from node 'Entities' in 'campaigns/campaign_city_test'; not present in list nor inherited (possible typo?)
WARNING: [ParamNode] Could not remove token 'phase_town_athen' from node 'Technologies' in 'template_structure_civic_civil_centre_military_colony'; not present in list nor inherited (possible typo?)
WARNING: [ParamNode] Could not remove token 'phase_city_athen' from node 'Technologies' in 'template_structure_civic_civil_centre_military_colony'; not present in list nor inherited (possible typo?)
WARNING: [ParamNode] Could not remove token 'units/{civ}_support_female_citizen_house' from node 'Entities' in 'structures/rome_tent'; not present in list nor inherited (possible typo?)
WARNING: [ParamNode] Could not remove token 'structures/{civ}_wallset_stone' from node 'Entities' in 'units/spart_champion_infantry_sword'; not present in list nor inherited (possible typo?)
WARNING: [ParamNode] Could not remove token 'structures/{civ}_wallset_stone' from node 'Entities' in 'units/spart_infantry_javelinist_b'; not present in list nor inherited (possible typo?)
WARNING: [ParamNode] Could not remove token 'structures/{civ}_wallset_stone' from node 'Entities' in 'units/spart_infantry_spearman_b'; not present in list nor inherited (possible typo?)

These yellow warning messages are a minor nuisance (I've not yet figured out how to solve them), but are nothing to worry about, because they all concern units etc which are not used in this mod.

 

 

16 minutes ago, Servo said:

I also noticed the units getting promoted as evident on the behavior and specs but the badge doesn't change. I gues the badges are not complete yet and it's fine. Or it neeeds more experience so the rank changes.

Yes, all soldiers promote automatically (the AI benefits from this as well), and their stats improve accordingly (and gather rate decreases simultaneously). And no, there are no longer separate badges, graphics, icons, or visual actors for different ranks, nor do I intend to add those.

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