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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 implements a new unit template structure tree with many more unit types, has new civilization and team bonuses, has a fourth damage type, thrust, uses resource trickles to represent taxation and upkeep, 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.

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

If you encounter errors or warnings, please copy them from the `interestinglog.html` (see https://trac.wildfiregames.com/wiki/GameDataPaths ) and post them here.

Please have a look at the complete pdf (attached) for more detailed information.

0abc-readme.pdf

 

Edited by Nescio
updated 0abc-readme.pdf
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Team bonuses

 

Civilization bonuses

All bonuses and penalties from the default distribution have been removed.

  • Carthage:
    • Market technologies −30% resource costs and research time;
    • Markets −50% wood cost;
    • City Walls +25% stone cost, −25% wood cost, +20% build time, +20% health;
    • Traders and Merchant Ships −15% training time.
  • Gauls:
    • House technologies −40% resource costs and research time;
    • Centres 0 stone cost, +150% wood cost, −20% build time, −20% health, −10% territory influence;
    • Economic Structures −15% build time, −15% health;
    • Fortresses −50% stone cost, +100% wood cost;
    • Military Structures −20% build time, −20% health;
    • City Walls −10% build time, −10% health;
    • Temples 0 stone cost, +200% wood cost, −40% build time, −40% health;
    • Healers +2 armour levels;
    • Melee Cavalry −15% training time.
  • Kushites:
    • Temple technologies −10% resource costs and research time;
    • Economic Structures −70% wood cost, +100% build time.
  • Macedon:
    • Forge technologies −10% resource costs and research time;
    • Military Structures −10% build time;
    • Siege Engines −15% construction time.
  • Mauryas:
    • Palace technologies −10% resource costs and research time;
    • Centres 0 stone cost, +200% wood cost, +5 population bonus, +10 garrison capacity;
    • Economic Structures −10% wood cost, −10% build time, −10% health;
    • City Walls 0 stone cost, +200% wood cost, −25% build time, −25% health;
    • Temples 0 stone cost, +300% wood cost, −20% build time, −20% health;
    • Elephants −15% training time;
    • Healers −50% silver cost.
  • Ptolemies:
    • Naval technologies −25% resource costs and research time;
    • Economic Structures −70% wood cost, +100% build time;
    • Healers −20% healing time.
  • Rome:
    • Arsenal technologies −50% resource costs and research time;
    • Wooden Walls −10% build time;
    • City Walls +10% stone cost, +10% wood cost, +10% build time, +10% health.
    • Catapults +25% wood cost, +20% health, +25% ranged attack crush damage.
  • Seleucids:
    • Stable technologies −20% resource costs and research time;
    • Starting Centre +30% resource costs, +30% build time, +5 population bonus, +10 garrison capacity, +30% health, +30% capture points, +11% territory influence.

 

 

Class bonuses

  • Champion: +200% silver cost, +100% training time, +50% health, +2.0 armour levels, +100% capture attack strength, and +100% melee and ranged attack damage.
  • Veteran: +50% silver cost, +50% training time, +20% health, +1.0 armour levels, +50% capture attack strength, and +50% melee and ranged attack damage.
  • Mercenary: +100% silver cost, 0 other resource costs, −50% training time, +10% health, +25% capture attack strength, and +15% melee and ranged attack damage.
  • Cataphract: +20% silver cost, +2 armour levels, and −5% movement speed.
  • Fanatic: −4 armour levels, +15% melee attack damage, and +30% movement speed.
  • Indian Elephant (Mauryas, Seleucids): +10% food and silver costs, training time, health, and melee attack damage.
  • North African Elephant (Carthaginians, Kushites, Ptolemies): −10% food and silver costs, training time, health, and melee attack damage.

 

Edited by Nescio
updated
  • Like 2

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Unit rosters

Britons:

Spoiler
  • Village phase:
    • Woman
    • Trader
    • Fishing Boat
    • Infantry Swordsman
    • Infantry Stone-slinger
    • Cavalry Javelinist
    • War Dog
  • Town phase:
    • Healer
    • Small Battering Ram
    • Merchant Ship
    • Infantry Spearman
    • Infantry Javelinist
    • Cavalry Swordsman
    • War Barge
  • City phase:
    • Biga Javelinist Champion

Carthaginians:

Spoiler
  • Village phase:
    • Woman
    • Trader
    • Fishing Boat
    • Infantry Spearman
    • Infantry Archer
    • Cavalry Javelinist
  • Town phase:
    • Healer
    • Small Battering Ram
    • Merchant Ship
    • Infantry Spearman Mercenary
    • Infantry Swordsman Mercenary
    • Infantry Javelinist Mercenary
    • Infantry Lead-slinger Mercenary
    • Cavalry Javelinist Mercenary
    • Cavalry Sabreman Mercenary
    • Cavalry Swordsman Mercenary
    • Cavalry Spearman Mercenary
    • Trireme
  • City phase:
    • Infantry Spearman Champion
    • Cavalry Lancer Champion
    • War Elephant Champion
    • Oxybeles
    • Stone-thrower
    • Quadrireme
    • Quinquereme

Gauls:

Spoiler
  • Village phase:
    • Woman
    • Trader
    • Fishing Boat
    • Infantry Spearman
    • Infantry Javelinist
    • Cavalry Swordsman
  • Town phase:
    • Healer
    • Small Battering Ram
    • Merchant Ship
    • Infantry Swordsman
    • Infantry Slinger
    • Cavalry Javelinist
    • War Barge
  • City phase:
    • Cavalry Spearman Champion

Greeks:

Spoiler
  • Village phase:
    • Woman
    • Trader
    • Fishing Boat
    • Infantry Spearman
    • Infantry Javelinist
  • Town phase:
    • Healer
    • Small Battering Ram
    • Merchant Ship
    • Infantry Spearman Mercenary
    • Infantry Javelinist Mercenary
    • Infantry Archer Mercenary
    • Infantry Lead-slinger Mercenary
    • Cavalry Javelinist
    • Cavalry Sabreman
    • Penteconter
    • Trireme
  • City phase:
    • Infantry Spearman Champion
    • Oxybeles
    • Quadrireme

Iberians:

Spoiler
  • Village phase:
    • Woman
    • Trader
    • Fishing Boat
    • Infantry Sabreman
    • Infantry Javelinist
    • Cavalry Javelinist
  • Town phase:
    • Healer
    • Small Battering Ram
    • Merchant Ship
    • Infantry Spearman
    • Infantry Slinger
    • Cavalry Spearman
    • War Barge
    • Fire Ship
  • City phase:
    • Cavalry Javelinist Champion

Kushites:

Spoiler
  • Village phase:
    • Woman
    • Trader
    • Fishing Boat
    • Infantry Spearman
    • Infantry Longbowman
    • Cavalry Javelinist
  • Town phase:
    • Healer
    • Large Battering Ram
    • Merchant Ship
    • Infantry Pikeman
    • Infantry Swordsman
    • Infantry Maceman Mercenary
    • Infantry Javelinist Mercenary
    • Cavalry Spearman
    • Camel Javelinist Mercenary
    • Trireme
  • City phase:
    • Infantry Axeman Champion
    • Infantry Sabreman Champion
    • Infantry Archer Champion
    • Cavalry Spearman Champion
    • War Elephant

Macedonians:

Spoiler
  • Village phase:
    • Woman
    • Trader
    • Fishing Boat
    • Infantry Pikeman
    • Infantry Javelinist
    • Cavalry Lancer
  • Town phase:
    • Healer
    • Large Battering Ram
    • Merchant Ship
    • Infantry Spearman Mercenary
    • Infantry Archer Mercenary
    • Infantry Lead-slinger Mercenary
    • Cavalry Javelinist
    • Penteconter
    • Trireme
  • City phase:
    • Infantry Spearman Champion
    • Infantry Crossbowman Champion
    • Cavalry Lancer Champion
    • War Elephant Champion
    • Oxybeles
    • Stone-thrower
    • Siege Tower
    • Quinquereme

Mauryas:

Spoiler
  • Village phase:
    • Woman
    • Trader
    • Fishing Boat
    • Infantry Spearman
    • Infantry Longbowman
    • Support Elephant
  • Town phase:
    • Healer
    • Small Battering Ram
    • Merchant Ship
    • Infantry Sabreman
    • Cavalry Swordsman
    • Cavalry Javelinist
    • War Elephant
    • War Barge
  • City phase:
    • Infantry Maceman Champion
    • Biga Longbowman Champion
    • War Elephant Champion
    • Stone-thrower
    • Huge Barge

Persians:

Spoiler
  • Village phase:
    • Woman
    • Trader
    • Fishing Boat
    • Infantry Spearman
    • Infantry Archer
    • Cavalry Javelinist
  • Town phase:
    • Healer
    • Large Battering Ram
    • Merchant Ship
    • Infantry Javelinist
    • Cavalry Axeman
    • Cavalry Spearman
    • Cavalry Archer
    • Camel Archer Mercenary
    • Penteconter
    • Trireme
  • City phase:
    • Infantry Spearman Mercenary
    • Infantry Spearman Champion
    • Cavalry Lancer Champion
    • Cavalry Archer Champion
    • Quadriga Scythed Champion
    • War Elephant Mercenary

Ptolemies:

Spoiler
  • Village phase:
    • Woman
    • Trader
    • Fishing Boat
    • Infantry Pikeman
    • Infantry Stone-slinger
  • Town phase:
    • Healer
    • Large Battering Ram
    • Merchant Ship
    • Infantry Spearman Mercenary
    • Infantry Swordsman Mercenary
    • Infantry Javelinist Mercenary
    • Infantry Archer Mercenary
    • Infantry Lead-slinger Mercenary
    • Cavalry Spearman
    • Cavalry Javelinist Mercenary
    • Camel Archer Mercenary
    • Trireme
  • City phase:
    • Infantry Pikeman Champion
    • Cavalry Spearman Champion
    • War Elephant Champion
    • Polybolos
    • Stone-thrower
    • Siege Tower
    • Quadrireme
    • Quinquereme

Romans:

Spoiler
  • Village phase:
    • Woman
    • Trader
    • Fishing Boat
    • Infantry Sabreman
    • Infantry Javelinist
  • Town phase:
    • Healer
    • Large Battering Ram
    • Merchant Ship
    • Infantry Swordsman
    • Infantry Spearman
    • Cavalry Spearman
    • Cavalry Javelinist
    • Penteconter
    • Trireme
  • City phase:
    • Infantry Swordsman Champion
    • Scorpio
    • Stone-thrower
    • Quadrireme
    • Quinquereme

Seleucids:

Spoiler
  • Village phase:
    • Woman
    • Trader
    • Fishing Boat
    • Infantry Spearman
    • Infantry Javelinist
    • Cavalry Javelinist
  • Town phase:
    • Healer
    • Large Battering Ram
    • Merchant Ship
    • Infantry Pikeman
    • Infantry Archer
    • Cavalry Lancer
    • Cavalry Archer Mercenary
    • Camel Archer Mercenary
    • Penteconter
    • Trireme
  • City phase:
    • Infantry Pikeman Champion
    • Infantry Swordsman Champion
    • Cavalry Lancer Champion
    • Quadriga Scythed Champion
    • War Elephant Champion
    • Stone-thrower
    • Siege Tower

 

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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