Nescio Posted August 16, 2017 Report Share Posted August 16, 2017 (edited) This modification is located at: https://github.com/0abc/0abc-a24.git (version 0.0.24 “Alpha XXIV: Xšayāršā”) https://github.com/0abc/0abc-a23.git (version 0.0.23 “Alpha XXIII: Ken Wood”) https://github.com/0abc/0abc-a22.git (version 0.0.22 “Alpha XXII: Venustas”) 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 A24; replace "a24" with "a23" or "a22" if you want the A23 or A22 version): Download the repository directly: https://github.com/0abc/0abc-a24/archive/master.zip or use: git clone https://github.com/0abc/0abc-a24.git Place it in your /0ad/mods/ folder: GNU/Linux (e.g. Fedora) typically: ~/.local/share/0ad/mods/ Apple macOS 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. Edited February 21, 2021 by Nescio updated 0abc-readme.pdf 5 Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 16, 2017 Author Report Share Posted August 16, 2017 (edited) 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 August 24, 2019 by Nescio updated 2 Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 16, 2017 Author Report Share Posted August 16, 2017 (edited) 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 March 5, 2019 by Nescio updated Quote Link to comment Share on other sites More sharing options...
Servo Posted August 17, 2017 Report Share Posted August 17, 2017 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. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 17, 2017 Report Share Posted August 17, 2017 @Servo you have to clone each of the repos, or download zips (there is an option on github) @wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Servo Posted August 17, 2017 Report Share Posted August 17, 2017 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. Quote Link to comment Share on other sites More sharing options...
Servo Posted August 19, 2017 Report Share Posted August 19, 2017 (edited) 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 August 19, 2017 by Servo Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 19, 2017 Author Report Share Posted August 19, 2017 (edited) 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”: 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 August 30, 2017 by Nescio ce Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 19, 2017 Report Share Posted August 19, 2017 Is counter system mod? Quote Link to comment Share on other sites More sharing options...
Servo Posted August 19, 2017 Report Share Posted August 19, 2017 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. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 19, 2017 Report Share Posted August 19, 2017 6 minutes ago, Servo said: No Lion this mod is imo would make a better gameplay and animation. That is an supposition Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 19, 2017 Report Share Posted August 19, 2017 Quote It merely tweaks, rebalances, and improves upon what already exists in the game without adding other content @Servo Quote Link to comment Share on other sites More sharing options...
Servo Posted August 19, 2017 Report Share Posted August 19, 2017 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. Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 19, 2017 Author Report Share Posted August 19, 2017 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. Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 21, 2017 Author Report Share Posted August 21, 2017 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) Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 30, 2017 Author Report Share Posted August 30, 2017 (edited) 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 August 30, 2017 by Nescio ce 1 Quote Link to comment Share on other sites More sharing options...
Servo Posted August 30, 2017 Report Share Posted August 30, 2017 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. Quote Link to comment Share on other sites More sharing options...
Servo Posted August 30, 2017 Report Share Posted August 30, 2017 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. Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted August 30, 2017 Report Share Posted August 30, 2017 @Nescio I read the pdf and go through the different folders. It's a well thought work. 1 Quote Link to comment Share on other sites More sharing options...
Servo Posted September 2, 2017 Report Share Posted September 2, 2017 @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. Quote Link to comment Share on other sites More sharing options...
Nescio Posted September 6, 2017 Author Report Share Posted September 6, 2017 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. 1 Quote Link to comment Share on other sites More sharing options...
Servo Posted September 6, 2017 Report Share Posted September 6, 2017 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. Quote Link to comment Share on other sites More sharing options...
Servo Posted September 7, 2017 Report Share Posted September 7, 2017 (edited) 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. 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. Its quite nice that with this gameplay it makes the player think more on how to manage your Civ and and win battles. Edited September 7, 2017 by Servo Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 7, 2017 Report Share Posted September 7, 2017 Can you put warning from interesting.log instead those pics? Quote Link to comment Share on other sites More sharing options...
Nescio Posted September 7, 2017 Author Report Share Posted September 7, 2017 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. Quote Link to comment Share on other sites More sharing options...
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