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Borg Expansion Pack Mod Release V 1.0.5


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First I want to say that it was a great pleasure to work on this mod. I have a lot of affection and respect for this game, where many people work hard to give us some fun.
0a.d has already provided me with hours of fun and I felt compelled to give back a little of it.

Were long 7 months of much work, really most people do not know how much this is laborious. You need to always have new ideas, do and redo many things, look at historical context, test, test and test, and of course, have people available to help you in this process. Tnx @Angen @Lion.Kanzen @Stan` @ValihrAnt @Feldfeld @Stockfish @wowgetoffyourcellphone.

Well, this will be the last version (1.0.5) of the mod for the current version a23b. Just a version to fix something if necessary. Nothing new will be added.

From now on the whole work will be focused on the a24 version, where together with @elexis we will review the mod so that if so accepted by the developers, it can be implemented to the a24.

The main goal of the mod was to bring players and the community a better experience of gameplay/balance within what the game can offer in the current state of development. It is perceived by everyone that gameplay has been "stalled" for some time, so that was my focus.

As I mentioned before, even though many resources are lacking due to the current state of development, it is possible to do much more with what we have now.

I want to make it clear here that the changes made in the mod have always respected the main pillars and design documents (just changed what was really needed for the balancing to work).

Major changes/Features

- Added counter system;

- General balancing of all units and buildings;

- Gameplay slightly different for each civilization;

- Reformulation of current techs/auras/bonuses/teambonus;

- New bonuses/auras.

- New buildings/units/technologies for the respective civilizations;

- New upgrades to units/buildings;

- New icons;

- Mercenary champions units now has icons with yellow color.

- Civil centre can train only women (some exceptions);

- All mercenaries cost only metal;

- Units promoted has no gather penalty;

- Deactivated the animation of promotion (units do not take damage while celebrating);

- Hero after death can not be trained again;

- Dead animals lost food;

- Domestic animals can fatten;

- Increased number of icons available on the panel;

- Women can build all buildings;

- Promotion (advanced/elite rank) gives +10% health, +1 armour, +20% attack +1 capture attack, +20% loot, vision range for all soldiers. Healers gain +5 heal range and +2 heal/HP.

Counter System 

The system I chose to work on is simple and easy to set up for casual players or pro players.

Spearmen/Pikemen bonus against Cavalry/Elephant;

Archer/Slinger bonus against Melee Infantry;

Skirmisher bonus against Archer/Slinger;

Swordsmen all-round;

The same applies to Cavalry.

Cavalry Spearmen bonus against Cavalry/Elephant;

Cavalry Archer bonus against Melee Infantry;

Cavalry Skirmisher bonus against Archer/Slinger;

Cavalry Swordsmen all-round.

To many changes such example: to each quarter built by a Macedonian player, gain a free pikemen. Macedonian is the only civilization that can train pikemen in village phase. Sparta is a civilization focused on melee units and the only can train champions on village phase.

These and many more changes can only be seen with details in the technological tree.

 

Please, give your feedback, this is important.

 

The latest version is not yet downloadable by mod.io, it is waiting authorization.

 

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First I want to say that it was a great pleasure to work on this mod. I have a lot of affection and respect for this game, where many people work hard to give us some fun. 0a.d has already provided

@StopKillingMe If you want to discuss the merits or bad things about @borg-'s mod, please do so on specific and concrete grounds, and not just some generic "it's not the way it used to be" or "it does

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I don't think any cavalry should counter elephants, but overall this is a big improvement over the current public mod. Not as awesome as Delenda Est, but awesome nonetheless. ;)

 

IMHO the Skiritai need a rework, but I'm not sure if that's a whole other subject.

Edited by wowgetoffyourcellphone
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31 minutes ago, wowgetoffyourcellphone said:

I don't think any cavalry should counter elephants, but overall this is a big improvement over the current public mod. Not as awesome as Delenda Est, but awesome nonetheless. ;)

 

IMHO the Skiritai need a rework, but I'm not sure if that's a whole other subject.

Nooo, is better than Dalenda Est hahaha. 

Well, are different proposals, is a gameplay/balance mod, I can not add things beyond what is necessary. 

Dalenda is open to all this and of course is a great mod, I had many ideas taken from the Dalenda, so tnx!!!

This last version is actually very good, and has a giant leap compared to version 1.0.4. I'm looking forward to everyone playing soon.

 

Edited by borg-
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1 hour ago, Lion.Kanzen said:

Doesn't forgot Lancer class. Counters

Imagen relacionada

Resultado de imagen para lancer cataphract seleucid

 

---

I still owe you the water supply.

 

Lancer cav are the cavalry spearmen, with bonus against cavalry and natural bonus vs infantry ranged units.

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24 minutes ago, borg- said:

Nooo, is better than Dalenda Est hahaha. 

his counters was/are better but... But I'm not testing the last version.

I agree with borg , he just can't add Terra magna factions and rest of things.

Edited by Lion.Kanzen
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1 hour ago, Lion.Kanzen said:

his counters was/are better but... But I'm not testing the last version.

I agree with borg , he just can't add Terra magna factions and rest of things.

In fact they are very similar counters, the difference is that he uses slight counter and I use hard counter.

In my mod there are the natural counter, for example, in dalenda mod, infantry swordsmen has bonus vs all infantry, in my mod, he has natural infantry counter because your status. The same happens with spear cav, in dalenda, they have a bonus vs ranged infantry, in my mod this happens naturally.

Me and @ValihrAnt did some testing this week, 40 swordsmen vs 40 spearmen, remais about 18 swordsmen. 40 spear cavalry vs 40 ranged infantry, remains about 25 spear cavalry. So it's not necessary to give these bonuses, preventing them from getting more confusing to new players.

I forgot to mention that to some exceptions in the new version based on design document.

For example, spartan spartiates has a bonus of 1.25x vs infantry too. 

Iber skimirsher rank 3 have flaming darts, bonus vs buildings.

There are also some differences between units too, athen/sparta citizen hoplite has +5% health than other spearmen.

Persian spearmen has less damage, but great pierce armour and a aura to protect archers.

Persian immortal can change weapons, spear/archery.

Gauls can build blacksmith in village phase.

Well, there are many details for this new version, which can only be tree tech.

 

Edited by borg-
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11 minutes ago, Lion.Kanzen said:

but it feels unlike , vanilla ?

Probably this my greatest worry.

At this point (counter system) it is the only unit that remains "equal" to the vanilla, but are stronger unit than vanilla. Swordsmen cavalry can do much damage if used correctly.

Edited by borg-
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16 minutes ago, ffffffff said:

put same height same width. really not hard. this happen at u.

When I altered number of icones, the dimensions had to be changed too.

The current dimensions of vannila do not work with larger number of icons.

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<?xml version="1.0" encoding="utf-8"?>
<object name="unitConstructionPanel"
    size="10 12 100% 100%"
>
    <object size="0 0 100% 100%">
    <repeat count="24">
        <object name="unitConstructionButton[n]" hidden="true" style="iconButton" type="button" size="0 0 46 46" tooltip_style="sessionToolTipBottom">
        <object name="unitConstructionIcon[n]" type="image" ghost="true" size="3 3 43 43"/>
        </object>
    </repeat>
    </object>
</object>
 

It looks like the original size is not an exact square.

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2 hours ago, borg- said:

It looks like the original size is not an exact square. 

Actually it is:

2 hours ago, borg- said:

        <object name="unitConstructionIcon[n]" type="image" ghost="true" size="3 3 43 43"/>

i.e. 40×40.

47 minutes ago, nani said:

Only option is to make them smaller :drukqs:

Which is what I did in my mod ( https://github.com/0abc/0abc-a23 ) to accomodate 4×10=40 icons, with squares of 32×32.

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