Jump to content

Introducing the Official community mod for 0 A.D. Empires Ascendant


wraitii
 Share

Should these patches be merged in the Community Mod? II  

47 members have voted

  1. 1. Add Centurions: Upgradable at a cost of 100 food 50 metal from rank 3 swordsmen and spearmen. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/27

    • Yes
      34
    • No
      6
    • Skip / No Opinion
      7
  2. 2. Alexander - Remove Territory Bonus Aura, add Attack, Speed, and Attack de-buff Auras https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/26

    • Yes
      26
    • No
      9
    • Skip / No Opinion
      12
  3. 3. Unit specific upgrades: 23 new upgrades found in stable/barracks for different soldier types. Tier 1 available in town phase, tier 2 available in city phase. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/25

    • Yes
      25
    • No
      18
    • Skip / No Opinion
      4
  4. 4. Add a civ bonus for seleucids: Farms -25% resource cost, -75% build time. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/24

    • Yes
      34
    • No
      7
    • Skip / No Opinion
      6
  5. 5. Cav speed -1 m/s for all cavalry https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/23

    • Yes
      15
    • No
      22
    • Skip / No Opinion
      10
  6. 6. Cavalry health adjustments https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/22

    • Yes
      19
    • No
      15
    • Skip / No Opinion
      13
  7. 7. Crush (re)balance: decreased crush armor for all units, clubmen/macemen get a small hack attack. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/20

    • Yes
      21
    • No
      16
    • Skip / No Opinion
      10
  8. 8. Spearcav +15% acceleration. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/19

    • Yes
      33
    • No
      4
    • Skip / No Opinion
      10
  9. 9. Pikemen decreased armor, increased damage: 8hack,7pierce armor; 6 pierce 3 hack damage. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/18

    • Yes
      18
    • No
      18
    • Skip / No Opinion
      11
  10. 10. Rome camp allowed in p2, rams train in p3 as normal, decreased health and cost. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/17

    • Yes
      36
    • No
      6
    • Skip / No Opinion
      5
  11. 11. Crossbow nerf: +400 ms prepare time. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/15

    • Yes
      13
    • No
      18
    • Skip / No Opinion
      16
  12. 12. adjust javelineer and pikemen roles, rework crush armor https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/14

    • Yes
      12
    • No
      22
    • Skip / No Opinion
      13


Recommended Posts

4 hours ago, real_tabasco_sauce said:

Im frankly just surprised so many would reject such a large addition of content to the game. Almost nobody would vote no on a new civ, even thought they may not understand all the details on the new civ.

@Dizaka did you follow the link provided? https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/25

It is a tech tree, a system, found in the barracks/stable for each unit. Each of these 23 is an upgrade for a particular unit type. among them, there is a level 1 (town phase, costing 100 food, wood, metal) and a level 2 (city phase, costing 200 f,w,m). They do not effect mercenaries. Each civ is allotted 4 to 8 of these upgrades for units which are important to their play style, and also depending on balance. (for instance, I didn't give the skirmish cav upgrade to mauryans).

each upgrade is also designed to give differentiating qualities to units (longer pikes, increased pikemen cavalry counter, spearmen prepare time upgrade).

The idea is that the upgrades one civ has access to are at least a little different from another, and different advantages/disadvantages come from this.

I hope you can see that they all work together as a system and that adding a select few of them wouldn't work well.

A lot of you mentioned you like them, but a few things are remain unappealing. What would you personally change about the upgrades?

Here's are my concerns and suggestions for #3 after going through everything and summarizing it for myself (note:  this took 2+ hours.  Not a simple vote item).

Final Conclusion Statement:  It's a great idea and it's something where 0ad should strive for "civ differentiation."  However, the main issues is that base units needs to be balanced and roles more defined.  That is, spear/pike/sword/axe, bow/skrim/sling/xbow, cav vs infantry, need to be more defined.  Currently, cav are OP for endgame even without the proposed upgrades.  As it stands, the upgrades, I think, would make 0ad a cav-centered game.

 

Suggestion/Middle ground:  A checkbox in community mod to "enable" this over base game.  Alternatively, a new "community mod" type but then this wouldn't get usage.

 

My analysis is based on the following "data" and extraction of information.

 

 

·      Athenians

o   Horseback training

      • P1
      • .65 Attack/Range/PrepareTime
      • .75 Attack/Ranged/projectile/Spread
    • Husbandry
      • P1
      • 1.1 Health/Max
    • Chamfron
      • P2
      • +1 Resistance/Entity/Damage/Pierce
    • Longer slings
      • P2
      • +5 Attack/Ranged/MaxRange
      • 1.1 Attack/Ranged/PrepareTime
    • Basic Training
      • P1
      • 1.2 Attack/Melee/Damage/Pierce
    • Battle Charge
      • P2
      • 1.5 UnitMotion/Acceleration
      • 1.1 UnitMotion/Walkspeed

·      Britons

o   Husbandry

o   Chamfron

o   Longer slings

o   Basic Training

o   Battle Charge

·      Carthaginians

o   Heavy draw weight

      • Available P1
      • Maury/Kush/Carth/Hah
      • 1.15 attack/ranged/damage/pierce modification
      • 1.5 projectile speed modification

o   Horseback training

    • Basic Training
    • Battle Charge

·      Gauls

o   Horseback training

      • P1
      • .65 Attack/Range/PrepareTime
      • .75 Attack/Ranged/projectile/Spread

o   Husbandry

o   Balanced Javelins

      • P1
      • +30 Attack/Ranged/Projectile/Speed
      • 0.7 Attack/Ranged/Projectile/Spread

o   Spear Thrower

o   March training

      • P1
      • 1.1 UnitMotion/Walkspeed

·      Han

o   Heavy draw weight

o   Horse Racing

      • P1
      • 1.1 UnitMotion/Walkspeed
      • 1.5 UnitMotion/Acceleration
    • Lancing tactics
      • P2
      • 1.2 Attack/Melee/Damage/Pierce
      • .25 Attack/Melee/PrepareTime
    • Streamlined Fletching
    • Longer Pikes
      • P1
      • Sele/Mace/Ptol/Han
      • +4 Attack/Melee/MaxRange
    • Basic Training
    • Battle Charge

·      Iberians

o   Horse Racing

o   Lancing tactics

o   Balanced Javelins

o   March training

·      Kushites

o   Heavy draw weight

o   Horseback training

o   Horse Racing

o   Greaves

      • P1
      • +1 Resistance/Entity/Damage/Hack

o   Lightly Armored

      • P2
      • 1.3 UnitMotion/Walkspeed
      • 1.5 UnitMotion/Acceleration
      • -1 Resistance/Entity/Damage/Pierce
    • March training
    • Hand Guards
      • P2
      • 1.1 Health/Max
      • +1 Resistance/Entity/Damage/Hack

·      Macedonians

o   Horse Racing

o   Lancing tactics

o   Streamlined Fletching

      • P1
      • 1.5 Attack/Ranged/projectile Speed
      • 0.8 Attack/Ranged/Projectile/Spread
    • Longer Pikes
    • Buttspike (Rome?)
      • P2
      • 1.2 Attack/Melee/Damage/Pierce
      • 1.5 Attack/Melee/Bonus/BonusCavMelee/Multiplier
    • Balanced Javelins
    • Spear Thrower
      • P2
      • Mace/Rome/Gaul
      • +5 Attack/Ranged/MaxRange

·      Mauryas

o   Heavy draw weight

o   Scouting tactics

      • Available P1
      • Adds 10 to vision & range
    • Cavalry Heavy Draw
      • P2
      • 1.15 attack/ranged/damage/pierce modification
      • 1.5 projectile speed modification
    • Husbandry
    • Chamfron
    • Greaves
    • Lightly Armored

·      Persians

o   Scouting tactics

o   Cavalry Heavy Draw

o   Heavy Axe

      • P1
      • 1.65 Attack/Melee/Damage/Hack
      • 1.5 Attack/Melee/Damage/Crush
      • 1.5 Attack/Melee/RepeatTime
    • Raiding Cavalry
      • P2
      • 1.15 Motion/Walk
      • 1.25 Motion/Acceleration
      • 0.75 Resistance/Entity/Damage/Pierce
    • Basic Training

·      Ptolemies

o   Scouting tactics

o   Horse Racing

o   Lancing tactics

o   Longer Pikes

·      Romans

o   Horse Racing

o   Lancing tactics

o   Balanced Javelins

o   Spear Thrower

o   March training

o   Hand Guards

·      Seleucids

o   Scouting tactics

o   Cavalry Heavy Draw

o   Horse Racing

o   Longer Pikes

    • Buttspike
    • Balanced Javelins

·      Spartans

o   Horse Racing

o   Balanced Javelins

o   Basic Training

o   March training

 

 

 

  • "Heavy draw weight"
    • Available P1
    • Maury/Kush/Carth/Hah
    • 1.15 attack/rangedd/damage/pierce modfication
    • 1.5 projectile speed modification
  • "Scouting tactics"
    • Available P1
    • Pers/Sele/Ptol/Maur
    • Adds 10 to vision & range
  • "Cavalry Heavy Draw"
    • P2
    • Maur/Sele/Pers
    • 1.15 attack/rangedd/damage/pierce modfication
    • 1.5 projectile speed modification
  • Heavy Axe
    • P1
    • Pers
    • 1.65 Attack/Melee/Damage/Hack
    • 1.5 Attack/Melee/Damage/Crush
    • 1.5 Attack/Melee/RepeatTime
  • Raiding Cavalry
    • P2
    • Pers
    • 1.15 Motion/Walk
    • 1.25 Motion/Acceleration
    • 0.75 Resistance/Entity/Damage/Pierce
  • Horseback training
    • P1
    • Gaul/Athen/Kush/Cart
    • .65 Attack/Range/PrepareTime
    • .75 Attack/Ranged/projectile/Spread
  • Horse Racing
    • P1
    • Rome/Mace/Kush/han/Iber/Ptol/Spart/Sele
    • 1.1 UnitMotion/Walkspeed
    • 1.5 UnitMotion/Acceleration
  • Lancing tactics
    • P2
    • Mace/Han/Rome/Ptol/Iber
    • 1.2 Attack/Melee/Damage/Pierce
    • .25 Attack/Melee/PrepareTime
  • Husbandry
    • P1
    • Athen/Brit/Maur/Gaul
    • 1.1 Health/Max
  • Chamfron
    • P2
    • Athen/Maur/Brit
    • +1 Resistance/Entity/Damage/Pierce
  • Greaves
    • P1
    • Kush/Maur
    • +1 Resistance/Entity/Damage/Hack
  • Lightly Armored
    • P2
    • Kush/Maur
    • 1.3 UnitMotion/Walkspeed
    • 1.5 UnitMotion/Acceleration
    • -1 Resistance/Entity/Damage/Pierce
  • Streamlined Fletching
    • P1
    • Han/Mace
    • 1.5 Attack/Ranged/projectile Speed
    • 0.8 Attack/Ranged/Projectile/Spread
  • Longer Pikes
    • P1
    • Sele/Mace/Ptol/Han
    • +4 Attack/Melee/MaxRange
  • Buttspike
    • P2
    • Mace/Sele
    • 1.2 Attack/Melee/Damage/Pierce
    • 1.5 Attack/Melee/Bonus/BonusCavMelee/Multiplier
  • Balanced Javelins
    • P1
    • Iber/Mace/Spart/Gaul/Sele/Rome
    • +30 Attack/Ranged/Projectile/Speed
    • 0.7 Attack/Ranged/Projectile/Spread
  • Spear Thrower
    • P2
    • Mace/Rome/Gaul
    • +5 Attack/Ranged/MaxRange
  • Lead Shot
    • P1
    • 1.3 Attack/Ranged/Damage/Pierce
    • 1.25 Attack/Ranged/Damage/Crush
    • 1.2 Attack/Ranged/RepeatTime
  • Longer slings
    • P2
    • Athens/Brit
    • +5 Attack/Ranged/MaxRange
    • 1.1 Attack/Ranged/PrepareTime
  • Basic Training
    • P1
    • Athen/Pers/Brit/Spart/Cart/Han
    • 1.2 Attack/Melee/Damage/Pierce
  • Battle Charge
    • P2
    • Athen/Brit/Cart/pers
    • 1.5 UnitMotion/Acceleration
    • 1.1 UnitMotion/Walkspeed
  • March training
    • P1
    • Iber/Rome/Gaul/Kush/Spart
    • 12.1 UnitMotion/Walkspeed
  • Hand Guards
    • P2
    • Rome/Kush
    • 1.1 Health/Max
    • +1 Resistance/Entity/Damage/Hack
    •  

 

Civ-Balanced.docx Upgrades-Balanced.docx

Edited by Dizaka
  • Thanks 1
Link to comment
Share on other sites

Hi @Dizaka thanks a lot for this feedback. Do you mind if I use the list you made in the unit specific upgrades description in Gitlab?

first: I think you meant to say 'P2' and 'P3' not 'P1' and 'P2'.

I think the current cav concerns will remain since we were unable to agree on a nerf for them. I thought the health adjustments were pretty ideal, but it seems players had their concerns with them since many voted no.

Keep in mind that the existing "cavalry_health" and "cavalry_speed" upgrades would be removed here as @Feldfeldmentioned, so the upgrades would technically buff infantry more than cavalry.

What do you mean by "defining the unit roles"? Are you saying the units are too similar for these upgrades to make sense? Are some upgrades too similar? Also what are the red, underlined parts?

Link to comment
Share on other sites

  

1 hour ago, real_tabasco_sauce said:

Hi @Dizaka thanks a lot for this feedback. Do you mind if I use the list you made in the unit specific upgrades description in Gitlab?

Go for it.  That's why I included the files so there is no need to "repeat" the work.

 

1 hour ago, real_tabasco_sauce said:

first: I think you meant to say 'P2' and 'P3' not 'P1' and 'P2'.

Ooops :(

1 hour ago, real_tabasco_sauce said:

I think the current cav concerns will remain since we were unable to agree on a nerf for them. I thought the health adjustments were pretty ideal, but it seems players had their concerns with them since many voted no.

Keep in mind that the existing "cavalry_health" and "cavalry_speed" upgrades would be removed here as @Feldfeldmentioned, so the upgrades would technically buff infantry more than cavalry.

Sounds good

1 hour ago, real_tabasco_sauce said:

What do you mean by "defining the unit roles"? Are you saying the units are too similar for these upgrades to make sense? Are some upgrades too similar? Also what are the red, underlined parts?

What I mean by that is, for example:

Macdonians:  They don't have non-champ xbow.  However, the upgrade (Streamlined fletching) for xbow is provided for them.  Currently, that upgrade seems pointless and/or their champions too strong?

Another Point:  Certain civs feel "empty."  I genuinely feel that each civ should have tank/ranged for both cav and infantry.  There are a few civs don't have both for cav unless you include mercs.  That is, cav usually win games.  If civs don't have cav tank/ranged combos then they are weak civs.  I think this could be changed with more diversity by doing chariots and mounted cav and mixing this up and making elephant cav viable for some civs (sele/Maury).

Another Point:  Maury elephant archers are sidelined by 2 pop.  Their damage has been halved.  They are not used anymore.

Another Point:  Ranged siege is weird situation with infantry attacks.  Same with rams.  I don't understand why these units can't be used versus live units.

Another Point:  Kush axemen.  Are they sword? Are they Spear? Are they Pike?  What is their role?

Another Point:  Persian Axe Cav.  What are they?  What function should they serve?

Another Pont:  Han Halber(sp?)?  Are they just reskined pikemen?  An hybrid sword/spear/pike?  Hybrid sword/pike? Hybrid Sword/spear?  Why do han need pike, spear, and hal.  Could it be hal+ just another one, not all 3?

Another Point:  Heroes without auras?  Sparta comes into mind.  Then Mauryas if temple update is permanent.

Another Point:  Are merc cav even used/useful?

I think the changes being proposed are more of an "overlay" that could be perfected/added in the future but the primary effort should be at making current units more usable.  That's why I think, if it does get implemented, it's as a checkbox for multiplayer in the community mod.  That is, I don't want to live through another "archer update" (which WAS necessary) to make units viable.  I'd prefer all units to be viable BEFORE any changes are put on top for uniqueness.

 

Disclaimer:  I'm of the perspective that 0ad matches, ideally, should be 20-30 minute matches majority of the time.  Anything over 45 minutes is too "hardcore" to attract casual players.  There needs to be an available aggressive early game, aggressive mid game, and aggressive end game.  Phases shouldn't be just "transitions."

Edited by Dizaka
Link to comment
Share on other sites

@Dizaka I see what you mean but these issues are individual and outside the scope of the upgrades we discussed. Adding the upgrades would in no way stop updates to elephant archers for example.

that being said, you are right that some of these are areas for improvement:

  • ele archers might need an adjustment, they are a little weak.
  • the remaining heroes need proper auras.
  • I currently envision the kush axemen like a more lightly armored swordsman with an additional crush attack, right now they are basically sword champs but slightly worse.

However:

  • Axe cav (persia) were given a buff in 0.26.3 such that they deal more damage than swordcav but remain weakly armored. (the upgrade "raiding cavalry" gives them more speed at the cost of making the unit even weaker). They absolutely have a role at the moment, you should try them out.
  • ranged siege can attack soldiers, rams cannot.
  • Mercenary cav are still very strong.

Lastly, I doubt such an overlay is possible or even effective. Instead, we can just add what has been voted for into 0.26.4, and then I can modify the upgrades as necessary to be a part of the community mod in a27. (because I really haven't seen any good reasons not to add them.)

this way a27 and 0.26.4 get the more popular items here, and the upgrades could possibly go through a longer period of playtesting.

Edited by real_tabasco_sauce
Link to comment
Share on other sites

1 minute ago, real_tabasco_sauce said:

@Dizaka I see what you mean but these issues are individual and outside the scope of the upgrades we discussed. Adding the upgrades would in no way stop updates to elephant archers for example.

...

Lastly, I doubt such an overlay is possible or even effective. Instead, we can just add what has been voted for into 0.26.4, and then I can modify the upgrades as necessary to be a part of the community mod in a27. (because I really haven't seen any good reasons not to add them.)

this way a27 and 0.26.4 get the more popular items here, and the upgrades could possibly go through a longer period of playtesting.

I'm hoping it is possible.  You can disable/enable allied vision being explored.  I don't see why it'd be impossible to enable/disable technology trees from lobby.

My main concern is 0ad and community mod becoming too divergent and incompatible.  I genuinely like the changes but they are drastic.  To not change the spirit and intent while increasing the complexity of balancing, I would seriously consider the proposed changes as ones that would need a lot of balancing and input/testing.  I think a checkbox would be best choice and I do not mean to belittle your effort because I like the changes but they are drastic but are what is wanted, civ diversification.

Link to comment
Share on other sites

2 hours ago, Dizaka said:

My main concern is 0ad and community mod becoming too divergent and incompatible.  I genuinely like the changes but they are drastic.  To not change the spirit and intent while increasing the complexity of balancing, I would seriously consider the proposed changes as ones that would need a lot of balancing and input/testing.  I think a checkbox would be best choice and I do not mean to belittle your effort because I like the changes but they are drastic but are what is wanted, civ diversification.

the 5 changes that were voted for can be added in 0.26.4 and could go on into a27. Maybe it is for the best that we postpone adding the upgrades to the community mod until after a27 is released, since this way they would get more playtesting and balancing time in the community mod for a27.

This close to feature freeze, I think players want features they have more confidence in.

Edited by real_tabasco_sauce
  • Like 1
Link to comment
Share on other sites

1 hour ago, real_tabasco_sauce said:

also, to anyone, why not reduce pikemen armor and increase damage? Im curious since plenty of complaints exist on pikemen being too tanky.

I think I voted for it, but I fear we are slipping into just making them spears. I don't have any good suggestions here. Maybe increasing attack range, like your 23 unit upgrade patch, would keep them differentiated and then you could decrease armor or something too to keep them from being OP

Link to comment
Share on other sites

12 hours ago, real_tabasco_sauce said:

the 5 changes that were voted for can be added in 0.26.4 and could go on into a27. Maybe it is for the best that we postpone adding the upgrades to the community mod until after a27 is released, since this way they would get more playtesting and balancing time in the community mod for a27.

This close to feature freeze, I think players want features they have more confidence in.

I like the unit upgrades and definitely think they should be tested and added, but how exactly are we going to test them effectively if the player community doesn't want to be helpful and let it go in the community mod? Seems to me the only option will be to override the player base for their own good.

Link to comment
Share on other sites

8 minutes ago, Fabius said:

So when do we call an end to the voting and move into the consolidation phase? :) 

No votes the last few days. And unless there is a surge of votes, the results won’t change. I think we have what we have and might as well start testing 

  • Like 1
Link to comment
Share on other sites

On 11/12/2022 at 10:47 PM, chrstgtr said:

I think I voted for it, but I fear we are slipping into just making them spears. I don't have any good suggestions here. Maybe increasing attack range, like your 23 unit upgrade patch, would keep them differentiated and then you could decrease armor or something too to keep them from being OP

I think pikemen should be unique by being really strong at melee but weak against range. Attack similar to spearmen, but 8 hack armor and 4 pierce armor. Also if crush gets reworked they should have higher crush armor than most units, so they'd be good against elephants and axe or mace units.

  • Like 1
Link to comment
Share on other sites

On 11/12/2022 at 1:47 AM, real_tabasco_sauce said:

If you want a better look at the upgrades (all visible in the tech tree), here is the branch made into a mod:

unit_upgrades.zip 1 MB · 3 downloads

I like the idea of these upgrades, haven't decided how many of them i like individually. Maybe try a commit with one upgrade for each unit instead of two, just pick the better one of each pair? Maybe a poll asking how people like each upgrade individually would be nice.

  • Like 2
Link to comment
Share on other sites

1 hour ago, Stan` said:

Projectile velocity also affects dancing too.

Sure. Set it at a constant, though. If dancing is bad (I agree, it is) then set it at a level than makes dancing ineffective. You shouldn’t have to do an upgrade to get rid of something that shouldn’t exist.

Velocity is otherwise a proxy for accuracy (I.e., spread), which has its own, more direct variable. I think that’s what @real_tabasco_sauce was really aiming for too  

FWIW, dancing has been largely eliminated through a series of changes in recent alphas. Imo, that’s one of the best things that came out of a24. 
 

Edit: I know you’re not advocating here one way or the other, Stan. But I just want to clarify for everyone else

Edited by chrstgtr
Link to comment
Share on other sites

Last version is live:

- Add a new aura to Alexander that does: "Enemy Soldiers, Structures -10% attack damage". Change Aura1 to "Soldiers +10% attack damage, +15% movement speed." and aura 2 to ""Enemy Civic Centres −50% capture points garrisoned regeneration rate."
- Add centurions to the romans (100 food, 50 metal) with a limit of 8 with an aura "Melee Soldiers +10% attack damage and all soldiers -25% experience points for promotion.""
- Change roman army camp to 400 wood 150 stone (vs 500 wood 100 stone 100 metal) Reduce health to 1750 (vs 2250) move it to town phase
- Add a farming tech to seleucids ("Farms -25% wood cost and -75% build time.)
- Increase by 15% Melee and Melee Champion cavalry walk speed

 

  • Like 1
  • Thanks 1
Link to comment
Share on other sites

version 4 changelog: community_mod_changelog.txt

#This is a written changelog for additional merges to each version of the 
community mod. If you would like to review the exact details on #each 
merge, visit this link: 
https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests?scope=all&state=merged

-0.26.1-
!1  Set up gitlab with continuous integration to the mod.
-0.26.2-
!2  Han farming technologies (village and city phase) fixed.
!6  Regicide mode infinite loop from enabling hero garrison fixed.
-0.26.3-
!4  Move tier 3 blacksmith technologies to the town phase.
!5  Healers cost 100 food 25 metal, cheaper temple technologies.
!8  Themistocles now provides a wall discount as well as a naval buff, 
Pericles provides technology discount and soldiers in his aura do not give 
loot.
!10 Civic centers and colonies decreased cost, decreased territory 
expansion with each age.
!11 Axe cavalry buff to hack damage.
!12 Change to ptol civ bonus: Ptolemies houses, storehouses, farmsteads 
+50% build time and -40% capture points.
!13 Team Bonuses: Athens get CC technologies -30% cost, -50% research 
time, Seleucids get CC decreased build time too, Persians get cheaper 
barracks and stables, Carthage gets -50% mercenary infantry train time.
-0.26.4-
!26 Add a new aura to Alexander that does: "Enemy Soldiers, Structures -10% attack damage". Change Aura1 to "Soldiers +10% attack damage, +15% movement speed." and aura 2 to ""Enemy Civic Centres −50% capture points garrisoned regeneration rate."
!27 Add centurions to the romans (100 food, 50 metal) with a limit of 8 with an aura "Melee Soldiers +10% attack damage and all soldiers -25% experience points for promotion.""
!17 Change roman army camp to 400 wood 150 stone (vs 500 wood 100 stone 100 metal) Reduce health to 1750 (vs 2250) move it to town phase
!24 Add a farming civ bonus to Seleucids ("Farms -25% wood cost and -75% build time.) 
!19 Increase by 15% Melee and Melee Champion cavalry acceleration

  • Thanks 2
Link to comment
Share on other sites

  • Stan` changed the title to Introducing the Official community mod for 0 A.D. Empires Ascendant

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...