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

7 minutes ago, Dizaka said:

Oh wow, it's hidden well lol.  Didn't see it at first glance.  Will look for it.

yeah, one of the improvements in the aforementioned patch is that all spearmen and swordsmen will have a tooltip explaining that rank 3 units can be promoted to centurions.

This way you can see this information when you actually go to train them.

Link to comment
Share on other sites

52 minutes ago, borg- said:

It would be interesting to have a rank 2 upgrade only for melee inf. They are weakeat units in game for a long time, so i think that helps balance things out.

I think this would partially invalidate the value of infantry mercenaries.

I would rather melee inf be more impactful in the first place (not just meatshield, but actually dealing damage). I have an idea for this and I will make a MR for it in the a27 community mod.

  • Like 2
Link to comment
Share on other sites

On 29/12/2022 at 3:34 PM, Gurken Khan said:

Just wanted to throw in here that my spearmen are the first to die. Or the only, actually. So if their survivability is further reduced, I probably won't even take them along (again).

Well consider this: since ranged units account for between 70 to 95 percent of the damage from a given army, and they target the closest unit by default, then without any sniping, melee units will always die first even if they have 100 pierce armor.

If melee units dealt more damage, their survival would now depend on both the enemy melee units as well as ranged units.

Should a player invest in some stronger melee units and get melee upgrades, their more rapid success against the weaker enemy melee units will force the exposed ranged units to retreat.

So basically the rationale is this: give melee units a much improved share of impact in terms of determining the outcome of a fight, and balance them accordingly by reducing the armor a little.

Link to comment
Share on other sites

54 minutes ago, real_tabasco_sauce said:

I think this would partially invalidate the value of infantry mercenaries.

I would rather melee inf be more impactful in the first place (not just meatshield, but actually dealing damage). I have an idea for this and I will make a MR for it in the a27 community mod.

I took the post to mean that you could do some sort of upgrades once at level 2. Kind of like centurions are at level 3. Not sure what upgrade there should be, though 

Agree with the second part. 

54 minutes ago, real_tabasco_sauce said:

I think this would partially invalidate the value of infantry mercenaries.

I would rather melee inf be more impactful in the first place (not just meatshield, but actually dealing damage). I have an idea for this and I will make a MR for it in the a27 community mod.

I took the post to mean that you could do some sort of upgrades once at level 2. Kind of like centurions are at level 3. Not sure what upgrade there should be, though 

Agree with the second part. 

Edit: I also question whether experiment where mercs producing at rank 2 has failed. It's caused huge balance issues and isn't particularly interesting (see @wowgetoffyourcellphone above). I wonder if we should try a different route. Maybe making merc produce super quickly.

I've also thought that since mercs fight for the highest bidder that maybe they should be convertible (i.e., you can bribe a portion of the opposing army to change sides and fight for you. I'm not sure if the game even supports that, though. Convertible units would prevent pure spam strategies if mercs get trained super quickly.

Edited by chrstgtr
Link to comment
Share on other sites

22 minutes ago, real_tabasco_sauce said:

All other civs have it in the forge. I am unsure why its in the barracks/stable.

 

17 minutes ago, Gurken Khan said:

I think it should be in the forge.

I think I put it there because, frankly, it doesn't make sense in the Forge. It's not a weapon or armor upgrade, it's a training thing. Also, put it there as a differentiator, but it's a small change so I'm not wed to it. But for real, maybe investigate moving Archery Training to the Barracks for every archer civ. 

Link to comment
Share on other sites

2 hours ago, real_tabasco_sauce said:

Well consider this: since ranged units account for between 70 to 95 percent of the damage from a given army, and they target the closest unit by default, then without any sniping, melee units will always die first even if they have 100 pierce armor.

If melee units dealt more damage, their survival would now depend on both the enemy melee units as well as ranged units.

Should a player invest in some stronger melee units and get melee upgrades, their more rapid success against the weaker enemy melee units will force the exposed ranged units to retreat.

So basically the rationale is this: give melee units a much improved share of impact in terms of determining the outcome of a fight, and balance them accordingly by reducing the armor a little.

there is demand to buff melee inf, so just buff melee inf. at this point you are just trying to keep melee inf bad.

Link to comment
Share on other sites

Just now, hyperion said:

The most sane proposal in this thread wrt. this issue made by @Feldfeld to half all ranged damage seems to get categorically ignored.

Indeed. Ranged damage should be a nice bonus or harrasser, not the primary damager of an army. Even range-heavy civs like Persians and Han would have had to engage with their melee troops to decide the matter, let alone the Romans and Greeks and Celts who all used ranged troops in a secondary or even tertiary role.

  • Like 2
Link to comment
Share on other sites

28 minutes ago, borg- said:

Sure, so maybe a new movement speed tech? Can help melee infantry engane on cavalry/range inf

I’ve been saying this for awhile. It’s logically consistent with what we have (farther range units move slowest) and should also help balance by slowing melee to engage

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...