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

8 minutes ago, hyperion said:

Sorry to say, but this should have been split into five patches. A patch that reads as squash unrelated changes is plain awful.

Well, yeah I agree on principle, but they are technically related as they are all in the community mod and were highly supported.

IMO better to increase melee damage than decrease ranged damage. But I guess they have similar outcomes. 

Link to comment
Share on other sites

8 minutes ago, real_tabasco_sauce said:

Well, yeah I agree on principle, but they are technically related as they are all in the community mod and were highly supported.

IMO better to increase melee damage than decrease ranged damage. But I guess they have similar outcomes. 

Agree. If you decrease range it will have a whole series of cascading impacts, such as turtling becoming much stronger. 

  • Like 1
Link to comment
Share on other sites

8 minutes ago, real_tabasco_sauce said:

I would be happy with this to be honest. Then the carthage team bonus could be changed.

Maybe this would be something to experiment with in the community mod as well.

Yeah, I’m just worried about it becoming a spam meta where mercs dominate. But, yeah, definitely something to try in the community, if there is interest

  • Like 1
Link to comment
Share on other sites

13 minutes ago, wowgetoffyourcellphone said:

Increasing melee attack damage also nerfs turtling. :) The counter to turtling should be rush or siege weapons, right, not archer range? :) 

I mean arrows from buildings will become relatively more impactful because armies would kill roughly half as fast 

There will be other impacts too, but making armies half as effective at killing units will have huge ripple effects. 

Link to comment
Share on other sites

2 hours ago, alre said:

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

Your statement is uninformed and not helpful. @real_tabasco_sauce’s entire idea is to buff melee units. @borg- and I have proposed an alternative idea that could be used in conjunction with @real_tabasco_sauce’s idea or by itself. All share the common idea of buffing melee units. Your statement is the equivalent if the 300 pound sports fan yelling at a player to run faster—it isn’t helpful, it’s not telling anyone anything they don’t already know, and it’s negative towards the people who are actually trying to do something. Randomly dropping in to say “no” isn’t constructive discussion

Edited by chrstgtr
  • Like 2
Link to comment
Share on other sites

19 hours ago, chrstgtr said:

Your statement is uninformed and not helpful.

what should I be informed about? btw, I don't see no branch.

By the way, I'd rather say that I generally adverse the idea that shorter range must be faster, and I loathe the idea of this principle being applied to all infantry, including melee. it can only make the game more bland and unrelatable, with basically all units filling the same purpose.

Link to comment
Share on other sites

16 minutes ago, alre said:

what should I be informed about? btw, I don't see no branch

 

Read back, @real_tabasco_sauce and I discuss it extensively a few pages back. You also flatly rejected something that is explicitly meant to improve and which, as you said, doesn’t have a branch yet. 
 

16 minutes ago, alre said:

By the way, I'd rather say that I generally adverse the idea that shorter range must be faster, and I loathe the idea of this principle being applied to all infantry, including melee. it can only make the game more bland and unrelatable, with basically all units filling the same purpose.

This is axiomatic.

Again, you just say “no” without saying why. It’s like if I reply saying: “I love the principle and it should be applied to all infantry, including melee. It will only make the game more exciting and relatable, with all units filling the right purpose.” See, it’s just conclusions with no reasons given. It’s not a constructive discussion—it’s a monologue that just says “no, no, no.” If you want to be helpful say what you want AND “why, why, why.”

Link to comment
Share on other sites

I'm not saying flat no, I'm giving opinions that are different and yet no less argumented than yours. I'm sorry this upsets you so, but I'm failing to understand what you are trying to get from me. What I say you don't consider.

Link to comment
Share on other sites

3 minutes ago, alre said:

I'm not saying flat no, I'm giving opinions that are different and yet no less argumented than yours. I'm sorry this upsets you so, but I'm failing to understand what you are trying to get from me. What I say you don't consider.

I'm telling you that your form of communication isn't constructive because it doesn't say why you want anything. If you want to be helpful (and I hope you do) and you want your opinions to be considered (and I hope they are) then you must explain your reasoning. 

  • Like 1
Link to comment
Share on other sites

On 29/11/2022 at 2:14 PM, Dakara said:

Some idea of bonus

1) When AGIS 3 is in garnison, all champions are train instant in this building. 

2)AGIS 3 is cavalery now and he give bonus speed aura in medium range at cavalery ally by 3 points.

3)Agis 3 stop the production of ennemy building in a large area around him. 

4)Agis 3 can put a flag on map ( max 1 flag in map.) he build it instant, this flag give 5 hp to all unit of the player in medium area.

5)Agis 3 stop all the healing in the area around him.  Agis 3 is melee so it not op op, ennemy should put off combat Agis 3 if he want use healer. interesting combat mechanic, you have to adjust the range of the penalty aura.

What are we doing with Agis III?

I suggest dropping him in favor of Agis II and give him a siege bonus.

Edited by Gurken Khan
website error
Link to comment
Share on other sites

On 12/01/2023 at 3:04 PM, wowgetoffyourcellphone said:

Admiral Lysander? A naval hero for Spartans.

Lysander fits so well as he ended the Peloponnesian War. From gameplay point of view, he gives an option to improve the navy and match other existing (Themistocles) or potential naval heroes.

  • Like 1
Link to comment
Share on other sites

1 hour ago, BreakfastBurrito_007 said:

Should Persian team bonus be expanded to affect things such as: Athens' Gym, arsenals, elephant stables, maybe temples? or would this be too OP?

keep in mind comparing it to ptol, iberian, roman, or other powerful team bonuses.

Don’t really care, but I would rather lean into what we have now and further decrease costs/build time. Sele bonus does more for CCs and Maurya bonus does much more for temples 

  • Like 1
Link to comment
Share on other sites

2 hours ago, chrstgtr said:

Don’t really care, but I would rather lean into what we have now and further decrease costs/build time. Sele bonus does more for CCs and Maurya bonus does much more for temples 

Thats a good point, expanding it to many more buildings could potentially put the bonus in a spot where it is either not noticeable, or noticeable and OP since it affects power buildings like rams/eles. 

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...