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


wraitii
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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


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1 hour ago, Helicity said:

after we get a good melee damage value relative to ranged, we multiply the damage of everything by a factor 0.5.

 

23 hours ago, real_tabasco_sauce said:

Well its not really a pure buff, but a rebalance:

  • reduce melee armor.
  • infantry melee units slightly faster.
  • increase melee damage.
  • decrease ranged damage.

 

I did this, but with 0.75, which handily maintains the current total damage by combined armies.

https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/compare/main...melee_buff?from_project_id=36954588&straight=false

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7 hours ago, Helicity said:

Exactly, the Greeks would derogate the Persians in any way they can since the Persians were their enemy and the Greeks won the battle. In reality, the Persian soldiers might not have been as fragile as the Greeks claimed.

Regardless of bias, Persians did in fact field highly effectual heavy infantry: Greeks.  The use of Greek mercenaries is quite apparent when you look at cases such as (prince) Cyrus employing 10,000 hoplites or Darius III making use of Memnon's company.  

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4 hours ago, Thorfinn the Shallow Minded said:

Persians did in fact field highly effectual heavy infantry: Greeks.  The use of Greek mercenaries is quite apparent when you look at cases such as (prince) Cyrus employing 10,000 hoplites or Darius III making use of Memnon's company.  

Let Persians train these Greek units in the form of mercenary?

 

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  • 9 months later...

Community mod version 6:

  • Melee/Ranged rebalancing
    • Melee units: +50% damage, less armor
    • Ranged units: -25% damage (roughly the same damage vs melee because of reduced armor)
    • Buildings and siege adjusted for higher hack damage
    • Melee infantry slightly faster 9.5 ms base movement speed.
    • clubmen get a small hack attack so they have fighting use.
  • Non random building ai
    • Buildings target closest units by default
    • click to target units and select rally point on unit
    • ctrl click to just set rally point to unit
    • Accuracy for cc and forts reduced.
  • Han fixes:
    • poison arrows tech cost changed to 1200 food 1200 metal
    • Fields easier to place
  • Elephants get a splash attack
  • Maury Heros:
    • Chanakya: doesn't need to garrison for tech discount, slightly lower discount.
    • Chandragupta: global ele bonus for speed and attack rate, local armor bonus for all soldiers
  • Catapults smaller range and gain a splash attack
Edited by real_tabasco_sauce
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11 hours ago, real_tabasco_sauce said:

Community mod version 6:

  • Melee/Ranged rebalancing
    • Melee units: +50% damage, less armor
    • Ranged units: -25% damage (roughly the same damage vs melee because of reduced armor)
    • Buildings and siege adjusted for higher hack damage
    • Melee infantry slightly faster 9.5 ms base movement speed.
    • clubmen get a small hack attack so they have fighting use.
  • Non random building ai
    • Buildings target closest units by default
    • click to target units and select rally point on unit
    • ctrl click to just set rally point to unit
    • Accuracy for cc and forts reduced.
  • Han fixes:
    • poison arrows tech cost changed to 1200 food 1200 metal
    • Fields easier to place
  • Elephants get a splash attack
  • Maury Heros:
    • Chanakya: doesn't need to garrison for tech discount, slightly lower discount.
    • Chandragupta: global ele bonus for speed and attack rate, local armor bonus for all soldiers

Does anyone know how to download version 26.4 manually? "Downloading" 26.6 just *updated* the mod, so I can't watch my old replays now anymore -.-

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11 hours ago, real_tabasco_sauce said:

Community mod version 6:

  • Non random building ai
    • Buildings target closest units by default
    • click to target units and select rally point on unit
    • ctrl click to just set rally point to unit
  • Maury Heros:
    • Chanakya: doesn't need to garrison for tech discount, slightly lower discount.
    •  

Why removing the bonus for allied buildings where you garrison Chanakya?

And why not the other way around: ctrl click  to target units and select rally point on unit etc 

Reason: In most cases you just ungarrison units on rams, but you don't want to shoot at them.

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@Player of 0AD thanks for the suggestion. I could do it the other way. This is just the way that was first suggested to me. On the other point, I found that the healing ability was mutually exclusive with the ability for the hero to provide a discount, which isn't ideal.

I can certainly make changes, but I would probably just make them for a27 rather than make a new community mod release.

Edited by real_tabasco_sauce
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5 hours ago, Player of 0AD said:

Why removing the bonus for allied buildings where you garrison Chanakya?

To be honest, I never knew this existed. With that said, I think that removed bonus isn't very useful. 

On the Chanakya changes, I think they are an improvement overall and a pretty big buff to Chanakya because of how he can save a player thousands in resources and time via techs. However, I think the changes highlight how much better Chanakya's bonuses are than Cunobeline's bonus. Cunobeline has the benefit of being more difficult to kill and can attack himself. But Cunobeline is otherwise worse in every single way (res to make, time to make, lack of eco bonus, and a more a more expensive/time consuming building to produce from. I would nerf Chanakya's healing bonus and/or come up with a cool extra bonus for Cunobeline. 

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5 hours ago, real_tabasco_sauce said:

did u restart? Also be sure to disable 26.6 first. U might also need to check the folder name in case the zip file from mod.io hasn't given it a new name (like community-modXqu8.zip or something)

Yes I restarted 0AD

And yes I made sure that the zip file is named community-mod.zip

As I said I reinstalled 26.4 that way and it works, but replays and savegames are lost, any idea why?

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48 minutes ago, Player of 0AD said:

Yes I restarted 0AD

And yes I made sure that the zip file is named community-mod.zip

As I said I reinstalled 26.4 that way and it works, but replays and savegames are lost, any idea why?

Check to see if you still have the replays on your HD.

I had the same error until I made sure that the folder name for the old mod was "community-mod." Once I change the folder name and enabled the old community mod I could see my old replays. 

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1 hour ago, chrstgtr said:

Check to see if you still have the replays on your HD.

I had the same error until I made sure that the folder name for the old mod was "community-mod." Once I change the folder name and enabled the old community mod I could see my old replays. 

Thanks a lot, this seemed to be the problem. Let's hope everything works now as I renamed the new folder to communit-mod-6

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2 hours ago, Feldfeld said:

Finally something is done about melee/ranged balance

Maybe I'll try it out this weekend

Since A15 the balance of troops was chaotic.

 

And it never took seriously the role of the units or the historical function on the battlefield.

 

That's why that balance was better thought out in DE since it was conceived.

 

But now for the first time without hard counters it has reached the same kind of quality.

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There are many proposed ideas for adjusting non-random buildingAI for better gameplay outcomes, I'm gonna list some here:

  • reduce max arrow count in cc
  • random arrows for cc and fort, but keep non-random for towers
  • increasing arrow damage with phase or blacksmith tech (ranged damage)
  • fixed ranges for buildings, or adjust the default range so that it matches the current default+bonus for a flat map.
  • random arrows default, player click focuses arrows.

I've noticed that the primary change is that the cost/benefit analysis of diving under the cc to get kill is much more complicated now, it used to be that you would only trade hp that would eventually make you need to heal your units in the cc. Now that there is an immediate threat (units actually die) from the cc, a rusher needs to make sure that what they do under the cc is worth losing at least one unit.

At the same time rushers and rush defenders are learning ways to distract and focus cc fire respectively. It's good to see players developing skills to maximize their results for both defense and offense in these scenarios.

 

Edited by BreakfastBurrito_007
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10 minutes ago, BreakfastBurrito_007 said:

random arrows for cc and fort, but keep non-random for towers

I’m still learning/adjusting my thinking, but right now, I think this might make sense. I’d like to see how a rush on the wood line works when someone 2x towers it, esp when it is an inf rush. 

For various reasons, I’m not liking any if the other ideas you mention. 

13 minutes ago, BreakfastBurrito_007 said:

At the same time rushers and rush defenders are learning ways to distract and focus cc fire respectively.

I don’t think I’ve heard any complaints about focus fire, which is a feature long overdue imo. 
 

18 minutes ago, BreakfastBurrito_007 said:

I've noticed that the primary change is that the cost/benefit analysis of diving under the cc to get kill is much more complicated now

I have really big concerns about this right now. 

I additionally have really big concerns about it making gameplay too turtle-ly late game because a player cannot stand under CCs/forts for any real amount of time, so melee taking out a CC is much harder and defenders can take out rams too easily. 

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thanks for the suggestions. I will collect the suggestions (and also observations from games) and put together an update in a while. Depending on timing with respect to a27 release candidate(s), it might take the form of another community mod release.

If that is the case, I will probably add in something like this: https://code.wildfiregames.com/D5232

and maybe a couple other a27 features that need more testing.

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

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