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

Afternoon folks, I had an interesting idea to share, its a unique tech for Rome called Spoils of the Punic Wars and would allow training of a limited number of elephants from the fortress. These could be regular war elephants or perhaps champion/citizen elephant archers but with javelins instead of bows. Cost wise it could be a reasonable chunk of food and some metal or just food like the regular champion unlocking tech, or something else like wood and stone, to represent the addition of elephant stables in the fortress.

While Rome did not make extensive use of war elephants they did capture them and did use them on several occasions, in the Macedonian wars for instance. Seeing as we have options to create limited troop types, the Centurion for instance, this seems a reasonable way to add some limited nuance and interesting tactical options, and certainly could be applied to other civs as well in the future if a suitable option comes up for them.

Link to comment
Share on other sites

For Rome, I feel like the civ is already pretty full of content (compared to the other civs). However, if someone ends up making a "rome expanded" mod or something for the SP community, this would be great.

Or maybe it could be campaign only (whenever we are able to make campaigns, they take a ton of work).

  • Like 2
Link to comment
Share on other sites

A complete technology design must be done.

Always in the technology trees, there must be economic, military, civic and religious technologies (support units).

Economics must improve resource efficiency and health.

Improve units and structures as well as mechanics (components).

Speed and capacity and also for each in general bonus of gathering for each resource.

The only missing thing in this one is the speed of the villagers.

Military is divided into many, defense and attack both structures and units.

Increase LoS (Line of Sight).Here you can divide by structures into military, civil and support units.

Defensive structures include CC. Here you can play with armor, HP, attack range, number of arrows, (there are several things are implemented).

In the blacksmith it is quite complex, it would need to have a post.

Special technologies. Those that go in the Fortress or the Wonder. For late game.

Naval technologies, similar to economic and military ones.

Unique technologies of civilization.

Technologies of the civilization group, all those shared by related/parent civilizations.

Religious, which are like civic, can improve the temple, the priests and even the soldiers, it is more like the spiritual psychological part of civilization.

Civic tech on how civicization is organized and It speaks volumes about the identity of a civilization, whether they live in a kingdom, a republic, a nomad, or an oligarchy.

This goes for government centers, libraries, etc.

Technologies for components, such as capturing and handling frontier the civics area of influence.

Technologies to develop the hero.

 

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...