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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


Recommended Posts

15 minutes ago, chrstgtr said:

Siege Towers are weird because they were important historically, so they’re in the game, but it’s difficult to accurately portray that historical usage in the current game. 

Yes, they currently function like mobile defense towers, which is not how they were used historically. 

I think it would be rather boring to make them just be able to let infantry scale walls, like in Age of Empires 2 DE. Especially since walls are heavily underused in this game.

If we decide to do it, then we should make them a lot cheaper. 

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While the idea of putting troops behind walls is both historical and interesting, in the context of current gameplay it is not nearly as efficient as simply breaking the walls with catapults or rams, however there is the other usage of siege towers which is fire superiority, being able to overlook enemy fortifications and essentially clear them or support an assault on them. It is not like we can map an exact historical battlefield anyway. We do not build siege towers on site and then roll them up to the walls, and we also roll them over terrains they historically cannot go over, their very movement is largely ahistorical, so frankly I say add interesting features with the understanding that yes players will probably use it as an infantry carrier/tank or something equally amusing, but that is ok :) 

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  • 4 weeks later...
On 02/10/2025 at 3:27 PM, Fabius said:

While the idea of putting troops behind walls is both historical and interesting, in the context of current gameplay it is not nearly as efficient as simply breaking the walls with catapults or rams, 

Especially since walls are heavily underused in the game now, as some already pointed.

And that's a shame ! Walls are historical and should be fun to play.

Maybe remove the fortresses and have a "dungeon" building instead (yes, dungeons are the wrong historical period, so use the historical one, but I don't know its name) that can't work as a defense without walls ?

So the actual defensive structure will be much more varied, and tactically interesting ?

And of course change the way soldiers fight on walls, so that they don't die immediately from enemy missile (except from missiles on siege towers, obviously), which is the reason nobody garrisons units on walls as of now.

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On 02/10/2025 at 9:27 AM, Fabius said:

While the idea of putting troops behind walls is both historical and interesting, in the context of current gameplay it is not nearly as efficient as simply breaking the walls with catapults or rams, however there is the other usage of siege towers which is fire superiority, being able to overlook enemy fortifications and essentially clear them or support an assault on them. It is not like we can map an exact historical battlefield anyway. We do not build siege towers on site and then roll them up to the walls, and we also roll them over terrains they historically cannot go over, their very movement is largely ahistorical, so frankly I say add interesting features with the understanding that yes players will probably use it as an infantry carrier/tank or something equally amusing, but that is ok :) 

It should be possible to create thicker walls like in Stronghold Crusader 2.

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On 29/10/2025 at 12:32 PM, Classic-Burger said:

It should be possible to create thicker walls like in Stronghold Crusader 2.

Palisades should be upgradeable to stone walls, for slightly less cost and time than building them. Then, palisades stop being useless late game, since you can turn them into much stronger walls.

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  • 10 months later...
On 15/06/2025 at 8:20 PM, real_tabasco_sauce said:

Trying to make the maiden guard units for maury more interesting:

archer:

  • 100 wood, 90 metal
  • 1.75 sec fire rate
  • 90 hp, higher pierce armor, lower hack armor
  • faster move speed and accel
  • less range
  • less attack prepare time

swordswoman:

  • 100 food, 90 metal
  • lower hp
  • less pierce armor
  • higher hack armor
  • faster move speed and accel

https://gitea.wildfiregames.com/0ad/0ad-community-mod/pulls/70

 

I'd get rid of it entirely, they were not at all used in combat whatsoever, if they have to stay in the game at least make them much weaker (and more clothed) but they get an advantage when in the vicinity of a mauryan hero (that would make it more realistic)

Edited by Helpinghand
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Our first Release 28 community mod is up on the 0ad mod downloader.

you can also get it straight from the 0ad community mod gitea page (https://gitea.wildfiregames.com/0ad/0ad-community-mod)

With this version, the goal was to tackle some relatively simple balance changes, some of which have been in high demand. 

  • Fanatics HP, hack damage, and hack armor reduced.
  • Persian immortal HP reduced (both melee and ranged), ranged version damage and accuracy were reduced.
  • Heroes may no longer be used to "bait" enemy units, as Heroes are removed from the preferred target class for all units.
  • Champion cavalry and ranged champion cavalry HP reduced from 260->220 and from 220->200, but wood and metal prices were reduced.
    • This, combined with speed reduction is intended to bring their population efficiency closer to infantry champions.
  • Cavalry speed was reduced by 15%.
  • Scout ship counter damage vs ships reduced from 3x to 2.5x, range reduced, and price increased from 50f 50w to 50f 100w.
  • Foundation pierce armor increased from 10 to 20. (Foundations take 66% less damage from pierce attacks).
  • Capture balance:
    • Civic center capture points increased from 2500 to 3500.
    • Fortress increased from 4000 to 8000.
    • "Sentries" tower upgrade now also increases tower capture points by 50%.
    • "Professional garrisons" fortress upgrade now also doubles fortress capture points.
    • Scipio's Capture attack aura removed.
    • See https://gitea.wildfiregames.com/0ad/0ad/pulls/8892 for more.
  • Germans buffs:
    • Champion axeman unit metal cost reduced from 100 to 80.
    • Seeress damage aura range increased from 15 to 20.
    • Seeress armor increased from 2->3 hack armor and 4->6 pierce armor
      • they remain unaffected by blacksmith techs.
    • Wagon encampment price reduced from 350w, 150s to 275w, 100s.

Feel free to see the full changelog in game thanks to @guerringuerrin. As always, please give us some feedback about how these balance changes go.

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