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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 minute ago, Fabius said:

Centurions are supposed to be highly proficient individuals so combat proficiency in excess of a champion is a good bar to set I would say.

Yeah, but isn't that the point of al the champions? Champions were the best of the best for all of these extremely powerful civs that excelled in war. 

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Still there is no easy way to see what are current changes, why this is not available in-game via menu?

Please make it priority or people got confused with so many releases and not utilize all changes. Even looking for them here or some git or whatever is so diffucult. 

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6 hours ago, real_tabasco_sauce said:

@wowgetoffyourcellphone thanks for adding these icons to the development version. Should I change the names of the .png files currently used in the branch to the ones you renamed in the source files? I am worried that the discrepancy could be very confusing if/when the mod should be incorporated into the main game.

Yeah. :)

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2 hours ago, Stan` said:

@real_tabasco_sauce Should the poll be updated? What should we do with the previous results? Feature freeze is in a month in theory.

what about practice?

 

how does everybody feel about changes to cc? I think we could take it a lot further. We haven't seen big changes to the meta in this regard.

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3 hours ago, Stan` said:

@real_tabasco_sauce Should the poll be updated? What should we do with the previous results? Feature freeze is in a month in theory.

well those results are for the previous version which is now released, so It seems reasonable that they get replaced with a new poll regarding features for the next version. Perhaps we need a feature freeze date ourselves and then discuss what all we are going to put on the new list and then post it for voting. Something like that. Otherwise we will all just keep coming up with new ideas lol :)

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15 hours ago, alre said:

I think this is also true for acceleration, which could also possibly go away. I don't like the idea of having technologies, by their own description, "increase spead and acceleration". Just say it gets faster.

Acceleration I'd say should be an artist only property, make things looking and feeling good is the only legitimate purpose in my book.

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10 minutes ago, Fabius said:

Perhaps we need a feature freeze date ourselves and then discuss what all we are going to put on the new list and then post it for voting. Something like that. Otherwise we will all just keep coming up with new ideas lol

And only implement the top 5 changes in 0ad proper, so we don't end up changing everything every other release.

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1 hour ago, hyperion said:

And only implement the top 5 changes in 0ad proper, so we don't end up changing everything every other release.

Only taking 5 changes is a bit tight fisted, may as well keep with the community mod then.

Frankly the simple solution is to have one big poll and ask the player base what they want included in the Main AD game from the community mod. Then you don't have to worry.

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@Stan` I'd like to make a few changes to the more recent merge requests (change the names of icons in unit_upgrades) (adjust the centurions a bit as per above comments). I think I should also improve the descriptions on my merge requests to better explain them to voters.

After that, we could update the polls here with the new merge requests and begin voting.

I think while players are using the next version of the community mod over the month, devs could start updating SVN with some of the community mod changes and whatever bug fixes are necessary.

Around feature freeze time, balancers should have a good idea of how to balance the mod content.

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@chrstgtr @Fabius My thoughts on the centurions are that the rank three swordsman is more easily obtained by training using the army camp (rank 2 already). Also, once you have one centurion, the other units nearby will also rank up more rapidly (due to promotion bonus) making it easier to get another centurion. 

The limit of 8 should avoid computational worries, also the auras are non-stacking.

I think it would be better to only affect melee damage, as the roman skirms could get way too strong if there is also a hero. I will also bring their damage back down to 11.

The idea is that these units are "officers" for their army (hence the auras), so it makes sense they should be limited to 8. Since they are quite strong, I would like them to be a little difficult to get, but if they are too obscure in practice, maybe I can expand the upgrade to veteran swordsman too. Maybe spearmen too?

Edited by real_tabasco_sauce
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7 hours ago, Kampot said:

Still there is no easy way to see what are current changes, why this is not available in-game via menu?

Please make it priority or people got confused with so many releases and not utilize all changes. Even looking for them here or some git or whatever is so diffucult. 

@Stan` maybe the best approach is to add the changelog I posted earlier to the original topic. I will make a new one for the next version.

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23 minutes ago, real_tabasco_sauce said:

@chrstgtr @Fabius My thoughts on the centurions are that the rank three swordsman is more easily obtained by training using the army camp (rank 2 already). Also, once you have one centurion, the other units nearby will also rank up more rapidly (due to promotion bonus) making it easier to get another centurion. 

The limit of 8 should avoid computational worries, also the auras are non-stacking.

I think it would be better to only affect melee damage, as the roman skirms could get way too strong if there is also a hero. I will also bring their damage back down to 11.

The idea is that these units are "officers" for their army (hence the auras), so it makes sense they should be limited to 8. Since they are quite strong, I would like them to be a little difficult to get, but if they are too obscure in practice, maybe I can expand the upgrade to veteran swordsman too. Maybe spearmen too?

A Triari centurion would be awesome. As you say we do get second rank infantry from the army camp which speeds up the process considerably. One could then stick some in a barracks for 2 minutes and you are sorted. Here is an idea though, if you garrison a centurion in a barracks then the XP trickle is increased to show that the centurion is drilling the men to be better lol.

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2 hours ago, real_tabasco_sauce said:

@chrstgtr @Fabius My thoughts on the centurions are that the rank three swordsman is more easily obtained by training using the army camp (rank 2 already). Also, once you have one centurion, the other units nearby will also rank up more rapidly (due to promotion bonus) making it easier to get another centurion. 

The limit of 8 should avoid computational worries, also the auras are non-stacking.

I think it would be better to only affect melee damage, as the roman skirms could get way too strong if there is also a hero. I will also bring their damage back down to 11.

The idea is that these units are "officers" for their army (hence the auras), so it makes sense they should be limited to 8. Since they are quite strong, I would like them to be a little difficult to get, but if they are too obscure in practice, maybe I can expand the upgrade to veteran swordsman too. Maybe spearmen too?

I like the idea a lot, I just question whether it ever really gets used. Rank 3 units are rare, especially for melee units. 

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10 minutes ago, chrstgtr said:

I like the idea a lot, I just question whether it ever really gets used. Rank 3 units are rare, especially for melee units. 

I went ahead and allowed spearmen to also access centurion rank. Also, since these units may be trained at rank 2 (via army camp now in phase 2 as well), it should be easier to get them. Also, since centurions make it easier to rank up, they can snowball a little.

Also, I adjusted it so the damage aura only affects melee units, while the promotion effect applies to all soldiers.

Edited by real_tabasco_sauce
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it would be nice if roman hastati were more survivable and oriented to ranking. if you think about roman doctrine of war, a lot of it revolved around keeping their men alive. contrary to most of their relatives, ordered retreat was pretty important to romans.

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8 minutes ago, alre said:

it would be nice if roman hastati were more survivable and oriented to ranking. if you think about roman doctrine of war, a lot of it revolved around keeping their men alive. contrary to most of their relatives, ordered retreat was pretty important to romans.

well centurions in part accomplish this only for rome, since you would want to retreat elite soldiers to heal some and to complete their 12 second upgrade to centurions. Once you have a centurion, the whole army (30m aura) is oriented towards ranking and promotion.

Edited by real_tabasco_sauce
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38 minutes ago, real_tabasco_sauce said:

well centurions in part accomplish this only for rome, since you would want to retreat elite soldiers to heal some and to complete their 12 second upgrade to centurions. Once you have a centurion, the whole army (30m aura) is oriented towards ranking and promotion.

I was adding to that. ranking is one thing, survivability is another.

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

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