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Introducing the Official community mod for Alpha 26


wraitii
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Should these patches be merged in the Community Mod? II  

41 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
      31
    • No
      6
    • Skip / No Opinion
      4
  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
      25
    • No
      6
    • Skip / No Opinion
      10
  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
      21
    • No
      18
    • Skip / No Opinion
      2
  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
      29
    • No
      7
    • Skip / No Opinion
      5
  5. 5. Cav speed -1 m/s for all cavalry https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/23

    • Yes
      14
    • No
      19
    • Skip / No Opinion
      8
  6. 6. Cavalry health adjustments https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/22

    • Yes
      14
    • No
      15
    • Skip / No Opinion
      12
  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
      18
    • No
      14
    • Skip / No Opinion
      9
  8. 8. Spearcav +15% acceleration. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/19

    • Yes
      29
    • No
      3
    • Skip / No Opinion
      9
  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
      16
    • No
      16
    • Skip / No Opinion
      9
  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
      31
    • No
      5
    • Skip / No Opinion
      5
  11. 11. Crossbow nerf: +400 ms prepare time. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/15

    • Yes
      12
    • No
      16
    • Skip / No Opinion
      13
  12. 12. adjust javelineer and pikemen roles, rework crush armor https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/14

    • Yes
      10
    • No
      21
    • Skip / No Opinion
      10


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1 minute ago, BreakfastBurrito_007 said:

If different civs have different types of slaves or lower social status men or whatever it is/was, then we can call it that and model it that way, and the basic stats and cost and gameplay functionality can remain the same between the civs.

Essentially, yeah. If they had slaves, call them Slaves (Romans, Greek civs, Carthaginians, et al). If they didn't have slaves (Han), call it Conscript Laborer or something. Was just saying the handwringing over the word "slave" is virtue signal-y.

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ok some additional merge requests:

https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests

1. ptol houses -40% capture points, +50% build time (could be too much of a nerf, might make it 33% build time later)

2. axe cav buff: unit deals more damage

3. territory expansion and CC/colony cost:

  • town and city phase territory increase is 25%, from 30% and 50% respectively
  • CC cost: 300 wood, 350 stone, 100 metal
  • colony cost: 150 wood, 200 stone, 100 metal.
  • This change is designed to increase the importance of expansion and resource management. my thoughts are also that it will make maps "feel" larger, basically more options for strategy.
  • compare to @ValihrAnt's mod:https://wildfiregames.com/forum/topic/68499-territory-mod/#comment-474946

 

 

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1 hour ago, wowgetoffyourcellphone said:

Essentially, yeah. If they had slaves, call them Slaves (Romans, Greek civs, Carthaginians, et al). If they didn't have slaves (Han), call it Conscript Laborer or something. Was just saying the handwringing over the word "slave" is virtue signal-y.

I get that. But it would also be nice if the people who spit the most vitriol from the depths of 4chan weren't the same people that rank among the most excited for 'slaves.'

I'm not saying it's everyone, but there is a large overlap.

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On 12/10/2022 at 6:13 PM, real_tabasco_sauce said:

I Iike the general idea, but I think it requires new unit models. As for the building to train them, fortress could work, maybe barracks. I think a p2 fortress honestly wouldn't be all that bad, but others might want them trained from CC or barracks.

Wowgetofyourcellphone has a very nice centurion model, in fact he has a couple I believe. So mayhaps you could use his.

I would prefer centurions came from a building other than the fortress, a barracks or civic center seems most reasonable.

That only leaves the stats and bonuses to be hammered out.

P2 fortress I feel would be a step to far, you need siege to break fortresses, all that will do is nullify P2 aggression entirely unless you start adding P2 siege as well.

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1 hour ago, real_tabasco_sauce said:

ok some additional merge requests:

https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests

1. ptol houses -40% capture points, +50% build time (could be too much of a nerf, might make it 33% build time later)

2. axe cav buff: unit deals more damage

3. territory expansion and CC/colony cost:

  • town and city phase territory increase is 25%, from 30% and 50% respectively
  • CC cost: 300 wood, 350 stone, 100 metal
  • colony cost: 150 wood, 200 stone, 100 metal.
  • This change is designed to increase the importance of expansion and resource management. my thoughts are also that it will make maps "feel" larger, basically more options for strategy.
  • compare to @ValihrAnt's mod:https://wildfiregames.com/forum/topic/68499-territory-mod/#comment-474946

 

 

Is expansion actually required if we have plenty of resources around CC? You still can use Barracks to reach that 25%, right? 

Maybe also reducing resources ( metal? )would help?

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47 minutes ago, BeTe said:

Is expansion actually required if we have plenty of resources around CC? You still can use Barracks to reach that 25%, right? 

Maybe also reducing resources ( metal? )would help?

Usually extra metal, stone, or a better woodline can be reached with a barracks or two, but this change would reduce the amount of territory increase that happens when p3 is clicked. I think it also reduces the territory value of colonies too so it is harder to secure a multi-resource location with one colony. I think this will make ccs and map control more important in the game, potentially increasing the value of p2 for map control.

With this change we should probably check to make sure minimum placement distance is not a problem.

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18 minutes ago, BreakfastBurrito_007 said:

@chrstgtr what is your opinion on the gameplay potential of the [male economic unit]? Could it be designed to offer a divergence between booming and turtling? Would that be good for gameplay? 

I am leaning toward that it could be great for gameplay, but needs to be carefully considered.

Sounds like something to experiment with. It’s hard to figure out how it’ll be different than women. Making them captureable or capable of uprisings or something’s seems like a potentially interesting solution. 

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1 hour ago, wowgetoffyourcellphone said:

It's an internet troll farm. Hardly worth our consideration.

almost the whole internet is like this since 2012.

I tell you that I take in clandestine forums in Spanish.

basically all the forums (reedits and 4chan clones) and the internet that is not the big tech are like that. except us our specialized forums..The rest of it that isn't trolls, fights or debates is porn.

 

 

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ok ok enough off topic. We can agree to test out this unit type in the mod no? I am on board with this.

I am also on board with adding a centurion type unit for romans.

Anyways, any other feedback on the 3 additional merge requests I added above? @BeTe my thoughts are expansion is not required but rather encouraged.

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22 hours ago, real_tabasco_sauce said:

We don't have to give athens 2 new top tier heroes. Just two heroes that are worth training. I can adjust their strength very easily, its just I thought Pericles in particular was a unique and interesting bonus.

yes, im also talking about the same thing, dont misunderstand i dont mean "they arent as op as 3 armor one so i am complaining" i meant they were unusable.

they have to be CLOSE to the 3 armor hero, in value, otherwise no scenario will justify their use.

 

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3 hours ago, Stan` said:

I'm not centurions and legionnaries are out of the timeframe.

I disagree that centurions would be out of the timeline. legionaries came into being with Marius in 107 BC which is 39 years after the third Punic war ended in 146 BC. Centurions existed prior to that reform with the triple line maniple legion in then current usage by the Roman Republic, which was used throughout the Punic wars.

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5 minutes ago, Fabius said:

Centurions existed prior to that reform with the triple line maniple legion in then current usage by the Roman Republic, which was used throughout the Punic wars.

Sorry should have made myself clearer. The current armor worn by units might be from a later period. So you can have a centurion with a different armor but not the current one.

 

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6 minutes ago, Stan` said:

Sorry should have made myself clearer. The current armor worn by units might be from a later period. So you can have a centurion with a different armor but not the current one.

 

All good :) 

As I mentioned Wowgetofyourcellphone has several centurion actor skins and I believe he made one specifically for the Republic era, so it would be easy to match the current  armour aesthetic.

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8 hours ago, Stan` said:

I'm not centurions and legionnaries are out of the timeframe.

i guess so. I was thinking Marian reforms were enough justification, but perhaps they were more standardized later. To be honest, Rome has enough units in my mind already.

Edited by real_tabasco_sauce
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19 hours ago, real_tabasco_sauce said:

3. territory expansion and CC/colony cost:

  • town and city phase territory increase is 25%, from 30% and 50% respectively
  • CC cost: 300 wood, 350 stone, 100 metal
  • colony cost: 150 wood, 200 stone, 100 metal.
  • This change is designed to increase the importance of expansion and resource management. my thoughts are also that it will make maps "feel" larger, basically more options for strategy.
  • compare to @ValihrAnt's mod:https://wildfiregames.com/forum/topic/68499-territory-mod/#comment-474946

 

what about this? @chrstgtr@Philip the Swaggerless @ValihrAnt @LetswaveaBook

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25 minutes ago, real_tabasco_sauce said:

CC cost: 300 wood, 350 stone, 100 metal

CC provides 20 population, like two houses and can produce CS soldiers like a barracks. Also it is a dropsite for resources. So it has a lot of functions. Furthermore it grants territory and garrison space. It also allows you to grab a strategic position. I think the proposed cost is to low. 

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