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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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Just now, hyperion said:

Obviously something went wrong as https://gitlab.com/0ad/0ad-community-mod-a26/-/blob/main/community-mod/mod.json still says 0.26.2 <- @Stan`

Anyway the list of commits you can see here https://gitlab.com/0ad/0ad-community-mod-a26/-/commits/main

You're not looking at the right branch :) I haven't merged back into master yet everything is in signed. That's a protected branch that automatically uploads to mod.io

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Changelop in writing:

#This is a written changelog for additional merges to each version of the community mod. If you would like to review the exact details on each merge, visit this link: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests?scope=all&state=merged

-0.26.1-
!1  Set up gitlab with continuous integration to the mod.
-0.26.2-
!2  Han farming technologies (village and city phase) fixed.
!6  Regicide mode infinite loop from enabling hero garrison fixed.
-0.26.3-
!4  Move tier 3 blacksmith technologies to the town phase.
!5  Healers cost 100 food 25 metal, cheaper temple technologies.
!8  Themistocles now provides a wall discount as well as a naval buff, Pericles provides technology discount and soldiers in his aura do not give loot.
!10 Civic centers and colonies decreased cost, decreased territory expansion with each age.
!11 Axe cavalry buff to hack damage.
!12 Change to ptol civ bonus: Ptolemies houses, storehouses, farmsteads +50% build time and -40% capture points.
!13 Team Bonuses: Athens get CC technologies -30% cost, -50% research time, Seleucids get CC decreased build time too, Persians get cheaper barracks and stables, Carthage gets -50% mercenary infantry train time.

 

Changelog file: community_mod_changelog.txt

Edited by real_tabasco_sauce
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1 hour ago, real_tabasco_sauce said:

 

Changelop in writing:

#This is a written changelog for additional merges to each version of the community mod. If you would like to review the exact details on each merge, visit this link: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests?scope=all&state=merged

-0.26.1-
!1  Set up gitlab with continuous integration to the mod.
-0.26.2-
!2  Han farming technologies (village and city phase) fixed.
!6  Regicide mode infinite loop from enabling hero garrison fixed.
-0.26.3-
!4  Move tier 3 blacksmith technologies to the town phase.
!5  Healers cost 100 food 25 metal, cheaper temple technologies.
!8  Themistocles now provides a wall discount as well as a naval buff, Pericles provides technology discount and soldiers in his aura do not give loot.
!10 Civic centers and colonies decreased cost, decreased territory expansion with each age.
!11 Axe cavalry buff to hack damage.
!12 Change to ptol civ bonus: Ptolemies houses, storehouses, farmsteads +50% build time and -40% capture points.
!13 Team Bonuses: Athens get CC technologies -30% cost, -50% research time, Seleucids get CC decreased build time too, Persians get cheaper barracks and stables, Carthage gets -50% mercenary infantry train time.

 

Changelog file: community_mod_changelog.txt

ty

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17 hours ago, real_tabasco_sauce said:

 

Changelop in writing:

#This is a written changelog for additional merges to each version of the community mod. If you would like to review the exact details on each merge, visit this link: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests?scope=all&state=merged

-0.26.1-
!1  Set up gitlab with continuous integration to the mod.
-0.26.2-
!2  Han farming technologies (village and city phase) fixed.
!6  Regicide mode infinite loop from enabling hero garrison fixed.
-0.26.3-
!4  Move tier 3 blacksmith technologies to the town phase.
!5  Healers cost 100 food 25 metal, cheaper temple technologies.
!8  Themistocles now provides a wall discount as well as a naval buff, Pericles provides technology discount and soldiers in his aura do not give loot.
!10 Civic centers and colonies decreased cost, decreased territory expansion with each age.
!11 Axe cavalry buff to hack damage.
!12 Change to ptol civ bonus: Ptolemies houses, storehouses, farmsteads +50% build time and -40% capture points.
!13 Team Bonuses: Athens get CC technologies -30% cost, -50% research time, Seleucids get CC decreased build time too, Persians get cheaper barracks and stables, Carthage gets -50% mercenary infantry train time.

 

Changelog file: community_mod_changelog.txt

I just noticed that healers now have a metal cost attached, why is that?

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16 minutes ago, real_tabasco_sauce said:

There should be two costs for this unit, just 100 food makes the unit too conducive to spam. Remember that the previous cost was 250 food.

Metal is already a necessary resource with high value, is it really helpful to require for something as mundane as a healer? The idea of paying metal for a throwaway unit is not very appealing.

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1 hour ago, Fabius said:

Metal is already a necessary resource with high value, is it really helpful to require for something as mundane as a healer? The idea of paying metal for a throwaway unit is not very appealing.

1. how are healers a throwaway unit? the idea is to keep them alive so that you may heal your army.

2. Metal is not a "rare" resource. If you mine it, you get it.

3. The overall cost is much cheaper.

4. Metal has a higher gather rate than farming in the late game.

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17 minutes ago, real_tabasco_sauce said:

1. how are healers a throwaway unit? the idea is to keep them alive so that you may heal your army.

2. Metal is not a "rare" resource. If you mine it, you get it.

3. The overall cost is much cheaper.

4. Metal has a higher gather rate than farming in the late game.

1. They are throwaway units in that they cost food and the way you used them was to get a bunch and put them on hyper aggressive in your battle line, then you left them to do their thing.

2. Metal is used a great deal and is a "scarce" resource, though I dare say that depends on the maps you play, some maps are more metal rich than others.

3. True, the cost is cheaper on paper, but is it really so in reality? The opportunity cost seems quite significant.

4. That is apparently true, but subject still to the availability of mines. What is more, the number of consistent farmers will almost always exceed your metal gatherers unless you have two or three mines to work at once which would be usually out of the question unless you had massive map control or are playing a variation of gold rush.

Going back to opportunity cost, healers will rarely feature late game since why get 6 healers when you can get a ram instead which ultimately has more game ending potential. 

 

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46 minutes ago, Fabius said:

unless you have two or three mines to work at once which would be usually out of the question unless you had massive map control or are playing a variation of gold rush.

how about mainland?

yes its common to be able to reach 2-3 metal mines with ease on mainland.

46 minutes ago, Fabius said:

They are throwaway units in that they cost food and the way you used them was to get a bunch and put them on hyper aggressive in your battle line, then you left them to do their thing.

Throwing away a unit that costs 250 food? that's not how healers are used. Its very important to keep healers alive so they can reach rank 3 and become way more powerful.

46 minutes ago, Fabius said:

Going back to opportunity cost, healers will rarely feature late game since why get 6 healers when you can get a ram instead which ultimately has more game ending potential. 

not ultimately. It depends.

Also 6 healers cost way more than 1 ram, I don't understand why you focus on the metal price of things and ignore the other resources that make up costs.

Edited by BreakfastBurrito_007
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2 hours ago, real_tabasco_sauce said:

2. Metal is not a "rare" resource. If you mine it, you get it.

3. The overall cost is much cheaper.

4. Metal has a higher gather rate than farming in the late game.

Yesterday I was gaming with 7 players on the map Gear.  I had only one metal mine in my section and there was only one mine in the central area. This difference compared to opponents with 2 or 3 mines is huge. In the end game access to metal to train fighting units is very decisive.  I am in general happy that healers cost only food altough beeing expensive.

Metal can be rare, and it usually is the limiting resource when in city phase.

 

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1 hour ago, Fabius said:

1. They are throwaway units in that they cost food and the way you used them was to get a bunch and put them on hyper aggressive in your battle line, then you left them to do their thing.

2. Metal is used a great deal and is a "scarce" resource, though I dare say that depends on the maps you play, some maps are more metal rich than others.

3. True, the cost is cheaper on paper, but is it really so in reality? The opportunity cost seems quite significant.

4. That is apparently true, but subject still to the availability of mines. What is more, the number of consistent farmers will almost always exceed your metal gatherers unless you have two or three mines to work at once which would be usually out of the question unless you had massive map control or are playing a variation of gold rush.

Going back to opportunity cost, healers will rarely feature late game since why get 6 healers when you can get a ram instead which ultimately has more game ending potential. 

 

I think you and @real_tabasco_sauce are ignoring good arguments each of you put up. Healers are extremely strong when used correctly and leveled up. Metal can be gathered far quicker than food--the only concern is whether you run out. Metal is available on maps, but can easily be exhausted if you go for a merc or champ army.

I would be fine with either cost structure. 

Edited by chrstgtr
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13 hours ago, BreakfastBurrito_007 said:

Also 6 healers cost way more than 1 ram, I don't understand why you focus on the metal price of things and ignore the other resources that make up costs.

Resources are not equal in value, metal is not available in large quantities like wood and food, and its required for a lot of important things such as phasing to third, blacksmith upgrades, siege, champions, mercs, heroes.

 

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3 hours ago, Fabius said:

Resources are not equal in value, metal is not available in large quantities like wood and food, and its required for a lot of important things such as phasing to third, blacksmith upgrades, siege, champions, mercs, heroes.

 

Games usually end before metal runs out, also there is trade for games on maps such as Corinthian isthmus.

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17 hours ago, chrstgtr said:

I think you and @real_tabasco_sauce are ignoring good arguments each of you put up. Healers are extremely strong when used correctly and leveled up. Metal can be gathered far quicker than food--the only concern is whether you run out. Metal is available on maps, but can easily be exhausted if you go for a merc or champ army.

I would be fine with either cost structure. 

right, it's just the change has been live for 2 days and this complaint is not based on evidence from gameplay, instead just on assumptions. It will take some time for players to change their habits and try something new.

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28 minutes ago, real_tabasco_sauce said:

right, it's just the change has been live for 2 days and this complaint is not based on evidence from gameplay, instead just on assumptions. It will take some time for players to change their habits and try something new.

I’m just trying to say you both have reasonable positions. Might as well test and see at this point. I doubt I would care either way

Edited by chrstgtr
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Just concerned about the healer changes.  

If you make healer upgrades/cost of healers too cheap then Mauryas are left with just 1 hero that is useful.  Just something to think about.  Currently, having mauryas as allies is beneficial due to temple upgrade team bonus and hero for cheaper temples and temple upgrades.

I think if the healer changes are implemented then Mauryas team bonus AND the hero upgrade (chariot hero) may need a change concurrently.

 

@chrstgtr @BreakfastBurrito_007 @real_tabasco_sauce

 

Edited by Dizaka
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