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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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On 07/06/2024 at 9:33 PM, real_tabasco_sauce said:

@wowgetoffyourcellphone does the naval rework require a lot of other a27 changes? if not, I could replicate it in community mod so we can get it balanced for a27.

 

14 hours ago, wowgetoffyourcellphone said:

Off the top of my head, I think the naval stuff is pretty standalone, so should be fine.

Don't forget you'll need some art as well. Actors, etc. (y)

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4 hours ago, wowgetoffyourcellphone said:
On 07/06/2024 at 6:33 PM, real_tabasco_sauce said:

@wowgetoffyourcellphone does the naval rework require a lot of other a27 changes? if not, I could replicate it in community mod so we can get it balanced for a27.

 

18 hours ago, wowgetoffyourcellphone said:

Off the top of my head, I think the naval stuff is pretty standalone, so should be fine.

Don't forget you'll need some art as well. Actors, etc. (y)

yes, I am quickly finding out how nice the git migration would be XD. I wrote a shell script to move the right files over.

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@real_tabasco_sauce please DM me when you have a release date for the new patch, so I can add all the modifications to the changelog. If possible, a week or more in advance =).

As we talk some time ago, I'm planning to move the Latest Changes button from the Settings to the Main Menu as it will be more noticeable for players. We can re-confirm this in case some of you disagree with that.

Thanks for the hard work

Note: there is a typo on the button which I've already noticed. (It should say "Latest", insted of "Lastest")

 

image.png.73d345d958384984acd60edc8ba7d447.png

 

Edited by guerringuerrin
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8 hours ago, real_tabasco_sauce said:

@wowgetoffyourcellphone the branch works in a26, I just need some missing portraits, and they are mixed across different revisions, could you send me just the portraits for the naval overhaul?

You basically just have to copy all of the portraits from the folders.

https://trac.wildfiregames.com/changeset?sfp_email=&sfph_mail=&reponame=&old=27996%40ps%2Ftrunk%2Fbinaries%2Fdata%2Fmods%2Fpublic%2Fart%2Ftextures%2Fui%2Fsession%2Fportraits&new=27996%40ps%2Ftrunk%2Fbinaries%2Fdata%2Fmods%2Fpublic%2Fart%2Ftextures%2Fui%2Fsession%2Fportraits

 

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9 hours ago, real_tabasco_sauce said:

@guerringuerrin unless there are other things that should go in this version, I'd say its about a week or 2 out.

I thought about doing the roman/athens reworks in the community mod, but I thought the navy should go first, since its a completely new system (so probably needs plenty of balance work).

A small hope of mine is that someone will play the new naval stuff and be inspired to make ramming animations for the Ramming Ships. Currently, the Ramming Ships act like fire ships and just stand adjacent to their target dealing damage every X seconds.

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10 hours ago, real_tabasco_sauce said:

 

I thought about doing the roman/athens reworks in the community mod

Would be sooo good to get early impression of how these work, also for Spartans. Is it high effort?

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Well its moderate effort in general, but there may be a couple of things that would need to be done differently in a26 vs a27.

I think I would just do sparta, roman, athens, carth, and mace updates in another community mod update.

(carth and mace ones are pretty small).

btw, if anyone just blurts out an idea for a briton team bonus I could do that super quick.

Edited by real_tabasco_sauce
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2 hours ago, real_tabasco_sauce said:

@wowgetoffyourcellphone at some point I think it could be cool to integrate speed into the damage model for ram ships, as long as their use is streamlined and things aren't too clunky (the latter would be the hard part).

Indeed, I feel ships are the prime example of units that can gave substantial acceleration and turn radius effects.

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https://code.wildfiregames.com/D5284

 

I'd like to try to get the AI to build more Docks, Fishing Boats, and especially Warships. Can folks with the relevant knowledge take a look at that patch and suggest other files that can be edited for that purpose. :) Right now all it does is increase 'priority' for Docks (slightly sooner, but still only 1 dock), Fishing Boats (from 1 to 5 per "sea"), and "ships" (but no separate designation for warships), but doesn't do much else.

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1 hour ago, real_tabasco_sauce said:

@guerringuerrin the merge requests are all in:

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

I just need to check the maps compatibility with feldmap. I suppose I could just copy over the resource balancer so they are identical and then in theory, players could apply the mods in either order.

I believe you just have to check for name uniqueness. Both feldmap and badosu maps define their own balancer which they only use in their own new maps (thus unique). So the only way they would be incompatible is if some functions defined share the same name in both mods, then one would override the other which is bad. With a quick check it seems there is no shared name so they should be compatible but tell me if you see otherwise.

A way to check for OOS if you are alone is that you can launch a game, generating the map, then exit, change the mod order, and open the replay to that game. If it is incompatible you should see OOS there.

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14 hours ago, Feldfeld said:

A way to check for OOS if you are alone is that you can launch a game, generating the map, then exit, change the mod order, and open the replay to that game. If it is incompatible you should see OOS there.

k, I just did that test and it seems ok. Yeah I can tell that the different balancers are being used on their respective maps.

Before I get this next version out, I'll ask someone to do some more extensive tests with me.

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Alright, I've updated the changelog and is ready to be merged!

I've also added icons to make it more "aesthetics". I think it also makes the reading more comfortable.

I hope you like it!

Please check it one more time in case I missed something =)

Lastly, we can change the date to the exact release date when the merge is done and ready to be downloaded by the community.

image.thumb.png.b0a827bf4c5729775b200faad3ecbc19.png

 

Note: I wanted to put the icons in the same line as the titles, but I don't know how to center the text in the center of the images and didn't like the end result. If someone know how or have a better looking alternative, I'd be happy to read abbout it

image.png.15336d0534072301f3c61b9f720b0d4a.png

 

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47 minutes ago, guerringuerrin said:

Note: I wanted to put the icons in the same line as the titles, but I don't know how to center the text in the center of the images and didn't like the end result. If someone know how or have a better looking alternative, I'd be happy to read abbout it

@Vantha maybe ?

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

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