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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  

44 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
      33
    • No
      6
    • Skip / No Opinion
      5
  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
      8
    • Skip / No Opinion
      11
  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
      24
    • 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
      32
    • 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
      21
    • Skip / No Opinion
      9
  6. 6. Cavalry health adjustments https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/22

    • Yes
      17
    • 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
      20
    • No
      15
    • Skip / No Opinion
      9
  8. 8. Spearcav +15% acceleration. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/19

    • Yes
      31
    • No
      4
    • 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
      18
    • No
      17
    • 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
      34
    • 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
      13
    • No
      18
    • 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
      11
    • No
      22
    • Skip / No Opinion
      11


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13 minutes ago, real_tabasco_sauce said:

The destruction damage will help with this, since your own units inside the walls will die from the destroyed wall.

That's probably even worse...

Can we prevent non-friendly units from passing through unless authorised?

 

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3 hours ago, real_tabasco_sauce said:
  • Hero acceleration is greatly reduced down to 5 m/s^2.
  • To compensate for being very easy to shoot, they gain an additional 1000 hp.

 

If hero changes are made to discourage luring then these don’t make sense. First one makes luring worse. Second one make luring easier. Second one will also have knock on effects of making it harder to ever kill heroes. I would just do the first and adjust to appropriate level.

On this, I also like your idea from the other night where hero would be a non preferred unit and attacking units would refocus on preferred classes when in range.
 

3 hours ago, real_tabasco_sauce said:
  • In p1, they gain 5 hack damage for each unit they kill.
  • in p2, they gain 10 m/s movement speed.
  • in p3, their last modification is that they trade the sword for a club and do 50 crush damage. This last part is a bit of a stretch historically but I think it will make for an excellent contribution to the way the Han play.

This changes the idea of ministers from being an eco unit that has some fighting ability to just being another fighting unit. That’s fine but it’s a pretty big shift in the unit’s intended purpose (I would personally go the other way and make them more like movable Kush pyramids but whatever).

with that said, some thoughts on the changes…
 

P1: This change makes no sense to me. It just makes the minister suicide rush stronger (it’s already strong). This doesn’t change how you’ll play with ministers or how many ministers you’ll make sine can’t be trained in p1. If you want to give ministers this buff just give it in p2.

P2: so a total speed of 19 m/s? That seems really fast/OP. It would be quicker than every(?) other unit. At this point, you’re basically just making the minister a faster and stronger version of fanatics that’ll be able to take down buildings easily in p3. 
 

P3: fine but see above re speed. I generally like the idea of having quick moving units that can quickly kill buildings but others may disagree. I also think this idea would be better served by just creating a different unit that does these things instead of changes the Han unit from an anti unit raider to becoming an anti building raider (ie, why shouldn’t there be an anti unit raider in p3?). 
 

4 hours ago, real_tabasco_sauce said:

Walls

I can see pluses and minuses with these. They just need to be tested. 

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5 hours ago, real_tabasco_sauce said:

Players have been complaining a lot about hero baiting, so I have some ideas implemented to fix that.

  • Hero acceleration is greatly reduced down to 5 m/s^2.
  • To compensate for being very easy to shoot, they gain an additional 1000 hp.

please tell me this is a joke XD

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5 hours ago, real_tabasco_sauce said:

Since the Han have been lacking, I made some changes to the ministers to make them more interesting for dynamic gameplay.

  • In p1, they gain 5 hack damage for each unit they kill.
  • in p2, they gain 10 m/s movement speed.
  • in p3, their last modification is that they trade the sword for a club and do 50 crush damage. This last part is a bit of a stretch historically but I think it will make for an excellent contribution to the way the Han play.

this sounds fun hahaha maybr this can be part of a little aprilfools silly mod ?

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  • 3 weeks later...

Ok, we have a community mod release for a27 out now.

Here are the main changes:

  • Units no longer get "stuck" attacking low preference units, like buildings. When attacking buildings without player intention, they will check for higher preference units each time they attack. If you told them to attack a building, this does not occur.
  • Walls and palisades can be placed on top of trees, deleting them upon completion. Also, walls and palisades are cheaper, faster building, and weaker. This is to selectively improve their utility early on, while decreasing their effectiveness when spammed all over the map.
    • Stone walls can be destroyed in reasonable time by infantry.
  • Buildings are more difficult to capture while empty.
    • Base building capture point regen: 0.5 -> 5.
    • CC capture point regen: 5 -> 20
    • Fort capture point regen: 10 -> 30
    • What this means is you will need a larger capturing advantage over the defender in order to start bringing down capture points.
  • Buildings (except for CCs and Fortresses) are easier to destroy without siege.
    • Hack and Pierce armor are both decreased, so ranged units will now be able to damage buildings, just not as well as melee units.
    • For some buildings, crush armor is decreased from 3 to 2, allowing siege to break through weaker buildings more quickly.
  • Edit: I forgot to mention that cavalry receive a 30% damage debuff vs buildings, which mirrors their existing 30% capture attack debuff.

It is my understanding that something along the lines of the last paragraph was intended to come with attacking buildings by default, so we can see what gameplay effects this has. From my own testing, destroying a building is roughly as good as capturing with the same number of units, but buildings don't regen health like they do capture points, so attacking buildings would be better than capturing if there are defending units.

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12 minutes ago, real_tabasco_sauce said:
  • Buildings are more difficult to capture while empty.
    • Base building capture point regen: 0.5 -> 5.
    • CC capture point regen: 5 -> 20
    • Fort capture point regen: 10 -> 30
    • What this means is you will need a larger capturing advantage over the defender in order to start bringing down capture points.
  • Buildings (except for CCs and Fortresses) are easier to destroy without siege.
    • Hack and Pierce armor are both decreased, so ranged units will now be able to damage buildings, just not as well as melee units.
    • For some buildings, crush armor is decreased from 3 to 2, allowing siege to break through weaker buildings more quickly.

Thanks, all great and needed changes. Needing siege for every single building, including towers, is just a waste of time. Attack priority change is more of a bug fix, than a change, IMO.

2 minutes ago, real_tabasco_sauce said:

Ok, its not on the mod downloader yet, but you can download here if you want it now.

Just wanted to ask about it, then I saw this. Thanks.

I'll try it, already have community maps mod for a while.

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4 hours ago, Deicide4u said:

Attack priority change is more of a bug fix, than a change, IMO.

Well hopefully it will be eventually. I did some 1v1s today with it and it turned out that a bug exists.

5 hours ago, real_tabasco_sauce said:

Here are the main changes:

  • Units no longer get "stuck" attacking low preference units, like buildings. When attacking buildings without player intention, they will check for higher preference units each time they attack. If you told them to attack a building, this does not occur.

This change is reverted with version 0.27.1 because there was a bug. I'll need to troubleshoot it. 

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  • 2 weeks later...

After a few rounds of testing, I've noticed that I'm staying in P2 for much longer now. There is no longer a rush to go for p3 just to get siege weapons.

CS armies are now more viable as you don't need a strong capture attack anymore to do major damage to the opponent. A buff to base building capture point regeneration further underscores this shift. Armies that have troops that do crush damage (like Persians with their Cavalry Axemen) can sometime even skip going into P3 altogether.

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I have rarely felt that the overbearing need to rush third phase was because I needed siege to break an opponents buildings, it was because I needed to get champions out quicker than my opponent. Siege is just a nice afterthought, and with the threat level of any building that shoots arrows now practically zero, siege is reserved to sniping rams and border annoyance. 

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10 minutes ago, Fabius said:

with the threat level of any building that shoots arrows now practically zero

Except the Forts and CCs, as their armor was not touched.

I agree about the champions, it's just that they are expensive and take a lot of time to mass. Now that my enemy can't just mass towers and be safe, I can rely more on CS armies to do the job.

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1 hour ago, Deicide4u said:

Except the Forts and CCs, as their armor was not touched.

that is nice for staying power, but armies of ranged citizens can camp under fully garrisoned forts, which highlights that they are now quite useless at area denial, therefore not worth the investment unless you need a tech which is basically just an added cost to whatever tech you wanted to begin with, or a hero. You are better off putting the stone into walls and catapults which will impede an opponent

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14 minutes ago, Fabius said:

(forts) not worth the investment

Murder Holes are a must if you intend to build any. Without that tech, they are just a nice decoration.

14 minutes ago, Fabius said:

You are better off putting the stone into walls and catapults which will impede an opponent

Ah, I haven't thought much about using walls. Mainly because I prefer Forts with Murder holes. A reflex passed over from AoE2.

Edited by Deicide4u
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