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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  

33 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
      24
    • No
      5
    • 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
      23
    • No
      3
    • Skip / No Opinion
      7
  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
      15
    • No
      16
    • 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
      23
    • No
      5
    • 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
      12
    • No
      15
    • Skip / No Opinion
      6
  6. 6. Cavalry health adjustments https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/22

    • Yes
      8
    • No
      14
    • Skip / No Opinion
      11
  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
      12
    • No
      13
    • Skip / No Opinion
      8
  8. 8. Spearcav +15% acceleration. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/19

    • Yes
      24
    • No
      2
    • Skip / No Opinion
      7
  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
      13
    • No
      12
    • Skip / No Opinion
      8
  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
      25
    • No
      3
    • Skip / No Opinion
      5
  11. 11. Crossbow nerf: +400 ms prepare time. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/15

    • Yes
      8
    • No
      13
    • Skip / No Opinion
      12
  12. 12. adjust javelineer and pikemen roles, rework crush armor https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/14

    • Yes
      6
    • No
      20
    • Skip / No Opinion
      7

This poll is closed to new votes


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3 minutes ago, alre said:

I'm not saying flat no, I'm giving opinions that are different and yet no less argumented than yours. I'm sorry this upsets you so, but I'm failing to understand what you are trying to get from me. What I say you don't consider.

I'm telling you that your form of communication isn't constructive because it doesn't say why you want anything. If you want to be helpful (and I hope you do) and you want your opinions to be considered (and I hope they are) then you must explain your reasoning. 

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On 29/11/2022 at 2:14 PM, Dakara said:

Some idea of bonus

1) When AGIS 3 is in garnison, all champions are train instant in this building. 

2)AGIS 3 is cavalery now and he give bonus speed aura in medium range at cavalery ally by 3 points.

3)Agis 3 stop the production of ennemy building in a large area around him. 

4)Agis 3 can put a flag on map ( max 1 flag in map.) he build it instant, this flag give 5 hp to all unit of the player in medium area.

5)Agis 3 stop all the healing in the area around him.  Agis 3 is melee so it not op op, ennemy should put off combat Agis 3 if he want use healer. interesting combat mechanic, you have to adjust the range of the penalty aura.

What are we doing with Agis III?

I suggest dropping him in favor of Agis II and give him a siege bonus.

Edited by Gurken Khan
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On 12/01/2023 at 3:04 PM, wowgetoffyourcellphone said:

Admiral Lysander? A naval hero for Spartans.

Lysander fits so well as he ended the Peloponnesian War. From gameplay point of view, he gives an option to improve the navy and match other existing (Themistocles) or potential naval heroes.

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1 hour ago, BreakfastBurrito_007 said:

Should Persian team bonus be expanded to affect things such as: Athens' Gym, arsenals, elephant stables, maybe temples? or would this be too OP?

keep in mind comparing it to ptol, iberian, roman, or other powerful team bonuses.

Don’t really care, but I would rather lean into what we have now and further decrease costs/build time. Sele bonus does more for CCs and Maurya bonus does much more for temples 

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2 hours ago, chrstgtr said:

Don’t really care, but I would rather lean into what we have now and further decrease costs/build time. Sele bonus does more for CCs and Maurya bonus does much more for temples 

Thats a good point, expanding it to many more buildings could potentially put the bonus in a spot where it is either not noticeable, or noticeable and OP since it affects power buildings like rams/eles. 

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I like the additional stone miners and I think it should be done for metal too. The issue is if you only have 1 metal mine your rate of metal gathering is capped, but with 2 mines you can have more than 24. Raising this level to 48, or even 36, would give players time to expand to other sources, which would make the single source mineral less disadvantageous.

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On 21/01/2023 at 4:26 PM, Gurken Khan said:

I just noticed that large stone quarries have double the worker slots as metal mines; is that intended?

In the game or in the mod?

 

EDIT: Only the one stone template, temperate_large_02, has 48 gatherers. I think because its oblong shape. I personally think all "small" ores and rocks should be 10 gatherers and all "large" ones 30. 

Edited by wowgetoffyourcellphone
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10 hours ago, BreakfastBurrito_007 said:

I like the additional stone miners and I think it should be done for metal too. The issue is if you only have 1 metal mine your rate of metal gathering is capped, but with 2 mines you can have more than 24. Raising this level to 48, or even 36, would give players time to expand to other sources, which would make the single source mineral less disadvantageous.

The difference has been around for a little bit now (a25?). 

Having extra res always gives benefits. Extra metal mining slots also opens up potential for mercs to be abused, which not all civs can do (really a problem with mercs). Same with military techs and champs. I’m fine with it metal being capped. 

Extra stone slots means slinger civs aren’t disadvantaged vs civs that only need wood, which isn’t capped and generally available on all maps. I’m fine with some stone having extra slots. 

It adds some nuance that I’m fine with. But I think most people would adjust to whatever number of slots are permitted so long as stone gets at least like 20 on the initial stone. 

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7 hours ago, wowgetoffyourcellphone said:

In the game or in the mod?

In the game with the community mod.

7 hours ago, wowgetoffyourcellphone said:

EDIT: Only the one stone template, temperate_large_02, has 48 gatherers. I think because its oblong shape.

0ad-oblongstonequarry.jpg.5a53acefdd75c53498a0eebcb6a89820.jpg

I guess it's oblong, although the shape didn't occur out of the ordinary for me.

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8 hours ago, Gurken Khan said:

I guess it's oblong, although the shape didn't occur out of the ordinary for me.

Also, keep in mind when these numbers were made up (probably by me at some point), unit collisions were a loot larger than they are now. Which is why I fully support looking into deciding on new numbers.

One thing to keep in mind is as others have mentioned that there are gameplay concerns where you probably don't want a player to be able to throw 100 gatherers at a mine and get 3000 metal in 2 minutes flat or other such scenarios.

 

But yeah, some new gatherer numbers for A27 community mod could be what the doctor ordered. 

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