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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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5 hours ago, alre said:

I'm in for doing some testing. I especially like the territory mod inclusion.

by the way, I must warn those here who don't frequent the lobby, that the comnunity mod has actually split the community. as a rule of thumb, those above 1400 use the mod, those below don't.

It is worth considering that it is easy to download and that the community was already somewhat split by those skill levels anyway. It would be nice to add some kind of news rundown in the lobby that advertises some recent changes in the mod, @guerringuerrin was manually doing this by hosting a game with such a title, but I think one made automatically in the lobby chat would be great.

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6 hours ago, alre said:

I'm in for doing some testing. I especially like the territory mod inclusion.

by the way, I must warn those here who don't frequent the lobby, that the comnunity mod has actually split the community. as a rule of thumb, those above 1400 use the mod, those below don't.

I agree. It’s a problem. But it’s “necessary” this alpha because of the Han farm upgrade issue. I don’t expect this to exist going forward. 

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2 hours ago, chrstgtr said:
9 hours ago, alre said:

I'm in for doing some testing. I especially like the territory mod inclusion.

by the way, I must warn those here who don't frequent the lobby, that the comnunity mod has actually split the community. as a rule of thumb, those above 1400 use the mod, those below don't.

I agree. It’s a problem. But it’s “necessary” this alpha because of the Han farm upgrade issue. I don’t expect this to exist going forward. 

Id say a part of it is that better/more frequently active players are more interested in the balance changes/new content offered in the mod, whereas the majority of players are happy to play whatever they currently do and don't bother installing.

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9 minutes ago, real_tabasco_sauce said:

Id say a part of it is that better/more frequently active players are more interested in the balance changes/new content offered in the mod, whereas the majority of players are happy to play whatever they currently do and don't bother installing.

Yeah, but there are no changes right now. It’s just the Han food upgrades, which are necessary to play Han. 
 

All players should be using the current mod. But less experienced/involved players probably don’t know a problem exists with vanilla 

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14 hours ago, Stan` said:

Can you specify?

For the Team Bonuses package, I liked the Athens and Seleucids changes, but Persia and Carth both seemed pretty meh to me.

Actually that was the only one.  I thought the proposed Ptol hero change was different, so my NO vote on that one is not conflicted.

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5 hours ago, chrstgtr said:

Isn't the axe cav buff just making axe cav equal to sword cav but with more crush damage? I don't think that is a very good differentiator. They should be unique. I think the glass canon idea much more. 

The only change was to attack, so they still have less armor than other melee cavalry: 3 hack, 2 pierce.  IIRC sword cav have 3 hack 4 pierce and spear cav have 4 hack 3 pierce.

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So far, I'm seeing that we should probably not add the rams and the iphicrates/ptol nerf. I'm thinking we should still wait a while longer so more can vote.

Is sentiment around the second one that the ptol hero should not be nerfed, but that iphicrates could use a nerf?

Maybe the appropriate change then is to instead merge just the iphicrates portion.

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20 minutes ago, real_tabasco_sauce said:

So far, I'm seeing that we should probably not add the rams and the iphicrates/ptol nerf. I'm thinking we should still wait a while longer so more can vote.

Is sentiment around the second one that the ptol hero should not be nerfed, but that iphicrates could use a nerf?

Maybe the appropriate change then is to instead merge just the iphicrates portion.

Iphicrates is a sitting duck.  He can't hide behind the slingers and boost everyone like all the other heroes he has to stay in javelin attack range or the army doesn't get any benefit.  The moment you direct him independently (to flee, for example) the whole army loses the benefit unlike all other heroes.  His formation aura needs to be stronger than other auras where the heroes can hide behind the entire army.

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Ok that is fair, honestly I wouldn't say iphicrates is all that OP currently. His strength certainly comes at some limitations like you said. So as far as the vote goes, that merge request seems fairly conflicted, with plenty of outright disagreement, and plenty of 'skip/no option' which is likely partial disagreement.

Edited by real_tabasco_sauce
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3 hours ago, real_tabasco_sauce said:

Is sentiment around the second one that the ptol hero should not be nerfed, but that iphicrates could use a nerf?

Maybe my judgement isn't worth anything since I hardly played A26, but in my opinion an iphicrates nerf would only be justified if they received something else in return to help to characterize them.

Personally I think it is modern bias to assume that "democracy" is something that made Athens a more advanced society. So I would favour some other suggestions.

What I consider a problem for especially hoplite factions is this: melee units are of less importance than ranged infantry.

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9 minutes ago, LetswaveaBook said:

Maybe my judgement isn't worth anything since I hardly played A26, but in my opinion an iphicrates nerf would only be justified if they received something else in return to help to characterize them.

Personally I think it is modern bias to assume that "democracy" is something that made Athens a more advanced society. So I would favour some other suggestions.

What I consider a problem for especially hoplite factions is this: melee units are of less importance than ranged infantry.

Sniping has become more important and if more and more players use this (they want to win battles right?), then melee units' damage will become more important because they won't necessarily be the first units to die.

Personally I think it would be a shame to oppose the Athens team bonus due to its historical justification, of course another justification can be found later if the current one is deemed improper. 

I am very excited to consider more than just 4-5 team bonuses when selecting civs in a TG.

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10 minutes ago, LetswaveaBook said:

Personally I think it is modern bias to assume that "democracy" is something that made Athens a more advanced society. So I would favour some other suggestions.

Well, admittedly I don't know how much impact athenian democracy really had. It is beneficial in theory to policymaking and development (technologies), and it is conceivable as a team bonus.

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