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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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2 hours ago, ChronA said:

That is a fair counterpoint. There might be some room to debate whether those skirmishes (if they are decisive) are actually so small that LOLN breaks down, or if they are just protracted exchanges still involving hundreds of projectiles but now spread out over a few minutes instead of 30-60 seconds. But I admit I lack the experience base to evaluate that question. ^_^ 

Also I do agree with the concern that slower projectiles could throw of the balance in a major way, as it opens up a new avenue for systematic counter-play that could change the balance of tactics in unpredictable ways. (Dancing!)

Also, with fewer, chunkier projectiles there could be problems with overkill weirdness. Like if previously it takes 10 arrows to kill a unit and 50% of the last arrow is overkill, that means 5% of the unit's DPS is wasted. Where as if it only takes 2 arrows with 50% overkill on the last shot now you are losing 25% of your theoretical DPS.

Because of issues like this I would actually agree that any changes to attack rates should be lumped in with a general rebalancing of ranged vs melee troops. No sense doing the same work twice. (It helps that a melee buff is sorely needed if 0 AD is to have any pretenses of being historical.) 

Yeah, all your reasons stated. 

Also, it becomes an issue when units start dying off there is a snowball effect. For example, skirmishes are expected to cancel each other out so 100 skirm against 100 skirms results more or less in no units surviving but 100 skirm against 20 skirm will result in something like 90 units from the bigger army surviving. It happens because there are more units to absorb projectiles and more units to launch projectiles. It’s also why armies standing under defensive buildings tend to suddenly die all at once. So same damage may be dealt/received while units are alive, but once u it’s start dying and/or when armies aren’t equal sizes there is a snowball effect. 

Also, law of large numbers applies to averages. I am talking about variances that may result from observed effects. Parameters can have the same expected value with different standard deviations. 

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11 hours ago, chrstgtr said:

Related note, only one of those is visible in the in-game stats. I really hate the lack of transparency there is for accuracy, prepare time, and acceleration. I only have a rough idea how units compare for some of those variables. I cannot imagine how hard it is to understand for someone who is just learning how to play

acceleration is there btw. I agree though, accuracy and prepare time belong in "detailed tooltips."

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5 hours ago, ChronA said:

overkill weirdness. Like if previously it takes 10 arrows to kill a unit and 50% of the last arrow is overkill, that means 5% of the unit's DPS is wasted. Where as if it only takes 2 arrows with 50% overkill on the last shot now you are losing 25% of your theoretical DPS.

overkill is a problem regardless of fire rate. It depends on the number of units attacking 1 enemy, so increasing the damage per projectile just means overkill will be present when fewer numbers attack 1 unit.

Actually, overkill turns out to be the biggest problem for archers. Because the engagement distance is longer, the closest unit to the archers is the same one for more units. (compared to say slingers or skirmishers). A while ago I tested this and found that by giving ranged units building AI, archers beat equal numbers of any other ranged unit.

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if you actually make building arrows damage melee units decently then I am fine with it, but if you going to remove even their vague use against unsupported range hordes, then I am not in favour at all. Defensive buildings are very lacking in utility these days. You get far better mileage out of walls and ranged siege.

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5 minutes ago, wowgetoffyourcellphone said:

I am curious how knowing the prepare time will benefit the player in any way? Will uber players choose one unit type or another based on prepare time? Average players won't. Information overkill is a thing.

It depends on how quickly a unit can engage. It’s different for a reason. We shouldn’t hide the ball. We also should try to determine what is and isn’t important information for a player to know. On multiple occasions I have heard players ask why their unit dies before another unit even though both units were low health and units appeared to engage each other at the time time. If that is the result of prepare time then players should be able to see that. 

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1 minute ago, chrstgtr said:

On multiple occasions I have heard players ask why their unit dies before another unit even though both units were low health and units appeared to engage each other at the time time. If that is the result of prepare time then players should be able to see that. 

Prepare time: 500 milliseconds

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10 minutes ago, real_tabasco_sauce said:

As far as I know, there is no projectile acceleration. I think there is gravity but that doesn't really effect gameplay.

Yeah, my point is: if there is differentiation it should be easily visible to the player and not require the player to learn through extensive gameplay. This is a logical change that we have made previously (e.g. eliminating woman gathering aura, which could actually be seen and was disclosed, but it’s impact wasn’t quantified). Something like gravity that effects everything doesn’t need to be disclosed/quantified because it is everywhere. 
 

For example, there is confusion right now on whether women and men construct buildings at the same rate. I don’t know the answer. But confusion exists, and if there is a difference it should be disclosed. Having hidden stats isn’t a fun Easter egg, especially when players don’t know differences exists. We should either eliminate the differences or disclose/quantify the differences. 

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17 minutes ago, chrstgtr said:

For example, there is confusion right now on whether women and men construct buildings at the same rate. I don’t know the answer. But confusion exists, and if there is a difference it should be disclosed. Having hidden stats isn’t a fun Easter egg, especially when players don’t know differences exists. We should either eliminate the differences or disclose/quantify the differences. 

That is not hard to verify, each building has a set build time, so you can start a building with one unit and check that the announced build time is consistent with the tooltip.

Personally I think it's fine not to show unimportant stats like acceleration or prepare time. You can easily have a feeling for it. I never checked prepare time of units and play by feeling, and, for acceleration I barely felt an effect from last alpha (though it's probably due to me being inactive before).
For precision however, I think it's quite important, also this stat can dynamically change from promotion and technologies.

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15 hours ago, Feldfeld said:

he game should be balanced such that a good player wouldn't need to rely/ be forced to be in a position where randomness decides the game. AoE2 has imperfect accuracy early game, and even monk RNG which is definitely questionable and can decide some games but in the end it stays because only rarely it makes a difference (for example map RNG would be just as if not more important).

Well said! I definitely prefer the inaccuracy system aoe2 has over aoe4 which basically turns ranged units into melee units with long arms. Highly manageable rng such as accuracy system or monk conversions are good touches to the game, especially as compared to resource RNG that you are helpless to mitigate.

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This is @borg-'s patch made into a git branch.

https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/compare/main...sparta?from_project_id=36954588&straight=false

I didn't include the "two kings" part because there were issues with regicide, and I also think 1 hero at a time should be held constant for all civs.

Certainly some adjustments will need to be made, particularly costs of different units and technologies. The overall idea is to give the spartans a unique champion unit, one strongly tied to their culture. So for this reason they cost 2 pop, 1/2 resources, and are available p1 from the syssition.

Such a bold patch would likely not be agreed upon as a patch for a27, but my thoughts are that an open-minded crowd using the community mod would give it a try.

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17 hours ago, real_tabasco_sauce said:

This is @borg-'s patch made into a git branch

I think the tech that reduces champion cost while increasing their population cost is especially nice. 

 

A major factor why people complain about (cavalry) champions being OP is that you can fill your population cap with units that are (over) twice as strong as citizen soldiers. Doubling their population cost could solve the issue. I am curious to see how it works out for Sparta.

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8 hours ago, LetswaveaBook said:

I think the tech that reduces champion cost while increasing their population cost is especially nice. 

 

A major factor why people complain about (cavalry) champions being OP is that you can fill your population cap with units that are (over) twice as strong as citizen soldiers. Doubling their population cost could solve the issue. I am curious to see how it works out for Sparta.

yes, that tech is a civ bonus, so it is an innate quality of the sparta civ. I think it makes sense as an economic limitation (especially considering their availability in p1). It also distinguishes Sparta from other civs' champion spearmen: very powerful unit, but especially early on, it inhibits the economy. I would be keen to merge this and also the unit_upgrades later, after balance changes.

doubling cav pop cost seems problematic, however. I think most players would prefer a general cavalry nerf, involving their damage and health. I think what I will do for this is split up my cavalry nerf branch so that individual changes can be considered independently. (current branch -> damage change branch, health change branch, inf speed branch)

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

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