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Introducing the Official community mod for Alpha 26


Should this be merged in the Community Mod  

33 members have voted

  1. 1. Team bonuses tweaks - https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/13

    • Yes
      19
    • No
      7
    • Skip / No Opinion
      7
  2. 2. Ptol changes: easier capture and +50% build time - https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/12

    • Yes
      18
    • No
      8
    • Skip / No Opinion
      7
  3. 3. Axe cavalry minor buff - https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/11

    • Yes
      22
    • No
      3
    • Skip / No Opinion
      8
  4. 4. CC & colony territory expansion & cost adjustment - https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/10

    • Yes
      23
    • No
      3
    • Skip / No Opinion
      7
  5. 5. Rams changes to turn rate / acceleration (faster) - https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/9

    • Yes
      14
    • No
      14
    • Skip / No Opinion
      5
  6. 6. Athen hero changes (Pericles, Themistocles) - https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/8

    • Yes
      19
    • No
      2
    • Skip / No Opinion
      12
  7. 7. Make healers (much) cheaper - https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/5

    • Yes
      24
    • No
      6
    • Skip / No Opinion
      3
  8. 8. Move T2 blacksmiths techs to Town Phase - https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/4

    • Yes
      24
    • No
      7
    • Skip / No Opinion
      2
  9. 9. Nerf heroes Iphicrates and Ptolemy - https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/3

    • Yes
      11
    • No
      11
    • Skip / No Opinion
      11


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4 hours ago, wraitii said:
5 hours ago, Kampot said:

It was crafted to avoid "releasing new alphas" while just minor fixes required.

Err, not really. It was created to make the job of balancing the game easier and allow the community a more obvious place to contribute gameplay effort.
It happens to be an obvious place to fix some issues that we've missed as well, but we don't intend to use it as an auto-updater, because it cannot be one.

the idea of it being an autoupdater is that it's easy to use and adopt a lot of people don't know about the forums.

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Just now, Stockfish said:

@Stan` What do you think about implementing the menu mod inside the actual game?

I would like to know what you all think too, I think That Menu is very atractive.

It would be nice. But you might need some cpp changes. Also only signed mods should be downloadabld.

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Where can i see full changes/effect list of community mod?

A good question. Ideally the maintainer of the mod will write a public-facing document that describes the changes. In the meantime, the git commit log has concise descriptions of the changes. Click a commit, and it lists the files that are changed along with a unified "diff" view of the lines that were changed by the commit. If this is confusing to you, I suggest reading a tutorial on how to read a diff patch. Start reading from about 25% down the page, at This is the traditional "unified diff" header.

I see that the first two commits simply copy the original alpha 26 simulation data files. And, the third commit is the Han farming upgrade fix. Therefore, currently the only change is the Han farming upgrade fix.

Edited by Norse_Harold
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@wraitii The current community mod is fairly empty? Where can players propose and upload additions to the mod? What standards are used to determine if a mod is suitable?

For example: I made a mod where women from bigger houses are created in 25 seconds instead of 30 and I allowed Carthage to recruit women from apartments even faster and without fertility festival (though I think more factions could maybe use an apartment building). I also added some mathematical justification for the 25 seconds, showing that reducing the time to 20 seconds for big houses would shift the favor to much towards the big houses.

Screenshot from 2022-10-06.png

women_house.zip

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Just now, LetswaveaBook said:

The current community mod is fairly empty? Where can players propose and upload additions to the mod? What standards are used to determine if a mod is suitable?

Through pull request, or through issues

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@LetswaveaBook if you make ur own fork of the mod, then each change you think of can be a branch of that fork. You can then submit merge requests for whatever branch u want.

https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades

for example, that is my fork with the a unit_upgrades branch already completed.

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12 hours ago, LetswaveaBook said:

@wraitii The current community mod is fairly empty? Where can players propose and upload additions to the mod? What standards are used to determine if a mod is suitable?

As Stan said, the idea is that you use gitlab directly. Just make a Merge Request, you can do this online via the web editor or using git or using the gitlab app (I think).

As for 'What standards are used to determine if a mod is suitable?', the idea is that the community will self-manage, but so far only the 0 A.D. teams are maintainers so we would merge things. Ideally people will react to changes here or on gitlab directly. At the moment, I'll probably merge simple changes that are widely agreed upon, as for A27 essentially.

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We have some merge requests:

Nerf heroes Iphicrates and Ptolemy
Move tier 2 blacksmith technologies to Town Phase
Rebalance healers by making them cheaper

I would like some more opinion before potentially merging these, though they all seem like good examples of things we could do in the mod.

Edit: Also, just as a reminder, anything that is merged can also be removed, the idea is to try some things out as well.

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51 minutes ago, wraitii said:

We have some merge requests:

Nerf heroes Iphicrates and Ptolemy
Move tier 2 blacksmith technologies to Town Phase
Rebalance healers by making them cheaper

I would like some more opinion before potentially merging these, though they all seem like good examples of things we could do in the mod.

Edit: Also, just as a reminder, anything that is merged can also be removed, the idea is to try some things out as well.

if Athen hero nerferd givechange existing useless ones too.. This is blind action, other civs having all 3 herous very OP.... Athens does need also boosting these heroes.. the only problem players is having is "bad strategy" if they would target this hero Athens are already loser for rest of the game

  I simply dont agree with such change.  or maybe make healers cheaper only for Athens like 150 food   :---) to try protect hero 

 

 

I already noticed few  players having mods to target hero .... maybe you should put this as feature too.. and maybe make hero never stay in building to get eco/war bonuses... so if hero in building he would lose this abilities (expect giving capture protection)... 

Edited by Kampot
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7 hours ago, wraitii said:

Nerf heroes Iphicrates and Ptolemy

I commented on gitlab too. For iphicrates, I think an armor reduction is fine, but an issue with the hero is that he walks at 9.0 when he should walk at 11.4 m/s like other skirmisher units. I think this will be a nerf overall to the hero, but increasing his speed will not slow down formations of only ranged units.

As for Ptolemy: if we change the cost reduction to train time, the train time benefit should be pretty huge, maybe 50% or more.

healer change is good.

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i'm not sure about the blacksmith techs being moved tho. We will be doing other things to improve fighting in p2 (ie sparta patch), and currently I have seen more p2 fights than in a25.

The main reason to keep them in p3 is to keep the structure which I think suits the late game well.

One alternative could be to change the research times to 20 sec, 40 sec, 60 sec.

 

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10 hours ago, Kampot said:

Athens does need also boosting these heroes..

@Kampot I agree with you. The other two athenian heroes are literally useless, even on water maps.

I will make a branch for these other athenian heroes, probably adding an additional aura or similar feature. I think an eco bonus would be good for one of them.

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On 06/10/2022 at 10:34 AM, LetswaveaBook said:

For example: I made a mod where women from bigger houses are created in 25 seconds instead of 30 and I allowed Carthage to recruit women from apartments even faster and without fertility festival (though I think more factions could maybe use an apartment building). I also added some mathematical justification for the 25 seconds, showing that reducing the time to 20 seconds for big houses would shift the favor to much towards the big houses.

I think this would be great to add to community mod.

Other quick things that could be tried would be giving team bonuses to carth, han, pers, athenians, and britons who don't have one worth considering. I think some simple, but multipurpose bonuses would be nice.

I think if some creative and powerful ones are added, people will soon stop complaining about the ptol, iber, roman, and gaul bonuses. I definitely think athenians could offer a cost and time reduction to phase up research (or maybe all cc-based upgrades), this could be justified by democracy. This would be flexible because you could rush into p2, rush into p3, or delay metal/stone mining to try to have a faster pop increase for example.

Also a side note: its amazing how many players are using the mod and getting it in MP, it seems to have had a very smooth entry into MP lobby. 

Edited by BreakfastBurrito_007
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3 hours ago, real_tabasco_sauce said:

We will be doing other things to improve fighting in p2 (ie sparta patch)

We might do other things to improve fighting in p2, but why couldn't we do both? Also it remains to be seen how much else of other things we are actually doing.

 

3 hours ago, real_tabasco_sauce said:

The main reason to keep them in p3 is to keep the structure which I think suits the late game well.

That's not a good argument either. Neither it is clear what "structure" or "suits the late game well" mean in a concrete sense. The argument seems as good as "I like the way it is and don't want to consider changing it"

 

I think all the reasoned mentioned at the patch are valid reasons to do allow tier 2 forge upgrades in p2. It seems worth a try in my opinion

https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/4

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@LetswaveaBook I think since the first series of upgrades are so cheap, people get them on the way to p3 anyway. So a player who gets them for a p2 fight will only have a small window to use that advantage. I think adding 2-tier blacksmith upgrades in p2 will allow the player who postpones p3 to get a bigger military advantage in p2 that wont be overshadowed by the enemy clicking p3 faster along with 1-tier upgrades. 

If players dislike the change by and large, we can just pull it in the next update of the mod. At least we will finally have a little feedback.

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