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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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@chrstgtr @Fabius My thoughts on the centurions are that the rank three swordsman is more easily obtained by training using the army camp (rank 2 already). Also, once you have one centurion, the other units nearby will also rank up more rapidly (due to promotion bonus) making it easier to get another centurion. 

The limit of 8 should avoid computational worries, also the auras are non-stacking.

I think it would be better to only affect melee damage, as the roman skirms could get way too strong if there is also a hero. I will also bring their damage back down to 11.

The idea is that these units are "officers" for their army (hence the auras), so it makes sense they should be limited to 8. Since they are quite strong, I would like them to be a little difficult to get, but if they are too obscure in practice, maybe I can expand the upgrade to veteran swordsman too. Maybe spearmen too?

Edited by real_tabasco_sauce
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7 hours ago, Kampot said:

Still there is no easy way to see what are current changes, why this is not available in-game via menu?

Please make it priority or people got confused with so many releases and not utilize all changes. Even looking for them here or some git or whatever is so diffucult. 

@Stan` maybe the best approach is to add the changelog I posted earlier to the original topic. I will make a new one for the next version.

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23 minutes ago, real_tabasco_sauce said:

@chrstgtr @Fabius My thoughts on the centurions are that the rank three swordsman is more easily obtained by training using the army camp (rank 2 already). Also, once you have one centurion, the other units nearby will also rank up more rapidly (due to promotion bonus) making it easier to get another centurion. 

The limit of 8 should avoid computational worries, also the auras are non-stacking.

I think it would be better to only affect melee damage, as the roman skirms could get way too strong if there is also a hero. I will also bring their damage back down to 11.

The idea is that these units are "officers" for their army (hence the auras), so it makes sense they should be limited to 8. Since they are quite strong, I would like them to be a little difficult to get, but if they are too obscure in practice, maybe I can expand the upgrade to veteran swordsman too. Maybe spearmen too?

A Triari centurion would be awesome. As you say we do get second rank infantry from the army camp which speeds up the process considerably. One could then stick some in a barracks for 2 minutes and you are sorted. Here is an idea though, if you garrison a centurion in a barracks then the XP trickle is increased to show that the centurion is drilling the men to be better lol.

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2 hours ago, real_tabasco_sauce said:

@chrstgtr @Fabius My thoughts on the centurions are that the rank three swordsman is more easily obtained by training using the army camp (rank 2 already). Also, once you have one centurion, the other units nearby will also rank up more rapidly (due to promotion bonus) making it easier to get another centurion. 

The limit of 8 should avoid computational worries, also the auras are non-stacking.

I think it would be better to only affect melee damage, as the roman skirms could get way too strong if there is also a hero. I will also bring their damage back down to 11.

The idea is that these units are "officers" for their army (hence the auras), so it makes sense they should be limited to 8. Since they are quite strong, I would like them to be a little difficult to get, but if they are too obscure in practice, maybe I can expand the upgrade to veteran swordsman too. Maybe spearmen too?

I like the idea a lot, I just question whether it ever really gets used. Rank 3 units are rare, especially for melee units. 

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10 minutes ago, chrstgtr said:

I like the idea a lot, I just question whether it ever really gets used. Rank 3 units are rare, especially for melee units. 

I went ahead and allowed spearmen to also access centurion rank. Also, since these units may be trained at rank 2 (via army camp now in phase 2 as well), it should be easier to get them. Also, since centurions make it easier to rank up, they can snowball a little.

Also, I adjusted it so the damage aura only affects melee units, while the promotion effect applies to all soldiers.

Edited by real_tabasco_sauce
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it would be nice if roman hastati were more survivable and oriented to ranking. if you think about roman doctrine of war, a lot of it revolved around keeping their men alive. contrary to most of their relatives, ordered retreat was pretty important to romans.

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8 minutes ago, alre said:

it would be nice if roman hastati were more survivable and oriented to ranking. if you think about roman doctrine of war, a lot of it revolved around keeping their men alive. contrary to most of their relatives, ordered retreat was pretty important to romans.

well centurions in part accomplish this only for rome, since you would want to retreat elite soldiers to heal some and to complete their 12 second upgrade to centurions. Once you have a centurion, the whole army (30m aura) is oriented towards ranking and promotion.

Edited by real_tabasco_sauce
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38 minutes ago, real_tabasco_sauce said:

well centurions in part accomplish this only for rome, since you would want to retreat elite soldiers to heal some and to complete their 12 second upgrade to centurions. Once you have a centurion, the whole army (30m aura) is oriented towards ranking and promotion.

I was adding to that. ranking is one thing, survivability is another.

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1 hour ago, real_tabasco_sauce said:

well centurions in part accomplish this only for rome, since you would want to retreat elite soldiers to heal some and to complete their 12 second upgrade to centurions. Once you have a centurion, the whole army (30m aura) is oriented towards ranking and promotion.

What unit model are you using for the centurion? Wowgetofyourcellphone has some very nice republic centurion models, we could ask if we can use them for this project :) 

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1 hour ago, alre said:

it would be nice if roman hastati were more survivable and oriented to ranking. if you think about roman doctrine of war, a lot of it revolved around keeping their men alive. contrary to most of their relatives, ordered retreat was pretty important to romans.

I believe there are two swordsmen technologies included in the merge requests that increase the durability of swordsmen for Rome among others, so that has already been partly covered I think :) 

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18 minutes ago, Fabius said:

I believe there are two swordsmen technologies included in the merge requests that increase the durability of swordsmen for Rome among others, so that has already been partly covered I think :) 

yes, rome gets both unit upgrades for swordsmen, the second of which increases their durability some.

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6 minutes ago, real_tabasco_sauce said:

The marian legionaries were still using Coolus style helmets and the montefortino style helmets, they haven't adopted the traditional Gallic helmet that we all associate with Imperial Romans yet. 

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18 minutes ago, real_tabasco_sauce said:

If you look at the model up close in the editor you can see that the fellow is wearing the classic Imperial Gallic helmet

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