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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  

43 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
      33
    • 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
      8
    • 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
      23
    • 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
      31
    • 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
      21
    • Skip / No Opinion
      8
  6. 6. Cavalry health adjustments https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/22

    • Yes
      16
    • 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
      19
    • No
      15
    • Skip / No Opinion
      9
  8. 8. Spearcav +15% acceleration. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/19

    • Yes
      30
    • No
      4
    • 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
      17
    • No
      17
    • 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
      33
    • 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
      18
    • 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
      22
    • Skip / No Opinion
      11


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Hi @Stan`, @wraitii,

What will the plan be for updating the community mod with the a27 simulation files? I presume that wall change is one of the last changes to these files, so conceivably the repository could be setup for a27 even before the actual release right?

This way I could start putting some ideas together — Melee damage increase, han crossbow nerf, unit specific upgrades, siege tower capture attack, maurya hero aura, crush armor adjustment. I could also get @borg-'s sparta ideas in the community mod.

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Well we probably have to first determine if it was a success or not. People like @alre and few others and some dude that got mad at us on Facebook have a point, this might have divided the community. And while our statistics show that the number of active players hasn't decreased, I've noticed a lack of people in the lobby which I hope isn't because of that.

If we do continue another mod will be created so that the A26 can continue to exist. One could argue that it could be another branch but I'm afraid the current set up will become more complicated than anything. So, we'll see.

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9 hours ago, Stan` said:

Well we probably have to first determine if it was a success or not. People like @alre and few others and some dude that got mad at us on Facebook have a point, this might have divided the community. And while our statistics show that the number of active players hasn't decreased, I've noticed a lack of people in the lobby which I hope isn't because of that.

If we do continue another mod will be created so that the A26 can continue to exist. One could argue that it could be another branch but I'm afraid the current set up will become more complicated than anything. So, we'll see.

I see. I would say most players saw it as a success, probably because of the faster turnaround on new content.

With regards to splitting the community, I think this could be improved going forward. The primary reason to play the community mod (at least early on) was because of its bugfix for the Han farming techs. Because of this, the community mod became the default version of the game for a large group of players. So, subsequent versions were heavily vetted with voting to ensure only guaranteed improvements were merged. What resulted was in my eyes, a much less ambitious version compared to the possibilities the community mod provides. 

My thoughts are if the mod adopts a more experimental approach, like a community test environment, the majority of games will take place on a27, with those curious to try out new content playing occasionally on the mod.

With this more experimental approach, both players and contributors should be more welcoming to ambitious content, which may be imbalanced, or otherwise sub-optimal. The "risk" of playing the mod would be that some things may be bad changes and some may be great changes, and to avoid this risk, I imagine players would prefer vanilla 0ad rather than playing the community mod alone.

Edited by real_tabasco_sauce
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3 hours ago, real_tabasco_sauce said:

My thoughts are if the mod adopts a more experimental approach, like a community test environment, the majority of games will take place on a27, with those curious to try out new content playing occasionally on the mod.

This couldn’t happen in a26 because of the Han farming issue, which made the mod the de facto version of a26 for anyone who cared about balance at all. 

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14 minutes ago, chrstgtr said:

This couldn’t happen in a26 because of the Han farming issue, which made the mod the de facto version of a26 for anyone who cared about balance at all. 

yeah I mentioned that earlier, but I guess it was buried in my rather long post. I'd say overall its something we should try again for a27.

Not sure @Stan` if it should be a new "main" branch. Would the old a26 version then just be a branch of main? Maybe it should be a separate project?

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On 05/02/2023 at 5:23 AM, Stan` said:

Well we probably have to first determine if it was a success or not. People like @alre and few others and some dude that got mad at us on Facebook have a point, this might have divided the community. And while our statistics show that the number of active players hasn't decreased, I've noticed a lack of people in the lobby which I hope isn't because of that.

If we do continue another mod will be created so that the A26 can continue to exist. One could argue that it could be another branch but I'm afraid the current set up will become more complicated than anything. So, we'll see.

 

what happened?

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I was seeing that in some games they notify you of balance changes and new mechanics months before.

I refer back to Clash Royale.

 

See the example, through Twitter and the development blog.

 

They have just announced a controversial change for the month of June 2023.

 

I am interested in us communicating better with the community.

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  • 2 weeks later...

Feedback wanted for some last minute potential bugfix/ balance changes:

catapults can't see what their firing at: https://code.wildfiregames.com/D4962

Han upgraded cc seems a bit op: https://code.wildfiregames.com/D4961

(not directly related to the community mod, but I thought this might be the most efficient place to get some feedback)

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4 hours ago, maroder said:

Feedback wanted for some last minute potential bugfix/ balance changes:

catapults can't see what their firing at: https://code.wildfiregames.com/D4962

Han upgraded cc seems a bit op: https://code.wildfiregames.com/D4961

(not directly related to the community mod, but I thought this might be the most efficient place to get some feedback)

These look great. I am fine with either nerf option discussed for the super cc, as this is one of many han strengths.

Perhaps we could also consider https://code.wildfiregames.com/D4952 here?

It's a similar balance/minor content addition patch for maury. 

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Just now, BreakfastBurrito_007 said:

I always thought it would be fun if specs could read ally chat from teams during a game. Is this something that can be added in the community mod?

I'm not sure that's a good idea. They could answer in the chat giving advice to enemies.

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Its already possible to do this, but I think the key difference would be the cases where the answer the spec has to give is very simple answer such as "champions" or even "yes/no" in response to a more pointed question. 

 guess it comes down to a choice: specs accessing global chat and not reading team's chat, or specs being able to read team chat but not write to global chat. I am not sure which is better/ which people would want. I just think the entertainment value of spectating games would be a lot more if specs could see what teams are planning/discussing.

 

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Another thought I had was about team voice chat. I have recently seen some teams start to use mumble or discord to talk to each other while they play, and it is quite evident how big of an advantage it is over typing in ally chat. I think adding an in-game system for this would be great since it is not ideal to have to find and follow players when you are on a new team.

Edited by BreakfastBurrito_007
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