Jump to content

Introducing the Official community mod for Alpha 26


wraitii
 Share

Should these patches be merged in the Community Mod? II  

34 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
      25
    • No
      5
    • 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
      24
    • No
      3
    • Skip / No Opinion
      7
  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
      16
    • No
      16
    • 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
      24
    • No
      5
    • 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
      13
    • No
      15
    • Skip / No Opinion
      6
  6. 6. Cavalry health adjustments https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/22

    • Yes
      8
    • No
      14
    • 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
      13
    • No
      13
    • Skip / No Opinion
      8
  8. 8. Spearcav +15% acceleration. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/19

    • Yes
      24
    • No
      2
    • Skip / No Opinion
      8
  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
      13
    • No
      13
    • Skip / No Opinion
      8
  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
      26
    • No
      3
    • Skip / No Opinion
      5
  11. 11. Crossbow nerf: +400 ms prepare time. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/15

    • Yes
      9
    • No
      13
    • Skip / No Opinion
      12
  12. 12. adjust javelineer and pikemen roles, rework crush armor https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/14

    • Yes
      6
    • No
      20
    • Skip / No Opinion
      8


Recommended Posts

10 hours ago, real_tabasco_sauce said:

 

I thought about doing the roman/athens reworks in the community mod

Would be sooo good to get early impression of how these work, also for Spartans. Is it high effort?

  • Like 1
Link to comment
Share on other sites

Well its moderate effort in general, but there may be a couple of things that would need to be done differently in a26 vs a27.

I think I would just do sparta, roman, athens, carth, and mace updates in another community mod update.

(carth and mace ones are pretty small).

btw, if anyone just blurts out an idea for a briton team bonus I could do that super quick.

Edited by real_tabasco_sauce
  • Thanks 1
Link to comment
Share on other sites

2 hours ago, real_tabasco_sauce said:

@wowgetoffyourcellphone at some point I think it could be cool to integrate speed into the damage model for ram ships, as long as their use is streamlined and things aren't too clunky (the latter would be the hard part).

Indeed, I feel ships are the prime example of units that can gave substantial acceleration and turn radius effects.

Link to comment
Share on other sites

https://code.wildfiregames.com/D5284

 

I'd like to try to get the AI to build more Docks, Fishing Boats, and especially Warships. Can folks with the relevant knowledge take a look at that patch and suggest other files that can be edited for that purpose. :) Right now all it does is increase 'priority' for Docks (slightly sooner, but still only 1 dock), Fishing Boats (from 1 to 5 per "sea"), and "ships" (but no separate designation for warships), but doesn't do much else.

Link to comment
Share on other sites

1 hour ago, real_tabasco_sauce said:

@guerringuerrin the merge requests are all in:

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

I just need to check the maps compatibility with feldmap. I suppose I could just copy over the resource balancer so they are identical and then in theory, players could apply the mods in either order.

I believe you just have to check for name uniqueness. Both feldmap and badosu maps define their own balancer which they only use in their own new maps (thus unique). So the only way they would be incompatible is if some functions defined share the same name in both mods, then one would override the other which is bad. With a quick check it seems there is no shared name so they should be compatible but tell me if you see otherwise.

A way to check for OOS if you are alone is that you can launch a game, generating the map, then exit, change the mod order, and open the replay to that game. If it is incompatible you should see OOS there.

  • Thanks 1
Link to comment
Share on other sites

14 hours ago, Feldfeld said:

A way to check for OOS if you are alone is that you can launch a game, generating the map, then exit, change the mod order, and open the replay to that game. If it is incompatible you should see OOS there.

k, I just did that test and it seems ok. Yeah I can tell that the different balancers are being used on their respective maps.

Before I get this next version out, I'll ask someone to do some more extensive tests with me.

  • Like 1
Link to comment
Share on other sites

Alright, I've updated the changelog and is ready to be merged!

I've also added icons to make it more "aesthetics". I think it also makes the reading more comfortable.

I hope you like it!

Please check it one more time in case I missed something =)

Lastly, we can change the date to the exact release date when the merge is done and ready to be downloaded by the community.

image.thumb.png.b0a827bf4c5729775b200faad3ecbc19.png

 

Note: I wanted to put the icons in the same line as the titles, but I don't know how to center the text in the center of the images and didn't like the end result. If someone know how or have a better looking alternative, I'd be happy to read abbout it

image.png.15336d0534072301f3c61b9f720b0d4a.png

 

  • Like 2
Link to comment
Share on other sites

47 minutes ago, guerringuerrin said:

Note: I wanted to put the icons in the same line as the titles, but I don't know how to center the text in the center of the images and didn't like the end result. If someone know how or have a better looking alternative, I'd be happy to read abbout it

@Vantha maybe ?

  • Thanks 1
Link to comment
Share on other sites

1 hour ago, guerringuerrin said:

Note: I wanted to put the icons in the same line as the titles, but I don't know how to center the text in the center of the images and didn't like the end result. If someone know how or have a better looking alternative, I'd be happy to read abbout it

35 minutes ago, Stan` said:

@Vantha maybe ?

Sure, I can help with that. Where is the code? I don't see a merge request for it.

  • Like 1
  • Thanks 1
Link to comment
Share on other sites

@guerringuerrin I did one more change to increase the temple of Amun capture points for kush. I'll test the the mod put together a decent bit.

Lets set the date for this Tuesday, 6/18. When you update the MR, i'll make a testing version and if all is well I'll publish the next version Tuesday.

Edited by real_tabasco_sauce
  • Like 1
Link to comment
Share on other sites

@guerringuerrin Ok. As explained here, the icon tag has a property called 'displace' that allows moving the icon on the x and y axis by a certain number of pixels. Now, the target icons measure 32x32 pixels while the font is only 16 pixels high. A downwards offset by half the difference (in this case 8 pixels) perfectly centers the icon on the text => displace="0 8".

(The text might appear a bit smaller than 16 pixels because it mostly contains lowercase letters, so I suspect an offset of 9 pixels might look slightly better, but you'll have to be the judge for that)

I suggested according changes to the latest merge request.

  • Thanks 2
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...