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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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3 hours ago, real_tabasco_sauce said:

These are necessary too. But does it get at the issue that I am getting at and that you are getting at here: 

3 hours ago, real_tabasco_sauce said:

then it seems the bolt goes idle and keeps trying to shoot this unit

My understand is that 6948 was just meant to deal with the building vs. unit issue. A unit will still be high priority (despite not being hittable) if it is within min range. 

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1 hour ago, chrstgtr said:
4 hours ago, real_tabasco_sauce said:

then it seems the bolt goes idle and keeps trying to shoot this unit

My understand is that 6948 was just meant to deal with the building vs. unit issue. A unit will still be high priority (despite not being hittable) if it is within min range. 

In checking that a higher priority unit exists, this unit would also have to be in the allowed range, so I think a single solution could solve both these issues.

Edited by real_tabasco_sauce
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On 30/09/2024 at 9:55 PM, real_tabasco_sauce said:

community-testing.zip 14.6 MB · 14 downloads

Ok, here is a testing version of the next community mod. A little bit of multiplayer testing will help us avoid the crashes we experienced last time. 

Thanks for keeping the minimum range on Bolts. Makes me feel like my feedback is heard even though I don't keep up with all the changes.

Bit late cause I was out but the mod works fine for me. I was only able to test with Petra bots though.

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1 hour ago, real_tabasco_sauce said:

Did you find the building AI controls intuitive?

I only used the right mouse button at first which was pretty intuitive for me. I clicked on tower and right clicked on unit, and then shift + right clicked on another unit to queue the focus fire. After I was done setting the order I used ctrl (attackmove) + right click on ground to set rally point. The focus fire queue stays active even when setting rally point.

As for the middle click button. I didn't understand the function.

The "Focus fire" hotkey I managed to set and use but honestly, the phrasing in the "Latest Changes" confused me for a bit. 

Quote

-(Left) A new hotkey, Focus Fire, is added to control exclusively the building arrows. Unbound by default. configure it to your liking in the hotkey menu.

"(Left)" made me think I had to press the hotkey and left mouse button. I realised later that I had press hotkey and right key.

I would recommend the text to be phrased differently, maybe something like

-Hotkey: "Focus Fire" can be set in the hotkey menu and used to control the arrows of the selected building(s). Can be queued with Shift. Unbound by default.

Edited by Effervescent
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Ah, I didn't realize (left) and (right) would be misinterpreted. These are just to explain the three options shown in the image.

All the actions are completed by the right click, since left click is for selections.

16 minutes ago, Effervescent said:

I only used the right mouse button at first which was pretty intuitive for me. I clicked on tower and right clicked on unit, and then shift + right clicked on another unit to queue the focus fire. After I was done setting the order I used ctrl (attackmove) + right click on ground to set rally point. The focus fire queue stays active even when setting rally point.

As for the middle click button. I didn't understand the function.

It looks like you figured it out anyway, but the middle option is what you describe above: ctrl + click to just set the rally point. This is so that setting a rally point to a ram does not waste arrows or require you to re-set the arrows back onto units.

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  • 5 weeks later...

Hello, community mod players

This is possible to add this to the community mod, although it comes with a pretty minor performance decrease. On the upside, we get more responsive engagements and unit ranges hold true no matter where the target travels.

The benefit to testing this in the com mod is we get an idea of the balances effects as well a more complete idea of the performance impacts. On the balance changes, I expect this to make retreating less punishing, improve spear cavalry chasing, and make ranged units easier to micro around melee units (ie like for ram ships).

Are you all ok to try this out?

I'll also look into the bolt shooter unitAI.

Edited by real_tabasco_sauce
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https://gitea.wildfiregames.com/0ad/0ad-community-mod-a26/pulls

pull requests: 1) implementing the additional range checks to fix unit overshooting, 2) some miscellaneous fixes balance adjustments, and building arrow adjustments:

  • sentry towers get 1 additional default arrow (minimally affects fully garrisoned damage).
  • CC repeat time decreased from 4.500 to 4.000 seconds, as many players said it was too weak.
  • army camp repeat time 2.500 -> 3.500 (it was mistakenly unchanged in the current mod)
  • sentries tech now uses 50% more arrows instead of +1 arrow. This makes default arrows go from 2 to 3 for sentry towers, and 4 to 6 for defense towers
  • "professional garrisons" tech buffed a little: +4 default arrows to +6.

for the romans, I gave onagers a slight buff and made roman reforms a little bit cheaper.

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4 minutes ago, real_tabasco_sauce said:

https://gitea.wildfiregames.com/0ad/0ad-community-mod-a26/pulls

pull requests: 1) implementing the additional range checks to fix unit overshooting, 2) some miscellaneous fixes balance adjustments, and building arrow adjustments:

  • sentry towers get 1 additional default arrow (minimally affects fully garrisoned damage).
  • CC repeat time decreased from 4.500 to 4.000 seconds, as many players said it was too weak.
  • army camp repeat time 2.500 -> 3.500 (it was mistakenly unchanged in the current mod)
  • sentries tech now uses 50% more arrows instead of +1 arrow. This makes default arrows go from 2 to 3 for sentry towers, and 4 to 6 for defense towers
  • "professional garrisons" tech buffed a little: +4 default arrows to +6.

for the romans, I gave onagers a slight buff and made roman reforms a little bit cheaper.

Why did the change occur in the Sentry Tower?

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15 minutes ago, Lion.Kanzen said:

Why did the change occur in the Sentry Tower?

When i re-introduced non-random arrows to the current version, i balanced p1 building arrows on the weaker side out of an abundance of caution.

2 default arrows is closer to the sentry tower's original dps, so i think its appropriate to try it out with 2 arrows.

the change to the sentry tech is important because the value of adding 1 arrow to a tower depends on the number it already has.

Edited by real_tabasco_sauce
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Hey com mod players,

What do you all think of the "Foothills" map with the new improvements to the woodlines?

I have a patch to add it to the regular random maps: https://gitea.wildfiregames.com/0ad/0ad/pulls/7155

If there are suggestions for the map, I'd love to hear then and I can add them to the pull request.

Edited by real_tabasco_sauce
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The Forge (blacksmith) is too cheap. Traders are too expensive.

Forge

Current Cost: 200 wood and 120 second build time

  • It is the cheapest and most quickly built of the standard p2 structures required for going to p3. (forge, market, temple)
  • In most cases it is the most critical p2 building to make.

Because of this, many experienced players make a minimum of 2 forges but may make 3 or 4.  They may not even make any other of the p2 buildings.  All or most upgrades are processed simultaneously so there is little trade-off in terms of prioritizing upgrades.

I suggest adding a significant metal cost so that the more blacksmiths you make the slower your p3 upgrade.

Proposed cost: 200 wood 200 metal.

Traders

Current Cost: 100 food 80 metal.

  • They have a significant cost and are vulnerable.  They're more difficult to protect that regular eco units that have a central work area.
  • For the maps that competitive games are played on the main reason (imo) to make them is to unlock the diaspora tech, not the trade income.
  • Changing the trading system has been discussed but there's not been any consensus on how to do it.

Based on those points, for the time being, I say just make them cheaper.

Proposed cost:  50 food, 10 metal.

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2 hours ago, Philip the Swaggerless said:

Because of this, many experienced players make a minimum of 2 forges but may make 3 or 4.  They may not even make any other of the p2 buildings.  All or most upgrades are processed simultaneously so there is little trade-off in terms of prioritizing upgrades.

 

Agree.

2 hours ago, Philip the Swaggerless said:

I suggest adding a significant metal cost so that the more blacksmiths you make the slower your p3 upgrade.

Disagree on metal. It's too scarce and the upgrades already cost metal. But I do think it should cost more. I would add a food cost because it is the slowest to produce (yet is infinite so it is just a time trade-off) and would force a player to forgo pop to spam blacksmiths. 

2 hours ago, Philip the Swaggerless said:

Proposed cost:  50 food, 10 metal.

This feels really cheap. The problem with traders is that they quickly become OP, so you don't want them to become too easy to spam. When resources get depleted on a map this is particularly true. I've played multiple games where the first player to get like 5 traders consistently safe wins. If traders are super cheap, then there will be a very narrow window in which you could effectively respond to your enemy switching to traders (either by raiding or making traders of your own). Because of that, I would keep metal cost higher (like 100m). 

An alternative fix would be to keep the cost the same but increase the min yield of traders. Right now, traveling between your base and your closest ally yields something like 4 resources. That is so little that it never makes sense to trade unless you are traveling super far distances. Increasing the min yield will make "safe" trading over short distances more viable. 

Edited by chrstgtr
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7 hours ago, chrstgtr said:

Disagree on metal. It's too scarce and the upgrades already cost metal.

Metal from you're initial p3 territory is too scarce to get all forge upgrades + a significantly champion army. I think that's okay.  More metal can be gathered from expanding territory and ...traders. 

7 hours ago, chrstgtr said:

I would add a food cost because it is the slowest to produce (yet is infinite so it is just a time trade-off) and would force a player to forgo pop to spam blacksmiths.

Maybe this is me not booming well, but I find that getting enough food to maintain p1 unit production and get 500 extra for the p2 upgrades leaves me with more food income than is needed for p2 expenses, and I usually send some to wood.  Rather than seek alternate advantages, I think people would just boom accordingly and get all the forges as usual. The only adjustment might be to delay mining upgrades. 

7 hours ago, chrstgtr said:

This feels really cheap.

It is. This is me assuming nothing else about traders will change. It could be more but should be reduced from what it is. 

7 hours ago, chrstgtr said:

When resources get depleted on a map this is particularly true. I've played multiple games where the first player to get like 5 traders consistently safe wins.

I'm curious - on what maps? I don't like the idea that you make traders only if you are on a seldom-played map that lacks a particular resource. 

7 hours ago, chrstgtr said:

Because of that, I would keep metal cost higher (like 100m). 

An INCREASE? :taz:

7 hours ago, chrstgtr said:

An alternative fix would be to keep the cost the same but increase the min yield of traders.

That small gain of 4 metal is especially bad because they cost 80 metal plus food to make.

I would hate to see a bunch of traders going 100 meters back and forth.  Since they can be so vulnerable, I would mostly rather see the cost of traders reduced but we could couple that with balancing the journey-distance-to-income multiplier. Longer trips should be rewarded, but the gap should not be so extreme.

Edited by Philip the Swaggerless
Typo: changed should to should not
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What about utilizing stone cost for the forge? 
something like 200 wood, 50 or 100 stone.

i think this could be interesting as it brings a bit more opportunity cost into the picture since mining techs, production buildings, and clicking up also cost stone. It would also make the no stone build for Gauls less strong.

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