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Introducing the Official community mod for 0 A.D. Empires Ascendant


wraitii
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Should these patches be merged in the Community Mod? II  

47 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
      34
    • No
      6
    • Skip / No Opinion
      7
  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
      26
    • No
      9
    • Skip / No Opinion
      12
  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
      25
    • No
      18
    • Skip / No Opinion
      4
  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
      34
    • No
      7
    • Skip / No Opinion
      6
  5. 5. Cav speed -1 m/s for all cavalry https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/23

    • Yes
      15
    • No
      22
    • Skip / No Opinion
      10
  6. 6. Cavalry health adjustments https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/22

    • Yes
      19
    • No
      15
    • Skip / No Opinion
      13
  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
      21
    • No
      16
    • Skip / No Opinion
      10
  8. 8. Spearcav +15% acceleration. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/19

    • Yes
      33
    • No
      4
    • Skip / No Opinion
      10
  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
      18
    • No
      18
    • Skip / No Opinion
      11
  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
      36
    • No
      6
    • Skip / No Opinion
      5
  11. 11. Crossbow nerf: +400 ms prepare time. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/15

    • Yes
      13
    • No
      18
    • Skip / No Opinion
      16
  12. 12. adjust javelineer and pikemen roles, rework crush armor https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/14

    • Yes
      12
    • No
      22
    • Skip / No Opinion
      13


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22 hours ago, Philip the Swaggerless said:

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.

As a player who likes to make 3-4 Forges and get all upgrades ASAP, I can tell you with certainty: I'll still spam Forges at the proposed cost. In fact, I'll make sure to spam Forges if they are expensive because that'll make my tech lead even more valuable.

Having said that, I completely agree with the intention behind the proposal: Make players consciously pick their upgrades and make that choice have a certain weight to it. 

We can achieve this by simply limiting the number of Forges a player can build (like heroes, or maybe like civic centers in Village and Town phases).

22 hours ago, Philip the Swaggerless said:

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.

Once again, I agree with the intention (and I doubt any 0ad player will disagree with it). The proposed cost however seems very low.

Traders IMHO should cost as much as a cav, (about 100-150 food). I propose this not based on a balancing perspective, but purely from an aesthetic standpoint.

I mean, a horse costs 50 food (cost of cav unit - cost of inf unit), a woman costs 50 food (don't cancel me pls :). But a horse with a trader on it costs 50 food and 10 metal? How!? Seriously though, I can accept the cost if you give me a proper reason for it.

P.S. Maybe a child on a donkey trading goods would explain it. LOL

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15 minutes ago, PyrrhicVictoryGuy said:

Is the lackluster role of melee units in general adressed in this mod or the meta is still prioritising javelins and ranged dmg over everything else in combat?

In previous versions, a good fight had been achieved but it was again destroyed in favor of the cavalry.

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25 minutes ago, real_tabasco_sauce said:
7 hours ago, PyrrhicVictoryGuy said:

 

Yes, to an extent. However, the situation where melee infantry units die first is still present

Not if you play against me; I will snipe your skirmishers! ;)

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Well, in general, i think the community mod has been good for a26, especially since it fixed a couple of issues with the base game such as the han farm techs not working.

However, because of the division it created, I'd like to suggest a bit of a different approach for the next alpha:

Each version should be a clean slate. This way each version is an opportunity to test some new ideas or balance, and the successes of one version do not become pressure on the subsequent versions to be perfectly balanced. I expect this will result in less regular use of the community mod, which means players will mainly play together on the base game, resulting in less division.

This approach is also more friendly to more experimental ideas, which are currently somewhat avoided in order to avoid "ruining" the com mod. Some of my experimental ideas are an infantry balance where melee units are generally faster than ranged units, with exceptions, and the introduction of a laborer economic unit to tackle the booming = turtle topic.

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14 hours ago, Effervescent said:

As a player who likes to make 3-4 Forges and get all upgrades ASAP, I can tell you with certainty: I'll still spam Forges at the proposed cost. In fact, I'll make sure to spam Forges if they are expensive because that'll make my tech lead even more valuable.

The hope is that, playing against an opponent at approximately the same level as you, you would be disadvantaged by spamming them in most cases.

Maybe needing an additional 400 metal to go to p3 slows you down enough for them to start a battle while they have a hero and you don't.  We can increase the build time as well.  From 120 to 150? 180?

14 hours ago, Effervescent said:

We can achieve this by simply limiting the number of Forges a player can build (like heroes, or maybe like civic centers in Village and Town phases).

Maybe.  But I think we're not being clever enough if we resort to that.  I think multiple ones should exist as an option, but as an extreme one.

Here's another meh idea to get out of the way: Prerequisites.  I believe the first Age of Empires had some pre-requisites where certain techs/structures required specific buildings to be made.  I think you had to have a market for some farming upgrade (or maybe to build farms at all?), you had to have a woodcutting tech before you could do certain ranged weapons, etc.  I don't think we should put that in 0AD unless it really makes sense.

By the way, one problem we may create as we raise the price of the Forge is to weaken the tech bonus of doing a fast p2 instead of regular p1 boom.  If too much res is needed for a blacksmith it ruins that as a benefit for attacks launched in p2.

Alternatively or together with a forge price increase, we could make the other structures more appealing.

  • If you have a temple, all units get +5% health as long as it stands. (additional temples do not stack the bonus.)  Or it could be a tech.
  • If you have a market, receive a resource trickle of your choice.  (additional markets do not stack the bonus.)
    On 18/11/2024 at 1:47 AM, chrstgtr said:

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

    Another idea I'll throw out there: Make 2 levels of traders available.

  • Basic trader: 50 food, 10 metal, low distance-income gain modifier

  • Pro trader: 100 food, 80 metal, high distance-income modifier. (current)

Shorter trips have similar income, but on longer trips the pro trader makes a ton more.  

  • 16 hours ago, Lion.Kanzen said:

    I assume that goods and travel equipment must cost gold (metal).

    Yes, that was my thought.

On 18/11/2024 at 1:20 PM, chrstgtr said:

Any Savannah map, especially if normal sized or smaller. Other biomes too. It would happen more often but people freak out if you ever choose a biome that isn’t temperate (or whatever). 

So low wood maps and low metal maps?  Which are seldom played? I don't think we should set the standard based on these.

 

 

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1 hour ago, Philip the Swaggerless said:

Here's another meh idea to get out of the way: Prerequisites. 

I think a better idea would be to get rid of the building requirement to go p3. 

It would open up more build orders. You could do forgo any blacksmiths to get quick siege and push with a weak army. Or you could build a bunch of blacksmiths to get a strong army with multiple upgrades. Or maybe you do something in between. 

Right now, people are building a bunch of blacksmiths because it’s the cheapest way to get to p3. Getting rid of the building requirement would eliminate that motivation. If everyone still spams blacksmiths then we know we have a problem with the cost relative to its actual value and could increase it then (or increase the cost of upgrade techs). 
 

1 hour ago, Philip the Swaggerless said:

If too much res is needed for a blacksmith it ruins that as a benefit for attacks launched in p2.

Good point. This is related to my discussion above. 

 

1 hour ago, Philip the Swaggerless said:

Alternatively or together with a forge price increase, we could make the other structures more appealing.

  •  

Probably also needed. Your two ideas with a little modification would be fine with me (as stated they’re too good to pass up, which kind of eliminates the “should I build it” choice)


 

1 hour ago, Philip the Swaggerless said:

So low wood maps and low metal maps?  Which are seldom played? I don't think we should set the standard based on these.

It happens more often than you’d think. Just two nights ago we played a game where low wood defined most of the game. I also think some of this is the tail wagging the dog. Some of those low wood biomes aren’t played because trade is annoying. If trade was fixed we’d probably play more biomes than just temperate and fall. 

Edited by chrstgtr
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1 hour ago, chrstgtr said:

I think a better idea would be to get rid of the building requirement to go p3. 

 

Considering the whole conceit of "phasing up" revolves around the advancement of a settlement to a city, removing building requirements kind of ruins the concept.

What we could do though is genericize the requirement to X number of any kind of building (except Farms and walls). You could say someone could spam 30 houses and upgrade to final phase! They could, but then they haven't built anything else either, so are vulnerable af in many ways. Could open it up to some create and/or wild build orders and strategies. Possibly worth considering for A28's comm mod. 

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I don't think there is enough agreement here to move forward with the forge changes directly into a27.

16 hours ago, wowgetoffyourcellphone said:

Possibly worth considering for A28's comm mod. 

As I said in my previous post, I think we should make the com mod in a27 more experimental. More frequent releases with a small-ish number of ideas to test in each one, then we start with a clean slate each time. We could test a lot more ideas more quickly and get decent community involvement since the mod is very available. And we can try really big ideas that might have been too risky with the current setup.

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1 minute ago, real_tabasco_sauce said:

I don't think there is enough agreement here to move forward with the forge changes directly into a27.

As I said in my previous post, I think we should make the com mod in a27 more experimental. More frequent releases with a small-ish number of ideas to test in each one, then we start with a clean slate each time. We could test a lot more ideas more quickly and get decent community involvement since the mod is very available. And we can try really big ideas that might have been too risky with the current setup.

Another big idea. I agree with increasing the cost of the Forge, but then also increase the cost and research time of Forge techs. Then we could have a tech pair in Town Phase that's "Forge techs -50% cost" vs. "Forge techs -50% research time."

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I’m in favor of Philip’s suggestion maybe with 200->100 metal, instead of removing building requirements. I think players intending to attack in p2 will have a better idea of what to prioritize so the “stay in p1” encouragement might not be so bad. In addition it might make it harder for the player who stays in p1 to catch up with techs.

There is also the option to go from 3 to 2 prereq buildings. This gives more flexibility especially in the event that these buildings get more expensive. 
 

Can I extraneously voice my support for unit specific upgrades?

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5 hours ago, wowgetoffyourcellphone said:

Yes, but I would like more flexibility in the UI code to be able to place these upgrades directly beneath the unit in the panel. More general techs would be placed at the bottom of the panel. 

Sounds simple enough on paper. But what, for example, when the trainable units take up more than the first row?

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10 hours ago, BreakfastBurrito_007 said:

That would be a lot of units though right?

Yes. But it can still happen when selecting multiple structures at once, e.g. barracks, stable, and fortress.

9 hours ago, wowgetoffyourcellphone said:

Should design for the most likely case. But with this outlier we'd just squash the techs downward.

We have to account for the edge cases too, as rare as they might be. What if the space below isn't free?

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This happens all the time to me when forgetting to let go of the shift key for five minutes or so:

screenshot0012.png.b9c2e191b0caa60b956c9b6126d3a1aa.png

Just kidding :D. It seems excess icons are pushed out to the bottom. I guess we could hide simply hide the technology if there's no space for it below the assigned unit. This is already done for (vertically placed) technology pairs right now.

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5 hours ago, Vantha said:

This happens all the time to me when forgetting to let go of the shift key for five minutes or so:

screenshot0012.png.b9c2e191b0caa60b956c9b6126d3a1aa.png

Just kidding :D. It seems excess icons are pushed out to the bottom. I guess we could hide simply hide the technology if there's no space for it below the assigned unit. This is already done for (vertically placed) technology pairs right now.

How about dividing military buildings from economic ones?

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  • 3 weeks later...

So I think the sparta p1 champs are still not really viable in the com mod. We don't have time for a community mod release, but I was thinking to let the building itself grant a pop space of 10, like a house would. This provides a selective benefit to their use early in the game, and since it is a "mess hall" it reasonably could support population space.

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  • Stan` changed the title to Introducing the Official community mod for 0 A.D. Empires Ascendant

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