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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  

44 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
      5
  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
      11
  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
      24
    • 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
      32
    • 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
      9
  6. 6. Cavalry health adjustments https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/22

    • Yes
      17
    • 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
      20
    • No
      15
    • Skip / No Opinion
      9
  8. 8. Spearcav +15% acceleration. https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/19

    • Yes
      31
    • 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
      18
    • 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
      34
    • 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
      13
    • 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
      11
    • No
      22
    • Skip / No Opinion
      11


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3 hours ago, real_tabasco_sauce said:
  • Hero acceleration is greatly reduced down to 5 m/s^2.
  • To compensate for being very easy to shoot, they gain an additional 1000 hp.

 

If hero changes are made to discourage luring then these don’t make sense. First one makes luring worse. Second one make luring easier. Second one will also have knock on effects of making it harder to ever kill heroes. I would just do the first and adjust to appropriate level.

On this, I also like your idea from the other night where hero would be a non preferred unit and attacking units would refocus on preferred classes when in range.
 

3 hours ago, real_tabasco_sauce said:
  • In p1, they gain 5 hack damage for each unit they kill.
  • in p2, they gain 10 m/s movement speed.
  • in p3, their last modification is that they trade the sword for a club and do 50 crush damage. This last part is a bit of a stretch historically but I think it will make for an excellent contribution to the way the Han play.

This changes the idea of ministers from being an eco unit that has some fighting ability to just being another fighting unit. That’s fine but it’s a pretty big shift in the unit’s intended purpose (I would personally go the other way and make them more like movable Kush pyramids but whatever).

with that said, some thoughts on the changes…
 

P1: This change makes no sense to me. It just makes the minister suicide rush stronger (it’s already strong). This doesn’t change how you’ll play with ministers or how many ministers you’ll make sine can’t be trained in p1. If you want to give ministers this buff just give it in p2.

P2: so a total speed of 19 m/s? That seems really fast/OP. It would be quicker than every(?) other unit. At this point, you’re basically just making the minister a faster and stronger version of fanatics that’ll be able to take down buildings easily in p3. 
 

P3: fine but see above re speed. I generally like the idea of having quick moving units that can quickly kill buildings but others may disagree. I also think this idea would be better served by just creating a different unit that does these things instead of changes the Han unit from an anti unit raider to becoming an anti building raider (ie, why shouldn’t there be an anti unit raider in p3?). 
 

4 hours ago, real_tabasco_sauce said:

Walls

I can see pluses and minuses with these. They just need to be tested. 

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5 hours ago, real_tabasco_sauce said:

Players have been complaining a lot about hero baiting, so I have some ideas implemented to fix that.

  • Hero acceleration is greatly reduced down to 5 m/s^2.
  • To compensate for being very easy to shoot, they gain an additional 1000 hp.

please tell me this is a joke XD

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5 hours ago, real_tabasco_sauce said:

Since the Han have been lacking, I made some changes to the ministers to make them more interesting for dynamic gameplay.

  • In p1, they gain 5 hack damage for each unit they kill.
  • in p2, they gain 10 m/s movement speed.
  • in p3, their last modification is that they trade the sword for a club and do 50 crush damage. This last part is a bit of a stretch historically but I think it will make for an excellent contribution to the way the Han play.

this sounds fun hahaha maybr this can be part of a little aprilfools silly mod ?

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