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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  

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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On 17/05/2025 at 11:27 AM, Fabius said:

I recently came across this video on Lanciarii, link below for interested parties, and I was curious as to whether this fell within the scope of the current 0 AD time frame.

I have two ideas for a Lanciari unit type, both assume a link with Marian Reforms. Eg unlocked by it and having the legionary keyword.

The first would be either to revive the old champion skirmisher that used to be present in A23 but was cut entirely from A24 onwards, and have them as an upgrade to legionary skirmishers or a separate entity you train from relevant buildings.

A second idea and more unique would be to utilise The Persian immortal template and make a champion unit that switches between javelin and sword. The idea of giving the ranged version a small multiplier against cavalry also came to mind.

 

We have more units in historical that swtich back and fourth.
Lead bullet/stone slingers

Theracaian Peltasts

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5 hours ago, real_tabasco_sauce said:

We will be able to do a new release soonish but I would love to see more testing and feedback on the current changes.

I played 3 games booming with the comm mod, alone with no enemy. no problems occured. I tried your wall cheapening with the athens cheapening hero and it could certainly change a wee bit about how you play athens, since you could theoretically spam out palisades in about 3 seconds

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On 22/05/2025 at 11:47 PM, real_tabasco_sauce said:

I would love to see more testing

I will try to test a couple games using the Roman heavy infantry tonight. I might even try making a sim-city with walls.

Should be fun.

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  • 3 weeks later...

Trying to make the maiden guard units for maury more interesting:

archer:

  • 100 wood, 90 metal
  • 1.75 sec fire rate
  • 90 hp, higher pierce armor, lower hack armor
  • faster move speed and accel
  • less range
  • less attack prepare time

swordswoman:

  • 100 food, 90 metal
  • lower hp
  • less pierce armor
  • higher hack armor
  • faster move speed and accel

https://gitea.wildfiregames.com/0ad/0ad-community-mod/pulls/70

 

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  • Stan` changed the title to Introducing the Official community mod for 0 A.D. Empires Ascendant
On 16/06/2025 at 2:20 AM, real_tabasco_sauce said:

Trying to make the maiden guard units for maury more interesting:

archer:

  • 100 wood, 90 metal
  • 1.75 sec fire rate
  • 90 hp, higher pierce armor, lower hack armor
  • faster move speed and accel
  • less range
  • less attack prepare time

swordswoman:

  • 100 food, 90 metal
  • lower hp
  • less pierce armor
  • higher hack armor
  • faster move speed and accel

https://gitea.wildfiregames.com/0ad/0ad-community-mod/pulls/70

 

So like immortal you propose a cheap one version?Kush and Athens still have the gold version so?  why not I already like the current unit but your change seems interesting 

In normal version : range is 60 , how much now? like crossbow han? i suppose it become skirmish archer champ. Do you think a expensive tech in castle could add a slow on enemy target for 6 sec with the poison ?

 

for the swordman it was already the best one with ibere 

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did you remove the wall change? bcs it was too much op in my opinion

 

i propose few change :

reduce melee armor of cata , they tank too muchhh, impossible to snipe easy with melee unit. 

Balance heroe bonus , some civ have @#$% heroe with no bonus or one only good heroe. 

 

 

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Quote

Units attacking low-preference units like buildings without direct player instruction will check for higher preference units to attack.

Capture balance:
- Women gain a capture attack of 1.0.
- Default building capture regen is 5, with CCs at 30 and Fortresses at 45.

Fortress Buff:
- Fortresses are a bit better at defense, with damage 10->12p, spread 2->1.2, and fire rate 3.5 -> 3.0.

Maiden Guard Archers and Swordswomen:
- Archers: faster, weaker, cheaper archer, with much of its damage coming from poison. Cost 100 wood, 90 metal. Good versus armored units.
- Swordswomen: faster, weaker to ranged, stronger vs hack. Cost 100 food, 90 metal.

Longswords:
- Increased splash damage (4->6 hack) and range (2->2.5), decreased direct damage (-4 to -6 hack).

Elephants:
- Increased splash radius (2->3)

Infantry Spearmen and Pikemen:
- Cavalry counter damage multiplier (2.5x to 3x)

Carthaginians changes:
- Numidian Cavalry Civ Bonus: Ranged cavalry +10% movement speed.
- Mining Economy: Stone mining technologies are free and instant each age.
- Reworked Embassies:
    - Celtic embassy: Sword mercenaries, "Celtic Auxiliaries" technology saves 50% metal cost of mercenaries, but adds 50 food cost. 200 wood
    - Iberian embassy: Ranged infantry mercs, Fire skirmishers and longer-ranged balearic slingers, 75 metal cost. 100 wood, 100 stone.
    - Italic embassy: Spear mercenaries. 100 wood, 100 stone.
- Trade colony:
    - Available in p2, costing 100 wood, 100 stone, 100 metal.
    - fires arrows, but less effective than a CC.
    - functions as a trade destination and may barter resources.
    - Trains traders, women, mercenaries, and spearmen.
    - functions as a dropsite.
    - no territory influence or decay.

Han changes:
- Ministers:
    - Attack removed.
    - weaker armor, 75 health instead of 200.
    - aura range reduced to 20 meters.
    - garrison auras removed
    - building and gathering bonuses are 10% non-overlapping.
    - available in p1.
- Ministry:
    - Available in village phase.
    - Costs 50 wood, 200 stone, 50 metal, building in 160 seconds.
    - Technology pairs cost reduced.
    - Trickle removed from ministry.

community-testing.zip v27.2

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Spoiler

Infantry Spearmen and Pikemen:
- Cavalry counter damage multiplier (2.5x to 3x)

Carthaginians changes:
- Numidian Cavalry Civ Bonus: Ranged cavalry +10% movement speed.
- Mining Economy: Stone mining technologies are free and instant each age.
- Reworked Embassies:
    - Celtic embassy: Sword mercenaries, "Celtic Auxiliaries" technology saves 50% metal cost of mercenaries, but adds 50 food cost. 200 wood
    - Iberian embassy: Ranged infantry mercs, Fire skirmishers and longer-ranged balearic slingers, 75 metal cost. 100 wood, 100 stone.
    - Italic embassy: Spear mercenaries. 100 wood, 100 stone.
- Trade colony:
    - Available in p2, costing 100 wood, 100 stone, 100 metal.
    - fires arrows, but less effective than a CC.
    - functions as a trade destination and may barter resources.
    - Trains traders, women, mercenaries, and spearmen.
    - functions as a dropsite.
    - no territory influence or decay.

Han changes:
- Ministers:
    - Attack removed.
    - weaker armor, 75 health instead of 200.
    - aura range reduced to 20 meters.
    - garrison auras removed
    - building and gathering bonuses are 10% non-overlapping.
    - available in p1.
- Ministry:
    - Available in village phase.
    - Costs 50 wood, 200 stone, 50 metal, building in 160 seconds.
    - Technology pairs cost reduced.
    - Trickle removed from ministry.

Testing in SP tonight and over the coming few days. I'll try to get some matches uploaded to the usual place :)

Thank you for these changes. Did you modify the AI to make use of Carthage and Han changes?

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