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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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  • Topics

  • Posts

    • I agree with everything you say up to here, since, for making better use of fortifications (and historical accuracy), they should be inside and make capture more difficult. Can capture points increase with garrison, same as ram speed increases with it?
    • Or, and hear me out on this, we can actually fix the collision so that those 150 Marian Romans have to surround the building (thus exposing them to fire from multiple angles) in order to capture it? In the picture, I see that all units are on one side, and many are literally inside one another. The collision system was annoying and buggy in A23, but it worked. If you sent 35 cavalry against enemy's 3 archers, the cavalry would still have to surround the archers, so they got in the way of each other. In R28, those 35 cavalry would blend into each other, instantly vaporizing the poor archers with 1000% overkill rate. Current system is: - Physically impossible, - Historically inaccurate, - Looks terrible, especially with massed cavalry. I know that this is a separate problem, but you aren't exactly supposed to keep those champions inside the Fortress. They should be outside fighting. Losing one Fortress while 150 enemy units are exposed to fire won't hurt you as much if the collision worked. I voted for adding to base capture regeneration and for both added tech, btw.
    • That base build looks insane—really creative use of vertical space and lighting to get that dramatic “Hall of the Mountain King” vibe. I’ve seen a few similar themed builds shared on ringz apk and this one definitely stands out.  
    • Why do the Germans have the Archery Training tec? Shouldn't they not have it, like the Britons who also don't have archers?
    • I'm making this poll without knowing how relevant/appreciated it will be or if the proposed changes will be merged, but could still be interesting. The problem : In R28, the capture has been rebalanced to make harder to capture, especially for key buildings (civic center and forts). This was done by increasing drastically the base capture point regeneration of buildings. The resulting effects vary across scenarios so let's take 2 examples. A large army with high tier units capturing will still capture the building just as fast, the capture regeneration doesn't add resistance or delay in that case. So still rarely giving the defender the opportunity to react. Smaller armies that seems to be able to capture the building have a hard time estimating how close they are to actually capturing a building, because capture point regeneration have a exponential effect on the time/difficulty to capture... Humans are not very good with exponential effects so it generally result in frustrations. A gimmicky play is for example to get Marian reform with Romans and start capturing everything in a few second even if a whole army is attacking you, you can perfectly capture a fort in less then 5 secs.... Example bellow I had 3 secs before the fort full of champs had below 50% capture points vs 150 romans. Proposed change : Increase base capture point of key buildings instead (cc, fort), making it longer to capture across all scenarios instead of only when it was already the hardest. Make towers Sentry tech, and Professional Garrison add capture points, making the tech more interesting.  
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