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  2. The problem with that is technical. There are no units that make two separate attacks.
  3. I had an idea for siege tower enhancement A technology that adds a small bolt thrower to it, or conversely a small stone thrower, not sure if it would be possible to have two separate attacks on the same unit at different intervals, but it would add some more flavour to them,. Then the ram team bonus that foot soldiers have could be expanded to include siege towers since not all of the 20 man crew are going to be shooting arrows from the tower And lastly I was wondering why kushites have siege towers and Rome does not?
  4. Cool @Vantha, I was missing the Chineses song. And about the Carth's song, Peaks of Atlas, I love it!
  5. https://en.m.wikipedia.org/wiki/Banking_in_ancient_Rome
  6. As for gameplay appeal, mercs that cost more metal and less food (mercs not in the gaul embassy) can be accessed with faster build orders which use fewer farms. Costing more food and less metal doesn't make the unit universally better than standard mercs, especially if that cost change requires a tech first.
  7. https://gitea.wildfiregames.com/0ad/0ad/pulls/8387
  8. I don't think so. I think other mercenaries have their appeal, especially with the unique qualities of the iber mercs. I think it will for late game mercenaries. The inspiration is historical, with Gauls at times making up large portions of the Carthage army in Europe due to allegiance. It was @borg-'s idea so I am paraphrasing from him.
  9. Me too. And the game actually has even more soundtracks than those 26. A lot of new ones came with A26, they only haven't been added to the website yet. Here's a zip with all of them (61 in total): 0ad-soundtracks.zip
  10. I've been using this option too for a while now, and honestly, the difference is quite noticeable, especially for tasks like gathering or building.
  11. Under Options > Gameplay > Formation control, one can set orders to unit to not override current formation. With the current workings of formations, this can lead to a non-negligible efficiency gain for orders like gather, build, capture... This because units will waste far less time bumping into each others while in the same formation. I'm posting this because I have for a long time, I not understood it was a setting when witnessing players using it, thinking it was marginal usage of a custom command where the game allowed you to define formation. Recently, much more players starting using it, so I started to try it too. I'm used to using formation at my advantage in fights, so I don't hate the current formation buffs. However for economy, it feels a bit... Weird... To be able to make gains using formations, that should be more like a battle thing. I don't have a defined opinion or improvement ideas for this, but hoping opening a thread on it can gather interesting ones.
  12. Will the missing legionary keyword for first cohort legionaries also be fixed ?
  13. Here are mine: 1st ffm vs riicho: https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/846765298B66893D 2nd ffm vs Zekromus: https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/B14585CE59715E64
  14. The entire Gallic mercenary roster, but the point still stands. Why would people train other mercenaries if Gallic ones are cheaper? The other embassies need to have techs that make their corresponding units "better" in other ways for this to work.
  15. For now they are just models that require review and adaptation to the game. Por ahora son sólo modelos que requieren revisión y adaptación al juego.
  16. All good, but why is the tech to make merc production sustainable only for one unit? Wont it limit choices by making it extra attractive compared to the other mercs?
  17. Estas facciones ya son jugarles con estos modelos? :000
  18. The tech to lower Gaul mercenary cost is intended to provide a means for more sustainable merc production. You pay plenty of resources up front for long term savings. Buffing the trade bonus doesn’t make sense because trade itself is not balanced for usual games. Buffing the trade bonus for carth means it will be very OP after any buffs to trade in general or when playing a map where trade is good. the stone bonus is because of the amount of non-unit stone that the civ spends (temples, walls, big houses, etc). Historically, I’m sure it took plenty of stone to build Carthage so I don’t think its a problem historically.
  19. Here I uploaded so you can download, the music is so good. https://drive.google.com/drive/folders/19MuoT_LSWy_Ep1GiIwR9r0M8bKif1NqI?usp=share_link
  20. Yesterday
  21. Their defenses are the strongest along with the Iberians.
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