-
Who's Online 1 Member, 0 Anonymous, 196 Guests (See full list)
-
Topics
-
Posts
-
By ShadowOfHassen · Posted
https://github.com/flathub/com.play0ad.zeroad -
By Perzival12 · Posted
Alrighty everybody, Happy Halloween! To celebrate, here is the newest release, version 0.4.0: Dead Hand. This time, there are two new races, who I will explain next. I would like to thank @Lopess for his help making the art code for the Ordona civ, he (or she?) has saved me a lot of time. The Ordona Province is basically your average civ, with no real special abilities or features. The only things that really set them apart from the other civs are this: - They rely heavily on cavalry, with only a few infantry units, and almost no ranged units of any sort. - Their units have much more life than vanilla races (their starting infantry has 190 HP!), while they cost the same. - They usually ride goats into battle. Need I say more? On the other end of the spectrum, the Stalfos civ is very different than vanilla races. They are the undead, risen by powerful necromancers, and their only goal is to grow their ranks by killing their enemies. They have a whole bunch of special features: - They have very few buildings, though each building is cheapish and gives them tons of pop. - All Stal units can walk through water, while all Poe units float over it. This means they don't need ships. - They are VERY slow, with their standard infantry having below average life. To counter this, they are very cheap, able to train 5 workers for the price of one. - Every time they slay a unit, it gives them AT LEAST enough food to train a new worker (who can fight, and doesn't run away like female citizens). - Their Poe units are almost invulnerable to normal damage (hack, crush, and pierce). While this may seem unfair at the moment, later releases will add several different magic types, along with mercenary spellcasters. - Their Stal units are almost invincible to pierce damage, since they are bones. I hope that you enjoy this release. You can download it here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0-4-0, here: https://github.com/Perzival123/Hyrule-Conquest-Revival/releases/tag/new, and right here -
By Perzival12 · Posted
Can you get me a link? -
By Perzival12 · Posted
That sounds really interesting, though I am not sure how that would play like. The idea of being forced to build railroads to transport troops kinda sucks, but using railroads as supply lines that go to different resources might be cool. Then, you can build some sort of harvesting building at a resource (a mine at a quarry, a lumberyard at a forest, etc.), have a railroad coming from it to the main civic center, and get resources much faster and simpler. -
By Perzival12 · Posted
What campaign mod is this? I've seen several threads about making one, but no releases, at least not for A27.
-
