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By Perzival12 · Posted
That is a good solution for future members; however it doesn’t solve the problem of existing files. I suppose it would be possible for someone to hand go through every thread and find every file posted, then add it to that, but that would be a colossal waste of their time. Another (and probably better) option, is as I said before, adding a File Browser/File Search to the Search tool, that way at least people searching for specific things can find them easier. I guess I should also say what made me think of this was I was searching the Game Modification threads for abandoned/outdated/unique mods that were never put in mod.io or ModDB. I know quite a few members (at least recently) have been making small mods which add something or fix a bug, and I was hoping to find some of the older, pre A27 (when I joined) ones. -
By Alber 0A.D · Posted
Thanks for the great feedback and questions, @Asher! Those are two awesome points to consider: Dedicated Diplomatic Building (Town Phase): To keep it balanced and prevent early-game stalling, both sheltering and restoring an ally could require a special building (like an Embassy or Consulate) unlocked only in the Town Phase: Requirement: You can only build an Embassy if you currently have at least one active ally. Capacity & Fortification Upgrades: Each Embassy can shelter up to 5 refugees by default, and you can pay resources to research upgrades that increase both its shelter capacity and the building's durability (health/armor) to help protect the refugees under siege. Strategic target: Having a dedicated building gives enemies a clear target to destroy if they want to stop the rescue! Betrayal / Breaking the Alliance: If the alliance is broken by either side, the Embassy is immediately destroyed: If the sheltered ally betrays you: Their garrisoned units perish in the collapse (self-destruct), preventing them from acting as a Trojan Horse inside your base. If you (the host) break the alliance: Their sheltered units escape from the ruins (perhaps with a short speed boost or brief truce timer), so you can't just lure an ally in for a cheap execution. Reviving an Eliminated Ally ("Sponsor a Colony"): I really love your idea! Having a "Restore Fallen Ally" option at the Embassy (for a hefty resource cost, e.g., 500 wood, 500 stone, 500 metal + food) that spawns 4–5 citizens to rebuild would be amazing: Sheltering a survivor = Cheaper/safer way to keep them in the game if you have an Embassy ready and act fast enough. Reviving a defeated ally = A more expensive late-game comeback mechanic if you couldn't save them in time. Thanks again for adding to the idea! -
Good idea @Alber 0A.D! I think that would enhance the game some, and allyship would have another benefit. What would happen if you become enemies with an ally when they have a unit in your civic center? do they get a free walk back? I wonder, if you had an ally that was completely taken out, could you revive them with some of your resources, and they get like 5 units at one of your civic centers?
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By Alber 0A.D · Posted
Hello Wildfire Games team and community, I would like to suggest a new diplomatic feature (or mod idea) for 0 A.D.: Diplomatic Asylum / Sheltering an Allied Citizen. The Problem: In games against the AI (such as 1v1v2 or free-for-all with shifting alliances), when an allied AI is overwhelmed by stronger enemies, it gets completely wiped out before we can help. Currently, players have to use creative workarounds (like trapping an allied citizen-soldier inside walled enclosures) just to keep that faction alive until the main threat is defeated. The Idea: Add a new diplomatic option next to Alliance and Tribute called "Offer Asylum / Shelter a Citizen": Trigger: When an allied player is losing badly (e.g., loses their last Civic Center or drops below 10% strength), you can offer them asylum. Protection: One of their surviving women or citizen-soldiers can garrison inside your Civic Center or Fortress for safety. As long as this citizen is sheltered inside your building, that faction is not officially defeated. Restoration: Once you push back the enemy, you can click a "Release & Restore" button to let the sheltered citizen exit with a small resource tribute so the AI can rebuild a Civic Center and re-enter the game as your loyal ally. Balance: To keep competitive multiplayer fast-paced, this feature could be an optional toggle in the pre-game lobby settings, and if the building sheltering the refugee is destroyed, the faction is eliminated as usual. This fits the historical theme of ancient diplomacy (exiled rulers and allied colonies) and would add awesome emergent storytelling to single-player and team games! Thank you for making such a great game! Idée Diplomatie / Mod : Asile diplomatique (sauvegarder un colon allié pour rebâtir sa cité) Bonjour à l'équipe et à la communauté, Je propose une nouvelle option diplomatique dans 0 A.D. : l'Asile diplomatique. Lorsqu'un allié est sur le point d'être anéanti, on pourrait lui proposer d'abriter l'un de ses citoyens-soldats ou ouvrières en garnison dans notre Centre Civique ou notre Forteresse. Tant que ce colon est protégé chez nous, la faction alliée n'est pas éliminée. Une fois l'ennemi repoussé, on pourrait libérer ce colon avec un envoi de ressources pour qu'il reconstruise un Centre Civique et revienne dans la partie. Option activable avant la partie pour préserver l'équilibrage multijoueur. -
By Grautvornix · Posted
What if we keep the past as is for a while, but provide the new structure for new maps, new blender models etc. ? (Mods are already hosted on mod.io so they are managed elsewhere.) Many maps and models of the past are either already part of the current release version, some are part of a mod (community maps, delenda est etc.), and a third group is abandoned. I believe we could put up a map repository thread underneath the Game Modification | ScenarioDesign/MapMaking . We could subsequently copy (or link) converted old maps there.
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