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By TheGreatAIA · Posted
Great mod. The biggest issue I have found (which I believe is also on Petra) is mid to late game when the AI expands so much they may find a small corner behind my teams bases where they then build a market and reroute there traders there since its the farthest distance. But this leads to their traders walking within distance of my teams defenses/troops causing them to die and tank the AI's economy leading to a very unrewarding win. Is there an option I can adjust to prevent this. If not could you add something for that like Trade routes stay within connected territory. Another option may be Trade routes must avoid being in range of enemy defenses or a significant distance away from enemy starting points (idk, personally i think that first idea would solve the issue). I dont have the screenshot but I did a 4v4 match with a 35min ceasefire then within like 3 minutes of the ceasefire ending you see on the market graph it flattening out due to the above issue. -
The forum is in no state to do this (at least that's an admin feature only as far as i know because you can access stuff that's hidden for instance) and I'm currently in the process of migrating to a non paid solution (the forum costs as much as the whole hosting fees), but I'm a bit a fraid to make it live cause the ipb is prettier than phpbb and I'm not sure i didn't miss something big.
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By Alber 0A.D · Posted
That is a really cool idea, @Asher! Building on your question about reviving an eliminated ally, I put together a complete and balanced overview of how both Diplomatic Asylum and Reviving a Fallen Ally could work together in 0 A.D.: 1. The Embassy (Town Phase Diplomatic Building) Requirement: Unlocked in the Town Phase, and can only be constructed while you have at least one active ally. Capacity & Upgrades: Shelters up to 5 allied units by default. You can pay resources to research upgrades that expand its shelter capacity and reinforce its structural durability (health and armor). Strategic Target: Gives enemies a clear, high-value structure to attack if they want to prevent a rescue. 2. Emergency Asylum Rules (Sheltering Survivors) Critical Population Threshold: You can build the Embassy ahead of time, but its doors only open to refugees once your ally drops below roughly 15% of the max population limit (e.g., fewer than 30 units in a 200-pop match, 50 in a 300-pop match, or 75 in a 500-pop match). Faction Survival: As long as at least one allied citizen remains sheltered inside your Embassy, that faction is not officially defeated. Upkeep Cost: Sheltering units requires a continuous, significant resource upkeep (food and metal) so players cannot stall a lost match indefinitely for free. Advanced Mode (Healer Requirement): Under advanced settings, keeping refugees alive requires at least one Healer/Priest garrisoned inside. If the Healer is killed or pulled out, the sheltered units slowly lose health over time, creating a tense race against the clock to train a replacement. Risk vs. Reward (Slow Experience Gain): While sheltered and maintained, refugees gradually gain experience (rank up). When finally released to rebuild, they emerge as a battle-hardened elite guard! 3. 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 instantly self-destruct (perish in the collapse) so they cannot act as a Trojan Horse inside your base. If you (the host) break the alliance: Their sheltered units are expelled from the ruins and attempt to flee (with a brief speed boost or truce timer), preventing cheap executions. 4. Reviving a Defeated Ally ("Sponsor a Colony") To answer your question directly: if your ally was completely wiped out after you built an Embassy, you could revive them in two complementary ways instead of spawning 5 free units at a Civic Center: Option A – Training New Colonists (High Cost): You can use the Embassy to manually train citizens and basic units for them so they can rebuild from scratch. You can train as many as needed, but each unit costs more than triple (3x+) the normal resource price and takes up a population slot from your own population limit until they successfully construct a new Civic Center. Option B – Converting Your Own Units (Naturalization): You can garrison your own basic units (women or citizen-soldiers) inside the Embassy and pay a resource fee to convert them directly into citizens belonging to your defeated ally's faction (restricted to basic citizens so you can't transfer unique siege units or heroes). (Of course, this entire system would be an optional toggle in the pre-game lobby settings to preserve standard competitive multiplayer balance.) -
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.
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