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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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    7. 599
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  • Topics

  • Posts

    • I've always agreed on this in practise, but I didn't word it correctly when I said: Indeed that territory is not yours yet, it's detached from their root so its buildings decay (the main rule). But there are some exceptions to that "they decay if not connected to a root", I remembered this from one of my saves (maybe it's just a dock thing? they are a bit different. EDIT: and its not even decaying):   Yes, this has been clear all along. But none of the things you've said address the couple of things I've mentioned (that I marked in bold font), although maybe because you agree that both will indeed be the case after the fix.
    • "CC denial through units on the foundation. If one is lucky, one can put their cavalry on the enemy foundation during ceasefire and the enemy can't start their foundation because the cavalry won't move."   @ffm2 I think its fixed now, when enemies start building your units automatically moves away
    • Buildings don't decay because they are outside your territory (in 95%+ of cases, they sit on their own territory influence), they decay if not connected to a root. This would be unchanged. Territory ownership and connection to territory root are two different things. So nothing will change if you capture a CC and opponent have no other root attached to buildings => all buildings will decay. Your opponent will still own the "blinking" territory until the buildings are decayed to a new owner (unchanged and unaffected by proposed modification).
    • Your misconception here is to think I'm imagining something I'm not. I'm just trying to mentally emulate the consequences of the fix and point out anything unintended, given that you said "maybe I'm overlooking some potential drawbacks of doing so.. Anyone can think of one?". And I'm thinking of a couple of things, as I'll mention (I guess related to your "buildings are reasonably spaced" observation). Indeed "you cannot own a building but the land is to someone else" (except if they are decaying because of that). "There will be no more territory lines crossing buildings" is indeed the direct consequence of the fix, as is "buildings in the territory won't decay unless the CC is totally enclaved", that was your point all along.   I see now why there won't actually be "self-sustaining" territories: their footprints are not root, so they should decay if detached from root territory. But I was also thinking about this situation: I've had the issue that part of my walls would decay if the enemy territory expands. If I'm not wrong, this won't be the case anymore, since the fix wouldn't allow anymore for only a part of a long wall to decay. I don't have a problem with this, in fact I think the present behaviour is a problem (because my towers get distracted shooting the converted walls I want to gain back!), and your fix might have solved this. But considering all that, and, again, if I'm not wrong, it would seem that the fix would make buildings not "reasonably spaced" way harder to convert just by territory expansion since, given that "there will be no more territory lines crossing buildings", one would have to detach a whole not "reasonably spaced" group of buildings from the root territory. Maybe this is preferable for some, but seems a bit of a drawback for me.
    • Why do the spammers keep doing it? Does it actually work?
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