Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2025-09-17 in all areas

  1. We often focus on the negative aspects of Alpha 27, but rarely highlight the positive improvements. I want to share some of the good movements in A27 that should not be overlooked—because if we don’t recognize them, we might lose them in future versions. Positive Features in A27 Easier Building Captures Capturing buildings is much smoother now. In earlier alphas, it was frustrating—sometimes even a full army couldn’t capture a garrisoned barracks. A27’s easier capturing is also an anti-ecobot improvement, since players now use Phase 2 rushes to capture the CC instead of just booming, which makes the game more dynamic. That said, it could be improved: if the enemy captures the CC, all your buildings are lost—even garrisoned ones. Losing houses also means losing many women, who then exit into the open and get killed easily. Player Placement Selection Being able to choose the starting positions is a nice option. However, removing “shuffle” was unnecessary—it should return as an optional host setting. Capturing with Clicks The current system (pressing C and then clicking) is annoying. If this is considered a positive change, it should at least be configurable in the settings, so players can capture with a single click like in earlier alphas. Improved Melee Balance Melee units are far better balanced now. In A26, they would die far too quickly. Roman House Women Spam Allowing Romans to train women from houses is a great feature. It gives them strong rush potential and makes Rome one of the best civs for early aggression. Weaker Buildings Buildings are not overly strong anymore. In A24–A25, heavily garrisoned forts could wipe out entire armies by themselves, which was frustrating. Save Game Feature Having the option to save games is a very useful addition. Suggestions for Improvement Spec Sync Errors Spectator sync errors often cause heavy lag, sometimes freezing the game entirely. Even saving and reloading doesn’t always fix it. Transfer Control to Spectators Add an option for the host to give control of a player’s civ to a spectator. This would help when someone disconnects or lags too much. Games like Battle for Wesnoth already have this feature. Han Buildings Variety Han buildings all look too similar. They need more distinct colors or styles to be easily recognizable. Champion Recruitment Champions should not be trained from barracks or stables. They deserve their own special building. Dedicated Hero Buildings All civs should have a specific building for heroes. Right now, it’s unfair that Gauls can recruit heroes from a cheap structure while Iberians need to construct a much more expensive fort. Spartan Champions in Phase 1 Early Spartan champions are almost never used—they aren’t effective. Sparta would be better off with a different kind of unique bonus. Remove Hero Flee Ability The “flee” mechanic for heroes encourages dancing and abuse. It would be better to remove it. Final Note I’ve already described several bugs in my last post, so I won’t repeat them here. But overall, I hope we don’t lose the good movements of A27 while improving the game further. also currently the bigger problem of a27 broken fanas and broken melee champ cavs.
    3 points
  2. I presume you're being facetious, still: not every Roman "bathtub" turned into "Bad Sth" (Augusta Treverorum for example) and not every Bad Wheresoever was Roman; e.g. Bad Oldesloe is near me and they didn't settle this far north.
    1 point
  3. Hello everybody, I am pleased to announce that I am starting work on a revival of The Undying Nephalim's mod, Hyrule Conquest. My version will include new maps, over 15 races, new features and technologies, and some other stuff. At the moment this is all I've got, but feel free to check it out. Though I know that there is another group out there, making their own version, I had tons of difficulty finding them, and felt that I should make my own version. At the moment it just has some cosmetic changes to the UI and the start of the Darknut civ. Probably have the darknuts done by the end of the week, but maybe will instead have my Hyrule Bot (an edited version of Petra) done instead. Hope you enjoy! Hyrule-Conquest.zip
    1 point
  4. I'm from the Balkans. Plenty of different countries with basically the same language there, so let's leave it at that. My nick dates back to the years when I was a pretty big Bleach fan. Fans will know about the "Deicide" manga chapters and what happened in them.
    1 point
  5. Romans built bathtubs everywhere I've been to Bad Kreuznach and Baden-Baden
    1 point
  6. The roman definitely used defensive ditches around fortified camps. I don't think you could easily bring a ram to it. I would see a point for such tech with some civs. Then there is always the risk to make the roman too good if we give them everything the romans did
    1 point
  7. Sadly, It seems that I will not be able to make the Darknuts, at least not at the moment. Almost of their buildings require the plot code, and so they would look ugly unless players built them directly off if the civic center. I will probably combine them and a few other lesser races into one Ancient or Automaton race. Now, look out for the Deku Scrubs!
    1 point
  8. Not sure which thing I said your responding to, so I’ll answer both options: The other project just has a Discord, no other way to reach them, and are using some horrible downloading sites that expire really often. As a huge fan of the Zelda series, when I discovered the original Hyrule Conquest, which modded one of my favorite games, I was obviously thrilled. But, the only release of 0ad that I could download was for A26, and so I set about modding it to be playable on the version that I had, A23. Then, when I recently installed A27, I just thought that others should be able to enjoy TUN’s creation. So, I PM him at Spacebattles, got his go ahead to update it, and now am making it. By the way, the Darknuts, as well as my edited AI, will be done by the end of the week, so expect a new release on Monday.
    1 point
  9. It would be nice if you could move earth with workers. That way you could build earth mounds or dig trenches in your defense line. (After all, this game is supposed to be historically accurate, and that was a common tactic at the time).
    1 point
  10. I don't think walls should cost less. It's going to get awful if that's the case. In the current situation, with a few hundred timbers, you can protect yourself from a disturbing attack quite early. Of course, you won't stop them if they're very motivated, but you'll buy enough time. Building + few palisade and you are ok Stone walls are quite solid and balanced in their construction time. What bothers me most is how catapults are so tanky against melee units. They should melt more if attacked in melee.
    1 point
  11. Walling in 0ad is costly in both resources and the mental capacity required to make sure they are actually sealed. palisades and stone walls need to become easier to seal and place if they are to become more impactful on gameplay. I've had moments before where palisades were remarkably successful in protecting my base from large amounts of cav in p2, but its quite rare to see palisades actually accomplish what the player envisions when they are built.
    1 point
  12. 1 point
×
×
  • Create New...