stevenlau Posted March 8 Report Share Posted March 8 After Han captures a Persian CC, a hidden unit becomes available in that CC: Han Cavalry Crossbowman. This unit is never mentioned in Structure Trees. 1 2 Quote Link to comment Share on other sites More sharing options...
Arup Posted March 8 Report Share Posted March 8 guess now I gotta take hans everytime im up against a persian 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 8 Report Share Posted March 8 This is surely a bug, but maybe we can just call it a feature. lol 2 Quote Link to comment Share on other sites More sharing options...
Outis Posted March 8 Report Share Posted March 8 3 hours ago, wowgetoffyourcellphone said: This is surely a bug, but maybe we can just call it a feature. lol Or an easter egg?? 2 Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted March 12 Report Share Posted March 12 On 08/03/2025 at 10:57 AM, wowgetoffyourcellphone said: This is surely a bug, but maybe we can just call it a feature. lol I don't see why it can't be done, even the assimilation process could train mercenaries after capture a building. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 12 Report Share Posted March 12 That's the issue with allowing buildings to train all units, since you might see Atlas only entities, or entities that were not made or balanced for matches. Quote Link to comment Share on other sites More sharing options...
Seleucids Posted March 12 Report Share Posted March 12 This is not a bug ! Technical explanation: Han civ was pulled straight out from Terra Magna A23 and had its code fixed for a24 and A25, as a single standalone mod civ. On incorporating into A26, for balance, many features of the Han were removed. However, they didn't delete the template files; they just removed the OP units from Han production buildings. Crossbow cav and mobile boltshooter tank were examples of these. But the production buildings of other civs do not have explicit inhibition of these units, especially the Persian CC which can train all cav class units. As a result, the hidden units can be trained by capturing other civs' buildings. 5 Quote Link to comment Share on other sites More sharing options...
Obelix Posted March 12 Report Share Posted March 12 For not loosing track of it, we have now Issue #7704. 2 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted March 12 Report Share Posted March 12 4 hours ago, Obelix said: For not loosing track of it, we have now Issue #7704. I don't think it's necessary to remove this unit because it is not particularly OP and it's nice to have an Easter egg. Han capturing a Persian is a rather rare situation 1 1 Quote Link to comment Share on other sites More sharing options...
Boudica Posted March 12 Report Share Posted March 12 So it's like the updated version of the Mauryan ram Easter egg. Quote Link to comment Share on other sites More sharing options...
Seleucids Posted March 12 Report Share Posted March 12 3 minutes ago, Boudica said: So it's like the updated version of the Mauryan ram Easter egg. Exactly, same mechanism in terms of the code. I'm not sure to what extent was the Mauryan ram Easter egg intentional though. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 12 Report Share Posted March 12 It was not. At the time I didn't know how it worked and I just wanted to add a cool asset into the map editor. 2 Quote Link to comment Share on other sites More sharing options...
alre Posted March 12 Report Share Posted March 12 just change captured buildings behavior. I swear, the biggest obstacle I can see to 0ad progression is bogus features that won't ever get corrected because some random dev likes them in spite of all reason. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 12 Report Share Posted March 12 12 minutes ago, alre said: just change captured buildings behavior. I swear, the biggest obstacle I can see to 0ad progression is bogus features that won't ever get corrected because some random dev likes them in spite of all reason. Be more specific please. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted March 12 Report Share Posted March 12 47 minutes ago, alre said: just change captured buildings behavior. I swear, the biggest obstacle I can see to 0ad progression is bogus features that won't ever get corrected because some random dev likes them in spite of all reason. Is that the biggest obstacle? Honestly, I think all that needs to happen is to come up with a consistent scheme to determine what units are available from captured buildings. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 12 Report Share Posted March 12 Currently you can do - civ_infantry e.g han_infantry (everyone can train han infantry by capturing this building - {civ}_infantry gets replaced at run time by the owner civ if such a unit exists for them - {native}_infantry like 1) but dynamic useful if you have three embassies templates with different civs for instance. 1 Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted March 17 Report Share Posted March 17 On 12/03/2025 at 5:11 PM, Stan` said: native}_infantry like 1) but dynamic useful if you have three embassies templates with different civs for instance. This mechanism would work well for the Persians to subjugate the defeated nations. Then they called up foreign levies to their ranks and the empires that came after did the same. There is even talk of Persians using Sarissas.Although it could refer to mere hoplites. https://www.romanarmytalk.com/rat/showthread.php?tid=16711 The interesting thing would be to access other units through the civic center. Quote Link to comment Share on other sites More sharing options...
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