stevenlau Posted Saturday at 07:42 Report Share Posted Saturday at 07:42 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 Saturday at 08:08 Report Share Posted Saturday at 08:08 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 Saturday at 16:57 Report Share Posted Saturday at 16:57 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 Saturday at 20:22 Report Share Posted Saturday at 20:22 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 yesterday at 06:05 Report Share Posted yesterday at 06:05 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 yesterday at 06:56 Report Share Posted yesterday at 06:56 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 21 hours ago Report Share Posted 21 hours ago 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 17 hours ago Report Share Posted 17 hours ago 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 12 hours ago Report Share Posted 12 hours ago 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 Quote Link to comment Share on other sites More sharing options...
Boudica Posted 12 hours ago Report Share Posted 12 hours ago 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 12 hours ago Report Share Posted 12 hours ago 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 10 hours ago Report Share Posted 10 hours ago 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. 1 Quote Link to comment Share on other sites More sharing options...
alre Posted 9 hours ago Report Share Posted 9 hours ago 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 9 hours ago Report Share Posted 9 hours ago 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 8 hours ago Report Share Posted 8 hours ago 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 8 hours ago Report Share Posted 8 hours ago 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. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.