Jump to content

Suggestions for 0 A.D.


Wijitmaker
 Share

Recommended Posts

On 29/07/2024 at 6:17 PM, BreakfastBurrito_007 said:

If walls were more effective in slowing/stopping melee cav and more easily sealed, then it would justify an increase in the per wall cost (especially for palisades). This way you could have less wall spam in favor of careful base design and cost effective partial walling. At the same time I think having reduced build time for palisades and/or walls is a good option.

spikes can help solve the problem!

Link to comment
Share on other sites

On 05/02/2025 at 10:13 AM, strat0spheric said:
  • Ranged units have only a certain amount of ammo and then they have to use melee or/and go back to allied territory/cc/barracks/garrison to replenish stock.

 

Great suggestions, but this one is too micro intensive. 0 A.D. is not a RPG, players already have a lot to think about during the game. Plus, ranged units already die too fast to cavalry.

Roman roads could be a great benefit. Maybe too great, as Romans already got a huge buff in alpha 27. Perhaps, the roads could be made into a neutral structures on some "Roman" maps. Maps with the roman theme will have them.

Traps/pits would be a nice addition, and also a good homage to Stronghold. Certain citizen-soldier units could have an option to make them for moderate amount of wood. No need to make them too deadly or too expensive, to avoid abuse.

Edited by Deicide4u
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...