Emacz Posted April 7 Report Share Posted April 7 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! Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted April 10 Report Share Posted April 10 On 06/04/2025 at 6:37 PM, Emacz said: spikes can help solve the problem! I think @borg- once introduced that into a mod. Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted April 10 Report Share Posted April 10 (edited) 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 April 10 by Deicide4u Quote Link to comment Share on other sites More sharing options...
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