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We aim to have it out around the end of August, but usually it takes one or a couple of weeks more since it's hard to account for everything beforehand.
Yes, 0 A.D. has got its own custom engine (which can be used for other games/modded).
Thanks! We'll keep working on it.
It's certainly being worked on, our latest release was about two months ago, and the next will most likely be 1-2 months from now. If it's worth playing? Well, it depends on whether or not you're ok with playing a game that's not finished. There are still some missing features, the game is not perfectly balanced, and can get laggy in some situations (you can lower the likelihood by playing on smaller maps, either multiplayer or against just one AI, using a lower population cap etc). We'll keep working on all these issues of course, so if you want a more polished/better performing game you might want to wait. It's certainly playable though, so as long as you're ok with things not being as smooth as in a finished game I suggest you download it and try it out.
Especially since it's free - you don't exactly lose anything apart from some of your time from trying it at this point. ;)
Hopefully in the next release, that depends on people working on the translation though. Currently Polish is at 53% translated, so still some work left to be done. See Transifex.com for more information and to help out.
Hopefully we'll be able to implement fighting in formation, for now they split up though.
We do have a rough roadmap at our bug tracker: Trac.wildfiregames.com , but it's not set in stone - the exact release date depends on how much time our developers have available (and how long it takes to fix bugs). Generally our goal is to release a new Alpha every 3-4 months.
We hope to make formations more useful and fully-featured indeed. It depends on a lot of things, so we're unable to promise too much at this point though.
There certainly is :) Just don't release the left mouse button after you've clicked to place it, but instead move the mouse around (with the left mouse button still pressed) and you will rotate it. Then as soon as you release your finger from the button the object will be placed in the direction you've rotated it. (As a bonus tip I can add that the same is true in-game: just keep the button pressed and you will rotate the building you're about to build there too.)
Bridges really are terrain with two pieces along the sides. So you can only select them, not the entirety. Also, to select objects which can't be interacted with in-game you need to use the Alt-key.
Do you get any error dialog when the game crashes? And if so could you please follow the instructions here: Trac.wildfiregames.com to report the error the next time it happens? You can of course report the error even if it doesn't produce an error report, it's just that it's a lot easier to find the cause if there is one :)
Empires Besieged is the name for part 2 of 0 A.D. Originally we had planned to cover the entire 500 B.C. - 500 A.D. period in one game, but to limit the scope and make it more likely that we'll succeed we've split it into two parts. Empires Ascendant (part 1, covering 500 B.C. - 1 B.C.) and Empires Besieged (part 2, covering 1 A.D. - 500 A.D.), and we hope to be able to add more features for part 2.
What version of Windows are you using? Windows 7 and earlier it should be right in the Start menu under "0 A.D. Alpha", but I'm not sure exactly how to find it if you're using Windows 8.
Really cool to see these in color. This is the one that feels the most different in color imho, actually the black and white felt a bit more sinister. The blue adds a touch of tranquillity/peace :) But only a touch ;)
They are using our engine, but apart from that there is no connection.
It does still lag, and it will most likely take quite a while before we've gotten rid of all lag. Part of the point of the fundraiser we've just started is to be able to have one programmer work full time on the game (he is already doing that thanks to funds we've gathered previously). He will be able to focus on the more boring things which can often be the things which will have the biggest impact on performance.
Generally speaking ordinary units should not be used to destroy buildings at all. Siege weapons is the way to go in that case :)
It depends a lot on the map size, as you can see this is a small map. Larger maps with the same number of players will of course result in bigger space between them :)
Seems interesting, tracking. Found you via René Aigner posting concept images on Facebook btw, if the rest of the game is as good as his art, then I'm sure you're onto something great ;)
Actually no, the code is done by wraitii, and the scene is by Michael (aka Mythos_Ruler) iirc. Myconid has gone AWOL for a bunch of months unfortunately, I guess that's part of the reality of a volunteer project, but it's still sad when skilled people just disappear.
Wow, that's cool news indeed.
I'll forward your request to Omri. I would doubt he's got time for more than 0 A.D. and paid work, but I'll leave it to him to tell you what he's able to do or not :)
We'll think about it for sure. For now you can find it either at Play0ad.bandcamp.com to listen at it in your browser or Trac.wildfiregames.com if you want to download the OGG files used in-game :)
Just to nitpick, and thanks for the nice words, but 0 A.D. is a game not a mod ;)
They are being modeled :) Or well, not necessarily cows, but the Mauryans are going to have an ox trader (see Wildfiregames.com ), so close at least :)
Needed something to separate it from the Mac downloads =)
You should see a voting area below the summary and above the "Latest Screens"
That's the idea behind a filter like this :) (In other words, it's not something for general gameplay, but rather a special effect for special situations :) )
It's just an option, one more tool for map designers, if you don't like it you will be able to turn it off ;) Also, as Mythos_Ruler said above, this is just a WIP screenshot, so the effects will be tweaked a lot more before we're happy with them :)
It looks even better now (some small edits) and especially when the water is animated :) So yeah, great work from everyone who made this happen, we are fortunate to have skilled people working on 0 A.D. :)
I forwarded the info to the Art guys and it will be taken care of :) Nice to know we have attentive fans ;)