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The new pathfinder added in this Alpha decreases the lag, but there is still work to do.
Some lag will probably remain for quite some time, but we are working on removing it and every new version there should be less lag.
All versions will be free :) We're doing this in our free time for fun, not to make money.
Performance fixes will be added all through the development, some big, some small. In Alpha 19 (out now btw) there is a new pathfinder which should improve things a fair amount, but on the other hand that also needs to be improved, so it's not a quick fix.
You can install 32-bit applications on a 64-bit system, so there is no need for a 64-bit version.
Age of Empires is one of the inspirations for the game indeed, though there are ideas from other games and some unique ones as well.
We will look into it at a later point when the game is closer to being finished, it should at least be in Beta. It's not 100% certain that we want to put it on Steam though, depending on what rules they have and if they work together with the license of the game code/content.
All releases, for the last couple of years at least, works for multiplayer. You do need to have the same version of the game as the person you play with though. The same Alpha version that is, you can be on Windows, Mac or Linux and still play with someone who is using another operating system :)
We do hope to include some kind of campaign, but it remains to be seen what kind and how big we are able to create.
Thanks. IndieDB's WYSIWYG mode can be a pain to work with at times, I did see that it duplicated the download images a bunch of times, but that one I didn't catch.
I'm not sure I'm understanding what you mean here. What is confusing about mentioning which platform the installer is for in the title?
I will upload the Mac version here as well for completeness sake (though in the mean time you could just click the link in the release announcement and download it from SourceForge ;) ).
Wraitii wasn't paid for his work on the water -- it was discussed, but in the end he worked on that to get back into development in preparation for paid work, work which didn't happen as there wasn't enough time left at the end of the summer.
Hopefully we'll reach Beta by then :) (And hopefully we won't have to go through the entire alphabet again during the Beta phase.)
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).
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 :)