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Part two will be the continuation of part one in terms of the civs, but it will add new gameplay features and other features. Technically speaking it will most likely not be compatible in the sense of "you can move a civ/map/unit from part one to part two", at least not fully. Don't worry though, when part two is released it will contain all the civs of part one and part two, so in other words, there will be no need for part one once part two is released. (Except maybe to play old maps/mods which hasn't been updated for part two.)
Please note though that the exact details of part two are very much left to be decided once part one is done :) In essence it's "back to the drawing boards" once part one is done, and features which were cut for part one will be reconsidered etc.
To read the entire discussion, including SSAO, Bloom, etc etc click the link to go to our forums... ;) Let's just say that if all the things myconid have been working on are included it will make a huge difference to the look of 0 A.D. (Some of them will require work by the artists though, so don't expect things to change too much right away. Some like this will not though, so as soon as they're finished and tested they will make a big difference :) )
There are no "ages" in 0 A.D. but rather phases. Your question does highlight one of the bigger reasons why we don't call them "ages", they're not meant to symbolize different stages of a civilization, but rather different stages of a settlement. So the units will not upgrade thanks to a phase upgrade, the citizen soldiers will upgrade thanks to getting more experience though. Newer phases does make more buildings available and thus newer/better units, but they don't automatically change the units/buildings you have (though we might do something to the Civic Centers to show that you've upgraded, maybe adding some decorations or something).
That sounds like the random maps we already have included? Or do you mean something else by "open ended"? In either case, for the random maps you can choose the faction both for yourself and your enemies. See Trac.wildfiregames.com for how to change the match type :)
They *were* =) Previously the plan was to let the hellenistic player choose as they upgraded to the city phase whether they wanted to be either Poleis (roughly "citystates") or Macedonian (which would give access to different heroes basically). But now they're going to be civilizations of their own. The different hellenistic civilizations will be sharing a lot of content, basically be the same in terms of basic buildings/units, but have different champion units, slightly different units (mainly siege units, and of course different heroes), and unique buildings. Also, their tech trees/bonuses will differ slightly to emphasize their differences, Athens will have a stronger navy for example, and Spartans stronger infantry.
(Note that some of this will come in later alphas, and details might change if we find that something doesn't work out. This as everything is a work in progress :) )
Grouping/formations has existed for a while already (though there is still work to be done before they work as we intend for them to, not coming in Alpha 10 though) , and I don't think there's anything new with the construction site. There is at least one more new thing in the screenshot though... (And a bunch of new things not shown in the screenshot as well of course :) )
The walls will not level up. There will be both palisades and stone walls however (palisades will be available from the start of the game and stone walls after you reach the Town Phase - think of it as the second "age" if you're familiar with other historical RTSs).
Added together the tracks found at bandcamp and unless my math skills fails me we've got just above 50 minutes already, which certainly is amazing, so great work by Omri I say :) (And more will be created before the game is finished, so it will truly be an amazing feat :) )
Not at the moment. We hope to implement something like that eventually, but for now it's only direct via IP.
Wildfiregames.com would be the best place :) We've added all the factions we intend to (though there's talk about perhaps adding some minor bonus factions, but that's most likely a few releases away anyway, and not a major feature). Trac.wildfiregames.com gives an overview of the things currently being worked on, but some of them might not make it if they take longer to complete than expected etc.
Not sure what you're asking. It is directly downloadable from Moddb (as this download proves if nothing else =) ). You might be asking about the final version though? Sure, why not :) The more people who can easily download the game the better, so definitely.
Eventually we hope to have an in-game multiplayer lobby, but for now here's some info on how to setup a multiplayer game: Trac.wildfiregames.com To find someone to play against the forums ( Wildfiregames.com ) and the IRC channel ( Irc.quakenet.org ) are good places. People at our forums have also created a Steam group: Steamcommunity.com and a Hamachi server: Wildfiregames.com
Not sure what you mean by easier city building. Building individual buildings is easy enough, and putting them where you want them is generally easy (can be a bit of an issue with walls, but we have just started working on a proper wall system which hopefully will be included in Alpha 10). If you want to place more than one of the same building at the same time, just shift-click and you'll be able to place multiple foundations. You could mean something completely different for all I know though :-/
No. The image hints about a new feature though...
At this size yes, but at the size it is used in-game it isn't imho :)
Maybe you will create one? ;) We're not against such a map, it's just not a priority as it doesn't sound like something most people would like. At least not to actually play on as opposed to just liking the idea. It depends on what you mean my completely random as well, I mean nothing created via a script a human has created can be completely random in the strictest sense, while many of the maps already provided can provide a fair variety of end results. Most of the maps will be created based on a theme in either case though, but yeah, if no one else will create one you can always create one yourself ;)
It means those random map scripts were created before we had round maps and will be replaced with new and improved (and round) versions :)
(If you use the SVN version they already are, and otherwise you'll just have to wait until Alpha 9 is released - should be within a month or so.)
For now it's not really recommended to play against more than one AI due to performance reasons. So more the game not being finished than your computer :)
(Just an FYI: the game uses OpenGL, so the DirectX version/performance isn't relevant. At least not directly, a graphics card with support for a higher version of DirectX is of course likely to be better in general, and thus should be better at OpenGL as well :) )
I'll quote what Michael (Mythos_Ruler) has said elsewhere: "I know, but it felt wrong to only allow access to a pyramid for only one side. :/ I'm thinking of making them "ruins" by which resources can be harvested."
It's already been implemented for about a year or so, so no need to wait. Just select "Random map" from the "Match type" dropdown in the game setup and you're good to go. Currently there are just a few included, but that should change for Alpha 9 as several of our forum users have started to contribute random maps.
We will change the name from Alpha to Beta once we have all the essential gameplay features done. Beta should be for when we test, balance, fix bugs, improve performance and perhaps add visual enhancements (along the lines of bloom etc, though I'm personally not a fan of that specific effect, but it seems there are others who are, so who knows :) ).
As we haven't added a proper ship garrisoning system (moving the ship and units to a location where they can meet up etc) we haven't fixed that issue as it would make ship garrisoning more or less useless at the moment (or at least a lot of work as you would have to move the ship/unit exactly to the same spot manually. We do hope that we will be able to do it properly though :)
Had some issues with my computer yesterday, but now it's uploaded so as soon as it's authenticated by a ModDB/IndieDB mod it should be available :)
It's continually being worked on. A lot more to be done before it's finished, at least as many more tracks as there are current tracks.
We try to keep the size of the maps down a bit for now as there still are a lot of performance fixes we need to do before the game runs as smoothly as we'd wish to. If you try the random maps you can get bigger maps though, just be aware it can be a bit slow, at least if you have a lot of other players (AI or human).
The round maps have been around for a couple of Alphas, so yeah, you should have them already :)
Depends on the scope of the mod I'd say. If it's large enough to require a lot of planning I'd say starting as soon as possible is a good idea ;) Since the next release should be out this week you can just as well wait for that for that matter though :)
Depending on how much you will want to rely on the 0 A.D. gameplay features you may want to wait longer or shorter amounts of time before actually implementing things. Creating 3D models, designing how you want the mod to play, etc can be started as soon as you would like. And implementing could start soon as well, the only issue would be that there's always a risk that something changes in the main game that means that you will have to change something in your mod. On the other hand most things shouldn't change that much, and once you are into it they should be quick to implement. For example, in Alpha 9 we hope to add a RPS (rock-paper-scissors) system where units have bonuses against each other, and for that the unit template XMLs will have to be edited a bit from what they look like now. Things like that. If you want to avoid having to do such things you might want to wait until we get into Beta to actually implement it. Up to you.
I suggest you start asap though, things like this tends to take time :)
Tanks and battleships should be possible without too much work apart from the modelling/texturing. Jets are likely to take more work as they need to work a bit differently. We do have some demo flying units though, so the flying part should already be there. It's more the landing etc that needs more work, and perhaps some other things that need tweaking. Shouldn't be too hard if you're determined though :)
A hint, read the last paragraph ;) But no, not yet, they will be added in an upcoming Alpha. As it looks now Alpha 9 (not the one we will release really soon, but the next one), but at least within the next couple of Alphas :)
And a view of the environment tab of Atlas (our scenario editor) ;)