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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 ;)
Yeah, seriously :) We do intend to include an option to set them as enabled or disabled before the match starts though, so it will be up to the player/players whether to use them or not :) They are of course to a great degree for fun, but they can also be useful for testing when you for example want to test some of the unit training/fighting parts of the game, but don't want to test the economics part, then you can just give yourself a lot of resources.
Don't worry, without questions you won't get any answers :) If you're at all curious about more actual development I suggest you check through the topics on our wiki: Trac.wildfiregames.com Probably best to go through them in the order they are there (though you can skip the SVN guide for the moment if you just want to try out an alpha and get some more info on the development :) ). Whether you can help out with actual development depends on your skills, but at the very least you should be able to help out by testing the game and reporting any bugs you find (it's a good idea to consult the "Known problems" thread in our forums: Wildfiregames.com ).
To get an idea of what we plan I suggest you download our latest Alpha and try out the Atlas Scenario Editor ;) We do also have an "Actor Editor" that allows you to more easily edit the XML files, which are what describes what any in-game object looks like (or rather lists the files that gives it its look), sounds like, and behaves like (doing things like listing the buildings it can construct). That may or may not be included in Atlas, depends on how complicated it would be/how complex it would make Atlas to use :) And that goes for a trigger/script editor as well, most likely it will just be another tab in Atlas, but we will have to see what makes the most sense. :) (I really doubt it will be anywhere else than integrated into Atlas though, as you need to easily be able to e.g. select a unit/area of the map as part of a trigger condition etc :) )
Just writing the story isn't necessarily what takes the most time. Though a good story takes some time as well, and even creating scenarios about the main battles would require some (not making up a story, but making sure the events are told in an engaging and interesting way). It's also necessary to implement the necessary features, creating the maps, together with the triggers which are necessary for things to unfold similarly to what happened in real life, and finally to test them rigorously. All in all, we don't want to release something we can't be 100% satisfied with, so then it's better to leave it for part two when we can spend more time on it and do it better. We do intend to include some basic getting started tutorial scenarios (and of course maps which in some cases are based on actual events and places, just not with a lot of scripting/triggers to make them play out similarly to how the real thing did), but that will make use of AIs/scripting rather than require the full implementation of triggers etc.
For part one a story-based campaign is cut (it would take too long to make, hopefully releasing a full version will attract new developers who can help out, but in either case it would take too long before we could release the game if we included it in part one. My personal guess is that story-based campaigns would add at least one and a half year before we could release part one, if not more.)
We do hope to have something simpler, along the lines of the conquer the world maps in Rise of Nations, but it's a hope, not a guarantee ;) (Just so no one comes claiming we had promised to include it if we are unable to do that within any reasonable timeframe.)
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 :-/