This member has provided no bio about themself...
Seems like the previous code for the video didn't work, I have updated it now though so you can take a look at it :)
They will be eventually.
Rather, there's no need to download it separately, if you've downloaded 0 A.D. you have access to the engine. If you want more access (i.e. source code) just get the code via SVN: Trac.wildfiregames.com
It should, I have a distant memory there was some place where I could set what platform it's for, but I can't see that reflected here so I should probably add that info to the title/description.
Hopefully we'll be into Betas quite a while before reaching "Z" so it shouldn't be a problem. In the worst case we'd have to start over or something, no need to worry about that until we'd get there though :)
Yeah, it's a big difference to actually hear the music in-game :)
Three and counting :) Eventually there will be both peace and battle tracks for all six civilizations + a main theme and possibly other tracks as well.
Ah I see you're spreading the news about my defeat even here :P (Or now that I check the timestamp you posted it here first =) )
We'll most likely wait with the Romans to the last as we really want them to shine :) To get a taste of what's to come you can take a look at the "Miletus" and the "We are legion" maps where there are some Roman units.
The people who can make scenarios/custom made maps and those who can make random map scripts aren't always the same ;) So don't worry, there will be both. And as Michael (Mythos_Ruler) said, from Alpha 5 on there is Random Map scripting added, and a few random maps as well.
As for enormous maps, if you think the maximum included is not big enough just edit the scripts, be prepared to wait a while though as it takes a while for the map to be created when that large :)
Starting in Alpha 5 three factions will be playable as the caption says: Celts, Hellenes and Iberians. In the final game six factions will be playable, in addition to the above three: Carthaginians, Persians and Romans. No orcs though =) At least not in the main game, mods can make all kinds of things possible ;)
Because they need to be killed before you can gather from them.
It's our intention indeed :) (Just not to make your expectations too high I must add that it's a first basic attempt at an AI, and mostly an example to test/show the AI system. Should make single player games more fun though, and it will be improved on in upcoming releases, so a lot to look forward.)
No, and it might take a while as we want to focus on making the game fun rather than making it easy to find other players just to have a boring game ;) . Especially since it's not really hard to connect to another player, the hard parts are finding other players and setting up your router/firewall. That said, it would definitely be nice if things would be easier, so if someone with a good grasp of programming and some ideas about how to implement such a system is reading this we would appreciate your help :)
Really cool design. And I didn't know about the original game, but it, and your remake, seems to be fairly cool. Will definitely follow the progress.
It's two buildings combined to make a new, in the above map I think just placed next to each other in Atlas (our scenario editor), but you could combine them to create a new building. Definitely in a 3D editor, but I'm pretty sure you could attach one to the other in the XML file if you would like to have it buildable/usable but don't want to open up the files in a 3D editor. So, it is just eye-candy in this case (or rather two usable buildings, but I'm not sure how usable when they're overlapping like this), but with just a few lines in an XML file you should be able to make it more than that.
Looking really nice. You've already managed to give it a distinct look compared to "Vanilla" 0 A.D. ;-)
Carthage is going to be in the game yeah.
Probably more like AoE1/2 as we don't have the manpower to create the more advanced models required for the latter.
Thanks. We went open source last summer, July 2009.
Thanks for the nice words! And in a way I'm thankful it's still possible to see the difference between a game and the real world ;) I guess it's just a matter of time though, some games are getting really close.
The selection sound (as well as creation sounds) are only placeholders, so they will definitely be improved in future versions :)
It's more like Age of Empires than Empire Earth, though there are/will be a bunch of features which we'll have in common with EE rather than AoE. I'm sure it's *possible* to use the engine for creating an EE like game, though I'm not sure whether it's easier than trying to create it from scratch with an engine that's built to fit. I'm guessing it shouldn't be too hard though as EE isn't all that different, so as long as you're able to create all the content it shouldn't be too hard.
While the shadows system can be improved still there are shadows in the above pic. The sun is at a high altitude though, so the shadows appear almost directly below the objects.
We do intend to provide a way to translate the game into multiple languages, probably using one of the existing frameworks for translating computer programs. The English text won't be finalized until late in the development, and we'll most likely prioritize other things, but in the end we do intend to have it available in as many languages as possible.
Ok, well, in that case as the news post says, no. And it will probably take a while before we have enemy AI as it's complicated, and for the moment our goal is to have working multiplayer before AI. Currently we don't have anyone on the team with that expertise as well. Anyone who's good at AI programming feel free to join though :)
What do you mean by combat system? I mean units can attack other units (and buildings) if that's what you mean, but it sounds like it's something more specific you're talking about.
I forgot to mention how you play the game full screen earlier (it's too late - 3AM - for me to want to go through the SVN log at the moment to see if the above method was in this release):
You create a file called local.cfg and put it in the config folder. How you find that folder varies a bit, but the easiest way to find it on Windows would be to double-click the file: OpenLogsFolder.bat which should be in the main folder where you installed 0 A.D. That takes you to the logs folder, and then it's just to go up one folder, and then into the config folder (On Win XP it's: C:\Documents and Settings\UserName\Application Dataad\config). In that folder you create the above file and enter the following:
(Changing the numbers to make it match your monitor's resolution)
On Linux/Mac it's the same file/info to be entered, but the place could be a bit harder to find. It could be something like: ~0ad/ or ~.0ad/ but hopefully you know enough about your system to be able to find it in case you're running one of those OSs.
All releases have had full screen capabilities, I'm sorry if we haven't been clear enough about it. Also, I don't remember if it was in this release, but it is definitely going to be in the next: now the GUI is resizeable (+you can enter full screen mode by pressing Alt+Enter while running the game).
I'm not sure that's going to help you though as the GUI has been created for minimum 1024x768. And while we're redesigning the GUI, and probably will redesign it again when we have had more testing, that's probably going to be more or less minimum in any case. Would you please reply in this thread: Wildfiregames.com with the resolution however, so we're aware there's an interest in running the game in lower resolution. I'm not going to promise anything, but if enough people say they want to play the game at a lower resolution than 1024x768 there could eventually be a smaller version of the GUI. If nothing else as a mod.
Thanks for your nice comments (and everyone elses of course). The "castles" are supposed to be painted wood, and when you know that and think about it a bit I personally think it's good. I won't try to make you like it though, one detail out of so many is good in any case :-)
This is practically an in-game shot. What I mean by that is that it (unless I'm mistaken) is taken in the scenario editor (Atlas), but since Atlas is closely connected with the rest of the game, and uses the same code for displaying things etc, it would look the same in-game.