I'm Rob Kimball. I play Photoshop.
The majority of our programming staff does not have a Mac from which to test and build binaries. Although it is very possible to build the game on OSX, it is tedious. Currently we are working towards the prospect of compatibility with Xcode, after which OSX development would see a dramatic increase. Unfortunately, I can't promise you a timeline for Xcode support.
I currently use a Mac, and from an artist's perspective, building the game is a total pain in the *** (but a necessary pain in the *** for me). At all costs, we are planning to release a Mac binary in Alpha 5: it's at least 4 months off, but it'll be worth the wait.
Great! Looking forward to working with you
Basic AI implementation is coming in Alpha 4.
Happy New Year everyone!
Though I do gather information from the ChinaHistoryForum often, much of the information in that particular thread is not relevant to our time frame (roughly BC 500 - 400 AD).
Too bad you're not actually running the game ; )
Happy New Year to you too :)
Read up, AI is coming in Alpha 4.
Thanks for your feedback! Yes, we really could use an organic animator for some of our animals. ; )
Until proper localization is implemented into 0 A.D., we will only be able to provide the mod in English. If you're interested in helping us translate unit and building names and the like, please PM me. :)
Thanks for your input! Just to set the record straight, we don't actually have axemen. :p
Just a quick note on the architecture: being that this is a game, there is a slight degree of trade-off between appealing to the player and appealing to historical accuracy. Though we are doing our what we can to ensure that our architecture is a fair representation of what existed at the time, we also need to visually diversify them so they are easily recognizable at a quick glance. For example, not all military buildings in the last several millennia have been 'U'-shaped, but it has developed into a fairly common stigma in RTS games, and we seek for the player to recognize our buildings before they've ever seen them.
Anyway, thanks for the links!
Hey Janshin! To be perfectly honest with you, we don't have any Chinese-speaking members on the team. I would wager that 99% of our characters are mis-matched in one way or another. We could use someone to help us solve this problem though.
Our mod spans from the mid-Warring States period to the Jin Dynasty, focusing mainly on Han China. Thanks for your feedback!
Processor speed (look for the unit "GHz") and graphics card would be helpful. :)
We do have amphoras.
No, see in ancient times, gravity worked sideways.
Unofficially, perhaps. It's possible that the project could be featured as an "official" mod as 0 A.D, as an option for players to download. Given that this is approved by the team we could display it on the same download page, but you'll probably never find this mod in the game's official binaries. At most, this mod will serve to demonstrate the potential of 0 A.D. modding and encourage the community to develop content for the game.
Thanks for the Honorable Mention guys. :D
Johnny Shumate is a frickin' genius!
Good to hear that you guys are striving for historical accuracy! That's been a goal of ours from the beginning of our project. Very refreshing to see that people share our vision. Good luck with everything!
Next stop, Mac support!
Compiling the game on OSX is admittedly not for the faint of heart. The process involves installing Xcode, ~12 developer libraries and a basic knowledge of Terminal commands. You can expect us to release a binary for OSX (i.e. 0 A.D.app) as soon as we find a developer who knows his way around Xcode.
In the mean time, see if you can't find a friend with a PC.
Yes, our AI has yet to be written. We have plans for basic implementation come Alpha 4 (see Trac.wildfiregames.com), but we can't promise that it'll be challenging just yet. By the time we're done with it though, we can certainly guarantee that it won't hold back!
Hey thunderrising, thanks for your feedback! Just to touch on a few of your points here:
1. Did you experience any problems with any of the maps we've released? The reason we don't always include new maps in alpha releases is because it's not a priority, and we'll eventually run out of ideas. Also, developing maps requires manpower that would be better suited elsewhere.
2. This also requires quite a bit of manpower. Though it is planned for Alpha 4, we can make no guarantees about this. We hope to have at least a basic form of AI by the next release. (see Trac.wildfiregames.com)
3. This is our goal for our Beta releases. The purpose of an Alpha release is not to be a fully-operational representation, but rather a very incomplete version of what is to come. By definition, an Alpha does not have functional iteration of all major features, but rather serves as a snapshot of the current state of development. Until we've announced our first beta, you can expect this to be the case with all our releases.
For future reference, you can see all of the features we intend to include with each release here: Trac.wildfiregames.com
Also, could you perhaps clarify what you mean by "work on graphics"?
This is a standalone now??? Say whaaat.
IOTY vote :)
Can't wait for a Mac port. I've been itching to try this out!
You ought to include a mesh cover for this. The text could also be improved, but that sort of ranks as secondary importance.
While you're at it, could you also wrap the strings around the pegs in unique fashions, perhaps having bits of strings sticking out at random angles?
Just kidding. Awesome model!
This is very informative.