Wanna grow fast? Train workers who can't fight, but are resource efficient to make. Risk being badly weakened if getting attacked, for the benefit of the workers giving you much more resources to then raise an army.
Also watch out for the elephants!
The crux of the issue is that their simulation is single threaded. It's a complicated problem to do both deterministic and multi-threaded, but I feel some of us could help them.
I install it every few years, and it’s always a blast, somehow, and I do not know why I never do more than experiment with it..
Gameplay-wise, I find that Beyond All Reason is, as far as open-source RTS games go, a few orders of magnitude more fun and mature. I don’t think there’s any commercially available RTS that can compete with Beyond All Reason in terms of fun and performance.
No system requirements. Does it run on Pentium II wirh 128 MB RAM ? Or does it need an 128 Cores Epyc with 64 GB RAM ?
Also, we've always played the game as in-person LAN, and for the most part the lag has been just fine. Only for really huge end of game final battles with the screen packed with troops did it lag out for us, but being free and all, we'd often gather around one monitor and talk crap at each other while we waited for it to clear up.
Good times.
Unless you prerender every sentence, kerning issues must have been unbearable even for latin scripts
I hate those open source (usually clones) games which are 30 years in the development. IMO it makes the gaming experience worse!
Good games comes with final versions and titles such as: fallout 1, fallout 2, fallout 3, fallout NV, fallout 4. fallout 5.
That makes it way better. For example I remember playing some open source games in 2002 on my pentium 1, while the newest version of it requires much much much more memory and cpu, despite being the same game... (freeciv for example).
Rolling versions of all software is awful leading to fragmentation instead of rock solid final release versions.
Realistically soldiers should head in the right compass direction and hope for the best. But then you (the player) shouldn't have a proper map of your own, either.
But why does not make 0ad bad? You want to play it on an pentium 1?
I'm seeing you don't like the rolling release, but I can't see the "why".
It would be even fancier if there was some logic to take into account the position of your mobile units as well - for example, to avoid massed troops except in favorable conditions.
Some of the pathfinding is precomputed, some cannot be as it involves other units and formations.
Most other RTS games work around this by either relaxing the constraints or implement some amount of parallelism.
You can easily play or spectate a low-unit count game of BAR on any decent 2010+ quad core.
Such a computer won't allow you to play 8v8 that goes into the late-game stage. Sometimes not even 4v4 or 2v2 with players scaling to high unit counts. Some players try anyway. Ignoring player disconnections, half the drama of large-scale games is the one player who's lagging because they're on a potato computer. If the sim doesn't lag, the game will at least be down to single-digit fps.
That means you can't really play multiplayer comfortably, at least not beyond 2-4 players.
For that, you need a recent ryzen or intel. I'd estimate recent as post-covid.
I don't know what combination of things is important; there's larger cpu caches, faster sustained CPU frequencies (TDP and cooling matter there), hardware mitigations for speculative execution bugs, faster ram, resizeable BAR support... but in my experience going from a 6-core skylake-era cpu to a ryzen 9xxx, with the same gpu, made a massive difference. I saw no massive improvement going from a 4-core 2010-era cpu to a 6-core skylake-era cpu; I'd classify both as potatoes for BAR purposes.
Lesson learned. Sheep can wait
I'm sorry but huh? It's a RTS game, aren't moving units around on the map kind of a fundamental part of the genre and this game?
> Realistically soldiers should head in the right compass direction and hope for the best
If you implement unit movements in a RTS like this, they'll get stuck half the time you ask them to move anywhere, unless you want micromanagement of unit movement to be 90% of the game, which I don't think anyone would find fun.
[0] https://en.wikipedia.org/wiki/Battlezone_(1998_video_game)
"Currently in development". It's got robots.
I'll check BAR out.
This would be behaving like a caged animal, and in a game, that's good, and better than a smarter algorithm. You don't want them to be idiots, but you don't want them to be magic, either.
The old "follow the left-hand wall" maze-solving strategy is another naive way to get out of a trap. It's not fun gameplay, but it's naive and it exists, so better naive strategies do too.
Arch Linux used system-provided SpiderMonkey which lacked a crucial bug fix. This issue should be solved by now, by Arch Linux switching back to vendored Spidermonkey.
Check out https://gitlab.archlinux.org/archlinux/packaging/packages/0a... and https://gitea.wildfiregames.com/0ad/0ad/issues/8757 for details.
There is also a thread in the forum, where people are brainstorming about an official campaign: https://wildfiregames.com/forum/topic/123956-narrative-campa...
Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Release 28: “Boiorix”, the twenty-eighth version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after the king of the Cimbri Germanic tribe Boiorix.
Easy download and install
Download and installation instructions are available for Windows, Linux, and macOS. 0 A.D. is free software. This means you can download, redistribute, modify and contribute to the application under the same licenses: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch.
Don’t forget to deactivate every mod before updating the game to avoid any risk of conflict. If you’re a mod creator, please look at this page on how to port your mod to the new version. As always, feel free to reach out to us for assistance.
Now is the time to contribute!
The Release 28 is our first release without the Alpha label: our development process has matured, our releases are more frequent, and our commitment to quality has never been higher. Now is the time to join us and place 0 A.D. in the spotlight. We need your help to make the game flourish and to bring new features to life.
As you can see, this release unfortunately comes without a video trailer. It is difficult for the current team to spread the word about our beloved game. We are in sore need of contributors in the following areas:
Of course, we are also always looking for, and providing a welcoming contribution environment, for:
You can also support us by simply donating. This allows us to pay the server hosting fees for our multiplayer, websites, and development environments.
A new faction: the Germans
Terror Germanicus, the fear of the Germanic tribes migrating south, from the Jutland region, towards the Roman Republic, is coming to 0 A.D. in Release 28.
The Cimbri were a large group of Germanic peoples originally from the north of modern-day Denmark. In the late 2nd century BC, their migration south into Italy and France would spark the decade-long Cimbrian War against the Roman Republic. Accompanied by powerful armies and seeresses, Germanic convoys, in long trains of wagons, brought livestock, shelter and goods. The Cimbri placed great importance on animals for religious sacrifices.
In 0 A.D., we represent the nomadic coalition formed between the Cimbri, the Teutones, the Ambrones, and other Celto-German tribes simply as the "Germans". The Germans are a semi-nomadic civilization with a flexible economy owing to Supply Wagons and Wagon Encampments, which can be fortified. The unique technologies "Wagon Trains" and "Migratory Resettlement" lean into this flexibility, reducing dependence on territorial boundaries. The Germans also feature an aggressive lineup of siege units, with a crush-dealing unit available in each phase. Between their economic flexibility and unique military units, Cimbrian raiders, Log Rams, and Seeresses, the Germans are a mysterious force to be reckoned with.
Play with this new faction, against their historical Roman foes, or turn history around by making them battle the 14 other factions of the game. Many other novelties await you in the new release of 0 A.D.!
Top new features of Release 28
Gendered Civilians
In an effort to improve historical consistency, we have replaced the visual appearance of civilian units. Previously described as a "female citizen", the basic economic unit is now called the "civilian" and has male and female models.
This enhancement was made possible by incremental improvements of the engine, which now allows a unit to have variants not only in its appearance, but also in its voice and in other gendered characteristics.
In the civilizations displayed in the game, women did not usually hold citizenship, which was a prized social status. The "female citizen" was a misnomer. It was also incorrect to display all men as soldiers, and most women as servants. Instead, we want to describe the armies of 0 A.D. as followed by a group of minions of lower social status, able to support the soldiers in the army camp, but not on the battlefield. Those are the new Civilians. Citizens, on the other hand, were soldiers, able to wage war as well as working, which we have always been accurately describing in the game with the citizen-soldier concept. The ambiguity of the term "citizen" is removed: this word now only describes citizen soldiers.
This change does not touch the balance of the game at all. The so-called "female citizens" keep all their statistics, only their appearance and name have changed. The citizen soldiers are not touched at all.
Direct Font Rendering
In order to display text, we used to pre-render fonts and load them into memory when starting the game. In order to display scripts such as Chinese, we needed to load a large atlas of thousands of characters into memory, which could overwhelm the players' RAM. As a consequence, we were forced to provide East Asian languages as mods, which was an accessibility issue for non-English speaking users of these languages.
On top of memory management improvements, we now use the Freetype library in the engine to render fonts on the fly when the game runs. Modding the fonts also becomes far easier with this new feature.
This new rendering system also improves the text display with GUI scaling, for users with Hi-DPI screens or who simply wish to use a larger interface.
In the future, we hope to also use this feature to render ancient scripts, such as hieroglyphs and cuneiform.
New Game-Setup Options
New personalization options are available in the game setup screen.
You can remove some players entirely (removing all of the initial buildings and units in their starting zone) in Skirmish and Scenario games.
It is also possible to set the population limit per team:
Lastly, some code refactoring allowed us to fix outstanding bugs in the game setup. For instance, in Alpha 27, a recurring issue would create an unwanted flood event in games where the user had previously played a flood game. This issue has been fixed.
Lobby improvements
The multiplayer lobby received some quality of life improvements. Verifying TLS certificates is now enabled by default when connecting to the multiplayer lobby, reducing the risk of man-in-the-middle attacks. A secure connection to the lobby will become mandatory in future releases, so please check that TLS encryption and certificate verification are not disabled in your settings, and report any issue you may encounter.
It is also more straightforward now to host matches, as there is no need to decide whether to use STUN or not; and a bug causing freezes when joining a match got fixed.
We have decided to rename the main menu entry for playing with friends over LAN or by direct IP: now called Multiplayer > Connect by IP, it is still the same system for direct matchmaking without using the lobby.
Engine upgrades and updated platform support
In Release 28, we have upgraded the SpiderMonkey JavaScript engine to version 128. This upgrade drops support for Windows 7 and 8.1, and for macOS below 10.15. Windows 10 and 11 are now the only supported Windows versions, and we will try our best to keep supporting Windows 10 as long as possible.
Still on Windows, we now provide a long-awaited 64-bit build, which should address infrequent out-of-memory errors. The 64-bit version will become the default one for the next release, and the 32-bit build will eventually be deprecated in the future.
On Linux distributions, special care is always given to release bundles for package maintainers, but we also walked the extra mile to provide an AppImage in official releases, starting with Release 28. We are also working close together with maintainers of the Snap and Flatpak versions, so that you can enjoy the latest release as soon as we get it out.
New quotes and tips
Our contributor manowar has brought gifts for the history nerds among you with a dozen new quotes in the game load screen, and, together with Vantha, they have added new tips for both beginners and seasoned players.
Balancing improvements
Full list of changes
The full list of changes can be found at the changelog page of the wiki.
Team Changes
After numerous contributions in many areas of the game, especially the user interface and the game simulation, Vantha has joined the team at the beginning of the preparation of Release 28. We are extremely happy to welcome him!
Reporting issues
If you experience a technical problem with the game, please report it at gitea.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patch the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat rooms: #0ad and #0ad-dev on QuakeNet.
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