0 A.D A free, open-source game of ancient warfare
play0ad.com
play0ad.com
It's a good game to play with friends and the jankiness is actually pretty charming. Just stay away from naval combat.
It’s much faster paced than a traditional Civ game, and only takes a bit over an hour to finish. 10/10 would recommend
Disclaimer: I made this mod.
I collaborated on some mods and reviews so I have some context on the high-level (scripting) part of the game, which comprises mostly everything that is not engine related. Feel free to ask any questions.
It's a passion project with a lot of attention given to historical acuity.
This release saw a lot of balance fixes (that didn't get much love in the trailer) and a process to release in faster (6-months) cycles - compared to 2 years taken from a23-a24.
It established a baseline for great improvements coming on the next version, in particular faction (civ) differentiation and faster gameplay.
No reason not to offer a paid version of an open source project.
I know the donations are there but paying for a copy now that it’s so stable would open up support for paying customers and further help legitimize the open source RTS game development process IMHO.
Why not change the versioning scheme? Instead of calling it alpha 23, just call it version 23? Or maybe 1.23 and reserve major version changes for big/breaking changes. Or just adopt a yearly versioning scheme similar to Firefox/Chrome.
I think many people will just stay away from this when they read "alpha", but this is really not an alpha version anymore.
0ad is the first package in archlinux.
Selling a license to the art and game files (how many hit points does the enemy have?) and keeping the software free is a potential business model for freedom-respecting videogames.
[0]: https://www.gnu.org/philosophy/funding-art-vs-funding-softwa...
[1]: https://www.gnu.org/distros/free-system-distribution-guideli...
I think Stallman is talking about art as in paintings, not art assets which are integral to the working of a GPL program.
> The GPL game code is useless without the art assets.
You can make your own art. When software is free, you can modify it to be less addictive, to fast forward, to learn from it, and generally protect your rights. "Free as in beer" was never the point of free software.
> is not respecting freedom.
Sounds like an over-broad definition of freedom, the kind open-source supporters might use. I suppose you think museums shouldn't charge too?
Since you've confirmed I share a different opinion, it seems Stallman has a bias toward console applications where art is not a critical component. That's the most charitable interpretation for this cognitive dissonance I can think of.
It would be wrong for EA to take a GPL game and modify the code without keeping it GPL. But somehow it’s OK for them to modify all the art assets to get the same effect of making the software as a whole effectively proprietary. Unlike console applications the art in a GUI program is critical to its function.
It makes little sense.
Stallman believes it should be legal to redistribute all art non-commercially. That is his political belief, outside the scope of free software, however. https://stallman.org/articles/guardian-correction.html
I just don't feel like it's practical to ask game companies to distribute ALL assets semi-freely, and somehow still make a profit. Let me know if you come up with a good business model.
Big shout out to any of the current or past contributors reading this post - you all deserve immense credit for your work over the decades: https://trac.wildfiregames.com/browser/ps/trunk/binaries/dat...
Word for that, autotelic
The screenshots are pretty impressive for an open source game though. At least all of the buildings. They don't have many shots of troops in there.
> Currently, 0 A.D. is still in alpha phase, which means an early experimental phase. It is playable, and you can already download and test the game, but some features are still missing. When will 0 A.D. be released? It is very hard to predict. Even after we are done implementing all the features, we will want to conduct extensive beta testing, which can take a while. Information about release dates will be released at the appropriate time.
Here's their most recent video trailer: https://www.youtube.com/watch?v=k6scM-nwfhE
You can see some gameplay in action here: https://www.youtube.com/watch?v=E6SBLu3TYfg
Keep in mind most competitive players play with graphical settings turned down
I started on Easy since people were saying that the AI is brutal, but on the next game I went Normal. It seems like the AI prefers to build up and launch a big attack roughly around the time you upgrade your town to level 2. If you survive that you're pretty much golden. I lost a couple of times and won three times against the AI on Normal. The deciding factor is if I managed to build a Defense Tower in time. Those are basically impossible for regular troops to hurt at that point and the AI will fixate on it and let itself get cut down. Actually, garrisoned buildings are really deadly. I don't see a way to zerg rush your way to victory except possibly as an economic victory where you kill all of the workers and then keep them from spawning new ones until you've built your siege engines. Your troops just can't hurt the town square, even when they have it fully surrounded.
I found controlling the troops to be difficult at times. The healers love to run away at the first sign of danger and other troops will rush at towers and fortresses no matter how many times you tell them to stay away. You can also bait the AI into sending a steady stream of lone troops into a meatgrinder (massed archers are murder) while you casually build up your army.
I only ran into one bug. On one map I wiped out the enemy base but it didn't declare me a winner. I searched high and low for a lone troop or something but there was none to be found. I even filled the map with blue just to make sure it wasn't some building thing.
Performance was not an issue for me, even when I was moving maximum size armies around. There were a handful of pathfinding quirks but nothing too major. Mostly units getting stuck on other units and being left behind. It was pretty rare, but when it happened it tended to happen to big expensive units which makes it a little more annoying. I'd have to carefully separate them to get them moving again. I couldn't get the AI to build any boats so naval combat went untested.
One UI thing I couldn't find that I'd like is a way to select all combat troops currently harvesting and tell them to switch to combat mode and rally somewhere. It can be kind of hard to pick them out, especially when you're under attack. Even better if after combat I could tell them to go back to their previous job.
0 A.D. Alpha 24: Xšayāršā - https://news.ycombinator.com/item?id=26207191 - Feb 2021 (89 comments)
New Release: 0 A.D. Alpha 23 “Ken Wood” - https://news.ycombinator.com/item?id=17108843 - May 2018 (24 comments)
0 A.D.: A free, open-source game of ancient warfare - https://news.ycombinator.com/item?id=10638238 - Nov 2015 (48 comments)
0 A.D. Alpha 15 - Osiris - https://news.ycombinator.com/item?id=6961782 - Dec 2013 (47 comments)
0 A.D., an Open-Source Strategy Game - https://news.ycombinator.com/item?id=6339917 - Sept 2013 (101 comments)
0 A.D. Open Source Release - https://news.ycombinator.com/item?id=704415 - July 2009 (6 comments)
https://trac.wildfiregames.com/wiki/GettingStartedReinforcem...
I've played it, we liked it, but the multiplayer issues made it a non-starter for us. And while other changes have been made, it doesn't seem like any real networking optimizations have been made in years. The only recent change that might help is them adding a global population max in addition to a per player one, so you can keep the lag from getting too bad but add more units per player as other people get eliminated. But it's not enough.
I play single player here and there to kill time. When a lot of units are moving, the game will literally freeze for seconds at a time.
That said, as a huge RTS and ancient history fan I can definitely say its mechanics/art/units make it stand out from other games - and have had lots of fun playing it continually for years.
I’ve said before; each year over summer my kids and I have a tradition of finding the game downloading the latest and locking in for a day or two of play.
LAN Parties!
cant see more than 1 picture
whats the real difference? I can not say really. Maybe the mechanic of have priests that can convert people? I think that was in populace on the Amiga..
Anyhow I look forward to trying out this open source similar thing and wonder what it takes to get graphics made for the various parts - maybe I could make some or get some others to make some for it and make it more similar to EE.
For Windows the requirements are a 3Ghz machine and 2GB of memory. Is the Windows port running on an emulation layer? The disparity in the specs borders on the absurd. Or is it including Windows 10 vs. a Linux version running on TWM?
I played previous release with friends, it was quite enjoyable. AI is super strong for newbies.
Then again, I am more interested in exploration and building than fighting to the dead. I loved playing Age of Empires on the easy setting and then go overboard with the civilization building.
"Ah, I see you can handle attacks, but can you handle little groups of 3 attackers going after every resource simultaneously and running away when you look at them; all the time?"
That crap is no fun to play against. Not unless your own units can be programmed with some basic AI to counter it.
Hannibal of Carthage agrees.
I'd love to see an alphastar variant try to learn how to play and compete against the best
The DE of Age of I sucks though, the sprites generates from 3D models being less good than in II DE. I would has preferred they made a remaster like the C&C for this one.
Of course if you interpret your "with non-free art" to mean zero art - then it's different I know, but still..
I commented on the parent comment because I read it as sarcasm / inferring that a free game without free at is not free - and that something like that could never be modern or successful.. so I was trying to offer a counter point to consider which is similar - although certainly not exact apples to apples.
We've had a bit of it a some years ago when some indie devs sold through "humble indie bundle" pay-what-you-want and made the code available if they money passed a threshold amount.