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0 A.D. (pronounced "zero ey-dee") is a free, open-source, cross-platform real-time strategy (RTS) game of ancient warfare. It's a historically-based war/economy game that allows players to relive or rewrite the history of twelve ancient civilizations, each depicted at their peak of economic growth and military prowess.

The twelve factions are: Three of the Hellenic States (Athens, Sparta and Macedonia), two of the kingdoms of Alexander the Great's successors (Seleucids and Ptolemaic Egyptians), two Celtic tribes (Britons and Gauls), the Republican Romans, the Achaemenid Persians, the Iberians, the Carthaginians, and the Mauryan Indians. Each civilization is complete with substantially unique artwork, technologies and civilization bonuses.

Developed using Pyrogenesis, a game engine custom-built to suit our needs, 0 A.D. will give players a rich and entertaining real-time gaming experience. 0 A.D. is portable, running not only on Windows, like most games, but also on Linux and Mac OS X.

We believe free, OS software like 0 A.D. encourages sharing, learning and creativity. That's why we have made the code and data available under the GPL license, and released the art, sound and documentation under CC-BY-SA. Modifying the game's data files is as simple as editing JavaScript and XML files, so anyone can learn how the game was developed and share their own contribution to the 0 A.D. world.

0 A.D. is being developed by Wildfire Games, a community of volunteer, hobbyist game developers from all over the world. 0 A.D. has been an open source project since July 2009. We're looking for programmers, 3d artists and more. Get involved.

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Blog RSS Feed Report abuse Latest News: 0 A.D. Development Report #15

5 comments by plumo on Jan 18th, 2014

0 A.D. Development Report #15

Wildfire Games, the international group of volunteers developing 0 A.D., is happy to present this week's 0 A.D. development report.
If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. 

If you want to be part of this project, we urge you to post your application in our forums or just grab a task from our list of open tickets and get right to it. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Luckily for your portfolio we are also looking for Video Editors, a Documentation Manager and Scenario Designers. Still no luck? Head to our forums and join our active community!

!!! We are in need of (skilled) programmers. If you are one, redirect yourself to this thread. Your contributions are crucial !!!

Team News
Our 'family' keeps expanding! A warm welcome to Scythetwirler, who has been working on our multiplayer lobby among other things.

Work has begun on translating 0 A.D. into many, many languages. Using the Transifex translating system, everyone can help! Check out this link.

Screenshot of the Month
Enrique's new horses (WIP). Animated transparent manes and moving armor are also in the pipeline (thanks to Wraitii).

Programming & Art
Mythos_Ruler added a new map (Savanna River), rebalanced many units/technologies/... and laid the groundwork for our next civilization: the Seleucid Empire.
Yves has been hard at work upgrading Spidermonkey from 1.8.5 (which is old and unsupported) to a more recent version (v24 or later). He committed one patch that solves the massive performance problems we got with the new SpiderMonkey versions in lategame by changing the way different AI players are separated from each other. The second big patch adapted our code with the old SpiderMonkey version to match the most important constraints required by newer versions without updating yet. The third patch removed the JS Debugger temporarily because it will require a partial rewrite but doesn't have priority for the update. After these changes the WIP patch for the new SpiderMonkey is now much smaller and easier to handle (test, update and review).
Wraitii added a fishing boat for our latest civilization: the Ptolomaic Egyptians. He also implemented some new animals done by Micket: crocodiles, sharks and hawks. He optimized the water code making it faster (speed-up of foam generation code, ...) and more modern. Last but not least, he is overhauling the Aegis bot (AI), squashing AI bugs and improving their capabilities.
Sanderd17 implemented countless functionality fixes; his energy/time went primarily to reworking formations and chasing (i.e. attacking fleeing units, animals).Enrique has been reworking our horses, as they were getting a bit outdated. Your cavalry charges will be even more heroic!
Leper & Historic_Bruno fixed a number of crashes and other bugs. A full list of changes is available in the SVN log (any similarity with 99,9 % of all Google Chrome change logs is pure coincidence...)
Bajter and Kabzerek are working on the summary screen. Their changes should provide more information to the player (after-battle statistics...).
AnnieQ has been working on new unit cards for the Celtic factions.
BoeseRaupe has been working on the hero icon and a way to delete a units group with a right mouse click.
Lordgood: Artiste extraordinaire and My Little Pony-afficionado, has created a new Roman tower and a new wonder & homestead for the Carthaginians. Our "Brony" (Brother + Pony) also started working on the building set for the Seleucids.
Dumbo has been working on improving unit behavior when choosing opponents.Itms added a town bell function. Enemy raid incoming? With one mouse-click your female citizens rush to the nearest building to find shelter.
Scythetwirler Josh have implemented various multiplayer lobby fixes to the alpha 15/16 server and alpha 16 client. They are hard at work fixing the post-game lobby disconnects and the problems with hosting to improve your multiplayer experience in alpha 16. Apart from the lobby, Josh has also been working towards a more intuitive lobby login UI in the new "modern" style (WIP by Pureon), has done various UI engine cleanup, and re-worked the selection back-end to yield ~2% overall performance increase.
Mimo improved the way trade works. Now the trade management is centralised so there's no need to click every trader.
Stanislas69 has been reworking the Iberian barracks and corral, and the Gallic mill and farmstead.

Music & Sound
Omri_Lahav has been working on new peace tracks for the different civilizations and freshening up the score. A professional tin whistle player will redo the Celts / Gauls, a trombone player will record the low brassy parts on Honor Bound / Elysian Fields, and the Qanun player will be brought in to add another unique color to the Ptolemaic Egyptians. I think it is fair to say Omri is setting new standards for music in freeware software.
LAVS has been working on battle sounds that will make every melee more compelling.

Media RSS Feed Latest Video
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0 A.D. Alpha 15 Osiris (Windows Version)

0 A.D. Alpha 15 Osiris (Windows Version)

Dec 25, 2013 Full Version 4 comments

The new Alpha release includes Ptolemaic Egyptians, skirmish maps, attack notifications, guard command, new sounds, new technologies, new music, and more...

0 A.D. Alpha 14 Naukratis (Mac 32-bit Version)

0 A.D. Alpha 14 Naukratis (Mac 32-bit Version)

Sep 4, 2013 Full Version 0 comments

A new Alpha release including Blacksmith, Infinite farms, Hero button, Game speed controls and more.

0 A.D. Alpha 14 Naukratis (Windows Version)

0 A.D. Alpha 14 Naukratis (Windows Version)

Sep 4, 2013 Full Version 4 comments

A new Alpha release including Blacksmith, Infinite farms, Hero button, Game speed controls and more.

0 A.D. Alpha 14 Naukratis (Mac 64-bit Version)

0 A.D. Alpha 14 Naukratis (Mac 64-bit Version)

Sep 4, 2013 Full Version 0 comments

A new Alpha release including Blacksmith, Infinite farms, Hero button, Game speed controls and more.

0 A.D. Alpha 13 Magadha (Mac 64-bit Version)

0 A.D. Alpha 13 Magadha (Mac 64-bit Version)

Apr 2, 2013 Full Version 1 comment

New features: Mauryan Indian civilization, improved AI, difficulty levels for AIs, attack-move command, and more.

0 A.D. Alpha 13 Magadha (Mac 32-bit Version)

0 A.D. Alpha 13 Magadha (Mac 32-bit Version)

Apr 2, 2013 Full Version 0 comments

New features: Mauryan Indian civilization, improved AI, difficulty levels for AIs, attack-move command, and more.

Post comment Comments  (0 - 10 of 613)
Guest Apr 1 2014, 1:58pm says:

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rogat100 Mar 6 2014, 6:23am says:

feneur where is the future releases/updates page?
if there is no such a thing can you tell me please when is the new update?

+1 vote     reply to comment
feneur Mar 23 2014, 11:53am replied:

We do have a rough roadmap at our bug tracker: Trac.wildfiregames.com , but it's not set in stone - the exact release date depends on how much time our developers have available (and how long it takes to fix bugs). Generally our goal is to release a new Alpha every 3-4 months.

+2 votes     reply to comment
rogat100 Apr 11 2014, 12:17pm replied:

I see no changes in the page you linked me :F

+1 vote     reply to comment
Bliringor Mar 2 2014, 5:34am says:

Do you plan to improve the formations? I.E. When 9 soldiers form the testudo, they rise their shields and walk slowlier, getting protection from arrows. Or when 10 spartans form the syntagma, they assume the classic phalanx position, walk really slowly and get a bonus to attack and defense.

+1 vote     reply to comment
feneur Mar 23 2014, 11:49am replied:

We hope to make formations more useful and fully-featured indeed. It depends on a lot of things, so we're unable to promise too much at this point though.

+3 votes     reply to comment
feneur Feb 20 2014, 8:24pm replied:

Bridges really are terrain with two pieces along the sides. So you can only select them, not the entirety. Also, to select objects which can't be interacted with in-game you need to use the Alt-key.
Do you get any error dialog when the game crashes? And if so could you please follow the instructions here: Trac.wildfiregames.com to report the error the next time it happens? You can of course report the error even if it doesn't produce an error report, it's just that it's a lot easier to find the cause if there is one :)

+1 vote     reply to comment
SebaZ_16 Feb 20 2014, 9:26pm replied:

Sometimes it does show the error log, the other times it just stops responding. I'll do it next time.
Thanks for the info about the bridge. Also is there a way to be able to rotate the object before placing it?

+1 vote     reply to comment
feneur Feb 20 2014, 10:27pm replied:

There certainly is :) Just don't release the left mouse button after you've clicked to place it, but instead move the mouse around (with the left mouse button still pressed) and you will rotate it. Then as soon as you release your finger from the button the object will be placed in the direction you've rotated it. (As a bonus tip I can add that the same is true in-game: just keep the button pressed and you will rotate the building you're about to build there too.)

+1 vote     reply to comment
SebaZ_16 Feb 20 2014, 11:16pm replied:

Nevermind. What I was trying to say was if there is a way to rotate the objects like in AoM or AoE3 (using the mouse wheel) before placing them. But it isnt important.
Sorry if I explained myself wrong, English isn't my mother language.

+1 vote     reply to comment
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Jan 28 2014, 9:53am

Dev Report #15! T.co

Jan 20 2014, 3:30pm

If you could meet one person from antiquity, who would it be & why? Assume common language.

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@IvorYchefSC2 what's wrong? Please Let us know so we can fix it. Thanks

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@PCockroach Thanks, will look into this

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@timelesshaze thanks for the heads up, the Ubuntu package maintainers might get back to contributing only after new years

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