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.
Wildfire Games, the international group of volunteers developing 0 A.D. : Empires Ascendant, is happy to present its latest 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, feel free to visit our forums and join our active community, or just grab a task from our list of open tickets and get right to it. We are currently looking for Programmers, Translators, Historians, MapMakers, Animators and Artistsa.
*names written in bold black are Wildfire Games staff and names written in bold grey are community members
We have been working on improvements on performance, both graphical and non-graphical, to make the next Alpha run more smoothly.
The map editor will no longer be laggy (creation should not be hindered!) when changing the height. You can also now search the entities in a non-strict manner, e.g. “units ptol hlr” would show “units/ptol_support_healer_a” in the list.
Greeks, Iberians, Celts, Romans, and Carthaginians have received visual updates, with better helmets, shields, and props.
Flora has also been improved with better trees, and more variety in plants and props that can be placed over the maps in the scenario editor.
The bear and the baby elephants now have animations, and hippopotamuses can now be placed using the scenario editor.
Special artillery towers have been added to the game, as well as a new Gaul wonder and the Mausoleum at Halicarnassus.
New sounds for weapons and for some animals have been committed.
Work has been done towards improving gameplay to fix the current balancing issues with the help of some of the best ranked lobby players and some modders.
17 languages have reached more than 90% of translation.
The whole team would like to welcome Angen as a new member. Angen has been an external contributor since the beginning of 2018 and has done a lot of work towards unit behaviour improvements. He is currently working on improvements on the formation system along with general unit behavior improvements.
Angen added the ability to allow cancelling trade routes. He committed some fixes for formations. He implemented the ability to display tools instead of weapons when units are approaching resources. He made the trade gain by garrisoned entities configurable which will allow for a finer balancing
bb has also been working on various smaller code fixes with the goal to improve consistency and to make unit templates cleaner and he fixed the lag that appears on windows when shift is pressed.
elexis committed a patch allowing for map specific placement in the GUI game setup page, continued working on the GUI rewrite and fixed some bugs. He implemented game-setup options for landscape and daytime and added morepreviously uncredited people to the credits.
FeXoR and nani have been working on the procedural generation of maps, to allow for more realistic maps.
Freagarach made it possible for the same entity in multiple control groups (ctrl + number hotkeys). He allowed for status effects to affect unit speed (e.g. slowing down a unit when hit) this will be particularly useful for mods with magic. He also added a progress bar to show the upgrade status. Mods can now make projectiles deal friendly fire. This is currently unused in the game. He also allowed for some resources to not be barterable in the market, this will also be used in mods such as 0abc (link) and Delenda Est (link)
Imarok fixed an error warning with AMD CPUs, fixed the display of actions cursors over the minimap and the usage of the patrol action, and did some cleanup in the minimap code.
Itms worked on some improvements to the continuous integration system. He also did some library updates for NVTT (NVIDIA Texture Tools), the library we use for our textures, with the help of adrian and s0600204 on a library called FMT (This library is used to print warnings and errors). He also worked on build fixes for Mac OS.
Krinkle worked on fixing JavaScript warnings, and submitted a few fixes for MacOS support, as well as some to improve the game’s CI.
linkmauve did some cleanup of the rendering engine, by removing old platform specific code which was either deprecated or superseded by SDL2, and worked towards improving multithreaded debugging.
Nescio has done a lot toward improving consistency in our files, renaming them to match the same conventions, and making them easier to deal with by simplifying some of them. For example all our map files had inconsistent naming conventions, and the presence of whitespaces in their name caused issues.
Stan has created a feature for mods to allow buildings to construct themselves without the need of units. He made some optimizations to the engine, and did some cleaning up of the code. He also improved the scripts that help artists check for mistakes, and made a Blender importer for game objects, reducing the amount of work it requires. He also added the ability to play visual animations when a building is upgrading, and when a tech is being researched. He is currently working with the help of OptimusShepard to fix an issue with recent AMD CPUs. If you have Zen 2 CPU and want to help please head to this forum thread and tell us.
Autobuildable video (3D Printing house)
Researching animations
user1 and Dunedan are working on upgrading the lobby backend to be able to provide new features for the next Alphas.
vladislavbelov continued working on the rendering engine to bring improved performance and visuals. The next alpha will feature a FXAA filter, allowing models to look less jagged. He also worked on better tools to debug the renderer and easier access to those through the game. He added an option to use low quality shadows on more modest machines. He also worked on the map editor, allowing it to save the panel size between each session so one does not have to resize them every time, and a non-strict search to the Atlas entity list. He is currently working with Stan to add an option to resize the map with a specific offset.
Snapping to buildings (video)
wraitii has worked on improving the engine, cleaning the code to make it easier to extend and to optimize. He has also been reviewing patches from Freagarach with aim to add gameplay features, such as status effects. Status effects will allow units to deal more realistic damage to others. For instance, it will allow flaming arrows to keep dealing burning damage after a unit has been hit.
Alexandermb added a Transversal Crested gallic centurion helmet, sheaths, new idle relax animations for the hoplite, and scutum shields. He also made some citizen animations for the slave and siege engine operators. Likewise, there are some new Gaul idles for swordsman and new pikeman attacking animations, new Roman republican and imperial shields, gladiator helmets, Celtic Carnyx, while he finished the bear animations, hippopotamus animations, worked on improving camel animations and gave more options to modders, new animations for siege engines and improved existing ones. He worked on improving the shield textures, allowed elephant turrets to attack by giving them an attack animation, and animated the baby elephant.
Bigtiger has worked on some gorgeous new elm trees, new poplar trees and improved the flora
LordGood added new Ptolemaic houses, committed Enrique's pines, artillery towers, new unit sounds, Hungarian oaks, bolt tower and amphitheater, updated Ptolemaic sentry tower and added a new obelisk. He has worked on a few beautiful maps and provided screenshots for advertising on social media.
Artillery Towers
Hungarian oaks
Pompeii amphitheatre for Romans in scenario editor
New Ptolemaic houses
Sahyadri Buttes, a new 5 player Skirmish map
Atlas Valleys is a large 8 player skirmish map
Samulis created new cattle sounds.
Stan added an orange firefly particle and committed new improved berry bushes by BigTiger. He updated outdated icons and cavalry icons to use the new horse assets. There are now new lavender, new bluefin tuna textures and animations. Lately he has developed new icons for the unit actions and for status effects. He created three textures and icons for bears (polar, black, brown), made two hippopotamuses textures and created a model for the Mausoleum at Halicarnassus. He also replaced the current Gaul wonder by a more historically accurate one: the sanctuary of Corent.
bear
wackyserious improved textures for Greeks, Iberians, Romans, and Carthaginians.
wowgetoffyourcellphone made some Corinthian helmet portraits, worked on some animals portraits and has given feedback on gameplay and icons and has made some of the screenshots in this development report.
Nescio worked with Stockfish, Badosu, ValirAnt, FeldFeld, and borg- to get some gameplay balancing patches, which were committed by other members.
Beau fixed some mistakes in the documentation.²
Beise is currently translating the wiki from English to German.
Nescio has also been updating the English style guide, corrected many templates for consistency, and standardized hero aura descriptions and generalised tooltips.
Jeru made a new financial report and submitted a development report to SPI our financial sponsor. Thank everyone for all the donations. You can see more information about supporting us financially here: Play0ad.com.
user1 and elexis continue their work moderating in the multiplayer lobby. user1 created a a special thread on the forums to report all issues regarding the lobby.
Freagarach gave a presentation at Sogyo
Stan gave an interview for the Waffling Taylors podcast (Wafflingtaylors.rocks). The podcast should be available in June. He gave an interview with Picasoft (in French - you can find an English transcript here). Picasoft is an association at the UTC (a French school) you can read more about it here. He also gave a presentation at Avanade He also held a stand at the Capitole Du Libre in November 2019. You can find a summary here
vladislavbelov did a presentation in FOSDEM 2020 about graphics pipelines in 0AD. See this thread for more information.
16 languages have reached more than 90% of translation. If you want to help with your native language head over to Transifex.
Gallaecio has been improving and correcting the English descriptions in-game with the help of Nescio
There has been quite a lot of activity on the competitive side! Most of the replays are available on the forums, so you can see some of the best players in action.
derekO organized “double elimination” a tournament
fpre organized a “survival” tournament
HMS-Surprise organized the Sunday pro games tournament 1v1 commentated between 17/01/2019 and 24/11/2019. This was a competitive community event with very nice graphic designs!
marcusAureliu#s organized a tournament
rain_ironwolf organized a Hyrule Conquest tournament
Stockfish also organized a multiplayer 0 A.D. tournament called the Primus Pilus tournament from 30/03/2020 to 29/04/2020. HMS-Surprise eventually took over to finish it.
This report was written by asterix with the help of Thorfinn the Shallow Minded, Stan and Sundiata. For more details, please check wiki:Alpha24 and the roadmap.
THANK YOU FOR YOUR SUPPORT.
0 A.D. Alpha 23 is out! Its first release in May featured a new civilization, a mod downloader propelled by mod.io, new graphics, new maps, new features...
Exodarion made a video about some of the stuff showing up in the next patch, in particular his AI.
This tutorial on how to install Hyrule Conquest 0.8.
Hyrule Conquest now has Battalions. If you like Battle for Middle Earth you have some idea of what to expect!
Low Poly Patch for the 0.9 version of Hyrule Conquest. Adds low poly versions of new models added in 0.9, such as Lana and her Acolytes.
Fixes several issues from the 0.9 version of Hyrule Conquest
A recreation of the iconic factions, units and characters of Warhammer Fantasy within 0 A.D.
New version of Hyrule Conquest that adds many more Heroes and other new features.
The latest version for Alpha 23. The name "Xýlo" which means Wood is in honor of one 0 A.D. developpers Ken Wood, who died in 2006.
New update, no changes, only fixes, no new content.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
how to test the work in progress from the codes? i dont understand the instructions they are not working for me. :(
los barcos principalmente helenos podrían combatir con el espolón en ves de lanzar flechas algo mas similar al juego ancient wars sparta
porque todas las unidades de lanceros tienen las mismas estadísticas como defensa y daño por ejemplo las unidades galas que apenas tienen armaduras visible y escudos de tamaño medianos tienen las mismas estadísticas que los triarios romanos que tienen un escudo mas grande y se puede ver que tienen una cota de malla .seria mejor que las unidades romanas tengan mejor protección pero que cueste mas recursos ya que si la mayoría de las unidades tienen las mismas estadísticas se siente casi igual sin importar con que facción juegas
seria posible que las unidades tengan una barra de munición como en el rome total war.
por ejemplo los infantes romanos puedan lanzar 2 jabalinas y tenga que pasar amenos 20 segundos para que recargue la munición para volver a tener disponibles las 2 jabalinas .
when is new update? :(
We're still working on it!
HEllo ! i test this game since long day... asking myself (apart mod) when a more stable version will be uploaded? i mean the game, concept arts, music etc is beautiful... but the game is still very poor in terms of stability and graphic,, with good computer and high set my graphic looks very unpolished.. is not like in the pictures of the game here shown.. game s still laggy as well.. but mainly id like to see a more polish version since even troops looks so bad while playing..thanks
well expecting game to be like a picture should be a redflag for you. never rely on pictures.
2020 and im still here following the development of such an amazing game that came from a lot of effort and work from and amazing team.
Everyone who worked on this project should be highly recognized
Strategy campaign map like Total War and you'll be golden.
Sugerencia para la próxima versión del juego: ¿se podría añadir la opción de todo desbloqueado y empezar en la Fase III?
Algo parecido al Age of Empires cuando configuras la partida y eliges empezar en la última edad. Sería una opción muy interesante para aquellos que nos gustan los enfrentamientos más rápidos y directos centrados en el combate y no tanto en los recursos.