Selasa, 03 September 2013

0 A.D. Alpha 14


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Wildfire Games | More from this developer
RTS / FREE
448.20 MB
September 4th, 2013, 04:36 GMT [view history]
C: \ Freeware Games

This is a free, open-source game of ancient warfare. This release is chock-full of new features, from a new faction (the Iberians) to random maps, a new lighting system, unit formations and more.

In short, 0 A.D. is a historically-based war/economy game that allows players to relive or rewrite the history of Western civilizations, focusing on the years between 500 B.C. and 500 A.D.

Here are some key features of "0 A.D.":

Graphics:
· OpenGL-based rendering engine with shaders
· Hierarchal skeletal animation and deformation system based on COLLADA
· Fancy animated water with refraction, reflection
· Realistic shadows
· Particle effects
· Environmental lighting effects (time of day, sunset)
· Flexible terrain re nderer that uses alpha maps to seamlessly blend terrain
Gameplay:
· Unique civilizations: In 0 A.D. each civilization will be unique in its appearance, units, structures, and technology trees.
· Citizen soldiers: There will be no standard villager unit. Instead, regular infantry and cavalry have not only military capabilities, but also economic, making them substantially more versatile than in typical RTS games.
· Unit auto-upgrading: Citizen Soldiers will gain experience and automatically gain promotions. With each rank, they become stronger, and don a unique appearance but also get gradually worse at civilian tasks.
· Units on structures and ships: Gone are the days of units disappearing into buildings and transport ships. Some garrisoned units will be visible on the battlements of structures or the decks of ships, and capable of firing on opponents at range.
· Realistic naval warfare: No more tiny ships s inking other ships with arrows. Ship gameplay will include a variety of new features in RTS games, like much larger ship sizes, ship capture, sea rams, and a modular design that allows catapults to be stationed on the decks, and units to fire from the bows.
· Choices, choices, and more choices: Technology trees branch out in a pair-based hierarchy. For example, when you are given the option of techs 1A and 1B and you choose 1A to research, 1B is no longer available. Some of the techs that are higher up on the tech ladder will require that tech 1A is done, while others will require tech 1B. This adds a level of strategy and 'randomness' to picking your techs, as availability of higher level techs will depend on your choices earlier in the game. Similar choices are available with unit formations and battle tactics.
· Provinces and territories: In some game types, the map is subdivided into provinces that must be captured and annexed into a player's territ ory in order to reap their valuable resources and construct forward bases in these areas. If the host wishes, a player's starting province can also be surrounded by attrition borders to reduce early rushes.
· Real world map realism: Random maps are based upon geographical regions where the civilizations of the ancient world lived. These will be generated with biome specific-to-location features that replicate the look and feel of the world as it existed 2,000 years ago: flora, fauna and terrain.
Miscellaneous:
· Multiplayer networking: Peer to peer, no central server.
· Includes a level editor (Atlas) integrated with the Pyrogenesis engine.
· Extreme moddability: WFG started out as a game modification team, and true to our heritage and the FOSS philosophy, we believe being able to tinker with a game contributes to lasting fun and learning. Aspects of the game like game logic, artwork, and data can be tweaked with tools or by modifying XML and javascript files to totally change the game.

Requirements:

· OS: Windows Vista/7
· CPU: 1Ghz
· RAM: 512 Mb

What's New in This Release: [ read full changelog ]

New Gameplay Features:
· All-new and unique Mauryan Indian civilization, including new units, from war elephants to Brahmin priests; and new buildings, reflecting this culture's original architectural style.
· The default AI, Aegis bot, has been greatly improved, be it at defending, attacking, or building a strong economy. It now supports researching technologies and should work much more reliably than most other AIs before. (Known problem: Aegis now has some issues with saved games. Sorry, we hope to fix this in A14.)
· Aegis can now play at several different difficulty levels, so beginners can easily learn to play, and more experienced players can get more of a challenge.
· Attack/move command: If you select units and then Ctrl + right-click on a location, they will go to the location, but also stop to attack enemies they meet along the way.
Graphics and User Interface Improvements:
· Helpful messages appear when a building can't be placed somewhere. (See screenshots below.)
· When you select a place to build a building, the building preview always shows the precise final variation that will be built.
· When some buildings are built, they now rise from the ground, and some also have lifelike scaffolds surrounding them.
· Tribute stats added to the summary screen.
· Players are notified when any tributes are given to them.

Music and Sound:
· New Celtic songs: "Cisalpin e Gaul" and "Celtica" (the latter featuring Jeff Willet's percussion),
· New Hellenic song: "The Hellespont" (also featuring Jeff),
· Combat music featuring taiko drums "First Sighting" and "Elusive Predator" by Jeff.
· First Mauryan song: "Land Between the Two Seas."
· New and improved animal sounds for lions, tigers and bears.

Development Updates and Miscellaneous Features:
· User mod support: See our modding guide to learn how to create your own mods for 0 A.D.
· The new Javascript Debugger supports the basic features of debuggers (breakpoints, continue, step calls…), and allows 0 A.D. developers and modders to debug Javascript scripts used by the game, saving a lot of time to understand some unexpected behavior or issue. 0 A.D. uses Javascript in many different areas like gameplay logic, UI, AI and random map scripts. Thanks to mmayfield45 for contributing the web GUI. (See screenshot below, and the documentation wiki for more details.)
· Improved OS X build process, without need for MacPorts or Homebrew.


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