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  • 0 A.D.

    Open-Source gratuit, de stratégies antiques

    [FS=Important]Plateformes : Windows, Mac OS, Linux
    Developpeur : Wildfire Games
    Genre : Stratégie en temps réel
    Mod : Solo et Multijoueurs
    Pages : MODDB, Site[/FS]

    • Présentation
    • Contenus
    • Médias
    • Téléchargements
    • Mods

    I. Présentation

    0 A.D. (prononcez «zéro ey-dee») est un jeu gratuit, open-source, multi-plateforme de stratégie en temps réel (STR), basé sur les guerres antiques. C'est un jeu de guerre et de gestion de l'économie fondée sur l'Histoire, qui permet aux joueurs de revivre ou réécrire l'histoire de douze civilisations anciennes, dépeinte à leur Age d'Or de croissance économique et de prouesses militaires. Développé à l'aide Pyrogenesis, pour répondre à nos besoins de totale liberté de constructions, 0 A.D. donnera aux joueurs une expérience de jeu en temps réel riche et divertissante.

    0 A.D. est portable, fonctionnant non seulement sur ​​Windows, comme la plupart des jeux, mais aussi sur Linux et Mac OS X.

    II. Contenu
    • 12 Factions :
      • États helléniques
        • Athènes
        • Sparte
        • Macédoine
      • Royaume d'Alexandre
        • Séleucides
        • Ptolémées (Egyptiens)
      • Tribus celtiques
        • Britanniques
        • Gaulois
      • Républiques Romaine
      • Perses
      • Ibères
      • Carthaginois
      • Indien Maurya
    • Des bâtiments et des unités très variées selon les cultures.
    • Une carte du monde magnifique.
    • Et autres essentiels...

    III. Médias





    IV. Téléchargement

    MODDB Alpha 16 : http://www.moddb.com/games/0-ad/down...indows-version

    V. Mods

    Par El Padrino

    Message d'origine de Stilgar :


    Bonjour à tous,

    Je crois que vous vous souvenez de la présentation qu'avait fait Genava de ce jeu indé totalement gratuit. Et bien avec la sortie de l'alpha 7 aujourd'hui j'en profite pour revenir dessus et refaire une petite présentation.

    0 A.D. est un jeu de stratégie en temps réel (RTS) se déroulant entre 500 ans avant JC et 500 après J.-C. Il s'agit d'un jeu de stratégie et de guerre / économique qui vous permet de recréer ou de réécrire l'histoire des civilisations occidentales.
    - 0 A.D. est en développement depuis 2001, et promet de se faire partager et jouer dans le monde entier par d'innombrables joueurs.
    - 0 A.D. est un jeu RTS libre, open-source, multiplate-forme se déroulant pendant les guerres antiques.

    Voici une vidéo de l'alpha 6 qui est sortie en début d'été :

    Voici plus en détails, mais en anglais ce qu'apporte le jeu :
    • 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 sinking 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 territory 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.

    Les factions du jeu :

    • The Roman Republic: The great conquering imperial powerhouse that swept across Europe, the western shores of the Mediterranean and North Africa in its early days as a republic. The Romans are notable for their regimented military, powerful siege engines, broad range of naval vessels, politics, and adaptation to change.
    • The Carthaginian Empire: will have the strongest navy in the game; the fiercest contendors on the high seas. They were also masters of naval trade, extending their trade routes even beyond the pillars of Hercules and circumnavigating Africa. They deployed towered War Elephants on the battlefield to fearsome effect, and had defensive walls so strong, they were never breached.
    • The Celtic Tribes: The Britons and Gauls are the antithesis of the rigid organisation of Rome. A fierce horde of woad-painted Celtic warriors charging across the plains was a fearsome sight. They considered the bow and other ranged arms to be a weapon of cowards, and excel in hand-to-hand combat. Not known for their machines of war, they have minimal navy and siege. They construct mostly wooden buildings, which are fast and inexpensive to construct, though far less robust than their stone counterparts.
    • The Hellenic States: Controlling the representatives from the Hellenic region, the player has the power of Sparta, Athens and Macedonia at his command. As the forebearers of philosophy, democracy, geometry, and hellenistic art and architecture, they are considered to be civic minded. However, do not discount the strength of their stone structures, the resolve of a hoplite in phalanx formation, or their historic ability to steal victory against seemingly insurmountable odds.
    • The Iberian Tribes: The Iberians were fathers of the art of guerilla warfare, capable of lightning strikes against an opponent and withdrawing before he can mass an offensive. Their foot units are some of the fastest and most rapid-firing in the game, particularly their Balearic Slingers. A number of their ranged units also have the unique ability to fire flaming missiles. Toledo steel grants them superior metal weaponry.
    • The Persian Empire: The Persian Empire is the most cosmopolitan civilisation, levying a wide variety of troops from their vassal satrapies. Their infantry are weak and poorly-equipped, little more than cannon fodder, but can be massed in vast numbers. They have the strongest (though most expensive) cavalry in the game, and are the only civilisation that features all forms of cavalry, including the fearsome cavalry archer. Their cavalry is equally exotic, including camelry, mahout elephants, and scythed chariots. They are known for their lavish wealth, grand architecture and strong trade empire through the Silk Road.

    En ce qui concerne le téléchargement, tout se trouve là sur le site officiel : http://wildfiregames.com/0ad/
    Tout est en anglais.
    Les ajouts de l'alpha 7 (notamment une nouvelle civilization carthaginoise) :
    Wildfire Games, an international group of volunteer game developers, proudly announces the release of "0 A.D. Alpha 7 Geronium", the seventh alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha debuts Carthage, a mighty, versatile naval civilization, includes a dynamic border game mechanic, a new main menu and several new music tracks featuring live performances by professional musicians.

    Easy Download and Install
    Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. You can redistribute it and modify it as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC-BY-SA. No "freemium" model, no in-game advertising, no catch.

    Top new features in this release:
    • All-new dynamic territory design. Territories change throughout the game based upon the structures built by the players. Each structure has a "weight" given to it and a radius within which this weight has an effect based on the importance of that building, and these values affect borders proportionally. If one of a player's buildings falls into enemy territory due to shifting borders, then that building is planned to slowly lose loyalty until finally converting over to the enemy's side. (In the meantime, in 0 A.D. Alpha 7 it loses health instead, until it is destroyed.) This can be stopped and slowly reversed if the border shifts and the building comes back to the player's side.

      Screenshot of Hellenes (red) engaging in combat with Carthaginians (blue) across a dynamically rendered border. CC BY SA Wildfire Games.
    • An all-new and unique Carthaginian civilization, including:
      • Revamped and rebalanced units.
      • A completely remodeled navy from the ground up.
      • New docks, Iberian, Celt, and Italian embassies, walls, and civic center.
      • Dozens of new shields, helmets, and props.
      • New Easter Egg objects, including a Tophet structure, Samnite warriors, and the Sacred Band of Ba'al.

      First from top left: 1. Civic Center; 2. Temple; 3. Farmstead; 4. Corral; 5. Fortress; 6. Outpost/Scout Tower; 7. Houses; 8. Mill; 9. Italic Embassy; 10. Iberian Embassy; 11. Celtic Embassy; 12. Barracks; 13. Tophet (An "Easter Egg" structure for the Carthaginians) 14. Market, 15. Commercial Port, 16. Naval Shipyard. Second picture: Another shot of a Carthaginian city in 0 A.D. Third picture: Hellenic (blue stars on sails, rowboat) and Carthaginian ships (all the rest). Fourth picture: Carthaginian land units. All works CC BY SA Wildfire Games.
    • A brand new main menu design with new dynamic background, depicting the Spartan tradition of mothers sending off their sons to battle, telling them to come back either with their shield or on it. (Thanks, dashinvaine!). The menu and UI graphics have all been converted to the new style.

      The new 0 A.D. main menu screen. CC BY SA Wildfire Games.
    • Music and Sound:
      • Several new tracks, all composed and directed by Omri Lahav, most featuring live percussion and flute segments (Thanks, percussionist Dror Parker and flutist Marta Mc'cave!):
        • Brand new 0 A.D. main theme, "Honor Bound", to go with our new menu.
        • Carthaginian peace tracks "Peaks of Atlas" and "Mediterranean Waves", featuring live percussion with a North African feel.
        • "Dried Tears" defeat music track.
        • Re-done Hellenic peace track, "Forging a City-State", with awesome flute improvisation segment.

      • 100+ new sound effects from the DynamiteSoundBytes team, dozens of them audible in-game.

      <a href="http://play0ad.bandcamp.com/album/0-a-d-soundtrack">0 A.D. Soundtrack by Omri Lahav</a>
    • New maps: Carthaginians Sandbox (Demo Map); Siwa Oasis; Cycladic Archipelago IV; Gallic Fields; Migration (Thanks, SMST, NOXAS1, and Yodaspirine!)

      Screenshot of the Siwa Oasis map. CC BY SA Wildfire Games.
    • Miscellaneous: New Palisade objects, including wall segments, gates, towers, and spikes; Lion, Lioness, Infant Giraffe, and Giraffe death animations (Thanks, Athos!); A new "Islands" Random Map Script (Thanks, howlingflute!); An all-new Roman Triumphal Arch Easter Egg object (Thank you, Brightgalrs!); A LOTR-like Elven ship Easter Egg object (Thanks, Shield Bearer!).

      Elven ship Easter Egg object. CC BY SA Wildfire Games.

    Please contribute! (REPORTERS/BLOGGERS, PLEASE MENTION THIS! We need your help to finish the game. Thanks.)
    We are seeking contributors in programming, art, sound, web design, taking YouTube videos and more. These roles on the 0 A.D. development team are great if you want to brush up on your skills and update your portfolio, if you're seeking a project for school with real-life applications, or if you care about the cause of free culture and software and are willing to work pro bono with a group of dedicated volunteers from all over the world.

    Interested? Please register on our forums and start a new topic introducing yourself in the applications and contributions forum following these instructions.

    Who were the Carthaginians?
    The Carthaginians, or Punics, were an ancient civilization centered on the Phoenician city-state of Carthage, located outside what is now Tunis, Tunisia. The Carthaginian culture is one of the most mysterious of ancient times. Little remains of the Punics' literature and none of their history, except what was recorded by their bitter enemies the Greeks and Romans. From these sources we deduce that Carthage was originally founded by Phoenician nobility from Tyre, a city in modern-day Lebanon, and it gained independence around 650 BC. Carthage soon became a formidable force in the western Mediterranean, eventually taking over much of North Africa and modern-day Spain. Over time, Carthage established a network of some 300 colonies and many tributary states, and forged exclusive trading rights agreements with various partners, effectively turning it into an economic powerhouse.

    First picture: Bilingual Latin and Punic inscription in Leptis Magna, modern-day Libya. CC BY NC SA Sebastia Giralt. Second picture: Punic inscription, modern-day Tunisia. CC BY NC SA cons. maximus.

    Carthage was remarkable in other respects as well: Its political system was a mix of monarchy, aristocracy and democracy, which relied on a system of checks and balances and ensured a form of public accountability; It had a pantheon of several interesting gods, including Ba'al, Ishtar and Tanit; And it posed a formidable military force, with several great differences between its ground forces and its navy.

    Carthaginian ruins with Tanit symbol in modern-day Tunisia. CC BY Neil Rickards.

    Carthage's ground forces were primarily made up of allied peoples and mercenaries, including Libyans, Numidians, Iberians and sometimes Greeks. Carthaginian citizens served in the ground forces almost exclusively as officers, and were only required to serve as infantry in special cases. This ethnic divide led to a deep suspicion of the ground forces among the Carthaginian elite. The Carthaginian navy was quite a different matter, though, as sailors were often recruited from the lower classes of Punic citizenry, which provided them with a stable income and career. No doubt, this contributed to Carthage going down in history as having one of the largest and strongest navies of ancient times.

    Carthage went to war several times with Rome in a series of events that came to be called the Punic Wars. The First Punic War was a clash with Greeks and Romans over control of Sicily. By its end in 241 BC, however, Carthage had lost Sicily to Rome. Corsica and Sardinia soon followed. Later, Carthage conquered Hispania, sparking what would come to be known as the the Second Punic War (218 BC – 201 BC). By the end of the war, Hannibal had crossed the Alps in attempt to invade Italy from the north, and he had resoundingly defeated the Roman army in several battles, but never achieved the ultimate goal of causing a political break between Rome and its allies. Eventually, the war was taken to Africa, where Carthage was defeated at the Battle of Zama by Roman general Scipio Africanus. The end of the war saw Carthage's control reduced to the city itself. Carthage's vast area of influence was gone.

    Carthaginian dependencies and protectorates through the Punic Wars.

    In the fifty years since the Second Punic War, Carthage visibly restored some of its wealth and martial power, yet was still a client state of Rome. A weak Carthage was arm-twisted by Rome to go to war and undergo an extended siege, ending in the city's thorough destruction, in a conflict now known as Third Punic War (149–146 BC). All remaining Carthaginian territory was annexed by Rome, and over 50,000 people of Carthage were captured and enslaved. Thus, the Third Punic War ended Carthage's independent existence.

    The Punic language and ethnicity continued in other Punic cities, however. Records of people speaking Punic date as late as the days of Christian theologian St. Augustine of Hippo (354-430 AD), suggesting that Punic cultural identity survived centuries of foreign conquest.

    In 0 A.D. the Carthaginians will have many bonuses that match their historic strengths. These include:
    • The widest selection of units - Because Carthage always relied on mercenaries to make up the bulk of their forces. The Carthaginians can build Iberian, Celtic, and Italian embassies, which are specialized barracks for mercenaries of these tribes.
    • The strongest walls - Because of Carthage's famous triple walls.
    • The strongest navy - Because of the historical dominance of Carthage on the sea-lanes.
    • More profitable trading - Because of the stranglehold Carthage had over trade in the western Mediterranean.

    (Sources: Israel Shatzman: A History of the Roman Republic (Hebrew); English Wikipedia: Ancient Carthage; English Wikipedia: Punic Wars, English Wikipedia: Punics. Thanks, Dor Ben-Ari!)
    Why "Geronium"?
    We name our releases according to development status ("Alpha" or "Beta"), successive release number (1, 2, 3, ...) and a word relating to the ancient world, in alphabetical order ("Argonaut" for A, "Bellerophon" for B, ...). In honor of the release of the Carthaginian faction, we decided to dub Alpha 7 "Geronium". (Thanks, mrjeremister!)

    Geronium was the site of a battle in the Second Punic War, in which Carthage, led by Hannibal, won a small tactical victory against Rome in 217 BC. The Carthaginians had cut a swath of destruction in their southward march from the Alps throughout the Italian peninsula, ravaging farms and property, and collecting provisions and prisoners as they moved. They were followed by a Roman army that mostly avoided open confrontation in pitched battles in favor of a war of attrition designed to wear the Punic army down. (This tactic was highly unpopular in Roman political circles.)

    Location of the Molise region in modern-day Italy. Geronium was a village within this area.

    By 217 BC, Hannibal reached near the modern-day village of Casacalenda, in what is now the Molise region in Italy, and took over a town named Geronium, using it as the Carthaginian winter quarters, while setting up a forward camp next to the Roman forces. As the Roman general was summoned to Rome to defend his tactics under the guise of a religious obligation, his army was left under the command of his deputy. Under the deputy's command, Rome managed to kill many Carthaginian foragers trying to stock up for winter, leading to a Carthaginian retreat from their forward camp. This was rewarded in Rome by promoting the deputy to an equal rank to that of his general, which caused an internal division within the Roman army.

    In the Battle of Geronium, Hannibal and his forces laid an elaborate trap and successfully attacked one part of the Roman army, mauling it severely. The Roman forces, however, promptly received reinforcements from the other part. Both Romans and Carthaginians retreated, and only small skirmishes between the sides followed throughout the winter.

    As for the remainder of the war, this battle had less significance than the subsequent resounding defeat of the Romans in the Battle of Cannae in 216 BC, one of the greatest tactical feats in military history. (Source: English Wikipedia: Battle of Geronium. Thanks, Nicola Albanese!)

    For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter H. Keep it original and within the 0 A.D. time-frame (appx. 500 BC - 1 BC)!

    Long Time, No Siege
    Wildfire Games will keep releasing new versions of 0 A.D. from time to time. Watch our news feed to get updates, or follow us by e-mail, RSS, Facebook or Twitter. And you're always welcome to join the 0 A.D. community on our forums.

    Des images du jeu :

    Par ailleurs la bande son est disponible gratuitement sur le site officiel ici : http://www.wildfiregames.com/0ad/page.php?p=1495 ou là http://play0ad.bandcamp.com/album/0-a-d-soundtrack
    Dernière modification par Le-Nain, 10-08-2014, 20h21.

  • #2
    Un article intéressant sur l'impact possible de 0 A.D. sur le marché du RTS : http://www.thevarguy.com/2011/09/19/...to-completion/

    Par contre je doute que leurs suppositions se réalisent, ça restera un concurrent connu uniquement des milieux de niches...


    • #3
      Une petite image d'un temple babylonien :


      • #4
        Je vais tester de ce pas la version beta, ça a l'air assez excellent en tout cas !


        • #5
          J'arrive pas à me connecter au lien, d'autres personnes ont ce problème ?

          EDIT: Forcément quand je post la page se charge.
          Dernière modification par Archange, 20-12-2011, 20h40.


          • #6
            L'alpha 8 est sortie !

            Avec une vidéo d'annonce :


            • #7
              Yop quelques vidéos :

              L'alpha 10 :


              Les développeurs ont besoin de main d'oeuvre pour les aider, donc si vous avez du temps libre cet été surtout n'hésitez pas une seconde pour ce projet entièrement libre et désintéressé.
              Top new gameplay features in this release:
              • New Hellenic Factions: Athenians, Macedonians and Spartans will now replace the generic Hellenic faction. Each features some unique characteristics along with shared Hellenic units and buildingsAlso, along the same lines, we have decided to include more factions in 0 A.D., beginning with theMauryan Indians! Read on to find out how you can help.)
                • Receiving significant naval bonuses, the Athenians are the rulers of the waves. Special Buildings: Gymnaseion, Prytaneion ("Council Chamber") and Theatron.
                • Macedonians have a wide selection of units and siege engines, for a combined arms approach. Special buildings (in planning): Lighthouse and library.
                • The Spartans can't build stone walls, but as their soldiers are top-notch, their men serve as their walls instead. Special Building: Syssiton ("Military Mess Hall").
              • Basic Technologies: Technologies, or techs, are economic or military bonuses that can be "researched" (bought) for resources at designated buildings. In 0 A.D., technologies come in mutually exclusive pairs: Within each pair, you can either research one tech or the other, but not both in the same game. As researching some technologies depends on having researched others, one should plan ahead carefully. (Importantly, for the meantime, all factions share an identical tech tree, but over the next few releases, different factions will get different tech trees, adding complexity and interest to the game.)
              • Civilization Phases: Start in Village, upgrade to Town, then to City. Unlock new techs and expand your territory with each upgrade.
              • Click-and-drag wall building functionality. (Support for gates is due in a future release.)
              • Healing units from their battle wounds is now possible by a priest conducting a ceremony with special chants within range. Priests can be trained at the Temple.
              • The Iberians get a pre-built walled settlement as a bonus every game.
              Graphics improvements:
              • New Models/Artwork:
                • Roman Siege Walls, Prytaneion, Roman Merchant Ship;
                • Iberian Special Building, Temple and Fortress; Remodeled Iberian Civ Center
                • Remodeled Hellenic barracks and market
                • Updated/Remodeled all walls
                • New hand-drawn Greek unit portraits
              • Prettier unit/building selection rings
              • Refactored rendering engine, supports the new specular effect.
              • New graphics options: Ability to disable particles and unit silhouettes in game, which gives small boost to game's FPS if needed (Thanks, rouge-spectre and mk12)
              • Usability Improvements:
                • Training units with multiple buildings of the same type selected trains that unit in all selected buildings
                • Several UI changes in bartering and setting units' formation and stance
                • It is now easier to select multiple control groups (by Shift+N, where N is the control group number, or by shift-clicking the control group icons) (Thanks, mk12)
                • Shift-clicking a garrisoned unit now ungarrisons all units of that type
              • Atlas & Random Map Script Improvements:
                • Terrain eyedropper tool
                • Several bug fixes improving display and stability
                • New wall generation tool for random maps (Thanks, FeXoR)
              • Bug fixes and minor features:
                • Refactored AI API, setting the groundwork for developers to reduce lag and program faster, smarter computer opponents in the future.
                • Attack restrictions: Soldiers can't attack stone walls, women can't attack soldiers, animals can't attack buildings, and more. (Thanks, ZsoL)
                • New "Random" faction option for random maps (Thanks, deebee)
                • Increased support for Linux and Mac on several accounts (Thanks, ZsoL)
                • Control groups are now persisted between save/load (Thanks, mk12)
                • Fixed several gameplay & AI bugs (Thanks, mattlott, Dietger, MattDoerksen)
                • New data paths on Windows and OS X (Windows: "%appdata%\0ad" and "%localappdata%\0ad"; Mac: "~/Library/Application Support/0ad").
              Please contribute! (REPORTERS/BLOGGERS, PLEASE MENTION THIS! We need your help to finish the game. Thanks.)
              We are especially seeking contributors in sound contribution management and in documentation, and, as always, in programming, art, sound, taking YouTube videos and more. These roles on the 0 A.D. development team are great if you want to brush up on your skills and update your portfolio, if you're seeking a project for school with real-life applications, or if you care about the cause of free culture and software and are willing to work pro bono with a group of dedicated volunteers from all over the world.

              Specifically, we invite contributors to guide us in ancient Indian history and architecture as we collaboratively design the Mauryan Indian faction in 0 A.D.

              Interested? Please register on our forums and start participating! (If you are applying for a role on the team, we request you start a thread in the applications and contributions forum following these instructions. Thanks!)

              Why "Jhelum"?
              We name our releases according to development status ("Alpha" or "Beta"), successive release number (1, 2, 3, ...) and a word relating to the ancient world, in alphabetical order ("Argonaut" for A, "Bellerophon" for B, ...).

              "Jhelum" is the Indian name for the Hydaspes River in the Punjab region, and the site of a major battle between Alexander the Great against King Porus of the Hindu Paurava kingdom in 326 BC, located in modern-day Pakistan. Alexander victored, but at a heavy cost, and the bravery, war skills and princely attitude of Porus so impressed Alexander, he allowed him to rule Hydaspes in Alexander's name.

              In honor of the decision to include Mauryan Indians in 0 A.D., we decided to dub Alpha 10 "Jhelum". (Thanks for the name idea, zaphzaph!) The setting for the battle of Jhelum is represented in the "Punjab 3" map included with Alpha 10. For the meantime, Persians replace the Mauryan Indians on this map, but this will be corrected as we include the Mauryans in 0 A.D. within the next few alphas.

              For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter K. Keep it original and within the 0 A.D. time-frame (appx. 500 BC - 1 BC)!

              Long Time, No Siege
              Wildfire Games will keep releasing new versions of 0 A.D. from time to time. Watch our news feed to get updates, or follow us by e-mail, RSS, Facebook or Twitter. And you're always welcome to join the 0 A.D. community on our forums.

              L'animation d'un hoplite :


              • #8
                Bon alors, étant chez la Haute Autorité patriarcale et ayant le net pas vraiment tout les jours, j'ai pu jouer un peu à 0 A.D. Très sincèrement, s'ils vont au bout de l'Alpha, ils risquent de frapper très très très fort. J'ai été extrêmement étonné des équipements des unités, tous très historiques. Par ailleurs la plupart des unités ressemblaient à celles d'EB ! Je sais pas s'ils ont copiés sur EB ou s'ils ont fait des recherches historiques sérieuses pour arriver aux mêmes équipement. Bref, je le conseille vraiment ! En plus la bande-son est sublime, la piste " the shadow on the olympus" ou quelque chose de similaire reste longuement en tête. C'est extraordinaire de voir comment un travail "gratuit" peut exploser beaucoup de productions payantes. Ca me rappelle un article de CPC de cet été, qui montre un fait peut-être vrai : plus il y a d'argent en jeu, moins vous êtes disposés à faire des choses éloignées des dogmes du grand public.


                • #9
                  Ouais, enfin... De ce qu'on peut voir, ça reste un Age of...


                  • #10
                    'y ai joué 3 heures y'a quelques temps, et y'a quand même quelques trucs différents des age of, par exemple un systéme de frontière qui t'empêche le tower rush.


                    • #11
                      Mouais j'ai essayé plusieurs des Betas depuis le début et j'accroche toujours pas. Autant c'est vrai que sur les unités y'a clairement un chouette boulot de recherches, mais pour le gameplay, y'a rien qui le distingue des ses ancêtres. Soit l'IA vous spamme rushe en 15 minutes soit elle est totalement amorphe, ce qui rend le développement totalement inutile. Et pour le multi, bah j'ai tout simplement jamais réussi à faire une partie avec des potes.

                      Je préfère encore jouer à Alexandre pour un Age of sur l'antiquité.


                      • #12
                        Il y a des grosses différences avec AoE au niveau du gameplay, par exemple le fait que les unités militaires puissent avoir une importance économique ou bien comme l'a dit Archange le système de frontière autour de la ville. J'ai découvert le mod il y a peu, et j'ai directement accroché, que ce soit pour les graphismes, le gameplay, les musiques, l'historicité, ... Certes, quelques problèmes d'animation, mais rien de grave pour une version alpha.
                        Par contre, je subis des ralentissements importants après 5-10 minutes de jeu, qui rendent le jeu presque injouable (j'ai quand même réussi à finir une partie, mais c'était pas évident )


                        • #13
                          Je plussois Grievous, y compris pour les ralentissements. J'espère qu'ils trouveront un moyen d'arranger cela
                          Sinon @Stilgarounet : Tu sais si on peut légalement utiliser les musiques du jeu pour les foutre, heum, disons dans EB ? Enfin, c'est plutôt pour partager après avec les autres la question.


                          • #14
                            @ Faras, avec un peu de retard : tout dépend des droits des musiques, pose directement ta question sur le forum du jeu je pense qu'ils te répondront.

                            Les développeurs ont mis au point des journaux hebdomadaires informant sur l'évolution du jeu :

                            Le point positif est qu'ils vont se focaliser sur les bogues et ralentissements justement pour rendre tout ce qu'ils ont mis dans l'alpha bien jouable

                            Dernière modification par Stilgar, 31-08-2012, 16h35.


                            • #15
                              Bonne nouvelle Ce jeu est un véritable bol d'air