[HN Gopher] 0 A.D. Release 28: Boiorix
       ___________________________________________________________________
        
       0 A.D. Release 28: Boiorix
        
       Author : jonbaer
       Score  : 328 points
       Date   : 2026-02-19 19:37 UTC (4 days ago)
        
 (HTM) web link (play0ad.com)
 (TXT) w3m dump (play0ad.com)
        
       | cjbdndjc wrote:
       | I mean, good news, but even going down the route of using pre
       | rendered fonts in the first place seems misguided O_o
       | 
       | Unless you prerender every sentence, kerning issues must have
       | been unbearable even for latin scripts
        
         | fxtentacle wrote:
         | It's what everyone used back in the Quake 3 days.
        
         | account42 wrote:
         | This is an odd comment on a website where most users are happy
         | working with mono-spaced text most days. Not everyone has
         | kemingphobia.
        
         | Dunedan wrote:
         | Fun fact: 0ad still doesn't support kerning. While I would've
         | loved to see proper kerning support in r28, there is only so
         | much a team of volunteers can do.
         | 
         | If you're interested in progress in this area, I suggest you
         | keep an eye on
         | https://gitea.wildfiregames.com/0ad/0ad/issues/7945
        
       | ddtaylor wrote:
       | 0ad is a fun game but the last few times I have tried to play it
       | with my friends it lagged very bad once a few units were moving
       | around. I actually was able to get it to play kind of normal by
       | hacking the pathfinding code to give up after a fixed iteration
       | count that was low. It worked kind of, but broke path finding a
       | lot, obviously.
       | 
       | The crux of the issue is that their simulation is single
       | threaded. It's a complicated problem to do both deterministic and
       | multi-threaded, but I feel some of us could help them.
        
         | decimalenough wrote:
         | For me the main problem with 0AD multiplayer is that if any
         | player loses their connection even for a moment for any reason,
         | the game either halts completely or forks so that they can't
         | rejoin. Quite frustrating, especially for longer campaigns.
         | It's also impossible to save and restore in multiplayer.
        
           | x1f604 wrote:
           | This is one of the problems that BAR solves beautifully - a
           | player could leave and rejoin later and the game would
           | continue running just fine. An existing player can choose to
           | take their stuff or not, or take it and give it back when the
           | player rejoins. Truly elegant.
        
             | embedding-shape wrote:
             | BAR in general is such a great showcase in A) FOSS games
             | can be good, work great, scale nice and be fun and B) BAR
             | is a game built by gamers who play and enjoy their own
             | game, for other gamers, which seems more and more rare
             | these days.
        
             | GvS wrote:
             | What is BAR?
        
               | card_zero wrote:
               | _Beyond All Reason_ as mentioned in a sibling thread.
               | 
               | "Currently in development". It's got robots.
        
               | dryarzeg wrote:
               | > It's got robots.
               | 
               | "Shut up and take my money, I'm making a donation" :)
        
               | mikepurvis wrote:
               | You might also like Iron Harvest. It takes place in an
               | alternate history WWI setting with dieselpunk mechs.
        
             | somat wrote:
             | The history behind BAR is also fascinating.
             | 
             | There was the Total Annihilation RTS and while it had the
             | normal 2d overhead view, all the data was in 3d.
             | 
             | A Swedish gaming clan put together an accelerated full 3d
             | engine to replay Total Annihilation recorded demos. As it
             | got more and more features it was realized that most of
             | what was needed to play TA was being recreated so they
             | closed the loop and made it into a full game engine which
             | they called SpringRTS. There was the default accurate TA
             | game code but there was also a very popular mod that was
             | not afraid to change things a bit, basically "we like Total
             | Annihilation but also think it could be better" and they
             | called it Balanced Annihilation. We are almost there. BA
             | lived under the Spring project for a few years, but really
             | when you think about it there are ip problems with it using
             | the TA assets, also, I suspect someone wanted to do engine
             | work but was having a hard time with upstreaming it, so it
             | forked off the Spring project, they rebuilt all the
             | units(same unit different skin) are doing a ton of great
             | engine work and called it BAR (retronymed into Beyond All
             | Reason but I suspect it originally stood for Balanced
             | Annihilation Reborn or something like that). So BAR is
             | basically a highly modified legally distinct Total
             | Annihilation.
             | 
             | Zero-K is another great RTS based on this engine. It drifts
             | further off the TA formula than BAR does.
        
             | pino83 wrote:
             | Are there any BAR forks or alternatives that don't force me
             | into proprietary walled gardens for exchange with the
             | community? I would even donate! Even regularly!
        
           | Dunedan wrote:
           | > [...] the game either halts completely or forks so that
           | they can't rejoin.
           | 
           | When a player looses the connection the game just continues.
           | Usually one of the remaining player then pauses the game
           | until the player who lost the connection returned.
           | 
           | The game state becoming out-of-sync is often a problem of
           | players using buggy mods. That this happens without mods is
           | pretty rare and of course clearly a bug.
           | 
           | > It's also impossible to save and restore in multiplayer.
           | 
           | It seems you haven't played 0ad in a while, as that's
           | possible since a27 (see https://play0ad.com/new-
           | release-0-a-d-alpha-27-agni/).
        
         | card_zero wrote:
         | Two thousand years ago they'd barely have maps, I don't see why
         | units need pathfinding anyway. In the Age of Empires series it
         | had bizarre effects, like you could steer an enemy army around
         | by building a wall across a forest path, forcing them to take a
         | different path to their target (your base), since they
         | apparently saw the wall with their psychic powers.
         | 
         | Realistically soldiers should head in the right compass
         | direction and hope for the best. But then you (the player)
         | shouldn't have a proper map of your own, either.
        
           | zxexz wrote:
           | An RTS where you could only swap between FPV views of each of
           | your units would be fun. Or at least different. Savage II but
           | there is only 1 player per team, and no overhead view. And
           | you can wrench control from a bot at any time.
        
             | evrimoztamur wrote:
             | Isn't this Mount and Blade?
        
               | schnitzelstoat wrote:
               | With the RTS mod you can get pretty close, yeah.
        
               | entropicdrifter wrote:
               | It's simultaneously an RTS and a third person action
               | game, during combat in singleplayer campaigns. You
               | command your troops in real-time, but you have a limited
               | POV.
               | 
               | Realtime Strategy doesn't necessarily require that you
               | have a top-down perspective or a specific set of
               | controls, right? Pretty sure Brutal Legend is also
               | technically considered an RTS
        
             | GreyZephyr wrote:
             | Battlezone and battlezone 2 [0] were great for this. Many
             | hours lost, even if bz2 was a buggy mess on release. It was
             | also one of the first faves to really have a missing
             | community.
             | 
             | [0]
             | https://en.wikipedia.org/wiki/Battlezone_(1998_video_game)
        
             | totetsu wrote:
             | It was the dream but any game that tried was always
             | disappointing.
        
             | Tarq0n wrote:
             | Sacrifice is a brilliant RTS where the commander (a
             | summoner mage of sorts) participates at the ground level.
        
               | nvlled wrote:
               | So that's name of that game, I've been trying to remember
               | that game I played briefly as a kid, which in my hazy
               | memory seemed quite fun. Thanks, will give it a try when
               | it goes on sale.
        
               | tmtvl wrote:
               | And there's of course the spiritual sequel, Bruetal
               | Legend. The main campaign can be played more as an action
               | game, but if you get into multiplayer the RTS elements
               | really come through.
        
               | cheschire wrote:
               | It's just written Brutal Legend if you can't type the u.
               | The dots you see in the name are not equivalent to an
               | umlauted u, but instead it's just rock dots.
               | 
               | Since rock dots don't affect the pronunciation of the
               | name, you wouldn't expand to add a letter (which would
               | affect the pronunciation) if you can't type the
               | decorative dots.
               | 
               | https://en.wikipedia.org/wiki/Metal_umlaut
        
           | Amezarak wrote:
           | Typical armies usually had, if not maps, reliable
           | intelligence and guides. "we've heard this chokepoint is
           | heavily defended" would indeed be a common reason for routing
           | around.
           | 
           | It would be even fancier if there was some logic to take into
           | account the position of your mobile units as well - for
           | example, to avoid massed troops except in favorable
           | conditions.
        
           | embedding-shape wrote:
           | > I don't see why units need pathfinding anyway.
           | 
           | I'm sorry but huh? It's a RTS game, aren't moving units
           | around on the map kind of a fundamental part of the genre and
           | this game?
           | 
           | > Realistically soldiers should head in the right compass
           | direction and hope for the best
           | 
           | If you implement unit movements in a RTS like this, they'll
           | get stuck half the time you ask them to move anywhere, unless
           | you want micromanagement of unit movement to be 90% of the
           | game, which I don't think anyone would find fun.
        
             | card_zero wrote:
             | Yes, but if you were that unit, would you get stuck in a
             | corner, or would you persist in trying to find your
             | destination? I suppose if you make it all the way to the
             | target, you've accomplished pathfinding of some kind, by
             | definition, sure. But an algorithm to avoid getting stuck
             | doesn't have to be "pathfinding" as in an expensive
             | algorithm to find a complete path right away.
        
           | HelloNurse wrote:
           | This is naive pathfinding that adopts the shortcut of perfect
           | information. Good looking pathfinding simulates realistic
           | terrain ignorance (no "psychic powers"), but it is likely to
           | be expensive enough to require other compromises (e.g.
           | updating paths less often).
        
             | card_zero wrote:
             | You reckon the perfect information version is cheaper than
             | an algorithm that works only on the tiles near to the unit?
             | But this quickly gets too complicated to discuss; there's
             | the confusing matter of precalculation versus live
             | updating.
        
               | sdwr wrote:
               | The perfect information version calculates the path once
               | on click, the local version needs to recalculate every
               | time the unit moves (and new tiles are "seen")
        
               | daymanstep wrote:
               | Recalculating the path every game tick is too expensive.
               | What brood war did was to just have units wait for a
               | second when they collide with something before
               | recalculating the path. This resulted in horrendous
               | "traffic jams".
               | 
               | It's also why Brood War players got into the habit of
               | spam-clicking, because the game would recompute paths
               | every time you issued a command, so spam-clicking
               | resulted in smoother movement.
        
           | bawolff wrote:
           | At some point its a game and needs to be fun to play. If you
           | are directing a group of five units that might work but if
           | you have 200 units on the field i think it breaks down and is
           | less fun.
           | 
           | > But then you (the player) shouldn't have a proper map of
           | your own, either.
           | 
           | In aoe2 you don't have a full map. I imagine 0ad is similar
           | being a clone
        
           | indubioprorubik wrote:
           | Pathfinding at scale is pretty much a solved problem. Spring.
           | Recoil. SupCom. Starcraft. You can do that, for 10.000 units
           | before you run into problems.
           | 
           | https://www.youtube.com/watch?v=2wxwIxz4PaY
        
             | Onavo wrote:
             | Why is it so bad on sandboxes like Minecraft? Modded
             | Minecraft has struggled with pathfinding for years.
        
           | rdtsc wrote:
           | > Realistically soldiers should head in the right compass
           | direction and hope for the best. But then you (the player)
           | shouldn't have a proper map of your own, either.
           | 
           | It would depend where and when. An army on their own
           | territory might know the terrain. An army on enemy's
           | territory would try to send scouts ahead as opposed to
           | wondering randomly, too.
           | 
           | So at the army level it would almost work out like the they
           | have "psychic" powers because they have scouts. At the
           | individual units it would depend. But it would also be kind
           | of annoying to play if the realism is increased too much.
           | Like they wander into the woods and get stuck in a bog and
           | die of hypothermia.
        
         | x1f604 wrote:
         | I feel like the issue is more that their pathing algorithm is
         | very inefficient. Not sure why using multiple cores would solve
         | the problem if the cause of the lag is that their pathing
         | algorithm is cubic time or something
        
           | ddtaylor wrote:
           | The pathfinding algorithm has been decently optimized. The
           | reality is that 600 units finding paths and keeping them up
           | to date is a lot of work.
           | 
           | Some of the pathfinding is precomputed, some cannot be as it
           | involves other units and formations.
           | 
           | Most other RTS games work around this by either relaxing the
           | constraints or implement some amount of parallelism.
        
             | qup wrote:
             | A realistic version would have unit commanders pathfinding
             | over long distance, and the plebs following them unless
             | they got merc'ed
        
               | ddtaylor wrote:
               | I think this actually can be used to optimize the
               | pathfinding. Basically create a fake unit that is used
               | for the real/complex path, then have the other units
               | follow it with basic collision or a very tuned down
               | pathfinding algorithm similar to the hack I did where I
               | just counted loop iterations and bailed after some
               | threshold.
        
             | Dunedan wrote:
             | There is also some exciting work going on to improve the
             | path finding of formations to make them behave more
             | naturally:
             | https://gitea.wildfiregames.com/0ad/0ad/pulls/8608
        
         | evolve2k wrote:
         | AFAIK one of the reasons they held onto 'alpha' for so long was
         | that this network lag issue for internet based play was a big
         | known and hard to address issue. I'd def be trying again since
         | they've come out of alpha with this release.. a huge deal for a
         | game that is so many years in development.
         | 
         | Also, we've always played the game as in-person LAN, and for
         | the most part the lag has been just fine. Only for really huge
         | end of game final battles with the screen packed with troops
         | did it lag out for us, but being free and all, we'd often
         | gather around one monitor and talk crap at each other while we
         | waited for it to clear up.
         | 
         | Good times.
        
           | ddtaylor wrote:
           | That was my experience as well. My understanding is that the
           | simulation will be bottlenecked by the slowest PC. All of my
           | friends had pretty powerful PCs, but someone among us had a
           | slightly weaker one in terms of single core performance,
           | which means we all have that CPU basically then.
           | 
           | The huge battle toward the end of the game dropping or making
           | the game unplayable was what killed it for us. We didn't want
           | to spend all that time making our army and strategy only to
           | be disappointed. At the time we went back to playing Age of
           | Empires 2 DE.
        
             | Dunedan wrote:
             | > My understanding is that the simulation will be
             | bottlenecked by the slowest PC.
             | 
             | That's correct. While 0ad is an RTS, behind the scenes it's
             | still turn-based and in multiplayer games turns can only
             | progress once every participants PC has responded. That's
             | also why the game also feels slow when a player has a bad
             | latency to the player hosting the game.
        
           | Dunedan wrote:
           | > I'd def be trying again since they've come out of alpha
           | with this release.. a huge deal for a game that is so many
           | years in development.
           | 
           | We're not calling it Alpha anymore, but we still don't
           | consider it a polished major release. The announcement of the
           | last Alpha, Alpha 27 had a section explaining the motivation
           | for the change: https://play0ad.com/new-release-0-a-d-
           | alpha-27-agni/
           | 
           | > Only for really huge end of game final battles with the
           | screen packed with troops did it lag out for us, but being
           | free and all, we'd often gather around one monitor and talk
           | crap at each other while we waited for it to clear up.
           | 
           | I'm not sure when you last tried the game, but a27 notably
           | improved performance and feedback so far suggests that r28
           | did as well.
        
         | izacus wrote:
         | How did games like Age of Empires and StarCraft deal with that
         | tissue on single CPU systems? They were mostly single threaded
         | too and with way less computational power.
        
       | dvntsemicolon wrote:
       | I tried to play this game once and sucked at it. There are people
       | out there who are legitimately good at this, and that's awesome
       | to see for an open source game
        
         | rutierut wrote:
         | I know what you mean, biggest gripe I have with this game is
         | how important it is to play the meta and boom early if you want
         | to win at anything other than easy mode.
        
           | tasuki wrote:
           | I've played perhaps tens of hours of 0AD. I boom early, try
           | to create an unbeatable army, and then go win. When I saw
           | competitive 0AD players on YouTube, they played completely
           | differently: they train cavalry or cavalry archers and go
           | hassle the booming opponents really early. Then retreat to go
           | hunt some chickens for a bit, train some more cavalry, and go
           | raiding again. They simultaneously attacked each other, all
           | the while trying to continually improve their economy
           | meanwhile. It seemed much more fun than the way I played tbh.
        
             | Dunedan wrote:
             | The best players are incredible at microing (although horse
             | rushs are just one of multiple strategies). It's also
             | equally important to manage resources and units in a way
             | that you use all of them all the time. That's especially
             | important in early game.
        
         | jiffygist wrote:
         | I started playing not so long ago. Here's some good lists of
         | tips that helped me. Although I had some headstart with SC2
         | experience :)
         | 
         | https://wildfiregames.com/forum/topic/22257-a21-multiplayer-...
         | 
         | https://gitlab.com/mentula0ad/0ad-tips-and-tricks
        
       | hulitu wrote:
       | > 0 A.D. Release 28: Boiorix
       | 
       | No system requirements. Does it run on Pentium II wirh 128 MB RAM
       | ? Or does it need an 128 Cores Epyc with 64 GB RAM ?
        
         | bigyabai wrote:
         | > Processor: 2 GHz Intel or x86 compatible, PowerPC64, Arm
         | 
         | https://play0ad.com/download
        
         | tasuki wrote:
         | It runs on my potato.
        
       | rand846633 wrote:
       | I love 0 A.D., and I'm endlessly grateful to all the developers
       | and volunteers who made it happen. Your dedication and skill
       | deserve a monument -- my genuine admiration.
       | 
       | I install it every few years, and it's always a blast, somehow,
       | and I do not know why I never do more than experiment with it..
       | 
       | Gameplay-wise, I find that Beyond All Reason is, as far as open-
       | source RTS games go, a few orders of magnitude more fun and
       | mature. I don't think there's any commercially available RTS that
       | can compete with Beyond All Reason in terms of fun and
       | performance.
        
         | nylonstrung wrote:
         | BAR is incredible, probably best RTS right now
        
         | cess11 wrote:
         | I haven't played Beyond All Reason but looking at the system
         | requirements I'm not surprised it is more fulfilling. 0 A.D.
         | runs on a potato if you look at it threateningly, which makes
         | it a good option to have on a throwaway machine for kids or
         | somesuch.
        
           | rand846633 wrote:
           | My experience is the opposite: 0ad will lag on my laptop once
           | thing become big. BAR will warn that it's not compatible with
           | my low end intel integrated potato gpu, but it works just
           | fine..
        
             | x1f604 wrote:
             | BAR runs fine on low end CPUs...until you have like 2,000
             | units on speed metal
        
         | ransom1538 wrote:
         | Thank you 0 A.D. team. My son and I play, it is one of the few
         | things we can do together. Nothing has brought me so much joy
         | as fighting my son: king of the Persian army.
        
         | idoubtit wrote:
         | 0AD's web site is rather bad at describing the game, but Beyond
         | All Reason is even worse. I rarely play, so I had never heard
         | about it. Both focus on details, forgetting the main points.
         | 
         | After reading BAR's homepage and the FAQ, I still have no idea
         | what to expect. It could be a purely online game with ads and
         | in-game buys, through a central proprietary server. It could
         | also have a single player campaign.
        
           | Aardwolf wrote:
           | Good points, the BAR FAQ's first question is "Best Twitch
           | Stream Settings for BAR (OBS)", and the Gameplay page talks
           | about physics, terrain, economy, units and weapons but
           | answers nothing like: is there a single player campaign? Are
           | there AI opponents? what's even the theme/setting of the
           | game?
        
             | NortySpock wrote:
             | There are single player scenarios in Beyond All Reason,
             | though not yet a campaign with a narrative.
             | 
             | There are AI opponents and you can configure friendly and
             | hostile AI players. There are also two dedicated "beat
             | waves of enemies then final boss" pve modes.
             | 
             | There's not a real theme other than "robot armies built by
             | commanders with exponentially scaling economy".
             | 
             | There is a lore/backstory/setting planned to be released on
             | March 8th.
        
       | Morromist wrote:
       | Wow! Amazing work. This is an incredible accomplishement.
        
       | a1371 wrote:
       | This game started slow for me many years ago but I now absolutely
       | love this game. Not just because of all the open source effort
       | that has gone into it, because of the strategy. You have to make
       | yourself vulnerable to get stronger.
       | 
       | Wanna grow fast? Train workers who can't fight, but are resource
       | efficient to make. Risk being badly weakened if getting attacked,
       | for the benefit of the workers giving you much more resources to
       | then raise an army.
       | 
       | Also watch out for the elephants!
        
         | tasuki wrote:
         | Ya I don't really get elephants. They seem way too strong and
         | always win. What is the effective elephant-counter?
        
           | Dunedan wrote:
           | When was the last time you played 0ad? Each release brings
           | new changes to balancing and especially a27 contained a lot
           | of them.
        
             | tasuki wrote:
             | I played whatever is in the Debian 13 repos.
             | 
             | As far as I remember, elephants have always felt
             | overpowered to me. Could be lack of skill on my part.
        
       | avodonosov wrote:
       | I used to like some of its music
        
       | dwighttk wrote:
       | It's macOS not OS X unless you're supporting a decade old system
        
       | NoboruWataya wrote:
       | Love this game, even if I routinely get my ass kicked on anything
       | other than Easy.
        
       | tasuki wrote:
       | The devs clearly put in a lot of effort. I'm a little surprised
       | no one's created a campaign yet. I love the game anyway, just
       | seems less effort and more fun to create a campaign (of course a
       | different thing to keep the campaign balanced and up-to-date with
       | new releases).
        
         | Dunedan wrote:
         | Making a high quality campaign is quite some effort and the
         | engine still lacks some features, which would be helpful for
         | this. A dialogue system is one of them, which already has a PR
         | available: https://gitea.wildfiregames.com/0ad/0ad/pulls/8614
         | 
         | There is also a thread in the forum, where people are
         | brainstorming about an official campaign:
         | https://wildfiregames.com/forum/topic/123956-narrative-campa...
        
           | tasuki wrote:
           | Yes of course. I wasn't talking about a high quality
           | campaign: I'm surprised there isn't even a low quality one.
           | Perhaps that would be contrary to the 0ad philosophy.
        
       | t43562 wrote:
       | I love 0ad - it has atmosphere. I was chuffed when a28 came out
       | and the gutted when It crashed for me but it just got fixed and
       | now I'm trying not to think about it until 5pm.....
        
         | Dunedan wrote:
         | It crashed for you? You must be running Arch Linux. ;-)
         | 
         | Arch Linux used system-provided SpiderMonkey which lacked a
         | crucial bug fix. This issue should be solved by now, by Arch
         | Linux switching back to vendored Spidermonkey.
         | 
         | Check out
         | https://gitlab.archlinux.org/archlinux/packaging/packages/0a...
         | and https://gitea.wildfiregames.com/0ad/0ad/issues/8757 for
         | details.
        
       | cheat101 wrote:
       | gift from the gods
        
       | evolve2k wrote:
       | Looking through earlier news, a July 2024 release note proudly
       | proclaims "The git migration is on its way!". But I've had a look
       | around and can't easily find any active git repo. Anyone know the
       | current status around 'moving to git'?
       | 
       | Ref: https://play0ad.com/the-git-migration-is-on-its-way/
        
         | 13hunteo wrote:
         | They have a Gitea instance -
         | https://gitea.wildfiregames.com/0ad/0ad
        
       | MattTheRealOne wrote:
       | This is such a high quality game that it is almost unbelievable
       | that it is free and open source. The fact that it is also still
       | seeing active development after more than 15 years shows just how
       | passionate the developers are.
        
       | dyingkneepad wrote:
       | Those who like this game may also want to try open-source The
       | Battle for Wesnoth, which is a turn-based hexgrid war game.
        
       | chadrs wrote:
       | I had been confusing this game with Unknown Horizons, another RTS
       | but based on the game 1602 AD. Just realized they're totally
       | unrelated.
        
       | cdaringe wrote:
       | I played online once with a friend. He immediately rushed to make
       | one soldier and that sole solider obliterated my tiny base
       | immediately.
       | 
       | Lesson learned. Sheep can wait
        
       | silveira wrote:
       | I have been playing 0ad, single player, medium/hard difficulty,
       | round-robing all maps, for years now. Great game. I have to try
       | mods one of these days.
        
       | jiffygist wrote:
       | Germans are too op in my opinion. Appimage is much appreciated as
       | the game is pain to compile. And it crashes less than previous
       | version that's also good
        
       | seabass-labrax wrote:
       | I'm really looking forward to playing this! The new logic in
       | Alpha 27, where units don't try to capture enemy structures by
       | default, caught me out, but it was fun getting familiar with
       | siege engines until I worked that out.
       | 
       | As for the new capture attack for citizens, I imagine this could
       | lead to some really risky endgame strategies where a player moves
       | citizens from their base to attack the enemy's supporting
       | buildings while the enemy is distracted.
        
       | hungryhobbit wrote:
       | The game's creators need to focus on fixing core gameplay issues
       | instead of new visual stuff.
        
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       (page generated 2026-02-23 23:01 UTC)