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Title: TEAMS: Newbies welcome!
Host: CHrankSpringie
Game version: Zero-K v0.9.9.5
Engine version: 85.0
Battle ID: 55870
Started: 12 years ago
Duration: 85 minutes
Players: 19
Bots: False
Mission: False
Rating: Casual
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Manual download

Team 2
Chance of victory: 52.4%

BellaMorte42
CArankyurit1337
RUrankOrientar
USrankzmaster587
DErank[0K]SirMaverick
USranktragicmonkey
ITrankFracont
USrankmlotek
ITrankKeicabba

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12 years ago
This game was freaking annoying. We had 3 players that would continually lag out, leaving me with all of their units. I would build the right units to help win north, and then RIGHT as I start a masterful attack the lagging player would regain control over his units and screw it all up.

The 3 lagging players caused the game to play at 0.6 speed after the first 10 minutes. Hence the ridiculous 85 minute play time.

A back player spent the first 30 minutes spamming fusions, all right next to each other. After the first 3 fusions I told him to stop placing them so close together. So he builds 10 more, right on top of each other. He watched his teammate get overrun by jack and pyros and did nothing to help the dude.

Vulte, now level 54, just literally learned after this game that puppies can multiply. He asked why I kept telling him to move puppies into wreckage field. While I had temporary control of his labs and units, I queued a bunch of puppies to run a complicated pattern through a wreckage field to eat it all. First thing he does upon regaining control of his units: move all puppies out of wreckage field. ಠ_ಠ

I really wanted to do some clever stuff with the units, by after playing 60 minutes of stupid lagging game I just didn't feel like it. Annoying.

If it hadn't been for bobbins doing so well on sea (plus a well-timed nuke from me that took out most of East's sea) there's no way we could have won this game. Lance also lead a clever raid with an Athena + Sneaky Pete + raider spam that took out a pair of singularities in a single boom.

Side note: this is the first "torture test" game I've played using the multithread build of spring. Noticed no problems and didn't desync.
+0 / -0

12 years ago
Oh hey, welcome to 9v9's! What did you expect. They're like having your eyeballs peeled with a potato peeler.
+0 / -0


12 years ago
Antelope: Out of curiosity, what are your specs and how much better did you find performance to be compared to Spring singlethreaded?
+0 / -0

12 years ago
i5 2500k OC'd to 4.7 Ghz
GTX 580

The overall FPS doesn't seem to change that much, but that's because I run everything at Ultra settings and I'm GPU-limited, not CPU-limited. From what I understand, those that are CPU-limited will see the bigger performance increase.

The benefit I DO see is during catch-up replay to a current game. You know how when you're playing game to catch up at max speed, you only see everything at 1 FPS until you've caught up? Not in MT, because rendering and sim have been separated. When I play back a game I play it back at 20x speed and still get 30-50 FPS. It makes for MUCH smoother playback.

The one issue that I see (sometimes) is at start, some units are black with no texture. If I restart game it goes away. I've desynced once in 10 games. Not sure if that was MT's fault or just random chance.

The MT build that comes with spring is bugged, but if you want to try it download a fixed version of the MT build here:

http://springfiles.com/spring/game-installers/850-mt-fixed-executable

Just plop that guy in your spring folder and rename it to spring.exe.
+0 / -0