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Zero-K Cards

PLAY THIS MOD


Maintained by GBrankPresstabstart
Last updated 30 hours ago
Created 3 days ago
download JSON metadata of zkcardsv4
Spice up gameplay with a wide assortment of cards to choose from that apply team-wide modifiers. This was made mostly to make FFA more fun and approachable for those with less experience with FFA. Hopefully copper/gold players should have a real chance vs blues/purples, with good luck and the right cards.

Intended for FFA, but works in teams as well. AI tends to break with certain cards, but "technically" works with co-op too.

AI disclosure: This was made with Codex using GPT-5.4. No AI art was used, just code. I couldn't find an AI policy for Zero-K, but the Recoil Engine accepts AI generated code (https://github.com/beyond-all-reason/RecoilEngine/blob/master/AI_POLICY.md), so I assume it's fine for Zero-K mods as well. Of course if I'm wrong here no hard feelings if you decide to take this down. Coding all these cards would take up too much time otherwise.

Very early stage, more testing required. Expect things to break. Additional card suggestions are welcome, just submit an issue/PR.

https://github.com/pts1667/zk-mod-cards


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3 days ago
Spice up gameplay with a wide assortment of cards to choose from that apply team-wide modifiers. This was made mostly to make FFA more fun and approachable for those with less experience with FFA. Hopefully copper/gold players should have a real chance vs blues/purples, with good luck and the right cards.

Intended for FFA, but works in teams as well. AI tends to break with certain cards, but "technically" works with co-op too.

AI disclosure: This was made with Codex using GPT-5.4. No AI art was used, just code. I couldn't find an AI policy for Zero-K, but the Recoil Engine accepts AI generated code (https://github.com/beyond-all-reason/RecoilEngine/blob/master/AI_POLICY.md), so I assume it's fine for Zero-K mods as well. Of course if I'm wrong here no hard feelings if you decide to take this down. Coding all these cards would take up too much time otherwise.

Very early stage, more testing required. Expect things to break. Additional card suggestions are welcome, just submit an issue/PR.

https://github.com/pts1667/zk-mod-cards
+4 / -0

2 days ago
I haven't tried the mod yet but it looks interesting.
I've got some suggestions however for some of the cards as some of them seem fairly confusing.

You frequently mention "XX% unit size" is this straight up just the size of the unit, or does it change damage/other stats too? Because if it doesn't the raider squads card seems insanely overpowered at least at the start.

Metal fuel
Is it supposed to be neutral? It's described only as a drawback of fuel cost and no benefits. (Could be interesting if it moved faster or somehow enabled your units to be bulkier/more powerful on account of better fuels so to speak)

Energy overload
I think the 25% health loss per second at the end is a bit too brutal, this is 667 buildpower to make it not go boom (assuming it doesn't trigger the in combat debuff then it becomes 3000BP)

Nuclear wildcard
Unless you're a hardcore gambler you probably wouldn't use this ever. my antis do not deflect my own rogue nuke. Is it possible to instead assign some miss radius? So it veers a bit off course but it won't suddenly nuke yourself. Probably should have a longer stockpile than 30 seconds in that case though.

Frontier economy
I'd have imagined the opposite effect considering the name, but interesting idea. I'd argue for it to be a neutral perk that the safe mexes should have a weaker bonus, 10% extra maybe?

Mega lobster
I'm looking forward to throwing singularities at my enemy

Air dominance
Would not call this a good trait, at best neutral. Swifts are slower than reefs.

Economy pack
This is a neutral or bad. you're stuck on 20 m/s at most...unless you can build more comms?

Point defense
This is exclusively beneficial no? At max range same behavior with or without, the closer the faster you shoot.


Definitely looking forward to trying the mod at some point! Looks very interesting. And maybe a bit of a personal opinion, but to me the neutral/good cards that mix up how you play are the most interesting of the bunch.

I can post it as a github issue if you'd like. I wasn't sure if that's preferred in this case as I didn't suggest any new cards




+0 / -0
Thanks Saber, I'd much prefer a Github issue if possible.

"XX% unit size" is just the size of the unit. Right now it won't work until the next engine release (from what I heard), though.

"Metal Fuel" sets unit cost to 10%, meaning the cost is actually moving the unit to the battlefield. This can easily be exploited right now however.

"Energy Overload" gives 25% hp loss per second -> 1000 bp. I think this is reasonable and is still a bit more efficient than building 5 singus especially at the start, the issue is if someone destroys the caretakers.

"Nuclear wildcard"- small detail is that others know what cards you have. If someone has nuclear wildcard you might think twice about pushing them in a FFA match.

"Air Dominance"- The key thing is that raven, etc. can refuel in the air. I might change it to 80% move speed penalty only while rearming.

"Economy Pack"- Generally intended for multiple players/commanders in a team. Should probably add a note that this should apply to revived/captured commanders as well- and it applies overdrive.
+0 / -0