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greed new final

PLAY THIS MOD


Maintained by AUrankSmokeDragon
Last updated 7 days ago
Created 41 days ago
download JSON metadata of greed
by suggestion greed mode with eco values reduced by 1/4 so that you can make 20 singularies without breaking overdrive WIP


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21 days ago
by suggestion greed mode with eco values reduced by 1/4 so that you can make 20 singularies without breaking overdrive WIP
+0 / -0
this greed rebalance is my 87th mod lol

this mod also now correctly reduces:
unit costs
rearm costs
build rates
innate income
+0 / -0
18 days ago
fixed many bugs
+0 / -0
with regret there is nolonger any interest in my mods.. i cant get people to play or test them.. so i have decided to end my development and move onto other things.

if anyone wants to maintain, fix or revamp any of my 100? mods feel welcome.

its been fun =D <3
+0 / -0
7 days ago
Why don't you try taking all the cool things you've learnt and make either a mod that combines the best things you've learnt into a big game mode, or a guide on this type of modding for others, or a summary of the most fun tweaks you've found.

From what I've seen your mods often change one or two key features. They might make really cool examples for learning how to mod ZK actually.
+1 / -0
I had fun playing this today. I like the feeling of making a lot of disposable units which isn't something I get to experience enough in team games of ZK because incomes are so small that games mostly come down to high weight attrition and porc. Sacrifices are rarely sustainable. Being able to tell my factory to "send units that way" while I focus on something else appeals to my inner zerg.

I also liked the weighting of the economy making it a little less of a no-brainer. I'm not sure how I feel about having 10khp shields everywhere for cheap though.

I feel it worked better on more spacious maps and in teams. In FFA, you basically ended up with people rushing tiers behind porc - which is a play pattern that bypasses the tiering mechanic that you introduce and IMO isn't very fun.

I also think having the second tier of tech locked behind athena is a bit awkward. I can't remember if it was you or someone else, but they were losing their 10k unit (and advanced tech) to mismanagement sending it to the front line, which isn't something I think should be possible for a tech milestone.
+1 / -0
thanks for the feedback! =)

thanks for the advice. i havent updated my mode hub in a long time..
ill try to update my mode hub with better tutorials some time.

i have done my best to help and inspire modders. its not that hard to make a better mod then many of my wierd old and broken mods. =P

...

yeah in ffa it is much eaiser to tech and porc but people do still do rushes.. a player yesterday did no tech at all and just rushed mass revinant.. like 500 revs.. and won quite easily..

normaly it can be stopped with something like equal cost in toads but the acid sea stopped that being possible on that map.

yes athena loss is a big risk.. sadly im not sure what to do with that other then to buff its health? its already cloaked and can fly.

using it to rez on the frontline is so powerful.. and if it can tank hits you could drop a ulti or djinn off in enemy bases on some maps.. quite the puzzle on a good solution ???

i agree it did work better on spacious maps in teams.. before it used to be too laggy on big maps but i reworked it so that now its semi playable.. its still a bit demanding on your pc..

but now atleast the tech buffs can replace the spam with strong units like scorpion and dante wich help reduce spam lag.

in a few days ill make a post with a short list of maybe 10 of my best mods that people liked and have no bugs.. then ill just maintain and perfect them with feedback help. and host a room once a week or something.

+1 / -0
6 days ago
i thought the ww1 mod was fun, but could use some edits and more stuff to make - agree with snuggle that the whole "send unit production at each other" in zk format was interesting :D
+1 / -0


6 days ago
AUrankSmokeDragon if you want more interest in your mods, I'd suggest putting more intent in them. Intent in the sense of advertising what the mod is meant to do, how is it supposed to make players feel? What is the goal? The mods come across more as demonstrations of tech rather than as something designed for people to play. This might be as much as fleshing out the descriptions to say what sort of gameplay the game is meant to create, rather than just a short list of changes.
+4 / -0
i think mostly i just made them to learn how to do it.. but now that a few stand out as semi playable.. i figured atleast 1 or two out of 100 is not too bad =P i could now pollish them and add better descriptions.

my aim was to make each mod feel as different from zk as possible while also having zero-k flavours.. as i did not want to improve on perfection.. but add variety as casual modes like chickens are.

how do i delete mods? so i can clean up the modes section a bit

ill work on better descriptions and polish them then advertisement campaign and t-shirts later XD
but i has just got space age factorio so time is tight right now
+1 / -0



5 days ago
My (unsolicited) advice:

1. Figure out what you want to do with the game. How to make it more enjoyable for you. What kind of experience you think you want to have.
2. Stick with up to a handful of mods. Like 2-3 at most.
3. Put more effort into advertising.

Currently, you have over 100 (!) miniature mods as you claim. You've oversaturated yourself and sliced the potential playerbase you could have 100 ways. Having players play your mod means more players are likely to play your mod, and having said players have to pick between 100 mini mods that do one or two things is kind of crazy. Instead you should focus effort on one.. maybe two mods that add content to the game and stick with them.
+4 / -0
thanks for your advice shaman your a pro modder =) and your work inspired me.. i would very much like to delete my older mods ill see if i can discover how

edit: i cannot seem to delete them.. oh dear.. i will update all supported mods descriptions and rename unsupported ones to "old"

moving focus now from concept development into bug fixing and fleshing out
+1 / -0

4 days ago
I am literally THE advertiser. The judgement for saying these words will humble me. But. If anyone has complaints about poor advertisement. of SmokeDragon's mods. Complain to my name. And I. Will struggle. Like no other. To reveal the best in every work.
+0 / -0
i will be working on improving quality over quantity from now on.

starting with throwing away the shackles of defs tweaks.. and entering the realm of true modding with file downloads so i can edit scripts.

+0 / -0