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Date Editor Before After
5/30/2021 8:17:11 AMCHrankConnetable before revert after revert
Before After
1 Very interesting thread. I thought a couple of days ago about whether there is a list ( forum or wiki page?) of design principles of ZK 1 Very interesting thread. I thought a couple of days ago about whether there is a list ( forum or wiki page?) of design principles of ZK.
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3 By this page, I found some design goals from CASSpring. org but they seems somewhat outdated and too wordy. If we could sum up the 5 cardinal guiding principles which you devs follow when making a design change decision, what would they be, by order of importance? 3 By this page, I found some design goals from CASSpring. org but they seem somewhat outdated and too wordy. If we could sum up the 5 cardinal guiding principles which you devs follow when making a design change decision, what would they be, by order of importance?
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5 (I'm thinking of no special weapons classes or veterancy upgrades, no units obsolescence by larger units, properties or perks of units must be visible, buff strengths-nerf weaknesses etc.) 5 (I'm thinking of no special weapons classes or veterancy upgrades, no units obsolescence by larger units, properties or perks of units must be visible, buff strengths-nerf weaknesses etc.)
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