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What Are Zero-K Advantages over Supreme Commander?

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Date Editor Before After
6/12/2014 8:01:21 AMDErankAdminmojjj before revert after revert
Before After
1 the post by @googlefrog covers the story pretty neat. 1 the post by @googlefrog covers the story pretty neat.
2 \n 2 \n
3 i have to add the interaction with the terrain. 3 i have to add the interaction with the terrain.
4 \n 4 \n
5 1) 5 1)
6 i dunno if supcom has terraform. zk has it and i absolutely like this feature. every unit with buildpower can start or assist terraform. walls, ramps, spikes/holes, whatever you like. (unit's pathing adaption is sometimes poor though). 6 i dunno if supcom has terraform. zk has it and i absolutely like this feature. every unit with buildpower can start or assist terraform. walls, ramps, spikes/holes, whatever you like. (unit's pathing adaption is sometimes poor though).
7 \n 7 \n
8 2) 8 2)
9 technology/factory: beside the "normal factories" , there are some specialized factories, which interact with the geography of a map. hovers can pass water but cannot pass hills. amphibious units walk on ground of sea, if its flat enough. jump-factory's units can pass steep walls with a jump command. spider factory can pass any terrain. the rest is more or less default, tanks, mechs, ... 9 technology/factory: beside the "normal factories" , there are some specialized factories, which interact with the geography of a map. hovers can pass water but cannot pass hills. amphibious units walk on ground of sea, if its flat enough. jump-factory's units can pass steep walls with a jump command. spider factory can pass any terrain. the rest is more or less default, tanks, mechs, ...
10 \n 10 \n
11 there is a trailer on youtube which describes some features: 11 there is a trailer on youtube which describes some features:
12 https://www.youtube.com/watch?v=jUcqY4GfRpI 12 https://www.youtube.com/watch?v=jUcqY4GfRpI
13 \n
14 more media you find in the media tab of the menu on top of the page.