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Unit Level Ups

PLAY THIS MOD


Maintained by GBrankPresstabstart
Last updated 3 months ago
Created 3 years ago
download JSON metadata of unitlevelups
dont talk to me or my sons ever again


github: https://github.com/pts1667/Unit-Level-Ups


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dont talk to me or my sons ever again


github: https://github.com/pts1667/Unit-Level-Ups
+15 / -0
3 years ago
nice
+1 / -0

3 years ago
that game-mode is horrible and extremely entertaining at the same time, i like it.
(horrible by being even more snowbally than the normal game)
+2 / -0


3 years ago
Welcome to the site mod era.
+2 / -0
3 years ago
Ahaha, if normal ZK is often one team snowballing and slippery-sloping over another ... then ULU is unpredictably avalanching, sometiems uphill :P

Soo unbalanced! ... and even more entertaining!
+0 / -0
I've added update

changelog:
-perks (all but 1 or 2 work)
-fixes
-other stuff

and be careful with cluster fire... i think i fixed crash but better safe than sorry. cluster fire still needs some work :)
i haven't done any of the icons for the perks yet also. they're all placeholder. will do soon

just realised i forgot to change unit names of max lvl units to 'Elite'... will do soon ;)
+0 / -0

3 years ago
am I the oly one who constantly has this thread maked as "unread/updated" constantly, despite having opened it multiple times?
+0 / -0

3 years ago
You are not. Should be fixed with next server stable I believe.
+2 / -0

3 years ago
I think there's a problem w autohost and mods. Whenever I upload a new version via 'maps', the autohost lobby grabs the very latest version and ignores the version uploads here. Sometimes I want to test gamemode in multiplayer but not ready for release yet, so autohost gets veeeery buggy version.
+0 / -0
3 years ago
maybe create a ULU bleeding Edge mod and set the game to that?
+0 / -0


3 years ago
A true rainbow.

(Taken shortly before I OOMed)
+4 / -0

3 years ago
GoogleFrog did it cluster properly?
+0 / -0

3 years ago
well one moment everything is on fire, the next moment everything gets slowbombed to oblivion, then every player crashes
+1 / -0

3 years ago
I'll take that as a yes
+1 / -0


3 years ago
Faradays are insane.

Had a MoonQuartet game vs brutal AI where it built a Faraday in base which leveled up to level 36 in about 4 shots to have about 600 range, a slow beam and who knows what amount of EMP DPS. It was level 66 by the end of that engagement (which was about 10 minutes into the game.
I was able to isolate the AI to its starting 3 mexes in the next few minutes, but killing it...
Well, my next attack with about 30 high level (20+) Blitzes managed to level the damn thing to level 473! Which makes me think damaging high level units is also weighted too highly...
At this point it has all the perks, about 1600 range and some sort of impulse weapon. (not entirely sure if it was that faraday, the one next to it that was level 1100 or the level 1240 lotus, which seemed a non-threat by comparison)
The level 1100 Faraday was oddly a lot less threatening as it seemed to lack the slow beam with all the cluster mods (which by the late game could kill a 40k funnelball army in about a second).
Seeing Detremints get thrown about like toys is funny though. :D

The Faraday cluster (levels 1000, 1800 and 6000) ends up with a combined DPS somewhere north of 200k, it's tricky to measure when detriments get instantly stunned.
+2 / -0

3 years ago
fun fact: in the xp widget there's a comment saying 'paralyzer damage requires a more sane XP formula'.

lol
+0 / -0
This will probably be the last content update of unit level ups, given I didn't break anything. Things should be (slightly) less insane now. I think the novelty has worn off and most people are bored of it, but new players might still find it interesting so if it ever breaks I'll make sure to update it.

I've added some new perks, and fixed some things. Shields are their own perk now, and you can have two. Additionally, there's a perk that lets projectiles fire other projectiles- that took a long time and it's kinda buggy, but it somewhat works. Projectiles can even have their own shields!

If anyone wants to make any derivations of this I've spent some time trying to make it easier for you. I've made it as simple as possible to make new perks, the 'perk system' makes it such that each perk is like a mini gadget. I know at least two people who wanted to make their own version of this, so if you're one of those people, there ya go.

I've had fun making this, Spring can be a PITA sometimes but it was fun. And I hope you had fun playing it, and still do.
+5 / -0

3 years ago
and of course I forget to upload it...
+0 / -0
Needed to fix a breaking bug but I also added a little something, you can now change level up parameters using !modoptions in lobby. It goes like this

!setoptions option=number,option2=number,...

You have the following options you can change related to Unit Level Ups:
- scalemult: the unit model scale multiplier per level (default 1.025)
- maxhpmult: max HP gain per level (default 1.1)
- speedmult: speed mult gain per level (default 1.025)
- this goes on for sensemult (default 1.025), bpmult (default 1.05, doesn't work sadly), reloadmult (default 1.025) and rangemult (default 1.025)

There are additional options:
- miniscale: scale of the drones for elite units (default 0.5)
- minispeed: speed of elite unit drones (default 2.0)
- elitelevel: level at which the unit can access perks. Stats stop scaling beyond this level (default 20)
- levelsperperk: kinda self explanatory (default 10)
- xpscale: global XP multiplier (default 0.4)

For example, to reach 'Elite' at level 100 with 10x the XP gain do
!setoptions xpscale=4 elitelevel=100

Note that all stat gains are compounding- stat gain for unit scale at level 20 isn't 1 + 0.25 * 20 by default, but (1.025)^20. Something to keep in mind.

P.S. 'Saving Grace' finally works and the projectile shield perk should now work 100% :)
+2 / -0
quote:

You have the following options you can change related to Unit Level Ups:
- scalemult: the unit model scale multiplier per level (default 1.025)
- maxhpmult: max HP gain per level (default 1.1)
- speedmult: speed mult gain per level (default 1.025)
- this goes on for sensemult (default 1.025), bpmult (default 1.05, doesn't work sadly), reloadmult (default 1.025) and rangemult (default 1.025)

There are additional options:
- miniscale: scale of the drones for elite units (default 0.5)
- minispeed: speed of elite unit drones (default 2.0)
- elitelevel: level at which the unit can access perks. Stats stop scaling beyond this level (default 20)
- levelsperperk: kinda self explanatory (default 10)
- xpscale: global XP multiplier (default 0.4)


This is unfortunately not available in Singleplayer. Can you add it?
+0 / -0
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