Loading...
  OR  Zero-K Name:    Password:   
Back to List

Tech-K

PLAY THIS MOD


Maintained by AUrankAdminGoogleFrog
Last updated 9 months ago
Created 9 months ago
download JSON metadata of techk

Preview
Filter:    Player:  
sort
9 months ago
It would be very nice if the Storage could be upgraded to have more capacity when it's upgraded, currently it still only stores 500 at all levels.
+6 / -0
8 months ago
Athena is bugged: on resurrect you get a unit of the Athena level not of the wreck
+0 / -1
8 months ago
After roughly uber level the economy completely crashes - even on a small map with six mexes (upgraded) once the energy generation reached a high enough level (~500k) the metal generation tanked from several thousand to around 74. Very strange behaviour, reproducible by starting to reclaim a power plant (restored metal income) and repair it (broke it)
+0 / -1
7 months ago
I'm actually really loving this mode. How do we get Tech-K to work with other modes (such as Future Wars) as described in the documentation? Documentation states Tech-K can be enabled alongside other modes; but even when the lobby checkbox is ticked and the match actually loads up, the ability to upgrade structures is missing. Tech-K works fine when using only the base Zero-K mode, but other modes seem to not play nice together.
Thank you!
+1 / -0
you can use it with my modes =)

however there was discovered a bug

resurected units become the level of the athena.. this makes them totaly op

you can actualy make metal by making tech 1 units, self destructing them, then rezzing them to uber and reclaiming them
+1 / -0
Can the storage building actually scale with the tech level? It is required to have enought storage to totally make use of your income. So having it always give 500, we can never fully use the extra income at his peek.

Also, after trying it several times, 1 of the thing causing so much lag is the multiplication of ammos. Can the ammos be made bigger instead of multiplying? Or at least getting bigger before to multiply. Having 100+ ammos shot at once could look cool but its very laggy and possibly a cause of the game crashes.
+0 / -0
yes its a good idea to limit the shots and make it scale damage.. it would be better if energy scaled with deminishing returns too so that it doesnt destroy overdrive.. or atleast some way to prevent that.. just 2 uber geo will break it
+0 / -0
31 hours ago
I was thinking about your point. Maybe instead of the income going up to impossible numbers, it remains the same but you can build a building to reduce the cost of everything by 50%. So 2 of them would result into an overall 75% reduction. ( 1*0.5*0.5). You keep the exponential cost between the teching up.

Is it possible to limit how many you can build based on your highest tech? or to scale its cost based on how many alive?
+0 / -0
24 hours ago
its all possible but im not maintaining this mod im already way behind maintaning and fixing all my mods =P
+0 / -0