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ZeroWars v2.1.2

By petturtle
Rating:

made for zero-k
Size: 16 x 6

PLAY ON THIS MAP


Downloads: 422
Manual downloads:
http://zero-k.info/content/games/ZeroWars.v2.1.2.sd7
http://zero-k.info/content/maps/ZeroWars.v2.1.2.sd7


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3 years ago
A few bugs:
Kestrel doesn't reload, it just flies around forever until it dies.
Limpet and Outlaw leave behind wreckage.

One other thing of note, as income is now no longer equal to units placed, the start of matches is very dull, as everyone hangs around their base, ecoing up until all the mexes are lvl 3.
+0 / -0

3 years ago
Another bug: Punisher and Dampener (shotgun and minelayer hovercraft) don't shoot and don't die. They reach negative health and stop moving, but they don't disappear.
+0 / -0

3 years ago
need fixing:

States still broken, AA never retreats, will just forward and suicide
Guard is now removed?
mexupgrade icon is bleh, just an up arrow would be better, make morphable?
as above, dampener and punisher broke, freezes on field, unshootable, unreclaimable.
Kestral does not reload



+1 / -0
quote:
States still broken, AA never retreats, will just forward and suicide
Guard is now removed?

Afaict these are features. No more UnitAI for anything, no more states abuse for anything.

Default states seem to influence some things though, e.g. Widows always start on hold fire. IMO that is a bug, everything should be fire at will.

quote:
as above, dampener and punisher broke, freezes on field, unshootable, unreclaimable.

Script error when killed

quote:
One other thing of note, as income is now no longer equal to units placed, the start of matches is very dull, as everyone hangs around their base, ecoing up until all the mexes are lvl 3.

Yes :(
+0 / -0

3 years ago
pull\push broken on juggle
+0 / -0

3 years ago
If mexes are made to upgrade via morph, a timer can be used for the early levels to keep the morphing slow, also I don' t need exact storage to complete an upgrade.
+1 / -0


3 years ago
quote:
as above, dampener and punisher broke, freezes on field, unshootable, unreclaimable.


Unit script problems (as anarchid points out)


quote:
Another bug: Punisher and Dampener (shotgun and minelayer hovercraft) don't shoot and don't die. They reach negative health and stop moving, but they don't disappear.


Same problem as above, likely removed unitscript?


quote:
Kestral does not reload


Probably missing customparam. See: here for more info

quote:
AA never retreats

Unit AI problem.

+0 / -0


3 years ago
quote:
Unit AI problem.

Feature. This version of ZW intentionally removes all unit ai. nothing retreats. Also, nothing despawns except by being killed
+0 / -0

3 years ago
Another 2 bugs:
The Builder can get stuck on a factory, done it a few times with the hovercraft one.
The Puppy hero can get stuck under the Nexus. If you've unlocked jump, you can get out, but otherwise you're just stuck.
+0 / -0

3 years ago
quote:
This version of ZW intentionally removes all unit ai.


Why? - I always felt improving states and guarding would make this even better and more in depth, seems we going backwards
+2 / -0
since the mex are individual now, its seems like a rock-paper scissors, you can chicken lobber rush, bulkhead rush, or whatever rush, you cant know what your oppoent is up to, upgrading mex is a gamble at anytime from the start

(now that i think of it, it might be just i upgrade mexes too much early on)
+1 / -0

3 years ago
RPS?, its more like Red or Black, but u can hedge both ways, a bit of both til u get a sense of what opponent doing, you can also hold out of fac till u see..

ensuring u knock out turret rushing units early, but not too many, can be advantages

Crab rushes are very op, possible yet hard to counter once discovered.
+0 / -0
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