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Future Wars

PLAY THIS MOD


Maintained by USrankShaman
Last updated 4 hours ago
Created at 22 months ago
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Overview



Future wars takes place 200 years after the events of the Planet Wars. Destructive technologies have advanced rapidly with many units receiving retrofits based on prevailing schools of thought. New technologies like Submunition Dispensers have increased the scale of destruction dramatically. Can you survive this new battlefield?




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Overview



Future wars takes place 200 years after the events of the Planet Wars. Destructive technologies have advanced rapidly with many units receiving retrofits based on prevailing schools of thought. New technologies like Submunition Dispensers have increased the scale of destruction dramatically. Can you survive this new battlefield?




Links



Github page
+5 / -0


22 months ago
Test 2
+0 / -0


22 months ago
Test.

Your blue text is very dark.
+0 / -0
quote:
Ward:

- ost: 280 -> 300

just want to point out, or is ost a new and exciting stat?
+0 / -0
Yes, it has a larger Original SoundTrack now. Ost is a awesome new stat where we put music in just for the unit. It now has 300 music over the original 280.

</badjoke>
+4 / -0
22 months ago
quote:
Yes, it has a larger Original SoundTrack now. Ost is a awesome new stat where we put music in just for the unit. It now has 300 music over the original 280.

</goodidea>

Make Disco Rave Party an actual Disco Rave Party!
+1 / -0

Changelog V0.20 (Release: 3/29/2021 - 05/12/2021)



We continue to expand the world. In V0.20, we start to expand arsenal of potential commanders. New superweapons are on the horizon and sea is getting a rework. We're also improving the balance of existing units throughout the 0.20 life cycle. We'd like to present to you two new weapons of destruction: Charybdis (strategic submarine) and Oblivion (MIRV launcher). The era of nuclear warfare is upon us, and with it, Anti-Nuke has had some vulnerabilities opened up to it to make assaulting anti-nukes easier/more dynamic.
[Spoiler]
+0 / -0

21 months ago
I'm loving the changes so far.
Will Gauss be making a return for commanders, and any plans to make longer reload type weapons stack/combine when you have 2 to fire one after the other(2s reload on the weapon, so commander shoots 1 time every 1 second instead of 2 shots every 2 seconds) or will it be kept that both fire at once/same time?
+0 / -0


21 months ago
quote:
Will Gauss be making a return for commanders, and any plans to make longer reload type weapons stack/combine when you have 2 to fire one after the other(2s reload on the weapon, so commander shoots 1 time every 1 second instead of 2 shots every 2 seconds) or will it be kept that both fire at once/same time?


Gauss will be making a return. It won't be in the same form as original, but multiple commanders are going to have their own take on gauss rifle. For instance: Recon will have a short range Gauss repeater vs Support's medium range version that has lower dps comparatively. The plan for commanders is as follows:

Recon: It's like a raider. High mobility. Should die to heavier stuff (because of low hp)
Strike: Anti-heavy. It should excel at killing big stuff, but die to raiders. Also good at infiltrating and dealing backline damage.
Support: It deals debuff damage (capture, disarm, slow, emp) and can dabble in medium range bullshittery. Think a mid/back-line commander.
Guardian: It's artillery. Long range bullshittery. Semi durable (for the moment).
Riot Commander (Unnammed, unimplemented): It's supposed to be a front line specialist. Extreme durability. Has riot weapons and crowd control. Will be able to overdrive its weapons in exchange for disabling them (think burst of dps). Low speed, so dies to skirms.

As for your second point: I'd like that. This would take some redesigning but not a whole lot of work. I could create a separator maybe for it. I'd also like to add OKP to commanders if possible.
+1 / -0

21 months ago
quote:
Riot Commander (Unnammed, unimplemented): It's supposed to be a front line specialist. Extreme durability. Has riot weapons and crowd control. Will be able to overdrive its weapons in exchange for disabling them (think burst of dps). Low speed, so dies to skirms.

I'm guessing this'll be the return of the retired Battle chassis.

And on another commander related note, is it possible that Knight chassis from campaign that needs to be enabled in options can use/has access to all modules?
+0 / -0
HRrankMajo

No. it would have access to modules that a available to all commanders, but new chassis-specific modules are not available to knight commander

at least not yet
+0 / -0

21 months ago
quote:
at least not yet

I was thinking that since it's a commander that needs be enabled separately in options that it would be the do-it-all like regular/vanilla one is, if not but for testing purposes.
Something like X module that is Recon only or Y module that is Engineer only is also available on the Knight chassis but since it's not a openly available commander nobody would in general know about it and it would appear exclusive to a single commander.
+0 / -0
0.18.20
+0 / -0
Please note that Future Wars v0.19.4 and below is not compatible with Zero-K v1.9.30. As such, support for these game versions have been dropped. A compatibility patch will be released today.

Done and now live. Enjoy.
+0 / -0


21 months ago


Sea is coming. Prepare yourselves.
+3 / -0

18 months ago
What is it USrankShaman? A new game?
+1 / -0


18 months ago
This is a mod I've been working on.
+1 / -0
17 months ago
My best description of this gamemode is zero-k, but flashier
+3 / -0
17 months ago
*All nuke launces are now muted, friendly and enemy.
+0 / -0
That's a bug then. Were you spectating?

Edit: fixed in 57c358d.
+0 / -0
Page of 4 (71 records)