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Arena Mod

PLAY THIS MOD


Maintained by CArankPetTurtle
Last updated 5 months ago
Created at 16 months ago
download JSON metadata of zkarena
v1.0.7

removed terraform for caretakers
turrets require to be built around capped mex
turrets need power to function
hq can build solar/wind


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11 months ago
https://github.com/PetTurtle/ZK-Arena-Mod
+0 / -0

5 months ago
v1.0.7

removed terraform for caretakers
turrets require to be built around capped mex
turrets need power to function
hq can build solar/wind
+4 / -0

4 months ago
Units can pass through the HQ, which allows someone to safely park their units inside someone else's HQ and deal almost uncounterable damage. See http://zero-k.info/Battles/Detail/1277873
+0 / -0

4 months ago
Well mach that has halways been the case with arena mod, but idk if it's intentional that solars produce no energy grid? Are you meant to make solars just around a mex to power turrets?
+0 / -0

4 months ago
more importantly perhaps: Our economy stopped in that linked game
+0 / -0
FIrankFFC
4 months ago
Why remove being able to build radar
+1 / -0
4 months ago
CArankPetTurtle dude. dont. you crippled this mod, it was cute, but you made it unplayable constant grind... in militaries theres a rule of 7 entities. no commander has 7 entities on its head, all else is delegated away to sub commanders. because people go apeshit when they have to deal with more than that. you crippled this mod by removing porc that offloaded thinking about stuff to enjoy this game, and made it a grind...
+0 / -1
4 months ago
This mod would be perfect with some unit hotkeys. it kind of sucks having to spawn via clicking the units on the top. Also, is there any way to see what units are available for each level? I feel like I dump way too much money for leveling up the unit selection for a unit that may already be in the pool, or I dump too much money rolling for units that aren't available yet..
+0 / -0

2 months ago
The git repo isn't up-to-date with the version in-game. Repo is 1.0.5, in-game is 1.0.7
+0 / -0

35 days ago
Awesome mod!

+0 / -0

35 days ago
I have a suggestion in order to get rid of the movement inside HQ exploit. We have the black hole generator from the placeholder. We can use that feature in a reverse way where it expells the units which are trying to go inside it or, if they are already inside it.

Jacks/Outlaws and other units if dropped from the air can go inside the HQ and because of that other units can't reach to kill them no matter what. So time to develop a reverse black hole generator that propulsate units away?

I know we have the newton gun, but it works as a single-line gun and can't reach inside hitboxes. In other words a newton reverse wave cannon/ reverse black hole generator that repels units will bring new things to vanilla Zero-K but will also remove the exploit we have right now with the HQs.
+0 / -0
35 days ago
pls remove ravens
+0 / -0

35 days ago
Also as INrankTheWarning mentions, Ravens should be in the most upper-tier present, same goes for the small ship transport.
+0 / -0
27 days ago
+1 on removing Ravens or upping the tier.

Also please consider reverting the energy and defense changes. I think this has removed what was fun about this game mode, and now it is much more tedious to play.
+2 / -0

27 days ago
At the same time, the economy is a bit weird, since a lot of players don't know that you can cluster wind generators which can give 1/3 more metal income if used properly. I would remove Economy with wind generators entirely and add an option where it builds underground fusion for overdrive (non visible on the map but gets destroyed with metal extractor at the same time)
+1 / -0