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Zero Wars

PLAY THIS MOD


Maintained by CArankPetTurtle
Last updated 12 months ago
Created at 21 months ago
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17 months ago
https://github.com/PetTurtle/ZK-Zero-Wars
+0 / -0
16 months ago
Would it be bad to put caretakers by the air pads to repair air units faster when the come to the airpads? Another possiblity is that airpads could have their buildpower adjusted.
+1 / -0
16 months ago
is there a way to play against the (an) AI? My laptop is kinda in tatters and the internet is nothing to be proud of either, so i don't feel confident enough to try against players, yet would love to try this mod
+1 / -0
16 months ago
I don't believe there is an ai for this mod. You could just try it with people. I don't think anyone takes zero wars very seriously.
+1 / -0
13 months ago
Recently there has been lag problems on this mod.
http://zero-k.info/Battles/Detail/1224764

Half way through, suddenly ~70% of players get lag even though there is no CPU problems. This has happened with several completely different sets of players. Oddly, I've noticed US players, especially east-coast, seem to be better than non-US players. Even slowing down to 0.6 does not prevent the problems, although some players notice no lag at all.

In other feedback, recent mex changes seem to have encouraged rushing to level 4 mex without units, which is a bit boring. An incentive to make units early would be nice.

Also, without auto-skirmishing most of the skirm units are pretty useless. Crabs are seriously OP in groups due to bonus and AOE.

Great mod hope you can fix!
+3 / -0

13 months ago
quote:
Recently there has been lag problems on this mod.

There is this error on generally (almost) every metalmap (e.g. SpeedMetal,ZeroWars ).
The reason is ward fire error spam on metal maps , will be fixed in the next patch.[Spoiler]

+1 / -0

13 months ago
bring back the old economy, it was more fun than now. now you just wait to get your mex to level 4 and them spam whatever big unit and win. 10 minutes of waiting and then game over :/
+4 / -0
USranknop
13 months ago
Looks like the error spam (lag) is fixed in ZW 2.1.3, but autohost isn't on it yet. Also there is a capture zone in the middle for extra income.
+0 / -1
USranknop
13 months ago
Nevermind, still broke. Guess we wait for the ZK patch.
+1 / -0
12 months ago
It spams my debug console that it tries to get the length of the boolean value metalSpots.
+0 / -0
11 months ago
Seems to be working well now. Nice work. Also, changes provide great incentive to control mid now. Crabs still OP, other skirms still weak.
+0 / -0
Requests
5v5 version
FFA multi-polar versions where units turn down different paths to different players each time
One-off unit purchases for emergencies and surprise
+0 / -0
3 months ago
The towers really need buffed a LOT to make this more interesting. As soon as one side gets stacked up you instantly lose because the tower doesn't give enough defenders advantage and it's hp is crazy low.

Also having mid be such a huge metal bonus just makes it very steamrolly instead of back and forth.

These are very similar problems to Direct Strike / Desert Strike in Starcraft II arcade.

A lot of units don't skirmish properly and just suicide. Or just drive past the army and kill the weak bases.
+0 / -0
3 months ago
I liked the old version of Zero Wars where income was based on how many units you had -> cheaper units == more income. It was so weird, and it was fun.
+2 / -0


2 months ago
quote:
A lot of units don't skirmish properly and just suicide. Or just drive past the army and kill the weak bases.

UnitAI is deactivated in this version, intentionally.
+0 / -0
2 months ago
quote:
UnitAI is deactivated in this version, intentionally.


Ok so just don't build any of the units that rely on having the AI to not just be completely useless?
+0 / -0


2 months ago
quote:
Ok so just don't build any of the units that rely on having the AI to not just be completely useless?

Correct
+0 / -0