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More Units Mod

PLAY THIS MOD


Maintained by AUrankTankium
Last updated 5 days ago
Created at 9 months ago
download JSON metadata of moreunits
This mod adds a bunch of new units:
1 amphbot
4 hovers
3 planes
2 ships + 1 "ship"
1 spider
3 striders, one of which is, of course, Nebula which is built at the strider hub.
Not enough? The mod also adds a whole new chicken fac. White dragons are morphable into chicken queens! Also Commander Fac!

The mod also adds new structures:
4 new defensive buildings
2 new economy buildings (one of which is the Metal Fabricator, it produces metal without needing a mex spot, so you can put it anywhere. It will be an expensive investment, though. And they take up a lot of space. And explode when destroyed.)
4 new utility buildings

The build UI is, as a result, noticeably wider. Each unit panel is only slightly smaller, but this shouldnt prove significantly inconvenient.

I plan to add more units to every factory. Currently the mod adds too many hovercraft and planes and not enough of anything else.


Because the mod isnt featured, you might have to manually change the version to the correct version. This can be done just by typing "!game More Units Mod v[version]". For example, if you want to play on version 1.0.6, type up exactly "!game More Units Mod v1.0.6"
There isnt much i can do about it.
The current latest version is v1.1.16

Oh yeah, i also made an AI which is the same as brutal but it also builds units from more units. The normal brutal AI will not do this.


Known Bugs:
- watching replays with this mod are sometimes janky (perhaps replays form different versions of zk?)
- Anarchid has a... strange walking animation
- Atlas tilts significantly when climbing hills. Additionally there are no efects when it jumps
- Drone (chicken fac) doesnt morph



All that said, i hope u all enjoy my mod so have fun!

Changelogs:
v1.0.2:
Released the mod

v1.0.6:
Added Ancient Fabricator, Planetary Defence Grid, Field Garrison, Sunlance

v1.0.11:
Finally improved the building UI! it is now wider and the unit panels are comparable in size to the vanilla game.

v1.0.18:
Another big update! Added a whole new chicken fac, even chicken queens are obtainable now! They are morphed from white dragons.
Also, i thought some of the descriptions for units were strange, in particular the 2 drone turrets, so i changed them. A few other units' descriptions were changed here and there also.

v1.0.19:
Fixed Chicken Fac being in the wrong spot in build menu

v1.0.22:
Fixed all chicken costs looking like 1 metal. Costs should now display properly.

v1.0.23:
Fixed the fact plates wont build more units mod units

v1.0.24:
Balance changes, stupidly massive cost increase for tiamat (lets be honest, that was a demi strider for raider cost).
Buffed anarchid, like, seriously, speed health damage were all increased. That was needed too obviously
Small cost increase for grebe

v1.1.0:
Massive update. Satellite Relay, Quantum Radar, Superheavy Shield, Super Cloaking Device added. Satellite relay reveals the entire map, at a hefty price of 20 000 metal. Thanks to Shaman for almost doing this part for me. Suggested by Cliver5. Quantum radar is more expensive and has less range than an advanced radar but it is very accurate and reveals the type of unit. Basically a massive sight range. Superheavy shield projects a huge shield around it, enough to shield an entire base. Super Cloaking Device projects a huge cloak aura around it.
Furthermore, many unit descriptions have been changed. This should make it much more clear for newcommers to see what does what. For example the Field Garrison previously had "Reduces Influence Gain" but is now "Builds Cheap Drones". Eclipse in particular needed this change.
Have fun

v1.1.1:
Fixed bug that tells everyone when (and who) builds a satellite relay

v1.1.4:
Fixed Commander Factory (somewhat: the commanders are stuck inside the factory on completion, they can be freed with dropships or jumpjets though)
Added some units from Futurewars (another mod, by Shaman):
RTG: produces a lot of energy at little cost but reduces in effectieness over time. Explodes when you try to reclaim it.
Inhibitor: In Futurewars it is called Clarity. It decloaks any cloaked units near it, sadly it is broken in More Units
Singularity: Built at the missile silo, wherever it lands it creates a black hole that sucks all units in, sadly broken in More Units
Rejuvinator: Morphed from Caretaker, it cannot built or help build but it can repair and revive units extremely fast
Serpant: long range sub, sadly its broken in More Units
Buffed Anarchid again

v1.1.7:
Fixed all the Futurewars additions and all the bugs that were previosuly unknown which break the game into oblivion such as certain units not properly dying. Also fixed the commander factory finally, they should now be able to walk out on their own.

v1.1.9:
Chicken Fac can now be assisted by other constructors such as caretakers. Before you couldnt really build a white dragon because it would take so long...
Commander factory description has changed (as it isnt bugged anymore)
As for other changes i really dont know

v1.1.10:
Just some bug fixes. Planetwars units should now be reclaimable and RTG is now in the eco section of the build menu instead of Units. Next to singu

v1.1.11
Fixed a bug where some factories could not plop due to a modding change. This version is not compatible with lower versions any more because of this
Probably some other stuff too, like bug fixes, balance changes, stuff like that

v1.1.12
balance changes (see recent update post)

v1.1.13
nerfed Nebula shield gen to 170
Fixed bugs with missile silo
Added Silencer MK3 from Futurewars - its essentially a Trinity nuke but built at the missile silo
Added a bug that crashes your game when starting the mod

v1.1.14
fixed a crash on startup that happened on v1.1.13

v1.1.15
Added new strider, Atlas, with dual double shotguns (so 4 total) that cause explosions! It is lighter than a Paladin but heavier than the average strider. It also uses long range missiles for when your shotguns dont have enough range. It has a lot of firepower for its price but not much health so be careful of that. Oh and it can jump too

v1.1.16
Added new strider, Razorback. Cheap (for a strider), fast and with dual miniguns it serves a raider/riot role but as a strider! it also has a mini laser gun with slightly more range


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This mod adds a bunch of new units:
1 amphbot
4 hovers
3 planes
2 ships + 1 "ship"
1 spider
3 striders, one of which is, of course, Nebula which is built at the strider hub.
Not enough? The mod also adds a whole new chicken fac. White dragons are morphable into chicken queens! Also Commander Fac!

The mod also adds new structures:
4 new defensive buildings
2 new economy buildings (one of which is the Metal Fabricator, it produces metal without needing a mex spot, so you can put it anywhere. It will be an expensive investment, though. And they take up a lot of space. And explode when destroyed.)
4 new utility buildings

The build UI is, as a result, noticeably wider. Each unit panel is only slightly smaller, but this shouldnt prove significantly inconvenient.

I plan to add more units to every factory. Currently the mod adds too many hovercraft and planes and not enough of anything else.


Because the mod isnt featured, you might have to manually change the version to the correct version. This can be done just by typing "!game More Units Mod v[version]". For example, if you want to play on version 1.0.6, type up exactly "!game More Units Mod v1.0.6"
There isnt much i can do about it.
The current latest version is v1.1.16

Oh yeah, i also made an AI which is the same as brutal but it also builds units from more units. The normal brutal AI will not do this.


Known Bugs:
- watching replays with this mod are sometimes janky (perhaps replays form different versions of zk?)
- Anarchid has a... strange walking animation
- Atlas tilts significantly when climbing hills. Additionally there are no efects when it jumps
- Drone (chicken fac) doesnt morph



All that said, i hope u all enjoy my mod so have fun!

Changelogs:
v1.0.2:
Released the mod

v1.0.6:
Added Ancient Fabricator, Planetary Defence Grid, Field Garrison, Sunlance

v1.0.11:
Finally improved the building UI! it is now wider and the unit panels are comparable in size to the vanilla game.

v1.0.18:
Another big update! Added a whole new chicken fac, even chicken queens are obtainable now! They are morphed from white dragons.
Also, i thought some of the descriptions for units were strange, in particular the 2 drone turrets, so i changed them. A few other units' descriptions were changed here and there also.

v1.0.19:
Fixed Chicken Fac being in the wrong spot in build menu

v1.0.22:
Fixed all chicken costs looking like 1 metal. Costs should now display properly.

v1.0.23:
Fixed the fact plates wont build more units mod units

v1.0.24:
Balance changes, stupidly massive cost increase for tiamat (lets be honest, that was a demi strider for raider cost).
Buffed anarchid, like, seriously, speed health damage were all increased. That was needed too obviously
Small cost increase for grebe

v1.1.0:
Massive update. Satellite Relay, Quantum Radar, Superheavy Shield, Super Cloaking Device added. Satellite relay reveals the entire map, at a hefty price of 20 000 metal. Thanks to Shaman for almost doing this part for me. Suggested by Cliver5. Quantum radar is more expensive and has less range than an advanced radar but it is very accurate and reveals the type of unit. Basically a massive sight range. Superheavy shield projects a huge shield around it, enough to shield an entire base. Super Cloaking Device projects a huge cloak aura around it.
Furthermore, many unit descriptions have been changed. This should make it much more clear for newcommers to see what does what. For example the Field Garrison previously had "Reduces Influence Gain" but is now "Builds Cheap Drones". Eclipse in particular needed this change.
Have fun

v1.1.1:
Fixed bug that tells everyone when (and who) builds a satellite relay

v1.1.4:
Fixed Commander Factory (somewhat: the commanders are stuck inside the factory on completion, they can be freed with dropships or jumpjets though)
Added some units from Futurewars (another mod, by Shaman):
RTG: produces a lot of energy at little cost but reduces in effectieness over time. Explodes when you try to reclaim it.
Inhibitor: In Futurewars it is called Clarity. It decloaks any cloaked units near it, sadly it is broken in More Units
Singularity: Built at the missile silo, wherever it lands it creates a black hole that sucks all units in, sadly broken in More Units
Rejuvinator: Morphed from Caretaker, it cannot built or help build but it can repair and revive units extremely fast
Serpant: long range sub, sadly its broken in More Units
Buffed Anarchid again

v1.1.7:
Fixed all the Futurewars additions and all the bugs that were previosuly unknown which break the game into oblivion such as certain units not properly dying. Also fixed the commander factory finally, they should now be able to walk out on their own.

v1.1.9:
Chicken Fac can now be assisted by other constructors such as caretakers. Before you couldnt really build a white dragon because it would take so long...
Commander factory description has changed (as it isnt bugged anymore)
As for other changes i really dont know

v1.1.10:
Just some bug fixes. Planetwars units should now be reclaimable and RTG is now in the eco section of the build menu instead of Units. Next to singu

v1.1.11
Fixed a bug where some factories could not plop due to a modding change. This version is not compatible with lower versions any more because of this
Probably some other stuff too, like bug fixes, balance changes, stuff like that

v1.1.12
balance changes (see recent update post)

v1.1.13
nerfed Nebula shield gen to 170
Fixed bugs with missile silo
Added Silencer MK3 from Futurewars - its essentially a Trinity nuke but built at the missile silo
Added a bug that crashes your game when starting the mod

v1.1.14
fixed a crash on startup that happened on v1.1.13

v1.1.15
Added new strider, Atlas, with dual double shotguns (so 4 total) that cause explosions! It is lighter than a Paladin but heavier than the average strider. It also uses long range missiles for when your shotguns dont have enough range. It has a lot of firepower for its price but not much health so be careful of that. Oh and it can jump too

v1.1.16
Added new strider, Razorback. Cheap (for a strider), fast and with dual miniguns it serves a raider/riot role but as a strider! it also has a mini laser gun with slightly more range
+4 / -0


9 months ago
Download fails for me. Can you link to the game page where you unloaded it?
+0 / -0
9 months ago
Sounds good. I can't wait to try it out!
+0 / -0
9 months ago
should hopefully be fine now GoogleFrog, if it doesnt work ill link to the game page (after i figure out how)
+1 / -0
9 months ago
I tried it out and it was great! I would like a wider UI though, but you're planning on doing that already. Keep it up and keep adding more units. Zero-K needs less nerfs and more units.
+1 / -0
9 months ago
as soon as i figure out how Skrid, im only new to modding.
Thanks for the feedback and im glad your having fun
+2 / -0
9 months ago
Pretty good for a new modder :)
+1 / -0
Updated the mod
v 1.0.6:
Added Ancient Fabricator, it produces metal from nothing but thin air! It is an expensive investment, however.

Added Planetary Defence Grid, its a turret but it doesnt shoot (instead it spawns drones that do shoot)

Added Field Garrison, works in a very similar fashion as the planetary defence grid but its cheaper and spawns weaker drones

Added Sunlance, a turret that requires a 25 energy grid to function similar to lucifier but only needs 25 instead of 50. It slows anything it shoots with its disruptor laser.


I hope you all enjoy the new porcy update!
+2 / -0
9 months ago
Yes! Love the stats.
+0 / -0

9 months ago
Mod doesn't seem to automatically update to 1.0.6, it's still on 1.0.2 by default, got to manually change it to 1.0.6
+1 / -0
9 months ago
quote:

Mod doesn't seem to automatically update to 1.0.6, it's still on 1.0.2 by default, got to manually change it to 1.0.6


Ok, thanks for the technical warning.
+0 / -0
9 months ago
where does it say that its still in version 1.0.2? i can hopefully fix that
+1 / -0

9 months ago
When the mod is loaded in the game lobby, the latest 1.0.6 mod version needs to be manually loaded with a lobby command to change to it.
The default/stable version that the lobby seems to use is the 1.0.2
+0 / -0
Love the Field Garrison and Planetary Defense Grid! They're a staple in my defenses when I play this mod!
+1 / -0
9 months ago
thats strange, it works fine for me
i just checked all the mod files and they were all updated
did it work fine for you Skrid? did u have to change the version manually?
Also glad to hear your enjoying the new drone turrets
+1 / -0

9 months ago
I'll try tomorrow again to see if it pulls the proper version, maybe it's just me.
+0 / -0
9 months ago
I'd like to see some replays with this mod, mostly for fun but i could do balance changes too, so i can see whats used mostly and why their OP for cost
no one has to share any replays, but if you had a fun game i would encourage it
+1 / -0
9 months ago
quote:

did it work fine for you Skrid? did u have to change the version manually?


I didn't have any issues with it nor did I have to change it manually. Works well for me. Keep up the good work.
+0 / -0
9 months ago
i was just told that the mod doesnt apply the latest version because it isnt featured. There isnt much i can do about it
+0 / -0


9 months ago
Yes, that's the theory. Apologies in advance if the information is wrong.
+0 / -0
Page of 4 (63 records)