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Zero-k: A libre sci-fi RTS game, with an economy based on metal and energy

zero-k.info

41–50 of 147 posts

Re: Zero-k: A libre sci-fi RTS game, with an economy based on metal and energy

#41
post #4

Earlier quoted context omitted.

Seems the support would be a realistic feature, though, because it's based on https://springrts.com/ that does support MacOS X.

Noise about macOS died down back in 2018, and seems the linux port is riddled with bugs. This project is basically dead in the water.

macOS dropped when Apple stopped supporting more advanced OpenGL features.

> linux port is riddled with bugs

That's... interesting... as many of the engine and game devs also play on linux (and a considerable part of the playerbase)

If you're looking for the codebase Zero-K and most previously spring mods are based upon you should look at: https://github.com/beyond-all-reason/spring

Re: Zero-k: A libre sci-fi RTS game, with an economy based on metal and energy

#44

Does Zero-k or another SpringRTS game support "strategic zoom" or building structures/units with real-time debt (as in you can construct a unit that requires 10000 mineral when you are only making 600 a minute) such as Supreme Commander?

I mean Total Annihilation pioneered that concept and Spring RTS started as an open source clone of Total Annihilation so definitely some Spring RTS mods do, and Zero-K almost certainly does.

Re: Zero-k: A libre sci-fi RTS game, with an economy based on metal and energy

#46

Would I need a fairly powerful machine to run this? I can run Starcraft 2, is that enough? I've toyed with Total Annihilation, but the graphics were too old, even for Brood War fan such as myself.

I always liked the Total Annihilation graphics and think they passed the test of time quite well for a game that's 25 years old. A lot of the maps were downright pretty (especially when I modded them ;-) and the top down perspective was a better "3D" than isometric (or much of the low poly full 3D of the time). The lasers and build nanobots and explosions were a bit cheesy I guess...

Re: Zero-k: A libre sci-fi RTS game, with an economy based on metal and energy

#47

linux support but no macos support? Aww

I'm 41, gamed since all the way back... but feel silly for asking... what sort of macros would you use in games like this?

You can program your own widgets and have them run commands client side

Re: Zero-k: A libre sci-fi RTS game, with an economy based on metal and energy

#48

Would I need a fairly powerful machine to run this? I can run Starcraft 2, is that enough? I've toyed with Total Annihilation, but the graphics were too old, even for Brood War fan such as myself.

I always liked the Total Annihilation graphics and think they passed the test of time quite well for a game that's 25 years old. A lot of the maps were downright pretty (especially when I modded them ;-) and the top down perspective was a better "3D" than isometric (or much of the low poly full 3D of the time). The lasers and build nanobots and explosions were a bit cheesy I guess...

Yes, I like the terrain. But the unit designs really show their age.

Re: Zero-k: A libre sci-fi RTS game, with an economy based on metal and energy

#50

Earlier quoted context omitted.

I always liked the Total Annihilation graphics and think they passed the test of time quite well for a game that's 25 years old. A lot of the maps were downright pretty (especially when I modded them ;-) and the top down perspective was a better "3D" than isometric (or much of the low poly full 3D of the time). The lasers and build nanobots and explosions were a bit cheesy I guess...

Yes, I like the terrain. But the unit designs really show their age.

Tbf the unit designs (those solar panels!) were pretty weird at the time, looks like this has a similarly odd-looking ships and factories and the same penchant for big coloured panels on everything

Looks like the big advantage of this is that the unit AI is supposed to be quite clever rather than really stupid at how it carries out the tasks you give it...

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