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

zero-k.info

51–60 of 147 posts

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

#51
I used to play Total Annihilation online back when I was in secondary school in the late 90s

We'd hang out on IRC, and people would host a game on their IP.

Eventually I got into creating new units for the game. You had to animate them with a C-like language, and I was trying to teach myself C at the time so that was part of my programming journey.

The 'Swedish Yankspankers' were a clan that had a channel on the IRC server, and my recollection, which may be wrong, is that they started building an app, 'TAreplay' that we could use to record and rewatch tournament games. People used to pass the exe around - not very secure, but those were the times!

It's amazing to me that those players hacking little apps together for themselves, have spawned a lineage of RTS engines and games that are still going all this time later.

A small but incredible example of hacker culture.

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

#52

I wish people were slightly more up front about their games being Spring Engine mods.

Calling this a mod would be like calling Dota a mod.

Historically, games made under Spring/Recoil are called mods.

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

#53

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?

They said Macintosh Operating System, not macRos, but in Spring-Recoil games like these, you can basically program whatever you want using Lua widgets, and there's a fairly easy scripting for commands allowing for things like «when I press button X select half of the currently selected units, in a radius of Y around my mouse cursor, picking only the ground combat ones with more than Z% health».

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

#54

Earlier quoted context omitted.

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...

They are bragging about having a challenging AI.

We will see, I've just downloaded the game. Hopefully, the AI is better than Blizzard's 98's Brood War brain-dead computer :)

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

#56
post #7

Is Zero-k still popular now that its cousin https://www.beyondallreason.info has matured ?

To compare the two:

Zero-K allows 16 vs 16 battles (and it works!), each player controls a relatively smaller number of units. In Beyond All Reason, there are 8 v 8 battles and each player controls a larger number of units, maybe 200 or so at the peak of battle. (There are some strong, but predictable AIs for both games.)

Zero-K has more units that are less realistic and have more variety. BAR has more realistic units and less variety. BAR has tanks, Zero-K has flying tanks that can also turn invisible (this is a made up example, but illustrates the idea).

Zero-K has a limited economy, you have to control land to to generate income, and fighting has more influence on who wins. In BAR, the economy is more exponential, and at high tech levels controlling land doesn't matter, you can generate a huge income in a tiny corner of the map and win because your economy is exponentially stronger than anything your opponents have.

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

#57
post #7

Is Zero-k still popular now that its cousin https://www.beyondallreason.info has matured ?

BAR is more similar to the original Total Annihilation (and successors like Supreme Commander). It's a lot of similar units (e.g. tanks) with subtle variations, multiple tiers, with a focus on out-numbering your opponent.

Zero-K went a different route. They simplified the economy (metal cost = energy cost) but added a whole lot of mechanics like overdrive grids and made every unit unique. There is a lot of variety with mind-control, jumpjets, shields, unit-throwers, self-replicators, teleports, terraforming, etc.

Zero-K has been on Steam for a few years, I think BAR is working towards it. They are both good worthwhile games, they share some common elements, but they are both worth trying in their own right.

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

#58

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?

They all do (Zero-K, BAR, and most of the games built on the engine).

You can also reclaim metal from dead units and structures.

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

#59

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.

It basically came out a few years before SC2, being even less graphically demanding. (At which point my own PC with a GeForce 4 which, for comparison to today, had either 0.064 or 0.128 Go of VRAM, would struggle to run it.) Some graphic improvements have happened since then of course, and the requirements are now somewhat higher.

Now the issue is that it doesn't have the unit caps that SC2 does, and the number of players (now up to 16vs16 in a normal game, sometimes even 32vs32, while in 2009 8vs8 would have been the max), map sizes, and number of units (typically up to ~0.5k in 2006 compared to topping up at ~5k-10k today) only kept growing.

So if you want to play big team games, and have a much worse CPU than the average player, you might not have the best time in the endgame.

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