RTS
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ZeroK: Zero-K v1.3.7.4
ZeroK: Zero-K 1v1 Tournament July 25th 2015
As usual, the tournament is scheduled to take place on the last Saturday of the month at 10 AM / 10:00 UTC.
Tournament format & rules:
– Registration is open until 1 hour before the official start time of the tournament.
– Double elimination
– Random seeding
– First map of each round is predetermined, the following maps in the winners bracket will be selected by the loser of the previous game from the featured 1v1 map pool.
– All winners bracket games will be best of 3 (including finals). All losers bracket games will be best of 1 with the exception of the losers finals (bo3).
It is possible to substitute for players who don’t show up. If you have signed up, make sure to show up on time. Those who fail to show up will likely be subbed out by 10:30 UTC.
The players coming first, second and third will receive special unique collectible awards to their player profile, and receive tournament points which will at the year’s end determine the year’s altogether best tournament player.
The theme of preselected maps is SirArtturi. I will post the exact list in the forum thread before the tournament.
The bracket can be accessed via this link.
Sign up in the comments!
ZeroK: ZK 2v2 Tournament July 4th 2015
The most observant of you probably have noticed by now that the monthly tournament was not held in June.
It is going to be alleviated with the 2v2 tournament to be held on on July 4th, at 10:00 (10 AM) UTC. Registration is open up until 1 hour before that time – and hopefully with an 1v1 and maybe even FFA tourneys later on.
Tournament format & rules:
– 2 human players per team
– Double elimination
– Random seeding
– First map of each round is predetermined, the following maps in the winners bracket will be selected by the loser of the previous game from the featured 1v1 map pool.
– All winners bracket games will be best of 3 (including finals). All losers bracket games will be best of 1 with the exception of the losers finals (bo3).
– There’s a hard cap to amount of teams, which is 8. Any registrations over the limit will be added to waiting list to substitute for no-show teams.
It is possible to substitute for players who don’t show up. If you have signed up, make sure to show up on time. Those who fail to show up will likely be subbed out by 10:30 UTC.
The players coming first, second and third will receive special unique collectible awards to their player profile, and receive tournament points which will at the year’s end determine the year’s altogether best tournament player.
Current bracket can be seen here.
The map list for each round will be announced on Friday.
Sign up in the commments!
ZeroK: Four small releases and engine news
ZeroK: Zero-K v1.3.6.1
Recent free time has yielded improvement to two features and a whole bunch of fixes.
Jumpjets
Jumpers can now jump onto wreckage, map features and structures. The Jumper will slam into the structure, possibility sustaining damage, and slide down the outside onto the ground. Use at your own risk because your units could slid somewhere inaccessible. On the upside they can just jump out if they are stuck. The jump UI colours have been shuffled around slightly to indicate when a jump command will hit a structure.
The purpose of this change is to fix two annoying limitations. Skuttles should be able to jump onto spire turret and it makes sense to sacrifice one Jack to kill a buried Singularity Reactor. Both of these things are now possible.
Antinukes
Antinukes have been improved with consistent behaviour as well as UI improvements to tell you exactly when your nuke will be intercepted. The switch to this engine version caused antinukes to make a poor attempt at stopping nukes which pass through their coverage. This behaviour is now fixed, antinukes make a very competent attempt to stop nukes passing through their coverage.
The important balance change here is that antinukes block every nuke which will pass over their coverage, not just nukes which will impact within their coverage.
Minor
* Changed to cost icon to make it clearer that costs are in metal and energy.
* Added Stop command to pregame queue. Press the Stop button or hotkey to cancel you queue.
* Fixed Placeholder collision volume (it was too small).
* Ally selections with selection shapes are now hidden when the UI is hidden (F5)
* Increased air repair pad death clone size to match the living unit.
Fixes
* Fixed Banisher animation using the opposite barrel and being able to restore its turret when stunned.
* Fixed the case where if the 2 best players on a team were AFK, their units would bounce between them instead of going to the 3rd player.
* Fixed lag/AFK timer being longer than intended (35 -> 30).
* Fixed resigned players’ resources not being shared away if they got any afterwards (due to the above or excess).
* Fixed resigned players receiving metal from mexes if they resigned when having 0 units.
* Fixed factory order queues missing Attack order.
* Fixed the remaining cursors which failed to draw on some hardware (Patrol, Wait and DGun).
* Fixed tacnukes not counting to stats.
* Fixed outdated Scallop description and helptext.
* Fixed a CAI2 load error.
* Fixed Ctrl+C behaviour with commanders from resigned players.
* Removed the ability to give illegal jump commands using command insert.
ZeroK: Zero-K v1.3.6.0
The recent lack of releases has caused this release to be extra large. It is packed with a bunch of minor fixes and decently sized balance changes. The balance changes mostly act on wacky extra stuff (Sea and Jumpjets) instead of the ‘core’ game. This version (or a soon to be released hotfix) is the last version of ZK to run on 91.0.
The image from the newly released map, Incandecence.
Balance
Dagger has its nerf partially reverted because apparently the metagame needed much more time to adjust:
- Cost 90 -> 85
Sniper nerfed in a way which spares mid cost units and makes Hammer look more attractive:
- Reload 15 -> 18
Recluse has a small buff to see if it can regain usefulness:
- Cost 300 -> 280
Moderator has a larger buff because it has always had trouble usefulness. The aim is to see how Jumpbots play with a powerful Moderator:
- Cost 300 -> 240
Firewalker now sprays many small fires over a slightly large area. This causes more intense fire damage at short range and increases its damage against shields. The rediculusness of the change is to see if Firewalker can be useful.
* AoE 256 -> 128
* Projectiles 2 -> 10
* Increased spray angle on projectiles.
* Duration 20 -> 16
* Cost 1200 -> 900
Fixed and slightly buffed gravity guns to compensate for engine changes.
Aircraft non-combat regeneration now activates after a period of not taking any damage (this is consistent with land units). Previously aircraft would have to be landed to regenerate. This is important for Banshee which has Glaive-like quick regen (10 HP/s after 5s); all other aircraft have standard 5 HP/s after 60s regen.
Sea Balance
As we all know, sea balance is quite different to ordinary balance. For this set of changes the aim is to make torpedoes good to use while reducing the scalability of underwater armies poorly due to low range. This is acheived by giving most torpedoes decent damage and a lot less range.
Scallop redesigned as an effective underwater riot:
* Much more able to hit fast things
* AoE 64 -> 100
* Damage 180 -> 360
* Reload 1 -> 2
* Range 430 -> 230
* Sonar Range 300 -> 350
Hunter also redesigned as an effective riot with can outrange Scallops:
* Health 1850 -> 1200
* Damage 96 -> 186
* Impulse significantly reduced.
* Range 340 -> 350
* Reload 1.4 -> 2.2
* Improved tactical AI
Typhoon speed buff (otherwise Hunter beats it):
* Speed 2.5 -> 3.0
Reduced Snake wackiness. Less of a glass cannon and more of a normal unit:
* Health 375 -> 600
* Range 290 -> 210
* Reload 7.5 -> 5.5
Enforcer:
* Cost 900 -> 800
UI
Banisher now has overkill prevention
Replay control improved
- speed buttons show current speed
- there is an optional progress bar
- clicking the progress bar jumps to the selected time
Misc
* Dominatrix dish now has an open-up animation when finished
* Removed “Unploppable air facs” modoption
* Stardust and Razor obey status effect when aiming
* Chicken Queen will no longer land or start flying when disarmed
* Reworked start position shuffle. There are now 3 options: off, shuffle (shuffles among the boxes that currently contain people) and all-shuffle (shuffles among all boxes).
Bugfixes
* Fixed Reef antinuke being able to miss
* Fixed Chicken Queen being prevented from flying even without full EMP
* Fixed Hovercraft Platform build area being shifted to the side
* Fixed Claymore barrels homing back to the drop point when manually dropped in water
* Fixed resigns during pause not causing game-over (making the game stuck because noone can unpause)
* Fixed inflated multi-million Share Bear award values caused by finishing shared terraform
* Fixed resign messages being filtered out by the chat
* Fixed captured constructors being unable to area-mex
* Fixed Ultimatum being able to target terraform
* Fixed Reef texture being mostly black (now has a gray deck)
* Fixed Raven dive not causing a slow-down when performed above deep water
* Fixed Eco Panel resource bars being out-of-bounds when picking commander after game start
* Fixed type map defaults not keeping speed bonuses equal (fixes eg. fast hovers on Geyser)
* Fixed overkill prevention taking armor into account twice
* Fixed units not having an aversion towards targeting disarmed targets when there are non-disarmed targets available
* Fixed Dominatrix idle animation running when under construction
* Fixed some outdated unit pictures
* Fixed Geothermal Powerplant not emitting smoke when damaged
* Fixed some units having a middle wreck level that looked like debris but had full metal value
(Stardust, Razor, Sonar, Fusion, Penetrator, Surfboard, Storage)
* Fixed bug related to destroying a plane while it is taking off
======= Version 1.3.5.1 =======
Version 1.3.5.1 was live for most of May but did not receive a release post at the time. Most of the changes were minor and making pictures is hard. The changelog is included here for completeness
Balance
- Roaches and Ticks are now visible when ejected from a transport mid-air
- Gauss footprint: 2×2 -> 3×3
- Jump cooldown obeys status effects and is preserved through morph
- Submarines taken out of water are targetable by land weapons and receive full damage from them
- Quill now has a nano-arm animation, replacing arbitrary 2s delay before building
=== UI ==
- Added Insert and Delete keybinds for building rotation. They coexist with the previous keybinds, this is to fix the German keyboard problem
- Ravager now skirmed by Slasher Tactical AI
- Added an option for mex circles to show owner colour
- Unit Marker improved: added factories to the mark list and you can now pick which units to mark
- Reorganised the help section of the F10 menu. There’s now a basic ingame wiki here alongside the unit list
- Various improvements to Central Build AI
Misc
* HLT will start re-aim animation after a shot faster (100ms after the beam ends, was 400-900 previously)
* Morph can be queued while jumping
* Morph will no longer finalize mid-jump (waits at 100% until landing)
* Removed OTA cursor set
Bugfixes
* Fixed Ferry Routes not working for captured/transferred units
* Fixed a Jumpjet GUI crash
* Fixed Slasher tactical AI being enabled by default
* Fixed Quake and Tremor causing a disproportionately large amount of dirt particles
* Fixed Commander area shield conversion module not being applied sometimes
* Fixed Wolverine water impact effect
* Fixed cursors from the default set (all from the static set and some from the animated set) not showing with hardware acceleration
* Fixed missile silo range indicator text not following camera rotation
* Fixed multiple game-over exploits
* Fixed dying jumping Recon commanders being teleported around the map
* Fixed multiple issues with Unit Selection Shapes, XRay and Outlines
* Fixed camera sometimes starting horizontally
* Fixed camera zoom speed
* Fixed HLT turning the opposite way at different turn speed when giving an attack order at (90, 180) degrees from current heading
ZeroK: ZK 1v1 Tournament May 30th 2015
3. 2. 1. 0. And we have a takeoff! The end of May closes by, which can only mean we are going to have a go at yet another 1v1 tournament. It will be starting on 30th of May, as always at 10 AM UTC. Registration will close on 29th of May, at 23.59 UTC. However due to unavailability of ![]()

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Anarchid the tourney will be hosted by ![]()

Orfelius.
Tournament format & rules:
– Double elimination
– Random seeding
– First map of each round is predetermined. After the first game, the losing player will suggest two different maps, from which the winner will choose the map for the next game. Maps must originate from 1v1 map pool.
– All winners bracket games will be best of 3 (including finals). All losers bracket games will be best of 1 with the exception of the losers finals (bo3).
– It is possible to substitute for players who don’t show up. If you have signed up, make sure to show up on time. Those who fail to show up will likely be subbed out by 10:30 UTC.
– The players coming first, second and third will receive special unique collectible awards to their player profile, and receive tournament points which will at the year’s end determine the year’s altogether best tournament player.
First maps for each round are as follows:
Round 1
Cooper_Hill_TNM02-V1
Round 2 and losers round 1
Quicksilver
Round 3 and losers round 2
Trojan_Hills_v02
Losers round 3
Hide_and_Seek_v03
Semifinals
wanderlust_V01
Finals
Forgotten_Crossing_v1
Current bracket can be seen here.
Sign up in the comments and good luck to all of the participants!
ZeroK: ZK 2v2 Tournament April 25th 2015
With April comes another tournament. It is scheduled to take place on the 25th of April, at 10:00 (10 AM) UTC. Registration is open up until 1 hour before that time.
Tournament format & rules:
– 2 human players per team
– Double elimination
– Random seeding
– First map of each round is predetermined, the following maps in the winners bracket will be selected by the loser of the previous game from the featured 1v1 map pool.
– All winners bracket games will be best of 3 (including finals). All losers bracket games will be best of 1 with the exception of the losers finals (bo3).
It is possible to substitute for players who don’t show up. If you have signed up, make sure to show up on time. Those who fail to show up will likely be subbed out by 10:30 UTC.
The players coming first, second and third will receive special unique collectible awards to their player profile, and receive tournament points which will at the year’s end determine the year’s altogether best tournament player.
Current bracket can be seen here.
Sign up in the commments!
ZeroK: Zero-K v1.3.4.1
While we had many releases in the last 3 weeks none of them felt large enough to make an image and a set of notes. Easter brings with it a bit of free time so here is a release and some notes on the last few weeks.
Engine
The greatest recent advance has been the permanent adoption of the latest engine version. Nothing is “official” but with week of successful use it does not look like we are going back.
Here is a list of some of the readily visible things that the engine does:
- Desyncs seem to be much rarer and if they do occur the engine devs will care.
- Gunships can crash when they die. Just like planes.
- Pathfinding updates much faster. Earlier units would take a while to notice that a ramp exists and use it in their pathfinding.
- Units don’t get stuck on terrain. In situations where they previously got stuck they now slide off.
- The line of sight view looks a lot nicer.
- Units can be prevented from occasionally firing sideways. It has been applied to Big Bertha, HLT, Grizzly, Penetrator, Annihilator and Starlight.
- Units can be told to ignore the terrain while firing. This is useful when they either have a massive spread or enough deformation to knock down any wall.
- Everything costs exactly how much it says it does. In 91.0 the costs were off by 16/15.
- Units are ‘forgotten’ by enemies much more rapidly when they cloak. In 91.0 a Scythe would be targeted by a Raven or Swift for so long that it looked like the plane was cheating. Now units forget after a few seconds.
- With bombers, queuing anything after an attack ground order does not destroy the attack ground order.
- Heatrays now do their correct distance-reduced damage against shields (previously they always did full damage).
- Transports no longer randomly de-exist their cargo if they die over blocking terrain.
There are many things behind the scenes in the update that make it easier to develop and could lead to more features. For example save games are now possible.
Balance
Not much has been happening in balance recently. The recent tournament went well in terms of unit diversity and the games looked very good. Vehicles were a bit dominant but Veh/Tank/Hover have a history of moving around a very fine balance point.
- Raven change from 10 days ago: Dives is slightly steeper but costs a lot of speed.
- Applied overkill prevention to Slasher.
- Doomsday Machine can now shoot at planes.
- Hacksaw missile turnrate increased slightly.
Defender buff:
- Damage 103.1 -> 104
The recent damage rounding changes resulted in Defender dealing slightly too little damage.
Brawler and Warrior gained 5.5% and 9% extra DPS that was taken from them in the transition between engines.
### Graphics
Now that most people can run the latest engine some possibly problematic features can be re-enabled. Explosion shockwave distortions are now back after a few month of absence. Also:
- Fixed many particle effects (shimmers, plane jets) being invisible for spectators and some players.
- Improved flaming units particle usage.
- Improved Catapult missile effects.
Interface
Here are some recent changes to the interface:
- The minimap has the option to fade on zoomout.
- Camera shake is configurable.
- Metal spots are displayed as white when unclaimed and have the option to show teamcolour.
- Better support for translations (the new engine supports utf8).
- Structure terraform can be activated by holding left mouse button and not moving the cursor for a second while placing a structure (the not moving time is configurable).
- Structures with absolutely no reason to have the Wait command no longer have the Wait command.
Fixes
- Fixed Reef drifting.
- Fixed Geothermal being difficult to target.
- Fixed Tidal Generator hitvolume.
- Fixed set target stipple weirdness.