RTS
There are 604 posts filed in RTS (this is page 53 of 61).
ZeroK: Much Awaited Orbital Sniper Base Cancelled, Licho Outraged
ZeroK: Worth 30,000 words per second: Two new videos
ZeroK: War breaks out, spaceways in chaos! (Planetwars 12)
ZeroK: More casts!
Tensions rise as factions gear up for the looming planetwars, so here’s something to lighten your spirits: five new casts by ![]()

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Shadowfury333!
Amongst other pretty things, these feature rather cunning and exemplary use of blastwings and scrubbers.
HD Zero-K 2013/10/03 – 1v1 (Obs): Steel_Blue(Sh) vs norm0616(Sh) on Battle for Planet XVII
HD Zero-K 2013/10/03 – 1v1 (Obs): Cyberpony(Gs/Cl) vs Googlefrog(J/Air) on Iced Coffee
HD Zero-K 2013/10/03 – 1v1 (Obs): Godde(Hov) vs Saktoth(LV) on Red Comet Game 1
HD Zero-K 2013/10/03 – 1v1 (Obs): Godde(Hov/Gs) vs Saktoth(LV) on Red Comet Game 2
HD Zero-K 2013/10/03 – 1v1 (Obs): Godde(Hov) vs Saktoth(LV/Air) on Red Comet Game 3
ZeroK: The factions condense
ZeroK: PlanetWars round 11 officially concludes (finally)
ZeroK: More casts!
Just so you don’t get very bored, there’s three new casts by ShadowFury33 – including one where Godde tries to kill Kyubey, apparently over a contract gone bad.
HD Zero-K 2013/09/25 – 1v1 (Obs): Godde(Sp) vs Kyubey(Cl) on Calayo 2
HD Zero-K 2013/09/25 – 1v1 (Obs): cortezthekiller(Cl) vs CyberneticPony(J/Gs) Battle for Planet XVII
HD Zero-K 2013/09/25 – 1v1 (Obs): steel_blue(LV/Gs) vs norm0616(Hov) on Finns Revenge
ZeroK: Zero-K v1.1.9.9 – Small updates since v1.1.9.0
We’ve had a few versions since v1.1.9.0. Some of them were to fix bugs and some were just because I can. To help people keep track I’ve compiled a list of change for all those versions. Some of the changes have been in effect for several days and there are even fixes for things that nobody noticed.
We have a nice new endgame stats screen which fits with the rest of the UI. Currently it only displays the old stats but as soon as someone has the time it should be easy enough to slot new stats in.
There are some noticeable balance changes such as AA target priority and some light bomber buffs. The amphibious raiders have been messed with again; Duck regained tracking and Archer lost quite a bit of range. Vamp is a bit slower to make Avengers more important for interception and Nukes are more expensive because Godde sort of suggested it and it sounds like a good idea.
Full changelog here: http://zero-k.info/Wiki/ReleaseNotes2
ZeroK: Zero-K v1.1.9.0
In this version we’ve accumulated more changes than would be expected for 3 weeks work. On the visuals front we have a new Chainsaw model by aiphee and many new wreckages by Kerr. The Improved Newton widget by Wolas has been modified and added. There are some small tweaks to balance as well as more major changes to mechanics.
Balance Tweaks
The raiders for the Tank and Amphibious factories are now slightly more powerful although Duck lost it’s homing. Archer has much better accuracy and reliability. Phoenix and Shadow have been buffed as part of the ongoing bomber rebalance. Krow is 10% cheaper.
Commanders
The Shock Rifle, Disintegrator and Torpedo Launcher have been tweaked. SLAM Rocket has been reworked into a vertical launch weapon.
Scouting
Scouting should be more ‘interesting’ now that we’ve blocked or nerfed some of the most powerful ways to scout. Athena has an increase decloak radius, Fighters have reduced sight range and Newton launched units cannot see the ground because they are too high up. Vulture can see further in an attempt to promote ‘conventional’ scouting.
Disarm
Stiletto and Racketeer now deal their own kind of disable damage called Disarm. It acts exactly like EMP with two exceptions: affected units are able to move and flash yellow. If you’re on the receiving end of a disarm attack you can choose to retreat or push onwards. This is much better for gameplay than a long EMP time Stiletto, if you’re hit by one of those you can just sit back and watch your units die with no chance for interaction.
Detriment
After being deemed detrimental for FFA play, Detriment now moves slower and hits softer. Additionally air transports slow down when transporting very heavy units. A Vindicator transporting a Detriment moves at about 25% speed.
A full changelog is available here: http://zero-k.info/Wiki/ReleaseNotes2