Zero-K is a FREE, multi-platform, open source Real Time Strategy game, which aims to be a dynamic, action-packed, hassle-free experience, full of clever strategies and constantly moving combat. Includes an epic scale, realistic projectile and unit physics, terraforming terrain and hundreds of unique and interesting units.
Thanks to recent work and feedback we now have tentative AI difficulty levels. Aside from AI, we have been working on smarter and newbie friendly defaults for unit AI and, as always, miscellaneous bug fixes.
Renamed the AI difficulty levels for descriptiveness and because 'Very' is unimaginative.
Beginner is very much a sandbox AI for getting the hang of units and controls. It slowly makes a base and after about 8 minutes sends a Flea (or equivalent unit) to wander around the map. Easy and Normal correspond to AIs recently configured by CrazyEddie. Easy is like Beginner but, instead of a Flea, it makes an army out of a few units and sends them to wander around the map. It also has a faster buildup.
Brutal is the old Hard. The new Normal and Hard are effectively Brutal but with a delay on all their construction and less self preservation for their units. Insane is a recent configuration which I was recommended to place as harder than the old Hard. Many thanks to lamer for writing Circuit AI and [GBC]1v0ry_k1ng for configuration, as well as to everyone else who has given feedback.
We have also added a beginner level chicken to match the Circuit AI difficulty levels.
Summary of latest updates, respond to feedback from GDS, sea rebalance.
Summary of latest updates and free steam keys in tournament.
Weapon fire now cast light. Better shader code and more shiny things will follow. The code was ported from BAR [another Spring RTS game in development...
The community has done great work over the last two weeks exploring the new and improved Warrior. This version has a nerf to Warrior which reduces the...
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Highest Rated (3 agree) 10/10
Zero-K is beautiful, not graphically (where it's neat but not spectacular), but in concept. It's big, it's procedural, it's fluid, it's full of options and somehow it all miraculously works. Firstly, the interface. It's insanely powerful, with the ability to quickly draw any formation you want and automation of the most basic micro taken care of by excellent unit AI. Queing orders is quick rather than tedious thanks to many smart shortcuts (The sheer number of which and fragmented documentation…
Nov 1 2012 by DroopyTheDog