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Author Topic: Zero-K  (Read 3774 times)

Orfelius

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Re: Zero-K
« Reply #15 on: May 03, 2015, 07:54:38 am »

I bet that you just don't have NET. installed or at least not the version that is needed :)
Install this and it should work:
http://www.microsoft.com/en-us/download/details.aspx?id=17113
If not then I would rather see you post your problem on ZK forums since there people there will be of more help than me.
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a1s

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Re: Zero-K
« Reply #16 on: May 03, 2015, 03:34:05 pm »

[Disclaimer: I've played this for 1, maybe 2 hours, and I suck. Like a hoover in vacuum*.]
This game is like a bastard child of Supreme Commander and Starcraft 2 with its own features included. Its glorious!
What part is starCraft II? As you mention below, it's faction-less and tech-tree-less. Also, depending on who you ask (me) streamlining the interface goes against the xarCraft philosophy of game design.
Flat factionless techtree - every single unit and building can be built from the start of the game, if certain factory that can build them is made that is, not limiting strategical options of a player.
You mean no tech tree? At least Total Annihilation (never played SupCom, sadly) had the decency of going commander->factory->builder->special factory-> special builder->special building. Here the commander can just build anything xe likes right off the bat.
P.S. Can you recommend a good N00B campaign? being dropped straight down into skirmishes is hugely disorientating. Well, again, that or I just suck.

(*) yes, I'm fully aware that a hoover in vacuum produces no suction, but I like the turn of phrase.
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Shadowlord

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Re: Zero-K
« Reply #17 on: May 03, 2015, 04:14:48 pm »

"I suck like Spaceball One!"

I've only played zero k once, and it made no sense, but then the only spring game I have ever played much is NOTA. I've never played TA, or SupCom, or SupCom2, or PA either for that matter, although I probably would have played PA if they hadn't released it broken and unfinished, or hadn't charged exorbitantly for the "privilege" of testing it in alpha or beta.
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Orfelius

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Re: Zero-K
« Reply #18 on: May 03, 2015, 04:25:35 pm »

Mhmm yeah you have a point. I have deleted this comparison but I just wanted to express the style of gameplay that it represents.

There is no techtree itself and units are segregated into soft factions restricted into factories that make them (and one special unit that can make some units without factory). So its commander->factory->constructors->and then eventually another factory if you want to diversify and you usually do especially into air or gunships.
Ah yes another thing that the game is kinda lacking is the singleplayer content. There are some singleplayer misions in http://zero-k.info/Missions and among them I would recomend
http://zero-k.info/Missions/Detail/140 tutorial 1
http://zero-k.info/Missions/Detail/156 tutorial 2
Mind you the two tutorials are old and might not work for everybody as it has been reported a several times recently :\
http://zero-k.info/Missions/Detail/100 2v1 where you team up with a bot against another bot
and then do the 1v1 duel vs AI and if you beat it you should be more than ready to online play :) at that I would recommend 1v1s since team players can get a bit toxic at times as in every team based game.

There was a campaign in the making but due to lack of ingame saves and nobody willing to make campaign screen the project was halted. The idea about it was kinda sketchy too. Here are some missions if you want to try them out (some can be really hard):
http://zero-k.info/Missions/Detail/174
http://zero-k.info/Missions/Detail/177
http://zero-k.info/Missions/Detail/194

Hope this helps ^^
« Last Edit: May 03, 2015, 04:50:18 pm by Orfelius »
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sambojin

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Re: Zero-K
« Reply #19 on: May 03, 2015, 10:42:48 pm »

PTW
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se5a

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Re: Zero-K
« Reply #20 on: May 12, 2018, 04:42:34 pm »

So this is on steam now, anyone here still play?
It's been a while, now it's on steam I should maybe pick it up again, might be more players now.
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Frumple

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Re: Zero-K
« Reply #21 on: May 12, 2018, 07:12:31 pm »

I... played a little in the last month or so, checking out the changes since whenever I had last played it (I.e. prior to it having its own thing separate-ish from Spring). Tooled around in the campaign a bit. Still as terrible as I ever was, plus my current comp might just run it worse than my last one, at this point, which would almost be impressive if it didn't say poor things about my current comp's remaining lifespan.

You might indeed see a larger playerbase if it's hit steam. Couldn't tell you from experience, though... even if I were interested in MP at the moment (which I'm not, really) I wouldn't inflict my machine's performance on other humans, heh.
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Mesa

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Re: Zero-K
« Reply #22 on: May 13, 2018, 06:24:34 pm »

For a FLOSS game with last decade graphics, it sure runs like hell on my (admittedly modest + Linux) PC...At least, it takes forever to load and get going. Kinda a pain to start it in general (again, endemic to Linux it seems), too.


For shame, because I really want to like it. Played a few games against AI, but I'm spooked by the prospect of playing against/with other real people because I always expect everyone who (still) plays such games to be absolute gods who'd stomp me with no chance for victory or room for fun...
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se5a

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Re: Zero-K
« Reply #23 on: May 13, 2018, 06:29:04 pm »

loading times are not really indicative of performance.

well I had a few games yesterday, but now chobby is just freezing up on start/update.
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LoSboccacc

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Re: Zero-K
« Reply #24 on: May 13, 2018, 06:36:06 pm »

played a ton back in the day, never saw the campaign. they took an interesting route with the commander upgrades. all the trees changed tho. will have to figure out everything from teching to units basically from scratch. cai seems decent tho.
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Shadowgandor

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Re: Zero-K
« Reply #25 on: May 14, 2018, 03:41:14 am »

I really like this game, although the campaign, which consists of missions teaching you how to use all kinds of aspects of the game, does drag on quite a bit. The gameplay itself is an improved version of Supreme Commander 2, at least that's how I view it. I've never really played Total Annihilation, so I don't know how it compares to that. The reason I call it an improved version of SC2, is that this game doesn't feature the large destructive experimental that part 1 had. Part 2 still had experimentals, but they were less of an "I win" unit and more like Tier IV units.
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LoSboccacc

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Re: Zero-K
« Reply #26 on: May 14, 2018, 04:07:59 am »

total annihilation was SO MUCH BETTER.

zero-k has just too much shit, and gone are interesting inbalances between factions. I'd take a curated set of units that work well with different strategies than the approach to fill all the niches possible with redundant units that have just slightly different mashup. also t1 becoming obsolete is another big slap on the original design.

but eh, even with the OTA mod Spring never felt the same. physics are close, but some restrictions and changes alter the original balance significantly.
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se5a

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Re: Zero-K
« Reply #27 on: May 15, 2018, 07:49:17 pm »

Naw, first off, they're two completely different games, it's not really fair to compare them like that. Second, TA wasn't that well balanced when it came to multiplayer in my opinion. You could petty much just over produce one unit of a few specific types and win that way. Most balance attempts attempted to make more of a rock paper scissors thing. ZK does quite well in this regard.

I've had to compile the launcher to get it to run, some incompatibility with the newer mono versions and one of the libs chobby launcher uses.

Had a few 1v1 games last night which were fun. Lost one won two.
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LoSboccacc

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Re: Zero-K
« Reply #28 on: May 16, 2018, 01:27:26 am »

> rock paper scissors thing

That’s the lazy way to balance and precisely why ta was so unique. There were counters to almost anything, but some were in the form of unit combinations.
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