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Zero-K: Free Open Source RTS Game

Forum Index > General Games
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Beamer
Profile Joined March 2010
United States242 Posts
Last Edited: 2016-02-03 19:50:54
February 13 2012 03:51 GMT
#1
[image loading]

Zero-K Website

Overview

Zero-K is a free, open source RTS game with gameplay similar to Total Annihilation and Supreme Commander. You start out with a commander and use it to construct a base, expand across the map, and defeat your opponent. A game can have thousands units on the map at once, creating massive battles of epic proportion. There are over 100 unique units that can be made at 1 of 12 different factories. One defining characteristic of Zero-K is that it features a flat technology tree, so you can build any unit from an appropriate factory. There are also dozens of other structures that can be made to help defend, attack, scout, collect resources, and more.



The game's development has been quite active, with updates coming fairly frequently. Also, the player base is pretty active. There's always a 4v4 or 8v8 game beig played, as well as some 1v1s and 2v2s. Nothing like Starcraft, but pretty good nonetheless, considering it's open-source and not particularly well-known. It's never too hard to find a game to join and play, anyway.

If you've played Total Annihilation or Supreme Commander before and are looking for a game with a similar feel, this may be your best bet. If you've never played either of these games, you ought to give it a try, since it's really fun to control such huge armies. It is free after all.

Prominent Features
  • Epic Scale - Hundreds or thousands of units on the battlefield
  • 12 Factories - To create over 100 unique units + Show Spoiler [List of Factories] +

    • Cloaky Bot Factory
    • Shield Bot Factory
    • Jumpjet/Specialist Plant
    • Spider Factory
    • Light Vehicle Factory
    • Heavy Tank Factory
    • Hovercraft Platform
    • Amphibious Operations Plant
    • Airplane Plant
    • Gunship Plant
    • Shipyard
    • Strider Hub

  • Realistic Physics - Shots are simulated realtime and can be avoided with micro
  • Terraforming - Build walls, ditches, ramps, and more to gain the advantage
  • Unique Abilities - Jump-jets, gravity turrets, mobile shields, teleporters, air drops, unit morphs, and more
  • Streamlined Economy - Two resources of unlimited supply, output can be scaled up
  • Powerful UI: Queue hundreds of units for production, queue dozens of orders for units, custom formations

+ Show Spoiler [Features Trailer] +


Game Modes

Zero-k features both single-player missions as well as multiplayer games. Are are a wide variety of single-player missions:
  • A sandbox where you can play with the units without fear of being attacked
  • A couple of tutorials on how to play the game
  • 1v1 against an AI opponent
  • 1v2 against 2 AI opponents
  • 2v1, similar to 1v1 except you have an AI ally
  • Chickens, which is a horde mode game type where alien "chicks" spawn frequently and try to kill you
  • Other missions with various victory conditions

Multiplayer games typically range from 1v1 to 8v8. You can also add AI players to balance out a team or if you like comp stomps. Furthermore, you can play the "Chickens" game type cooperatively with others.

Here's a 1v1 game featuring two prominent players in the Zero-K community.

+ Show Spoiler [1v1 Game] +


Getting Started

If you decide you want to play Zero-k, you can download it at the website. After the game is installed, this video should guide you from there. It will explain some of the lobby's functions, how to start a new game, and the very basics of how to play.

+ Show Spoiler [Getting Started] +
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
February 13 2012 06:46 GMT
#2
Always fun to rock back into TA Spring every once in a while. What exactly does this have to offer comparatively?
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
February 13 2012 06:56 GMT
#3
wow will try it out. how in the world do they balance 100 different units?!

thanks!
Beamer
Profile Joined March 2010
United States242 Posts
Last Edited: 2012-02-13 16:57:34
February 13 2012 16:52 GMT
#4
On February 13 2012 15:46 decemberscalm wrote:
Always fun to rock back into TA Spring every once in a while. What exactly does this have to offer comparatively?

Compared to Starcraft, it's very different. Here are a few points off the top of my head:
  • Resources are represented by rates of income vs spending, as opposed to fixed values. So instead of having 520 minerals to spend, you would have an energy income rate of +10 and energy expenditure rate of -8, resulting in a net of +2 energy, so your energy storage bar would slowly fill up.
  • The user interface is a lot more forgiving than in Starcraft. For example,
    - You can queue up hundreds of units for a factory to produce.
    - Resources are only spent on currently-producing entities, not on queued entities.
    - A factory can be set to repeat a certain unit production cycle indefinitely.
    - It's very easy and quick to give construction units dozens, even hundreds of queued orders to carry out.
    - You can zoom out to look over the entire map.
  • No unit cap, and no required structures to allow for more unit production (e.g. pylons).
  • Gameplay not as fast-paced
  • Only one faction, where the differences in gameplay come from the players' starting factory choice (1 of ~11).
  • Flat technology tree
  • Water units
  • Pretty much all units can attack while moving.

If you meant how Zero-K compares to other Spring games, I believe that Zero-K is the most polished game currently available using the Spring engine.

On February 13 2012 15:56 Golgotha wrote:
wow will try it out. how in the world do they balance 100 different units?!

thanks!

I get the feeling that it's easier to have a perceived balanced game with a smaller player base. Fewer players means fewer strategies that get figured out that can abuse a certain unit. When a game has millions of players, imbalance can be found relatively quickly. With a player base of a few hundred or so, it can take a lot longer.
luckywaldo7
Profile Joined February 2012
United States1 Post
February 14 2012 03:24 GMT
#5
On February 13 2012 15:56 Golgotha wrote:
wow will try it out. how in the world do they balance 100 different units?!

Balance certainly didn't happen overnight. It would be more accurate to say, rather than being inspired by TA, Zero-K is actually directly descended from TA through a series of mods and forks, and a move to the spring engine (some TA fans will probably recognize a few unit names that never got changed). So that means a legacy even older than Starcraft with a lot of testing and evolving balance over the years. Of course, it is pretty much just a hobbyist project, so like beamer said it doesn't have the loads of good players that Starcraft has to pick out and abuse all the nuances and details. But the developers play actively with the rest of the playerbase and are very serious about listening to player feedback, and patches can be deployed quickly. So while it can't compare to BW/SC2, compared to many other commercial RTS out there the balance is pretty tight.

If you are interested more in the approach and mentality toward balance, you can check out this: http://zero-k.info/wiki/BalanceGuidelines

Fealthas
Profile Joined May 2011
607 Posts
March 16 2012 00:06 GMT
#6
I decided to finally try this game. It is a bit hard to understand at first. I still don't know what I am supposed to build. But it is very micro lite so it's a nice break from starcraft. Also the multiplayer is very polished and its easy to find a game. The variety of units is nice too.
lpunatic
Profile Joined October 2011
235 Posts
March 16 2012 10:39 GMT
#7
I think it's a decent game, more relaxed than starcraft.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
March 21 2012 23:15 GMT
#8
After spending hours and hours on zero k (mainly big team battles and lanning with my bros) to see what it brings to the table for TA style action, I have mostly good things to say. Really wish the op had TA somewhere so they would know its descended from it.


Like a lot of old rts's, TA was micro hell to play to the best of your ability. Zero K changes this by having units auto micro. I know this sounds terrible from an SC perspective, but believe me, its such a breathe of fresh air for TA. The focus is on strategy and tactics as opposed to apm. You will still need really high apm to play at the best of your ability and keep everything in motion, but its no longer hell like it was in BA (balanced annihilation).

Economy: No longer is there techning up. Instead the units are all spread out to different themed factories like jetpack/specialst bots or heavy vehicles. They feel like individual races as they all play completely different. They have an incredibly small amount of unit niche overlap for such a diverse range of factories. Of course you will be shoe horned into only playing viable factories in small games, but in big team games you've got a lot of options to pull out a lot of different strategies.
Instead of getting moho's to expand your eco, you hook up more power via grid to "overdrive" your metal extractors. Of course this comes secondary to expanding your territory to hold more extractors and claim wreckage.

Because of the new unit system, its not ALWAYS flash's and pee wee's raiding every game. Its wonderful to see some unit diversity. Its hard to not fall in love with the units. The new Zeus looks sick.

The ui is a lot tighter, which was badly needed for ta spring.

The game is plays small 20 minute face games instead of giant epic slug fests so common in BA.

The bad is the constant irk of bugs every now and then. In its current state, you will be the victim of an annoying and sometimes deadly bug eventually. Not too terrible though, easily ignorable.

Mention the unlock system and I'll sad panda at you. While not a fan of unlocks systems, its required due to the free nature of the game so that banning disruptive players will actually hurt them.

Overall, its definently a new beast compared to TA and BA. Have to say I'm enjoying the heck out of it. Shame it has such a small community. No grand advertisement plan like Blizzard can easily do for its games.
Disengaged
Profile Joined July 2010
United States6994 Posts
March 21 2012 23:20 GMT
#9
TOTAL AHNILATION?!! WUTTTT

Gimme gimme gimme gimme
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
March 21 2012 23:47 GMT
#10
I'd be more than happy to introduce someone to the game. Just send me a pm.

TA is probably the best game for lan parties I've come across so far.
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
March 21 2012 23:57 GMT
#11
On February 13 2012 12:51 beamer159 wrote:
There are over 100 unique units that can be made at 1 of 12 different factories.


Oh dear, that doesn't sound like a healthy design at all.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
March 22 2012 00:02 GMT
#12
On March 22 2012 08:57 Talin wrote:
Show nested quote +
On February 13 2012 12:51 beamer159 wrote:
There are over 100 unique units that can be made at 1 of 12 different factories.


Oh dear, that doesn't sound like a healthy design at all.

Mirrors are always balanced.
Moloch
Profile Joined June 2008
Canada222 Posts
March 22 2012 02:36 GMT
#13
On March 22 2012 09:02 decemberscalm wrote:
Show nested quote +
On March 22 2012 08:57 Talin wrote:
On February 13 2012 12:51 beamer159 wrote:
There are over 100 unique units that can be made at 1 of 12 different factories.


Oh dear, that doesn't sound like a healthy design at all.

Mirrors are always balanced.


Mirrors may always be technically balanced, but that doesn't necessarily mean the game is any fun. Rock, Paper, Scissors is balanced because both parties have access to the exact same tools, but most everyone probably agrees it is a game of luck with little to no replay value.

Having a balanced game in terms of winrates shouldn't be their primary goal.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
March 22 2012 02:56 GMT
#14
On March 22 2012 11:36 Moloch wrote:
Show nested quote +
On March 22 2012 09:02 decemberscalm wrote:
On March 22 2012 08:57 Talin wrote:
On February 13 2012 12:51 beamer159 wrote:
There are over 100 unique units that can be made at 1 of 12 different factories.


Oh dear, that doesn't sound like a healthy design at all.

Mirrors are always balanced.


Mirrors may always be technically balanced, but that doesn't necessarily mean the game is any fun. Rock, Paper, Scissors is balanced because both parties have access to the exact same tools, but most everyone probably agrees it is a game of luck with little to no replay value.

Having a balanced game in terms of winrates shouldn't be their primary goal.

Try the game and see for yourself.
Snackysnacks
Profile Joined December 2010
United States411 Posts
March 22 2012 03:37 GMT
#15
The problem i normally have with games with entire big tech trees and more than 30+ units a race with long focus is when you devote to some army comps or odd timings where you mass something and all-in and it beats most of everything unless you were prepared.
Then games to counteract that they make nearly all early game timings impossible to pull off with some constraints then the game is focused entirely on endgame rock/paper/siscors.
Idk, ill give it a go later this week
(╯°□°)╯︵ ┻━┻
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
Last Edited: 2012-03-22 09:15:17
March 22 2012 09:14 GMT
#16
On March 22 2012 09:02 decemberscalm wrote:
Show nested quote +
On March 22 2012 08:57 Talin wrote:
On February 13 2012 12:51 beamer159 wrote:
There are over 100 unique units that can be made at 1 of 12 different factories.


Oh dear, that doesn't sound like a healthy design at all.

Mirrors are always balanced.


That's not really true. Mirrors only means one player will not have an advantage over the other from the get go due to imbalance, but it does not necessarily mean there won't be over-dominant strategies even if they are available to both players (for example, SC2 PvP was not balanced several months ago).

It's not balance that I'm concerned with at all really. It's more the fact that with that many units, you're bound to have redundant units as there is only a limited amount of roles and mechanics that needs to be filled in an RTS game and, asymmetrical factions aside, you can fill all of them with like 20 units. The classic titles that focused on a huge number of units usually did so more for the flavor of it for the sake of adding more content to the game (at that time most RTS games were focused on single player campaigns as well).

Anyways, sorry for hijacking the thread for random game design remarks. I haven't yet gotten around to trying the game, I hope to be able to do so over the weekend.
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
March 22 2012 09:29 GMT
#17
Those who are complaining about design balance right now should be hung for not understanding the awesomeness that is TA
-_-Quails
Profile Joined February 2011
Australia796 Posts
March 22 2012 09:47 GMT
#18
On March 22 2012 11:36 Moloch wrote:
Show nested quote +
On March 22 2012 09:02 decemberscalm wrote:
On March 22 2012 08:57 Talin wrote:
On February 13 2012 12:51 beamer159 wrote:
There are over 100 unique units that can be made at 1 of 12 different factories.


Oh dear, that doesn't sound like a healthy design at all.

Mirrors are always balanced.


Mirrors may always be technically balanced, but that doesn't necessarily mean the game is any fun. Rock, Paper, Scissors is balanced because both parties have access to the exact same tools, but most everyone probably agrees it is a game of luck with little to no replay value.

Players of RPS who know each other tie >80% of the time on average. It's poker not chess.
"I post only when my brain works." - Reaper9
lpunatic
Profile Joined October 2011
235 Posts
March 22 2012 09:51 GMT
#19
Those calling imbalance should give the game a go. Of course it's not perfect, but it's admirably good.

The different facs, as stated, sort of play out like different races, or at least different openings - you generally pick a fac to start and stick with it through to mid-game at least. This actually works well with the relative overlap between unit roles; different facs have units that fill similar roles, but your strategic choices are often to do with the strengths/weaknesses of the whole factory rather than individual units, and the factories are quite well differentiated.

Also, more players can only make the game better!

Chocolate
Profile Blog Joined December 2010
United States2350 Posts
March 22 2012 22:10 GMT
#20
I created a chat lobby for this game. On the chat screen, enter chat/channel/teamliquid at the top to open the channel. Hopefully we can congregate here and operate some IH as well as help those of us that are very new to the game and need help (like me )
Ruscour
Profile Blog Joined April 2011
5233 Posts
March 22 2012 22:13 GMT
#21
How graphically intensive is this? Basically what I'm asking is, is there anyone on Linux who has any experience with playing this with open source drivers?
Beamer
Profile Joined March 2010
United States242 Posts
Last Edited: 2012-04-04 19:48:16
April 04 2012 19:47 GMT
#22
I'm glad to see some interest in this game. It really deserves it. To all the naysayers, I would suggest trying it out before passing judgement. Sure, it's easy to claim imbalance after hearing how many units there are, but you should really try the game out to see if it's actually as bad as you think, especially since it's free. I bet you'll be pleasanty surprised.

On March 23 2012 07:10 Chocolate wrote:
I created a chat lobby for this game. On the chat screen, enter chat/channel/teamliquid at the top to open the channel. Hopefully we can congregate here and operate some IH as well as help those of us that are very new to the game and need help (like me )

I like this idea. I'll be sure to join that chat channel whenever I'm on. Hopefully, it will slowly populate with time. Also, I'm going to try to start streaming myself playing this game to give people an idea of what its gameplay is like. Hope to see you guys in-game!
lauri0
Profile Joined December 2012
Estonia4 Posts
July 07 2013 12:43 GMT
#23
Less than two weeks ago a new version of the game was released with some changes and balance tweaks. As for the community - the game is fairly active for such a tiny playerbase. I myself have played for a bit more than a month and so far it's really fun. In the beginning it seemed quite unbelievable that a game with more than 100 units could even be remotely balanced, but having played it a bit(around 130 battles or so), balance seem quite decent. There's constant discussions on it on the forums and devs seem to listen to the community quite a bit.

I guess the main problem right now for Zero-K is the semi-absence of a 1v1 scene - teamgames are being run all the time but 1v1 lobbies only fill during the peak hours.
FlorisXIV
Profile Joined December 2008
Netherlands15 Posts
July 30 2013 18:28 GMT
#24
As an old time Total Annihilation, Spring and Zero-K veteran i can say this game is pretty awesome.

Maybe one of it's strongest points is its fully customizable interface and a thing called "custom formations". And it's worst must be it's looks and it's currently small player base.

To elaborate: Custom formations is a feature that allows the player to set up formations like the in starcraft much talked about "concave" with the mouse. The player selects a group of units and drags a line with the right mouse button pressed. The selection will then line up on the drawn line.
This might sound very simple and trivial, but once you have grown used to this feature all other RTS games feel like they are missing something. (Including Starcraft :S ) The amount of control you get over groups of units was really an eyeopener for me. I am still wondering why other RTS'es haven't picked up on it yet.
So, purely for this feature I would suggest to check out this game ;-)

(If i am on line there you can ask me to give you a small introduction since there is not much of a single player campaign atm)

Oh, and hi lauri0 didn't expect to see you here ^^
If brute forse doesn't solve your problems you're not using enough!
Beamer
Profile Joined March 2010
United States242 Posts
Last Edited: 2014-01-10 07:46:40
January 10 2014 07:43 GMT
#25
A few things worth mentioning:

The latest update utilizes the newest version of the Spring engine, 96.0. This is pretty exciting because the game has been using version 91.0 for a very long time, and it is nice to see the devs upgrade the game to use the most recent engine release.

Also, this Saturday (Jan 11), the community is holding a 1v1 tournament and many of the top Zero-K players will be participating. The tournament will start at around 1:00 PM EST. If you are interested in watching some high-level play, you can either join the games as a spectator and watch, or you can watch the stream with commentary here. Also, the tournament has no skill requirement to join, so if you are feeling up for a challenge, you can sign up as well. More information can be found in the forum thread.
PoP
Profile Blog Joined October 2002
France15446 Posts
January 10 2014 07:59 GMT
#26
I need to try this out.

I wish indie RTS projects would just try something other than trying to be the new TA though... like, bring something really new and different for once, both in terms of background/universe and gameplay.
Administrator
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
January 10 2014 11:46 GMT
#27
On January 10 2014 16:59 PoP wrote:
I need to try this out.

I wish indie RTS projects would just try something other than trying to be the new TA though... like, bring something really new and different for once, both in terms of background/universe and gameplay.

It is hard for them. Proper RTS games take much more skill and experience and money to do. There is a reason why Starcraft has nothing similar to it (except Warcraft made by same company) and why it is considered best RTS by most people.
ScoutWBF
Profile Joined April 2005
Germany597 Posts
January 10 2014 13:24 GMT
#28
On January 10 2014 20:46 -Archangel- wrote:
Show nested quote +
On January 10 2014 16:59 PoP wrote:
I need to try this out.

I wish indie RTS projects would just try something other than trying to be the new TA though... like, bring something really new and different for once, both in terms of background/universe and gameplay.

It is hard for them. Proper RTS games take much more skill and experience and money to do. There is a reason why Starcraft has nothing similar to it (except Warcraft made by same company) and why it is considered best RTS by most people.


Wish I could advertise an RTS that some guys and I are creating for quite some time now, but because we are so unorganized and we work on it on and off, it's not even near being advertiseable.

It's going to be based on "Machines: Wired for War" and current name is "Open Machines", but it's not really in a playable state at the moment. :/

Gonna take a look at the Zero-K tournament as I haven't seen tournament matches before.
rANDY
Profile Blog Joined November 2005
United Kingdom748 Posts
Last Edited: 2014-01-10 15:24:09
January 10 2014 15:21 GMT
#29
On March 22 2012 08:15 decemberscalm wrote:
Like a lot of old rts's, TA was micro hell to play to the best of your ability. Zero K changes this by having units auto micro. I know this sounds terrible from an SC perspective, but believe me, its such a breathe of fresh air for TA. The focus is on strategy and tactics as opposed to apm. You will still need really high apm to play at the best of your ability and keep everything in motion, but its no longer hell like it was in BA (balanced annihilation).


Have to disagree on this, I feel TA was very macro intensive, with micro playing a much smaller role in the game behind macro and strategy. BA was a lot more micro intensive than TA and didn't have the same scaling feel to it. Haven't tried Zero K so can't comment on that, but the idea of auto micro? Sounds hideous to me, if I want to do something with a unit that the auto micro doesn't think optimal, will it turn it around (e.g. sacrificing a unit to scout something)? I feel if you're a kind of player that prefers not microing, it would be better to turn to a turn based strategy game where there is no need for macro/micro/apm, as removing some of these facets appears to remove from the true meaning and purity of RTS.
TaShadan
Profile Joined February 2010
Germany1965 Posts
Last Edited: 2014-01-10 17:45:13
January 10 2014 17:42 GMT
#30
Iam not a good TA player but yeah original TA is more macro than micro. ESC and especially TA Zero are more micro intense but still focused on macro. TBH i dont like Zero-K too much because there are too many different factories available at start, its a matter of preference though.
Total Annihilation Zero
Beamer
Profile Joined March 2010
United States242 Posts
Last Edited: 2014-01-10 18:40:19
January 10 2014 18:05 GMT
#31
On January 11 2014 00:21 rANDY wrote:
if I want to do something with a unit that the auto micro doesn't think optimal, will it turn it around (e.g. sacrificing a unit to scout something)?


The Smart Unit AI only applies when you give a unit a "Fight" order (similar to an Attack-Move order in Starcraft). Therefore, giving a unit a Move order, Attack order, or Hold Position order should behave exactly how you want. Also, you can disable the Smart Unit AI by clicking a button on the UI.

On January 11 2014 00:21 rANDY wrote:
I feel if you're a kind of player that prefers not microing, it would be better to turn to a turn based strategy game where there is no need for macro/micro/apm, as removing some of these facets appears to remove from the true meaning and purity of RTS.


I don't agree. RTS games generally share common traits, such as fast-paced or intense gameplay, quick thinking, 15-60 minute games, good multiplayer experience, large number of units, etc. People play RTS games looking for these qualities, and games can have these qualities even if they focus on different mechanics. It is also healthy for the RTS genre to have games with a varied array of playstyles, such as games that focus on micro over macro (Warcraft 3) or macro over micro (Supreme Commander). The fact that Zero-K tries to take some of the micro burden off of the player should not discredit is a valid and enjoyable RTS game.
Dessard
Profile Joined January 2014
4 Posts
January 10 2014 23:01 GMT
#32
I'm just a ZK fan come to plug the game, so I am certainly biased, but:

There seem to be a lot of misconceptions about the reduction of micro. The goal of the developers, which they have done fairly well at, is to remove the more 'busywork' micromanagement - think forming defensive formations or making larva injects - and putting the focus on 'meaningful' micromanagement, of controlling units across the map, managing production/economy, and actual tactics in battle.

Since maps tend to be bigger, relative to move speeds, in ZK than in Starcraft, and income is directly tied to territorial control (you build resource buildings on "metal spots" spread across the map - the main investment is protecting them, not building them up), there tends to be a lot more action spread everywhere at the same time. Raids will be going on across the entire front, and armies tend to be posturing close to each other and skirmishing more than in SC when one or more teams can sit in base and succeed. While features like the fight-command automicro and better buildqueues do exist, they don't reduce what is going on, only allow more scope for the player's attention. I used to be quite good at 1v1, in the top 30, and while the micro was less intense than in Starcraft most of the time, there was certainly no lack of things to do. The better interface made it easier to do things, but in 1v1 at least that just allows a higher scope for the play to take place in.
TaShadan
Profile Joined February 2010
Germany1965 Posts
January 10 2014 23:15 GMT
#33
Raids will be going on across the entire front, and armies tend to be posturing close to each other and skirmishing more than in SC when one or more teams can sit in base and succeed.


Sounds like you only play sc2. In scbw in most cases you cant just sit in your base.
Total Annihilation Zero
gostunv
Profile Blog Joined October 2010
Japan1178 Posts
January 11 2014 00:04 GMT
#34
is the game too similar to TA and SC that this cant be released on steam as a f2p?
teamblackeye.com ///// http://www.youtube.com/user/gostunv ///// https://twitter.com/forgenjuro
lauri0
Profile Joined December 2012
Estonia4 Posts
January 11 2014 00:27 GMT
#35
is the game too similar to TA and SC that this cant be released on steam as a f2p?

That isn't really a problem. It's more of a community size problem - there just aren't enough people who know about the game, so chances are it wouldn't get through Greenlight.

For anybody who is interested, don't forget to come and spectate the tournament. Like mentioned by Beamer, it is scheduled on January 11 6PM GMT. You can spectate either ingame by downloading the game lobby from the zero-k website or by tuning into one of the streams. Chances are there will be a caster(there may be more than one), probably Shadowfury 333. His twitch is http://www.twitch.tv/shadowfury333/

Meanwhile, for those who want to familiarise themselves with the game before tuning in to the tournament, here are some nice casted replays (both casted by Shadowfury 333, who has a lot of casted ZK replays on his youtube channel):

Spiderbots vs Cloakybots on a hilly map, players are Saktoth and Godde:
link

Light Vehicles vs Hovercraft on a very flat map, players are again Saktoth and Godde:
link
Dessard
Profile Joined January 2014
4 Posts
January 11 2014 00:28 GMT
#36
On January 11 2014 09:04 gostunv wrote:
is the game too similar to TA and SC that this cant be released on steam as a f2p?

It isn't that similar to either, the main similarity to TA is the flow economy and a few unit-names; I am not really sure how Steam does it, but ZK and the engine it runs on are open-source/GPL; that would probably interfere with any contract with Steam.

And yeah, played BW once or twice with friends but never much.
Chocolate
Profile Blog Joined December 2010
United States2350 Posts
January 11 2014 01:07 GMT
#37
If anyone has a good guide or resource for getting started in this game, that would be helpful. You may notice that I posted quite a while ago in this thread, but I am still very much a noob. I'm still trying to hammer out playing spider (very fun btw, lots of crowd control, hill walking, missiles are cool). If anyone wants to help out a noob, I'd be grateful.
Dessard
Profile Joined January 2014
4 Posts
Last Edited: 2014-01-11 02:24:34
January 11 2014 02:21 GMT
#38
Well, there are actually a shocking lack of general guides for new players - lots covering individual aspects, but nothing comprehensive. However, here are some of those which are good:
Emblis' blog isn't updated anymore, but has articles that are mostly still relevant and are very good in both tips and theory.
Gameplay Guide tries to be an overall 1v1 guide - isn't totally complete but is pretty useful.
Strategy Treatise is good for trying to make strategies and understand the game, but has little specific advice.

As spiders specifically, I would emphasize how weak you are to agression, especially fast raids, until you have both enough Venoms (fast stunning AoE unit) to split off to stop them, and the firepower to kill whatever they stun, without compromising yourself against other attacks. You need to use Fleas to keep great map vision and keep your opponent on the back foot until this happens, and don't expand naked - put at least a laser tower in the main raiding paths whenever possible.

Once you have a good deathball up, then it gets easier, but you need to be sure to use very good positioning and skirmishing or the more tanky factories will still be able to smash you in a straight fight. Remember that your units are both expensive and fragile. Really, spiders aren't viable as a primary factory in 1v1 except on the most hilly, choky maps - though in teams, or as a backup 1v1 factory, they can be quite good.
Beamer
Profile Joined March 2010
United States242 Posts
Last Edited: 2014-01-11 03:29:56
January 11 2014 03:29 GMT
#39
On January 11 2014 09:28 Dessard wrote:
I am not really sure how Steam does it, but ZK and the engine it runs on are open-source/GPL; that would probably interfere with any contract with Steam.


I don't think that is a problem since Evolution RTS is on Steam Greenlight and it uses the Spring engine.

On January 11 2014 10:07 Chocolate wrote:
If anyone has a good guide or resource for getting started in this game, that would be helpful. You may notice that I posted quite a while ago in this thread, but I am still very much a noob. I'm still trying to hammer out playing spider (very fun btw, lots of crowd control, hill walking, missiles are cool). If anyone wants to help out a noob, I'd be grateful.


Like Dessard said, the spider factory can be a tricky starting factory, especially for someone new to the game. It is generally recommended that new players learn the Cloaky Bots factory first, although Shield Bots are also a great starting factory, as well as Light Vehicles for flat maps. Any of those 3 are standard 1v1 starting factories.
gostunv
Profile Blog Joined October 2010
Japan1178 Posts
Last Edited: 2014-01-11 07:35:33
January 11 2014 07:35 GMT
#40
If thats the cast i think there should be an effort to put it up on Steam through greenlight.

If its free and its modeled after TA it should have enough backing to get it through.

Would help bring a lot of players into camp. More people means more trolls however....
teamblackeye.com ///// http://www.youtube.com/user/gostunv ///// https://twitter.com/forgenjuro
Beamer
Profile Joined March 2010
United States242 Posts
January 11 2014 18:19 GMT
#41
The 1v1 tournament has started. You can watch the stream here.
ScoutWBF
Profile Joined April 2005
Germany597 Posts
January 11 2014 22:32 GMT
#42
Liked what I saw. Will watch tournaments again in the future.
Dessard
Profile Joined January 2014
4 Posts
February 22 2014 18:11 GMT
#43
There's another tournament which is just starting right now, this time in 2v2: Forum Thread

Shadowfury333 is casting.
rANDY
Profile Blog Joined November 2005
United Kingdom748 Posts
March 15 2014 21:01 GMT
#44
March's tournament is being cast now. It's 1v1

stream http://en.twitch.tv/shadowfury333
brackets http://challonge.com/15_04_2014_zk_1v1
Beamer
Profile Joined March 2010
United States242 Posts
April 17 2014 07:27 GMT
#45
Zero-K is on Greenlight! If you have played this game and enjoy it, vote for it by going to this page and clicking Yes.

Also, in a couple of days, Zero-K will be having its second 2v2 tournament of the year. More info can be found in this thread. Anyone can join. If you wish to do so, just post in the previously-mentioned thread.
Beamer
Profile Joined March 2010
United States242 Posts
May 16 2014 04:12 GMT
#46
Great news! Zero-K has been Greenlit! This is pretty impressive considering it has been on Greenlight for only a month. From here, the game needs to undergo a few more tweaks and improvements before being released onto Steam. From the sound of it, this process may take at least a few weeks.
TaShadan
Profile Joined February 2010
Germany1965 Posts
May 16 2014 07:56 GMT
#47
Congratulations.
Total Annihilation Zero
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
May 20 2014 20:12 GMT
#48
Pretty excited to hear Zero-K on steam.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Fealthas
Profile Joined May 2011
607 Posts
Last Edited: 2014-05-22 00:13:40
May 22 2014 00:05 GMT
#49
I highly recommend trying out this game.

The thing I like most about this game is that it hasn't been figured out yet - a huge contrast with starcraft. Nobody really knows what is OP and what isn't, or what builds are best.
lauri0
Profile Joined December 2012
Estonia4 Posts
July 26 2014 09:00 GMT
#50
Another Zero-K 1v1 tournament starting, stream is here: http://www.twitch.tv/shadowfury333
rANDY
Profile Blog Joined November 2005
United Kingdom748 Posts
July 26 2014 09:38 GMT
#51
good stuff! brackets are http://challonge.com/zk_july_2014_1v1
lauri0
Profile Joined December 2012
Estonia4 Posts
November 29 2014 09:15 GMT
#52
We've had monthly tournaments throughout 2014 and the November 1v1 tournament is starting right now. Come and say hi

Bracket: http://zk.challonge.com/zk_1v1_november_2014
Stream: http://www.hitbox.tv/Shadowfury333
Yurie
Profile Blog Joined August 2010
11780 Posts
November 29 2014 12:22 GMT
#53
Probably among the fastest RTS games seen to game time. At least that is my experience from watching the 1v1 tournament today. Might just be a rush meta or small maps I guess.
Shadowfury333
Profile Blog Joined March 2008
Canada314 Posts
Last Edited: 2014-11-29 23:16:59
November 29 2014 23:15 GMT
#54
No, the game really is that fast. 15-20 minutes is late game (though in team games this can be stalled a bit more easily to 30 minutes or so). This is because raiders are quite strong overall, defenses are overall fairly weak, and players are basically forced to expand faster than they can realistically defend.

In the early game, raiders are running around trying to find weak spots to exploit, and in the mid-late game, heavier assault units (which are also taking 5-15s to build on average) are able to knock through static defenses easily enough that they can easily destroy their opponent's territory if their opponent's units are out of position.
Darkness called...but I was on the phone, so I missed him. I tried to *69 darkness, but his machine picked up. I yelled "Pick up the phone, Darkness", but he ignored me. Darkness must have been screening his calls.
rANDY
Profile Blog Joined November 2005
United Kingdom748 Posts
April 27 2018 23:05 GMT
#55
After a few years of more development and a whole campaign added, Zero-K is now available on steam and is still free!

Steam: https://store.steampowered.com/app/334920/ZeroK/

Trailer:
TelecoM
Profile Blog Joined January 2010
United States10667 Posts
April 27 2018 23:33 GMT
#56
So how competitive is this compared to BW or SC2? Is there a ladder? How is Micro? I may be trying this out, looks interesting
AKA: TelecoM[WHITE] Protoss fighting
Ryzel
Profile Joined December 2012
United States521 Posts
April 28 2018 12:48 GMT
#57
Here's a review on Steam of the competitive aspect from one of the guys playing in the trailer.

+ Show Spoiler +
When I came to Zero-K a few years back, I thought it was just another TA clone with improved graphics. It turns out that I have a weird taste for RTS graphics and Zero-K's graphics supposedly suck. Either way, this game is about depth if anything. I've played over 5000 matches, yet there are still strategies and tricks to explore.

I'm mostly a fan of competitive play, so this is what this review focuses on.

Comparing ZK to other strategy games, you'll notice that it has a lot less rules. While there is a very basic economy that needs to be carefully maintained for competitive play, there are hardly any "wrong" openings. In the early game it's very important to scout your opponent's opening and react accordingly, as games can be decided very quickly. This phase demands good micro and APM to make the most out of the few units you have.

Mid-game is where the game becomes really strategically demanding. You have to keep watching the enemy to make sure you're not getting countered. Meanwhile battles are happening all over the map, and you need to keep them going. If you're not keeping your enemy busy, he will simply outeco you. Battlefields leave reclaim, and you need to build defenses and constructors to secure it. While other games allow you to build a base and defend it, competitive ZK is all about map control. If you're not holding at least half of the map, you're probably losing. This phase requires you to zoom out and leave units to themselves. Strategic positioning of units and buildings is key.

Over time, players will start fortifying their half of the map into what is effectively an oversized base, and battles will become more expensive to fight. This phase rewards complex strategies and attack plans as most normal assaults will only yield little territory. Not many games get this far without being decided beforehand, but if they do, they're definitely the most interesting for me. At this stage, units and buildings are easily affordable and it's up to the player to choose the best combination. In some games this can go as far as building a unit launcher using the game's physics to catapult units behind enemy lines. Although there's a near infinite ways to win the end-game, there are similarly many ways to lose. Thus this phase requires the most experience and foresight in how each move will play out.

So if you don't mind the APM heavy first five to ten minutes (which is still much less than games like SC2), the mid- and end-game allow you to zoom out and focus on strategic decisions more than in any other game.
Hakuna Matata B*tches
rANDY
Profile Blog Joined November 2005
United Kingdom748 Posts
April 28 2018 16:41 GMT
#58
There is a ladder here https://zero-k.info/Ladders , as a keen ladder player I'm hoping this steam launch brings more competition to the game! Pre-steam launch there would be about 50 players online at a time, now post there are at time of writing 360.

Also periodically they have a "planetwars" event, over a weekend, where players join one of 3 factions and fight for a galaxy (each planet is a map, and games won on it contribute to your faction's progress) See https://zero-k.info/Planetwars , to see the last test Planetwars that was done before Steam launch.
TwiggyWan
Profile Blog Joined December 2013
France328 Posts
April 28 2018 18:05 GMT
#59
On April 28 2018 21:48 Ryzel wrote:
Here's a review on Steam of the competitive aspect from one of the guys playing in the trailer.

+ Show Spoiler +
When I came to Zero-K a few years back, I thought it was just another TA clone with improved graphics. It turns out that I have a weird taste for RTS graphics and Zero-K's graphics supposedly suck. Either way, this game is about depth if anything. I've played over 5000 matches, yet there are still strategies and tricks to explore.

I'm mostly a fan of competitive play, so this is what this review focuses on.

Comparing ZK to other strategy games, you'll notice that it has a lot less rules. While there is a very basic economy that needs to be carefully maintained for competitive play, there are hardly any "wrong" openings. In the early game it's very important to scout your opponent's opening and react accordingly, as games can be decided very quickly. This phase demands good micro and APM to make the most out of the few units you have.

Mid-game is where the game becomes really strategically demanding. You have to keep watching the enemy to make sure you're not getting countered. Meanwhile battles are happening all over the map, and you need to keep them going. If you're not keeping your enemy busy, he will simply outeco you. Battlefields leave reclaim, and you need to build defenses and constructors to secure it. While other games allow you to build a base and defend it, competitive ZK is all about map control. If you're not holding at least half of the map, you're probably losing. This phase requires you to zoom out and leave units to themselves. Strategic positioning of units and buildings is key.

Over time, players will start fortifying their half of the map into what is effectively an oversized base, and battles will become more expensive to fight. This phase rewards complex strategies and attack plans as most normal assaults will only yield little territory. Not many games get this far without being decided beforehand, but if they do, they're definitely the most interesting for me. At this stage, units and buildings are easily affordable and it's up to the player to choose the best combination. In some games this can go as far as building a unit launcher using the game's physics to catapult units behind enemy lines. Although there's a near infinite ways to win the end-game, there are similarly many ways to lose. Thus this phase requires the most experience and foresight in how each move will play out.

So if you don't mind the APM heavy first five to ten minutes (which is still much less than games like SC2), the mid- and end-game allow you to zoom out and focus on strategic decisions more than in any other game.


This description could be applied to Forged Alliance too, couldnt it?
No bad days
TaShadan
Profile Joined February 2010
Germany1965 Posts
April 29 2018 07:45 GMT
#60
I personally do not like the open tech tree.
Total Annihilation Zero
naroonha_iv
Profile Joined February 2019
1 Post
February 23 2019 16:22 GMT
#61
On March 23 2012 07:13 Ruscour wrote:
How graphically intensive is this? Basically what I'm asking is, is there anyone on Linux who has any experience with playing this with open source drivers?


Yes. It works fine on "compatability mode", no problems.
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