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[size=6]Hello and Welcome![/size]
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[size=6]Hello and Welcome![/size]
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I'm presenting you a slight spin-off from classic ZK, called Zero-K Experiments ([b]ZKE[/b] further on).
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I'm presenting you a slight spin-off from classic ZK, called Zero-K Experiments ([b]ZKE[/b] further on).
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First of all I quite like what ZK is right now and greatly admire all the efforts ZK/CA/BA/whatever creators put together to make that game. ZK is indeed an awesome RTS, one of the best in my opinion.
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First of all I quite like what ZK is right now and greatly admire all the efforts ZK/CA/BA/whatever creators put together to make that game. ZK is indeed an awesome RTS, one of the best in my opinion.
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Next I'd like to mention what motivated me to create ZKE. I was reading through [url=zero-k.info/Forum/Thread/21064]this topic[/url] and it became very apparent that few folks would like to see some changes to the way ZK is focused or played right now. So am I.
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Next I'd like to mention what motivated me to create ZKE. I was reading through [url=zero-k.info/Forum/Thread/21064]this topic[/url] and it became very apparent that few folks would like to see some changes to the way ZK is focused or played right now. So am I.
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Although the ultimate goal of ZKE is to allow for rapid in-game test of random ideas [tooltip=random, but sane ideas rather][color=orange][?][/color][/tooltip], my personal preference will be a game focused around mobile units[tooltip=in particular raiders and assaults][color=orange][?][/color][/tooltip] and removal/refocus of annoying stuff [tooltip=drops, BSS, Commanders of 100500-th level, defense creep, etc][color=orange][?][/color][/tooltip].
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Although the ultimate goal of ZKE is to allow for rapid in-game test of random ideas [tooltip=random, but sane ideas rather][color=orange][?][/color][/tooltip], my personal preference will be a game focused around mobile units[tooltip=in particular raiders and assaults][color=orange][?][/color][/tooltip] and removal/refocus of annoying stuff [tooltip=drops, BSS, Commanders of 100500-th level, defense creep, etc][color=orange][?][/color][/tooltip].
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[size=6]Q & A[/size]
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[size=6]Q & A[/size]
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1. Q: Why?
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1. Q: Why?
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1. A: To test what kind of gameplay it would be, if some of the more radical changes were implemented
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1. A: To test what kind of gameplay it would be, if some of the more radical changes were implemented
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2. Q: How do I give it a try?
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2. Q: How do I give it a try?
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2. A: Currently the best way is to create a custom game room:
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2. A: Currently the best way is to create a custom game room:
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[size=2]
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[size=2]
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Press "Open a new battle" in Zero-K Lobby. Enter room name and optionally password
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Press "Open a new battle" in Zero-K Lobby. Enter room name and optionally password
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[img=http://i.snag.gy/KtIv0.jpg][/img]
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[img=http://i.snag.gy/KtIv0.jpg][/img]
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Press "Show advanced options" button
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Press "Show advanced options" button
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[img=http://i.snag.gy/m6oVk.jpg][/img]
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[img=http://i.snag.gy/m6oVk.jpg][/img]
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Enter zke:test in "Game Name" field
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Enter zke:test in "Game Name" field
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[img=http://i.snag.gy/BXuog.jpg][/img]
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[img=http://i.snag.gy/BXuog.jpg][/img]
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[/size]
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[/size]
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\n
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As lobby feels ZKE is a new game, it will create default configuration file for ZKE. To enjoy familiar ZK environment such as widgets, windows arrangement and hotkeys following needs to be done:
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As lobby feels ZKE is a new game, it will create default configuration file for ZKE. To enjoy familiar ZK environment such as widgets, windows arrangement and hotkeys following needs to be done:
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[size=2]
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[size=2]
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<ul>
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<ul>
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<li>Go to your ZK directory[tooltip=It should have LuaUI sub-directory][color=orange][?][/color][/tooltip]</li>
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<li>Go to your ZK directory[tooltip=It should have LuaUI sub-directory][color=orange][?][/color][/tooltip]</li>
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<li>Then to .\LuaUI\Config[b]s[/b]</li>
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<li>Then to .\LuaUI\Config[b]s[/b]</li>
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<li>Copy zk_keys.lua to zke_keys.lua</li>
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<li>Copy zk_keys.lua to zke_keys.lua</li>
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<li>Get back one sub-directory above then go to Config subdir [tooltip=.\LuaUI\Config][color=orange][?][/color][/tooltip]</li>
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<li>Get back one sub-directory above then go to Config subdir [tooltip=.\LuaUI\Config][color=orange][?][/color][/tooltip]</li>
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<li>Copy ZK_data.lua to ZKE_data.lua</li>
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<li>Copy ZK_data.lua to ZKE_data.lua</li>
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<li>Copy ZKE_order.lua to ZKE_order.lua</li>
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<li>Copy ZKE_order.lua to ZKE_order.lua</li>
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</ul>
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</ul>
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You may need to rewrite mentioned ZKE_ files in case you've already run ZKE at least once.
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You may need to rewrite mentioned ZKE_ files in case you've already run ZKE at least once.
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[/size]
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[/size]
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\n
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3. Q: What are the implemented changes so far?
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3. Q: What are the implemented changes so far?
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3. A: Here they are:
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3. A: Here they are:
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[size=2]
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[size=2]
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<ul>
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<ul>
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<li>Some changes to sniper [tooltip=more damage burst, faster projectile, longer reload time, bigger decloak radius][color=orange][?][/color][/tooltip] </li>
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<li>Some changes to sniper [tooltip=more damage burst, faster projectile, longer reload time, bigger decloak radius][color=orange][?][/color][/tooltip] </li>
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<li>Added a modoption to limit maximum level of commander [tooltip=find it under Important tab of options][color=orange][?][/color][/tooltip]</li>
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<li>Added a modoption to limit maximum level of commander [tooltip=find it under Important tab of options][color=orange][?][/color][/tooltip]</li>
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<li>Got rid of offender[tooltip=defender][color=orange][?][/color][/tooltip] for now</li>
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<li>Got rid of offender[tooltip=defender][color=orange][?][/color][/tooltip] for now</li>
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<li>Messed a little bit here and there with Hacksaw[tooltip=changes are not final here][color=orange][?][/color][/tooltip]</li>
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<li>Messed a little bit here and there with Hacksaw[tooltip=changes are not final here][color=orange][?][/color][/tooltip]</li>
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<li>Changed warrior a bit[tooltip=restrored the unit to standard regeneration mode (5 HPs after 1 minute out of combat)][color=orange][?][/color][/tooltip]</li>
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<li>Changed warrior a bit[tooltip=restrored the unit to standard regeneration mode (5 HPs after 1 minute out of combat)][color=orange][?][/color][/tooltip]</li>
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<li>Both internal and storage unit capacity are increased to 1000 Metal/Energy</li>
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<li>Both internal and storage unit capacity are increased to 1000 Metal/Energy</li>
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<li>Small storage sidearms to eco buildings</li>
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<li>Sonar is no more, cloak feels consistently on sea and land</li>
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<li>Undone some of the recent renames [tooltip=Sniper(Spectre), Warrior(Ghoul), Tick(Wisp)][color=orange][?][/color][/tooltip]</li>
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<li>Undone some of the recent renames [tooltip=Sniper(Spectre), Warrior(Ghoul), Tick(Wisp)][color=orange][?][/color][/tooltip]</li>
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</ul>
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</ul>
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All changes could be observed in the github commit log:
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All changes could be observed in the github commit log:
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https://github.com/Zero-K-Experiments/Zero-K-Experiments/commits/master
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https://github.com/Zero-K-Experiments/Zero-K-Experiments/commits/master
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[/size]
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[/size]
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\n
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4. Q: Is it official already?
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4. Q: Is it official already?
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4. A: Yes and No, simultaneously. Although one can run it relatively easy, it has not been played yet. Also no stable version is available [tooltip=zke:stable][color=orange][?][/color][/tooltip]
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4. A: Yes and No, simultaneously. Although one can run it relatively easy, it has not been played yet. Also no stable version is available [tooltip=zke:stable][color=orange][?][/color][/tooltip]
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5. Q: What are the nearest plans?
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5. Q: What are the nearest plans?
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5. A: Generally speaking it's outlined [url=http://zero-k.info/Forum/Thread/21064?postID=152065#152065]here[/url]. A bit longer distance targets are: sea rework, better role separation between air and GS. Also I hope It will be allowed to have two ZKE always-open rooms (1v1 and small teams).
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5. A: Generally speaking it's outlined [url=http://zero-k.info/Forum/Thread/21064?postID=152065#152065]here[/url]. A bit longer distance targets are: sea rework, better role separation between air and GS. Also I hope It will be allowed to have two ZKE always-open rooms (1v1 and small teams).
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6. Q: How do I contribute/help?
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6. Q: How do I contribute/help?
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6. A: Actually I welcome any help. Most wanted form of help would be code contribution, followed by outlining ideas how certain areas of game/gameplay should look like.
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6. A: Actually I welcome any help. Most wanted form of help would be code contribution, followed by outlining ideas how certain areas of game/gameplay should look like.
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7. Q: What are the areas where changes are especially welcome?
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7. Q: What are the areas where changes are especially welcome?
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7. Q: Sea combat and air/GS play
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7. Q: Sea combat and air/GS play
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8. Q: Why ZKE is a mod and not mutator?
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8. Q: Why ZKE is a mod and not mutator?
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8. A: Because mutator felt terribly broken and I wanted to have control over individual commits of ZK
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8. A: Because mutator felt terribly broken and I wanted to have control over individual commits of ZK
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9. Q: What are the main challenges for ZKE to live?
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9. Q: What are the main challenges for ZKE to live?
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9. A: Following:
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9. A: Following:
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[size=2]
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[size=2]
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<ul>
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<ul>
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<li>Lack of interest from the community</li>
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<li>Lack of interest from the community</li>
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<li>Lack of time and motivation from my side</li>
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<li>Lack of time and motivation from my side</li>
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</ul>
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</ul>
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[/size]
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[/size]
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\n
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\n
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[size=6]
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[size=6]
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Feedback is welcome!
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Feedback is welcome!
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[/size]
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[/size]
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