Knorke: radical nose2tail grind by horse at 2011 X-games
Zero-K: New Zero-K trailer by Antero
Antero (Sprang) made a great trailer for Zero-K
Check it out here:
http://vimeo.com/31613242
Zero-K: Zero-K updates to Spring Engine 83!
At last, we are switching to the latest engine version which features many improvements (performance, visuals) and fixes (vehicle pathing).
Full changelog is here https://github.com/spring/spring/blob/master/doc/changelog.txt
ATTENTION:
TO UPDATE SMOOTHLY:
* on windows, restart Zero-K lobby 2x and join the game
* if on linux, wait for package update and follow links at http://springrts.com/
Note that this engine is a major update and it will certainly contain new bugs too. We will be addressing those asap.
Enjoy!
Zero-K: Well, that was embarassing.
As many of the players have noticed, round 10 of PlanetWars…did not go quite as anticipated. Besides the persistent difficulty in creating balanced teams, the rule setup also resulted in the Synthetic Front achieving a runaway economic victory.
As such, we’ve ended the round and will be going back to the drawing board for the round 11 design for a while. The SynthFront victory will probably be recorded in the Hall of Fame, but not incorporated into the running story. It’s not yet clear whether the two-faction system can be salvaged, or written off and PlanetWars restored to five factions.
We apologize for the inconvenience, and hope to see you again in the next round!
EvolutionRTS: Evolution RTS v1.9, addition of Shard AI, Google+ hangouts and more!
Hi everyone!
So, it’s been 2 months since I have made a newspost and most of you probably thought that in the meantime, I died. Well, truth is, I haven’t been all that active due to a host of reasons, but suffice it to say, I have been working on getting Shard AI ready for inclusion on Windows and Linux.
v1.9 won’t be adding a lot to the game. I’ve stamped out all the bugs I can find. I am working on some new features but I am not sure when they will be ready. Also, I am experimenting with different gametypes and the best way to properly implement them. One of the gametypes I am currently messing with is a DOW2/Battlefield style of point capture. Those of you who have been around since the dawn of time will remember that a long time ago I tried to implement such a feature to mixed success as a modoption. As I am not advocating the use of nothing but autohosts for hosting games, modoptions are not easy to change for newbies on an autohost, so I’m thinking that when this comes about, I will segment the game into another branch. This branch will rely on the regular version but just have point captures on by default.
I don’t know if any of you have been paying attention to my games with shard:
Shard is an AI made by AF (developer over at Darkstars) and has been around for some time. These games have been about testing various measures and in general, making sure that Shard performs correctly in Evolution RTS. I haven’t even been able to test the linux side of it yet, but I’m getting there. Shard puts up one hell of a fight, and is great for singleplayer games or even multiplayer games. I have been involved in many compstomp games (many of which the comp usually wasn’t the one getting stomped). One other interesting method you can use, is to have an FFA game with as many human and shard players as you like and put in a survival spawner. So not only are you having to fight one another, you are also having to fight the horde!
I do not know when 1.9 will be released. I would say within a week, hopefully.
Now, in another interesting turn of events, I will be hosting a public Google+ Hangout where any of you are welcome to join and ask/talk about anything Evolution RTS related. This can range from technical development questions, or “How do I?”, or “When is …”, etc. All is fair game. In order to see the invite easily, simply follow me on Google+, or you can click on “Add Ben to your circles” on the sidebar. Hopefully, Koshi will be able to be there as well, so he can help with any Lobby/SASI related questions as well as Evolution RTS on Linux and so on. I hope this will be a fun event and I’m looking forward to meeting you guys!
Hangout time will be at:
Saturday, November 5, 2011 at 12:00:00 Noon (Pacific Standard Time) (UTC-7 hours)
Saturday, November 5, 2011 at 19:00:00 (GMT)
I haven’t forgotten about the Tournament. It is still being planned, but I wanted to wait till the lobby system is a bit more newbie friendly.
Zero-K: Zero-K v0.8.13.4 + PlanetWars season 10 launching!
We’ve revamped PlanetWars for season 10. Most notably, there are now only two factions, in order to correct several long-standing issues with previous rounds. The factions are:
* The Empire Reborn, formed by the integration of the True Born into the reforged Empire of Old Earth.
* The Synthetic Front, formed by the Ascended and the Free Machines setting aside their differences to fight a common enemy.
The Unaligned clans have each been assimilated into one of the two new powers.
Other changes are as follows:
Homeworlds
* Only top 20 clans from the previous round may have homeworlds. They can pick a homeworld with 501 IP for free at any time.
* Only homeworlds may be renamed.
* Removed consolidation
Victory conditions
* Economic victory: Value needed increased to 80%
Zero-K v0.8.13.4 has also been out for a day or so, be sure to update. Changes include:
Gameplay (general)
* Fixed some bomber behaviour issues.
* Fixed Scorpion not being radar invisible when cloaked.
* Dominatrix has more speed; turret turns faster.
* Scout boat cheaper.
Modules
* Assault Cannon and Missile Launcher do more damage and have more range.
* Gauss Rifle reloads faster.
* Slasher unpacks 20% faster.
* Slow Beam and High Power Servos a bit cheaper.
GUI
* Player list should work properly now (minimum width, aligns to bottom properly).
Visuals
* A VR grid is drawn around the map.
* “Night” effect: Start at dawn instead of midnight (configurable).
