Zero-K: Zero-K v1.1.12.0

This update includes a slight nerf to the Vehicle factory and some fairly dramatic changes to Jumpbots. Behind the scenes we are working on compatibility with the latest development versions of the engine.

Experimental Freaker change:
* Cost 240 -> 160
* BP 7.5 -> 5
* Health 650 -> 550
* Speed 2.25 -> 2.1
* Armed with a Slowbeam which has about 1/2 the range and 1/4 the DPS of Moderator.

The Placeholder is now buildable from the Jumpbot Factory. It is a support unit designed to suck opposing units into a clump and prevent them from escaping. Once some units are stuck they can be destroyed by the many short range AoE or face-melting weapons at the Jump Factory’s disposal.

Ravager:
* Speed 2.95 -> 2.9
* Projectile Speed 230 -> 215 (Thug is 200 for comparision).

Slasher:
* Cost 140 -> 150
* Damage 45 -> 40

Dominatrix:
* Post-capture reload 8s -> 12s

Gauss Turret and Scrubber projectiles can only damage each unit they pass through once. Other Gauss projectiles will gain this behaviour when we move to the new engine because it is difficult to implement in 91.0.

Air transports have gained the ability to eject their cargo mid flight.

Kodachi projectile is now ballistic instead of a missile. Kodachi and Firewalker projectiles have new effects.

Damage dealt by flying debris has changed. The amount of debris from a Blastwing explosion has been tweaked to compensate.

The stop command no longer cancels Newton firezones. There is a dedicated command for this purpose.

Polish unit descriptions have been added for many units.

SpringFiles: Balanced Annihilation

Version:  7.86 Games Freeware

7.84 -> 7.86
07/12/2013

– Awards are passed to the replay site
– Tidied up modoptions
– Limit Dgun Range now prevents dgunning within enemy startboxes
– Made Armageddon Mode more fun; only the immobile units explode
– NoCloseSpawns doesn’t affect cooped players
– Fixed NoCloseSpawns somtimes preventing ok startpoints
– Added widget to show comblast and Dgun range (default disabled)
– Death messages show in white
– Hid superfluous connection/quit messages in Red Console
– Fixed not being able to toggle specs in AdvPlList
– Hotfix for non-waterweapons trying to shoot underwater in 95.0
– Fixed battlesubs ignoring orders while attacking
– Fixed rez subs often not being hit
– Torpedos won’t fire at floating mines
– Increased build time of Commandos mines slightly
– Nanos default to passive

therock.jpggreen.jpgAuthor / Publisher:  silentwings

SpringFiles: tower

Version:  0.4 Spring Maps Freeware

that the vauban forteress original design i wanted so much :
my second map but made with blender
contain a height map
3 ground types : sand around soft , concret walls very hard , metal platforms nearly indeformable;
some water around ;

to improve / fix :
metal plateform not fited
sea too little for invasion operations
no metal in water
no geovent
no tree
sand too much soft(easy to fix) not checked concret & metal hardness
wall corner got better passability
rear acess too sloopy
nearly all the map is too much staired
low height are inacurately sloped must found what is the problem (bad blender tutorial or bad convert software)
texture to make nice

tower_passability.jpgtower_metal.jpgtower_frontview.jpgtower_rearview.jpgtower_sideview.jpgtower_fromsea.jpgtower_closup.jpgAuthor / Publisher:  depreciator