ZK-Futurewars-Mod
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A modded Zero-K Experience featuring heavier commanders, cluster bombs, more explosions, and more action!
See attached info log. This happened twice in a row. [infolog_full.txt](https://github.com/Arch-Shaman/ZK-Futurewars-Mod/files/8934531/infolog_full.txt)
Users should have a small text popup somewhere on screen when they're about to go afk along with an audio cue.
Load screen should have the following things: NOTE: This is not final, and there's still missing units that need redoing, so do this only when factories are "mostly finished" -...
set the aim point when the missile is launched. Calculate when that point will need to be changed, change the aim point on the frame, forget about the missile https://discordapp.com/channels/278805140708786177/440166152253997056/782751656257388594
* OD Award is pretty easy in. * Allied Repair might be harder because of buildstep. * Subsidization strategy is probably a hard sell.
Drones seem to be extremely unoptimized, using pairs and other madness. We can rewrite the gadget to make it better.
So they can add more projectiles / damage per projectile.
Shared issue: https://github.com/ZeroK-RTS/Zero-K/issues/4310