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Z Remake 0.2.7 — production lines, and an AI that manoeuvres

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@sha5b sha5b released this 24 Aug 06:44

The Bitmap Brothers' 1996 robot RTS, rebuilt in Godot 4. Twenty missions,
five planets, 49 headless test lanes — green in the editor and inside
the exported binary.

One file, no installer. The Mac build is unsigned, so the first launch
needs right-click → Open.


Production is a LINE, not a queue

Z has no build queue, and it never did. The five-slot FIFO in every
build up to now was invented. Select a factory, pick one unit type,
and it turns that out indefinitely until you pick something else.

  • Each unit is charged as it starts, so a stalled line costs nothing.
  • Switching keeps the build clock and refunds the abandoned unit.
  • Cancel stops the line and it stays stopped.
  • Every producer starts on the first entry of its own list, so a captured
    factory earns its keep immediately.
  • Three things pause a line without dropping it — no money, the
    population cap, and a fort with all four cannon mounts full — so it
    resumes by itself.

Nothing enters a building

The fort garrison is gone. A unit inside a building cannot be seen,
selected or counted. A fort now defends itself with its four tower
guns
: real cannons, on real cells, that fire, can be shot back off the
fort, and free their mount for a replacement when they die.

Tanks can finally attack an HQ

Two bugs, one symptom.

  • Every explosive weapon had no anti-structure damage at all. A heavy
    tank needed 341 seconds to raze a fort that a pyro robot razed in
    14. Now 18 seconds.
  • No crewed vehicle or cannon could fire on a fort, ever. Their range
    gate measured to the fort's middle — about 80 px inside its own wall,
    further than a medium tank's entire reach. It would drive up, track the
    fort with its turret, and never pull the trigger.

Cannons also take attack orders now, so the howitzer — the longest reach
on the map — is no longer the one unit whose fire you cannot direct.

A CPU opponent that manoeuvres

  • A strategic layer: a zone graph with adjacency, depth from its own
    fort, per-sector strength and value, and four stances (turtle,
    consolidate, expand, press).
  • Squads that muster behind the line, advance as a body with laggards
    closing up, and break off when beaten instead of feeding themselves in
    one at a time.
  • Turrets are no longer manoeuvre units. A cannon has speed 0, so
    drafting it into a squad dragged the squad's rally point onto an
    immobile gun and parked the whole army around it on one bridge.
  • Hardware needs a crew. Vehicles and cannons roll out unmanned, so
    the brain keeps infantry in reserve instead of building a car park.
  • Its cadences run on game time, so pausing no longer fires every
    timer at once on unpause.

Pathing, and the things you could see

  • Units path around buildings. Cells next to a wall now cost more, so
    a route prefers open ground instead of grinding along a factory wall —
    a vehicle's hull is exactly as wide as the gap a wall-hugging route
    leaves it.
  • A captured factory no longer inherits the previous owner's rally
    point
    (which, taken from the AI, marched everything you built at your
    own HQ).
  • Unit shadows are rasterised on the pixel grid instead of being
    smooth antialiased ellipses under 16 px sprites.
  • Fixed: the missile cannon and the fort battery were firing in complete
    silence, and medium/heavy tanks fired a missile sprite.

Verify your download

SHA256SUMS.txt is attached. Fedora users can install the RPM directly;
it carries a build stamp, so a rebuild always upgrades in place.

The binaries embed the original art and sound, so they are not MIT —
only the code is.
They are a convenience for people who already own the
game.