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Kernel Panic is a game about computers. Systems, Hackers and Networks wage war in a matrix of DOOM! The only constraints are time and space; unlike other real time strategy games, no resource economy exists in KP.
All units are free in this game, every factory built will be spamming units at all times. You can build more factories, but only on pre-defined areas (geothermal vents). All that remains is pure strategy and tactics.
KP makes for a frantically fast-paced, action-oriented game, with a very unique graphical style.
Current Version of Kernel Panic is 4.7
- If you run Windows (2000,XP,Vista,7,8,10):
- Here you can get a complete installer:
- Use it to install both Spring and Kernel Panic in one go.
- Then use the shortcuts created in your Start Menu or Desktop.
- If you run Linux:
- Get a Linux static build of the Spring engine from https://springrts.com/wiki/Download
- Get and unzip that file: http://springfiles.com/spring/game-installers/kernel-panic-zip
- Unzip both in the same folder, so that Kernel_Panic_4.7_Launcher_Linux is next to spring executable
- Run Kernel_Panic_4.7_Launcher_Linux
- Alternatively, running spring directly would bring a greenish menu once ingame
- For multiplayer or advanced options, run SpringLobby
- If you run Windows (2000,XP,Vista,7,8,10):
- Experienced Users:
- If you have already the Spring engine (or prefer to install it yourself): Here you can get a zip with the mod file, the maps, and a tiny executable for single player frontend. Unzip into your Spring root folder: http://springfiles.com/spring/game-installers/kernel-panic-zip
- If you are certain you have all the maps and just need a quick link to the mod file itself: http://springfiles.com/spring/games/kernel-panic-mod
Extracted from the
========-------------------------------------------- License: -------- - The content of the /games/Kernel*.sd7 is Public Domain, save: /LuaUI/Widgets/kp_buildbar.lua /LuaRules/Gadgets/autohold.lua /LuaRules/Gadgets/Burrow.lua /LuaRules/Gadgets/game_spawn.lua which are GPL, taken from http://www.caspring.org or http://springrts.com - The maps Marble Madness and Direct Memory Access are Public Domain - The maps Major Madness and Speed Balls 16 Way are status unknown - The maps Central Hub, Corrupted Core, Dual Core, Quad Core are CC BY-SA - The Spring engine is GPL, available from https://springrts.com
Playing Kernel Panic is fairly simple and quickly learned, but can be hard to master and can be very complex. It is recommended that beginners start with play the System faction, as they can be considered the least "gimmicky" of the factions.
One rather effective general strategy for a duel on small maps is to send three to five bits to destroy your enemy's early game units, and, to a lesser degree, for scouting purposes. This is most effective if they started with construction units, as this will likely cripple their plans for an early expansion, and gives you a slight head start. After the initial attack, if your scouting shows that your enemy started with offensive units, build a byte for defense, and place it between your Kernel and the hill. After that, build an assembler and use it to build a socket on one the three closest building locations, which should automatically start producing bits. After this, you should order your assembler to build more sockets on free spots close to it. It is crucial that all sockets' rally points are below them, as bits turning inside a socket will stall production until it is able to exit the factory. It is sometimes wise to repeat the prior process with one or two other assemblers. After this is done, construct about ten bits from your factor, and set your kernel to alternate between building bytes and pointers.
What units you build at your kernel, and what you use them for, is an important factor in winning. As buildings can't be resumed, sending in groups of bits to kill construction units creating buildings can be very effective at stopping expansion attempts. Building too many pointers, will result in them being destroyed by connections, bits and especially worms, due to their stealth. Also, bytes are easily destroyer by and pointers, and exploits. A good general purpose ratio seems to be to queue one byte and one pointer, but this will need adapting as the game develops, and depending on the enemy's play style.
Scouting is important too, as many enemies will leave their factories undefended, and knowing their build, and general unit use can help you in adapting the units you use to better fight them. Note that the Network can instantly spawn packets at any of their ports, or connections with their buffer system, meaning that all their factories should be considered defended. Single bits can be used to scout to find the enemy's current expansion attempts.
When attacking a Byte or Connection with bits, it is important to overwhelm it with large numbers of bits. For bytes, try to exploit a byte's blind spot directly under it, by moving bits into that area. If your byte is under attack, moving it backwards to keep the attacking units in it's shooting arc can help repel the attack. It is not recommended to engage a worm with bits, as it's attack will convert your bits to viruses on the worm's owner's side.
On Marble Madness, there are two main ways paths to victory. The simplest one is to control the hill and use pointers stationed on the hill to destroy the enemy's factories, and kernel. Gaining control of the hilltop will likely not be without resistance, because it requires a decent amount of time for units to reach the top of the hill, meaning most units involved will be spam units from your factories on it, and the fact that it will likely be highly contended. However, if you control it, you have a large advantage over the enemy as you can shell your opponents home base with ease. The other way is around the hill, which can be very effective if you control terrain you can use pointers to great effect. In both strategies, using pointers is the crucial factor. While they are hard to use correctly, they are game-winners as they destroy home bases and enemy units with ease.
- Original concept by Boirunner
- About all the work done by KDR_11k
- Sounds by Noruas
- Maintenance by zwzsg
- Maps by Boirunner, Runecrafter, zwzsg, and TradeMark
- Some Lua interface upgrade based of jK and trepan code
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