some people keep asking how to find my modes you can access them via PLAY . MODES . NOT FEATUREDill also post links from here as-well as keep a list of example code and other stuff its WIP but i plan to add allot here.. MODES: [Spoiler]train: soontrain hover ships: soonships can hover.. like hovers can hover simple rts: futurea re-balance of units to fit minimalist direct roles for scissors paper rock battles nothing can see: implementedyou cant see what kind of unit enemy units are everything just looks like a dot everything can fly: implementedall units act like planes rocket: sooneverything is a missile and tracks targets slow cannon: sooneverything's a cannon and projectiles move slowly cost explode: sooncost based aoe on death explode: implementedlarge aoe on weapon impacts implodelarge aoe weapon impacts with ridiculous implosions WIPhttp://zero-k.info/Mods/Detail/53K-OREZreversed unit stats; range, reload, damage WIPhttp://zero-k.info/Mods/Detail/52drunk shootunits shoot huge bursts but they cant aim and fire all over the place http://zero-k.info/Mods/Detail/51close ranged combatunits fire very fast but they cant shoot very far http://zero-k.info/Mods/Detail/50greed light4x mex extractor cost and income http://zero-k.info/Mods/Detail/49chessstart with a super com that cant heal and a free detriment http://zero-k.info/Mods/Detail/46protect the singustart with a free cloaked very strong energy generator that explodes massive http://zero-k.info/Mods/Detail/45greeda complex mod with many changes to: economy [Spoiler]10x income / cost for metal extractors and wind generators.. 100 x cost / income for all other energy pacing [Spoiler]you start with strong +80 M/E income and your commander can build 10X as fast as normal tech progression [Spoiler]tech advance by building an Athena using the commander or a constructor. the Athena can then build a funnelweb. the funnelweb can then build a strider hub http://zero-k.info/Mods/Detail/44be freeany land unit or building apart from economy and factories can move around the map like spiders can http://zero-k.info/Mods/Detail/43infectionmobile units goo close to there own cost http://zero-k.info/Mods/Detail/42to the moonany land unit or building apart from economy and factories can jump around the map http://zero-k.info/Mods/Detail/41invisible wareverything is cloaked http://zero-k.info/Mods/Detail/40flying shipsships can fly like slow planes http://zero-k.info/Mods/Detail/39no reclaimremove reclaim to reduce lag http://zero-k.info/Mods/Detail/38popcornmetal extractors eat nearby dead units and spawn cheap singularity reactors around themselves http://zero-k.info/Mods/Detail/37king buildera complex mod with many changes to: economy [Spoiler]only commander can build economy and grid is free pacing [Spoiler]both your commander and factories build very fast and you have huge innate energy income http://zero-k.info/Mods/Detail/36quad mode8x reload, 1/4 cost and health, 4x -> range, aoe, jump, cloak radius, shield radius. nerf: limpet, tac missile silo. buff: thunderbird, raven, pheonix, superweapons http://zero-k.info/Mods/Detail/35 USEFUL: [Spoiler]links[Spoiler]colors[Spoiler] Pink Lightpink Hotpink Deeppink Palevioletred Mediumvioletred Lavender Thistle Plum Orchid Violet Fuchsia Magenta Mediumorchid Darkorchid Darkviolet Blueviolet Darkmagenta Purple Mediumpurple Mediumslateblue Slateblue Darkslateblue 663399 Indigo Lightsalmon Salmon Darksalmon Lightcoral Indianred Crimson Red Firebrick Darkred Maroon Orange Darkorange Coral Tomato Orangered Gold Yellow Lightyellow Lemonchiffon Lightgoldenrodyellow Papayawhip Moccasin Peachpuff Palegoldenrod Khaki Darkkhaki Goldenrod Darkgoldenrod Greenyellow Chartreuse Lawngreen Lime Limegreen Palegreen Lightgreen Mediumspringgreen Springgreen Mediumseagreen Seagreen Forestgreen Green Darkgreen Yellowgreen Olivedrab Olive Darkolivegreen Mediumaquamarine Darkseagreen Lightseagreen Darkcyan Teal [color=00FFFF]00FFFF[/color Cyan Lightcyan Paleturquoise Aquamarine Turquoise Mediumturquoise Darkturquoise Cadetblue Steelblue Lightsteelblue Lightblue Powderblue Lightskyblue Skyblue Cornflowerblue Deepskyblue Dodgerblue Royalblue Blue Mediumblue Darkblue Navy Midnightblue Cornsilk Blanchedalmond Bisque Navajowhite Wheat Burlywood Tan Rosybrown Sandybrown Peru Chocolate Saddlebrown Sienna Brown White Snow Honeydew Mintcream Azure Aliceblue Ghostwhite Whitesmoke Seashell Beige Oldlace Floralwhite Ivory Antiquewhite Linen Lavenderblush Mistyrose Gainsboro Lightgray Silver Darkgray Dimgray Gray Lightslategray Slategray Darkslategray Black
CODE: [Spoiler]edit unit defs customparams [Spoiler]quote:
for name, example in pairs(UnitDefs) do
if example.customparams and example.customparams.pylonrange then
example.customparams.pylonrange = example.customparams.pylonrange * 0.5
end
end
|
edit weapon defs [Spoiler]quote:
for name, example in pairs(UnitDefs) do
if example.weapondefs then
for _, example2 in pairs(example.weapondefs) do
if example2.flighttime then
example2.flighttime = example2.flighttime * 4
end
end
end
end
|
edit unit defs [Spoiler]quote:
for name, example in pairs(UnitDefs) do
if example.metalcost then
example.metalcost = example.metalcost * 0.25
end
end
|
reverse unit stat uning range map [Spoiler]quote:
local unit_metalcost_ranges = {
["Duck"] = {80, 1900},
["Archer"] = {80, 1900},
["Bulkhead"] = {80, 1900},
["Buoy"] = {80, 1900},
["Scallop"] = {80, 1900},
["Grizzly"] = {80, 1900},
["Angler"] = {80, 1900},
["Limpet"] = {80, 1900},
["Djinn"] = {80, 1900},
["Lobster"] = {80, 1900},
["Dagger"] = {80, 1100},
["Scalpel"] = {80, 1100},
["Halberd"] = {80, 1100},
["Claymore"] = {80, 1100},
["Mace"] = {80, 1100},
["Lance"] = {80, 1100},
["Flail"] = {80, 1100},
["Bolas"] = {80, 1100},
["Glaive"] = {65, 750},
["Scythe"] = {65, 750},
["Ronin"] = {65, 750},
["Reaver"] = {65, 750},
["Knight"] = {65, 750},
["Sling"] = {65, 750},
["Phantom"] = {65, 750},
["Gremlin"] = {65, 750},
["Imp"] = {65, 750},
["Iris"] = {65, 750},
["Flea"] = {25, 1600},
["Hermit"] = {25, 1600},
["Venom"] = {25, 1600},
["Redback"] = {25, 1600},
["Recluse"] = {25, 1600},
["Crab"] = {25, 1600},
["Tarantula"] = {25, 1600},
["Widow"] = {25, 1600},
["Dirtbag"] = {30, 620},
["Bandit"] = {30, 620},
["Rogue"] = {30, 620},
["Thug"] = {30, 620},
["Outlaw"] = {30, 620},
["Felon"] = {30, 620},
["Racketeer"] = {30, 620},
["Vandal"] = {30, 620},
["Snitch"] = {30, 620},
["Aspis"] = {30, 620},
["Puppy"] = {45, 1700},
["Pyro"] = {45, 1700},
["Placeholder"] = {45, 1700},
["Moderator"] = {45, 1700},
["Jack"] = {45, 1700},
["Jugglenaut"] = {45, 1700},
["Firewalker"] = {45, 1700},
["Toad"] = {45, 1700},
["Kodachi"] = {170, 2200},
["Blitz"] = {170, 2200},
["Ogre"] = {170, 2200},
["Minotaur"] = {170, 2200},
["Cyclops"] = {170, 2200},
["Emissary"] = {170, 2200},
["Tremor"] = {170, 2200},
["Ettin"] = {170, 2200},
["Cutter"] = {65, 1200},
["Hunter"] = {65, 1200},
["Seawolf"] = {65, 1200},
["Corsair"] = {65, 1200},
["Mistral"] = {65, 1200},
["Siren"] = {65, 1200},
["Envoy"] = {65, 1200},
["Zephyr"] = {65, 1200},
["Blastwing"] = {45, 4200},
["Gnat"] = {45, 4200},
["Locust"] = {45, 4200},
["Harpy"] = {45, 4200},
["Nimbus"] = {45, 4200},
["Revenant"] = {45, 4200},
["Krow"] = {45, 4200},
["Trident"] = {45, 4200},
["Charon"] = {45, 4200},
["Hercules"] = {45, 4200},
["Ultimatum"] = {2500, 24000},
["Scorpion"] = {2500, 24000},
["Dante"] = {2500, 24000},
["Merlin"] = {2500, 24000},
["Funnelweb"] = {2500, 24000},
["Paladin"] = {2500, 24000},
["Detriment"] = {2500, 24000},
["Shogun"] = {2500, 24000},
["Reef"] = {2500, 24000},
["Scylla"] = {2500, 24000},
["Swift"] = {150, 2000},
["Raptor"] = {150, 2000},
["Raven"] = {150, 2000},
["Magpie"] = {150, 2000},
["Phoenix"] = {150, 2000},
["Thunderbird"] = {150, 2000},
["Likho"] = {150, 2000},
["Odin"] = {150, 2000},
["Sparrow"] = {150, 2000},
["Owl"] = {150, 2000},
["Dart"] = {40, 700},
["Scorcher"] = {40, 700},
["Fencer"] = {40, 700},
["Ripper"] = {40, 700},
["Ravager"] = {40, 700},
["Dominatrix"] = {40, 700},
["Badger"] = {40, 700},
["Impaler"] = {40, 700},
["Crasher"] = {40, 700}
}
for name, ud in pairs(UnitDefs) do
if unit_metalcost_ranges[ud.name] then
local min_metalcost, max_metalcost = unpack(unit_metalcost_ranges[ud.name])
if ud.metalcost then
local distance_metalcost_midpoint = ud.metalcost - min_metalcost
ud.metalcost = max_metalcost - distance_metalcost_midpoint
end
end
end
|
reverse unit stat based on min max range [Spoiler]quote:
for name, ud in pairs(UnitDefs) do
if ud.weapondefs then
for _, wd in pairs(ud.weapondefs) do
local min_range = 1
local max_range = 10000
if wd.range then
local distance_from_midpoint = wd.range - min_range
wd.range = max_range - distance_range_midpoint
end
end
end
end
|
full tweak list [Spoiler]quote:
{
factorycloak = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
factoryshield = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
factoryveh = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
factoryhover = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
factorygunship = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
factoryplane = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
factoryspider = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
factoryjump = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
factorytank = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
factoryamph = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
factoryship = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
striderhub = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
staticmex = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
energywind = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
energysolar = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
energygeo = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
energyfusion = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
energysingu = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
staticstorage = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
energypylon = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
staticcon = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
staticrearm = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretlaser = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretmissile = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretriot = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretemp = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretgauss = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretheavylaser = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretaaclose = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretaalaser = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretaaflak = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretaafar = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretaaheavy = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretimpulse = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turrettorp = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretheavy = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
turretantiheavy = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
staticshield = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
staticradar = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
staticjammer = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
staticheavyradar = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
},
weapons = {
{
},
},
weaponDefs = {
WEAPON = {
customParams = {
},
damage = {
},
},
},
featureDefs = {
DEAD = {
},
HEAP = {
},
},
},
missile silo = {
customParams = {
},
sfxtypes = {
explosiongenerators = {
},
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|
build list [Spoiler]quote:
[factorycloak],
[factoryshield],
[factoryveh],
[factoryhover],
[factorygunship],
[factoryplane],
[factoryspider],
[factoryjump],
[factorytank],
[factoryamph],
[factoryship],
[striderhub],
[staticmex],
[energywind],
[energysolar],
[energygeo],
[energyfusion],
[energysingu],
[staticstorage],
[energypylon],
[staticcon],
[staticrearm],
[turretlaser],
[turretmissile],
[turretriot],
[turretemp],
[turretgauss],
[turretheavylaser],
[turretaaclose],
[turretaalaser],
[turretaaflak],
[turretaafar],
[turretaaheavy],
[turretimpulse],
[turrettorp],
[turretheavy],
[turretantiheavy],
[staticshield],
[staticradar],
[staticjammer],
[staticheavyradar],
[staticmissilesilo],
[staticantinuke],
[staticarty],
[staticheavyarty],
[staticnuke],
[zenith],
[raveparty],
[mahlazer],
[cloakcon],
[cloakraid],
[cloakskirm],
[cloakriot],
[cloakassault],
[cloakarty],
[cloakheavyraid],
[cloakaa],
[cloaksnipe],
[cloakbomb],
[cloakjammer],
[shieldcon],
[shieldraid],
[shieldskirm],
[shieldriot],
[shieldassault],
[shieldarty],
[shieldscout],
[shieldaa],
[shieldfelon],
[shieldbomb],
[shieldshield],
[vehcon],
[vehraid],
[vehsupport],
[vehriot],
[vehassault],
[veharty],
[vehscout],
[vehaa],
[vehheavyarty],
[vehcapture],
[hovercon],
[hoverraid],
[hoverskirm],
[hoverriot],
[hoverassault],
[hoverarty],
[hoverheavyraid],
[hoveraa],
[hoverdepthcharge],
[gunshipcon],
[gunshipraid],
[gunshipskirm],
[gunshipbomb],
[gunshipassault],
[gunshipheavyskirm],
[gunshipemp],
[gunshipaa],
[gunshipkrow],
[gunshiptrans],
[gunshipheavytrans],
[magpie],
[planecon],
[planefighter],
[bomberriot],
[bomberprec],
[planelightscout],
[planeheavyfighter],
[bomberheavy],
[bomberdisarm],
[planescout],
[odin],
[spidercon],
[spiderscout],
[spiderskirm],
[spiderriot],
[spiderassault],
[spideremp],
[spideraa],
[spidercrabe],
[spiderantiheavy],
[jumpcon],
[jumpraid],
[jumpskirm],
[jumpblackhole],
[jumpassault],
[jumparty],
[jumpscout],
[jumpaa],
[jumpsumo],
[jumpbomb],
[tankcon],
[tankheavyraid],
[tankriot],
[tankassault],
[tankarty],
[tankraid],
[tankaa],
[tankheavyassault],
[tankheavyarty],
[amphcon],
[amphraid],
[amphfloater],
[amphriot],
[amphsupport],
[amphlaunch],
[amphimpulse],
[amphaa],
[amphassault],
[amphbomb],
[amphtele],
[shipcon],
[shiptorpraider],
[shipskirm],
[shipriot],
[shipassault],
[shiparty],
[shipscout],
[shipaa],
[subraider],
[athena],
[striderantiheavy],
[striderscorpion],
[striderdante],
[striderarty],
[striderfunnelweb],
[striderbantha],
[striderdetriment],
[shipheavyarty],
[shipcarrier],
[subtacmissile],
|
[Spoiler]
+2 / -0
|