http://zero-k.info/mediawiki/api.php?action=feedcontributions&user=Steel+Blue&feedformat=atomZero-K - User contributions [en]2024-03-29T08:33:08ZUser contributionsMediaWiki 1.34.1http://zero-k.info/mediawiki/index.php?title=FAQ&diff=9209FAQ2024-03-14T04:15:10Z<p>Steel Blue: re-organized steam question to be next to the username/password questions</p>
<hr />
<div>'''Frequently Asked Questions'''&mdash;Zero-K<br />
<br />
==I'm new to Zero-K. Where should I start?==<br />
First, you should read the [[Newbie Guide]] and try some practice games against the <abbr title="artificial intelligence">AI</abbr>. You should definitely try the tutorial, play some or all of the campaign, and/or the more detailed tutorial set available in the ''Help'' menu in the game's lobby.<br />
<br />
You can also spectate some online games to see which things are significant.<br />
<br />
==How can I unlock Commander modules?==<br />
Visit the [//www.zero-k.info Zero-K Homepage] and log in with your account. You can easily reach this page from the lobby through the "Welcome" tab. From here, you scroll down until you see "You can unlock technology" and click on this link. The link may not be there for you. That's because you do not have to unlock anything from this page; all modules are currently unlocked for all players.<br />
<br />
You can see [//zero-k.info/My/UnlockList the list of unlocked technologies] if you're logged in. Unlocking technology during single-player campaign does not affect anything on this page.<br />
<br />
==How do I gain rating? ==<br />
You can gain rating if you're winning multiplayer games. You will gain or lose more or less rating based on the skill of your opponent(s).<br />
<br />
{{:Rating and Rank}}<br />
<br />
==How much XP do I need to reach the next level?== <br />
Mouse over the ''<abbr title="experience points">XP</abbr>'' bar on the home page; the XP needed is displayed in the tooltip.<br />
<br />
==How do I un-clump my units to make a decent firing line?==<br />
Read up on [[Unit Management#Micromanagement|micromanaging units]] with ''[[Help for other RTS players#Units and UI|line move]],'' an easy way to make your units form a line whenever you need them to.<br />
<br />
==How do I remove a structure that I built?==<br />
Among the best options are:<br />
#[[Reclaim]] it. You get back some resources at the expense of time.<br />
#[[Self Destruct Command|Destroy]] it. Quick, but the explosion may damage nearby units and buildings.<br />
This works with mobile units, too.<br />
<br />
==My FPS is low after some time have passed in game. What can I do?==<br />
{{See|Performance Optimizations}}<br />
Try to reduce your graphics settings. To do so, go to the ''Settings'' tab in Zero-K lobby and click ''Graphics Settings''. Some work-intensive elements that you could tone down or disable are shadows, anti-aliasing, and water type. There is also the ''Lowest'' preset you can try for maximum performance. Trying higher presets can help you find the performance and graphic level that works best on your system.<br />
<br />
If you're playing on Steam, disable the Steam Overlay, as it negatively affects performance:<br />
* Right-click on Zero-K in your Steam library.<br />
* Select ''Properties'' from the drop-down menu.<br />
* Untick "Enable the Steam Overlay while in-game" in ''General''.<br />
<br />
==I'm on Linux and my game hangs/crashes the second time I launch it==<br />
This may be an issue with certain versions of Mono. You might be able to work around it by deleting one or both files in <code>Zero-K/games</code> directory and letting the game rebuild them.<br />
<br />
If the game is launched through Steam, you can also try setting the ''Steam Linux Runtime'' as compatibility tool for Zero-K.<br />
<br />
==I get ugly bubbles in the minimap/the whole screen flashbangs.==<br />
Do you get bubbles like this?<br />
<br />
[[File:FAQ_bg.jpg]]<br />
<br />
This is a bug somewhere in Lua drawing with ATI/AMD and OpenGL.<br />
<br />
Disable widgets that draw via {{key press|F11}} menu to find the problematic widget.<br />
<br />
This should largely be fixed. If it still happens, [[Reporting Bugs|send a bug report]], please.<br />
<br />
==I have some game ideas. Where can I post them?==<br />
Visit the [//zero-k.info/Forum Zero-K forum] and pose your ideas in the appropriate section. You can also create a new issue on [//github.com/ZeroK-RTS/Zero-K/issues our development site].<br />
<br />
==What do all the in-game abbreviations mean?==<br />
You can look up some abbreviations and acronyms used in the game in [[Abbreviations|our list of abbreviations]]. Some abbreviations unrelated to the game can be looked up on [//en.wiktionary.org/wiki/Appendix:Internet_slang wiktionary]. Another way is to ask other players.<br />
<br />
==How can I support the game? Donations?==<br />
On the one hand, you can [//zero-k.info/Contributions donate some coins] so we can pay the server costs. You can also support Zero-K through one of the [//store.steampowered.com/dlc/334920/ donation packs] available on Steam. On the other hand, you can support us by simply playing the game and spreading the word. Feel free to use our [//presskit.zero-k.info/ advertisement material] on your site. Thanks a lot! :-)<br />
<br />
==How can I change my Username?==<br />
Follow the guide on [[Name Change|name change]].<br />
<br />
==How do I change my password? ==<br />
On your [[User Page|home/account page]], click ''Account maintenance'' and enter your new password.<br />
<br />
==I forgot my password/username. Help me pls!==<br />
If you forgot your password or username, please contact the server administrators. They will reset it to something and communicate it to you.<br />
<br />
==Steam won't log me in anymore!==<br />
<br />
The Steam service and its login servers experience occasional maintenance downtime (usually on Tuesday) that can cause your Zero-K account to fail to connect. First you should [https://steamstat.us check if steam is down in your region]. If Steam services in your region are showing as OK, try the next step.<br />
<br />
In the lobby client, go to "Settings > Lobby > Login with Steam" and make sure this and "Login automatically" are checked on. If you want to set a password and unlink your account from steam, see [[Account Management]].<br />
<br />
==My mouse cursor in game has disappeared==<br />
This can be caused by driver updates. If it happens, this can be fixed by adding a line to a file in your Zero-K folder that will tell the game to draw the mouse cursor with an alternate method. Under the ''LuaMenu/Config folder'', look for the ''IGL_data.lua'' file and open in a text editor. Look for the section called ''game_settings''. <br />
<br />
Adding the line <syntaxhighlight inline>HardwareCursor = 1,</syntaxhighlight> (including the comma) in the middle of this section and saving the file should have your cursor appear the next time you load Zero-K.<br />
<br />
Hardware cursor can also be toggled in the [[Ingame Menu#Mouse Cursor|settings menu]] during a game.<br />
<br />
==My game crashes/has graphical glitches. How do I fix it?==<br />
First, check the [//springrts.com/wiki/FAQ:trouble troubleshooting FAQ] on the Spring engine wiki and see if your issue is covered there. If you can't find a solution to the problem, you can file a bug report on our forum or [//github.com/ZeroK-RTS Github development site].<br />
<br />
==I have a bug report!==<br />
You can post in the [//zero-k.info/Forum?categoryID=3 ''Help and Bugs'' sub-forum] or make an issue report on [//github.com/ZeroK-RTS ZeroK-RTS Github] (more technical). There is also a #support channel on [https://discord.gg/aab63Vt Discord] you can post to.<br />
<br />
Please include diagnostic logs as appropriate. You can automatically upload the log from the game's lobby by pressing the <samp>Help</samp> button, then <samp>Report A Bug</samp>. During this step, a webpage should open with your diagnostic log. Be sure to make note of the address before closing it.<br />
<br />
Otherwise, look for ''infolog.txt'' and ''infolog_full.txt'' in your installation folder. Use [//www.pastebin.com pastebin] to show the contents of your ''infolog'' files and give the resulting link instead of posting the whole thing on the forum or github.<br />
<br />
==My question isn't answered here. Where can I ask my question?==<br />
As above, you can visit the [//zero-k.info/Forum forum] and ask your question in one of the listed sections.<br />
<br />
You can also ask other players to get help.<br />
<br />
<br />
<br />
{{Navbox manual}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Lobster&diff=8868Lobster2023-06-28T03:17:43Z<p>Steel Blue: note about disdable attack command</p>
<hr />
<div>The '''{{PAGENAME}}''' is a launcher bot from the [[Amphbot Factory]].{{ Infobox zkunit<br />
| name = Lobster<br />
| defname = amphlaunch<br />
| description = Amphibious Launcher Bot<br />
| image = http://manual.zero-k.info/unitpics/amphlaunch.png<br />
| icontype = ampharty<br />
| cost = 340<br />
| hitpoints = 960<br />
| movespeed = 54<br />
| turnrate = 356<br />
| sight = 500<br />
| sonar = 500<br />
| transportable = Light<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Unit Launcher<br />
| type = Cannon<br />
| damage = 0<br />
| reloadtime = 12<br />
| range = 620<br />
| aoe = 112<br />
| projectilespeed = 350<br />
| special1 = High trajectory<br />
| special2 = Water capable<br />
}}<br />
| abilities = <br />
{{ Infobox zkability regen<br />
| waterregen = 10<br />
| atdepth = 40<br />
}}<br />
}}==Description==<br />
Lacking armaments of its own, the Lobster's response to threats is to throw other units at the problem. Though originally intended for rapid coastline deployment, the Lobster has a variety of uses and can even offensively throw enemies units.<br />
<br />
== Tactics and Strategy ==<br />
While at first seeming as an afterthought unit, the Lobster is an ace in [[Amphbot Factory]]'s arsenal, allowing it a much-needed mobility boost and opening strategies for both sea and land warfare. You'll find that using Lobsters greatly improves performance from other units of this factory, while not requiring a lot of investment, as even one is usually sufficient.<br />
<br />
The Lobster launches units to great heights, allowing for both fast terrain traversal and access to otherwise unreachable terrain, while not causing any fall damage. It also ignores the unit's mass, launching anything from [[Flea]] to [[Detriment]] (and being the fastest of transport methods for the latter). <br />
<br />
While using the Lobster, always mind its "grab", represented by thin green lines, as any unit in its reach will be launched alongside the desired ones.<br />
<br />
Some of the possible strategies include:<br />
* Landing your troops on cliffs and from unexpected angles on island maps.<br />
* Launching your [[Limpet]]s, giving you an arc-artillery previously missing and a potent disabling method.<br />
* Using Lobsters in stealth to launch enemy into traps.<br />
* Making a chain of Lobsters, launching one with the other, effectively allowing you to get your army across the map in moments. <br />
* Tossing a lobster into enemy lines and tossing enemies out of position into your riots.<br />
<br />
== Special Mechanics ==<br />
<br />
Lobster has a special state toggle called [[Unit_states#Allow_Attack_Commands|Allow Attack Commands]] that can perminantly disable any forcefire command to cancel. It can be toggled in game and set to either [[Unit_states#Default_States|Default State]]<br />
<br />
{{Navbox units}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=FAQ&diff=8814FAQ2023-04-30T14:04:43Z<p>Steel Blue: Added an exclamation mark to the questions list</p>
<hr />
<div>'''Frequently Asked Questions'''&mdash;Zero-K<br />
<br />
==I'm new to Zero-K. Where should I start?==<br />
First, you should read the [[Newbie Guide]] and try some practice games against the <abbr title="artificial intelligence">AI</abbr>. You should definitely try the tutorial, play some or all of the campaign, and/or the more detailed tutorial set available in the ''Help'' menu in the game's lobby.<br />
<br />
You can also spectate some online games to see which things are significant.<br />
<br />
==How can I unlock Commander modules?==<br />
Visit the [//www.zero-k.info Zero-K Homepage] and log in with your account. You can easily reach this page from the lobby through the "Welcome" tab. From here, you scroll down until you see "You can unlock technology" and click on this link. The link may not be there for you. That's because you do not have to unlock anything from this page; all modules are currently unlocked for all players.<br />
<br />
You can see [//zero-k.info/My/UnlockList the list of unlocked technologies] if you're logged in. Unlocking technology during single-player campaign does not affect anything on this page.<br />
<br />
==How do I gain rating? ==<br />
You can gain rating if you're winning multiplayer games. You will gain or lose more or less rating based on the skill of your opponent(s).<br />
<br />
{{:Rating and Rank}}<br />
<br />
==How much XP do I need to reach the next level?== <br />
Mouse over the ''<abbr title="experience points">XP</abbr>'' bar on the home page; the XP needed is displayed in the tooltip.<br />
<br />
==My FPS is low after some time have passed in game. What can I do?==<br />
{{See|Performance Optimizations}}<br />
Try to reduce your graphics settings. To do so, go to the ''Settings'' tab in Zero-K lobby and click ''Graphics Settings''. Some work-intensive elements that you could tone down or disable are shadows, anti-aliasing, and water type. There is also the ''Lowest'' preset you can try for maximum performance. Trying higher presets can help you find the performance and graphic level that works best on your system.<br />
<br />
If you're playing on Steam, disable the Steam Overlay, as it negatively affects performance:<br />
* Right-click on Zero-K in your Steam library.<br />
* Select ''Properties'' from the drop-down menu.<br />
* Untick "Enable the Steam Overlay while in-game" in ''General''.<br />
<br />
==I'm on Linux and my game hangs/crashes the second time I launch it==<br />
This may be an issue with certain versions of Mono. You might be able to work around it by deleting one or both files in <code>Zero-K/games</code> directory and letting the game rebuild them.<br />
<br />
If the game is launched through Steam, you can also try setting the ''Steam Linux Runtime'' as compatibility tool for Zero-K.<br />
<br />
==I get ugly bubbles in the minimap/the whole screen flashbangs.==<br />
Do you get bubbles like this?<br />
<br />
[[File:FAQ_bg.jpg]]<br />
<br />
This is a bug somewhere in Lua drawing with ATI/AMD and OpenGL.<br />
<br />
Disable widgets that draw via {{key press|F11}} menu to find the problematic widget.<br />
<br />
This should largely be fixed. If it still happens, [[Reporting Bugs|send a bug report]], please.<br />
<br />
==I have some game ideas. Where can I post them?==<br />
Visit the [//zero-k.info/Forum Zero-K forum] and pose your ideas in the appropriate section. You can also create a new issue on [//github.com/ZeroK-RTS/Zero-K/issues our development site].<br />
<br />
==What do all the in-game abbreviations mean?==<br />
You can look up some abbreviations and acronyms used in the game in [[Abbreviations|our list of abbreviations]]. Some abbreviations unrelated to the game can be looked up on [//en.wiktionary.org/wiki/Appendix:Internet_slang wiktionary]. Another way is to ask other players.<br />
<br />
==How can I support the game? Donations?==<br />
On the one hand, you can [//zero-k.info/Contributions donate some coins] so we can pay the server costs. You can also support Zero-K through one of the [//store.steampowered.com/dlc/334920/ donation packs] available on Steam. On the other hand, you can support us by simply playing the game and spreading the word. Feel free to use our [//presskit.zero-k.info/ advertisement material] on your site. Thanks a lot! :-)<br />
<br />
==How can I change my Username?==<br />
Follow the guide on [[Name Change|name change]].<br />
<br />
==How do I change my password? ==<br />
On your [[User Page|home/account page]], click ''Account maintenance'' and enter your new password.<br />
<br />
==I forgot my password/username. Help me pls!==<br />
If you forgot your password or username, please contact the server administrators. They will reset it to something and communicate it to you.<br />
<br />
==My mouse cursor in game has disappeared==<br />
This can be caused by driver updates. If it happens, this can be fixed by adding a line to a file in your Zero-K folder that will tell the game to draw the mouse cursor with an alternate method. Under the ''LuaMenu/Config folder'', look for the ''IGL_data.lua'' file and open in a text editor. Look for the section called ''game_settings''. <br />
<br />
Adding the line <syntaxhighlight inline>HardwareCursor = 1,</syntaxhighlight> (including the comma) in the middle of this section and saving the file should have your cursor appear the next time you load Zero-K.<br />
<br />
Hardware cursor can also be toggled in the [[Ingame Menu#Mouse Cursor|settings menu]] during a game.<br />
<br />
==My game crashes/has graphical glitches. How do I fix it?==<br />
First, check the [//springrts.com/wiki/FAQ:trouble troubleshooting FAQ] on the Spring engine wiki and see if your issue is covered there. If you can't find a solution to the problem, you can file a bug report on our forum or [//github.com/ZeroK-RTS Github development site].<br />
<br />
==I have a bug report!==<br />
You can post in the [//zero-k.info/Forum?categoryID=3 ''Help and Bugs'' sub-forum] or make an issue report on [//github.com/ZeroK-RTS ZeroK-RTS Github] (more technical). <br />
<br />
Please include diagnostic logs as appropriate. You can automatically upload the log from the game's lobby by pressing the <samp>Help</samp> button, then <samp>Report A Bug</samp>.<br />
<br />
Otherwise, look for ''infolog.txt'' and ''infolog_full.txt'' in your installation folder. Use [//www.pastebin.com pastebin] to show the contents of your ''infolog'' files and give the resulting link instead of posting the whole thing on the forum or github.<br />
<br />
==Steam won't log me in anymore!==<br />
<br />
In the lobby client, go to "Settings > Lobby > Login with Steam" and make sure this and "Login automatically" are checked off. If you want to set a password and unlink your account from steam, see [[Account Management]].<br />
<br />
==My question isn't answered here. Where can I ask my question?==<br />
As above, you can visit the [//zero-k.info/Forum forum] and ask your question in one of the listed sections.<br />
<br />
You can also ask other players to get help.<br />
<br />
<br />
<br />
{{Navbox manual}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Resources_Reserve&diff=8804Resources Reserve2023-04-13T16:58:39Z<p>Steel Blue: page deletion, part of guide merge</p>
<hr />
<div>#REDIRECT [[Economy_Guide#Reserving_resources]]</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Template:Navbox_commands&diff=8803Template:Navbox commands2023-04-13T16:55:08Z<p>Steel Blue: </p>
<hr />
<div>{{Navbox<br />
| name = Navbox commands<br />
| title = [[Unit_commands|Commands]]<br />
| state = {{{state|}}}<br />
| listclass = hlist<br />
<br />
| group1 = Targeted<br />
| list1 = *[[File:Move.png|16px|link=]] [[Move Command|Move]]<br />
*[[File:Fight.png|16px|link=]] [[Attack Move Command|Attack Move]]<br />
*[[File:Jump.png|16px|link=]] [[Jump Command|Jump]]<br />
*[[File:Attack.png|16px|link=]] [[Force Fire Command|Force Fire]]<br />
*[[File:Settarget.png|16px|link=]] [[Set Target Command|Set Target]]<br />
*[[File:Cmd_dgun.png|16px|link=]] [[Fire Special Weapon Command|Fire Special Weapon]]<br />
*[[File:Areaattack.png|16px|link=]] [[Area Attack Command|Area Attack]]<br />
*[[File:Guard.png|16px|link=]] [[Guard Command|Guard]]<br />
*[[File:Patrol.png|16px|link=]] [[Patrol Command|Patrol]]<br />
<br />
| group2 = Economic<br />
| list2 = *[[File:Repair.png|16px|link=]] [[Repair Command|Repair]]<br />
*[[File:Reclaim.png|16px|link=]] [[Reclaim Command|Reclaim]]<br />
*[[File:Resurrect.png|16px|link=]] [[Resurrect Command|Resurrect]]<br />
*[[File:Mex.png|16px|link=]] [[Area Mex Command|Area Mex]]<br />
* [[Buildings#Building_placement_and_construction|Building placement]]<br />
*[[File:Factory.png|16px|link=]] [[Factory Production]]<br />
<br />
| group3 = Instant<br />
| list3 = *[[File:Cancel.png|16px|link=]] [[Stop Command|Stop]]<br />
*[[File:Wait.png|16px|link=]] [[Wait Command|Wait]]<br />
*[[File:Detonate.png|16px|link=]] [[Detonate Command|Detonate]]<br />
*[[File:Wait_death.png|16px|link=]] [[Self Destruct Command|Self Destruct]]<br />
*[[File:Canceltarget.png|16px|link=]] [[Set Target Command|Cancel Target]]<br />
*[[File:Rearm.png|16px|link=]] [[Resupply Command|Resupply]]<br />
*[[File:Recall_drones_new.png|16px|link=]] [[Recall Drones Command|Recall Drones]]<br />
*[[File:Stopbuild.png|16px|link=]] [[Clear Production Queue]]<br />
*[[File:Nuke.png|16x10px|link=]] [[Stockpile Command|Stockpile]]<br />
<br />
| group4 = Transport<br />
| list4 = *[[File:Load.png|16px|link=]] [[Load Command|Load]]<br />
*[[File:Unload.png|16px|link=]] [[Unload Command|Unload]]<br />
*[[File:Action.png|16px|link=]] [[Eject Cargo Command|Eject Cargo]]<br />
*[[File:Embark.png|16px|link=]] [[Embark Command|Embark]]<br />
*[[File:Disembark.png|16px|link=]] [[Disembark Command|Disembark]]<br />
<br />
| group5 = Unusual<br />
| list5 = *[[File:Capture.png|16px|link=]] [[Newton Firezones|Newton firezone commands]]<br />
* [[Morph Command|Morph]]<br />
*[[File:Upgrade.png|16px|link=]] [[Commander|Upgrade Commander]]<br />
*[[File:Cancelupgrade.png|16px|link=]] [[Commander|Stop Commander Upgrade]]<br />
*[[File:Cmd_bomb.png|16px|link=]] [[Unique Commands#Drop Bombs|Drop Bombs]]<br />
*[[File:Cmd_bomb.png|16px|link=]] [[Unique Commands#Unleash Lightning|Unleash Lightning]]<br />
*[[File:Cmd_drop_beacon.png|16px|link=]] [[Unique Commands#Teleport Beacon|Teleport Beacon]]<br />
<br />
*[[File:Cmd_sprint.png|16px|link=]] [[Unique Commands#Speed Boost|Speed Boost]]<br />
*[[File:Cmd_drop_beacon.png|16px|link=]] [[Evacuate Command|Evacuate]]<br />
<br />
| group6 = Global<br />
| list6 = *[[File:Ferry.png|16px|link=]] [[Ferry Command|Ferry]]<br />
*[[File:Retreat.png|16px|link=]] [[Retreat|Retreat]]<br />
*[[File:Storage.png|16px|link=]] [[Economy_Guide#Reserving_resources|Reserve]]<br />
<br />
| group7 = Historical<br />
| list7 = *[[File:Cmd_dgun.png|16px|link=]] [[Historical Commands#Drop Depthcharge|Drop Depthcharge]]<br />
<br />
<br />
| below = [[Unit states]]<br />
<br />
}}<br />
<br />
<includeonly><br />
[[Category:Manual]]<br />
[[Category: Commands]]<br />
</includeonly></div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Unit_states&diff=8802Unit states2023-04-13T16:52:42Z<p>Steel Blue: /* Build Priority */ Part of guide combining</p>
<hr />
<div>{{TOC right}}<br />
Most units and buildings have ''behavior states'' that can be set by the player to modify unit behavior on the fly. The state settings are set per unit to allow different behavior of the same unit types.<br />
<br />
Some unit states are hidden by default. You can display them under [[Ingame Menu#Commands|Settings/Interface/Commands]].<br />
<br />
[[File:Factory commands.png]]<br />
<br />
The right side of the menu displays the settings of the selected units. This display is used to edit the settings. Clicking on a state toggles it. Most states with more than two settings can be toggled backwards with right click.<br />
<br />
There is a subtlety in the use of this display: When multiple units in the selection have the same settings different states the display only shows one of the states. A displayed state does not guarantee all units in the selection have that state. Clicking on a state guarantees that every selected unit has the setting displayed after clicking.<br />
<br />
== Factory States ==<br />
Factories have many states that usually make no sense for an unarmed structure. Units produced by a factory inherit most of the factory's states if the units have no other default.<br />
<br />
== Default States ==<br />
Units can be set to adopt a particular state upon creation from the menu (under Settings/Unit Behaviour/Default). For instance, an artillery unit could be set to Hold Position by default.<br />
<br />
== State List ==<br />
Following is a list that explains each state and its settings.<br />
<br />
=== Fire State ===<br />
Firestate controls a unit's automatic targeting behaviour. This state is available for all armed units and structures. Player given commands and guard retaliation overrides firestate. As in a unit set to Hold Fire will still fire if it is given a direct order to attack. Units do not lose their current target when firestate changes.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_atwill.png" height="24" width="24"/> '''Fire at Will''' — Fire at any/all enemies within range.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_return.png" height="24" width="24"/> '''Return fire''' — Fire back at enemies that hurt the unit.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_hold.png" height="24" width="24"/> '''Hold Fire''' — Will not fire unless ordered to.<br />
<br />
=== Move State ===<br />
Movestate controls how freely a unit can move in pursuit of its target. All mobile units have movestate.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_roam.png" height="24" width="24"/> '''Roam''' — The unit will move to attack nearby targets and chase them if they run away. Constructors will only assist ally construction if set to Roam.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_engage.png" height="24" width="24"/> '''Maneuver''' — This behaves similarly to Roam, but with a shorter "leash".<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_hold.png" height="24" width="24"/> '''Hold Position''' — Unit will not automatically chase enemies or use unit AI. Units will chase with an attack command and use unit AI if they have an Attack Move command.<br />
<br />
=== Repeat ===<br />
Repeat causes a unit's order queue to loop. Upon completing an order the order is added to the end of the queue. This is particularly useful for factories because a production queue can be repeated.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png" height="24" width="24"/> '''Repeat On'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_off.png" height="24" width="24"/> '''Repeat Off'''<br />
<br />
=== Overkill Prevention ===<br />
Some units have ''overkill prevention'' (OKP), such that if only one unit needs to fire to kill the target, other units will try to find a different target instead. This reduces wasted shots, useful for long-reload units such as [[Scalpel]]s.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/overkill_on.png" height="24" width="24"/> '''Overkill Prevention On'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/overkill_off.png" height="24" width="24"/> '''Overkill Prevention Off'''<br />
<br />
=== Retreat ===<br />
<br />
Sets the retreat level. See [[Retreat]].<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_90.png" height="24" width="24"/> '''Max Retreat''' — Unit retreats to the closest retreat position when health drops below 99%.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_60.png" height="24" width="24"/> '''2/3 Retreat''' — Unit retreats to the closest retreat position when health drops below 65%.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_30.png" height="24" width="24"/> '''1/3 Retreat''' — Unit retreats to the closest retreat position when health drops below 30%.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_off.png" height="24" width="24"/> '''No Retreat''' — Unit does not auto-retreat.<br />
<br />
=== Selection Rank ===<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_0.png" height="24" width="24"/><br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_1.png" height="24" width="24"/><br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_2.png" height="24" width="24"/><br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_3.png" height="24" width="24"/><br />
<br />
See [[Selection#Selection_Rank|Selection Rank]]<br />
<br />
=== Build Priority ===<br />
<br />
Priority lets you control resource spending more accurately when spending exceeds income. See [[Economy_Guide#Priority |Economy Guide Priority]]<br />
<br />
See also [[Economy_Guide#Reserving_resources|Resources Reserve]]<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high.png" height="24" width="24"/> '''High Priority''' — Constructors are always funded.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med.png" height="24" width="24"/> '''Normal Priority''' — This is the default. Constructors with this set have their priority overridden by the nanoframe they are constructing.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low.png" height="24" width="24"/> '''Low Priority''' — Constructors use any resources left over to construct.<br />
<br />
==== Misc Priority ====<br />
Misc. priority is used for the unit's personal, non-construction resource consumption, i.e. from abilities like [[commander]] upgrades or [[Trinity]] stockpiling.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high_other.png" height="24" width="24"/> '''High Priority'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med_other.png" height="24" width="24"/> '''Normal Priority'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low_other.png" height="24" width="24"/> '''Low Priority'''<br />
<br />
=== Factory Assist ===<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_on.png" height="24" width="24"/> '''Auto-assist Factory''' — Constructor do not follow the factory rally point. Instead they assist the factory that created them.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_off.png" height="24" width="24"/> '''Default Behaviour''' — Constructor will continue to rally point when exiting factory.<br />
<br />
=== Cloak ===<br />
<br />
Toggles unit cloak. See [[Cloak]]<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_on.png" height="24" width="24"/> '''Enable Cloak'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_off.png" height="24" width="24"/> '''Disable Cloak'''<br />
<br />
=== Unit AI ===<br />
<br />
Toggles smart AI for the unit. See [[Unit AI]]<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png" height="24" width="24"/> '''Unit AI ON''' — Turn ON the game's default unit AI for this unit (skirm, skirmish, and/or Anti-Air AI).<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_off.png" height="24" width="24"/> '''Unit AI OFF''' — Turn OFF the game's default unit AI for this unit.<br />
<br />
=== On/Off ===<br />
On/Off controls various miscellaneous unit states. It is used to toggle activation on radar, sonar and cloakers. It also toggles the armour ability of the [[Solar Collector]], [[Lucifer]] and [[Desolator]]. <br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/on.png" height="24" width="24"/> '''On'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/off.png" height="24" width="24"/> ''' Off'''<br />
<br />
=== Idle State ===<br />
<br />
Aircraft can be told to fly in a holding pattern or land when idle.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_on.png" height="24" width="24"/> '''Free Flying''' — Unit continues flying when idle.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_off.png" height="24" width="24"/> '''Land on Idle''' — Unit lands when idle.<br />
<br />
=== Float State ===<br />
<br />
Some amphibious units can float to the surface of the ocean to fire their weapons. They are immobile when floating<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_float.png" height="24" width="24"/> '''Always Float''' — Unit automatically floats when idle.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_attack.png" height="24" width="24"/> '''Float to Fire''' — Unit automatically floats if an enemy is in range and sinks otherwise. Units with long reload time sink between shots.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_sink.png" height="24" width="24"/> '''Always Sink''' — Unit does not float.<br />
<br />
=== Trajectory ===<br />
<br />
Certain long range artillery units can be toggled between high and low trajectory firing.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_high.png" height="24" width="24"/> '''High Trajectory''' — Shoot with a high arcing shot. This is useful for shooting over terrain that blocks direct line of sight, though it does moderately reduce accuracy.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_low.png" height="24" width="24"/> '''Low Trajectory''' — Unit fire directly toward the enemy. This can be useful because directly fired projectiles are more accurate and spend less time in flight.<br />
<br />
=== Fire at Radar ===<br />
Some units with long-range precision weapons, like the Phantom and Lance, can be ordered not to fire on radar dots (i.e. targets inside radar range but outside visual range). These units will still fire on buildings outside line of sight if the target position is known precisely (indicated by the "ghost" building).<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_on.png" height="24" width="24"/> '''Fire at Radar Dots'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_off.png" height="24" width="24"/> '''Don't Fire at Radar Dots'''<br />
<br />
=== Dive State ===<br />
<br />
[[Raven]] by default dive bombs to attack units under area shields, and moving targets. It can also dive bomb normally or constantly fly at a lower altitude.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_shield.png" height="24" width="24"/> '''Dive Bomb Shield or Mobile'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_attack.png" height="24" width="24"/> '''Dive Bomb Mobile'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_always.png" height="24" width="24"/> '''Always Fly Low''' — This causes it to fly at a lowered altitude all the time. It is weak to ground units in this state.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_off.png" height="24" width="24"/> '''Always Fly High''' — Will not use dive bomb. This can make it difficult to hit moving or shielded targets.<br />
<br />
=== Area Cloak ===<br />
<br />
Toggles an area cloaker. Area cloak is also disabled if the unit's On/Off state is set to Off. See [[Cloak]]<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_on.png" height="24" width="24"/> '''Activate Cloaking Field''' — Cloak all allied units within cloaking field radius.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_off.png" height="24" width="24"/> '''Disengage Cloaking Field''' — Do not emit cloaking field.<br />
<br />
=== Gunship Strafe ===<br />
Most gunships can circle-strafe their target when attacking.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_on.png" height="24" width="24"/> '''Strafe''' — Dodge ground projectiles by circling over the targeted enemy.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_off.png" height="24" width="24"/> '''No Strafe''' — Deactivate strafing for gunships. Use this to keep out of range of static AA.<br />
<br />
=== Kill Captured ===<br />
<br />
[[Dominatrix]] can be set to automatically destroy units that it captures.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_on.png" height="24" width="24"/> '''Auto-Self Destruct''' — Immediately self-destruct the captured units.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_off.png" height="24" width="24"/> '''No Self Destruct''' — Maintain normal control over captured units, no self-destruct.<br />
<br />
=== Drone Construction ===<br />
Units capable of drone production can switch it on or off.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/drones_on.png" height="24" width="24"/> '''Production of drones is ongoing'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/drones_off.png" height="24" width="24"/> '''Production of drones is stopped'''<br />
<br />
=== Impulse Mode ===<br />
[[Newton]] and [[Jugglenaut]] can be set to push or pull units with their gravity guns.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/push_alt.png" height="24" width="24"/> '''Push'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/pull_alt.png" height="24" width="24"/> '''Pull'''<br />
<br />
=== Ward Fire ===<br />
Shoot at the shields of Thugs, Felons and Convicts when nothing else is in range.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/ward_on.png" height="24" width="24"/> '''Ward Fire Enabled'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/ward_off.png" height="24" width="24"/> '''Ward Fire Disabled'''<br />
<br />
=== Allow Attack Commands ===<br />
State for [[Lobster]] to ignore attack commands and only respond to [[Fire_Special_Weapon_Command |'D' commands]].<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/disableattack_off.png" height="24" width="24"/> '''Disable Attack Off'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/disableattack_on.png" height="24" width="24"/> '''Disable Attack On'''<br />
<br />
=== Fire Towards Enemies ===<br />
Shoots towards enemies when there are no other targets.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/shoot_towards_off.png" height="24" width="24"/> '''Disabled'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/shoot_towards_on.png" height="24" width="24"/> '''Enabled'''<br />
<br />
=== Avoid Bad Targets ===<br />
Added in the [https://zero-k.info/Forum/Post/236870#236870 Anti-Bait update] , this state prevents a unit from automatically firing a long reload weapon at unit classes identified by metal cost.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_off_alternate.png" height="24" width="24"/> '''Disabled'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_1.png" height="24" width="24"/> '''Free''' — Avoid light drones ([[Firefly]] and [[Gull]]), [[Wind/Tidal Generator|Wind]], [[Solar Collector|Solar]], [[Claw]], [[Dirtbag]], nanoframes up to 50 metal and armoured targets (except [[Crab]]).<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_2.png" height="24" width="24"/> '''Light''' — As above, as well as units costing less than 90, [[Razor]], [[Sparrow]] and unidentified radar dots.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_3.png" height="24" width="24"/> '''Medium''' — As above, as well as units costing less than 240, except [[Stardust]], with the addition of [[Raptor]].<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_4.png" height="24" width="24"/> '''Heavy''' — As above, as well as units costing less than 420.<br />
<br />
=== Puppy Replication ===<br />
Set whether Puppies use nearby wrecks to make more Puppies.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_on.png" height="24" width="24"/> '''On Except When Cloaked'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_cloak.png" height="24" width="24"/> '''Always On'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_off.png" height="24" width="24"/> '''Off'''<br />
<br />
<br />
{{Navbox manual}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Unit_commands&diff=8801Unit commands2023-04-13T16:51:46Z<p>Steel Blue: Part of guide combining</p>
<hr />
<div>Commands are the orders or directions that players issue to their units throughout a game of Zero-K. Most of the actions and decisions that players make throughout a game are implemented via issuing various types of commands. This page lists and categorizes all the commands with links for details on specific commands.<br />
<br />
== Command Types ==<br />
There are three main types of command: targeted commands, instant commands and state toggles. <br />
* '''Targeted commands''' are issued with a target. Targets can include units and map features (rocks, trees, wrecks) as well as positions, areas and lines drawn that you draw on the map when the command is issued. Targeting lines, areas or multiple units or features is commonly achieved by clicking an dragging.<br />
* '''Instant commands''' activate unit abilities that require no target.<br />
* '''State toggles''' are standing orders that modify behaviour or toggle certain abilities.<br />
<br />
== Giving Commands ==<br />
Instant commands and state toggles can be issued by clicking their button in the command panel or pressing their hotkey. Right clicking a state toggle cycles the toggle backwards or reset it to a deactivated state, depending on the command. Hotkeys to set a state toggle to a particular state can be bound in the hotkeys menu.<br />
<br />
Targeted commands can be issued with either the left or right mouse buttons.<br />
* Click the '''right mouse button''' to issue a context sensitive command. The command that will be issued is indicated by the mouse cursor and depends on both your unit selection and the target of the command. Common examples are [[Force Fire Command|force fire]] when the target is an enemy unit and [[Move Command|move]] when the the target is empty ground.<br />
* Click the '''left mouse button''' to issue a command selected. To select a command click on its button in the command panel or press its hotkey. The selected command is indicated by the mouse cursor and a highlighted command button. Issue the command (without holding Shift) or right click to deselect the command.<br />
<br />
Targeted commands can be modified in many ways.<br />
* '''Click and drag''' to draw a circle or a line. Most commands support either line or circle drawing and some support both depending on other modifers.<br />
* Many commands are modified by holding '''Alt''' or '''Ctrl''' while clicking to issue the command.<br />
* Some commands change depending on whether they are targeted on a unit or the ground.<br />
<br />
== Queuing and Inserting Commands ==<br />
Units maintain a list of commands, known as their command queue, that are executed in order as each command is completed. Most targeted and instant commands can be added to the end of the queue or inserted or inserted into the queue. State toggles cannot be added to the queue and always take effect instantly.<br />
* Hold '''SHIFT''' while issuing a targeted or instant command to add it to the end of the command queue.<br />
* Hold '''SPACE''' while issuing a targeted command to add it to the start of the command queue, pushing the current command to the second spot in the queue.<br />
* Hold '''SHIFT+SPACE''' while issuing a targeted command to insert it at the point in the command queue that would result in the least extra travel time.<br />
<br />
A targeted command that is issued without holding Shift or Space cancels the entire command queue, replacing it with the newly issued command. An instant command that is issued without holding Shift or Space immediately executes the command without affecting the rest of the queue. Nobody knows what happens if an instant command is issued with Space held.<br />
<br />
== Factory Production Commands ==<br />
Factories can make use of unit commands to make produced units take specific actions when leaving the factory. For example, units can be set to move to a point or patrol as soon as they are produced.<br />
<br />
Unit commands given to factories can also be queued and modified, as above.<br />
<br />
== Most Common Commands and Modifiers ==<br />
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands. Some commands also change their behaviour when targeted on a unit or the ground. See each command's page for details.<br />
<br />
{|<br />
!style="width: 10%"|Command<br />
!style="width: 10%"|Click+drag behaviour<br />
!style="width: 20%"|Drag behaviour<br />
!style="width: 20%"|+CTRL<br />
!style="width: 20%"|+ALT<br />
!style="width: 20%"|+CTRL+ALT<br />
|-<br />
|[[Move_Command|Move]](M)<br/><img src="http://zero-k.info/mediawiki/images/d/de/Move.png" width="32" height="32"/><br />
|Move units to a point.<br />
|Move units into a line.<br />
|Move, maintaining current formation.<br />
|When dragging, move along a line.<br />
|When dragging, move along a line in formation.<br />
|-<br />
|[[Attack_Move_Command|Attack move]](A)<br/><img src="http://zero-k.info/mediawiki/images/f/f8/Fight.png" width="32" height="32"/><br />
|Move to a point, using unit AI while moving.<br />
|Same as move, using AI.<br />
|Same as move, using AI.<br />
|Same as move, using AI.<br />
|Same as move, using AI.<br />
|-<br />
|[[Patrol_Command|Patrol]](P)<br/><img src="http://zero-k.info/mediawiki/images/f/fd/Patrol.png" width="32" height="32"/><br />
|Move back and forth between current position and a point, using unit AI while moving.<br />
|Same as move, using AI. <br />
|Same as move, using AI.<br />
|Same as move, using AI.<br />
|Same as move, using AI.<br />
|-<br />
|[[Force_Fire_Command|Force Fire]](F)<br/><img src="http://zero-k.info/mediawiki/images/0/00/Attack.png" width="32" height="32"/><br />
|Fire at a point<br />
|Fire at all targets in an area, in a queue.<br />
|When dragging, fire at all targets in an area, splitting fire.<br />
|When dragging, fire along a line.<br />
|<br />
|-<br />
|[[Set_Target_Command|Set Target]](T)<br/><img src="http://zero-k.info/mediawiki/images/5/58/Settarget.png" width="32" height="32"/><br />
|Target a unit or point, without moving. Fire at target if in range. Fire normally if out of range.<br />
|Target the nearest enemy in the circle.<br />
|Target all enemies in the circle, splitting targets.<br />
|Target the ground along a line, firing if in range.<br />
|<br />
|-<br />
|[[Guard_Command|Guard]](G)<br/><img src="http://zero-k.info/mediawiki/images/7/74/Guard.png" width="32" height="32"/><br />
|Protect, repair, and assist a unit.<br />
|On unit: guard in circle formation.<br />
On ground: guard all units in the circle.<br />
|For circle formation: guard in a specific direction.<br />
|For circle formation: guard in a direction relative to unit facing.<br />
|For circle formation: do not match guarding unit speeds/positions.<br />
|-<br />
|[[Repair_Command|Repair]](R)<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png"/><br />
|Repair a live unit; Assist construction.<br />
|Area command. Applies the click command to valid targets in the area, as long as there are any.<br />
|Only repair live units, do not assist construction.<br />
|For area only. Persist the area even when no valid targets inside (continue if any new show up).<br />
|For area only. Persist the area even when no valid targets inside while only repairing live units.<br />
|-<br />
|[[Area_Mex_Command|Area Mex]](W)<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png" width="32" height="32"/><br />
|Build a mex at given spot||Queue mexes across the area.<br />
|Surround each mex in the area with 2 solars. Works on already-built mexes. If a mex is underwater, 2 Tidal Generators are built instead. If on land and flat space is limited, a Wind Generator will be substituted where a Solar does not fit.<br />
|As with +CTRL, except with only one generator per mex, chosen as appropriate.<br />
|As with +CTRL, except with four generators per mex, chosen as appropriate, one on each side.<br />
|<br />
|-<br />
|[[Reclaim_Command|Reclaim]](E)<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png"/><br />
|Reclaim target (unit or feature).<br />
|Reclaim features across the area.<br />
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.<br />
|Area only. Persist the command even when no features are in the area.<br />
|Area only. Persist the command even when no features are in the area while ignoring(or not, depending on setting) metal-less features<br />
|-<br />
|[[Resurrect_Command|Resurrect]]<br/><img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png"/><br />
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.<br />
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).<br />
|Area only. Persist the command even when no resurrectables are in the area. Ignores partially reclaimed wrecks.<br />
|Area only. Persist the command even when no resurrectables are in the area. Resurrects partially reclaimed wrecks.<br />
|-<br />
|}<br />
<br />
== Full List of Commands ==<br />
=== Common targeted commands ===<br />
* [[Move Command|Move]]<br />
* [[Attack Move Command|Attack Move]]<br />
* [[Jump Command|Jump]]<br />
* [[Force Fire Command|Force Fire]]<br />
* [[Set Target Command|Set Target]]<br />
* [[Fire Special Weapon Command|Fire Special Weapon]]<br />
* [[Area Attack Command|Area Attack]]<br />
* [[Guard Command|Guard]]<br />
* [[Patrol Command|Patrol]]<br />
<br />
=== Common economic commands ===<br />
* [[Repair Command|Repair]]<br />
* [[Reclaim Command|Reclaim]]<br />
* [[Resurrect Command|Resurrect]]<br />
* [[Area Mex Command|Area Mex]]<br />
* [[Structure Placement|Structure placement commands]]<br />
* [[Factory Production|Unit construction commands]]<br />
* [[Terraform|Terraforming commands]]<br />
<br />
=== Instant commands ===<br />
* [[Stop Command|Stop]]<br />
* [[Wait Command|Wait]]<br />
* [[Detonate Command|Detonate]]<br />
* [[Self Destruct Command|Self Destruct]]<br />
* [[Cancel Target Command|Cancel Target]]<br />
* [[Return to Airbase Command|Return to Airbase]]<br />
* [[Recall Drones Command|Recall Drones]]<br />
* [[Clear Production Queue Command|Clear Production Queue]]<br />
* [[Stockpile Command|Stockpile]]<br />
<br />
=== Transport commands ===<br />
* [[Load Command|Load]]<br />
* [[Unload Command|Unload]]<br />
* [[Load Command#Load Selected Units|Load Selected Units]]<br />
* [[Eject Cargo Command|Eject Cargo]]<br />
* [[Transport AI#Embark and Disembark|Embark]]<br />
* [[Transport AI#Embark and Disembark|Disembark]]<br />
<br />
=== Unusual commands ===<br />
* [[Newton Firezones|Newton firezone commands]]<br />
* [[Morph Command|Morph]]<br />
* [[Commander|Upgrade Commander]]<br />
* [[Commander|Stop Commander Upgrade]]<br />
* [[Unique Commands#Drop Bombs|Drop Bombs]]<br />
* [[Unique Commands#Unleash Lightning|Unleash Lightning]]<br />
* [[Unique Commands#Teleport Beacon|Teleport Beacon]]<br />
* [[Unique Commands#Drop Depthcharge|Drop Depthcharge]]<br />
* [[Unique Commands#Speed Boost|Speed Boost]]<br />
* [[Evacuate Command|Evacuate]]<br />
<br />
=== Global commands ===<br />
* [[Ferry Command|Ferry]]<br />
* [[Retreat|Retreat]]<br />
* [[Economy_Guide#Reserving_resources|Reserve]]<br />
<br />
=== State commands ===<br />
* [[Unit states#Fire State|Fire State]]<br />
* [[Unit states#Move State|Move State]]<br />
* [[Unit states#Repeat|Repeat]]<br />
* [[Unit states#Overkill Prevention|Overkill Prevention]]<br />
* [[Unit states#Retreat|Retreat]]<br />
* [[Unit states#Build Priority|Build Priority]]<br />
* [[Unit states#Misc Priority|Build Misc]]<br />
* [[Unit states#Factory Assist|Factory Assist]]<br />
* [[Unit states#Cloak|Cloak]]<br />
* [[Unit states#Unit AI|Unit AI]]<br />
* [[Unit states#On/Off|On/Off]]<br />
* [[Unit states#Idle State|Idle State]]<br />
* [[Unit states#Float State|Float State]]<br />
* [[Unit states#Trajectory|Trajectory]]<br />
* [[Unit states#Fire at Radar|Fire at Radar]]<br />
* [[Unit states#Dive State|Dive State]]<br />
* [[Unit states#Area Cloak|Area Cloak]]<br />
* [[Unit states#Gunship Strafe|Gunship Strafe]]<br />
* [[Unit states#Kill Captured|Kill Captured]]<br />
* [[Unit states#Drone Construction|Drone Construction]]<br />
* [[Unit states#Impulse Mode|Impulse Mode]]<br />
<br />
<br />
{{Navbox commands}}<br />
{{Navbox manual}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Economy_Guide&diff=8800Economy Guide2023-04-13T16:12:08Z<p>Steel Blue: /* Reserving resources */ pulled reserve page into main economy guide page</p>
<hr />
<div>== Basic Economic Management ==<br />
<div style="float:right;margin-left:1em;clear:right"><youtube>https://www.youtube.com/watch?v=kvqxdRT4t58</youtube></div><br />
[[File:Ibeam.png|link=]]<br />
<br />
'''Metal''' is the most important resource. It is limited by your territory, obtained from metal extractors on metal spots, but is relatively cheap to get. You should always acquire it ruthlessly and spend it as soon as possible&mdash;your metal bar should always be empty.<br />
<br />
[[File:energy.png|link=]]<br />
<br />
'''Energy''' can be made anywhere and there is no limit to the amount you can have, though it takes an investment. It is used for tasks other than construction, so you should always have more energy than you do metal. Excess energy is automatically used to [[Overdrive]] your metal extractors.<br />
<br />
'''Build Power''' is the ability of your constructors to build locally at a fixed rate. Having too much of the other resources just means you don't have enough constructors. Some excess buildpower is good, so that you can move it around or perform other tasks.<br />
<br />
In order to build anything, you need all three resources in equal quantities (an exact 1:1:1 ratio). Constructors drain the same amount of resources at a fixed rate no matter what they are building. In your resource bars, income of each is shown in the small green number, and drain in red. The balance of these numbers is the larger number, added or subtracted from your storage. Unlike some other RTS games, the goal is to balance your income vs your expenditure- storage exists only to give you a buffer. If your storage is full and the green number is larger than the red, you're excessing, and wasting the resource. If your storage is empty and the red number is larger than the green, you're stalling, and production involving the resource is slowed.<br />
<br />
===Guard/Repeat Method to a Smooth Economy===<br />
One of the keys to running a smooth economy is to automate it. Here is one method:<br />
# Click the ''factory guard'' button (<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_off.png" height="24" width="24" alt="Guard on.">/<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_on.png" height="24" width="24" alt="Guard off.">) on your factory. This will make all constructors guard (and assist) your factory.<br />
# Press the ''repeat'' button (<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_off.png" height="24" width="24" alt="Repeat off.">/<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png" height="24" width="24" alt="Repeat on.">) on your factory. Your factory should almost never be idle, and repeat greatly reduces the amount of micro you need to manage your factory. It also allows you to mix units more easily. (Alternately [as tip via Steel_Blue "Default unit states are amazing and you should configure them how you like when you want them a certain way"]: F10/Settings/Unit Behavior/Default States. You'll see a list of every factory and hub. You're gonna have to do this one by one for every factory, set the checkbox next to repeat and auto assist to a check then every factory will be on repeat and auto assist and it will do this for you every game unless you have overridden the orders manually.)<br />
# Queue up offensive units and constructors. Constructors should generally comprise around 1/4th of all your spending, but this varies by map and situation. Lots of constructors allows you to react to a varying and slowly expanding economy.<br />
# Expand with your constructors, guarding them with units and building defences as you go, gradually and smoothly increasing your metal income. Make energy constantly, non-stop over the course of the game, and in pace with your metal production. Making a Solar Collector next to every Metal Extractor is a good practice.<br />
<br />
If you find yourself in a crisis and need to rebalance your economy, here are some tips:<br />
<br />
* If you stall energy, build energy structures and set them on [[Economy Guide#Priority| high priority]]. Always watch out if your energy storage starts to dip. Turn off any cloaking units, cloak generators or shields until out of the stall.<br />
* When you have too many constructors working on your factory and you are stalling heavily, send some out to expand, reclaim, make defenses, and repair.<br />
* If you ever find yourself heading towards an excess of metal due to a sudden glut, make [[Caretaker | Caretakers]] in your base or construct a new factory on the front line if you have your commander or some idle constructors there.<br />
*Swim in energy and be short of metal, '''never the reverse.'''<br />
<br />
That's the practical advice. Now, some theory and specific data:<br />
<br />
== Metal ==<br />
Metal is directly tied to territorial acquisition and military conquest.<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/staticmex.png<br />
<br />
'''[[Metal Extractor|Metal Extractors]]''' (mexes) are the most efficient way to get metal, and can only be placed on metal spots. As such, you should expand quickly and rapidly get as many metal spots under your control as possible. Metal extractors are cheap, and pay themselves back quickly. Remember that any metal spot that doesn't have an extractor on it is just wasted metal. If you ever lose territory or get raided, quickly re-expand into the area with extractors again.<br />
<br />
'''Reclamation''' can make up a significant portion of your metal income. For everything that dies, a corpse is left behind with up to 40% of the metal it took to produce the unit. Securing an area after an assault and getting the reclaim from both your units and the enemies (an 80% payback on your investment) can decide the outcome of a game. Since it takes a constructor to reclaim things, you can think of reclamation as a way of turning buildpower directly into metal&mdash;reclaiming is a very good use of an excess of buildpower.<br />
Also, unlike mex income, reclaimed metal is not shared.<br />
<br />
'''[[Overdrive]]''' makes your mexes produce more metal, with diminishing returns as you pump more and more energy into them. Due to this, the more mexes the energy is spread over, the more efficiently you can overdrive them, and the more metal you get for invested energy&mdash;so always try and take territory. Overdrive requires an energy structure near the extractor to work, but as long as the colour of your overdrive circles are the same, the efficiency is the same&mdash;don't worry about linking your whole grid together (but that would still be good). Rather, make a solar panel next to each extractor for maximum returns.<br />
<br />
By default, all metal from mexes&mdash;basic output and overdrive&mdash;in all team games is distributed at equal quantities to all members of your team.<br />
<br />
== Energy ==<br />
Energy can be made anywhere. It is generally built in your base, and having energy is required for a number of things, including making all units and structures and running some special units (jammers, shields, etc). Since it is such an investment, losing your energy can cripple your whole economy, so always try to protect your energy and hit the enemy's when possible. If you stall energy for any reason, get it back up again as quickly as possible by making small energy structures (Solars, winds&mdash;not Fusions).<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/energysolar.png<br />
<br />
'''[[Solar Collector]]s''' (Solars) give a fixed income and are well armoured, closing up when under attack for a defensive bonus. They are the least efficient energy structure in terms of investment, but they are cheap, have good HP and don't rely on the varying winds and geothermal vents of the map.<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/energywind.png <br />
<br />
'''[[Wind/Tidal Generator|Wind Generators]]''' are fragile and have a variable output. By default, the wind average on all maps is 1.25, so wind is discretionary. Building wind on higher altitudes raises the minimum that they produce. A tall, flat mountain can be of great economic value. The wind min/max values and altitude bonus are shown in your console at the start of the game and when you build a wind generator it will show you the altitude bonus to its generation in the tooltip.<br />
<br />
Wind is very fragile, so its best to space it out rather than build it in tight blocks&mdash;it will chain explode. Refer to the [[Wind Farm Guide]] to find out how to do this.<br />
<br />
Even when wind is more efficient, you might wish to also have some Solars as backup, due to the fragility and unpredictability of wind.<br />
<br />
When placed in water, wind generators become the sturdier tidal generators, with a high cost efficiency.<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/energygeo.png <br />
<br />
'''[[Geothermal Generator]]s''' are almost always the most efficient source of energy (more so than even Fusions), but they are not very cheap and can only be placed on geothermal vents. They are volatile, detonating in a moderate explosion.<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/energyheavygeo.png <br />
<br />
Morphing a Geothermal Generator creates an '''[[Advanced Geothermal]]''', an even more efficient energy structure. These are very volatile and explode like a nuke when destroyed. Still, it is almost always worthwhile to take the risk of building them&mdash;just keep other buildings and units away from it.<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/energyfusion.png <br />
<br />
'''[[Fusion Reactor]]s''' (Fusions) are efficient but expensive. They tend to explode in a small radius when killed, so don't put them directly right next to anything (especially not each other).<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/energysingu.png <br />
<br />
'''[[Singularity Reactor]]s''' (Singularities) are even more expensive and efficient than Fusions, but are extremely volatile. When destroyed, they implode, dealing massive damage in a wide radius and pulling in any surviving units.<br />
<br />
== Buildpower == <br />
Buildpower is mostly used for spending metal and energy, but it can also be used to reclaim, which gives you metal (reclaiming for energy is usually inefficient but good in desperation) and to repair, which costs energy equal to the constructors buildpower. You can also think of moving buildpower around as a way of 'using' it that doesn't require you to spend other resources. You should always have extra buildpower around, as it regulates the rest of your economy. Metal gluts can quickly be turned into energy with buildpower, and metal stalls can be alleviated through reclaim or mex expansion with buildpower, but getting more buildpower requires a factory or a constructor, and all three resources. Remember though that you cannot spend more resources than you actually have. Don't go crazy with the Caretakers until you have the economy to actually run them.<br />
<br />
Build power is shown in the units tooltip.<br />
* [[Conjurer|Cloakbot]], [[Convict|Shieldbot]], [[Constable|Jumpbot]], [[Quill|Hovercraft]], [[Crane|Airplane]] and [[Mason|Rover]] Constructors drain -5 (e and m).<br />
* [[Welder|Tank]], [[Mariner|Ship]], [[Wasp|Gunship]], [[Weaver|Spider]] and [[Conch|Amphbot]] Constructors drain -7.5.<br />
* [[Caretaker|Caretakers]], [[Commander|Commanders]] (unupgraded), and Factories drain -10.<br />
* [[Athena|Athenas]] drain -15.<br />
* [[Funnelweb|Funnelwebs]] drain -40.<br />
<br />
This means you can very easily look at your income and expenditure numbers and know just how many constructors or caretakers you need to bring your economy back into equilibrium.<br />
<br />
----<br />
<br />
Another way to explain it is that buildpower is the amount of metal and energy your builders allow you to spend per second. For example, a Caretaker spends at 10 m/s meaning its buildpower is 10.<br />
<br />
Since all builders have limited range, it is possible to talk about local buildpower as part of logistics. For example, if you have 10 Caretakers at home but only a few mobile builders, it may be more practical to make a few Fusions or even a Singularity rather than walk a long distance with builders you still have to make. <br />
<br />
This is also why at least in small density games such as 1v1, a builder is worth more the further from base it is (unless it's so far that it's in enemy territory and dead).<br />
<br />
== Priority ==<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high.png<br />
<br />
All constructors and partially built structures have a button called '''Priority''' that can be set to low, medium or high. Available resources (including income) are first split evenly between high priority construction, if there are any resources left over the resources are split between normal priority construction. If both high and normal priority construction is working at full capacity the remaining resources are available for low priority construction. This feature will save you the time of pausing all less important construction when you need to build something more quickly than others.<br />
<br />
Below is a table detailing priority inheritance. The builder and structure priority result in the builder receiving resources with the priority shown in the main body of the table.<br />
<br />
{|<br />
! colspan="2" rowspan="2" | !! colspan="4" | Builder<br />
|-<br />
| '''High''' || '''Normal''' || '''Low'''<br />
|-<br />
! rowspan="3" | Struct <br />
| '''High''' || High || High || High<br />
|-<br />
| '''Normal''' || High ||Normal ||Low<br />
|-<br />
| '''Low''' ||Low || Low || Low<br />
|}<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low_other.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med_other.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high_other.png<br />
<br />
Priority can be defined for morphs, active cloak and stockpiles using the Misc. Priority states.<br />
<br />
== Team income distribution ==<br />
<br />
Commanders and innate income are split evenly.<br />
<br />
Reclaim is gained by the reclaiming player.<br />
<br />
Mexes produce base metal. The metal is split almost evenly, with more going to players who recently built a mex until 50% of that cost is paid off.<br />
<br />
Overdrive produces some amount of metal. The metal is split almost evenly, with more going to players who recently built energy until 50% of that cost is paid off. There is no concept of personal overdrive.<br />
<br />
== Reserving resources ==<br />
<br />
Metal and Energy income, when not being used by the player, gets stored in reserve. The best way to use storage and reserve is as an indicator that you need to build more units. The most efficient economy will have a full or near full energy storage and an empty or near empty metal storage.<br />
<br />
Resources can be reserved to be used only on important, high-priority projects as a threshold of storage. Builders with low and normal build priority will not use stored resources below the reserve threshold. This can be useful if you want to always have enough Metal and Energy on hand to quickly build defense turrets while pushing the front line with your Commander or a mass of construction units.<br />
<br />
[[File:Economy Bar Reserve Storage.png]]<br />
<br />
The resource bars represent how much metal and energy is stored for future projects. It is possible to set your reserve threshold by {{key press|Ctrl}}-left-clicking on the bars.<br />
<br />
You can set your default percentage reserve by {{key press|Space}}-clicking on the economy bars or by navigating through the [[Ingame Menu|in-game menu]] to <samp>Settings/[[Ingame Menu#HUD Panels|HUD Panels]]/Economy Panel</samp> and changing the <samp>Reserve</samp> settings in the menu displayed below.<br />
<br />
[[File:WikiReserve2.png]]<br />
<br />
<br />
<br />
<br />
{{Navbox manual}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Template:Navbox_commands&diff=8799Template:Navbox commands2023-04-13T15:47:57Z<p>Steel Blue: Part of guide combining</p>
<hr />
<div>{{Navbox<br />
| name = Navbox commands<br />
| title = [[Unit_commands|Commands]]<br />
| state = {{{state|}}}<br />
| listclass = hlist<br />
<br />
| group1 = Targeted<br />
| list1 = *[[File:Move.png|16px|link=]] [[Move Command|Move]]<br />
*[[File:Fight.png|16px|link=]] [[Attack Move Command|Attack Move]]<br />
*[[File:Jump.png|16px|link=]] [[Jump Command|Jump]]<br />
*[[File:Attack.png|16px|link=]] [[Force Fire Command|Force Fire]]<br />
*[[File:Settarget.png|16px|link=]] [[Set Target Command|Set Target]]<br />
*[[File:Cmd_dgun.png|16px|link=]] [[Fire Special Weapon Command|Fire Special Weapon]]<br />
*[[File:Areaattack.png|16px|link=]] [[Area Attack Command|Area Attack]]<br />
*[[File:Guard.png|16px|link=]] [[Guard Command|Guard]]<br />
*[[File:Patrol.png|16px|link=]] [[Patrol Command|Patrol]]<br />
<br />
| group2 = Economic<br />
| list2 = *[[File:Repair.png|16px|link=]] [[Repair Command|Repair]]<br />
*[[File:Reclaim.png|16px|link=]] [[Reclaim Command|Reclaim]]<br />
*[[File:Resurrect.png|16px|link=]] [[Resurrect Command|Resurrect]]<br />
*[[File:Mex.png|16px|link=]] [[Area Mex Command|Area Mex]]<br />
* [[Buildings#Building_placement_and_construction|Building placement]]<br />
*[[File:Factory.png|16px|link=]] [[Factory Production]]<br />
<br />
| group3 = Instant<br />
| list3 = *[[File:Cancel.png|16px|link=]] [[Stop Command|Stop]]<br />
*[[File:Wait.png|16px|link=]] [[Wait Command|Wait]]<br />
*[[File:Detonate.png|16px|link=]] [[Detonate Command|Detonate]]<br />
*[[File:Wait_death.png|16px|link=]] [[Self Destruct Command|Self Destruct]]<br />
*[[File:Canceltarget.png|16px|link=]] [[Set Target Command|Cancel Target]]<br />
*[[File:Rearm.png|16px|link=]] [[Resupply Command|Resupply]]<br />
*[[File:Recall_drones_new.png|16px|link=]] [[Recall Drones Command|Recall Drones]]<br />
*[[File:Stopbuild.png|16px|link=]] [[Clear Production Queue]]<br />
*[[File:Nuke.png|16x10px|link=]] [[Stockpile Command|Stockpile]]<br />
<br />
| group4 = Transport<br />
| list4 = *[[File:Load.png|16px|link=]] [[Load Command|Load]]<br />
*[[File:Unload.png|16px|link=]] [[Unload Command|Unload]]<br />
*[[File:Action.png|16px|link=]] [[Eject Cargo Command|Eject Cargo]]<br />
*[[File:Embark.png|16px|link=]] [[Embark Command|Embark]]<br />
*[[File:Disembark.png|16px|link=]] [[Disembark Command|Disembark]]<br />
<br />
| group5 = Unusual<br />
| list5 = *[[File:Capture.png|16px|link=]] [[Newton Firezones|Newton firezone commands]]<br />
* [[Morph Command|Morph]]<br />
*[[File:Upgrade.png|16px|link=]] [[Commander|Upgrade Commander]]<br />
*[[File:Cancelupgrade.png|16px|link=]] [[Commander|Stop Commander Upgrade]]<br />
*[[File:Cmd_bomb.png|16px|link=]] [[Unique Commands#Drop Bombs|Drop Bombs]]<br />
*[[File:Cmd_bomb.png|16px|link=]] [[Unique Commands#Unleash Lightning|Unleash Lightning]]<br />
*[[File:Cmd_drop_beacon.png|16px|link=]] [[Unique Commands#Teleport Beacon|Teleport Beacon]]<br />
<br />
*[[File:Cmd_sprint.png|16px|link=]] [[Unique Commands#Speed Boost|Speed Boost]]<br />
*[[File:Cmd_drop_beacon.png|16px|link=]] [[Evacuate Command|Evacuate]]<br />
<br />
| group6 = Global<br />
| list6 = *[[File:Ferry.png|16px|link=]] [[Ferry Command|Ferry]]<br />
*[[File:Retreat.png|16px|link=]] [[Retreat|Retreat]]<br />
*[[File:Storage.png|16px|link=]] [[Economy_Guide#Reserving_resources|Resources Reserve]]<br />
<br />
| group7 = Historical<br />
| list7 = *[[File:Cmd_dgun.png|16px|link=]] [[Historical Commands#Drop Depthcharge|Drop Depthcharge]]<br />
<br />
<br />
| below = [[Unit states]]<br />
<br />
}}<br />
<br />
<includeonly><br />
[[Category:Manual]]<br />
[[Category: Commands]]<br />
</includeonly></div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Reclaim_Command&diff=8798Reclaim Command2023-04-13T15:32:58Z<p>Steel Blue: </p>
<hr />
<div>Killed Units leave behind a wreck, debris or nothing. Reclaiming these does not provide energy.<br />
* Wrecks can hold 40% of the original unit metal value.<br />
* Debris can hold 20% of the original unit metal value.<br />
* Reclaiming an alive unit yields 80%.<br />
<br />
<br />
* Resurrecting a wreck with Athena first refills reclaim bar for the wreck if it's not full yet.<br />
* Only case when you can receive full unit's worth is when you cancel unit production in factory.<br />
* Canceling factory production only refunds metal cost, energy cost is not refunded and is lost.<br />
* Reclaiming unfinished nanoframe seems to be particular case of reclaiming alive unit and as such, refunds 80% of metal cost.<br />
* You can reclaim your own nanoframes and alive units.<br />
* You can reclaim allied and enemy nanoframes (even if it is currently building). (Allied reclaiming is generally considered offensive: Read the [[Zero-K:Code_of_Conduct|Code of Conduct]]!)<br />
* Reclaim speed is the same as the constructor's build power. For reclaiming alive units, this means the metal income from reclaiming will only be half the constructor's build power due to only receiving 50% of the full metal value.<br />
<br />
Map features can give any amount of metal, energy or both in reclaim, depending on the map.<br />
<br />
<br />
{{Navbox commands}}<br />
[[Category:Resources]]</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Reclaim_Command&diff=8797Reclaim Command2023-04-13T15:32:42Z<p>Steel Blue: update to version 1.11.4.1</p>
<hr />
<div>Killed Units leave behind a wreck, debris or nothing. Reclaiming these does not provide energy.<br />
* Wrecks can hold 40% of the original unit metal value.<br />
* Debris can hold 20% of the original unit metal value.<br />
* Reclaiming an alive unit yields 80%.<br />
<br />
<br />
* Resurrecting a wreck with Athena first refills reclaim bar for the wreck if it's not full yet.<br />
* Only case when you can receive full unit's worth is when you cancel unit production in factory.<br />
* Canceling factory production only refunds metal cost, energy cost is not refunded and is lost.<br />
* Reclaiming unfinished nanoframe seems to be particular case of reclaiming alive unit and as such, refunds 50% of metal cost.<br />
* You can reclaim your own nanoframes and alive units.<br />
* You can reclaim allied and enemy nanoframes (even if it is currently building). (Allied reclaiming is generally considered offensive: Read the [[Zero-K:Code_of_Conduct|Code of Conduct]]!)<br />
* Reclaim speed is the same as the constructor's build power. For reclaiming alive units, this means the metal income from reclaiming will only be half the constructor's build power due to only receiving 50% of the full metal value.<br />
<br />
Map features can give any amount of metal, energy or both in reclaim, depending on the map.<br />
<br />
<br />
{{Navbox commands}}<br />
[[Category:Resources]]</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Missile_Silo&diff=8784Missile Silo2023-03-19T16:18:25Z<p>Steel Blue: </p>
<hr />
<div>The '''{{PAGENAME}}''' is a pseudo-factory that produces tactical cruise missiles.{{ Infobox zkunit<br />
| name = Missile Silo<br />
| defname = staticmissilesilo<br />
| description = Produces Tactical Missiles<br />
| image = http://manual.zero-k.info/unitpics/staticmissilesilo.png<br />
| icontype = cruisemissile<br />
| cost = 1200<br />
| hitpoints = 4000<br />
| sight = 273<br />
| abilities = <br />
{{ Infobox zkability construction<br />
| buildpower = 10<br />
}}<br />
}}==Description==<br />
The {{PAGENAME}} constructs and holds up to four different cruise missiles, each with a unique warhead. It offers excellent standoff strike capability for offensive and defensive purposes.<br />
<br />
The {{PAGENAME}} builds:<dl><br />
{{icon unit def|tacnuke|Eos|Tactical Nuke}}<br />
{{icon unit def|seismic|Quake|Seismic Missile}}<br />
{{icon unit def|empmissile|Shockley|3=<abbr title="Electromagnetic pulse">EMP</abbr> missile}}<br />
{{icon unit def|napalmmissile|Inferno|Napalm Missile}}<br />
{{icon unit def|zeno|Zeno|Slow Homing Missile}}<br />
</dl>{{clear}}<br />
== Tactics and Strategy ==<br />
Compared to its longer-range cousin, the [[Trinity]] strategic nuclear launcher, the {{PAGENAME}} fires smaller Tactical Missiles cannot be intercepted by [[Antinuke]] coverage.<br />
<br />
The missiles can take damage while on the Silo, and if they (or the Silo itself) are destroyed, the missiles will explode. While missiles cannot be intercepted while they are in flight, they might hit the ground (especially if terraformed) or a shield and explode before they reach the intended target.<br />
<br />
{{See|Missile Silo Tutorial}}<br />
<br />
==See Also==<br />
[[Strider Hub|Striders]] [[Reef]] and [[Scylla]] can stockpile and fire disarming and nuclear tactical (respectively) missiles in situations that require mobility. Like {{PAGENAME}}'s missiles, they also cannot be intercepted by an [[antinuke]].<br />
<br />
<br />
{{Navbox buildings}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Template:Navbox_units&diff=8783Template:Navbox units2023-03-19T16:10:03Z<p>Steel Blue: Added Zeno to silo</p>
<hr />
<div>{{Navbox<br />
| name = Navbox units<br />
| title = [[Units]]<br />
| state = uncollapsed<br />
| listclass = hlist<br />
<br />
| group1 = [[Cloakbot Factory|Cloakbots]]<br />
| list1 = * [[Conjurer]]<br />
* [[Glaive]]<br />
* [[Scythe]]<br />
* [[Ronin]]<br />
* [[Reaver]]<br />
* [[Knight]]<br />
* [[Sling]]<br />
* [[Phantom]]<br />
* [[Gremlin]]<br />
* [[Imp]]<br />
* [[Iris]]<br />
<br />
| group2 = [[Shieldbot Factory|Shieldbots]]<br />
| list2 = * [[Convict]]<br />
* [[Dirtbag]]<br />
* [[Bandit]]<br />
* [[Rogue]]<br />
* [[Thug]]<br />
* [[Outlaw]]<br />
* [[Felon]]<br />
* [[Racketeer]]<br />
* [[Vandal]]<br />
* [[Snitch]]<br />
* [[Aspis]]<br />
<br />
| group3 = [[Rover Assembly|Rovers]]<br />
| list3 = * [[Mason]]<br />
* [[Dart]]<br />
* [[Scorcher]]<br />
* [[Fencer]]<br />
* [[Ripper]]<br />
* [[Ravager]]<br />
* [[Dominatrix]]<br />
* [[Badger]]<br />
* [[Impaler]]<br />
* [[Crasher]]<br />
<br />
| group4 = [[Hovercraft Platform|Hovercraft]]<br />
| list4 = * [[Quill]]<br />
* [[Dagger]]<br />
* [[Scalpel]]<br />
* [[Halberd]]<br />
* [[Claymore]]<br />
* [[Mace]]<br />
* [[Lance]]<br />
* [[Flail]]<br />
* [[Bolas]]<br />
<br />
| group5 = [[Gunship Plant|Gunships]]<br />
| list5 = * [[Wasp]]<br />
* [[Blastwing]]<br />
* [[Gnat]]<br />
* [[Locust]]<br />
* [[Harpy]]<br />
* [[Nimbus]]<br />
* [[Revenant]]<br />
* [[Krow]]<br />
* [[Trident]]<br />
* [[Charon]]<br />
* [[Hercules]]<br />
<br />
| group6 = [[Airplane Plant|Airplanes]]<br />
| list6 = * [[Crane]]<br />
* [[Swift]]<br />
* [[Raptor]]<br />
* [[Raven]]<br />
* [[Phoenix]]<br />
* [[Thunderbird]]<br />
* [[Likho]]<br />
* [[Sparrow]]<br />
* [[Owl]]<br />
<br />
| group7 = [[Spider Factory|Spiders]]<br />
| list7 = * [[Weaver]]<br />
* [[Flea]]<br />
* [[Hermit]]<br />
* [[Venom]]<br />
* [[Redback]]<br />
* [[Recluse]]<br />
* [[Crab]]<br />
* [[Tarantula]]<br />
* [[Widow]]<br />
<br />
| group8 = [[Jumpbot Factory|Jumpbots]]<br />
| list8 = * [[Constable]]<br />
* [[Puppy]]<br />
* [[Pyro]]<br />
* [[Placeholder]]<br />
* [[Moderator]]<br />
* [[Jack]]<br />
* [[Jugglenaut]]<br />
* [[Firewalker]]<br />
* [[Toad]]<br />
* [[Skuttle]]<br />
<br />
| group9 = [[Tank Foundry|Tanks]]<br />
| list9 = * [[Welder]]<br />
* [[Kodachi]]<br />
* [[Blitz]]<br />
* [[Ogre]]<br />
* [[Minotaur]]<br />
* [[Cyclops]]<br />
* [[Emissary]]<br />
* [[Tremor]]<br />
* [[Ettin]]<br />
<br />
| group10 = [[Amphbot Factory|Amphbots]]<br />
| list10 = * [[Conch]]<br />
* [[Duck]]<br />
* [[Archer]]<br />
* [[Bulkhead]]<br />
* [[Buoy]]<br />
* [[Scallop]]<br />
* [[Grizzly]]<br />
* [[Angler]]<br />
* [[Limpet]]<br />
* [[Lobster]]<br />
* [[Djinn]]<br />
<br />
| group11 = [[Shipyard|Ships]]<br />
| list11 = * [[Mariner]]<br />
* [[Cutter]]<br />
* [[Hunter]]<br />
* [[Seawolf]]<br />
* [[Corsair]]<br />
* [[Mistral]]<br />
* [[Siren]]<br />
* [[Envoy]]<br />
* [[Zephyr]]<br />
<br />
| group12 = [[Strider Hub|Striders]]<br />
| list12 = * [[Athena]]<br />
* [[Ultimatum]]<br />
* [[Scorpion]]<br />
* [[Dante]]<br />
* [[Merlin]]<br />
* [[Funnelweb]]<br />
* [[Paladin]]<br />
* [[Detriment]]<br />
* [[Shogun]]<br />
* [[Reef]]<br />
* [[Scylla]]<br />
<br />
| group13 = [[Missile Silo|Tactical Missiles]]<br />
| list13 = * [[Eos]]<br />
* [[Quake]]<br />
* [[Shockley]]<br />
* [[Inferno]]<br />
* [[Zeno]]<br />
<br />
| group14 = Other Units<br />
| list14 = * [[Commander]]<br />
* [[Firefly]]<br />
* [[Viper]]<br />
* [[Gull]]<br />
* [[Glint]]<br />
<br />
| group15 = [[Chicken Defense|Chickens]]<br />
| list15 = * [[Chicken]]<br />
* [[Pigeon]]<br />
* [[Spiker]]<br />
* [[Cockatrice]]<br />
* [[Lobber]]<br />
* [[Wurm]]<br />
* [[Roc]]<br />
* [[Sporeshooter]]<br />
* [[Leaper]]<br />
* [[Talon]]<br />
* [[Basilisk]]<br />
* [[Blobber]]<br />
* [[Blimpy]]<br />
* [[Tiamat]]<br />
* [[White Dragon]]<br />
* [[Chicken Queen]] ([[Chicken Flyer Queen|flying]])<br />
* [[Digger]]<br />
* [[Dodo]]<br />
* [[Spidermonkey]]<br />
* [[Blooper]]<br />
<br />
| group16 = Unused Units<br />
| list16 = * [[Nebula]]<br />
* [[Spicula]]<br />
* [[Kestrel]]<br />
* [[Eclipse]]<br />
* [[Grebe]]<br />
* [[Dampener]]<br />
* [[Punisher]]<br />
* [[Trisula]]<br />
* [[Morningstar]]<br />
* [[Lancelet]]<br />
* [[Anarchid]]<br />
* [[Vanquisher]]<br />
* [[Listener]] ([[Listener (burrowed)|burrowed]])<br />
* [[Chicken Queen (old)]]<br />
* [[Chicken Brood Queen]]<br />
<br />
| group17 = Removed Units<br />
| list17 = * [[Daimyo]]<br />
* [[Surfboard]]<br />
| below = [[Buildings]]<br />
<br />
}}<br />
<br />
<includeonly><br />
[[Category:Units]]<br />
</includeonly></div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Zeno&diff=8782Zeno2023-03-19T16:09:04Z<p>Steel Blue: Zeno page init</p>
<hr />
<div>The '''{{PAGENAME}}''' is a slow homing missile from the [[Missile Silo]].{{ Infobox zkunit<br />
| name = Zeno<br />
| defname = missileslow<br />
| description = High single-target slow damage with lingering damage over time<br />
| image = https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/1e94146a72685e4e005ebaea6b6282dfd4aa9921/unitpics/missileslow.png<br />
| icontype = cruisemissilesmall<br />
| cost = 500<br />
| hitpoints = 1000<br />
| sight = 0<br />
| weapons = <br />
{{ Infobox zkweapon<br />
| name = Slow Missile<br />
| type = StarburstLauncher<br />
| damage = 0<br />
| slowdamage = 10000<br />
| range = 6000<br />
| aoe = 0<br />
| projectilespeed = 480<br />
| customlabel1 = Ground Slow DPS<br />
| customdata1 = 190<br />
| customlabel2 = Ground Slow radius (elmo)<br />
| customdata2 = 384<br />
| customlabel3 = Ground Slow duration (s)<br />
| customdata3 = 30<br />
}}<br />
}}==Description==<br />
Zeno is an experimental single impact slowing device with a lingering slow AOE.<br />
<br />
== Tactics and Strategy ==<br />
<br />
<br />
{{Navbox units}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Unit_classes&diff=8311Unit classes2022-02-11T16:30:16Z<p>Steel Blue: http only links changed to github raw https supported links</p>
<hr />
<div>Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.<br />
{{TOC right}}<br />
<br />
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''<br />
<br />
== Raider ==<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png" height="64" width="64"><br />
<br />
The raider emphasizes speed. They personify blitzkrieg tactics&mdash;sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.<br />
<br />
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.<br />
<br />
{|<br />
!Use for:!!Counter with:<br />
|-<br />
|<br />
*Early game rush<br />
*Armed reconnaissance<br />
*Flanking skirmisher/artillery/support units<br />
*Rushing through breaches in defense<br />
*Fast response vs. other raiders<br />
|<br />
*LLTs<br />
*Antiswarm/riot units<br />
*Area bombers<br />
|}<br />
<br />
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Blitz]], [[Dagger]], [[Duck]]<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakraid.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldraid.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehraid.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpraid.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankheavyraid.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverraid.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphraid.png<br />
<br />
== Assault ==<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png" height="64" width="64"><br />
<br />
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.<br />
<br />
{|<br />
!Use for:!!Counter with:<br />
|-<br />
|<br />
*Frontal assault<br />
*Screening allied units<br />
*Pushing in the field<br />
*General confrontations<br />
|<br />
*Raiders(when unsupported)<br />
*Skirmishers<br />
*Bombers<br />
*Gunships<br />
*Crawling bombs<br />
|}<br />
<br />
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakassault.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldassault.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehassault.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderassault.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankassault.png<br />
<br />
<br />
== Skirmisher ==<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png" height="64" width="64"><br />
<br />
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to shoot without fear of retaliation&mdash;always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).<br />
<br />
''Pro tip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.<br />
<br />
{|<br />
!Use for:!!Counter with:<br />
|-<br />
|<br />
*Countering assaults<br />
*Harassing enemy forward positions<br />
*Countering Riots<br />
*Picking off short-ranged turrets<br />
|<br />
*Raiders<br />
*Crawling bombs (depends on skirm type)<br />
*Gunships, area bombers<br />
*Defenses that can outrange skirms<br />
*Defend on high ground<br />
|}<br />
<br />
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakskirm.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldskirm.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderskirm.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpskirm.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverskirm.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphfloater.png<br />
<br />
== Riot ==<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png" height="64" width="64"><br />
<br />
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).<br />
<br />
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.<br />
<br />
{|<br />
!Use for:!!Counter with:<br />
|-<br />
|<br />
*Countering raider swarms<br />
*Protecting ranged units<br />
*Secondary AA (against gunships)<br />
|<br />
*Skirmishers<br />
*Static defense<br />
*Outmaneuvering/bypassing them<br />
*Assaults(sometimes)<br />
|}<br />
<br />
'''Common examples''': [[Reaver]], [[Outlaw]], [[Ripper]], [[Mace]], [[Scallop]]<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakriot.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldriot.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehriot.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverriot.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphriot.png<br />
<br />
== Artillery ==<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png" height="64" width="64"><br />
<br />
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/arty.png" height="64" width="64"><br />
<br />
The alternate artillery icon is used when a factory has 2 artillery pieces that need separate icons. The heavier artillery will use the vertical icon.<br />
{|<br />
|-<br />
!Use for:!!Counter with:<br />
|-<br />
|<br />
*Killing defenses<br />
*Causing attrition at range<br />
|<br />
*Most other ground and air units<br />
|}<br />
<br />
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Tremor]]<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakarty.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/veharty.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehheavyarty.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumparty.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankarty.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankheavyarty.png<br />
<br />
== Scout ==<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png" height="64" width="64"><br />
<br />
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable&mdash;just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similar to raiders in their role.<br />
{|<br />
!Use for:!!Counter with:<br />
|-<br />
|<br />
*Checking enemy unit composition<br />
*Finding cloakers<br />
*Killing undefended expansion<br />
|<br />
*Raiders<br />
*Riots<br />
*Light defense<br />
|}<br />
<br />
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderscout.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehscout.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpscout.png<br />
<br />
== Anti-Air ==<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png" height="64" width="64"><br />
<br />
Anti-air units exist for one purpose&mdash;defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target.<br />
{|<br />
!Use for:!!Counter with:<br />
|-<br />
|<br />
*Countering aircraft<br />
|<br />
*Ground combat units<br />
|}<br />
<br />
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakaa.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldaa.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehaa.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpaa.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spideraa.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankaa.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoveraa.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphaa.png<br />
<br />
== Support ==<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png" height="64" width="64"><br />
<br />
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labeled as support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehsupport.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverarty.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldfelon.png<br />
<br />
<br />
== Constructor ==<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png" height="64" width="64"><br />
<br />
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damaged units, and reclaiming metal-filled wrecks to recover up to 40% of a unit's original value. Constructors can also assist other builders with construction. Maps may also have metal-filled features such as rocks available to reclaim that can boost your economy.<br />
{|<br />
!Use for:!!Counter with:<br />
|-<br />
|<br />
*Building economy and defenses<br />
*Reclaiming and denying reclaim<br />
*Repair support for armies<br />
*Building forward bases<br />
|<br />
*Raiders when undefended<br />
*Small groups of scouts<br />
|}<br />
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakcon.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldcon.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehcon.png<br />
<br />
== Mobile Bombs ==<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png" height="64" width="64"><br />
<br />
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.<br />
<br />
''Pro tip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.<br />
<br />
''Note:'' The star icon is also used for some special abilities.<br />
{|<br />
!Use for:!!Counter with:<br />
|-<br />
|<br />
*Countering Skirmishers<br />
*Countering Assaults<br />
*Countering clusters of units<br />
|<br />
*Raiders<br />
*Scouts<br />
*Accurate units<br />
*[[Picket]]s<br />
|}<br />
<br />
'''Common examples''': [[Imp]], [[Snitch]], [[Skuttle]]<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakbomb.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldbomb.png<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpbomb.png<br />
<br />
== Shield ==<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png" height="64" width="64"><br />
<br />
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.<br />
{|<br />
!Use for:!!Counter with:<br />
|-<br />
|<br />
*Protecting advancing units<br />
*Protection against bombers<br />
*Protection against [[Big Bertha]]s<br />
*Some breathing room against artillery<br />
|<br />
*Raiders (get inside the shield)<br />
*High DPS/Burst damage units<br />
*Focus fire from artillery<br />
*EMP/Disarm<br />
|}<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldshield.png<br />
<br />
== Cloaker ==<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png" height="64" width="64"><br />
<br />
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is Pro tip to force fire your artillery at that location.<br />
{|<br />
!Use for:!!Counter with:<br />
|-<br />
|<br />
*Sneaking into bases<br />
*Closing the range against defenses for low range units<br />
*Hiding economy (only works until it's scouted)<br />
*Hiding defenses(only works until they fire)<br />
|<br />
*Raiders<br />
*Scouts<br />
*AOE artillery (e.g.: Firewalker or [[Tremor]])<br />
|}<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakjammer.png<br />
<br />
----<br />
<br />
These classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!<br />
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.<br />
<br />
<br />
<br />
{{Navbox manual}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Economy_Guide&diff=8310Economy Guide2022-02-11T16:26:13Z<p>Steel Blue: http only links changed to github raw https supported links</p>
<hr />
<div>== Basic Economic Management ==<br />
<div style="float:right;"><youtube>https://www.youtube.com/watch?v=kvqxdRT4t58</youtube></div><br />
http://zero-k.info/img/luaui/ibeam.png<br />
<br />
'''Metal''' is the most important resource. It is limited by your territory, obtained from metal extractors on metal spots, but is relatively cheap to get. You should always acquire it ruthlessly and spend it as soon as possible&mdash;your metal bar should always be empty.<br />
<br />
http://zero-k.info/img/luaui/energy.png<br />
<br />
'''Energy''' can be made anywhere and there is no limit to the amount you can have, though it takes an investment. It is used for tasks other than construction, so you should always have more energy than you do metal. Excess energy is automatically used to [[Overdrive]] your metal extractors.<br />
<br />
'''Build Power''' is the ability of your constructors to build locally at a fixed rate. Having too much of the other resources just means you don't have enough constructors. Some excess buildpower is good, so that you can move it around or perform other tasks.<br />
<br />
In order to build anything, you need all three resources in equal quantities (an exact 1:1:1 ratio). Constructors drain the same amount of resources at a fixed rate no matter what they are building. In your resource bars, income of each is shown in the small green number, and drain in red. The balance of these numbers is the larger number, added or subtracted from your storage. Unlike some other RTS games, the goal is to balance your income vs your expenditure- storage exists only to give you a buffer. If your storage is full and the green number is larger than the red, you're excessing, and wasting the resource. If your storage is empty and the red number is larger than the green, you're stalling, and production involving the resource is slowed.<br />
<br />
===Guard/Repeat Method to a Smooth Economy===<br />
One of the keys to running a smooth economy is to automate it. Here is one method:<br />
# Click the ''factory guard'' button (<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_off.png" height="24" width="24" alt="Guard on.">/<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_on.png" height="24" width="24" alt="Guard off.">) on your factory. This will make all constructors guard (and assist) your factory.<br />
# Press the ''repeat'' button (<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_off.png" height="24" width="24" alt="Repeat off.">/<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png" height="24" width="24" alt="Repeat on.">) on your factory. Your factory should almost never be idle, and repeat greatly reduces the amount of micro you need to manage your factory. It also allows you to mix units more easily. (Alternately [as tip via Steel_Blue "Default unit states are amazing and you should configure them how you like when you want them a certain way"]: F10/Setttings/Unit Behavior/Default States. You'll see a list of every factory and hub. You're gonna have to do this one by one for every factory, set the checkbox next to repeat and auto assist to a check then every factory will be on repeat and auto assist and it will do this for you every game unless you have overridden the orders manually.)<br />
# Queue up offensive units and constructors. Constructors should generally comprise around 1/4th of all your spending, but this varies by map and situation. Lots of constructors allows you to react to a varying and slowly expanding economy.<br />
# Expand with your constructors, guarding them with units and building defences as you go, gradually and smoothly increasing your metal income. Make energy constantly, non-stop over the course of the game, and in pace with your metal production. Making a Solar Collector next to every Metal Extractor is a good practice.<br />
<br />
If you find yourself in a crisis and need to rebalance your economy, remember these tips:<br />
<br />
* If you stall energy, build energy structures and set them on [[Economy_Guide#Priority| high priority]]. Always watch out if your energy storage starts to dip. Turn off any cloaking units, cloak generators or shields until out of the stall.<br />
* When you have too many constructors working on your factory and you are stalling heavily, send some out to expand, reclaim, make defenses, and repair.<br />
* If you ever find yourself heading towards an excess of metal due to a sudden glut, make [[Caretaker | Caretakers]] in your base or construct a new factory on the front line if you have your commander or some idle constructors there.<br />
*Swim in energy and be short of metal, '''never the reverse.'''<br />
<br />
That's the practical advice. Now, some theory and specific data:<br />
<br />
== Metal ==<br />
Metal is directly tied to territorial acquisition and military conquest.<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/staticmex.png<br />
<br />
'''[[Metal Extractor|Metal Extractors]]''' (mexes) are the most efficient way to get metal, and can only be placed on metal spots. As such, you should expand quickly and rapidly get as many metal spots under your control as possible. Metal extractors are cheap, and pay themselves back quickly. Remember that any metal spot that doesn't have an extractor on it is just wasted metal. If you ever lose territory or get raided, quickly re-expand into the area with extractors again.<br />
<br />
'''Reclamation''' can make up a significant portion of your metal income. For everything that dies, a corpse is left behind with up to 40% of the metal it took to produce the unit. Securing an area after an assault and getting the reclaim from both your units and the enemies (an 80% payback on your investment) can decide the outcome of a game. Since it takes a constructor to reclaim things, you can think of reclamation as a way of turning buildpower directly into metal&mdash;reclaiming is a very good use of an excess of buildpower.<br />
Also, unlike mex income, reclaimed metal is not shared.<br />
<br />
'''[[Overdrive]]''' makes your mexes produce more metal, with diminishing returns as you pump more and more energy into them. Due to this, the more mexes the energy is spread over, the more efficiently you can overdrive them, and the more metal you get for invested energy&mdash;so always try and take territory. Overdrive requires an energy structure near the extractor to work, but as long as the colour of your overdrive circles are the same, the efficiency is the same&mdash;don't worry about linking your whole grid together (but that would still be good). Rather, make a solar panel next to each extractor for maximum returns.<br />
<br />
By default, all metal from mexes&mdash;basic output and overdrive&mdash;in all team games is distributed at equal quantities to all members of your team.<br />
<br />
== Energy ==<br />
Energy can be made anywhere. It is generally built in your base, and having energy is required for a number of things, including making all units and structures and running some special units (jammers, shields, etc). Since it is such an investment, losing your energy can cripple your whole economy, so always try to protect your energy and hit the enemy's when possible. If you stall energy for any reason, get it back up again as quickly as possible by making small energy structures (Solars, winds&mdash;not Fusions).<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/energysolar.png<br />
<br />
'''[[Solar Collector]]s''' (Solars) give a fixed income and are well armoured, closing up when under attack for a defensive bonus. They are the least efficient energy structure in terms of investment, but they are cheap, have good HP and don't rely on the varying winds and geothermal vents of the map.<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/energywind.png <br />
<br />
'''[[Wind/Tidal Generator|Wind Generators]]''' are fragile and have a variable output. By default, the wind average on all maps is 1.25, so wind is discretionary. Building wind on higher altitudes raises the minimum that they produce. A tall, flat mountain can be of great economic value. The wind min/max values and altitude bonus are shown in your console at the start of the game and when you build a wind generator it will show you the altitude bonus to its generation in the tooltip.<br />
<br />
Wind is very fragile, so its best to space it out rather than build it in tight blocks&mdash;it will chain explode. Refer to the [[Wind Farm Guide]] to find out how to do this.<br />
<br />
Even when wind is more efficient, you might wish to also have some Solars as backup, due to the fragility and unpredictability of wind.<br />
<br />
When placed in water, wind generators become the sturdier tidal generators, with a high cost efficiency.<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/energygeo.png <br />
<br />
'''[[Geothermal Generator]]s''' are almost always the most efficient source of energy (more so than even Fusions), but they are not very cheap and can only be placed on geothermal vents. They are volatile, detonating in a moderate explosion.<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/energyheavygeo.png <br />
<br />
Morphing a Geothermal Generator creates an '''[[Advanced Geothermal]]''', an even more efficient energy structure. These are very volatile and explode like a nuke when destroyed. Still, it is almost always worthwhile to take the risk of building them&mdash;just keep other buildings and units away from it.<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/energyfusion.png <br />
<br />
'''[[Fusion Reactor]]s''' (Fusions) are efficient but expensive. They tend to explode in a small radius when killed, so don't put them directly right next to anything (especially not each other).<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/energysingu.png <br />
<br />
'''[[Singularity Reactor]]s''' (Singularities) are even more expensive and efficient than Fusions, but are extremely volatile. When destroyed, they implode, dealing massive damage in a wide radius and pulling in any surviving units.<br />
<br />
== Buildpower == <br />
Buildpower is mostly used for spending metal and energy, but it can also be used to reclaim, which gives you metal (reclaiming for energy is usually inefficient but good in desperation) and to repair, which costs energy equal to the constructors buildpower. You can also think of moving buildpower around as a way of 'using' it that doesn't require you to spend other resources. You should always have extra buildpower around, as it regulates the rest of your economy. Metal gluts can quickly be turned into energy with buildpower, and metal stalls can be alleviated through reclaim or mex expansion with buildpower, but getting more buildpower requires a factory or a constructor, and all three resources. Remember though that you cannot spend more resources than you actually have. Don't go crazy with the Caretakers until you have the economy to actually run them.<br />
<br />
Build power is shown in the units tooltip.<br />
* [[Conjurer|Cloakbot]], [[Convict|Shieldbot]], [[Constable|Jumpbot]], [[Quill|Hovercraft]], [[Crane|Airplane]] and [[Mason|Rover]] Constructors drain -5 (e and m).<br />
* [[Welder|Tank]], [[Mariner|Ship]], [[Wasp|Gunship]], [[Weaver|Spider]] and [[Conch|Amphbot]] Constructors drain -7.5.<br />
* [[Caretaker|Caretakers]], [[Commander|Commanders]] (unupgraded), and Factories drain -10.<br />
* [[Athena|Athenas]] drain -15.<br />
* [[Funnelweb|Funnelwebs]] drain -40.<br />
<br />
This means you can very easily look at your income and expenditure numbers and know just how many constructors or caretakers you need to bring your economy back into equilibrium.<br />
<br />
----<br />
<br />
Another way to explain it is that buildpower is the amount of metal and energy your builders allow you to spend per second. For example, a Caretaker spends at 10 m/s meaning its buildpower is 10.<br />
<br />
Since all builders have limited range, it is possible to talk about local buildpower as part of logistics. For example, if you have 10 Caretakers at home but only a few mobile builders, it may be more practical to make a few Fusions or even a Singularity rather than walk a long distance with builders you still have to make. <br />
<br />
This is also why at least in small density games such as 1v1, a builder is worth more the further from base it is (unless it's so far that it's in enemy territory and dead).<br />
<br />
== Priority ==<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high.png<br />
<br />
All constructors and partially built structures have a button called '''Priority''' that can be set to low, medium or high. Available resources (including income) are first split evenly between high priority construction, if there are any resources left over the resources are split between normal priority construction. If both high and normal priority construction is working at full capacity the remaining resources are available for low priority construction. This feature will save you the time of pausing all less important construction when you need to build something more quickly than others.<br />
<br />
Below is a table detailing priority inheritance. The builder and structure priority result in the builder receiving resources with the priority shown in the main body of the table.<br />
<br />
{|<br />
! colspan="2" rowspan="2" | !! colspan="4" | Builder<br />
|-<br />
| '''High''' || '''Normal''' || '''Low'''<br />
|-<br />
! rowspan="3" | Struct <br />
| '''High''' || High || High || High<br />
|-<br />
| '''Normal''' || High ||Normal ||Low<br />
|-<br />
| '''Low''' ||Low || Low || Low<br />
|}<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low_other.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med_other.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high_other.png<br />
<br />
Priority can be defined for morphs, active cloak and stockpiles using the Misc. Priority states.<br />
<br />
== Team income distribution ==<br />
<br />
Commanders and innate income are split evenly.<br />
<br />
Reclaim is gained by the reclaiming player.<br />
<br />
Mexes produce base metal. The metal is split almost evenly, with more going to players who recently built a mex until 50% of that cost is paid off.<br />
<br />
Overdrive produces some amount of metal. The metal is split almost evenly, with more going to players who recently built energy until 50% of that cost is paid off. There is no concept of personal overdrive.<br />
<br />
== Reserving resources ==<br />
Resources can be [[Resources Reserve|reserved]] to be used only on important, high-priority projects. Builders with lower priority will not use the resource until its amount exceeds the set reserve. This can be useful, for example, if you want to make sure that you always have enough Metal and Energy at hand to be able to quickly build a small defense turret while pushing the front line with your Commander.<br />
<br />
<br />
{{Navbox manual}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Unit_states&diff=8242Unit states2021-12-11T04:50:53Z<p>Steel Blue: Added Fire Towards Enemies, Avoid Bad Targets, and Puppy Replication.</p>
<hr />
<div>{{TOC right}}<br />
Most units and buildings have ''behavior states'' that can be set by the player to modify unit behavior on the fly. The state settings are set per unit to allow different behavior of the same unit types.<br />
<br />
Some unit states are hidden by default. You can display them under [[Ingame Menu#Commands|Settings/Interface/Commands]].<br />
<br />
[[File:Factory commands.png]]<br />
<br />
The right side of the menu displays the settings of the selected units. This display is used to edit the settings. Clicking on a state toggles it. Most states with more than two settings can be toggled backwards with right click.<br />
<br />
There is a subtlety in the use of this display: When multiple units in the selection have the same settings different states the display only shows one of the states. A displayed state does not guarantee all units in the selection have that state. Clicking on a state guarantees that every selected unit has the setting displayed after clicking.<br />
<br />
== Factory States ==<br />
Factories have many states that usually make no sense for an unarmed structure. Units produced by a factory inherit most of the factory's states if the units have no other default.<br />
<br />
== Default States ==<br />
Units can be set to adopt a particular state upon creation from the menu (under Settings/Unit Behaviour/Default). For instance, an artillery unit could be set to Hold Position by default.<br />
<br />
== State List ==<br />
Following is a list that explains each state and its settings.<br />
<br />
=== Fire State ===<br />
Firestate controls a unit's automatic targeting behaviour. This state is available for all armed units and structures. Player given commands and guard retaliation overrides firestate. As in a unit set to Hold Fire will still fire if it is given a direct order to attack. Units do not lose their current target when firestate changes.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_atwill.png" height="24" width="24"/> '''Fire at Will''' — Fire at any/all enemies within range.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_return.png" height="24" width="24"/> '''Return fire''' — Fire back at enemies that hurt the unit.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_hold.png" height="24" width="24"/> '''Hold Fire''' — Will not fire unless ordered to.<br />
<br />
=== Move State ===<br />
Movestate controls how freely a unit can move in pursuit of its target. All mobile units have movestate.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_roam.png" height="24" width="24"/> '''Roam''' — The unit will move to attack nearby targets and chase them if they run away. Constructors will only assist ally construction if set to Roam.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_engage.png" height="24" width="24"/> '''Maneuver''' — This behaves similarly to Roam, but with a shorter "leash".<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_hold.png" height="24" width="24"/> '''Hold Position''' — Unit will not automatically chase enemies or use unit AI. Units will chase with an attack command and use unit AI if they have an Attack Move command.<br />
<br />
=== Repeat ===<br />
Repeat causes a unit's order queue to loop. Upon completing an order the order is added to the end of the queue. This is particularly useful for factories because a production queue can be repeated.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png" height="24" width="24"/> '''Repeat On'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_off.png" height="24" width="24"/> '''Repeat Off'''<br />
<br />
=== Overkill Prevention ===<br />
Some units have ''overkill prevention'' (OKP), such that if only one unit needs to fire to kill the target, other units will try to find a different target instead. This reduces wasted shots, useful for long-reload units such as [[Scalpel]]s.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/overkill_on.png" height="24" width="24"/> '''Overkill Prevention On'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/overkill_off.png" height="24" width="24"/> '''Overkill Prevention Off'''<br />
<br />
=== Retreat ===<br />
<br />
Sets the retreat level. See [[Retreat]].<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_90.png" height="24" width="24"/> '''Max Retreat''' — Unit retreats to the closest retreat position when health drops below 99%.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_60.png" height="24" width="24"/> '''2/3 Retreat''' — Unit retreats to the closest retreat position when health drops below 65%.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_30.png" height="24" width="24"/> '''1/3 Retreat''' — Unit retreats to the closest retreat position when health drops below 30%.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_off.png" height="24" width="24"/> '''No Retreat''' — Unit does not auto-retreat.<br />
<br />
=== Selection Rank ===<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_0.png" height="24" width="24"/><br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_1.png" height="24" width="24"/><br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_2.png" height="24" width="24"/><br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_3.png" height="24" width="24"/><br />
<br />
See [[Selection#Selection_Rank|Selection Rank]]<br />
<br />
=== Build Priority ===<br />
<br />
Priority lets you control resource spending more accurately when spending exceeds income. See [[Economy_Guide#Priority |Economy Guide Priority]]<br />
<br />
See also [[Resources Reserve]]<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high.png" height="24" width="24"/> '''High Priority''' — Constructors are always funded.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med.png" height="24" width="24"/> '''Normal Priority''' — This is the default. Constructors with this set have their priority overridden by the nanoframe they are constructing.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low.png" height="24" width="24"/> '''Low Priority''' — Constructors use any resources left over to construct.<br />
<br />
==== Misc Priority ====<br />
Misc. priority is used for the unit's personal, non-construction resource consumption, i.e. from abilities like [[commander]] upgrades or [[Trinity]] stockpiling.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high_other.png" height="24" width="24"/> '''High Priority'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med_other.png" height="24" width="24"/> '''Normal Priority'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low_other.png" height="24" width="24"/> '''Low Priority'''<br />
<br />
=== Factory Assist ===<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_on.png" height="24" width="24"/> '''Auto-assist Factory''' — Constructor do not follow the factory rally point. Instead they assist the factory that created them.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_off.png" height="24" width="24"/> '''Default Behaviour''' — Constructor will continue to rally point when exiting factory.<br />
<br />
=== Cloak ===<br />
<br />
Toggles unit cloak. See [[Cloak]]<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_on.png" height="24" width="24"/> '''Enable Cloak'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_off.png" height="24" width="24"/> '''Disable Cloak'''<br />
<br />
=== Unit AI ===<br />
<br />
Toggles smart AI for the unit. See [[Unit AI]]<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png" height="24" width="24"/> '''Unit AI ON''' — Turn ON the game's default unit AI for this unit (skirm, skirmish, and/or Anti-Air AI).<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_off.png" height="24" width="24"/> '''Unit AI OFF''' — Turn OFF the game's default unit AI for this unit.<br />
<br />
=== On/Off ===<br />
On/Off controls various miscellaneous unit states. It is used to toggle activation on radar, sonar and cloakers. It also toggles the armour ability of the [[Solar Collector]], [[Lucifer]] and [[Desolator]]. <br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/on.png" height="24" width="24"/> '''On'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/off.png" height="24" width="24"/> ''' Off'''<br />
<br />
=== Idle State ===<br />
<br />
Aircraft can be told to fly in a holding pattern or land when idle.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_on.png" height="24" width="24"/> '''Free Flying''' — Unit continues flying when idle.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_off.png" height="24" width="24"/> '''Land on Idle''' — Unit lands when idle.<br />
<br />
=== Float State ===<br />
<br />
Some amphibious units can float to the surface of the ocean to fire their weapons. They are immobile when floating<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_float.png" height="24" width="24"/> '''Always Float''' — Unit automatically floats when idle.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_attack.png" height="24" width="24"/> '''Float to Fire''' — Unit automatically floats if an enemy is in range and sinks otherwise. Units with long reload time sink between shots.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_sink.png" height="24" width="24"/> '''Always Sink''' — Unit does not float.<br />
<br />
=== Trajectory ===<br />
<br />
Certain long range artillery units can be toggled between high and low trajectory firing.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_high.png" height="24" width="24"/> '''High Trajectory''' — Shoot with a high arcing shot. This is useful for shooting over terrain that blocks direct line of sight, though it does moderately reduce accuracy.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_low.png" height="24" width="24"/> '''Low Trajectory''' — Unit fire directly toward the enemy. This can be useful because directly fired projectiles are more accurate and spend less time in flight.<br />
<br />
=== Fire at Radar ===<br />
Some units with long-range precision weapons, like the Phantom and Lance, can be ordered not to fire on radar dots (i.e. targets inside radar range but outside visual range). These units will still fire on buildings outside line of sight if the target position is known precisely (indicated by the "ghost" building).<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_on.png" height="24" width="24"/> '''Fire at Radar Dots'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_off.png" height="24" width="24"/> '''Don't Fire at Radar Dots'''<br />
<br />
=== Dive State ===<br />
<br />
[[Raven]] by default dive bombs to attack units under area shields, and moving targets. It can also dive bomb normally or constantly fly at a lower altitude.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_shield.png" height="24" width="24"/> '''Dive Bomb Shield or Mobile'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_attack.png" height="24" width="24"/> '''Dive Bomb Mobile'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_always.png" height="24" width="24"/> '''Always Fly Low''' — This causes it to fly at a lowered altitude all the time. It is weak to ground units in this state.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_off.png" height="24" width="24"/> '''Always Fly High''' — Will not use dive bomb. This can make it difficult to hit moving or shielded targets.<br />
<br />
=== Area Cloak ===<br />
<br />
Toggles an area cloaker. Area cloak is also disabled if the unit's On/Off state is set to Off. See [[Cloak]]<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_on.png" height="24" width="24"/> '''Activate Cloaking Field''' — Cloak all allied units within cloaking field radius.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_off.png" height="24" width="24"/> '''Disengage Cloaking Field''' — Do not emit cloaking field.<br />
<br />
=== Gunship Strafe ===<br />
Most gunships can circle-strafe their target when attacking.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_on.png" height="24" width="24"/> '''Strafe''' — Dodge ground projectiles by circling over the targeted enemy.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_off.png" height="24" width="24"/> '''No Strafe''' — Deactivate strafing for gunships. Use this to keep out of range of static AA.<br />
<br />
=== Kill Captured ===<br />
<br />
[[Dominatrix]] can be set to automatically destroy units that it captures.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_on.png" height="24" width="24"/> '''Auto-Self Destruct''' — Immediately self-destruct the captured units.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_off.png" height="24" width="24"/> '''No Self Destruct''' — Maintain normal control over captured units, no self-destruct.<br />
<br />
=== Drone Construction ===<br />
Units capable of drone production can switch it on or off.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/drones_on.png" height="24" width="24"/> '''Production of drones is ongoing'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/drones_off.png" height="24" width="24"/> '''Production of drones is stopped'''<br />
<br />
=== Impulse Mode ===<br />
[[Newton]] and [[Jugglenaut]] can be set to push or pull units with their gravity guns.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/push_alt.png" height="24" width="24"/> '''Push'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/pull_alt.png" height="24" width="24"/> '''Pull'''<br />
<br />
=== Ward Fire ===<br />
Shoot at the shields of Thugs, Felons and Convicts when nothing else is in range.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/ward_on.png" height="24" width="24"/> '''Ward Fire Enabled'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/ward_off.png" height="24" width="24"/> '''Ward Fire Disabled'''<br />
<br />
=== Allow Attack Commands ===<br />
State for [[Lobster]] to ignore attack commands and only respond to [[Fire_Special_Weapon_Command |'D' commands]].<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/disableattack_off.png" height="24" width="24"/> '''Disable Attack Off'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/disableattack_on.png" height="24" width="24"/> '''Disable Attack On'''<br />
<br />
=== Fire Towards Enemies ===<br />
Shoots towards enemies when there are no other targets.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/shoot_towards_off.png" height="24" width="24"/> '''Disabled'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/shoot_towards_on.png" height="24" width="24"/> '''Enabled'''<br />
<br />
=== Avoid Bad Targets ===<br />
Added in the [https://zero-k.info/Forum/Post/236870#236870 Anti-Bait update] , this state prevents a unit from automatically firing a long reload weapon at unit classes identified by metal cost.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_off_alternate.png" height="24" width="24"/> '''Disabled'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_1.png" height="24" width="24"/> '''Free'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_2.png" height="24" width="24"/> '''Light'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_3.png" height="24" width="24"/> '''Medium'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_4.png" height="24" width="24"/> '''Heavy'''<br />
<br />
=== Puppy Replication ===<br />
Set whether Puppies use nearby wrecks to make more Puppies.<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_on.png" height="24" width="24"/> '''On Except When Cloaked'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_cloak.png" height="24" width="24"/> '''Always On'''<br />
<br />
<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_off.png" height="24" width="24"/> '''Off'''<br />
<br />
<br />
{{Navbox manual}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=FAQ&diff=8220FAQ2021-11-29T05:06:49Z<p>Steel Blue: Username change requests</p>
<hr />
<div>'''Frequently Asked Questions''' - Zero-K<br />
(still under construction)<br />
<br />
==I'm new to Zero-K. Where should I start?==<br />
First you should read the [[Newbie Guide]] and try some practice games against the <abbr title="artificial intelligence">AI</abbr>. You should definitely try the tutorial, play some or all of the campaign, and/or the more detailed tutorial set available in the Help menu in game.<br />
<br />
You can also spectate some online games to see which things are significant.<br />
<br />
==How can I unlock commander modules?==<br />
You have to visit the [https://www.zero-k.info Zero-K Homepage] and log in with your account. You can easily reach this page from the lobby through the "Home" tab. From here, scroll down until you see "You can unlock technology" and click on this link. Alternatively you can [https://zero-k.info/My/UnlockList click here] if you're logged in. You do not have to unlock anything from this page; all modules are currently unlocked in game for all players. Unlocking these just makes them available for preconfigured commanders.<br />
<br />
==How do I gain rating? ==<br />
You can gain rating if you're winning multiplayer games. Based on you enemies' skill you will gain/lose more or less rating.<br />
<br />
{{:Rating and Rank}}<br />
<br />
==How much XP do I need to reach the next level?== <br />
Mouse over the <abbr title="experience points">XP</abbr> bar on the home page; the XP needed is displayed in the tooltip.<br />
<br />
==My FPS is low after some time have passed in game. What can I do?==<br />
{{See|Performance Optimizations}}<br />
Try to reduce your graphics settings. To do so, go to the Settings Tab on Zero-K Lobby and click Graphics Settings. Some system-intensive elements that you could tone down/disable are shadows, anti-aliasing, and water type. There is also a 'Lowest' preset you can try for maximum performance. Trying higher presets can help you find the performance and graphic level that works best on your system.<br />
<br />
If you're playing on Steam, disable the Steam Overlay as it negatively affects performance:<br />
* Right click on Zero-K in your Steam library.<br />
* Select 'Properties' from the drop-down menu.<br />
* Untick "Enable the Steam Overlay while in-game" in General.<br />
<br />
==I'm on Linux and my game hangs/crashes the second time I launch it==<br />
This may be an issue with certain versions of Mono. You might be able to work around it by deleting one or both files in <code>Zero-K/games</code> and letting the game rebuild them.<br />
<br />
==I get ugly bubbles in the minimap/the whole screen flashbangs.==<br />
Do you get bubbles like this?<br />
<br />
https://zero-k.info/img/clans/FAQ_bg.png<br />
<br />
This is a bug somewhere in Lua drawing with ATI/AMD and OpenGL.<br />
Disable widgets that draw via {{key press|F11}} menu to find the problematic widget. <br />
This should largely be fixed, if it still happens, send a bug report please.<br />
<br />
==I have some game ideas. Where can I post them?==<br />
Visit the [https://zero-k.info/Forum Zero-K forum] and pose your ideas in one of the sections.<br />
Furthermore, you can create a new issue on our development site: https://github.com/ZeroK-RTS/Zero-K/issues<br />
<br />
==What do all the in-game abbreviations mean?==<br />
You can look up some abbreviations used in game [[Abbreviations|here in this list]]. Some abbreviations unrelated to the game can be looked up on [http://en.wiktionary.org/wiki/Appendix:Internet_slang this page]. Another way is to ask players in-game.<br />
<br />
==How can I support the game? Donations?==<br />
On the one hand you can [https://zero-k.info/Contributions donate some coins] so we can pay the server costs. You can also support Zero-K through one of the [https://store.steampowered.com/dlc/334920/ donation packs] available on Steam. On the other hand you can support us by simply playing the game and spreading the word. Feel free to use our [http://presskit.zero-k.info/ advertisement material] on your site. Thanks a lot! :-)<br />
<br />
==How do I change my password? ==<br />
On your home/account page, click ''Account maintenance'' and enter your new password.<br />
<br />
==I forgot my password/username. Help me pls!==<br />
If you forgot your password/username please contact one of the server admins to receive your password/username. They will reset it to something and pm it to you.<br />
<br />
==My mouse cursor in game has disappeared==<br />
This can be caused by driver updates. If it happens, this can be fixed by adding a line to a file in your Zero-K folder that will tell the game to draw your mouse cursor with an alternate method. Under the LuaMenu/Config folder, look for the IGL_data.lua file and open in a text editor. Look for the section called ''game_settings''. <br />
<br />
Adding the line <code>HardwareCursor = 1,</code> (including the comma) in the middle of this section and saving the file should have your cursor appear the next time you load Zero-K.<br />
<br />
Hardware cursor can also be toggled in the [[Ingame Menu#Mouse Cursor|options menu]] during a game.<br />
<br />
==My game crashes/has graphical glitches. How do I fix it? ==<br />
First check the [http://springrts.com/wiki/FAQ:trouble troubleshooting FAQ] on the Spring engine wiki and see if your issue is covered there. If you can't find a solution to the problem, you can file a bug report on our forum or [https://github.com/ZeroK-RTS Github development site].<br />
<br />
==I have a bug report!==<br />
You can post in the [https://zero-k.info/Forum?categoryID=3 Help & Bugs subforum] or make an issue report on [https://github.com/ZeroK-RTS Github] (more technical). <br />
<br />
Please include diagnostic logs as appropriate. You can automatically upload the log from in-game through <samp>Main Menu</samp> &rarr; <samp>Help</samp> &rarr; <samp>Report a Bug</samp>.<br />
<br />
Otherwise, look for infolog_full.txt in your installation folder. Be sure to [http://www.pastebin.com pastebin] your infolog and give the link instead of posting the whole thing on the forum or github.<br />
<br />
==How can I change my Username?==<br />
Follow the guide on [[namechange]].<br />
<br />
==My question isn't answered here. Where can I ask my question?==<br />
As above, you can visit the [https://zero-k.info/Forum forum] and ask your question in one of the listed sections.<br />
<br />
You can also ask players in-game to get help.<br />
<br />
<br />
<br />
{{Navbox manual}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Name_Change&diff=8219Name Change2021-11-29T05:05:43Z<p>Steel Blue: added manual navbox</p>
<hr />
<div>Navigate to your user page and use the 'Contact administrators' button to send a request to the moderators.<br />
<br />
[[File:Pwchange_1.jpg]]<br />
<br />
Display of the Contact administrators button on a player's [[User Page]].<br />
<br />
[[File:Pwchange_2.jpg]]<br />
<br />
Example of a Username change request to submit to admins.<br />
<br />
{{Navbox manual}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Name_Change&diff=8218Name Change2021-11-29T05:04:30Z<p>Steel Blue: Creation</p>
<hr />
<div>Navigate to your user page and use the 'Contact administrators' button to send a request to the moderators.<br />
<br />
[[File:Pwchange_1.jpg]]<br />
<br />
Display of the Contact administrators button on a player's [[User Page]].<br />
<br />
[[File:Pwchange_2.jpg]]<br />
<br />
Example of a Username change request to submit to admins.</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Pwchange_2.jpg&diff=8217File:Pwchange 2.jpg2021-11-29T05:00:13Z<p>Steel Blue: </p>
<hr />
<div></div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Pwchange_1.jpg&diff=8216File:Pwchange 1.jpg2021-11-29T04:59:51Z<p>Steel Blue: </p>
<hr />
<div></div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Guard&diff=7702Guard2021-08-19T04:35:38Z<p>Steel Blue: hotlink to Guard_Command</p>
<hr />
<div>#REDIRECT [[Guard_Command]]</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Manual/General_Features&diff=7621Manual/General Features2021-07-30T00:45:56Z<p>Steel Blue: Undo revision 7614 by Steel Blue (talk)</p>
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<div>* <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png" height="16"> [[Overdrive|Overdrive System]]<br />
* [[File:Selection.png|x16px|link=]] [[Selection]]<br />
* <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/Commshare.png" height="16"> [[Commshare|Unit control sharing]]<br />
* <img src="http://manual.zero-k.info/unitpics/chicken.png" height="16"> [[Chicken Defense]]<br />
* <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/factory.png" height="16"> [[Factory Plates]]<br />
* <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/draggrip.png" height="16"> [[Customizing the User Interface]]<br />
* [[File:2213.png|16px|link=]] [[User Page]]</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Manual/General_Features&diff=7614Manual/General Features2021-07-26T21:05:21Z<p>Steel Blue: added an x</p>
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<div>* <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png" height="16"> [[Overdrive|Overdrive System]]<br />
* [[File:Selection.png|x16px|link=]] [[Selection]]<br />
* <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/Commshare.png" height="16"> [[Commshare|Unit control sharing]]<br />
* <img src="http://manual.zero-k.info/unitpics/chicken.png" height="16"> [[Chicken Defense]]<br />
* <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/factory.png" height="16"> [[Factory Plates]]<br />
* <img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/draggrip.png" height="16"> [[Customizing the User Interface]]<br />
* [[File:2213.png|x16px|link=]] [[User Page]]</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Talk:Balancing_Guidelines&diff=7613Talk:Balancing Guidelines2021-07-26T03:25:35Z<p>Steel Blue: Created page with "Adding links to forum threads about balancing stratagy if anyone ever wants to add to this page: https://zero-k.info/Forum/Post/242114#242114"</p>
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<div>Adding links to forum threads about balancing stratagy if anyone ever wants to add to this page:<br />
<br />
https://zero-k.info/Forum/Post/242114#242114</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Terraform&diff=7612Terraform2021-07-25T18:19:37Z<p>Steel Blue: updated images to native wiki</p>
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<div>All [[Unit_classes#Constructor|construction units]], [[Commander]]s and [[Caretaker]]s can modify the terrain in Zero-K. '''Terraforming''' costs [[Energy]], [[Metal]] and time.<br />
<br />
[[File:Intro_terraform.png]] <div style="float:right;">__TOC__</div><br />
<br />
== Terraform Types ==<br />
<br />
There are also 5 terraform commands found under the 'Special' tab in the menu:<br />
<br />
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png — Ramp <br />
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/level.png — Level<br />
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/raise.png — Raise<br />
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/smooth.png — Smooth<br />
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/restore.png — Restore<br />
<br />
<br />
Note: {{Key press|Right Click}} at any time during the terraform will cancel the command.<br />
<br />
== Interface: Lasso Selection == <br />
<br />
'''Level''', '''Raise''', '''Smooth''' and '''Restore''' have the same interface for selecting the effected area. They differ in what they do to the terrain.<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/level.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/raise.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/smooth.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/restore.png<br />
<br />
{{Key press|Left click}} on the ground and hold the mouse to start drawing a line. Drawing the area selects the area to be terraformed. If the end of the line is close to the start when the left mouse button is released the area inside the loop will be terraformed (like lasso selection), if the ends are far away the drawn line will be terraformed (good for making walls).<br />
<br />
[[File:Lasso_terraform.jpg]]<br />
<br />
If you are using '''Smooth''' or '''Restore''' the command will be given when you release the mouse. If you are using '''Level''' or '''Raise''' you will have to chose either which height to level to or how much to raise the land. This is done by moving the mouse up/down then clicking when it looks like it is at the desired height.<br />
<br />
[[File:Setheight_terraform.jpg]]<br />
<br />
== Effects of Terraform and Modifiers ==<br />
<br />
Here are the effects of '''Level''', '''Raise''', '''Smooth''' and '''Restore'''. The modifiers {{Key press|Alt}} and {{Key press|Ctrl}} can be held during the Height Choosing phase of the '''Level''' and '''Raise''' commands for more height choosing control.<br />
<br />
=== Level ===<br />
<br />
[[File:Level.sized_terraform.jpg]]<br />
<br />
'''Level''' will move the terrain in the area to exactly the same height, the result terrain will be flat. For example a hill could be flattened.<br />
<br />
* Hold {{Key press|Alt}} to snap to either the starting height, just below water level (so that ships can't pass) or the level just below water level that land units cannot pass (23 deep).<br />
<br />
* Hold {{Key press|Ctrl}} and move the mouse to select the height to be levelled to from terrain by mousing over the terrain.<br />
<br />
* Tap {{Key press|Space}} to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Can be toggled during Lasso stage.<br />
<br />
=== Raise ===<br />
<br />
[[File:Raise.sized_terraform.jpg]]<br />
<br />
'''Raise''' raises or lowers the terrain in the area by the same amount, the relative height of the terrain within the area is not changed.<br />
<br />
* Hold {{Key press|Alt}} to snap to heights by steps of 15. A 15 high (or deep) wall (or trench) will be impassable to vehicles but passable to bots. A 18 high wall will be impassable to most common bots. A 30 high wall will be impassable to everything except spiders.<br />
<br />
* Press {{Key press|Ctrl}} to reset the height to 0.<br />
<br />
=== Smooth ===<br />
<br />
[[File:Smooth1.sized_terraform.jpg]][[File:Smooth2.sized_terraform.jpg]]<br />
<br />
'''Smooth''' smooths the terrain, cliffs become less sharp.<br />
<br />
=== Restore ===<br />
<br />
[[File:Restore1.sized_terraform.jpg]][[File:Restore2.sized_terraform.jpg]]<br />
<br />
'''Restore''' reverts the height of the terrain to what it was at the start of the game.<br />
<br />
* Tap {{Key press|Space}} to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Toggle during Lasso stage.<br />
<br />
== Advanced Area Selection ==<br />
<br />
For easier terraforming, {{Key press|Alt}} and/or {{Key press|Ctrl}} can be used to modify the way the lasso command is given.<br />
<br />
* Hold {{Key press|Alt}} while clicking to terraform a rectangular area.<br />
<br />
[[File:Square_terraform.jpg]]<br />
<br />
* Hold {{Key press|Alt}} and click on a building or unit to create a wall around that unit.<br />
<br />
[[File:Autowall.sized_terraform.jpg]]<br />
<br />
* Hold {{Key press|Alt}} + {{Key press|Ctrl}} while clicking to create a hollow rectangle of terraform.<br />
<br />
[[File:Ring.sized_terraform.jpg]]<br />
<br />
* Hold {{Key press|Ctrl}} at any time during line drawing to create a straight section of line. Straight and non-straight lines can be mixed by pressing and releasing {{Key press|Ctrl}}.<br />
<br />
[[File:Loopy.sized_terraform.jpg]]<br />
<br />
== Terraforming Under Buildings In One Click ==<br />
<br />
The default option of terraforming the ground under buildings is to press the {{Key press|B}} key after choosing the structure, changing the height of the project with {{Key press|C}} and {{Key press|V}} afterwards. By far the simplest way to use this kind of terraforming is to press {{Key press|Alt}} key while placing a structure and adjust the height of the structure by scrolling with the mouse wheel, but this option should first be enabled in the settings.<br />
<br />
[[File:terraform_structure.gif]]<br />
<br />
Structure terrforming controls can be changed in the menu: <code>Settings > Interface > Building placement</code>. Tick the <code>Alt mouse wheel to set height</code> to enable the easier construction option.<br />
<br />
See [[Structure Placement]] for more information on structure terraforming.<br />
<br />
== Terraforming Presets ==<br />
<br />
There are terraforming presets that allow to create terraforming with a specific height and can be configured under Hotkeys/Construction/Terraform Preset Hotkeys. Default hokeys include:<br />
* {{Key press|Alt}} + {{Key press|V}}: Make the smallest wall that is not Vehicle pathable.<br />
* {{Key press|Alt}} + {{Key press|B}}: Make the smallest wall that is not Bot pathable.<br />
* {{Key press|Alt}} + {{Key press|N}}: Make a wall that will block direct fire weapons like lasers. This allows indirect fire units like [[Rogue]] or [[Recluse]] to shoot at a [[Stinger]] with impunity.<br />
* {{Key press|Alt}} + {{Key press|G}}: Levels the terrain to the height of the ground where the cursor was initially clocked.<br />
* {{Key press|Alt}} + {{Key press|H}}: Make a tall spire to give high ground advantage for units like [[Crab]].<br />
* {{Key press|Alt}} + {{Key press|J}}: Makes a deep hole.<br />
<br />
== Ramp ==<br />
<br />
The ramp command interface is different from that of the other terraform commands.<br />
<br />
First select the '''Ramp''' command from the command menu.<br />
<br />
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png<br />
<br />
=== Simple Ramp ===<br />
This is a simple way to make a ramp between 2 points on the ground. It uses exactly the same interface as advanced ramp but it can be unclear how to make a simple ramp just from the explanation of the full features of advanced ramp.<br />
<br />
In short:<br />
* {{Key press|Left Click}} the start of the ramp<br />
* {{Key press|Left Click}} the end of the ramp<br />
* {{Key press|Left Click}} again<br />
<br />
==== Advanced Ramp ====<br />
Using the full ramp interface you can make a ramp between any 2 arbitrary points above or below the terrain and chose the width of this ramp.<br />
<br />
{{Key press|Left Click}} on the ground to set the start of the ramp. '''If''' you want to choose the height of the start of the ramp hold the click and move the mouse up or down. A little green line will appear out of the ground to indicate the height. The default height is the ground height, release the mouse to select the height.<br />
<br />
* Hold {{Key press|Alt}} when choosing the start height to snap to the original ground height or just below water level(helpful for getting hovers out of the water).<br />
<br />
[[File:Ramp1.sized_terraform.jpg]]<br />
<br />
* {{Key press|Left Click}} on the ground to set the end of the ramp. As with the start of the ramp, you can hold the mouse and move to choose the height. <br />
<br />
* Hold {{Key press|Alt}} when choosing the end height to snap the gradient of the ramp to either upwards bot pathable, upwards vehicle pathable, flat, downwards vehicle pathable, downwards bot pathable, the original ground height or just below water level.<br />
<br />
[[File:Ramp2.sized_terraform.jpg]]<br />
<br />
* Move the mouse up/down (not held down) and click to set the width of the ramp. Then {{Key press|Left Click}} to build it.<br />
<br />
[[File:Ramp3.sized_terraform.jpg]]<br />
<br />
The ramp colour indicates whether all units will be able to use it, if vehicles/tanks will not be able to use it and if only spiders can use it.<br />
<br />
[[File:Ramp_green_terraform.jpg]]<br />
[[File:Ramp_yellow_terraform.jpg]]<br />
[[File:Ramp_red_terraform.jpg]]<br />
<br />
Optional: Tap {{Key press|Space}} to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Can be toggled at any stage during the ramp command.<br />
<br />
== Cost ==<br />
<br />
Terraform by default costs 1 metal, energy and build power to raise or lower 1 heightmap grid, each vertex of the blue grid maps onto a point on the heightmap grid. Due to the sloped sides it will be costly to make a very high spire. Equal volumes of terraform will have the same cost regardless of shape. Cost can be changed with the "terraform cost multiplier" [[Setting_Up_a_Game#Advanced_Options|ModOption]].<br />
<br />
As a general guideline, assuming the base value for terraforming cost, creating a 15 deep wall (or trench) will cost roughly 19 resources per 'segment'.<br />
<br />
Building a "skydust" (i.e. [[Stardust]] on a pillar) costs about 50 resources for a 50 height pillar, or 85 resources for 100 height.<br />
<br />
== Terraform blocking ==<br />
<br />
By placing troops or structures near the terraforming projects of your opponent you can deny their construction indefinitely. Use this to stop the enemy from building mountain ranges in your backyard or to defend your own creations from being deconstructed by enemy builders.<br />
<br />
[[Image:Tera_block.png]] <br />
<br />
== Tips ==<br />
<br />
You can protect non-combat structures not sensitive to terrain such as [[Cornea|cloak]]/[[Aegis|shield generators]], [[Caretaker|nanoturrets]], [[Gunship Plant]]s and [[Missile Silo]]s with walls or holes.<br />
<br />
Buildings cannot be moved vertically once placed. If you want to put a [[Fusion Reactor|Fusion]] in a hole for safety the hole will have to be built before the Fusion. <br />
<br />
[[Big Bertha]]s, [[Crab]]s and [[Ogre]]s are very good at knocking down walls. [[Quake]] missiles are the ultimate solution against landscape designers.<br />
<br />
[[File:Crabesmooth.sized_terraform.jpg]]<br />
<br />
You can use terraforming to make a trench or wall underwater to stop amphibious bots.<br />
<br />
[[Lobster|Lobsters]] can throw units over low walls.<br />
<br />
Terraform ramp can be used with [[Newton]]s [[Newton_Firezones|to fire units at the enemy]]!<br />
<br />
[[File:Newtonramp.sized_terraform.jpg]]<br />
<br />
To set hotkeys for terraform commands, navigate into the game menu and look under hotkeys for <code>Levelground</code>, <code>Raiseground</code>, <code>Rampground</code>, <code>Smoothground</code> and <code>Restoreground</code>.<br />
<br />
{{Navbox manual}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Ramp_green_terraform.jpg&diff=7611File:Ramp green terraform.jpg2021-07-25T18:11:06Z<p>Steel Blue: port from http://licho.eu/alba/terraform/ramp_green.jpg</p>
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<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/ramp_green.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Newtonramp.sized_terraform.jpg&diff=7610File:Newtonramp.sized terraform.jpg2021-07-25T18:10:46Z<p>Steel Blue: port from http://licho.eu/alba/terraform/newtonramp.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/newtonramp.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Crabesmooth.sized_terraform.jpg&diff=7609File:Crabesmooth.sized terraform.jpg2021-07-25T18:10:27Z<p>Steel Blue: port from http://licho.eu/alba/terraform/crabesmooth.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/crabesmooth.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Ramp_red_terraform.jpg&diff=7608File:Ramp red terraform.jpg2021-07-25T18:10:08Z<p>Steel Blue: port from http://licho.eu/alba/terraform/ramp_red.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/ramp_red.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Ramp_yellow_terraform.jpg&diff=7607File:Ramp yellow terraform.jpg2021-07-25T18:09:49Z<p>Steel Blue: port from http://licho.eu/alba/terraform/ramp_yellow.jpg</p>
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<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/ramp_yellow.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Ramp3.sized_terraform.jpg&diff=7606File:Ramp3.sized terraform.jpg2021-07-25T18:09:15Z<p>Steel Blue: port from http://licho.eu/alba/terraform/ramp3.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/ramp3.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Ramp2.sized_terraform.jpg&diff=7605File:Ramp2.sized terraform.jpg2021-07-25T18:08:50Z<p>Steel Blue: port from http://licho.eu/alba/terraform/ramp2.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/ramp2.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Ramp1.sized_terraform.jpg&diff=7604File:Ramp1.sized terraform.jpg2021-07-25T18:08:34Z<p>Steel Blue: port from http://licho.eu/alba/terraform/ramp1.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/ramp1.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Loopy.sized_terraform.jpg&diff=7603File:Loopy.sized terraform.jpg2021-07-25T18:08:15Z<p>Steel Blue: port from http://licho.eu/alba/terraform/loopy.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/loopy.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Ring.sized_terraform.jpg&diff=7602File:Ring.sized terraform.jpg2021-07-25T18:07:27Z<p>Steel Blue: port from http://licho.eu/alba/terraform/ring.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/ring.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Autowall.sized_terraform.jpg&diff=7601File:Autowall.sized terraform.jpg2021-07-25T18:06:47Z<p>Steel Blue: port from http://licho.eu/alba/terraform/autowall.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/autowall.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Square_terraform.jpg&diff=7600File:Square terraform.jpg2021-07-25T18:06:12Z<p>Steel Blue: port from http://licho.eu/alba/terraform/square.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/square.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Restore2.sized_terraform.jpg&diff=7599File:Restore2.sized terraform.jpg2021-07-25T18:05:54Z<p>Steel Blue: port from http://licho.eu/alba/terraform/restore2.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/restore2.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Restore1.sized_terraform.jpg&diff=7598File:Restore1.sized terraform.jpg2021-07-25T18:05:35Z<p>Steel Blue: port from http://licho.eu/alba/terraform/restore1.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/restore1.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Smooth2.sized_terraform.jpg&diff=7597File:Smooth2.sized terraform.jpg2021-07-25T18:05:07Z<p>Steel Blue: port from http://licho.eu/alba/terraform/smooth2.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/smooth2.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Smooth1.sized_terraform.jpg&diff=7596File:Smooth1.sized terraform.jpg2021-07-25T18:04:37Z<p>Steel Blue: port from http://licho.eu/alba/terraform/smooth1.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/smooth1.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Raise.sized_terraform.jpg&diff=7595File:Raise.sized terraform.jpg2021-07-25T18:04:16Z<p>Steel Blue: port from http://licho.eu/alba/terraform/raise.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/raise.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Level.sized_terraform.jpg&diff=7594File:Level.sized terraform.jpg2021-07-25T18:03:47Z<p>Steel Blue: port from http://licho.eu/alba/terraform/level.sized.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/level.sized.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Setheight_terraform.jpg&diff=7593File:Setheight terraform.jpg2021-07-25T18:03:01Z<p>Steel Blue: port from http://licho.eu/alba/terraform/setheight.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/setheight.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Lasso_terraform.jpg&diff=7592File:Lasso terraform.jpg2021-07-25T18:02:37Z<p>Steel Blue: port from http://licho.eu/alba/terraform/lasso.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/lasso.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=File:Intro_terraform.png&diff=7591File:Intro terraform.png2021-07-25T18:01:52Z<p>Steel Blue: port from http://licho.eu/alba/terraform/lasso.jpg</p>
<hr />
<div>== Summary ==<br />
port from http://licho.eu/alba/terraform/lasso.jpg</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Hotkeys&diff=7578Hotkeys2021-07-16T02:05:48Z<p>Steel Blue: /* Auto grouping */</p>
<hr />
<div>Using the [[Ingame Menu|in-game menu]], you can quickly bind any key combination to almost any action or unit command. For more advanced usage of hotkeys, see [[Keybind file]] description.<br />
<br />
== Selection Keys ==<br />
<br />
See [[Selection#Hotkeys|Selection Hotkeys]]<br />
<br />
== Auto grouping ==<br />
<br />
See [[Selection#Autogroups|Selection Autogroups]]<br />
<br />
{{Navbox manual}}</div>Steel Bluehttp://zero-k.info/mediawiki/index.php?title=Hotkeys&diff=7577Hotkeys2021-07-16T02:05:35Z<p>Steel Blue: /* Auto grouping */</p>
<hr />
<div>Using the [[Ingame Menu|in-game menu]], you can quickly bind any key combination to almost any action or unit command. For more advanced usage of hotkeys, see [[Keybind file]] description.<br />
<br />
== Selection Keys ==<br />
<br />
See [[Selection#Hotkeys|Selection Hotkeys]]<br />
<br />
== Auto grouping ==<br />
<br />
See [[|Selection#Autogroups|Selection Autogroups]]<br />
<br />
{{Navbox manual}}</div>Steel Blue