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	<id>https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cliver5</id>
	<title>Zero-K - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cliver5"/>
	<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/Special:Contributions/Cliver5"/>
	<updated>2026-05-01T08:59:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Halberd&amp;diff=7345</id>
		<title>Halberd</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Halberd&amp;diff=7345"/>
		<updated>2021-04-06T09:25:45Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: Changed cost info with the recent update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a blockade runner hover from the [[Hovercraft Platform]].{{ Infobox zkunit&lt;br /&gt;
| name = Halberd&lt;br /&gt;
| defname = hoverassault&lt;br /&gt;
| description = Blockade Runner Hover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/hoverassault.png&lt;br /&gt;
| icontype = hoverassault&lt;br /&gt;
| cost = 210&lt;br /&gt;
| hitpoints = 1250&lt;br /&gt;
| movespeed = 96&lt;br /&gt;
| turnrate = 162&lt;br /&gt;
| sight = 385&lt;br /&gt;
| sonar = 385&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Direct Energy Weapon&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 150&lt;br /&gt;
	| reloadtime = 1.20&lt;br /&gt;
	| dps = 125&lt;br /&gt;
	| range = 200&lt;br /&gt;
	| projectilespeed = 200&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability armored&lt;br /&gt;
	| reduction = 75%&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Halberd buttons down into its armored hull when not firing, offering 4x damage resistance. Its slow, short-ranged weapon is unsuitable for use against highly mobile targets.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Set the Halberd's fire state to &amp;quot;hold fire mode&amp;quot; to keep it from opening up its protective hull to fire at enemies, thus keeping its damage reduction capabilities active (for, say, when it needs to speed past some modest defenses).&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Optimal_rover_squads_guide&amp;diff=7336</id>
		<title>Optimal rover squads guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Optimal_rover_squads_guide&amp;diff=7336"/>
		<updated>2021-03-26T12:29:34Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: Added a short introduction, as well as possible contributions list. (And tried to fix image size, unsuccessfully.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide was made to promote rover strategies other than monospam.&lt;br /&gt;
You can improve this guide by:&lt;br /&gt;
* making an explanation about why the described ratio is optimal;&lt;br /&gt;
* adding situation micro/macro trick descriptions to different squads;&lt;br /&gt;
* fixing image size.&lt;br /&gt;
This guide was created by Cliver Forsaken.&lt;br /&gt;
&lt;br /&gt;
= The Vultures squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 5 darts. &lt;br /&gt;
(200 metal cost per squad)&lt;br /&gt;
&lt;br /&gt;
Use: 3 darts charge the front, 2 scout the flanks; or all 5 scouts stay together for increased firepower. You will be surprised to see the full wide range of units 3 darts can easily pick off in 1vs3. The Vultures squad generally specializes against lone raiders, builders, mexes, skirmishers, and even artillery units; and they serve as great scouts due to their cheap production cost, great sight range and mobility. Their combat effectiveness is doubled when they escort scorchers, and they're great at severely weakening key targets like commanders.&lt;br /&gt;
&lt;br /&gt;
Fun Fact: 5 darts can take out a picket with only two friendly losses.&lt;br /&gt;
&lt;br /&gt;
Challenge: Darts are quite fragile, and do not survive quick ambushes. Besides dealing poorly against obvious counters like riot units, they generally lose when facing fair battles against raider gangsters.&lt;br /&gt;
&lt;br /&gt;
[[File:Vultures squad illustration.png|thumb|vultures doing vulture things, by cliver forsaken]]&lt;br /&gt;
&lt;br /&gt;
= The Vulture Keepers squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 3 scorchers,&lt;br /&gt;
* 2 fencers.&lt;br /&gt;
(660 metal cost per squad)&lt;br /&gt;
&lt;br /&gt;
Use: Scorchers overwatch the front, fencers deal the damage. While scorchers are quite terrible at approaching lotuses, chasing raiders, fencers face none of these weaknesses. Scorchers with fencers are like ronins with reavers, except rover counterpart is nearly twice at fast as the cloakbot counterpart. Fencers, unlike ronins, are also capable of reliably hitting opponent's raider units outside their range, if protected well enough, which can force the opponent to rely on radars instead of light scouts for watching your squad movements. Two fencers can take out several lotuses and mexes from range, while only a single kodachi is needed to take an undefended mex in sheer seconds.&lt;br /&gt;
&lt;br /&gt;
Additionally, 1 scorcher can take out a lotus at the cost of most of its health, and 1 scorcher with two darts can (somehow) beat a lotus while keeping half the scorcher's health. Facing 3 scorchers and 5 darts is a death sentence to a lone commander.&lt;br /&gt;
&lt;br /&gt;
While raiders and skirmishers are generally made for offensive reasons, the benefit of the rover's scorchers and fencers is that the fencer can serve as a mobile picket in your base, while the scorcher can serve as a mobile lotus you don't want to get close to. They may be more expensive, but they do their job if you need to relocate your defenses to another point on the map quickly.&lt;br /&gt;
&lt;br /&gt;
Challenge: Fencers cannot kite as well as other skirmishers. As such, they are less effective against reavers and other riots, and are vulnerable to artillery strikes. Place fencers in the enemy's lines, get a few lotuses and mexes destroyed, watch the enemy's movements, and retreat if your opponent's army is getting close to your fencers. If the opponent focuses on building raiders, they can outnumber scorchers and fencers; and thus, you may need to queue up a ripper to pick the Vulture Overseers squad up from a bad engagement. Scorchers are also not capable of taking a lot of damage; as such, they should avoid taking too many fights, and they need to have areas they can retreat to, such as allied static turrets.&lt;br /&gt;
&lt;br /&gt;
[[File:Vulture Keepers illustration.png|thumb|vulture keepers harassing an undefended metal extractor.]]&lt;br /&gt;
&lt;br /&gt;
= The Iron Fist squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 1 ripper&lt;br /&gt;
* 2 ravagers&lt;br /&gt;
(~740 metal cost per squad)&lt;br /&gt;
&lt;br /&gt;
Use: Unlike scorchers, ravagers can freely in with lotuses, allowing the ravager to destroy a lotus and a mex by firing 4 shots at each. The squad is capable of picking off lone riots and assault units, while the rippers ensure that no enemy structure or unit is left behind, besides fending off enemy raiders. Rippers are just as good at dealing with cheap, lone riots, and can cut off enemy advancements quickly, take engagements the enemy does not want you to take, and stab the enemy in the back far faster than the enemy can react! &lt;br /&gt;
&lt;br /&gt;
[[File:Iron Fist defending homeland.png|600px|frame|center|iron fists defending homeland against shieldbots.]]&lt;br /&gt;
&lt;br /&gt;
The Iron Fist's main use is defensive, but they can easily take out an opponent's poorly fortified base in a single, rather explosive, arrival.&lt;br /&gt;
&lt;br /&gt;
Ravagers synergize well with Vulture squads.&lt;br /&gt;
&lt;br /&gt;
[[File:Iron Fist squad synergizing.png|600px|frame|center|Iron Fist squad synergizing with Vultures squad.]]&lt;br /&gt;
&lt;br /&gt;
Challenge: Ravagers are disappointingly terrible at dealing with heavy fortifications, high damage skirmisher squads and riot squads. You will ABSOLUTELY need artillery and even counter-artillery, should the opponent start building plenty of those.&lt;br /&gt;
&lt;br /&gt;
[[File:Iron Fist squad illustration.png|thumb|Illustration of the Iron Fist squad raiding an opponent's base. ]]&lt;br /&gt;
&lt;br /&gt;
= The Dart Rain squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 5 badgers&lt;br /&gt;
* 1 impaler &lt;br /&gt;
(2000 metal cost per squad)&lt;br /&gt;
The optimal amount of Dart Rain squads is 3 squads. 3 Dart Rain squads creates the rover artillery platoon.&lt;br /&gt;
&lt;br /&gt;
Use: badgers are great at denying the opponent's units from entering a certain point by creating a dangerous mine field over time at a long range. If you make enough of badgers, you can even make an entire wall made out of mines, which instantly recharges in a single volley, and which can even severely hinder smaller forces through direct fire. Impalers, on the other hand, are great at taking out key static targets like static artillery (Emissaries and Tremors), stingers, stardusts, power links, in a single volley, if you have enough of them. When no key static targets are present, Impalers are great at denying mex locations.&lt;br /&gt;
&lt;br /&gt;
[[File:Impalers being used against an Emissary example.png|600px|frame|left|impalers are great at taking out enemy emissaries and tremors, since those artillery units require to stop in order to fire.]]&lt;br /&gt;
&lt;br /&gt;
Rover artillery is one of the best tools for dealing with heavy shield balls.&lt;br /&gt;
&lt;br /&gt;
Challenge: rover's artillery is fairly fragile, expensive, and it requires protection against light harassments, be it through sitting near forts, or nearby riot/raider forces.&lt;br /&gt;
&lt;br /&gt;
[[File:Rippers protecting badgers.png|600px|frame|center|rippers ensuring that badgers are safe from close-range attacks.]]&lt;br /&gt;
&lt;br /&gt;
When you have enough of Dart Rain squads and face counter-artillery fire, you can use aspises/aegises to ensure your artillery does not fall from a single volley, and let you obliterate the opponent's artillery with one of the best artilleries the game has to offer!&lt;br /&gt;
&lt;br /&gt;
[[File:The Dart Trap Squad illustration.png|thumb|Dart Rain squad being utilized against shieldbots.]]&lt;br /&gt;
&lt;br /&gt;
= The Negotiators squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 1 funnelweb&lt;br /&gt;
* 1-2 irises&lt;br /&gt;
* 6-12 dominatrixes&lt;br /&gt;
(6.6k-10k metal cost per squad)&lt;br /&gt;
Use: the negotiators squad is capable of overtaking single powerful forts in sheer seconds, giving them to you instead of the enemy. The dominatrixes are safe from turret fire while the funnelweb's shield protects them, capable of absorbing stinger shots and stardusts long enough for dominatrixes to capture opposing defenses; while the irises allow dominatrixes to close their distance with relative safety. Should some dominatrixes get injured, funnelweb can quickly repair them back to full health. Funnelwebs are also capable of quickly conjuring stardusts to protect your future armies from open revolts.&lt;br /&gt;
&lt;br /&gt;
Challenge: Dominatrixes deal damage based on how many units they managed to steal from the opponent in a single encounter. They can even reside behind the buildings they have made loyal to themselves. However, should dominatrixes require to fight more than one battle, the opponent can ambush them by adding heavy units that can take dominatrixes out quickly, such as powerful explosions, chip-damage, and sheer numbers of units, resulting in an open revolt between dominatrixes and its puppets. If claiming an entire fort is not enough for you, dominatrixes will never make their cost.&lt;br /&gt;
Dominatrixes are also bad at chasing opposing heavy units.&lt;br /&gt;
&lt;br /&gt;
[[File:Negotiators target example.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Guides]]&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Optimal_rover_squads_guide&amp;diff=7334</id>
		<title>Optimal rover squads guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Optimal_rover_squads_guide&amp;diff=7334"/>
		<updated>2021-03-24T10:45:00Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: Categorized the guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Vultures squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 5 darts. &lt;br /&gt;
(200 metal cost per squad)&lt;br /&gt;
&lt;br /&gt;
Use: 3 darts charge the front, 2 scout the flanks; or all 5 scouts stay together for increased firepower. You will be surprised to see the full wide range of units 3 darts can easily pick off in 1vs3. The Vultures squad generally specializes against lone raiders, builders, mexes, skirmishers, and even artillery units; and they serve as great scouts due to their cheap production cost, great sight range and mobility. Their combat effectiveness is doubled when they escort scorchers, and they're great at severely weakening key targets like commanders.&lt;br /&gt;
&lt;br /&gt;
Fun Fact: 5 darts can take out a picket with only two friendly losses.&lt;br /&gt;
&lt;br /&gt;
Challenge: Darts are quite fragile, and do not survive quick ambushes. Besides dealing poorly against obvious counters like riot units, they generally lose when facing fair battles against raider gangsters.&lt;br /&gt;
&lt;br /&gt;
[[File:Vultures squad illustration.png|thumb|vultures doing vulture things, by cliver forsaken]]&lt;br /&gt;
&lt;br /&gt;
= The Vulture Keepers squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 3 scorchers,&lt;br /&gt;
* 2 fencers.&lt;br /&gt;
(660 metal cost per squad)&lt;br /&gt;
&lt;br /&gt;
Use: Scorchers overwatch the front, fencers deal the damage. While scorchers are quite terrible at approaching lotuses, chasing raiders, fencers face none of these weaknesses. Scorchers with fencers are like ronins with reavers, except rover counterpart is nearly twice at fast as the cloakbot counterpart. Fencers, unlike ronins, are also capable of reliably hitting opponent's raider units outside their range, if protected well enough, which can force the opponent to rely on radars instead of light scouts for watching your squad movements. Two fencers can take out several lotuses and mexes from range, while only a single kodachi is needed to take an undefended mex in sheer seconds.&lt;br /&gt;
&lt;br /&gt;
Additionally, 1 scorcher can take out a lotus at the cost of most of its health, and 1 scorcher with two darts can (somehow) beat a lotus while keeping half the scorcher's health. Facing 3 scorchers and 5 darts is a death sentence to a lone commander.&lt;br /&gt;
&lt;br /&gt;
While raiders and skirmishers are generally made for offensive reasons, the benefit of the rover's scorchers and fencers is that the fencer can serve as a mobile picket in your base, while the scorcher can serve as a mobile lotus you don't want to get close to. They may be more expensive, but they do their job if you need to relocate your defenses to another point on the map quickly.&lt;br /&gt;
&lt;br /&gt;
Challenge: Fencers cannot kite as well as other skirmishers. As such, they are less effective against reavers and other riots, and are vulnerable to artillery strikes. Place fencers in the enemy's lines, get a few lotuses and mexes destroyed, watch the enemy's movements, and retreat if your opponent's army is getting close to your fencers. If the opponent focuses on building raiders, they can outnumber scorchers and fencers; and thus, you may need to queue up a ripper to pick the Vulture Overseers squad up from a bad engagement. Scorchers are also not capable of taking a lot of damage; as such, they should avoid taking too many fights, and they need to have areas they can retreat to, such as allied static turrets.&lt;br /&gt;
&lt;br /&gt;
[[File:Vulture Keepers illustration.png|thumb|vulture keepers harassing an undefended metal extractor.]]&lt;br /&gt;
&lt;br /&gt;
= The Iron Fist squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 1 ripper&lt;br /&gt;
* 2 ravagers&lt;br /&gt;
(~740 metal cost per squad)&lt;br /&gt;
&lt;br /&gt;
Use: Unlike scorchers, ravagers can freely in with lotuses, allowing the ravager to destroy a lotus and a mex by firing 4 shots at each. The squad is capable of picking off lone riots and assault units, while the rippers ensure that no enemy structure or unit is left behind, besides fending off enemy raiders. Rippers are just as good at dealing with cheap, lone riots, and can cut off enemy advancements quickly, take engagements the enemy does not want you to take, and stab the enemy in the back far faster than the enemy can react! &lt;br /&gt;
&lt;br /&gt;
[[File:Iron Fist defending homeland.png|frame|center|iron fists defending homeland against shieldbots.]]&lt;br /&gt;
&lt;br /&gt;
The Iron Fist's main use is defensive, but they can easily take out an opponent's poorly fortified base in a single, rather explosive, arrival.&lt;br /&gt;
&lt;br /&gt;
Ravagers synergize well with Vulture squads.&lt;br /&gt;
&lt;br /&gt;
[[File:Iron Fist squad synergizing.png|frame|center|Iron Fist squad synergizing with Vultures squad.]]&lt;br /&gt;
&lt;br /&gt;
Challenge: Ravagers are disappointingly terrible at dealing with heavy fortifications, high damage skirmisher squads and riot squads. You will ABSOLUTELY need artillery and even counter-artillery, should the opponent start building plenty of those.&lt;br /&gt;
&lt;br /&gt;
[[File:Iron Fist squad illustration.png|thumb|Illustration of the Iron Fist squad raiding an opponent's base. ]]&lt;br /&gt;
&lt;br /&gt;
= The Dart Rain squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 5 badgers&lt;br /&gt;
* 1 impaler &lt;br /&gt;
(2000 metal cost per squad)&lt;br /&gt;
The optimal amount of Dart Rain squads is 3 squads. 3 Dart Rain squads creates the rover artillery platoon.&lt;br /&gt;
&lt;br /&gt;
Use: badgers are great at denying the opponent's units from entering a certain point by creating a dangerous mine field over time at a long range. If you make enough of badgers, you can even make an entire wall made out of mines, which instantly recharges in a single volley, and which can even severely hinder smaller forces through direct fire. Impalers, on the other hand, are great at taking out key static targets like static artillery (Emissaries and Tremors), stingers, stardusts, power links, in a single volley, if you have enough of them. When no key static targets are present, Impalers are great at denying mex locations.&lt;br /&gt;
&lt;br /&gt;
[[File:Impalers being used against an Emissary example.png|frame|left|Impalers are great at taking out enemy Emissaries and Tremors, since those artillery units require to stop in order to fire.]]&lt;br /&gt;
&lt;br /&gt;
Rover artillery is one of the best tools for dealing with heavy shield balls.&lt;br /&gt;
&lt;br /&gt;
Challenge: rover's artillery is fairly fragile, expensive, and it requires protection against light harassments, be it through sitting near forts, or nearby riot/raider forces.&lt;br /&gt;
&lt;br /&gt;
[[File:Rippers protecting badgers.png|frame|center|Rippers ensuring that badgers are safe from close-range attacks.]]&lt;br /&gt;
&lt;br /&gt;
When you have enough of Dart Rain squads and face counter-artillery fire, you can use aspises/aegises to ensure your artillery does not fall from a single volley, and let you obliterate the opponent's artillery with one of the best artilleries the game has to offer!&lt;br /&gt;
&lt;br /&gt;
[[File:The Dart Trap Squad illustration.png|thumb|Dart Rain squad being utilized against shieldbots.]]&lt;br /&gt;
&lt;br /&gt;
= The Negotiators squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 1 funnelweb&lt;br /&gt;
* 1-2 irises&lt;br /&gt;
* 6-12 dominatrixes&lt;br /&gt;
(6.6k-10k metal cost per squad)&lt;br /&gt;
Use: the negotiators squad is capable of overtaking single powerful forts in sheer seconds, giving them to you instead of the enemy. The dominatrixes are safe from turret fire while the funnelweb's shield protects them, capable of absorbing stinger shots and stardusts long enough for dominatrixes to capture opposing defenses; while the irises allow dominatrixes to close their distance with relative safety. Should some dominatrixes get injured, funnelweb can quickly repair them back to full health. Funnelwebs are also capable of quickly conjuring stardusts to protect your future armies from open revolts.&lt;br /&gt;
&lt;br /&gt;
Challenge: Dominatrixes deal damage based on how many units they managed to steal from the opponent in a single encounter. They can even reside behind the buildings they have made loyal to themselves. However, should dominatrixes require to fight more than one battle, the opponent can ambush them by adding heavy units that can take dominatrixes out quickly, such as powerful explosions, chip-damage, and sheer numbers of units, resulting in an open revolt between dominatrixes and its puppets. If claiming an entire fort is not enough for you, dominatrixes will never make their cost.&lt;br /&gt;
Dominatrixes are also bad at chasing opposing heavy units.&lt;br /&gt;
&lt;br /&gt;
[[File:Negotiators target example.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Guides]]&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=7333</id>
		<title>Rover Assembly</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=7333"/>
		<updated>2021-03-24T10:41:34Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: /* Tactics and Strategy */ Added a link to the Optimal rover squads guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces light wheeled vehicles.{{ Infobox zkunit&lt;br /&gt;
| name = Rover Assembly&lt;br /&gt;
| defname = factoryveh&lt;br /&gt;
| description = Produces Light Wheeled Vehicles, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryveh.png&lt;br /&gt;
| icontype = facvehicle&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| energy = 0.3&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A traditional favourite, the Rover Assembly is the ideal blitzkrieg fac with its fast, highly aggressive units. Those units that lack speed make up for it with copious firepower. Key Units: Dart, Scorcher, Ravager, Ripper, Fencer&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehcon.png [[Mason]] &amp;amp;nbsp; Construction Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehscout.png [[Dart]] &amp;amp;nbsp; Disruptor Raider/Scout Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehraid.png [[Scorcher]] &amp;amp;nbsp; Raider Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehsupport.png [[Fencer]] &amp;amp;nbsp; Deployable Missile Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehriot.png [[Ripper]] &amp;amp;nbsp; Riot Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehassault.png [[Ravager]] &amp;amp;nbsp; Assault Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehcapture.png [[Dominatrix]] &amp;amp;nbsp; Capture Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/veharty.png [[Badger]] &amp;amp;nbsp; Artillery Minelayer Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehheavyarty.png [[Impaler]] &amp;amp;nbsp; Precision Artillery Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehaa.png [[Crasher]] &amp;amp;nbsp; Fast Anti-Air Rover&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly is the most versatile of the flat-terrain factories. The Dart, Scorcher, Ripper and Ravager are fast and effective combat units which excel at rapid response and swift punishment of enemy weakness. When the game has slowed down and mobility is less important, the Fencer, Badger and Impaler punish your opponent from a safe distance.&lt;br /&gt;
&lt;br /&gt;
The greatest weakness of the Rover Assembly is its lacklustre heavy and utility options; all of the main Rover combat units are cheap but not exceptionally strong individually, and if a frontal assault with Scorchers won't work the Rovers don't have another good solution to opposing heavies. If you combine Rovers with the raw strength of [[Heavy Tank Factory|Heavy Tanks]] or the utility of [[Shield Bot Factory|Shield Bots]], the Rover Assembly's combination of swift attacks and slow attrition will serve you very well.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Scout ahead of your Scorchers with the faster and cheaper Darts, so you can commit your Scorchers where they will inflict the most damage.&lt;br /&gt;
&lt;br /&gt;
Escort your Ravagers with Rippers to deal with small and swift opponents. The Ravagers will be more effective against heavier units and static defence.&lt;br /&gt;
&lt;br /&gt;
Protect your long-range units like Fencer, Dominatrix, Badger and Impaler with combat units like the Ripper, Scorcher, static defences, or shields.&lt;br /&gt;
&lt;br /&gt;
Conceal your mobile strike force with an [[Iris]] so it can attack before your opponent has a chance to react.&lt;br /&gt;
&lt;br /&gt;
Bomb your opponent's critical units or defences with [[Raven|Ravens]], a [[Thunderbird]] or a [[Likho]], then follow up with a Scorcher attack, striking where and when the enemy is weak.&lt;br /&gt;
&lt;br /&gt;
There is also this [[Optimal rover squads guide|awesome unit squads guide]] made by Cliver Forsaken, which can explain the basics of good unit combinations.&lt;br /&gt;
&lt;br /&gt;
=== Beating Rovers ===&lt;br /&gt;
&lt;br /&gt;
Of all the factories in Zero-K, the Rover Assembly presents the greatest game-ending threat in the early game. Even a small number of Scorchers can kill a Commander or a Factory in an incredibly short time by using their Heat Rays at close range, and they will also make short work of isolated Pickets and Lotuses. Make sure you are protected from Scorchers by defences and your own raiders, while at the same time pressuring the Rover player so they cannot expand unhindered.&lt;br /&gt;
&lt;br /&gt;
If your opponent is building up a large force of Ravagers, you will need to be prepared. They will not be deterred by light static defences, and if you build a denser concentration of defences in one spot the Ravagers will likely attack elsewhere. Raiders are capable of keeping up with Ravagers, but will be ineffective if the Ravagers are escorted by Ripper. Other assault units and some riots will hold their own in combat, but they are generally slower than Ravagers so good radar coverage to predict the Ravagers' attacks is required. Perhaps the best solution is to disable the Ravagers instead of trying to punch through their large HP pool directly; the [[Placeholder]] and [[Thunderbird]] are especially effective.&lt;br /&gt;
&lt;br /&gt;
Over-reliance on static defences will be punished by a Rover player - they can run around (or through!) with Scorchers and Ravagers, or clean up defences swiftly with Impalers and Badgers. The [[Gauss]] turret is more resistant to the Rover artillery while it is closed and can buy you some time, but you will eventually need to fight the Rovers directly with a mobile army. The best way to engage Badgers is by flanking them, so that you don't have to run through their minefield and they cannot retreat effectively. Outranging them with heavier area-denial artillery like a [[Firewalker]], [[Tremor]] or [[Merlin]] is also possible.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Optimal_rover_squads_guide&amp;diff=7332</id>
		<title>Optimal rover squads guide</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Optimal_rover_squads_guide&amp;diff=7332"/>
		<updated>2021-03-23T17:42:37Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: Page first created. It's buggy, but it's there.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Vultures squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 5 darts. &lt;br /&gt;
(200 metal cost per squad)&lt;br /&gt;
&lt;br /&gt;
Use: 3 darts charge the front, 2 scout the flanks; or all 5 scouts stay together for increased firepower. You will be surprised to see the full wide range of units 3 darts can easily pick off in 1vs3. The Vultures squad generally specializes against lone raiders, builders, mexes, skirmishers, and even artillery units; and they serve as great scouts due to their cheap production cost, great sight range and mobility. Their combat effectiveness is doubled when they escort scorchers, and they're great at severely weakening key targets like commanders.&lt;br /&gt;
&lt;br /&gt;
Fun Fact: 5 darts can take out a picket with only two friendly losses.&lt;br /&gt;
&lt;br /&gt;
Challenge: Darts are quite fragile, and do not survive quick ambushes. Besides dealing poorly against obvious counters like riot units, they generally lose when facing fair battles against raider gangsters.&lt;br /&gt;
&lt;br /&gt;
[[File:Vultures squad illustration.png|thumb|vultures doing vulture things, by cliver forsaken]]&lt;br /&gt;
&lt;br /&gt;
= The Vulture Keepers squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 3 scorchers,&lt;br /&gt;
* 2 fencers.&lt;br /&gt;
(660 metal cost per squad)&lt;br /&gt;
&lt;br /&gt;
Use: Scorchers overwatch the front, fencers deal the damage. While scorchers are quite terrible at approaching lotuses, chasing raiders, fencers face none of these weaknesses. Scorchers with fencers are like ronins with reavers, except rover counterpart is nearly twice at fast as the cloakbot counterpart. Fencers, unlike ronins, are also capable of reliably hitting opponent's raider units outside their range, if protected well enough, which can force the opponent to rely on radars instead of light scouts for watching your squad movements. Two fencers can take out several lotuses and mexes from range, while only a single kodachi is needed to take an undefended mex in sheer seconds.&lt;br /&gt;
&lt;br /&gt;
Additionally, 1 scorcher can take out a lotus at the cost of most of its health, and 1 scorcher with two darts can (somehow) beat a lotus while keeping half the scorcher's health. Facing 3 scorchers and 5 darts is a death sentence to a lone commander.&lt;br /&gt;
&lt;br /&gt;
While raiders and skirmishers are generally made for offensive reasons, the benefit of the rover's scorchers and fencers is that the fencer can serve as a mobile picket in your base, while the scorcher can serve as a mobile lotus you don't want to get close to. They may be more expensive, but they do their job if you need to relocate your defenses to another point on the map quickly.&lt;br /&gt;
&lt;br /&gt;
Challenge: Fencers cannot kite as well as other skirmishers. As such, they are less effective against reavers and other riots, and are vulnerable to artillery strikes. Place fencers in the enemy's lines, get a few lotuses and mexes destroyed, watch the enemy's movements, and retreat if your opponent's army is getting close to your fencers. If the opponent focuses on building raiders, they can outnumber scorchers and fencers; and thus, you may need to queue up a ripper to pick the Vulture Overseers squad up from a bad engagement. Scorchers are also not capable of taking a lot of damage; as such, they should avoid taking too many fights, and they need to have areas they can retreat to, such as allied static turrets.&lt;br /&gt;
&lt;br /&gt;
[[File:Vulture Keepers illustration.png|thumb|vulture keepers harassing an undefended metal extractor.]]&lt;br /&gt;
&lt;br /&gt;
= The Iron Fist squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 1 ripper&lt;br /&gt;
* 2 ravagers&lt;br /&gt;
(~740 metal cost per squad)&lt;br /&gt;
&lt;br /&gt;
Use: Unlike scorchers, ravagers can freely in with lotuses, allowing the ravager to destroy a lotus and a mex by firing 4 shots at each. The squad is capable of picking off lone riots and assault units, while the rippers ensure that no enemy structure or unit is left behind, besides fending off enemy raiders. Rippers are just as good at dealing with cheap, lone riots, and can cut off enemy advancements quickly, take engagements the enemy does not want you to take, and stab the enemy in the back far faster than the enemy can react! &lt;br /&gt;
&lt;br /&gt;
[[File:Iron Fist defending homeland.png|frame|center|iron fists defending homeland against shieldbots.]]&lt;br /&gt;
&lt;br /&gt;
The Iron Fist's main use is defensive, but they can easily take out an opponent's poorly fortified base in a single, rather explosive, arrival.&lt;br /&gt;
&lt;br /&gt;
Ravagers synergize well with Vulture squads.&lt;br /&gt;
&lt;br /&gt;
[[File:Iron Fist squad synergizing.png|frame|center|Iron Fist squad synergizing with Vultures squad.]]&lt;br /&gt;
&lt;br /&gt;
Challenge: Ravagers are disappointingly terrible at dealing with heavy fortifications, high damage skirmisher squads and riot squads. You will ABSOLUTELY need artillery and even counter-artillery, should the opponent start building plenty of those.&lt;br /&gt;
&lt;br /&gt;
[[File:Iron Fist squad illustration.png|thumb|Illustration of the Iron Fist squad raiding an opponent's base. ]]&lt;br /&gt;
&lt;br /&gt;
= The Dart Rain squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 5 badgers&lt;br /&gt;
* 1 impaler &lt;br /&gt;
(2000 metal cost per squad)&lt;br /&gt;
The optimal amount of Dart Rain squads is 3 squads. 3 Dart Rain squads creates the rover artillery platoon.&lt;br /&gt;
&lt;br /&gt;
Use: badgers are great at denying the opponent's units from entering a certain point by creating a dangerous mine field over time at a long range. If you make enough of badgers, you can even make an entire wall made out of mines, which instantly recharges in a single volley, and which can even severely hinder smaller forces through direct fire. Impalers, on the other hand, are great at taking out key static targets like static artillery (Emissaries and Tremors), stingers, stardusts, power links, in a single volley, if you have enough of them. When no key static targets are present, Impalers are great at denying mex locations.&lt;br /&gt;
&lt;br /&gt;
[[File:Impalers being used against an Emissary example.png|frame|left|Impalers are great at taking out enemy Emissaries and Tremors, since those artillery units require to stop in order to fire.]]&lt;br /&gt;
&lt;br /&gt;
Rover artillery is one of the best tools for dealing with heavy shield balls.&lt;br /&gt;
&lt;br /&gt;
Challenge: rover's artillery is fairly fragile, expensive, and it requires protection against light harassments, be it through sitting near forts, or nearby riot/raider forces.&lt;br /&gt;
&lt;br /&gt;
[[File:Rippers protecting badgers.png|frame|center|Rippers ensuring that badgers are safe from close-range attacks.]]&lt;br /&gt;
&lt;br /&gt;
When you have enough of Dart Rain squads and face counter-artillery fire, you can use aspises/aegises to ensure your artillery does not fall from a single volley, and let you obliterate the opponent's artillery with one of the best artilleries the game has to offer!&lt;br /&gt;
&lt;br /&gt;
[[File:The Dart Trap Squad illustration.png|thumb|Dart Rain squad being utilized against shieldbots.]]&lt;br /&gt;
&lt;br /&gt;
= The Negotiators squad =&lt;br /&gt;
Unit composition:&lt;br /&gt;
* 1 funnelweb&lt;br /&gt;
* 1-2 irises&lt;br /&gt;
* 6-12 dominatrixes&lt;br /&gt;
(6.6k-10k metal cost per squad)&lt;br /&gt;
Use: the negotiators squad is capable of overtaking single powerful forts in sheer seconds, giving them to you instead of the enemy. The dominatrixes are safe from turret fire while the funnelweb's shield protects them, capable of absorbing stinger shots and stardusts long enough for dominatrixes to capture opposing defenses; while the irises allow dominatrixes to close their distance with relative safety. Should some dominatrixes get injured, funnelweb can quickly repair them back to full health. Funnelwebs are also capable of quickly conjuring stardusts to protect your future armies from open revolts.&lt;br /&gt;
&lt;br /&gt;
Challenge: Dominatrixes deal damage based on how many units they managed to steal from the opponent in a single encounter. They can even reside behind the buildings they have made loyal to themselves. However, should dominatrixes require to fight more than one battle, the opponent can ambush them by adding heavy units that can take dominatrixes out quickly, such as powerful explosions, chip-damage, and sheer numbers of units, resulting in an open revolt between dominatrixes and its puppets. If claiming an entire fort is not enough for you, dominatrixes will never make their cost.&lt;br /&gt;
Dominatrixes are also bad at chasing opposing heavy units.&lt;br /&gt;
&lt;br /&gt;
[[File:Negotiators target example.png|thumb]]&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Negotiators_target_example.png&amp;diff=7331</id>
		<title>File:Negotiators target example.png</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Negotiators_target_example.png&amp;diff=7331"/>
		<updated>2021-03-23T17:34:53Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to use this image while giving the author proper credit or without doing so.&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:The_Dart_Trap_Squad_illustration.png&amp;diff=7330</id>
		<title>File:The Dart Trap Squad illustration.png</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:The_Dart_Trap_Squad_illustration.png&amp;diff=7330"/>
		<updated>2021-03-23T17:29:50Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to use this image with proper credit or without it.&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Rippers_protecting_badgers.png&amp;diff=7329</id>
		<title>File:Rippers protecting badgers.png</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Rippers_protecting_badgers.png&amp;diff=7329"/>
		<updated>2021-03-23T17:29:01Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to use this image with proper credit or without it.&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Impalers_being_used_against_an_Emissary_example.png&amp;diff=7328</id>
		<title>File:Impalers being used against an Emissary example.png</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Impalers_being_used_against_an_Emissary_example.png&amp;diff=7328"/>
		<updated>2021-03-23T17:25:51Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to use this image with proper credit or without it.&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Iron_Fist_squad_illustration.png&amp;diff=7327</id>
		<title>File:Iron Fist squad illustration.png</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Iron_Fist_squad_illustration.png&amp;diff=7327"/>
		<updated>2021-03-23T17:18:54Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Illustration of the Iron Fist squad raiding an opponent's base. Feel free to use this image with proper credit or without it.&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Iron_Fist_squad_synergizing.png&amp;diff=7326</id>
		<title>File:Iron Fist squad synergizing.png</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Iron_Fist_squad_synergizing.png&amp;diff=7326"/>
		<updated>2021-03-23T17:15:21Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Iron Fist squad synergizing with a Vulture squad. Feel free to use this image with proper credit or without it.&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Iron_Fist_defending_homeland.png&amp;diff=7325</id>
		<title>File:Iron Fist defending homeland.png</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Iron_Fist_defending_homeland.png&amp;diff=7325"/>
		<updated>2021-03-23T17:12:19Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Iron Fists attacking shieldbots who wandered too far into an allied base. Feel free to use this image with proper credit or without it.&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Vulture_Keepers_illustration.png&amp;diff=7324</id>
		<title>File:Vulture Keepers illustration.png</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Vulture_Keepers_illustration.png&amp;diff=7324"/>
		<updated>2021-03-23T17:03:49Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vulture keepers doing vulture things. Feel free to use this image with or without the creator's permission, I guess.&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Vultures_squad_illustration.png&amp;diff=7323</id>
		<title>File:Vultures squad illustration.png</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Vultures_squad_illustration.png&amp;diff=7323"/>
		<updated>2021-03-23T16:52:51Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An illustration of the vulture squads doing  vulture things. Feel free to use this image elsewhere with proper credit or without it.&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Manual&amp;diff=7307</id>
		<title>Manual</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Manual&amp;diff=7307"/>
		<updated>2021-03-18T12:21:55Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: /* Strategy Guides */ Added &amp;quot;Optimal rover &amp;amp; tank squads guide&amp;quot; links, with little effort.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Zero-K manual! This manual includes game documentation, gameplay guides, modding resources and other relevant information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;div style=&amp;quot;columns:auto 30em;column-rule:thin dashed gray&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
{{:{{PAGENAME}}/Getting Started}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== Units == &lt;br /&gt;
=== Unit References ===&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/robot2.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Units|Unit List]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/robot2.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Buildings|Building List]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/units.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit classes|Unit Classes]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/war.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Weapon classes|Weapon Classes]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_on.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Map icons|Unit Radar Icons]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Commander]]s&lt;br /&gt;
&lt;br /&gt;
=== Unit Abilities ===&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/capture.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Capture]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_on.png&amp;quot; width='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Cloak]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaRules/Images/awards/trophy_fire.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Fire]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/embark.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Transportation]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/repair.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Repair]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/health.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Shields]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Terraform]]ing&lt;br /&gt;
&lt;br /&gt;
=== Unit Features ===&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/move.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit commands|Unit Commands]] ''(wip)''&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/on.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit states|Unit States]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit AI]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_90.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Retreat|Retreat Command]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/robot2.png&amp;quot; height='16' align=&amp;quot;center&amp;quot; /&amp;gt; [[Unit Management|Effective unit usage guide]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== General Features ==&lt;br /&gt;
{{:{{PAGENAME}}/General Features}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== Further Game Info ==&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/control_panel.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Hotkeys|Customizing Hotkeys]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/questionmark.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[FAQ]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/questionmark.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Abbreviations]] &lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/advplayerslist/Ranks/rank5.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Award]]s&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/epicmenu/game.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt;[[Cheats]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/build.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [http://springrts.com/wiki/UI_commands Engine commands]&lt;br /&gt;
* [[File:Soldier.png]] [[Matchmaking]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://zero-k.info/img/conduct.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt;[[Zero-K:Code of Conduct |Code of Conduct]]&lt;br /&gt;
* [[Configuration Files|Transfer settings to Steam]]&lt;br /&gt;
* [[4k help|Running Zero-K on a 4k monitor]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://github.com/ZeroK-RTS/Chobby/blob/master/LuaMenu/images/partyInvite.png?raw=true&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Setting Up a Game]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== Development and Modding ==&lt;br /&gt;
{{:{{PAGENAME}}/Coding}}&lt;br /&gt;
* [[Lua Architecture]]&lt;br /&gt;
* [[Reporting Bugs]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== Strategy Guides ==&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://github.com/ZeroK-RTS/Chobby/blob/master/LuaMenu/images/battle.png?raw=true&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Typical opening]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://github.com/ZeroK-RTS/Chobby/blob/master/LuaMenu/images/ingame.png?raw=true&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Typical game progression]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/energy.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Wind Farm Guide|Wind Farming]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/factory.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Factory tips|Factory Tips]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/cruisemissilesmall.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Missile Silo Tutorial]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/factory.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Optimal rover squads guide]]&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/factory.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Optimal tank squads guide]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tournament Info ==&lt;br /&gt;
* &amp;lt;img src=&amp;quot;https://zero-k.info/img/Awards/trophy_gold.png&amp;quot; height='16' align=&amp;quot;center&amp;quot;/&amp;gt; [[Tournaments]]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/20258 Archive of Past Tournaments]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;break-inside:avoid&amp;quot;&amp;gt;&lt;br /&gt;
== Planetwars ==&lt;br /&gt;
* [[PlanetWars attack|Attacking]]&lt;br /&gt;
* [[PlanetWars influence|Influence]]&lt;br /&gt;
* [[PlanetWars planets|Planets]]&lt;br /&gt;
&lt;br /&gt;
== Planetwars (old) ==&lt;br /&gt;
* [[PlanetWars|Introduction to Planetwars]]&lt;br /&gt;
* [[PlanetWars attack|Attacking]]&lt;br /&gt;
* [[PlanetWars initiative|Initiative]]&lt;br /&gt;
* [[PlanetWars ships|Ships]]&lt;br /&gt;
* [[PlanetWars structures|Structures]]&lt;br /&gt;
* [[PlanetWars economy|Economy]]&lt;br /&gt;
* [[PlanetWars faction roles|Faction Roles]]&lt;br /&gt;
* [[PlanetWars events|Events]]&lt;br /&gt;
* [[PlanetWars factions|History]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7261</id>
		<title>How To Play Mods</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7261"/>
		<updated>2021-02-10T15:58:45Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: /* Small but fun mods */ Added a link to the first pacifist no-fog-of-war zero-k match. (+ minor spelling corrections)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lobby automates launching some of the popular mods, alternatively you can one-button launch mods from http://zero-k.info/Mods &lt;br /&gt;
&lt;br /&gt;
(if launch button fails, or you want to customize it, you can &amp;quot;download sources&amp;quot; and then proceed with [[Custom Modes]] )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page is a (potentially incomplete) list of currently available Zero-K mods with instructions on how to manually run them. A list of authors, preferred method of receiving feedback, and a brief description of the mod can also go here; a long description should probably get its own linked wiki page.&lt;br /&gt;
&lt;br /&gt;
For instructions on how to '''create''' a new mod go to [[Mod Creation]]. For how to create and run a stat tweak go to [[Quick Stat Tweaks]].&lt;br /&gt;
&lt;br /&gt;
= ZeroWars =&lt;br /&gt;
&lt;br /&gt;
Open a room (or join one of the Custom Gamemode autohosts) and type &amp;lt;code&amp;gt;!map ZeroWars&amp;lt;/code&amp;gt;. This should get the current stable version of ZeroWars.&lt;br /&gt;
&lt;br /&gt;
= Unit Level Ups =&lt;br /&gt;
&lt;br /&gt;
Open custom room and type following lines: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password p&amp;lt;/code&amp;gt; this puts password on a room (required for next step)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!game Unit Level Ups v5&amp;lt;/code&amp;gt; (enables mod)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password&amp;lt;/code&amp;gt; removes password&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
now you can change type of room to coop , teams or ffa as desired&lt;br /&gt;
&lt;br /&gt;
mod can be quite intresting combined with chickens&lt;br /&gt;
&lt;br /&gt;
when playing against AI, adding zombies option helps AI units to grow faster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!setoptions zombies=1,zombies_rezspeed=500,zombies_delay=15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dirt Wars! =&lt;br /&gt;
[[File:Dirt Wars Logo.png|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
This is a silly gamemode, and it doesn't change much, except for the fact that most of the units you have loved are gone now, leaving only dirtbags and other terrible units for use!&lt;br /&gt;
&lt;br /&gt;
Create any room, click on advanced options, open the &amp;quot;Start&amp;quot; tab, and copy-paste the next long string into the &amp;quot;disabled units&amp;quot; text area:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factorygunship+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+ettin+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Aegis+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Razor+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the units have been disabled, as soon as you start the game, panic is guaranteed. See if you can make any value from literal dirt!&lt;br /&gt;
&lt;br /&gt;
Advanced Dirt Wars can have air units. However, the game doesn't need to get that complex. Still, if you wish to see air units in this ridiculous gamemode, then repeat the same actions, except copy-paste the next string. It adds gnats, harpies, and transports into the game. Keep in mind, the author of the idea haven't tested the air unit edition yet, and he may use feedback.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith+Wasp+Blastwing+Locust+Harpy+Nimbus+Revenant+Krow+Trident+Aegis&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For further horrors, turn on Commshare and Team Commander Ends options. That will make the last relatively useful unit to be the least viable in the game. Have fun surviving.&lt;br /&gt;
&lt;br /&gt;
Compatible with the Unit Level Ups mod.&lt;br /&gt;
&lt;br /&gt;
Author of the simple idea: Cliver5.&lt;br /&gt;
&lt;br /&gt;
= Small but fun mods =&lt;br /&gt;
Unit tweaks:&lt;br /&gt;
Cheaper dante. Dantes cost as much as a crab or a desolator.&lt;br /&gt;
Simply enter this in advanced options, unit tweaks: e3N0cmlkZXJkYW50ZSA9IHtidWlsZENvc3RNZXRhbD0xNjAwLH0sfQ==&lt;br /&gt;
Suggested by Cliver5.&lt;br /&gt;
&lt;br /&gt;
Long-range scorchers. A possible source of inspiration for Storm Troopers. Also answers the question, &amp;quot;What happens when units who's damage falls off with range gets infinity range?&amp;quot;&lt;br /&gt;
Enter this in advanced options, unit tweaks: e3ZlaHJhaWQ9e3dlYXBvbkRlZnM9e0hFQVRSQVk9e3JhbmdlPTk5OTl9fX19&lt;br /&gt;
Suggested by Cliver5.&lt;br /&gt;
&lt;br /&gt;
Pacifist FFA but: No fog of war.&lt;br /&gt;
Simply enter this in advanced options, unit tweaks: e3N0YXRpY3JhZGFyID0ge3NpZ2h0RGlzdGFuY2UgPSA5OTk5OSx9LHBsYW5lbGlnaHRzY291dCA9IHtzaWdodERpc3RhbmNlID0gOTk5OTksfSxwbGFuZXNjb3V0ID0ge3NpZ2h0RGlzdGFuY2UgPSA5OTk5OSx9LH0=&lt;br /&gt;
The mod makes it so that Owls, Radars, Sparrows, all have infinity sight range.&lt;br /&gt;
It was one of the only game modifications that was capable of keeping 5-6 out of 7 players in a normal FFA match by 1 hour mark. Test it out yourself, and see how it works for yourself. The results of this imaginary scenario are impressive.&lt;br /&gt;
(Link to the first pacifist no-fog-of-war match ever: https://zero-k.info/Battles/Detail/1032548&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}} [[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=7248</id>
		<title>Rover Assembly</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=7248"/>
		<updated>2021-01-26T21:50:28Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: /* Example Unit Combinations */ &amp;quot;Protect your long-range units like Fencer... with combat units like Scorcher.&amp;quot; Scorchers might not be strong on their own, but they do force enemy units to stay away from the army, which is the worst decision the opponent can make when facing fencers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces light wheeled vehicles.{{ Infobox zkunit&lt;br /&gt;
| name = Rover Assembly&lt;br /&gt;
| defname = factoryveh&lt;br /&gt;
| description = Produces Light Wheeled Vehicles, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryveh.png&lt;br /&gt;
| icontype = facvehicle&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| energy = 0.3&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A traditional favourite, the Rover Assembly is the ideal blitzkrieg fac with its fast, highly aggressive units. Those units that lack speed make up for it with copious firepower. Key Units: Dart, Scorcher, Ravager, Ripper, Fencer&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehcon.png [[Mason]] &amp;amp;nbsp; Construction Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehscout.png [[Dart]] &amp;amp;nbsp; Disruptor Raider/Scout Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehraid.png [[Scorcher]] &amp;amp;nbsp; Raider Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehsupport.png [[Fencer]] &amp;amp;nbsp; Deployable Missile Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehriot.png [[Ripper]] &amp;amp;nbsp; Riot Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehassault.png [[Ravager]] &amp;amp;nbsp; Assault Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehcapture.png [[Dominatrix]] &amp;amp;nbsp; Capture Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/veharty.png [[Badger]] &amp;amp;nbsp; Artillery Minelayer Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehheavyarty.png [[Impaler]] &amp;amp;nbsp; Precision Artillery Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehaa.png [[Crasher]] &amp;amp;nbsp; Fast Anti-Air Rover&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly is the most versatile of the flat-terrain factories. The Dart, Scorcher, Ripper and Ravager are fast and effective combat units which excel at rapid response and swift punishment of enemy weakness. When the game has slowed down and mobility is less important, the Fencer, Badger and Impaler punish your opponent from a safe distance.&lt;br /&gt;
&lt;br /&gt;
The greatest weakness of the Rover Assembly is its lacklustre heavy and utility options; all of the main Rover combat units are cheap but not exceptionally strong individually, and if a frontal assault with Scorchers won't work the Rovers don't have another good solution to opposing heavies. If you combine Rovers with the raw strength of [[Heavy Tank Factory|Heavy Tanks]] or the utility of [[Shield Bot Factory|Shield Bots]], the Rover Assembly's combination of swift attacks and slow attrition will serve you very well.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Scout ahead of your Scorchers with the faster and cheaper Darts, so you can commit your Scorchers where they will inflict the most damage.&lt;br /&gt;
&lt;br /&gt;
Escort your Ravagers with Rippers to deal with small and swift opponents. The Ravagers will be more effective against heavier units and static defence.&lt;br /&gt;
&lt;br /&gt;
Protect your long-range units like Fencer, Dominatrix, Badger and Impaler with combat units like the Ripper, Scorcher, static defences, or shields.&lt;br /&gt;
&lt;br /&gt;
Conceal your mobile strike force with an [[Iris]] so it can attack before your opponent has a chance to react.&lt;br /&gt;
&lt;br /&gt;
Bomb your opponent's critical units or defences with [[Raven|Ravens]], a [[Thunderbird]] or a [[Likho]], then follow up with a Scorcher attack, striking where and when the enemy is weak.&lt;br /&gt;
&lt;br /&gt;
=== Beating Rovers ===&lt;br /&gt;
&lt;br /&gt;
Of all the factories in Zero-K, the Rover Assembly presents the greatest game-ending threat in the early game. Even a small number of Scorchers can kill a Commander or a Factory in an incredibly short time by using their Heat Rays at close range, and they will also make short work of isolated Pickets and Lotuses. Make sure you are protected from Scorchers by defences and your own raiders, while at the same time pressuring the Rover player so they cannot expand unhindered.&lt;br /&gt;
&lt;br /&gt;
If your opponent is building up a large force of Ravagers, you will need to be prepared. They will not be deterred by light static defences, and if you build a denser concentration of defences in one spot the Ravagers will likely attack elsewhere. Raiders are capable of keeping up with Ravagers, but will be ineffective if the Ravagers are escorted by Ripper. Other assault units and some riots will hold their own in combat, but they are generally slower than Ravagers so good radar coverage to predict the Ravagers' attacks is required. Perhaps the best solution is to disable the Ravagers instead of trying to punch through their large HP pool directly; the [[Placeholder]] and [[Thunderbird]] are especially effective.&lt;br /&gt;
&lt;br /&gt;
Over-reliance on static defences will be punished by a Rover player - they can run around (or through!) with Scorchers and Ravagers, or clean up defences swiftly with Impalers and Badgers. The [[Gauss]] turret is more resistant to the Rover artillery while it is closed and can buy you some time, but you will eventually need to fight the Rovers directly with a mobile army. The best way to engage Badgers is by flanking them, so that you don't have to run through their minefield and they cannot retreat effectively. Outranging them with heavier area-denial artillery like a [[Firewalker]], [[Tremor]] or [[Merlin]] is also possible.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7194</id>
		<title>How To Play Mods</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7194"/>
		<updated>2021-01-17T18:56:30Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: /* Small but fun mods */ Added the &amp;quot;Pacifist FFA but: no fog of war&amp;quot; section &amp;amp; this summary. Link to the first pacifist no-fog-of-war match is pending.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a (potentially incomplete) list of currently available Zero-K mods with instructions on how to run them. A list of authors, preferred method of receiving feedback, and a brief description of the mod can also go here; a long description should probably get its own linked wiki page.&lt;br /&gt;
&lt;br /&gt;
For instructions on how to '''create''' a new mod go to [[Mod Creation]]. For how to create and run a stat tweak go to [[Quick Stat Tweaks]].&lt;br /&gt;
&lt;br /&gt;
= ZeroWars =&lt;br /&gt;
&lt;br /&gt;
Open a room (or join one of the Custom Gamemode autohosts) and type &amp;lt;code&amp;gt;!map ZeroWars&amp;lt;/code&amp;gt;. This should get the current stable version of ZeroWars.&lt;br /&gt;
&lt;br /&gt;
= Unit Level Ups =&lt;br /&gt;
&lt;br /&gt;
Open custom room and type following lines: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password p&amp;lt;/code&amp;gt; this puts password on a room (required for next step)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!game Unit Level Ups v5&amp;lt;/code&amp;gt; (enables mod)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password&amp;lt;/code&amp;gt; removes password&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
now you can change type of room to coop , teams or ffa as desired&lt;br /&gt;
&lt;br /&gt;
mod can be quite intresting combined with chickens&lt;br /&gt;
&lt;br /&gt;
when playing against AI, adding zombies option helps AI units to grow faster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!setoptions zombies=1,zombies_rezspeed=500,zombies_delay=15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dirt Wars! =&lt;br /&gt;
[[File:Dirt Wars Logo.png|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
This is a silly gamemode, and it doesn't change much, except for the fact that most of the units you have loved are gone now, leaving only dirtbags and other terrible units for use!&lt;br /&gt;
&lt;br /&gt;
Create any room, click on advanced options, open the &amp;quot;Start&amp;quot; tab, and copy-paste the next long string into the &amp;quot;disabled units&amp;quot; text area:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factorygunship+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+ettin+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Aegis+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Razor+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the units have been disabled, as soon as you start the game, panic is guaranteed. See if you can make any value from literal dirt!&lt;br /&gt;
&lt;br /&gt;
Advanced Dirt Wars can have air units. However, the game doesn't need to get that complex. Still, if you wish to see air units in this ridiculous gamemode, then repeat the same actions, except copy-paste the next string. It adds gnats, harpies, and transports into the game. Keep in mind, the author of the idea haven't tested the air unit edition yet, and he may use feedback.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith+Wasp+Blastwing+Locust+Harpy+Nimbus+Revenant+Krow+Trident+Aegis&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For further horrors, turn on Commshare and Team Commander Ends options. That will make the last relatively useful unit to be the least viable in the game. Have fun surviving.&lt;br /&gt;
&lt;br /&gt;
Compatible with the Unit Level Ups mod.&lt;br /&gt;
&lt;br /&gt;
Author of the simple idea: Cliver5.&lt;br /&gt;
&lt;br /&gt;
= Small but fun mods =&lt;br /&gt;
Unit tweaks:&lt;br /&gt;
Cheaper dantes. Dantes cost as much as a crab or a desolator.&lt;br /&gt;
Simply enter this in advanced options, unit tweaks: e3N0cmlkZXJkYW50ZSA9IHtidWlsZENvc3RNZXRhbD0xNjAwLH0sfQ==&lt;br /&gt;
Suggested by Cliver5.&lt;br /&gt;
&lt;br /&gt;
Long-range scorcherers. A possible source of inspiration for Storm Troopers. Also answers the question, &amp;quot;What happens when units who's damage falls off with range gets infinity range?&amp;quot;&lt;br /&gt;
Enter this in advanced options, unit tweaks: e3ZlaHJhaWQ9e3dlYXBvbkRlZnM9e0hFQVRSQVk9e3JhbmdlPTk5OTl9fX19&lt;br /&gt;
Suggested by Cliver5.&lt;br /&gt;
&lt;br /&gt;
Pacifist FFA but: No fog of war.&lt;br /&gt;
Simply enter this in advanced options, unit tweaks: e3N0YXRpY3JhZGFyID0ge3NpZ2h0RGlzdGFuY2UgPSA5OTk5OSx9LHBsYW5lbGlnaHRzY291dCA9IHtzaWdodERpc3RhbmNlID0gOTk5OTksfSxwbGFuZXNjb3V0ID0ge3NpZ2h0RGlzdGFuY2UgPSA5OTk5OSx9LH0=&lt;br /&gt;
The mod makes it so that Owls, Radars, Sparrows, all have infinity sight range.&lt;br /&gt;
It was one of the only game modifications that was capable of keeping 5-6 out of 7 players in a normal FFA match by 1 hour mark. Test it out yourself, and see how it works for yourself. The results of this imaginary scenario are impressive.&lt;br /&gt;
(Link to the first pacifist no-fog-of-war match ever: [ERROR]&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}} [[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7193</id>
		<title>How To Play Mods</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7193"/>
		<updated>2021-01-17T18:53:44Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: /* Small but fun mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a (potentially incomplete) list of currently available Zero-K mods with instructions on how to run them. A list of authors, preferred method of receiving feedback, and a brief description of the mod can also go here; a long description should probably get its own linked wiki page.&lt;br /&gt;
&lt;br /&gt;
For instructions on how to '''create''' a new mod go to [[Mod Creation]]. For how to create and run a stat tweak go to [[Quick Stat Tweaks]].&lt;br /&gt;
&lt;br /&gt;
= ZeroWars =&lt;br /&gt;
&lt;br /&gt;
Open a room (or join one of the Custom Gamemode autohosts) and type &amp;lt;code&amp;gt;!map ZeroWars&amp;lt;/code&amp;gt;. This should get the current stable version of ZeroWars.&lt;br /&gt;
&lt;br /&gt;
= Unit Level Ups =&lt;br /&gt;
&lt;br /&gt;
Open custom room and type following lines: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password p&amp;lt;/code&amp;gt; this puts password on a room (required for next step)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!game Unit Level Ups v5&amp;lt;/code&amp;gt; (enables mod)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password&amp;lt;/code&amp;gt; removes password&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
now you can change type of room to coop , teams or ffa as desired&lt;br /&gt;
&lt;br /&gt;
mod can be quite intresting combined with chickens&lt;br /&gt;
&lt;br /&gt;
when playing against AI, adding zombies option helps AI units to grow faster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!setoptions zombies=1,zombies_rezspeed=500,zombies_delay=15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dirt Wars! =&lt;br /&gt;
[[File:Dirt Wars Logo.png|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
This is a silly gamemode, and it doesn't change much, except for the fact that most of the units you have loved are gone now, leaving only dirtbags and other terrible units for use!&lt;br /&gt;
&lt;br /&gt;
Create any room, click on advanced options, open the &amp;quot;Start&amp;quot; tab, and copy-paste the next long string into the &amp;quot;disabled units&amp;quot; text area:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factorygunship+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+ettin+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Aegis+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Razor+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the units have been disabled, as soon as you start the game, panic is guaranteed. See if you can make any value from literal dirt!&lt;br /&gt;
&lt;br /&gt;
Advanced Dirt Wars can have air units. However, the game doesn't need to get that complex. Still, if you wish to see air units in this ridiculous gamemode, then repeat the same actions, except copy-paste the next string. It adds gnats, harpies, and transports into the game. Keep in mind, the author of the idea haven't tested the air unit edition yet, and he may use feedback.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith+Wasp+Blastwing+Locust+Harpy+Nimbus+Revenant+Krow+Trident+Aegis&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For further horrors, turn on Commshare and Team Commander Ends options. That will make the last relatively useful unit to be the least viable in the game. Have fun surviving.&lt;br /&gt;
&lt;br /&gt;
Compatible with the Unit Level Ups mod.&lt;br /&gt;
&lt;br /&gt;
Author of the simple idea: Cliver5.&lt;br /&gt;
&lt;br /&gt;
= Small but fun mods =&lt;br /&gt;
Unit tweaks:&lt;br /&gt;
Cheaper dantes. Dantes cost as much as a crab or a desolator.&lt;br /&gt;
Simply enter this in advanced options, unit tweaks: e3N0cmlkZXJkYW50ZSA9IHtidWlsZENvc3RNZXRhbD0xNjAwLH0sfQ==&lt;br /&gt;
Suggested by Cliver5.&lt;br /&gt;
&lt;br /&gt;
Long-range scorcherers. A possible source of inspiration for Storm Troopers. Also answers the question, &amp;quot;What happens when units who's damage falls off with range gets infinity range?&amp;quot;&lt;br /&gt;
Enter this in advanced options, unit tweaks: e3ZlaHJhaWQ9e3dlYXBvbkRlZnM9e0hFQVRSQVk9e3JhbmdlPTk5OTl9fX19&lt;br /&gt;
Suggested by Cliver5.&lt;br /&gt;
&lt;br /&gt;
Pacifist FFA but: No fog of war.&lt;br /&gt;
Simply enter this in advanced options, unit tweaks: e3N0YXRpY3JhZGFyID0ge3NpZ2h0RGlzdGFuY2UgPSA5OTk5OSx9LHBsYW5lbGlnaHRzY291dCA9IHtzaWdodERpc3RhbmNlID0gOTk5OTksfSxwbGFuZXNjb3V0ID0ge3NpZ2h0RGlzdGFuY2UgPSA5OTk5OSx9LH0=&lt;br /&gt;
The mod makes it so that Owls, Radars, Sparrows, all have infinity sight range.&lt;br /&gt;
It was one of the only game modifications that was capable of keeping 5-6 out of 7 players in a normal FFA match by 1 hour mark. Test it out yourself, and see how it works for yourself. The results of this imaginary scenario are impressive.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}} [[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7146</id>
		<title>How To Play Mods</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7146"/>
		<updated>2020-11-28T16:59:32Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: Placed &amp;quot;Small but fun mods&amp;quot; in a different section. Whoever will give thumbnails for the mini-mods will be a mad lad.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a (potentially incomplete) list of currently available Zero-K mods with instructions on how to run them. A list of authors, preferred method of receiving feedback, and a brief description of the mod can also go here; a long description should probably get its own linked wiki page.&lt;br /&gt;
&lt;br /&gt;
For instructions on how to '''create''' a new mod go to [[Mod Creation]]. For how to create and run a stat tweak go to [[Quick Stat Tweaks]].&lt;br /&gt;
&lt;br /&gt;
= ZeroWars =&lt;br /&gt;
&lt;br /&gt;
Open a room (or join one of the Custom Gamemode autohosts) and type &amp;lt;code&amp;gt;!map ZeroWars&amp;lt;/code&amp;gt;. This should get the current stable version of ZeroWars.&lt;br /&gt;
&lt;br /&gt;
= Unit Level Ups =&lt;br /&gt;
&lt;br /&gt;
Open custom room and type following lines: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password p&amp;lt;/code&amp;gt; this puts password on a room (required for next step)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!game Unit Level Ups v5&amp;lt;/code&amp;gt; (enables mod)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password&amp;lt;/code&amp;gt; removes password&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
now you can change type of room to coop , teams or ffa as desired&lt;br /&gt;
&lt;br /&gt;
mod can be quite intresting combined with chickens&lt;br /&gt;
&lt;br /&gt;
when playing against AI, adding zombies option helps AI units to grow faster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!setoptions zombies=1,zombies_rezspeed=500,zombies_delay=15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dirt Wars! =&lt;br /&gt;
[[File:Dirt Wars Logo.png|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
This is a silly gamemode, and it doesn't change much, except for the fact that most of the units you have loved are gone now, leaving only dirtbags and other terrible units for use!&lt;br /&gt;
&lt;br /&gt;
Create any room, click on advanced options, open the &amp;quot;Start&amp;quot; tab, and copy-paste the next long string into the &amp;quot;disabled units&amp;quot; text area:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factorygunship+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+ettin+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Aegis+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Razor+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the units have been disabled, as soon as you start the game, panic is guaranteed. See if you can make any value from literal dirt!&lt;br /&gt;
&lt;br /&gt;
Advanced Dirt Wars can have air units. However, the game doesn't need to get that complex. Still, if you wish to see air units in this ridiculous gamemode, then repeat the same actions, except copy-paste the next string. It adds gnats, harpies, and transports into the game. Keep in mind, the author of the idea haven't tested the air unit edition yet, and he may use feedback.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith+Wasp+Blastwing+Locust+Harpy+Nimbus+Revenant+Krow+Trident+Aegis&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For further horrors, turn on Commshare and Team Commander Ends options. That will make the last relatively useful unit to be the least viable in the game. Have fun surviving.&lt;br /&gt;
&lt;br /&gt;
Compatible with the Unit Level Ups mod.&lt;br /&gt;
&lt;br /&gt;
Author of the simple idea: Cliver5.&lt;br /&gt;
&lt;br /&gt;
= Small but fun mods =&lt;br /&gt;
Unit tweaks:&lt;br /&gt;
Cheaper dantes. Dantes cost as much as a crab or a desolator.&lt;br /&gt;
Simply enter this in advanced options, unit tweaks: e3N0cmlkZXJkYW50ZSA9IHtidWlsZENvc3RNZXRhbD0xNjAwLH0sfQ==&lt;br /&gt;
Suggested by Cliver5.&lt;br /&gt;
&lt;br /&gt;
Long-range scorcherers. A possible source of inspiration for Storm Troopers. Also answers the question, &amp;quot;What happens when units who's damage falls off with range gets infinity range?&amp;quot;&lt;br /&gt;
Enter this in advanced options, unit tweaks: e3ZlaHJhaWQ9e3dlYXBvbkRlZnM9e0hFQVRSQVk9e3JhbmdlPTk5OTl9fX19&lt;br /&gt;
Suggested by Cliver5.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}} [[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7145</id>
		<title>How To Play Mods</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7145"/>
		<updated>2020-11-28T16:57:25Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a (potentially incomplete) list of currently available Zero-K mods with instructions on how to run them. A list of authors, preferred method of receiving feedback, and a brief description of the mod can also go here; a long description should probably get its own linked wiki page.&lt;br /&gt;
&lt;br /&gt;
For instructions on how to '''create''' a new mod go to [[Mod Creation]]. For how to create and run a stat tweak go to [[Quick Stat Tweaks]].&lt;br /&gt;
&lt;br /&gt;
= ZeroWars =&lt;br /&gt;
&lt;br /&gt;
Open a room (or join one of the Custom Gamemode autohosts) and type &amp;lt;code&amp;gt;!map ZeroWars&amp;lt;/code&amp;gt;. This should get the current stable version of ZeroWars.&lt;br /&gt;
&lt;br /&gt;
= Unit Level Ups =&lt;br /&gt;
&lt;br /&gt;
Open custom room and type following lines: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password p&amp;lt;/code&amp;gt; this puts password on a room (required for next step)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!game Unit Level Ups v5&amp;lt;/code&amp;gt; (enables mod)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password&amp;lt;/code&amp;gt; removes password&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
now you can change type of room to coop , teams or ffa as desired&lt;br /&gt;
&lt;br /&gt;
mod can be quite intresting combined with chickens&lt;br /&gt;
&lt;br /&gt;
when playing against AI, adding zombies option helps AI units to grow faster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!setoptions zombies=1,zombies_rezspeed=500,zombies_delay=15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dirt Wars! =&lt;br /&gt;
[[File:Dirt Wars Logo.png|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
This is a silly gamemode, and it doesn't change much, except for the fact that most of the units you have loved are gone now, leaving only dirtbags and other terrible units for use!&lt;br /&gt;
&lt;br /&gt;
Create any room, click on advanced options, open the &amp;quot;Start&amp;quot; tab, and copy-paste the next long string into the &amp;quot;disabled units&amp;quot; text area:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factorygunship+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+ettin+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Aegis+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Razor+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the units have been disabled, as soon as you start the game, panic is guaranteed. See if you can make any value from literal dirt!&lt;br /&gt;
&lt;br /&gt;
Advanced Dirt Wars can have air units. However, the game doesn't need to get that complex. Still, if you wish to see air units in this ridiculous gamemode, then repeat the same actions, except copy-paste the next string. It adds gnats, harpies, and transports into the game. Keep in mind, the author of the idea haven't tested the air unit edition yet, and he may use feedback.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith+Wasp+Blastwing+Locust+Harpy+Nimbus+Revenant+Krow+Trident+Aegis&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For further horrors, turn on Commshare and Team Commander Ends options. That will make the last relatively useful unit to be the least viable in the game. Have fun surviving.&lt;br /&gt;
&lt;br /&gt;
Compatible with the Unit Level Ups mod.&lt;br /&gt;
&lt;br /&gt;
Author of the simple idea: Cliver5.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}} [[Category: Development]]&lt;br /&gt;
&lt;br /&gt;
= Small but fun mods =&lt;br /&gt;
Unit tweaks:&lt;br /&gt;
Cheaper dantes. Dantes cost as much as a crab or a desolator.&lt;br /&gt;
Simply enter this in advanced options, unit tweaks: e3N0cmlkZXJkYW50ZSA9IHtidWlsZENvc3RNZXRhbD0xNjAwLH0sfQ==&lt;br /&gt;
Suggested by Cliver5.&lt;br /&gt;
&lt;br /&gt;
Long-range scorcherers. A possible source of inspiration for Storm Troopers.&lt;br /&gt;
Enter this in advanced options, unit tweaks: e3ZlaHJhaWQ9e3dlYXBvbkRlZnM9e0hFQVRSQVk9e3JhbmdlPTk5OTl9fX19&lt;br /&gt;
Suggested by Cliver5.&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Bulkhead&amp;diff=7123</id>
		<title>Bulkhead</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Bulkhead&amp;diff=7123"/>
		<updated>2020-11-18T12:33:24Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: Page template created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a deployable plasma projectile amphbot from the [[Amphbot Factory]], effective against slow-moving and static units. It must stop to fire.{{ Infobox zkunit&lt;br /&gt;
| name = Bulkhead&lt;br /&gt;
| defname = ???&lt;br /&gt;
| description = ???&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/vehsupport.png&lt;br /&gt;
| icontype = vehiclesupport&lt;br /&gt;
| cost = 230&lt;br /&gt;
| hitpoints = ~2300&lt;br /&gt;
| movespeed = ?84&lt;br /&gt;
| turnrate = ?110&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = ???&lt;br /&gt;
	| type = ???&lt;br /&gt;
	| damage = ??&lt;br /&gt;
	| reloadtime = ?.??&lt;br /&gt;
	| dps = ~83&lt;br /&gt;
	| range = 600&lt;br /&gt;
	| aoe = ??&lt;br /&gt;
	| projectilespeed = ???&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This webpage is a template for future Bulkhead description.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7114</id>
		<title>How To Play Mods</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7114"/>
		<updated>2020-11-12T12:18:30Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: /* Dirt Wars! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a (potentially incomplete) list of currently available Zero-K mods with instructions on how to run them. A list of authors, preferred method of receiving feedback, and a brief description of the mod can also go here; a long description should probably get its own linked wiki page.&lt;br /&gt;
&lt;br /&gt;
For instructions on how to '''create''' a new mod go to [[Mod Creation]]. For how to create and run a stat tweak go to [[Quick Stat Tweaks]].&lt;br /&gt;
&lt;br /&gt;
= ZeroWars =&lt;br /&gt;
&lt;br /&gt;
Open a room (or join one of the Custom Gamemode autohosts) and type &amp;lt;code&amp;gt;!map ZeroWars&amp;lt;/code&amp;gt;. This should get the current stable version of ZeroWars.&lt;br /&gt;
&lt;br /&gt;
= Unit Level Ups =&lt;br /&gt;
&lt;br /&gt;
Open custom room and type following lines: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password p&amp;lt;/code&amp;gt; this puts password on a room (required for next step)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!game Unit Level Ups v5&amp;lt;/code&amp;gt; (enables mod)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password&amp;lt;/code&amp;gt; removes password&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
now you can change type of room to coop , teams or ffa as desired&lt;br /&gt;
&lt;br /&gt;
mod can be quite intresting combined with chickens&lt;br /&gt;
&lt;br /&gt;
when playing against AI, adding zombies option helps AI units to grow faster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!setoptions zombies=1,zombies_rezspeed=500,zombies_delay=15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dirt Wars! =&lt;br /&gt;
[[File:Dirt Wars Logo.png|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
This is a silly gamemode, and it doesn't change much, except for the fact that most of the units you have loved are gone now, leaving only dirtbags and other terrible units for use!&lt;br /&gt;
&lt;br /&gt;
Create any room, click on advanced options, open the &amp;quot;Start&amp;quot; tab, and copy-paste the next long string into the &amp;quot;disabled units&amp;quot; text area:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factorygunship+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+ettin+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Aegis+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Razor+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the units have been disabled, as soon as you start the game, panic is guaranteed. See if you can make any value from literal dirt!&lt;br /&gt;
&lt;br /&gt;
Advanced Dirt Wars can have air units. However, the game doesn't need to get that complex. Still, if you wish to see air units in this ridiculous gamemode, then repeat the same actions, except copy-paste the next string. It adds gnats, harpies, and transports into the game. Keep in mind, the author of the idea haven't tested the air unit edition yet, and he may use feedback.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith+Wasp+Blastwing+Locust+Harpy+Nimbus+Revenant+Krow+Trident+Aegis&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For further horrors, turn on Commshare and Team Commander Ends options. That will make the last relatively useful unit to be the least viable in the game. Have fun surviving.&lt;br /&gt;
&lt;br /&gt;
Compatible with the Unit Level Ups mod.&lt;br /&gt;
&lt;br /&gt;
Author of the simple idea: Cliver5.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}} [[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7113</id>
		<title>How To Play Mods</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7113"/>
		<updated>2020-11-12T11:30:11Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: /* Dirt Wars! */ Polls didn't work, so the code had to be inserted directly into advanced options. Unfortunate. The new mod description takes that error in mind.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a (potentially incomplete) list of currently available Zero-K mods with instructions on how to run them. A list of authors, preferred method of receiving feedback, and a brief description of the mod can also go here; a long description should probably get its own linked wiki page.&lt;br /&gt;
&lt;br /&gt;
For instructions on how to '''create''' a new mod go to [[Mod Creation]]. For how to create and run a stat tweak go to [[Quick Stat Tweaks]].&lt;br /&gt;
&lt;br /&gt;
= ZeroWars =&lt;br /&gt;
&lt;br /&gt;
Open a room (or join one of the Custom Gamemode autohosts) and type &amp;lt;code&amp;gt;!map ZeroWars&amp;lt;/code&amp;gt;. This should get the current stable version of ZeroWars.&lt;br /&gt;
&lt;br /&gt;
= Unit Level Ups =&lt;br /&gt;
&lt;br /&gt;
Open custom room and type following lines: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password p&amp;lt;/code&amp;gt; this puts password on a room (required for next step)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!game Unit Level Ups v5&amp;lt;/code&amp;gt; (enables mod)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password&amp;lt;/code&amp;gt; removes password&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
now you can change type of room to coop , teams or ffa as desired&lt;br /&gt;
&lt;br /&gt;
mod can be quite intresting combined with chickens&lt;br /&gt;
&lt;br /&gt;
when playing against AI, adding zombies option helps AI units to grow faster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!setoptions zombies=1,zombies_rezspeed=500,zombies_delay=15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dirt Wars! =&lt;br /&gt;
[[File:Dirt Wars Logo.png|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
This is a silly gamemode, and it doesn't change much, except for the fact that most of the units you have loved are gone now, leaving only dirtbags and other terrible units for use!&lt;br /&gt;
&lt;br /&gt;
Create any room, click on advanced options, open the &amp;quot;Start&amp;quot; tab, and copy-paste the next long string into the &amp;quot;disabled units&amp;quot; text area:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factorygunship+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+ettin+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Aegis+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Razor+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the units have been disabled, as soon as you start the game, panic is guaranteed. See if you can make any value from literal dirt!&lt;br /&gt;
&lt;br /&gt;
Advanced Dirt Wars can have air units. However, the game doesn't need to get that complex. Still, if you wish to see air units in this ridiculous gamemode, then repeat the same actions, except copy-paste the next string. It adds gnats, harpies, and transports into the game. Keep in mind, the author of the idea haven't tested the air unit edition yet, and he may use feedback.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!poll setoptions disabledunits=factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith+Wasp+Blastwing+Locust+Harpy+Nimbus+Revenant+Krow+Trident+Aegis&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For further horrors, turn on Commshare and Team Commander Ends options. That will make the last relatively useful unit to be the least viable in the game. Have fun surviving.&lt;br /&gt;
&lt;br /&gt;
Compatible with the Unit Level Ups mod.&lt;br /&gt;
&lt;br /&gt;
Author of the simple idea: Cliver5.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}} [[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7071</id>
		<title>How To Play Mods</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7071"/>
		<updated>2020-11-08T14:57:08Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: /* Dirt Wars! */ I tried editing the poll to fit in the page... Idk how to do that. Hopefully, it will work for now, as I don't want to spend too much thought in it. If someone can fix the code format, I'll be thankful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a (potentially incomplete) list of currently available Zero-K mods with instructions on how to run them. A list of authors, preferred method of receiving feedback, and a brief description of the mod can also go here; a long description should probably get its own linked wiki page.&lt;br /&gt;
&lt;br /&gt;
For instructions on how to '''create''' a new mod go to [[Mod Creation]]. For how to create and run a stat tweak go to [[Quick Stat Tweaks]].&lt;br /&gt;
&lt;br /&gt;
= ZeroWars =&lt;br /&gt;
&lt;br /&gt;
Open a room (or join one of the Custom Gamemode autohosts) and type &amp;lt;code&amp;gt;!map ZeroWars&amp;lt;/code&amp;gt;. This should get the current stable version of ZeroWars.&lt;br /&gt;
&lt;br /&gt;
= Unit Level Ups =&lt;br /&gt;
&lt;br /&gt;
Open custom room and type following lines: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password p&amp;lt;/code&amp;gt; this puts password on a room (required for next step)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!game Unit Level Ups v5&amp;lt;/code&amp;gt; (enables mod)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password&amp;lt;/code&amp;gt; removes password&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
now you can change type of room to coop , teams or ffa as desired&lt;br /&gt;
&lt;br /&gt;
mod can be quite intresting combined with chickens&lt;br /&gt;
&lt;br /&gt;
when playing against AI, adding zombies option helps AI units to grow faster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!setoptions zombies=1,zombies_rezspeed=500,zombies_delay=15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dirt Wars! =&lt;br /&gt;
[[File:Dirt Wars Logo.png|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
This is a silly gamemode, and it doesn't change much, except for the fact that most of the units you have loved are gone now, leaving only dirtbags and other terrible units for use!&lt;br /&gt;
&lt;br /&gt;
Open any room and copy-paste the next long string into the text area:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!poll setoptions disabledunits=factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factorygunship+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+ettin+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Aegis+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Razor+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the poll is made, many units will be removed from the game. See if you can make any value from literal dirt!&lt;br /&gt;
&lt;br /&gt;
Advanced Dirt Wars can have air units. However, the game doesn't need to get that complex. Still, if you wish to see air units in this ridiculous gamemode, then copy-paste the next poll. It adds gnats, harpies, and transports into the game. Keep in mind, the author of the idea haven't tested the air unit edition yet, and he may use feedback.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!poll setoptions disabledunits=factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith+Wasp+Blastwing+Locust+Harpy+Nimbus+Revenant+Krow+Trident+Aegis&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For further horrors, between the &amp;lt;code&amp;gt;setoptions&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;disabledunits=...&amp;lt;/code&amp;gt; string, add  &amp;lt;code&amp;gt;sharemode=all, commends=1,&amp;lt;/code&amp;gt;, making commanders even less viable in the game. Have fun surviving.&lt;br /&gt;
&lt;br /&gt;
Compatible with the Unit Level Ups mod.&lt;br /&gt;
&lt;br /&gt;
Author of the idea: Cliver5.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}} [[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7070</id>
		<title>How To Play Mods</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=How_To_Play_Mods&amp;diff=7070"/>
		<updated>2020-11-08T14:38:08Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: I added the Dirt Wars mod description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a (potentially incomplete) list of currently available Zero-K mods with instructions on how to run them. A list of authors, preferred method of receiving feedback, and a brief description of the mod can also go here; a long description should probably get its own linked wiki page.&lt;br /&gt;
&lt;br /&gt;
For instructions on how to '''create''' a new mod go to [[Mod Creation]]. For how to create and run a stat tweak go to [[Quick Stat Tweaks]].&lt;br /&gt;
&lt;br /&gt;
= ZeroWars =&lt;br /&gt;
&lt;br /&gt;
Open a room (or join one of the Custom Gamemode autohosts) and type &amp;lt;code&amp;gt;!map ZeroWars&amp;lt;/code&amp;gt;. This should get the current stable version of ZeroWars.&lt;br /&gt;
&lt;br /&gt;
= Unit Level Ups =&lt;br /&gt;
&lt;br /&gt;
Open custom room and type following lines: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password p&amp;lt;/code&amp;gt; this puts password on a room (required for next step)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!game Unit Level Ups v5&amp;lt;/code&amp;gt; (enables mod)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!password&amp;lt;/code&amp;gt; removes password&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
now you can change type of room to coop , teams or ffa as desired&lt;br /&gt;
&lt;br /&gt;
mod can be quite intresting combined with chickens&lt;br /&gt;
&lt;br /&gt;
when playing against AI, adding zombies option helps AI units to grow faster&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;!setoptions zombies=1,zombies_rezspeed=500,zombies_delay=15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dirt Wars! =&lt;br /&gt;
[[File:Dirt Wars Logo.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
This is a silly gamemode, and it doesn't change much, except for the fact that most of the units you have loved are gone now, leaving only dirtbags and other terrible units for use!&lt;br /&gt;
&lt;br /&gt;
Open any room and copy-paste the next into the text area:&lt;br /&gt;
&lt;br /&gt;
!poll setoptions disabledunits=factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factorygunship+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+ettin+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Aegis+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Razor+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith&lt;br /&gt;
&lt;br /&gt;
After the poll is made, many units will be removed from the game. See if you can get any value from literal dirt!&lt;br /&gt;
&lt;br /&gt;
Advanced Dirt Wars can have air units. However, the game doesn't need to get that complex. Still, if you wish to have air units in this ridiculous gamemode, then copy-paste the next poll. It adds gnats, harpies, and transports into the game. Keep in mind, the author of the idea haven't tested the air unit edition yet, and he may use feedback.&lt;br /&gt;
&lt;br /&gt;
!poll setoptions disabledunits=factorycloak+Iris+Bandit+Rogue+Outlaw+Felon+Racketeer+Vandal+Aspis+factoryveh+factoryhover+factoryplane+sparrow+factoryspider+factoryjump+kodachi+blitz+ogre+minotaur+cyclops+emissary+factoryamph+factoryship+Athena+Ultimatum+Scorpion+Dante+Merlin+Funnelweb+Detriment+Shogun+Reef+Scylla+staticmissilesilo+Picket+Lotus+Urchin+Newton+Stardust+Stinger+Gauss+Desolator+Lucifer+Cerberus+Hacksaw+Thresher+Chainsaw+Artemis+Antinuke+Trinity+Starlight+raveparty+zenith+Wasp+Blastwing+Locust+Harpy+Nimbus+Revenant+Krow+Trident+Aegis&lt;br /&gt;
&lt;br /&gt;
For further horrors, between the &amp;lt;code&amp;gt;setoptions&amp;lt;/code&amp;gt; and the &amp;lt;code&amp;gt;disabledunits=...&amp;lt;/code&amp;gt; string, add  &amp;lt;code&amp;gt;sharemode=all, commends=1,&amp;lt;/code&amp;gt;, making commanders even less viable in the game. Have fun surviving.&lt;br /&gt;
&lt;br /&gt;
Compatible with the Unit Level Ups mod.&lt;br /&gt;
&lt;br /&gt;
Author of the idea: Cliver5.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}} [[Category: Development]]&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=File:Dirt_Wars_Logo.png&amp;diff=7069</id>
		<title>File:Dirt Wars Logo.png</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=File:Dirt_Wars_Logo.png&amp;diff=7069"/>
		<updated>2020-11-08T14:31:50Z</updated>

		<summary type="html">&lt;p&gt;Cliver5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The photo made by me for the Zero-K mod with a similar name.&lt;/div&gt;</summary>
		<author><name>Cliver5</name></author>
		
	</entry>
</feed>