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	<id>https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Legomenon</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=Legomenon"/>
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	<updated>2026-05-19T08:23:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Terraform&amp;diff=7455</id>
		<title>Terraform</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Terraform&amp;diff=7455"/>
		<updated>2021-05-01T21:49:41Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Prettify terraform hotkeys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All [[Unit_classes#Constructor|construction units]], [[Commander]]s and [[Caretaker]]s can modify the terrain in Zero-K. '''Terraforming''' costs [[Energy]], [[Metal]] and time.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/intro.png &amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terraform Types ==&lt;br /&gt;
&lt;br /&gt;
There are also 5 terraform commands found under the 'Special' tab in the menu:&lt;br /&gt;
&lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png — Ramp &lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/level.png — Level&lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/raise.png — Raise&lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/smooth.png — Smooth&lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/restore.png — Restore&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: {{Key press|Right Click}} at any time during the terraform will cancel the command.&lt;br /&gt;
&lt;br /&gt;
== Interface: Lasso Selection == &lt;br /&gt;
&lt;br /&gt;
'''Level''', '''Raise''', '''Smooth''' and '''Restore''' have the same interface for selecting the effected area. They differ in what they do to the terrain.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/level.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/raise.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/smooth.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/restore.png&lt;br /&gt;
&lt;br /&gt;
{{Key press|Left click}} on the ground and hold the mouse to start drawing a line.  Drawing the area selects the area to be terraformed. If the end of the line is close to the start when the left mouse button is released the area inside the loop will be terraformed (like lasso selection), if the ends are far away the drawn line will be terraformed (good for making walls).&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/lasso.jpg&lt;br /&gt;
&lt;br /&gt;
If you are using '''Smooth''' or '''Restore''' the command will be given when you release the mouse. If you are using '''Level''' or '''Raise''' you will have to chose either which height to level to or how much to raise the land. This is done by moving the mouse up/down then clicking when it looks like it is at the desired height.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/setheight.jpg&lt;br /&gt;
&lt;br /&gt;
== Effects of Terraform and Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Here are the effects of '''Level''', '''Raise''', '''Smooth''' and '''Restore'''. The modifiers {{Key press|Alt}} and {{Key press|Ctrl}} can be held during the Height Choosing phase of the '''Level''' and '''Raise''' commands for more height choosing control.&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/level.sized.jpg&lt;br /&gt;
&lt;br /&gt;
'''Level''' will move the terrain in the area to exactly the same height, the result terrain will be flat. For example a hill could be flattened.&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} to snap to either the starting height, just below water level (so that ships can't pass) or the level just below water level that land units cannot pass (23 deep).&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Ctrl}} and move the mouse to select the height to be levelled to from terrain by mousing over the terrain.&lt;br /&gt;
&lt;br /&gt;
* Tap {{Key press|Space}} to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Can be toggled during Lasso stage.&lt;br /&gt;
&lt;br /&gt;
=== Raise ===&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/raise.sized.jpg&lt;br /&gt;
&lt;br /&gt;
'''Raise''' raises or lowers the terrain in the area by the same amount, the relative height of the terrain within the area is not changed.&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} to snap to heights by steps of 15. A 15 high (or deep) wall (or trench) will be impassable to vehicles but passable to bots. A 18 high wall will be impassable to most common bots. A 30 high wall will be impassable to everything except spiders.&lt;br /&gt;
&lt;br /&gt;
* Press {{Key press|Ctrl}} to reset the height to 0.&lt;br /&gt;
&lt;br /&gt;
=== Smooth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/smooth1.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/smooth2.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Smooth''' smooths the terrain, cliffs become less sharp.&lt;br /&gt;
&lt;br /&gt;
=== Restore ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/restore1.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/restore2.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Restore''' reverts the height of the terrain to what it was at the start of the game.&lt;br /&gt;
&lt;br /&gt;
* Tap {{Key press|Space}} to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Toggle during Lasso stage.&lt;br /&gt;
&lt;br /&gt;
== Advanced Area Selection ==&lt;br /&gt;
&lt;br /&gt;
For easier terraforming, {{Key press|Alt}} and/or {{Key press|Ctrl}} can be used to modify the way the lasso command is given.&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} while clicking to terraform a rectangular area.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/square.jpg&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} and click on a building or unit to create a wall around that unit.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/autowall.sized.jpg&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} + {{Key press|Ctrl}} while clicking to create a hollow rectangle of terraform.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/ring.sized.jpg&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Ctrl}} at any time during line drawing to create a straight section of line. Straight and non-straight lines can be mixed by pressing and releasing {{Key press|Ctrl}}.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/loopy.sized.jpg&lt;br /&gt;
&lt;br /&gt;
== Terraforming Under Buildings In One Click ==&lt;br /&gt;
&lt;br /&gt;
The default option of terraforming the ground under buildings is to press the {{Key press|B}} key after choosing the structure, changing the height of the project with {{Key press|C}} and {{Key press|V}} afterwards. By far the simplest way to use this kind of terraforming is to press {{Key press|Alt}} key while placing a structure and adjust the height of the structure by scrolling with the mouse wheel, but this option should first be enabled in the settings.&lt;br /&gt;
&lt;br /&gt;
[[File:terraform_structure.gif]]&lt;br /&gt;
&lt;br /&gt;
Structure terrforming controls can be changed in the menu: &amp;lt;code&amp;gt;Settings &amp;gt; Interface &amp;gt; Building placement&amp;lt;/code&amp;gt;. Tick the &amp;lt;code&amp;gt;Alt mouse wheel to set height&amp;lt;/code&amp;gt; to enable the easier construction option.&lt;br /&gt;
&lt;br /&gt;
See [[Structure Placement]] for more information on structure terraforming.&lt;br /&gt;
&lt;br /&gt;
== Terraforming Presets ==&lt;br /&gt;
&lt;br /&gt;
There are terraforming presets that allow to create terraforming with a specific height and can be configured under Hotkeys/Construction. Default hokeys include:&lt;br /&gt;
* {{Key press|Alt}} + {{Key press|V}}: Make the smallest wall that is not Vehicle pathable.&lt;br /&gt;
* {{Key press|Alt}} + {{Key press|B}}: Make the smallest wall that is not Bot pathable.&lt;br /&gt;
* {{Key press|Alt}} + {{Key press|N}}: Make a wall that will block direct fire weapons like lasers. This allows indirect fire units like [[Rogue]] or [[Recluse]] to shoot at a [[Stinger]] with impunity,&lt;br /&gt;
* {{Key press|Alt}} + {{Key press|H}}: Make a tall spire to give high ground advantage for units like [[Crab]].&lt;br /&gt;
&lt;br /&gt;
== Ramp ==&lt;br /&gt;
&lt;br /&gt;
The ramp command interface is different from that of the other terraform commands.&lt;br /&gt;
&lt;br /&gt;
First select the '''Ramp''' command from the command menu.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png&lt;br /&gt;
&lt;br /&gt;
=== Simple Ramp ===&lt;br /&gt;
This is a simple way to make a ramp between 2 points on the ground. It uses exactly the same interface as advanced ramp but it can be unclear how to make a simple ramp just from the explanation of the full features of advanced ramp.&lt;br /&gt;
&lt;br /&gt;
In short:&lt;br /&gt;
* {{Key press|Left Click}} the start of the ramp&lt;br /&gt;
* {{Key press|Left Click}} the end of the ramp&lt;br /&gt;
* {{Key press|Left Click}} again&lt;br /&gt;
&lt;br /&gt;
==== Advanced Ramp ====&lt;br /&gt;
Using the full ramp interface you can make a ramp between any 2 arbitrary points above or below the terrain and chose the width of this ramp.&lt;br /&gt;
&lt;br /&gt;
{{Key press|Left Click}} on the ground to set the start of the ramp. '''If''' you want to choose the height of the start of the ramp hold the click and move the mouse up or down. A little green line will appear out of the ground to indicate the height. The default height is the ground height, release the mouse to select the height.&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} when choosing the start height to snap to the original ground height or just below water level(helpful for getting hovers out of the water).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp1.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Key press|Left Click}} on the ground to set the end of the ramp. As with the start of the ramp, you can hold the mouse and move to choose the height. &lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} when choosing the end height to snap the gradient of the ramp to either upwards bot pathable, upwards vehicle pathable, flat, downwards vehicle pathable, downwards  bot pathable, the original ground height or just below water level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp2.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Move the mouse up/down (not held down) and click to set the width of the ramp. Then {{Key press|Left Click}} to build it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp3.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ramp colour indicates whether all units will be able to use it, if vehicles/tanks will not be able to use it and if only spiders can use it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_green.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_yellow.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_red.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Optional: Tap {{Key press|Space}} to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Can be toggled at any stage during the ramp command.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
&lt;br /&gt;
Terraform by default costs 1 metal, energy and build power to raise or lower 1 heightmap grid, each vertex of the blue grid maps onto a point on the heightmap grid. Due to the sloped sides it will be costly to make a very high spire. Equal volumes of terraform will have the same cost regardless of shape. Cost can be changed with the &amp;quot;terraform cost multiplier&amp;quot; [[Setting_Up_a_Game#Advanced_Options|ModOption]].&lt;br /&gt;
&lt;br /&gt;
As a general guideline, assuming the base value for terraforming cost, creating a 15 deep wall (or trench) will cost roughly 19 resources per 'segment'.&lt;br /&gt;
&lt;br /&gt;
Building a &amp;quot;skydust&amp;quot; (i.e. [[Stardust]] on a pillar) costs about 50 resources for a 50 height pillar, or 85 resources for 100 height.&lt;br /&gt;
&lt;br /&gt;
== Terraform blocking ==&lt;br /&gt;
&lt;br /&gt;
By placing troops or structures near the terraforming projects of your opponent you can deny their construction indefinitely. Use this to stop the enemy from building mountain ranges in your backyard or to defend your own creations from being deconstructed by enemy builders.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tera_block.png]] &lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
You can protect non-combat structures not sensitive to terrain such as [[Cornea|cloak]]/[[Aegis|shield generators]], [[Caretaker|nanoturrets]], [[Gunship Plant]]s and [[Missile Silo]]s with walls or holes.&lt;br /&gt;
&lt;br /&gt;
Buildings cannot be moved vertically once placed. If you want to put a [[Fusion Reactor|Fusion]] in a hole for safety the hole will have to be built before the Fusion. &lt;br /&gt;
&lt;br /&gt;
[[Big Bertha]]s, [[Crab]]s and [[Ogre]]s are very good at knocking down walls. [[Quake]] missiles are the ultimate solution against landscape designers.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/crabesmooth.sized.jpg&lt;br /&gt;
&lt;br /&gt;
You can use terraforming to make a trench or wall underwater to stop amphibious bots.&lt;br /&gt;
&lt;br /&gt;
[[Lobster|Lobsters]] can throw units over low walls.&lt;br /&gt;
&lt;br /&gt;
Terraform ramp can be used with [[Newton]]s [[Newton_Firezones|to fire units at the enemy]]!&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/newtonramp.sized.jpg&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for terraform commands, navigate into the game menu and look under hotkeys for &amp;lt;code&amp;gt;Levelground&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Raiseground&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Rampground&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Smoothground&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Restoreground&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Terraform&amp;diff=7454</id>
		<title>Terraform</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Terraform&amp;diff=7454"/>
		<updated>2021-05-01T21:48:15Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Mention some terraform presets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All [[Unit_classes#Constructor|construction units]], [[Commander]]s and [[Caretaker]]s can modify the terrain in Zero-K. '''Terraforming''' costs [[Energy]], [[Metal]] and time.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/intro.png &amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terraform Types ==&lt;br /&gt;
&lt;br /&gt;
There are also 5 terraform commands found under the 'Special' tab in the menu:&lt;br /&gt;
&lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png — Ramp &lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/level.png — Level&lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/raise.png — Raise&lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/smooth.png — Smooth&lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/restore.png — Restore&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: {{Key press|Right Click}} at any time during the terraform will cancel the command.&lt;br /&gt;
&lt;br /&gt;
== Interface: Lasso Selection == &lt;br /&gt;
&lt;br /&gt;
'''Level''', '''Raise''', '''Smooth''' and '''Restore''' have the same interface for selecting the effected area. They differ in what they do to the terrain.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/level.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/raise.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/smooth.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/restore.png&lt;br /&gt;
&lt;br /&gt;
{{Key press|Left click}} on the ground and hold the mouse to start drawing a line.  Drawing the area selects the area to be terraformed. If the end of the line is close to the start when the left mouse button is released the area inside the loop will be terraformed (like lasso selection), if the ends are far away the drawn line will be terraformed (good for making walls).&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/lasso.jpg&lt;br /&gt;
&lt;br /&gt;
If you are using '''Smooth''' or '''Restore''' the command will be given when you release the mouse. If you are using '''Level''' or '''Raise''' you will have to chose either which height to level to or how much to raise the land. This is done by moving the mouse up/down then clicking when it looks like it is at the desired height.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/setheight.jpg&lt;br /&gt;
&lt;br /&gt;
== Effects of Terraform and Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Here are the effects of '''Level''', '''Raise''', '''Smooth''' and '''Restore'''. The modifiers {{Key press|Alt}} and {{Key press|Ctrl}} can be held during the Height Choosing phase of the '''Level''' and '''Raise''' commands for more height choosing control.&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/level.sized.jpg&lt;br /&gt;
&lt;br /&gt;
'''Level''' will move the terrain in the area to exactly the same height, the result terrain will be flat. For example a hill could be flattened.&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} to snap to either the starting height, just below water level (so that ships can't pass) or the level just below water level that land units cannot pass (23 deep).&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Ctrl}} and move the mouse to select the height to be levelled to from terrain by mousing over the terrain.&lt;br /&gt;
&lt;br /&gt;
* Tap {{Key press|Space}} to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Can be toggled during Lasso stage.&lt;br /&gt;
&lt;br /&gt;
=== Raise ===&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/raise.sized.jpg&lt;br /&gt;
&lt;br /&gt;
'''Raise''' raises or lowers the terrain in the area by the same amount, the relative height of the terrain within the area is not changed.&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} to snap to heights by steps of 15. A 15 high (or deep) wall (or trench) will be impassable to vehicles but passable to bots. A 18 high wall will be impassable to most common bots. A 30 high wall will be impassable to everything except spiders.&lt;br /&gt;
&lt;br /&gt;
* Press {{Key press|Ctrl}} to reset the height to 0.&lt;br /&gt;
&lt;br /&gt;
=== Smooth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/smooth1.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/smooth2.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Smooth''' smooths the terrain, cliffs become less sharp.&lt;br /&gt;
&lt;br /&gt;
=== Restore ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/restore1.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/restore2.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Restore''' reverts the height of the terrain to what it was at the start of the game.&lt;br /&gt;
&lt;br /&gt;
* Tap {{Key press|Space}} to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Toggle during Lasso stage.&lt;br /&gt;
&lt;br /&gt;
== Advanced Area Selection ==&lt;br /&gt;
&lt;br /&gt;
For easier terraforming, {{Key press|Alt}} and/or {{Key press|Ctrl}} can be used to modify the way the lasso command is given.&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} while clicking to terraform a rectangular area.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/square.jpg&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} and click on a building or unit to create a wall around that unit.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/autowall.sized.jpg&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} + {{Key press|Ctrl}} while clicking to create a hollow rectangle of terraform.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/ring.sized.jpg&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Ctrl}} at any time during line drawing to create a straight section of line. Straight and non-straight lines can be mixed by pressing and releasing {{Key press|Ctrl}}.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/loopy.sized.jpg&lt;br /&gt;
&lt;br /&gt;
== Terraforming Under Buildings In One Click ==&lt;br /&gt;
&lt;br /&gt;
The default option of terraforming the ground under buildings is to press the {{Key press|B}} key after choosing the structure, changing the height of the project with {{Key press|C}} and {{Key press|V}} afterwards. By far the simplest way to use this kind of terraforming is to press {{Key press|Alt}} key while placing a structure and adjust the height of the structure by scrolling with the mouse wheel, but this option should first be enabled in the settings.&lt;br /&gt;
&lt;br /&gt;
[[File:terraform_structure.gif]]&lt;br /&gt;
&lt;br /&gt;
Structure terrforming controls can be changed in the menu: &amp;lt;code&amp;gt;Settings &amp;gt; Interface &amp;gt; Building placement&amp;lt;/code&amp;gt;. Tick the &amp;lt;code&amp;gt;Alt mouse wheel to set height&amp;lt;/code&amp;gt; to enable the easier construction option.&lt;br /&gt;
&lt;br /&gt;
See [[Structure Placement]] for more information on structure terraforming.&lt;br /&gt;
&lt;br /&gt;
== Terraforming Presets ==&lt;br /&gt;
&lt;br /&gt;
There are terraforming presets that allow to create terraforming with a specific height and can be configured under Hotkeys/Construction. Default hokeys include:&lt;br /&gt;
* Alt+V: Make the smallest wall that is not Vehicle pathable.&lt;br /&gt;
* Alt+B: Make the smallest wall that is not Bot pathable.&lt;br /&gt;
* Alt+N: Make a wall that will block direct fire weapons like lasers. This allows indirect fire units like [[Rogue]] or [[Recluse]] to shoot at a [[Stinger]] with impunity,&lt;br /&gt;
* Alt+H: Make a tall spire to give high ground advantage for units like [[Crab]].&lt;br /&gt;
&lt;br /&gt;
== Ramp ==&lt;br /&gt;
&lt;br /&gt;
The ramp command interface is different from that of the other terraform commands.&lt;br /&gt;
&lt;br /&gt;
First select the '''Ramp''' command from the command menu.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png&lt;br /&gt;
&lt;br /&gt;
=== Simple Ramp ===&lt;br /&gt;
This is a simple way to make a ramp between 2 points on the ground. It uses exactly the same interface as advanced ramp but it can be unclear how to make a simple ramp just from the explanation of the full features of advanced ramp.&lt;br /&gt;
&lt;br /&gt;
In short:&lt;br /&gt;
* {{Key press|Left Click}} the start of the ramp&lt;br /&gt;
* {{Key press|Left Click}} the end of the ramp&lt;br /&gt;
* {{Key press|Left Click}} again&lt;br /&gt;
&lt;br /&gt;
==== Advanced Ramp ====&lt;br /&gt;
Using the full ramp interface you can make a ramp between any 2 arbitrary points above or below the terrain and chose the width of this ramp.&lt;br /&gt;
&lt;br /&gt;
{{Key press|Left Click}} on the ground to set the start of the ramp. '''If''' you want to choose the height of the start of the ramp hold the click and move the mouse up or down. A little green line will appear out of the ground to indicate the height. The default height is the ground height, release the mouse to select the height.&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} when choosing the start height to snap to the original ground height or just below water level(helpful for getting hovers out of the water).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp1.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Key press|Left Click}} on the ground to set the end of the ramp. As with the start of the ramp, you can hold the mouse and move to choose the height. &lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} when choosing the end height to snap the gradient of the ramp to either upwards bot pathable, upwards vehicle pathable, flat, downwards vehicle pathable, downwards  bot pathable, the original ground height or just below water level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp2.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Move the mouse up/down (not held down) and click to set the width of the ramp. Then {{Key press|Left Click}} to build it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp3.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ramp colour indicates whether all units will be able to use it, if vehicles/tanks will not be able to use it and if only spiders can use it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_green.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_yellow.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_red.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Optional: Tap {{Key press|Space}} to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Can be toggled at any stage during the ramp command.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
&lt;br /&gt;
Terraform by default costs 1 metal, energy and build power to raise or lower 1 heightmap grid, each vertex of the blue grid maps onto a point on the heightmap grid. Due to the sloped sides it will be costly to make a very high spire. Equal volumes of terraform will have the same cost regardless of shape. Cost can be changed with the &amp;quot;terraform cost multiplier&amp;quot; [[Setting_Up_a_Game#Advanced_Options|ModOption]].&lt;br /&gt;
&lt;br /&gt;
As a general guideline, assuming the base value for terraforming cost, creating a 15 deep wall (or trench) will cost roughly 19 resources per 'segment'.&lt;br /&gt;
&lt;br /&gt;
Building a &amp;quot;skydust&amp;quot; (i.e. [[Stardust]] on a pillar) costs about 50 resources for a 50 height pillar, or 85 resources for 100 height.&lt;br /&gt;
&lt;br /&gt;
== Terraform blocking ==&lt;br /&gt;
&lt;br /&gt;
By placing troops or structures near the terraforming projects of your opponent you can deny their construction indefinitely. Use this to stop the enemy from building mountain ranges in your backyard or to defend your own creations from being deconstructed by enemy builders.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tera_block.png]] &lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
You can protect non-combat structures not sensitive to terrain such as [[Cornea|cloak]]/[[Aegis|shield generators]], [[Caretaker|nanoturrets]], [[Gunship Plant]]s and [[Missile Silo]]s with walls or holes.&lt;br /&gt;
&lt;br /&gt;
Buildings cannot be moved vertically once placed. If you want to put a [[Fusion Reactor|Fusion]] in a hole for safety the hole will have to be built before the Fusion. &lt;br /&gt;
&lt;br /&gt;
[[Big Bertha]]s, [[Crab]]s and [[Ogre]]s are very good at knocking down walls. [[Quake]] missiles are the ultimate solution against landscape designers.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/crabesmooth.sized.jpg&lt;br /&gt;
&lt;br /&gt;
You can use terraforming to make a trench or wall underwater to stop amphibious bots.&lt;br /&gt;
&lt;br /&gt;
[[Lobster|Lobsters]] can throw units over low walls.&lt;br /&gt;
&lt;br /&gt;
Terraform ramp can be used with [[Newton]]s [[Newton_Firezones|to fire units at the enemy]]!&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/newtonramp.sized.jpg&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for terraform commands, navigate into the game menu and look under hotkeys for &amp;lt;code&amp;gt;Levelground&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Raiseground&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Rampground&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Smoothground&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Restoreground&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Repair&amp;diff=7452</id>
		<title>Repair</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Repair&amp;diff=7452"/>
		<updated>2021-04-17T18:48:06Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Spacing tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Repair basics ==&lt;br /&gt;
All Zero-K units can regain lost health through repair. The main method of repair is active repair using constructors, but some units also feature passive repair that happens automatically under certain conditions.&lt;br /&gt;
&lt;br /&gt;
=== Constructor repair ===&lt;br /&gt;
&lt;br /&gt;
All constructor units can use buildpower to repair damaged units, gradually restoring their health. This costs energy only and is both faster and cheaper than building an identical unit from scratch. Every unit can be actively repaired by constructors. Air units can also land on [[Airpad|air repair pads]] to get repaired. Taking damage slows down active repair. The time to fully repair a unit is proportional to its cost. The default hotkey for the repair order is R; it will also be given automatically upon right-clicking a damaged unit if a constructor is selected or if a Patrolling constructor is nearby. With an air unit selected, right-clicking an airpad will order it to land there, aircraft have a &amp;quot;Land At&amp;quot; state to do that automatically and bombers automatically return for repairs after each run.&lt;br /&gt;
&lt;br /&gt;
=== Passive repair ===&lt;br /&gt;
&lt;br /&gt;
Units can also regain health by themselves without the need for a constructor, but this ability is generally limited. All units will automatically start slowly regenerating health after one minute of not taking damage. Some units: [[Glaive]], [[Locust]], [[Scythe]] and [[Kodachi]] have a more potent version of this idle regeneration, which starts after just a few seconds and is more intensive. [[Amphbot Factory|Amphibious Bots]] will regenerate health when in water. The [[Gauss]] turret will regenerate when closed. Finally, some Striders have constant regeneration that happens all the time, even under fire. EMPing or disarming a unit will disable its passive repair.&lt;br /&gt;
&lt;br /&gt;
== Advanced mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Active repair ===&lt;br /&gt;
&lt;br /&gt;
* Total cost of full repair is 66% the original energy cost; it does not use metal&lt;br /&gt;
* Repair takes only 66% of the time compared to construction&lt;br /&gt;
* Energy drain per second is equal to buildpower, except with the combat penalty in which case it is 25% of buildpower&lt;br /&gt;
* Health regained per buildpower is proportional to the unit's health/cost&lt;br /&gt;
* Units that have taken damage in the last 10 seconds are repaired at 25% of the normal repair speed (i.e. is 3 times slower than construction).&lt;br /&gt;
* The in-combat penalty matters for the unit being repaired only; constructors' in-combat status is irrelevant&lt;br /&gt;
* Status effects such as slow, disarm or EMP do not affect active repair in any way other than the buildpower reduction&lt;br /&gt;
* Constructors cannot repair themselves, but can repair each other.&lt;br /&gt;
&lt;br /&gt;
=== Airpad repair ===&lt;br /&gt;
&lt;br /&gt;
* Units can have multiple pads; each pad can service one aircraft.&lt;br /&gt;
* Pads have separate buildpower. Adding more aircraft does not slow down existing repair jobs.&lt;br /&gt;
* Airpads also rearm bombers. Rearm takes 5-30 seconds (depending on aircraft type) and during that time, a bomber will not be repaired by the pad.&lt;br /&gt;
* Air units have a &amp;quot;Land At&amp;quot; unit state to control when they want to land. Bombers will land automatically when needing rearm.&lt;br /&gt;
* All traits of constructor repair are also present.&lt;br /&gt;
* Drones cannot land on airpads.&lt;br /&gt;
&lt;br /&gt;
=== Idle regeneration ===&lt;br /&gt;
Idle regeneration occurs after a unit hasn't taken damage for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
* Default idle regeneration is 5 HP/s, and starts 60s after taking damage. This applies to units not found in the list below.&lt;br /&gt;
* EMP, Disarm and Slow status effects do not affect the timer other than when receiving the damage.&lt;br /&gt;
* Combat regeneration replaces idle regeneration (these units won't regenerate even faster when idle).&lt;br /&gt;
&lt;br /&gt;
=== Amphibious regeneration ===&lt;br /&gt;
&lt;br /&gt;
* Full regeneration rate is achieved linearly at some depth.&lt;br /&gt;
* Is based on the seabed depth below the unit, not the unit's depth, meaning floaters regenerate fully as if they were underwater.&lt;br /&gt;
* Works in acid, though doesn't stop acid damage (the effects work against each other).&lt;br /&gt;
&lt;br /&gt;
=== Armored regeneration ===&lt;br /&gt;
&lt;br /&gt;
* Present while the unit is in the armored state.&lt;br /&gt;
* Present only on Gauss at 10 HP/s.&lt;br /&gt;
&lt;br /&gt;
= Lists of units with passive regeneration =&lt;br /&gt;
&lt;br /&gt;
=== Idle regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]!!Timer [s]&lt;br /&gt;
|-&lt;br /&gt;
||[[Glaive]]||20||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Locust]]||5||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Kodachi]]||5||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Reaver]]||20||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Scythe]]||10||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Claw]]||10||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Chicken]]s||20||10&lt;br /&gt;
|-&lt;br /&gt;
||Everything else||5||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ultimatum]]||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Athena]]||20&lt;br /&gt;
|-&lt;br /&gt;
|[[Detriment]]||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 1&amp;lt;br/&amp;gt;Strike Commander level 2&amp;lt;br/&amp;gt;Other Commanders]]||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 3]]||12.5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 4]]||20&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 5]]||27.5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 6+]]||35&lt;br /&gt;
|-&lt;br /&gt;
|Comm Autorepair Module||+10 each&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amphibious regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]!!Depth&lt;br /&gt;
|-&lt;br /&gt;
|[[Conch]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Duck]]||5||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Archer]]||15||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Bulkhead]]||15||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Buoy]]||60||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Scallop]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly]]||40||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Angler]]||20||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Limpet]]||10||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Lobster]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Djinn]]||30||40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Repair&amp;diff=7451</id>
		<title>Repair</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Repair&amp;diff=7451"/>
		<updated>2021-04-17T18:47:27Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Repair basics ==&lt;br /&gt;
All Zero-K units can regain lost health through repair. The main method of repair is active repair using constructors, but some units also feature passive repair that happens automatically under certain conditions.&lt;br /&gt;
&lt;br /&gt;
=== Constructor repair ===&lt;br /&gt;
&lt;br /&gt;
All constructor units can use buildpower to repair damaged units, gradually restoring their health. This costs energy only and is both faster and cheaper than building an identical unit from scratch. Every unit can be actively repaired by constructors. Air units can also land on [[Airpad|air repair pads]] to get repaired. Taking damage slows down active repair. The time to fully repair a unit is proportional to its cost. The default hotkey for the repair order is R; it will also be given automatically upon right-clicking a damaged unit if a constructor is selected or if a Patrolling constructor is nearby. With an air unit selected, right-clicking an airpad will order it to land there, aircraft have a &amp;quot;Land At&amp;quot; state to do that automatically and bombers automatically return for repairs after each run.&lt;br /&gt;
&lt;br /&gt;
=== Passive repair ===&lt;br /&gt;
&lt;br /&gt;
Units can also regain health by themselves without the need for a constructor, but this ability is generally limited. All units will automatically start slowly regenerating health after one minute of not taking damage. Some units: [[Glaive]], [[Locust]], [[Scythe]] and [[Kodachi]] have a more potent version of this idle regeneration, which starts after just a few seconds and is more intensive. [[Amphbot Factory|Amphibious Bots]] will regenerate health when in water. The [[Gauss]] turret will regenerate when closed. Finally, some Striders have constant regeneration that happens all the time, even under fire. EMPing or disarming a unit will disable its passive repair.&lt;br /&gt;
&lt;br /&gt;
== Advanced mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Active repair ===&lt;br /&gt;
&lt;br /&gt;
* Total cost of full repair is 66% the original energy cost; it does not use metal&lt;br /&gt;
* Repair takes only 66% of the time compared to construction&lt;br /&gt;
* Energy drain per second is equal to buildpower, except with the combat penalty in which case it is 25% of buildpower&lt;br /&gt;
* Health regained per buildpower is proportional to the unit's health/cost&lt;br /&gt;
* Units that have taken damage in the last 10 seconds are repaired at 25% of the normal repair speed (i.e. is 3 times slower than construction).&lt;br /&gt;
* The in-combat penalty matters for the unit being repaired only; constructors' in-combat status is irrelevant&lt;br /&gt;
* Status effects such as slow, disarm or EMP do not affect active repair in any way other than the buildpower reduction&lt;br /&gt;
* Constructors cannot repair themselves, but can repair each other.&lt;br /&gt;
&lt;br /&gt;
=== Airpad repair ===&lt;br /&gt;
&lt;br /&gt;
* Units can have multiple pads; each pad can service one aircraft.&lt;br /&gt;
* Pads have separate buildpower. Adding more aircraft does not slow down existing repair jobs.&lt;br /&gt;
* Airpads also rearm bombers. Rearm takes 5-30 seconds (depending on aircraft type) and during that time, a bomber will not be repaired by the pad.&lt;br /&gt;
* Air units have a &amp;quot;Land At&amp;quot; unit state to control when they want to land. Bombers will land automatically when needing rearm.&lt;br /&gt;
* All traits of constructor repair are also present.&lt;br /&gt;
* Drones cannot land on airpads.&lt;br /&gt;
&lt;br /&gt;
=== Idle regeneration ===&lt;br /&gt;
Idle regeneration occurs after a unit hasn't taken damage for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
* Default idle regeneration is 5 HP/s, and starts 60s after taking damage. This applies to units not found in the list below.&lt;br /&gt;
* EMP, Disarm and Slow status effects do not affect the timer other than when receiving the damage.&lt;br /&gt;
* Combat regeneration replaces idle regeneration (these units won't regenerate even faster when idle).&lt;br /&gt;
&lt;br /&gt;
=== Amphibious regeneration ===&lt;br /&gt;
&lt;br /&gt;
* Full regeneration rate is achieved linearly at some depth.&lt;br /&gt;
* Is based on the seabed depth below the unit, not the unit's depth, meaning floaters regenerate fully as if they were underwater.&lt;br /&gt;
* Works in acid, though doesn't stop acid damage (the effects work against each other).&lt;br /&gt;
&lt;br /&gt;
=== Armored regeneration ===&lt;br /&gt;
&lt;br /&gt;
* Present while the unit is in the armored state.&lt;br /&gt;
* Present only on Gauss at 10 HP/s.&lt;br /&gt;
&lt;br /&gt;
= Lists of units with passive regeneration =&lt;br /&gt;
&lt;br /&gt;
=== Idle regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]!!Timer [s]&lt;br /&gt;
|-&lt;br /&gt;
||[[Glaive]]||20||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Locust]]||5||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Kodachi]]||5||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Reaver]]||20||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Scythe]]||10||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Claw]]||10||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Chicken]]s||20||10&lt;br /&gt;
|-&lt;br /&gt;
||Everything else||5||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Combat regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ultimatum]]||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Athena]]||20&lt;br /&gt;
|-&lt;br /&gt;
|[[Detriment]]||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 1&amp;lt;br/&amp;gt;Strike Commander level 2&amp;lt;br/&amp;gt;Other Commanders]]||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 3]]||12.5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 4]]||20&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 5]]||27.5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 6+]]||35&lt;br /&gt;
|-&lt;br /&gt;
|Comm Autorepair Module||+10 each&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Amphibious regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]!!Depth&lt;br /&gt;
|-&lt;br /&gt;
|[[Conch]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Duck]]||5||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Archer]]||15||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Bulkhead]]||15||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Buoy]]||60||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Scallop]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly]]||40||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Angler]]||20||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Limpet]]||10||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Lobster]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Djinn]]||30||40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Repair&amp;diff=7450</id>
		<title>Repair</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Repair&amp;diff=7450"/>
		<updated>2021-04-17T18:46:56Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Add missing amph units regeneration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Repair basics ==&lt;br /&gt;
All Zero-K units can regain lost health through repair. The main method of repair is active repair using constructors, but some units also feature passive repair that happens automatically under certain conditions.&lt;br /&gt;
&lt;br /&gt;
=== Constructor repair ===&lt;br /&gt;
&lt;br /&gt;
All constructor units can use buildpower to repair damaged units, gradually restoring their health. This costs energy only and is both faster and cheaper than building an identical unit from scratch. Every unit can be actively repaired by constructors. Air units can also land on [[Airpad|air repair pads]] to get repaired. Taking damage slows down active repair. The time to fully repair a unit is proportional to its cost. The default hotkey for the repair order is R; it will also be given automatically upon right-clicking a damaged unit if a constructor is selected or if a Patrolling constructor is nearby. With an air unit selected, right-clicking an airpad will order it to land there, aircraft have a &amp;quot;Land At&amp;quot; state to do that automatically and bombers automatically return for repairs after each run.&lt;br /&gt;
&lt;br /&gt;
=== Passive repair ===&lt;br /&gt;
&lt;br /&gt;
Units can also regain health by themselves without the need for a constructor, but this ability is generally limited. All units will automatically start slowly regenerating health after one minute of not taking damage. Some units: [[Glaive]], [[Locust]], [[Scythe]] and [[Kodachi]] have a more potent version of this idle regeneration, which starts after just a few seconds and is more intensive. [[Amphbot Factory|Amphibious Bots]] will regenerate health when in water. The [[Gauss]] turret will regenerate when closed. Finally, some Striders have constant regeneration that happens all the time, even under fire. EMPing or disarming a unit will disable its passive repair.&lt;br /&gt;
&lt;br /&gt;
== Advanced mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Active repair ===&lt;br /&gt;
&lt;br /&gt;
* Total cost of full repair is 66% the original energy cost; it does not use metal&lt;br /&gt;
* Repair takes only 66% of the time compared to construction&lt;br /&gt;
* Energy drain per second is equal to buildpower, except with the combat penalty in which case it is 25% of buildpower&lt;br /&gt;
* Health regained per buildpower is proportional to the unit's health/cost&lt;br /&gt;
* Units that have taken damage in the last 10 seconds are repaired at 25% of the normal repair speed (i.e. is 3 times slower than construction).&lt;br /&gt;
* The in-combat penalty matters for the unit being repaired only; constructors' in-combat status is irrelevant&lt;br /&gt;
* Status effects such as slow, disarm or EMP do not affect active repair in any way other than the buildpower reduction&lt;br /&gt;
* Constructors cannot repair themselves, but can repair each other.&lt;br /&gt;
&lt;br /&gt;
=== Airpad repair ===&lt;br /&gt;
&lt;br /&gt;
* Units can have multiple pads; each pad can service one aircraft.&lt;br /&gt;
* Pads have separate buildpower. Adding more aircraft does not slow down existing repair jobs.&lt;br /&gt;
* Airpads also rearm bombers. Rearm takes 5-30 seconds (depending on aircraft type) and during that time, a bomber will not be repaired by the pad.&lt;br /&gt;
* Air units have a &amp;quot;Land At&amp;quot; unit state to control when they want to land. Bombers will land automatically when needing rearm.&lt;br /&gt;
* All traits of constructor repair are also present.&lt;br /&gt;
* Drones cannot land on airpads.&lt;br /&gt;
&lt;br /&gt;
=== Idle regeneration ===&lt;br /&gt;
Idle regeneration occurs after a unit hasn't taken damage for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
* Default idle regeneration is 5 HP/s, and starts 60s after taking damage. This applies to units not found in the list below.&lt;br /&gt;
* EMP, Disarm and Slow status effects do not affect the timer other than when receiving the damage.&lt;br /&gt;
* Combat regeneration replaces idle regeneration (these units won't regenerate even faster when idle).&lt;br /&gt;
&lt;br /&gt;
=== Amphibious regeneration ===&lt;br /&gt;
&lt;br /&gt;
* Full regeneration rate is achieved linearly at some depth.&lt;br /&gt;
* Is based on the seabed depth below the unit, not the unit's depth, meaning floaters regenerate fully as if they were underwater.&lt;br /&gt;
* Works in acid, though doesn't stop acid damage (the effects work against each other).&lt;br /&gt;
&lt;br /&gt;
=== Armored regeneration ===&lt;br /&gt;
&lt;br /&gt;
* Present while the unit is in the armored state.&lt;br /&gt;
* Present only on Gauss at 10 HP/s.&lt;br /&gt;
&lt;br /&gt;
= Lists of units with passive regeneration =&lt;br /&gt;
&lt;br /&gt;
=== Idle regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]!!Timer [s]&lt;br /&gt;
|-&lt;br /&gt;
||[[Glaive]]||20||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Locust]]||5||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Kodachi]]||5||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Reaver]]||20||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Scythe]]||10||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Claw]]||10||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Chicken]]s||20||10&lt;br /&gt;
|-&lt;br /&gt;
||Everything else||5||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ultimatum]]||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Athena]]||20&lt;br /&gt;
|-&lt;br /&gt;
|[[Detriment]]||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 1&amp;lt;br/&amp;gt;Strike Commander level 2&amp;lt;br/&amp;gt;Other Commanders]]||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 3]]||12.5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 4]]||20&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 5]]||27.5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 6+]]||35&lt;br /&gt;
|-&lt;br /&gt;
|Comm Autorepair Module||+10 each&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amphibious regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]!!Depth&lt;br /&gt;
|-&lt;br /&gt;
|[[Conch]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Duck]]||5||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Archer]]||15||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Bulkhead]]||15||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Buoy]]||60||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Scallop]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly]]||40||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Angler]]||20||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Limpet]]||10||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Lobster]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Djinn]]||30||40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Capture&amp;diff=7449</id>
		<title>Capture</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Capture&amp;diff=7449"/>
		<updated>2021-04-14T22:48:38Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Update Dominatrix capture recharge time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Dominatrix]] is a unit in the Rover Factory capable of '''capturing''' enemy units.&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehcapture.png&lt;br /&gt;
&lt;br /&gt;
Capture uses a progress bar with a maximum value for each unit equal to its ''cost''. Dealing capture damage increases the progress along this bar. Every allyteam has independent capture progress for every unit so that you cannot steal a capture &amp;quot;kill&amp;quot; from an enemy. Capture damage decays at 4% per second if none has been taken within the last five seconds. Damaged units are captured more quickly than healthy units. A unit at 0% health is captured 3x faster, with the multiplier linearly decreasing to 1x at 100% health.&lt;br /&gt;
&lt;br /&gt;
A unit is captured upon filling its capture bar. The Dominatrix that contributed the last section of capture progress takes control of the unit and the target becomes controllable by the player who owns the Dominatrix. This control is shown by a control line leading from the Dominatrix to the captured unit. The full line is visible to any enemy player who has vision of either end of the line, so they can spot hidden controllers. The Dominatrix that takes control must recharge for 12 seconds before it is able to fire again. Note that contributing Dominatrices can continue firing at new targets immediately.&lt;br /&gt;
&lt;br /&gt;
Killing a Dominatrix returns all the units under its control to their original owners. The returned units start with 95% capture progress so are easy to re-capture if there are other Dominatrices around. Capturing a Dominatrix grants control of it as well as its subordinates. Battles with Dominatrices on both side can result in a tree-like control structure.&lt;br /&gt;
&lt;br /&gt;
Capturing a unit that originally belonged to an ally returns it to that ally without creating a control link.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=LLT&amp;diff=7341</id>
		<title>LLT</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=LLT&amp;diff=7341"/>
		<updated>2021-04-05T03:29:19Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Add LLT -&amp;gt; Lotus redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Lotus]]&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Bulkhead&amp;diff=7340</id>
		<title>Bulkhead</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Bulkhead&amp;diff=7340"/>
		<updated>2021-03-30T02:26:23Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Fix typo in Bulkhead edit&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 = amphsupport&lt;br /&gt;
| description = Deployable Amphibious Fire Support (must stop to fire)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/amphsupport.png&lt;br /&gt;
| icontype = amphsupport&lt;br /&gt;
| cost = 230&lt;br /&gt;
| hitpoints = 1700&lt;br /&gt;
| movespeed = 48&lt;br /&gt;
| turnrate = 181&lt;br /&gt;
| sight = 660&lt;br /&gt;
| sonar = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 165&lt;br /&gt;
	| reloadtime = 1.90&lt;br /&gt;
	| dps = 87&lt;br /&gt;
	| range = 600&lt;br /&gt;
	| aoe = 20&lt;br /&gt;
	| projectilespeed = 320&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| waterregen = 15&lt;br /&gt;
	| atdepth = 30&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Bulkhead is a heavily armored dual plasma cannon balanced atop a cheap set of legs. While this gives it an impressive combination of health and range, it is unable to aim or fire its cannons without first stopping to brace itself. This drawback is less pronounced in the water, where it can float to fire then sink to reposition.&lt;br /&gt;
&lt;br /&gt;
=Tactics And Strategy=&lt;br /&gt;
The Bulkhead allows for easier disposal of static defenses, and just 3 of them can even topple a [[Stinger]]. In combination with [[Limpet]]s, Bulkheads can target faster units, such as raiders.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Bulkhead&amp;diff=7339</id>
		<title>Bulkhead</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Bulkhead&amp;diff=7339"/>
		<updated>2021-03-30T02:25:32Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Add Bulkhead regeneration box&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 = amphsupport&lt;br /&gt;
| description = Deployable Amphibious Fire Support (must stop to fire)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/amphsupport.png&lt;br /&gt;
| icontype = amphsupport&lt;br /&gt;
| cost = 230&lt;br /&gt;
| hitpoints = 1700&lt;br /&gt;
| movespeed = 48&lt;br /&gt;
| turnrate = 181&lt;br /&gt;
| sight = 660&lt;br /&gt;
| sonar = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 165&lt;br /&gt;
	| reloadtime = 1.90&lt;br /&gt;
	| dps = 87&lt;br /&gt;
	| range = 600&lt;br /&gt;
	| aoe = 20&lt;br /&gt;
	| projectilespeed = 320&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| waterregen = 15&lt;br /&gt;
	| atdepth = 30&lt;br /&gt;
	}}&lt;br /&gt;
}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Bulkhead is a heavily armored dual plasma cannon balanced atop a cheap set of legs. While this gives it an impressive combination of health and range, it is unable to aim or fire its cannons without first stopping to brace itself. This drawback is less pronounced in the water, where it can float to fire then sink to reposition.&lt;br /&gt;
&lt;br /&gt;
=Tactics And Strategy=&lt;br /&gt;
The Bulkhead allows for easier disposal of static defenses, and just 3 of them can even topple a [[Stinger]]. In combination with [[Limpet]]s, Bulkheads can target faster units, such as raiders.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7319</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7319"/>
		<updated>2021-03-22T02:01:22Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Minor typo fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of some of the commonly found '''weapons''' in Zero-K and their unique characteristics.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Range Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Cannons || Ballistic || -&lt;br /&gt;
|-&lt;br /&gt;
| EMG || Ballistic || High damage, short range&lt;br /&gt;
|-&lt;br /&gt;
| Lasers || Spherical || Instant hit, straight line&lt;br /&gt;
|-&lt;br /&gt;
| Missiles || Cylindrical || Tracking&lt;br /&gt;
|-&lt;br /&gt;
| Rockets || Cylindrical || Doesn't track&lt;br /&gt;
|-&lt;br /&gt;
| Gauss || Ballistic || Penetrates&lt;br /&gt;
|-&lt;br /&gt;
| Heatray || Spherical || Damage falls off with range&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Cylindrical || Penetrates, puts units on fire&lt;br /&gt;
|-&lt;br /&gt;
| EMP || || No damage, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Lightning || Spherical || Inaccurate, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Slow || || Temporarily slows units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Plasma Cannons==&lt;br /&gt;
Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. Plasma shells move relatively slowly and are affected by gravity which gives them a ballistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon cannon.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMG==&lt;br /&gt;
EMG's are fast rapid firing weapons that shoot numerous small plasma bullets. They are effective against any land targets and also against air targets that get in range. They have high damage output but short range. They have a ballistic trajectory like the plasma cannon that makes them signifincantly better at fighting downhill. Additionally, bullets from &amp;quot;Heavy EMG&amp;quot;s burst on impact, doing damage in an area of effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMG.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
Laser are accurate weapons that require a direct path between the weapon and target. They have no area of effect with the exception of the Starlight superweapon. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height as them. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon laser.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
Missiles are projectiles that track their targets. Missiles have yellow exhaust and white smoke.  All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated anti-air units (which have blue exhaust). Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon missile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
Rockets are projectiles that do not track, but continue along their trajectory until impact.  Rockets have red exhaust and black smoke. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Other rockets have an arcing trajectory that makes them very good at shooting over allies so they can be quite powerful in groups. Rockets are slow so almost never hit air and are poor at hitting fast units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon rocket.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Gauss==&lt;br /&gt;
Like fire, gauss is also a penetrating weapon that moves through units. Unlike disintegrators and flamethrowers, gauss weapons do not deal more then their listed damage to a single unit despite being penetrating like disintegrators and flamethrowers. It is ballistic like a plasma cannon which increases its range downhill. The faster projectile makes it able to often hit air and fast units, though it can miss.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon gauss.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Heatray==&lt;br /&gt;
Heatrays, similar to lasers, require a direct path of fire between the weapon and target.  Unlike lasers, the damage falls off with range, so the more distant the target the less damage is done.  Close the distance to your target for more damage. Like lasers, they have spherical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon heatray.jpg]]&lt;br /&gt;
&lt;br /&gt;
==[[Fire]]==&lt;br /&gt;
[[Fire]] is a penetrating weapon with cylindrical range. It will do damage to all units in its firing line. Units hit by [[fire]] weapons also catch on [[fire]] and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMP==&lt;br /&gt;
Unlike most other weapons, EMP does not directly damage the enemy. Instead it fills up a separate EMP bar on the enemy. The size of a unit's &amp;quot;EMP health&amp;quot; is its ''current'' health so damaged units are easier to EMP. When 100% EMP damage is reached (EMP damage exceeds current health) a unit is completely disabled and cannot move or return fire. Damage above 100% increases EMP time by 1 second per 2.5% up to a maximum EMP time that is different for each weapon. EMP heals automatically and a unit will be re-enabled once the EMP bar drops below 100% again. Against shields EMP will deal 1/3 of its damage. EMP is yellow, or in the case of the self-destructing [[Imp]], blue.&lt;br /&gt;
&lt;br /&gt;
'''Disarm''' is a particular type of EMP that will leave the afflicted units able to move, but unable to use any weapons or special abilities (this includes jumping, using build power, regeneration or receiving income from the commander's Vanguard economy module). Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMP.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lightning==&lt;br /&gt;
Lightning is direct-fire and carries EMP stun along with its damage. It has spherical range. Lightning weapons usually disable their targets before killing them, allowing them to be finished off with no fear of retaliation. Lightning is always blue. Lighting is somewhat inaccurate but should reliably hit any large unit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon lightning.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Slow==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
While this guide covers many of the more common types of weapons, there is still a wide variety of interesting devices at your disposal. The best way to learn them all is to have fun experimenting with them!&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Claw&amp;diff=7306</id>
		<title>Claw</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Claw&amp;diff=7306"/>
		<updated>2021-03-18T04:16:13Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Update Claw damage after Badger nerf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a mine placed by the [[Badger]].{{ Infobox zkunit&lt;br /&gt;
| name = Claw&lt;br /&gt;
| defname = wolverine_mine&lt;br /&gt;
| description = Badger Mine&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/wolverine_mine.png&lt;br /&gt;
| icontype = mine&lt;br /&gt;
| cost = 5&lt;br /&gt;
| hitpoints = 40&lt;br /&gt;
| sight = 64&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Bomblet&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 34.01 × 5&lt;br /&gt;
	| reloadtime = 20&lt;br /&gt;
	| dps = 8.5&lt;br /&gt;
	| range = 115&lt;br /&gt;
	| homing = 198&lt;br /&gt;
	| projectilespeed = 300&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| customdata1 = Only when idle&lt;br /&gt;
	| customdata2 = Free and automated&lt;br /&gt;
	| decloakradius = 50&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 10&lt;br /&gt;
	| timetoenable = 10.0&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Invisible to radar&lt;br /&gt;
	| customdata2 = Instant self-destruction&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This mine doesn't explode - instead, it releases a flurry of bomblets at trespassing enemies. It deactivates after one minute.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Advanced_Radar&amp;diff=7305</id>
		<title>Advanced Radar</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Advanced_Radar&amp;diff=7305"/>
		<updated>2021-03-10T20:08:29Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: v1.9.3.0 Advanced Radar changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a long-range radar.{{ Infobox zkunit&lt;br /&gt;
| name = Advanced Radar&lt;br /&gt;
| defname = staticheavyradar&lt;br /&gt;
| description = Long-Range Radar&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/staticheavyradar.png&lt;br /&gt;
| icontype = advradar&lt;br /&gt;
| cost = 400&lt;br /&gt;
| hitpoints = 330&lt;br /&gt;
| energy = -3&lt;br /&gt;
| sight = 1100&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
	| radar = 5600&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The advanced Radar Tower has a considerably greater range than the basic version.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Terraform&amp;diff=7297</id>
		<title>Terraform</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Terraform&amp;diff=7297"/>
		<updated>2021-02-27T22:53:16Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All [[Unit_classes#Constructor|construction units]], [[Commander]]s and [[Caretaker]]s can modify the terrain in Zero-K. '''Terraforming''' costs [[Energy]], [[Metal]] and time.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/intro.png &amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Terraform Types ==&lt;br /&gt;
&lt;br /&gt;
There are also 5 terraform commands found under the 'Special' tab in the menu:&lt;br /&gt;
&lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png — Ramp &lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/level.png — Level&lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/raise.png — Raise&lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/smooth.png — Smooth&lt;br /&gt;
* https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/restore.png — Restore&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: {{Key press|Right Click}} at any time during the terraform will cancel the command.&lt;br /&gt;
&lt;br /&gt;
== Interface: Lasso Selection == &lt;br /&gt;
&lt;br /&gt;
'''Level''', '''Raise''', '''Smooth''' and '''Restore''' have the same interface for selecting the effected area. They differ in what they do to the terrain.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/level.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/raise.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/smooth.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/restore.png&lt;br /&gt;
&lt;br /&gt;
{{Key press|Left click}} on the ground and hold the mouse to start drawing a line.  Drawing the area selects the area to be terraformed. If the end of the line is close to the start when the left mouse button is released the area inside the loop will be terraformed (like lasso selection), if the ends are far away the drawn line will be terraformed (good for making walls).&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/lasso.jpg&lt;br /&gt;
&lt;br /&gt;
If you are using '''Smooth''' or '''Restore''' the command will be given when you release the mouse. If you are using '''Level''' or '''Raise''' you will have to chose either which height to level to or how much to raise the land. This is done by moving the mouse up/down then clicking when it looks like it is at the desired height.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/setheight.jpg&lt;br /&gt;
&lt;br /&gt;
== Effects of Terraform and Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Here are the effects of '''Level''', '''Raise''', '''Smooth''' and '''Restore'''. The modifiers {{Key press|Alt}} and {{Key press|Ctrl}} can be held during the Height Choosing phase of the '''Level''' and '''Raise''' commands for more height choosing control.&lt;br /&gt;
&lt;br /&gt;
=== Level ===&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/level.sized.jpg&lt;br /&gt;
&lt;br /&gt;
'''Level''' will move the terrain in the area to exactly the same height, the result terrain will be flat. For example a hill could be flattened.&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} to snap to either the starting height, just below water level (so that ships can't pass) or the level just below water level that land units cannot pass (23 deep).&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Ctrl}} and move the mouse to select the height to be levelled to from terrain by mousing over the terrain.&lt;br /&gt;
&lt;br /&gt;
* Tap {{Key press|Space}} to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Can be toggled during Lasso stage.&lt;br /&gt;
&lt;br /&gt;
=== Raise ===&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/raise.sized.jpg&lt;br /&gt;
&lt;br /&gt;
'''Raise''' raises or lowers the terrain in the area by the same amount, the relative height of the terrain within the area is not changed.&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} to snap to heights by steps of 15. A 15 high (or deep) wall (or trench) will be impassable to vehicles but passable to bots. A 18 high wall will be impassable to most common bots. A 30 high wall will be impassable to everything except spiders.&lt;br /&gt;
&lt;br /&gt;
* Press {{Key press|Ctrl}} to reset the height to 0.&lt;br /&gt;
&lt;br /&gt;
=== Smooth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/smooth1.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/smooth2.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Smooth''' smooths the terrain, cliffs become less sharp.&lt;br /&gt;
&lt;br /&gt;
=== Restore ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/restore1.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/restore2.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Restore''' reverts the height of the terrain to what it was at the start of the game.&lt;br /&gt;
&lt;br /&gt;
* Tap {{Key press|Space}} to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Toggle during Lasso stage.&lt;br /&gt;
&lt;br /&gt;
== Advanced Area Selection ==&lt;br /&gt;
&lt;br /&gt;
For easier terraforming, {{Key press|Alt}} and/or {{Key press|Ctrl}} can be used to modify the way the lasso command is given.&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} while clicking to terraform a rectangular area.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/square.jpg&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} and click on a building or unit to create a wall around that unit.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/autowall.sized.jpg&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} + {{Key press|Ctrl}} while clicking to create a hollow rectangle of terraform.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/ring.sized.jpg&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Ctrl}} at any time during line drawing to create a straight section of line. Straight and non-straight lines can be mixed by pressing and releasing {{Key press|Ctrl}}.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/loopy.sized.jpg&lt;br /&gt;
&lt;br /&gt;
== Terraforming Under Buildings In One Click ==&lt;br /&gt;
&lt;br /&gt;
The default option of terraforming the ground under buildings is to press the {{Key press|B}} key after choosing the structure, changing the height of the project with {{Key press|C}} and {{Key press|V}} afterwards. By far the simplest way to use this kind of terraforming is to press {{Key press|Alt}} key while placing a structure and adjust the height of the structure by scrolling with the mouse wheel, but this option should first be enabled in the settings.&lt;br /&gt;
&lt;br /&gt;
[[File:terraform_structure.gif]]&lt;br /&gt;
&lt;br /&gt;
Structure terrforming controls can be changed in the menu: &amp;lt;code&amp;gt;Settings &amp;gt; Interface &amp;gt; Building placement&amp;lt;/code&amp;gt;. Tick the &amp;lt;code&amp;gt;Alt mouse wheel to set height&amp;lt;/code&amp;gt; to enable the easier construction option.&lt;br /&gt;
&lt;br /&gt;
See [[Structure Placement]] for more information on structure terraforming.&lt;br /&gt;
== Ramp ==&lt;br /&gt;
&lt;br /&gt;
The ramp command interface is different from that of the other terraform commands.&lt;br /&gt;
&lt;br /&gt;
First select the '''Ramp''' command from the command menu.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/ramp.png&lt;br /&gt;
&lt;br /&gt;
=== Simple Ramp ===&lt;br /&gt;
This is a simple way to make a ramp between 2 points on the ground. It uses exactly the same interface as advanced ramp but it can be unclear how to make a simple ramp just from the explanation of the full features of advanced ramp.&lt;br /&gt;
&lt;br /&gt;
In short:&lt;br /&gt;
* {{Key press|Left Click}} the start of the ramp&lt;br /&gt;
* {{Key press|Left Click}} the end of the ramp&lt;br /&gt;
* {{Key press|Left Click}} again&lt;br /&gt;
&lt;br /&gt;
==== Advanced Ramp ====&lt;br /&gt;
Using the full ramp interface you can make a ramp between any 2 arbitrary points above or below the terrain and chose the width of this ramp.&lt;br /&gt;
&lt;br /&gt;
{{Key press|Left Click}} on the ground to set the start of the ramp. '''If''' you want to choose the height of the start of the ramp hold the click and move the mouse up or down. A little green line will appear out of the ground to indicate the height. The default height is the ground height, release the mouse to select the height.&lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} when choosing the start height to snap to the original ground height or just below water level(helpful for getting hovers out of the water).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp1.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Key press|Left Click}} on the ground to set the end of the ramp. As with the start of the ramp, you can hold the mouse and move to choose the height. &lt;br /&gt;
&lt;br /&gt;
* Hold {{Key press|Alt}} when choosing the end height to snap the gradient of the ramp to either upwards bot pathable, upwards vehicle pathable, flat, downwards vehicle pathable, downwards  bot pathable, the original ground height or just below water level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp2.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Move the mouse up/down (not held down) and click to set the width of the ramp. Then {{Key press|Left Click}} to build it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp3.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ramp colour indicates whether all units will be able to use it, if vehicles/tanks will not be able to use it and if only spiders can use it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_green.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_yellow.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_red.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Optional: Tap {{Key press|Space}} to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Can be toggled at any stage during the ramp command.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
&lt;br /&gt;
Terraform by default costs 1 metal, energy and build power to raise or lower 1 heightmap grid, each vertex of the blue grid maps onto a point on the heightmap grid. Due to the sloped sides it will be costly to make a very high spire. Equal volumes of terraform will have the same cost regardless of shape. Cost can be changed with the &amp;quot;terraform cost multiplier&amp;quot; [[Setting_Up_a_Game#Advanced_Options|ModOption]].&lt;br /&gt;
&lt;br /&gt;
As a general guideline, assuming the base value for terraforming cost, creating a 15 deep wall (or trench) will cost roughly 19 resources per 'segment'.&lt;br /&gt;
&lt;br /&gt;
Building a &amp;quot;skydust&amp;quot; (i.e. [[Stardust]] on a pillar) costs about 50 resources for a 50 height pillar, or 85 resources for 100 height.&lt;br /&gt;
&lt;br /&gt;
== Terraform blocking ==&lt;br /&gt;
&lt;br /&gt;
By placing troops or structures near the terraforming projects of your opponent you can deny their construction indefinitely. Use this to stop the enemy from building mountain ranges in your backyard or to defend your own creations from being deconstructed by enemy builders.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tera_block.png]] &lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
You can protect non-combat structures not sensitive to terrain such as [[Cornea|cloak]]/[[Aegis|shield generators]], [[Caretaker|nanoturrets]], [[Gunship Plant]]s and [[Missile Silo]]s with walls or holes.&lt;br /&gt;
&lt;br /&gt;
Buildings cannot be moved vertically once placed. If you want to put a [[Fusion Reactor|Fusion]] in a hole for safety the hole will have to be built before the Fusion. &lt;br /&gt;
&lt;br /&gt;
[[Big Bertha]]s, [[Crab]]s and [[Ogre]]s are very good at knocking down walls. [[Quake]] missiles are the ultimate solution against landscape designers.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/crabesmooth.sized.jpg&lt;br /&gt;
&lt;br /&gt;
You can use terraforming to make a trench or wall underwater to stop amphibious bots.&lt;br /&gt;
&lt;br /&gt;
[[Lobster|Lobsters]] can throw units over low walls.&lt;br /&gt;
&lt;br /&gt;
Terraform ramp can be used with [[Newton]]s [[Newton_Firezones|to fire units at the enemy]]!&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/newtonramp.sized.jpg&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for terraform commands, navigate into the game menu and look under hotkeys for &amp;lt;code&amp;gt;Levelground&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Raiseground&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Rampground&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Smoothground&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Restoreground&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Kodachi&amp;diff=7296</id>
		<title>Kodachi</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Kodachi&amp;diff=7296"/>
		<updated>2021-02-22T17:28:52Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Update Kodachi tactics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a [[Unit_classes#raider|raider]] tank from the [[Tank Foundry]].{{ Infobox zkunit&lt;br /&gt;
| name = Kodachi&lt;br /&gt;
| defname = tankraid&lt;br /&gt;
| description = Raider Tank&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/tankraid.png&lt;br /&gt;
| icontype = tankscout&lt;br /&gt;
| cost = 180&lt;br /&gt;
| hitpoints = 670&lt;br /&gt;
| movespeed = 108&lt;br /&gt;
| turnrate = 190&lt;br /&gt;
| sight = 600&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Flame Bomb&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 40&lt;br /&gt;
	| reloadtime = 0.50&lt;br /&gt;
	| dps = 80&lt;br /&gt;
	| afterburn = 1&lt;br /&gt;
	| range = 215&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| customlabel1 = Ground Burn DPS&lt;br /&gt;
	| customdata1 = 43&lt;br /&gt;
	| customlabel2 = Ground Burn radius (elmo)&lt;br /&gt;
	| customdata2 = 54&lt;br /&gt;
	| customlabel3 = Ground Burn duration (s)&lt;br /&gt;
	| customdata3 = 1.60&lt;br /&gt;
	| projectilespeed = 520&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 5&lt;br /&gt;
	| timetoenable = 10.0&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Immunity to afterburn&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Kodachi is a unique raider. Its small yet agile chassis has enough armor and speed to get it close enough to fire its weapon, a napalm bomb. The Kodachi should run in, get a few shots off, and withdraw before it takes significant damage. Damaged Kodachis regenerate out of combat.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Using the Kodachi, like with other [[Tank Foundry]] units, requires a bit more finesse compared to other [[Unit classes#Raider|raiders]]. The Kodachi is slower, its weapon is mediocre at face-to-face engagements, and it will generally find itself outnumbered. The key lies in constant movement. While it can be quite a bit slower than its raider peers, Kodachi's flame bombs have respectable range, AOE, and are very damaging when trying to catch up to a Kodachi. Maneuver around laying fire at the path of enemy units but never directly engage into a fair fight, and retreat as soon as the enemy units give chase, shooting at them in near impunity.&lt;br /&gt;
&lt;br /&gt;
Be careful about using the Kodachi alongside other units, especially other raiders like [[Blitz]]es. If you aren't careful, you could end up harming your own units with the Kodachi's napalm bombs, which set units on fire and leave behind puddles of napalm that burn for short periods of time.&lt;br /&gt;
&lt;br /&gt;
The flame bomb ground burn does very adequate damage to buildings, but they inflict very little afterburn, unlike [[Pyro]]. This means the Kodachi has to stick around and destroy the building fully before being able to run away. It can still devastate enemy economy by destroying poorly defended [[Metal Extractor|metal extractors]] and [[energy]] sources in a few seconds, which makes it especially dangerous in the early game before sufficient defenses can be set up, or even later in the game when Kodachis return in larger numbers that allow them to dive past light static defenses.&lt;br /&gt;
&lt;br /&gt;
While dealing with the Kodachi yourself remember its main flaws. Early radar detection will allow you to mount up proper defenses, as you never want it roaming around freely behind your lines. Form a wide formation with your units as to not get hit with AOE flames and encircle the Kodachi if you have fast raiders, or use the better range of your own raiders to kite it otherwise and prevent it from advancing further. One or two [[Lotus]]es may be helpful to corral the Kodachi towards less vulnerable areas of your territory, or even an [[Imp]] to bait the Kodachis into a trap. Try to not let it get away, since it will eventually regenerate back to full health.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Venom&amp;diff=7295</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Venom&amp;diff=7295"/>
		<updated>2021-02-22T17:08:54Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Try to update Venom tactics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a lightning riot spider from the [[Spider Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Venom&lt;br /&gt;
| defname = spideremp&lt;br /&gt;
| description = Lightning Riot Spider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spideremp.png&lt;br /&gt;
| icontype = spiderriotspecial&lt;br /&gt;
| cost = 200&lt;br /&gt;
| hitpoints = 740&lt;br /&gt;
| movespeed = 84&lt;br /&gt;
| turnrate = 316&lt;br /&gt;
| sight = 440&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Electro-Stunner&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 65&lt;br /&gt;
	| reloadtime = 1.10&lt;br /&gt;
	| dps = 59&lt;br /&gt;
	| empdamage = 400&lt;br /&gt;
	| empdps = 364&lt;br /&gt;
	| stuntime = 1&lt;br /&gt;
	| range = 240&lt;br /&gt;
	| aoe = 64&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Venom is an all-terrain unit designed to paralyze enemies so other units can easily destroy them. It moves particularly fast for a riot unit and in addition to the paralysis from its [[Weapon_classes#EMP|EMP]] weapon it does a respectable amount of damage. Works well in tandem with the Recluse to keep enemies from closing range with the fragile skirmisher.&lt;br /&gt;
&lt;br /&gt;
==Strategy and Tactics==&lt;br /&gt;
The Venom's stun is very powerful, a single Venom will render an enemy almost helpless already, and two Venoms will stunlock it perfectly if they overlay their shots at all. Because of the stun, a few Venoms can leave many enemy units defenseless against any attacks. Hard-hitting assaults like the [[Hermit]] or skirmishers like the [[Recluse]], which fire projectiles that move too slowly to reliably hit agile enemies, can benefit greatly from the Venom's ability to disable enemies.&lt;br /&gt;
&lt;br /&gt;
Aim for clusters of enemies, as the small splash radius can be exploited better, stunning many enemy units. When facing faster raiders, keep walking your Venoms towards the enemy so that they do not have any chance to escape in the small gaps between the Venom shots. Ensure that you don't stun your own Venoms.&lt;br /&gt;
&lt;br /&gt;
The Venom is fast enough to close range on skirmishers. The speed also makes them a potent threat in small groups to lone, heavy units that cannot fend off raiders. Venoms deal EMP very quickly and can achieve stunlock in a matter of seconds against anything short of a [[Paladin]], this can be a brute force substitute for [[Widow]] when stealth is not necessary.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Gauss&amp;diff=7291</id>
		<title>Gauss</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Gauss&amp;diff=7291"/>
		<updated>2021-02-14T19:46:32Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Gauss slight DPS nerf as of 1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a hardened artillery gauss turret designed to be difficult to dislodge with artillery. {{ Infobox zkunit&lt;br /&gt;
| name = Gauss&lt;br /&gt;
| defname = turretgauss&lt;br /&gt;
| description = Gauss Turret, 10 health/s when closed&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretgauss.png&lt;br /&gt;
| icontype = defense&lt;br /&gt;
| cost = 400&lt;br /&gt;
| hitpoints = 3000&lt;br /&gt;
| sight = 664&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Gauss Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 200&lt;br /&gt;
	| reloadtime = 2.1&lt;br /&gt;
	| dps = 95&lt;br /&gt;
	| shielddamage = 150&lt;br /&gt;
	| range = 560&lt;br /&gt;
	| projectilespeed = 1200&lt;br /&gt;
	| special1 = Water capable&lt;br /&gt;
	| special2 = Piercing&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| customlabel1 = Closed regen (HP/s)&lt;br /&gt;
	| customdata1 = 10&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability armored&lt;br /&gt;
	| reduction = 75%&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Gauss is a compact, resilient turret with a medium-range gauss cannon. When popped down, it receives a quarter of incoming damage as well as small amount of health regeneration. It can also attack underwater targets.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
Gauss has a similar role to Stinger, aka, it excels at exerting control over an area and generally putting a stop to enemy assaults. Its not quite as effective as Stinger in this role, but its dramatic damage reduction when closed tends to make it the superior option when enemy artillery is making itself a problem.&lt;br /&gt;
&lt;br /&gt;
Gauss also has piercing shots and a greater fire rate, both of which make it significantly less vulnerable to swarms than Stinger. Its still not a riot turret though, and if the enemy has a significant raider presence you should consider supporting your Gauss with an anti-swarm turret. Faraday tends to be a good option because, like Gauss, it is armored and therefore artillery-resistant when not firing.&lt;br /&gt;
&lt;br /&gt;
Gauss has a second life in the sea: it can shot underwater targets as well, and therefore can serve as a heavier turret option for sea than Urchin, as well as an artillery-resistant option. &lt;br /&gt;
&lt;br /&gt;
There is a problem however: Gauss cannot be built on sea by default. You will have to place your sea Gauss in a convenient beach or island. Depending on depth and on how much you want the turret, terraforming a small earth pillar out of the sea may be viable. The upside is that since your sea Gauss will always be on solid ground, it will never be vulnerable to exclusively aquatic weapons, which makes it much harder for many waterborne units to take them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Viper&amp;diff=7290</id>
		<title>Viper</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Viper&amp;diff=7290"/>
		<updated>2021-02-14T19:44:35Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Guardian only gets one single Viper as of 1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an advanced battle drone.{{ Infobox zkunit&lt;br /&gt;
| name = Viper&lt;br /&gt;
| defname = droneheavyslow&lt;br /&gt;
| description = Advanced Battle Drone&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/droneheavyslow.png&lt;br /&gt;
| icontype = gunship&lt;br /&gt;
| cost = 35&lt;br /&gt;
| hitpoints = 430&lt;br /&gt;
| movespeed = 150&lt;br /&gt;
| turnrate = 131&lt;br /&gt;
| sight = 500&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disruptor Pulse Beam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 200&lt;br /&gt;
	| reloadtime = 2&lt;br /&gt;
	| dps = 100&lt;br /&gt;
	| slowdamage = 400&lt;br /&gt;
	| slowdps = 200&lt;br /&gt;
	| range = 200&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 10&lt;br /&gt;
	| timetoenable = 10.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Viper is an advanced battle drone similar to the Firefly but equipped with a Disruptor Pulse Beam, slowing its targets more with each hit.&lt;br /&gt;
&lt;br /&gt;
A Viper can be created by adding the Battle Drone module to a [[Commander]].&lt;br /&gt;
&lt;br /&gt;
The Guardian Commander can spawn in one Viper for free at level 5.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Firefly&amp;diff=7289</id>
		<title>Firefly</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Firefly&amp;diff=7289"/>
		<updated>2021-02-14T19:44:02Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Update drone level gain for 1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an attack drone.{{ Infobox zkunit&lt;br /&gt;
| name = Firefly&lt;br /&gt;
| defname = dronelight&lt;br /&gt;
| description = Attack Drone&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/dronelight.png&lt;br /&gt;
| icontype = fighter&lt;br /&gt;
| cost = 20&lt;br /&gt;
| hitpoints = 180&lt;br /&gt;
| movespeed = 210&lt;br /&gt;
| turnrate = 131&lt;br /&gt;
| sight = 500&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Particle Beam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 32&lt;br /&gt;
	| reloadtime = 0.80&lt;br /&gt;
	| dps = 40&lt;br /&gt;
	| range = 150&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 10&lt;br /&gt;
	| timetoenable = 10.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Firefly is an attack drone with a weak high precision pulse laser. They can protect their parent unit from light enemy units. They do not share stealth with it though, so they can also betray the presence of a cloaked commander.&lt;br /&gt;
&lt;br /&gt;
A Firefly can be created by adding the Companion Drone module to a [[Commander]].&lt;br /&gt;
&lt;br /&gt;
The Guardian Commander can spawn in one Firefly for free at level 1, and gains an additional Firefly at levels 3 and 6.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Badger&amp;diff=7288</id>
		<title>Badger</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Badger&amp;diff=7288"/>
		<updated>2021-02-14T19:42:32Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Update Badger damage breakdown for 1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an artillery minelayer rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Badger&lt;br /&gt;
| defname = veharty&lt;br /&gt;
| description = Artillery Minelayer Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/veharty.png&lt;br /&gt;
| icontype = vehiclearty&lt;br /&gt;
| cost = 260&lt;br /&gt;
| hitpoints = 450&lt;br /&gt;
| movespeed = 68&lt;br /&gt;
| turnrate = 105&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Mine Artillery&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 190&lt;br /&gt;
	| reloadtime = 5.5&lt;br /&gt;
	| dps = 34&lt;br /&gt;
	| range = 750&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| customlabel1 = Spawns Unit&lt;br /&gt;
	| customdata1 = [[Claw]]&lt;br /&gt;
	| customlabel2 = Spawn Life (s)&lt;br /&gt;
	| customdata2 = 60&lt;br /&gt;
	| projectilespeed = 500&lt;br /&gt;
	| special1 = High trajectory&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Badger lays mines which are fairly effective but have a limited lifespan from a distance (rather haphazardly). The Badger outranges most defenses comfortably, but is lightly armored and cannot flee easily so keep it screened with friendly units, possibly assisted by your own mines.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Badger is generally too weak and inaccurate to effectively counter more robust enemy defenses like [[Stardust]] or [[Stinger]]s (which would be better countered with [[Impaler]]s). However, the Badger is useful in an area denial role (similar to the [[Firewalker]]), where its mines, while not particularly damaging to enemy assault units, can stop enemy raiders, skirmishers, and even cloaked units (like [[Scythe]]s, [[Widow]]s, and [[Ultimatum]]s) dead in their tracks.&lt;br /&gt;
&lt;br /&gt;
The bulk of the damage of Badger is done via the mines it spawns, not its projectile. The Badger projectile only does 20 damage (with a respectable AoE), and spawns a mine that will explode into 5 bomblets inflicting 34 damage each to a single target, for 190 damage total per shot (and very little AoE). The full 190 damage will also be done if the projectile hits a shield directly.&lt;br /&gt;
&lt;br /&gt;
The Badger's mines stay active for a single minute, so a single Badger that force-fires on the ground can prepare a minefield consisting of 11 mines in a minute, which it can maintain indefinitely as long as it keeps firing.&lt;br /&gt;
&lt;br /&gt;
To quickly order multiple Badgers to create a minefield that stretches from place to place, hold down the Alt key, and drag a line from one spot to another, while giving the Badgers a force-fire order.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Funnelweb&amp;diff=7272</id>
		<title>Funnelweb</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Funnelweb&amp;diff=7272"/>
		<updated>2021-02-13T20:14:27Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Mention Funnelweb shield recharge delay more explicitly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a shield support strider from the [[Strider Hub]].{{ Infobox zkunit&lt;br /&gt;
| name = Funnelweb&lt;br /&gt;
| defname = striderfunnelweb&lt;br /&gt;
| description = Shield Support Strider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/striderfunnelweb.png&lt;br /&gt;
| icontype = t3special&lt;br /&gt;
| cost = 4000&lt;br /&gt;
| hitpoints = 4500&lt;br /&gt;
| movespeed = 41&lt;br /&gt;
| turnrate = 103&lt;br /&gt;
| sight = 650&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 40&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability shield&lt;br /&gt;
	| name = Energy Shield&lt;br /&gt;
	| strength = 19400&lt;br /&gt;
	| regen = 300&lt;br /&gt;
	| regencost = 48&lt;br /&gt;
	| radius = 550&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
	| radar = 1400&lt;br /&gt;
	}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The slow all-terrain Funnelweb features an extremely powerful wide-area shield and high nano power for post-battle utility. It is otherwise unarmed.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Use the Funnelweb as combat support. The shield and buildpower it offers is a force multiplier. Putting a solid force within its shield is a recipe for a base killing army. The Funnelweb's shield recharges quickly outside of combat, and the strength of its shield does not affect the shield strength of any nearby shielded units. The shield will only begin regenerating if it has taken no damage in the last 10 seconds, so harassing the Funnelweb with light repeated attacks can be a good tactic to drain and keep the shield health low.&lt;br /&gt;
&lt;br /&gt;
Always, always, always give a Funnelweb an escort. It is not armed, and in cannot defend itself against anything. Seriously, a lone raider could destroy it. Bringing a mixed bag of riots, skirmishers, and raiders is usually a good idea.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Jack&amp;diff=7271</id>
		<title>Jack</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Jack&amp;diff=7271"/>
		<updated>2021-02-12T02:58:46Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a melee assault jumper from the [[Jumpbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Jack&lt;br /&gt;
| defname = jumpassault&lt;br /&gt;
| description = Melee Assault Jumper&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/jumpassault.png&lt;br /&gt;
| icontype = jumpjetassault&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 6000&lt;br /&gt;
| movespeed = 54&lt;br /&gt;
| turnrate = 237&lt;br /&gt;
| sight = 350&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Spike&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 300&lt;br /&gt;
	| reloadtime = 1.0&lt;br /&gt;
	| dps = 300&lt;br /&gt;
	| range = 125&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Ignores shields&lt;br /&gt;
	| special3 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability jump&lt;br /&gt;
	| range = 400&lt;br /&gt;
	| reload = 10&lt;br /&gt;
	| speed = 120&lt;br /&gt;
	| midairjump = Yes&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Jack is a melee assault walker with jumpjets. A few Jacks can easily level most fortification lines. Its small range and very low speed make it very vulnerable to skirmishers.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
The Jack is another one of multi-use units in [[Jumpbot Factory]] rooster. Jacks are both tanks, damage dealers and sometimes even raiders in their own right.&lt;br /&gt;
&lt;br /&gt;
The Jack can take quite a punishment, allowing them to tank in front of less sturdy units like [[Moderator]]s or [[Firewalker]]s. Their large healthpool and their jump ability also allows them to cross defence lines with ease, making it easy to send several Jacks behind enemy lines to wreak havoc.&lt;br /&gt;
&lt;br /&gt;
The Jack has a surprisingly strong damage, mainly coming from its fast attack rate. You always want to outrange and outrun them in a fight. The best way of dealing with them are disabling methods. Units such as [[Venom]], [[Bolas]] or [[Gnat]] will give your army a window to dispose of Jacks.&lt;br /&gt;
&lt;br /&gt;
Jacks can also be utilized in a very specific tactic using [[Newton]] turrets and their [[Newton Firezones]] command. It can allow your opponent to quickly overrun your base of operations, so keep an eye out for that.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Badger&amp;diff=7270</id>
		<title>Badger</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Badger&amp;diff=7270"/>
		<updated>2021-02-12T02:49:59Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Fix Badger damage description read comprehension failure check&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an artillery minelayer rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Badger&lt;br /&gt;
| defname = veharty&lt;br /&gt;
| description = Artillery Minelayer Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/veharty.png&lt;br /&gt;
| icontype = vehiclearty&lt;br /&gt;
| cost = 260&lt;br /&gt;
| hitpoints = 450&lt;br /&gt;
| movespeed = 68&lt;br /&gt;
| turnrate = 105&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Mine Artillery&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 220&lt;br /&gt;
	| reloadtime = 5.5&lt;br /&gt;
	| dps = 40&lt;br /&gt;
	| range = 750&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| customlabel1 = Spawns Unit&lt;br /&gt;
	| customdata1 = [[Claw]]&lt;br /&gt;
	| customlabel2 = Spawn Life (s)&lt;br /&gt;
	| customdata2 = 60&lt;br /&gt;
	| projectilespeed = 500&lt;br /&gt;
	| special1 = High trajectory&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Badger lays mines which are fairly effective but have a limited lifespan from a distance (rather haphazardly). The Badger outranges most defenses comfortably, but is lightly armored and cannot flee easily so keep it screened with friendly units, possibly assisted by your own mines.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Badger is generally too weak and inaccurate to effectively counter more robust enemy defenses like [[Stardust]] or [[Stinger]]s (which would be better countered with [[Impaler]]s). However, the Badger is useful in an area denial role (similar to the [[Firewalker]]), where its mines, while not particularly damaging to enemy assault units, can stop enemy raiders, skirmishers, and even cloaked units (like [[Scythe]]s, [[Widow]]s, and [[Ultimatum]]s) dead in their tracks.&lt;br /&gt;
&lt;br /&gt;
The bulk of the damage of Badger is done via the mines it spawns, not its projectile. The Badger projectile only does 20 damage (with a respectable AoE), and spawns a mine that will explode into 5 bomblets inflicting 40 damage each to a single target, for 220 damage total per shot (and very little AoE). The full 220 damage will also be done if the projectile hits a shield directly.&lt;br /&gt;
&lt;br /&gt;
The Badger's mines stay active for a single minute, so a single Badger that force-fires on the ground can prepare a minefield consisting of 11 mines in a minute, which it can maintain indefinitely as long as it keeps firing.&lt;br /&gt;
&lt;br /&gt;
To quickly order multiple Badgers to create a minefield that stretches from place to place, hold down the Alt key, and drag a line from one spot to another, while giving the Badgers a force-fire order.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Lance&amp;diff=7269</id>
		<title>Lance</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Lance&amp;diff=7269"/>
		<updated>2021-02-12T02:32:27Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Lance formatting fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an anti-heavy artillery hovercraft from the [[Hovercraft Platform]].{{ Infobox zkunit&lt;br /&gt;
| name = Lance&lt;br /&gt;
| defname = hoverarty&lt;br /&gt;
| description = Anti-Heavy Artillery Hovercraft&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/hoverarty.png&lt;br /&gt;
| icontype = mobiletachyon&lt;br /&gt;
| cost = 1000&lt;br /&gt;
| hitpoints = 1000&lt;br /&gt;
| movespeed = 53&lt;br /&gt;
| turnrate = 76&lt;br /&gt;
| sight = 660&lt;br /&gt;
| sonar = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Tachyon Accelerator&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 3000&lt;br /&gt;
	| reloadtime = 20&lt;br /&gt;
	| dps = 150&lt;br /&gt;
	| range = 1000&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Can ignore unidentified targets&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Lance's weapon, nicknamed 'the Blue Laser of Death', has the power and accuracy to skewer most units with a single shot. Use it against high armor units, but keep it behind the front lines - it has light armor and can't run from danger.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Since Lances have such a low rate-of-fire, and very high damage-per-shot, it is good to set them to hold fire mode (or return fire mode) to conserve their shots for use against enemy striders and assault units. Moreover, setting them to hold fire against unidentified radar targets should help ensure that their shots hit more often (since targeting unidentified radar targets imposes accuracy penalties in general), though do keep in mind that, when used in conjunction with attack move orders, it might also result in the Lances stopping in front of unidentified targets. It is good to spread out your lances, as there is a tendency for Lances to sometimes hit each other when moving around and firing.&lt;br /&gt;
&lt;br /&gt;
Note that Lance does not deal all of its damage instantly (it instead does 100 damage 30 times over the course of a second). This means it cannot pierce through a shield as easily as it might appear, though Lance remains useful to slowly drain enemy shields at a very safe range. On the plus side, this means a Lance beam can pierce through multiple enemy units, thus reducing its overkill potential when used in a target rich environment.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Venom&amp;diff=7268</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Venom&amp;diff=7268"/>
		<updated>2021-02-12T02:30:58Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Venom no longer does &amp;quot;a small amount of damage&amp;quot;, stunlock cap is even higher now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a lightning riot spider from the [[Spider Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Venom&lt;br /&gt;
| defname = spideremp&lt;br /&gt;
| description = Lightning Riot Spider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spideremp.png&lt;br /&gt;
| icontype = spiderriotspecial&lt;br /&gt;
| cost = 200&lt;br /&gt;
| hitpoints = 750&lt;br /&gt;
| movespeed = 84&lt;br /&gt;
| turnrate = 316&lt;br /&gt;
| sight = 440&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Electro-Stunner&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 65&lt;br /&gt;
	| reloadtime = 1.10&lt;br /&gt;
	| dps = 59&lt;br /&gt;
	| empdamage = 400&lt;br /&gt;
	| empdps = 364&lt;br /&gt;
	| stuntime = 1&lt;br /&gt;
	| range = 245&lt;br /&gt;
	| aoe = 64&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Venom is an all-terrain unit designed to paralyze enemies so other units can easily destroy them. It moves particularly fast for a riot unit and in addition to the paralysis from its [[Weapon_classes#EMP|EMP]] weapon it does a respectable amount of damage. Works well in tandem with the Recluse to keep enemies from closing range with the fragile skirmisher.&lt;br /&gt;
&lt;br /&gt;
==Strategy and Tactics==&lt;br /&gt;
The Venom's stun is very powerful, and can keep units stunlocked very effectively, which makes it a powerful addition to any spiderball. Because of the stun, a few Venoms can leave many enemy units defenseless against any attacks. Hard-hitting assaults like the [[Hermit]] or skirmishers like the [[Recluse]], which fire projectiles that move too slowly to reliably hit agile enemies, can benefit greatly from the Venom's ability to stunlock enemies.&lt;br /&gt;
&lt;br /&gt;
Aim for clusters of enemies, as the small splash radius can be exploited better, stunning many enemy units. Ensure that you don't stun your own Venoms.&lt;br /&gt;
&lt;br /&gt;
The Venom is fast enough to close range on skirmishers.&lt;br /&gt;
&lt;br /&gt;
Given enough time, a Venom can stunlock even a [[Jugglenaut]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Lance&amp;diff=7267</id>
		<title>Lance</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Lance&amp;diff=7267"/>
		<updated>2021-02-12T02:19:56Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Add remark on Lance beam not being instant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an anti-heavy artillery hovercraft from the [[Hovercraft Platform]].{{ Infobox zkunit&lt;br /&gt;
| name = Lance&lt;br /&gt;
| defname = hoverarty&lt;br /&gt;
| description = Anti-Heavy Artillery Hovercraft&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/hoverarty.png&lt;br /&gt;
| icontype = mobiletachyon&lt;br /&gt;
| cost = 1000&lt;br /&gt;
| hitpoints = 1000&lt;br /&gt;
| movespeed = 53&lt;br /&gt;
| turnrate = 76&lt;br /&gt;
| sight = 660&lt;br /&gt;
| sonar = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Tachyon Accelerator&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 3000&lt;br /&gt;
	| reloadtime = 20&lt;br /&gt;
	| dps = 150&lt;br /&gt;
	| range = 1000&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Can ignore unidentified targets&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Lance's weapon, nicknamed 'the Blue Laser of Death', has the power and accuracy to skewer most units with a single shot. Use it against high armor units, but keep it behind the front lines - it has light armor and can't run from danger.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Since Lances have such a low rate-of-fire, and very high damage-per-shot, it is good to set them to hold fire mode (or return fire mode) to conserve their shots for use against enemy striders and assault units. Moreover, setting them to hold fire against unidentified radar targets should help ensure that their shots hit more often (since targeting unidentified radar targets imposes accuracy penalties in general), though do keep in mind that, when used in conjunction with attack move orders, it might also result in the Lances stopping in front of unidentified targets. It is good to spread out your lances, as there is a tendency for Lances to sometimes hit each other when moving around and firing.&lt;br /&gt;
&lt;br /&gt;
Note that Lance does not deal all of its damage instantly but instead does 100 damage 30 times over the course of a second. This means it cannot pierce through a shield as easily as it might appear, though Lance remains useful to slowly drain enemy shields at a very safe range. On the plus side, this means a Lance beam can pierce through multiple enemy units, thus reducing its overkill potential when used in a target rich environment.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Scorcher&amp;diff=7266</id>
		<title>Scorcher</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Scorcher&amp;diff=7266"/>
		<updated>2021-02-12T02:09:48Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Mention Scorcher hit and run tactic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a raider rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Scorcher&lt;br /&gt;
| defname = vehraid&lt;br /&gt;
| description = Raider Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/vehraid.png&lt;br /&gt;
| icontype = vehicleraider&lt;br /&gt;
| cost = 125&lt;br /&gt;
| hitpoints = 480&lt;br /&gt;
| movespeed = 111&lt;br /&gt;
| turnrate = 185&lt;br /&gt;
| sight = 560&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heat Ray&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 30&lt;br /&gt;
	| reloadtime = 0.10&lt;br /&gt;
	| dps = 300&lt;br /&gt;
	| range = 270&lt;br /&gt;
	| projectilespeed = 500&lt;br /&gt;
	| special1 = Damage falls off with range&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Capable of taking damage and dishing it out, the Scorcher is a versatile unit that remains very useful for more than just raiding, though it pays the price in manueverability and in cost. Though able to hold its own in combat, it is no match for anti-swarm and riot units or defenses. The Scorcher's heatray deals more damage up close.&lt;br /&gt;
&lt;br /&gt;
Retreating from enemy raiders can allow the Scorcher to deal damage safely since it outranges and outspeeds most of its peers. The heatray damage is normally very poor at maximum range, but the projectile does not have to travel as far if an enemy unit is chasing the Scorcher, resulting in a much higher amount of damage being dealt. This can allow a group of Scorchers to harass enemy units that they cannot engage into directly so long as they make sure they can always retreat before the enemy closes in.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Sling&amp;diff=7265</id>
		<title>Sling</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Sling&amp;diff=7265"/>
		<updated>2021-02-12T02:00:32Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Upsell Sling since it's much cheaper than it's ever been&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a light artillery bot from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Sling&lt;br /&gt;
| defname = cloakarty&lt;br /&gt;
| description = Light Artillery Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakarty.png&lt;br /&gt;
| icontype = kbotarty&lt;br /&gt;
| cost = 100&lt;br /&gt;
| hitpoints = 350&lt;br /&gt;
| movespeed = 48&lt;br /&gt;
| turnrate = 297&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 150&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 25&lt;br /&gt;
	| range = 860&lt;br /&gt;
	| projectilespeed = 270&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Sling has a long range plasma cannon that allows indirect fire over obstacles, and outranges static defenses up to heavy laser towers. Slings are ineffective against most mobile units and should be guarded in order to prevent raiders and other fast units from closing range.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
Slings are by far the cheapest artillery in the game, which is both a strength and a weakness. On the one hand, this means you may need lots of them to accomplish the same task as a single [[Impaler]] or [[Lance]]. On the other hand, Slings are far better suited to combating light static defences like [[Picket|Pickets]], against which the relatively fragile Cloakbots are vulnerable and where heavier artillery units would be overkill. Building a few Slings for this task is often a good idea - being low cost allows them to be used with more granularity and earlier in the game than most other artillery.  Since their projectiles are slow and do not have a significant area of effect, Slings are poor against mobile units except in large-scale engagements. Make sure to protect your Slings against raids since they are flimsy and weak at short range combat.&lt;br /&gt;
&lt;br /&gt;
While Slings are not effective against most mobile units due to the low velocity of their projectile, they can still hit large targets such as shields or slow moving groups of enemy skirmishers. This makes them a useful soft counter to small quantities of shield bot units, particularly the relatively fragile and dangerous Felon. However, when encountered in larger groups linked Shield bot regeneration will be too high to overcome and the Slings will likely become ineffective.&lt;br /&gt;
&lt;br /&gt;
A common employment of Slings is to station one or two within your own front line defences to prevent opponents from building defences and metal extractors of their own nearby.&lt;br /&gt;
&lt;br /&gt;
Slings have excellent damage per cost compared to other artillery but have relatively low range so will take losses from heavier artillery such as [[Emissary]] or [[Firewalker]] as the game progresses and unit density increases. Slings will likely need protection so they can remain near the frontline, or support from other, longer range artillery to act as suppression fire.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Badger&amp;diff=7264</id>
		<title>Badger</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Badger&amp;diff=7264"/>
		<updated>2021-02-12T01:48:41Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Attempt to explain Badger damage mechanics since the wiki stats can induce errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an artillery minelayer rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Badger&lt;br /&gt;
| defname = veharty&lt;br /&gt;
| description = Artillery Minelayer Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/veharty.png&lt;br /&gt;
| icontype = vehiclearty&lt;br /&gt;
| cost = 260&lt;br /&gt;
| hitpoints = 450&lt;br /&gt;
| movespeed = 68&lt;br /&gt;
| turnrate = 105&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Mine Artillery&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 220&lt;br /&gt;
	| reloadtime = 5.5&lt;br /&gt;
	| dps = 40&lt;br /&gt;
	| range = 750&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| customlabel1 = Spawns Unit&lt;br /&gt;
	| customdata1 = [[Claw]]&lt;br /&gt;
	| customlabel2 = Spawn Life (s)&lt;br /&gt;
	| customdata2 = 60&lt;br /&gt;
	| projectilespeed = 500&lt;br /&gt;
	| special1 = High trajectory&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Badger lays mines which are fairly effective but have a limited lifespan from a distance (rather haphazardly). The Badger outranges most defenses comfortably, but is lightly armored and cannot flee easily so keep it screened with friendly units, possibly assisted by your own mines.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Badger is generally too weak and inaccurate to effectively counter more robust enemy defenses like [[Stardust]] or [[Stinger]]s (which would be better countered with [[Impaler]]s). However, the Badger is useful in an area denial role (similar to the [[Firewalker]]), where its mines, while not particularly damaging to enemy assault units, can stop enemy raiders, skirmishers, and even cloaked units (like [[Scythe]]s, [[Widow]]s, and [[Ultimatum]]s) dead in their tracks.&lt;br /&gt;
&lt;br /&gt;
The bulk of the damage of Badger is done via the mines it spawns, not its projectile. The Badger projectile only does 20 damage with a respectable AoE, but spawns 5 mines that will do 40 damage each to a single target, for 220 damage total per shot (and very little AoE). The full 220 damage will also be done if the projectile hits a shield directly.&lt;br /&gt;
&lt;br /&gt;
The Badger's mines stay active for a single minute, so a single Badger that force-fires on the ground can prepare a minefield consisting of 11 mines in a minute, which it can maintain indefinitely as long as it keeps firing.&lt;br /&gt;
&lt;br /&gt;
To quickly order multiple Badgers to create a minefield that stretches from place to place, hold down the Alt key, and drag a line from one spot to another, while giving the Badgers a force-fire order.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Morph_Command&amp;diff=7263</id>
		<title>Morph Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Morph_Command&amp;diff=7263"/>
		<updated>2021-02-12T01:43:35Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Add reference to Djinn and Sparrow morph paths&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Morph''' command refers to the upgrade of [[Geothermal Generator]] into [[Advanced Geothermal]] power plant or transformation of buildings into mobile units, like [[Aegis]] into [[Aspis]] and [[Cornea]] into [[Iris]] (also the other way around). Other useful morphs are the spying plane [[Sparrow]] morphed from a [[Radar Tower]], and [[Djinn]] from a [[Conch]] constructor. Sometimes players also refer to [[Commander|commander upgrades]] as &amp;quot;morphing&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*Upgrading your [[Geothermal Generator|geo]], while beneficial, will render it disabled for the duration of the upgrade, and will require a fee in energy. The same is true for transformations.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Zero-K:Developing&amp;diff=7262</id>
		<title>Zero-K:Developing</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Zero-K:Developing&amp;diff=7262"/>
		<updated>2021-02-12T01:39:57Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Add workaround pointer for running infra on a separate local network instance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New developers should read this before touching the source.&lt;br /&gt;
&lt;br /&gt;
== ZK's Devving Philosophy (social rules) ==&lt;br /&gt;
* &amp;quot;War is a product of anticommunication&amp;quot;&lt;br /&gt;
** Communicate with other devs about your changes/fixes, let them understand the issue. Do not make 'random' changes.&lt;br /&gt;
* &amp;quot;Do not create work for other people.&amp;quot;&lt;br /&gt;
** Have responsibility for your changes/commit. Do not leave bugs that require other people to fix.&lt;br /&gt;
* &amp;quot;Readability &amp;amp; performance are equally important.&amp;quot; &lt;br /&gt;
** Optimize code but not to the point of unreadability. [http://c2.com/cgi/wiki?RulesOfOptimization Remember the rules of optimization]:&lt;br /&gt;
*** Don't.&lt;br /&gt;
*** Don't (yet).&lt;br /&gt;
*** Profile before doing it.&lt;br /&gt;
* &amp;quot;If it ain't broke, don't fix it.&amp;quot;&lt;br /&gt;
** Don't code fixes that nobody wants to problems that don't exist.&lt;br /&gt;
&lt;br /&gt;
== What is in source codes ==&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K Zero-K] contains the game proper&lt;br /&gt;
** units folder contains unit definition files&lt;br /&gt;
*** You can read the wiki about game development for [http://springrts.com/wiki/Main_Page Spring Engine] &lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Infrastructure Zero-K-Infrastructure]&lt;br /&gt;
** Zero-K.info: Website sources&lt;br /&gt;
** ZkLobbyServer: Lobby server (for MP)&lt;br /&gt;
** ZkData: Website/server database structure&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Chobby Chobby] contains the lobby client&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Artwork Zero-K-Artwork] contains sources for 2D art, 3D art and sounds&lt;br /&gt;
* [https://github.com/ZeroK-RTS/SpringRTS-Tools SpringRTS-tools] contains various dev tools&lt;br /&gt;
** Upspring - required to edit the .3do and .s3o model files used in the game&lt;br /&gt;
** MapIconBuilder - unit map icon sources are here&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Missions Zero-K-Missions] contains source files for official ZK missions&lt;br /&gt;
&lt;br /&gt;
=== Style Guide===&lt;br /&gt;
The lua in the menu (chobby) and game proper should use the following whitespace:&lt;br /&gt;
* Indent with tabs.&lt;br /&gt;
* A tab may only follow a newline or another tab.&lt;br /&gt;
* If the text across two lines is being aligned (such as for a long function) then the two lines must have the same number of tabs.&lt;br /&gt;
* Don't try stack flow of control into one line. For example, put newlines after &amp;lt;code&amp;gt;then&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;else&amp;lt;/code&amp;gt;.&lt;br /&gt;
* End files with a newline.&lt;br /&gt;
* Commas should be followed by whitespace. Relations (=, &amp;lt;, &amp;lt;=, &amp;gt;=, ==, ~=) should have whitespace on each side.&lt;br /&gt;
* if a conditional is to take up multiple lines, double indent the extra lines and end the line with a conjunction (See Gallery below)&lt;br /&gt;
These guidelines are not necessarily followed in old files so updating them with a separate commit is a good idea prior to making large changes. Also, unitdefs use two-space indentation instead of tabs.          &lt;br /&gt;
&lt;br /&gt;
There are a few guildines for dealing with Spring functions.&lt;br /&gt;
* Localisation of Spring.Function should be named spFunction.&lt;br /&gt;
* Localisation of Spring.MoveCtrl.Function should be named spMoveCtrlFunction.&lt;br /&gt;
* Spring.GetCommandQueue should be used rather than Spring.GetUnitCommands (it's an alias, we just picked one).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Styleguide-if-example.JPG|Proper multiline if statement&lt;br /&gt;
Styleguide-stackflow.JPG|Example of stacked flow control&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting sources ==&lt;br /&gt;
This is a guide to downloading Zero-K sources from [https://github.com/ GitHub] using [https://tortoisegit.org/ TortoiseGit]. The game sources are used as an example, however this method applies to other subprojects as well.&lt;br /&gt;
* Install [https://tortoisegit.org/download/ TortoiseGit].&lt;br /&gt;
* Create a [https://github.com/ GitHub] account.&lt;br /&gt;
[[File:ForkZK.jpg]]&lt;br /&gt;
* Log in to GitHub and [https://github.com/ZeroK-RTS Locate] the repository you want to edit.&lt;br /&gt;
* Click the &amp;quot;Fork&amp;quot; button on the GitHub website to create your own copy on GitHub.&lt;br /&gt;
[[File:ZKCloneCopy.png|1103px]]&lt;br /&gt;
* Locate your fork on GitHub and click &amp;quot;Code&amp;quot;.&lt;br /&gt;
* Copy the web URL to your clipboard.&lt;br /&gt;
[[File:localCloneZK.jpg]]&lt;br /&gt;
* Create a folder called 'zk.sdd' in your Zero-K install under games.&lt;br /&gt;
* Right click on 'zk.sdd' and select 'Git Clone...' from the context menu.&lt;br /&gt;
[[File:cloneUIZK.jpg]]&lt;br /&gt;
* Copy the web URL into the 'URL:' field of the clone interface.&lt;br /&gt;
* Ensure that the 'Directory:' field ends in 'zk.sdd'. It is likely to automatically contain the path '...\Zero-K\games\zk.sdd\Zero-K' so be sure to delete the '\Zero-K' at the end.&lt;br /&gt;
[[File:cloneSuccess.jpg]]&lt;br /&gt;
* Wait for the sources to download.&lt;br /&gt;
* Your 'zk.sdd' folder should look something like the image above.&lt;br /&gt;
&lt;br /&gt;
== Updating sources ==&lt;br /&gt;
Keep your sources up to date by periodically syncing your fork to the original repository (using 'compare', see: https://github.com/KirstieJane/STEMMRoleModels/wiki/Syncing-your-fork-to-the-original-repository-via-the-browser, then do &amp;quot;rebase and merge&amp;quot; instead of &amp;quot;merge&amp;quot;) and doing TortoiseGit -&amp;gt; Pull on your repository folder to take the changes from GitHub to your local files.&lt;br /&gt;
&lt;br /&gt;
== Modifying the game ==&lt;br /&gt;
:''For personal modding, see [[Mod Creation]]''&lt;br /&gt;
Follow the instructions in 'Getting sources' the download the Zero-K game sources. Feel free to inspect and edit the game files. Most developers using Windows edit lua files with [https://notepad-plus-plus.org/download/v7.6.6.html Notepad++].&lt;br /&gt;
&lt;br /&gt;
To test your changes:&lt;br /&gt;
* (If using Windows make sure your file explorer has file name extensions enabled; for example the chobby_wrapper_port file should have a .txt on the end of its name.)&lt;br /&gt;
* Create an empty text file named 'devmode.txt' in the same directory as Zero-K.exe.&lt;br /&gt;
* Launch Zero-K.exe.&lt;br /&gt;
[[File:enableDevMode.jpg]]&lt;br /&gt;
* Select 'Zero-K Dev' in Settings -&amp;gt; Developer -&amp;gt; Singleplayer (you may need to scroll down).&lt;br /&gt;
[[File:startTest.jpg]]&lt;br /&gt;
* From the main menu select Singleplayer -&amp;gt; Skirmish -&amp;gt; Advanced -&amp;gt; Start to launch a test game. Note that the game type should be automatically set to 'Zero-K $VERSION'.&lt;br /&gt;
* In the game, press F8 to open debug console. It'll display errors and output to the log.&lt;br /&gt;
&lt;br /&gt;
To test game changes in multiplayer:&lt;br /&gt;
* Make sure all players have a zk.sdd folder with the same exact files on their local Zero-K installation, or the game will desync.&lt;br /&gt;
* Launch Zero-K and create a passworded multiplayer lobby.&lt;br /&gt;
* Set the room type to Custom.&lt;br /&gt;
* Type &amp;lt;code&amp;gt;!game zk:dev&amp;lt;/code&amp;gt; to set the game type to 'Zero-K $VERSION'.&lt;br /&gt;
* Launch the game normally once the other testers have joined.&lt;br /&gt;
&lt;br /&gt;
== Modifying the lobby menu ==&lt;br /&gt;
Follow the instructions in 'Getting sources' with the following adjustments:&lt;br /&gt;
* The repository that you want to edit is https://github.com/ZeroK-RTS/Chobby.&lt;br /&gt;
* It is best to call the folder something like 'zkmenu.sdd', to avoid confusion.&lt;br /&gt;
Make sure that the 'Directory:' field ends in '.sdd'. You should end up with something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:zkmenufolder.jpg]]&lt;br /&gt;
&lt;br /&gt;
To test your changes launch Zero-K.exe with the &amp;lt;tt&amp;gt;dev&amp;lt;/tt&amp;gt; arg (i.e. &amp;lt;code&amp;gt;Zero-K.exe dev&amp;lt;/code&amp;gt;). On windows this is best done by creating a shortcut and changing the target, as shown below.&lt;br /&gt;
[[File:targetZK.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Submitting changes ==&lt;br /&gt;
Git provides a systematic way to review and merge changes into the main repositories. The main game repository is used as example, but this method works for other repositories as well.&lt;br /&gt;
&lt;br /&gt;
The simple way to commit changes is as follows.&lt;br /&gt;
* Make some changes to your local files.&lt;br /&gt;
* Right click on 'zk.sdd' and select 'Git Commit'.&lt;br /&gt;
* Write a description of the changes and click 'Commit'.&lt;br /&gt;
* Right click on 'zk.sdd' and select TortiseGit -&amp;gt; Push.&lt;br /&gt;
* Enter your GitHub login and password when prompted. The changes should now appear on your fork in GitHub.&lt;br /&gt;
* Navigate to https://github.com/ZeroK-RTS/Zero-K/pulls and click &amp;quot;New Pull Request&amp;quot;.&lt;br /&gt;
* Click &amp;quot;compare across forks&amp;quot; to make your fork visible.&lt;br /&gt;
* Set your fork to be the head repository.&lt;br /&gt;
* Write a title and description of the changes, then create the pull request.&lt;br /&gt;
This creates a proposal to apply your changes to the main game. Be sure to check up on it and respond to comments.&lt;br /&gt;
&lt;br /&gt;
A more advanced method involves creating branches locally with TortiseGit -&amp;gt; Create Branch and committing blocks of related changes to a single branch. You are then able to make pull requests from branches. This allows branches to be smaller and more focused, which is desirable when merging.&lt;br /&gt;
&lt;br /&gt;
Make sure to keep your repository up to date to make merges less difficult.&lt;br /&gt;
&lt;br /&gt;
== Zero-K.exe launch flags ==&lt;br /&gt;
&amp;lt;pre&amp;gt;Zero-K.exe [rapid tag] [engine version]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note that the engine specified in arg won't automatically use the main Zero-K folder as its datadir. Add a &amp;lt;tt&amp;gt;springsettings.cfg&amp;lt;/tt&amp;gt; file to the engine version's folder with the tag &amp;lt;code&amp;gt;SpringData = path_to_Zero-K_folder&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modifying infrastructure/tools == &lt;br /&gt;
* Install [https://www.visualstudio.com/en-us/products/visual-studio-community-vs.aspx Visual Studio Community edition]&lt;br /&gt;
* Install the developer or express edition, whichever works best for [https://www.microsoft.com/en-us/sql-server/sql-server-downloads SQL Server express]&lt;br /&gt;
* Recommended but perhaps not strictly necessary: Install [https://docs.microsoft.com/en-us/sql/ssms/download-sql-server-management-studio-ssms?view=sql-server-ver15 SQL Server Management Studio]&lt;br /&gt;
* Clone to desktop [https://github.com/ZeroK-RTS/Zero-K-Infrastructure Zero-K infrastructure]&lt;br /&gt;
* Test by opening Zero-K.sln in Visual Studio&lt;br /&gt;
* Infra overview/structure [[Zero-K Infra Guide]] (Incomplete/WIP)&lt;br /&gt;
&lt;br /&gt;
=== Initializing Website Database ===&lt;br /&gt;
You may need to setup the database connection for the website. In order to do that: Open Visual Studio, open the Server Explorer panel (under the View menu), right click Data Connections -&amp;gt; Add Connection -&amp;gt; Sql Server. Enter &amp;lt;code&amp;gt;(localdb)\mssqllocaldb&amp;lt;/code&amp;gt; in the Server Name field, after which zero-k_local will appear in the dropdown list of databases. &lt;br /&gt;
&lt;br /&gt;
(If zero-k_local does not appear, type it in the text box and press OK; Visual Studio will ask whether you would like to create the database. This may require you to have administrator rights on the computer.)&lt;br /&gt;
&lt;br /&gt;
[[File:zk-database-setup.png]]&lt;br /&gt;
&lt;br /&gt;
=== Debugging infrastructure ===&lt;br /&gt;
* To run a project right click it, choose &amp;quot;set as startup project&amp;quot; and hit F5 to run using debugger.&lt;br /&gt;
* You can enable multiple startup projects to test entire infrastructure locally (game servers, lobby etc). Enable asp.net, springie and ZeroKLobby projects to test it all together. [http://i.imgur.com/2mgizUJ.png Setup]&lt;br /&gt;
* To run asp.net:&lt;br /&gt;
** It's required that you install MS SQL Server on your local PC. &lt;br /&gt;
*** You can get SQL Server 2019 (For Windows 10) [https://www.microsoft.com/en-us/sql-server/sql-server-downloads here] or SQL Server 2017 (for Windows 8 and later) [https://www.microsoft.com/en-us/sql-server/sql-server-2017 here] or SQL Server 2014 (for Windows 7) [https://www.microsoft.com/en-ie/download/details.aspx?id=42299 here]. For SQL Server 2014, the file you will need is called SQLEXPR_x64_ENU or SQLEXPR_x86_ENU. Make sure you install version that matches your version of Windows (i.e. x86 vs x64). &lt;br /&gt;
*** During the installation, set collation to &amp;lt;code&amp;gt;SQL_Latin1_General_CP1_CI_AS&amp;lt;/code&amp;gt;. Leave all the parameters default except that I changed server name to SQLSERVER in one of the first steps of wizard.&lt;br /&gt;
[[File:SQL server collation.png|405px]]&lt;br /&gt;
** Right click asp.net -&amp;gt; properties -&amp;gt; web -&amp;gt; check &amp;quot;Specific Page&amp;quot; and leave it blank. Otherwise you get errors when trying to host locally.&lt;br /&gt;
** Make sure SQL Server is running (check the Sql Server Configuration Manager in the Start Menu). If you can't connect, edit the data source for &amp;lt;code&amp;gt;ModeType.Local&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;GlobalConst.cs&amp;lt;/code&amp;gt; (currently line 46) to say something like:&amp;lt;br/&amp;gt;&amp;lt;code&amp;gt;Data Source=&amp;lt;hostname (usually your computer name)&amp;gt;\SQLSERVER&amp;lt;/code&amp;gt;&lt;br /&gt;
** To make things run smoothly the following changes might also be a good idea: In &amp;lt;code&amp;gt;Shared/PlasmaShared/GlobalConst.cs&amp;lt;/code&amp;gt; (currently line 137) replace the DefaultEngineOverride with whatever engine version is current. Comment out lines 190 and 238-298 of &amp;lt;code&amp;gt;Zero-K.info/AppCode/PlasmaServer.cs&amp;lt;/code&amp;gt; unless somebody can supply instructions on how to make the torrent errors go away.&lt;br /&gt;
&lt;br /&gt;
TODO: add download links for sample database tables here. Users and clans are probably easier to make yourself for most purposes. For now, if you need this ask Licho, Histidine, DeinFreund or Anarchid. Aquanim has sample tables for maps and Planetwars structures, if that is all that you need.&lt;br /&gt;
&lt;br /&gt;
=== Testing ===&lt;br /&gt;
* When you run the server locally a browser window with the website should appear. You can connect to your local server with the normal lobby by going to Settings and setting the target to &amp;quot;localhost&amp;quot; rather than &amp;quot;zero-k.info&amp;quot;.&lt;br /&gt;
* Once you have created an account you can make it an admin account by editing the database with SQL Server Management Studio. Open the list of databases in the tree on the left, open the Zero-K database, then in the Tables folder right-click on dbo.Accounts and select &amp;quot;Edit Top 200 Rows&amp;quot;. Set the &amp;quot;AdminLevel&amp;quot; of your account to 2 for full admin powers.&lt;br /&gt;
&lt;br /&gt;
If you are running Zero-K infrastructure on a separate machine on your local network, you will likely get a 400 Bad Hostname error on connecting to the website or the lobby. This is an issue with port opening and a likely fix is [https://stackoverflow.com/a/42989832 here].&lt;br /&gt;
&lt;br /&gt;
=== Modifying The Database Structure ===&lt;br /&gt;
* Modify the appropriate files in ./ZkData/Ef/...  and elsewhere ( [https://github.com/ZeroK-RTS/Zero-K-Infrastructure/commit/61addee11e74b09dd5dd73e12d31a28030d84e81 this commit] should be a reasonable guide; don't worry about the migration files, they are created later )&lt;br /&gt;
* In Visual Studio open Tools &amp;gt; NuGet Package Manager &amp;gt; Package Manager Console&lt;br /&gt;
* At the top of the window which appears, there is a &amp;quot;Default project&amp;quot; dropdown box. Set this to ZkData.&lt;br /&gt;
* Type the command &amp;lt;code&amp;gt;Add-Migration [description-of-change-here]&amp;lt;/code&amp;gt; into the package manager console. This should create some migration files with your description and a timestamp in the name in the Migrations folder of ZkData.&lt;br /&gt;
* In some cases you may now need to manually edit the created migration files to set defaults and the like?&lt;br /&gt;
* Type the command &amp;lt;code&amp;gt;Update-Database&amp;lt;/code&amp;gt; into the package manager console. This should update the database structure.&lt;br /&gt;
* To revert a migration that has not yet been pushed to the main repository, run &amp;lt;code&amp;gt;Update-Database –TargetMigration: TheLastGoodMigration&amp;lt;/code&amp;gt; then delete your bad migration files.&lt;br /&gt;
&lt;br /&gt;
== Artwork ==&lt;br /&gt;
See [http://zero-k.info/Wiki/Development_Artwork Development Artwork] (outdated)&lt;br /&gt;
&lt;br /&gt;
[[Blender_To_Zero-K|Blender To Zero-K]]&lt;br /&gt;
&lt;br /&gt;
== Missions ==&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
Campaign planets/missions are defined in [//github.com/ZeroK-RTS/Chobby/tree/master/campaign/sample Chobby/campaign/sample]&lt;br /&gt;
&lt;br /&gt;
=== Standalone missions ===&lt;br /&gt;
See [[Mission Editor|Mission Editor start page]]&lt;br /&gt;
&lt;br /&gt;
== Updating PlanetWars for new round ==&lt;br /&gt;
:''TODO''&lt;br /&gt;
Changing faction:&lt;br /&gt;
* Faction ID, name, color in dbo.Faction&lt;br /&gt;
* Faction blurb &amp;lt;tt&amp;gt;Faction&amp;lt;Name&amp;gt;&amp;lt;/tt&amp;gt; on sitewiki&lt;br /&gt;
* Add/change icons if needed&lt;br /&gt;
** Site: img/factions/&amp;lt;name&amp;gt;.png&lt;br /&gt;
** Game: LuaUI/Configs/Factions&lt;br /&gt;
** Chobby: LuaMenu/Images/Factions&lt;br /&gt;
** Does chobby download them automatically? Presumably not&lt;br /&gt;
&lt;br /&gt;
Using [https://zero-k.info/PlanetwarsAdmin Planetwars admin interface]: Change to a different galaxy if desired, reset PW&lt;br /&gt;
&lt;br /&gt;
== Wiki ==&lt;br /&gt;
See [[Editing Help]]&lt;br /&gt;
&lt;br /&gt;
=== Making/Editing a unit ===&lt;br /&gt;
See the Blender to Zero-K page for a comprehensive guide on modelling, texturing, and baking aoplates for Zero-K units: [https://zero-k.info/mediawiki/index.php?title=Blender_To_Zero-K Blender to Zero-K Page]&lt;br /&gt;
&lt;br /&gt;
=== Unit pages ===&lt;br /&gt;
Part of each unit page is autogenerated by the [//github.com/ZeroK-RTS/SpringRTS-Tools/tree/master/unitguide Unit Guide tool], and uploaded by the [//github.com/ZeroK-RTS/Zero-K-Infrastructure/blob/master/Fixer/WikiPortingMW.cs Wiki bot].&lt;br /&gt;
&lt;br /&gt;
Run &amp;lt;code&amp;gt;export_unit_templates.sh&amp;lt;/code&amp;gt; to generate wiki templates for each unit (see &amp;lt;code&amp;gt;export_unit_templates.lua&amp;lt;/code&amp;gt; for some configuration options), then have the bot read the generated text files and edit the unit pages accordingly (requires Visual Studio setup as detailed above). The text output can also be used to manually edit pages.&lt;br /&gt;
&lt;br /&gt;
Unit buildicons and radar icons should be uploaded by FTP to manual.zero-k.info (&amp;lt;code&amp;gt;zero-k.info/zkmanual/www/unitpics&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/icons&amp;lt;/code&amp;gt; respectively). Contact Licho or Histidine for login details.&lt;br /&gt;
&lt;br /&gt;
== itch.io builds ==&lt;br /&gt;
Instructions for updating the portable build on [https://itch.io/ itch.io]:&lt;br /&gt;
&lt;br /&gt;
* Download latest Zero-K portable from https://zerok.itch.io/zero-k, extract to a folder&lt;br /&gt;
* Download butler (see guide at https://itch.io/docs/butler/)&lt;br /&gt;
* Modify extracted portable folder so that its contents are the same as what the user will download&lt;br /&gt;
* Run butler with command: &amp;lt;code&amp;gt;butler push &amp;lt;portable folder&amp;gt; zerok/zero-k:portable&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engine ==&lt;br /&gt;
See [https://springrts.com/wiki/Development:Getting_Started Spring Engine Development]&lt;br /&gt;
&lt;br /&gt;
== Releasing Zero-K on steam safely == &lt;br /&gt;
&lt;br /&gt;
* Force push to stable branch&lt;br /&gt;
* In TeamCity click on Deploy LIVE Zero-K Lobby - this will build Zero-K.exe chobby wrapper&lt;br /&gt;
* Download the Zero-K.exe to your local machine from https://zero-k.info/lobby/Zero-K.exe &lt;br /&gt;
* Verify anti-virus status and upload to windows defender as false detection here: https://www.microsoft.com/en-us/wdsi/filesubmission&lt;br /&gt;
* In TeamCity click on Deploy LIVE website - this will deploy website and rebuild steam. &lt;br /&gt;
* If steam deployment fails, in list of builds click &amp;quot;rebuild steam&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that steps 2,3,4 are only needed if we are changing Zero-K.exe wrapper.&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Kodachi&amp;diff=7258</id>
		<title>Kodachi</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Kodachi&amp;diff=7258"/>
		<updated>2021-02-01T05:07:20Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: v1.9.1.0 Kodachi speed nerf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a [[Unit_classes#raider|raider]] tank from the [[Tank Foundry]].{{ Infobox zkunit&lt;br /&gt;
| name = Kodachi&lt;br /&gt;
| defname = tankraid&lt;br /&gt;
| description = Raider Tank&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/tankraid.png&lt;br /&gt;
| icontype = tankscout&lt;br /&gt;
| cost = 180&lt;br /&gt;
| hitpoints = 670&lt;br /&gt;
| movespeed = 108&lt;br /&gt;
| turnrate = 190&lt;br /&gt;
| sight = 600&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Flame Bomb&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 40&lt;br /&gt;
	| reloadtime = 0.50&lt;br /&gt;
	| dps = 80&lt;br /&gt;
	| afterburn = 1&lt;br /&gt;
	| range = 215&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| customlabel1 = Ground Burn DPS&lt;br /&gt;
	| customdata1 = 43&lt;br /&gt;
	| customlabel2 = Ground Burn radius (elmo)&lt;br /&gt;
	| customdata2 = 54&lt;br /&gt;
	| customlabel3 = Ground Burn duration (s)&lt;br /&gt;
	| customdata3 = 1.60&lt;br /&gt;
	| projectilespeed = 520&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 5&lt;br /&gt;
	| timetoenable = 10.0&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Immunity to afterburn&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Kodachi is a unique raider. Its small yet agile chassis has enough armor and speed to get it close enough to fire its weapon, a napalm bomb. The Kodachi should run in, get a few shots off, and withdraw before it takes significant damage. Damaged Kodachis regenerate out of combat.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Using the Kodachi, like with other [[Tank Foundry]] units, requires a bit more finesse compared to other [[Unit classes#Raider|raiders]]. The Kodachi is slower, its weapon is mediocre at face-to-face engagements, and it will generally find itself outnumbered. The key lies in constant movement. While it can be quite a bit slower than its raider peers, Kodachi's flame bombs and regeneration allow it to outmaneuver its opponents. Remember to keep it on fire-at-will and maneuver around laying fire at the path of an enemy units.&lt;br /&gt;
&lt;br /&gt;
Be careful about using the Kodachi alongside other units, especially other raiders like [[Blitz]]es. If you aren't careful, you could end up harming your own units with the Kodachi's napalm bombs, which set units on fire and leave behind puddles of napalm that burn for short periods of time.&lt;br /&gt;
&lt;br /&gt;
Main prey of the Kodachi however is not units, but buildings. Remember that afterburn damage allows you even more mobility, as this unit doesn't need to stick around for burn damage to destroy the construction. The Kodachi can devastate enemy economy by quickly destroying poorly defended [[Metal Extractor|metal extractors]] and [[energy]] sources, which makes it especially dangerous in early game, or even later when it has greater numbers.&lt;br /&gt;
&lt;br /&gt;
While dealing with the Kodachi yourself remember its main flaws. Early radar detection will allow you to mount up proper defenses, as you never want it roaming around freely behind your lines. Form a wide formation with your units as to not get hit with AOE flames and encircle the Kodachi. Try to not let it get away, since it will regenerate taken damage.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7257</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7257"/>
		<updated>2021-02-01T04:57:02Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Clarify that disarm shuts down almost everything, including passive abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of some of the commonly found '''weapons''' in Zero-K and their unique characteristics.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Range Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Cannons || Ballistic || -&lt;br /&gt;
|-&lt;br /&gt;
| EMG || Ballistic || High damage, short range&lt;br /&gt;
|-&lt;br /&gt;
| Lasers || Spherical || Instant hit, straight line&lt;br /&gt;
|-&lt;br /&gt;
| Missiles || Cylindrical || Tracking&lt;br /&gt;
|-&lt;br /&gt;
| Rockets || Cylindrical || Doesn't track&lt;br /&gt;
|-&lt;br /&gt;
| Gauss || Ballistic || Penetrates&lt;br /&gt;
|-&lt;br /&gt;
| Heatray || Spherical || Damage falls off with range&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Cylindrical || Penetrates, puts units on fire&lt;br /&gt;
|-&lt;br /&gt;
| EMP || || No damage, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Lightning || Spherical || Inaccurate, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Slow || || Temporarily slows units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Plasma Cannons==&lt;br /&gt;
Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. Plasma shells move relatively slowly and are affected by gravity which gives them a ballistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon cannon.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMG==&lt;br /&gt;
EMG's are fast rapid firing weapons that shoot numerous small plasma bullets. They are effective against any land targets and also against air targets that get in range. They have high damage output but short range. They have a ballistic trajectory like the plasma cannon that makes them signifincantly better at fighting downhill. Additionally, bullets from &amp;quot;Heavy EMG&amp;quot;s burst on impact, doing damage in an area of effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMG.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
Laser are accurate weapons that require a direct path between the weapon and target. They have no area of effect with the exception of the Starlight superweapon. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height as them. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon laser.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
Missiles are projectiles that track their targets. Missiles have yellow exhaust and white smoke.  All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated anti-air units (which have blue exhaust). Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon missile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
Rockets are projectiles that do not track, but continue along their trajectory until impact.  Rockets have red exhaust and black smoke. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Other rockets have an arcing trajectory that makes them very good at shooting over allies so they can be quite powerful in groups. Rockets are slow so almost never hit air and are poor at hitting fast units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon rocket.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Gauss==&lt;br /&gt;
Like fire, gauss is also a penetrating weapon that moves through units. It moves fast, so will only rarely do additional damage to the same unit. It is ballistic like a plasma cannon which increases its range downhill. The faster projectile makes it able to often hit air and fast units, though it can miss.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon gauss.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Heatray==&lt;br /&gt;
Heatrays, similar to lasers, require a direct path of fire between the weapon and target.  Unlike lasers, the damage falls off with range, so the more distant the target the less damage is done.  Close the distance to your target for more damage. Like lasers, they have spherical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon heatray.jpg]]&lt;br /&gt;
&lt;br /&gt;
==[[Fire]]==&lt;br /&gt;
[[Fire]] is a penetrating weapon with cylindrical range. It will do damage to all units in its firing line. Units hit by [[fire]] weapons also catch on [[fire]] and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMP==&lt;br /&gt;
Unlike most other weapons, EMP does not directly damage the enemy. Instead it fills up a separate EMP bar on the enemy. The size of a unit's &amp;quot;EMP health&amp;quot; is its ''current'' health so damaged units are easier to EMP. When 100% EMP damage is reached (emp damage exceeds current health) a unit is completely disabled and cannot move or return fire. Damage above 100% increases EMP time by 1 second per 2.5% up to a maximum EMP time that is different for each weapon. EMP heals automatically and a unit will be re-enabled once the EMP bar drops below 100% again. Against shields EMP will deal 1/3 of its damage. EMP is yellow, or in the case of the self-destructing [[Imp]], blue.&lt;br /&gt;
&lt;br /&gt;
'''Disarm''' is a particular type of EMP that will leave the afflicted units able to move, but unable to use any weapons or special abilities (this includes jumping, using build power, regeneration or receiving income from the commander's Vanguard economy module). Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMP.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lightning==&lt;br /&gt;
Lightning is direct-fire and carries EMP stun along with its damage. It has spherical range. Lightning weapons usually disable their targets before killing them, allowing them to be finished off with no fear of retaliation. Lightning is always blue. Lighting is somewhat inaccurate but should reliably hit any large unit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon lightning.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Slow==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
While this guide covers many of the more common types of weapons, there is still a wide variety of interesting devices at your disposal. The best way to learn them all is to have fun experimenting with them!&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7256</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Weapons&amp;diff=7256"/>
		<updated>2021-02-01T04:42:39Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Add specific rate for slow damage decay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of some of the commonly found '''weapons''' in Zero-K and their unique characteristics.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Range Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Cannons || Ballistic || -&lt;br /&gt;
|-&lt;br /&gt;
| EMG || Ballistic || High damage, short range&lt;br /&gt;
|-&lt;br /&gt;
| Lasers || Spherical || Instant hit, straight line&lt;br /&gt;
|-&lt;br /&gt;
| Missiles || Cylindrical || Tracking&lt;br /&gt;
|-&lt;br /&gt;
| Rockets || Cylindrical || Doesn't track&lt;br /&gt;
|-&lt;br /&gt;
| Gauss || Ballistic || Penetrates&lt;br /&gt;
|-&lt;br /&gt;
| Heatray || Spherical || Damage falls off with range&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Cylindrical || Penetrates, puts units on fire&lt;br /&gt;
|-&lt;br /&gt;
| EMP || || No damage, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Lightning || Spherical || Inaccurate, temporarily disables unit&lt;br /&gt;
|-&lt;br /&gt;
| Slow || || Temporarily slows units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Plasma Cannons==&lt;br /&gt;
Plasma shells are a standard weapon for many units. Plasma Cannons are mostly fairly accurate with the exception of high trajectory plasma artillery. Plasma shells move relatively slowly and are affected by gravity which gives them a ballistic trajectory significantly increasing their range downhill while decreasing range uphill. The trajectory also means they can often shoot over friendly units. Their slow projectile speed means most plasma weapons are good against large, slow-moving, or stationary targets, but generally are not as good against fast moving targets or airborne units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon cannon.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMG==&lt;br /&gt;
EMG's are fast rapid firing weapons that shoot numerous small plasma bullets. They are effective against any land targets and also against air targets that get in range. They have high damage output but short range. They have a ballistic trajectory like the plasma cannon that makes them signifincantly better at fighting downhill. Additionally, bullets from &amp;quot;Heavy EMG&amp;quot;s burst on impact, doing damage in an area of effect.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMG.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
Laser are accurate weapons that require a direct path between the weapon and target. They have no area of effect with the exception of the Starlight superweapon. Laser thickness is a good indicator of how much damage it does. They have spherical range and thus have their maximum 2D range against units at the same height as them. Lasers instantly hit which makes the constant fire lasers good against fast ground units and air, burst fire lasers can still hit fast units but are not good against them. If the target of a burst laser dies the laser can continue on and deal the remaining damage to units behind the target.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon laser.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
Missiles are projectiles that track their targets. Missiles have yellow exhaust and white smoke.  All missiles will attack air, and most missiles will attack ground, except the missiles of dedicated anti-air units (which have blue exhaust). Missile range is not affected by terrain giving them a cylindrical target shape. This is useful as with a large enough height difference missiles will outrange lasers that they would not normally outrange.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon missile.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Rockets==&lt;br /&gt;
Rockets are projectiles that do not track, but continue along their trajectory until impact.  Rockets have red exhaust and black smoke. Rocket range, like missile, is not affected by terrain. Some rockets require a direct line to fire which makes them more likely to hit enemies other than their target if they miss. Other rockets have an arcing trajectory that makes them very good at shooting over allies so they can be quite powerful in groups. Rockets are slow so almost never hit air and are poor at hitting fast units.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon rocket.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Gauss==&lt;br /&gt;
Like fire, gauss is also a penetrating weapon that moves through units. It moves fast, so will only rarely do additional damage to the same unit. It is ballistic like a plasma cannon which increases its range downhill. The faster projectile makes it able to often hit air and fast units, though it can miss.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon gauss.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Heatray==&lt;br /&gt;
Heatrays, similar to lasers, require a direct path of fire between the weapon and target.  Unlike lasers, the damage falls off with range, so the more distant the target the less damage is done.  Close the distance to your target for more damage. Like lasers, they have spherical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon heatray.jpg]]&lt;br /&gt;
&lt;br /&gt;
==[[Fire]]==&lt;br /&gt;
[[Fire]] is a penetrating weapon with cylindrical range. It will do damage to all units in its firing line. Units hit by [[fire]] weapons also catch on [[fire]] and will continue to take damage for some time. This is useful for disabling cloak and repair. It can hit fast units and aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
==EMP==&lt;br /&gt;
Unlike most other weapons, EMP does not directly damage the enemy. Instead it fills up a separate EMP bar on the enemy. The size of a unit's &amp;quot;EMP health&amp;quot; is its ''current'' health so damaged units are easier to EMP. When 100% EMP damage is reached (emp damage exceeds current health) a unit is completely disabled and cannot move or return fire. Damage above 100% increases EMP time by 1 second per 2.5% up to a maximum EMP time that is different for each weapon. EMP heals automatically and a unit will be re-enabled once the EMP bar drops below 100% again. Against shields EMP will deal 1/3 of its damage. EMP is yellow, or in the case of the self-destructing [[Imp]], blue.&lt;br /&gt;
&lt;br /&gt;
'''Disarm''' is a particular type of EMP that will leave the afflicted units able to move, but unable to use any weapons or special abilities. Disarmed units flash yellow instead of blue. '''Disarm''' has a separate bar.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon EMP.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Lightning==&lt;br /&gt;
Lightning is direct-fire and carries EMP stun along with its damage. It has spherical range. Lightning weapons usually disable their targets before killing them, allowing them to be finished off with no fear of retaliation. Lightning is always blue. Lighting is somewhat inaccurate but should reliably hit any large unit.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon lightning.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Slow==&lt;br /&gt;
Slow damage, similar to EMP, does not reduce enemy hitpoints. Instead it gradually decreases the move speed and rate of fire of enemy units. Like EMP the slow health of a unit is the current health of the unit. The reduction is the slow damage taken divided by the max health of the unit. Slow damage maxes out at 50% and cannot be increased past that point. Like EMP damage, slow damage also deals 1/3 of its damage against shields and automatically heals by 4% of the unit's current health per second once it has stopped taking further slow damage. Weapons with slow ability are purple.&lt;br /&gt;
&lt;br /&gt;
Many slowing weapons are actually ''disruptors'', represented as purple projectiles or beams with a white core. These do both normal and slow damage.&lt;br /&gt;
&lt;br /&gt;
[[File: Weapon slow.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
While this guide covers many of the more common types of weapons, there is still a wide variety of interesting devices at your disposal. The best way to learn them all is to have fun experimenting with them!&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Zero-K:Developing&amp;diff=7249</id>
		<title>Zero-K:Developing</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Zero-K:Developing&amp;diff=7249"/>
		<updated>2021-01-30T02:23:30Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Add instructions to test game mod in multiplayer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New developers should read this before touching the source.&lt;br /&gt;
&lt;br /&gt;
== ZK's Devving Philosophy (social rules) ==&lt;br /&gt;
* &amp;quot;War is a product of anticommunication&amp;quot;&lt;br /&gt;
** Communicate with other devs about your changes/fixes, let them understand the issue. Do not make 'random' changes.&lt;br /&gt;
* &amp;quot;Do not create work for other people.&amp;quot;&lt;br /&gt;
** Have responsibility for your changes/commit. Do not leave bugs that require other people to fix.&lt;br /&gt;
* &amp;quot;Readability &amp;amp; performance are equally important.&amp;quot; &lt;br /&gt;
** Optimize code but not to the point of unreadability. [http://c2.com/cgi/wiki?RulesOfOptimization Remember the rules of optimization]:&lt;br /&gt;
*** Don't.&lt;br /&gt;
*** Don't (yet).&lt;br /&gt;
*** Profile before doing it.&lt;br /&gt;
* &amp;quot;If it ain't broke, don't fix it.&amp;quot;&lt;br /&gt;
** Don't code fixes that nobody wants to problems that don't exist.&lt;br /&gt;
&lt;br /&gt;
== What is in source codes ==&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K Zero-K] contains the game proper&lt;br /&gt;
** units folder contains unit definition files&lt;br /&gt;
*** You can read the wiki about game development for [http://springrts.com/wiki/Main_Page Spring Engine] &lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Infrastructure Zero-K-Infrastructure]&lt;br /&gt;
** Zero-K.info: Website sources&lt;br /&gt;
** ZkLobbyServer: Lobby server (for MP)&lt;br /&gt;
** ZkData: Website/server database structure&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Chobby Chobby] contains the lobby client&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Artwork Zero-K-Artwork] contains sources for 2D art, 3D art and sounds&lt;br /&gt;
* [https://github.com/ZeroK-RTS/SpringRTS-Tools SpringRTS-tools] contains various dev tools&lt;br /&gt;
** Upspring - required to edit the .3do and .s3o model files used in the game&lt;br /&gt;
** MapIconBuilder - unit map icon sources are here&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Missions Zero-K-Missions] contains source files for official ZK missions&lt;br /&gt;
&lt;br /&gt;
=== Style Guide===&lt;br /&gt;
The lua in the menu (chobby) and game proper should use the following whitespace:&lt;br /&gt;
* Indent with tabs.&lt;br /&gt;
* A tab may only follow a newline or another tab.&lt;br /&gt;
* If the text across two lines is being aligned (such as for a long function) then the two lines must have the same number of tabs.&lt;br /&gt;
* Don't try stack flow of control into one line. For example, put newlines after &amp;lt;code&amp;gt;then&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;else&amp;lt;/code&amp;gt;.&lt;br /&gt;
* End files with a newline.&lt;br /&gt;
* Commas should be followed by whitespace. Relations (=, &amp;lt;, &amp;lt;=, &amp;gt;=, ==, ~=) should have whitespace on each side.&lt;br /&gt;
* if a conditional is to take up multiple lines, double indent the extra lines and end the line with a conjunction (See Gallery below)&lt;br /&gt;
These guidelines are not necessarily followed in old files so updating them with a separate commit is a good idea prior to making large changes. Also, unitdefs use two-space indentation instead of tabs.          &lt;br /&gt;
&lt;br /&gt;
There are a few guildines for dealing with Spring functions.&lt;br /&gt;
* Localisation of Spring.Function should be named spFunction.&lt;br /&gt;
* Localisation of Spring.MoveCtrl.Function should be named spMoveCtrlFunction.&lt;br /&gt;
* Spring.GetCommandQueue should be used rather than Spring.GetUnitCommands (it's an alias, we just picked one).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Styleguide-if-example.JPG|Proper multiline if statement&lt;br /&gt;
Styleguide-stackflow.JPG|Example of stacked flow control&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting sources ==&lt;br /&gt;
This is a guide to downloading Zero-K sources from [https://github.com/ GitHub] using [https://tortoisegit.org/ TortoiseGit]. The game sources are used as an example, however this method applies to other subprojects as well.&lt;br /&gt;
* Install [https://tortoisegit.org/download/ TortoiseGit].&lt;br /&gt;
* Create a [https://github.com/ GitHub] account.&lt;br /&gt;
[[File:ForkZK.jpg]]&lt;br /&gt;
* Log in to GitHub and [https://github.com/ZeroK-RTS Locate] the repository you want to edit.&lt;br /&gt;
* Click the &amp;quot;Fork&amp;quot; button on the GitHub website to create your own copy on GitHub.&lt;br /&gt;
[[File:ZKCloneCopy.png|1103px]]&lt;br /&gt;
* Locate your fork on GitHub and click &amp;quot;Code&amp;quot;.&lt;br /&gt;
* Copy the web URL to your clipboard.&lt;br /&gt;
[[File:localCloneZK.jpg]]&lt;br /&gt;
* Create a folder called 'zk.sdd' in your Zero-K install under games.&lt;br /&gt;
* Right click on 'zk.sdd' and select 'Git Clone...' from the context menu.&lt;br /&gt;
[[File:cloneUIZK.jpg]]&lt;br /&gt;
* Copy the web URL into the 'URL:' field of the clone interface.&lt;br /&gt;
* Ensure that the 'Directory:' field ends in 'zk.sdd'. It is likely to automatically contain the path '...\Zero-K\games\zk.sdd\Zero-K' so be sure to delete the '\Zero-K' at the end.&lt;br /&gt;
[[File:cloneSuccess.jpg]]&lt;br /&gt;
* Wait for the sources to download.&lt;br /&gt;
* Your 'zk.sdd' folder should look something like the image above.&lt;br /&gt;
&lt;br /&gt;
== Updating sources ==&lt;br /&gt;
Keep your sources up to date by periodically syncing your fork to the original repository (using 'compare', see: https://github.com/KirstieJane/STEMMRoleModels/wiki/Syncing-your-fork-to-the-original-repository-via-the-browser, then do &amp;quot;rebase and merge&amp;quot; instead of &amp;quot;merge&amp;quot;) and doing TortoiseGit -&amp;gt; Pull on your repository folder to take the changes from GitHub to your local files.&lt;br /&gt;
&lt;br /&gt;
== Modifying the game ==&lt;br /&gt;
:''For personal modding, see [[Mod Creation]]''&lt;br /&gt;
Follow the instructions in 'Getting sources' the download the Zero-K game sources. Feel free to inspect and edit the game files. Most developers using Windows edit lua files with [https://notepad-plus-plus.org/download/v7.6.6.html Notepad++].&lt;br /&gt;
&lt;br /&gt;
To test your changes:&lt;br /&gt;
* (If using Windows make sure your file explorer has file name extensions enabled; for example the chobby_wrapper_port file should have a .txt on the end of its name.)&lt;br /&gt;
* Create an empty text file named 'devmode.txt' in the same directory as Zero-K.exe.&lt;br /&gt;
* Launch Zero-K.exe.&lt;br /&gt;
[[File:enableDevMode.jpg]]&lt;br /&gt;
* Select 'Zero-K Dev' in Settings -&amp;gt; Developer -&amp;gt; Singleplayer (you may need to scroll down).&lt;br /&gt;
[[File:startTest.jpg]]&lt;br /&gt;
* From the main menu select Singleplayer -&amp;gt; Skirmish -&amp;gt; Advanced -&amp;gt; Start to launch a test game. Note that the game type should be automatically set to 'Zero-K $VERSION'.&lt;br /&gt;
* In the game, press F8 to open debug console. It'll display errors and output to the log.&lt;br /&gt;
&lt;br /&gt;
To test game changes in multiplayer:&lt;br /&gt;
* Make sure all players have a zk.sdd folder with the same exact files on their local Zero-K installation, or the game will desync.&lt;br /&gt;
* Launch Zero-K and create a passworded multiplayer lobby.&lt;br /&gt;
* Set the room type to Custom.&lt;br /&gt;
* Type &amp;lt;code&amp;gt;!game zk:dev&amp;lt;/code&amp;gt; to set the game type to 'Zero-K $VERSION'.&lt;br /&gt;
* Launch the game normally once the other testers have joined.&lt;br /&gt;
&lt;br /&gt;
== Modifying the lobby menu ==&lt;br /&gt;
Follow the instructions in 'Getting sources' with the following adjustments:&lt;br /&gt;
* The repository that you want to edit is https://github.com/ZeroK-RTS/Chobby.&lt;br /&gt;
* It is best to call the folder something like 'zkmenu.sdd', to avoid confusion.&lt;br /&gt;
Make sure that the 'Directory:' field ends in '.sdd'. You should end up with something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:zkmenufolder.jpg]]&lt;br /&gt;
&lt;br /&gt;
To test your changes launch Zero-K.exe with the &amp;lt;tt&amp;gt;dev&amp;lt;/tt&amp;gt; arg (i.e. &amp;lt;code&amp;gt;Zero-K.exe dev&amp;lt;/code&amp;gt;). On windows this is best done by creating a shortcut and changing the target, as shown below.&lt;br /&gt;
[[File:targetZK.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Submitting changes ==&lt;br /&gt;
Git provides a systematic way to review and merge changes into the main repositories. The main game repository is used as example, but this method works for other repositories as well.&lt;br /&gt;
&lt;br /&gt;
The simple way to commit changes is as follows.&lt;br /&gt;
* Make some changes to your local files.&lt;br /&gt;
* Right click on 'zk.sdd' and select 'Git Commit'.&lt;br /&gt;
* Write a description of the changes and click 'Commit'.&lt;br /&gt;
* Right click on 'zk.sdd' and select TortiseGit -&amp;gt; Push.&lt;br /&gt;
* Enter your GitHub login and password when prompted. The changes should now appear on your fork in GitHub.&lt;br /&gt;
* Navigate to https://github.com/ZeroK-RTS/Zero-K/pulls and click &amp;quot;New Pull Request&amp;quot;.&lt;br /&gt;
* Click &amp;quot;compare across forks&amp;quot; to make your fork visible.&lt;br /&gt;
* Set your fork to be the head repository.&lt;br /&gt;
* Write a title and description of the changes, then create the pull request.&lt;br /&gt;
This creates a proposal to apply your changes to the main game. Be sure to check up on it and respond to comments.&lt;br /&gt;
&lt;br /&gt;
A more advanced method involves creating branches locally with TortiseGit -&amp;gt; Create Branch and committing blocks of related changes to a single branch. You are then able to make pull requests from branches. This allows branches to be smaller and more focused, which is desirable when merging.&lt;br /&gt;
&lt;br /&gt;
Make sure to keep your repository up to date to make merges less difficult.&lt;br /&gt;
&lt;br /&gt;
== Zero-K.exe launch flags ==&lt;br /&gt;
&amp;lt;pre&amp;gt;Zero-K.exe [rapid tag] [engine version]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note that the engine specified in arg won't automatically use the main Zero-K folder as its datadir. Add a &amp;lt;tt&amp;gt;springsettings.cfg&amp;lt;/tt&amp;gt; file to the engine version's folder with the tag &amp;lt;code&amp;gt;SpringData = path_to_Zero-K_folder&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modifying infrastructure/tools == &lt;br /&gt;
* Install [https://www.visualstudio.com/en-us/products/visual-studio-community-vs.aspx Visual Studio Community edition]&lt;br /&gt;
* Install the developer or express edition, whichever works best for [https://www.microsoft.com/en-us/sql-server/sql-server-downloads SQL Server express]&lt;br /&gt;
* Recommended but perhaps not strictly necessary: Install [https://docs.microsoft.com/en-us/sql/ssms/download-sql-server-management-studio-ssms?view=sql-server-ver15 SQL Server Management Studio]&lt;br /&gt;
* Clone to desktop [https://github.com/ZeroK-RTS/Zero-K-Infrastructure Zero-K infrastructure]&lt;br /&gt;
* Test by opening Zero-K.sln in Visual Studio&lt;br /&gt;
* Infra overview/structure [[Zero-K Infra Guide]] (Incomplete/WIP)&lt;br /&gt;
&lt;br /&gt;
=== Initializing Website Database ===&lt;br /&gt;
You may need to setup the database connection for the website. In order to do that: Open Visual Studio, open the Server Explorer panel (under the View menu), right click Data Connections -&amp;gt; Add Connection -&amp;gt; Sql Server. Enter &amp;lt;code&amp;gt;(localdb)\mssqllocaldb&amp;lt;/code&amp;gt; in the Server Name field, after which zero-k_local will appear in the dropdown list of databases. &lt;br /&gt;
&lt;br /&gt;
(If zero-k_local does not appear, type it in the text box and press OK; Visual Studio will ask whether you would like to create the database. This may require you to have administrator rights on the computer.)&lt;br /&gt;
&lt;br /&gt;
[[File:zk-database-setup.png]]&lt;br /&gt;
&lt;br /&gt;
=== Debugging infrastructure ===&lt;br /&gt;
* To run a project right click it, choose &amp;quot;set as startup project&amp;quot; and hit F5 to run using debugger.&lt;br /&gt;
* You can enable multiple startup projects to test entire infrastructure locally (game servers, lobby etc). Enable asp.net, springie and ZeroKLobby projects to test it all together. [http://i.imgur.com/2mgizUJ.png Setup]&lt;br /&gt;
* To run asp.net:&lt;br /&gt;
** It's required that you install MS SQL Server on your local PC. &lt;br /&gt;
*** You can get SQL Server 2019 (For Windows 10) [https://www.microsoft.com/en-us/sql-server/sql-server-downloads here] or SQL Server 2017 (for Windows 8 and later) [https://www.microsoft.com/en-us/sql-server/sql-server-2017 here] or SQL Server 2014 (for Windows 7) [https://www.microsoft.com/en-ie/download/details.aspx?id=42299 here]. For SQL Server 2014, the file you will need is called SQLEXPR_x64_ENU or SQLEXPR_x86_ENU. Make sure you install version that matches your version of Windows (i.e. x86 vs x64). &lt;br /&gt;
*** During the installation, set collation to &amp;lt;code&amp;gt;SQL_Latin1_General_CP1_CI_AS&amp;lt;/code&amp;gt;. Leave all the parameters default except that I changed server name to SQLSERVER in one of the first steps of wizard.&lt;br /&gt;
[[File:SQL server collation.png|405px]]&lt;br /&gt;
** Right click asp.net -&amp;gt; properties -&amp;gt; web -&amp;gt; check &amp;quot;Specific Page&amp;quot; and leave it blank. Otherwise you get errors when trying to host locally.&lt;br /&gt;
** Make sure SQL Server is running (check the Sql Server Configuration Manager in the Start Menu). If you can't connect, edit the data source for &amp;lt;code&amp;gt;ModeType.Local&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;GlobalConst.cs&amp;lt;/code&amp;gt; (currently line 46) to say something like:&amp;lt;br/&amp;gt;&amp;lt;code&amp;gt;Data Source=&amp;lt;hostname (usually your computer name)&amp;gt;\SQLSERVER&amp;lt;/code&amp;gt;&lt;br /&gt;
** To make things run smoothly the following changes might also be a good idea: In &amp;lt;code&amp;gt;Shared/PlasmaShared/GlobalConst.cs&amp;lt;/code&amp;gt; (currently line 137) replace the DefaultEngineOverride with whatever engine version is current. Comment out lines 190 and 238-298 of &amp;lt;code&amp;gt;Zero-K.info/AppCode/PlasmaServer.cs&amp;lt;/code&amp;gt; unless somebody can supply instructions on how to make the torrent errors go away.&lt;br /&gt;
&lt;br /&gt;
TODO: add download links for sample database tables here. Users and clans are probably easier to make yourself for most purposes. For now, if you need this ask Licho, Histidine, DeinFreund or Anarchid. Aquanim has sample tables for maps and Planetwars structures, if that is all that you need.&lt;br /&gt;
&lt;br /&gt;
=== Testing ===&lt;br /&gt;
* When you run the server locally a browser window with the website should appear. You can connect to your local server with the normal lobby by going to Settings and setting the target to &amp;quot;localhost&amp;quot; rather than &amp;quot;zero-k.info&amp;quot;.&lt;br /&gt;
* Once you have created an account you can make it an admin account by editing the database with SQL Server Management Studio. Open the list of databases in the tree on the left, open the Zero-K database, then in the Tables folder right-click on dbo.Accounts and select &amp;quot;Edit Top 200 Rows&amp;quot;. Set the &amp;quot;AdminLevel&amp;quot; of your account to 2 for full admin powers.&lt;br /&gt;
&lt;br /&gt;
=== Modifying The Database Structure ===&lt;br /&gt;
* Modify the appropriate files in ./ZkData/Ef/...  and elsewhere ( [https://github.com/ZeroK-RTS/Zero-K-Infrastructure/commit/61addee11e74b09dd5dd73e12d31a28030d84e81 this commit] should be a reasonable guide; don't worry about the migration files, they are created later )&lt;br /&gt;
* In Visual Studio open Tools &amp;gt; NuGet Package Manager &amp;gt; Package Manager Console&lt;br /&gt;
* At the top of the window which appears, there is a &amp;quot;Default project&amp;quot; dropdown box. Set this to ZkData.&lt;br /&gt;
* Type the command &amp;lt;code&amp;gt;Add-Migration [description-of-change-here]&amp;lt;/code&amp;gt; into the package manager console. This should create some migration files with your description and a timestamp in the name in the Migrations folder of ZkData.&lt;br /&gt;
* In some cases you may now need to manually edit the created migration files to set defaults and the like?&lt;br /&gt;
* Type the command &amp;lt;code&amp;gt;Update-Database&amp;lt;/code&amp;gt; into the package manager console. This should update the database structure.&lt;br /&gt;
* To revert a migration that has not yet been pushed to the main repository, run &amp;lt;code&amp;gt;Update-Database –TargetMigration: TheLastGoodMigration&amp;lt;/code&amp;gt; then delete your bad migration files.&lt;br /&gt;
&lt;br /&gt;
== Artwork ==&lt;br /&gt;
See [http://zero-k.info/Wiki/Development_Artwork Development Artwork] (outdated)&lt;br /&gt;
&lt;br /&gt;
[[Blender_To_Zero-K|Blender To Zero-K]]&lt;br /&gt;
&lt;br /&gt;
== Missions ==&lt;br /&gt;
=== Campaign ===&lt;br /&gt;
Campaign planets/missions are defined in [//github.com/ZeroK-RTS/Chobby/tree/master/campaign/sample Chobby/campaign/sample]&lt;br /&gt;
&lt;br /&gt;
=== Standalone missions ===&lt;br /&gt;
See [[Mission Editor|Mission Editor start page]]&lt;br /&gt;
&lt;br /&gt;
== Updating PlanetWars for new round ==&lt;br /&gt;
:''TODO''&lt;br /&gt;
Changing faction:&lt;br /&gt;
* Faction ID, name, color in dbo.Faction&lt;br /&gt;
* Faction blurb &amp;lt;tt&amp;gt;Faction&amp;lt;Name&amp;gt;&amp;lt;/tt&amp;gt; on sitewiki&lt;br /&gt;
* Add/change icons if needed&lt;br /&gt;
** Site: img/factions/&amp;lt;name&amp;gt;.png&lt;br /&gt;
** Game: LuaUI/Configs/Factions&lt;br /&gt;
** Chobby: LuaMenu/Images/Factions&lt;br /&gt;
** Does chobby download them automatically? Presumably not&lt;br /&gt;
&lt;br /&gt;
Using [https://zero-k.info/PlanetwarsAdmin Planetwars admin interface]: Change to a different galaxy if desired, reset PW&lt;br /&gt;
&lt;br /&gt;
== Wiki ==&lt;br /&gt;
See [[Editing Help]]&lt;br /&gt;
&lt;br /&gt;
=== Making/Editing a unit ===&lt;br /&gt;
See the Blender to Zero-K page for a comprehensive guide on modelling, texturing, and baking aoplates for Zero-K units: [https://zero-k.info/mediawiki/index.php?title=Blender_To_Zero-K Blender to Zero-K Page]&lt;br /&gt;
&lt;br /&gt;
=== Unit pages ===&lt;br /&gt;
Part of each unit page is autogenerated by the [//github.com/ZeroK-RTS/SpringRTS-Tools/tree/master/unitguide Unit Guide tool], and uploaded by the [//github.com/ZeroK-RTS/Zero-K-Infrastructure/blob/master/Fixer/WikiPortingMW.cs Wiki bot].&lt;br /&gt;
&lt;br /&gt;
Run &amp;lt;code&amp;gt;export_unit_templates.sh&amp;lt;/code&amp;gt; to generate wiki templates for each unit (see &amp;lt;code&amp;gt;export_unit_templates.lua&amp;lt;/code&amp;gt; for some configuration options), then have the bot read the generated text files and edit the unit pages accordingly (requires Visual Studio setup as detailed above). The text output can also be used to manually edit pages.&lt;br /&gt;
&lt;br /&gt;
Unit buildicons and radar icons should be uploaded by FTP to manual.zero-k.info (&amp;lt;code&amp;gt;zero-k.info/zkmanual/www/unitpics&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/icons&amp;lt;/code&amp;gt; respectively). Contact Licho or Histidine for login details.&lt;br /&gt;
&lt;br /&gt;
== itch.io builds ==&lt;br /&gt;
Instructions for updating the portable build on [https://itch.io/ itch.io]:&lt;br /&gt;
&lt;br /&gt;
* Download latest Zero-K portable from https://zerok.itch.io/zero-k, extract to a folder&lt;br /&gt;
* Download butler (see guide at https://itch.io/docs/butler/)&lt;br /&gt;
* Modify extracted portable folder so that its contents are the same as what the user will download&lt;br /&gt;
* Run butler with command: &amp;lt;code&amp;gt;butler push &amp;lt;portable folder&amp;gt; zerok/zero-k:portable&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Engine ==&lt;br /&gt;
See [https://springrts.com/wiki/Development:Getting_Started Spring Engine Development]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=6312</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=6312"/>
		<updated>2020-05-09T04:50:15Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: 1.8.3.2 speed modifier changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
= Commander intro =&lt;br /&gt;
&lt;br /&gt;
At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your desired playstyle will determine which of the commanders would suit you best, which are summarized in the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  || HP || Speed || Can Jump || Build Power || Modules&lt;br /&gt;
|-&lt;br /&gt;
| '''Strike'''   || High || Fast|| No || Normal || Versatile&lt;br /&gt;
|-&lt;br /&gt;
| '''Guardian''' || Excellent || Medium || No || Normal || Powerful&lt;br /&gt;
|-&lt;br /&gt;
| '''Recon'''    || Low || Fast || Yes || Lower || Light&lt;br /&gt;
|-&lt;br /&gt;
| '''Engineer''' || Medium || Slow || No || Improved || Support&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your commander can be configured with a variety of [[#Module types|Modules]] to better suit your playstyle. A commander can be made more powerful in the middle of a round by using the 'Morph' command to gain levels. Each time you morph to a higher Commander Level you are given the option to spend metal to attach new modules.&lt;br /&gt;
&lt;br /&gt;
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected. &lt;br /&gt;
&lt;br /&gt;
Commanders start at Level 1 with a Beam Laser and a radar module attached. &lt;br /&gt;
&lt;br /&gt;
At Commander Level 2, it is possible to replace your starting [[#Weapon types|Weapon]].&lt;br /&gt;
&lt;br /&gt;
At Commander Level 4, a second weapon (or a [[#Weapon types|Special Weapon]]) can be added. Some weapons at this level require the use of both hands. If the weapon upgrade slot is left empty, your commander is given a second Beam Laser for free. &lt;br /&gt;
&lt;br /&gt;
Each added level past level 2 gives the commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer commanders will also gain additional build power with each level.&lt;br /&gt;
&lt;br /&gt;
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.&lt;br /&gt;
&lt;br /&gt;
= Modules and weapons =&lt;br /&gt;
&lt;br /&gt;
== Number of slots per level ==&lt;br /&gt;
&lt;br /&gt;
Commanders start at level 1. The number of modules and weapons increases with levels.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! +&lt;br /&gt;
|-&lt;br /&gt;
| Base [[File:Ibeam.png|20px]] cost || -&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; ||25 || 100 || 600 || 200 || +100&lt;br /&gt;
|-&lt;br /&gt;
| Base time || - || 2 || 6 || 30 || 8 || ++&lt;br /&gt;
|-&lt;br /&gt;
| Total Weapon slots || 0 || 1 || 1 || 2 || 2 || +0&lt;br /&gt;
|-&lt;br /&gt;
| Total Module slots || 0 || 1 || 3 || 5 || 8 || +3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipping weapons and modules costs additional metal. Morph time is partly dependant on the metal cost.&lt;br /&gt;
&lt;br /&gt;
== Module types ==&lt;br /&gt;
Modules have &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; names in the unlock list, although their icon color depends on their nature. They fall into four categories.&lt;br /&gt;
&lt;br /&gt;
=== Stackable ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png&lt;br /&gt;
&lt;br /&gt;
These modules are able to be stacked up to 8 times. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt;.&lt;br /&gt;
This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP, and should be used with caution as too much will leave the commander a sitting duck.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Advanced targeting system&lt;br /&gt;
| +7.5% range for all weapons. -1 speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Damage booster&lt;br /&gt;
| +10% damage for all weapons. -1 speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High density plating&lt;br /&gt;
| +1600 HP,-3 speed. Requires Ablative armor plates.&lt;br /&gt;
| 400&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Ablative armor plates&lt;br /&gt;
| +600 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Companion drone&lt;br /&gt;
| +1 [[Firefly|Weak attack drone]]&lt;br /&gt;
| 300&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Battle drone&lt;br /&gt;
| +1 [[Viper|Drone with slowing laser]], requires Companion drone.&lt;br /&gt;
| 500&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Carrepairer's nanolathe&lt;br /&gt;
| +4 Buildpower&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High power servos&lt;br /&gt;
| +3 speed&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Autorepair system&lt;br /&gt;
| +10 HP/sec, -100 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png&lt;br /&gt;
&lt;br /&gt;
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Req. level&lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Area shield conversion&lt;br /&gt;
| Upgrades Personal shield. Larger shield (same as [[Aspis]]) &amp;lt;br&amp;gt; Prevents commander from cloaking&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘  || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘  || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Cloaking field&lt;br /&gt;
| Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to [[Iris]]&amp;lt;br&amp;gt; 15 E/s upkeep&lt;br /&gt;
| 600&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Field radar&lt;br /&gt;
| Basic radar with 1800 elmo range&lt;br /&gt;
| 75&lt;br /&gt;
| 1 (Free)&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Lazarus device&lt;br /&gt;
| Commander can resurrect wrecks same as [[Athena]]&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal cloak&lt;br /&gt;
| Cloaks the commander &amp;lt;br&amp;gt; Does not work with shields and slows down commander by -8 speed&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal shield&lt;br /&gt;
| Small shield with 1250 HP, no upkeep &amp;lt;br&amp;gt; Prevents commander from cloaking&lt;br /&gt;
| 300&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Radar jammer&lt;br /&gt;
| 500 elmo range&lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Boosters ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png&lt;br /&gt;
&lt;br /&gt;
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 2 commander. They are a space effective way to spend a module slot but make sure you have the weapon that they affect. They are &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;purple&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Weapon&lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Disruptor ammo&lt;br /&gt;
| Reduced direct damage by 25%. Add slow damage equal to 2X damage.&lt;br /&gt;
| 300&lt;br /&gt;
| Shotgun &amp;lt;br&amp;gt; Machine gun &amp;lt;br&amp;gt; Light/Heavy particle beam&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Flux amplifier&lt;br /&gt;
| Improves stun duration and EMP damage.&lt;br /&gt;
| 300&lt;br /&gt;
| Lightning rifle &amp;lt;br&amp;gt; Multi stunner&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Napalm warhead&lt;br /&gt;
| Set targets on fire. Reduced direct damage.&lt;br /&gt;
| 350&lt;br /&gt;
| Riot cannon &amp;lt;br&amp;gt; Rocket launcher&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon types ==&lt;br /&gt;
There are 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_gaussrifle.png&lt;br /&gt;
&lt;br /&gt;
These are auto-targetting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. They are all affected by stackable modules. They are &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!Beam Laser&lt;br /&gt;
| 330 || || || 150 &lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Constant beam&lt;br /&gt;
|-&lt;br /&gt;
! Flame thrower&lt;br /&gt;
| 270 || 0.17 || 11 || 66&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
| Sets units on fire for 15s(15 DPS)&amp;lt;br&amp;gt;Pierces units&amp;lt;br&amp;gt;Does more damage against larger units&lt;br /&gt;
|-&lt;br /&gt;
! Heatray&lt;br /&gt;
| 300 || 0.1 || 0 - 45 ||0 - 450 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; |✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ &lt;br /&gt;
| Damage falls off linearly with range&lt;br /&gt;
|-&lt;br /&gt;
! Heavy particle beam&lt;br /&gt;
| 390 || 3.1 || 800 || 258&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Replaces all other weapons&amp;lt;br&amp;gt;Mounted on second weapon slot&lt;br /&gt;
|-&lt;br /&gt;
! Light particle beam&lt;br /&gt;
| 300 || 0.33 || 70 || 210&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Lightning Rifle&lt;br /&gt;
| 300 || 1.83 || 220+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt; || 120+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;300&amp;lt;/font&amp;gt;&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| [[Weapon_classes#EMP|EMP]] duration: 1s&lt;br /&gt;
|-&lt;br /&gt;
! Machine Gun&lt;br /&gt;
| 285 || 0.17 || 30 || 180&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Missile launcher&lt;br /&gt;
| 415 || 1 || 80 || 80&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Homing&lt;br /&gt;
|-&lt;br /&gt;
! Pea Shooter&lt;br /&gt;
| 300 || 0.1 || 12 || 120&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 275 || 1.63 || 220 || 135&lt;br /&gt;
|style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; |✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| AoE&lt;br /&gt;
|-&lt;br /&gt;
! Rocket launcher&lt;br /&gt;
| 430 || 3 || 360 || 120&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Not Homing&lt;br /&gt;
|-&lt;br /&gt;
! Shock Rifle&lt;br /&gt;
| 600 || 12 || 1512 || 125&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Replaces all other weapons&amp;lt;br&amp;gt;Mounted on second weapon slot&lt;br /&gt;
|-&lt;br /&gt;
! Shotgun&lt;br /&gt;
| 290 || 2 || 32x12 (384) || 192&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png&lt;br /&gt;
&lt;br /&gt;
Special weapons have a long reload time and must be manually aimed with the 'D' key. They are only affected by stackable modules. They are &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;orange&amp;lt;/font&amp;gt; and can only be put on the level 4 weapon slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Special Notes &lt;br /&gt;
|-&lt;br /&gt;
! Cluster bomb&lt;br /&gt;
| 360 || 30  || 300x8 (2400)|| 80 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Bomblets spread (like a shotgun)&lt;br /&gt;
|-&lt;br /&gt;
! Concussion shell&lt;br /&gt;
| 450 || 25 ||750 || 30&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Has Impulse (Tosses some units)&lt;br /&gt;
|-&lt;br /&gt;
! Disintegrator&lt;br /&gt;
| 200 ||30  ||2000 || 46.67&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Directed burst of energy&amp;lt;br&amp;gt;Damage varies on unit size&lt;br /&gt;
|-&lt;br /&gt;
! Disruptor bomb&lt;br /&gt;
| 450 ||25 ||350+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;2100&amp;lt;/font&amp;gt; || 14+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; &lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| [[Weapon_classes#Slow|Slow Effect]], Has large AOE (512)&lt;br /&gt;
|-&lt;br /&gt;
! Hellfire grenade&lt;br /&gt;
| 450 || 25||200 || 8&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Sets an area on &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;fire&amp;lt;/font&amp;gt; (45s,40dps+3s &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;burning&amp;lt;/font&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
! Multistunner&lt;br /&gt;
| 360 || 25||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;800&amp;lt;/font&amp;gt; x 16 (&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;8800&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;12800&amp;lt;/font&amp;gt;) ||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;352&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;512&amp;lt;/font&amp;gt;&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Affected by flux amplifier. Max &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;[[Weapon_classes#EMP|EMP]]&amp;lt;/font&amp;gt; time: 8s [upgraded: 10s]&lt;br /&gt;
|-&lt;br /&gt;
! SLAM&lt;br /&gt;
| 700 ||30 || 1512|| 50.4&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Tactical Missile with high vertical arc&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Key: &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;EMP Damage&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Slow Damage&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commander Chassis =&lt;br /&gt;
There are 4 types of commander chassis to choose for a battle.&lt;br /&gt;
&lt;br /&gt;
You can configure custom commanders based on these chassis on your user page; you must be logged in to the Zero-K website and go to: https://zero-k.info/My/Commanders.  These custom commanders may be selected at the beginning of the game in multiplayer matches.  You will still need to upgrade them as usual, but the upgrade options are filled in to your preferences.&lt;br /&gt;
&lt;br /&gt;
== Common attributes ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Metal Production''' || 4 / s || &amp;amp;nbsp;&amp;amp;nbsp; || '''Energy Production''' || 6 / s  &lt;br /&gt;
|-&lt;br /&gt;
| '''Beam Range''' || 330 || &amp;amp;nbsp;&amp;amp;nbsp; || '''HP Regen''' || 5 / s&lt;br /&gt;
|-&lt;br /&gt;
| '''Sight Distance'''|| 500 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Sonar Distance''' || 500 &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Power''' || 10 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Power (Engineer)''' || 10+ &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Range''' || 144 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Range (Engineer)''' || 220+ &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Metal and energy production come from a unique '''Vanguard economy module'''.  Any resurrected commanders will have lost this module and produce no resources. Engineer commanders gain additional build power and range with levels.&lt;br /&gt;
&lt;br /&gt;
== Chassis list ==&lt;br /&gt;
Note that '''attributes on level 1 and level 2 are equal'''. Morphing to level 2 provides no bonus other than the weapon and module slot.&lt;br /&gt;
&lt;br /&gt;
=== Strike Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* All rounder&lt;br /&gt;
* Good health and highest speed (43.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 4200 || HP: 4200 || HP: 4600&amp;lt;br /&amp;gt;Bonus regen: 10 || HP: 5200&amp;lt;br /&amp;gt;Bonus Regen: 16|| HP: 5800&amp;lt;br /&amp;gt;Bonus regen: 25||HP: 6400&amp;lt;br /&amp;gt;Bonus regen: 35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Best HP&lt;br /&gt;
* Medium speed (40)&lt;br /&gt;
* Gains more HP from increased levels than other chassis do&lt;br /&gt;
* Able to use most non-exotic weapons&lt;br /&gt;
* Gains free companion and battle drones with levels&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 4400&amp;lt;br /&amp;gt;Light Drones: 1||HP: 4400&amp;lt;br /&amp;gt;Light Drones: 1||HP: 5000&amp;lt;br /&amp;gt;Light Drones: 2||HP: 5700&amp;lt;br /&amp;gt;Light Drones: 2&amp;lt;br /&amp;gt;Heavy Drones: 1||HP: 6600&amp;lt;br /&amp;gt;Light Drones: 3&amp;lt;br /&amp;gt;Heavy Drones: 1||HP: 7600&amp;lt;br /&amp;gt;Light Drones: 3&amp;lt;br /&amp;gt;Heavy Drones: 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recon Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest HP&lt;br /&gt;
* Highest Speed (43.5)&lt;br /&gt;
* Can Jump&lt;br /&gt;
* Uses light weapons&lt;br /&gt;
* Has lowest buildpower (8 instead of 10)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 3250||HP: 3250||HP: 3400||HP: 3600||HP: 3800||HP: 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest speed (39)&lt;br /&gt;
* Low HP&lt;br /&gt;
* Gains buildpower and small amount of build range with levels&lt;br /&gt;
* Increased build range (220 + 12/level, up to 280, compared to 144 for others) &lt;br /&gt;
* Fewer direct damage weapons &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 3800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 14||HP: 4000&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4300&amp;lt;br /&amp;gt;Buildpower: 18||HP: 4600&amp;lt;br /&amp;gt;Buildpower: 21||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Exact effects of attribute modifiers =&lt;br /&gt;
Attribute modifiers are applied in this order:&lt;br /&gt;
* Commander Chassis absolute statistics&lt;br /&gt;
* Percentage modifiers both from modules and chassis&lt;br /&gt;
* Absolute modifiers&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% damage modules multiply a commander's damage by 1.5 instead of by 1.1^5 = 1.61.&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from weapon boosters and converters are cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon, rather than adding a bonus.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=6311</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=6311"/>
		<updated>2020-05-09T04:45:31Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: 1.8.3.2 commander changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
= Commander intro =&lt;br /&gt;
&lt;br /&gt;
At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your desired playstyle will determine which of the commanders would suit you best, which are summarized in the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  || HP || Speed || Can Jump || Build Power || Modules&lt;br /&gt;
|-&lt;br /&gt;
| '''Strike'''   || High || Fast|| No || Normal || Versatile&lt;br /&gt;
|-&lt;br /&gt;
| '''Guardian''' || Excellent || Medium || No || Normal || Powerful&lt;br /&gt;
|-&lt;br /&gt;
| '''Recon'''    || Low || Fast || Yes || Lower || Light&lt;br /&gt;
|-&lt;br /&gt;
| '''Engineer''' || Medium || Slow || No || Improved || Support&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your commander can be configured with a variety of [[#Module types|Modules]] to better suit your playstyle. A commander can be made more powerful in the middle of a round by using the 'Morph' command to gain levels. Each time you morph to a higher Commander Level you are given the option to spend metal to attach new modules.&lt;br /&gt;
&lt;br /&gt;
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected. &lt;br /&gt;
&lt;br /&gt;
Commanders start at Level 1 with a Beam Laser and a radar module attached. &lt;br /&gt;
&lt;br /&gt;
At Commander Level 2, it is possible to replace your starting [[#Weapon types|Weapon]].&lt;br /&gt;
&lt;br /&gt;
At Commander Level 4, a second weapon (or a [[#Weapon types|Special Weapon]]) can be added. Some weapons at this level require the use of both hands. If the weapon upgrade slot is left empty, your commander is given a second Beam Laser for free. &lt;br /&gt;
&lt;br /&gt;
Each added level past level 2 gives the commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer commanders will also gain additional build power with each level.&lt;br /&gt;
&lt;br /&gt;
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.&lt;br /&gt;
&lt;br /&gt;
= Modules and weapons =&lt;br /&gt;
&lt;br /&gt;
== Number of slots per level ==&lt;br /&gt;
&lt;br /&gt;
Commanders start at level 1. The number of modules and weapons increases with levels.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! +&lt;br /&gt;
|-&lt;br /&gt;
| Base [[File:Ibeam.png|20px]] cost || -&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; ||25 || 100 || 600 || 200 || +100&lt;br /&gt;
|-&lt;br /&gt;
| Base time || - || 2 || 6 || 30 || 8 || ++&lt;br /&gt;
|-&lt;br /&gt;
| Total Weapon slots || 0 || 1 || 1 || 2 || 2 || +0&lt;br /&gt;
|-&lt;br /&gt;
| Total Module slots || 0 || 1 || 3 || 5 || 8 || +3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipping weapons and modules costs additional metal. Morph time is partly dependant on the metal cost.&lt;br /&gt;
&lt;br /&gt;
== Module types ==&lt;br /&gt;
Modules have &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; names in the unlock list, although their icon color depends on their nature. They fall into four categories.&lt;br /&gt;
&lt;br /&gt;
=== Stackable ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png&lt;br /&gt;
&lt;br /&gt;
These modules are able to be stacked up to 8 times. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt;.&lt;br /&gt;
This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP, and should be used with caution as too much will leave the commander a sitting duck.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Advanced targeting system&lt;br /&gt;
| +7.5% range for all weapons. -2.5% speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Damage booster&lt;br /&gt;
| +10% damage for all weapons. -2.5% speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High density plating&lt;br /&gt;
| +1600 HP,-10% speed. Requires Ablative armor plates.&lt;br /&gt;
| 400&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Ablative armor plates&lt;br /&gt;
| +600 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Companion drone&lt;br /&gt;
| +1 [[Firefly|Weak attack drone]]&lt;br /&gt;
| 300&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Battle drone&lt;br /&gt;
| +1 [[Viper|Drone with slowing laser]], requires Companion drone.&lt;br /&gt;
| 500&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Carrepairer's nanolathe&lt;br /&gt;
| +4 Buildpower&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High power servos&lt;br /&gt;
| +8% speed&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Autorepair system&lt;br /&gt;
| +10 HP/sec, -100 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png&lt;br /&gt;
&lt;br /&gt;
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Req. level&lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Area shield conversion&lt;br /&gt;
| Upgrades Personal shield. Larger shield (same as [[Aspis]]) &amp;lt;br&amp;gt; Prevents commander from cloaking&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘  || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘  || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Cloaking field&lt;br /&gt;
| Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to [[Iris]]&amp;lt;br&amp;gt; 15 E/s upkeep&lt;br /&gt;
| 600&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Field radar&lt;br /&gt;
| Basic radar with 1800 elmo range&lt;br /&gt;
| 75&lt;br /&gt;
| 1 (Free)&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Lazarus device&lt;br /&gt;
| Commander can resurrect wrecks same as [[Athena]]&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal cloak&lt;br /&gt;
| Cloaks the commander &amp;lt;br&amp;gt; Does not work with shields&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal shield&lt;br /&gt;
| Small shield with 1250 HP, no upkeep &amp;lt;br&amp;gt; Prevents commander from cloaking&lt;br /&gt;
| 300&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Radar jammer&lt;br /&gt;
| 500 elmo range&lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Boosters ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png&lt;br /&gt;
&lt;br /&gt;
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 2 commander. They are a space effective way to spend a module slot but make sure you have the weapon that they affect. They are &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;purple&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Weapon&lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Disruptor ammo&lt;br /&gt;
| Reduced direct damage by 25%. Add slow damage equal to 2X damage.&lt;br /&gt;
| 300&lt;br /&gt;
| Shotgun &amp;lt;br&amp;gt; Machine gun &amp;lt;br&amp;gt; Light/Heavy particle beam&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Flux amplifier&lt;br /&gt;
| Improves stun duration and EMP damage.&lt;br /&gt;
| 300&lt;br /&gt;
| Lightning rifle &amp;lt;br&amp;gt; Multi stunner&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Napalm warhead&lt;br /&gt;
| Set targets on fire. Reduced direct damage.&lt;br /&gt;
| 350&lt;br /&gt;
| Riot cannon &amp;lt;br&amp;gt; Rocket launcher&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon types ==&lt;br /&gt;
There are 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_gaussrifle.png&lt;br /&gt;
&lt;br /&gt;
These are auto-targetting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. They are all affected by stackable modules. They are &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!Beam Laser&lt;br /&gt;
| 330 || || || 150 &lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Constant beam&lt;br /&gt;
|-&lt;br /&gt;
! Flame thrower&lt;br /&gt;
| 270 || 0.17 || 11 || 66&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
| Sets units on fire for 15s(15 DPS)&amp;lt;br&amp;gt;Pierces units&amp;lt;br&amp;gt;Does more damage against larger units&lt;br /&gt;
|-&lt;br /&gt;
! Heatray&lt;br /&gt;
| 300 || 0.1 || 0 - 45 ||0 - 450 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; |✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ &lt;br /&gt;
| Damage falls off linearly with range&lt;br /&gt;
|-&lt;br /&gt;
! Heavy particle beam&lt;br /&gt;
| 390 || 3.1 || 800 || 258&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Replaces all other weapons&amp;lt;br&amp;gt;Mounted on second weapon slot&lt;br /&gt;
|-&lt;br /&gt;
! Light particle beam&lt;br /&gt;
| 300 || 0.33 || 70 || 210&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Lightning Rifle&lt;br /&gt;
| 300 || 1.83 || 220+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt; || 120+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;300&amp;lt;/font&amp;gt;&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| [[Weapon_classes#EMP|EMP]] duration: 1s&lt;br /&gt;
|-&lt;br /&gt;
! Machine Gun&lt;br /&gt;
| 285 || 0.17 || 30 || 180&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Missile launcher&lt;br /&gt;
| 415 || 1 || 80 || 80&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Homing&lt;br /&gt;
|-&lt;br /&gt;
! Pea Shooter&lt;br /&gt;
| 300 || 0.1 || 12 || 120&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 275 || 1.63 || 220 || 135&lt;br /&gt;
|style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; |✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| AoE&lt;br /&gt;
|-&lt;br /&gt;
! Rocket launcher&lt;br /&gt;
| 430 || 3 || 360 || 120&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Not Homing&lt;br /&gt;
|-&lt;br /&gt;
! Shock Rifle&lt;br /&gt;
| 600 || 12 || 1512 || 125&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Replaces all other weapons&amp;lt;br&amp;gt;Mounted on second weapon slot&lt;br /&gt;
|-&lt;br /&gt;
! Shotgun&lt;br /&gt;
| 290 || 2 || 32x12 (384) || 192&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png&lt;br /&gt;
&lt;br /&gt;
Special weapons have a long reload time and must be manually aimed with the 'D' key. They are only affected by stackable modules. They are &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;orange&amp;lt;/font&amp;gt; and can only be put on the level 4 weapon slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Special Notes &lt;br /&gt;
|-&lt;br /&gt;
! Cluster bomb&lt;br /&gt;
| 360 || 30  || 300x8 (2400)|| 80 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Bomblets spread (like a shotgun)&lt;br /&gt;
|-&lt;br /&gt;
! Concussion shell&lt;br /&gt;
| 450 || 25 ||750 || 30&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Has Impulse (Tosses some units)&lt;br /&gt;
|-&lt;br /&gt;
! Disintegrator&lt;br /&gt;
| 200 ||30  ||2000 || 46.67&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Directed burst of energy&amp;lt;br&amp;gt;Damage varies on unit size&lt;br /&gt;
|-&lt;br /&gt;
! Disruptor bomb&lt;br /&gt;
| 450 ||25 ||350+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;2100&amp;lt;/font&amp;gt; || 14+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; &lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| [[Weapon_classes#Slow|Slow Effect]], Has large AOE (512)&lt;br /&gt;
|-&lt;br /&gt;
! Hellfire grenade&lt;br /&gt;
| 450 || 25||200 || 8&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Sets an area on &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;fire&amp;lt;/font&amp;gt; (45s,40dps+3s &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;burning&amp;lt;/font&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
! Multistunner&lt;br /&gt;
| 360 || 25||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;800&amp;lt;/font&amp;gt; x 16 (&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;8800&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;12800&amp;lt;/font&amp;gt;) ||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;352&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;512&amp;lt;/font&amp;gt;&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Affected by flux amplifier. Max &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;[[Weapon_classes#EMP|EMP]]&amp;lt;/font&amp;gt; time: 8s [upgraded: 10s]&lt;br /&gt;
|-&lt;br /&gt;
! SLAM&lt;br /&gt;
| 700 ||30 || 1512|| 50.4&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Tactical Missile with high vertical arc&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Key: &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;EMP Damage&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Slow Damage&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commander Chassis =&lt;br /&gt;
There are 4 types of commander chassis to choose for a battle.&lt;br /&gt;
&lt;br /&gt;
You can configure custom commanders based on these chassis on your user page; you must be logged in to the Zero-K website and go to: https://zero-k.info/My/Commanders.  These custom commanders may be selected at the beginning of the game in multiplayer matches.  You will still need to upgrade them as usual, but the upgrade options are filled in to your preferences.&lt;br /&gt;
&lt;br /&gt;
== Common attributes ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Metal Production''' || 4 / s || &amp;amp;nbsp;&amp;amp;nbsp; || '''Energy Production''' || 6 / s  &lt;br /&gt;
|-&lt;br /&gt;
| '''Beam Range''' || 330 || &amp;amp;nbsp;&amp;amp;nbsp; || '''HP Regen''' || 5 / s&lt;br /&gt;
|-&lt;br /&gt;
| '''Sight Distance'''|| 500 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Sonar Distance''' || 500 &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Power''' || 10 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Power (Engineer)''' || 10+ &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Range''' || 144 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Range (Engineer)''' || 220+ &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Metal and energy production come from a unique '''Vanguard economy module'''.  Any resurrected commanders will have lost this module and produce no resources. Engineer commanders gain additional build power and range with levels.&lt;br /&gt;
&lt;br /&gt;
== Chassis list ==&lt;br /&gt;
Note that '''attributes on level 1 and level 2 are equal'''. Morphing to level 2 provides no bonus other than the weapon and module slot.&lt;br /&gt;
&lt;br /&gt;
=== Strike Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* All rounder&lt;br /&gt;
* Good health and highest speed (43.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 4200 || HP: 4200 || HP: 4600&amp;lt;br /&amp;gt;Bonus regen: 10 || HP: 5200&amp;lt;br /&amp;gt;Bonus Regen: 16|| HP: 5800&amp;lt;br /&amp;gt;Bonus regen: 25||HP: 6400&amp;lt;br /&amp;gt;Bonus regen: 35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Best HP&lt;br /&gt;
* Medium speed (40)&lt;br /&gt;
* Gains more HP from increased levels than other chassis do&lt;br /&gt;
* Able to use most non-exotic weapons&lt;br /&gt;
* Gains free companion and battle drones with levels&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 4400&amp;lt;br /&amp;gt;Light Drones: 1||HP: 4400&amp;lt;br /&amp;gt;Light Drones: 1||HP: 5000&amp;lt;br /&amp;gt;Light Drones: 2||HP: 5700&amp;lt;br /&amp;gt;Light Drones: 2&amp;lt;br /&amp;gt;Heavy Drones: 1||HP: 6600&amp;lt;br /&amp;gt;Light Drones: 3&amp;lt;br /&amp;gt;Heavy Drones: 1||HP: 7600&amp;lt;br /&amp;gt;Light Drones: 3&amp;lt;br /&amp;gt;Heavy Drones: 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recon Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest HP&lt;br /&gt;
* Highest Speed (43.5)&lt;br /&gt;
* Can Jump&lt;br /&gt;
* Uses light weapons&lt;br /&gt;
* Has lowest buildpower (8 instead of 10)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 3250||HP: 3250||HP: 3400||HP: 3600||HP: 3800||HP: 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest speed (39)&lt;br /&gt;
* Low HP&lt;br /&gt;
* Gains buildpower and small amount of build range with levels&lt;br /&gt;
* Increased build range (220 + 12/level, up to 280, compared to 144 for others) &lt;br /&gt;
* Fewer direct damage weapons &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 3800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 14||HP: 4000&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4300&amp;lt;br /&amp;gt;Buildpower: 18||HP: 4600&amp;lt;br /&amp;gt;Buildpower: 21||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Exact effects of attribute modifiers =&lt;br /&gt;
Attribute modifiers are applied in this order:&lt;br /&gt;
* Commander Chassis absolute statistics&lt;br /&gt;
* Percentage modifiers both from modules and chassis&lt;br /&gt;
* Absolute modifiers&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% speed modules multiply a commander's speed by 1.5 instead of by 1.1^5 = 1.61.&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from weapon boosters and converters are cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon, rather than adding a bonus.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=6302</id>
		<title>Dominatrix</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=6302"/>
		<updated>2020-05-05T04:48:06Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a capture rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Dominatrix&lt;br /&gt;
| defname = vehcapture&lt;br /&gt;
| description = Capture Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/vehcapture.png&lt;br /&gt;
| icontype = vehiclespecial&lt;br /&gt;
| cost = 420&lt;br /&gt;
| hitpoints = 820&lt;br /&gt;
| movespeed = 59&lt;br /&gt;
| turnrate = 111&lt;br /&gt;
| sight = 550&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Capture Ray&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 11.1&lt;br /&gt;
	| reloadtime = 0.03&lt;br /&gt;
	| dps = 333&lt;br /&gt;
	| range = 450&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Ignores shields&lt;br /&gt;
	| special3 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Dominatrix [[capture]]s enemies, turning them against their former allies. Multiple Dominatrix can capture a single target faster, although only one becomes the controller. After taking control of a unit the Dominatrix cannot fire for 12 seconds. If a Dominatrix is destroyed all units it controls are freed.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
Note that the Dominatrix's capture dps is pitted against the target's HP. This means that, for example, a single Dominatrix (which has a capture dps of 333) takes about 20.5 seconds to capture an enemy [[Minotaur]] (which has 6800 HP). Also note that damaged units will be captured faster and that capture damage does not ignore unit armor. Capture damage decays quickly if the target escapes range, so partial damage will most likely go to waste.&lt;br /&gt;
&lt;br /&gt;
To prolong the life span of your frail Dominatrices, try escorting them with at least 1 [[Aspis]], along with an [[Iris]] to help keep enemy artillery from skirmishing your Dominatrices to death. Be warned that, like with other shield balls, such a combination is asking to be countered with [[Firewalker]]s, [[Imp]]s, [[Snitch]]es, [[Thunderbird]]s, or [[Likho]]s to name a few.&lt;br /&gt;
&lt;br /&gt;
==Best uses for Dominatrix==&lt;br /&gt;
&lt;br /&gt;
1) Countering rushes of nasty heavyweight riots: Mace, Ogre, Redback. For an equal price to the rush unit, you get the Dominatrix which stops the rush unit - and you also get the rush unit. Typically, the rushing player resigns after realising that they've spent most of their economy on giving you one of these units.&lt;br /&gt;
&lt;br /&gt;
2) Defeating medium-heavy assault units. Minotaur and Jack in particular are very difficult for Rover to counter without a Domi, but this will require a critical mass of Domis to have sufficient DPS to actually complete the capture.&lt;br /&gt;
&lt;br /&gt;
3) Killing enemy commanders. Now, Rover doesn't lack in commander-killing options, with Scorchers and Ravagers also being quite good at the job. But a Dominatrix outruns and outranges non-trollcom commanders, so an unassisted com caught in the wild against a Domi will soon encounter a fate worse than death, creating a massive 8 metal per second differential for the capturer.&lt;br /&gt;
&lt;br /&gt;
If your enemy is inattentive, you may even get this almost for free, because the dominatrix capture ray does not trigger the &amp;quot;commander under attack&amp;quot; alarm.&lt;br /&gt;
&lt;br /&gt;
==Countering Dominatrix==&lt;br /&gt;
&lt;br /&gt;
Countering Dominatrix as hover, your two choice units are Halberd and Lance. Ideally, both!&lt;br /&gt;
&lt;br /&gt;
1) Halberd costs less than the dominatrix and takes little capture damage while armored. You will need at least 3 halberd per enemy 2 dominatrix, but halberds are fast enough to catch up with the domis, and more importantly, they are very hard to stop and they are *very bad at killing each other*. So when they get turned, Dominatrices don't get any bonus kills from the freshly acquired slaves; instead, once the remaining Halberds kill one of the slave-owning Domis, you get your slightly dented Halberds back.&lt;br /&gt;
&lt;br /&gt;
2) Lance has the range and alpha to kill dominatrices with impunity. It might not be effective if shooting by radar though, but that's where Halberds come in handy.&lt;br /&gt;
&lt;br /&gt;
3) Scalpel if you want to fight dirty. A Scalpel/Mace force fights very favorably with almost every Rover composition, barring things like heavy Badger - at least, until Thunderbirds come out. The Scalpel/Mace build also trades equally with Dominatrix - remember that you get two Scalpel for one Domi, and while a Domi outranges the Scalpel slightly, it's not a big enough margin to prevent return fire. It takes two scalpel salvos to kill a domi, and if you succeed, you more or less erase all the damage the Domi did. A good trick here is to manually target them, otherwise the first captures will waste shots for most of your army.&lt;br /&gt;
&lt;br /&gt;
== Other counters ==&lt;br /&gt;
&lt;br /&gt;
Once the enemy has fielded five or more dominatrix, you may consider further asymmetric options:&lt;br /&gt;
&lt;br /&gt;
Aggressive porcing - Dominatrix is quite bad against Stinger. Extra good if your artillery is an anti-mobile kind, which is literally any artillery unit except Sling and Impaler - then you can also bombard the enemy units from your porc forest!&lt;br /&gt;
&lt;br /&gt;
Air bombing - but start with a Thunderbird because unassisted Ravens will probably be captured. A Dominatrix takes two Raven bombs to die, too.&lt;br /&gt;
&lt;br /&gt;
Cloaked snitches - remember, 5 dominatrix is over 2k metal. You get to facswitch to shield (800m), an area cloaker (500-ish), and four-five Snitches for this price.&lt;br /&gt;
&lt;br /&gt;
Phantoms - just bring something to keep the Darts away.&lt;br /&gt;
&lt;br /&gt;
Emissary. Outruns, outranges, and outguns Dominatrix. Kind of mandatory late game.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=6301</id>
		<title>Dominatrix</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Dominatrix&amp;diff=6301"/>
		<updated>2020-05-05T04:44:38Z</updated>

		<summary type="html">&lt;p&gt;Legomenon: Update Dominatrix tactics for Metal -&amp;gt; HP capture damage change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a capture rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Dominatrix&lt;br /&gt;
| defname = vehcapture&lt;br /&gt;
| description = Capture Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/vehcapture.png&lt;br /&gt;
| icontype = vehiclespecial&lt;br /&gt;
| cost = 420&lt;br /&gt;
| hitpoints = 820&lt;br /&gt;
| movespeed = 59&lt;br /&gt;
| turnrate = 111&lt;br /&gt;
| sight = 550&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Capture Ray&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 11.1&lt;br /&gt;
	| reloadtime = 0.03&lt;br /&gt;
	| dps = 333&lt;br /&gt;
	| range = 450&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Ignores shields&lt;br /&gt;
	| special3 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Dominatrix [[capture]]s enemies, turning them against their former allies. Multiple Dominatrix can capture a single target faster, although only one becomes the controller. After taking control of a unit the Dominatrix cannot fire for 12 seconds. If a Dominatrix is destroyed all units it controls are freed.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
Note that the Dominatrix's capture dps is pitted against the target's HP. This means that, for example, a single Dominatrix (which has a capture dps of 333) takes about 20.5 seconds to capture an enemy [[Minotaur]] (which has 6800 HP). Also note that damaged units will be captured faster and that capture damage does not ignore unit armor. Capture damage decays quickly if the target escapes range, so partial damage will most likely go to waste.&lt;br /&gt;
&lt;br /&gt;
To prolong the life span of your frail Dominatrices, try escorting them with at least 1 [[Aspis]], along with an [[Iris]] to help keep enemy artillery from skirmishing your Dominatrices to death. Be warned that, like with other shield balls, such a combination is asking to be countered with [[Firewalker]]s, [[Imp]]s, [[Snitch]]es, [[Thunderbird]]s, or [[Likho]]s to name a few.&lt;br /&gt;
&lt;br /&gt;
==Best uses for Dominatrix==&lt;br /&gt;
&lt;br /&gt;
1) Countering rushes of nasty heavyweight riots: Mace, Ogre, Redback. For an equal price to the rush unit, you get the Dominatrix which stops the rush unit - and you also get the rush unit. Typically, the rushing player resigns after realising that they've spent most of their economy on giving you one of these units.&lt;br /&gt;
&lt;br /&gt;
2) Defeating medium-heavy assault units. Minotaur and Jack in particular are very difficult for Rover to counter without a Domi, but this will require a critical mass of Domis to have sufficient DPS to actually complete the capture.&lt;br /&gt;
&lt;br /&gt;
3) Killing enemy commanders. Now, Rover doesn't lack in commander-killing options, with Scorchers and Ravagers also being quite good at the job. But a Dominatrix outruns and outranges non-trollcom commanders, so an unassisted com caught in the wild against a Domi will soon encounter a fate worse than death, creating a massive 8 metal per second differential for the capturer.&lt;br /&gt;
&lt;br /&gt;
If your enemy is inattentive, you may even get this almost for free, because the dominatrix capture ray does not trigger the &amp;quot;commander under attack&amp;quot; alarm.&lt;br /&gt;
&lt;br /&gt;
==Countering Dominatrix==&lt;br /&gt;
&lt;br /&gt;
Countering Dominatrix as hover, your two choice units are Halberd and Lance. Ideally, both!&lt;br /&gt;
&lt;br /&gt;
1) Halberd costs less than the dominatrix and takes little capture damage while armored. You will need at least 3 halberd per enemy 2 dominatrix, but halberds are fast enough to catch up with the domis, and more importantly, they are very hard to stop and they are *very bad at killing each other*. So when they get turned, Dominatrices don't get any bonus kills from the freshly acquired slaves; instead, once the remaining Halberds kill one of the slave-owning Domis, you get your slightly dented Halberds back.&lt;br /&gt;
&lt;br /&gt;
2) Lance has the range and alpha to kill dominatrices with impunity. It might not be effective if shooting by radar though, but that's where Halberds come in handy.&lt;br /&gt;
&lt;br /&gt;
3) Scalpel if you want to fight dirty. A Scalpel/Mace force fights very favorable with almost every Rover composition, barring things like heavy Badger - at least, until Thunderbirds come out. The Scalpel/Mace build also trades equally with Dominatrix - remember that you get two Scalpel for one Domi, and while a Domi outranges the Scalpel slightly, it's not a big enough margin to prevent return fire. It takes two scalpel salvos to kill a domi, and if you succeed, you more or less erase all the damage the Domi did. A good trick here is to manually target them, otherwise the first captures will waste shots for most of your army.&lt;br /&gt;
&lt;br /&gt;
== Other counters ==&lt;br /&gt;
&lt;br /&gt;
Once the enemy has fielded five or more dominatrix, you may consider further asymmetric options:&lt;br /&gt;
&lt;br /&gt;
Aggressive porcing - Dominatrix is quite bad against Stinger. Extra good if your artillery is an anti-mobile kind, which is literally any artillery unit except Sling and Impaler - then you can also bombard the enemy units from your porc forest!&lt;br /&gt;
&lt;br /&gt;
Air bombing - but start with a Thunderbird because unassisted Ravens will probably be captured. A Dominatrix takes two Raven bombs to die, too.&lt;br /&gt;
&lt;br /&gt;
Cloaked snitches - remember, 5 dominatrix is over 2k metal. You get to facswitch to shield (800m), an area cloaker (500-ish), and four-five Snitches for this price.&lt;br /&gt;
&lt;br /&gt;
Phantoms - just bring something to keep the Darts away.&lt;br /&gt;
&lt;br /&gt;
Emissary. Outruns, outranges, and outguns Dominatrix. Kind of mandatory late game.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Legomenon</name></author>
		
	</entry>
</feed>