<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mach56</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=Mach56"/>
	<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/Special:Contributions/Mach56"/>
	<updated>2026-04-09T07:06:08Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Repair&amp;diff=10281</id>
		<title>Repair</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Repair&amp;diff=10281"/>
		<updated>2025-12-07T07:14:01Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Active repair */ Explicitly define the in-combat penalty instead of implicitly&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;
* Units that have taken damage in the last 10 seconds suffer an &amp;quot;in-combat penalty&amp;quot; and are repaired at 25% of the normal repair speed (i.e. 3 times slower than construction).&lt;br /&gt;
* Energy drain per second is equal to buildpower, except with the in-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;
* 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 {{UnitData getData|turretgauss|armoredRegen}} 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]]||{{UnitData getData|cloakraid|idleRegen}}||{{UnitData getData|cloakraid|idleRegenTime}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Locust]]||{{UnitData getData|gunshipraid|idleRegen}}||{{UnitData getData|gunshipraid|idleRegenTime}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Kodachi]]||{{UnitData getData|tankraid|idleRegen}}||{{UnitData getData|tankraid|idleRegenTime}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Reaver]]||{{UnitData getData|cloakriot|idleRegen}}||{{UnitData getData|cloakriot|idleRegenTime}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Scythe]]||{{UnitData getData|cloakheavyraid|idleRegen}}||{{UnitData getData|cloakheavyraid|idleRegenTime}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Claw]]||{{UnitData getData|wolverine_mine|idleRegen}}||{{UnitData getData|wolverine_mine|idleRegenTime}}&lt;br /&gt;
|-&lt;br /&gt;
||[[Chicken]]s||{{UnitData getData|chickens|idleRegen}}||{{UnitData getData|chickens|idleRegenTime}}&lt;br /&gt;
|-&lt;br /&gt;
||Other units||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]]||{{UnitData getData|striderantiheavy|combatRegen}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Athena]]||{{UnitData getData|athena|combatRegen}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||{{UnitData getData|striderbantha|combatRegen}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Detriment]]||{{UnitData getData|striderdetriment|combatRegen}}&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]]||{{UnitData getData|amphcon|waterRegen}}||{{UnitData getData|amphcon|waterRegenDepth}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Duck]]||{{UnitData getData|amphraid|waterRegen}}||{{UnitData getData|amphraid|waterRegenDepth}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Archer]]||{{UnitData getData|amphimpulse|waterRegen}}||{{UnitData getData|amphimpulse|waterRegenDepth}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bulkhead]]||{{UnitData getData|amphsupport|waterRegen}}||{{UnitData getData|amphsupport|waterRegenDepth}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Buoy]]||{{UnitData getData|amphfloater|waterRegen}}||{{UnitData getData|amphfloater|waterRegenDepth}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Scallop]]||{{UnitData getData|amphriot|waterRegen}}||{{UnitData getData|amphriot|waterRegenDepth}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly]]||{{UnitData getData|amphassault|waterRegen}}||{{UnitData getData|amphassault|waterRegenDepth}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Angler]]||{{UnitData getData|amphaa|waterRegen}}||{{UnitData getData|amphaa|waterRegenDepth}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Limpet]]||{{UnitData getData|amphbomb|waterRegen}}||{{UnitData getData|amphbomb|waterRegenDepth}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Lobster]]||{{UnitData getData|amphlaunch|waterRegen}}||{{UnitData getData|amphlaunch|waterRegenDepth}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Djinn]]||{{UnitData getData|amphtele|waterRegen}}||{{UnitData getData|amphtele|waterRegenDepth}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Model_Guidelines&amp;diff=10278</id>
		<title>Model Guidelines</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Model_Guidelines&amp;diff=10278"/>
		<updated>2025-11-24T11:53:08Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Add navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some things to be aware of when creating new models for ZK.&lt;br /&gt;
&lt;br /&gt;
== General Guidelines ==&lt;br /&gt;
&lt;br /&gt;
* Aim for some consistency with the best models of a given class. Eg among units of a factory, or the set of turrets. A remodel of multiple things at once can get around this, but that is not where people tend to start.&lt;br /&gt;
* Try to maintain a consistent sense of scale. This is by no means uniform across ZK, but there is a rough absolute scale for things like flat plates, body molding, and greebles. The complexity of the model should try to match its contemporaries.&lt;br /&gt;
* Weapons should be large. Weapon orientation is the primary information and source of dynamism for a model. Units are viewed from a distance so even weapons that look too large close up in modelling software are probably fine.&lt;br /&gt;
* When creating a new model, consider the position of its weapons. Horizontally offset weapons can be tricky and end up firing at allies (eg Chainsaw).&lt;br /&gt;
* Ground cannot be wider or longer than Cyclops, which is why Striders mostly extend upwards.&lt;br /&gt;
* Structure footprints are rectangular. This should be accepted and even communicated to the player, but it can be communicated subtly. Eg Disco Rave Party is mostly round but has an octagonal base. Models should not hide the underlying mechanics.&lt;br /&gt;
* Fast units look fast, high health:cost units look tough, etc...&lt;br /&gt;
&lt;br /&gt;
== Remake Guidelines ==&lt;br /&gt;
&lt;br /&gt;
Be aware that models have a direct impact on game balance. We are not looking to rebalance Zero-K around new models at this point, so it can be good to ask around about a unit to determine its important characteristics. More care has to be taken for cheaper units as their balance tends to be tighter. Striders have quite a bit of room to move.&lt;br /&gt;
* The collision box of the model determines how easy it is to hit, so a remodel should be approximately the same size and shape.&lt;br /&gt;
* The footprint of a structure impacts how well raiders can dance around it, as well as how expensive it is to wall or put on a platform.&lt;br /&gt;
* Projectiles really come from the weapons they are fired from. The height and offset from which a weapon fires can be quite important.&lt;br /&gt;
* Aiming is a physical process that involves turning the model. It is safest to stick to he same skeleton if possible.&lt;br /&gt;
* If a unit has a special ability, such as gaining armour, then this should be reflected on the model.&lt;br /&gt;
* Don't add things to a unit that implies the existence of a non-existent special ability.&lt;br /&gt;
&lt;br /&gt;
Models also imply things about the character of units. This is also good to maintain as balance shifts towards the visuals of the previous model to some degree.&lt;br /&gt;
* Healthy units are usually bulky.&lt;br /&gt;
* Units that turn or aim slowly should look cumbersome.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Zero-K:Developing&amp;diff=10277</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=10277"/>
		<updated>2025-11-24T11:53:01Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Add navbox&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. [//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 as shown: &amp;lt;gallery widths=&amp;quot;329px&amp;quot;&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;
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;
== 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 → 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 [//notepad-plus-plus.org/download/ 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 → Developer → Singleplayer (you may need to scroll down).&lt;br /&gt;
[[File:startTest.jpg]]&lt;br /&gt;
* From the main menu select Singleplayer → Skirmish → Advanced → 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 → 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 → 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;
== Returning to default settings == &lt;br /&gt;
Personalized config changes and widgets in-use can be reset for both the game and lobby.&lt;br /&gt;
* For the lobby, rename or remove the 'luamenu' folder from the base directory.&lt;br /&gt;
* To set in-game widgets and settings to default, rename or remove the 'luaui' folder from the base directory.&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 → Add Connection → 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;
*[[File:Startup projects.png|thumb|Startup projects setup.]] 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.&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.[[File:SQL server collation.png|405px|none]]&lt;br /&gt;
** Right click asp.net → properties → web → 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;
**(As of June 2023) a few extra steps: in Visual Studio open Tools - Options - Projects and Solutions - Web Projects and tick &amp;quot;Use the 64 bit version of IIS Express...&amp;quot;. In &amp;lt;code&amp;gt;ZkLobbyServer/ZkLobbyServer.cs&amp;lt;/code&amp;gt; you may need to comment out the line &amp;lt;code&amp;gt;Task.Factory.StartNew(()=&amp;gt;ReplayStorage.Instance.MigrateReplays(), TaskCreationOptions.LongRunning);&amp;lt;/code&amp;gt; currently on line 104.&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;
Unit infoboxes can now be automatically kept up to date using [[Template:Autoinfobox zkunit]]. See the template page and [[Module:UnitData]] for more information.&lt;br /&gt;
&lt;br /&gt;
Unit buildicons and radar icons require manual uploading to the Zero-K website. (&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). If an icon is missing, poke Licho or Histidine to fix it. Alternatively, buildicons can be obtained directly from the GitHub CDN.&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 == &lt;br /&gt;
&lt;br /&gt;
* Force push master to stable branch&lt;br /&gt;
* Go to zero-k.info engine list, click rebuild steam on current engine version&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Manual/Coding&amp;diff=10276</id>
		<title>Manual/Coding</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Manual/Coding&amp;diff=10276"/>
		<updated>2025-11-24T11:52:01Z</updated>

		<summary type="html">&lt;p&gt;Mach56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Cold Takes]] (design blog)&lt;br /&gt;
* [[Developing]]&lt;br /&gt;
* [[Animator GUI]]&lt;br /&gt;
* [[Widget Configuration]]&lt;br /&gt;
* [[Map Creation]]&lt;br /&gt;
* [[Model Guidelines]]&lt;br /&gt;
* [[ZK Map Making Guide]]&lt;br /&gt;
* [[Startbox API]]&lt;br /&gt;
* [[Mod Creation]]&lt;br /&gt;
* [[Custom Modes]]&lt;br /&gt;
* [[How To Play Mods]]&lt;br /&gt;
* [[Quick Stat Tweaks]]&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=8816</id>
		<title>Unit classes</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_classes&amp;diff=8816"/>
		<updated>2023-05-03T01:10:29Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Dagger has the scout icon now, so it doesn't fit in with the rest of the raiders.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat units in ZK generally fall into one of several classes. Understanding these roles and knowing how best to use and combine them for maximum effect is the cornerstone of a victorious battle in Zero-K.&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
''Icons under titles indicate the role mapicon of that class. For further details, consult the [[Icons|Icon Guide]].''&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The raider emphasizes speed. They personify blitzkrieg tactics&amp;amp;mdash;sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy, brute-forcing a particularly weak point in the enemy's lines, and taking out inaccurate units such as artillery which cannot hit them. They also come in handy for scouting, although a dedicated scout is better for the task.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your raiders to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Early game rush&lt;br /&gt;
*Armed reconnaissance&lt;br /&gt;
*Flanking skirmisher/artillery/support units&lt;br /&gt;
*Rushing through breaches in defense&lt;br /&gt;
*Fast response vs. other raiders&lt;br /&gt;
|&lt;br /&gt;
*LLTs&lt;br /&gt;
*Antiswarm/riot units&lt;br /&gt;
*Area bombers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Glaive]], [[Bandit]], [[Scorcher]], [[Pyro]], [[Blitz]], [[Duck]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankheavyraid.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphraid.png&lt;br /&gt;
&lt;br /&gt;
== Assault ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly slow turrets and projectiles, making them better against slow, large, or static enemies than fast moving raiders or gunships. As its name suggests, the assault class excels at attacking enemy strong points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Frontal assault&lt;br /&gt;
*Screening allied units&lt;br /&gt;
*Pushing in the field&lt;br /&gt;
*General confrontations&lt;br /&gt;
|&lt;br /&gt;
*Raiders(when unsupported)&lt;br /&gt;
*Skirmishers&lt;br /&gt;
*Bombers&lt;br /&gt;
*Gunships&lt;br /&gt;
*Crawling bombs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Knight]], [[Thug]], [[Ravager]], [[Hermit]], [[Minotaur]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderassault.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankassault.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skirmisher ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense. The strength of the skirmisher lies in its ability to  shoot without fear of retaliation&amp;amp;mdash;always maximize this advantage by using the technique known as kiting (moving away as shorter-ranged enemies attempt to close the distance).&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' Giving an Attack Move order to your skirmishers will have the Unit AI kite enemies automatically as needed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering assaults&lt;br /&gt;
*Harassing enemy forward positions&lt;br /&gt;
*Countering Riots&lt;br /&gt;
*Picking off short-ranged turrets&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Crawling bombs (depends on skirm type)&lt;br /&gt;
*Gunships, area bombers&lt;br /&gt;
*Defenses that can outrange skirms&lt;br /&gt;
*Defend on high ground&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Ronin]], [[Rogue]], [[Recluse]], [[Moderator]], [[Scalpel]], [[Buoy]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverskirm.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphfloater.png&lt;br /&gt;
&lt;br /&gt;
== Riot ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders. Units of this class will either have a high rate of fire or a large AoE, sometimes both. On the flip side, riot units are slow and short-ranged, and are poorly suited for assaulting defenses (which get in a lot of free shots as the slow riot unit attempts to get close enough to fire) or fighting skirmisher groups (which will simply kite them).&lt;br /&gt;
&lt;br /&gt;
Due to their high-velocity projectiles, some riot units can also pose a significant threat to attacking gunships.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering raider swarms&lt;br /&gt;
*Protecting ranged units&lt;br /&gt;
*Secondary AA (against gunships)&lt;br /&gt;
|&lt;br /&gt;
*Skirmishers&lt;br /&gt;
*Static defense&lt;br /&gt;
*Outmaneuvering/bypassing them&lt;br /&gt;
*Assaults(sometimes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Reaver]], [[Outlaw]], [[Ripper]], [[Mace]], [[Scallop]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverriot.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphriot.png&lt;br /&gt;
&lt;br /&gt;
== Artillery ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity. Mobile units can usually dodge the fire of most (but not all) artillery, and artillery units tend to be completely helpless when attacked directly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/arty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The alternate artillery icon is used when a factory has 2 artillery pieces that need separate icons. The heavier artillery will use the vertical icon.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Killing defenses&lt;br /&gt;
*Causing attrition at range&lt;br /&gt;
|&lt;br /&gt;
*Most other ground and air units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Sling]], [[Badger]], [[Impaler]], [[Firewalker]], [[Emissary]], [[Tremor]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/veharty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehheavyarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumparty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankheavyarty.png&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scout units emphasize speed. They have extreme speed and good visual range, and their dirt-cheap cost makes them expendable&amp;amp;mdash;just as well considering that they have no armor to speak of whatsoever. Scouts tend to be only very lightly armed, but they can still kill undefended economy structures and support units if the enemy isn't careful. Scouts are very similar to raiders in their role.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Checking enemy unit composition&lt;br /&gt;
*Finding cloakers&lt;br /&gt;
*Killing undefended expansion&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Riots&lt;br /&gt;
*Light defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Flea]], [[Dart]], [[Puppy]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spiderscout.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehscout.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpscout.png&lt;br /&gt;
&lt;br /&gt;
== Anti-Air ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anti-air units exist for one purpose&amp;amp;mdash;defend your army from aircraft. Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces, but they are of course useless against any other target.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering aircraft&lt;br /&gt;
|&lt;br /&gt;
*Ground combat units&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Gremlin]], [[Vandal]], [[Crasher]], [[Toad]], [[Tarantula]], [[Ettin]], [[Flail]], [[Angler]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/spideraa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/tankaa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoveraa.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/amphaa.png&lt;br /&gt;
&lt;br /&gt;
== Support ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Support units provide long ranged fire support but for some reason or another do not fit into the skirmisher role. They generally have low DPS. The actual roles of these units are too diverse to fit in a little table. There are three units that are labeled as support: [[Fencer]], [[Lance]] and [[Felon]]. The Fencer is very accurate but must stop to fire, so it is easily beaten by assaults. The Lance has massive long-range burst damage so it is effective against high cost units. The Felon discharges its shield as energy bolts and works best when linked to other shields.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehsupport.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/hoverarty.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldfelon.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructor ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/builder.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Produces structures to improve your economy, provide your base with defense, and to expand. Constructors can provide an edge in battle by repairing damaged units, and reclaiming metal-filled wrecks to recover up to 40% of a unit's original value. Constructors can also assist other builders with construction. Maps may also have metal-filled features such as rocks available to reclaim that can boost your economy.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Building economy and defenses&lt;br /&gt;
*Reclaiming and denying reclaim&lt;br /&gt;
*Repair support for armies&lt;br /&gt;
*Building forward bases&lt;br /&gt;
|&lt;br /&gt;
*Raiders when undefended&lt;br /&gt;
*Small groups of scouts&lt;br /&gt;
|}&lt;br /&gt;
'''Common examples''': [[Conjurer]], [[Convict]], [[Mason]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakcon.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldcon.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/vehcon.png&lt;br /&gt;
&lt;br /&gt;
== Mobile Bombs ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/special.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mobile bombs move up to enemy units and explode causing massive damage. They do well against inaccurate units in clumps. Raiders can beat mobile bombs because while the raider will die, the bomb often costs more than the raider. Mobile bombs are particularly effective when combined with a cloaker.&lt;br /&gt;
&lt;br /&gt;
''Pro tip:'' The Unit AI can automatically micro your bombs to jink enemy shots if you give them an Attack Move order.&lt;br /&gt;
&lt;br /&gt;
''Note:'' The star icon is also used for some special abilities.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Countering Skirmishers&lt;br /&gt;
*Countering Assaults&lt;br /&gt;
*Countering clusters of units&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Scouts&lt;br /&gt;
*Accurate units&lt;br /&gt;
*[[Picket]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Common examples''': [[Imp]], [[Snitch]], [[Skuttle]]&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakbomb.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldbomb.png&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/jumpbomb.png&lt;br /&gt;
&lt;br /&gt;
== Shield ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Shields]] provide a defensive bubble that blocks enemy projectiles. Shields are good at blocking (limited) burst damage or low DPS sustained attacks. They will fall to focus from artillery.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Protecting advancing units&lt;br /&gt;
*Protection against bombers&lt;br /&gt;
*Protection against [[Big Bertha]]s&lt;br /&gt;
*Some breathing room against artillery&lt;br /&gt;
|&lt;br /&gt;
*Raiders (get inside the shield)&lt;br /&gt;
*High DPS/Burst damage units&lt;br /&gt;
*Focus fire from artillery&lt;br /&gt;
*EMP/Disarm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/shieldshield.png&lt;br /&gt;
&lt;br /&gt;
== Cloaker ==&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cloakers hide your units from the enemy, see [[Cloak]] for more details. Cloaked units will decloak if collided with or if they fire, this makes cheap expendable units ideal for finding cloakers. Cloaked units also decloak if they are damaged which makes units with large AOE very effective at finding them. The [[Firewalker]] is particularly effective as the fire persists preventing units from recloaking. If you think you know where an enemy cloaker is Pro tip to force fire your artillery at that location.&lt;br /&gt;
{|&lt;br /&gt;
!Use for:!!Counter with:&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Sneaking into bases&lt;br /&gt;
*Closing the range against defenses for low range units&lt;br /&gt;
*Hiding economy (only works until it's scouted)&lt;br /&gt;
*Hiding defenses(only works until they fire)&lt;br /&gt;
|&lt;br /&gt;
*Raiders&lt;br /&gt;
*Scouts&lt;br /&gt;
*AOE artillery (e.g.: Firewalker or [[Tremor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/cloakjammer.png&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
These classes are generalized; specific units will often have different properties that cause their behavior to deviate significantly from the general archetype!&lt;br /&gt;
That said, it is generally a good idea to have a pack of units of EACH major class on the battlefield. Typically, at least skirmishers and riot should be present. A small pack of raiders (about 10) can come in handy to rush through openings in enemy lines or shock an enemy skirmisher/artillery group. Since they are the cheapest units it will typically be quite effective, because your enemy might not expect you to get through really fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Airplane_Plant&amp;diff=8680</id>
		<title>Airplane Plant</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Airplane_Plant&amp;diff=8680"/>
		<updated>2022-11-17T11:27:32Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Bombing Mechanics */  Raven no longer dives.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces airplanes.{{ Infobox zkunit&lt;br /&gt;
| name = Airplane Plant&lt;br /&gt;
| defname = factoryplane&lt;br /&gt;
| description = Produces Airplanes&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryplane.png&lt;br /&gt;
| icontype = facair&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Airplane Plant offers a variety of fixed-wing aircraft to suit your needs. Choose between multi-role fighters that can double as light attackers or specialized interceptors, and between precision bombers for taking down specific targets or their saturation counterparts for destroying swarms. The plant also comes bundled with one rearm pad.&lt;br /&gt;
&lt;br /&gt;
The Airplane Plant builds:&amp;lt;dl&amp;gt;&lt;br /&gt;
{{icon unit def|planecon|Crane|Construction Aircraft}}&lt;br /&gt;
{{icon unit def|fighter|Swift|Multi-role Fighter}}&lt;br /&gt;
{{icon unit def|planeheavyfighter|Raptor|Air Superiority Fighter}}&lt;br /&gt;
{{icon unit def|bomberprec|Raven|Precision Bomber}}&lt;br /&gt;
{{icon unit def|bomberriot|Phoenix|Saturation Napalm Bomber}}&lt;br /&gt;
{{icon unit def|bomberdisarm|Thunderbird|Disarming Lightning Bomber}}&lt;br /&gt;
{{icon unit def|bomberheavy|Likho|Singularity Bomber}}&lt;br /&gt;
{{icon unit def|planescout|Owl|Radar/Sonar Plane}}&lt;br /&gt;
{{icon unit def|planelightscout|Sparrow|Light Scout Plane}}&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Airplane Plant provides the most unique array of units of any factory in Zero-K; the Planes are more like a support force, as opposed to combat units. Both the speed of the Planes and their first-strike capability is unparalleled. The Swift is the Planes' main air-to-air option, while the Raven, Thunderbird and Likho bombers punish any poorly-covered ground forces.&lt;br /&gt;
&lt;br /&gt;
In contrast to the Gunships, the Airplane bombers deliver their damage in a very short period of time, so anti-air which relies on prolonged engagements is less effective against them. On the other hand, the bombers have to return to base and rearm before making another run. The Swift fighter relies on similar hit-and-run tactics against enemy air forces.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Once your fleet of Swifts is large enough, add a few Raptors for more sustained damage. Make sure your Swifts are in position to protect the Raptors' flank and rear.&lt;br /&gt;
&lt;br /&gt;
Fly a Swift or two over enemy territory before a bombing run to soak up a few missiles and scout for an unexpected concentration of anti-air. Losing a Swift or two is far less painful than losing a Likho.&lt;br /&gt;
&lt;br /&gt;
Follow up a Thunderbird strike with swift ground units such as the [[Glaive]] or [[Scorcher]] to capitalise while the enemy is disarmed. &lt;br /&gt;
&lt;br /&gt;
Use Owls to scout for your artillery pieces like the [[Sling]], [[Emissary]] or [[Lance]].&lt;br /&gt;
&lt;br /&gt;
Owls jam enemy radar in an area around and below them. Order a line of Owls to fly circles behind your team's front lines to provide radar, line of sight, and to hide your allies from enemy radar.&lt;br /&gt;
&lt;br /&gt;
=== Bombing Mechanics ===&lt;br /&gt;
&lt;br /&gt;
The Airplane Plant provides its owner with access to four bombers, being the [[Raven]], [[Phoenix]], [[Thunderbird]], and [[Likho]]. Upon attacking they will drop their payload, which differs between the different types of bomber.&lt;br /&gt;
&lt;br /&gt;
*The [[Raven]] will drop a single gliding bomb, dealing 800 damage. &lt;br /&gt;
*The [[Phoenix]] will drop 15 napalm bomblets, each doing 25 damage on impact and another 150 damage per unit hit as it burns. The bomblets are dropped over a wide area, which means small units may dodge the majority of bomblets, whereas large groups may be hit multiple times.&lt;br /&gt;
*The [[Thunderbird]] releases disarming lightning from its belly towards the ground in a line, with the center of the line at the ordered point of attack or target unit. The Thunderbird is free to change direction while firing, and can be manually fired (default 'D').&lt;br /&gt;
*The [[Likho]] drops a single homing implosion bomb dealing approximately 2000 damage. &lt;br /&gt;
&lt;br /&gt;
The four different bombers will move differently during their payload release. As mentioned above, [[Thunderbird]]s will happily continue flying in a straight line unless ordered not to. The [[Phoenix]] is the exact opposite, and will prefer to drop its payload in a J-shape unless given a move order to continue on in the direction it came from. The [[Likho]] launches its bomb at 500 range before turning around immediately. The [[Raven]] will simply drop its bomb and turn around.&lt;br /&gt;
&lt;br /&gt;
After releasing their payload, bombers will seek out the closest [[Airpad]], Airplane Plant, or [[Reef]] aircraft carrier to rearm. If they are given a move order after attacking, either by putting a move order into their command queue or by manually ordering them to move, they will first complete their move order before proceeding to a repair pad. If they are instead given a second attack order, they will first return to a repair pad to rearm before executing this attack.&lt;br /&gt;
&lt;br /&gt;
=== Bombing Strategy and Tactics ===&lt;br /&gt;
&lt;br /&gt;
====General tips:====&lt;br /&gt;
&lt;br /&gt;
*When selecting Ravens and Likhos, a line on the right of the selection panel will inform you about how much damage your total selection can perform in one run (Burst Damage). Use this to gauge whether your currently selected bomber wing can destroy the high value target of your choosing (A default strike commander, for example, takes 4 Ravens). &lt;br /&gt;
*Use move orders after bombing to make your bombers take the shortest way out of enemy anti-air coverage. Often it is safer to make a 90 degree turn and fly out to the side than to turn the full 180 degrees inside enemy anti-air cover.&lt;br /&gt;
*Raven bombs will pass through water surfaces, allowing you to bomb submerged units. Phoenix bomblets explode on the surface.&lt;br /&gt;
*Owls provide sonar coverage as well as radar, making them invaluable for spotting submerged units.&lt;br /&gt;
*Be careful bombing around EMP units such as [[Venom]]s or [[Faraday]]s! Stunned planes will slowly drift down to the ground, where they can be shot to pieces by any old unit that happens by.&lt;br /&gt;
*Using the 'Force fire' command (Default {{key press|F}}), and holding down the left mouse button allows you to draw a circle. Release to order your bombers to attack enemy units inside this circle in turn.&lt;br /&gt;
*Hold down {{key press|Ctrl}} while issuing the above command to tell your bombers to pick a unit inside the circle to bomb. This distributes your bombers between units. It is especially useful against [[Lotus]]es, [[Picket]]s, or light mobile units which all do not warrant multiple [[Raven]] bombs. Consider using this with [[Phoenix]]es to spread them over a larger mass of enemy units.&lt;br /&gt;
*Use the Area Attack command (Default {{key combo|Alt|A}}) to designate an area in which to bomb. When enemy units enter this area, they will be bombed by your bombers. When there are no enemy units to be found, your bombers will bomb random points of terrain in the area. Consider combining with [[Phoenix]]es to hunt down suspected cloaked units.&lt;br /&gt;
&lt;br /&gt;
==== Raven tips: ====&lt;br /&gt;
&lt;br /&gt;
[[Raven]]s are the workhorse of the Airplane Plant. They're the cheapest bombers, they deal a lot of damage, and have the most hit points for their cost. &lt;br /&gt;
*Sometimes it's worth it to channel your inner World War 2 British bomber command officer and sacrifice some of your Ravens to take out an important enemy target. With five ravens you can bomb a [[Razor]] anti air turret to pave the way for more bombers to follow them. Or you can strike at a [[Singularity Reactor]] deep within enemy territory. If five of your bombers make it through, you will cripple your enemy's economy and perhaps take out a large portion of their base. Or if your allies are facing a particularly deadly unit, like a [[Dante]], you could turn the tide in favour of your allies with a well-timed bomb run. &lt;br /&gt;
*If your enemy pushes out from under their AA cover, a quick wing of Ravens using the spread attack command (Default {{key combo|Ctrl|A}}) can quickly soften the enemy units up for a follow-up by ground forces, or take care of the units on their own if used in sufficient numbers.&lt;br /&gt;
&lt;br /&gt;
==== Phoenix tips: ====&lt;br /&gt;
&lt;br /&gt;
[[Phoenix]]es are more vulnerable than other bombers. They are also more dangerous to vulnerable units.&lt;br /&gt;
*While the low initial damage of the Phoenix is underwhelming, the 10-second burn can make quick work of lighter units like [[Dart]]s even when they dodge most initial damage.&lt;br /&gt;
*Burn damage will reset the countdown for units with regenerative abilities like [[Glaive]]s or [[Reaver]]s, as well as keep units with a cloak from disappearing from sight. &lt;br /&gt;
*Be careful when using Phoenixes around allied units, as the same properties that make them useful against enemy hordes make them a liability in a chaotic front line.&lt;br /&gt;
&lt;br /&gt;
==== Thunderbird tips: ====&lt;br /&gt;
&lt;br /&gt;
[[Thunderbird]]s do not deal damage themselves, but provide utility on the battlefield that can make the difference between a successful assault or a complete catastrophe.&lt;br /&gt;
* If you can spare the time to micro, it is often much more effective to manually give your Thunderbird move orders and to deploy its lightning attack (Default {{key press|D}}) when it is going to be most effective. &lt;br /&gt;
* Do not hesitate to inform your team that you're about to disarm the units they're fighting, so they can rush them just as you finish your attack run.&lt;br /&gt;
* Be careful not to fly over allied units on your attack run. There's not much point to disarming your enemies if your allies are also disarmed. Though sometimes it can be worth it just to buy your team some time to react.&lt;br /&gt;
&lt;br /&gt;
==== Likho tips: ==== &lt;br /&gt;
&lt;br /&gt;
The [[Likho]] is your heavy-duty end-game bomber. It can survive enemy fire that would destroy two [[Raven]]s, but costs as much as 6.5 of them. Depending on what you find yourself having to deal with, you may be better off with more Ravens!&lt;br /&gt;
&lt;br /&gt;
*The Likho is especially useful against units that like to clump together into balls, like units from the [[Shieldbot Factory]], [[Ravager]]s, and [[Blitz]]es.&lt;br /&gt;
*The Likho's large cost means that it's a prime target for reclamation if you do lose it. Try not to lose it over enemy territory! If possible, lose it as close to your own front lines as you can! Better still, do not lose it at all.&lt;br /&gt;
*The homing bomb of the Likho means it's much less likely to miss moving targets than the bombs the Raven drops. This also means it doesn't have to get so close to the enemy and can be more safely used against units with low range but high damage like [[Reaver]]s, [[Mace]]s, or [[Ogre]]s.&lt;br /&gt;
&lt;br /&gt;
=== Beating Airplanes ===&lt;br /&gt;
&lt;br /&gt;
Anti-air units or structures which deliver high  burst damage are generally more effective against Planes than those with sustained damage. The [[Picket]] is generally preferred over the [[Hacksaw]] due to its larger range and flexibility to engage ground targets. The range of the [[Chainsaw]] and [[Artemis]] makes them effective against any air threat, though they are more expensive. &lt;br /&gt;
&lt;br /&gt;
You'll generally need a few mobile anti-air units to shoot down bombers, although the [[Flail]], [[Crasher]], [[Vandal]] and [[Angler]]'s high burst damage is helpful here.&lt;br /&gt;
&lt;br /&gt;
The most important thing to keep in mind when playing against Planes is not to over-extend. Valuable units may be sniped by Ravens, and if you move a large raiding group or army beyond the range of your anti-air it will likely be disarmed by a Thunderbird and destroyed. Don't stick anything outside anti-air range unless you're prepared to lose it. The best defence against bombers is to have your own Swift planes, since they are fast enough to defend you anywhere on the map.&lt;br /&gt;
&lt;br /&gt;
If you are using Gunships against a player with Planes, don't move your anti-ground gunships away from anti-air protection unless you're prepared to lose them. Try to make the Airplane player engage you in a direct fight, since your air-to-air units are tougher than theirs.&lt;br /&gt;
&lt;br /&gt;
If you are playing the Airplane mirror match-up, try to have more Swifts than they do, while still making things happen in the ground war using the cheaper bombers if you can (Raven, Phoenix and Thunderbird). Hold your Swift boost in reserve as long as possible to counter enemy bombing runs or to escape from a losing fighter battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Map_icons&amp;diff=8679</id>
		<title>Map icons</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Map_icons&amp;diff=8679"/>
		<updated>2022-11-17T11:10:45Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Other units */ The Lance no longer uses that icon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ZK uses a unique '''icon''' system, assigning each unit class and chassis a specific map icon. You can see these icons when you zoom out enough.&lt;br /&gt;
{{TOC right}}[[File:mapicons.jpg]]&lt;br /&gt;
&lt;br /&gt;
Needless to say, these icons can be rather confusing, even intimidating, to the new user. Fortunately, they're actually very simple, and this guide will explain them to you.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
The icon system is mostly modular; an icon indicating a unit role is superimposed on an icon representing a chassis type (bot, vehicle, etc.)&lt;br /&gt;
&lt;br /&gt;
Thus a raider rover is&lt;br /&gt;
&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/vehicleraider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
and an artillery tank is &lt;br /&gt;
&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/tankarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Chassis icon !! Type !! Chassis icon !! Type&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/kbot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; || Cloakbot ||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/vehicle.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Rover&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/walker.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Shieldbot ||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/tank.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Tank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/jumpjet.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Jumpjet ||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/spider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Spider&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/ship.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Ship ||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/hover.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Hover&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/hover2.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Amph || &amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/air.png&amp;quot; height=&amp;quot;48&amp;quot; width=&amp;quot;48&amp;quot;&amp;gt; ||Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/t3.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Strider||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/gunship.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||Gunship&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/defense.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Defense ||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/static.png&amp;quot; height=&amp;quot;48&amp;quot; width=&amp;quot;48&amp;quot;&amp;gt;  ||Static&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Role icon !! Type !! Role icon !! Type&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Raider ||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Assault&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Skirmisher ||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Riot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/arty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Artillery ||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Anti-air&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Scout ||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Long range arty&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/radar.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Radar || &amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/bomb.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Bomb/special&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Jammer|| &amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Shield&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Ranged Support||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master/MapIconBuilder/MapIcons/2_Class/transport.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Transport&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/antinuke.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt; ||Anti-Nuke|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Static Defense ==&lt;br /&gt;
Static defenses use the normal icon system, though the roles don't correspond exactly. The exception is the Heavy SAM icon used by the long-ranged missile tower, the Artemis.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit !! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseraider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||[[Lotus]] (LLT)||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseassault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||[[Stinger]] (HLT)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseskirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||[[Picket]]||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseriot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||[[Stardust]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defensespecial.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||[[Faraday]]&amp;lt;br/&amp;gt;[[Newton]]||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseaa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||[[Razor]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/staticaa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||[[Thresher]] (flak)||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/heavysam.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||[[Artemis]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/fixedtachyon.png&amp;quot;&amp;gt;||[[Lucifer]]||&amp;lt;img src=//raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/icons/staticassaultriot.png height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||[[Desolator]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Factories use the chassis icon of the units they build superimposed on the static building icon.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Class !! Icon !! Class&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/statickbot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||Cloakbot||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticvehicle.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||Rover&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticwalker.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||Shieldbot||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/statictank.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||Tank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticjumpjet.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||Jumper||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticspider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||Spider&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticair.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||Airplane||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/facgunship.png&amp;quot;&amp;gt;||Gunship&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/statichover.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||Hover||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticship.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||Ship&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/statichover2.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||Amph||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Usually, however, the factory's icon will be obscured by the icon of whatever it's building.&lt;br /&gt;
&lt;br /&gt;
== Econ Buildings ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;text-align:center;&amp;quot; | &amp;lt;img src=&amp;quot;//manual.zero-k.info/icons/mex.png&amp;quot; height=&amp;quot;48&amp;quot; width=&amp;quot;48&amp;quot;/&amp;gt; ||[[Metal Extractor]]&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;text-align:center;&amp;quot; | &amp;lt;img src=&amp;quot;//manual.zero-k.info/icons/energywind.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Wind/Tidal Generator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//manual.zero-k.info/icons/energy_med.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Solar Collector]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//manual.zero-k.info/icons/energygeo.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Geothermal Generator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//manual.zero-k.info/icons/energyfusion.png&amp;quot;&amp;gt;||[[Fusion Reactor]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//manual.zero-k.info/icons/energyheavygeo.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Advanced Geothermal]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//manual.zero-k.info/icons/energysingu.png&amp;quot;&amp;gt;||[[Singularity Reactor]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//manual.zero-k.info/icons/pylon.png&amp;quot;&amp;gt;||[[Energy Pylon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aircraft ==&lt;br /&gt;
Although aircraft do have a chassis icon, they generally use pictographic icons, as below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit !! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/fighter.png&amp;quot;&amp;gt;||Multirole fighter||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/stealthfighter.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||Dedicated fighter&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/bomberassault.png&amp;quot;&amp;gt;||Precision bomber||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/bomberraider.png&amp;quot;&amp;gt;||Napalm bomber&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/bomberriot.png&amp;quot;&amp;gt;||EMP bomber||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/bombernuke.png&amp;quot;&amp;gt;||Implosion bomber&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/radarplane.png&amp;quot;&amp;gt;||Radar plane|| ||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/gunship.png&amp;quot;&amp;gt;||Light gunship||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/heavygunship.png&amp;quot;&amp;gt;||Heavy gunship&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/airbomb.png&amp;quot;&amp;gt;||Blastwing|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
Like aircraft, ships use pictographic icons.&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit &lt;br /&gt;
! Icon !! Unit &lt;br /&gt;
! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/scoutboat.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;&amp;gt;||[[Cutter]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/hunter.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot;&amp;gt;||[[Hunter]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/corvette.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot;&amp;gt;||[[Corsair]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/enforcer.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot;&amp;gt;||[[Mistral]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/aaboat.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot;&amp;gt;||[[Zephyr]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//manual.zero-k.info/icons/shipassault.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot;&amp;gt;||[[Siren]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/destroyer.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot;&amp;gt;||[[Envoy]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/carrier.png&amp;quot; height=&amp;quot;96&amp;quot; width=&amp;quot;96&amp;quot;&amp;gt;||[[Reef]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/battleship.png&amp;quot; height=&amp;quot;96&amp;quot; width=&amp;quot;96&amp;quot;&amp;gt;||[[Shogun]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/submarine.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot;&amp;gt;||[[Seawolf]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/missilesub.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot;&amp;gt;||[[Scylla]]&lt;br /&gt;
| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. Units ==&lt;br /&gt;
Many units have specific icons that reflect their unique roles, particularly superweapons such as Big Berthas and Trinities.&lt;br /&gt;
&lt;br /&gt;
=== Superweapons ===&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit !! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/cruisemissile.png&amp;quot;&amp;gt;||Cruise missile||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/lrpc.png&amp;quot;&amp;gt;||[[Big Bertha]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/nuke.png&amp;quot;&amp;gt;||[[Trinity]]||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/mahlazer.png&amp;quot;&amp;gt;||[[Starlight]]&lt;br /&gt;
[[Zenith]]&lt;br /&gt;
&lt;br /&gt;
[[Disco Rave Party]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/krogoth.png&amp;quot;&amp;gt;||[[Detriment]]||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other units ===&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit !! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/builder.png&amp;quot;&amp;gt;||Constructor||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/builderair.png&amp;quot;&amp;gt;||Aircon&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/icons/clogger.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Dirtbag]]||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/mine.png&amp;quot;&amp;gt;||[[Claw|Mine]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/sniper.png&amp;quot;&amp;gt;||[[Phantom]]||&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/armcommander.png&amp;quot;&amp;gt;||[[Commander]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;//raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/chickenq.png&amp;quot;&amp;gt;||[[Chicken Queen]]||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template_talk:Navbox_changelog&amp;diff=8476</id>
		<title>Template talk:Navbox changelog</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template_talk:Navbox_changelog&amp;diff=8476"/>
		<updated>2022-07-20T08:37:46Z</updated>

		<summary type="html">&lt;p&gt;Mach56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TO DO:&lt;br /&gt;
* Add dates of release to each page.&lt;br /&gt;
* Make navbox in chronological order. This out of order navbox is annoying me.&lt;br /&gt;
* Possibly make a [[changelog]] page OR a little infobox on the side of the page that gives a quick summery/goal of major changes in each patch. (&amp;quot;This patch tried to balance hovers&amp;quot;, &amp;quot;Bug fix patch&amp;quot;, etc)&lt;br /&gt;
* '''ENSURE ALL PAGES ACTUALLY CONTAIN THE NAVBOX''' (I've caught a few of them that lacked it)&lt;br /&gt;
* Update patch notes to new editing style (See [[v1.2.12.0]] for example)&lt;br /&gt;
** Forum post tags are ugly.&lt;br /&gt;
&lt;br /&gt;
--[[User:Shaman|Shaman]] ([[User talk:Shaman|talk]]) 13:12, 8 January 2019 (CET)&lt;br /&gt;
&lt;br /&gt;
== Section numbering ==&lt;br /&gt;
&lt;br /&gt;
Would there be any negative side effects from making 2013 the first section and just adding a new one every year (as opposed to renumbering all of them every year)? &amp;amp;mdash;[[User:RandomX|RandomX]] ([[User talk:RandomX|talk]]) 20:46, 9 July 2022 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I don't think so. Might be a good idea to ask one of the admins/mods first if that is what would be preferred. --[[User:Mach56|Mach56]] ([[User talk:Mach56|talk]]) 01:17, 20 July 2022 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Bundling patches together ==&lt;br /&gt;
&lt;br /&gt;
Should we just bundle all the .Y.XX versions together onto a single page? Some earlier ones seem to be single line changes, no reason for each of those to have its own page. The more filled out ones will create a large page, but I think that's a fair price to pay to not have 20 pages for all the 1.6.1.XX versions.&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Navbox_changelog&amp;diff=8475</id>
		<title>Template:Navbox changelog</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Navbox_changelog&amp;diff=8475"/>
		<updated>2022-07-20T08:33:25Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Slightly more exhaustive search for missing changes by searching for &amp;quot;VERISON{1&amp;quot; on github instead of checking the titles of forum posts. Was only on the game repo and not the others, only went to 2018, there's still more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox changelog&lt;br /&gt;
| title      = Changelog&lt;br /&gt;
| state      = uncollapsed&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = 2022&lt;br /&gt;
| list1      =&lt;br /&gt;
* [[v1.10.1.0]]&lt;br /&gt;
* [[v1.10.1.1]]&lt;br /&gt;
* [[v1.10.1.3]]&lt;br /&gt;
* [[v1.10.1.4]]&lt;br /&gt;
* [[v1.10.1.5]]&lt;br /&gt;
* [[v1.10.1.6]]&lt;br /&gt;
* [[v1.10.1.7]]&lt;br /&gt;
* [[v1.10.4.0]]&lt;br /&gt;
* [[v1.10.4.1]]&lt;br /&gt;
* [[v1.10.5.0]]&lt;br /&gt;
* [[v1.10.6.0]]&lt;br /&gt;
* [[v1.10.7.0]]&lt;br /&gt;
&lt;br /&gt;
| group2     = 2021&lt;br /&gt;
| list2      =&lt;br /&gt;
* [[v1.9.1.0]]&lt;br /&gt;
* [[v1.9.1.1]]&lt;br /&gt;
* [[v1.9.2.0]]&lt;br /&gt;
* [[v1.9.3.0]]&lt;br /&gt;
* [[v1.9.3.1]]&lt;br /&gt;
* [[v1.9.4.1]]&lt;br /&gt;
* [[v1.9.6.0]]&lt;br /&gt;
* [[v1.9.6.1]]&lt;br /&gt;
* [[v1.9.6.5]]&lt;br /&gt;
* [[v1.9.8.0]]&lt;br /&gt;
* [[v1.9.9.0]]&lt;br /&gt;
* [[v1.9.9.1]]&lt;br /&gt;
* [[v1.9.11.0]]&lt;br /&gt;
* [[v1.9.11.1]]&lt;br /&gt;
* [[v1.9.12.0]]&lt;br /&gt;
&lt;br /&gt;
| group3     = 2020&lt;br /&gt;
| list3      =&lt;br /&gt;
* [[v1.8.2.1]]&lt;br /&gt;
* [[v1.8.2.3]]&lt;br /&gt;
* [[v1.8.3.0]]&lt;br /&gt;
* [[v1.8.3.1]]&lt;br /&gt;
* [[v1.8.3.2]]&lt;br /&gt;
* [[v1.8.4.0]]&lt;br /&gt;
* [[v1.8.4.1]]&lt;br /&gt;
* [[v1.8.4.2]]&lt;br /&gt;
* [[v1.8.4.3]]&lt;br /&gt;
* [[v1.8.4.4]]&lt;br /&gt;
* [[v1.8.4.5]]&lt;br /&gt;
* [[v1.8.5.0]]&lt;br /&gt;
* [[v1.8.5.1]]&lt;br /&gt;
* [[v1.8.5.3]]&lt;br /&gt;
* [[v1.8.7.0]]&lt;br /&gt;
* [[v1.8.7.1]]&lt;br /&gt;
* [[v1.8.8.1]]&lt;br /&gt;
* [[v1.8.8.2]]&lt;br /&gt;
* [[v1.8.9.1]]&lt;br /&gt;
* [[v1.8.9.4]]&lt;br /&gt;
* [[v1.8.10.0]]&lt;br /&gt;
* [[v1.8.11.1]]&lt;br /&gt;
* [[v1.8.11.3]]&lt;br /&gt;
* [[v1.8.12.0]]&lt;br /&gt;
* [[v1.8.12.1]]&lt;br /&gt;
&lt;br /&gt;
| group4     = 2019&lt;br /&gt;
| list4      =&lt;br /&gt;
* [[v1.7.2.0]]&lt;br /&gt;
* [[v1.7.2.1]]&lt;br /&gt;
* [[v1.7.3.1]]&lt;br /&gt;
* [[v1.7.3.4]]&lt;br /&gt;
* [[v1.7.3.5]]&lt;br /&gt;
* [[v1.7.3.8]]&lt;br /&gt;
* [[v1.7.4.1]]&lt;br /&gt;
* [[v1.7.5.1]]&lt;br /&gt;
* [[v1.7.6.0]]&lt;br /&gt;
* [[v1.7.6.1]]&lt;br /&gt;
* [[v1.7.7.0]]&lt;br /&gt;
* [[v1.7.8.1]]&lt;br /&gt;
* [[v1.7.8.2]]&lt;br /&gt;
* [[v1.7.9.0]]&lt;br /&gt;
* [[v1.7.9.1]]&lt;br /&gt;
* [[v1.7.10.0]]&lt;br /&gt;
* [[v1.7.11.0]]&lt;br /&gt;
* [[v1.7.11.1]]&lt;br /&gt;
* [[v1.7.11.4]]&lt;br /&gt;
&lt;br /&gt;
| group5     = 2018&lt;br /&gt;
| list5      =&lt;br /&gt;
* [[v1.6.1.0]]&lt;br /&gt;
* [[v1.6.1.1]]&lt;br /&gt;
* [[v1.6.1.2]]&lt;br /&gt;
* [[v1.6.1.3]]&lt;br /&gt;
* [[v1.6.1.4]]&lt;br /&gt;
* [[v1.6.1.5]]&lt;br /&gt;
* [[v1.6.1.6]]&lt;br /&gt;
* [[v1.6.1.7]]&lt;br /&gt;
* [[v1.6.1.8]]&lt;br /&gt;
* [[v1.6.1.9]]&lt;br /&gt;
* [[v1.6.1.10]]&lt;br /&gt;
* [[v1.6.1.11]]&lt;br /&gt;
* [[v1.6.1.12]]&lt;br /&gt;
* [[v1.6.1.13]]&lt;br /&gt;
* [[v1.6.1.14]]&lt;br /&gt;
* [[v1.6.1.15]]&lt;br /&gt;
* [[v1.6.1.16]]&lt;br /&gt;
* [[v1.6.1.17]]&lt;br /&gt;
* [[v1.6.1.18]]&lt;br /&gt;
* [[v1.6.1.19]]&lt;br /&gt;
* [[v1.6.2.1]]&lt;br /&gt;
* [[v1.6.2.3]]&lt;br /&gt;
* [[v1.6.2.9]]&lt;br /&gt;
* [[v1.6.2.10]]&lt;br /&gt;
* [[v1.6.2.14]]&lt;br /&gt;
* [[v1.6.3.1]]&lt;br /&gt;
* [[v1.6.3.2]]&lt;br /&gt;
* [[v1.6.3.5]]&lt;br /&gt;
* [[v1.6.4.1]]&lt;br /&gt;
* [[v1.6.5.0]]&lt;br /&gt;
* [[v1.6.5.1]]&lt;br /&gt;
* [[v1.6.5.2]]&lt;br /&gt;
* [[v1.6.5.5]]&lt;br /&gt;
* [[V1.6.5.6]]&lt;br /&gt;
* [[v1.6.7.0]]&lt;br /&gt;
* [[v1.6.7.1]]&lt;br /&gt;
* [[v1.6.7.2]]&lt;br /&gt;
* [[v1.6.7.3]]&lt;br /&gt;
* [[v1.6.9.0]]&lt;br /&gt;
* [[v1.6.10.0]]&lt;br /&gt;
* [[v1.6.11.1]]&lt;br /&gt;
* [[v1.6.11.3]]&lt;br /&gt;
* [[V1.6.12.0]]&lt;br /&gt;
&lt;br /&gt;
| group6     = 2017&lt;br /&gt;
| list6      =&lt;br /&gt;
* [[v1.5.1.5]]&lt;br /&gt;
* [[v1.5.1.11]]&lt;br /&gt;
* [[v1.5.2.5]]&lt;br /&gt;
* [[v1.5.2.20]]&lt;br /&gt;
* [[v1.5.2.24]]&lt;br /&gt;
* [[v1.5.3.2]]&lt;br /&gt;
* [[v1.5.3.4]]&lt;br /&gt;
* [[v1.5.4.0]]&lt;br /&gt;
* [[v1.5.4.4]]&lt;br /&gt;
* [[v1.5.4.11]]&lt;br /&gt;
* [[v1.5.5.0]]&lt;br /&gt;
* [[v1.5.6.0]]&lt;br /&gt;
* [[v1.5.7.1]]&lt;br /&gt;
* [[v1.5.7.8]]&lt;br /&gt;
* [[v1.5.8.2]]&lt;br /&gt;
* [[v1.5.9.3]]&lt;br /&gt;
* [[v1.5.10.2]]&lt;br /&gt;
* [[v1.5.11.1]]&lt;br /&gt;
* [[v1.5.11.6]]&lt;br /&gt;
* [[v1.5.11.9]]&lt;br /&gt;
&lt;br /&gt;
| group7     = 2016&lt;br /&gt;
| list7      =&lt;br /&gt;
* [[v1.4.2.5]]&lt;br /&gt;
* [[v1.4.2.8]]&lt;br /&gt;
* [[v1.4.2.14]]&lt;br /&gt;
* [[v1.4.3.3]]&lt;br /&gt;
* [[v1.4.4.0]]&lt;br /&gt;
* [[v1.4.5.0]]&lt;br /&gt;
* [[v1.4.6.0]]&lt;br /&gt;
* [[v1.4.7.0]]&lt;br /&gt;
* [[v1.4.9.2]]&lt;br /&gt;
* [[v1.4.11.0]]&lt;br /&gt;
* [[v1.4.11.15]]&lt;br /&gt;
* [[v1.4.12.7]]&lt;br /&gt;
* [[v1.4.12.15]]&lt;br /&gt;
&lt;br /&gt;
| group8     = 2015&lt;br /&gt;
| list8      =&lt;br /&gt;
* [[v1.3.1.1]]&lt;br /&gt;
* [[v1.3.1.5]]&lt;br /&gt;
* [[v1.3.1.8]]&lt;br /&gt;
* [[v1.3.1.12]]&lt;br /&gt;
* [[v1.3.1.15]]&lt;br /&gt;
* [[v1.3.1.17]]&lt;br /&gt;
* [[v1.3.4.1]]&lt;br /&gt;
* [[v1.3.5.1]]&lt;br /&gt;
* [[v1.3.6.0]]&lt;br /&gt;
* [[v1.3.6.1]]&lt;br /&gt;
* [[v1.3.7.1]]&lt;br /&gt;
* [[v1.3.8.5]]&lt;br /&gt;
* [[v1.3.8.7]]&lt;br /&gt;
* [[v1.3.8.12]]&lt;br /&gt;
* [[v1.3.9.0]]&lt;br /&gt;
* [[v1.3.10.0]]&lt;br /&gt;
* [[v1.3.11.3]]&lt;br /&gt;
* [[v1.3.12.1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| group9     = 2013&lt;br /&gt;
| list9      = &lt;br /&gt;
* [[v1.2.1.0]]&lt;br /&gt;
* [[v1.2.1.1]]&lt;br /&gt;
* [[v1.2.2.9]]&lt;br /&gt;
* [[v1.2.3.0]]&lt;br /&gt;
* [[v1.2.3.7]]&lt;br /&gt;
* [[v1.2.4.0]]&lt;br /&gt;
* [[v1.2.4.9]]&lt;br /&gt;
* [[v1.2.6.0]]&lt;br /&gt;
* [[v1.2.7.0]]&lt;br /&gt;
* [[v1.2.9.0]]&lt;br /&gt;
* [[v1.2.11.0]]&lt;br /&gt;
* [[v1.2.12.0]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Navbox_changelog&amp;diff=8474</id>
		<title>Template:Navbox changelog</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Navbox_changelog&amp;diff=8474"/>
		<updated>2022-07-20T08:19:08Z</updated>

		<summary type="html">&lt;p&gt;Mach56: 1.10.7.0 happened, but it wasn't posted on the forum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox changelog&lt;br /&gt;
| title      = Changelog&lt;br /&gt;
| state      = uncollapsed&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = 2022&lt;br /&gt;
| list1      =&lt;br /&gt;
* [[v1.10.1.0]]&lt;br /&gt;
* [[v1.10.1.5]]&lt;br /&gt;
* [[v1.10.4.0]]&lt;br /&gt;
* [[v1.10.5.0]]&lt;br /&gt;
* [[v1.10.6.0]]&lt;br /&gt;
* [[v1.10.7.0]]&lt;br /&gt;
&lt;br /&gt;
| group2     = 2021&lt;br /&gt;
| list2      =&lt;br /&gt;
* [[v1.9.1.0]]&lt;br /&gt;
* [[v1.9.2.0]]&lt;br /&gt;
* [[v1.9.3.0]]&lt;br /&gt;
* [[v1.9.4.1]]&lt;br /&gt;
* [[v1.9.6.0]]&lt;br /&gt;
* [[v1.9.6.5]]&lt;br /&gt;
* [[v1.9.8.0]]&lt;br /&gt;
* [[v1.9.9.0]]&lt;br /&gt;
* [[v1.9.9.1]]&lt;br /&gt;
* [[v1.9.11.0]]&lt;br /&gt;
* [[v1.9.12.0]]&lt;br /&gt;
&lt;br /&gt;
| group3     = 2020&lt;br /&gt;
| list3      =&lt;br /&gt;
* [[v1.8.2.3]]&lt;br /&gt;
* [[v1.8.3.0]]&lt;br /&gt;
* [[v1.8.3.1]]&lt;br /&gt;
* [[v1.8.3.2]]&lt;br /&gt;
* [[v1.8.4.0]]&lt;br /&gt;
* [[v1.8.4.4]]&lt;br /&gt;
* [[v1.8.4.5]]&lt;br /&gt;
* [[v1.8.5.0]]&lt;br /&gt;
* [[v1.8.7.0]]&lt;br /&gt;
* [[v1.8.8.2]]&lt;br /&gt;
* [[v1.8.9.1]]&lt;br /&gt;
* [[v1.8.9.4]]&lt;br /&gt;
* [[v1.8.10.0]]&lt;br /&gt;
* [[v1.8.11.1]]&lt;br /&gt;
* [[v1.8.11.3]]&lt;br /&gt;
* [[v1.8.12.0]]&lt;br /&gt;
* [[v1.8.12.1]]&lt;br /&gt;
&lt;br /&gt;
| group4     = 2019&lt;br /&gt;
| list4      =&lt;br /&gt;
* [[v1.7.2.0]]&lt;br /&gt;
* [[v1.7.3.1]]&lt;br /&gt;
* [[v1.7.3.4]]&lt;br /&gt;
* [[v1.7.3.5]]&lt;br /&gt;
* [[v1.7.3.8]]&lt;br /&gt;
* [[v1.7.6.0]]&lt;br /&gt;
* [[v1.7.7.0]]&lt;br /&gt;
* [[v1.7.8.2]]&lt;br /&gt;
* [[v1.7.9.0]]&lt;br /&gt;
* [[v1.7.10.0]]&lt;br /&gt;
* [[v1.7.11.0]]&lt;br /&gt;
* [[v1.7.11.4]]&lt;br /&gt;
&lt;br /&gt;
| group5     = 2018&lt;br /&gt;
| list5      =&lt;br /&gt;
* [[v1.6.1.6]]&lt;br /&gt;
* [[v1.6.2.3]]&lt;br /&gt;
* [[v1.6.2.9]]&lt;br /&gt;
* [[v1.6.2.10]]&lt;br /&gt;
* [[v1.6.2.14]]&lt;br /&gt;
* [[v1.6.3.2]]&lt;br /&gt;
* [[v1.6.3.5]]&lt;br /&gt;
* [[v1.6.5.0]]&lt;br /&gt;
* [[v1.6.5.1]]&lt;br /&gt;
* [[v1.6.5.2]]&lt;br /&gt;
* [[v1.6.5.5]]&lt;br /&gt;
* [[V1.6.5.6]]&lt;br /&gt;
* [[v1.6.7.3]]&lt;br /&gt;
* [[v1.6.9.0]]&lt;br /&gt;
* [[v1.6.10.0]]&lt;br /&gt;
* [[v1.6.11.3]]&lt;br /&gt;
* [[V1.6.12.0]]&lt;br /&gt;
&lt;br /&gt;
| group6     = 2017&lt;br /&gt;
| list6      =&lt;br /&gt;
* [[v1.5.1.5]]&lt;br /&gt;
* [[v1.5.1.11]]&lt;br /&gt;
* [[v1.5.2.5]]&lt;br /&gt;
* [[v1.5.2.20]]&lt;br /&gt;
* [[v1.5.2.24]]&lt;br /&gt;
* [[v1.5.3.2]]&lt;br /&gt;
* [[v1.5.3.4]]&lt;br /&gt;
* [[v1.5.4.0]]&lt;br /&gt;
* [[v1.5.4.4]]&lt;br /&gt;
* [[v1.5.4.11]]&lt;br /&gt;
* [[v1.5.5.0]]&lt;br /&gt;
* [[v1.5.6.0]]&lt;br /&gt;
* [[v1.5.7.1]]&lt;br /&gt;
* [[v1.5.7.8]]&lt;br /&gt;
* [[v1.5.8.2]]&lt;br /&gt;
* [[v1.5.9.3]]&lt;br /&gt;
* [[v1.5.10.2]]&lt;br /&gt;
* [[v1.5.11.1]]&lt;br /&gt;
* [[v1.5.11.6]]&lt;br /&gt;
* [[v1.5.11.9]]&lt;br /&gt;
&lt;br /&gt;
| group7     = 2016&lt;br /&gt;
| list7      =&lt;br /&gt;
* [[v1.4.2.5]]&lt;br /&gt;
* [[v1.4.2.8]]&lt;br /&gt;
* [[v1.4.2.14]]&lt;br /&gt;
* [[v1.4.3.3]]&lt;br /&gt;
* [[v1.4.4.0]]&lt;br /&gt;
* [[v1.4.5.0]]&lt;br /&gt;
* [[v1.4.6.0]]&lt;br /&gt;
* [[v1.4.7.0]]&lt;br /&gt;
* [[v1.4.9.2]]&lt;br /&gt;
* [[v1.4.11.0]]&lt;br /&gt;
* [[v1.4.11.15]]&lt;br /&gt;
* [[v1.4.12.7]]&lt;br /&gt;
* [[v1.4.12.15]]&lt;br /&gt;
&lt;br /&gt;
| group8     = 2015&lt;br /&gt;
| list8      =&lt;br /&gt;
* [[v1.3.1.1]]&lt;br /&gt;
* [[v1.3.1.5]]&lt;br /&gt;
* [[v1.3.1.8]]&lt;br /&gt;
* [[v1.3.1.12]]&lt;br /&gt;
* [[v1.3.1.15]]&lt;br /&gt;
* [[v1.3.1.17]]&lt;br /&gt;
* [[v1.3.4.1]]&lt;br /&gt;
* [[v1.3.5.1]]&lt;br /&gt;
* [[v1.3.6.0]]&lt;br /&gt;
* [[v1.3.6.1]]&lt;br /&gt;
* [[v1.3.7.1]]&lt;br /&gt;
* [[v1.3.8.5]]&lt;br /&gt;
* [[v1.3.8.7]]&lt;br /&gt;
* [[v1.3.8.12]]&lt;br /&gt;
* [[v1.3.9.0]]&lt;br /&gt;
* [[v1.3.10.0]]&lt;br /&gt;
* [[v1.3.11.3]]&lt;br /&gt;
* [[v1.3.12.1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| group9     = 2013&lt;br /&gt;
| list9      = &lt;br /&gt;
* [[v1.2.1.0]]&lt;br /&gt;
* [[v1.2.1.1]]&lt;br /&gt;
* [[v1.2.2.9]]&lt;br /&gt;
* [[v1.2.3.0]]&lt;br /&gt;
* [[v1.2.3.7]]&lt;br /&gt;
* [[v1.2.4.0]]&lt;br /&gt;
* [[v1.2.4.9]]&lt;br /&gt;
* [[v1.2.6.0]]&lt;br /&gt;
* [[v1.2.7.0]]&lt;br /&gt;
* [[v1.2.9.0]]&lt;br /&gt;
* [[v1.2.11.0]]&lt;br /&gt;
* [[v1.2.12.0]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template_talk:Navbox_changelog&amp;diff=8473</id>
		<title>Template talk:Navbox changelog</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template_talk:Navbox_changelog&amp;diff=8473"/>
		<updated>2022-07-20T08:17:20Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Section numbering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TO DO:&lt;br /&gt;
* Add dates of release to each page.&lt;br /&gt;
* Make navbox in chronological order. This out of order navbox is annoying me.&lt;br /&gt;
* Possibly make a [[changelog]] page OR a little infobox on the side of the page that gives a quick summery/goal of major changes in each patch. (&amp;quot;This patch tried to balance hovers&amp;quot;, &amp;quot;Bug fix patch&amp;quot;, etc)&lt;br /&gt;
* '''ENSURE ALL PAGES ACTUALLY CONTAIN THE NAVBOX''' (I've caught a few of them that lacked it)&lt;br /&gt;
* Update patch notes to new editing style (See [[v1.2.12.0]] for example)&lt;br /&gt;
** Forum post tags are ugly.&lt;br /&gt;
&lt;br /&gt;
--[[User:Shaman|Shaman]] ([[User talk:Shaman|talk]]) 13:12, 8 January 2019 (CET)&lt;br /&gt;
&lt;br /&gt;
== Section numbering ==&lt;br /&gt;
&lt;br /&gt;
Would there be any negative side effects from making 2013 the first section and just adding a new one every year (as opposed to renumbering all of them every year)? &amp;amp;mdash;[[User:RandomX|RandomX]] ([[User talk:RandomX|talk]]) 20:46, 9 July 2022 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I don't think so. Might be a good idea to ask one of the admins/mods first if that is what would be preferred. --[[User:Mach56|Mach56]] ([[User talk:Mach56|talk]]) 01:17, 20 July 2022 (PDT)&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Navbox_changelog&amp;diff=8464</id>
		<title>Template:Navbox changelog</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Navbox_changelog&amp;diff=8464"/>
		<updated>2022-07-09T01:29:25Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Add more missing changelogs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox changelog&lt;br /&gt;
| title      = Changelog&lt;br /&gt;
| state      = uncollapsed&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = 2022&lt;br /&gt;
| list1      =&lt;br /&gt;
* [[v1.10.1.0]]&lt;br /&gt;
* [[v1.10.1.5]]&lt;br /&gt;
* [[v1.10.4.0]]&lt;br /&gt;
* [[v1.10.5.0]]&lt;br /&gt;
* [[v1.10.6.0]]&lt;br /&gt;
&lt;br /&gt;
| group2     = 2021&lt;br /&gt;
| list2      =&lt;br /&gt;
* [[v1.9.1.0]]&lt;br /&gt;
* [[v1.9.2.0]]&lt;br /&gt;
* [[v1.9.3.0]]&lt;br /&gt;
* [[v1.9.4.1]]&lt;br /&gt;
* [[v1.9.6.0]]&lt;br /&gt;
* [[v1.9.6.5]]&lt;br /&gt;
* [[v1.9.8.0]]&lt;br /&gt;
* [[v1.9.9.0]]&lt;br /&gt;
* [[v1.9.9.1]]&lt;br /&gt;
* [[v1.9.11.0]]&lt;br /&gt;
* [[v1.9.12.0]]&lt;br /&gt;
&lt;br /&gt;
| group3     = 2020&lt;br /&gt;
| list3      =&lt;br /&gt;
* [[v1.8.2.3]]&lt;br /&gt;
* [[v1.8.3.0]]&lt;br /&gt;
* [[v1.8.3.1]]&lt;br /&gt;
* [[v1.8.3.2]]&lt;br /&gt;
* [[v1.8.4.0]]&lt;br /&gt;
* [[v1.8.4.4]]&lt;br /&gt;
* [[v1.8.4.5]]&lt;br /&gt;
* [[v1.8.5.0]]&lt;br /&gt;
* [[v1.8.7.0]]&lt;br /&gt;
* [[v1.8.8.2]]&lt;br /&gt;
* [[v1.8.9.1]]&lt;br /&gt;
* [[v1.8.9.4]]&lt;br /&gt;
* [[v1.8.10.0]]&lt;br /&gt;
* [[v1.8.11.1]]&lt;br /&gt;
* [[v1.8.11.3]]&lt;br /&gt;
* [[v1.8.12.0]]&lt;br /&gt;
* [[v1.8.12.1]]&lt;br /&gt;
&lt;br /&gt;
| group4     = 2019&lt;br /&gt;
| list4      =&lt;br /&gt;
* [[v1.7.2.0]]&lt;br /&gt;
* [[v1.7.3.1]]&lt;br /&gt;
* [[v1.7.3.4]]&lt;br /&gt;
* [[v1.7.3.5]]&lt;br /&gt;
* [[v1.7.3.8]]&lt;br /&gt;
* [[v1.7.6.0]]&lt;br /&gt;
* [[v1.7.7.0]]&lt;br /&gt;
* [[v1.7.8.2]]&lt;br /&gt;
* [[v1.7.9.0]]&lt;br /&gt;
* [[v1.7.10.0]]&lt;br /&gt;
* [[v1.7.11.0]]&lt;br /&gt;
* [[v1.7.11.4]]&lt;br /&gt;
&lt;br /&gt;
| group5     = 2018&lt;br /&gt;
| list5      =&lt;br /&gt;
* [[v1.6.1.6]]&lt;br /&gt;
* [[v1.6.2.3]]&lt;br /&gt;
* [[v1.6.2.9]]&lt;br /&gt;
* [[v1.6.2.10]]&lt;br /&gt;
* [[v1.6.2.14]]&lt;br /&gt;
* [[v1.6.3.2]]&lt;br /&gt;
* [[v1.6.3.5]]&lt;br /&gt;
* [[v1.6.5.0]]&lt;br /&gt;
* [[v1.6.5.1]]&lt;br /&gt;
* [[v1.6.5.2]]&lt;br /&gt;
* [[v1.6.5.5]]&lt;br /&gt;
* [[V1.6.5.6]]&lt;br /&gt;
* [[v1.6.7.3]]&lt;br /&gt;
* [[v1.6.9.0]]&lt;br /&gt;
* [[v1.6.10.0]]&lt;br /&gt;
* [[v1.6.11.3]]&lt;br /&gt;
* [[V1.6.12.0]]&lt;br /&gt;
&lt;br /&gt;
| group6     = 2017&lt;br /&gt;
| list6      =&lt;br /&gt;
* [[v1.5.1.5]]&lt;br /&gt;
* [[v1.5.1.11]]&lt;br /&gt;
* [[v1.5.2.5]]&lt;br /&gt;
* [[v1.5.2.20]]&lt;br /&gt;
* [[v1.5.2.24]]&lt;br /&gt;
* [[v1.5.3.2]]&lt;br /&gt;
* [[v1.5.3.4]]&lt;br /&gt;
* [[v1.5.4.0]]&lt;br /&gt;
* [[v1.5.4.4]]&lt;br /&gt;
* [[v1.5.4.11]]&lt;br /&gt;
* [[v1.5.5.0]]&lt;br /&gt;
* [[v1.5.6.0]]&lt;br /&gt;
* [[v1.5.7.1]]&lt;br /&gt;
* [[v1.5.7.8]]&lt;br /&gt;
* [[v1.5.8.2]]&lt;br /&gt;
* [[v1.5.9.3]]&lt;br /&gt;
* [[v1.5.10.2]]&lt;br /&gt;
* [[v1.5.11.1]]&lt;br /&gt;
* [[v1.5.11.6]]&lt;br /&gt;
* [[v1.5.11.9]]&lt;br /&gt;
&lt;br /&gt;
| group7     = 2016&lt;br /&gt;
| list7      =&lt;br /&gt;
* [[v1.4.2.5]]&lt;br /&gt;
* [[v1.4.2.8]]&lt;br /&gt;
* [[v1.4.2.14]]&lt;br /&gt;
* [[v1.4.3.3]]&lt;br /&gt;
* [[v1.4.4.0]]&lt;br /&gt;
* [[v1.4.5.0]]&lt;br /&gt;
* [[v1.4.6.0]]&lt;br /&gt;
* [[v1.4.7.0]]&lt;br /&gt;
* [[v1.4.9.2]]&lt;br /&gt;
* [[v1.4.11.0]]&lt;br /&gt;
* [[v1.4.11.15]]&lt;br /&gt;
* [[v1.4.12.7]]&lt;br /&gt;
* [[v1.4.12.15]]&lt;br /&gt;
&lt;br /&gt;
| group8     = 2015&lt;br /&gt;
| list8      =&lt;br /&gt;
* [[v1.3.1.1]]&lt;br /&gt;
* [[v1.3.1.5]]&lt;br /&gt;
* [[v1.3.1.8]]&lt;br /&gt;
* [[v1.3.1.12]]&lt;br /&gt;
* [[v1.3.1.15]]&lt;br /&gt;
* [[v1.3.1.17]]&lt;br /&gt;
* [[v1.3.4.1]]&lt;br /&gt;
* [[v1.3.5.1]]&lt;br /&gt;
* [[v1.3.6.0]]&lt;br /&gt;
* [[v1.3.6.1]]&lt;br /&gt;
* [[v1.3.7.1]]&lt;br /&gt;
* [[v1.3.8.5]]&lt;br /&gt;
* [[v1.3.8.7]]&lt;br /&gt;
* [[v1.3.8.12]]&lt;br /&gt;
* [[v1.3.9.0]]&lt;br /&gt;
* [[v1.3.10.0]]&lt;br /&gt;
* [[v1.3.11.3]]&lt;br /&gt;
* [[v1.3.12.1]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| group9     = 2013&lt;br /&gt;
| list9      = &lt;br /&gt;
* [[v1.2.1.0]]&lt;br /&gt;
* [[v1.2.1.1]]&lt;br /&gt;
* [[v1.2.2.9]]&lt;br /&gt;
* [[v1.2.3.0]]&lt;br /&gt;
* [[v1.2.3.7]]&lt;br /&gt;
* [[v1.2.4.0]]&lt;br /&gt;
* [[v1.2.4.9]]&lt;br /&gt;
* [[v1.2.6.0]]&lt;br /&gt;
* [[v1.2.7.0]]&lt;br /&gt;
* [[v1.2.9.0]]&lt;br /&gt;
* [[v1.2.11.0]]&lt;br /&gt;
* [[v1.2.12.0]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Talk:Units&amp;diff=8463</id>
		<title>Talk:Units</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Talk:Units&amp;diff=8463"/>
		<updated>2022-07-09T01:24:32Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Unit reference/comparison table? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Unit summaries ==&lt;br /&gt;
I think a very brief summary of each factory could be very helpful, like:&lt;br /&gt;
&lt;br /&gt;
* Cloakbots: High DPS, fragile, relatively shorter-ranged. Several units are cloaked or have area cloaking.&lt;br /&gt;
* Shieldbots: Tough, low DPS. Several units have shields and shield-related abilities such as turning shields into damage.&lt;br /&gt;
&lt;br /&gt;
Etc. I would do it myself, but I know far too little of the different factories to be able to give good brief summaries.&lt;br /&gt;
&lt;br /&gt;
In addition, it might be nice to automatically generate and show (similar to this script: https://github.com/ZeroK-RTS/SpringRTS-Tools/blob/master/unitguide/export_unit_templates.lua , which is some really nice functionality, kudos to Histidine91) a box plot for each of some different main statistics, such as &amp;quot;DPS/cost&amp;quot;, &amp;quot;Hit Points/cost&amp;quot;, &amp;quot;Movement Speed&amp;quot;, &amp;quot;Range&amp;quot;, &amp;quot;Weapon AOE&amp;quot;. The units of each factory would then be depicted with one box in each box plot. That by itself could give an easy way to get a quick and superficial impression of how each factory compares to other factories. That said, lots of units have special abilities or special weapons, and even regular statistics can have major importance (which I think is a really nice part of Zero-K), so for at least some of those statistics, the plots might be both difficult and laboursome to automatically generate as well as possibly be very misleading, which might be worse than no impression. So this may not be a good idea and not at all worth the time or effort.&lt;br /&gt;
— unsigned comment by [[Special:Contributions/109.57.58.139|109.57.58.139]]&lt;br /&gt;
:Reg. the latter part, I think statistics such as &amp;quot;log2(Hit Points)&amp;quot; (illustrating force concentration, which is relevant for striders and tanks) and &amp;quot;log2(cost)&amp;quot;, and maybe &amp;quot;log2(Range)&amp;quot; instead of &amp;quot;Range&amp;quot;, might be useful. — unsigned comment by [[Special:Contributions/109.57.58.139|109.57.58.139]]&lt;br /&gt;
&lt;br /&gt;
== Too much html+css ==&lt;br /&gt;
&lt;br /&gt;
Our players are already intimidated when it comes to editing the Wiki. This page has enough HTML and CSS now to scare off anyone who wants to edit it and doesn't know how to read HTML. I suggest that the page be converted to Wiki syntax and kept that way. —[[User:RandomX|RandomX]] ([[User talk:RandomX|talk]]) 02:49, 27 July 2020 (CEST)&lt;br /&gt;
&lt;br /&gt;
That's a fair point that I didn't consider, I hoped to keep that amount down, but I didn't succeed without sacrificing the formatting I hoped for. I will cut down the amount of HTML and CSS. I think it would be OK to keep the image links that are also present in the different factory pages, since they should be decently simple, and I don't know whether those images can be included as is using only MediaWiki syntax (if anyone knows how to do that, please do mention it and I will use MediaWiki syntax for the images). --[[User:Someoneelsewhere|Someoneelsewhere]] ([[User talk:Someoneelsewhere|talk]]) 03:20, 27 July 2020 (CEST)&lt;br /&gt;
&lt;br /&gt;
I have greatly decreased the usage of HTML and CSS. It looks &amp;quot;noisier&amp;quot; now, however. Does anyone have any proposals or suggestions for making it less &amp;quot;noisy&amp;quot; while keeping it to MediaWiki syntax? I must also apologize, for it seems that it is really simple to include images as is, having just the raw link works when you are just including the image, not using it as part of a link or similar. --[[User:Someoneelsewhere|Someoneelsewhere]] ([[User talk:Someoneelsewhere|talk]]) 04:33, 27 July 2020 (CEST)&lt;br /&gt;
&lt;br /&gt;
Dear RandomX, I have partially reverted to using a bit of HTML and CSS again, and it is now not anywhere near as noisy before, however, it still does not seem quite as good as the original version. Given that you are definitely beyond any doubt much more experienced reg. this Wiki than me, would it be possible for you to improve and fix that, maybe such that the text is placed to the right of the image instead of below it, and thus increase visual coherence and decrease space wasted? I believe that could be very helpful to the section. Thank you very much in advance and best regards. --[[User:Someoneelsewhere|Someoneelsewhere]] ([[User talk:Someoneelsewhere|talk]]) 06:06, 27 July 2020 (CEST)&lt;br /&gt;
&lt;br /&gt;
I don't pretend to know more than I do. ...But making things easier for others is always good. I think I achieved what you were trying to do, but at the cost of having to use {{tl|clear}}, which is hardly optimal. While I'm not happy about the image tags (''you'' did it right!), wiki software severely limits what you can do with images when they are linked the correct way. The html is here only because we really should have all the images uploaded here, but that's for someone with admin rights to do. Or someone very-VERY patient. These are all only suggestions anyway. If you feel that I really broke your layout, feel free to revert everything to the pre-me condition. —[[User:RandomX|RandomX]] ([[User talk:RandomX|talk]]) 01:00, 28 July 2020 (CEST)&lt;br /&gt;
&lt;br /&gt;
Dear RandomX, thank you very, very much, it looks really good now, (much) better than my attempt, and it is very clear and concise. And I only did it right reg. images after you mentioned that such would be possible :) . I think you are right about the images, I believe there are some places here and there where the images can be converted as is, I will look at converting a few of those pages. Best regards and again, thank you very, very much :) . --[[User:Someoneelsewhere|Someoneelsewhere]] ([[User talk:Someoneelsewhere|talk]]) 01:28, 28 July 2020 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Unit reference/comparison table? ==&lt;br /&gt;
&lt;br /&gt;
Is there any interest in one big table of all the units in the game, with their factory, cost, designation, dps and so on? Wiki code permitting it could be sortable by column.&lt;br /&gt;
&lt;br /&gt;
I'm new to the game, and this sort of thing would help enormously in getting to know the relative strengths of the different units.&lt;br /&gt;
&lt;br /&gt;
I tend to make a similar spreadsheet for my own use whenever I start playing a new game, and I thought maybe other people might be interested as well.&lt;br /&gt;
&lt;br /&gt;
: I'm not sure a big table with all the units would be a good idea, but a table for each category (e.g. constructor, factory, combat unit (maybe split this into roles too?) etc.) might be a better idea. You'd probably rather compare like-to-like rather than have a bunch of unrelated units in there as well. --[[User:Mach56|Mach56]] ([[User talk:Mach56|talk]]) 18:24, 8 July 2022 (PDT)&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Balancing_Guidelines&amp;diff=8462</id>
		<title>Balancing Guidelines</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Balancing_Guidelines&amp;diff=8462"/>
		<updated>2022-07-09T01:10:10Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Maths and Stats */ Update old unit names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Game Design==&lt;br /&gt;
Balance in Zero-K should always be approached holistically, in respect to its design. It is a complex network of niches, counter mechanics and roles. These can be unit-unit counters, or situational dynamics such as terrain. When approaching units balance, determine first that you understand what a unit is meant to:&lt;br /&gt;
* Be good at&lt;br /&gt;
* Be bad at&lt;br /&gt;
* Beat&lt;br /&gt;
* Be beaten by&lt;br /&gt;
&lt;br /&gt;
And how it is meant to be used. Change a unit to stay within its role. Sometimes, it is the role which is too broad, and a new weakness needs to be introduced. A narrow role is better than a broad one, as long as a unit is very good at what it does. Always make sure units do not overlap identically in role, otherwise one or the other will always be preferable. More than balance, be conscious of how a unit makes the game actually play. Modifying a unit stats can totally change how the game plays, and even if something seems UP or OP, changing it would make the game play worse.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;CarRepairer&amp;gt; it's simple really. unit cost = (pwn - fail) * baw&lt;br /&gt;
&lt;br /&gt;
Once you are sure you understand a unit's role, there are three areas you should test and gather information in.&lt;br /&gt;
&lt;br /&gt;
==Ingame experience==&lt;br /&gt;
This is the most important. If a unit cannot be used effectively in game, then it isn't OP (yet) and if everyone uses it then it isn't UP (yet). However, beware the culture of balance. Often a unit will go for weeks without anyone using it, and then someone discovers and exploits it. Soon everyone is using it, and it goes from being 'useless' to being OP. Be careful not to repeatedly buff an unpopular unit, it can take a long time before people come back to an unpopular unit and give it another shot. Don't be too hasty to nerf a popular unit- perhaps this is a 'fad', perhaps someone will find a counter. If you do nerf it, be conservative- don't try and over-nerf it just to ensure people stop using it because then its useless and will get buffed again.&lt;br /&gt;
&lt;br /&gt;
Balance based on what good players do. This does not mean that you should balance the game entirely around the high-micro, hard to use 'pro' units or balance so that the game is only viable at a high level. However, good or inventive players can totally change the face of the way the game is played by effectively exploiting an underused unit. There are many units which an average player will not understand the use for until they have seen it used well.&lt;br /&gt;
&lt;br /&gt;
Don't balance based on one game. Consult other players on their experiences too. You should test exhaustively, on several maps, with varying skill levels between the players. It is useful if testing a strategy to try it out vs someone, then get them to try it out vs you, both trying to counter.&lt;br /&gt;
&lt;br /&gt;
1v1 is the most pure testing ground for a strategy. Team games often have different requirements but the various factors in play in team games make it very hard to get an impartial judgement, there are too many stray variables.&lt;br /&gt;
&lt;br /&gt;
A good way to get impartial data on the use of units is through real game statistics. Statistical abnormalities are excellent candidates for trying to exploit ingame. Remember however that what causes the most cost in damage in a game isn't necessarily what decided the outcome- It might just be the mop-up crew, the victory may be economic, and a units effectiveness depends entirely on the skill of player using it. Keep Lancaster's square law in mind, masses of even a bad unit will be cost effective vs small numbers of a good unit.&lt;br /&gt;
&lt;br /&gt;
==Closed testing==&lt;br /&gt;
Do for-cost tests of units. /spectator /godmode is your friend here! Micro both sides in various circumstances. This can help to nullify a whole range of factors that may be skewing your assessment, like economic differences and terrain. Note however that those factors are often precisely why those units are op, and that you wont really know how a unit works out ingame unless you use it in real situations.&lt;br /&gt;
&lt;br /&gt;
==Maths and Stats==&lt;br /&gt;
Look at the actual stats of a unit. Compare it to similiar units. Sometimes one unit will appear to be OP when another one is actually far better. This is an incredibly useful tool in determining where the problem in a unit might lay, as often the problem will stand out immediately. Other times, it is something very subtle. Remember there are a huge range of values besides hp/dps. Range, speed, manoeuvrability, and even variables in the script like turret turnrate.&lt;br /&gt;
&lt;br /&gt;
Think about everything in terms of cost. Knowing how much damage or HP something has is an abstract figure, what is important is its cost/damage cost/hp. Weight class (IE the cost, irrespective of cost-effectiveness) can also be very important, as a large unit has full DPS until it dies, while a mass of units of the same cost loses DPS as they die.&lt;br /&gt;
&lt;br /&gt;
The use of a unit is not always determined by good stats, but often by the right combination and values. There is a huge difference between just out-ranging an LLT, and having the same range as an LLT. Try to think more in terms of unit relationships than pure numbers. When balancing a unit, try and think of other areas that can be changed to make it useful, rather than just its hp/dps. What specifically is holding it back/making it too strong ingame? Also remember knock-on effects. If you nerf something, another unit which it has until now effectively countered may suddenly be OP.&lt;br /&gt;
&lt;br /&gt;
Be aware of what your values mean in relation to other units. Buffing a units HP by 5% might not actually do anything, because all the weapons that can shoot it still take just as many shots to kill it, or it might put it over a threshold which means it takes an extra shot to kill, for much more than a 5% difference. This matters particularly for Air vs AA, Subs vs Anti-sub, Pickets vs Raiders, and low RoF units like Lances, Skuttles and Widows.&lt;br /&gt;
&lt;br /&gt;
Keep Quant's rule in mind, buff strengths, nerf weaknesses, otherwise all units tend over time towards the average and unit difference is lost. Ultimately though how it fits within the game design and how it can better fulfill its role is the most important factor though, and one of its strengths or weaknesses may in fact be preventing it from fulfilling that role.&lt;br /&gt;
&lt;br /&gt;
= Further reading =&lt;br /&gt;
[http://springrts.com/phpbb/viewtopic.php?p=177771#p177771 Issac's essay on balance design]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Lobster&amp;diff=8457</id>
		<title>Lobster</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Lobster&amp;diff=8457"/>
		<updated>2022-06-10T15:04:17Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Undo revision 8455 by 50.100.92.172 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a launcher bot from the [[Amphbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Lobster&lt;br /&gt;
| defname = amphlaunch&lt;br /&gt;
| description = Amphibious Launcher Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/amphlaunch.png&lt;br /&gt;
| icontype = ampharty&lt;br /&gt;
| cost = 340&lt;br /&gt;
| hitpoints = 960&lt;br /&gt;
| movespeed = 54&lt;br /&gt;
| turnrate = 356&lt;br /&gt;
| sight = 500&lt;br /&gt;
| sonar = 500&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Unit Launcher&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| reloadtime = 12&lt;br /&gt;
	| range = 620&lt;br /&gt;
	| aoe = 112&lt;br /&gt;
	| projectilespeed = 350&lt;br /&gt;
	| special1 = High trajectory&lt;br /&gt;
	| special2 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| waterregen = 10&lt;br /&gt;
	| atdepth = 40&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Lacking armaments of its own, the Lobster's response to threats is to throw other units at the problem. Though originally intended for rapid coastline deployment, the Lobster has a variety of uses and can even offensively throw enemies units.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
While at first seeming as an afterthought unit, the Lobster is an ace in [[Amphbot Factory]]'s arsenal, allowing it a much-needed mobility boost and opening strategies for both sea and land warfare. You'll find that using Lobsters greatly improves performance from other units of this factory, while not requiring a lot of investment, as even one is usually sufficient.&lt;br /&gt;
&lt;br /&gt;
The Lobster launches units to great heights, allowing for both fast terrain traversal and access to otherwise unreachable terrain, while not causing any fall damage. It also ignores the unit's mass, launching anything from [[Flea]] to [[Detriment]] (and being the fastest of transport methods for the latter). &lt;br /&gt;
&lt;br /&gt;
While using the Lobster, always mind its &amp;quot;grab&amp;quot;, represented by thin green lines, as any unit in its reach will be launched alongside the desired ones.&lt;br /&gt;
&lt;br /&gt;
Some of the possible strategies include:&lt;br /&gt;
* Landing your troops on cliffs and from unexpected angles on island maps.&lt;br /&gt;
* Launching your [[Limpet]]s, giving you an arc-artillery previously missing and a potent disabling method.&lt;br /&gt;
* Using Lobsters in stealth to launch enemy into traps.&lt;br /&gt;
* Making a chain of Lobsters, launching one with the other, effectively allowing you to get your army across the map in moments. &lt;br /&gt;
* Tossing a lobster into enemy lines and tossing enemies out of position into your riots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Gunship_Plant&amp;diff=8456</id>
		<title>Gunship Plant</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Gunship_Plant&amp;diff=8456"/>
		<updated>2022-06-10T15:02:34Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Beating Gunships */  Update names and minor grammar fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces gunships.{{ Infobox zkunit&lt;br /&gt;
| name = Gunship Plant&lt;br /&gt;
| defname = factorygunship&lt;br /&gt;
| description = Produces Gunships&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factorygunship.png&lt;br /&gt;
| icontype = facgunship&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Gunship Plant is designed for close air support. It includes a selection of transports for hauling land units around, and combat gunships which can perform a variety of offensive or defensive roles.&lt;br /&gt;
&lt;br /&gt;
The Gunship Plant builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipcon.png [[Wasp]] &amp;amp;nbsp; Heavy Gunship Constructor&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipbomb.png [[Blastwing]] &amp;amp;nbsp; Flying Bomb&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipemp.png [[Gnat]] &amp;amp;nbsp; Anti-Heavy EMP Drone&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipraid.png [[Locust]] &amp;amp;nbsp; Raider Gunship&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipskirm.png [[Harpy]] &amp;amp;nbsp; Multi-Role Support Gunship&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipheavyskirm.png [[Nimbus]] &amp;amp;nbsp;  Fire Support Gunship&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipassault.png [[Revenant]] &amp;amp;nbsp;  Heavy Raider/Assault Gunship&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipkrow.png [[Krow]] &amp;amp;nbsp; Flying Fortress&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipaa.png [[Trident]] &amp;amp;nbsp; Anti-Air Gunship&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshiptrans.png [[Charon]] &amp;amp;nbsp; Air Transport&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipheavytrans.png [[Hercules]] &amp;amp;nbsp; Armed Heavy Air Transport&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The principle of Gunships is to assault the enemy from the air, at any time, and in any place. To this end, the Locust and Harpy are quick and capable of engaging enemy forces directly, while the Charon and Hercules can transport friendly land forces to the places they will be most effective. As a finishing blow, the super-heavy Krow gunship is without equal against opponents with poor anti-air coverage.&lt;br /&gt;
&lt;br /&gt;
In contrast to Airplanes, Gunships never have to rearm, so they can stick around an enemy base or army and keep dealing damage. On the other hand, they are slower and require more time to deal the same amount of damage that a bombing run would. Similarly, the Trident and Harpy are favoured in a head-on, prolonged engagement against the [[Swift]] and [[Raptor]] airplane fighters, but they are slower and less able to react to air-to-ground threats presented by the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
As a raiding force, use Blastwings to set an enemy factory on fire and halt production, then use Locusts to take out enemy infrastructure.&lt;br /&gt;
&lt;br /&gt;
Tridents and Harpies together present some danger to ground units while being almost impervious to attack from enemy air forces.&lt;br /&gt;
&lt;br /&gt;
Where possible, protect your dedicated anti-ground gunships like the Nimbus, Revenant and Krow from air-to-air threats with Tridents.&lt;br /&gt;
&lt;br /&gt;
Use Charons to drop slow, high-damage riot units like the [[Reaver]] or [[Scallop]] close to enemy buildings or units which they could not otherwise reach. You can assist your dropped forces with Gnats to disable enemy threats. &lt;br /&gt;
&lt;br /&gt;
Similar drop tactics may be pursued by transporting a heavier unit like the [[Dante]] with a Hercules. If you don't want to lose the units you're dropping, retrieve them with transports or a [[Djinn]] beacon.&lt;br /&gt;
&lt;br /&gt;
More esoteric uses of transports include dropping bombs like the [[Snitch]] or [[Skuttle]] on enemy targets, or stunning a high-value target like a [[Crabe]], [[Grizzly]] or [[Commander]] with Gnats then abducting it with a Hercules.&lt;br /&gt;
&lt;br /&gt;
=== Beating Gunships ===&lt;br /&gt;
&lt;br /&gt;
Anti-air units or structures which deliver high sustained damage-per-second are generally more effective against Gunships than those with high burst damage. The [[Razor]] is pretty cheap and very tough, though you will need more than one to deal enough damage to a large Gunship fleet. The [[Thresher]] is more expensive, but its flak cannon inflicts area-of-effect damage. The range of the [[Chainsaw]] and [[Artemis]] makes them effective against any air threat, though they are more expensive.&lt;br /&gt;
&lt;br /&gt;
In terms of mobile anti-air, the [[Ettin]] and [[Toad]] are most effective against Gunships. In permissive terrain, the speed of the [[Crasher]] and [[Flail]] gives them an edge despite being burst-damage based AA. The [[Gremlin]] is effective in bulk if their passive cloak is abused to set traps for enemy Gunships.&lt;br /&gt;
&lt;br /&gt;
Your first priority against Gunships is to fend off the initial raids by Locusts and Blastwings, while continuing to expand and pressure them in return. Locusts fly quite low so unlike most air units they are quite vulnerable to the [[Lotus]], and [[Picket]] are also effective in larger numbers. You might also need mobile anti-air to protect your constructors.&lt;br /&gt;
&lt;br /&gt;
If you are using Airplanes against a player with Gunships, avoid a direct fight unless you have a substantial numerical advantage - Tridents are very strong against your fighters. They can't move fast enough to deal with bombing threats on multiple fronts, so focus on supporting your ground forces with bombing runs. You should still keep some fighters to contest the skies if the gunships enter your territory.&lt;br /&gt;
&lt;br /&gt;
If you are playing the Gunship mirror matchup, try to have more Tridents than they do, while still making things happen in the ground war using Locust raids and the like.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Halberd&amp;diff=8333</id>
		<title>Halberd</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Halberd&amp;diff=8333"/>
		<updated>2022-03-07T11:39:39Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Update Halberd hp 1600-&amp;gt;1450&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a blockade runner hover from the [[Hovercraft Platform]].{{ Infobox zkunit&lt;br /&gt;
| name = Halberd&lt;br /&gt;
| defname = hoverassault&lt;br /&gt;
| description = Blockade Runner Hover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/hoverassault.png&lt;br /&gt;
| icontype = hoverassault&lt;br /&gt;
| cost = 210&lt;br /&gt;
| hitpoints = 1450&lt;br /&gt;
| movespeed = 96&lt;br /&gt;
| turnrate = 162&lt;br /&gt;
| sight = 385&lt;br /&gt;
| sonar = 385&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Direct Energy Weapon&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 160&lt;br /&gt;
	| reloadtime = 1.20&lt;br /&gt;
	| dps = 133&lt;br /&gt;
	| range = 200&lt;br /&gt;
	| projectilespeed = 200&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability armored&lt;br /&gt;
	| reduction = 67%&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Halberd buttons down into its armored hull when not firing, offering 4x damage resistance. Its slow, short-ranged weapon is unsuitable for use against highly mobile targets.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Set the Halberd's fire state to &amp;quot;hold fire mode&amp;quot; to keep it from opening up its protective hull to fire at enemies, thus keeping its damage reduction capabilities active (for, say, when it needs to speed past some modest defenses).&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Map_icons&amp;diff=8308</id>
		<title>Map icons</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Map_icons&amp;diff=8308"/>
		<updated>2022-02-10T23:21:32Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* General */ Add transport icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ZK uses a unique '''icon''' system, assigning each unit class and chassis a specific map icon. You can see these icons when you zoom out enough.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Zero-K_Manual/mapicons.jpg&lt;br /&gt;
&lt;br /&gt;
Needless to say, these icons can be rather confusing, even intimidating, to the new user. Fortunately, they're actually very simple, and this guide will explain them to you.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
The icon system is mostly modular; an icon indicating a unit role is superimposed on an icon representing a chassis type (bot, vehicle, etc.)&lt;br /&gt;
&lt;br /&gt;
Thus a raider rover is&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/vehicleraider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;&lt;br /&gt;
and an artillery tank is &lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/tankarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Chassis icon !! Type !! Chassis icon !! Type&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/kbot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; || Cloakbot ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/vehicle.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Rover&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/walker.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Shieldbot ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/tank.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Tank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/jumpjet.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Jumpjet ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/spider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Spider&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/ship.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Ship ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/hover.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Hover&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/hover2.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Amph || &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/air.png&amp;quot; height=&amp;quot;48&amp;quot; width=&amp;quot;48&amp;quot; /&amp;gt; ||Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/t3.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Strider||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/gunship.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Gunship&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/defense.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Defense ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/static.png&amp;quot; height=&amp;quot;48&amp;quot; width=&amp;quot;48&amp;quot; /&amp;gt;  ||Static&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Role icon !! Type !! Role icon !! Type&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Raider ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Assault&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Skirmisher ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Riot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/arty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Artillery ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Anti-air&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Scout ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Long range arty&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/radar.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Radar || &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/bomb.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Bomb/special&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Jammer|| &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Shield&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Ranged Support||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master/MapIconBuilder/MapIcons/2_Class/transport.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Transport&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/antinuke.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Anti-Nuke|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Static Defense ==&lt;br /&gt;
Static defenses use the normal icon system, though the roles don't correspond exactly. The exception is the Heavy SAM icon used by the long-ranged missile tower, the Artemis.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit !! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseraider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Lotus]] (LLT)||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseassault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Stinger]] (HLT)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseskirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Picket]]||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseriot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Stardust]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defensespecial.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Faraday]]&amp;lt;br/&amp;gt;[[Newton]]||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseaa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Razor]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/staticaa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Thresher]] (flak)||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/heavysam.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Artemis]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/fixedtachyon.png&amp;quot; /&amp;gt;||[[Lucifer]]||&amp;lt;img src=https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/icons/staticassaultriot.png height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Desolator]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Factories use the chassis icon of the units they build superimposed on the static building icon.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Class !! Icon !! Class&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/statickbot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Cloakbot||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticvehicle.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Rover&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticwalker.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Shieldbot||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/statictank.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Tank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticjumpjet.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Jumper||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticspider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Spider&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticair.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Airplane||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/facgunship.png&amp;quot; /&amp;gt;||Gunship&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/statichover.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Hover||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticship.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Ship&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/statichover2.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Amph||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Usually, however, the factory's icon will be obscured by the icon of whatever it's building.&lt;br /&gt;
&lt;br /&gt;
== Econ Buildings ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;text-align:center;&amp;quot; | &amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/mex.png&amp;quot; height=&amp;quot;48&amp;quot; width=&amp;quot;48&amp;quot;/&amp;gt; ||[[Metal Extractor]]&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;text-align:center;&amp;quot; | &amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/energywind.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Wind/Tidal Generator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/energy_med.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Solar Collector]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/energygeo.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Geothermal Generator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/energyfusion.png&amp;quot; /&amp;gt;||[[Fusion Reactor]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/energyheavygeo.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Advanced Geothermal]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/energysingu.png&amp;quot; /&amp;gt;||[[Singularity Reactor]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/pylon.png&amp;quot; /&amp;gt;||[[Energy Pylon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aircraft ==&lt;br /&gt;
Although aircraft do have a chassis icon, they generally use pictographic icons, as below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit !! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/fighter.png&amp;quot; /&amp;gt;||Multirole fighter||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/stealthfighter.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Dedicated fighter&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/bomberassault.png&amp;quot; /&amp;gt;||Precision bomber||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/bomberraider.png&amp;quot; /&amp;gt;||Napalm bomber&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/bomberriot.png&amp;quot; /&amp;gt;||EMP bomber||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/bombernuke.png&amp;quot; /&amp;gt;||Implosion bomber&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/radarplane.png&amp;quot; /&amp;gt;||Radar plane|| ||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/gunship.png&amp;quot; /&amp;gt;||Light gunship||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/heavygunship.png&amp;quot; /&amp;gt;||Heavy gunship&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/airbomb.png&amp;quot; /&amp;gt;||Blastwing|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
Like aircraft, ships use pictographic icons.&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit &lt;br /&gt;
! Icon !! Unit &lt;br /&gt;
! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/scoutboat.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Cutter]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/hunter.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Hunter]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/corvette.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Corsair]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/enforcer.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Mistral]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/aaboat.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Zephyr]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/shipassault.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Siren]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/destroyer.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Envoy]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/carrier.png&amp;quot; height=&amp;quot;96&amp;quot; width=&amp;quot;96&amp;quot; /&amp;gt;||[[Reef]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/battleship.png&amp;quot; height=&amp;quot;96&amp;quot; width=&amp;quot;96&amp;quot; /&amp;gt;||[[Shogun]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/submarine.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Seawolf]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/missilesub.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Scylla]]&lt;br /&gt;
| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. Units ==&lt;br /&gt;
Many units have specific icons that reflect their unique roles, particularly superweapons such as Big Berthas and Trinities.&lt;br /&gt;
&lt;br /&gt;
=== Superweapons ===&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit !! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/cruisemissile.png&amp;quot; /&amp;gt;||Cruise missile||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/lrpc.png&amp;quot; /&amp;gt;||[[Big Bertha]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/nuke.png&amp;quot; /&amp;gt;||[[Trinity]]||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/mahlazer.png&amp;quot; /&amp;gt;||[[Starlight]]&lt;br /&gt;
[[Zenith]]&lt;br /&gt;
&lt;br /&gt;
[[Disco Rave Party]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/krogoth.png&amp;quot; /&amp;gt;||[[Detriment]]||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other units ===&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit !! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/builder.png&amp;quot; /&amp;gt;||Constructor||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/builderair.png&amp;quot; /&amp;gt;||Aircon&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/icons/clogger.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Dirtbag]]||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/mine.png&amp;quot; /&amp;gt;||[[Claw|Mine]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/mobiletachyon.png&amp;quot; /&amp;gt;||[[Lance]]||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/sniper.png&amp;quot; /&amp;gt;||[[Phantom]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/armcommander.png&amp;quot; /&amp;gt;||[[Commander]]||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/chickenq.png&amp;quot; /&amp;gt;||[[Chicken Queen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Map_icons&amp;diff=8307</id>
		<title>Map icons</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Map_icons&amp;diff=8307"/>
		<updated>2022-02-10T23:17:16Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Aircraft */ Transport icon depicted isn't used. The one used is like the raider/riot/skirm etc role icons, not a unique one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ZK uses a unique '''icon''' system, assigning each unit class and chassis a specific map icon. You can see these icons when you zoom out enough.&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Zero-K_Manual/mapicons.jpg&lt;br /&gt;
&lt;br /&gt;
Needless to say, these icons can be rather confusing, even intimidating, to the new user. Fortunately, they're actually very simple, and this guide will explain them to you.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
The icon system is mostly modular; an icon indicating a unit role is superimposed on an icon representing a chassis type (bot, vehicle, etc.)&lt;br /&gt;
&lt;br /&gt;
Thus a raider rover is&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/vehicleraider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;&lt;br /&gt;
and an artillery tank is &lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/tankarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Chassis icon !! Type !! Chassis icon !! Type&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/kbot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; || Cloakbot ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/vehicle.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Rover&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/walker.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Shieldbot ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/tank.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Tank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/jumpjet.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Jumpjet ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/spider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Spider&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/ship.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Ship ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/hover.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Hover&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/hover2.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Amph || &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/air.png&amp;quot; height=&amp;quot;48&amp;quot; width=&amp;quot;48&amp;quot; /&amp;gt; ||Aircraft&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/t3.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Strider||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/gunship.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Gunship&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/defense.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Defense ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/1_Movetype/static.png&amp;quot; height=&amp;quot;48&amp;quot; width=&amp;quot;48&amp;quot; /&amp;gt;  ||Static&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Role icon !! Type !! Role icon !! Type&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/raider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Raider ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/assault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Assault&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/skirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Skirmisher ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/riot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Riot&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/arty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Artillery ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/aa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Anti-air&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/scout.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Scout ||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/LRarty.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Long range arty&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/radar.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Radar || &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/bomb.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Bomb/special&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/jammer.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Jammer|| &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/shield.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Shield&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/support.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Ranged Support|| &amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/2_Class/antinuke.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt; ||Anti-Nuke&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Static Defense ==&lt;br /&gt;
Static defenses use the normal icon system, though the roles don't correspond exactly. The exception is the Heavy SAM icon used by the long-ranged missile tower, the Artemis.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit !! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseraider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Lotus]] (LLT)||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseassault.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Stinger]] (HLT)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseskirm.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Picket]]||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseriot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Stardust]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defensespecial.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Faraday]]&amp;lt;br/&amp;gt;[[Newton]]||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/defenseaa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Razor]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIcons/staticaa.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Thresher]] (flak)||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/heavysam.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Artemis]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/fixedtachyon.png&amp;quot; /&amp;gt;||[[Lucifer]]||&amp;lt;img src=https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/icons/staticassaultriot.png height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Desolator]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factories ==&lt;br /&gt;
Factories use the chassis icon of the units they build superimposed on the static building icon.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Class !! Icon !! Class&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/statickbot.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Cloakbot||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticvehicle.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Rover&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticwalker.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Shieldbot||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/statictank.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Tank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticjumpjet.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Jumper||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticspider.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Spider&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticair.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Airplane||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/facgunship.png&amp;quot; /&amp;gt;||Gunship&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/statichover.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Hover||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/staticship.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Ship&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MapIconFactories/statichover2.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Amph||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Usually, however, the factory's icon will be obscured by the icon of whatever it's building.&lt;br /&gt;
&lt;br /&gt;
== Econ Buildings ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;text-align:center;&amp;quot; | &amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/mex.png&amp;quot; height=&amp;quot;48&amp;quot; width=&amp;quot;48&amp;quot;/&amp;gt; ||[[Metal Extractor]]&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;text-align:center;&amp;quot; | &amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/energywind.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Wind/Tidal Generator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/energy_med.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Solar Collector]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/energygeo.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Geothermal Generator]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/energyfusion.png&amp;quot; /&amp;gt;||[[Fusion Reactor]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/energyheavygeo.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Advanced Geothermal]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/energysingu.png&amp;quot; /&amp;gt;||[[Singularity Reactor]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/pylon.png&amp;quot; /&amp;gt;||[[Energy Pylon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aircraft ==&lt;br /&gt;
Although aircraft do have a chassis icon, they generally use pictographic icons, as below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit !! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/fighter.png&amp;quot; /&amp;gt;||Multirole fighter||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/stealthfighter.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||Dedicated fighter&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/bomberassault.png&amp;quot; /&amp;gt;||Precision bomber||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/bomberraider.png&amp;quot; /&amp;gt;||Napalm bomber&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/bomberriot.png&amp;quot; /&amp;gt;||EMP bomber||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/bombernuke.png&amp;quot; /&amp;gt;||Implosion bomber&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/radarplane.png&amp;quot; /&amp;gt;||Radar plane|| ||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/gunship.png&amp;quot; /&amp;gt;||Light gunship||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/heavygunship.png&amp;quot; /&amp;gt;||Heavy gunship&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/airbomb.png&amp;quot; /&amp;gt;||Blastwing|| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
Like aircraft, ships use pictographic icons.&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit &lt;br /&gt;
! Icon !! Unit &lt;br /&gt;
! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/scoutboat.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot; /&amp;gt;||[[Cutter]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/hunter.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Hunter]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/corvette.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Corsair]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/enforcer.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Mistral]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/aaboat.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Zephyr]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/icons/shipassault.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Siren]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/destroyer.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Envoy]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/carrier.png&amp;quot; height=&amp;quot;96&amp;quot; width=&amp;quot;96&amp;quot; /&amp;gt;||[[Reef]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/battleship.png&amp;quot; height=&amp;quot;96&amp;quot; width=&amp;quot;96&amp;quot; /&amp;gt;||[[Shogun]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/submarine.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Seawolf]]&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/newships/missilesub.png&amp;quot; height=&amp;quot;80&amp;quot; width=&amp;quot;80&amp;quot; /&amp;gt;||[[Scylla]]&lt;br /&gt;
| ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Misc. Units ==&lt;br /&gt;
Many units have specific icons that reflect their unique roles, particularly superweapons such as Big Berthas and Trinities.&lt;br /&gt;
&lt;br /&gt;
=== Superweapons ===&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit !! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/cruisemissile.png&amp;quot; /&amp;gt;||Cruise missile||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/lrpc.png&amp;quot; /&amp;gt;||[[Big Bertha]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/nuke.png&amp;quot; /&amp;gt;||[[Trinity]]||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/mahlazer.png&amp;quot; /&amp;gt;||[[Starlight]]&lt;br /&gt;
[[Zenith]]&lt;br /&gt;
&lt;br /&gt;
[[Disco Rave Party]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/krogoth.png&amp;quot; /&amp;gt;||[[Detriment]]||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other units ===&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Unit !! Icon !! Unit&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/builder.png&amp;quot; /&amp;gt;||Constructor||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/builderair.png&amp;quot; /&amp;gt;||Aircon&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/icons/clogger.png&amp;quot; height=&amp;quot;64&amp;quot; width=&amp;quot;64&amp;quot;/&amp;gt;||[[Dirtbag]]||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/mine.png&amp;quot; /&amp;gt;||[[Claw|Mine]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/mobiletachyon.png&amp;quot; /&amp;gt;||[[Lance]]||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/sniper.png&amp;quot; /&amp;gt;||[[Phantom]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/armcommander.png&amp;quot; /&amp;gt;||[[Commander]]||&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/SpringRTS-Tools/master//MapIconBuilder/MiscSources/chickenq.png&amp;quot; /&amp;gt;||[[Chicken Queen]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Disco_Rave_Party&amp;diff=8298</id>
		<title>Disco Rave Party</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Disco_Rave_Party&amp;diff=8298"/>
		<updated>2022-02-02T02:24:59Z</updated>

		<summary type="html">&lt;p&gt;Mach56: add grid range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a destructive rainbow projector firing multi-colored super shots.{{ Infobox zkunit&lt;br /&gt;
| name = Disco Rave Party&lt;br /&gt;
| defname = raveparty&lt;br /&gt;
| description = Destructive Rainbow Projector&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/raveparty.png&lt;br /&gt;
| icontype = mahlazer&lt;br /&gt;
| cost = 36000&lt;br /&gt;
| hitpoints = 16000&lt;br /&gt;
| sight = 660&lt;br /&gt;
| gridlink = 150&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Red Killer&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 3002&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 500&lt;br /&gt;
	| range = 7500&lt;br /&gt;
	| aoe = 96&lt;br /&gt;
	| projectilespeed = 1100&lt;br /&gt;
	| special1 = Trajectory toggle&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Orange Roaster&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 301&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 50&lt;br /&gt;
	| afterburn = 8&lt;br /&gt;
	| range = 7500&lt;br /&gt;
	| aoe = 320&lt;br /&gt;
	| customlabel1 = Ground Burn DPS&lt;br /&gt;
	| customdata1 = 40&lt;br /&gt;
	| customlabel2 = Ground Burn radius (elmo)&lt;br /&gt;
	| customdata2 = 320&lt;br /&gt;
	| customlabel3 = Ground Burn duration (s)&lt;br /&gt;
	| customdata3 = 15&lt;br /&gt;
	| projectilespeed = 1100&lt;br /&gt;
	| special1 = Trajectory toggle&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Yellow Slammer&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 801&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 134&lt;br /&gt;
	| range = 7500&lt;br /&gt;
	| aoe = 192&lt;br /&gt;
	| projectilespeed = 1100&lt;br /&gt;
	| special1 = Trajectory toggle&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Green Stamper&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 401&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 67&lt;br /&gt;
	| range = 7500&lt;br /&gt;
	| aoe = 192&lt;br /&gt;
	| projectilespeed = 1100&lt;br /&gt;
	| special1 = Smooths ground&lt;br /&gt;
	| special2 = Trajectory toggle&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Blue Shocker&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| empdamage = 30000&lt;br /&gt;
	| empdps = 5000&lt;br /&gt;
	| stuntime = 25&lt;br /&gt;
	| range = 7500&lt;br /&gt;
	| aoe = 160&lt;br /&gt;
	| projectilespeed = 1100&lt;br /&gt;
	| special1 = Trajectory toggle&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Violet Slugger&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 450&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 75&lt;br /&gt;
	| slowdamage = 4501&lt;br /&gt;
	| slowdps = 750&lt;br /&gt;
	| range = 7500&lt;br /&gt;
	| aoe = 360&lt;br /&gt;
	| projectilespeed = 1100&lt;br /&gt;
	| special1 = Trajectory toggle&lt;br /&gt;
	| special2 = No friendly fire&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Disco Rave Party throws six different party shots at your enemy for a different surprise each time. Fun for the whole family!&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The weapon names are inspired by a boss in [http://www.hardcoregaming101.net/gunstarheroes/gunstarheroes.htm Gunstar Heroes].&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Starlight&amp;diff=8297</id>
		<title>Starlight</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Starlight&amp;diff=8297"/>
		<updated>2022-02-02T02:24:57Z</updated>

		<summary type="html">&lt;p&gt;Mach56: add grid range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a superweapon firing a powerful beam laser from the sky.{{ Infobox zkunit&lt;br /&gt;
| name = Starlight&lt;br /&gt;
| defname = mahlazer&lt;br /&gt;
| description = Planetary Energy Chisel&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/mahlazer.png&lt;br /&gt;
| icontype = mahlazer&lt;br /&gt;
| cost = 45000&lt;br /&gt;
| hitpoints = 10000&lt;br /&gt;
| sight = 660&lt;br /&gt;
| gridlink = 200&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Craterpuncher&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 18000&lt;br /&gt;
	| reloadtime = 20&lt;br /&gt;
	| dps = 900&lt;br /&gt;
	| range = 10000&lt;br /&gt;
	| aoe = 70&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Cutter&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 150&lt;br /&gt;
	| reloadtime = 0.03&lt;br /&gt;
	| dps = 4500&lt;br /&gt;
	| range = 10000&lt;br /&gt;
	| aoe = 70&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This large-scale tool is used to shape terrain for terraforming projects. Also useful as a cleanser of obstacles such as pesky enemy units and bases.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
The Starlight creates a MASSIVE beam that shakes the land it hits. This beam will &amp;quot;Walk&amp;quot; to a target... but watch out for friendly fire! Especially if you build it deep in your base!&lt;br /&gt;
&lt;br /&gt;
Few things, if any, can hope to withstand a Starlight's direct onslaught for long. Even a Detriment will melt within mere seconds.&lt;br /&gt;
&lt;br /&gt;
==Additional Details==&lt;br /&gt;
On its own, {{PAGENAME}} is able to shoot its beam only upwards. Then the beam needs to be reflected by [[Glint]], a satellite that allows it to be aimed at ground targets. The satellite is deployed from the top of the {{PAGENAME}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Zenith&amp;diff=8296</id>
		<title>Zenith</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Zenith&amp;diff=8296"/>
		<updated>2022-02-02T02:24:56Z</updated>

		<summary type="html">&lt;p&gt;Mach56: add grid range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a superweapon that gathers meteors and throws them at the enemy.{{ Infobox zkunit&lt;br /&gt;
| name = Zenith&lt;br /&gt;
| defname = zenith&lt;br /&gt;
| description = Meteor Controller&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/zenith.png&lt;br /&gt;
| icontype = mahlazer&lt;br /&gt;
| cost = 40000&lt;br /&gt;
| hitpoints = 12000&lt;br /&gt;
| sight = 660&lt;br /&gt;
| gridlink = 150&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Meteor&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 1600&lt;br /&gt;
	| reloadtime = 1&lt;br /&gt;
	| dps = 1600&lt;br /&gt;
	| range = 9000&lt;br /&gt;
	| aoe = 120&lt;br /&gt;
	| wobbly = 30&lt;br /&gt;
	| projectilespeed = 1600&lt;br /&gt;
	| special1 = Potential friendly fire&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Zenith collects meteorites from the sky (up to 300), which it can send anywhere to break things or provide a small reclaimable source of metal.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
Set the Zenith to hold-fire mode to allow it to collect meteors instead of raining down small unreliable meteor swarms at any enemies within its massively-long range (which could not only miss the targeted enemy, but also hurt your own units by accident). Giving it an attack order will send all collected meteors at once, effectively dealing high-burst damage if they are in high numbers (and quite capable of taking down approaching Striders like the Paladin). However, if the Zenith reaches full capacity, any newly collected meteors will be dropped around and on the Zenith's location, dealing damage to buildings and units.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Jack&amp;diff=8248</id>
		<title>Jack</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Jack&amp;diff=8248"/>
		<updated>2022-01-09T12:39:56Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Tactics and Strategy */  Added a how-to-Jack Drop guide.&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 = Medium&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&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]] roster. 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;
&lt;br /&gt;
===Jack Drops===&lt;br /&gt;
&lt;br /&gt;
This strategy requires the [[Gunship Plant]] to be performed. Queue some Jacks and an equal number of [[Charon]]s from the Gunship fac, the earlier the better, though late-game Jack drops can still be quite dangerous. Load the Jacks into the Charon and fly them to the enemy base, avoiding AA if relevant. The Charons can take the Jacks into the base of the enemy and kill a factory, intercept an exposed frontline commander and chase it down and kill it (Jacks are faster than all commanders, barring any speed morphs, so it's possible to chase them down), or target another high priority target. It may be prudent to queue a return trip for the Charons so they may be reused, or alternatively attempt to pick-up and return the Jacks to restock for another drop.&lt;br /&gt;
&lt;br /&gt;
====Defending against it====&lt;br /&gt;
&lt;br /&gt;
Unless the Charons are intercepted before they arrive with [[Swift]]s, [[Raptor]]s or anti-air defences, it's likely that the Jacks will get to their target. Normal methods of dealing with Jacks (like the aforementioned Venom, Bolas, or Gnat) be used once they have landed.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_states&amp;diff=8247</id>
		<title>Unit states</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_states&amp;diff=8247"/>
		<updated>2022-01-09T11:31:31Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Avoid Bad Targets */ Specify what &amp;quot;light drones&amp;quot; are&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
Most units and buildings have ''behavior states'' that can be set by the player to modify unit behavior on the fly. The state settings are set per unit to allow different behavior of the same unit types.&lt;br /&gt;
&lt;br /&gt;
Some unit states are hidden by default. You can display them under [[Ingame Menu#Commands|Settings/Interface/Commands]].&lt;br /&gt;
&lt;br /&gt;
[[File:Factory commands.png]]&lt;br /&gt;
&lt;br /&gt;
The right side of the menu displays the settings of the selected units. This display is used to edit the settings. Clicking on a state toggles it. Most states with more than two settings can be toggled backwards with right click.&lt;br /&gt;
&lt;br /&gt;
There is a subtlety in the use of this display: When multiple units in the selection have the same settings different states the display only shows one of the states. A displayed state does not guarantee all units in the selection have that state. Clicking on a state guarantees that every selected unit has the setting displayed after clicking.&lt;br /&gt;
&lt;br /&gt;
== Factory States ==&lt;br /&gt;
Factories have many states that usually make no sense for an unarmed structure. Units produced by a factory inherit most of the factory's states if the units have no other default.&lt;br /&gt;
&lt;br /&gt;
== Default States ==&lt;br /&gt;
Units can be set to adopt a particular state upon creation from the menu (under Settings/Unit Behaviour/Default). For instance, an artillery unit could be set to Hold Position by default.&lt;br /&gt;
&lt;br /&gt;
== State List ==&lt;br /&gt;
Following is a list that explains each state and its settings.&lt;br /&gt;
&lt;br /&gt;
=== Fire State ===&lt;br /&gt;
Firestate controls a unit's automatic targeting behaviour. This state is available for all armed units and structures. Player given commands and guard retaliation overrides firestate. As in a unit set to Hold Fire will still fire if it is given a direct order to attack. Units do not lose their current target when firestate changes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_atwill.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Fire at Will''' — Fire at any/all enemies within range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_return.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Return fire''' — Fire back at enemies that hurt the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_hold.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Hold Fire''' — Will not fire unless ordered to.&lt;br /&gt;
&lt;br /&gt;
=== Move State ===&lt;br /&gt;
Movestate controls how freely a unit can move in pursuit of its target. All mobile units have movestate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_roam.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Roam''' — The unit will move to attack nearby targets and chase them if they run away. Constructors will only assist ally construction if set to Roam.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_engage.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Maneuver''' — This behaves similarly to Roam, but with a shorter &amp;quot;leash&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_hold.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Hold Position''' — Unit will not automatically chase enemies or use unit AI. Units will chase with an attack command and use unit AI if they have an Attack Move command.&lt;br /&gt;
&lt;br /&gt;
=== Repeat ===&lt;br /&gt;
Repeat causes a unit's order queue to loop. Upon completing an order the order is added to the end of the queue. This is particularly useful for factories because a production queue can be repeated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Repeat On'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Repeat Off'''&lt;br /&gt;
&lt;br /&gt;
=== Overkill Prevention ===&lt;br /&gt;
Some units have ''overkill prevention'' (OKP), such that if only one unit needs to fire to kill the target, other units will try to find a different target instead. This reduces wasted shots, useful for long-reload units such as [[Scalpel]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/overkill_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Overkill Prevention On'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/overkill_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Overkill Prevention Off'''&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
&lt;br /&gt;
Sets the retreat level. See [[Retreat]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_90.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Max Retreat''' — Unit retreats to the closest retreat position when health drops below 99%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_60.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''2/3 Retreat''' — Unit retreats to the closest retreat position when health drops below 65%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_30.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''1/3 Retreat''' — Unit retreats to the closest retreat position when health drops below 30%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''No Retreat''' — Unit does not auto-retreat.&lt;br /&gt;
&lt;br /&gt;
=== Selection Rank ===&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_0.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_1.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_2.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_3.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[Selection#Selection_Rank|Selection Rank]]&lt;br /&gt;
&lt;br /&gt;
=== Build Priority ===&lt;br /&gt;
&lt;br /&gt;
Priority lets you control resource spending more accurately when spending exceeds income. See [[Economy_Guide#Priority |Economy Guide Priority]]&lt;br /&gt;
&lt;br /&gt;
See also [[Resources Reserve]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''High Priority''' — Constructors are always funded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Normal Priority''' — This is the default. Constructors with this set have their priority overridden by the nanoframe they are constructing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Low Priority''' — Constructors use any resources left over to construct.&lt;br /&gt;
&lt;br /&gt;
==== Misc Priority ====&lt;br /&gt;
Misc. priority is used for the unit's personal, non-construction resource consumption, i.e. from abilities like [[commander]] upgrades or [[Trinity]] stockpiling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high_other.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''High Priority'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med_other.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Normal Priority'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low_other.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Low Priority'''&lt;br /&gt;
&lt;br /&gt;
=== Factory Assist ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Auto-assist Factory''' — Constructor do not follow the factory rally point. Instead they assist the factory that created them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Default Behaviour''' — Constructor will continue to rally point when exiting factory.&lt;br /&gt;
&lt;br /&gt;
=== Cloak ===&lt;br /&gt;
&lt;br /&gt;
Toggles unit cloak. See [[Cloak]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Enable Cloak'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disable Cloak'''&lt;br /&gt;
&lt;br /&gt;
=== Unit AI ===&lt;br /&gt;
&lt;br /&gt;
Toggles smart AI for the unit. See [[Unit AI]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Unit AI ON''' — Turn ON the game's default unit AI for this unit (skirm, skirmish, and/or Anti-Air AI).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Unit AI OFF''' — Turn OFF the game's default unit AI for this unit.&lt;br /&gt;
&lt;br /&gt;
=== On/Off ===&lt;br /&gt;
On/Off controls various miscellaneous unit states. It is used to toggle activation on radar, sonar and cloakers. It also toggles the armour ability of the [[Solar Collector]], [[Lucifer]] and [[Desolator]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''On'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; ''' Off'''&lt;br /&gt;
&lt;br /&gt;
=== Idle State ===&lt;br /&gt;
&lt;br /&gt;
Aircraft can be told to fly in a holding pattern or land when idle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Free Flying''' — Unit continues flying when idle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Land on Idle''' — Unit lands when idle.&lt;br /&gt;
&lt;br /&gt;
=== Float State ===&lt;br /&gt;
&lt;br /&gt;
Some amphibious units can float to the surface of the ocean to fire their weapons. They are immobile when floating&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_float.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always Float''' — Unit automatically floats when idle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_attack.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Float to Fire''' — Unit automatically floats if an enemy is in range and sinks otherwise. Units with long reload time sink between shots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_sink.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always Sink''' — Unit does not float.&lt;br /&gt;
&lt;br /&gt;
=== Trajectory ===&lt;br /&gt;
&lt;br /&gt;
Certain long range artillery units can be toggled between high and low trajectory firing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_high.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''High Trajectory''' — Shoot with a high arcing shot. This is useful for shooting over terrain that blocks direct line of sight, though it does moderately reduce accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_low.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Low Trajectory''' — Unit fire directly toward the enemy. This can be useful because directly fired projectiles are more accurate and spend less time in flight.&lt;br /&gt;
&lt;br /&gt;
=== Fire at Radar ===&lt;br /&gt;
Some units with long-range precision weapons, like the Phantom and Lance, can be ordered not to fire on radar dots (i.e. targets inside radar range but outside visual range). These units will still fire on buildings outside line of sight if the target position is known precisely (indicated by the &amp;quot;ghost&amp;quot; building).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Fire at Radar Dots'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Don't Fire at Radar Dots'''&lt;br /&gt;
&lt;br /&gt;
=== Dive State ===&lt;br /&gt;
&lt;br /&gt;
[[Raven]] by default dive bombs to attack units under area shields, and moving targets. It can also dive bomb normally or constantly fly at a lower altitude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_shield.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Dive Bomb Shield or Mobile'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_attack.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Dive Bomb Mobile'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_always.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always Fly Low''' — This causes it to fly at a lowered altitude all the time. It is weak to ground units in this state.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always Fly High''' — Will not use dive bomb. This can make it difficult to hit moving or shielded targets.&lt;br /&gt;
&lt;br /&gt;
=== Area Cloak ===&lt;br /&gt;
&lt;br /&gt;
Toggles an area cloaker. Area cloak is also disabled if the unit's On/Off state is set to Off. See [[Cloak]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Activate Cloaking Field''' — Cloak all allied units within cloaking field radius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disengage Cloaking Field''' — Do not emit cloaking field.&lt;br /&gt;
&lt;br /&gt;
=== Gunship Strafe ===&lt;br /&gt;
Most gunships can circle-strafe their target when attacking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Strafe''' — Dodge ground projectiles by circling over the targeted enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''No Strafe''' — Deactivate strafing for gunships. Use this to keep out of range of static AA.&lt;br /&gt;
&lt;br /&gt;
=== Kill Captured ===&lt;br /&gt;
&lt;br /&gt;
[[Dominatrix]] can be set to automatically destroy units that it captures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Auto-Self Destruct''' — Immediately self-destruct the captured units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''No Self Destruct''' — Maintain normal control over captured units, no self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Drone Construction ===&lt;br /&gt;
Units capable of drone production can switch it on or off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/drones_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Production of drones is ongoing'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/drones_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Production of drones is stopped'''&lt;br /&gt;
&lt;br /&gt;
=== Impulse Mode ===&lt;br /&gt;
[[Newton]] and [[Jugglenaut]] can be set to push or pull units with their gravity guns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/push_alt.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Push'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/pull_alt.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Pull'''&lt;br /&gt;
&lt;br /&gt;
=== Ward Fire ===&lt;br /&gt;
Shoot at the shields of Thugs, Felons and Convicts when nothing else is in range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/ward_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Ward Fire Enabled'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/ward_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Ward Fire Disabled'''&lt;br /&gt;
&lt;br /&gt;
=== Allow Attack Commands ===&lt;br /&gt;
State for [[Lobster]] to ignore attack commands and only respond to [[Fire_Special_Weapon_Command |'D' commands]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/disableattack_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disable Attack Off'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/disableattack_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disable Attack On'''&lt;br /&gt;
&lt;br /&gt;
=== Fire Towards Enemies ===&lt;br /&gt;
Shoots towards enemies when there are no other targets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/shoot_towards_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disabled'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/shoot_towards_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Enabled'''&lt;br /&gt;
&lt;br /&gt;
=== Avoid Bad Targets ===&lt;br /&gt;
Added in the [https://zero-k.info/Forum/Post/236870#236870 Anti-Bait update] , this state prevents a unit from automatically firing a long reload weapon at unit classes identified by metal cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_off_alternate.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disabled'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_1.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Free''' — Avoid light drones ([[Firefly]] and [[Gull]]), [[Wind/Tidal Generator|Wind]], [[Solar Collector|Solar]], [[Claw]], [[Dirtbag]], nanoframes up to 50 metal and armoured targets (except [[Crab]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_2.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Light''' — As above, as well as units costing less than 90, [[Razor]], [[Sparrow]] and unidentified radar dots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_3.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Medium''' — As above, as well as units costing less than 240, except [[Stardust]], with the addition of [[Raptor]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_4.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Heavy''' — As above, as well as units costing less than 420.&lt;br /&gt;
&lt;br /&gt;
=== Puppy Replication ===&lt;br /&gt;
Set whether Puppies use nearby wrecks to make more Puppies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''On Except When Cloaked'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_cloak.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always On'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Off'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unit_states&amp;diff=8246</id>
		<title>Unit states</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unit_states&amp;diff=8246"/>
		<updated>2022-01-09T11:26:46Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Avoid Bad Targets */ Add descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
Most units and buildings have ''behavior states'' that can be set by the player to modify unit behavior on the fly. The state settings are set per unit to allow different behavior of the same unit types.&lt;br /&gt;
&lt;br /&gt;
Some unit states are hidden by default. You can display them under [[Ingame Menu#Commands|Settings/Interface/Commands]].&lt;br /&gt;
&lt;br /&gt;
[[File:Factory commands.png]]&lt;br /&gt;
&lt;br /&gt;
The right side of the menu displays the settings of the selected units. This display is used to edit the settings. Clicking on a state toggles it. Most states with more than two settings can be toggled backwards with right click.&lt;br /&gt;
&lt;br /&gt;
There is a subtlety in the use of this display: When multiple units in the selection have the same settings different states the display only shows one of the states. A displayed state does not guarantee all units in the selection have that state. Clicking on a state guarantees that every selected unit has the setting displayed after clicking.&lt;br /&gt;
&lt;br /&gt;
== Factory States ==&lt;br /&gt;
Factories have many states that usually make no sense for an unarmed structure. Units produced by a factory inherit most of the factory's states if the units have no other default.&lt;br /&gt;
&lt;br /&gt;
== Default States ==&lt;br /&gt;
Units can be set to adopt a particular state upon creation from the menu (under Settings/Unit Behaviour/Default). For instance, an artillery unit could be set to Hold Position by default.&lt;br /&gt;
&lt;br /&gt;
== State List ==&lt;br /&gt;
Following is a list that explains each state and its settings.&lt;br /&gt;
&lt;br /&gt;
=== Fire State ===&lt;br /&gt;
Firestate controls a unit's automatic targeting behaviour. This state is available for all armed units and structures. Player given commands and guard retaliation overrides firestate. As in a unit set to Hold Fire will still fire if it is given a direct order to attack. Units do not lose their current target when firestate changes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_atwill.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Fire at Will''' — Fire at any/all enemies within range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_return.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Return fire''' — Fire back at enemies that hurt the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_hold.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Hold Fire''' — Will not fire unless ordered to.&lt;br /&gt;
&lt;br /&gt;
=== Move State ===&lt;br /&gt;
Movestate controls how freely a unit can move in pursuit of its target. All mobile units have movestate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_roam.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Roam''' — The unit will move to attack nearby targets and chase them if they run away. Constructors will only assist ally construction if set to Roam.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_engage.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Maneuver''' — This behaves similarly to Roam, but with a shorter &amp;quot;leash&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_hold.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Hold Position''' — Unit will not automatically chase enemies or use unit AI. Units will chase with an attack command and use unit AI if they have an Attack Move command.&lt;br /&gt;
&lt;br /&gt;
=== Repeat ===&lt;br /&gt;
Repeat causes a unit's order queue to loop. Upon completing an order the order is added to the end of the queue. This is particularly useful for factories because a production queue can be repeated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Repeat On'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Repeat Off'''&lt;br /&gt;
&lt;br /&gt;
=== Overkill Prevention ===&lt;br /&gt;
Some units have ''overkill prevention'' (OKP), such that if only one unit needs to fire to kill the target, other units will try to find a different target instead. This reduces wasted shots, useful for long-reload units such as [[Scalpel]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/overkill_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Overkill Prevention On'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/overkill_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Overkill Prevention Off'''&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
&lt;br /&gt;
Sets the retreat level. See [[Retreat]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_90.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Max Retreat''' — Unit retreats to the closest retreat position when health drops below 99%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_60.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''2/3 Retreat''' — Unit retreats to the closest retreat position when health drops below 65%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_30.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''1/3 Retreat''' — Unit retreats to the closest retreat position when health drops below 30%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''No Retreat''' — Unit does not auto-retreat.&lt;br /&gt;
&lt;br /&gt;
=== Selection Rank ===&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_0.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_1.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_2.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/selection_rank_3.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[Selection#Selection_Rank|Selection Rank]]&lt;br /&gt;
&lt;br /&gt;
=== Build Priority ===&lt;br /&gt;
&lt;br /&gt;
Priority lets you control resource spending more accurately when spending exceeds income. See [[Economy_Guide#Priority |Economy Guide Priority]]&lt;br /&gt;
&lt;br /&gt;
See also [[Resources Reserve]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''High Priority''' — Constructors are always funded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Normal Priority''' — This is the default. Constructors with this set have their priority overridden by the nanoframe they are constructing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Low Priority''' — Constructors use any resources left over to construct.&lt;br /&gt;
&lt;br /&gt;
==== Misc Priority ====&lt;br /&gt;
Misc. priority is used for the unit's personal, non-construction resource consumption, i.e. from abilities like [[commander]] upgrades or [[Trinity]] stockpiling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high_other.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''High Priority'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med_other.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Normal Priority'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low_other.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Low Priority'''&lt;br /&gt;
&lt;br /&gt;
=== Factory Assist ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Auto-assist Factory''' — Constructor do not follow the factory rally point. Instead they assist the factory that created them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Default Behaviour''' — Constructor will continue to rally point when exiting factory.&lt;br /&gt;
&lt;br /&gt;
=== Cloak ===&lt;br /&gt;
&lt;br /&gt;
Toggles unit cloak. See [[Cloak]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Enable Cloak'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disable Cloak'''&lt;br /&gt;
&lt;br /&gt;
=== Unit AI ===&lt;br /&gt;
&lt;br /&gt;
Toggles smart AI for the unit. See [[Unit AI]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Unit AI ON''' — Turn ON the game's default unit AI for this unit (skirm, skirmish, and/or Anti-Air AI).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Unit AI OFF''' — Turn OFF the game's default unit AI for this unit.&lt;br /&gt;
&lt;br /&gt;
=== On/Off ===&lt;br /&gt;
On/Off controls various miscellaneous unit states. It is used to toggle activation on radar, sonar and cloakers. It also toggles the armour ability of the [[Solar Collector]], [[Lucifer]] and [[Desolator]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''On'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; ''' Off'''&lt;br /&gt;
&lt;br /&gt;
=== Idle State ===&lt;br /&gt;
&lt;br /&gt;
Aircraft can be told to fly in a holding pattern or land when idle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Free Flying''' — Unit continues flying when idle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Land on Idle''' — Unit lands when idle.&lt;br /&gt;
&lt;br /&gt;
=== Float State ===&lt;br /&gt;
&lt;br /&gt;
Some amphibious units can float to the surface of the ocean to fire their weapons. They are immobile when floating&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_float.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always Float''' — Unit automatically floats when idle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_attack.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Float to Fire''' — Unit automatically floats if an enemy is in range and sinks otherwise. Units with long reload time sink between shots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_sink.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always Sink''' — Unit does not float.&lt;br /&gt;
&lt;br /&gt;
=== Trajectory ===&lt;br /&gt;
&lt;br /&gt;
Certain long range artillery units can be toggled between high and low trajectory firing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_high.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''High Trajectory''' — Shoot with a high arcing shot. This is useful for shooting over terrain that blocks direct line of sight, though it does moderately reduce accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_low.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Low Trajectory''' — Unit fire directly toward the enemy. This can be useful because directly fired projectiles are more accurate and spend less time in flight.&lt;br /&gt;
&lt;br /&gt;
=== Fire at Radar ===&lt;br /&gt;
Some units with long-range precision weapons, like the Phantom and Lance, can be ordered not to fire on radar dots (i.e. targets inside radar range but outside visual range). These units will still fire on buildings outside line of sight if the target position is known precisely (indicated by the &amp;quot;ghost&amp;quot; building).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Fire at Radar Dots'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Don't Fire at Radar Dots'''&lt;br /&gt;
&lt;br /&gt;
=== Dive State ===&lt;br /&gt;
&lt;br /&gt;
[[Raven]] by default dive bombs to attack units under area shields, and moving targets. It can also dive bomb normally or constantly fly at a lower altitude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_shield.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Dive Bomb Shield or Mobile'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_attack.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Dive Bomb Mobile'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_always.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always Fly Low''' — This causes it to fly at a lowered altitude all the time. It is weak to ground units in this state.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always Fly High''' — Will not use dive bomb. This can make it difficult to hit moving or shielded targets.&lt;br /&gt;
&lt;br /&gt;
=== Area Cloak ===&lt;br /&gt;
&lt;br /&gt;
Toggles an area cloaker. Area cloak is also disabled if the unit's On/Off state is set to Off. See [[Cloak]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Activate Cloaking Field''' — Cloak all allied units within cloaking field radius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disengage Cloaking Field''' — Do not emit cloaking field.&lt;br /&gt;
&lt;br /&gt;
=== Gunship Strafe ===&lt;br /&gt;
Most gunships can circle-strafe their target when attacking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Strafe''' — Dodge ground projectiles by circling over the targeted enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''No Strafe''' — Deactivate strafing for gunships. Use this to keep out of range of static AA.&lt;br /&gt;
&lt;br /&gt;
=== Kill Captured ===&lt;br /&gt;
&lt;br /&gt;
[[Dominatrix]] can be set to automatically destroy units that it captures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Auto-Self Destruct''' — Immediately self-destruct the captured units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''No Self Destruct''' — Maintain normal control over captured units, no self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Drone Construction ===&lt;br /&gt;
Units capable of drone production can switch it on or off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/drones_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Production of drones is ongoing'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/drones_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Production of drones is stopped'''&lt;br /&gt;
&lt;br /&gt;
=== Impulse Mode ===&lt;br /&gt;
[[Newton]] and [[Jugglenaut]] can be set to push or pull units with their gravity guns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/push_alt.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Push'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/pull_alt.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Pull'''&lt;br /&gt;
&lt;br /&gt;
=== Ward Fire ===&lt;br /&gt;
Shoot at the shields of Thugs, Felons and Convicts when nothing else is in range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/ward_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Ward Fire Enabled'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/ward_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Ward Fire Disabled'''&lt;br /&gt;
&lt;br /&gt;
=== Allow Attack Commands ===&lt;br /&gt;
State for [[Lobster]] to ignore attack commands and only respond to [[Fire_Special_Weapon_Command |'D' commands]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/disableattack_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disable Attack Off'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/disableattack_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disable Attack On'''&lt;br /&gt;
&lt;br /&gt;
=== Fire Towards Enemies ===&lt;br /&gt;
Shoots towards enemies when there are no other targets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/shoot_towards_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disabled'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/shoot_towards_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Enabled'''&lt;br /&gt;
&lt;br /&gt;
=== Avoid Bad Targets ===&lt;br /&gt;
Added in the [https://zero-k.info/Forum/Post/236870#236870 Anti-Bait update] , this state prevents a unit from automatically firing a long reload weapon at unit classes identified by metal cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_off_alternate.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disabled'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_1.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Free''' — Avoid light drones, [[Wind/Tidal Generator|Wind]], [[Solar Collector|Solar]], [[Claw]], [[Dirtbag]], nanoframes up to 50 metal and armoured targets (except [[Crab]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_2.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Light''' — As above, as well as units costing less than 90, [[Razor]], [[Sparrow]] and unidentified radar dots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_3.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Medium''' — As above, as well as units costing less than 240, except [[Stardust]], with the addition of [[Raptor]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bait_4.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Heavy''' — As above, as well as units costing less than 420.&lt;br /&gt;
&lt;br /&gt;
=== Puppy Replication ===&lt;br /&gt;
Set whether Puppies use nearby wrecks to make more Puppies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''On Except When Cloaked'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_cloak.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always On'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/goo_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Off'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Talk:Shogun&amp;diff=8240</id>
		<title>Talk:Shogun</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Talk:Shogun&amp;diff=8240"/>
		<updated>2021-12-06T03:57:36Z</updated>

		<summary type="html">&lt;p&gt;Mach56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;nitpick: I'm not sure you can call it a psychological effect if the lore is that these are mecha/ai consider removing the word psychology.&lt;br /&gt;
: That's the ingame description, you'll want to make a ticket about it or post on discord/forums if you want it changed. [[User:Mach56|Mach56]] ([[User talk:Mach56|talk]]) 04:57, 6 December 2021 (CET)&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Dirtbag&amp;diff=8097</id>
		<title>Dirtbag</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Dirtbag&amp;diff=8097"/>
		<updated>2021-11-23T07:39:43Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Tactics and Strategy */ spelling and adding the rover fac to affected players.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a light scout and obstruction unit from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Dirtbag&lt;br /&gt;
| defname = shieldscout&lt;br /&gt;
| description = Box of Dirt&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldscout.png&lt;br /&gt;
| icontype = clogger&lt;br /&gt;
| cost = 30&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| movespeed = 84&lt;br /&gt;
| turnrate = 396&lt;br /&gt;
| sight = 600&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Headbutt&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 55&lt;br /&gt;
	| reloadtime = 1.90&lt;br /&gt;
	| dps = 29&lt;br /&gt;
	| range = 50&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Ignores shields&lt;br /&gt;
	| special3 = Water capable&lt;br /&gt;
	| special4 = Passes through ground&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 = 180&lt;br /&gt;
	| midairjump = No&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Instant self-destruction&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Dirtbag exists to block enemy movement and generally get in the way. They are so dedicated to this task that they release their dirt payload upon death to form [[Terraform|little annoying mounds]]. While waiting for their fate Dirtbags enjoy headbutting and scouting.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
Highly utilitarian, literally dirt-cheap. Annoying. The Dirtbag can serve in a number of ways and sometimes turns out to be a game-changing unit.&lt;br /&gt;
&lt;br /&gt;
While a bit slower then a [[Bandit]], Dirtbags are also twice as cheap, and have an ability to jump, which, combined with having the same vision radius, turns them into a great scout early game. As a last-ditch effort, Dirtbag can try to self-detonate on enemy metal spots, restricting the [[mex]] construction. Kind of annoying.&lt;br /&gt;
&lt;br /&gt;
As such, Dirtbags also serve as excellent screens against units such as [[Widow]]s or [[Phantom]]s, but they will require some fire support to completely drive off the enemy. They also one-shot [[Flea]]s. Irritating, huh?&lt;br /&gt;
&lt;br /&gt;
The Dirtbag can turn game for [[Rover Assembly]], [[Hovercraft Platform]], and [[Tank Foundry]] players into a clumsy mess. After death, Dirtbags spawn a [[Terraform|little ugly mound]], about the height of their legs. In mass, this can turn the battlefield into a claustrophobic unreadable horror of a terrain, providing you with a cheap terraforming option, and a huge advantage if you or your allies switch into [[Spider Factory]]. Beware, that the mounds will form wherever the Dirtbag dies, and will potentially restrict your [[Radar Tower|radar]] vision. Pesky little things.&lt;br /&gt;
&lt;br /&gt;
Finally, Dirtbags can draw fire, helping during charges on [[Stinger]]s and other defences alike, being a target for [[Lance]]s, clog up [[Jugglenaut]]s in pull mode, draw out [[Imp]]s and much more. When someone hits you, try throwing some dirt in their face, turns out it might just help.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Factory_Plates&amp;diff=8049</id>
		<title>Factory Plates</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Factory_Plates&amp;diff=8049"/>
		<updated>2021-11-14T02:41:21Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''{{PAGENAME}}''' are an alternate method of increasing production. Instead of boosting a single factory with [[Caretaker]]s or constructors, a factory plate is a cheap way to double a factory's throughput. A factory plate requires a factory of the same type within a short distance (seen as a circle surrounding the factory) to work. When selecting a factory to place should there be another factory of the same type already placed and friendly there will be a line drawn to it. Moving the factory ghost into the circle will automatically convert it into a plate.&lt;br /&gt;
==Tips and Strategy==&lt;br /&gt;
A factory plate is cheaper than a Caretaker, another factory, or any 2 constructors, so consider building one as an alternative to a Caretaker for increased production.&lt;br /&gt;
&lt;br /&gt;
Factory plates are very useful in team games, as each player can choose a different factory at the start, and a player can build a plate at someone else's factory should they want that factory's units.&lt;br /&gt;
&lt;br /&gt;
However, for expensive units such as the [[Grizzly]] or [[Jugglenaut]], consider building Caretakers instead, as factory plates cannot help the main factory or other plates with creating units. Though should there be a sudden, urgent need for smaller units, a plate will allow the continued production of the expensive unit while the smaller ones are being produced, instead of having to cancel the large unit and switch to the smaller ones.&lt;br /&gt;
&lt;br /&gt;
{{navbox manual}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Transportation&amp;diff=8042</id>
		<title>Transportation</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Transportation&amp;diff=8042"/>
		<updated>2021-11-08T11:03:26Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Mass and Capacity */ A unit's mass is not equal to its cost, it is arbitrary.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Transports are used to rapidly move ground and sea forces around the battlefield. There are two transports: [[Charon]] and [[Hercules]]. Both are constructed at the [[Gunship Plant]].&lt;br /&gt;
&lt;br /&gt;
[[Teleportation]] is an alternative means of transportation.&lt;br /&gt;
&lt;br /&gt;
== Basic Commands and Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Mass and Capacity ===&lt;br /&gt;
Transports can pick up and carry a single unit at a time.&lt;br /&gt;
&lt;br /&gt;
[[Charon]] can carry '''light''' and '''medium''' units while [[Hercules]] can carry any transportable unit. Transports cannot carry air units or the ship Striders [[Shogun]] and [[Reef]]. A unit's transportability depends on its metal cost. Light units are units below or equal to 500 metal, medium units are between 501 and 1000 metal, and heavy units are everything else. A unit's transportability and mass can be viewed in an information window by {{key press|Space}}-clicking on the unit.&lt;br /&gt;
&lt;br /&gt;
Laden transports have a speed penalty depending on the mass of their cargo. Transports receive no additional speed penalty for transporting units up to their own mass, otherwise, they have a speed modifier of {{frac|2 &amp;amp;times; &amp;lt;var&amp;gt;selfMass&amp;lt;/var&amp;gt;|{{expr|&amp;lt;var&amp;gt;selfMass&amp;lt;/var&amp;gt; + &amp;lt;var&amp;gt;cargoMass&amp;lt;/var&amp;gt;}}}}&amp;lt;!--&amp;lt;code&amp;gt;2*selfMass / (selfMass + cargoMass)&amp;lt;/code&amp;gt;--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Loading ===&lt;br /&gt;
Transports can pick up any valid &amp;lt;em&amp;gt;stationary&amp;lt;/em&amp;gt; unit, including stunned enemies. They have to physically lower themselves onto a unit to pick it up. This process can take a few seconds, depending on the target. There are two ways to load units:&lt;br /&gt;
# Issue the [[Load Command|'''Load''']] command (hotkey {{key press|L}}) to a transport to load the target unit. This command is generally available as a right-click context command. Issue an area command with by clicking and dragging to tell multiple transports to load a group of units.&lt;br /&gt;
# Select a mixed selection of transports and ground units and issue the '''Load Selected Units''' command (double-tap {{key press|L}}) to have the transports load the selected units. Idle units will be loaded into the transports while units with orders will be loaded and transported to the end of their order queue.&lt;br /&gt;
&lt;br /&gt;
=== Unloading ===&lt;br /&gt;
Transports can either carefully place their cargo on the ground, or they can eject it in-flight.&lt;br /&gt;
* Use the [[Unload Command|'''Unload''']] command (hotkey {{key press|U}}) to unload carefully. This command can be issued in an area selected by clicking and dragging or along a line by {{key press|Alt}}-clicking and dragging.&lt;br /&gt;
* Use the [[Eject Cargo Command|'''Eject Cargo''']] command (hotkey {{key press|D}}) to drop transported units. This may damage the dropped units. Transports carrying bombs draw a target where the bomb is going to hit on the ground based on their velocity.&lt;br /&gt;
&lt;br /&gt;
== Transport AI ==&lt;br /&gt;
'''Transport AI''' can be toggled with the unit AI state toggle (&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png&amp;quot; height=&amp;quot;18&amp;quot;&amp;gt;) on transports.&lt;br /&gt;
&lt;br /&gt;
Transports can be set to [[Guard Command|guard]] a factory to automatically pick up newly created units and drop them off at the end of the rally queue.&lt;br /&gt;
&lt;br /&gt;
There are two queueable commands: ''Embark'' [[File:Embark.png|18px]] and ''Disembark'' [[File:Disembark.png|18px]]&amp;amp;mdash;these commands appear on transportable land units and factories when you build your first air transport.&lt;br /&gt;
*'''Embark'''&amp;amp;mdash;wait for transport to pick me up. Transportes called by the ''Embark'' command will return to the spot where they took the unit using the same path.&lt;br /&gt;
*'''Disembark'''&amp;amp;mdash;safely exit and from the transport.&lt;br /&gt;
&lt;br /&gt;
=== Benefit ===&lt;br /&gt;
A transport might skip some units because it finds it pointless to transport them. It takes several things into account&amp;amp;mdash;distance of transport from unit, planned unit path, unit speed, transport speed, transport land times, terrain height differences&amp;amp;mdash;all of this is used to estimate the &amp;quot;benefit&amp;quot; of transporting a given unit with the air transport.&lt;br /&gt;
&lt;br /&gt;
'''Benefit''' is the number of seconds saved by using a transport. It transports units only if benefit is greater than five seconds and in the order of benefit (slowest units will be transported first, fast units might be ignored completely). The exception to this is the ''Embark'' command, which serves as &amp;quot;priority&amp;quot; transport&amp;amp;mdash;units waiting with the ''Embark'' command will be served first.&lt;br /&gt;
&lt;br /&gt;
=== Possible uses ===&lt;br /&gt;
# Give bot factory waypoints through safe area next to the current battlefield.&lt;br /&gt;
#* Result: Units walk along these waypoints and if there are idle transports they will pick them up and transport them to their destination.&lt;br /&gt;
# Give factory waypoint to ally's base entrance followed by [[Patrol Command|patrol]].&lt;br /&gt;
#* Result: Units walk there and if transport nearby it will pick it up, drop it off and the unit will start patrolling.&lt;br /&gt;
# Give factory a move order near your base, ''Embark'', then move to an impassable mountain.&lt;br /&gt;
#* Result: Units will emerge from factory and enter ''Embark'' mode&amp;amp;mdash;they will stand there and wait for transport to get them to the mountain.&lt;br /&gt;
# Select crawling bombs, click to move to enemy base then click ''Embark''.&lt;br /&gt;
#* Result: Bombs will stop and wait for transports, transports will carry them to enemy base.&lt;br /&gt;
# Select Dantes, give them move commands across air safe areas, followed by disembark from behind the base spot and move to enemy base. Then click ''Embark''.&lt;br /&gt;
#* Result: Dantes will stop and wait for transports. Transport will carry them along the waypoints to back of enemy base, unload them. From there Dantes will continue on foot.&lt;br /&gt;
&lt;br /&gt;
== Ferry routes ==&lt;br /&gt;
Ferry routes automate transports to travel units across a set path to a destination. The &amp;lt;abbr title=&amp;quot;user interface&amp;quot;&amp;gt;UI&amp;lt;/abbr&amp;gt; for creating ferry routes is (by default) in the upper left corner bar next to ''retreat and repair''. The symbol is a red circle with a ray pointing out of it to the right ([[File:Ferry.png|18px]]). To create a ferry route, first left-click the ferry route button, next left-click the start location of your ferry route, then left-click the destination. A ferry route does not have to be just a straight line. The path to take can twist and turn all you like by holding {{key press|Shift}} and left-clicking between the starting area and destination. Your ferry route will appear as a hard red circle indicating the start and a line directing out of that circle towards the destination.&lt;br /&gt;
&lt;br /&gt;
Transports return to the spot where they took a unit using the same path.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;htmltag tagname=&amp;quot;video&amp;quot; width=&amp;quot;560&amp;quot; height=&amp;quot;320&amp;quot; loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot; src=&amp;quot;https://i.imgur.com/XHY0vP7.mp4&amp;quot; controls=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/htmltag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can even edit your ferry route by clicking the ferry route button, holding {{key press|Shift}} and clicking where you placed a start, end, or corner to select it, and then clicking where you want that point to be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;htmltag tagname=&amp;quot;video&amp;quot; width=&amp;quot;560&amp;quot; height=&amp;quot;320&amp;quot; loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot; src=&amp;quot;https://i.imgur.com/WC2qb03.mp4&amp;quot; controls=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/htmltag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To remove a ferry route, click the ferry route button and left-click a start location.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;htmltag tagname=&amp;quot;video&amp;quot; width=&amp;quot;560&amp;quot; height=&amp;quot;320&amp;quot; loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot; src=&amp;quot;https://i.imgur.com/SHFhe68.mp4&amp;quot; controls=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/htmltag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that you have your ferry route, it's time to put it to use! Assign transports to the ferry route by issuing a move command into the start circle. The transports will now stay within a short distance of the start, even if you try and move them away, waiting for units. Take a unit you want to ferry and issue a move order into the circle. Once the unit is in the circle, it will wait for a transport to pick it up and move it to the end of the ferry route. You can shift queue commands for the unit, and it will follow the commands after arrival at the destination.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;htmltag tagname=&amp;quot;video&amp;quot; width=&amp;quot;560&amp;quot; height=&amp;quot;320&amp;quot; loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot; src=&amp;quot;https://i.imgur.com/No0wGkg.mp4&amp;quot; controls=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/htmltag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Potential uses for ferry routes:&lt;br /&gt;
*To move a large army around static anti-air cover to far locations, as the transports will follow the route both to and from the location.&lt;br /&gt;
*You can set your factory's waypoint to the ferry route start, and units will wait for transports to ferry them.&lt;br /&gt;
&lt;br /&gt;
There are a few bugs with the system, such as if you assign a transport to a ferry route one time it may be unable to ever be assigned to a different ferry route, sometimes units won't seen to call for transports when they are in the start circle. if you have a gunship plant's rally point in a ferry route, the transports will wait for transport instead of being added to the ferry route, so you need to manually move them into the circle. There seem to be cases where there are both units and transports at the start location, but the units wait for a transport that is already off on it's ferry mission to come back and pick them up, which is undesired. Somehow, units seem to wait for a transport outside the circle, and thus never get a transport to pick them up. If a unit is waiting and not picked up, it will never get assigned a wait command when issuing a move command into the circle, and if you want it to be ferried, you must manually issue a wait command on the unit while it is inside the ferry circle. If the &amp;lt;abbr title=&amp;quot;landing zone&amp;quot;&amp;gt;LZ&amp;lt;/abbr&amp;gt; is cluttered with units at the end of the ferry, transports will get stuck and not place units down, instead just holding them hostage over the end point. All in all, while automated, ferry routes require periodical check-ups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Transportation&amp;diff=8006</id>
		<title>Transportation</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Transportation&amp;diff=8006"/>
		<updated>2021-10-30T12:51:22Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Mass and Capacity */ Changed metal cost back to mass, and added a note that mass is equal to metal cost.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Transports are used to rapidly move ground and sea forces around the battlefield. There are two transports: [[Charon]] and [[Hercules]]. Both are constructed at the [[Gunship Plant]]. This page is about their uses and abilities. See a different page for [[teleportation]].&lt;br /&gt;
&lt;br /&gt;
= '''Basic Commands and Abilities''' =&lt;br /&gt;
&lt;br /&gt;
=== Mass and Capacity ===&lt;br /&gt;
Transports can pick up and carry a single unit at a time. A unit's mass is equal to its cost, so more expensive units are also heavier.&lt;br /&gt;
&lt;br /&gt;
[[Charon]] can carry '''light''' and '''medium''' units while [[Hercules]] can carry any transportable unit. Transports cannot carry air units or the ship Striders: [[Shogun]] and [[Reef]]. Light units are units below or equal to 500 mass, medium units are between 501 and 1000 mass, and heavy units are everything else. A unit's transportability and mass can be viewed in an information window by Space+Clicking on the unit.&lt;br /&gt;
&lt;br /&gt;
Laden transports have a speed penalty depending on the mass of their cargo. Transports receive no additional speed penalty for transporting units up to their own mass, otherwise, they have a speed modifier of &amp;lt;code&amp;gt;2*selfMass / (selfMass + cargoMass)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Loading ===&lt;br /&gt;
Transports can pick up any valid stationary unit, including stunned enemies. Transports have to physically lower themselves onto a unit to pick it up. This process can take a few seconds, depending on the target. Here are two ways to load units:&lt;br /&gt;
* Issue the [[Load Command|'''Load''']] command (hotkey '''L''') to a transport to load the target unit. This command is generally available as a right-click context command. Issue an area command with Click+Drag to tell multiple transports to load a group of units&lt;br /&gt;
* Select a mixed selection of transports and ground units and issue the '''Load Selected Units''' command (double tap '''L''') to have the transports load the selected units. Idle units will be loaded into the transports while units with orders will be loaded and transported to the end of their order queue.&lt;br /&gt;
&lt;br /&gt;
=== Unloading ===&lt;br /&gt;
Transports can either carefully place their cargo on the ground or they can eject it in-flight.&lt;br /&gt;
* Use the [[Unload Command|'''Unload''']] command (hotkey '''U''') to unload carefully. This command can be issued in an area with Click+Drag or along a line with Alt+Click+Drag.&lt;br /&gt;
* Use the [[Eject Cargo Command|'''Eject Cargo''']] command (hotkey '''D''') to drop transported units. This may damage the dropped units. Transports carrying bombs draw a target on the ground based on their velocity.&lt;br /&gt;
&lt;br /&gt;
= '''Transport AI''' =&lt;br /&gt;
[[Transport AI|'''Transport AI''']] can be toggled with the unit AI state toggle (&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png&amp;quot; height='18' align=&amp;quot;center&amp;quot; /&amp;gt;) on transports. It has a few different aspects:&lt;br /&gt;
* Transports can be set to [[Guard Command|guard]] a factory to automatically pick up newly created units and drop them off at the end of the rally queue.&lt;br /&gt;
* Two queueable commands: ''Embark'' [[File:Embark.png|18px]] and ''Disembark'' [[File:Disembark.png|18px]] - these commands appear on transportable land units and factories when you build your first air transport. '''Embark''' &amp;amp;mdash; wait for transport to pick me up. '''Disembark''' &amp;amp;mdash; disembark from transport.&lt;br /&gt;
&lt;br /&gt;
=== Possible uses ===&lt;br /&gt;
# Give bot factory waypoints through safe area next to the current battlefield.&lt;br /&gt;
#* Result: Units walk along these waypoints and if there are idle transports they will pick them up and transport them to their destination.&lt;br /&gt;
# Give factory waypoint to ally's base entrance followed by [[Patrol Command|patrol]].&lt;br /&gt;
#* Result: Units walk there and if transport nearby it will pick it up, drop it off and the unit will start patrolling.&lt;br /&gt;
# Give factory a move order near your base, ''Embark'', then move to an impassable mountain.&lt;br /&gt;
#* Result: Units will emerge from factory and enter ''Embark'' mode - they will stand there and wait for transport to get them to the mountain.&lt;br /&gt;
# Select crawling bombs, click to move to enemy base then click ''Embark''.&lt;br /&gt;
#* Result: Bombs will stop and wait for transports, transports will carry them to enemy base.&lt;br /&gt;
# Select Dantes, give them move commands across air safe areas, followed by disembark from behind the base spot and move to enemy base. Then click ''Embark''.&lt;br /&gt;
#* Result: Dantes will stop and wait for transports. Transport will carry them along the waypoints to back of enemy base, unload them. From there Dantes will continue on foot.&lt;br /&gt;
&lt;br /&gt;
=== Notes and details ===&lt;br /&gt;
* Transported called by the '''Embark''' command will return to the spot where they took unit using the same path.&lt;br /&gt;
* Transports might skip some units because it finds it useless to transport them. It takes several things into account - distance of transport from unit, planned unit path, unit speed, transport speed, transport land times, terrain height differences - all of this is used to estimate the &amp;quot;benefit&amp;quot; of transporting given unit with air transport. Benefit = number of seconds saved by using transporter. It only transports units if benefit is higher than 5 seconds and in order of benefit (slowest units will be transported first, fast units might be ignored completely). Exception to this is the ''Embark'' command which serves as &amp;quot;priority&amp;quot; transport - units waiting with the ''Embark'' command will be served first.&lt;br /&gt;
&lt;br /&gt;
= '''Ferry routes''' =&lt;br /&gt;
Ferry routes automate transports to travel units across a set path to a destination. The UI for creating ferry routes is (by default) in the upper left corner bar next to retreat and repair. The symbol is a red circle with a ray pointing out of it to the right ([[File:Ferry.png|18px]]). To create a ferry route, first left click the ferry route button, next left click the start location of your ferry route, then left click the destination. A ferry route does not have to be just a straight line, the path to take can twist and turn all you like by holding shift and left clicking between setting the start and destination. Your ferry route will appear as a hard red circle indicating the start and a line directing out of that circle towards the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;htmltag tagname=&amp;quot;video&amp;quot; width=&amp;quot;560&amp;quot; height=&amp;quot;320&amp;quot; loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot; src=&amp;quot;https://i.imgur.com/XHY0vP7.mp4&amp;quot; controls=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/htmltag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can even edit your ferry route, by clicking the ferry route button, hold shift and click on anyplace you placed a start, end, or corner to select it, and then click where you want that point to be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;htmltag tagname=&amp;quot;video&amp;quot; width=&amp;quot;560&amp;quot; height=&amp;quot;320&amp;quot; loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot; src=&amp;quot;https://i.imgur.com/WC2qb03.mp4&amp;quot; controls=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/htmltag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To remove a ferry route, click the ferry route button and left click a start location.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;htmltag tagname=&amp;quot;video&amp;quot; width=&amp;quot;560&amp;quot; height=&amp;quot;320&amp;quot; loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot; src=&amp;quot;https://i.imgur.com/SHFhe68.mp4&amp;quot; controls=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/htmltag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that you have your ferry route, it's time to put it to use! Assign transports to the ferry route by issuing a move command into the start circle. The transtports will now stay within a short distance of the start, even if you try and move them away, waiting for units. take a unit you want to ferry, and issue a move order into the circle. Once the unit is in the circle, it will wait for a transport to pick it up and move it to the end of the ferry route. you can shift queue commands for the unit and it will follow the commands after the transport.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;htmltag tagname=&amp;quot;video&amp;quot; width=&amp;quot;560&amp;quot; height=&amp;quot;320&amp;quot; loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot; src=&amp;quot;https://i.imgur.com/No0wGkg.mp4&amp;quot; controls=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/htmltag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Potential uses for ferry routes are to move a large army around static anti-air cover to far locations, as the transports will follow the route both to and from the location. You can set your factory's way-point to the ferry route start, and units will wait for transports to ferry them.&lt;br /&gt;
&lt;br /&gt;
There are a few bugs with the system, such as if you assign a transport to a ferry route one time it may be unable to ever be assigned to a different ferry route, sometimes units won't seen to call for transports when they are in the start circle. if you have a gunship plant's rally point in a ferry route, the transports will wait for transport instead of being added to the ferry route, so you need to manually move them into the circle. There seem to be cases where there are both units and transports at the start location, but the units wait for a transport that is already off on it's ferry mission to come back and pick them up, which is undesired. Somehow, units seem to wait for a transport outside the circle, and thus never get a transport to pick them up.If a unit is waiting and not picked up, it will never get assigned a wait command when issuing a move command into the circle, and if you want it to be ferried, you must manually issue a wait command on the unit while it is inside the ferry circle. If the LZ is cluttered with units at the end of the ferry, transports will get stuck and not place units down, instead just holding them hostage over the end point. All in all, while automated, ferry routes require periodical check-ups.&lt;br /&gt;
&lt;br /&gt;
=== Notes and details ===&lt;br /&gt;
* In all of these cases transports return to the spot where they took unit using the same path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Transportation&amp;diff=8005</id>
		<title>Transportation</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Transportation&amp;diff=8005"/>
		<updated>2021-10-30T12:46:45Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Mass and Capacity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Transports are used to rapidly move ground and sea forces around the battlefield. There are two transports: [[Charon]] and [[Hercules]]. Both are constructed at the [[Gunship Plant]]. This page is about their uses and abilities. See a different page for [[teleportation]].&lt;br /&gt;
&lt;br /&gt;
= '''Basic Commands and Abilities''' =&lt;br /&gt;
&lt;br /&gt;
=== Mass and Capacity ===&lt;br /&gt;
Transports can pick up and carry a single unit at a time.&lt;br /&gt;
&lt;br /&gt;
[[Charon]] can carry '''light''' and '''medium''' units while [[Hercules]] can carry any transportable unit. Transports cannot carry air units or the ship Striders: [[Shogun]] and [[Reef]]. Light units are units below or equal to 500 metal, medium units are between 501 and 1000 metal, and heavy units are everything else. A unit's transportability and mass can be viewed in an information window by Space+Clicking on the unit.&lt;br /&gt;
&lt;br /&gt;
Laden transports have a speed penalty depending on the metal cost of their cargo. Transports receive no additonal speed penalty for transporting units up to their own mass, otherwise, they have a speed modifier of &amp;lt;code&amp;gt;2*selfMass / (selfMass + cargoMass)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Loading ===&lt;br /&gt;
Transports can pick up any valid stationary unit, including stunned enemies. Transports have to physically lower themselves onto a unit to pick it up. This process can take a few seconds, depending on the target. Here are two ways to load units:&lt;br /&gt;
* Issue the [[Load Command|'''Load''']] command (hotkey '''L''') to a transport to load the target unit. This command is generally available as a right-click context command. Issue an area command with Click+Drag to tell multiple transports to load a group of units&lt;br /&gt;
* Select a mixed selection of transports and ground units and issue the '''Load Selected Units''' command (double tap '''L''') to have the transports load the selected units. Idle units will be loaded into the transports while units with orders will be loaded and transported to the end of their order queue.&lt;br /&gt;
&lt;br /&gt;
=== Unloading ===&lt;br /&gt;
Transports can either carefully place their cargo on the ground or they can eject it in-flight.&lt;br /&gt;
* Use the [[Unload Command|'''Unload''']] command (hotkey '''U''') to unload carefully. This command can be issued in an area with Click+Drag or along a line with Alt+Click+Drag.&lt;br /&gt;
* Use the [[Eject Cargo Command|'''Eject Cargo''']] command (hotkey '''D''') to drop transported units. This may damage the dropped units. Transports carrying bombs draw a target on the ground based on their velocity.&lt;br /&gt;
&lt;br /&gt;
= '''Transport AI''' =&lt;br /&gt;
[[Transport AI|'''Transport AI''']] can be toggled with the unit AI state toggle (&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png&amp;quot; height='18' align=&amp;quot;center&amp;quot; /&amp;gt;) on transports. It has a few different aspects:&lt;br /&gt;
* Transports can be set to [[Guard Command|guard]] a factory to automatically pick up newly created units and drop them off at the end of the rally queue.&lt;br /&gt;
* Two queueable commands: ''Embark'' [[File:Embark.png|18px]] and ''Disembark'' [[File:Disembark.png|18px]] - these commands appear on transportable land units and factories when you build your first air transport. '''Embark''' &amp;amp;mdash; wait for transport to pick me up. '''Disembark''' &amp;amp;mdash; disembark from transport.&lt;br /&gt;
&lt;br /&gt;
=== Possible uses ===&lt;br /&gt;
# Give bot factory waypoints through safe area next to the current battlefield.&lt;br /&gt;
#* Result: Units walk along these waypoints and if there are idle transports they will pick them up and transport them to their destination.&lt;br /&gt;
# Give factory waypoint to ally's base entrance followed by [[Patrol Command|patrol]].&lt;br /&gt;
#* Result: Units walk there and if transport nearby it will pick it up, drop it off and the unit will start patrolling.&lt;br /&gt;
# Give factory a move order near your base, ''Embark'', then move to an impassable mountain.&lt;br /&gt;
#* Result: Units will emerge from factory and enter ''Embark'' mode - they will stand there and wait for transport to get them to the mountain.&lt;br /&gt;
# Select crawling bombs, click to move to enemy base then click ''Embark''.&lt;br /&gt;
#* Result: Bombs will stop and wait for transports, transports will carry them to enemy base.&lt;br /&gt;
# Select Dantes, give them move commands across air safe areas, followed by disembark from behind the base spot and move to enemy base. Then click ''Embark''.&lt;br /&gt;
#* Result: Dantes will stop and wait for transports. Transport will carry them along the waypoints to back of enemy base, unload them. From there Dantes will continue on foot.&lt;br /&gt;
&lt;br /&gt;
=== Notes and details ===&lt;br /&gt;
* Transported called by the '''Embark''' command will return to the spot where they took unit using the same path.&lt;br /&gt;
* Transports might skip some units because it finds it useless to transport them. It takes several things into account - distance of transport from unit, planned unit path, unit speed, transport speed, transport land times, terrain height differences - all of this is used to estimate the &amp;quot;benefit&amp;quot; of transporting given unit with air transport. Benefit = number of seconds saved by using transporter. It only transports units if benefit is higher than 5 seconds and in order of benefit (slowest units will be transported first, fast units might be ignored completely). Exception to this is the ''Embark'' command which serves as &amp;quot;priority&amp;quot; transport - units waiting with the ''Embark'' command will be served first.&lt;br /&gt;
&lt;br /&gt;
= '''Ferry routes''' =&lt;br /&gt;
Ferry routes automate transports to travel units across a set path to a destination. The UI for creating ferry routes is (by default) in the upper left corner bar next to retreat and repair. The symbol is a red circle with a ray pointing out of it to the right ([[File:Ferry.png|18px]]). To create a ferry route, first left click the ferry route button, next left click the start location of your ferry route, then left click the destination. A ferry route does not have to be just a straight line, the path to take can twist and turn all you like by holding shift and left clicking between setting the start and destination. Your ferry route will appear as a hard red circle indicating the start and a line directing out of that circle towards the end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;htmltag tagname=&amp;quot;video&amp;quot; width=&amp;quot;560&amp;quot; height=&amp;quot;320&amp;quot; loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot; src=&amp;quot;https://i.imgur.com/XHY0vP7.mp4&amp;quot; controls=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/htmltag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can even edit your ferry route, by clicking the ferry route button, hold shift and click on anyplace you placed a start, end, or corner to select it, and then click where you want that point to be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;htmltag tagname=&amp;quot;video&amp;quot; width=&amp;quot;560&amp;quot; height=&amp;quot;320&amp;quot; loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot; src=&amp;quot;https://i.imgur.com/WC2qb03.mp4&amp;quot; controls=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/htmltag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To remove a ferry route, click the ferry route button and left click a start location.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;htmltag tagname=&amp;quot;video&amp;quot; width=&amp;quot;560&amp;quot; height=&amp;quot;320&amp;quot; loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot; src=&amp;quot;https://i.imgur.com/SHFhe68.mp4&amp;quot; controls=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/htmltag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now that you have your ferry route, it's time to put it to use! Assign transports to the ferry route by issuing a move command into the start circle. The transtports will now stay within a short distance of the start, even if you try and move them away, waiting for units. take a unit you want to ferry, and issue a move order into the circle. Once the unit is in the circle, it will wait for a transport to pick it up and move it to the end of the ferry route. you can shift queue commands for the unit and it will follow the commands after the transport.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;htmltag tagname=&amp;quot;video&amp;quot; width=&amp;quot;560&amp;quot; height=&amp;quot;320&amp;quot; loop=&amp;quot;true&amp;quot; autoplay=&amp;quot;true&amp;quot; src=&amp;quot;https://i.imgur.com/No0wGkg.mp4&amp;quot; controls=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/htmltag&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Potential uses for ferry routes are to move a large army around static anti-air cover to far locations, as the transports will follow the route both to and from the location. You can set your factory's way-point to the ferry route start, and units will wait for transports to ferry them.&lt;br /&gt;
&lt;br /&gt;
There are a few bugs with the system, such as if you assign a transport to a ferry route one time it may be unable to ever be assigned to a different ferry route, sometimes units won't seen to call for transports when they are in the start circle. if you have a gunship plant's rally point in a ferry route, the transports will wait for transport instead of being added to the ferry route, so you need to manually move them into the circle. There seem to be cases where there are both units and transports at the start location, but the units wait for a transport that is already off on it's ferry mission to come back and pick them up, which is undesired. Somehow, units seem to wait for a transport outside the circle, and thus never get a transport to pick them up.If a unit is waiting and not picked up, it will never get assigned a wait command when issuing a move command into the circle, and if you want it to be ferried, you must manually issue a wait command on the unit while it is inside the ferry circle. If the LZ is cluttered with units at the end of the ferry, transports will get stuck and not place units down, instead just holding them hostage over the end point. All in all, while automated, ferry routes require periodical check-ups.&lt;br /&gt;
&lt;br /&gt;
=== Notes and details ===&lt;br /&gt;
* In all of these cases transports return to the spot where they took unit using the same path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unique_Commands&amp;diff=7969</id>
		<title>Unique Commands</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unique_Commands&amp;diff=7969"/>
		<updated>2021-10-19T12:32:23Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Speed Boost */ Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Several units have special abilities that are activated with '''unique commands'''. These are bound to the {{key press|D}} key by default (similar to [[Fire Special Weapon Command|Special Weapons]]).&lt;br /&gt;
&lt;br /&gt;
== Speed Boost ==&lt;br /&gt;
http://manual.zero-k.info/unitpics/planefighter.png [[File:Cmd sprint.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Swift]] multirole fighter has an ability to temporarily receive a massive boost to its flight speed through he use of the '''Speed Boost''' instant command. This is extremely useful to dodge missiles, avoid losing engagements, or quickly intercept incoming enemy bombers. While most of the uses of Speed Boost are manual, this ability will be automatically used when [[retreat]]ing.&lt;br /&gt;
&lt;br /&gt;
== Teleport Beacon ==&lt;br /&gt;
http://manual.zero-k.info/unitpics/amphtele.png [[File:Cmd drop beacon.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Djinn]] amphibious teleporter works by warping the units from its Lamp teleport beacon to its present deployed location. It can relocate the Lamp entry point by using the '''Teleport Beacon''' ability on any desired point on the map, as long as it's not blocked by an occupying structure or impassable terrain. For more information on teleportation refer to [[teleportation|this]] page.&lt;br /&gt;
&lt;br /&gt;
== Drop Bombs ==&lt;br /&gt;
http://manual.zero-k.info/unitpics/gunshipkrow.png [[File:Cmd bomb.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Krow]] flying fortress has a special weapon that is only activated by the instant '''Drop Bombs''' command. Immediately upon command activation, the unit unleashes a salvo of bomblets directly beneath it, lasting several seconds. &lt;br /&gt;
&lt;br /&gt;
The Krow has a significantly lowered acceleration and turn rate during the bombing run.&lt;br /&gt;
&lt;br /&gt;
== Unleash Lightning == &lt;br /&gt;
http://manual.zero-k.info/unitpics/bomberdisarm.png [[File:Cmd bomb.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Thunderbird]] disarm bomber has only one weapon and will use it automatically upon designated targets. However, it is also possible to activate the lightning weapon immediately by the manual '''Unleash Lightning''' command - usually in response to unexpected maneuvers by the targeted enemies.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{See|Self Destruct Command}}&lt;br /&gt;
[[Unit classes#Mobile Bombs|Bombs]] have a command that allows them to quickly detonate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Fire_Special_Weapon_Command&amp;diff=7837</id>
		<title>Fire Special Weapon Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Fire_Special_Weapon_Command&amp;diff=7837"/>
		<updated>2021-09-29T00:48:44Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Commander's Special */ spell &amp;quot;cannon&amp;quot; correctly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unique weapons, activated separately and manually by pressing {{key press|D}} by default. Unlike [[Unique Commands]] arsenal, those weapons function more like already existing ones in overclock mode.&lt;br /&gt;
&lt;br /&gt;
== Multi-Stunner ==&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/striderscorpion.png [[File:Cmd dgun.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Scorpion]] infiltrator has a medium range (about most skirmishers' reach) multiple-hit stunner. Upon activation, it strikes in a small arc, completely disabling anything in its path (including friendlies). Combined with Scorpion's inherent [[cloak|personal cloak]], the unit gains large tactical usage, as it is capable of both stealthily approaching and disabling large chunks of tightly grouped armies and high-priority units, or even helping to stage its own escape.&lt;br /&gt;
&lt;br /&gt;
== Napalm Rocket Salvo ==&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/striderdante.png [[File:Cmd dgun.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Dante]] assault/riot strider has a medium to long range napalm rocket salvo. When activated, the strider launches a barrage of 20 missiles, each dealing low damage, but leaving a strong napalm concoction behind. This weapon allows Dante reach over its intended (and expected by your enemies) range, even allowing it to go past the salvo's range itself, as missiles can fly way past their maximum launch radius. Rocket salvo can be used to dispatch bunched up light enemy units, deter skirmishers which can put pressure on this strider due to range advantage, or even punish air force fleets of your enemies.&lt;br /&gt;
&lt;br /&gt;
== Disarm Missile ==&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/shipcarrier.png [[File:Cmd dgun.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Reef]] aircraft carrier has a long range disarm missile. When used, it disarms any unit or structure in a large radius. While Reef is able to stock up on those missiles, allowing for rapid fire, they're also quite costly (150 [[metal]] apiece), and their production consumes 5 metal each second.&lt;br /&gt;
&lt;br /&gt;
== EMP Missiles ==&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/striderbantha.png [[File:Cmd dgun.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Paladin]] support strider carries EMP missiles. This allows it to launch salvos of 12 such armaments, providing complete disabling effect over a large area. Firing this weapon at farther targets sharply decreases its accuracy. This, in combination with Paladin's long range and lightning cannons allows this strider to contain large portions of enemy army, offer support during attacks and more.&lt;br /&gt;
&lt;br /&gt;
== Obliteration Blaster ==&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/striderdetriment.png [[File:Cmd dgun.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Detriment]] ultimate assault strider has a powerful obliteration blaster. The weapon fires ten powerful shots in quick succession, dealing heavy damage. Use mainly against enemy striders or other heavy units, as a single volley can kill any unit from full health except a Paladin or another Detriment.&lt;br /&gt;
&lt;br /&gt;
== Commander's Special == &lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png [[File:Cmd dgun.png]]&lt;br /&gt;
&lt;br /&gt;
Once [[Commander]]s upgrade to level 4, you can choose to forgo a second normal weapon to gain a special weapon. There are several options, depending on the starting chassis. These include:&lt;br /&gt;
&lt;br /&gt;
https://zero-k.info/img/avatars/commweapon_clusterbomb.png Cluster bomb — available for Guardian and Recon — lets out a close-range shotgun-like blast of 8 high-damage pellets. Comparable to rocket salvos of [[Revenant]].&lt;br /&gt;
&lt;br /&gt;
https://zero-k.info/img/avatars/commweapon_concussion.png Concussion shell — available for Recon — fires one short impulse with medium damage and strong toss effect.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png Disintegrator — available for Guardian and Strike — directed beam of energy with an extremely high alpha damage potential, functions like [[Ultimatum]]'s cannon.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png Disruptor bomb	— available for Strike, Recon and Engineer — launches a single bomb with large AOE blast inflicting slow effect on targets. Think of it as of a larger area [[Limpet]] on request.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png Hellfire grenade — available for Guardian and Recon — launches a single bomb with large AOE blast inflicting low damage and leaving a strong napalm concoction behind. An [[Inferno]]-like deterrent.&lt;br /&gt;
&lt;br /&gt;
https://zero-k.info/img/avatars/commweapon_multistunner.png Multi-stunner — available for Strike, Recon and Engineer — strikes in a small arc, completely disabling anything in its path (including friendlies). Somewhat weaker equivalent of Scorpion's special weapon.&lt;br /&gt;
&lt;br /&gt;
https://zero-k.info/img/avatars/commweapon_slamrocket.png S.L.A.M. — available for Guardian — launches a tactical nuclear missile with high vertical arc-like trajectory. Functions as a somewhat weaker equivalent of [[Eos]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Fire_Special_Weapon_Command&amp;diff=7836</id>
		<title>Fire Special Weapon Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Fire_Special_Weapon_Command&amp;diff=7836"/>
		<updated>2021-09-29T00:47:07Z</updated>

		<summary type="html">&lt;p&gt;Mach56: /* Obliteration Blaster */ State how many shots are fired&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unique weapons, activated separately and manually by pressing {{key press|D}} by default. Unlike [[Unique Commands]] arsenal, those weapons function more like already existing ones in overclock mode.&lt;br /&gt;
&lt;br /&gt;
== Multi-Stunner ==&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/striderscorpion.png [[File:Cmd dgun.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Scorpion]] infiltrator has a medium range (about most skirmishers' reach) multiple-hit stunner. Upon activation, it strikes in a small arc, completely disabling anything in its path (including friendlies). Combined with Scorpion's inherent [[cloak|personal cloak]], the unit gains large tactical usage, as it is capable of both stealthily approaching and disabling large chunks of tightly grouped armies and high-priority units, or even helping to stage its own escape.&lt;br /&gt;
&lt;br /&gt;
== Napalm Rocket Salvo ==&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/striderdante.png [[File:Cmd dgun.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Dante]] assault/riot strider has a medium to long range napalm rocket salvo. When activated, the strider launches a barrage of 20 missiles, each dealing low damage, but leaving a strong napalm concoction behind. This weapon allows Dante reach over its intended (and expected by your enemies) range, even allowing it to go past the salvo's range itself, as missiles can fly way past their maximum launch radius. Rocket salvo can be used to dispatch bunched up light enemy units, deter skirmishers which can put pressure on this strider due to range advantage, or even punish air force fleets of your enemies.&lt;br /&gt;
&lt;br /&gt;
== Disarm Missile ==&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/shipcarrier.png [[File:Cmd dgun.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Reef]] aircraft carrier has a long range disarm missile. When used, it disarms any unit or structure in a large radius. While Reef is able to stock up on those missiles, allowing for rapid fire, they're also quite costly (150 [[metal]] apiece), and their production consumes 5 metal each second.&lt;br /&gt;
&lt;br /&gt;
== EMP Missiles ==&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/striderbantha.png [[File:Cmd dgun.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Paladin]] support strider carries EMP missiles. This allows it to launch salvos of 12 such armaments, providing complete disabling effect over a large area. Firing this weapon at farther targets sharply decreases its accuracy. This, in combination with Paladin's long range and lightning cannons allows this strider to contain large portions of enemy army, offer support during attacks and more.&lt;br /&gt;
&lt;br /&gt;
== Obliteration Blaster ==&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/striderdetriment.png [[File:Cmd dgun.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Detriment]] ultimate assault strider has a powerful obliteration blaster. The weapon fires ten powerful shots in quick succession, dealing heavy damage. Use mainly against enemy striders or other heavy units, as a single volley can kill any unit from full health except a Paladin or another Detriment.&lt;br /&gt;
&lt;br /&gt;
== Commander's Special == &lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png [[File:Cmd dgun.png]]&lt;br /&gt;
&lt;br /&gt;
Once [[Commander]]s upgrade to level 4, you can choose to forgo a second normal weapon to gain a special weapon. There are several options, depending on the starting chassis. These include:&lt;br /&gt;
&lt;br /&gt;
https://zero-k.info/img/avatars/commweapon_clusterbomb.png Cluster bomb — available for Guardian and Recon — lets out a close-range shotgun-like blast of 8 high-damage pellets. Comparable to rocket salvos of [[Revenant]].&lt;br /&gt;
&lt;br /&gt;
https://zero-k.info/img/avatars/commweapon_concussion.png Concussion shell — available for Recon — fires one short impulse with medium damage and strong toss effect.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png Disintegrator — available for Guardian and Strike — directed beam of energy with an extremely high alpha damage potential, functions like [[Ultimatum]]'s canon.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png Disruptor bomb	— available for Strike, Recon and Engineer — launches a single bomb with large AOE blast inflicting slow effect on targets. Think of it as of a larger area [[Limpet]] on request.&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png Hellfire grenade — available for Guardian and Recon — launches a single bomb with large AOE blast inflicting low damage and leaving a strong napalm concoction behind. An [[Inferno]]-like deterrent.&lt;br /&gt;
&lt;br /&gt;
https://zero-k.info/img/avatars/commweapon_multistunner.png Multi-stunner — available for Strike, Recon and Engineer — strikes in a small arc, completely disabling anything in its path (including friendlies). Somewhat weaker equivalent of Scorpion's special weapon.&lt;br /&gt;
&lt;br /&gt;
https://zero-k.info/img/avatars/commweapon_slamrocket.png S.L.A.M. — available for Guardian — launches a tactical nuclear missile with high vertical arc-like trajectory. Functions as a somewhat weaker equivalent of [[Eos]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Charon&amp;diff=7835</id>
		<title>Charon</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Charon&amp;diff=7835"/>
		<updated>2021-09-28T06:05:33Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Add medium unit transport stats to charon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an air transport from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Charon&lt;br /&gt;
| defname = gunshiptrans&lt;br /&gt;
| description = Air Transport&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshiptrans.png&lt;br /&gt;
| icontype = gunshiptransport&lt;br /&gt;
| cost = 100&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| movespeed = 345&lt;br /&gt;
| turnrate = 91&lt;br /&gt;
| sight = 300&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
        | name = Transporting&lt;br /&gt;
	| special1 = Transports light units at 70% speed&lt;br /&gt;
	| special2 = Transports medium units at 50% speed&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Charon is the basic air transport. It is ideal to ferry units to the front or make a drop deep behind enemy lines, but should not be used to land in areas with any kind of AA cover. It can only transport 'Light' or 'Medium' units, that is, units that cost 1000 metal or less.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
The Charon can be used offensively by manually [[Load Command|load]]ing an enemy worker while they build, then flying them to allies to destroy or [[Eject Cargo Command|dropping]] them into an area that could damage them or leave them useless.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Hercules&amp;diff=7834</id>
		<title>Hercules</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Hercules&amp;diff=7834"/>
		<updated>2021-09-28T06:04:25Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Add medium unit transport stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an armed heavy air transport from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Hercules&lt;br /&gt;
| defname = gunshipheavytrans&lt;br /&gt;
| description = Armed Heavy Air Transport&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshipheavytrans.png&lt;br /&gt;
| icontype = heavygunshiptransport&lt;br /&gt;
| cost = 750&lt;br /&gt;
| hitpoints = 1800&lt;br /&gt;
| movespeed = 270&lt;br /&gt;
| turnrate = 69&lt;br /&gt;
| sight = 660&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Laser Blaster × 2&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 10&lt;br /&gt;
	| reloadtime = 0.20&lt;br /&gt;
	| dps = 50&lt;br /&gt;
	| range = 320&lt;br /&gt;
	| projectilespeed = 2400&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Anti-Air Laser&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 20&lt;br /&gt;
	| reloadtime = 0.40&lt;br /&gt;
	| dps = 50&lt;br /&gt;
	| range = 450&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
        | name = Transporting&lt;br /&gt;
	| special1 = Transports light units at 75% speed&lt;br /&gt;
	| special2 = Transports medium units at 65% speed&lt;br /&gt;
        | special3 = Transports heavy units at 50% speed&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Hercules can haul any land unit in the game. Its twin laser guns and automated cargo ejection system make it ideal for drops into hot LZs.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
Heavy enemy units can be disabled using [[Shockley]] missiles, [[Gnat]]s or other EMP units, leaving them defenseless. A Hercules then can then fly in and manually [[Load Command|load]] it, leaving it disabled while carried and able to be moved to any location, continuing to take damage in the air.&lt;br /&gt;
&lt;br /&gt;
A Hercules can also pickup any stationary unit and destroy them using their lasers or [[Eject Cargo Command|dropping]] them from a large height or out of bounds.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Charon&amp;diff=7833</id>
		<title>Charon</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Charon&amp;diff=7833"/>
		<updated>2021-09-28T06:02:18Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Add medium units to Charon's transport capabilities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an air transport from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Charon&lt;br /&gt;
| defname = gunshiptrans&lt;br /&gt;
| description = Air Transport&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshiptrans.png&lt;br /&gt;
| icontype = gunshiptransport&lt;br /&gt;
| cost = 100&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| movespeed = 345&lt;br /&gt;
| turnrate = 91&lt;br /&gt;
| sight = 300&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
        | name = Transporting&lt;br /&gt;
	| special1 = Transports at 70% speed&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Charon is the basic air transport. It is ideal to ferry units to the front or make a drop deep behind enemy lines, but should not be used to land in areas with any kind of AA cover. It can only transport 'Light' or 'Medium' units, that is, units that cost 1000 metal or less.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
The Charon can be used offensively by manually [[Load Command|load]]ing an enemy worker while they build, then flying them to allies to destroy or [[Eject Cargo Command|dropping]] them into an area that could damage them or leave them useless.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Djinn&amp;diff=7832</id>
		<title>Djinn</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Djinn&amp;diff=7832"/>
		<updated>2021-09-28T05:55:19Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Now medium weight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an amphibious teleport bridge from the [[Amphbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Djinn&lt;br /&gt;
| defname = amphtele&lt;br /&gt;
| description = Amphibious Teleport Bridge&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/amphtele.png&lt;br /&gt;
| icontype = amphtransport&lt;br /&gt;
| cost = 750&lt;br /&gt;
| hitpoints = 2500&lt;br /&gt;
| movespeed = 75&lt;br /&gt;
| turnrate = 138&lt;br /&gt;
| sight = 300&lt;br /&gt;
| sonar = 300&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| waterregen = 30&lt;br /&gt;
	| atdepth = 40&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Djinn excels at moving large land based armies across bodies of water. It can place a [[Lamp]] at remote locations with its special ability to teleport units. The [[teleportation]] is one-way, moving units from the Lamp to the Djinn, so ensure the destination is safe.&lt;br /&gt;
&lt;br /&gt;
=Tactics And Strategy=&lt;br /&gt;
&lt;br /&gt;
Djinn is an expensive unit, so it's best built to move expensive armies, like striders, a dozen Scallops, or a couple Grizzlies.&lt;br /&gt;
&lt;br /&gt;
Djinn is faster than many heavy and assault-class units, and outspeeds most of the amph bot factory unit set. Move it ahead of your assault force to close the distance faster.&lt;br /&gt;
&lt;br /&gt;
The specops engineer [[Athena]] can fly undetected behind enemy lines to build Djinn. If walking is not an option, flying can be.&lt;br /&gt;
&lt;br /&gt;
Djinn can be used for unit retrieval. Keep the Djinn safe in base, and create a lamp cross-map near your exposed units. Teleport them back to safety for [[Repair]]s and to join the next assault.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Iris&amp;diff=7831</id>
		<title>Iris</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Iris&amp;diff=7831"/>
		<updated>2021-09-28T05:55:15Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Now medium weight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an area cloaker/jammer walker from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Iris&lt;br /&gt;
| defname = cloakjammer&lt;br /&gt;
| description = Area Cloaker/Jammer Walker&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakjammer.png&lt;br /&gt;
| icontype = kbotjammer&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| movespeed = 57&lt;br /&gt;
| turnrate = 415&lt;br /&gt;
| energy = -1.5&lt;br /&gt;
| sight = 400&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
        | name = Radar Jammer&lt;br /&gt;
	| jam = 400&lt;br /&gt;
	}}&lt;br /&gt;
        {{ Infobox zkability cloak&lt;br /&gt;
	| name = Area Cloak&lt;br /&gt;
	| radius = 400&lt;br /&gt;
	| upkeep = 15&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability morph&lt;br /&gt;
	| to = [[Cornea]]&lt;br /&gt;
	| cost = 0&lt;br /&gt;
	| time = 30&lt;br /&gt;
	| disabled = Yes&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Iris has a jamming device to conceal your units' radar returns. It also has a small [[Cloak|area cloaker]] to hide friendly nearby units from enemy sight. It hides units in a smaller range and uses more energy than its stationary cousin, the [[Cornea]], and is able to transform into a Cornea at no additional cost.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
&lt;br /&gt;
Having no weapons of its own, the Iris acts as a force multiplier for your other units, cloaking them from enemy view. This makes the Iris especially helpful at dealing with enemy skirmishers (such as [[Ronin]]s or [[Fencer]]s), artillery (such as [[Firewalker]]s or [[Merlin]]s), anti-heavy sniper units (such as [[Phantom]]s or [[Lance]]s), and even static defenses (such as [[Picket]]s, [[Stinger]]s, or even [[Cerberus]]) which normally won't fire at cloaked targets until they're revealed. As a result, the Iris effectively prevents longer-ranged enemy units from skirmishing any of your slower, shorter-ranged assaults (such as [[Knight]]s), riots (such as [[Reaver]]s), and even striders (such as [[Dante]]s or even [[Detriment]]s), allowing them to sneakily close the distance towards the enemy's units before coming under fire, so long as your units remain under the Iris's cloaking field, and so long as they don't shoot or take damage.&lt;br /&gt;
&lt;br /&gt;
Note that the Iris itself is very fragile, and if it is killed, you may find your units in dangerous positions outside the safety of your lines.&lt;br /&gt;
&lt;br /&gt;
In addition to its traditional role, the Iris can also be used to deliver bombs (such as [[Imp]]s and [[Snitch]]es) to the heart of enemy unit clusters. When used correctly, this can be a very efficient counter to [[Shieldbot_Factory#Tactics_and_Strategy|shield balls]].&lt;br /&gt;
&lt;br /&gt;
Remember that the Iris (along with the [[Aspis]]) is amphibious, so it can be used to cloak friendly [[Shipyard|ships]], [[Amphbot Factory|amphbots]], [[Hovercraft Platform|hovercraft]], [[Reef]]s, [[Shogun]]s, and even [[Detriment]]s. Also remember that the [[Athena]] can build Irises (along with Aspis), so there's always an opportunity to build them without needing a [[Cloakbot Factory]], even if the battle takes place at sea (though you may need to terraform some dry land in order to build Athenas at sea if your Strider Hub is built far from dry land).&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Aspis&amp;diff=7830</id>
		<title>Aspis</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Aspis&amp;diff=7830"/>
		<updated>2021-09-28T05:55:13Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Now medium weight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an area [[Shield]] walker from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Aspis&lt;br /&gt;
| defname = shieldshield&lt;br /&gt;
| description = Area Shield Walker&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldshield.png&lt;br /&gt;
| icontype = walkershield&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 700&lt;br /&gt;
| movespeed = 62&lt;br /&gt;
| turnrate = 415&lt;br /&gt;
| sight = 300&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability shield&lt;br /&gt;
	| name = Energy Shield&lt;br /&gt;
	| strength = 3600&lt;br /&gt;
	| regen = 50&lt;br /&gt;
	| regencost = 12&lt;br /&gt;
	| radius = 350&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability morph&lt;br /&gt;
	| to = [[Aegis]]&lt;br /&gt;
	| cost = 0&lt;br /&gt;
	| time = 30&lt;br /&gt;
	| disabled = Yes&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Aspis protects surrounding units with its area shield by destroying enemy projectiles and will automatically connect to other shield-equipped units to share charge. The area shield will not stop units and only intercepts projectiles on its perimeter, so enemies can get under the shield and shoot at the units inside. Recharging and maintaining area shields costs energy.&lt;br /&gt;
&lt;br /&gt;
[[File:Shield2.jpg|900px]]&lt;br /&gt;
&lt;br /&gt;
=Tactics and Strategy=&lt;br /&gt;
&lt;br /&gt;
Remember that the Aspis (along with the [[Iris]]) is amphibious, so it can be used to shield friendly [[Shipyard|ships]], [[Amphbot Factory|amphbots]], [[Hovercraft Platform|hovercraft]], [[Reef|Reefs]], [[Shogun|Shoguns]], and even [[Detriment|Detriments]] alongside land units. Also remember that the [[Athena]] can build Aspis (along with [[Iris|Irises]]), so there's always an opportunity to build them without needing a [[Shieldbot Factory]], even if the battle takes place at sea (though you may need to terraform some dry land in order to build Athenas at sea if your Strider Hub is built far from dry land).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Envoy&amp;diff=7828</id>
		<title>Envoy</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Envoy&amp;diff=7828"/>
		<updated>2021-09-28T05:55:10Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Now medium weight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a cruiser (artillery) from the [[Shipyard]].{{ Infobox zkunit&lt;br /&gt;
| name = Envoy&lt;br /&gt;
| defname = shiparty&lt;br /&gt;
| description = Cruiser (Artillery)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shiparty.png&lt;br /&gt;
| icontype = shiparty&lt;br /&gt;
| cost = 850&lt;br /&gt;
| hitpoints = 2000&lt;br /&gt;
| movespeed = 51&lt;br /&gt;
| turnrate = 92&lt;br /&gt;
| sight = 660&lt;br /&gt;
| sonar = 660&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 601&lt;br /&gt;
	| reloadtime = 5&lt;br /&gt;
	| dps = 120&lt;br /&gt;
	| range = 1200&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| projectilespeed = 350&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This Cruiser packs a powerful, long-range artillery cannon, useful for bombarding fixed emplacements and shore targets. Beware of aircraft, submarines and raider ships.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Siren&amp;diff=7829</id>
		<title>Siren</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Siren&amp;diff=7829"/>
		<updated>2021-09-28T05:55:09Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Now medium weight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a destroyer (riot/assault) from the [[Shipyard]].{{ Infobox zkunit&lt;br /&gt;
| name = Siren&lt;br /&gt;
| defname = shipassault&lt;br /&gt;
| description = Destroyer (Riot/Assault)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shipassault.png&lt;br /&gt;
| icontype = shipassault&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 5200&lt;br /&gt;
| movespeed = 60&lt;br /&gt;
| turnrate = 63&lt;br /&gt;
| sight = 440&lt;br /&gt;
| sonar = 440&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Sonic Blaster&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 280&lt;br /&gt;
	| reloadtime = 1.70&lt;br /&gt;
	| dps = 165&lt;br /&gt;
	| range = 270&lt;br /&gt;
	| aoe = 95&lt;br /&gt;
	| projectilespeed = 700&lt;br /&gt;
	| special1 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Destroyer Missiles&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| damage = 400&lt;br /&gt;
	| reloadtime = 16&lt;br /&gt;
	| dps = 25&lt;br /&gt;
	| range = 800&lt;br /&gt;
	| aoe = 24&lt;br /&gt;
	| projectilespeed = 1800&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This Destroyer is a general-purpose combat vessel, combining a strong area-of-effect sonic cannon, a medium-range vertical launch missile, and strong armor. Use its sonic gun against smaller opponents above and below the water, and its missile against static targets.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Impaler&amp;diff=7827</id>
		<title>Impaler</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Impaler&amp;diff=7827"/>
		<updated>2021-09-28T05:55:07Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Now medium weight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a precision artillery rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Impaler&lt;br /&gt;
| defname = vehheavyarty&lt;br /&gt;
| description = Precision Artillery Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/vehheavyarty.png&lt;br /&gt;
| icontype = vehiclelrarty&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 1100&lt;br /&gt;
| movespeed = 60&lt;br /&gt;
| turnrate = 121&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Kinetic Missile&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| damage = 800&lt;br /&gt;
	| reloadtime = 10&lt;br /&gt;
	| dps = 80&lt;br /&gt;
	| range = 1500&lt;br /&gt;
	| projectilespeed = 8000&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 Impaler fires vertically a high damage, high accuracy kinetic missile at long range. Its high arc makes it able to fire over any obstacle, however that makes the flight time so high that it's useless against moving targets. Use the Impaler to kill specific buildings.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Lance&amp;diff=7826</id>
		<title>Lance</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Lance&amp;diff=7826"/>
		<updated>2021-09-28T05:55:05Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Now medium weight&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 = Medium&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>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Emissary&amp;diff=7825</id>
		<title>Emissary</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Emissary&amp;diff=7825"/>
		<updated>2021-09-28T05:55:03Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Now medium weight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a general-purpose artillery from the [[Tank Foundry]].{{ Infobox zkunit&lt;br /&gt;
| name = Emissary&lt;br /&gt;
| defname = tankarty&lt;br /&gt;
| description = General-Purpose Artillery&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/tankarty.png&lt;br /&gt;
| icontype = tankarty&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 840&lt;br /&gt;
| movespeed = 60&lt;br /&gt;
| turnrate = 105&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Plasma Artillery&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 601&lt;br /&gt;
	| reloadtime = 7&lt;br /&gt;
	| dps = 86&lt;br /&gt;
	| range = 1120&lt;br /&gt;
	| aoe = 42&lt;br /&gt;
	| projectilespeed = 315&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The heavy, long-ranging gun of the Emissary makes it the unit of choice for standoff shelling of enemy mobiles or structures. As always, it should be wary of anything that gets close to it.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
The emissary has a fast projectile for an artillery unit, and even has a bit of AoE. These characteristics make this unit also quite effective against mobile units; effectively functioning as a long range fire support unit. If you are struggling to deal with skirmishers as tanks, try making some of these.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Minotaur&amp;diff=7824</id>
		<title>Minotaur</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Minotaur&amp;diff=7824"/>
		<updated>2021-09-28T05:55:01Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Now medium weight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an assault tank from the [[Tank Foundry]].{{ Infobox zkunit&lt;br /&gt;
| name = Minotaur&lt;br /&gt;
| defname = tankassault&lt;br /&gt;
| description = Assault Tank&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/tankassault.png&lt;br /&gt;
| icontype = tankassault&lt;br /&gt;
| cost = 850&lt;br /&gt;
| hitpoints = 6800&lt;br /&gt;
| movespeed = 74&lt;br /&gt;
| turnrate = 96&lt;br /&gt;
| sight = 506&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Medium Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 320.1 × 2&lt;br /&gt;
	| reloadtime = 4&lt;br /&gt;
	| dps = 160&lt;br /&gt;
	| range = 360&lt;br /&gt;
	| aoe = 16&lt;br /&gt;
	| projectilespeed = 255&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A heavy duty battle tank. The Minotaur excels at absorbing damage in pitched battles, but its low rate of fire means it is not so good at dealing with swarms, and its heavy armor comes at the price of maneuverability.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
A combination of exceptionally high health with above average top speed means Minotaurs excel at surviving battle if you bother to pull them back when their health is low. This gives you the opportunity to repair them and send them back to the front brand new. Its easy to see how this can give you the upper hand in the battle of attrition over time.&lt;br /&gt;
&lt;br /&gt;
Minotaurs parked in the frontlines should have supporting riot units handy, least the enemy raid or &amp;quot;crawling&amp;quot;/mobile bomb them, as their cannons are quite terrible at killing anything fast or numerous.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Phantom&amp;diff=7823</id>
		<title>Phantom</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Phantom&amp;diff=7823"/>
		<updated>2021-09-28T05:54:42Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Now medium weight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a cloaked skirmish/anti-heavy artillery bot from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Phantom&lt;br /&gt;
| defname = cloaksnipe&lt;br /&gt;
| description = Cloaked Skirmish/Anti-Heavy Artillery Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloaksnipe.png&lt;br /&gt;
| icontype = sniper&lt;br /&gt;
| cost = 750&lt;br /&gt;
| hitpoints = 560&lt;br /&gt;
| movespeed = 42&lt;br /&gt;
| turnrate = 412&lt;br /&gt;
| sight = 400&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Pulsed Particle Projector&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 1500&lt;br /&gt;
	| reloadtime = 17&lt;br /&gt;
	| dps = 88&lt;br /&gt;
	| range = 700&lt;br /&gt;
	| projectilespeed = 850&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| upkeepidle = 1&lt;br /&gt;
	| upkeepmobile = 5&lt;br /&gt;
	| decloakradius = 155&lt;br /&gt;
	}}&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 Phantom's energy rifle inflicts heavy damage to a single target. It can fire while cloaked; however the shaped explosion of its projectile betrays the direction from which a shot was made. It requires quite a bit of energy to keep cloaked, especially when moving. The best way to locate a Phantom is by sweeping the area with many cheap units.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Phantom has low damage-per-second compared to its cost, but since it remains cloaked even while firing it can deliver its damage very safely. Try to kill enemies with a single attack (from more than one Phantom, if necessary) to deny your opponent the opportunity to repair their unit. The enemy can still decloak and kill your Phantom by bringing a unit nearby (such as a [[Flea]] or [[Glaive]]), so make sure you have forces ready to protect your Phantoms' retreat if necessary.&lt;br /&gt;
&lt;br /&gt;
Since Phantoms have a low rate of fire and high damage per shot, you might want to set them to hold fire mode (or return fire mode) if you want 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 Phantoms stopping in front of unidentified targets.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Felon&amp;diff=7822</id>
		<title>Felon</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Felon&amp;diff=7822"/>
		<updated>2021-09-28T05:54:40Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Now medium weight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a shielded riot/skirmisher bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Felon&lt;br /&gt;
| defname = shieldfelon&lt;br /&gt;
| description = Shielded Riot/Skirmisher Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldfelon.png&lt;br /&gt;
| icontype = walkersupport&lt;br /&gt;
| cost = 620&lt;br /&gt;
| hitpoints = 1600&lt;br /&gt;
| movespeed = 45&lt;br /&gt;
| turnrate = 198&lt;br /&gt;
| sight = 520&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Shield Gun&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 94&lt;br /&gt;
	| reloadtime = 0.13&lt;br /&gt;
	| dps = 707&lt;br /&gt;
	| range = 435&lt;br /&gt;
	| customlabel1 = Shield drain (HP/shot)&lt;br /&gt;
	| customdata1 = 75&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability shield&lt;br /&gt;
	| name = Energy Shield&lt;br /&gt;
	| strength = 1800&lt;br /&gt;
	| regen = 21&lt;br /&gt;
	| regencost = 0&lt;br /&gt;
	| radius = 120&lt;br /&gt;
	}}&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 Felon draws energy from its shield, discharging it in accurate bursts. Link it to other shields to increase its rate of fire.&lt;br /&gt;
&lt;br /&gt;
=Tactics And Strategy=&lt;br /&gt;
Use Felons with Thugs so the Thugs can tank damage for the Felon while also helping the Felon recharge its shields.&lt;br /&gt;
&lt;br /&gt;
Felons are good anti-skirmishers due to the Felon's instant hit projectiles, so letting a Felon get close enough to discharge itself onto the enemy skirmishers is a good tactic.&lt;br /&gt;
&lt;br /&gt;
Felons are the single strongest unit in the Shieldbot factory in terms of damage and HP. However, they are also the most expensive, meaning that the Felon must be defended.&lt;br /&gt;
&lt;br /&gt;
Beware if the enemy sends swarms of high health but cheap units towards the Felon; the Felon will drain its shields and be an easy target and because the Felon drains its own shield whilst firing means that the Felon will be unable to fire consistently, drastically reducing the amount of damage a shieldball can do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Skuttle&amp;diff=7821</id>
		<title>Skuttle</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Skuttle&amp;diff=7821"/>
		<updated>2021-09-28T05:54:37Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Now medium weight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a cloaked jumping anti-heavy bomb from the [[Jumpbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Skuttle&lt;br /&gt;
| defname = jumpbomb&lt;br /&gt;
| description = Cloaked Jumping Anti-Heavy Bomb&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/jumpbomb.png&lt;br /&gt;
| icontype = jumpjetbomb&lt;br /&gt;
| cost = 550&lt;br /&gt;
| hitpoints = 250&lt;br /&gt;
| movespeed = 46&lt;br /&gt;
| turnrate = 396&lt;br /&gt;
| sight = 280&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Explosion&lt;br /&gt;
	| damage = 8002&lt;br /&gt;
	| aoe = 90&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| upkeepidle = 5&lt;br /&gt;
	| upkeepmobile = 15&lt;br /&gt;
	| decloakradius = 180&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability jump&lt;br /&gt;
	| range = 400&lt;br /&gt;
	| reload = 10&lt;br /&gt;
	| speed = 180&lt;br /&gt;
	| midairjump = No&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Instant self-destruction&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This slow-moving, expensive cloaked unit can jump onto enemy units and blast even a heavy tank straight to hell. Counter with swarms of cheap screening units. Be careful of its very small explosion radius when using it.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Expensive, slow and unwieldy in comparison to its other [[Unit classes#Mobile Bombs|explosive brothers]], the {{PAGENAME}} is a niche unit, primarily used to devastate enemy with pinpoint strikes at expensive units, heavy structures, commanders and other high priority targets.&lt;br /&gt;
&lt;br /&gt;
While using the {{PAGENAME}}, beware of its large decloak radius, as it boasts low hitpoints and can be destroyed in seconds. Always have your {{PAGENAME}}s go separately from your main force to avoid possible explosions in the midst of your own units.&lt;br /&gt;
&lt;br /&gt;
Using the {{PAGENAME}} effectively requires knowledge of your target, its defenses, and enemy roster. Area jammers like [[Cornea]] and cheap scouts in big numbers, such as [[Flea]]s or [[Dart]]s, quickly diminish the chance of success. Mind your energy income and reserves, so as to not find your bomb decloaking in the group of enemies. Final stretch should be cut with the jump, which also allows {{PAGENAME}}s to ignore elevation by terraforming , enemies in the way, or even to reach flying units. Remember that {{PAGENAME}} decloaks when jumping, and it can be shot down before reaching the target. Because of the small explosion range, always try to get as close as possible, as its damage drops sharply with range.&lt;br /&gt;
&lt;br /&gt;
===Multiple {{PAGENAME}}s===&lt;br /&gt;
Some units and structures are tough enough to withstand one {{PAGENAME}}, so you might need to consider other options, or just throw more of them at the enemy until there's nothing left.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Small table to help with numbers game for some of the usual targets.&lt;br /&gt;
!Enemy unit/structure!!Required number of {{PAGENAME}}s&lt;br /&gt;
|-&lt;br /&gt;
|http://manual.zero-k.info/unitpics/spidercrabe.png [[Crab]]||style=&amp;quot;text-align:center&amp;quot;|1 for moving, 2 for stationary&lt;br /&gt;
|-&lt;br /&gt;
|http://manual.zero-k.info/unitpics/tankheavyassault.png [[Cyclops]]||style=&amp;quot;text-align:center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|http://manual.zero-k.info/unitpics/amphassault.png [[Grizzly]]||style=&amp;quot;text-align:center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|http://manual.zero-k.info/unitpics/gunshipkrow.png [[Krow]]||style=&amp;quot;text-align:center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|http://manual.zero-k.info/unitpics/striderdante.png [[Dante]]||style=&amp;quot;text-align:center&amp;quot;|2&lt;br /&gt;
|-&lt;br /&gt;
|http://manual.zero-k.info/unitpics/striderbantha.png [[Paladin]]||style=&amp;quot;text-align:center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|http://manual.zero-k.info/unitpics/staticarty.png [[Cerberus]]||style=&amp;quot;text-align:center&amp;quot;|1&lt;br /&gt;
|-&lt;br /&gt;
|http://manual.zero-k.info/unitpics/turretantiheavy.png [[Lucifer]]||style=&amp;quot;text-align:center&amp;quot;|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The damage is considered to be dealt point-blank (maximum) to a full-health enemy.&lt;br /&gt;
&lt;br /&gt;
All of these exchanges are cost-effective, but beware of the reclaim left after the unit's demise.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Mach56</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Jack&amp;diff=7820</id>
		<title>Jack</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Jack&amp;diff=7820"/>
		<updated>2021-09-28T05:51:50Z</updated>

		<summary type="html">&lt;p&gt;Mach56: Now medium weight&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 = Medium&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&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>Mach56</name></author>
		
	</entry>
</feed>