<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://test.zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GoogleFrog</id>
	<title>Zero-K - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://test.zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GoogleFrog"/>
	<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/Special:Contributions/GoogleFrog"/>
	<updated>2026-04-30T23:11:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Credits&amp;diff=10483</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Credits&amp;diff=10483"/>
		<updated>2026-04-25T01:09:35Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current lead developers =&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Licho1 Licho] || General Management, Infrastructure, Backend, Scripting, Design, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/GoogleFrog GoogleFrog] || General Management, Scripting, Design, Balance, Sound, 2D art, Gfx, Campaign, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Histidine91 Histidine (aka KingRaptor)] || Infrastructure, Interface, Story, Scripting, 3D art, Gfx, Tutorials, Trailers, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Active developers =&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Aquanim Aquanim] || Sea (balance, design), Campaign, Mapping&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/DeinFreund DeinFreund] || Infrastructure, 2D art, Interface scripting, Trailers&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/sprunk Sprung] || Infrastructure, Scripting, Translations, Mapping, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/The-Yak TheMooseIsLoose] || Mapping, Loadscreens&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/rlcevg lamer] || AI&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Anarchid Anarchid] || 3D art&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spring Engine =&lt;br /&gt;
Zero-K runs on the [https://springrts.com/ Spring Engine]. Thanks to all the engine developers for keeping development active with new features and bugfixes.&lt;br /&gt;
&lt;br /&gt;
= Inactive or retired developers =&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/quantumv quantum] || General management, Mission editor, Gfx, Design, Scripting&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Saktoth Saktoth] || General management, Balance, Design, 2D art, 3D art, Story&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/wagonrepairer CarRepairer] || Scripting, Interface, Manual, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/jk3064 jK] || Engine, Gfx, Shaders, Interface framework, Scripting, Textures&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/xponen xponen] || Scripting, Interface, Infrastructure, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| SirMaverick || Engine, Lua, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| det || Infrastructure, Scripting, Design, Balance&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || Scripting, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| exciter || Translations, Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| scifi || 2D art, 3D art&lt;br /&gt;
|-&lt;br /&gt;
| MidKnight || 2D art, 3D art&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/luckywaldo7 luckywaldo7] || Interface, 2D art&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/CarabusX Rafał] || Scripting, Website&lt;br /&gt;
|-&lt;br /&gt;
| maackey || 3D art, Website&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/dvr333 Shadowfury333] || Interface scripting, Gfx, (active) Videos&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/lhog ivand] || Shaders, Scripting&lt;br /&gt;
|-&lt;br /&gt;
| Evil4Zerggin || Gfx, 3D art, Scripting&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Contributors =&lt;br /&gt;
See the contributor pages on github. Note that these lists lack many early contributions as the first three years of commit history was lost in repository migration.&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/graphs/contributors Game contributors]. &lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Infrastructure/graphs/contributors Infrastructure contributors]. &lt;br /&gt;
* [https://github.com/ZeroK-RTS/Chobby/graphs/contributors Lobby (recent iteration) contributors]. &lt;br /&gt;
&lt;br /&gt;
Also includes:&lt;br /&gt;
* aegis - downloader, lua&lt;br /&gt;
* Alchemist - King of the Hill mode&lt;br /&gt;
* Alcur - lua, graphics &lt;br /&gt;
* Amnykon - lua, UI&lt;br /&gt;
* Ashnal - cob&lt;br /&gt;
* Az - lua&lt;br /&gt;
* bebert - French translations&lt;br /&gt;
* Beherith - models, AO plates&lt;br /&gt;
* BigHead - lua ([https://springrts.com/phpbb/viewtopic.php?t=12307&amp;amp;start=0 post])&lt;br /&gt;
* Bill Tyros - UI lua&lt;br /&gt;
* Boogalizer - models, cob ([http://www.tauniverse.com/forum/showthread.php?t=37680 post])&lt;br /&gt;
* brunocb - Likho model&lt;br /&gt;
* CaptainBenz - Strider and Spider models.&lt;br /&gt;
* ceiling - Finnish translations&lt;br /&gt;
* [https://web.archive.org/web/20191231060918/http://www.cremuss.net:80/ Cremuss] - Models/Textures&lt;br /&gt;
* D.700 (Vladislav Lapochkin) - Music&lt;br /&gt;
* danfireman - lua&lt;br /&gt;
* Erom - cursors&lt;br /&gt;
* ExitWound - models (Stiletto, Black Dawn, Krow)&lt;br /&gt;
* Fox - effects&lt;br /&gt;
* gajop - Lobby framework and interface framework maintenance.&lt;br /&gt;
* garfild888 - model fixes&lt;br /&gt;
* gunblob - lua&lt;br /&gt;
* Gizmo - effects&lt;br /&gt;
* Helwor - lua&lt;br /&gt;
* Iv0ry_King - AI configuration&lt;br /&gt;
* Jeremy Gooch - Zero-K poster and art&lt;br /&gt;
* Kaine - visuals, audio, unit icons, effects&lt;br /&gt;
* kcin - lua&lt;br /&gt;
* Kerr - Death Clones&lt;br /&gt;
* K_haos_girl - cursors&lt;br /&gt;
* Kwuang Tang - documentation&lt;br /&gt;
* Lathan Stanley - cursors&lt;br /&gt;
* Leandro Doctors - Colemak layout&lt;br /&gt;
* Lord Muffe - models&lt;br /&gt;
* Lynx - textures&lt;br /&gt;
* knorke - lua&lt;br /&gt;
* Mach565 - configuration&lt;br /&gt;
* Machio - cartoons&lt;br /&gt;
* madez - lua&lt;br /&gt;
* manored - Portuguese translations&lt;br /&gt;
* Marmoth - lua widgets&lt;br /&gt;
* Masse - cursors&lt;br /&gt;
* mastastealth - cartoons&lt;br /&gt;
* Mr. D - models ([http://springrts.com/phpbb/viewtopic.php?f=9&amp;amp;t=14035 post])&lt;br /&gt;
* Mr. Bob - models&lt;br /&gt;
* n0_0x - lua&lt;br /&gt;
* Nemo - cob&lt;br /&gt;
* Noruas - models ([http://www.unknown-files.net/spring/3694/Xtaids_the_aids_end_here/ download])&lt;br /&gt;
* Pendrokar - lua ([http://www.unknown-files.net/spring/3813/Lua_Widget_Reclaim_Info_v11/ download])&lt;br /&gt;
* Porkch0p - lua, scripting&lt;br /&gt;
* preassureline - gunship models.&lt;br /&gt;
* Psionic - models ([http://www.psionic3d.co.uk/news.php site])&lt;br /&gt;
* Rattle - models ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=9456 post] )&lt;br /&gt;
* Ray - lua &lt;br /&gt;
* sandback - localisation&lt;br /&gt;
* Shaman - lua&lt;br /&gt;
* Shraka - Concept art, design&lt;br /&gt;
* Smoth - models, effects ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=10828 post], [http://www.moddb.com/games/gundam-rts ModDB])&lt;br /&gt;
* Someone_Else - Polish translations&lt;br /&gt;
* Soul - Polish translations&lt;br /&gt;
* SoundersKevin - lua&lt;br /&gt;
* Superintendent - Music&lt;br /&gt;
* TA Arsenal - models ([http://www.planetannihilation.com/taan/ site])&lt;br /&gt;
* TheFatController - lua&lt;br /&gt;
* ThingsWillCalmpUp - lua&lt;br /&gt;
* Thorneel - Weapon trail effects, campaign story&lt;br /&gt;
* Tim Moore - lua&lt;br /&gt;
* tinnut - lua&lt;br /&gt;
* trepan - lua&lt;br /&gt;
* Varikonniemi - nuke gfx, big bertha gfx, finnish translations&lt;br /&gt;
* very_bad_soldier - lua ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=12499 post]) and Widgets module for lobby&lt;br /&gt;
* Wartender - Spanish and Italian translations&lt;br /&gt;
* XNTEABDSC - lua&lt;br /&gt;
* yosemite - French translations&lt;br /&gt;
* zenfur - April 2018 loadscreens.&lt;br /&gt;
* Zenka - models ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=4654&amp;amp;highlight=zenka+flea post])&lt;br /&gt;
* Zpock - cob&lt;br /&gt;
&lt;br /&gt;
= Other credits =&lt;br /&gt;
&lt;br /&gt;
* [http://www.dennyschneidemesser.com/ Denny Schneidemesser] - Music licensed under CC-BY-NC-ND from [http://www.soundclick.com/bands/page_licensing.cfm?bandID=604509 sounclick].&lt;br /&gt;
* [http://www.psionic3d.co.uk/ Psionic] - Fighter model&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Golgotha_%28computer_game%29 Golgotha] - sounds&lt;br /&gt;
* [http://wcuniverse.sourceforge.net/ Privateer remake] - sounds&lt;br /&gt;
* [http://sc2.sourceforge.net/ The Ur-Quan Masters] - sounds&lt;br /&gt;
* [https://www.urbanterror.info/home/ Urban Terror] - sounds&lt;br /&gt;
* [http://wz2100.net/ Warzone 2100] - sounds&lt;br /&gt;
* Xect vs. Mynn - groundflash (modified)&lt;br /&gt;
* TAWP - [http://www.tauniverse.com/forum/showthread.php?t=36962 models]&lt;br /&gt;
* [https://web.archive.org/web/20120428114746/http://www.itchstudios.com/psg/ta/ta.htm Total Annihilation Redesign Project] - concept art&lt;br /&gt;
* Nimrod Evans - concept art&lt;br /&gt;
* Initial balance based on Balanced Annihilation by NOiZE and DayWalkeR and Absolute Annihilation by Caydr, both based on the Uberhack mod for Total Annihilation.&lt;br /&gt;
* The Zero-K community - testing and feedback&lt;br /&gt;
* [http://wojtar-stock.deviantart.com/ Wojciech Sadlej] - Base textures&lt;br /&gt;
* [http://www.jamendo.com/en/artist/gregoire.lourme Grégoire Lourme] - lobby and ingame music&lt;br /&gt;
* Many map-makers - see the list of maps and authors at http://zero-k.info/Maps&lt;br /&gt;
&lt;br /&gt;
= Copyright =&lt;br /&gt;
Zero-K uses artwork (models, textures) donated from various sources under open-source licenses, particularly the GNU GPL, Public Domain and the various Creative Commons licenses. &lt;br /&gt;
&lt;br /&gt;
These may be copied and edited and used in derivative works according to the terms of their respective licenses.&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Credits&amp;diff=10482</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Credits&amp;diff=10482"/>
		<updated>2026-04-25T01:08:47Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current lead developers =&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Licho1 Licho] || General Management, Infrastructure, Backend, Scripting, Design, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/GoogleFrog GoogleFrog] || General Management, Scripting, Design, Balance, Sound, 2D art, Gfx, Campaign, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Histidine91 Histidine (aka KingRaptor)] || Infrastructure, Interface, Story, Scripting, 3D art, Gfx, Tutorials, Trailers, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Active developers =&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Aquanim Aquanim] || Sea (balance, design), Campaign, Mapping&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/DeinFreund DeinFreund] || Infrastructure, 2D art, Interface scripting, Trailers&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/sprunk Sprung] || Infrastructure, Scripting, Translations, Mapping, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/The-Yak TheMooseIsLoose] || Mapping, Loadscreens&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/rlcevg lamer] || AI&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Anarchid Anarchid] || 3D art&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spring Engine =&lt;br /&gt;
Zero-K runs on the [https://springrts.com/ Spring Engine]. Thanks to all the engine developers for keeping development active with new features and bugfixes.&lt;br /&gt;
&lt;br /&gt;
= Inactive or retired developers =&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/quantumv quantum] || General management, Mission editor, Gfx, Design, Scripting&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Saktoth Saktoth] || General management, Balance, Design, 2D art, 3D art, Story&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/wagonrepairer CarRepairer] || Scripting, Interface, Manual, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/jk3064 jK] || Engine, Gfx, Shaders, Interface framework, Scripting, Textures&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/xponen xponen] || Scripting, Interface, Infrastructure, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| SirMaverick || Engine, Lua, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| det || Infrastructure, Scripting, Design, Balance&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || Scripting, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| exciter || Translations, Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| scifi || 2D art, 3D art&lt;br /&gt;
|-&lt;br /&gt;
| MidKnight || 2D art, 3D art&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/luckywaldo7 luckywaldo7] || Interface, 2D art&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/CarabusX Rafał] || Scripting, Website&lt;br /&gt;
|-&lt;br /&gt;
| maackey || 3D art, Website&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/dvr333 Shadowfury333] || Interface scripting, Gfx, (active) Videos&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/lhog ivand] || Shaders, Scripting&lt;br /&gt;
|-&lt;br /&gt;
| Evil4Zerggin || Gfx, 3D art, Scripting&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Contributors =&lt;br /&gt;
See the contributor pages on github. Note that these lists lack many early contributions as the first three years of commit history was lost in repository migration.&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/graphs/contributors Game contributors]. &lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Infrastructure/graphs/contributors Infrastructure contributors]. &lt;br /&gt;
* [https://github.com/ZeroK-RTS/Chobby/graphs/contributors Lobby (recent iteration) contributors]. &lt;br /&gt;
&lt;br /&gt;
Also includes:&lt;br /&gt;
* aegis - downloader, lua&lt;br /&gt;
* Alchemist - King of the Hill mode&lt;br /&gt;
* Alcur - lua, graphics &lt;br /&gt;
* Amnykon - lua, UI&lt;br /&gt;
* Ashnal - cob&lt;br /&gt;
* Az - lua&lt;br /&gt;
* bebert - French translations&lt;br /&gt;
* Beherith - models, AO plates&lt;br /&gt;
* BigHead - lua ([https://springrts.com/phpbb/viewtopic.php?t=12307&amp;amp;start=0 post])&lt;br /&gt;
* Bill Tyros - UI lua&lt;br /&gt;
* Boogalizer - models, cob ([http://www.tauniverse.com/forum/showthread.php?t=37680 post])&lt;br /&gt;
* brunocb - Likho model&lt;br /&gt;
* CaptainBenz - Strider and Spider models.&lt;br /&gt;
* ceiling - Finnish translations&lt;br /&gt;
* [https://web.archive.org/web/20191231060918/http://www.cremuss.net:80/ Cremuss] - Models/Textures&lt;br /&gt;
* D.700 (Vladislav Lapochkin) - Music&lt;br /&gt;
* danfireman - lua&lt;br /&gt;
* Erom - cursors&lt;br /&gt;
* ExitWound - models (Stiletto, Black Dawn, Krow)&lt;br /&gt;
* Fox - effects&lt;br /&gt;
* gajop - Lobby framework and interface framework maintenance.&lt;br /&gt;
* garfild888 - model fixes&lt;br /&gt;
* gunblob - lua&lt;br /&gt;
* Gizmo - effects&lt;br /&gt;
* Helwor - lua&lt;br /&gt;
* Iv0ry_King - AI configuration&lt;br /&gt;
* Jeremy Gooch - Zero-K poster and art&lt;br /&gt;
* Kaine - visuals, audio, unit icons, effects&lt;br /&gt;
* kcin - lua&lt;br /&gt;
* Kerr - Death Clones&lt;br /&gt;
* K_haos_girl - cursors&lt;br /&gt;
* Kwuang Tang - documentation&lt;br /&gt;
* lamer - Circuit AI&lt;br /&gt;
* Lathan Stanley - cursors&lt;br /&gt;
* Leandro Doctors - Colemak layout&lt;br /&gt;
* Lord Muffe - models&lt;br /&gt;
* Lynx - textures&lt;br /&gt;
* knorke - lua&lt;br /&gt;
* Mach565 - configuration&lt;br /&gt;
* Machio - cartoons&lt;br /&gt;
* madez - lua&lt;br /&gt;
* manored - Portuguese translations&lt;br /&gt;
* Marmoth - lua widgets&lt;br /&gt;
* Masse - cursors&lt;br /&gt;
* mastastealth - cartoons&lt;br /&gt;
* Mr. D - models ([http://springrts.com/phpbb/viewtopic.php?f=9&amp;amp;t=14035 post])&lt;br /&gt;
* Mr. Bob - models&lt;br /&gt;
* n0_0x - lua&lt;br /&gt;
* Nemo - cob&lt;br /&gt;
* Noruas - models ([http://www.unknown-files.net/spring/3694/Xtaids_the_aids_end_here/ download])&lt;br /&gt;
* Pendrokar - lua ([http://www.unknown-files.net/spring/3813/Lua_Widget_Reclaim_Info_v11/ download])&lt;br /&gt;
* Porkch0p - lua, scripting&lt;br /&gt;
* preassureline - gunship models.&lt;br /&gt;
* Psionic - models ([http://www.psionic3d.co.uk/news.php site])&lt;br /&gt;
* Rattle - models ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=9456 post] )&lt;br /&gt;
* Ray - lua &lt;br /&gt;
* sandback - localisation&lt;br /&gt;
* Shaman - lua&lt;br /&gt;
* Shraka - Concept art, design&lt;br /&gt;
* Smoth - models, effects ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=10828 post], [http://www.moddb.com/games/gundam-rts ModDB])&lt;br /&gt;
* Someone_Else - Polish translations&lt;br /&gt;
* Soul - Polish translations&lt;br /&gt;
* SoundersKevin - lua&lt;br /&gt;
* Superintendent - Music&lt;br /&gt;
* TA Arsenal - models ([http://www.planetannihilation.com/taan/ site])&lt;br /&gt;
* TheFatController - lua&lt;br /&gt;
* ThingsWillCalmpUp - lua&lt;br /&gt;
* Thorneel - Weapon trail effects, campaign story&lt;br /&gt;
* Tim Moore - lua&lt;br /&gt;
* tinnut - lua&lt;br /&gt;
* trepan - lua&lt;br /&gt;
* Varikonniemi - nuke gfx, big bertha gfx, finnish translations&lt;br /&gt;
* very_bad_soldier - lua ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=12499 post]) and Widgets module for lobby&lt;br /&gt;
* Wartender - Spanish and Italian translations&lt;br /&gt;
* XNTEABDSC - lua&lt;br /&gt;
* yosemite - French translations&lt;br /&gt;
* zenfur - April 2018 loadscreens.&lt;br /&gt;
* Zenka - models ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=4654&amp;amp;highlight=zenka+flea post])&lt;br /&gt;
* Zpock - cob&lt;br /&gt;
&lt;br /&gt;
= Other credits =&lt;br /&gt;
&lt;br /&gt;
* [http://www.dennyschneidemesser.com/ Denny Schneidemesser] - Music licensed under CC-BY-NC-ND from [http://www.soundclick.com/bands/page_licensing.cfm?bandID=604509 sounclick].&lt;br /&gt;
* [http://www.psionic3d.co.uk/ Psionic] - Fighter model&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Golgotha_%28computer_game%29 Golgotha] - sounds&lt;br /&gt;
* [http://wcuniverse.sourceforge.net/ Privateer remake] - sounds&lt;br /&gt;
* [http://sc2.sourceforge.net/ The Ur-Quan Masters] - sounds&lt;br /&gt;
* [https://www.urbanterror.info/home/ Urban Terror] - sounds&lt;br /&gt;
* [http://wz2100.net/ Warzone 2100] - sounds&lt;br /&gt;
* Xect vs. Mynn - groundflash (modified)&lt;br /&gt;
* TAWP - [http://www.tauniverse.com/forum/showthread.php?t=36962 models]&lt;br /&gt;
* [https://web.archive.org/web/20120428114746/http://www.itchstudios.com/psg/ta/ta.htm Total Annihilation Redesign Project] - concept art&lt;br /&gt;
* Nimrod Evans - concept art&lt;br /&gt;
* Initial balance based on Balanced Annihilation by NOiZE and DayWalkeR and Absolute Annihilation by Caydr, both based on the Uberhack mod for Total Annihilation.&lt;br /&gt;
* The Zero-K community - testing and feedback&lt;br /&gt;
* [http://wojtar-stock.deviantart.com/ Wojciech Sadlej] - Base textures&lt;br /&gt;
* [http://www.jamendo.com/en/artist/gregoire.lourme Grégoire Lourme] - lobby and ingame music&lt;br /&gt;
* Many map-makers - see the list of maps and authors at http://zero-k.info/Maps&lt;br /&gt;
&lt;br /&gt;
= Copyright =&lt;br /&gt;
Zero-K uses artwork (models, textures) donated from various sources under open-source licenses, particularly the GNU GPL, Public Domain and the various Creative Commons licenses. &lt;br /&gt;
&lt;br /&gt;
These may be copied and edited and used in derivative works according to the terms of their respective licenses.&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Credits&amp;diff=10481</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Credits&amp;diff=10481"/>
		<updated>2026-04-25T00:57:39Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current lead developers =&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Licho1 Licho] || General Management, Infrastructure, Backend, Scripting, Design, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/GoogleFrog GoogleFrog] || General Management, Scripting, Design, Balance, Sound, 2D art, Gfx, Campaign, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Histidine91 Histidine (aka KingRaptor)] || Infrastructure, Interface, Story, Scripting, 3D art, Gfx, Tutorials, Trailers, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Active developers =&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Aquanim Aquanim] || Sea (balance, design), Campaign, Mapping&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/DeinFreund DeinFreund] || Infrastructure, 2D art, Interface scripting, Trailers&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/sprunk Sprung] || Infrastructure, Scripting, Translations, Mapping, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/The-Yak TheMooseIsLoose] || Mapping, Loadscreens&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/rlcevg lamer] || AI&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Anarchid Anarchid] || 3D art&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spring Engine =&lt;br /&gt;
Zero-K runs on the [https://springrts.com/ Spring Engine]. Thanks to all the engine developers for keeping development active with new features and bugfixes.&lt;br /&gt;
&lt;br /&gt;
= Inactive or retired developers =&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/quantumv quantum] || General management, Mission editor, Gfx, Design, Scripting&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Saktoth Saktoth] || General management, Balance, Design, 2D art, 3D art, Story&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/wagonrepairer CarRepairer] || Scripting, Interface, Manual, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/jk3064 jK] || Engine, Gfx, Shaders, Interface framework, Scripting, Textures&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/xponen xponen] || Scripting, Interface, Infrastructure, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| SirMaverick || Engine, Lua, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| det || Infrastructure, Scripting, Design, Balance&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || Scripting, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| exciter || Translations, Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| scifi || 2D art, 3D art&lt;br /&gt;
|-&lt;br /&gt;
| MidKnight || 2D art, 3D art&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/luckywaldo7 luckywaldo7] || Interface, 2D art&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/CarabusX Rafał] || Scripting, Website&lt;br /&gt;
|-&lt;br /&gt;
| maackey || 3D art, Website&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/dvr333 Shadowfury333] || Interface scripting, Gfx, (active) Videos&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/lhog ivand] || Shaders, Scripting&lt;br /&gt;
|-&lt;br /&gt;
| Evil4Zerggin || Gfx, 3D art, Scripting&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Contributors =&lt;br /&gt;
See the contributor pages on github. Note that these lists lack many early contributions as the first three years of commit history was lost in repository migration.&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/graphs/contributors Game contributors]. &lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Infrastructure/graphs/contributors Infrastructure contributors]. &lt;br /&gt;
* [https://github.com/ZeroK-RTS/Chobby/graphs/contributors Lobby (recent iteration) contributors]. &lt;br /&gt;
&lt;br /&gt;
Also includes:&lt;br /&gt;
* aegis - downloader, lua&lt;br /&gt;
* Alchemist - King of the Hill mode&lt;br /&gt;
* Alcur - lua, graphics &lt;br /&gt;
* Ashnal - cob&lt;br /&gt;
* bebert - French translations&lt;br /&gt;
* Beherith - models, AO plates&lt;br /&gt;
* BigHead - lua ([https://springrts.com/phpbb/viewtopic.php?t=12307&amp;amp;start=0 post])&lt;br /&gt;
* Boogalizer - models, cob ([http://www.tauniverse.com/forum/showthread.php?t=37680 post])&lt;br /&gt;
* CaptainBenz - Strider and Spider models.&lt;br /&gt;
* ceiling - Finnish translations&lt;br /&gt;
* [https://web.archive.org/web/20191231060918/http://www.cremuss.net:80/ Cremuss] - Models/Textures&lt;br /&gt;
* D.700 (Vladislav Lapochkin) - Music&lt;br /&gt;
* Erom - cursors&lt;br /&gt;
* ExitWound - models (Stiletto, Black Dawn, Krow)&lt;br /&gt;
* Fox - effects&lt;br /&gt;
* gajop - Lobby framework and interface framework maintenance.&lt;br /&gt;
* gunblob - lua&lt;br /&gt;
* Gizmo - effects&lt;br /&gt;
* Iv0ry_King - AI configuration&lt;br /&gt;
* Jeremy Gooch - Zero-K poster and art&lt;br /&gt;
* Kaine - visuals, audio, unit icons, effects&lt;br /&gt;
* Kerr - Death Clones&lt;br /&gt;
* K_haos_girl - cursors&lt;br /&gt;
* lamer - Circuit AI&lt;br /&gt;
* Lathan Stanley - cursors&lt;br /&gt;
* Lord Muffe - models&lt;br /&gt;
* Lynx - textures&lt;br /&gt;
* knorke - lua&lt;br /&gt;
* Machio - cartoons&lt;br /&gt;
* manored - Portuguese translations&lt;br /&gt;
* Marmoth - lua widgets&lt;br /&gt;
* Masse - cursors&lt;br /&gt;
* mastastealth - cartoons&lt;br /&gt;
* Mr. D - models ([http://springrts.com/phpbb/viewtopic.php?f=9&amp;amp;t=14035 post])&lt;br /&gt;
* Mr. Bob - models&lt;br /&gt;
* n0_0x - lua&lt;br /&gt;
* Nemo - cob&lt;br /&gt;
* Noruas - models ([http://www.unknown-files.net/spring/3694/Xtaids_the_aids_end_here/ download])&lt;br /&gt;
* Pendrokar - lua ([http://www.unknown-files.net/spring/3813/Lua_Widget_Reclaim_Info_v11/ download])&lt;br /&gt;
* preassureline - gunship models.&lt;br /&gt;
* Psionic - models ([http://www.psionic3d.co.uk/news.php site])&lt;br /&gt;
* Rattle - models ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=9456 post] )&lt;br /&gt;
* Ray - lua &lt;br /&gt;
* Shraka - Concept art, design&lt;br /&gt;
* Smoth - models, effects ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=10828 post], [http://www.moddb.com/games/gundam-rts ModDB])&lt;br /&gt;
* Someone_Else - Polish translations&lt;br /&gt;
* Soul - Polish translations&lt;br /&gt;
* Superintendent - Music&lt;br /&gt;
* TA Arsenal - models ([http://www.planetannihilation.com/taan/ site])&lt;br /&gt;
* TheFatController - lua&lt;br /&gt;
* Thorneel - Effects, campaign story&lt;br /&gt;
* tinnut - lua&lt;br /&gt;
* trepan - lua&lt;br /&gt;
* Varikonniemi - nuke gfx, big bertha gfx, finnish translations&lt;br /&gt;
* very_bad_soldier - lua ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=12499 post]) and Widgets module for lobby&lt;br /&gt;
* Wartender - Spanish and Italian translations&lt;br /&gt;
* yosemite - French translations&lt;br /&gt;
* zenfur - April 2018 loadscreens.&lt;br /&gt;
* Zenka - models ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=4654&amp;amp;highlight=zenka+flea post])&lt;br /&gt;
* Zpock - cob&lt;br /&gt;
&lt;br /&gt;
= Other credits =&lt;br /&gt;
&lt;br /&gt;
* [http://www.dennyschneidemesser.com/ Denny Schneidemesser] - Music licensed under CC-BY-NC-ND from [http://www.soundclick.com/bands/page_licensing.cfm?bandID=604509 sounclick].&lt;br /&gt;
* [http://www.psionic3d.co.uk/ Psionic] - Fighter model&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Golgotha_%28computer_game%29 Golgotha] - sounds&lt;br /&gt;
* [http://wcuniverse.sourceforge.net/ Privateer remake] - sounds&lt;br /&gt;
* [http://sc2.sourceforge.net/ The Ur-Quan Masters] - sounds&lt;br /&gt;
* [https://www.urbanterror.info/home/ Urban Terror] - sounds&lt;br /&gt;
* [http://wz2100.net/ Warzone 2100] - sounds&lt;br /&gt;
* Xect vs. Mynn - groundflash (modified)&lt;br /&gt;
* TAWP - [http://www.tauniverse.com/forum/showthread.php?t=36962 models]&lt;br /&gt;
* [https://web.archive.org/web/20120428114746/http://www.itchstudios.com/psg/ta/ta.htm Total Annihilation Redesign Project] - concept art&lt;br /&gt;
* Nimrod Evans - concept art&lt;br /&gt;
* Initial balance based on Balanced Annihilation by NOiZE and DayWalkeR and Absolute Annihilation by Caydr, both based on the Uberhack mod for Total Annihilation.&lt;br /&gt;
* The Zero-K community - testing and feedback&lt;br /&gt;
* [http://wojtar-stock.deviantart.com/ Wojciech Sadlej] - Base textures&lt;br /&gt;
* [http://www.jamendo.com/en/artist/gregoire.lourme Grégoire Lourme] - lobby and ingame music&lt;br /&gt;
* Many map-makers - see the list of maps and authors at http://zero-k.info/Maps&lt;br /&gt;
&lt;br /&gt;
= Copyright =&lt;br /&gt;
Zero-K uses artwork (models, textures) donated from various sources under open-source licenses, particularly the GNU GPL, Public Domain and the various Creative Commons licenses. &lt;br /&gt;
&lt;br /&gt;
These may be copied and edited and used in derivative works according to the terms of their respective licenses.&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Credits&amp;diff=10480</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Credits&amp;diff=10480"/>
		<updated>2026-04-25T00:54:59Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: /* Contributors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current lead developers =&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Licho1 Licho] || General Management, Infrastructure, Backend, Scripting, Design, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/GoogleFrog GoogleFrog] || General Management, Scripting, Design, Balance, Sound, 2D art, Gfx, Campaign, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Histidine91 Histidine (aka KingRaptor)] || Infrastructure, Interface, Story, Scripting, 3D art, Gfx, Tutorials, Trailers, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Active developers =&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Aquanim Aquanim] || Sea (balance, design), Campaign, Mapping&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/DeinFreund DeinFreund] || Infrastructure, 2D art, Interface scripting, Trailers&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/sprunk Sprung] || Infrastructure, Scripting, Translations, Mapping, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/The-Yak TheMooseIsLoose] || Mapping, Loadscreens&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/rlcevg lamer] || AI&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Anarchid Anarchid] || 3D art&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Spring Engine =&lt;br /&gt;
Zero-K runs on the [https://springrts.com/ Spring Engine]. Thanks to all the engine developers for keeping development active with new features and bugfixes.&lt;br /&gt;
&lt;br /&gt;
= Inactive or retired developers =&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/quantumv quantum] || General management, Mission editor, Gfx, Design, Scripting&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Saktoth Saktoth] || General management, Balance, Design, 2D art, 3D art, Story&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/wagonrepairer CarRepairer] || Scripting, Interface, Manual, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/jk3064 jK] || Engine, Gfx, Shaders, Interface framework, Scripting, Textures&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/xponen xponen] || Scripting, Interface, Infrastructure, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| SirMaverick || Engine, Lua, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| det || Infrastructure, Scripting, Design, Balance&lt;br /&gt;
|-&lt;br /&gt;
| Lurker || Scripting, Maintenance&lt;br /&gt;
|-&lt;br /&gt;
| exciter || Translations, Infrastructure&lt;br /&gt;
|-&lt;br /&gt;
| scifi || 2D art, 3D art&lt;br /&gt;
|-&lt;br /&gt;
| MidKnight || 2D art, 3D art&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/luckywaldo7 luckywaldo7] || Interface, 2D art&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/CarabusX Rafał] || Scripting, Website&lt;br /&gt;
|-&lt;br /&gt;
| maackey || 3D art, Website&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/dvr333 Shadowfury333] || Interface scripting, Gfx, (active) Videos&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/lhog ivand] || Shaders, Scripting&lt;br /&gt;
|-&lt;br /&gt;
| Evil4Zerggin || Gfx, 3D art, Scripting&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Contributors =&lt;br /&gt;
See the contributor pages on github. Note that these lists lack many early contributions as the first three years of commit history was lost in repository migration.&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/graphs/contributors Game contributors]. &lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Infrastructure/graphs/contributors Infrastructure contributors]. &lt;br /&gt;
* [https://github.com/ZeroK-RTS/Chobby/graphs/contributors Lobby (recent iteration) contributors]. &lt;br /&gt;
&lt;br /&gt;
Also includes:&lt;br /&gt;
* aegis - downloader, lua&lt;br /&gt;
* Alchemist - King of the Hill mode&lt;br /&gt;
* Alcur - lua, graphics &lt;br /&gt;
* Ashnal - cob&lt;br /&gt;
* bebert - French translations&lt;br /&gt;
* Beherith - models, AO plates&lt;br /&gt;
* BigHead - lua ([https://springrts.com/phpbb/viewtopic.php?t=12307&amp;amp;start=0 post])&lt;br /&gt;
* Boogalizer - models, cob ([http://www.tauniverse.com/forum/showthread.php?t=37680 post])&lt;br /&gt;
* CaptainBenz - Strider and Spider models.&lt;br /&gt;
* ceiling - Finnish translations&lt;br /&gt;
* [https://web.archive.org/web/20191231060918/http://www.cremuss.net:80/ Cremuss] - Models/Textures&lt;br /&gt;
* Erom - cursors&lt;br /&gt;
* ExitWound - models (Stiletto, Black Dawn, Krow)&lt;br /&gt;
* Fox - effects&lt;br /&gt;
* gajop - Lobby framework and interface framework maintenance.&lt;br /&gt;
* gunblob - lua&lt;br /&gt;
* Gizmo - effects&lt;br /&gt;
* Iv0ry_King - AI configuration&lt;br /&gt;
* Jeremy Gooch - Zero-K poster and art&lt;br /&gt;
* Kaine - visuals, audio, unit icons, effects&lt;br /&gt;
* Kerr - Death Clones&lt;br /&gt;
* K_haos_girl - cursors&lt;br /&gt;
* Lathan Stanley - cursors&lt;br /&gt;
* Lord Muffe - models&lt;br /&gt;
* Lynx - textures&lt;br /&gt;
* knorke - lua&lt;br /&gt;
* Machio - cartoons&lt;br /&gt;
* manored - Portuguese translations&lt;br /&gt;
* Marmoth - lua widgets&lt;br /&gt;
* Masse - cursors&lt;br /&gt;
* mastastealth - cartoons&lt;br /&gt;
* Mr. D - models ([http://springrts.com/phpbb/viewtopic.php?f=9&amp;amp;t=14035 post])&lt;br /&gt;
* Mr. Bob - models&lt;br /&gt;
* n0_0x - lua&lt;br /&gt;
* Nemo - cob&lt;br /&gt;
* Noruas - models ([http://www.unknown-files.net/spring/3694/Xtaids_the_aids_end_here/ download])&lt;br /&gt;
* Pendrokar - lua ([http://www.unknown-files.net/spring/3813/Lua_Widget_Reclaim_Info_v11/ download])&lt;br /&gt;
* preassureline - gunship models.&lt;br /&gt;
* Psionic - models ([http://www.psionic3d.co.uk/news.php site])&lt;br /&gt;
* Rattle - models ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=9456 post] )&lt;br /&gt;
* Ray - lua &lt;br /&gt;
* Shraka - Concept art, design&lt;br /&gt;
* Smoth - models, effects ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=10828 post], [http://www.moddb.com/games/gundam-rts ModDB])&lt;br /&gt;
* Someone_Else - Polish translations&lt;br /&gt;
* Soul - Polish translations&lt;br /&gt;
* Superintendent - Soundtrack (CC-BY-NC-ND)&lt;br /&gt;
* TA Arsenal - models ([http://www.planetannihilation.com/taan/ site])&lt;br /&gt;
* TheFatController - lua&lt;br /&gt;
* tinnut - lua&lt;br /&gt;
* trepan - lua&lt;br /&gt;
* Varikonniemi - nuke gfx, big bertha gfx, finnish translations&lt;br /&gt;
* very_bad_soldier - lua ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=12499 post]) and Widgets module for lobby&lt;br /&gt;
* Wartender - Spanish and Italian translations&lt;br /&gt;
* yosemite - French translations&lt;br /&gt;
* zenfur - April 2018 loadscreens.&lt;br /&gt;
* Zenka - models ([http://spring.clan-sy.com/phpbb/viewtopic.php?t=4654&amp;amp;highlight=zenka+flea post])&lt;br /&gt;
* Zpock - cob&lt;br /&gt;
&lt;br /&gt;
= Other credits =&lt;br /&gt;
&lt;br /&gt;
* [http://www.dennyschneidemesser.com/ Denny Schneidemesser] - Music licensed under CC-BY-NC-ND from [http://www.soundclick.com/bands/page_licensing.cfm?bandID=604509 sounclick].&lt;br /&gt;
* [http://www.psionic3d.co.uk/ Psionic] - Fighter model&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Golgotha_%28computer_game%29 Golgotha] - sounds&lt;br /&gt;
* [http://wcuniverse.sourceforge.net/ Privateer remake] - sounds&lt;br /&gt;
* [http://sc2.sourceforge.net/ The Ur-Quan Masters] - sounds&lt;br /&gt;
* [https://www.urbanterror.info/home/ Urban Terror] - sounds&lt;br /&gt;
* [http://wz2100.net/ Warzone 2100] - sounds&lt;br /&gt;
* Xect vs. Mynn - groundflash (modified)&lt;br /&gt;
* TAWP - [http://www.tauniverse.com/forum/showthread.php?t=36962 models]&lt;br /&gt;
* [https://web.archive.org/web/20120428114746/http://www.itchstudios.com/psg/ta/ta.htm Total Annihilation Redesign Project] - concept art&lt;br /&gt;
* Nimrod Evans - concept art&lt;br /&gt;
* Initial balance based on Balanced Annihilation by NOiZE and DayWalkeR and Absolute Annihilation by Caydr, both based on the Uberhack mod for Total Annihilation.&lt;br /&gt;
* The Zero-K community - testing and feedback&lt;br /&gt;
* [http://wojtar-stock.deviantart.com/ Wojciech Sadlej] - Base textures&lt;br /&gt;
* [http://www.jamendo.com/en/artist/gregoire.lourme Grégoire Lourme] - lobby and ingame music&lt;br /&gt;
* Many map-makers - see the list of maps and authors at http://zero-k.info/Maps&lt;br /&gt;
&lt;br /&gt;
= Copyright =&lt;br /&gt;
Zero-K uses artwork (models, textures) donated from various sources under open-source licenses, particularly the GNU GPL, Public Domain and the various Creative Commons licenses. &lt;br /&gt;
&lt;br /&gt;
These may be copied and edited and used in derivative works according to the terms of their respective licenses.&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:GoogleFrog&amp;diff=10475</id>
		<title>User:GoogleFrog</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:GoogleFrog&amp;diff=10475"/>
		<updated>2026-04-17T12:47:19Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: /* Posts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Posts ==&lt;br /&gt;
* [https://zero-k.info/Forum/Post/275073#275073 Visual language rules]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/272019#272019 Battle split systems]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/38351?postID=269485 Status of projectile dodge AI]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/268346#268346 Realistic strengths and weaknesses of unit design]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/267676#267676 Patching exploits in the context of Revenant spire]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/265995#265995 Split as of May 2024]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/262077#262077 Why can't AA shoot at units that are launched into the air?]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/260498#260498 Resign votes and spectators]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/36557 Niarteloc: The Art of Zero-K]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/258844#258844 Why only one faction?]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/257355#257355 Quick Stat Tweak weekends idea]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/257669#257669 Strategic and tactical cloaking]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/256372#256372 Some stuff about playerbase size, that will probably age]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/256192#256192 Air factories can be countered by anti-air, and this is fine]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255888#255888 Why there are so few units that shoot while submerged]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255869#255869 Playing with numbers vs. playing with physical entities]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255629#255629 Attack move isn't the &amp;quot;fight optimally&amp;quot; command]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255624#255624 Mixed compositions are meant to outclass single-type armies (halfway down a response post)]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/254276#254276 Nanoframe decay]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250719#250719 An unoptimised introduction to log scoring]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250570#250570 The design principal of player ownership being irrelevant to the simulation]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250525#250525 History and design of the start box system]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250097#250097 A note on allied units blocking projectiles]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/249836#249836 Fuzzy information and the prediction-reveal loop of radar dots]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/249730#249730 Designing away the need for automation with Dante]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/249310#249310 Disarm and Self-D] (page 2, links to battle threads aren't great)&lt;br /&gt;
* [http://zero-k.info/Forum/Post/248257#248257 The impact-prominence ratio and complexity budget]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/247767#247767 More on air design and escallation]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/247421#247421 Air design vs. Starcraft]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/246201#246201 How powerful should dodge AI be?]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/245550#245550 Moderating respecting the efforts of your team]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/243736#243736 Physics vs. Balance and Fun]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/243706#243706 An example of latency and unfairness in unit AI widgets]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/242114#242114 Approaching balance and feedback]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/236480#236480 History of Zero-K]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/33533?postID=239075 Jumpjet physics]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/238679#238679 Big teams room splitting]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/32899?postID=235399 Win conditions]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/228033#228033 Guidlines for good UI interactions for widget and gadget development.]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/219329#219329 Widget development is not necessarily helpful for game development.]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/226780#226780 Levels of UI customisation.]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/230140#230140 The high-elo room conversation.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32161 Types of RTS Skill]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/27783?postID=197436 What does Starcraft 2 do well?]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11391?postID=116233 Macro, and why have powerful UI/automation?]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/231293#231293 Weapon behaviour is independent of target]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32336?postID=230904 Rank system proposal]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/231979#231979 What a good league should do]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32336?postID=230973 Similar league discussions]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/232595#232595 Riot/raider mix units]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31939?postID=227487 Approaches to balancing and design, factory RPS, mex cost.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/19692?postID=138089 Why do automation and what are its effects?]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/213041#213041 The retreat range bonus]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/29727?postID=213918 Superfluid release notes, to compare to origins.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28677?postID=205627 Preserving jank without sending units to space.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32548?postID=232977 Bomber design]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23199?postID=166182 GDS notes in chat log form]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23478?postID=169143 The infinite APM model, shared unit control, and decisions vs. actions]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31189?postID=219329 Stance on personal widgets and cheating implications]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31189?postID=219442 What sort of skills should ZK test?]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32203?postID=229649 Complexities involved in introducing new players]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28090?postID=205131 A thread on factory plates.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/6026?postID=72297 Against repulsion shields]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/9347?postID=100405 Terraform cost calculation]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/8920?postID=96441 Comparing ZK to Supreme Commander]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28707?postID=205955 Superweapon design goals]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24238?postID=176172 Two ways to implement smart units] [https://zero-k.info/Forum/Thread/24238?postID=176184 (with followup)]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/162734#162734 Shield link as a mechanic, not an AI (AI vs. baked behaviour)]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32308?postID=230629 Taking feedback]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24482?postID=178307 On armour classes]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11881?postID=121652 Bomber design history]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24039?postID=174191 Unit renames history]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24239?postID=176093 Opponent AI design]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/20965?postID=150979 Release notes introducing dynamic commander morphs]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24303?postID=176526 Expansion and aggression as the core of RTS]&lt;br /&gt;
&lt;br /&gt;
== Mod Requests ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/37598?postID=265805 Tech-K]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/256736#256736 Werewolf/Among Us]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/256735#256735 Upgradable Units]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/35281?postID=250344 Custom Factory Creation/Drafting]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/34788 Sleeper Agents]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/34953 Demon Gate KotH]&lt;br /&gt;
&lt;br /&gt;
== Rambly Low Quality Posts ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31530?postID=223057 Weapon consistency vsx outcome consistency.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31189?postID=219555 Messy response post about personal widgets.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/27262?postID=192770 A lengthy game analysis]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24039?postID=174191 Renames thread]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23234?postID=166656 Command panel design] and [https://zero-k.info/Forum/Thread/22553?postID=158781 another]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/10056?postID=110427 A reference for the old UI]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/6665?postID=81265 Sound design (a bit outdated)]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/9347?postID=100405 Technical details of terraform cost.]&lt;br /&gt;
&lt;br /&gt;
== Notable Release Notes ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23355?postID=167750 Sea rework]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/20965?postID=150979 Dynamic commanders]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31045?postID=218312 Terraform tweaks]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32102?postID=228632 Idle behaviour and simple command panel]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11434?postID=116072 Overkill prevention]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31937?postID=227228 Construction plates]&lt;br /&gt;
&lt;br /&gt;
== Old Balance Threads ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24988?postID=182489 Planetwars] [https://zero-k.info/Forum/Thread/24988?postID=182514 and another]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/6531?postID=120450 Shieldbots]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/11779?page=0 Widow]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/91314#91314 2018 Balance]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28449?postID=202701 Skuttle] and [https://zero-k.info/Forum/Thread/22161?postID=154195 more Skuttle]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11528?postID=116961 Nuke]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/8856?postID=95639 Detriment]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/1895?postID=17880 Amphbots]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/22947?postID=164029 Spiders]&lt;br /&gt;
&lt;br /&gt;
== Topics ==&lt;br /&gt;
* [https://zero-k.info/Forum/Post/260468#260468 Rank limits and player rooms becoming the large teams room by default]&lt;br /&gt;
* The old XP morph system: [https://zero-k.info/Forum/Thread/6714?postID=81408 1], [https://zero-k.info/Forum/Thread/9911?postID=108674 2], [https://zero-k.info/Forum/Post/108925#108925 3]&lt;br /&gt;
* Superfluid: [https://zero-k.info/Forum/Thread/29609?postID=213115 1], [https://zero-k.info/Forum/Thread/29727?postID=213918 2]&lt;br /&gt;
* Commshare: [https://zero-k.info/Forum/Post/223118#223118 1]&lt;br /&gt;
&lt;br /&gt;
=== Factories ===&lt;br /&gt;
Factories fall into a few categories that define a few themes:&lt;br /&gt;
* Vehicle: Rover, Tank, Hover.&lt;br /&gt;
* Bot: Cloak, Shield, Spider, Jump, Amph.&lt;br /&gt;
* Sea: Hover, Amph, Ship&lt;br /&gt;
* Air: Gunship, Plane&lt;br /&gt;
&lt;br /&gt;
Vehicle factories share a few traits:&lt;br /&gt;
* Their movement is generally speedy, cannot traverse steep cliffs, has noticeable turning circles.&lt;br /&gt;
* Vehicles posses the heaviest and most reliable artillery.&lt;br /&gt;
* Vehicles tend to lack solid skirmishers.&lt;br /&gt;
&lt;br /&gt;
Bot factories share a few traits:&lt;br /&gt;
* Can at least pass hilly terrain, are slower than vehicles, have good turn rates.&lt;br /&gt;
* More focused on a utility mechanic (see cloak, shield, jump, all-terrain, sinking).&lt;br /&gt;
* Has janky or nonexistent artillery.&lt;br /&gt;
* Good or efficient skirmisher units.&lt;br /&gt;
* Each has some take on a sneaky bomb/assassin type unit.&lt;br /&gt;
&lt;br /&gt;
Rover, Tank and Hover should be standard matchups on relatively large or flat maps. In this context:&lt;br /&gt;
* Rover: Emphasises general speed in its mainline units, but has the slowest main raider. Light and efficient.&lt;br /&gt;
* Tank: Emphasises escalation and assaults. Has raiders that can get it to the midgame.&lt;br /&gt;
* Hover: Emphasises glass cannons and extreme designs. A tenancy for precise energy weapons.&lt;br /&gt;
&lt;br /&gt;
Cloaky and Shield are cheap generalist factories. Their units are more efficient than vehicles, but are generally slower. Comparatively:&lt;br /&gt;
* Cloaky: Faster and prefers open areas due to direct fire weaponry. Glass cannon. Light units want to win by inflicting more losses than they take. Units are able to fend for themselves (eg Knight and Ronin are relatively good vs raiders).&lt;br /&gt;
* Shield: Tankier and prefers hilly terrain due to indirect fire. Can escalate and assault. Wants to win through efficiency and attrition. Units are quite vulnerable to hardcounters when not supporting each other.&lt;br /&gt;
&lt;br /&gt;
Spider and Jumpbot are more specialised bot factories. To do well they will likely need impassible terrain to exploit and a map that is not too large.&lt;br /&gt;
* Spider: Fairly straightfoward but lacks a true raider.&lt;br /&gt;
* Jump: Where all the janky units are stored.&lt;br /&gt;
&lt;br /&gt;
Amph and Hover would ideally be reasonable 3rd options on veh or bot maps.&lt;br /&gt;
* Hover: Currently works this way since it doesn't interact much with the water.&lt;br /&gt;
* Amph: Needs work to be more viable on land maps. It does not need to be as viable as Hover because the specialised bot factories can take up some of the slack.&lt;br /&gt;
&lt;br /&gt;
Gunship and Planes are support factories. They should be rarely 1v1 ploppable. They are intended to escalate the game in complexity past the first 8-10 minutes as AA becomes a consideration. Striders somewhat fill this role as well.&lt;br /&gt;
&lt;br /&gt;
Ship should be the backbone of sea play. While land could look like eight main factories and three support factories, sea looks more like one main factory and five support factories. If sea is a significant part of a battle then not having at least one Ship player is probably a mistake. To that end:&lt;br /&gt;
* Ship has 3 or 4 raider-ish units that can be made from the start of the game.&lt;br /&gt;
* Ships generally have bonkers stats compared to their ground counterparts.&lt;br /&gt;
&lt;br /&gt;
== Factory Issues ==&lt;br /&gt;
&lt;br /&gt;
=== Jumpbots ===&lt;br /&gt;
* Pyro is generally bad against raiders and too expensive for what it does, yet could be oppressive sometimes.&lt;br /&gt;
* Jumpjets break weapon velocity prediction. This will become important and annoying if Pyro ever sees much use (affecting matchups such as Glaive and Archer while leaving Duck and Dagger unaffected).&lt;br /&gt;
* Skuttle is annoying for all involved and doesn't interact after it goes off. Some people specialise in it, but it doesn't seem worth keeping overall.&lt;br /&gt;
* Very weak to turret spam.&lt;br /&gt;
&lt;br /&gt;
=== Spider ===&lt;br /&gt;
* Venom is annoying to use and to fight because it depends on overlapping AoE successfully. It also self-damages your own Fleas. &lt;br /&gt;
* Flea may need to be slightly better. Venom or Redback should be moved into the role of slow raider.&lt;br /&gt;
&lt;br /&gt;
=== Amphbot ===&lt;br /&gt;
* Generally a bit slow.&lt;br /&gt;
* Needs a Buoy to do many things on the map.&lt;br /&gt;
* Has no way to deal with Recluse or Rogue in the midgame.&lt;br /&gt;
* Very weak to turret spam.&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
* A single Outlaw is a bit too good at making a shieldball unattackable at Ravager range.&lt;br /&gt;
&lt;br /&gt;
== General Issues ==&lt;br /&gt;
* Stardust should gain almost nothing from attack ground. Essentially, it should automatically fire towards things that it could tickle with the edge of its AoE.&lt;br /&gt;
&lt;br /&gt;
== Todo ==&lt;br /&gt;
&lt;br /&gt;
=== Better Idle Behaviour ===&lt;br /&gt;
when a unit goes idle -&amp;gt; self-acquired attack command.&lt;br /&gt;
&lt;br /&gt;
1. If the target is a fleeiee, skirmiee or swarmiee then tactical AI almost as usual.&lt;br /&gt;
 * Move back to original position when re-idle.&lt;br /&gt;
 * If the target is too far from idle location, and I am closer to the idle location than the target (+ some constant), then Move back to original location.&lt;br /&gt;
&lt;br /&gt;
For example a Glaive may move back if the target is further than 500 elmos away from idle location and if the Glaive is 100 elmos closer to the idle location than the the target. Ronin may have similar numbers, but the upshot is that on retreat it won't be closer than its target to the idle location.&lt;br /&gt;
&lt;br /&gt;
2. Add an idle-only fleeiee table, mostly to be used for raiders against riots.&lt;br /&gt;
this seems exploitable (the Move command means that breaking vision against a target will be a way to bait) but I suppose the idea is decent basic behaviour&lt;br /&gt;
it is just meant to give you a bit of time to notice that something is happening&lt;br /&gt;
&lt;br /&gt;
Addendum: If a unit goes idle with an enemy in range then it should attack it without using idle tactical AI, as the user probably meant to tell the unit to attack.&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10468</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10468"/>
		<updated>2026-04-05T00:32:58Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507330049932789813 Cold Take #27 - Widgets and Gadgets]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507331952079012159 Cold Take #28 - Vehicles and Bots]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/833845096900198411 Cold Take #29 - Aircraft, Ammo, and AA]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507335756658771149 Cold Take #30 - Base Building Blocks]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507337659552629023 Cold Take #31 - Terraform]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/526480042764534121 Cold Take #32 - Stun and Lightning]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/516348030198220274 Cold Take #33 - Give It Slow]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/503965668093200937 Cold Take #34 - Build a Navy]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/607550616118493223 Cold Take #35 - Shields as Spherical Shells]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/518611248440410918 Cold Take #36 - Bounding the Strategic Triangle]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/534375749569742658 Cold Take #37 - Scouting Trouble]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/535503548435137211 Cold Take #38 - Avoid State Toggles]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/505106153175254923 Cold Take #39 - Special Abilities]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10422</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10422"/>
		<updated>2026-03-15T00:24:12Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507330049932789813 Cold Take #27 - Widgets and Gadgets]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507331952079012159 Cold Take #28 - Vehicles and Bots]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/833845096900198411 Cold Take #29 - Aircraft, Ammo, and AA]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507335756658771149 Cold Take #30 - Base Building Blocks]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507337659552629023 Cold Take #31 - Terraform]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/526480042764534121 Cold Take #32 - Stun and Lightning]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/516348030198220274 Cold Take #33 - Give It Slow]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/503965668093200937 Cold Take #34 - Build a Navy]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/607550616118493223 Cold Take #35 - Shields as Spherical Shells]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/518611248440410918 Cold Take #36 - Bounding the Strategic Triangle]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/534375749569742658 Cold Take #37 - Scouting Trouble]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/535503548435137211 Cold Take #38 - Avoid State Toggles]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10417</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10417"/>
		<updated>2026-02-22T00:52:31Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507330049932789813 Cold Take #27 - Widgets and Gadgets]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507331952079012159 Cold Take #28 - Vehicles and Bots]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/833845096900198411 Cold Take #29 - Aircraft, Ammo, and AA]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507335756658771149 Cold Take #30 - Base Building Blocks]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507337659552629023 Cold Take #31 - Terraform]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/526480042764534121 Cold Take #32 - Stun and Lightning]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/516348030198220274 Cold Take #33 - Give It Slow]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/503965668093200937 Cold Take #34 - Build a Navy]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/607550616118493223 Cold Take #35 - Shields as Spherical Shells]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/518611248440410918 Cold Take #36 - Bounding the Strategic Triangle]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/534375749569742658 Cold Take #37 - Scouting Trouble]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10411</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10411"/>
		<updated>2026-01-31T22:54:38Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507330049932789813 Cold Take #27 - Widgets and Gadgets]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507331952079012159 Cold Take #28 - Vehicles and Bots]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/833845096900198411 Cold Take #29 - Aircraft, Ammo, and AA]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507335756658771149 Cold Take #30 - Base Building Blocks]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507337659552629023 Cold Take #31 - Terraform]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/526480042764534121 Cold Take #32 - Stun and Lightning]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/516348030198220274 Cold Take #33 - Give It Slow]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/503965668093200937 Cold Take #34 - Build a Navy]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/607550616118493223 Cold Take #35 - Shields as Spherical Shells]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/518611248440410918 Cold Take #36 - Bounding the Strategic Triangle]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Model_Guidelines&amp;diff=10275</id>
		<title>Model Guidelines</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Model_Guidelines&amp;diff=10275"/>
		<updated>2025-11-24T11:43:59Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &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;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Model_Guidelines&amp;diff=10274</id>
		<title>Model Guidelines</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Model_Guidelines&amp;diff=10274"/>
		<updated>2025-11-24T11:41:47Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &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;
* 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;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Model_Guidelines&amp;diff=10273</id>
		<title>Model Guidelines</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Model_Guidelines&amp;diff=10273"/>
		<updated>2025-11-24T11:39:15Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: Created page with &amp;quot;Here are some things to be aware of when creating new models for ZK.  == General Guidelines ==  * Aim for some consistency with the best models of a given class. Eg among unit...&amp;quot;&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 of a unit model, and they are viewed from a distance.&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;
&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;
* 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;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10271</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10271"/>
		<updated>2025-11-16T00:29:37Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507330049932789813 Cold Take #27 - Widgets and Gadgets]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507331952079012159 Cold Take #28 - Vehicles and Bots]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/833845096900198411 Cold Take #29 - Aircraft, Ammo, and AA]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507335756658771149 Cold Take #30 - Base Building Blocks]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507337659552629023 Cold Take #31 - Terraform]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/526480042764534121 Cold Take #32 - Stun and Lightning]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/516348030198220274 Cold Take #33 - Give It Slow]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/503965668093200937 Cold Take #34 - Build a Navy]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/607550616118493223 Cold Take #35 - Shields as Spherical Shells]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10265</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10265"/>
		<updated>2025-10-26T01:12:25Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507330049932789813 Cold Take #27 - Widgets and Gadgets]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507331952079012159 Cold Take #28 - Vehicles and Bots]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/833845096900198411 Cold Take #29 - Aircraft, Ammo, and AA]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507335756658771149 Cold Take #30 - Base Building Blocks]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507337659552629023 Cold Take #31 - Terraform]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/526480042764534121 Cold Take #32 - Stun and Lightning]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/516348030198220274 Cold Take #33 - Give It Slow]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/503965668093200937 Cold Take #34 - Build a Navy]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Map_Creation&amp;diff=10256</id>
		<title>Map Creation</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Map_Creation&amp;diff=10256"/>
		<updated>2025-10-19T00:13:33Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: /* Creating maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maps are 7z archives which, at their most basic, consist of three image files packaged in a particular way. They can be found in &amp;lt;code&amp;gt;Zero-K/Maps&amp;lt;/code&amp;gt; and be zipped or unzipped with [https://www.7-zip.org/download.html 7zip]. Maps can contain more than their three image files, including:&lt;br /&gt;
* Metal spot layout.&lt;br /&gt;
* Start area configuration.&lt;br /&gt;
* Tree, rock or any other models to be placed as map features.&lt;br /&gt;
* Arbitrary code and units changes that can arbitrarily modify the game. See [[Mod Creation]].&lt;br /&gt;
&lt;br /&gt;
== Creating maps ==&lt;br /&gt;
&amp;lt;Removed some links to the old Spring wiki since you would probably get malware if you go there.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ask for help in #zkmap in on the [//discord.gg/xCUAvnQT4Z| Zero-K Discord server].&lt;br /&gt;
&lt;br /&gt;
=== Startboxes ===&lt;br /&gt;
{{See|Startbox API}}&lt;br /&gt;
&lt;br /&gt;
Startboxes are loaded from /mapconfig/map_startboxes.lua and can be generated ingame with the Startbox Editor widget included with the game. See [[https://zero-k.info/mediawiki/index.php?title=ZK_Map_Making_Guide#Startbox_Editor_Widget Startbox Editor Widget]]&lt;br /&gt;
&lt;br /&gt;
=== Metal Configuration and Spot Graphics  ===&lt;br /&gt;
&lt;br /&gt;
Metal spots on maps are done via Lua configs. They can be generated ingame with the dbg_mouse_to_mex_portable.lua widget, available at [//github.com/ForbodingAngel/mexes_grounddecal_autoplacer TheMooseIsLoose's github.] &lt;br /&gt;
&lt;br /&gt;
Download that repo as a zip and extract into your map folder. Load the map in ZK, enable cheats, and then enable Mouse to Mexes in your {{key combo|Alt|F11}} widget menu. Click to create new metal spots, the values and positions will be automatically saved to your game data directory. Copy and paste the content from MexSpots_YourMap to your &amp;lt;code&amp;gt;/mapconfig/map_metal_layout.lua&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Running maps ==&lt;br /&gt;
=== Local testing ===&lt;br /&gt;
To run a map locally put it in &amp;lt;code&amp;gt;Zero-K/Maps&amp;lt;/code&amp;gt; then start the game. Untick '&amp;lt;samp&amp;gt;Only featured maps&amp;lt;/samp&amp;gt;' in &amp;lt;code&amp;gt;Settings → Lobby&amp;lt;/code&amp;gt; and start a singleplayer skirmish game. Select 'Advanced', click 'Change Map' and select your map from the list.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
Upload your map to https://springfiles.springrts.com/upload/ to make it downloadable and playable by others. Some admin action to feature/support the map may also be required.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[ZK Map Making Guide]]&lt;br /&gt;
* [https://docs.google.com/document/d/1PL8U2bf-c5HuSVAihdldDTBA5fWKoeHKNb130YDdd-w/edit# Advanced guide using WorldMachine], by Beherith&lt;br /&gt;
* [[User:Aquanim/WaterMapDesign|Some subjective comments on design of sea maps, by Aquanim]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}} [[Category: Development]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Startbox_API&amp;diff=10255</id>
		<title>Startbox API</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Startbox_API&amp;diff=10255"/>
		<updated>2025-10-19T00:12:06Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Start boxes ==&lt;br /&gt;
&lt;br /&gt;
Each team has a defined starting area in which its players can spawn their commanders—these are called '''start boxes'''. Map makers can define how these areas look by including a configuration file inside their map archive.&lt;br /&gt;
&lt;br /&gt;
== The config file ==&lt;br /&gt;
&lt;br /&gt;
The file that you need to include is&lt;br /&gt;
 mapconfig/map_startboxes.lua&lt;br /&gt;
&lt;br /&gt;
It consists of Lua code which returns 2 tables: one with the start box layout for the current match and one that contains possible box counts.&lt;br /&gt;
&lt;br /&gt;
For [[#Examples|examples]] see the bottom of this page.&lt;br /&gt;
&lt;br /&gt;
== Box counts ==&lt;br /&gt;
&lt;br /&gt;
Let's start from the last table because it is the simplest. This is just a list of how many teams the map is designed for.&lt;br /&gt;
&lt;br /&gt;
[[File:Throne v1.minimap contrasty.jpg|thumb|High-contrast Throne mini-map showing the map's &amp;quot;rings.&amp;quot;]]&lt;br /&gt;
Let's take [http://zero-k.info/Maps/Detail/8162 Throne] map as an example. It has an outer ring with 7 starting areas, so it can be played as a 7-team &amp;lt;abbr title=&amp;quot;free for all&amp;quot;&amp;gt;FFA&amp;lt;/abbr&amp;gt;. There are also rings with 3 and 5 areas so 3- and 5-team FFAs are also possible setups. Finally, you could play a duel between any two positions from the same ring. (The real Throne config is a fair bit more complicated than that, but you get the idea.)&lt;br /&gt;
&lt;br /&gt;
Thus, the possible team counts are 2, 3, 5, and 7. Let's define a Lua table for that:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local playercounts = {2, 3, 5, 7}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is mostly important for fancy FFA maps. Simple duel/teamgame maps will usually just have 2 as the only value here:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local playercounts = {2}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The widget ==&lt;br /&gt;
Load your map in ZK, open the ingame menu (F10), untick &amp;quot;Simple Settings&amp;quot; at the bottom, and navigate to &amp;quot;Settings/Toolbox&amp;quot;. Click &amp;quot;Toggle Start Zone Editor&amp;quot;, this should cause a new submenu to appear. Navigate to &amp;quot;Settings/Toolbox/Startbox Editor&amp;quot; then click &amp;quot;Use Mouse&amp;quot; to enable startbox editing. The startbox editor submenu contains instructions and the buttons have tooltips. The buttons can be clicked or have hotkeys set, like any other menu button, some suggested hotkeys are below.&lt;br /&gt;
&lt;br /&gt;
[[Image:Find_startbox_editor.png]] [[Image:Startbox_editor.png]]&lt;br /&gt;
&lt;br /&gt;
== The boxes ==&lt;br /&gt;
&lt;br /&gt;
Now, the most tedious part. The boxes do not need to actually be boxes, they can be any arbitrary shape (even concave or disjoint). This is achieved by having the boxes defined as a set of polygons.&lt;br /&gt;
&lt;br /&gt;
To draw a polygon using the left mouse button—either drag a line or click points:&lt;br /&gt;
&lt;br /&gt;
[[File:Startbox API 1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Once you draw a full loop, press the right mouse button to close it. Make sure the line does not cross itself. Finished polygons are a bit darker.&lt;br /&gt;
&lt;br /&gt;
[[File:Startbox API 2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now you can add another polygon if you want. These will all be a part of the same team.&lt;br /&gt;
&lt;br /&gt;
[[File:Startbox API 3.jpg]]&lt;br /&gt;
&lt;br /&gt;
If you want to delete the last created polygon, press {{key press|D}}.&lt;br /&gt;
Once you are satisfied with the area, press {{key press|S}}. Now you can draw the area for another team.&lt;br /&gt;
&lt;br /&gt;
Once you create all the boxes, go to your Spring directory and find the infolog. There you will see a bunch of code like&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;boxes = {&lt;br /&gt;
     stuff&lt;br /&gt;
},&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each of those tables is a team's start box. The config is an array of each team's start box data. The box data from the generator will go to a team's config entry. Like this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local main_config = {&lt;br /&gt;
     {&lt;br /&gt;
         boxes = {&lt;br /&gt;
             stuff&lt;br /&gt;
         },&lt;br /&gt;
         -- more entries will go there later!&lt;br /&gt;
     },&lt;br /&gt;
     &lt;br /&gt;
     -- another team's box data&lt;br /&gt;
     {&lt;br /&gt;
         boxes = {&lt;br /&gt;
             stuff&lt;br /&gt;
         },&lt;br /&gt;
     },&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The layout is a normal Lua table so you can use all the usual table manipulation methods. For example, you could add more areas based on how many people there are, or generate them dynamically.&lt;br /&gt;
&lt;br /&gt;
== The recommended start points ==&lt;br /&gt;
&lt;br /&gt;
This sub-table defines recommended start points within each box. These are points on which CAI bots will spawn. The first point is special: human players who did not pick start position will also spawn here and so will any extra CAI if there are more of them than the spots; as such having at least one start point in each box is mandatory. These points are also marked on people's UI as circles.&lt;br /&gt;
&lt;br /&gt;
Defining these is very simple. It's very similar to how start areas were defined. In game, you can hold Space over a point to see its coordinates. These are written down for boxes similarly to the areas:&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;local main_config = {&lt;br /&gt;
     {&lt;br /&gt;
         boxes = {&lt;br /&gt;
             stuff&lt;br /&gt;
         },&lt;br /&gt;
         startpoints = {&lt;br /&gt;
             {123, 456}, -- X, Z&lt;br /&gt;
             {654, 321},&lt;br /&gt;
             -- as many as you want, it's good if there are as many as you want people per team&lt;br /&gt;
         },&lt;br /&gt;
     },&lt;br /&gt;
     {&lt;br /&gt;
         boxes = {&lt;br /&gt;
             stuff&lt;br /&gt;
         },&lt;br /&gt;
         startpoints = {&lt;br /&gt;
             {789, 789},&lt;br /&gt;
             {987, 987},&lt;br /&gt;
         },&lt;br /&gt;
     },&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of course, the start positions should match the areas, though they don't have to.&lt;br /&gt;
&lt;br /&gt;
== Team names ==&lt;br /&gt;
&lt;br /&gt;
You can give each team a name, alongside a shorter backup if the first one is too large. Here's how:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;{&lt;br /&gt;
     boxes = { stuff },&lt;br /&gt;
     startpoints = { stuff },&lt;br /&gt;
     nameLong = &amp;quot;Southwest&amp;quot;,&lt;br /&gt;
     nameShort = &amp;quot;SW&amp;quot;,&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It serves to identify the team, so while it's good to use something that describes placement, you can get creative. For example:&lt;br /&gt;
* &amp;quot;North&amp;quot;, &amp;quot;Southeast&amp;quot;&lt;br /&gt;
* &amp;quot;5 o'clock&amp;quot;&lt;br /&gt;
* real-world style maps could have names like &amp;quot;Russia&amp;quot; or &amp;quot;America&amp;quot;&lt;br /&gt;
* asymmetric maps can use landmarks, for example &amp;quot;Lake&amp;quot; vs &amp;quot;Desert&amp;quot;&lt;br /&gt;
* for missions, it's good to use storyline names, e.g. &amp;quot;Empire&amp;quot; vs &amp;quot;Dynasty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
Now just return the ''config'' table and the ''playercounts'' table.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;return main_config, playercounts&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The exact format for the config table that should get returned is&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;{&lt;br /&gt;
     { -- a single team's data&lt;br /&gt;
         boxes = {&lt;br /&gt;
             { -- a polygon&lt;br /&gt;
                 {123, 456}, -- a vertex of the polygon. X, Z.&lt;br /&gt;
                 {234, 567}, -- another vertex&lt;br /&gt;
                 {345, 678},&lt;br /&gt;
                 -- more vertices&lt;br /&gt;
             },&lt;br /&gt;
             { -- another polygon&lt;br /&gt;
                 -- vertices&lt;br /&gt;
             },&lt;br /&gt;
             -- more polygons&lt;br /&gt;
         },&lt;br /&gt;
         startpoints = {&lt;br /&gt;
             {123, 456}, -- X, Z&lt;br /&gt;
             {654, 321},&lt;br /&gt;
             -- more points&lt;br /&gt;
         },&lt;br /&gt;
         nameLong = &amp;quot;longer string with team name&amp;quot;,&lt;br /&gt;
         nameShort = &amp;quot;short&amp;quot;,&lt;br /&gt;
     },&lt;br /&gt;
     { -- another team's data&lt;br /&gt;
         boxes = { ... },&lt;br /&gt;
         startpoints = { ... },&lt;br /&gt;
         nameLong = &amp;quot;...&amp;quot;,&lt;br /&gt;
         nameShort = &amp;quot;...&amp;quot;,&lt;br /&gt;
     },&lt;br /&gt;
     -- more teams&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced stuff ==&lt;br /&gt;
The config has access to Spring Lua API, so it is possible to do a lot of dynamic things. In particular, you can use &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot; inline&amp;gt;math.random&amp;lt;/syntaxhighlight&amp;gt; without worry.&lt;br /&gt;
&lt;br /&gt;
You can make stuff dependent on the game mode. There are functions which return the game type, such as &amp;quot;&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot; inline&amp;gt;Spring.Utilities.Gametype.is1v1()&amp;lt;/syntaxhighlight&amp;gt;&amp;quot;.&amp;lt;!-- The full list USED TO BE here: https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Utilities/teamFunctions.lua#L74--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An important thing is that &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot; inline&amp;gt;#Spring.GetAllTeams()&amp;lt;/syntaxhighlight&amp;gt; will return a wrong value due to fake technical teams and Gaia. Instead, use &amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot; inline&amp;gt;Spring.Utilities.GetTeamCount()&amp;lt;/syntaxhighlight&amp;gt; to get the real number of teams.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Configs/StartBoxes/SpeedMetal.lua SpeedMetal] - the simplest layout, just two squares.&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Configs/StartBoxes/DeltaSiegeDry.lua DSD] - huge polygons, but otherwise very simple.&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Configs/StartBoxes/Sever%201.lua#L343 Sever] - shows an example of smaller boxes for 1v1 and larger for teams.&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Configs/StartBoxes/Isle%20of%20Grief%200.2.lua Isle of Grief] - shows a smart approach, one of the boxes is not defined rigidly but is a mirror of the other (only really feasible for rough boxes or perfectly symmetrical maps).&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Configs/StartBoxes/Aum_1.1.lua Aum] - another small trick, this time 5-way radial symmetry.&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Configs/StartBoxes/Throne%20v1.lua Throne] - multiple boxes defined, with a system to pick some of them based on how many teams there are.&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Configs/StartBoxes/Speed_Ball_10x10.lua Speedball] - shows boxes that are generated completely algorithmically.&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Configs/StartBoxes/Mearth_v4.lua#L6 Middle-Earth] - interesting team names.&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Configs/StartBoxes/Adansonia%20v2.lua Adansonia v2] - shows synchronizing boxes across map versions.&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Configs/StartBoxes/duck.lua Duck] - boxless config for silly maps where everybody can start anywhere.&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=ZK_Map_Making_Guide&amp;diff=10254</id>
		<title>ZK Map Making Guide</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=ZK_Map_Making_Guide&amp;diff=10254"/>
		<updated>2025-10-18T23:53:54Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: /* Startbox Editor Widget */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also see:&lt;br /&gt;
&lt;br /&gt;
* [[Map Creation]]&lt;br /&gt;
* [https://docs.google.com/document/d/1PL8U2bf-c5HuSVAihdldDTBA5fWKoeHKNb130YDdd-w/edit# Advanced guide using WorldMachine], by Beherith&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER: This guide is a work in progress (particularly with respect to using particular pieces of software) but the basic framework here should give you a good start.&lt;br /&gt;
&lt;br /&gt;
= Minimal Brief Guide =&lt;br /&gt;
&lt;br /&gt;
For more detail on each of these steps read the later sections of the document.&lt;br /&gt;
&lt;br /&gt;
This guide assumes that you are using a version of Zero-K installed through Steam. You can still make maps if you installed by some other method but you may need to modify some of the later steps.&lt;br /&gt;
&lt;br /&gt;
If you want to see what the map's file structure is meant to look like overall, scroll to the [[https://zero-k.info/mediawiki/index.php?title=ZK_Map_Making_Guide#Skeleton_Of_A_Map Skeleton Of A Map]] section. It's also a good idea to un7zip some existing maps and take a look to see how they are set up (and borrow anything which seems useful for your map).&lt;br /&gt;
&lt;br /&gt;
== Download Tools ==&lt;br /&gt;
&lt;br /&gt;
* 7zip - https://www.7-zip.org/download.html&lt;br /&gt;
* pymapconv - clone or download https://github.com/Beherith/springrts_smf_compiler somewhere, then copy pymapconv.exe and nvdxt.exe to a new directory to keep things simple&lt;br /&gt;
* map blueprint - clone or download https://github.com/Aquanim/ZKMapBlueprint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Mapguide_download_aquanim_blueprint.png|Map blueprint download]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create Images ==&lt;br /&gt;
&lt;br /&gt;
For a 10x10 (TitanDuel-size) map, create the following images with a tool of your choice:&lt;br /&gt;
&lt;br /&gt;
* A height map grayscale image with dimensions 641 x 641, saved as an 8-bit &amp;quot;.bmp&amp;quot; or a 16-bit &amp;quot;.png&amp;quot;. (The latter is preferred but not all tools offer 16-bit output.) The brighter a pixel is the higher the corresponding part of the map will be.&lt;br /&gt;
* A texture map colour image with dimensions 5120 x 5120, saved as a &amp;quot;.bmp&amp;quot; . Using the program provided in the wiki (pymapconv.exe) it is possible to use a regular &amp;quot;.png&amp;quot; file, with alpha channel removed.&lt;br /&gt;
&lt;br /&gt;
For a different size map, multiply the height/width of the map by 64 and add 1 to get the right size for the heightmap; multiply the height/width of the map by 512 to get the right size for the texture map.&lt;br /&gt;
&lt;br /&gt;
Different image formats ''might'' work but are just as likely to cause difficult-to-diagnose errors.&lt;br /&gt;
&lt;br /&gt;
Put these images in the same directory as pymapconv.exe from the previous step (may not strictly be required but keeps things simple).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Useful tools: Spring Map Edit (SME), Springboard, TerreSculptor, World Machine, GIMP, Blender, any image editing software really&lt;br /&gt;
&lt;br /&gt;
== Compile Your Map ==&lt;br /&gt;
Run pymapconv.exe and fill in the following fields...&lt;br /&gt;
* An output file name - ideally this should be the name of your map, possibly with a version number. File extension .smf, will also generate a .smt. '''IMPORTANT:''' Do not rename these files after compiling!&lt;br /&gt;
* Use the buttons to select the texture and heightmap images you made in the previous step.&lt;br /&gt;
* I expect the minimum/maximum height values to be overridden by mapinfo.lua later but you might as well set them.&lt;br /&gt;
* Scroll down to the NVDXT option and make sure it says &amp;quot;-Sinc -quality_highest&amp;quot;. Also probably a good idea to tick the CLEAN option.&lt;br /&gt;
* Untick everything else, press &amp;quot;Save options as&amp;quot; if you like, then press the &amp;quot;Compile&amp;quot; button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Troubleshooting:&lt;br /&gt;
* If your map's minimap looks like it is from an old version of your map or a different map entirely, there is probably an old minimap file which the compiler is reading. In the directory where your compiler .exe is, delete any images which look like a minimap (probably something like mini.bmp and/or mini.dds) then recompile.&lt;br /&gt;
* If your map texture looks all pinkish ingame you probably renamed the .smf and .smt files. Regenerate them and be extra sure not to rename them this time. If the issue persists there might be other reasons this can happen, consult the #zkmap channel.&lt;br /&gt;
&lt;br /&gt;
== Construct .sdd File ==&lt;br /&gt;
* Rename ZKMapBlueprint_v0.0.sdd to have the name of your map. A version identifier is advisable as well. Keep the .sdd extension.&lt;br /&gt;
* Copy the .smf and .smt files produced by pymapconv.exe into the /maps subfolder of the .sdd folder. (There should be mapblueprint.smf and mapblueprint.smt files here, you can delete them.)&lt;br /&gt;
* In the root of the .sdd folder there should be a file &amp;quot;mapinfo.lua&amp;quot;. Open this with a text editor. This file contains a bunch of stuff but there are only a few items we are interested in for now:&lt;br /&gt;
** Near the start of the file change the ''author'', ''description'', ''name'', ''shortname'' and ''version'' variables to suit you and your map.&lt;br /&gt;
** Scroll down a bit to the &amp;quot;smf&amp;quot; section and change the ''maxheight'' and ''minheight'' numbers to suit your map. Also change the file name after ''smtFileName0'' so that it has your .smt file's name.&lt;br /&gt;
* To test your map, copy the .sdd directory into the /maps folder of your Zero-K install. In the settings make sure that &amp;quot;Only featured maps&amp;quot; is disabled. Then open a Skirmish game, click on the current map, select your map from the list, and play. (You might want to make the enemy AI inactive. The minimap in the lobby will be blank, don't worry about this for now.)&lt;br /&gt;
* If you want to change your map you will need to replace the files in your ZK maps folder, then restart ZK, in order to load the new version.&lt;br /&gt;
&lt;br /&gt;
== Metal and Startboxes ==&lt;br /&gt;
Now that you can look at your height and texturemap ingame this is a good time to sort out your metal spots and start locations. &lt;br /&gt;
=== Metal spots ===&lt;br /&gt;
In the /mapconfig subfolder of the .sdd file there is a &amp;quot;map_metal_layout.lua&amp;quot; file. The blueprint contains two metal spots as an example; replace them with your own.&lt;br /&gt;
&lt;br /&gt;
=== Startboxes ===&lt;br /&gt;
In the /mapconfig subfolder of the .sdd file there is a &amp;quot;map_startboxes.lua&amp;quot; file. This specifies each team's startboxes as well as default start locations.&lt;br /&gt;
&lt;br /&gt;
Some hints for configuring the metal and startbox files:&lt;br /&gt;
&lt;br /&gt;
* Startboxes are specified by their corner points reading clockwise around the polygon. More than one separate box for a given team is possible.&lt;br /&gt;
* Holding SPACE ingame will display a dialog box which (among other things) gives the X and Z coordinates of wherever your cursor is.&lt;br /&gt;
* The metal and startbox files are just LUA scripts. This means you don't have to write simple numbers to specify locations; you can perform arithmetic to make sure your map setup is symmetric (the startbox of the South-East team in the blueprint is an example). More advanced scripting is also possible, for example to make your startbox configuration dependent on the number of players or allyteams. See the [[http://zero-k.info/mediawiki/index.php?title=Startbox_API#Advanced_stuff Startbox API page]] .&lt;br /&gt;
&lt;br /&gt;
=== Useful Tools ===&lt;br /&gt;
&lt;br /&gt;
[[https://zero-k.info/mediawiki/index.php?title=ZK_Map_Making_Guide#Startbox_Editor_Widget Startbox Editor Widget]]&lt;br /&gt;
[[https://zero-k.info/mediawiki/index.php?title=ZK_Map_Making_Guide#Metal_Spot_Placer Metal Spot Placer]]&lt;br /&gt;
&lt;br /&gt;
== Optional Extras ==&lt;br /&gt;
Scroll down to section 3 to see how to add...&lt;br /&gt;
* Features (geovents, trees, rocks, etc)&lt;br /&gt;
* DNTS (fancy map details and specular map)&lt;br /&gt;
* Fancy mapinfo stuff (lighting, water effects, etc)&lt;br /&gt;
* Skybox&lt;br /&gt;
* Other nonsense (particle effects, sound, etc)&lt;br /&gt;
* Lava&lt;br /&gt;
&lt;br /&gt;
== Upload ==&lt;br /&gt;
&lt;br /&gt;
Compress the contents of the .sdd file into a 7z, then change the file extension to “.sd7”. &lt;br /&gt;
&lt;br /&gt;
If you remove the .sdd from your game maps directory and put the .sd7 in its place, the map should still work. It is a good idea to test the .sd7 before uploading since there are several *very* easy mistakes to make in the compression process.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Make sure that when you open the archive you see mapinfo.lua and not your .sdd folder! If you get this wrong the map will not work correctly. If you get an error saying that a .smd file is missing this is probably the problem.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' When you compress to 7z make sure the compression is “non-solid”. If using 7zip this is done by setting the &amp;quot;Solid Block size&amp;quot; option to &amp;quot;non solid&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Uploading to Zero-K Server ===&lt;br /&gt;
&lt;br /&gt;
* Go to https://zero-k.info/Maps&lt;br /&gt;
* Scroll down until you find the &amp;quot;Upload map or game (sd7 or sdz):&amp;quot; file on the right-hand side&lt;br /&gt;
* Upload your map&lt;br /&gt;
* Test your map on the live server so there is a publically accessible replay or two - games against AIs are fine&lt;br /&gt;
* Ask a moderator to support/feature your map (they will also tag it as 1v1/teams/hilly/flat/whatever as appropriate)&lt;br /&gt;
&lt;br /&gt;
If the upload step doesn't work there are two potential reasons:&lt;br /&gt;
* Your map isn't set up right. Test it locally again and make sure your map works.&lt;br /&gt;
* Something on the server has gone wrong. AFTER testing your map locally and finding that it works there, contact an admin. Uploading your map to a file-sharing service so the admin can look at it may help.&lt;br /&gt;
&lt;br /&gt;
=== For use in other Spring/Recoil games ===&lt;br /&gt;
&lt;br /&gt;
Consult the developers of whatever game you play to find out where they keep their maps these days. Then upload there.&lt;br /&gt;
&lt;br /&gt;
= Skeleton Of A Map =&lt;br /&gt;
&lt;br /&gt;
All you *really* need is the stuff in solid grey boxes: mapinfo.lua, .smf and .smt files, a metal layout, and a startbox config.&lt;br /&gt;
&lt;br /&gt;
[[File:Mapskeleton.png|The skeleton of a map]]&lt;br /&gt;
&lt;br /&gt;
(Note: Some of the things labelled as &amp;quot;necessary&amp;quot; probably technically aren't; there are many ways to construct a map that Spring will accept. This guide will walk you through one that should be reasonably coherent and up to date.)&lt;br /&gt;
&lt;br /&gt;
= Tools and Resources =&lt;br /&gt;
&lt;br /&gt;
== Springboard ==&lt;br /&gt;
&lt;br /&gt;
[https://springboard-core.readthedocs.io/en/latest/installing.html Springboard Documentation]&lt;br /&gt;
&lt;br /&gt;
[[Springboard Tutorial]] on this wiki (under construction)&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
[https://github.com/Spring-SpringBoard/SpringBoard-Core/ Github page]&lt;br /&gt;
Scroll down to the &amp;quot;Installing&amp;quot; section and get the appropriate installer.&lt;br /&gt;
&lt;br /&gt;
== SpringMapEdit ==&lt;br /&gt;
&lt;br /&gt;
No safe link to this known as of Jul 2023. RIP&lt;br /&gt;
&lt;br /&gt;
== Nobiax Texture Pack ==&lt;br /&gt;
&lt;br /&gt;
== Startbox Editor Widget ==&lt;br /&gt;
Load your map in ZK, open the ingame menu (F10), untick &amp;quot;Simple Settings&amp;quot; at the bottom, and navigate to &amp;quot;Settings/Toolbox&amp;quot;. Click &amp;quot;Toggle Start Zone Editor&amp;quot;, this should cause a new submenu to appear. Navigate to &amp;quot;Settings/Toolbox/Startbox Editor&amp;quot; then click &amp;quot;Use Mouse&amp;quot; to enable startbox editing. The startbox editor submenu contains instructions and the buttons have tooltips. The buttons can be clicked or have hotkeys set, like any other menu button, some suggested hotkeys are below.&lt;br /&gt;
&lt;br /&gt;
[[Image:Find_startbox_editor.png]] [[Image:Startbox_editor.png]]&lt;br /&gt;
&lt;br /&gt;
== Metal Spot Placer ==&lt;br /&gt;
Load your map in ZK, press Alt-F11 to access the widget list, press &amp;quot;Search&amp;quot; and enter &amp;quot;Metal Spot&amp;quot;. Enable the Metal Spot Placer widget. As per the ingame description:&lt;br /&gt;
* Press Alt-M to enable the widget&lt;br /&gt;
* Click in locations on the map to place metal points&lt;br /&gt;
* Press Alt-M again to disable the widget and print a list of metal points to the infolog&lt;br /&gt;
&lt;br /&gt;
Then open your infolog.txt (in the main zero-k directory) after you exit to retrieve the startbox information for copying into map_metal_layout.lua. Check that the metal point values for each mex point are as you want them to be. It's probably a good idea to turn the widget off after you are done with it.&lt;br /&gt;
&lt;br /&gt;
== Upspring ==&lt;br /&gt;
&lt;br /&gt;
A tool for modifying models like those of tree features, etc. Might be useful if a feature is too large, too small, or not centered properly. I'll leave this guide to somebody who actually understands modelling.&lt;br /&gt;
&lt;br /&gt;
= Other Stuff =&lt;br /&gt;
&lt;br /&gt;
== Features (geovents, trees, rocks, etc) ==&lt;br /&gt;
&lt;br /&gt;
This method of placing features requires you to have some s11n gadgets in /LuaRules/Gadgets and some s11n and lcs stuff in the /libs/ folder. If your map doesn't have these then get them from the blueprint or some other map.&lt;br /&gt;
&lt;br /&gt;
* Put the files defining the features you want in your map file. This includes a definition in the /features subdirectory, model files in the /objects3d directory, and textures in the /unittextures directory. The easiest way to get these is to borrow them from existing maps or from the features library [https://github.com/Spring-Helper-Projects/spring-features here].&lt;br /&gt;
* Load your map in Springboard&lt;br /&gt;
* Delete any features you have marking mex locations, otherwise you will end up with two copies of them and that is bad.&lt;br /&gt;
* Place features using Springboard.&lt;br /&gt;
* Open the &amp;quot;Export&amp;quot; window in Springboard, choose a file name, set the file type to &amp;quot;s11n object format&amp;quot; and export the file.&lt;br /&gt;
* The file will (probably?) have been exported to &amp;lt;springboard exe directory&amp;gt;/data/springboard/exports - copy this s11n file to the ./mapconfig subdirectory of your map.&lt;br /&gt;
* Make sure that in ./libs/s11n/s11n_load_map_features.lua that the &amp;quot;modelPath&amp;quot; variable points at your s11n file.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting: &lt;br /&gt;
* IF your features do not move when the ground under them is terraformed (a particular problem for geovents) go to ./libs/s11n/features_s11n.lua, look for the &amp;quot;CreateObject&amp;quot; function, and change it so that SetFeatureMoveCtrl is not being used to set MoveCtrl to true.&lt;br /&gt;
&lt;br /&gt;
== DNTS ==&lt;br /&gt;
&lt;br /&gt;
If you don't use DNTS but you do set detailTex in the &amp;quot;resources&amp;quot; section of mapinfo.lua then you will get some general detail map. This works better than flat colour but we can get fancier.&lt;br /&gt;
&lt;br /&gt;
* Put the .dds or .tga files defining the detail map (commonly grass, pebbles, rocks, etc.) you want in your /maps subdirectory. Again these are most easily found by borrowing from other maps. [http://beherith.eat-peet.net/stuff/nobiax_spring_dnts/nobiax_spring_dnts.html This page] has some that may work (possibly with some effort).&lt;br /&gt;
* In mapinfo.lua, in the &amp;quot;resources&amp;quot; section, set splatDetailNormalTex1, splatDetailNormalTex2, splatDetailNormalTex3, splatDetailNormalTex4 to point to your detail files. These will in order be defined by the red, green, blue and alpha channels of your distribution image.&lt;br /&gt;
* Set splatDistrTex to point to your distribution image. This defines where each detail type appears on your map. This image will be stretched over your map; powers of two in the resolution are advised.&lt;br /&gt;
* Set specularTex to point to your specular image; what colour of light will be reflected from each part of the map. It is easy to go overboard with this so taking your texture map, darkening it significantly (or possibly increasing its transparency), and tuning from there is an okay strategy. Again, this image will be stretched over your map; powers of two in the resolution are advised.&lt;br /&gt;
* There is also some lightemission thing that I have not used and don't really understand [https://springrts.com/wiki/Mapdev:lightemission here]. The example image looks like Otago so try asking TheMooseIsLoose for advice?&lt;br /&gt;
&lt;br /&gt;
== Water and lighting settings ==&lt;br /&gt;
&lt;br /&gt;
I'm not an expert, tune these for yourself until it looks good. Try reading [https://springrts.com/wiki/Mapdev:water these] [https://springrts.com/wiki/Mapdev:mapinfo.lua#Lighting pages].&lt;br /&gt;
&lt;br /&gt;
== Skybox ==&lt;br /&gt;
&lt;br /&gt;
Borrow one from some other map then set it in mapinfo.lua, atmosphere section, variable &amp;quot;skyBox&amp;quot;. If you want to make one yourself apparently pymapconv can put it in the right format.&lt;br /&gt;
&lt;br /&gt;
== Particle and sound effects ==&lt;br /&gt;
&lt;br /&gt;
Find a map that does the thing you want to do, look at how that map did it. For reference some fairly simple examples can be found in Rogues River (sound effects), Aurelian (precipitation), and Mercurial (plumes from the water).&lt;br /&gt;
&lt;br /&gt;
== Lava ==&lt;br /&gt;
&lt;br /&gt;
Good luck... I'm not sure anybody has come up with an entirely bug-free implementation of this yet. Banana Republic might be your best bet for a reference.&lt;br /&gt;
&lt;br /&gt;
== Lobby/Website minimap image ==&lt;br /&gt;
&lt;br /&gt;
This minimap image is generated from your map's texture, but unlike the ingame minimap does not have water drawn on it. If you would like your map's lobby/website image to be different, you need to create replacement images and provide them to somebody with the appropriate server access to overwrite the existing minimaps (not just any admin can do this; you are probably most likely to get a quick response from Aquanim or Anarchid). Ideally you only want to do this once, so wait until your map is up to a final release version before making the replacement image.&lt;br /&gt;
&lt;br /&gt;
Required images for a map called &amp;quot;map name v1.0&amp;quot;:&lt;br /&gt;
* A minimap image with the name map_name_v1.0.minimap.jpg with maximum height/width 1024.&lt;br /&gt;
* A thumbnail image with the name map_name_v1.0.thumbnail.jpg with maximum height/width 96.&lt;br /&gt;
'''IMPORTANT:''' Replace any spaces in your map name with underscores.&lt;br /&gt;
&lt;br /&gt;
Find the default images for your map on the server to figure out reasonable dimensions. Screenshotting your ingame minimap and then rescaling it is a reasonable way to get a minimap image with water on it.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}} [[Category: Development]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=ZK_Map_Making_Guide&amp;diff=10253</id>
		<title>ZK Map Making Guide</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=ZK_Map_Making_Guide&amp;diff=10253"/>
		<updated>2025-10-18T23:53:22Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: /* Startbox Editor Widget */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also see:&lt;br /&gt;
&lt;br /&gt;
* [[Map Creation]]&lt;br /&gt;
* [https://docs.google.com/document/d/1PL8U2bf-c5HuSVAihdldDTBA5fWKoeHKNb130YDdd-w/edit# Advanced guide using WorldMachine], by Beherith&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER: This guide is a work in progress (particularly with respect to using particular pieces of software) but the basic framework here should give you a good start.&lt;br /&gt;
&lt;br /&gt;
= Minimal Brief Guide =&lt;br /&gt;
&lt;br /&gt;
For more detail on each of these steps read the later sections of the document.&lt;br /&gt;
&lt;br /&gt;
This guide assumes that you are using a version of Zero-K installed through Steam. You can still make maps if you installed by some other method but you may need to modify some of the later steps.&lt;br /&gt;
&lt;br /&gt;
If you want to see what the map's file structure is meant to look like overall, scroll to the [[https://zero-k.info/mediawiki/index.php?title=ZK_Map_Making_Guide#Skeleton_Of_A_Map Skeleton Of A Map]] section. It's also a good idea to un7zip some existing maps and take a look to see how they are set up (and borrow anything which seems useful for your map).&lt;br /&gt;
&lt;br /&gt;
== Download Tools ==&lt;br /&gt;
&lt;br /&gt;
* 7zip - https://www.7-zip.org/download.html&lt;br /&gt;
* pymapconv - clone or download https://github.com/Beherith/springrts_smf_compiler somewhere, then copy pymapconv.exe and nvdxt.exe to a new directory to keep things simple&lt;br /&gt;
* map blueprint - clone or download https://github.com/Aquanim/ZKMapBlueprint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Mapguide_download_aquanim_blueprint.png|Map blueprint download]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create Images ==&lt;br /&gt;
&lt;br /&gt;
For a 10x10 (TitanDuel-size) map, create the following images with a tool of your choice:&lt;br /&gt;
&lt;br /&gt;
* A height map grayscale image with dimensions 641 x 641, saved as an 8-bit &amp;quot;.bmp&amp;quot; or a 16-bit &amp;quot;.png&amp;quot;. (The latter is preferred but not all tools offer 16-bit output.) The brighter a pixel is the higher the corresponding part of the map will be.&lt;br /&gt;
* A texture map colour image with dimensions 5120 x 5120, saved as a &amp;quot;.bmp&amp;quot; . Using the program provided in the wiki (pymapconv.exe) it is possible to use a regular &amp;quot;.png&amp;quot; file, with alpha channel removed.&lt;br /&gt;
&lt;br /&gt;
For a different size map, multiply the height/width of the map by 64 and add 1 to get the right size for the heightmap; multiply the height/width of the map by 512 to get the right size for the texture map.&lt;br /&gt;
&lt;br /&gt;
Different image formats ''might'' work but are just as likely to cause difficult-to-diagnose errors.&lt;br /&gt;
&lt;br /&gt;
Put these images in the same directory as pymapconv.exe from the previous step (may not strictly be required but keeps things simple).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Useful tools: Spring Map Edit (SME), Springboard, TerreSculptor, World Machine, GIMP, Blender, any image editing software really&lt;br /&gt;
&lt;br /&gt;
== Compile Your Map ==&lt;br /&gt;
Run pymapconv.exe and fill in the following fields...&lt;br /&gt;
* An output file name - ideally this should be the name of your map, possibly with a version number. File extension .smf, will also generate a .smt. '''IMPORTANT:''' Do not rename these files after compiling!&lt;br /&gt;
* Use the buttons to select the texture and heightmap images you made in the previous step.&lt;br /&gt;
* I expect the minimum/maximum height values to be overridden by mapinfo.lua later but you might as well set them.&lt;br /&gt;
* Scroll down to the NVDXT option and make sure it says &amp;quot;-Sinc -quality_highest&amp;quot;. Also probably a good idea to tick the CLEAN option.&lt;br /&gt;
* Untick everything else, press &amp;quot;Save options as&amp;quot; if you like, then press the &amp;quot;Compile&amp;quot; button.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Troubleshooting:&lt;br /&gt;
* If your map's minimap looks like it is from an old version of your map or a different map entirely, there is probably an old minimap file which the compiler is reading. In the directory where your compiler .exe is, delete any images which look like a minimap (probably something like mini.bmp and/or mini.dds) then recompile.&lt;br /&gt;
* If your map texture looks all pinkish ingame you probably renamed the .smf and .smt files. Regenerate them and be extra sure not to rename them this time. If the issue persists there might be other reasons this can happen, consult the #zkmap channel.&lt;br /&gt;
&lt;br /&gt;
== Construct .sdd File ==&lt;br /&gt;
* Rename ZKMapBlueprint_v0.0.sdd to have the name of your map. A version identifier is advisable as well. Keep the .sdd extension.&lt;br /&gt;
* Copy the .smf and .smt files produced by pymapconv.exe into the /maps subfolder of the .sdd folder. (There should be mapblueprint.smf and mapblueprint.smt files here, you can delete them.)&lt;br /&gt;
* In the root of the .sdd folder there should be a file &amp;quot;mapinfo.lua&amp;quot;. Open this with a text editor. This file contains a bunch of stuff but there are only a few items we are interested in for now:&lt;br /&gt;
** Near the start of the file change the ''author'', ''description'', ''name'', ''shortname'' and ''version'' variables to suit you and your map.&lt;br /&gt;
** Scroll down a bit to the &amp;quot;smf&amp;quot; section and change the ''maxheight'' and ''minheight'' numbers to suit your map. Also change the file name after ''smtFileName0'' so that it has your .smt file's name.&lt;br /&gt;
* To test your map, copy the .sdd directory into the /maps folder of your Zero-K install. In the settings make sure that &amp;quot;Only featured maps&amp;quot; is disabled. Then open a Skirmish game, click on the current map, select your map from the list, and play. (You might want to make the enemy AI inactive. The minimap in the lobby will be blank, don't worry about this for now.)&lt;br /&gt;
* If you want to change your map you will need to replace the files in your ZK maps folder, then restart ZK, in order to load the new version.&lt;br /&gt;
&lt;br /&gt;
== Metal and Startboxes ==&lt;br /&gt;
Now that you can look at your height and texturemap ingame this is a good time to sort out your metal spots and start locations. &lt;br /&gt;
=== Metal spots ===&lt;br /&gt;
In the /mapconfig subfolder of the .sdd file there is a &amp;quot;map_metal_layout.lua&amp;quot; file. The blueprint contains two metal spots as an example; replace them with your own.&lt;br /&gt;
&lt;br /&gt;
=== Startboxes ===&lt;br /&gt;
In the /mapconfig subfolder of the .sdd file there is a &amp;quot;map_startboxes.lua&amp;quot; file. This specifies each team's startboxes as well as default start locations.&lt;br /&gt;
&lt;br /&gt;
Some hints for configuring the metal and startbox files:&lt;br /&gt;
&lt;br /&gt;
* Startboxes are specified by their corner points reading clockwise around the polygon. More than one separate box for a given team is possible.&lt;br /&gt;
* Holding SPACE ingame will display a dialog box which (among other things) gives the X and Z coordinates of wherever your cursor is.&lt;br /&gt;
* The metal and startbox files are just LUA scripts. This means you don't have to write simple numbers to specify locations; you can perform arithmetic to make sure your map setup is symmetric (the startbox of the South-East team in the blueprint is an example). More advanced scripting is also possible, for example to make your startbox configuration dependent on the number of players or allyteams. See the [[http://zero-k.info/mediawiki/index.php?title=Startbox_API#Advanced_stuff Startbox API page]] .&lt;br /&gt;
&lt;br /&gt;
=== Useful Tools ===&lt;br /&gt;
&lt;br /&gt;
[[https://zero-k.info/mediawiki/index.php?title=ZK_Map_Making_Guide#Startbox_Editor_Widget Startbox Editor Widget]]&lt;br /&gt;
[[https://zero-k.info/mediawiki/index.php?title=ZK_Map_Making_Guide#Metal_Spot_Placer Metal Spot Placer]]&lt;br /&gt;
&lt;br /&gt;
== Optional Extras ==&lt;br /&gt;
Scroll down to section 3 to see how to add...&lt;br /&gt;
* Features (geovents, trees, rocks, etc)&lt;br /&gt;
* DNTS (fancy map details and specular map)&lt;br /&gt;
* Fancy mapinfo stuff (lighting, water effects, etc)&lt;br /&gt;
* Skybox&lt;br /&gt;
* Other nonsense (particle effects, sound, etc)&lt;br /&gt;
* Lava&lt;br /&gt;
&lt;br /&gt;
== Upload ==&lt;br /&gt;
&lt;br /&gt;
Compress the contents of the .sdd file into a 7z, then change the file extension to “.sd7”. &lt;br /&gt;
&lt;br /&gt;
If you remove the .sdd from your game maps directory and put the .sd7 in its place, the map should still work. It is a good idea to test the .sd7 before uploading since there are several *very* easy mistakes to make in the compression process.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' Make sure that when you open the archive you see mapinfo.lua and not your .sdd folder! If you get this wrong the map will not work correctly. If you get an error saying that a .smd file is missing this is probably the problem.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT:''' When you compress to 7z make sure the compression is “non-solid”. If using 7zip this is done by setting the &amp;quot;Solid Block size&amp;quot; option to &amp;quot;non solid&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Uploading to Zero-K Server ===&lt;br /&gt;
&lt;br /&gt;
* Go to https://zero-k.info/Maps&lt;br /&gt;
* Scroll down until you find the &amp;quot;Upload map or game (sd7 or sdz):&amp;quot; file on the right-hand side&lt;br /&gt;
* Upload your map&lt;br /&gt;
* Test your map on the live server so there is a publically accessible replay or two - games against AIs are fine&lt;br /&gt;
* Ask a moderator to support/feature your map (they will also tag it as 1v1/teams/hilly/flat/whatever as appropriate)&lt;br /&gt;
&lt;br /&gt;
If the upload step doesn't work there are two potential reasons:&lt;br /&gt;
* Your map isn't set up right. Test it locally again and make sure your map works.&lt;br /&gt;
* Something on the server has gone wrong. AFTER testing your map locally and finding that it works there, contact an admin. Uploading your map to a file-sharing service so the admin can look at it may help.&lt;br /&gt;
&lt;br /&gt;
=== For use in other Spring/Recoil games ===&lt;br /&gt;
&lt;br /&gt;
Consult the developers of whatever game you play to find out where they keep their maps these days. Then upload there.&lt;br /&gt;
&lt;br /&gt;
= Skeleton Of A Map =&lt;br /&gt;
&lt;br /&gt;
All you *really* need is the stuff in solid grey boxes: mapinfo.lua, .smf and .smt files, a metal layout, and a startbox config.&lt;br /&gt;
&lt;br /&gt;
[[File:Mapskeleton.png|The skeleton of a map]]&lt;br /&gt;
&lt;br /&gt;
(Note: Some of the things labelled as &amp;quot;necessary&amp;quot; probably technically aren't; there are many ways to construct a map that Spring will accept. This guide will walk you through one that should be reasonably coherent and up to date.)&lt;br /&gt;
&lt;br /&gt;
= Tools and Resources =&lt;br /&gt;
&lt;br /&gt;
== Springboard ==&lt;br /&gt;
&lt;br /&gt;
[https://springboard-core.readthedocs.io/en/latest/installing.html Springboard Documentation]&lt;br /&gt;
&lt;br /&gt;
[[Springboard Tutorial]] on this wiki (under construction)&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
[https://github.com/Spring-SpringBoard/SpringBoard-Core/ Github page]&lt;br /&gt;
Scroll down to the &amp;quot;Installing&amp;quot; section and get the appropriate installer.&lt;br /&gt;
&lt;br /&gt;
== SpringMapEdit ==&lt;br /&gt;
&lt;br /&gt;
No safe link to this known as of Jul 2023. RIP&lt;br /&gt;
&lt;br /&gt;
== Nobiax Texture Pack ==&lt;br /&gt;
&lt;br /&gt;
== Startbox Editor Widget ==&lt;br /&gt;
Load your map in ZK, open the ingame menu (F10), untick &amp;quot;Simple Settings&amp;quot; at the bottom, and navigate to &amp;quot;Settings/Toolbox&amp;quot;. Click &amp;quot;Toggle Start Zone Editor&amp;quot;, this should cause a new submenu to appear. Navigate to &amp;quot;Settings/Toolbox/Startbox Editor&amp;quot; then click &amp;quot;Use Mouse&amp;quot; to enable startbox editing. &lt;br /&gt;
&lt;br /&gt;
[[Image:Find_startbox_editor.png]]&lt;br /&gt;
&lt;br /&gt;
The startbox editor submenu contains instructions and the buttons have tooltips. The buttons can be clicked or have hotkeys set, like any other menu button, some suggested hotkeys are below.&lt;br /&gt;
&lt;br /&gt;
[[Image:Startbox_editor.png]]&lt;br /&gt;
&lt;br /&gt;
== Metal Spot Placer ==&lt;br /&gt;
Load your map in ZK, press Alt-F11 to access the widget list, press &amp;quot;Search&amp;quot; and enter &amp;quot;Metal Spot&amp;quot;. Enable the Metal Spot Placer widget. As per the ingame description:&lt;br /&gt;
* Press Alt-M to enable the widget&lt;br /&gt;
* Click in locations on the map to place metal points&lt;br /&gt;
* Press Alt-M again to disable the widget and print a list of metal points to the infolog&lt;br /&gt;
&lt;br /&gt;
Then open your infolog.txt (in the main zero-k directory) after you exit to retrieve the startbox information for copying into map_metal_layout.lua. Check that the metal point values for each mex point are as you want them to be. It's probably a good idea to turn the widget off after you are done with it.&lt;br /&gt;
&lt;br /&gt;
== Upspring ==&lt;br /&gt;
&lt;br /&gt;
A tool for modifying models like those of tree features, etc. Might be useful if a feature is too large, too small, or not centered properly. I'll leave this guide to somebody who actually understands modelling.&lt;br /&gt;
&lt;br /&gt;
= Other Stuff =&lt;br /&gt;
&lt;br /&gt;
== Features (geovents, trees, rocks, etc) ==&lt;br /&gt;
&lt;br /&gt;
This method of placing features requires you to have some s11n gadgets in /LuaRules/Gadgets and some s11n and lcs stuff in the /libs/ folder. If your map doesn't have these then get them from the blueprint or some other map.&lt;br /&gt;
&lt;br /&gt;
* Put the files defining the features you want in your map file. This includes a definition in the /features subdirectory, model files in the /objects3d directory, and textures in the /unittextures directory. The easiest way to get these is to borrow them from existing maps or from the features library [https://github.com/Spring-Helper-Projects/spring-features here].&lt;br /&gt;
* Load your map in Springboard&lt;br /&gt;
* Delete any features you have marking mex locations, otherwise you will end up with two copies of them and that is bad.&lt;br /&gt;
* Place features using Springboard.&lt;br /&gt;
* Open the &amp;quot;Export&amp;quot; window in Springboard, choose a file name, set the file type to &amp;quot;s11n object format&amp;quot; and export the file.&lt;br /&gt;
* The file will (probably?) have been exported to &amp;lt;springboard exe directory&amp;gt;/data/springboard/exports - copy this s11n file to the ./mapconfig subdirectory of your map.&lt;br /&gt;
* Make sure that in ./libs/s11n/s11n_load_map_features.lua that the &amp;quot;modelPath&amp;quot; variable points at your s11n file.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting: &lt;br /&gt;
* IF your features do not move when the ground under them is terraformed (a particular problem for geovents) go to ./libs/s11n/features_s11n.lua, look for the &amp;quot;CreateObject&amp;quot; function, and change it so that SetFeatureMoveCtrl is not being used to set MoveCtrl to true.&lt;br /&gt;
&lt;br /&gt;
== DNTS ==&lt;br /&gt;
&lt;br /&gt;
If you don't use DNTS but you do set detailTex in the &amp;quot;resources&amp;quot; section of mapinfo.lua then you will get some general detail map. This works better than flat colour but we can get fancier.&lt;br /&gt;
&lt;br /&gt;
* Put the .dds or .tga files defining the detail map (commonly grass, pebbles, rocks, etc.) you want in your /maps subdirectory. Again these are most easily found by borrowing from other maps. [http://beherith.eat-peet.net/stuff/nobiax_spring_dnts/nobiax_spring_dnts.html This page] has some that may work (possibly with some effort).&lt;br /&gt;
* In mapinfo.lua, in the &amp;quot;resources&amp;quot; section, set splatDetailNormalTex1, splatDetailNormalTex2, splatDetailNormalTex3, splatDetailNormalTex4 to point to your detail files. These will in order be defined by the red, green, blue and alpha channels of your distribution image.&lt;br /&gt;
* Set splatDistrTex to point to your distribution image. This defines where each detail type appears on your map. This image will be stretched over your map; powers of two in the resolution are advised.&lt;br /&gt;
* Set specularTex to point to your specular image; what colour of light will be reflected from each part of the map. It is easy to go overboard with this so taking your texture map, darkening it significantly (or possibly increasing its transparency), and tuning from there is an okay strategy. Again, this image will be stretched over your map; powers of two in the resolution are advised.&lt;br /&gt;
* There is also some lightemission thing that I have not used and don't really understand [https://springrts.com/wiki/Mapdev:lightemission here]. The example image looks like Otago so try asking TheMooseIsLoose for advice?&lt;br /&gt;
&lt;br /&gt;
== Water and lighting settings ==&lt;br /&gt;
&lt;br /&gt;
I'm not an expert, tune these for yourself until it looks good. Try reading [https://springrts.com/wiki/Mapdev:water these] [https://springrts.com/wiki/Mapdev:mapinfo.lua#Lighting pages].&lt;br /&gt;
&lt;br /&gt;
== Skybox ==&lt;br /&gt;
&lt;br /&gt;
Borrow one from some other map then set it in mapinfo.lua, atmosphere section, variable &amp;quot;skyBox&amp;quot;. If you want to make one yourself apparently pymapconv can put it in the right format.&lt;br /&gt;
&lt;br /&gt;
== Particle and sound effects ==&lt;br /&gt;
&lt;br /&gt;
Find a map that does the thing you want to do, look at how that map did it. For reference some fairly simple examples can be found in Rogues River (sound effects), Aurelian (precipitation), and Mercurial (plumes from the water).&lt;br /&gt;
&lt;br /&gt;
== Lava ==&lt;br /&gt;
&lt;br /&gt;
Good luck... I'm not sure anybody has come up with an entirely bug-free implementation of this yet. Banana Republic might be your best bet for a reference.&lt;br /&gt;
&lt;br /&gt;
== Lobby/Website minimap image ==&lt;br /&gt;
&lt;br /&gt;
This minimap image is generated from your map's texture, but unlike the ingame minimap does not have water drawn on it. If you would like your map's lobby/website image to be different, you need to create replacement images and provide them to somebody with the appropriate server access to overwrite the existing minimaps (not just any admin can do this; you are probably most likely to get a quick response from Aquanim or Anarchid). Ideally you only want to do this once, so wait until your map is up to a final release version before making the replacement image.&lt;br /&gt;
&lt;br /&gt;
Required images for a map called &amp;quot;map name v1.0&amp;quot;:&lt;br /&gt;
* A minimap image with the name map_name_v1.0.minimap.jpg with maximum height/width 1024.&lt;br /&gt;
* A thumbnail image with the name map_name_v1.0.thumbnail.jpg with maximum height/width 96.&lt;br /&gt;
'''IMPORTANT:''' Replace any spaces in your map name with underscores.&lt;br /&gt;
&lt;br /&gt;
Find the default images for your map on the server to figure out reasonable dimensions. Screenshotting your ingame minimap and then rescaling it is a reasonable way to get a minimap image with water on it.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}} [[Category: Development]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:Find_startbox_editor.png&amp;diff=10252</id>
		<title>File:Find startbox editor.png</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:Find_startbox_editor.png&amp;diff=10252"/>
		<updated>2025-10-18T23:53:00Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:Startbox_editor.png&amp;diff=10251</id>
		<title>File:Startbox editor.png</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:Startbox_editor.png&amp;diff=10251"/>
		<updated>2025-10-18T23:51:45Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10137</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10137"/>
		<updated>2025-10-05T00:35:43Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507330049932789813 Cold Take #27 - Widgets and Gadgets]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507331952079012159 Cold Take #28 - Vehicles and Bots]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/833845096900198411 Cold Take #29 - Aircraft, Ammo, and AA]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507335756658771149 Cold Take #30 - Base Building Blocks]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507337659552629023 Cold Take #31 - Terraform]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/526480042764534121 Cold Take #32 - Stun and Lightning]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/516348030198220274 Cold Take #33 - Give It Slow]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10130</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10130"/>
		<updated>2025-09-14T05:09:43Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507330049932789813 Cold Take #27 - Widgets and Gadgets]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507331952079012159 Cold Take #28 - Vehicles and Bots]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/833845096900198411 Cold Take #29 - Aircraft, Ammo, and AA]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507335756658771149 Cold Take #30 - Base Building Blocks]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507337659552629023 Cold Take #31 - Terraform]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/526480042764534121 Cold Take #32 - Stun and Lightning]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10129</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10129"/>
		<updated>2025-08-24T00:34:40Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507330049932789813 Cold Take #27 - Widgets and Gadgets]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507331952079012159 Cold Take #28 - Vehicles and Bots]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/833845096900198411 Cold Take #29 - Aircraft, Ammo, and AA]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507335756658771149 Cold Take #30 - Base Building Blocks]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507337659552629023 Cold Take #31 - Terraform]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10128</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10128"/>
		<updated>2025-08-16T11:24:56Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507330049932789813 Cold Take #27 - Widgets and Gadgets]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507331952079012159 Cold Take #28 - Vehicles and Bots]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/833845096900198411 Cold Take #29 - Aircraft, Ammo, and AA]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507335756658771149 Cold Take #30 - Base Building Blocks]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:GoogleFrog&amp;diff=10125</id>
		<title>User:GoogleFrog</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:GoogleFrog&amp;diff=10125"/>
		<updated>2025-07-26T23:38:31Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Posts ==&lt;br /&gt;
* [https://zero-k.info/Forum/Post/272019#272019 Battle split systems]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/38351?postID=269485 Status of projectile dodge AI]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/268346#268346 Realistic strengths and weaknesses of unit design]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/267676#267676 Patching exploits in the context of Revenant spire]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/265995#265995 Split as of May 2024]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/262077#262077 Why can't AA shoot at units that are launched into the air?]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/260498#260498 Resign votes and spectators]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/36557 Niarteloc: The Art of Zero-K]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/258844#258844 Why only one faction?]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/257355#257355 Quick Stat Tweak weekends idea]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/257669#257669 Strategic and tactical cloaking]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/256372#256372 Some stuff about playerbase size, that will probably age]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/256192#256192 Air factories can be countered by anti-air, and this is fine]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255888#255888 Why there are so few units that shoot while submerged]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255869#255869 Playing with numbers vs. playing with physical entities]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255629#255629 Attack move isn't the &amp;quot;fight optimally&amp;quot; command]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255624#255624 Mixed compositions are meant to outclass single-type armies (halfway down a response post)]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/254276#254276 Nanoframe decay]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250719#250719 An unoptimised introduction to log scoring]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250570#250570 The design principal of player ownership being irrelevant to the simulation]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250525#250525 History and design of the start box system]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250097#250097 A note on allied units blocking projectiles]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/249836#249836 Fuzzy information and the prediction-reveal loop of radar dots]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/249730#249730 Designing away the need for automation with Dante]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/249310#249310 Disarm and Self-D] (page 2, links to battle threads aren't great)&lt;br /&gt;
* [http://zero-k.info/Forum/Post/248257#248257 The impact-prominence ratio and complexity budget]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/247767#247767 More on air design and escallation]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/247421#247421 Air design vs. Starcraft]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/246201#246201 How powerful should dodge AI be?]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/245550#245550 Moderating respecting the efforts of your team]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/243736#243736 Physics vs. Balance and Fun]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/243706#243706 An example of latency and unfairness in unit AI widgets]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/242114#242114 Approaching balance and feedback]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/236480#236480 History of Zero-K]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/33533?postID=239075 Jumpjet physics]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/238679#238679 Big teams room splitting]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/32899?postID=235399 Win conditions]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/228033#228033 Guidlines for good UI interactions for widget and gadget development.]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/219329#219329 Widget development is not necessarily helpful for game development.]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/226780#226780 Levels of UI customisation.]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/230140#230140 The high-elo room conversation.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32161 Types of RTS Skill]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/27783?postID=197436 What does Starcraft 2 do well?]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11391?postID=116233 Macro, and why have powerful UI/automation?]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/231293#231293 Weapon behaviour is independent of target]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32336?postID=230904 Rank system proposal]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/231979#231979 What a good league should do]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32336?postID=230973 Similar league discussions]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/232595#232595 Riot/raider mix units]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31939?postID=227487 Approaches to balancing and design, factory RPS, mex cost.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/19692?postID=138089 Why do automation and what are its effects?]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/213041#213041 The retreat range bonus]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/29727?postID=213918 Superfluid release notes, to compare to origins.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28677?postID=205627 Preserving jank without sending units to space.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32548?postID=232977 Bomber design]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23199?postID=166182 GDS notes in chat log form]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23478?postID=169143 The infinite APM model, shared unit control, and decisions vs. actions]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31189?postID=219329 Stance on personal widgets and cheating implications]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31189?postID=219442 What sort of skills should ZK test?]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32203?postID=229649 Complexities involved in introducing new players]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28090?postID=205131 A thread on factory plates.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/6026?postID=72297 Against repulsion shields]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/9347?postID=100405 Terraform cost calculation]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/8920?postID=96441 Comparing ZK to Supreme Commander]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28707?postID=205955 Superweapon design goals]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24238?postID=176172 Two ways to implement smart units] [https://zero-k.info/Forum/Thread/24238?postID=176184 (with followup)]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/162734#162734 Shield link as a mechanic, not an AI (AI vs. baked behaviour)]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32308?postID=230629 Taking feedback]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24482?postID=178307 On armour classes]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11881?postID=121652 Bomber design history]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24039?postID=174191 Unit renames history]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24239?postID=176093 Opponent AI design]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/20965?postID=150979 Release notes introducing dynamic commander morphs]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24303?postID=176526 Expansion and aggression as the core of RTS]&lt;br /&gt;
&lt;br /&gt;
== Mod Requests ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/37598?postID=265805 Tech-K]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/256736#256736 Werewolf/Among Us]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/256735#256735 Upgradable Units]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/35281?postID=250344 Custom Factory Creation/Drafting]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/34788 Sleeper Agents]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/34953 Demon Gate KotH]&lt;br /&gt;
&lt;br /&gt;
== Rambly Low Quality Posts ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31530?postID=223057 Weapon consistency vsx outcome consistency.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31189?postID=219555 Messy response post about personal widgets.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/27262?postID=192770 A lengthy game analysis]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24039?postID=174191 Renames thread]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23234?postID=166656 Command panel design] and [https://zero-k.info/Forum/Thread/22553?postID=158781 another]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/10056?postID=110427 A reference for the old UI]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/6665?postID=81265 Sound design (a bit outdated)]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/9347?postID=100405 Technical details of terraform cost.]&lt;br /&gt;
&lt;br /&gt;
== Notable Release Notes ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23355?postID=167750 Sea rework]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/20965?postID=150979 Dynamic commanders]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31045?postID=218312 Terraform tweaks]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32102?postID=228632 Idle behaviour and simple command panel]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11434?postID=116072 Overkill prevention]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31937?postID=227228 Construction plates]&lt;br /&gt;
&lt;br /&gt;
== Old Balance Threads ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24988?postID=182489 Planetwars] [https://zero-k.info/Forum/Thread/24988?postID=182514 and another]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/6531?postID=120450 Shieldbots]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/11779?page=0 Widow]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/91314#91314 2018 Balance]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28449?postID=202701 Skuttle] and [https://zero-k.info/Forum/Thread/22161?postID=154195 more Skuttle]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11528?postID=116961 Nuke]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/8856?postID=95639 Detriment]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/1895?postID=17880 Amphbots]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/22947?postID=164029 Spiders]&lt;br /&gt;
&lt;br /&gt;
== Topics ==&lt;br /&gt;
* [https://zero-k.info/Forum/Post/260468#260468 Rank limits and player rooms becoming the large teams room by default]&lt;br /&gt;
* The old XP morph system: [https://zero-k.info/Forum/Thread/6714?postID=81408 1], [https://zero-k.info/Forum/Thread/9911?postID=108674 2], [https://zero-k.info/Forum/Post/108925#108925 3]&lt;br /&gt;
* Superfluid: [https://zero-k.info/Forum/Thread/29609?postID=213115 1], [https://zero-k.info/Forum/Thread/29727?postID=213918 2]&lt;br /&gt;
* Commshare: [https://zero-k.info/Forum/Post/223118#223118 1]&lt;br /&gt;
&lt;br /&gt;
=== Factories ===&lt;br /&gt;
Factories fall into a few categories that define a few themes:&lt;br /&gt;
* Vehicle: Rover, Tank, Hover.&lt;br /&gt;
* Bot: Cloak, Shield, Spider, Jump, Amph.&lt;br /&gt;
* Sea: Hover, Amph, Ship&lt;br /&gt;
* Air: Gunship, Plane&lt;br /&gt;
&lt;br /&gt;
Vehicle factories share a few traits:&lt;br /&gt;
* Their movement is generally speedy, cannot traverse steep cliffs, has noticeable turning circles.&lt;br /&gt;
* Vehicles posses the heaviest and most reliable artillery.&lt;br /&gt;
* Vehicles tend to lack solid skirmishers.&lt;br /&gt;
&lt;br /&gt;
Bot factories share a few traits:&lt;br /&gt;
* Can at least pass hilly terrain, are slower than vehicles, have good turn rates.&lt;br /&gt;
* More focused on a utility mechanic (see cloak, shield, jump, all-terrain, sinking).&lt;br /&gt;
* Has janky or nonexistent artillery.&lt;br /&gt;
* Good or efficient skirmisher units.&lt;br /&gt;
* Each has some take on a sneaky bomb/assassin type unit.&lt;br /&gt;
&lt;br /&gt;
Rover, Tank and Hover should be standard matchups on relatively large or flat maps. In this context:&lt;br /&gt;
* Rover: Emphasises general speed in its mainline units, but has the slowest main raider. Light and efficient.&lt;br /&gt;
* Tank: Emphasises escalation and assaults. Has raiders that can get it to the midgame.&lt;br /&gt;
* Hover: Emphasises glass cannons and extreme designs. A tenancy for precise energy weapons.&lt;br /&gt;
&lt;br /&gt;
Cloaky and Shield are cheap generalist factories. Their units are more efficient than vehicles, but are generally slower. Comparatively:&lt;br /&gt;
* Cloaky: Faster and prefers open areas due to direct fire weaponry. Glass cannon. Light units want to win by inflicting more losses than they take. Units are able to fend for themselves (eg Knight and Ronin are relatively good vs raiders).&lt;br /&gt;
* Shield: Tankier and prefers hilly terrain due to indirect fire. Can escalate and assault. Wants to win through efficiency and attrition. Units are quite vulnerable to hardcounters when not supporting each other.&lt;br /&gt;
&lt;br /&gt;
Spider and Jumpbot are more specialised bot factories. To do well they will likely need impassible terrain to exploit and a map that is not too large.&lt;br /&gt;
* Spider: Fairly straightfoward but lacks a true raider.&lt;br /&gt;
* Jump: Where all the janky units are stored.&lt;br /&gt;
&lt;br /&gt;
Amph and Hover would ideally be reasonable 3rd options on veh or bot maps.&lt;br /&gt;
* Hover: Currently works this way since it doesn't interact much with the water.&lt;br /&gt;
* Amph: Needs work to be more viable on land maps. It does not need to be as viable as Hover because the specialised bot factories can take up some of the slack.&lt;br /&gt;
&lt;br /&gt;
Gunship and Planes are support factories. They should be rarely 1v1 ploppable. They are intended to escalate the game in complexity past the first 8-10 minutes as AA becomes a consideration. Striders somewhat fill this role as well.&lt;br /&gt;
&lt;br /&gt;
Ship should be the backbone of sea play. While land could look like eight main factories and three support factories, sea looks more like one main factory and five support factories. If sea is a significant part of a battle then not having at least one Ship player is probably a mistake. To that end:&lt;br /&gt;
* Ship has 3 or 4 raider-ish units that can be made from the start of the game.&lt;br /&gt;
* Ships generally have bonkers stats compared to their ground counterparts.&lt;br /&gt;
&lt;br /&gt;
== Factory Issues ==&lt;br /&gt;
&lt;br /&gt;
=== Jumpbots ===&lt;br /&gt;
* Pyro is generally bad against raiders and too expensive for what it does, yet could be oppressive sometimes.&lt;br /&gt;
* Jumpjets break weapon velocity prediction. This will become important and annoying if Pyro ever sees much use (affecting matchups such as Glaive and Archer while leaving Duck and Dagger unaffected).&lt;br /&gt;
* Skuttle is annoying for all involved and doesn't interact after it goes off. Some people specialise in it, but it doesn't seem worth keeping overall.&lt;br /&gt;
* Very weak to turret spam.&lt;br /&gt;
&lt;br /&gt;
=== Spider ===&lt;br /&gt;
* Venom is annoying to use and to fight because it depends on overlapping AoE successfully. It also self-damages your own Fleas. &lt;br /&gt;
* Flea may need to be slightly better. Venom or Redback should be moved into the role of slow raider.&lt;br /&gt;
&lt;br /&gt;
=== Amphbot ===&lt;br /&gt;
* Generally a bit slow.&lt;br /&gt;
* Needs a Buoy to do many things on the map.&lt;br /&gt;
* Has no way to deal with Recluse or Rogue in the midgame.&lt;br /&gt;
* Very weak to turret spam.&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
* A single Outlaw is a bit too good at making a shieldball unattackable at Ravager range.&lt;br /&gt;
&lt;br /&gt;
== General Issues ==&lt;br /&gt;
* Stardust should gain almost nothing from attack ground. Essentially, it should automatically fire towards things that it could tickle with the edge of its AoE.&lt;br /&gt;
&lt;br /&gt;
== Todo ==&lt;br /&gt;
&lt;br /&gt;
=== Better Idle Behaviour ===&lt;br /&gt;
when a unit goes idle -&amp;gt; self-acquired attack command.&lt;br /&gt;
&lt;br /&gt;
1. If the target is a fleeiee, skirmiee or swarmiee then tactical AI almost as usual.&lt;br /&gt;
 * Move back to original position when re-idle.&lt;br /&gt;
 * If the target is too far from idle location, and I am closer to the idle location than the target (+ some constant), then Move back to original location.&lt;br /&gt;
&lt;br /&gt;
For example a Glaive may move back if the target is further than 500 elmos away from idle location and if the Glaive is 100 elmos closer to the idle location than the the target. Ronin may have similar numbers, but the upshot is that on retreat it won't be closer than its target to the idle location.&lt;br /&gt;
&lt;br /&gt;
2. Add an idle-only fleeiee table, mostly to be used for raiders against riots.&lt;br /&gt;
this seems exploitable (the Move command means that breaking vision against a target will be a way to bait) but I suppose the idea is decent basic behaviour&lt;br /&gt;
it is just meant to give you a bit of time to notice that something is happening&lt;br /&gt;
&lt;br /&gt;
Addendum: If a unit goes idle with an enemy in range then it should attack it without using idle tactical AI, as the user probably meant to tell the unit to attack.&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10122</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10122"/>
		<updated>2025-07-13T01:48:54Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507330049932789813 Cold Take #27 - Widgets and Gadgets]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507331952079012159 Cold Take #28 - Vehicles and Bots]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/833845096900198411 Cold Take #29 - Aircraft, Ammo, and AA]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10121</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10121"/>
		<updated>2025-06-22T00:18:15Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507330049932789813 Cold Take #27 - Widgets and Gadgets]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507331952079012159 Cold Take #28 - Vehicles and Bots]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10120</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10120"/>
		<updated>2025-06-01T00:31:32Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507330049932789813 Cold Take #27 - Widgets and Gadgets]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10119</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10119"/>
		<updated>2025-05-11T00:10:23Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507328146461165192 Cold Take #26 - Reliable Raven]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10116</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10116"/>
		<updated>2025-04-19T23:35:11Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507326244048601493 Cold Take #25 - Completely Free]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Reporting_Bugs&amp;diff=10115</id>
		<title>Reporting Bugs</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Reporting_Bugs&amp;diff=10115"/>
		<updated>2025-04-12T23:46:21Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To do a basic bug report do the following:&lt;br /&gt;
# Cause the bug to occur. This will often involve running a battle. If you can, put some unique sentence in the chat after you observe the bug, and tell people about this sentence later on.&lt;br /&gt;
# If the bug is a crash to desktop then skip to step 6, otherwise continue.&lt;br /&gt;
# Navigate back to the main menu of the lobby.&lt;br /&gt;
# In the main menu click Help, then click Report A Bug.&lt;br /&gt;
# Describe the bug, give the bug a title, and click Submit.&lt;br /&gt;
# Click 'Ok' on the Automated crash report dialogue that appears.&lt;br /&gt;
# Check the bug report tracker found [https://github.com/ZeroK-RTS/CrashReports/issues here] and find your report. It should be at the top of the page and recent. If all the reports are too old, then try refreshing the page.&lt;br /&gt;
# Tell someone about this bug, perhaps in #support in Discord or on the forum. Paste the bug report link from step 7 when you do so.&lt;br /&gt;
Taking and attaching a screenshot is vital for visual bugs.&lt;br /&gt;
&lt;br /&gt;
For crashes rather than bugs, skip straight to Step 7.&lt;br /&gt;
&lt;br /&gt;
For a more advanced bug report create a GitHub account and open an issue on the appropriate issue tracker:&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K Bugs in the game itself]&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Chobby Bugs in the main menu]&lt;br /&gt;
* [https://github.com/ZeroK-RTS/Zero-K-Infrastructure Bugs on the website]&lt;br /&gt;
Describe steps to reproduce the bug. Attaching images or linking a video is very helpful.&lt;br /&gt;
&lt;br /&gt;
= Reporting Desync =&lt;br /&gt;
&lt;br /&gt;
Reports of desync are made much more useful with the inclusion of a few files. The player who desynced needs to supply these files so that they can be checked against normal files from another player. The files, relative to the root Zero-K folder (found in steamapps), are:&lt;br /&gt;
# The appropriate &amp;lt;code&amp;gt;ClientGameState&amp;lt;/code&amp;gt; file in the root directory. These don't have a naming convention, but the first line of the file is the map name, and the file creation date should match the time of the desync.&lt;br /&gt;
# Your locally saved replay of the game, found in &amp;lt;code&amp;gt;demos/&amp;lt;/code&amp;gt;. The file name contains the name of the map.&lt;br /&gt;
# Your&amp;lt;code&amp;gt;infolog.txt&amp;lt;/code&amp;gt; file, if the desync happened since the last time the ZK menu was opened. Older logs are found in &amp;lt;code&amp;gt;log/&amp;lt;/code&amp;gt;.&lt;br /&gt;
# The two path cache files matching the map name, found in &amp;lt;code&amp;gt;cache/paths/&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The battle link is also useful. This can be found under recent battles on your home page when logged in: https://zero-k.info/&lt;br /&gt;
&lt;br /&gt;
Another great help is running the replay and reporting whether the game you see in the replay is the same as the one that happened the first time around.&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10114</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10114"/>
		<updated>2025-03-29T23:22:02Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/507324341817443814 Cold Take #24 - Balancing Burst Breakpoints]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10111</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10111"/>
		<updated>2025-03-08T23:08:18Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/524210941165831358 Cold Take #23 - Against Space]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10110</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10110"/>
		<updated>2025-02-16T00:08:18Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/714486304366133275 Cold Take #22 - Radar and the Limits of Vision]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10109</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10109"/>
		<updated>2025-01-26T00:37:29Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10108</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10108"/>
		<updated>2025-01-26T00:37:04Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. A new one is released every second Sunday. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4518891123292895731|Cold Take|20 - Teamwork By Default}}&lt;br /&gt;
= [https://store.steampowered.com/news/app/334920/view/542221535791809338 Cold Take #21 - To See What You Can See]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10105</id>
		<title>Battle Options</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10105"/>
		<updated>2025-01-06T03:07:25Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Important =&lt;br /&gt;
&lt;br /&gt;
= Multipliers =&lt;br /&gt;
&lt;br /&gt;
== Team X Income Multiplier ==&lt;br /&gt;
Multiplies the income of team X. This option is intended to be used as a handicap system. The values affected are:&lt;br /&gt;
* Innate income (defaults to +2/+2).&lt;br /&gt;
* Commander income (defaults to +4/+6).&lt;br /&gt;
* Base metal extractor income. Overdrive is multiplicative with team income multiplier.&lt;br /&gt;
* Energy structure income. Overdrive grid contribution is affected too as it depends directly on energy income.&lt;br /&gt;
* All buildpower (commander, constructor, factories, plates, Athena, Puppy, Artemis, Trinity, Scylla)&lt;br /&gt;
&lt;br /&gt;
By increasing incomes uniformly, the multiplier can (mostly) be seen as dividing costs. Buildpower is multiplied because time is a cost, and so that ratios of production capacity to income are unaffected. If the system directly reduced cost, then cheaper units would drop smaller wrecks and have lower mass, which would be messy. Multiplying incomes lets combat units behave identically regardless of their teams handicap.&lt;br /&gt;
&lt;br /&gt;
The main difference between decreasing cost and increasing income is reclaim. A reclaim field is worth the same amount of &amp;quot;potential expenditure&amp;quot; (aka unit construction) to all teams regardless of handicap, but it is proportionally less valuable for teams with a higher income multiplier. A team with a handicap can reclaim faster due to increased buildpower, but doesn't get any extra total metal from the field.&lt;br /&gt;
&lt;br /&gt;
Combat oriented abilities such as autorepair, drone construction, and shield charge rate are not affected by income multipliers. Captured or resurrected units gain the income multiplier of their new team, it is not retained.&lt;br /&gt;
&lt;br /&gt;
Income multipliers are unrelated to AI difficulty as none of the AIs cheat.&lt;br /&gt;
&lt;br /&gt;
== Automatic Handicap ==&lt;br /&gt;
Automatically sets Team 1 and 2 Income multipliers based on the gap in average rating. This modoption is used by the handicap matchmaker queue.&lt;br /&gt;
&lt;br /&gt;
= Silly =&lt;br /&gt;
&lt;br /&gt;
= Experimental =&lt;br /&gt;
&lt;br /&gt;
== Tech-K ==&lt;br /&gt;
Zero-K with unlimited tech levels. Units of a higher tech level have the following modifiers.&lt;br /&gt;
* Double cost, mass, build power, shield regeneration and health regeneration.&lt;br /&gt;
* Double the projectiles, death explosions and wreckage, with slightly more spread.&lt;br /&gt;
* Double the rate of miscellaneous rate-based abilities, such as teleportation.&lt;br /&gt;
* 80% more maximum shield charge.&lt;br /&gt;
* 10% more weapon and jump range.&lt;br /&gt;
* 25% more metal extractor income.&lt;br /&gt;
* 200% more energy income (so 3x the income).&lt;br /&gt;
* They are slightly larger, and are tinted various scary colours.&lt;br /&gt;
Tech levels are multiplicative, so an Advanced Advanced unit has 4x the cost and health of the basic version.&lt;br /&gt;
&lt;br /&gt;
Players climb tech levels by upgrading their factory. Every constructor has a new command call Tech Up. This command has two uses.&lt;br /&gt;
* Use Tech Up on a matching factory to upgrade it to the level above that of the constructor.&lt;br /&gt;
* Use Tech Up on any other structure to upgrade it to the same level as the constructor.&lt;br /&gt;
There are modifier keys in the tooltip of the command to help advanced constructors only upgrade mexes or energy structures.&lt;br /&gt;
&lt;br /&gt;
The gadget for the option is [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/unit_tech_k.lua can be found here], and contains examples of how to apply these modifiers.&lt;br /&gt;
&lt;br /&gt;
= Chicken =&lt;br /&gt;
&lt;br /&gt;
= Map =&lt;br /&gt;
&lt;br /&gt;
= Start =&lt;br /&gt;
&lt;br /&gt;
== Disable units ==&lt;br /&gt;
&lt;br /&gt;
Enter a list of unit names to make them unbuildable in the game. The units are separated by '+'. For example enter &amp;quot;Starlight+Disco Rave Party+Zenith&amp;quot; to disable the three superweapons.&lt;br /&gt;
&lt;br /&gt;
Units can also be disabled by their internal names, found here: https://github.com/ZeroK-RTS/Zero-K/tree/master/units&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10104</id>
		<title>Battle Options</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10104"/>
		<updated>2024-12-23T01:07:03Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: /* Tech-K */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Important =&lt;br /&gt;
&lt;br /&gt;
= Multipliers =&lt;br /&gt;
&lt;br /&gt;
== Team X Income Multiplier ==&lt;br /&gt;
Multiplies the income of team X. This option is intended to be used as a handicap system. The values affected are:&lt;br /&gt;
* Innate income (defaults to +2/+2).&lt;br /&gt;
* Commander income (defaults to +4/+6).&lt;br /&gt;
* Base metal extractor income. Overdrive is multiplicative with team income multiplier.&lt;br /&gt;
* Energy structure income. Overdrive grid contribution is affected too as it depends directly on energy income.&lt;br /&gt;
* All buildpower (commander, constructor, factories, plates, Athena, Puppy, Artemis, Trinity, Scylla)&lt;br /&gt;
&lt;br /&gt;
By increasing incomes uniformly, the multiplier can (mostly) be seen as dividing costs. Buildpower is multiplied because time is a cost, and so that ratios of production capacity to income are unaffected. If the system directly reduced cost, then cheaper units would drop smaller wrecks and have lower mass, which would be messy. Multiplying incomes lets combat units behave identically regardless of their teams handicap.&lt;br /&gt;
&lt;br /&gt;
The main difference between decreasing cost and increasing income is reclaim. A reclaim field is worth the same amount of &amp;quot;potential expenditure&amp;quot; (aka unit construction) to all teams regardless of handicap, but it is proportionally less valuable for teams with a higher income multiplier. A team with a handicap can reclaim faster due to increased buildpower, but doesn't get any extra total metal from the field.&lt;br /&gt;
&lt;br /&gt;
Combat oriented abilities such as autorepair, drone construction, and shield charge rate are not affected by income multipliers. Captured or resurrected units gain the income multiplier of their new team, it is not retained.&lt;br /&gt;
&lt;br /&gt;
Income multipliers are unrelated to AI difficulty as none of the AIs cheat.&lt;br /&gt;
&lt;br /&gt;
== Automatic Handicap ==&lt;br /&gt;
Automatically sets Team 1 and 2 Income multipliers based on the gap in average rating. This modoption is used by the handicap matchmaker queue.&lt;br /&gt;
&lt;br /&gt;
= Silly =&lt;br /&gt;
&lt;br /&gt;
= Experimental =&lt;br /&gt;
&lt;br /&gt;
== Tech-K ==&lt;br /&gt;
Zero-K with unlimited tech levels. Units of a higher tech level have the following modifiers.&lt;br /&gt;
* Double cost, mass, build power, shield regeneration and health regeneration.&lt;br /&gt;
* Double the projectiles, death explosions and wreckage, with slightly more spread.&lt;br /&gt;
* Double the rate of miscellaneous rate-based abilities, such as teleportation.&lt;br /&gt;
* 80% more maximum shield charge.&lt;br /&gt;
* 10% more weapon and jump range.&lt;br /&gt;
* 25% more metal extractor income.&lt;br /&gt;
* 200% more energy income (so 3x the income).&lt;br /&gt;
* They are slightly larger, and are tinted various scary colours.&lt;br /&gt;
Tech levels are multiplicative, so an Advanced Advanced unit has 4x the cost and health of the basic version.&lt;br /&gt;
&lt;br /&gt;
Players climb tech levels by upgrading their factory. Every constructor has a new command call Tech Up. This command has two uses.&lt;br /&gt;
* Use Tech Up on a matching factory to upgrade it to the level above that of the constructor.&lt;br /&gt;
* Use Tech Up on any other structure to upgrade it to the same level as the constructor.&lt;br /&gt;
There are modifier keys in the tooltip of the command to help advanced constructors only upgrade mexes or energy structures.&lt;br /&gt;
&lt;br /&gt;
The gadget for the option is [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/unit_tech_k.lua can be found here], and contains examples of how to apply these modifiers.&lt;br /&gt;
&lt;br /&gt;
= Chicken =&lt;br /&gt;
&lt;br /&gt;
= Map =&lt;br /&gt;
&lt;br /&gt;
= Start =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10103</id>
		<title>Battle Options</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10103"/>
		<updated>2024-12-23T00:41:30Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: /* Tech-K */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Important =&lt;br /&gt;
&lt;br /&gt;
= Multipliers =&lt;br /&gt;
&lt;br /&gt;
== Team X Income Multiplier ==&lt;br /&gt;
Multiplies the income of team X. This option is intended to be used as a handicap system. The values affected are:&lt;br /&gt;
* Innate income (defaults to +2/+2).&lt;br /&gt;
* Commander income (defaults to +4/+6).&lt;br /&gt;
* Base metal extractor income. Overdrive is multiplicative with team income multiplier.&lt;br /&gt;
* Energy structure income. Overdrive grid contribution is affected too as it depends directly on energy income.&lt;br /&gt;
* All buildpower (commander, constructor, factories, plates, Athena, Puppy, Artemis, Trinity, Scylla)&lt;br /&gt;
&lt;br /&gt;
By increasing incomes uniformly, the multiplier can (mostly) be seen as dividing costs. Buildpower is multiplied because time is a cost, and so that ratios of production capacity to income are unaffected. If the system directly reduced cost, then cheaper units would drop smaller wrecks and have lower mass, which would be messy. Multiplying incomes lets combat units behave identically regardless of their teams handicap.&lt;br /&gt;
&lt;br /&gt;
The main difference between decreasing cost and increasing income is reclaim. A reclaim field is worth the same amount of &amp;quot;potential expenditure&amp;quot; (aka unit construction) to all teams regardless of handicap, but it is proportionally less valuable for teams with a higher income multiplier. A team with a handicap can reclaim faster due to increased buildpower, but doesn't get any extra total metal from the field.&lt;br /&gt;
&lt;br /&gt;
Combat oriented abilities such as autorepair, drone construction, and shield charge rate are not affected by income multipliers. Captured or resurrected units gain the income multiplier of their new team, it is not retained.&lt;br /&gt;
&lt;br /&gt;
Income multipliers are unrelated to AI difficulty as none of the AIs cheat.&lt;br /&gt;
&lt;br /&gt;
== Automatic Handicap ==&lt;br /&gt;
Automatically sets Team 1 and 2 Income multipliers based on the gap in average rating. This modoption is used by the handicap matchmaker queue.&lt;br /&gt;
&lt;br /&gt;
= Silly =&lt;br /&gt;
&lt;br /&gt;
= Experimental =&lt;br /&gt;
&lt;br /&gt;
== Tech-K ==&lt;br /&gt;
Zero-K with unlimited tech levels. Units of a higher tech level have the following modifiers.&lt;br /&gt;
* Double cost, mass, build power, shield regeneration and health regeneration.&lt;br /&gt;
* Double the projectiles, death explosions and wreckage, with slightly more spread.&lt;br /&gt;
* 80% more maximum shield charge.&lt;br /&gt;
* 10% more weapon and jump range.&lt;br /&gt;
* 25% more metal extractor income.&lt;br /&gt;
* 200% more energy income (so 3x the income).&lt;br /&gt;
* They are slightly larger, and are tinted various scary colours.&lt;br /&gt;
Tech levels are multiplicative, so an Advanced Advanced unit has 4x the cost and health of the basic version.&lt;br /&gt;
&lt;br /&gt;
Players climb tech levels by upgrading their factory. Every constructor has a new command call Tech Up. This command has two uses.&lt;br /&gt;
* Use Tech Up on a matching factory to upgrade it to the level above that of the constructor.&lt;br /&gt;
* Use Tech Up on any other structure to upgrade it to the same level as the constructor.&lt;br /&gt;
There are modifier keys in the tooltip of the command to help advanced constructors only upgrade mexes or energy structures.&lt;br /&gt;
&lt;br /&gt;
The gadget for the option is [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/unit_tech_k.lua can be found here], and contains examples of how to apply these modifiers.&lt;br /&gt;
&lt;br /&gt;
= Chicken =&lt;br /&gt;
&lt;br /&gt;
= Map =&lt;br /&gt;
&lt;br /&gt;
= Start =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10102</id>
		<title>Battle Options</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10102"/>
		<updated>2024-12-23T00:39:29Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: /* Tech-K */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Important =&lt;br /&gt;
&lt;br /&gt;
= Multipliers =&lt;br /&gt;
&lt;br /&gt;
== Team X Income Multiplier ==&lt;br /&gt;
Multiplies the income of team X. This option is intended to be used as a handicap system. The values affected are:&lt;br /&gt;
* Innate income (defaults to +2/+2).&lt;br /&gt;
* Commander income (defaults to +4/+6).&lt;br /&gt;
* Base metal extractor income. Overdrive is multiplicative with team income multiplier.&lt;br /&gt;
* Energy structure income. Overdrive grid contribution is affected too as it depends directly on energy income.&lt;br /&gt;
* All buildpower (commander, constructor, factories, plates, Athena, Puppy, Artemis, Trinity, Scylla)&lt;br /&gt;
&lt;br /&gt;
By increasing incomes uniformly, the multiplier can (mostly) be seen as dividing costs. Buildpower is multiplied because time is a cost, and so that ratios of production capacity to income are unaffected. If the system directly reduced cost, then cheaper units would drop smaller wrecks and have lower mass, which would be messy. Multiplying incomes lets combat units behave identically regardless of their teams handicap.&lt;br /&gt;
&lt;br /&gt;
The main difference between decreasing cost and increasing income is reclaim. A reclaim field is worth the same amount of &amp;quot;potential expenditure&amp;quot; (aka unit construction) to all teams regardless of handicap, but it is proportionally less valuable for teams with a higher income multiplier. A team with a handicap can reclaim faster due to increased buildpower, but doesn't get any extra total metal from the field.&lt;br /&gt;
&lt;br /&gt;
Combat oriented abilities such as autorepair, drone construction, and shield charge rate are not affected by income multipliers. Captured or resurrected units gain the income multiplier of their new team, it is not retained.&lt;br /&gt;
&lt;br /&gt;
Income multipliers are unrelated to AI difficulty as none of the AIs cheat.&lt;br /&gt;
&lt;br /&gt;
== Automatic Handicap ==&lt;br /&gt;
Automatically sets Team 1 and 2 Income multipliers based on the gap in average rating. This modoption is used by the handicap matchmaker queue.&lt;br /&gt;
&lt;br /&gt;
= Silly =&lt;br /&gt;
&lt;br /&gt;
= Experimental =&lt;br /&gt;
&lt;br /&gt;
== Tech-K ==&lt;br /&gt;
Zero-K with unlimited tech levels. Units of a higher tech level have the following modifiers.&lt;br /&gt;
* Double cost, mass, build power, shield regeneration and health regeneration.&lt;br /&gt;
* Double the projectiles, death explosions and wreckage, with slightly more spread.&lt;br /&gt;
* 80% more maximum shield charge.&lt;br /&gt;
* 10% more weapon and jump range.&lt;br /&gt;
* 25% more metal extractor income.&lt;br /&gt;
* 200% more energy income (so 3x the income).&lt;br /&gt;
* They are slightly larger, and are tinted various scary colours.&lt;br /&gt;
Tech levels are multiplicative, so an Advanced Advanced unit has 4x the cost and health of the basic version.&lt;br /&gt;
&lt;br /&gt;
Players climb tech levels by upgrading their factory. Every constructor (aside from the Commander) has a new command call Tech Up. This command has two uses.&lt;br /&gt;
* Use Tech Up on a matching factory to upgrade it to the level above that of the constructor.&lt;br /&gt;
* Use Tech Up on any other structure to upgrade it to the same level as the constructor.&lt;br /&gt;
There are modifier keys in the tooltip of the command to help advanced constructors only upgrade mexes or energy structures.&lt;br /&gt;
&lt;br /&gt;
The gadget for the option is [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/unit_tech_k.lua can be found here], and contains examples of how to apply these modifiers.&lt;br /&gt;
&lt;br /&gt;
= Chicken =&lt;br /&gt;
&lt;br /&gt;
= Map =&lt;br /&gt;
&lt;br /&gt;
= Start =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10101</id>
		<title>Battle Options</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10101"/>
		<updated>2024-12-23T00:38:43Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: /* Tech-K */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Important =&lt;br /&gt;
&lt;br /&gt;
= Multipliers =&lt;br /&gt;
&lt;br /&gt;
== Team X Income Multiplier ==&lt;br /&gt;
Multiplies the income of team X. This option is intended to be used as a handicap system. The values affected are:&lt;br /&gt;
* Innate income (defaults to +2/+2).&lt;br /&gt;
* Commander income (defaults to +4/+6).&lt;br /&gt;
* Base metal extractor income. Overdrive is multiplicative with team income multiplier.&lt;br /&gt;
* Energy structure income. Overdrive grid contribution is affected too as it depends directly on energy income.&lt;br /&gt;
* All buildpower (commander, constructor, factories, plates, Athena, Puppy, Artemis, Trinity, Scylla)&lt;br /&gt;
&lt;br /&gt;
By increasing incomes uniformly, the multiplier can (mostly) be seen as dividing costs. Buildpower is multiplied because time is a cost, and so that ratios of production capacity to income are unaffected. If the system directly reduced cost, then cheaper units would drop smaller wrecks and have lower mass, which would be messy. Multiplying incomes lets combat units behave identically regardless of their teams handicap.&lt;br /&gt;
&lt;br /&gt;
The main difference between decreasing cost and increasing income is reclaim. A reclaim field is worth the same amount of &amp;quot;potential expenditure&amp;quot; (aka unit construction) to all teams regardless of handicap, but it is proportionally less valuable for teams with a higher income multiplier. A team with a handicap can reclaim faster due to increased buildpower, but doesn't get any extra total metal from the field.&lt;br /&gt;
&lt;br /&gt;
Combat oriented abilities such as autorepair, drone construction, and shield charge rate are not affected by income multipliers. Captured or resurrected units gain the income multiplier of their new team, it is not retained.&lt;br /&gt;
&lt;br /&gt;
Income multipliers are unrelated to AI difficulty as none of the AIs cheat.&lt;br /&gt;
&lt;br /&gt;
== Automatic Handicap ==&lt;br /&gt;
Automatically sets Team 1 and 2 Income multipliers based on the gap in average rating. This modoption is used by the handicap matchmaker queue.&lt;br /&gt;
&lt;br /&gt;
= Silly =&lt;br /&gt;
&lt;br /&gt;
= Experimental =&lt;br /&gt;
&lt;br /&gt;
== Tech-K ==&lt;br /&gt;
Zero-K with unlimited tech levels. Units of a higher tech level have the following modifiers.&lt;br /&gt;
* Double cost, mass, build power, shield regeneration and health regeneration.&lt;br /&gt;
* Double the projectiles, death explosions and wreckage, with slightly more spread.&lt;br /&gt;
* 10% more weapon and jump range.&lt;br /&gt;
* 25% more metal extractor income.&lt;br /&gt;
* 200% more energy income (so 3x the income).&lt;br /&gt;
* They are slightly larger, and are tinted various scary colours.&lt;br /&gt;
Tech levels are multiplicative, so an Advanced Advanced unit has 4x the cost and health of the basic version.&lt;br /&gt;
&lt;br /&gt;
Players climb tech levels by upgrading their factory. Every constructor (aside from the Commander) has a new command call Tech Up. This command has two uses.&lt;br /&gt;
* Use Tech Up on a matching factory to upgrade it to the level above that of the constructor.&lt;br /&gt;
* Use Tech Up on any other structure to upgrade it to the same level as the constructor.&lt;br /&gt;
There are modifier keys in the tooltip of the command to help advanced constructors only upgrade mexes or energy structures.&lt;br /&gt;
&lt;br /&gt;
The gadget for the option is [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/unit_tech_k.lua can be found here], and contains examples of how to apply these modifiers.&lt;br /&gt;
&lt;br /&gt;
= Chicken =&lt;br /&gt;
&lt;br /&gt;
= Map =&lt;br /&gt;
&lt;br /&gt;
= Start =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10100</id>
		<title>Battle Options</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10100"/>
		<updated>2024-12-23T00:33:34Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: /* Tech-K */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Important =&lt;br /&gt;
&lt;br /&gt;
= Multipliers =&lt;br /&gt;
&lt;br /&gt;
== Team X Income Multiplier ==&lt;br /&gt;
Multiplies the income of team X. This option is intended to be used as a handicap system. The values affected are:&lt;br /&gt;
* Innate income (defaults to +2/+2).&lt;br /&gt;
* Commander income (defaults to +4/+6).&lt;br /&gt;
* Base metal extractor income. Overdrive is multiplicative with team income multiplier.&lt;br /&gt;
* Energy structure income. Overdrive grid contribution is affected too as it depends directly on energy income.&lt;br /&gt;
* All buildpower (commander, constructor, factories, plates, Athena, Puppy, Artemis, Trinity, Scylla)&lt;br /&gt;
&lt;br /&gt;
By increasing incomes uniformly, the multiplier can (mostly) be seen as dividing costs. Buildpower is multiplied because time is a cost, and so that ratios of production capacity to income are unaffected. If the system directly reduced cost, then cheaper units would drop smaller wrecks and have lower mass, which would be messy. Multiplying incomes lets combat units behave identically regardless of their teams handicap.&lt;br /&gt;
&lt;br /&gt;
The main difference between decreasing cost and increasing income is reclaim. A reclaim field is worth the same amount of &amp;quot;potential expenditure&amp;quot; (aka unit construction) to all teams regardless of handicap, but it is proportionally less valuable for teams with a higher income multiplier. A team with a handicap can reclaim faster due to increased buildpower, but doesn't get any extra total metal from the field.&lt;br /&gt;
&lt;br /&gt;
Combat oriented abilities such as autorepair, drone construction, and shield charge rate are not affected by income multipliers. Captured or resurrected units gain the income multiplier of their new team, it is not retained.&lt;br /&gt;
&lt;br /&gt;
Income multipliers are unrelated to AI difficulty as none of the AIs cheat.&lt;br /&gt;
&lt;br /&gt;
== Automatic Handicap ==&lt;br /&gt;
Automatically sets Team 1 and 2 Income multipliers based on the gap in average rating. This modoption is used by the handicap matchmaker queue.&lt;br /&gt;
&lt;br /&gt;
= Silly =&lt;br /&gt;
&lt;br /&gt;
= Experimental =&lt;br /&gt;
&lt;br /&gt;
== Tech-K ==&lt;br /&gt;
Zero-K with unlimited tech levels. Units of a higher tech level have the following modifiers.&lt;br /&gt;
* Double cost, mass, build power, shield regeneration and health regeneration.&lt;br /&gt;
* They shoot twice as many projectiles, with slightly more spread, dealing approximately double damage.&lt;br /&gt;
* 10% more weapon and jump range.&lt;br /&gt;
* 25% more metal extractor income.&lt;br /&gt;
* 200% more energy income (so 3x the income).&lt;br /&gt;
* They drop twice as much wreckage.&lt;br /&gt;
* They are slightly larger, and are tinted various scary colours.&lt;br /&gt;
Tech levels are multiplicative, so an Advanced Advanced unit has 4x the cost and health of the basic version.&lt;br /&gt;
&lt;br /&gt;
Players climb tech levels by upgrading their factory. Every constructor (aside from the Commander) has a new command call Tech Up. This command has two uses.&lt;br /&gt;
* Use Tech Up on a matching factory to upgrade it to the level above that of the constructor.&lt;br /&gt;
* Use Tech Up on any other structure to upgrade it to the same level as the constructor.&lt;br /&gt;
There are modifier keys in the tooltip of the command to help advanced constructors only upgrade mexes or energy structures.&lt;br /&gt;
&lt;br /&gt;
The gadget for the option is [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/unit_tech_k.lua can be found here], and contains examples of how to apply these modifiers.&lt;br /&gt;
&lt;br /&gt;
= Chicken =&lt;br /&gt;
&lt;br /&gt;
= Map =&lt;br /&gt;
&lt;br /&gt;
= Start =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10099</id>
		<title>Battle Options</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Battle_Options&amp;diff=10099"/>
		<updated>2024-12-23T00:31:07Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Important =&lt;br /&gt;
&lt;br /&gt;
= Multipliers =&lt;br /&gt;
&lt;br /&gt;
== Team X Income Multiplier ==&lt;br /&gt;
Multiplies the income of team X. This option is intended to be used as a handicap system. The values affected are:&lt;br /&gt;
* Innate income (defaults to +2/+2).&lt;br /&gt;
* Commander income (defaults to +4/+6).&lt;br /&gt;
* Base metal extractor income. Overdrive is multiplicative with team income multiplier.&lt;br /&gt;
* Energy structure income. Overdrive grid contribution is affected too as it depends directly on energy income.&lt;br /&gt;
* All buildpower (commander, constructor, factories, plates, Athena, Puppy, Artemis, Trinity, Scylla)&lt;br /&gt;
&lt;br /&gt;
By increasing incomes uniformly, the multiplier can (mostly) be seen as dividing costs. Buildpower is multiplied because time is a cost, and so that ratios of production capacity to income are unaffected. If the system directly reduced cost, then cheaper units would drop smaller wrecks and have lower mass, which would be messy. Multiplying incomes lets combat units behave identically regardless of their teams handicap.&lt;br /&gt;
&lt;br /&gt;
The main difference between decreasing cost and increasing income is reclaim. A reclaim field is worth the same amount of &amp;quot;potential expenditure&amp;quot; (aka unit construction) to all teams regardless of handicap, but it is proportionally less valuable for teams with a higher income multiplier. A team with a handicap can reclaim faster due to increased buildpower, but doesn't get any extra total metal from the field.&lt;br /&gt;
&lt;br /&gt;
Combat oriented abilities such as autorepair, drone construction, and shield charge rate are not affected by income multipliers. Captured or resurrected units gain the income multiplier of their new team, it is not retained.&lt;br /&gt;
&lt;br /&gt;
Income multipliers are unrelated to AI difficulty as none of the AIs cheat.&lt;br /&gt;
&lt;br /&gt;
== Automatic Handicap ==&lt;br /&gt;
Automatically sets Team 1 and 2 Income multipliers based on the gap in average rating. This modoption is used by the handicap matchmaker queue.&lt;br /&gt;
&lt;br /&gt;
= Silly =&lt;br /&gt;
&lt;br /&gt;
= Experimental =&lt;br /&gt;
&lt;br /&gt;
== Tech-K ==&lt;br /&gt;
Zero-K with unlimited tech levels. Units of a higher tech level have the following modifiers.&lt;br /&gt;
* Double cost, mass, build power, shield regeneration and health regeneration.&lt;br /&gt;
* They shoot twice as many projectiles, with slightly more spread, dealing approximately double damage.&lt;br /&gt;
* 10% more weapon and jump range.&lt;br /&gt;
* 25% more metal extractor income.&lt;br /&gt;
* 200% more energy income (so 3x the income).&lt;br /&gt;
* They drop twice as much wreckage.&lt;br /&gt;
* They are slightly larger, and are tinted various scary colours.&lt;br /&gt;
Tech levels are multiplicative, so an Advanced Advanced unit has 4x the cost and health of the basic version.&lt;br /&gt;
&lt;br /&gt;
Players climb tech levels by upgrading their factory. Every constructor (aside from the Commander) has a new command call Tech Up. This command has two uses.&lt;br /&gt;
* Use Tech Up on a matching factory to upgrade it to one level more than the constructor.&lt;br /&gt;
* Use Tech Up on any other structure to upgrade it to the same level as the constructor.&lt;br /&gt;
There are modifier keys in the tooltip of the command to help advanced constructors only upgrade mexes or energy structures.&lt;br /&gt;
&lt;br /&gt;
The gadget for the option is [https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaRules/Gadgets/unit_tech_k.lua can be found here], and contains examples of how to apply these modifiers.&lt;br /&gt;
&lt;br /&gt;
= Chicken =&lt;br /&gt;
&lt;br /&gt;
= Map =&lt;br /&gt;
&lt;br /&gt;
= Start =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:GoogleFrog&amp;diff=10098</id>
		<title>User:GoogleFrog</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:GoogleFrog&amp;diff=10098"/>
		<updated>2024-12-22T06:22:45Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: /* Posts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Posts ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/38351?postID=269485 Status of projectile dodge AI]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/268346#268346 Realistic strengths and weaknesses of unit design]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/267676#267676 Patching exploits in the context of Revenant spire]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/265995#265995 Split as of May 2024]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/262077#262077 Why can't AA shoot at units that are launched into the air?]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/260498#260498 Resign votes and spectators]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/36557 Niarteloc: The Art of Zero-K]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/258844#258844 Why only one faction?]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/257355#257355 Quick Stat Tweak weekends idea]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/257669#257669 Strategic and tactical cloaking]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/256372#256372 Some stuff about playerbase size, that will probably age]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/256192#256192 Air factories can be countered by anti-air, and this is fine]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255888#255888 Why there are so few units that shoot while submerged]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255869#255869 Playing with numbers vs. playing with physical entities]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255629#255629 Attack move isn't the &amp;quot;fight optimally&amp;quot; command]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255624#255624 Mixed compositions are meant to outclass single-type armies (halfway down a response post)]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/254276#254276 Nanoframe decay]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250719#250719 An unoptimised introduction to log scoring]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250570#250570 The design principal of player ownership being irrelevant to the simulation]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250525#250525 History and design of the start box system]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250097#250097 A note on allied units blocking projectiles]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/249836#249836 Fuzzy information and the prediction-reveal loop of radar dots]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/249730#249730 Designing away the need for automation with Dante]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/249310#249310 Disarm and Self-D] (page 2, links to battle threads aren't great)&lt;br /&gt;
* [http://zero-k.info/Forum/Post/248257#248257 The impact-prominence ratio and complexity budget]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/247767#247767 More on air design and escallation]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/247421#247421 Air design vs. Starcraft]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/246201#246201 How powerful should dodge AI be?]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/245550#245550 Moderating respecting the efforts of your team]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/243736#243736 Physics vs. Balance and Fun]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/243706#243706 An example of latency and unfairness in unit AI widgets]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/242114#242114 Approaching balance and feedback]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/236480#236480 History of Zero-K]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/33533?postID=239075 Jumpjet physics]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/238679#238679 Big teams room splitting]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/32899?postID=235399 Win conditions]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/228033#228033 Guidlines for good UI interactions for widget and gadget development.]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/219329#219329 Widget development is not necessarily helpful for game development.]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/226780#226780 Levels of UI customisation.]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/230140#230140 The high-elo room conversation.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32161 Types of RTS Skill]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/27783?postID=197436 What does Starcraft 2 do well?]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11391?postID=116233 Macro, and why have powerful UI/automation?]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/231293#231293 Weapon behaviour is independent of target]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32336?postID=230904 Rank system proposal]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/231979#231979 What a good league should do]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32336?postID=230973 Similar league discussions]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/232595#232595 Riot/raider mix units]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31939?postID=227487 Approaches to balancing and design, factory RPS, mex cost.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/19692?postID=138089 Why do automation and what are its effects?]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/213041#213041 The retreat range bonus]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/29727?postID=213918 Superfluid release notes, to compare to origins.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28677?postID=205627 Preserving jank without sending units to space.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32548?postID=232977 Bomber design]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23199?postID=166182 GDS notes in chat log form]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23478?postID=169143 The infinite APM model, shared unit control, and decisions vs. actions]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31189?postID=219329 Stance on personal widgets and cheating implications]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31189?postID=219442 What sort of skills should ZK test?]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32203?postID=229649 Complexities involved in introducing new players]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28090?postID=205131 A thread on factory plates.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/6026?postID=72297 Against repulsion shields]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/9347?postID=100405 Terraform cost calculation]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/8920?postID=96441 Comparing ZK to Supreme Commander]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28707?postID=205955 Superweapon design goals]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24238?postID=176172 Two ways to implement smart units] [https://zero-k.info/Forum/Thread/24238?postID=176184 (with followup)]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/162734#162734 Shield link as a mechanic, not an AI (AI vs. baked behaviour)]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32308?postID=230629 Taking feedback]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24482?postID=178307 On armour classes]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11881?postID=121652 Bomber design history]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24039?postID=174191 Unit renames history]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24239?postID=176093 Opponent AI design]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/20965?postID=150979 Release notes introducing dynamic commander morphs]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24303?postID=176526 Expansion and aggression as the core of RTS]&lt;br /&gt;
&lt;br /&gt;
== Mod Requests ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/37598?postID=265805 Tech-K]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/256736#256736 Werewolf/Among Us]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/256735#256735 Upgradable Units]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/35281?postID=250344 Custom Factory Creation/Drafting]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/34788 Sleeper Agents]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/34953 Demon Gate KotH]&lt;br /&gt;
&lt;br /&gt;
== Rambly Low Quality Posts ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31530?postID=223057 Weapon consistency vsx outcome consistency.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31189?postID=219555 Messy response post about personal widgets.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/27262?postID=192770 A lengthy game analysis]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24039?postID=174191 Renames thread]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23234?postID=166656 Command panel design] and [https://zero-k.info/Forum/Thread/22553?postID=158781 another]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/10056?postID=110427 A reference for the old UI]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/6665?postID=81265 Sound design (a bit outdated)]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/9347?postID=100405 Technical details of terraform cost.]&lt;br /&gt;
&lt;br /&gt;
== Notable Release Notes ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23355?postID=167750 Sea rework]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/20965?postID=150979 Dynamic commanders]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31045?postID=218312 Terraform tweaks]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32102?postID=228632 Idle behaviour and simple command panel]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11434?postID=116072 Overkill prevention]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31937?postID=227228 Construction plates]&lt;br /&gt;
&lt;br /&gt;
== Old Balance Threads ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24988?postID=182489 Planetwars] [https://zero-k.info/Forum/Thread/24988?postID=182514 and another]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/6531?postID=120450 Shieldbots]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/11779?page=0 Widow]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/91314#91314 2018 Balance]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28449?postID=202701 Skuttle] and [https://zero-k.info/Forum/Thread/22161?postID=154195 more Skuttle]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11528?postID=116961 Nuke]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/8856?postID=95639 Detriment]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/1895?postID=17880 Amphbots]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/22947?postID=164029 Spiders]&lt;br /&gt;
&lt;br /&gt;
== Topics ==&lt;br /&gt;
* [https://zero-k.info/Forum/Post/260468#260468 Rank limits and player rooms becoming the large teams room by default]&lt;br /&gt;
* The old XP morph system: [https://zero-k.info/Forum/Thread/6714?postID=81408 1], [https://zero-k.info/Forum/Thread/9911?postID=108674 2], [https://zero-k.info/Forum/Post/108925#108925 3]&lt;br /&gt;
* Superfluid: [https://zero-k.info/Forum/Thread/29609?postID=213115 1], [https://zero-k.info/Forum/Thread/29727?postID=213918 2]&lt;br /&gt;
* Commshare: [https://zero-k.info/Forum/Post/223118#223118 1]&lt;br /&gt;
&lt;br /&gt;
=== Factories ===&lt;br /&gt;
Factories fall into a few categories that define a few themes:&lt;br /&gt;
* Vehicle: Rover, Tank, Hover.&lt;br /&gt;
* Bot: Cloak, Shield, Spider, Jump, Amph.&lt;br /&gt;
* Sea: Hover, Amph, Ship&lt;br /&gt;
* Air: Gunship, Plane&lt;br /&gt;
&lt;br /&gt;
Vehicle factories share a few traits:&lt;br /&gt;
* Their movement is generally speedy, cannot traverse steep cliffs, has noticeable turning circles.&lt;br /&gt;
* Vehicles posses the heaviest and most reliable artillery.&lt;br /&gt;
* Vehicles tend to lack solid skirmishers.&lt;br /&gt;
&lt;br /&gt;
Bot factories share a few traits:&lt;br /&gt;
* Can at least pass hilly terrain, are slower than vehicles, have good turn rates.&lt;br /&gt;
* More focused on a utility mechanic (see cloak, shield, jump, all-terrain, sinking).&lt;br /&gt;
* Has janky or nonexistent artillery.&lt;br /&gt;
* Good or efficient skirmisher units.&lt;br /&gt;
* Each has some take on a sneaky bomb/assassin type unit.&lt;br /&gt;
&lt;br /&gt;
Rover, Tank and Hover should be standard matchups on relatively large or flat maps. In this context:&lt;br /&gt;
* Rover: Emphasises general speed in its mainline units, but has the slowest main raider. Light and efficient.&lt;br /&gt;
* Tank: Emphasises escalation and assaults. Has raiders that can get it to the midgame.&lt;br /&gt;
* Hover: Emphasises glass cannons and extreme designs. A tenancy for precise energy weapons.&lt;br /&gt;
&lt;br /&gt;
Cloaky and Shield are cheap generalist factories. Their units are more efficient than vehicles, but are generally slower. Comparatively:&lt;br /&gt;
* Cloaky: Faster and prefers open areas due to direct fire weaponry. Glass cannon. Light units want to win by inflicting more losses than they take. Units are able to fend for themselves (eg Knight and Ronin are relatively good vs raiders).&lt;br /&gt;
* Shield: Tankier and prefers hilly terrain due to indirect fire. Can escalate and assault. Wants to win through efficiency and attrition. Units are quite vulnerable to hardcounters when not supporting each other.&lt;br /&gt;
&lt;br /&gt;
Spider and Jumpbot are more specialised bot factories. To do well they will likely need impassible terrain to exploit and a map that is not too large.&lt;br /&gt;
* Spider: Fairly straightfoward but lacks a true raider.&lt;br /&gt;
* Jump: Where all the janky units are stored.&lt;br /&gt;
&lt;br /&gt;
Amph and Hover would ideally be reasonable 3rd options on veh or bot maps.&lt;br /&gt;
* Hover: Currently works this way since it doesn't interact much with the water.&lt;br /&gt;
* Amph: Needs work to be more viable on land maps. It does not need to be as viable as Hover because the specialised bot factories can take up some of the slack.&lt;br /&gt;
&lt;br /&gt;
Gunship and Planes are support factories. They should be rarely 1v1 ploppable. They are intended to escalate the game in complexity past the first 8-10 minutes as AA becomes a consideration. Striders somewhat fill this role as well.&lt;br /&gt;
&lt;br /&gt;
Ship should be the backbone of sea play. While land could look like eight main factories and three support factories, sea looks more like one main factory and five support factories. If sea is a significant part of a battle then not having at least one Ship player is probably a mistake. To that end:&lt;br /&gt;
* Ship has 3 or 4 raider-ish units that can be made from the start of the game.&lt;br /&gt;
* Ships generally have bonkers stats compared to their ground counterparts.&lt;br /&gt;
&lt;br /&gt;
== Factory Issues ==&lt;br /&gt;
&lt;br /&gt;
=== Jumpbots ===&lt;br /&gt;
* Pyro is generally bad against raiders and too expensive for what it does, yet could be oppressive sometimes.&lt;br /&gt;
* Jumpjets break weapon velocity prediction. This will become important and annoying if Pyro ever sees much use (affecting matchups such as Glaive and Archer while leaving Duck and Dagger unaffected).&lt;br /&gt;
* Skuttle is annoying for all involved and doesn't interact after it goes off. Some people specialise in it, but it doesn't seem worth keeping overall.&lt;br /&gt;
* Very weak to turret spam.&lt;br /&gt;
&lt;br /&gt;
=== Spider ===&lt;br /&gt;
* Venom is annoying to use and to fight because it depends on overlapping AoE successfully. It also self-damages your own Fleas. &lt;br /&gt;
* Flea may need to be slightly better. Venom or Redback should be moved into the role of slow raider.&lt;br /&gt;
&lt;br /&gt;
=== Amphbot ===&lt;br /&gt;
* Generally a bit slow.&lt;br /&gt;
* Needs a Buoy to do many things on the map.&lt;br /&gt;
* Has no way to deal with Recluse or Rogue in the midgame.&lt;br /&gt;
* Very weak to turret spam.&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
* A single Outlaw is a bit too good at making a shieldball unattackable at Ravager range.&lt;br /&gt;
&lt;br /&gt;
== General Issues ==&lt;br /&gt;
* Stardust should gain almost nothing from attack ground. Essentially, it should automatically fire towards things that it could tickle with the edge of its AoE.&lt;br /&gt;
&lt;br /&gt;
== Todo ==&lt;br /&gt;
&lt;br /&gt;
=== Better Idle Behaviour ===&lt;br /&gt;
when a unit goes idle -&amp;gt; self-acquired attack command.&lt;br /&gt;
&lt;br /&gt;
1. If the target is a fleeiee, skirmiee or swarmiee then tactical AI almost as usual.&lt;br /&gt;
 * Move back to original position when re-idle.&lt;br /&gt;
 * If the target is too far from idle location, and I am closer to the idle location than the target (+ some constant), then Move back to original location.&lt;br /&gt;
&lt;br /&gt;
For example a Glaive may move back if the target is further than 500 elmos away from idle location and if the Glaive is 100 elmos closer to the idle location than the the target. Ronin may have similar numbers, but the upshot is that on retreat it won't be closer than its target to the idle location.&lt;br /&gt;
&lt;br /&gt;
2. Add an idle-only fleeiee table, mostly to be used for raiders against riots.&lt;br /&gt;
this seems exploitable (the Move command means that breaking vision against a target will be a way to bait) but I suppose the idea is decent basic behaviour&lt;br /&gt;
it is just meant to give you a bit of time to notice that something is happening&lt;br /&gt;
&lt;br /&gt;
Addendum: If a unit goes idle with an enemy in range then it should attack it without using idle tactical AI, as the user probably meant to tell the unit to attack.&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10046</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10046"/>
		<updated>2024-10-20T00:00:26Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. A new one is released every second Sunday. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4683271241468857961|Cold Take|19 - Game Jams}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4518891123292895731 Cold Take #20 - Teamwork By Default]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10024</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=10024"/>
		<updated>2024-10-04T15:50:15Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. A new one is released every second Sunday. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3868091084290486602|Cold Take|1 - Why Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3875973926280115016|Cold Take|2 - Quant's Rule}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011192023190|Cold Take|3 - Fight your opponent, not the UI}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3887234011247278813|Cold Take|4 - Factories as Factions}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3990819338898810107|Cold Take|5 - Making Metal}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/3958168875487633267|Cold Take|6 - Physics vs. Formulas}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6001679204174153483|Cold Take|7 - Jumpjets and Jumplegs}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4102287868180887053|Cold Take|8 - Smoothly Flowing Economy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/5969030636156442045|Cold Take|9 - Energy as Supply}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4205874461249023268|Cold Take|10 - The Smartest Unit in Zero-K}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4202498029349040781|Cold Take|11 - The Atomic Solution to Monospam}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/6398004206839876250|Cold Take|12 - Mighty Morphing}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4155212770698415116|Cold Take|13 - Pro-Simplicity, Anti-Nuke}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268931197552327328|Cold Take|14 - Free Factories For All}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297880954|Cold Take|15 - Experiences With Veterancy}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4356753927297594043|Cold Take|16 - Aim and Fire}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4268936271617655343|Cold Take|17 - Tactical and Strategic Cloaking}}&lt;br /&gt;
* {{blog post link|//store.steampowered.com/news/app/334920/view/4577434114386644037|Cold Take|18 - Terrain Matters}}&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4683271241468857961 Cold Take #19 - Game Jams]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes|#]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=9859</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=9859"/>
		<updated>2024-09-08T00:01:18Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. A new one is released every second Sunday. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* [[{{BASEPAGENAME}}/1 - Why Zero-K|Cold Take #1 - Why Zero-K?]] ([//store.steampowered.com/news/app/334920/view/3868091084290486602 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/2 - Quant's Rule|Cold Take #2 - Quant's Rule]] ([//store.steampowered.com/news/app/334920/view/3875973926280115016 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/3 - Fight your opponent, not the UI|Cold Take #3 - Fight your opponent, not the UI]] ([//store.steampowered.com/news/app/334920/view/3887234011192023190 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/4 - Factories as Factions|Cold Take #4 - Factories as Factions]] ([//store.steampowered.com/news/app/334920/view/3887234011247278813 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/5 - Making Metal|Cold Take #5 - Making Metal]] ([//store.steampowered.com/news/app/334920/view/3990819338898810107 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/6 - Physics vs. Formulas|Cold Take #6 - Physics vs. Formulas]] ([//store.steampowered.com/news/app/334920/view/3958168875487633267 Original post on Steam.])&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/6001679204174153483 Cold Take #7 - Jumpjets and Jumplegs]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4102287868180887053 Cold Take #8 - Smoothly Flowing Economy]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/5969030636156442045 Cold Take #9 - Energy as Supply]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4205874461249023268 Cold Take #10 - The Smartest Unit in Zero-K]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4202498029349040781 Cold Take #11 - The Atomic Solution to Monospam]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/6398004206839876250 Cold Take #12 - Mighty Morphing]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4155212770698415116 Cold Take #13 - Pro-Simplicity, Anti-Nuke]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4268931197552327328 Cold Take #14 - Free Factories For All]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4356753927297880954 Cold Take #15 - Experiences With Veterancy]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4356753927297594043 Cold Take #16 - Aim and Fire]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4268936271617655343 Cold Take #17 - Tactical and Strategic Cloaking]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4577434114386644037 Cold Take #18 - Terrain Matters]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:GoogleFrog&amp;diff=9847</id>
		<title>User:GoogleFrog</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:GoogleFrog&amp;diff=9847"/>
		<updated>2024-09-01T09:30:28Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: /* Posts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Posts ==&lt;br /&gt;
* [https://zero-k.info/Forum/Post/268346#268346 Realistic strengths and weaknesses of unit design]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/267676#267676 Patching exploits in the context of Revenant spire]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/265995#265995 Split as of May 2024]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/262077#262077 Why can't AA shoot at units that are launched into the air?]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/260498#260498 Resign votes and spectators]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/36557 Niarteloc: The Art of Zero-K]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/258844#258844 Why only one faction?]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/257355#257355 Quick Stat Tweak weekends idea]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/257669#257669 Strategic and tactical cloaking]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/256372#256372 Some stuff about playerbase size, that will probably age]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/256192#256192 Air factories can be countered by anti-air, and this is fine]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255888#255888 Why there are so few units that shoot while submerged]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255869#255869 Playing with numbers vs. playing with physical entities]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255629#255629 Attack move isn't the &amp;quot;fight optimally&amp;quot; command]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/255624#255624 Mixed compositions are meant to outclass single-type armies (halfway down a response post)]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/254276#254276 Nanoframe decay]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250719#250719 An unoptimised introduction to log scoring]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250570#250570 The design principal of player ownership being irrelevant to the simulation]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250525#250525 History and design of the start box system]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/250097#250097 A note on allied units blocking projectiles]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/249836#249836 Fuzzy information and the prediction-reveal loop of radar dots]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/249730#249730 Designing away the need for automation with Dante]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/249310#249310 Disarm and Self-D] (page 2, links to battle threads aren't great)&lt;br /&gt;
* [http://zero-k.info/Forum/Post/248257#248257 The impact-prominence ratio and complexity budget]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/247767#247767 More on air design and escallation]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/247421#247421 Air design vs. Starcraft]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/246201#246201 How powerful should dodge AI be?]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/245550#245550 Moderating respecting the efforts of your team]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/243736#243736 Physics vs. Balance and Fun]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/243706#243706 An example of latency and unfairness in unit AI widgets]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/242114#242114 Approaching balance and feedback]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/236480#236480 History of Zero-K]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/33533?postID=239075 Jumpjet physics]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/238679#238679 Big teams room splitting]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/32899?postID=235399 Win conditions]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/228033#228033 Guidlines for good UI interactions for widget and gadget development.]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/219329#219329 Widget development is not necessarily helpful for game development.]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/226780#226780 Levels of UI customisation.]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/230140#230140 The high-elo room conversation.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32161 Types of RTS Skill]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/27783?postID=197436 What does Starcraft 2 do well?]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11391?postID=116233 Macro, and why have powerful UI/automation?]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/231293#231293 Weapon behaviour is independent of target]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32336?postID=230904 Rank system proposal]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/231979#231979 What a good league should do]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32336?postID=230973 Similar league discussions]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/232595#232595 Riot/raider mix units]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31939?postID=227487 Approaches to balancing and design, factory RPS, mex cost.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/19692?postID=138089 Why do automation and what are its effects?]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/213041#213041 The retreat range bonus]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/29727?postID=213918 Superfluid release notes, to compare to origins.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28677?postID=205627 Preserving jank without sending units to space.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32548?postID=232977 Bomber design]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23199?postID=166182 GDS notes in chat log form]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23478?postID=169143 The infinite APM model, shared unit control, and decisions vs. actions]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31189?postID=219329 Stance on personal widgets and cheating implications]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31189?postID=219442 What sort of skills should ZK test?]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32203?postID=229649 Complexities involved in introducing new players]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28090?postID=205131 A thread on factory plates.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/6026?postID=72297 Against repulsion shields]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/9347?postID=100405 Terraform cost calculation]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/8920?postID=96441 Comparing ZK to Supreme Commander]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28707?postID=205955 Superweapon design goals]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24238?postID=176172 Two ways to implement smart units] [https://zero-k.info/Forum/Thread/24238?postID=176184 (with followup)]&lt;br /&gt;
* [http://zero-k.info/Forum/Post/162734#162734 Shield link as a mechanic, not an AI (AI vs. baked behaviour)]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32308?postID=230629 Taking feedback]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24482?postID=178307 On armour classes]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11881?postID=121652 Bomber design history]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24039?postID=174191 Unit renames history]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24239?postID=176093 Opponent AI design]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/20965?postID=150979 Release notes introducing dynamic commander morphs]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24303?postID=176526 Expansion and aggression as the core of RTS]&lt;br /&gt;
&lt;br /&gt;
== Mod Requests ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/37598?postID=265805 Tech-K]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/256736#256736 Werewolf/Among Us]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/256735#256735 Upgradable Units]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/35281?postID=250344 Custom Factory Creation/Drafting]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/34788 Sleeper Agents]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/34953 Demon Gate KotH]&lt;br /&gt;
&lt;br /&gt;
== Rambly Low Quality Posts ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31530?postID=223057 Weapon consistency vsx outcome consistency.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31189?postID=219555 Messy response post about personal widgets.]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/27262?postID=192770 A lengthy game analysis]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24039?postID=174191 Renames thread]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23234?postID=166656 Command panel design] and [https://zero-k.info/Forum/Thread/22553?postID=158781 another]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/10056?postID=110427 A reference for the old UI]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/6665?postID=81265 Sound design (a bit outdated)]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/9347?postID=100405 Technical details of terraform cost.]&lt;br /&gt;
&lt;br /&gt;
== Notable Release Notes ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/23355?postID=167750 Sea rework]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/20965?postID=150979 Dynamic commanders]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31045?postID=218312 Terraform tweaks]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/32102?postID=228632 Idle behaviour and simple command panel]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11434?postID=116072 Overkill prevention]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/31937?postID=227228 Construction plates]&lt;br /&gt;
&lt;br /&gt;
== Old Balance Threads ==&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/24988?postID=182489 Planetwars] [https://zero-k.info/Forum/Thread/24988?postID=182514 and another]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/6531?postID=120450 Shieldbots]&lt;br /&gt;
* [http://zero-k.info/Forum/Thread/11779?page=0 Widow]&lt;br /&gt;
* [https://zero-k.info/Forum/Post/91314#91314 2018 Balance]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/28449?postID=202701 Skuttle] and [https://zero-k.info/Forum/Thread/22161?postID=154195 more Skuttle]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/11528?postID=116961 Nuke]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/8856?postID=95639 Detriment]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/1895?postID=17880 Amphbots]&lt;br /&gt;
* [https://zero-k.info/Forum/Thread/22947?postID=164029 Spiders]&lt;br /&gt;
&lt;br /&gt;
== Topics ==&lt;br /&gt;
* [https://zero-k.info/Forum/Post/260468#260468 Rank limits and player rooms becoming the large teams room by default]&lt;br /&gt;
* The old XP morph system: [https://zero-k.info/Forum/Thread/6714?postID=81408 1], [https://zero-k.info/Forum/Thread/9911?postID=108674 2], [https://zero-k.info/Forum/Post/108925#108925 3]&lt;br /&gt;
* Superfluid: [https://zero-k.info/Forum/Thread/29609?postID=213115 1], [https://zero-k.info/Forum/Thread/29727?postID=213918 2]&lt;br /&gt;
* Commshare: [https://zero-k.info/Forum/Post/223118#223118 1]&lt;br /&gt;
&lt;br /&gt;
=== Factories ===&lt;br /&gt;
Factories fall into a few categories that define a few themes:&lt;br /&gt;
* Vehicle: Rover, Tank, Hover.&lt;br /&gt;
* Bot: Cloak, Shield, Spider, Jump, Amph.&lt;br /&gt;
* Sea: Hover, Amph, Ship&lt;br /&gt;
* Air: Gunship, Plane&lt;br /&gt;
&lt;br /&gt;
Vehicle factories share a few traits:&lt;br /&gt;
* Their movement is generally speedy, cannot traverse steep cliffs, has noticeable turning circles.&lt;br /&gt;
* Vehicles posses the heaviest and most reliable artillery.&lt;br /&gt;
* Vehicles tend to lack solid skirmishers.&lt;br /&gt;
&lt;br /&gt;
Bot factories share a few traits:&lt;br /&gt;
* Can at least pass hilly terrain, are slower than vehicles, have good turn rates.&lt;br /&gt;
* More focused on a utility mechanic (see cloak, shield, jump, all-terrain, sinking).&lt;br /&gt;
* Has janky or nonexistent artillery.&lt;br /&gt;
* Good or efficient skirmisher units.&lt;br /&gt;
* Each has some take on a sneaky bomb/assassin type unit.&lt;br /&gt;
&lt;br /&gt;
Rover, Tank and Hover should be standard matchups on relatively large or flat maps. In this context:&lt;br /&gt;
* Rover: Emphasises general speed in its mainline units, but has the slowest main raider. Light and efficient.&lt;br /&gt;
* Tank: Emphasises escalation and assaults. Has raiders that can get it to the midgame.&lt;br /&gt;
* Hover: Emphasises glass cannons and extreme designs. A tenancy for precise energy weapons.&lt;br /&gt;
&lt;br /&gt;
Cloaky and Shield are cheap generalist factories. Their units are more efficient than vehicles, but are generally slower. Comparatively:&lt;br /&gt;
* Cloaky: Faster and prefers open areas due to direct fire weaponry. Glass cannon. Light units want to win by inflicting more losses than they take. Units are able to fend for themselves (eg Knight and Ronin are relatively good vs raiders).&lt;br /&gt;
* Shield: Tankier and prefers hilly terrain due to indirect fire. Can escalate and assault. Wants to win through efficiency and attrition. Units are quite vulnerable to hardcounters when not supporting each other.&lt;br /&gt;
&lt;br /&gt;
Spider and Jumpbot are more specialised bot factories. To do well they will likely need impassible terrain to exploit and a map that is not too large.&lt;br /&gt;
* Spider: Fairly straightfoward but lacks a true raider.&lt;br /&gt;
* Jump: Where all the janky units are stored.&lt;br /&gt;
&lt;br /&gt;
Amph and Hover would ideally be reasonable 3rd options on veh or bot maps.&lt;br /&gt;
* Hover: Currently works this way since it doesn't interact much with the water.&lt;br /&gt;
* Amph: Needs work to be more viable on land maps. It does not need to be as viable as Hover because the specialised bot factories can take up some of the slack.&lt;br /&gt;
&lt;br /&gt;
Gunship and Planes are support factories. They should be rarely 1v1 ploppable. They are intended to escalate the game in complexity past the first 8-10 minutes as AA becomes a consideration. Striders somewhat fill this role as well.&lt;br /&gt;
&lt;br /&gt;
Ship should be the backbone of sea play. While land could look like eight main factories and three support factories, sea looks more like one main factory and five support factories. If sea is a significant part of a battle then not having at least one Ship player is probably a mistake. To that end:&lt;br /&gt;
* Ship has 3 or 4 raider-ish units that can be made from the start of the game.&lt;br /&gt;
* Ships generally have bonkers stats compared to their ground counterparts.&lt;br /&gt;
&lt;br /&gt;
== Factory Issues ==&lt;br /&gt;
&lt;br /&gt;
=== Jumpbots ===&lt;br /&gt;
* Pyro is generally bad against raiders and too expensive for what it does, yet could be oppressive sometimes.&lt;br /&gt;
* Jumpjets break weapon velocity prediction. This will become important and annoying if Pyro ever sees much use (affecting matchups such as Glaive and Archer while leaving Duck and Dagger unaffected).&lt;br /&gt;
* Skuttle is annoying for all involved and doesn't interact after it goes off. Some people specialise in it, but it doesn't seem worth keeping overall.&lt;br /&gt;
* Very weak to turret spam.&lt;br /&gt;
&lt;br /&gt;
=== Spider ===&lt;br /&gt;
* Venom is annoying to use and to fight because it depends on overlapping AoE successfully. It also self-damages your own Fleas. &lt;br /&gt;
* Flea may need to be slightly better. Venom or Redback should be moved into the role of slow raider.&lt;br /&gt;
&lt;br /&gt;
=== Amphbot ===&lt;br /&gt;
* Generally a bit slow.&lt;br /&gt;
* Needs a Buoy to do many things on the map.&lt;br /&gt;
* Has no way to deal with Recluse or Rogue in the midgame.&lt;br /&gt;
* Very weak to turret spam.&lt;br /&gt;
&lt;br /&gt;
=== Shield ===&lt;br /&gt;
* A single Outlaw is a bit too good at making a shieldball unattackable at Ravager range.&lt;br /&gt;
&lt;br /&gt;
== General Issues ==&lt;br /&gt;
* Stardust should gain almost nothing from attack ground. Essentially, it should automatically fire towards things that it could tickle with the edge of its AoE.&lt;br /&gt;
&lt;br /&gt;
== Todo ==&lt;br /&gt;
&lt;br /&gt;
=== Better Idle Behaviour ===&lt;br /&gt;
when a unit goes idle -&amp;gt; self-acquired attack command.&lt;br /&gt;
&lt;br /&gt;
1. If the target is a fleeiee, skirmiee or swarmiee then tactical AI almost as usual.&lt;br /&gt;
 * Move back to original position when re-idle.&lt;br /&gt;
 * If the target is too far from idle location, and I am closer to the idle location than the target (+ some constant), then Move back to original location.&lt;br /&gt;
&lt;br /&gt;
For example a Glaive may move back if the target is further than 500 elmos away from idle location and if the Glaive is 100 elmos closer to the idle location than the the target. Ronin may have similar numbers, but the upshot is that on retreat it won't be closer than its target to the idle location.&lt;br /&gt;
&lt;br /&gt;
2. Add an idle-only fleeiee table, mostly to be used for raiders against riots.&lt;br /&gt;
this seems exploitable (the Move command means that breaking vision against a target will be a way to bait) but I suppose the idea is decent basic behaviour&lt;br /&gt;
it is just meant to give you a bit of time to notice that something is happening&lt;br /&gt;
&lt;br /&gt;
Addendum: If a unit goes idle with an enemy in range then it should attack it without using idle tactical AI, as the user probably meant to tell the unit to attack.&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=9836</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=9836"/>
		<updated>2024-08-25T00:04:32Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. A new one is released every second Sunday. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* [[{{BASEPAGENAME}}/1 - Why Zero-K|Cold Take #1 - Why Zero-K?]] ([//store.steampowered.com/news/app/334920/view/3868091084290486602 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/2 - Quant's Rule|Cold Take #2 - Quant's Rule]] ([//store.steampowered.com/news/app/334920/view/3875973926280115016 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/3 - Fight your opponent, not the UI|Cold Take #3 - Fight your opponent, not the UI]] ([//store.steampowered.com/news/app/334920/view/3887234011192023190 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/4 - Factories as Factions|Cold Take #4 - Factories as Factions]] ([//store.steampowered.com/news/app/334920/view/3887234011247278813 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/5 - Making Metal|Cold Take #5 - Making Metal]] ([//store.steampowered.com/news/app/334920/view/3990819338898810107 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/6 - Physics vs. Formulas|Cold Take #6 - Physics vs. Formulas]] ([//store.steampowered.com/news/app/334920/view/3958168875487633267 Original post on Steam.])&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/6001679204174153483 Cold Take #7 - Jumpjets and Jumplegs]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4102287868180887053 Cold Take #8 - Smoothly Flowing Economy]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/5969030636156442045 Cold Take #9 - Energy as Supply]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4205874461249023268 Cold Take #10 - The Smartest Unit in Zero-K]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4202498029349040781 Cold Take #11 - The Atomic Solution to Monospam]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/6398004206839876250 Cold Take #12 - Mighty Morphing]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4155212770698415116 Cold Take #13 - Pro-Simplicity, Anti-Nuke]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4268931197552327328 Cold Take #14 - Free Factories For All]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4356753927297880954 Cold Take #15 - Experiences With Veterancy]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4356753927297594043 Cold Take #16 - Aim and Fire]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4268936271617655343 Cold Take #17 - Tactical and Strategic Cloaking]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=9835</id>
		<title>Cold Takes</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cold_Takes&amp;diff=9835"/>
		<updated>2024-08-11T00:40:16Z</updated>

		<summary type="html">&lt;p&gt;GoogleFrog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cold Takes is a series of design blog posts started by GoogleFrog in December 2023. A new one is released every second Sunday. Links are below, but someone should probably copy them to the wiki before Steam reorganises itself (hint hint).&lt;br /&gt;
&lt;br /&gt;
* [[{{BASEPAGENAME}}/1 - Why Zero-K|Cold Take #1 - Why Zero-K?]] ([//store.steampowered.com/news/app/334920/view/3868091084290486602 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/2 - Quant's Rule|Cold Take #2 - Quant's Rule]] ([//store.steampowered.com/news/app/334920/view/3875973926280115016 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/3 - Fight your opponent, not the UI|Cold Take #3 - Fight your opponent, not the UI]] ([//store.steampowered.com/news/app/334920/view/3887234011192023190 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/4 - Factories as Factions|Cold Take #4 - Factories as Factions]] ([//store.steampowered.com/news/app/334920/view/3887234011247278813 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/5 - Making Metal|Cold Take #5 - Making Metal]] ([//store.steampowered.com/news/app/334920/view/3990819338898810107 Original post on Steam.])&lt;br /&gt;
* [[{{BASEPAGENAME}}/6 - Physics vs. Formulas|Cold Take #6 - Physics vs. Formulas]] ([//store.steampowered.com/news/app/334920/view/3958168875487633267 Original post on Steam.])&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/6001679204174153483 Cold Take #7 - Jumpjets and Jumplegs]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4102287868180887053 Cold Take #8 - Smoothly Flowing Economy]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/5969030636156442045 Cold Take #9 - Energy as Supply]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4205874461249023268 Cold Take #10 - The Smartest Unit in Zero-K]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4202498029349040781 Cold Take #11 - The Atomic Solution to Monospam]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/6398004206839876250 Cold Take #12 - Mighty Morphing]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4155212770698415116 Cold Take #13 - Pro-Simplicity, Anti-Nuke]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4268931197552327328 Cold Take #14 - Free Factories For All]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4356753927297880954 Cold Take #15 - Experiences With Veterancy]&lt;br /&gt;
* [https://store.steampowered.com/news/app/334920/view/4356753927297594043 Cold Take #16 - Aim and Fire]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Takes]]&lt;/div&gt;</summary>
		<author><name>GoogleFrog</name></author>
		
	</entry>
</feed>