<?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=MachiMouse</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=MachiMouse"/>
	<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/Special:Contributions/MachiMouse"/>
	<updated>2026-04-05T02:11:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Game_Lobby&amp;diff=3788</id>
		<title>Game Lobby</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Game_Lobby&amp;diff=3788"/>
		<updated>2018-04-29T11:38:48Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Chat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Lobby Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], and a list of the current top 10 players.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Discord&amp;quot; button will open a link to the official Zero-K discord server in your browser.  On Discord there are several channels related to game support and streaming, as well as development of the game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Forum&amp;quot; button will open the Zero-K Forums in your browser.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manual&amp;quot; button opens this Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zero-K&amp;quot; button will open the [http://zero-k.info Zero-K website[.&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
Lobby chat is mirrored on the Zero-K Discord server, and chat in the #zk channel on Discord is likewise displayed in the game's lobby chat.  Text with a &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Blue Username&amp;lt;/span&amp;gt; comes from the Zero-K lobby, and a &amp;lt;span style=&amp;quot;color:#00FFFF&amp;quot;&amp;gt;Teal Username&amp;lt;/span&amp;gt; indicates messages copied from Discord&lt;br /&gt;
&lt;br /&gt;
Clicking on the list of players will allow you to view their user page, or send them messages, etc.&lt;br /&gt;
&lt;br /&gt;
On the user page, at the bottom of the page you can view current rating statistics for a chosen player.  &lt;br /&gt;
&lt;br /&gt;
Viewing your own user page will allow you to browse a list of [http://zero-k.info/Clans Clans] which you may opt to join.  &lt;br /&gt;
&lt;br /&gt;
Inviting a player to a party will allow you to queue for team matches together.  Players you have invited will have a small icon next to their name until they accept the invite.  When other players accept, it will create a new chat channel in the lobby.&lt;br /&gt;
&lt;br /&gt;
There are a limited number of voice channels in Discord that may be used for team communication.  When not using them, be sure to disconnect from the voice channel using the small handset icon.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
Displays a list of your current friends in-game.&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
These options affect the Zero-K lobby.  Most gameplay options are accessed while in-game, using the [[Ingame_Menu|In-Game Menu]].&lt;br /&gt;
&lt;br /&gt;
==== Lobby ====&lt;br /&gt;
&lt;br /&gt;
Settings for the game lobby itself, and some settings related to match setup.&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
Settings for the in-game graphics.&lt;br /&gt;
&lt;br /&gt;
==== Game ====&lt;br /&gt;
&lt;br /&gt;
Settings for basics of the in-game interface.  The game interface scale will change the size of the UI elements while in a game.&lt;br /&gt;
&lt;br /&gt;
Invert zoom will reverse the zoom functionality of the scrollwheel.  &lt;br /&gt;
&lt;br /&gt;
Text-to-Speech will read out all in-game chat messages using a high-tech voice synthesizer.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
The steam client should come with a number of maps. Additional maps and other assets will be downloaded as needed in the match lobby.&lt;br /&gt;
&lt;br /&gt;
== Game Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer &amp;amp; Coop ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign ====&lt;br /&gt;
&lt;br /&gt;
The campaign provides a series of set-piece challenges, structured as a branching set of missions.  Pay attention to the hints given in the mission briefing, as they are often critical to completing the scenario.&lt;br /&gt;
&lt;br /&gt;
In the Steam client, the campaign may be played cooperatively with another player.&lt;br /&gt;
&lt;br /&gt;
Progression in the campaign is separate from player rankings.  &lt;br /&gt;
&lt;br /&gt;
In the campaign, your commander will gain experience and level up when missions and optional objectives are completed.  The Commander leveling up works similarly to how upgrades work in skirmishes and multiplayer games, except here the Commander can't be upgraded but instead begins the mission at the level you have unlocked. Unlocked components may be swapped out at will for use in a given mission.&lt;br /&gt;
&lt;br /&gt;
All units and structures unlocked from completing missions can be used in future missions.  You can attempt a difficult challenge once you have acquired access to more units.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish ====&lt;br /&gt;
&lt;br /&gt;
This will let you set up a single player match against the AI, similar to a multiplayer battle.  You can set up a quick battle with the options given, or click on the &amp;quot;Advanced&amp;quot; button to configure the game in more detail.&lt;br /&gt;
&lt;br /&gt;
Survival mode will set up the game so you are fighting against waves of alien Chickens. See [[Chicken_Defense]]&lt;br /&gt;
&lt;br /&gt;
Playing skirmish matches does not affect you player rankings.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
Most multiplayer matches affect your game rating, though there is an option in the match setup to prevent a match from affecting rating.  As more games are played, your player rank will increase. See the [[FAQ#How do I gain rating?|FAQ]].&lt;br /&gt;
&lt;br /&gt;
==== Matchmaking ====&lt;br /&gt;
&lt;br /&gt;
See [[Matchmaking]]&lt;br /&gt;
&lt;br /&gt;
==== Battle List ====&lt;br /&gt;
&lt;br /&gt;
This is a list of current player-started matches.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;TO-DO - THIS SHOULD LINK TO A PAGE WITH GAME LOBBY OPTIONS, HOW TO SET TEAMS, ETC.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Planetwars ====&lt;br /&gt;
&lt;br /&gt;
This is a persistent campaign which runs periodically.  See the [[Manual]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
The game client automatically saves a replay for all games you participate in.  This includes campaign missions, skirmishes, and multiplayer matches.  &lt;br /&gt;
&lt;br /&gt;
While viewing a replay, there is a small interface bar in-game to adjust the game replay speed.&lt;br /&gt;
&lt;br /&gt;
Replays can be viewed from any player's / teams point of view.&lt;br /&gt;
&lt;br /&gt;
Additional replays may be viewed directly or downloaded outside of the game; see http://zero-k.info/Battles/ or links in the forums, etc.&lt;br /&gt;
&lt;br /&gt;
=== Help ===&lt;br /&gt;
&lt;br /&gt;
*'''Links''': Useful links to game information and streamers.&lt;br /&gt;
&lt;br /&gt;
*'''Tutorials''': A short sequence of missions to demonstrate game concepts.&lt;br /&gt;
&lt;br /&gt;
*'''Report a Bug''': Bug report form.&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3768</id>
		<title>Ingame Menu</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3768"/>
		<updated>2018-04-26T00:34:15Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Advanced Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS.&lt;br /&gt;
&lt;br /&gt;
This is a summary of the in-game options menu, which is brought up by pressing &amp;quot;ESCAPE&amp;quot;.  Doing so will pause the game in a single-player game.&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Simple Settings ==&lt;br /&gt;
&lt;br /&gt;
A basic list of options is visible when the &amp;quot;simple mode&amp;quot; box is checked at the bottom of the menu.  All these options are included in the &amp;quot;Advanced&amp;quot; options list below, shown when the box is unchecked.&lt;br /&gt;
&lt;br /&gt;
== Advanced Settings ==&lt;br /&gt;
&lt;br /&gt;
This is the full list of options, enabled by unchecking the &amp;quot;Simple mode&amp;quot; box at the bottom of the menu.&lt;br /&gt;
There is a search button available on the menu, or you can type ''/search:'' into chat.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
*'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
*'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
*Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
*The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
*'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
*'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
*Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
*If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
*'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
*'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
*'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
*'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
*'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities (reclain/ressurect, construction/terraform, and moving/jumping).  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
* Options for displaying how team colors are shown.  Generally, teams are color-coordinated, with allies as blue colors, and enemies in red colors.&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
* Healthbars can be toggled in game if a hotkey is set.&lt;br /&gt;
* Destroyed units can have their health displayed.  When corpse take enough damage, they will disintegrate and they will be un-reclaimable.&lt;br /&gt;
* Min reload time slider: controls how long of a unit's reload time is required to be displayed under the health bar.  The reload time is not visible until zoomed in sufficiently.&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
* Various unit states can be displayed over the unit, if any states have been changed from &amp;quot;normal&amp;quot;.  By default, holding '''SHIFT''' will display priority states.&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
* Partially constructed units will display a clock showing the remaining time to completed.&lt;br /&gt;
* Display height controls how far out you can zoom while still seeing the ETA icons.&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
* Map symbols for individual important units can be toggled.  There are also options to toggle all markers. When enabled, enemy units will be identified with a map marker displaying the unit type and owning player (similar drawing on the map with '''TILDE+double-click''').&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
* Settings to control [[Hotkeys#auto_grouping|auto-group]] behavior.&lt;br /&gt;
* '''Preserve auto groups''' will maintain auto-groups between games.  If you find units have an unexpected group number after exiting a factory, this is probably why.&lt;br /&gt;
* '''Display group numbers''' will show a small white number next to units if they are in a group.&lt;br /&gt;
* '''Inherit factory control group''' will make freshly-produced units have the same group number as the factory that made them. Selecting the group will not select the factory, as long as the factory has a lower [[Unit_states#Selection_Rank|selection ranks]].&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
* Checkboxes to display circles on the ground showing various color-coded range information. Weapon ranges are red, decloak range is a blue shaded circle, etc.&lt;br /&gt;
* By default, your units will show their cloak ranges, and generally enemy defenses will show their ranges when you scout them.  For example, this will help you keep your raiders away from enemy defenses.&lt;br /&gt;
* If unchecked, this information may be seen by holding '''SHIFT''' and hovering over a unit.&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
* '''Econ. Announcer''' can be configured to display the total assets for the team at various times.  This may be useful if the players agree to an economic victory.  This must be manually enforced, so may only be suitable for pre-arranged games.&lt;br /&gt;
* Spectator view can be adjusted to show line-of sight for the selected team.  This also affects the view during replays.&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
* '''Advanced missile silo ranges''' can be enable to show additional infomation about missile flight paths.&lt;br /&gt;
* Options for the interface used to [[terraform]] buildings being placed can be enabled or disabled here.  &lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
* you can choose to show unit commands on the ground in a variety of ways.  By default, currently selected units display their orders, orders for non-selected will be displayed with '''SHIFT'''.&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
* '''Game starts with economy overlay''' will enable the '''F4''' overlay at the beginning of a game, showing metal spots and energy grids.&lt;br /&gt;
* The way the energy grid is displayed can be modified.&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
* Visible trajectories for units launched by [[Newton]]s or dropped by transport aircraft can be adjusted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
==== HDR (experimental) ====&lt;br /&gt;
&lt;br /&gt;
==== Map Detail ====&lt;br /&gt;
&lt;br /&gt;
==== Effects ====&lt;br /&gt;
&lt;br /&gt;
==== Unit Visibility ====&lt;br /&gt;
&lt;br /&gt;
==== Lighting ====&lt;br /&gt;
&lt;br /&gt;
==== Map Exterior ====&lt;br /&gt;
&lt;br /&gt;
==== Sun and Fog ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
*This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
*When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
*When resigning without a vote, your units will be donated to another player on your team.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Terraform&amp;diff=3767</id>
		<title>Terraform</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Terraform&amp;diff=3767"/>
		<updated>2018-04-26T00:20:14Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Terraform Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://licho.eu/alba/terraform/intro.png &amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All construction units and Nano Turrets can modify the terrain in Zero-K. '''Terraforming''' costs energy, metal and time.&lt;br /&gt;
&lt;br /&gt;
== Terraform Types ==&lt;br /&gt;
&lt;br /&gt;
The simplest way to use terraform is to '''hold left mouse''' while placing a structure.&lt;br /&gt;
This allows you to place the structure higher or lower.&lt;br /&gt;
&lt;br /&gt;
See [[Structure_Placement]] for more information on structure terraforming.&lt;br /&gt;
&lt;br /&gt;
Structure terrforming controls can be changed in the menu: settings&amp;gt;interface&amp;gt;building placement.&lt;br /&gt;
&lt;br /&gt;
[[File:terraform_structure.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are also 5 terraform commands found under the 'Special' tab in the menu:&lt;br /&gt;
&lt;br /&gt;
http://lh4.ggpht.com/_EUPLJBA3KD0/TRub7U_jT_I/AAAAAAAAAYk/koXIKuEWt_w/terrabuttons.jpg&lt;br /&gt;
&lt;br /&gt;
* Ramp &lt;br /&gt;
* Level&lt;br /&gt;
* Raise&lt;br /&gt;
* Smooth&lt;br /&gt;
* Restore&lt;br /&gt;
&lt;br /&gt;
Note: ''Right Click'' at any time during the terraform will cancel the command (so will mousewheel movement, that's a bug though).&lt;br /&gt;
&lt;br /&gt;
Make sure you have the widget called &amp;quot;Lasso Terraform GUI&amp;quot; enabled or you will not be able to use Terraform.&lt;br /&gt;
&lt;br /&gt;
== Interface: Lasso Selection == &lt;br /&gt;
&lt;br /&gt;
Level, Raise, Smooth and Restore have the same interface for selecting the effected area. They differ in what they do to the terrain.&lt;br /&gt;
&lt;br /&gt;
http://lh3.ggpht.com/_EUPLJBA3KD0/TRuciWHaPMI/AAAAAAAAAYo/Zt1TFHER0lA/terrabuttons2.jpg&lt;br /&gt;
&lt;br /&gt;
''Left click'' on the ground and hold the mouse to start drawing a line.  Drawing the area selects the area to be terraformed. If the end of the line is close to the start when the left mouse button is released the area inside the loop will be terraformed (like lasso selection), if the ends are far away the drawn line will be terraformed (good for making walls).&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/lasso.jpg&lt;br /&gt;
&lt;br /&gt;
If you are using Smooth or Restore the command will be given when you release the mouse. If you are using Level or Raise you will have to chose either which height to level to or how much to raise the land. This is done by moving the mouse up/down then clicking when it looks like it is at the desired height.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/setheight.jpg&lt;br /&gt;
&lt;br /&gt;
= Effects of Terraform and Modifiers =&lt;br /&gt;
&lt;br /&gt;
Here are the effects of Level, Raise, Smooth and Restore. The modifiers ''Alt'' and ''Ctrl'' can be held during the Height Choosing phase of the Level and Raise commands for more height choosing control.&lt;br /&gt;
&lt;br /&gt;
== Level ==&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/level.sized.jpg&lt;br /&gt;
&lt;br /&gt;
'''Level''' will move the terrain in the area to exactly the same height, the result terrain will be flat. For example a hill could be flattened.&lt;br /&gt;
&lt;br /&gt;
Hold ''Alt'' to snap to either the starting height, just below water level (so that ships can't pass) or the level just below water level that land units cannot pass (23 deep).&lt;br /&gt;
&lt;br /&gt;
Hold ''Ctrl'' and move the mouse to select the height to be levelled to from terrain by mousing over the terrain.&lt;br /&gt;
&lt;br /&gt;
Tap ''Space'' to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Can be toggled during lasso stage.&lt;br /&gt;
&lt;br /&gt;
== Raise ==&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/raise.sized.jpg&lt;br /&gt;
&lt;br /&gt;
'''Raise''' raises or lowers the terrain in the area by the same amount, the relative height of the terrain within the area is not changed.&lt;br /&gt;
&lt;br /&gt;
Hold ''Alt'' to snap to heights by steps of 15. A 15 high (or deep) wall (or trench) will be impassable to vehicles but passable to bots. A 18 high wall will be impassable to most common bots. A 30 high wall will be impassable to everything except spiders.&lt;br /&gt;
&lt;br /&gt;
Press ''Ctrl'' to reset the height to 0.&lt;br /&gt;
&lt;br /&gt;
== Smooth ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/smooth1.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/smooth2.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Smooth''' smooths the terrain, cliffs become less sharp.&lt;br /&gt;
&lt;br /&gt;
== Restore ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/restore1.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/restore2.sized.jpg&amp;quot; width=&amp;quot;360&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Restore''' reverts the height of the terrain to what it was at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Tap ''Space'' to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Toggle during lasso stage.&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;Advanced&amp;quot; Area Selection =&lt;br /&gt;
&lt;br /&gt;
For easier terraforming, alt and/or ctrl can be used to modify the way the lasso command is given.&lt;br /&gt;
&lt;br /&gt;
Hold ''Alt'' while clicking to terraform a rectangular area.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/square.jpg&lt;br /&gt;
&lt;br /&gt;
Hold ''Alt'' and click on a building or unit to create a wall around that unit.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/autowall.sized.jpg&lt;br /&gt;
&lt;br /&gt;
Hold ''Alt'' + ''Ctrl'' while clicking to create a hollow rectangle of terraform.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/ring.sized.jpg&lt;br /&gt;
&lt;br /&gt;
Hold ''Ctrl'' at any time during line drawing to create a straight section of line. Straight and non-straight lines can be mixed by pressing and releasing Ctrl.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/loopy.sized.jpg&lt;br /&gt;
&lt;br /&gt;
= Ramp =&lt;br /&gt;
&lt;br /&gt;
The ramp command interface is different from that of the other terraform commands.&lt;br /&gt;
&lt;br /&gt;
First select the Ramp command from the command menu.&lt;br /&gt;
&lt;br /&gt;
http://lh3.ggpht.com/_EUPLJBA3KD0/TRucnab2grI/AAAAAAAAAYs/N9DPLGOiYU0/terrabuttons3.jpg&lt;br /&gt;
&lt;br /&gt;
== Simple Ramp ==&lt;br /&gt;
This is a simple way to make a ramp between 2 points on the ground. It uses exactly the same interface as advanced ramp but it can be unclear how to make a simple ramp just from the explanation of the full features of advanced ramp.&lt;br /&gt;
&lt;br /&gt;
In short:&lt;br /&gt;
* ''Left Click'' the start of the ramp&lt;br /&gt;
* ''Left Click'' the end of the ramp&lt;br /&gt;
* ''Left Click'' again&lt;br /&gt;
&lt;br /&gt;
== Advanced Ramp ==&lt;br /&gt;
Using the full ramp interface you can make a ramp between any 2 arbitrary points above or below the terrain and chose the width of this ramp.&lt;br /&gt;
&lt;br /&gt;
''Left Click'' on the ground to set the start of the ramp. '''If''' you want to choose the height of the start of the ramp hold the click and move the mouse up or down. A little green line will appear out of the ground to indicate the height. The default height is the ground height, release the mouse to select the height.&lt;br /&gt;
&lt;br /&gt;
Hold '''Alt''' when choosing the start height to snap to the original ground height or just below water level(helpful for getting hovers out of the water).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp1.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then ''Left Click'' on the ground to set the end of the ramp. As with the start of the ramp, you can hold the mouse and move to choose the height. &lt;br /&gt;
&lt;br /&gt;
Hold '''Alt''' when choosing the end height to snap the gradient of the ramp to either upwards bot pathable, upwards vehicle pathable, flat, downwards vehicle pathable, downwards  bot pathable, the original ground height or just below water level .&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp2.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move the mouse up/down (not held down) and click to set the width of the ramp. Then ''Left Click'' to build it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp3.sized.jpg&amp;quot; width=&amp;quot;480&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ramp colour indicates whether all units will be able to use it, if vehicles/tanks will not be able to use it and if only Spiders can use it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_green.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_yellow.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&amp;lt;img src=&amp;quot;http://licho.eu/alba/terraform/ramp_red.jpg&amp;quot; width=&amp;quot;240&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Optional: Tap ''Space'' to cycle through only raise or only level. This limits the terraform to either take away or add terrain instead of a mix of both. Can be toggled at any stage during the ramp command.&lt;br /&gt;
&lt;br /&gt;
=== Cost ===&lt;br /&gt;
&lt;br /&gt;
Terraform by default costs 1 metal, energy and build power to raise or lower 1 heightmap grid, each vertex of the blue grid maps onto a point on the heightmap grid. Due to the sloped sides it will be costly to make a very high spire. Equal volumes of terraform will have the same cost regardless of shape. Cost can be changed with the &amp;quot;terraform cost multiplier&amp;quot; ModOption.&lt;br /&gt;
&lt;br /&gt;
As a general guideline, assuming the base value for terraforming cost, creating a 15 deep wall (or trench) will cost roughly 19 resources per 'segment'.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
You can protect non-combat structures not sensitive to terrain such as cloak/shield generators, [[Caretaker|nanoturrets]], [[Gunship Plant]]s and [[Missile Silo]]s with walls or holes.&lt;br /&gt;
&lt;br /&gt;
Buildings cannot be moved vertically. If you want to put a Fusion in a hole for safety the hole will have to be built before the Fusion. &lt;br /&gt;
&lt;br /&gt;
Because buildings cannot move vertically they can be used to stop walls being terraformed by the enemy.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/cappedwall.sized.jpg&lt;br /&gt;
&lt;br /&gt;
[[Big Bertha]]s and [[Crab]]s are very good at knocking down walls.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/crabesmooth.sized.jpg&lt;br /&gt;
&lt;br /&gt;
You can use terraforming to make a trench or wall underwater to stop amphibious bots.&lt;br /&gt;
&lt;br /&gt;
Terraform ramp can be used with [[Newton]]s to fire units at the enemy!&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/terraform/newtonramp.sized.jpg&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for terraform commands, navigate into the game menu and look under hotkeys for ''Levelground, Raiseground, Rampground, Smoothground'' and ''Restoreground.''&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Structure_Placement&amp;diff=3766</id>
		<title>Structure Placement</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Structure_Placement&amp;diff=3766"/>
		<updated>2018-04-26T00:15:56Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Structure Terraform */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for appending and inserting structure placement commands.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
=== Placing Multiple Structures ===&lt;br /&gt;
Multiple structures can be queued with a single command by holding shift and left-click dragging. The shape of placement can be changed with additional modifiers. Press '''Z''' and '''X''' to adjust the spacing between the structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' and click on a unit to queue a wall of structures surrounding the unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
=== Structure Terraform ===&lt;br /&gt;
[[Terraform#terraform_types|Terraforming]] can easily be queued before construction to put a structure on a spire or in a hole. There are various ways to issue this command.&lt;br /&gt;
&lt;br /&gt;
Height selection mode can be entered as follows:&lt;br /&gt;
*By holding '''Alt''' and using the mouse wheel during structure placement.&lt;br /&gt;
*By pressing '''B''' during structure placement. Press '''C''' and '''V''' to adjust the height.&lt;br /&gt;
*By holding down the left mouse button during placement (keeping the cursor stationary). Move the mouse and down to adjust the height and left click again to issue the command.&lt;br /&gt;
&lt;br /&gt;
After choosing the terraform height, click to place the structure as usual to issue the terraform and construction command. Structure terraform does not support multiple structure placement but it does support queuing and insertion with '''SPACE''' and '''SHIFT'''.&lt;br /&gt;
&lt;br /&gt;
See the [[Terraform#Level|Level Command]] for details on the available modifiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Interface&amp;diff=3765</id>
		<title>Interface</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Interface&amp;diff=3765"/>
		<updated>2018-04-25T23:00:07Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For information on the game lobby interface, see [[Game_Lobby|game lobby]]&lt;br /&gt;
&lt;br /&gt;
== In-game Interface ==&lt;br /&gt;
&lt;br /&gt;
The Zero-K ingame interface is simply structured. See the image below and the related text to understand the basic interface view.&lt;br /&gt;
&lt;br /&gt;
The interface elements can be moved, resized and tweaked with '''CTRL+F11''', or by the ingame menu via Settings&amp;gt;HUD Panels&amp;gt;Extras.&lt;br /&gt;
&lt;br /&gt;
[[File:Interface_screenshot.jpg]]&lt;br /&gt;
&lt;br /&gt;
# Idle Constructors, Commander, and your factories production queue. If some of your constructors are idle the &amp;quot;M&amp;quot; will turn to yellow.&lt;br /&gt;
# Orders Panel. Includes Move, Attack Move, Fire etc. This panel has 5 extra tabs for constructors, allowing you to build factories, Economic structures, Defenses, etc.  The right side of this panel shows current unit states.&lt;br /&gt;
# Info Panel. Shows information about the selected unit (like health, build power etc).&lt;br /&gt;
# Minimap. Units in combat will glow yellow, dying units red. You can issue orders here just as on the main screen. The buttons allow you to change the view (metal view, height view, etc).&lt;br /&gt;
# Player List. An overview of all participants in the game, also spectators. CPU load, Ping and alliance state are shown.  Hovering over the list will show current spectators.&lt;br /&gt;
# Messages including chat and notifications.&lt;br /&gt;
# Buttons to toggle map overlays, show team colors, and zoom to the last message. Can also place retreat and ferry zones.  Not shown, there is also a button to show graphs showing gameplay stats.  All these buttons have hotkeys which can be re-bound.&lt;br /&gt;
# Metal (blue) and Energy (yellow) economy bars.  The numbers are: current storage, +income, -expenditure.  The current amount of storage used compared with total storage is shown by how full the bar is.  The &amp;gt;&amp;gt;&amp;gt; symbols show how quickly the storage is being filled or depleted.  More economic information is avaible when hovering the cursor over the metal/energy icons.&lt;br /&gt;
# Buttons to go to the main in-game [[Ingame_Menu|'''F10''' or '''ESC''' menu]], and toggle the main game lobby.  There are also controls for sound and music volume.&lt;br /&gt;
# This is the main playing area. Here you see a construction queue made with '''SHIFT'''.&lt;br /&gt;
# This is an info panel that the cursor is hovering over.  More information about the unit can be brought up with '''SPACE+click'''.&lt;br /&gt;
&lt;br /&gt;
== Sharing Resources ==&lt;br /&gt;
&lt;br /&gt;
When playing a team game, you can donate metal and energy to your allies, as well as selected units.  By default, you also donate excess metal and energy to your team automatically.  Hold '''TAB''' to display the following menu.&lt;br /&gt;
&lt;br /&gt;
[[file:TabMenu_Sharing.jpg]]&lt;br /&gt;
&lt;br /&gt;
# Metal and Energy bars, showing current storage and income.&lt;br /&gt;
# Current defensive power per player, gained by building static defenses.&lt;br /&gt;
# Current offensive power per player, gained by building factories and combat units.&lt;br /&gt;
# Donate energy to this player. The amount is determined by holding SHIFT, CTRL and ALT.&lt;br /&gt;
# Donate metal to this player. The amount is determined by holding SHIFT, CTRL and ALT.&lt;br /&gt;
# Donate the units you currently have selected to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3764</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3764"/>
		<updated>2018-04-25T22:53:49Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* First Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Lua widgets:&lt;br /&gt;
&lt;br /&gt;
2 INGAME SETTING CHANGES REQUIRED:&lt;br /&gt;
&lt;br /&gt;
(1)Ingame Settings / Misc / Local Widget Config / &amp;quot;Enable Local Widgets&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
(2)Ingame Settings / Audio / Disable &amp;quot;Use Included Tracks&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
(3)Exit the game and lobby.&lt;br /&gt;
&lt;br /&gt;
Then extract the entire archive to Zero-K directory.&lt;br /&gt;
&lt;br /&gt;
Catagory of music is controlled by the folder the .ogg is placed in. playlist.lua is unconfigured. &lt;br /&gt;
&lt;br /&gt;
Main menu music is currently un&lt;br /&gt;
&lt;br /&gt;
= Ingame Menu =&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
This section allows for modifying various game behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities.  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
THIS PAGE IS A WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Lobby Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], and a list of the current top 10 players.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Discord&amp;quot; button will open a link to the official Zero-K discord server in your browser.  On Discord there are several channels related to game support and streaming, as well as development of the game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Forum&amp;quot; button will open the Zero-K Forums in your browser.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manual&amp;quot; button opens this Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zero-K&amp;quot; button will open the [http://zero-k.info Zero-K website[.&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
Lobby chat is mirrored on the Zero-K Discord server, and chat in the #zk channel on Discord is likewise displayed in the game's lobby chat.&lt;br /&gt;
&lt;br /&gt;
Clicking on the list of players will allow you to view their user page, or send them messages, etc.&lt;br /&gt;
&lt;br /&gt;
On the user page, at the bottom of the page you can view current rating statistics for a chosen player.  &lt;br /&gt;
&lt;br /&gt;
Viewing your own user page will allow you to browse a list of [http://zero-k.info/Clans Clans] which you may opt to join.  &lt;br /&gt;
&lt;br /&gt;
Inviting a player to a party will allow you to queue for team matches together.  Players you have invited will have a small icon next to their name until they accept the invite.  When other players accept, it will create a new chat channel in the lobby.&lt;br /&gt;
&lt;br /&gt;
There are a limited number of voice channels in Discord that may be used for team communication.  When not using them, be sure to disconnect from the voice channel using the small handset icon.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
Displays a list of your current friends in-game.&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
These options affect the Zero-K lobby.  Most gameplay options are accessed while in-game, using the [[Ingame_Menu|In-Game Menu]].&lt;br /&gt;
&lt;br /&gt;
==== Lobby ====&lt;br /&gt;
&lt;br /&gt;
Settings for the game lobby itself, and some settings related to match setup.&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
Settings for the in-game graphics.&lt;br /&gt;
&lt;br /&gt;
==== Game ====&lt;br /&gt;
&lt;br /&gt;
Settings for basics of the in-game interface.  The game interface scale will change the size of the UI elements while in a game.&lt;br /&gt;
&lt;br /&gt;
Invert zoom will reverse the zoom functionality of the scrollwheel.  &lt;br /&gt;
&lt;br /&gt;
Text-to-Speech will read out all in-game chat messages using a high-tech voice synthesizer.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
The steam client should come with a number of maps. Additional maps and other assets will be downloaded as needed in the match lobby.&lt;br /&gt;
&lt;br /&gt;
== Game Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer &amp;amp; Coop ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign ====&lt;br /&gt;
&lt;br /&gt;
The campaign provides a series of set-piece challenges, structured as a branching set of missions.  Pay attention to the hints given in the mission briefing, as they are often critical to completing the scenario.&lt;br /&gt;
&lt;br /&gt;
In the Steam client, the campaign may be played cooperatively with another player.&lt;br /&gt;
&lt;br /&gt;
Progression in the campaign is separate from player rankings.  &lt;br /&gt;
&lt;br /&gt;
In the campaign, your commander will gain experience and level up when missions and optional objectives are completed.  The Commander leveling up works similarly to how upgrades work in skirmishes and multiplayer games, except here the Commander can't be upgraded but instead begins the mission at the level you have unlocked. Unlocked components may be swapped out at will for use in a given mission.&lt;br /&gt;
&lt;br /&gt;
All units and structures unlocked from completing missions can be used in future missions.  You can attempt a difficult challenge once you have acquired access to more units.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish ====&lt;br /&gt;
&lt;br /&gt;
This will let you set up a single player match against the AI, similar to a multiplayer battle.  You can set up a quick battle with the options given, or click on the &amp;quot;Advanced&amp;quot; button to configure the game in more detail.&lt;br /&gt;
&lt;br /&gt;
Playing skirmish matches does not affect you player rankings.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
Most multiplayer matches affect your game rating, though there is an option in the match setup to prevent a match from affecting rating.  As more games are played, your player rank will increase. See the [[FAQ#How do I gain rating?|FAQ]].&lt;br /&gt;
&lt;br /&gt;
==== Matchmaking ====&lt;br /&gt;
&lt;br /&gt;
See [[Matchmaking]]&lt;br /&gt;
&lt;br /&gt;
==== Battle List ====&lt;br /&gt;
&lt;br /&gt;
This is a list of current player-started matches.  &lt;br /&gt;
&lt;br /&gt;
TO-DO&lt;br /&gt;
&lt;br /&gt;
==== Planetwars ====&lt;br /&gt;
&lt;br /&gt;
This is a persistent campaign which runs periodically.  See the [[Manual]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
The game client automatically saves a replay for all games you participate in.  This includes campaign missions, skirmishes, and multiplayer matches.  &lt;br /&gt;
&lt;br /&gt;
While viewing a replay, there is a small interface bar in-game to adjust the game replay speed.&lt;br /&gt;
&lt;br /&gt;
Replays can be viewed from any player's / teams point of view.&lt;br /&gt;
&lt;br /&gt;
=== Help ===&lt;br /&gt;
&lt;br /&gt;
*'''Links''': Useful links to game information and streamers.&lt;br /&gt;
&lt;br /&gt;
*'''Tutorials''': A short sequence of missions to demonstrate game concepts.&lt;br /&gt;
&lt;br /&gt;
*'''Report a Bug''': Bug report form.&lt;br /&gt;
&lt;br /&gt;
== Match Lobby ==&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
Join as spectator - only before game starts?&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat commands ===&lt;br /&gt;
&lt;br /&gt;
!force&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Game_Lobby&amp;diff=3763</id>
		<title>Game Lobby</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Game_Lobby&amp;diff=3763"/>
		<updated>2018-04-25T22:48:25Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Replays */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Lobby Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], and a list of the current top 10 players.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Discord&amp;quot; button will open a link to the official Zero-K discord server in your browser.  On Discord there are several channels related to game support and streaming, as well as development of the game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Forum&amp;quot; button will open the Zero-K Forums in your browser.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manual&amp;quot; button opens this Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zero-K&amp;quot; button will open the [http://zero-k.info Zero-K website[.&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
Lobby chat is mirrored on the Zero-K Discord server, and chat in the #zk channel on Discord is likewise displayed in the game's lobby chat.&lt;br /&gt;
&lt;br /&gt;
Clicking on the list of players will allow you to view their user page, or send them messages, etc.&lt;br /&gt;
&lt;br /&gt;
On the user page, at the bottom of the page you can view current rating statistics for a chosen player.  &lt;br /&gt;
&lt;br /&gt;
Viewing your own user page will allow you to browse a list of [http://zero-k.info/Clans Clans] which you may opt to join.  &lt;br /&gt;
&lt;br /&gt;
Inviting a player to a party will allow you to queue for team matches together.  Players you have invited will have a small icon next to their name until they accept the invite.  When other players accept, it will create a new chat channel in the lobby.&lt;br /&gt;
&lt;br /&gt;
There are a limited number of voice channels in Discord that may be used for team communication.  When not using them, be sure to disconnect from the voice channel using the small handset icon.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
Displays a list of your current friends in-game.&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
These options affect the Zero-K lobby.  Most gameplay options are accessed while in-game, using the [[Ingame_Menu|In-Game Menu]].&lt;br /&gt;
&lt;br /&gt;
==== Lobby ====&lt;br /&gt;
&lt;br /&gt;
Settings for the game lobby itself, and some settings related to match setup.&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
Settings for the in-game graphics.&lt;br /&gt;
&lt;br /&gt;
==== Game ====&lt;br /&gt;
&lt;br /&gt;
Settings for basics of the in-game interface.  The game interface scale will change the size of the UI elements while in a game.&lt;br /&gt;
&lt;br /&gt;
Invert zoom will reverse the zoom functionality of the scrollwheel.  &lt;br /&gt;
&lt;br /&gt;
Text-to-Speech will read out all in-game chat messages using a high-tech voice synthesizer.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
The steam client should come with a number of maps. Additional maps and other assets will be downloaded as needed in the match lobby.&lt;br /&gt;
&lt;br /&gt;
== Game Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer &amp;amp; Coop ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign ====&lt;br /&gt;
&lt;br /&gt;
The campaign provides a series of set-piece challenges, structured as a branching set of missions.  Pay attention to the hints given in the mission briefing, as they are often critical to completing the scenario.&lt;br /&gt;
&lt;br /&gt;
In the Steam client, the campaign may be played cooperatively with another player.&lt;br /&gt;
&lt;br /&gt;
Progression in the campaign is separate from player rankings.  &lt;br /&gt;
&lt;br /&gt;
In the campaign, your commander will gain experience and level up when missions and optional objectives are completed.  The Commander leveling up works similarly to how upgrades work in skirmishes and multiplayer games, except here the Commander can't be upgraded but instead begins the mission at the level you have unlocked. Unlocked components may be swapped out at will for use in a given mission.&lt;br /&gt;
&lt;br /&gt;
All units and structures unlocked from completing missions can be used in future missions.  You can attempt a difficult challenge once you have acquired access to more units.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish ====&lt;br /&gt;
&lt;br /&gt;
This will let you set up a single player match against the AI, similar to a multiplayer battle.  You can set up a quick battle with the options given, or click on the &amp;quot;Advanced&amp;quot; button to configure the game in more detail.&lt;br /&gt;
&lt;br /&gt;
Survival mode will set up the game so you are fighting against waves of alien Chickens. See [[Chicken_Defense]]&lt;br /&gt;
&lt;br /&gt;
Playing skirmish matches does not affect you player rankings.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
Most multiplayer matches affect your game rating, though there is an option in the match setup to prevent a match from affecting rating.  As more games are played, your player rank will increase. See the [[FAQ#How do I gain rating?|FAQ]].&lt;br /&gt;
&lt;br /&gt;
==== Matchmaking ====&lt;br /&gt;
&lt;br /&gt;
See [[Matchmaking]]&lt;br /&gt;
&lt;br /&gt;
==== Battle List ====&lt;br /&gt;
&lt;br /&gt;
This is a list of current player-started matches.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;TO-DO - THIS SHOULD LINK TO A PAGE WITH GAME LOBBY OPTIONS, HOW TO SET TEAMS, ETC.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Planetwars ====&lt;br /&gt;
&lt;br /&gt;
This is a persistent campaign which runs periodically.  See the [[Manual]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
The game client automatically saves a replay for all games you participate in.  This includes campaign missions, skirmishes, and multiplayer matches.  &lt;br /&gt;
&lt;br /&gt;
While viewing a replay, there is a small interface bar in-game to adjust the game replay speed.&lt;br /&gt;
&lt;br /&gt;
Replays can be viewed from any player's / teams point of view.&lt;br /&gt;
&lt;br /&gt;
Additional replays may be viewed directly or downloaded outside of the game; see http://zero-k.info/Battles/ or links in the forums, etc.&lt;br /&gt;
&lt;br /&gt;
=== Help ===&lt;br /&gt;
&lt;br /&gt;
*'''Links''': Useful links to game information and streamers.&lt;br /&gt;
&lt;br /&gt;
*'''Tutorials''': A short sequence of missions to demonstrate game concepts.&lt;br /&gt;
&lt;br /&gt;
*'''Report a Bug''': Bug report form.&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3741</id>
		<title>Ingame Menu</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3741"/>
		<updated>2018-04-24T00:25:23Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Advanced Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS.&lt;br /&gt;
&lt;br /&gt;
This is a summary of the in-game options menu, which is brought up by pressing &amp;quot;ESCAPE&amp;quot;.  Doing so will pause the game in a single-player game.&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Simple Settings ==&lt;br /&gt;
&lt;br /&gt;
A basic list of options is visible when the &amp;quot;simple mode&amp;quot; box is checked at the bottom of the menu.  All these options are included in the &amp;quot;Advanced&amp;quot; options list below, shown when the box is unchecked.&lt;br /&gt;
&lt;br /&gt;
== Advanced Settings ==&lt;br /&gt;
&lt;br /&gt;
This is the full list of options, enabled by unchecking the &amp;quot;Simple mode&amp;quot; box at the bottom of the menu.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
*'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
*'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
*Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
*The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
*'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
*'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
*Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
*If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
*'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
*'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
*'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
*'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
*'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities (reclain/ressurect, construction/terraform, and moving/jumping).  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
* Options for displaying how team colors are shown.  Generally, teams are color-coordinated, with allies as blue colors, and enemies in red colors.&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
* Healthbars can be toggled in game if a hotkey is set.&lt;br /&gt;
* Destroyed units can have their health displayed.  When corpse take enough damage, they will disintegrate and they will be un-reclaimable.&lt;br /&gt;
* Min reload time slider: controls how long of a unit's reload time is required to be displayed under the health bar.  The reload time is not visible until zoomed in sufficiently.&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
* Various unit states can be displayed over the unit, if any states have been changed from &amp;quot;normal&amp;quot;.  By defauly, holding '''SHIFT''' will display priority states.&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
* Partially constructed units will display a clock showing the remaining time to completed.&lt;br /&gt;
* Display height controls how far out you can zoom while still seeing the ETA icons.&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
*This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
*When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
*When resigning without a vote, your units will be donated to another player on your team.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3740</id>
		<title>Ingame Menu</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3740"/>
		<updated>2018-04-24T00:24:45Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Build ETA */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS.&lt;br /&gt;
&lt;br /&gt;
This is a summary of the in-game options menu, which is brought up by pressing &amp;quot;ESCAPE&amp;quot;.  Doing so will pause the game in a single-player game.&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Simple Settings ==&lt;br /&gt;
&lt;br /&gt;
A basic list of options is visible when the &amp;quot;simple mode&amp;quot; box is checked at the bottom of the menu.  All these options are included in the &amp;quot;Advanced&amp;quot; options list below, shown when the box is unchecked.&lt;br /&gt;
&lt;br /&gt;
== Advanced Settings ==&lt;br /&gt;
&lt;br /&gt;
This is the full list of options, enabled by unchecking the &amp;quot;Simple mode&amp;quot; box at the bottom of the menu.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
*'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
*'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
*Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
*The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
*'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
*'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
*Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
*If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
*'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
*'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
*'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
*'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
*'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities (reclain/ressurect, construction/terraform, and moving/jumping).  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
* Options for displaying how team colors are shown.  Generally, teams are color-coordinated, with allies as blue colors, and enemies in red colors.&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
* Healthbars can be toggled in game if a hotkey is set.&lt;br /&gt;
* Destroyed units can have their health displayed.  When corpse take enough damage, they will disintegrate and they will be un-reclaimable.&lt;br /&gt;
* Min reload time slider: controls how long of a unit's reload time is required to be displayed under the health bar.  The reload time is not visible until zoomed in sufficiently.&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
* Various unit states can be displayed over the unit, if any states have been changed from &amp;quot;normal&amp;quot;.  By defauly, holding '''SHIFT''' will display priority states.&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
* Partially constructed units will display a clock showing the remaining time to completed.&lt;br /&gt;
* Display height controls how far out you can zoom while still seeing the ETA icons.&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
*This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
*When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
*When resigning without a vote, your units will be donated to another player on your team.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3739</id>
		<title>Ingame Menu</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3739"/>
		<updated>2018-04-24T00:19:51Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Hovering Icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS.&lt;br /&gt;
&lt;br /&gt;
This is a summary of the in-game options menu, which is brought up by pressing &amp;quot;ESCAPE&amp;quot;.  Doing so will pause the game in a single-player game.&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Simple Settings ==&lt;br /&gt;
&lt;br /&gt;
A basic list of options is visible when the &amp;quot;simple mode&amp;quot; box is checked at the bottom of the menu.  All these options are included in the &amp;quot;Advanced&amp;quot; options list below, shown when the box is unchecked.&lt;br /&gt;
&lt;br /&gt;
== Advanced Settings ==&lt;br /&gt;
&lt;br /&gt;
This is the full list of options, enabled by unchecking the &amp;quot;Simple mode&amp;quot; box at the bottom of the menu.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
*'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
*'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
*Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
*The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
*'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
*'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
*Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
*If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
*'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
*'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
*'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
*'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
*'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities (reclain/ressurect, construction/terraform, and moving/jumping).  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
* Options for displaying how team colors are shown.  Generally, teams are color-coordinated, with allies as blue colors, and enemies in red colors.&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
* Healthbars can be toggled in game if a hotkey is set.&lt;br /&gt;
* Destroyed units can have their health displayed.  When corpse take enough damage, they will disintegrate and they will be un-reclaimable.&lt;br /&gt;
* Min reload time slider: controls how long of a unit's reload time is required to be displayed under the health bar.  The reload time is not visible until zoomed in sufficiently.&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
* Various unit states can be displayed over the unit, if any states have been changed from &amp;quot;normal&amp;quot;.  By defauly, holding '''SHIFT''' will display priority states.&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
*This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
*When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
*When resigning without a vote, your units will be donated to another player on your team.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3738</id>
		<title>Ingame Menu</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3738"/>
		<updated>2018-04-24T00:12:34Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Healthbars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS.&lt;br /&gt;
&lt;br /&gt;
This is a summary of the in-game options menu, which is brought up by pressing &amp;quot;ESCAPE&amp;quot;.  Doing so will pause the game in a single-player game.&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Simple Settings ==&lt;br /&gt;
&lt;br /&gt;
A basic list of options is visible when the &amp;quot;simple mode&amp;quot; box is checked at the bottom of the menu.  All these options are included in the &amp;quot;Advanced&amp;quot; options list below, shown when the box is unchecked.&lt;br /&gt;
&lt;br /&gt;
== Advanced Settings ==&lt;br /&gt;
&lt;br /&gt;
This is the full list of options, enabled by unchecking the &amp;quot;Simple mode&amp;quot; box at the bottom of the menu.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
*'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
*'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
*Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
*The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
*'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
*'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
*Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
*If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
*'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
*'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
*'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
*'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
*'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities (reclain/ressurect, construction/terraform, and moving/jumping).  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
* Options for displaying how team colors are shown.  Generally, teams are color-coordinated, with allies as blue colors, and enemies in red colors.&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
* Healthbars can be toggled in game if a hotkey is set.&lt;br /&gt;
* Destroyed units can have their health displayed.  When corpse take enough damage, they will disintegrate and they will be un-reclaimable.&lt;br /&gt;
* Min reload time slider: controls how long of a unit's reload time is required to be displayed under the health bar.  The reload time is not visible until zoomed in sufficiently.&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
*This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
*When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
*When resigning without a vote, your units will be donated to another player on your team.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3737</id>
		<title>Ingame Menu</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3737"/>
		<updated>2018-04-24T00:05:19Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Team Colors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS.&lt;br /&gt;
&lt;br /&gt;
This is a summary of the in-game options menu, which is brought up by pressing &amp;quot;ESCAPE&amp;quot;.  Doing so will pause the game in a single-player game.&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Simple Settings ==&lt;br /&gt;
&lt;br /&gt;
A basic list of options is visible when the &amp;quot;simple mode&amp;quot; box is checked at the bottom of the menu.  All these options are included in the &amp;quot;Advanced&amp;quot; options list below, shown when the box is unchecked.&lt;br /&gt;
&lt;br /&gt;
== Advanced Settings ==&lt;br /&gt;
&lt;br /&gt;
This is the full list of options, enabled by unchecking the &amp;quot;Simple mode&amp;quot; box at the bottom of the menu.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
*'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
*'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
*Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
*The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
*'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
*'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
*Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
*If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
*'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
*'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
*'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
*'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
*'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities (reclain/ressurect, construction/terraform, and moving/jumping).  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
* Options for displaying how team colors are shown.  Generally, teams are color-coordinated, with allies as blue colors, and enemies in red colors.&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
*This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
*When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
*When resigning without a vote, your units will be donated to another player on your team.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3736</id>
		<title>Ingame Menu</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3736"/>
		<updated>2018-04-23T23:58:21Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Simple Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS.&lt;br /&gt;
&lt;br /&gt;
This is a summary of the in-game options menu, which is brought up by pressing &amp;quot;ESCAPE&amp;quot;.  Doing so will pause the game in a single-player game.&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Simple Settings ==&lt;br /&gt;
&lt;br /&gt;
A basic list of options is visible when the &amp;quot;simple mode&amp;quot; box is checked at the bottom of the menu.  All these options are included in the &amp;quot;Advanced&amp;quot; options list below, shown when the box is unchecked.&lt;br /&gt;
&lt;br /&gt;
== Advanced Settings ==&lt;br /&gt;
&lt;br /&gt;
This is the full list of options, enabled by unchecking the &amp;quot;Simple mode&amp;quot; box at the bottom of the menu.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
*'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
*'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
*Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
*The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
*'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
*'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
*Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
*If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
*'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
*'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
*'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
*'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
*'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities (reclain/ressurect, construction/terraform, and moving/jumping).  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
*This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
*When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
*When resigning without a vote, your units will be donated to another player on your team.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Interface&amp;diff=3735</id>
		<title>Interface</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Interface&amp;diff=3735"/>
		<updated>2018-04-23T23:38:23Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Zero-K interface''' is simply structured. See the image below and the related text to understand the basic interface view.&lt;br /&gt;
&lt;br /&gt;
The interface elements can be moved, resized and tweaked with '''CTRL+F11''', or by the ingame menu via Settings&amp;gt;HUD Panels&amp;gt;Extras.&lt;br /&gt;
&lt;br /&gt;
[[File:Interface_screenshot.jpg]]&lt;br /&gt;
&lt;br /&gt;
# Idle Constructors, Commander, and your factories production queue. If some of your constructors are idle the &amp;quot;M&amp;quot; will turn to yellow.&lt;br /&gt;
# Orders Panel. Includes Move, Attack Move, Fire etc. This panel has 5 extra tabs for constructors, allowing you to build factories, Economic structures, Defenses, etc.  The right side of this panel shows current unit states.&lt;br /&gt;
# Info Panel. Shows information about the selected unit (like health, build power etc).&lt;br /&gt;
# Minimap. Units in combat will glow yellow, dying units red. You can issue orders here just as on the main screen. The buttons allow you to change the view (metal view, height view, etc).&lt;br /&gt;
# Player List. An overview of all participants in the game, also spectators. CPU load, Ping and alliance state are shown.  Hovering over the list will show current spectators.&lt;br /&gt;
# Messages including chat and notifications.&lt;br /&gt;
# Buttons to toggle map overlays, show team colors, and zoom to the last message. Can also place retreat and ferry zones.  Not shown, there is also a button to show graphs showing gameplay stats.  All these buttons have hotkeys which can be re-bound.&lt;br /&gt;
# Metal (blue) and Energy (yellow) economy bars.  The numbers are: current storage, +income, -expenditure.  The current amount of storage used compared with total storage is shown by how full the bar is.  The &amp;gt;&amp;gt;&amp;gt; symbols show how quickly the storage is being filled or depleted.&lt;br /&gt;
# Buttons to go to the main in-game '''F10''' or '''ESC''' menu, and view the main game lobby.  There are also controls for sound and music volume.&lt;br /&gt;
# This is the main playing area. Here you see a construction queue made with '''SHIFT'''.&lt;br /&gt;
# This is an info panel that the mouse is hovering over.  More information about the unit can be brought up with '''SPACE+click'''.&lt;br /&gt;
&lt;br /&gt;
== Sharing Resources ==&lt;br /&gt;
&lt;br /&gt;
When playing a team game, you can donate metal and energy to your allies, as well as selected units.  By default, you also donate excess metal and energy to your team automatically.  Hold '''TAB''' to display the following menu.&lt;br /&gt;
&lt;br /&gt;
[[file:TabMenu_Sharing.jpg]]&lt;br /&gt;
&lt;br /&gt;
# Metal and Energy bars, showing current storage and income.&lt;br /&gt;
# Current defensive power per player, gained by building static defenses.&lt;br /&gt;
# Current offensive power per player, gained by building factories and combat units.&lt;br /&gt;
# Donate energy to this player. The amount is determined by holding SHIFT, CTRL and ALT.&lt;br /&gt;
# Donate metal to this player. The amount is determined by holding SHIFT, CTRL and ALT.&lt;br /&gt;
# Donate the units you currently have selected to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Interface&amp;diff=3734</id>
		<title>Interface</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Interface&amp;diff=3734"/>
		<updated>2018-04-23T23:07:45Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Zero-K interface''' is simply structured. See the image below and the related text to understand the basic interface view.&lt;br /&gt;
&lt;br /&gt;
The interface elements can be moved, resized and tweaked with '''CTRL+F11''', or by the ingame menu, via Settings&amp;gt;HUD Panels&amp;gt;Extras.&lt;br /&gt;
&lt;br /&gt;
[[File:Interface_screenshot.jpg]]&lt;br /&gt;
&lt;br /&gt;
# Idle Constructors, Commander, and your factories production queue. If some of your constructors are idle the &amp;quot;M&amp;quot; will turn to yellow.&lt;br /&gt;
# Orders Panel. Includes Move, Attack Move, Fire etc. This panel has 5 extra tabs for constructors, allowing you to build factories, Economic structures, Defenses, etc.  The right side of this panel shows current unit states.&lt;br /&gt;
# Info Panel. Shows information about the selected unit (like health, build power etc).&lt;br /&gt;
# Minimap. Units in combat will glow yellow, dying units red. You can issue orders here just as on the main screen. The buttons allow you to change the view (metal view, height view, etc).&lt;br /&gt;
# Player List. An overview of all participants in the game, also spectators. CPU load, Ping and alliance state are shown.&lt;br /&gt;
# Messages including chat and notifications.&lt;br /&gt;
# Buttons to toggle map overlays, show team colors, and zoom to the last message. Can also place retreat and ferry zones.  Not shown, there is also a button to show graphs showing gameplay stats.  All these buttons have hotkeys which can be re-bound.&lt;br /&gt;
# Metal (blue) and Energy (yellow) economy bars.  The numbers are: current storage, +income, -expenditure.  The current amount of storage used compared with total storage is shown by how full the bar is.  The &amp;gt;&amp;gt;&amp;gt; symbols show how quickly the storage is being filled or depleted.&lt;br /&gt;
# Buttons to go to the main in-game '''F10''' or '''ESC''' menu, and view the main game lobby.  There are also controls for sound and music volume.&lt;br /&gt;
# This is the main playing area. Here you see a construction queue made with '''SHIFT'''.&lt;br /&gt;
# This is an info panel that the mouse is hovering over.  More information about the unit can be brought up with '''SPACE+click'''.&lt;br /&gt;
&lt;br /&gt;
== Sharing Resources ==&lt;br /&gt;
&lt;br /&gt;
When playing a team game, you can donate metal and energy to your allies, as well as selected units.  By default, you also donate excess metal and energy to your team automatically.  Hold '''TAB''' to display the following menu.&lt;br /&gt;
&lt;br /&gt;
[[file:TabMenu_Sharing.jpg]]&lt;br /&gt;
&lt;br /&gt;
# Metal and Energy bars, showing current storage and income.&lt;br /&gt;
# Current defensive power per player, gained by building static defenses.&lt;br /&gt;
# Current offensive power per player, gained by building factories and combat units.&lt;br /&gt;
# Donate energy to this player. The amount is determined by holding SHIFT, CTRL and ALT.&lt;br /&gt;
# Donate metal to this player. The amount is determined by holding SHIFT, CTRL and ALT.&lt;br /&gt;
# Donate the units you currently have selected to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:Interface_screenshot.jpg&amp;diff=3733</id>
		<title>File:Interface screenshot.jpg</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:Interface_screenshot.jpg&amp;diff=3733"/>
		<updated>2018-04-23T23:05:19Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: MachiMouse uploaded a new version of File:Interface screenshot.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
screenshot of game showing interface elements&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:Interface_screenshot.jpg&amp;diff=3732</id>
		<title>File:Interface screenshot.jpg</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:Interface_screenshot.jpg&amp;diff=3732"/>
		<updated>2018-04-23T22:45:25Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: screenshot of game showing interface elements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
screenshot of game showing interface elements&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Zero-K screenshot}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Interface&amp;diff=3719</id>
		<title>Interface</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Interface&amp;diff=3719"/>
		<updated>2018-04-20T21:01:19Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Zero-K interface''' is simply structured. See the image below and the related text to understand the basic interface view.&lt;br /&gt;
&lt;br /&gt;
http://zero-k.info/img/thegui.png&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Number !! Explanation&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Info Panel. Shows information about the selected unit (like health, build power etc).&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Orders Panel. Includes Move, Attack Move, Fire etc. This panel has 5 extra tabs for constructors, allowing you to build factories, Economic structures, Defenses, etc&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Idle Constructors, Commander, and your factories production queue. If some of your constructors are idle the &amp;quot;M&amp;quot; will turn to yellow.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Player List. An overview of all participants in the game, also spectators. CPU load, Ping and alliance state are shown.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Message including chat and notification.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || The resource bars show the metal/energy you have in storage, as well as your income and expenditure.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Menu. Open/Close it with &amp;quot;Esc&amp;quot;. It allows you quit, change settings and move the interface.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Chat Log. Gives a history of notifications and chat.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Minimap. Units in combat will glow yellow, dying units red. You can issue orders here just as on the main screen. The buttons allow you to change the view (metal view, height view, etc).&lt;br /&gt;
|-&lt;br /&gt;
| 10 || This is the main playing area. Here you see a construction queue made with &amp;quot;shift&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sharing Resources ==&lt;br /&gt;
&lt;br /&gt;
When playing a team game, you can donate metal and energy to your allies, as well as selected units.  By default, you also donate excess metal and energy to your team automatically.  Hold '''TAB''' to display the following menu.&lt;br /&gt;
&lt;br /&gt;
[[file:TabMenu_Sharing.jpg]]&lt;br /&gt;
&lt;br /&gt;
# Metal and Energy bars, showing current storage and income.&lt;br /&gt;
# Current defensive power per player, gained by building static defenses.&lt;br /&gt;
# Current offensive power per player, gained by building factories and combat units.&lt;br /&gt;
# Donate energy to this player. The amount is determined by holding SHIFT, CTRL and ALT.&lt;br /&gt;
# Donate metal to this player. The amount is determined by holding SHIFT, CTRL and ALT.&lt;br /&gt;
# Donate the units you currently have selected to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3718</id>
		<title>Ingame Menu</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3718"/>
		<updated>2018-04-20T20:57:58Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Vote Resign / Resign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS.&lt;br /&gt;
&lt;br /&gt;
This is a summary of the in-game options menu, which is brought up by pressing &amp;quot;ESCAPE&amp;quot;.  Doing so will pause the game in a single-player game.&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Simple Settings ==&lt;br /&gt;
&lt;br /&gt;
This is a basic list of options, visible when the &amp;quot;simple mode&amp;quot; box is checked at the bottom of the menu.  All these options are included in the full list of options when the box is unchecked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced Settings ==&lt;br /&gt;
&lt;br /&gt;
This is the full list of options, enabled by unchecking the &amp;quot;Simple mode&amp;quot; box at the bottom of the menu.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
*'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
*'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
*Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
*The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
*'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
*'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
*Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
*If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
*'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
*'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
*'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
*'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
*'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities (reclain/ressurect, construction/terraform, and moving/jumping).  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
*This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
*When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
*When resigning without a vote, your units will be donated to another player on your team.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:TabMenu_Sharing.jpg&amp;diff=3717</id>
		<title>File:TabMenu Sharing.jpg</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:TabMenu_Sharing.jpg&amp;diff=3717"/>
		<updated>2018-04-20T20:44:44Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: Ingame TAB menu, showing sharing options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ingame TAB menu, showing sharing options&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3707</id>
		<title>Ingame Menu</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3707"/>
		<updated>2018-04-20T00:55:25Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS.&lt;br /&gt;
&lt;br /&gt;
This is a summary of the in-game options menu, which is brought up by pressing &amp;quot;ESCAPE&amp;quot;.  Doing so will pause the game in a single-player game.&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Simple Settings ==&lt;br /&gt;
&lt;br /&gt;
This is a basic list of options, visible when the &amp;quot;simple mode&amp;quot; box is checked at the bottom of the menu.  All these options are included in the full list of options when the box is unchecked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced Settings ==&lt;br /&gt;
&lt;br /&gt;
This is the full list of options, enabled by unchecking the &amp;quot;Simple mode&amp;quot; box at the bottom of the menu.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
*'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
*'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
*Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
*The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
*'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
*'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
*'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
*Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
*If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
*'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
*'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
*'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
*'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
*'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities (reclain/ressurect, construction/terraform, and moving/jumping).  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
*This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
*When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3706</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3706"/>
		<updated>2018-04-20T00:46:56Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* First Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
Need page for match lobby&lt;br /&gt;
Need ingame info: sharing via TAB,&lt;br /&gt;
&lt;br /&gt;
= Ingame Menu =&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
This section allows for modifying various game behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities.  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
THIS PAGE IS A WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Lobby Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], and a list of the current top 10 players.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Discord&amp;quot; button will open a link to the official Zero-K discord server in your browser.  On Discord there are several channels related to game support and streaming, as well as development of the game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Forum&amp;quot; button will open the Zero-K Forums in your browser.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manual&amp;quot; button opens this Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zero-K&amp;quot; button will open the [http://zero-k.info Zero-K website[.&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
Lobby chat is mirrored on the Zero-K Discord server, and chat in the #zk channel on Discord is likewise displayed in the game's lobby chat.&lt;br /&gt;
&lt;br /&gt;
Clicking on the list of players will allow you to view their user page, or send them messages, etc.&lt;br /&gt;
&lt;br /&gt;
On the user page, at the bottom of the page you can view current rating statistics for a chosen player.  &lt;br /&gt;
&lt;br /&gt;
Viewing your own user page will allow you to browse a list of [http://zero-k.info/Clans Clans] which you may opt to join.  &lt;br /&gt;
&lt;br /&gt;
Inviting a player to a party will allow you to queue for team matches together.  Players you have invited will have a small icon next to their name until they accept the invite.  When other players accept, it will create a new chat channel in the lobby.&lt;br /&gt;
&lt;br /&gt;
There are a limited number of voice channels in Discord that may be used for team communication.  When not using them, be sure to disconnect from the voice channel using the small handset icon.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
Displays a list of your current friends in-game.&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
These options affect the Zero-K lobby.  Most gameplay options are accessed while in-game, using the [[Ingame_Menu|In-Game Menu]].&lt;br /&gt;
&lt;br /&gt;
==== Lobby ====&lt;br /&gt;
&lt;br /&gt;
Settings for the game lobby itself, and some settings related to match setup.&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
Settings for the in-game graphics.&lt;br /&gt;
&lt;br /&gt;
==== Game ====&lt;br /&gt;
&lt;br /&gt;
Settings for basics of the in-game interface.  The game interface scale will change the size of the UI elements while in a game.&lt;br /&gt;
&lt;br /&gt;
Invert zoom will reverse the zoom functionality of the scrollwheel.  &lt;br /&gt;
&lt;br /&gt;
Text-to-Speech will read out all in-game chat messages using a high-tech voice synthesizer.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
The steam client should come with a number of maps. Additional maps and other assets will be downloaded as needed in the match lobby.&lt;br /&gt;
&lt;br /&gt;
== Game Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer &amp;amp; Coop ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign ====&lt;br /&gt;
&lt;br /&gt;
The campaign provides a series of set-piece challenges, structured as a branching set of missions.  Pay attention to the hints given in the mission briefing, as they are often critical to completing the scenario.&lt;br /&gt;
&lt;br /&gt;
In the Steam client, the campaign may be played cooperatively with another player.&lt;br /&gt;
&lt;br /&gt;
Progression in the campaign is separate from player rankings.  &lt;br /&gt;
&lt;br /&gt;
In the campaign, your commander will gain experience and level up when missions and optional objectives are completed.  The Commander leveling up works similarly to how upgrades work in skirmishes and multiplayer games, except here the Commander can't be upgraded but instead begins the mission at the level you have unlocked. Unlocked components may be swapped out at will for use in a given mission.&lt;br /&gt;
&lt;br /&gt;
All units and structures unlocked from completing missions can be used in future missions.  You can attempt a difficult challenge once you have acquired access to more units.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish ====&lt;br /&gt;
&lt;br /&gt;
This will let you set up a single player match against the AI, similar to a multiplayer battle.  You can set up a quick battle with the options given, or click on the &amp;quot;Advanced&amp;quot; button to configure the game in more detail.&lt;br /&gt;
&lt;br /&gt;
Playing skirmish matches does not affect you player rankings.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
Most multiplayer matches affect your game rating, though there is an option in the match setup to prevent a match from affecting rating.  As more games are played, your player rank will increase. See the [[FAQ#How do I gain rating?|FAQ]].&lt;br /&gt;
&lt;br /&gt;
==== Matchmaking ====&lt;br /&gt;
&lt;br /&gt;
See [[Matchmaking]]&lt;br /&gt;
&lt;br /&gt;
==== Battle List ====&lt;br /&gt;
&lt;br /&gt;
This is a list of current player-started matches.  &lt;br /&gt;
&lt;br /&gt;
TO-DO&lt;br /&gt;
&lt;br /&gt;
==== Planetwars ====&lt;br /&gt;
&lt;br /&gt;
This is a persistent campaign which runs periodically.  See the [[Manual]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
The game client automatically saves a replay for all games you participate in.  This includes campaign missions, skirmishes, and multiplayer matches.  &lt;br /&gt;
&lt;br /&gt;
While viewing a replay, there is a small interface bar in-game to adjust the game replay speed.&lt;br /&gt;
&lt;br /&gt;
Replays can be viewed from any player's / teams point of view.&lt;br /&gt;
&lt;br /&gt;
=== Help ===&lt;br /&gt;
&lt;br /&gt;
*'''Links''': Useful links to game information and streamers.&lt;br /&gt;
&lt;br /&gt;
*'''Tutorials''': A short sequence of missions to demonstrate game concepts.&lt;br /&gt;
&lt;br /&gt;
*'''Report a Bug''': Bug report form.&lt;br /&gt;
&lt;br /&gt;
== Match Lobby ==&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
Join as spectator - only before game starts?&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat commands ===&lt;br /&gt;
&lt;br /&gt;
!force&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Game_Lobby&amp;diff=3705</id>
		<title>Game Lobby</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Game_Lobby&amp;diff=3705"/>
		<updated>2018-04-20T00:01:44Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Skirmish */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Lobby Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], and a list of the current top 10 players.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Discord&amp;quot; button will open a link to the official Zero-K discord server in your browser.  On Discord there are several channels related to game support and streaming, as well as development of the game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Forum&amp;quot; button will open the Zero-K Forums in your browser.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manual&amp;quot; button opens this Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zero-K&amp;quot; button will open the [http://zero-k.info Zero-K website[.&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
Lobby chat is mirrored on the Zero-K Discord server, and chat in the #zk channel on Discord is likewise displayed in the game's lobby chat.&lt;br /&gt;
&lt;br /&gt;
Clicking on the list of players will allow you to view their user page, or send them messages, etc.&lt;br /&gt;
&lt;br /&gt;
On the user page, at the bottom of the page you can view current rating statistics for a chosen player.  &lt;br /&gt;
&lt;br /&gt;
Viewing your own user page will allow you to browse a list of [http://zero-k.info/Clans Clans] which you may opt to join.  &lt;br /&gt;
&lt;br /&gt;
Inviting a player to a party will allow you to queue for team matches together.  Players you have invited will have a small icon next to their name until they accept the invite.  When other players accept, it will create a new chat channel in the lobby.&lt;br /&gt;
&lt;br /&gt;
There are a limited number of voice channels in Discord that may be used for team communication.  When not using them, be sure to disconnect from the voice channel using the small handset icon.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
Displays a list of your current friends in-game.&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
These options affect the Zero-K lobby.  Most gameplay options are accessed while in-game, using the [[Ingame_Menu|In-Game Menu]].&lt;br /&gt;
&lt;br /&gt;
==== Lobby ====&lt;br /&gt;
&lt;br /&gt;
Settings for the game lobby itself, and some settings related to match setup.&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
Settings for the in-game graphics.&lt;br /&gt;
&lt;br /&gt;
==== Game ====&lt;br /&gt;
&lt;br /&gt;
Settings for basics of the in-game interface.  The game interface scale will change the size of the UI elements while in a game.&lt;br /&gt;
&lt;br /&gt;
Invert zoom will reverse the zoom functionality of the scrollwheel.  &lt;br /&gt;
&lt;br /&gt;
Text-to-Speech will read out all in-game chat messages using a high-tech voice synthesizer.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
The steam client should come with a number of maps. Additional maps and other assets will be downloaded as needed in the match lobby.&lt;br /&gt;
&lt;br /&gt;
== Game Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer &amp;amp; Coop ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign ====&lt;br /&gt;
&lt;br /&gt;
The campaign provides a series of set-piece challenges, structured as a branching set of missions.  Pay attention to the hints given in the mission briefing, as they are often critical to completing the scenario.&lt;br /&gt;
&lt;br /&gt;
In the Steam client, the campaign may be played cooperatively with another player.&lt;br /&gt;
&lt;br /&gt;
Progression in the campaign is separate from player rankings.  &lt;br /&gt;
&lt;br /&gt;
In the campaign, your commander will gain experience and level up when missions and optional objectives are completed.  The Commander leveling up works similarly to how upgrades work in skirmishes and multiplayer games, except here the Commander can't be upgraded but instead begins the mission at the level you have unlocked. Unlocked components may be swapped out at will for use in a given mission.&lt;br /&gt;
&lt;br /&gt;
All units and structures unlocked from completing missions can be used in future missions.  You can attempt a difficult challenge once you have acquired access to more units.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish ====&lt;br /&gt;
&lt;br /&gt;
This will let you set up a single player match against the AI, similar to a multiplayer battle.  You can set up a quick battle with the options given, or click on the &amp;quot;Advanced&amp;quot; button to configure the game in more detail.&lt;br /&gt;
&lt;br /&gt;
Survival mode will set up the game so you are fighting against waves of alien Chickens. See [[Chicken_Defense]]&lt;br /&gt;
&lt;br /&gt;
Playing skirmish matches does not affect you player rankings.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
Most multiplayer matches affect your game rating, though there is an option in the match setup to prevent a match from affecting rating.  As more games are played, your player rank will increase. See the [[FAQ#How do I gain rating?|FAQ]].&lt;br /&gt;
&lt;br /&gt;
==== Matchmaking ====&lt;br /&gt;
&lt;br /&gt;
See [[Matchmaking]]&lt;br /&gt;
&lt;br /&gt;
==== Battle List ====&lt;br /&gt;
&lt;br /&gt;
This is a list of current player-started matches.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;TO-DO - THIS SHOULD LINK TO A PAGE WITH GAME LOBBY OPTIONS, HOW TO SET TEAMS, ETC.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Planetwars ====&lt;br /&gt;
&lt;br /&gt;
This is a persistent campaign which runs periodically.  See the [[Manual]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
The game client automatically saves a replay for all games you participate in.  This includes campaign missions, skirmishes, and multiplayer matches.  &lt;br /&gt;
&lt;br /&gt;
While viewing a replay, there is a small interface bar in-game to adjust the game replay speed.&lt;br /&gt;
&lt;br /&gt;
Replays can be viewed from any player's / teams point of view.&lt;br /&gt;
&lt;br /&gt;
=== Help ===&lt;br /&gt;
&lt;br /&gt;
*'''Links''': Useful links to game information and streamers.&lt;br /&gt;
&lt;br /&gt;
*'''Tutorials''': A short sequence of missions to demonstrate game concepts.&lt;br /&gt;
&lt;br /&gt;
*'''Report a Bug''': Bug report form.&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Game_Lobby&amp;diff=3704</id>
		<title>Game Lobby</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Game_Lobby&amp;diff=3704"/>
		<updated>2018-04-19T23:57:50Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: Created page with &amp;quot;THIS PAGE IS A WORK IN PROGRESS  == Lobby Tabs ==  === Community ===  This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Lobby Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], and a list of the current top 10 players.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Discord&amp;quot; button will open a link to the official Zero-K discord server in your browser.  On Discord there are several channels related to game support and streaming, as well as development of the game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Forum&amp;quot; button will open the Zero-K Forums in your browser.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manual&amp;quot; button opens this Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zero-K&amp;quot; button will open the [http://zero-k.info Zero-K website[.&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
Lobby chat is mirrored on the Zero-K Discord server, and chat in the #zk channel on Discord is likewise displayed in the game's lobby chat.&lt;br /&gt;
&lt;br /&gt;
Clicking on the list of players will allow you to view their user page, or send them messages, etc.&lt;br /&gt;
&lt;br /&gt;
On the user page, at the bottom of the page you can view current rating statistics for a chosen player.  &lt;br /&gt;
&lt;br /&gt;
Viewing your own user page will allow you to browse a list of [http://zero-k.info/Clans Clans] which you may opt to join.  &lt;br /&gt;
&lt;br /&gt;
Inviting a player to a party will allow you to queue for team matches together.  Players you have invited will have a small icon next to their name until they accept the invite.  When other players accept, it will create a new chat channel in the lobby.&lt;br /&gt;
&lt;br /&gt;
There are a limited number of voice channels in Discord that may be used for team communication.  When not using them, be sure to disconnect from the voice channel using the small handset icon.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
Displays a list of your current friends in-game.&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
These options affect the Zero-K lobby.  Most gameplay options are accessed while in-game, using the [[Ingame_Menu|In-Game Menu]].&lt;br /&gt;
&lt;br /&gt;
==== Lobby ====&lt;br /&gt;
&lt;br /&gt;
Settings for the game lobby itself, and some settings related to match setup.&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
Settings for the in-game graphics.&lt;br /&gt;
&lt;br /&gt;
==== Game ====&lt;br /&gt;
&lt;br /&gt;
Settings for basics of the in-game interface.  The game interface scale will change the size of the UI elements while in a game.&lt;br /&gt;
&lt;br /&gt;
Invert zoom will reverse the zoom functionality of the scrollwheel.  &lt;br /&gt;
&lt;br /&gt;
Text-to-Speech will read out all in-game chat messages using a high-tech voice synthesizer.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
The steam client should come with a number of maps. Additional maps and other assets will be downloaded as needed in the match lobby.&lt;br /&gt;
&lt;br /&gt;
== Game Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer &amp;amp; Coop ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign ====&lt;br /&gt;
&lt;br /&gt;
The campaign provides a series of set-piece challenges, structured as a branching set of missions.  Pay attention to the hints given in the mission briefing, as they are often critical to completing the scenario.&lt;br /&gt;
&lt;br /&gt;
In the Steam client, the campaign may be played cooperatively with another player.&lt;br /&gt;
&lt;br /&gt;
Progression in the campaign is separate from player rankings.  &lt;br /&gt;
&lt;br /&gt;
In the campaign, your commander will gain experience and level up when missions and optional objectives are completed.  The Commander leveling up works similarly to how upgrades work in skirmishes and multiplayer games, except here the Commander can't be upgraded but instead begins the mission at the level you have unlocked. Unlocked components may be swapped out at will for use in a given mission.&lt;br /&gt;
&lt;br /&gt;
All units and structures unlocked from completing missions can be used in future missions.  You can attempt a difficult challenge once you have acquired access to more units.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish ====&lt;br /&gt;
&lt;br /&gt;
This will let you set up a single player match against the AI, similar to a multiplayer battle.  You can set up a quick battle with the options given, or click on the &amp;quot;Advanced&amp;quot; button to configure the game in more detail.&lt;br /&gt;
&lt;br /&gt;
Playing skirmish matches does not affect you player rankings.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
Most multiplayer matches affect your game rating, though there is an option in the match setup to prevent a match from affecting rating.  As more games are played, your player rank will increase. See the [[FAQ#How do I gain rating?|FAQ]].&lt;br /&gt;
&lt;br /&gt;
==== Matchmaking ====&lt;br /&gt;
&lt;br /&gt;
See [[Matchmaking]]&lt;br /&gt;
&lt;br /&gt;
==== Battle List ====&lt;br /&gt;
&lt;br /&gt;
This is a list of current player-started matches.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;TO-DO - THIS SHOULD LINK TO A PAGE WITH GAME LOBBY OPTIONS, HOW TO SET TEAMS, ETC.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Planetwars ====&lt;br /&gt;
&lt;br /&gt;
This is a persistent campaign which runs periodically.  See the [[Manual]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
The game client automatically saves a replay for all games you participate in.  This includes campaign missions, skirmishes, and multiplayer matches.  &lt;br /&gt;
&lt;br /&gt;
While viewing a replay, there is a small interface bar in-game to adjust the game replay speed.&lt;br /&gt;
&lt;br /&gt;
Replays can be viewed from any player's / teams point of view.&lt;br /&gt;
&lt;br /&gt;
=== Help ===&lt;br /&gt;
&lt;br /&gt;
*'''Links''': Useful links to game information and streamers.&lt;br /&gt;
&lt;br /&gt;
*'''Tutorials''': A short sequence of missions to demonstrate game concepts.&lt;br /&gt;
&lt;br /&gt;
*'''Report a Bug''': Bug report form.&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3703</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3703"/>
		<updated>2018-04-19T23:52:28Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Battle List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
= Ingame Menu =&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
This section allows for modifying various game behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities.  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
THIS PAGE IS A WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Lobby Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], and a list of the current top 10 players.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Discord&amp;quot; button will open a link to the official Zero-K discord server in your browser.  On Discord there are several channels related to game support and streaming, as well as development of the game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Forum&amp;quot; button will open the Zero-K Forums in your browser.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manual&amp;quot; button opens this Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zero-K&amp;quot; button will open the [http://zero-k.info Zero-K website[.&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
Lobby chat is mirrored on the Zero-K Discord server, and chat in the #zk channel on Discord is likewise displayed in the game's lobby chat.&lt;br /&gt;
&lt;br /&gt;
Clicking on the list of players will allow you to view their user page, or send them messages, etc.&lt;br /&gt;
&lt;br /&gt;
On the user page, at the bottom of the page you can view current rating statistics for a chosen player.  &lt;br /&gt;
&lt;br /&gt;
Viewing your own user page will allow you to browse a list of [http://zero-k.info/Clans Clans] which you may opt to join.  &lt;br /&gt;
&lt;br /&gt;
Inviting a player to a party will allow you to queue for team matches together.  Players you have invited will have a small icon next to their name until they accept the invite.  When other players accept, it will create a new chat channel in the lobby.&lt;br /&gt;
&lt;br /&gt;
There are a limited number of voice channels in Discord that may be used for team communication.  When not using them, be sure to disconnect from the voice channel using the small handset icon.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
Displays a list of your current friends in-game.&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
These options affect the Zero-K lobby.  Most gameplay options are accessed while in-game, using the [[Ingame_Menu|In-Game Menu]].&lt;br /&gt;
&lt;br /&gt;
==== Lobby ====&lt;br /&gt;
&lt;br /&gt;
Settings for the game lobby itself, and some settings related to match setup.&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
Settings for the in-game graphics.&lt;br /&gt;
&lt;br /&gt;
==== Game ====&lt;br /&gt;
&lt;br /&gt;
Settings for basics of the in-game interface.  The game interface scale will change the size of the UI elements while in a game.&lt;br /&gt;
&lt;br /&gt;
Invert zoom will reverse the zoom functionality of the scrollwheel.  &lt;br /&gt;
&lt;br /&gt;
Text-to-Speech will read out all in-game chat messages using a high-tech voice synthesizer.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
The steam client should come with a number of maps. Additional maps and other assets will be downloaded as needed in the match lobby.&lt;br /&gt;
&lt;br /&gt;
== Game Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer &amp;amp; Coop ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign ====&lt;br /&gt;
&lt;br /&gt;
The campaign provides a series of set-piece challenges, structured as a branching set of missions.  Pay attention to the hints given in the mission briefing, as they are often critical to completing the scenario.&lt;br /&gt;
&lt;br /&gt;
In the Steam client, the campaign may be played cooperatively with another player.&lt;br /&gt;
&lt;br /&gt;
Progression in the campaign is separate from player rankings.  &lt;br /&gt;
&lt;br /&gt;
In the campaign, your commander will gain experience and level up when missions and optional objectives are completed.  The Commander leveling up works similarly to how upgrades work in skirmishes and multiplayer games, except here the Commander can't be upgraded but instead begins the mission at the level you have unlocked. Unlocked components may be swapped out at will for use in a given mission.&lt;br /&gt;
&lt;br /&gt;
All units and structures unlocked from completing missions can be used in future missions.  You can attempt a difficult challenge once you have acquired access to more units.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish ====&lt;br /&gt;
&lt;br /&gt;
This will let you set up a single player match against the AI, similar to a multiplayer battle.  You can set up a quick battle with the options given, or click on the &amp;quot;Advanced&amp;quot; button to configure the game in more detail.&lt;br /&gt;
&lt;br /&gt;
Playing skirmish matches does not affect you player rankings.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
Most multiplayer matches affect your game rating, though there is an option in the match setup to prevent a match from affecting rating.  As more games are played, your player rank will increase. See the [[FAQ#How do I gain rating?|FAQ]].&lt;br /&gt;
&lt;br /&gt;
==== Matchmaking ====&lt;br /&gt;
&lt;br /&gt;
See [[Matchmaking]]&lt;br /&gt;
&lt;br /&gt;
==== Battle List ====&lt;br /&gt;
&lt;br /&gt;
This is a list of current player-started matches.  &lt;br /&gt;
&lt;br /&gt;
TO-DO&lt;br /&gt;
&lt;br /&gt;
==== Planetwars ====&lt;br /&gt;
&lt;br /&gt;
This is a persistent campaign which runs periodically.  See the [[Manual]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
The game client automatically saves a replay for all games you participate in.  This includes campaign missions, skirmishes, and multiplayer matches.  &lt;br /&gt;
&lt;br /&gt;
While viewing a replay, there is a small interface bar in-game to adjust the game replay speed.&lt;br /&gt;
&lt;br /&gt;
Replays can be viewed from any player's / teams point of view.&lt;br /&gt;
&lt;br /&gt;
=== Help ===&lt;br /&gt;
&lt;br /&gt;
*'''Links''': Useful links to game information and streamers.&lt;br /&gt;
&lt;br /&gt;
*'''Tutorials''': A short sequence of missions to demonstrate game concepts.&lt;br /&gt;
&lt;br /&gt;
*'''Report a Bug''': Bug report form.&lt;br /&gt;
&lt;br /&gt;
== Match Lobby ==&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
Join as spectator - only before game starts?&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat commands ===&lt;br /&gt;
&lt;br /&gt;
!force&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3702</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3702"/>
		<updated>2018-04-19T23:49:40Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Matchmaking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
= Ingame Menu =&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
This section allows for modifying various game behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities.  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
THIS PAGE IS A WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Lobby Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], and a list of the current top 10 players.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Discord&amp;quot; button will open a link to the official Zero-K discord server in your browser.  On Discord there are several channels related to game support and streaming, as well as development of the game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Forum&amp;quot; button will open the Zero-K Forums in your browser.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manual&amp;quot; button opens this Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zero-K&amp;quot; button will open the [http://zero-k.info Zero-K website[.&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
Lobby chat is mirrored on the Zero-K Discord server, and chat in the #zk channel on Discord is likewise displayed in the game's lobby chat.&lt;br /&gt;
&lt;br /&gt;
Clicking on the list of players will allow you to view their user page, or send them messages, etc.&lt;br /&gt;
&lt;br /&gt;
On the user page, at the bottom of the page you can view current rating statistics for a chosen player.  &lt;br /&gt;
&lt;br /&gt;
Viewing your own user page will allow you to browse a list of [http://zero-k.info/Clans Clans] which you may opt to join.  &lt;br /&gt;
&lt;br /&gt;
Inviting a player to a party will allow you to queue for team matches together.  Players you have invited will have a small icon next to their name until they accept the invite.  When other players accept, it will create a new chat channel in the lobby.&lt;br /&gt;
&lt;br /&gt;
There are a limited number of voice channels in Discord that may be used for team communication.  When not using them, be sure to disconnect from the voice channel using the small handset icon.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
Displays a list of your current friends in-game.&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
These options affect the Zero-K lobby.  Most gameplay options are accessed while in-game, using the [[Ingame_Menu|In-Game Menu]].&lt;br /&gt;
&lt;br /&gt;
==== Lobby ====&lt;br /&gt;
&lt;br /&gt;
Settings for the game lobby itself, and some settings related to match setup.&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
Settings for the in-game graphics.&lt;br /&gt;
&lt;br /&gt;
==== Game ====&lt;br /&gt;
&lt;br /&gt;
Settings for basics of the in-game interface.  The game interface scale will change the size of the UI elements while in a game.&lt;br /&gt;
&lt;br /&gt;
Invert zoom will reverse the zoom functionality of the scrollwheel.  &lt;br /&gt;
&lt;br /&gt;
Text-to-Speech will read out all in-game chat messages using a high-tech voice synthesizer.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
The steam client should come with a number of maps. Additional maps and other assets will be downloaded as needed in the match lobby.&lt;br /&gt;
&lt;br /&gt;
== Game Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer &amp;amp; Coop ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign ====&lt;br /&gt;
&lt;br /&gt;
The campaign provides a series of set-piece challenges, structured as a branching set of missions.  Pay attention to the hints given in the mission briefing, as they are often critical to completing the scenario.&lt;br /&gt;
&lt;br /&gt;
In the Steam client, the campaign may be played cooperatively with another player.&lt;br /&gt;
&lt;br /&gt;
Progression in the campaign is separate from player rankings.  &lt;br /&gt;
&lt;br /&gt;
In the campaign, your commander will gain experience and level up when missions and optional objectives are completed.  The Commander leveling up works similarly to how upgrades work in skirmishes and multiplayer games, except here the Commander can't be upgraded but instead begins the mission at the level you have unlocked. Unlocked components may be swapped out at will for use in a given mission.&lt;br /&gt;
&lt;br /&gt;
All units and structures unlocked from completing missions can be used in future missions.  You can attempt a difficult challenge once you have acquired access to more units.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish ====&lt;br /&gt;
&lt;br /&gt;
This will let you set up a single player match against the AI, similar to a multiplayer battle.  You can set up a quick battle with the options given, or click on the &amp;quot;Advanced&amp;quot; button to configure the game in more detail.&lt;br /&gt;
&lt;br /&gt;
Playing skirmish matches does not affect you player rankings.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
Most multiplayer matches affect your game rating, though there is an option in the match setup to prevent a match from affecting rating.  As more games are played, your player rank will increase. See the [[FAQ#How do I gain rating?|FAQ]].&lt;br /&gt;
&lt;br /&gt;
==== Matchmaking ====&lt;br /&gt;
&lt;br /&gt;
See [[Matchmaking]]&lt;br /&gt;
&lt;br /&gt;
==== Battle List ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Planetwars ====&lt;br /&gt;
&lt;br /&gt;
This is a persistent campaign which runs periodically.  See the [[Manual]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
The game client automatically saves a replay for all games you participate in.  This includes campaign missions, skirmishes, and multiplayer matches.  &lt;br /&gt;
&lt;br /&gt;
While viewing a replay, there is a small interface bar in-game to adjust the game replay speed.&lt;br /&gt;
&lt;br /&gt;
Replays can be viewed from any player's / teams point of view.&lt;br /&gt;
&lt;br /&gt;
=== Help ===&lt;br /&gt;
&lt;br /&gt;
*'''Links''': Useful links to game information and streamers.&lt;br /&gt;
&lt;br /&gt;
*'''Tutorials''': A short sequence of missions to demonstrate game concepts.&lt;br /&gt;
&lt;br /&gt;
*'''Report a Bug''': Bug report form.&lt;br /&gt;
&lt;br /&gt;
== Match Lobby ==&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
Join as spectator - only before game starts?&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat commands ===&lt;br /&gt;
&lt;br /&gt;
!force&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3701</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3701"/>
		<updated>2018-04-19T23:43:42Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
= Ingame Menu =&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
This section allows for modifying various game behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities.  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
THIS PAGE IS A WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Lobby Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], and a list of the current top 10 players.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Discord&amp;quot; button will open a link to the official Zero-K discord server in your browser.  On Discord there are several channels related to game support and streaming, as well as development of the game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Forum&amp;quot; button will open the Zero-K Forums in your browser.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manual&amp;quot; button opens this Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zero-K&amp;quot; button will open the [http://zero-k.info Zero-K website[.&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
Lobby chat is mirrored on the Zero-K Discord server, and chat in the #zk channel on Discord is likewise displayed in the game's lobby chat.&lt;br /&gt;
&lt;br /&gt;
Clicking on the list of players will allow you to view their user page, or send them messages, etc.&lt;br /&gt;
&lt;br /&gt;
On the user page, at the bottom of the page you can view current rating statistics for a chosen player.  &lt;br /&gt;
&lt;br /&gt;
Viewing your own user page will allow you to browse a list of [http://zero-k.info/Clans Clans] which you may opt to join.  &lt;br /&gt;
&lt;br /&gt;
Inviting a player to a party will allow you to queue for team matches together.  Players you have invited will have a small icon next to their name until they accept the invite.  When other players accept, it will create a new chat channel in the lobby.&lt;br /&gt;
&lt;br /&gt;
There are a limited number of voice channels in Discord that may be used for team communication.  When not using them, be sure to disconnect from the voice channel using the small handset icon.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
Displays a list of your current friends in-game.&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
These options affect the Zero-K lobby.  Most gameplay options are accessed while in-game, using the [[Ingame_Menu|In-Game Menu]].&lt;br /&gt;
&lt;br /&gt;
==== Lobby ====&lt;br /&gt;
&lt;br /&gt;
Settings for the game lobby itself, and some settings related to match setup.&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
Settings for the in-game graphics.&lt;br /&gt;
&lt;br /&gt;
==== Game ====&lt;br /&gt;
&lt;br /&gt;
Settings for basics of the in-game interface.  The game interface scale will change the size of the UI elements while in a game.&lt;br /&gt;
&lt;br /&gt;
Invert zoom will reverse the zoom functionality of the scrollwheel.  &lt;br /&gt;
&lt;br /&gt;
Text-to-Speech will read out all in-game chat messages using a high-tech voice synthesizer.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
The steam client should come with a number of maps. Additional maps and other assets will be downloaded as needed in the match lobby.&lt;br /&gt;
&lt;br /&gt;
== Game Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer &amp;amp; Coop ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign ====&lt;br /&gt;
&lt;br /&gt;
The campaign provides a series of set-piece challenges, structured as a branching set of missions.  Pay attention to the hints given in the mission briefing, as they are often critical to completing the scenario.&lt;br /&gt;
&lt;br /&gt;
In the Steam client, the campaign may be played cooperatively with another player.&lt;br /&gt;
&lt;br /&gt;
Progression in the campaign is separate from player rankings.  &lt;br /&gt;
&lt;br /&gt;
In the campaign, your commander will gain experience and level up when missions and optional objectives are completed.  The Commander leveling up works similarly to how upgrades work in skirmishes and multiplayer games, except here the Commander can't be upgraded but instead begins the mission at the level you have unlocked. Unlocked components may be swapped out at will for use in a given mission.&lt;br /&gt;
&lt;br /&gt;
All units and structures unlocked from completing missions can be used in future missions.  You can attempt a difficult challenge once you have acquired access to more units.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish ====&lt;br /&gt;
&lt;br /&gt;
This will let you set up a single player match against the AI, similar to a multiplayer battle.  You can set up a quick battle with the options given, or click on the &amp;quot;Advanced&amp;quot; button to configure the game in more detail.&lt;br /&gt;
&lt;br /&gt;
Playing skirmish matches does not affect you player rankings.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
Most multiplayer matches affect your game rating, though there is an option in the match setup to prevent a match from affecting rating.  As more games are played, your player rank will increase. See the [[FAQ#How do I gain rating?|FAQ]].&lt;br /&gt;
&lt;br /&gt;
==== Matchmaking ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Battle List ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Planetwars ====&lt;br /&gt;
&lt;br /&gt;
This is a persistent campaign which runs periodically.  See the [[Manual]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
The game client automatically saves a replay for all games you participate in.  This includes campaign missions, skirmishes, and multiplayer matches.  &lt;br /&gt;
&lt;br /&gt;
While viewing a replay, there is a small interface bar in-game to adjust the game replay speed.&lt;br /&gt;
&lt;br /&gt;
Replays can be viewed from any player's / teams point of view.&lt;br /&gt;
&lt;br /&gt;
=== Help ===&lt;br /&gt;
&lt;br /&gt;
*'''Links''': Useful links to game information and streamers.&lt;br /&gt;
&lt;br /&gt;
*'''Tutorials''': A short sequence of missions to demonstrate game concepts.&lt;br /&gt;
&lt;br /&gt;
*'''Report a Bug''': Bug report form.&lt;br /&gt;
&lt;br /&gt;
== Match Lobby ==&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
Join as spectator - only before game starts?&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat commands ===&lt;br /&gt;
&lt;br /&gt;
!force&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3700</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3700"/>
		<updated>2018-04-19T23:43:25Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
= Ingame Menu =&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
This section allows for modifying various game behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities.  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
THIS PAGE IS A WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Lobby Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], and a list of the current top 10 players.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Discord&amp;quot; button will open a link to the official Zero-K discord server in your browser.  On Discord there are several channels related to game support and streaming, as well as development of the game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Forum&amp;quot; button will open the Zero-K Forums in your browser.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manual&amp;quot; button opens this Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zero-K&amp;quot; button will open the [http://zero-k.info Zero-K website[.&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
Lobby chat is mirrored on the Zero-K Discord server, and chat in the #zk channel on Discord is likewise displayed in the game's lobby chat.&lt;br /&gt;
&lt;br /&gt;
Clicking on the list of players will allow you to view their user page, or send them messages, etc.&lt;br /&gt;
&lt;br /&gt;
On the user page, at the bottom of the page you can view current rating statistics for a chosen player.  &lt;br /&gt;
&lt;br /&gt;
Viewing your own user page will allow you to browse a list of [http://zero-k.info/Clans Clans] which you may opt to join.  &lt;br /&gt;
&lt;br /&gt;
Inviting a player to a party will allow you to queue for team matches together.  Players you have invited will have a small icon next to their name until they accept the invite.  When other players accept, it will create a new chat channel in the lobby.&lt;br /&gt;
&lt;br /&gt;
There are a limited number of voice channels in Discord that may be used for team communication.  When not using them, be sure to disconnect from the voice channel using the small handset icon.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
Displays a list of your current friends in-game.&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
These options affect the Zero-K lobby.  Most gameplay options are accessed while in-game, using the [[Ingame_Menu|In-Game Menu]].&lt;br /&gt;
&lt;br /&gt;
==== Lobby ====&lt;br /&gt;
&lt;br /&gt;
Settings for the game lobby itself, and some settings related to match setup.&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
Settings for the in-game graphics.&lt;br /&gt;
&lt;br /&gt;
==== Game ====&lt;br /&gt;
&lt;br /&gt;
Settings for basics of the in-game interface.  The game interface scale will change the size of the UI elements while in a game.&lt;br /&gt;
Invert zoom will reverse the zoom functionality of the scrollwheel.  &lt;br /&gt;
Text-to-Speech will read out all in-game chat messages using a high-tech voice synthesizer.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
The steam client should come with a number of maps. Additional maps and other assets will be downloaded as needed in the match lobby.&lt;br /&gt;
&lt;br /&gt;
== Game Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer &amp;amp; Coop ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign ====&lt;br /&gt;
&lt;br /&gt;
The campaign provides a series of set-piece challenges, structured as a branching set of missions.  Pay attention to the hints given in the mission briefing, as they are often critical to completing the scenario.&lt;br /&gt;
&lt;br /&gt;
In the Steam client, the campaign may be played cooperatively with another player.&lt;br /&gt;
&lt;br /&gt;
Progression in the campaign is separate from player rankings.  &lt;br /&gt;
&lt;br /&gt;
In the campaign, your commander will gain experience and level up when missions and optional objectives are completed.  The Commander leveling up works similarly to how upgrades work in skirmishes and multiplayer games, except here the Commander can't be upgraded but instead begins the mission at the level you have unlocked. Unlocked components may be swapped out at will for use in a given mission.&lt;br /&gt;
&lt;br /&gt;
All units and structures unlocked from completing missions can be used in future missions.  You can attempt a difficult challenge once you have acquired access to more units.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish ====&lt;br /&gt;
&lt;br /&gt;
This will let you set up a single player match against the AI, similar to a multiplayer battle.  You can set up a quick battle with the options given, or click on the &amp;quot;Advanced&amp;quot; button to configure the game in more detail.&lt;br /&gt;
&lt;br /&gt;
Playing skirmish matches does not affect you player rankings.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
Most multiplayer matches affect your game rating, though there is an option in the match setup to prevent a match from affecting rating.  As more games are played, your player rank will increase. See the [[FAQ#How do I gain rating?|FAQ]].&lt;br /&gt;
&lt;br /&gt;
==== Matchmaking ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Battle List ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Planetwars ====&lt;br /&gt;
&lt;br /&gt;
This is a persistent campaign which runs periodically.  See the [[Manual]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
The game client automatically saves a replay for all games you participate in.  This includes campaign missions, skirmishes, and multiplayer matches.  &lt;br /&gt;
&lt;br /&gt;
While viewing a replay, there is a small interface bar in-game to adjust the game replay speed.&lt;br /&gt;
&lt;br /&gt;
Replays can be viewed from any player's / teams point of view.&lt;br /&gt;
&lt;br /&gt;
=== Help ===&lt;br /&gt;
&lt;br /&gt;
*'''Links''': Useful links to game information and streamers.&lt;br /&gt;
&lt;br /&gt;
*'''Tutorials''': A short sequence of missions to demonstrate game concepts.&lt;br /&gt;
&lt;br /&gt;
*'''Report a Bug''': Bug report form.&lt;br /&gt;
&lt;br /&gt;
== Match Lobby ==&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
Join as spectator - only before game starts?&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat commands ===&lt;br /&gt;
&lt;br /&gt;
!force&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3699</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3699"/>
		<updated>2018-04-19T23:42:25Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Chat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
= Ingame Menu =&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
This section allows for modifying various game behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities.  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
THIS PAGE IS A WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Lobby Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], and a list of the current top 10 players.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Discord&amp;quot; button will open a link to the official Zero-K discord server in your browser.  On Discord there are several channels related to game support and streaming, as well as development of the game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Forum&amp;quot; button will open the Zero-K Forums in your browser.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manual&amp;quot; button opens this Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zero-K&amp;quot; button will open the [http://zero-k.info Zero-K website[.&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
Lobby chat is mirrored on the Zero-K Discord server, and chat in the #zk channel on Discord is likewise displayed in the game's lobby chat.&lt;br /&gt;
&lt;br /&gt;
Clicking on the list of players will allow you to view their user page, or send them messages, etc.&lt;br /&gt;
&lt;br /&gt;
On the user page, at the bottom of the page you can view current rating statistics for a chosen player.  &lt;br /&gt;
&lt;br /&gt;
Viewing your own user page will allow you to browse a list of [http://zero-k.info/Clans Clans] which you may opt to join.  &lt;br /&gt;
&lt;br /&gt;
Inviting a player to a party will allow you to queue for team matches together.  Players you have invited will have a small icon next to their name until they accept the invite.  When other players accept, it will create a new chat channel in the lobby.&lt;br /&gt;
&lt;br /&gt;
There are a limited number of voice channels in Discord that may be used for team communication.  When not using them, be sure to disconnect from the voice channel using the small handset icon.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
Displays a list of your current friends in-game.&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
These options affect the Zero-K lobby.  Most gameplay options are accessed while in-game, using the [[Ingame_Menu|In-Game Menu]].&lt;br /&gt;
&lt;br /&gt;
==== Lobby ====&lt;br /&gt;
&lt;br /&gt;
Settings for the game lobby itself, and some settings related to match setup.&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
Settings for the in-game graphics.&lt;br /&gt;
&lt;br /&gt;
==== Game ====&lt;br /&gt;
&lt;br /&gt;
Settings for basics of the in-game interface.  Invert zoom will reverse the zoom functionality of the scrollwheel.  Text-to-Speech will read out all in-game chat messages using a high-tech voice synthesizer.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
The steam client should come with a number of maps. Additional maps and other assets will be downloaded as needed in the match lobby.&lt;br /&gt;
&lt;br /&gt;
== Game Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer &amp;amp; Coop ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign ====&lt;br /&gt;
&lt;br /&gt;
The campaign provides a series of set-piece challenges, structured as a branching set of missions.  Pay attention to the hints given in the mission briefing, as they are often critical to completing the scenario.&lt;br /&gt;
&lt;br /&gt;
In the Steam client, the campaign may be played cooperatively with another player.&lt;br /&gt;
&lt;br /&gt;
Progression in the campaign is separate from player rankings.  &lt;br /&gt;
&lt;br /&gt;
In the campaign, your commander will gain experience and level up when missions and optional objectives are completed.  The Commander leveling up works similarly to how upgrades work in skirmishes and multiplayer games, except here the Commander can't be upgraded but instead begins the mission at the level you have unlocked. Unlocked components may be swapped out at will for use in a given mission.&lt;br /&gt;
&lt;br /&gt;
All units and structures unlocked from completing missions can be used in future missions.  You can attempt a difficult challenge once you have acquired access to more units.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish ====&lt;br /&gt;
&lt;br /&gt;
This will let you set up a single player match against the AI, similar to a multiplayer battle.  You can set up a quick battle with the options given, or click on the &amp;quot;Advanced&amp;quot; button to configure the game in more detail.&lt;br /&gt;
&lt;br /&gt;
Playing skirmish matches does not affect you player rankings.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
Most multiplayer matches affect your game rating, though there is an option in the match setup to prevent a match from affecting rating.  As more games are played, your player rank will increase. See the [[FAQ#How do I gain rating?|FAQ]].&lt;br /&gt;
&lt;br /&gt;
==== Matchmaking ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Battle List ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Planetwars ====&lt;br /&gt;
&lt;br /&gt;
This is a persistent campaign which runs periodically.  See the [[Manual]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
The game client automatically saves a replay for all games you participate in.  This includes campaign missions, skirmishes, and multiplayer matches.  &lt;br /&gt;
&lt;br /&gt;
While viewing a replay, there is a small interface bar in-game to adjust the game replay speed.&lt;br /&gt;
&lt;br /&gt;
Replays can be viewed from any player's / teams point of view.&lt;br /&gt;
&lt;br /&gt;
=== Help ===&lt;br /&gt;
&lt;br /&gt;
*'''Links''': Useful links to game information and streamers.&lt;br /&gt;
&lt;br /&gt;
*'''Tutorials''': A short sequence of missions to demonstrate game concepts.&lt;br /&gt;
&lt;br /&gt;
*'''Report a Bug''': Bug report form.&lt;br /&gt;
&lt;br /&gt;
== Match Lobby ==&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
Join as spectator - only before game starts?&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat commands ===&lt;br /&gt;
&lt;br /&gt;
!force&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3698</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3698"/>
		<updated>2018-04-19T23:33:35Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Game Tabs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
= Ingame Menu =&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
This section allows for modifying various game behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities.  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
THIS PAGE IS A WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Lobby Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], and a list of the current top 10 players.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Discord&amp;quot; button will open a link to the official Zero-K discord server in your browser.  On Discord there are several channels related to game support and streaming, as well as development of the game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Forum&amp;quot; button will open the Zero-K Forums in your browser.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manual&amp;quot; button opens this Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zero-K&amp;quot; button will open the [http://zero-k.info Zero-K website[.&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
Lobby chat is mirrored on the Zero-K Discord server, and chat in the #zk channel on Discord is likewise displayed in the game's lobby chat.&lt;br /&gt;
&lt;br /&gt;
Clicking on the list of players will allow you to view their user page, or send them messages, etc.&lt;br /&gt;
&lt;br /&gt;
On the user page, at the bottom of the page you can view current rating statistics for a chosen player.  &lt;br /&gt;
&lt;br /&gt;
Viewing your own user page will allow you to browse a list of [http://zero-k.info/Clans Clans] which you may opt to join.  &lt;br /&gt;
&lt;br /&gt;
Inviting a player to a party will allow you to queue for team matches together.  Players you have invited will have a small icon next to their name.  When other players accept, it will create a new chat channel in the lobby.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
Displays a list of your current friends in-game.&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
These options affect the Zero-K lobby.  Most gameplay options are accessed while in-game, using the [[Ingame_Menu|In-Game Menu]].&lt;br /&gt;
&lt;br /&gt;
==== Lobby ====&lt;br /&gt;
&lt;br /&gt;
Settings for the game lobby itself, and some settings related to match setup.&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
Settings for the in-game graphics.&lt;br /&gt;
&lt;br /&gt;
==== Game ====&lt;br /&gt;
&lt;br /&gt;
Settings for basics of the in-game interface.  Invert zoom will reverse the zoom functionality of the scrollwheel.  Text-to-Speech will read out all in-game chat messages using a high-tech voice synthesizer.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
The steam client should come with a number of maps. Additional maps and other assets will be downloaded as needed in the match lobby.&lt;br /&gt;
&lt;br /&gt;
== Game Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer &amp;amp; Coop ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign ====&lt;br /&gt;
&lt;br /&gt;
The campaign provides a series of set-piece challenges, structured as a branching set of missions.  Pay attention to the hints given in the mission briefing, as they are often critical to completing the scenario.&lt;br /&gt;
&lt;br /&gt;
In the Steam client, the campaign may be played cooperatively with another player.&lt;br /&gt;
&lt;br /&gt;
Progression in the campaign is separate from player rankings.  &lt;br /&gt;
&lt;br /&gt;
In the campaign, your commander will gain experience and level up when missions and optional objectives are completed.  The Commander leveling up works similarly to how upgrades work in skirmishes and multiplayer games, except here the Commander can't be upgraded but instead begins the mission at the level you have unlocked. Unlocked components may be swapped out at will for use in a given mission.&lt;br /&gt;
&lt;br /&gt;
All units and structures unlocked from completing missions can be used in future missions.  You can attempt a difficult challenge once you have acquired access to more units.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish ====&lt;br /&gt;
&lt;br /&gt;
This will let you set up a single player match against the AI, similar to a multiplayer battle.  You can set up a quick battle with the options given, or click on the &amp;quot;Advanced&amp;quot; button to configure the game in more detail.&lt;br /&gt;
&lt;br /&gt;
Playing skirmish matches does not affect you player rankings.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
Most multiplayer matches affect your game rating, though there is an option in the match setup to prevent a match from affecting rating.  As more games are played, your player rank will increase. See the [[FAQ#How do I gain rating?|FAQ]].&lt;br /&gt;
&lt;br /&gt;
==== Matchmaking ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Battle List ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Planetwars ====&lt;br /&gt;
&lt;br /&gt;
This is a persistent campaign which runs periodically.  See the [[Manual]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
The game client automatically saves a replay for all games you participate in.  This includes campaign missions, skirmishes, and multiplayer matches.  &lt;br /&gt;
&lt;br /&gt;
While viewing a replay, there is a small interface bar in-game to adjust the game replay speed.&lt;br /&gt;
&lt;br /&gt;
Replays can be viewed from any player's / teams point of view.&lt;br /&gt;
&lt;br /&gt;
=== Help ===&lt;br /&gt;
&lt;br /&gt;
*'''Links''': Useful links to game information and streamers.&lt;br /&gt;
&lt;br /&gt;
*'''Tutorials''': A short sequence of missions to demonstrate game concepts.&lt;br /&gt;
&lt;br /&gt;
*'''Report a Bug''': Bug report form.&lt;br /&gt;
&lt;br /&gt;
== Match Lobby ==&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
Join as spectator - only before game starts?&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat commands ===&lt;br /&gt;
&lt;br /&gt;
!force&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3697</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3697"/>
		<updated>2018-04-19T22:53:12Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Zero-K Lobby */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
= Ingame Menu =&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
This section allows for modifying various game behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities.  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
THIS PAGE IS A WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Lobby Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&lt;br /&gt;
This tab shows a news feed for the game, recent posts on the [https://zero-k.info/forum Zero-K forum], and a list of the current top 10 players.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Discord&amp;quot; button will open a link to the official Zero-K discord server in your browser.  On Discord there are several channels related to game support and streaming, as well as development of the game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Forum&amp;quot; button will open the Zero-K Forums in your browser.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manual&amp;quot; button opens this Wiki.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Zero-K&amp;quot; button will open the [http://zero-k.info Zero-K website[.&lt;br /&gt;
&lt;br /&gt;
=== Chat ===&lt;br /&gt;
&lt;br /&gt;
Lobby chat is mirrored on the Zero-K Discord server, and chat in the #zk channel on Discord is likewise displayed in the game's lobby chat.&lt;br /&gt;
&lt;br /&gt;
Clicking on the list of players will allow you to view their user page, or send them messages, etc.&lt;br /&gt;
&lt;br /&gt;
On the user page, at the bottom of the page you can view current rating statistics for a chosen player.  &lt;br /&gt;
&lt;br /&gt;
Viewing your own user page will allow you to browse a list of [http://zero-k.info/Clans Clans] which you may opt to join.  &lt;br /&gt;
&lt;br /&gt;
Inviting a player to a party will allow you to queue for team matches together.  Players you have invited will have a small icon next to their name.  When other players accept, it will create a new chat channel in the lobby.&lt;br /&gt;
&lt;br /&gt;
=== Friends ===&lt;br /&gt;
&lt;br /&gt;
Displays a list of your current friends in-game.&lt;br /&gt;
&lt;br /&gt;
=== Settings ===&lt;br /&gt;
&lt;br /&gt;
These options affect the Zero-K lobby.  Most gameplay options are accessed while in-game, using the [[Ingame_Menu|In-Game Menu]].&lt;br /&gt;
&lt;br /&gt;
==== Lobby ====&lt;br /&gt;
&lt;br /&gt;
Settings for the game lobby itself, and some settings related to match setup.&lt;br /&gt;
&lt;br /&gt;
==== Graphics ====&lt;br /&gt;
&lt;br /&gt;
Settings for the in-game graphics.&lt;br /&gt;
&lt;br /&gt;
==== Game ====&lt;br /&gt;
&lt;br /&gt;
Settings for basics of the in-game interface.  Invert zoom will reverse the zoom functionality of the scrollwheel.  Text-to-Speech will read out all in-game chat messages using a high-tech voice synthesizer.&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&lt;br /&gt;
The steam client should come with a number of maps. Additional maps and other assets will be downloaded as needed in the match lobby.&lt;br /&gt;
&lt;br /&gt;
== Game Tabs ==&lt;br /&gt;
&lt;br /&gt;
=== Singleplayer &amp;amp; Coop ===&lt;br /&gt;
&lt;br /&gt;
==== Campaign ====&lt;br /&gt;
&lt;br /&gt;
The campaign provides a series of set-piece challenges, structured as a branching set of missions.  &lt;br /&gt;
&lt;br /&gt;
In the Steam client, the campaign may be played cooperatively with another player.&lt;br /&gt;
&lt;br /&gt;
Progression in the campaign is separate from player rankings.  &lt;br /&gt;
&lt;br /&gt;
In the campaign, your commander will gain experience and level up when missions and optional objectives are completed.  The commander leveling up works similarly to how upgrades work in multiplayer games.  Unlocked components may be swapped out at will for use in a given mission.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish ====&lt;br /&gt;
&lt;br /&gt;
This will let you set up a single player match against the AI, similar to a multiplayer battle.  You can set up a quick battle with the options given, or click on the &amp;quot;Advanced&amp;quot; button to configure the game in more detail.&lt;br /&gt;
&lt;br /&gt;
Playing skirmish matches does not affect you player rankings.&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Replays ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Help ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Match Lobby ==&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
Join as spectator - only before game starts?&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat commands ===&lt;br /&gt;
&lt;br /&gt;
!force&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Commander&amp;diff=3683</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Commander&amp;diff=3683"/>
		<updated>2018-04-19T10:27:54Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Commander Chassis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
= Warning: portions of this page are out of date =&lt;br /&gt;
&lt;br /&gt;
The commander system was substantially revamped in winter 2016. This page has only partially been updated to the new system.&lt;br /&gt;
&lt;br /&gt;
= Commander intro =&lt;br /&gt;
Your commander can be configured with a variety of modules to suit your play-style.&lt;br /&gt;
&lt;br /&gt;
After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.&lt;br /&gt;
&lt;br /&gt;
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)&lt;br /&gt;
&lt;br /&gt;
Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.&lt;br /&gt;
&lt;br /&gt;
Unlike regular units, your commander is not disabled while morphing.&lt;br /&gt;
&lt;br /&gt;
= Modules and weapons =&lt;br /&gt;
&lt;br /&gt;
== Number of slots per level ==&lt;br /&gt;
&lt;br /&gt;
Commanders start at level 1. The number of modules and weapons increases with levels.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 &lt;br /&gt;
|-&lt;br /&gt;
| Base [[File:Ibeam.png|20px]] cost || -&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; ||25&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 150 || 500 || 300 || 400 &lt;br /&gt;
|-&lt;br /&gt;
| Total Weapon slots || 0 || 1 || 1 || 2 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| Total Module slots || 0 || 1 || 3 || 5 || 8 || 11 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Equipping weapons and modules costs additional metal.&lt;br /&gt;
&lt;br /&gt;
== Module types ==&lt;br /&gt;
Modules have &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; names in the unlock list, although their icon color depends on their nature. They fall into four categories.&lt;br /&gt;
&lt;br /&gt;
=== Stackable ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png&lt;br /&gt;
&lt;br /&gt;
These modules are able to stacked as many times as they allow, 8x for some and 10x for drones. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. (10% range/damage/speed for those modules) These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt;.&lt;br /&gt;
This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP, and should be used with caution as too much will leave the commander a sitting duck.&lt;br /&gt;
Modules:&lt;br /&gt;
Advanced targeting system +10% range for all weapons.-2.5% speed.&lt;br /&gt;
Damage booster +10% damage for all weapons.&lt;br /&gt;
High density plating +1600 HP,-10% speed. Requires Ablative armor plates.&lt;br /&gt;
Ablative armor plates +600 HP&lt;br /&gt;
Companion drone +Weak attack drone&lt;br /&gt;
Battle drone +Upgraded drone, requires Companion drone first.&lt;br /&gt;
Carrepairer's nanolathe +5 Buildpower.&lt;br /&gt;
High power servos +10% speed.&lt;br /&gt;
Autorepair system +10HP/sec -100 HP&lt;br /&gt;
&lt;br /&gt;
=== Support===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png&lt;br /&gt;
&lt;br /&gt;
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaker. There are also cheap ones such as resurrect and inbuilt radar or an area shield/cloak. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; as well.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Boosters ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png&lt;br /&gt;
&lt;br /&gt;
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They are a space effective way to spend a module slot but make sure you have the weapon that they affect. They are &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;purple&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Weapon types ==&lt;br /&gt;
There are 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_gaussrifle.png&lt;br /&gt;
&lt;br /&gt;
These are auto-targetting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. They are all affected by stackable modules. They are &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Name !! Range !! Reload time !! Damage !! DPS !! Commander !! Notes &lt;br /&gt;
|-&lt;br /&gt;
|Beam Laser||330||||||150||Strike&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Guardian&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Recon&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Engineer||&lt;br /&gt;
|-&lt;br /&gt;
|Flame thrower||270||0.16 ||10 || 60||&amp;amp;nbsp;&amp;amp;nbsp;Guardian&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Recon|| Sets units on fire for 15s(15 DPS)&amp;lt;br&amp;gt;pierces units&amp;lt;br&amp;gt;Does more damage against larger units&lt;br /&gt;
|-&lt;br /&gt;
|Heatray||300||0.1 ||45 ||450 ||&amp;amp;nbsp;&amp;amp;nbsp;Guardian|| Damage falls off with range&lt;br /&gt;
|-&lt;br /&gt;
|Machine Gun||285||0.16 ||30 ||180 ||Strike&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Guardian&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Recon||&lt;br /&gt;
|-&lt;br /&gt;
|Light particle beam||310||0.34 ||55 || 165||Strike&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Recon&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Engineer||&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Rifle||300||1.66 ||220+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt; || 132+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;330&amp;lt;/font&amp;gt; ||Strike&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Recon&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Engineer|| EMP duration: 1s&lt;br /&gt;
|-&lt;br /&gt;
|Missile launcher||415||1 ||80 || 80||Strike&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Engineer|| Homing&lt;br /&gt;
|-&lt;br /&gt;
|Riot cannon||275||2 ||220.2 || 110.1||&amp;amp;nbsp;&amp;amp;nbsp;Guardian||&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun||290||2 ||32x12 (384) || 192||Strike&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Recon&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Engineer||&lt;br /&gt;
|-&lt;br /&gt;
|Rocket launcher ||430||3 ||360 || 120||&amp;amp;nbsp;&amp;amp;nbsp;Guardian||Not homing&lt;br /&gt;
|-&lt;br /&gt;
|Pea Shooter ||300||.1 ||12 || 120||Strike&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Guardian&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Recon&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Engineer||Default weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png&lt;br /&gt;
&lt;br /&gt;
Special weapons have a long reload time and must be manually aimed with the 'D' key. They are only affected by stackable modules. They are &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;orange&amp;lt;/font&amp;gt; and can only be put on the level 4 weapon slot.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Name !! Range !! Reload time !! Damage !! DPS !! Commander !! Special Notes &lt;br /&gt;
|-&lt;br /&gt;
|Cluster bomb ||360 || 30  || 300x8 (2400)|| 80 ||&amp;amp;nbsp;&amp;amp;nbsp;Guardian&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Recon|| Bomblets spread (like a shotgun)&lt;br /&gt;
|-&lt;br /&gt;
| Concussion shell||450 || 25 ||750 || 30 ||&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Recon|| Has Impulse (Tosses some units)&lt;br /&gt;
|-&lt;br /&gt;
| Disintigrator ||200 ||30  ||1400 || 46.67 ||Strike&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Guardian|| Damage varies on unit size&lt;br /&gt;
|-&lt;br /&gt;
|Disrupter bomb ||450 ||25 ||350+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;2100&amp;lt;/font&amp;gt; || 14+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; ||Strike&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Recon&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Engineer|| Has large AOE (512)&lt;br /&gt;
|-&lt;br /&gt;
| Hellfire grenade||450 || 25||200 || 8 ||&amp;amp;nbsp;&amp;amp;nbsp;Guardian&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Recon|| Sets an area on &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;fire&amp;lt;/font&amp;gt; (45s,40dps+3s &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;burning&amp;lt;/font&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Multistunner||360 || 25||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;800&amp;lt;/font&amp;gt; x 16 (&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;8800&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;12800&amp;lt;/font&amp;gt;) ||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;352&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;512&amp;lt;/font&amp;gt; ||Strike&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Recon&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Engineer|| Affected by flux amplifier. Max &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;EMP&amp;lt;/font&amp;gt; time: 8s [upgraded: 12s]&lt;br /&gt;
|-&lt;br /&gt;
| SLAM||700 ||30 || 1512|| 50.4 ||&amp;amp;nbsp;&amp;amp;nbsp;Guardian|| High vertical arc&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Key: &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;EMP Damage&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Slow Damage&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commander Chassis =&lt;br /&gt;
There are 4 types of commander chassis to choose for a battle.&lt;br /&gt;
&lt;br /&gt;
You can configure custom commanders based on these chassis on your user page; you must be logged in to the Zero-K website and go to: https://zero-k.info/My/Commanders.  These custom commanders may be selected at the beginning of the game in multiplayer matches.  You will still need to upgrade them as usual, but the upgrade options are filled in to your preferences.&lt;br /&gt;
&lt;br /&gt;
== Common attributes ==&lt;br /&gt;
The commander you start the game with produces 4 metal and 6 energy per second. Additional commanders produced from the Strider Hub produce 0.4 metal and 0.4 energy per second. They all provide a sight distance of 500 and a sonar of 300. Chassis other than the Engineer Commander have 10 build power and 120 build range and the Engineer commander has 12 build power and 250 build range.&lt;br /&gt;
&lt;br /&gt;
== Chassis list ==&lt;br /&gt;
Note that '''attributes on level 1 and level 2 are equal'''. Morphing to level 2 provides no bonus other than the weapon and module slot.&lt;br /&gt;
&lt;br /&gt;
=== Strike Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* All rounder&lt;br /&gt;
* Decent health and speed&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Auto-regen bonus&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5 &lt;br /&gt;
|-&lt;br /&gt;
|HP: 2500&amp;lt;br /&amp;gt;Speed: 40.5&amp;lt;br /&amp;gt;Autoheal: 5||HP: 3000&amp;lt;br /&amp;gt;Autoheal: 12.5||HP: 4000&amp;lt;br /&amp;gt;Autoheal: 20||HP: 5000&amp;lt;br /&amp;gt;Autoheal: 27.5||HP: 6000&amp;lt;br /&amp;gt;Autoheal: 35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Best HP&lt;br /&gt;
* Medium speed&lt;br /&gt;
* Gains more HP from increased levels than other chasis do&lt;br /&gt;
* Able to use most non-exotic weapons&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5 &lt;br /&gt;
|-&lt;br /&gt;
|HP: 3000&amp;lt;br /&amp;gt;Speed: 40||HP: 3800&amp;lt;br /&amp;gt;||HP: 4900&amp;lt;br /&amp;gt;||HP: 6000&amp;lt;br /&amp;gt;||HP: 7200&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recon Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest HP&lt;br /&gt;
* Highest Speed (for a commander)&lt;br /&gt;
* Jumpjets&lt;br /&gt;
* Uses light weapons&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5 &lt;br /&gt;
|-&lt;br /&gt;
|HP: 1600&amp;lt;br /&amp;gt;Speed: 43.5&amp;lt;br /&amp;gt;Can Jump||HP: 2100||HP: 2600||HP: 3100||HP: 3600&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest speed&lt;br /&gt;
* Low HP&lt;br /&gt;
* Gains buildpower with levels&lt;br /&gt;
* Increased build range (250 compared to 120 for others) &lt;br /&gt;
* Fewer direct damage weapons &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5 &lt;br /&gt;
|-&lt;br /&gt;
|HP: 2000&amp;lt;br /&amp;gt;Speed: 36&amp;lt;br /&amp;gt;Build Power: 12||HP: 2500&amp;lt;br /&amp;gt;Build Power: 14||HP: 3000&amp;lt;br /&amp;gt;Build Power: 16||HP: 3700&amp;lt;br /&amp;gt;Build Power: 18||HP: 4500&amp;lt;br /&amp;gt;Build Power: 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Exact effects of attribute modifiers =&lt;br /&gt;
Attribute modifiers are applied in this order:&lt;br /&gt;
* Commander Chassis absolute statistics&lt;br /&gt;
* Percentage modifiers both from modules and chassis&lt;br /&gt;
* Absolute modifiers&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% speed modules multiply a commander's speed by 1.5 instead of by 1.1^5 = 1.61.&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from weapon boosters and converters are cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon, rather than adding a bonus.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3671</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3671"/>
		<updated>2018-04-19T01:33:48Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* First Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
= Ingame Menu =&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
This section allows for modifying various game behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities.  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
== Zero-K Lobby ==&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
Some settings can only be changed while in-game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat Lobby ===&lt;br /&gt;
Can also use Discord&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
Join as spectator - only before game starts?&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat commands ===&lt;br /&gt;
&lt;br /&gt;
!force&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3670</id>
		<title>Ingame Menu</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Ingame_Menu&amp;diff=3670"/>
		<updated>2018-04-19T01:23:31Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: Created page with &amp;quot;THIS PAGE IS A WORK IN PROGRESS.  This is a summary of the in-game options menu, which is brought up by pressing &amp;quot;ESCAPE&amp;quot;.  Doing so will pause the game in a single-player gam...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS PAGE IS A WORK IN PROGRESS.&lt;br /&gt;
&lt;br /&gt;
This is a summary of the in-game options menu, which is brought up by pressing &amp;quot;ESCAPE&amp;quot;.  Doing so will pause the game in a single-player game.&lt;br /&gt;
&lt;br /&gt;
Note: to see all menu settings available, uncheck the &amp;quot;Simple Settings&amp;quot; box at the bottom of the dialog box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
This section allows for modifying various game behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Selection ====&lt;br /&gt;
&lt;br /&gt;
'''Use Selection Filtering:''' enable or disable [[Unit_states#Selection_Rank|Selection Rank]].  If disabled, the relevant button will not appear on the unit control panel.&lt;br /&gt;
&lt;br /&gt;
'''Only Filter When ALT is Held:''' If enabled, Selection Rank will only affect unit selection when ALT is held down.&lt;br /&gt;
&lt;br /&gt;
Two Sliders are available to modify how selection rank rules can be overridden.&lt;br /&gt;
&lt;br /&gt;
The remaining options will change the visual indicator around units which have been selected.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== [[Retreat]] Zones ====&lt;br /&gt;
&lt;br /&gt;
'''Retreat Overrides Selection Rank:''' In conjunction with the slider, this will generally make retreating units un-selectable when mixed with groups of still-fighting units.&lt;br /&gt;
&lt;br /&gt;
'''Retreat Deselects:''' With a group of units selected, those that begin retreating will automatically be removed from the selection.&lt;br /&gt;
&lt;br /&gt;
'''Only Show My Zones:''' if unchecked, will show ally's retreat zones as well. May be bound to a hotkey.&lt;br /&gt;
&lt;br /&gt;
'''Cancel Retreat:''' may be bound to a hotkey, to prevent the selected units from retreating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mouse Cursor ====&lt;br /&gt;
&lt;br /&gt;
Cursor size can be changed, and the cursor can be unlocked from the window, if the game is in windowed mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Gesture Menu ====&lt;br /&gt;
&lt;br /&gt;
If enabled, a key can be bound to bring up a branching radial build menu for construction units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Map ====&lt;br /&gt;
&lt;br /&gt;
'''Map Drawing and Messaging:''' hotkeys to control drawing on the map, and zooming to the last few messages displayed.&lt;br /&gt;
&lt;br /&gt;
'''Map Overlays:''' hotkeys to turn on/off overlays for terrain contours, unit pathing restrictions, and highlighted metal resources. Can also set a hotkey to enable/disable &amp;quot;fog of war&amp;quot; line-of-sight shading.  The checkbox below this will determine if line of sight is on when starting a game.&lt;br /&gt;
&lt;br /&gt;
'''Radar Color:''' Allows for changing the default colors showing radar and jammer coverage on the lign-of-sight display.  By default, this is the faint colored boundaries outside of your current line of sight, indicating where where you currently have radar coverage.  Various useful presets may also be selected.&lt;br /&gt;
&lt;br /&gt;
'''Metal Spots:''' options to choose whether metal extractor spots (default hotkey of F4) show their rate of extraction as a number or graphic, as well as how large to display the metal info.&lt;br /&gt;
&lt;br /&gt;
'''Auto Toggle Overlay:''' the checkboxes will enable automatic overlays for related activities (reclain/ressurect, construction/terraform, and moving/jumping).  The overlay will automatically disable when not being used.  These options can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Team Colors ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Healthbars ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hovering Icons ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Build ETA ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unit Marker ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Control Groups ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Defense and Cloak Ranges ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spectating ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Building Placement ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Command Visibility ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Economy Overlay ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Falling Units ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Graphics ===&lt;br /&gt;
&lt;br /&gt;
=== Unit Behavior ===&lt;br /&gt;
&lt;br /&gt;
=== Reset Settings ===&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
=== Camera ===&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Panels ===&lt;br /&gt;
&lt;br /&gt;
=== HUD Presets ===&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
=== Nag ===&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
&lt;br /&gt;
This section contains information on unit stats, and various basic game concepts.  Unit stats can also be seen when playing the game, by holding '''SPACE''' and clicking on a unit.&lt;br /&gt;
&lt;br /&gt;
== Save / Load Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vote Resign / Resign ==&lt;br /&gt;
&lt;br /&gt;
When all hope is lost, your team must agree to give up.  One player will select &amp;quot;Vote Resign&amp;quot;, and other players may select &amp;quot;Resign&amp;quot; to confirm they surrender.  All of a resigning team's units are destroyed.&lt;br /&gt;
&lt;br /&gt;
== Restart ==&lt;br /&gt;
&lt;br /&gt;
== Exit to Lobby ==&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3669</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3669"/>
		<updated>2018-04-18T23:41:35Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Chat commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
== Zero-K Lobby ==&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
Some settings can only be changed while in-game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat Lobby ===&lt;br /&gt;
Can also use Discord&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
Join as spectator - only before game starts?&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat commands ===&lt;br /&gt;
&lt;br /&gt;
!force&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Unit_states&amp;diff=3661</id>
		<title>Unit states</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Unit_states&amp;diff=3661"/>
		<updated>2018-04-17T23:39:53Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* State List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most units and buildings have 'behavior states' that can be set by the player to modify unit behavior on the fly. The state settings are set per-unit to allow different behavior of the same unit types.&lt;br /&gt;
&lt;br /&gt;
[[File:Factory commands.png]]&lt;br /&gt;
&lt;br /&gt;
The right side of the menu displays the settings of the selected units. This display is used to edit the settings. Clicking on a state toggles it. Most states with more than two settings can be toggled backwards with right click.&lt;br /&gt;
&lt;br /&gt;
There is a subtlety in the use of this display: When multiple units in the selection have the same settings different states the display only shows one of the states. A displayed state does not guarantee all units in the selection have that state. Clicking on a state guarantees that every selected unit has the setting displayed after clicking.&lt;br /&gt;
&lt;br /&gt;
== Factory States ==&lt;br /&gt;
Factories have many states that usually make no sense for an unarmed structure. Units produced by a factory inherit most of the factory's states if the units have no other default.&lt;br /&gt;
&lt;br /&gt;
== Default States ==&lt;br /&gt;
Units can be set to adopt a particular state upon creation from the menu (under Settings/Unit Behaviour/Default). For instance, an artillery unit could be set to Hold Position by default.&lt;br /&gt;
&lt;br /&gt;
== State List ==&lt;br /&gt;
Following is a list that explains each state and it's settings.&lt;br /&gt;
&lt;br /&gt;
=== Fire State ===&lt;br /&gt;
Firestate controls a unit's automatic targeting behaviour. This state is available for all armed units and structures. Player given commands and guard retaliation overrides firestate. As in a unit set to Hold Fire will still fire if it is given a direct order to attack. Units do not lose their current target when firestate changes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_atwill.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Fire at Will''' - Fire at any/all enemies within range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_return.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Return fire''' - Fire back at enemies that hurt the unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fire_hold.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Hold Fire''' - Will not fire unless ordered to.&lt;br /&gt;
&lt;br /&gt;
=== Move State ===&lt;br /&gt;
Movestate controls how freely a unit can move in pursuit of it's target. All mobile units have movestate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_roam.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Roam''' - The unit will move to attack nearby targets and chase them if they run away. Constructors will only assist ally construction if set to Roam.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_engage.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Maneuver''' - This behaves similarly to Roam, but with a shorter &amp;quot;leash&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/move_hold.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Hold Position''' - Unit will not automatically chase enemies or use unit AI. Units will chase with an attack command and use unit AI if they have an Attack Move command.&lt;br /&gt;
&lt;br /&gt;
=== Repeat ===&lt;br /&gt;
Repeat causes a unit's order queue to loop. Upon completing an order the order is added to the end of the queue. This is particularly useful for factories because a production queue can be repeated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Repeat On'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/repeat_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Repeat Off'''&lt;br /&gt;
&lt;br /&gt;
=== Overkill Prevention ===&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
&lt;br /&gt;
Sets the retreat level. See [[Retreat]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_90.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Max Retreat''' - Unit retreats to the closest retreat position when health drops below 99%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_60.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''2/3 Retreat''' - Unit retreats to the closest retreat position when health drops below 65%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_30.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''1/3 Retreat''' - Unit retreats to the closest retreat position when health drops below 30%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/retreat_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''No Retreat''' - Unit does not auto-retreat.&lt;br /&gt;
&lt;br /&gt;
=== Selection Rank ===&lt;br /&gt;
&lt;br /&gt;
Selection rank determines which units are selected when dragging a selection box around units with different ranks.  Only the units in the selection box with the highest rank are selected.  This is what keeps buildings and construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, most buildings have selection rank 1, factories and constructors have rank 2, and all combat units have rank 3. Selection rank can be changed for selected units, or it may be changed globally in the options menu.  For example, if you don't want your Commander or anti-air units to be selected with the rest of your combat units, reduce their selection rank.&lt;br /&gt;
&lt;br /&gt;
=== Build Priority ===&lt;br /&gt;
&lt;br /&gt;
Priority lets you control resource spending more accurately and without resorting to putting more constructors on an important project. &lt;br /&gt;
&lt;br /&gt;
There are 3 levels of priority and each level gets to use resources before the levels below it. First resources are split evenly between high priority construction, if there are any resources left over the resources are split between normal priority construction. If both high and normal priority construction is working at full capacity the remaining resources are available for low priority construction.&lt;br /&gt;
&lt;br /&gt;
Both constructors and nanoframes have a priority button. If nanoframe priority is set all constructors with normal priority working on it will work at the priority of the nanoframe. A constructor with priority set simply works at that priority level.&lt;br /&gt;
&lt;br /&gt;
Additionally a portion of your resources can be reserved to only be used by high priority construction (and unit morphing). Set the reserve level for both metal and energy by left-clicking on either resource bar (metal reserving must first be enabled in the menu). Right-click on a bar to set the reserve for that resource without affecting the other resource type.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Zero-K_Manual/resourcebar_reserve.png&lt;br /&gt;
&lt;br /&gt;
''A resource bar at approximately 50% energy reserve and 25% metal reserve''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_high.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''High Priority''' - Constructors are always funded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_med.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Normal Priority''' - This is the default. Constructors with this set have their priority overridden by the nanoframe they are constructing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/wrench_low.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Low Priority''' - Constructors use any resources left over to construct.&lt;br /&gt;
&lt;br /&gt;
=== Misc Priority ===&lt;br /&gt;
&lt;br /&gt;
=== Factory Assist ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Auto-assist Factory''' - Constructor do not follow the factory rally point. Instead they assist the factory that created them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/autoassist_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Default Behaviour''' - Constructor will continue to rally point when exiting factory.&lt;br /&gt;
&lt;br /&gt;
=== Cloak ===&lt;br /&gt;
&lt;br /&gt;
Toggles unit cloak. See [Cloak]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Enable Cloak'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/cloak_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disable Cloak'''&lt;br /&gt;
&lt;br /&gt;
=== Unit AI ===&lt;br /&gt;
&lt;br /&gt;
Toggles smart AI for the unit. See [UnitAI]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Unit AI ON''' - Turn ON the game's default unit AI for this unit (skirm, skirmish, and/or Anti-Air AI).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Unit AI OFF''' - Turn OFF the game's default unit AI for this unit.&lt;br /&gt;
&lt;br /&gt;
=== On/Off ===&lt;br /&gt;
On/Off controls various miscellaneous unit states. It is used to toggle activation on radar, sonar and cloakers. It also toggles the armour ability of the Solar Collector, Annihilator and Dooms Day Machine. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''On'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; ''' Off'''&lt;br /&gt;
&lt;br /&gt;
=== Idle State ===&lt;br /&gt;
&lt;br /&gt;
Aircraft can be told to fly in a holding pattern or land when idle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Free Flying''' - Unit continues flying when idle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/fly_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Land on Idle''' - Unit lands when idle.&lt;br /&gt;
&lt;br /&gt;
=== Float State ===&lt;br /&gt;
&lt;br /&gt;
Some amphibious units can float to the surface of the ocean to fire their weapons. They are immobile when floating&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_float.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always Float''' - Unit automatically floats when idle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_attack.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Float to Fire''' - Unit automatically floats if an enemy is in range and sinks otherwise. Units with long reload time sink between shots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/amph_sink.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always Sink''' - Unit does not float.&lt;br /&gt;
&lt;br /&gt;
=== Trajectory ===&lt;br /&gt;
&lt;br /&gt;
Certain long range artillery units can be toggled between high and low trajectory firing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_high.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''High Trajectory''' - Shoot with a high arcing shot. This is useful for shooting over terrain that blocks direct line of sight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/traj_low.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Low Trajectory''' - Unit fire directly toward the enemy. This can be useful because directly fired projectiles are more accurate and spend less time in flight.&lt;br /&gt;
&lt;br /&gt;
=== Fire at Radar ===&lt;br /&gt;
Some units with long-range precision weapons, like the Sharpshooter and Penetrator, can be ordered not to fire on radar dots (i.e. targets inside radar range but outside visual range). Note that these units will still fire on buildings outside line of sight if the target position is known precisely (indicated by the &amp;quot;ghost&amp;quot; building).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Fire at Radar Dots'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/stealth_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Don't Fire at Radar Dots'''&lt;br /&gt;
&lt;br /&gt;
=== Dive State ===&lt;br /&gt;
&lt;br /&gt;
Raven by default dive bombs to attack units under area shields, and moving targets. It can also dive bomb normally or constantly fly at a lower altitude.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_shield.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Dive Bomb Shield or Mobile'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_attack.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Dive Bomb Mobile'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_always.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always Fly Low''' - This causes it to fly at a lowered altitude all the time. It is weak to ground units when lowered&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/divebomb_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Always Fly High''' - Will not use dive bomb. This can make it difficult to hit moving or shielded targets.&lt;br /&gt;
&lt;br /&gt;
=== Area Cloak ===&lt;br /&gt;
&lt;br /&gt;
Toggles an area cloaker. Area cloak is also disabled if the unit's On/Off state is set to Off. See [Cloak]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Activate Cloaking Field''' - Cloak all allied units within cloaking field radius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/areacloak_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Disengage Cloaking Field''' - Do not emit cloaking field.&lt;br /&gt;
&lt;br /&gt;
=== Gunship Strafe ===&lt;br /&gt;
Most gunships can circle-strafe their target when attacking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Strafe''' - Dodge ground projectiles by circling over the targeted enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/strafe_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''No Strafe''' - Deactivate strafing for gunships. Use this to keep out of range of static AA.&lt;br /&gt;
&lt;br /&gt;
=== Kill Captured ===&lt;br /&gt;
&lt;br /&gt;
Dominatrix can be set to automatically destroy units that it captures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_on.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''Auto-Self Destruct''' - Immediately self-destruct the captured units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/capturekill_off.png&amp;quot; height=&amp;quot;24&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt; '''No Self Destruct''' - Maintain normal control over captured units, no self-destruct.&lt;br /&gt;
&lt;br /&gt;
=== Drone Construction ===&lt;br /&gt;
&lt;br /&gt;
=== Impulse Mode ===&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3631</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3631"/>
		<updated>2018-04-17T00:40:16Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Multiplayer Game Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
== Zero-K Lobby ==&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
Some settings can only be changed while in-game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat Lobby ===&lt;br /&gt;
Can also use Discord&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
Join as spectator - only before game starts?&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat commands ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3630</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3630"/>
		<updated>2018-04-17T00:39:34Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Zero-k Ingame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
== Zero-K Lobby ==&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
Some settings can only be changed while in-game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat Lobby ===&lt;br /&gt;
Can also use Discord&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat commands ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Voting ===&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3629</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3629"/>
		<updated>2018-04-17T00:17:17Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* First Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Selection priority ==&lt;br /&gt;
&lt;br /&gt;
Selection priority determines which units are selected when dragging a selection box around units with different priorities.  Only the units with the highest priority are selected.  This is hat keeps buildings from being selected with mobile units, and keeps construction units from being selected with combat units.&lt;br /&gt;
&lt;br /&gt;
By default, buildings have priority 1, constructors have priority 2, and All other units have priority 3. Priority can be changed for selected units, or it may be changed globally in the options menu.&lt;br /&gt;
&lt;br /&gt;
== Zero-K Lobby ==&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
Some settings can only be changed while in-game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat Lobby ===&lt;br /&gt;
Can also use Discord&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3628</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3628"/>
		<updated>2018-04-17T00:12:39Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
== Zero-K Lobby ==&lt;br /&gt;
&lt;br /&gt;
=== Game Options ===&lt;br /&gt;
Some settings can only be changed while in-game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chat Lobby ===&lt;br /&gt;
Can also use Discord&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Multiplayer Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Game host settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Zero-k Ingame ==&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
&lt;br /&gt;
Overdrivesharingscheme option setting&lt;br /&gt;
&lt;br /&gt;
=== Sharing Resources and Units ===&lt;br /&gt;
&lt;br /&gt;
Excess metal/energy is automatically shared with team-mates (when?)&lt;br /&gt;
&lt;br /&gt;
H menu to share (units? resources?) one-time &lt;br /&gt;
&lt;br /&gt;
Click and drag to share metal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=FAQ&amp;diff=3627</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=FAQ&amp;diff=3627"/>
		<updated>2018-04-16T23:07:33Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Frequently Asked Questions''' - Zero-K&lt;br /&gt;
(still under construction)&lt;br /&gt;
&lt;br /&gt;
==I'm new to Zero-K. Where should I start?==&lt;br /&gt;
First you should read the [[Newbie Guide]] and try some practice games against the AI.&lt;br /&gt;
Some missions are designed for new players to get to know the interface and some basic gameplay ideas (e.g. [http://zero-k.info/Missions/Detail/97 Sandbox] and [http://zero-k.info/Missions/Detail/100 2v1]). You can also access them from Zero-K lobby directly. &lt;br /&gt;
&lt;br /&gt;
You can also spectate some online games to see which things are significant.&lt;br /&gt;
&lt;br /&gt;
==How can I unlock commander modules?==&lt;br /&gt;
You have to visit the [http://www.zero-k.info Zero-K Homepage] and log in with your account. You can easily reach this page from the lobby through the &amp;quot;Home&amp;quot; tab. From here, scroll down until you see &amp;quot;You can unlock technology&amp;quot; and click on this link. Alternatively you can [http://zero-k.info/My/UnlockList click here] if you're logged in. Note that you do not have to unlock anything from this page; all modules are currently unlocked in-game for all players. Unlocking these just makes them available for preconfigured commanders.&lt;br /&gt;
&lt;br /&gt;
==How do I gain rating? ==&lt;br /&gt;
You can gain rating if you're winning multiplayer games. Based on you enemies' skill you will gain/lose more or less rating.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on fixed rating thresholds, ranks colors are defined by your gaming skills (calculated by a specific algorithm called WHR, similar to ELO) expressed as a percentiles of the playerbase. Ranks colors can only be gained or lost after holding one's position in the new percentile for multiple games.&lt;br /&gt;
&lt;br /&gt;
Here is a list of the rank colors:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Icon !! Color !! Theme !! Percentile&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_7.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_7.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_7.png&amp;quot;/&amp;gt;  ||	Gamma ray ||	Singularity||	Top 1%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_6.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_6.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_6.png&amp;quot;/&amp;gt;  ||	X ray ||	Neutron star||	Top 5%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_5.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_5.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_5.png&amp;quot;/&amp;gt; ||	Blue white ||	Supergiant||	Top 10%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_4.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_4.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_4.png&amp;quot;/&amp;gt;  ||	Bright yellow ||	Giant||	Top 20%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_3.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_3.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_3.png&amp;quot;/&amp;gt;  ||	Orange	|| Subgiant||	Top 40%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_2.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_2.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_2.png&amp;quot;/&amp;gt;  ||	Red||	Red dwarf||	Top 60%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_1.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_1.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_1.png&amp;quot;/&amp;gt;  ||	Dark red||	Brown dwarf||	Top 80%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_0.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_0.png&amp;quot;/&amp;gt; &amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_0.png&amp;quot;/&amp;gt;  ||	Infrared||	Nebula||	Everyone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The rank level itself is defined by the cumulated total time spent ingame.&lt;br /&gt;
&lt;br /&gt;
Here is a list of the ranks, with color Infrared:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/0_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/1_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/2_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/3_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/4_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/5_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/6_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://zero-k.info/img/ranks/7_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The progress bar &amp;quot;Level XXX&amp;quot; shows your rank level (i.e. dependent on total time spent ingame).&lt;br /&gt;
&lt;br /&gt;
The progress bar below it shows your position in respect to the next cosmic object (in other words, how far you are to the next color, dependent on your gaming skills).&lt;br /&gt;
&lt;br /&gt;
==How can I reach a new rank? How are they split?==&lt;br /&gt;
Rank system is based on user's level, which increases as you play in multiplayer games:&lt;br /&gt;
* http://zero-k.info/img/ranks/1.png = levels 0-9&lt;br /&gt;
* http://zero-k.info/img/ranks/2.png = levels 10-19&lt;br /&gt;
* http://zero-k.info/img/ranks/3.png = levels 20-29&lt;br /&gt;
* http://zero-k.info/img/ranks/4.png = levels 30-39&lt;br /&gt;
* http://zero-k.info/img/ranks/5.png = levels 40-49&lt;br /&gt;
* http://zero-k.info/img/ranks/6.png = levels 50-59&lt;br /&gt;
* http://zero-k.info/img/ranks/7.png = levels 60-69&lt;br /&gt;
* http://zero-k.info/img/ranks/8.png = levels 70-79&lt;br /&gt;
* http://zero-k.info/img/ranks/9.png = levels 80+&lt;br /&gt;
&lt;br /&gt;
==How much XP do I need to reach the next level?== &lt;br /&gt;
Mouse over the XP bar on the home page; the XP needed is displayed in the tooltip.&lt;br /&gt;
You can also calculate it yourself:&lt;br /&gt;
&lt;br /&gt;
XP for next level = level `'''` 80 + 20 `'''` level^2 &lt;br /&gt;
for instance:&lt;br /&gt;
* Level 1: 100&lt;br /&gt;
* Level 2: 240&lt;br /&gt;
* Level 3: 420&lt;br /&gt;
* Level 4: 680&lt;br /&gt;
* Level 5: 900&lt;br /&gt;
* Level 6: 1200&lt;br /&gt;
&lt;br /&gt;
==My FPS is low after some time have passed ingame. What can I do?==&lt;br /&gt;
Try to reduce your graphics settings. To do so, go to the Settings Tab on Zero-K Lobby and click Graphics Settings -&amp;gt; Run SpringSettings. Some system-intensive elements that you could tone down/disable are shadows and water type. Try a new game and probably change some settings again.&lt;br /&gt;
&lt;br /&gt;
==I get ugly bubbles in the minimap/the whole screen flashbangs.==&lt;br /&gt;
Do you get bubbles like this?&lt;br /&gt;
&lt;br /&gt;
http://zero-k.info/img/clans/FAQ_bg.png&lt;br /&gt;
&lt;br /&gt;
This is a bug somewhere in Lua drawing with ATI/AMD and OpenGL.&lt;br /&gt;
Disable widgets that draw via F11 menu to find the problematic widget. &lt;br /&gt;
This should largely be fixed, if it still happens make a bugreport please.&lt;br /&gt;
&lt;br /&gt;
==I have some game ideas. Where can I post them?==&lt;br /&gt;
Visit the [http://zero-k.info/Forum Zero-K forum] and pose your ideas in one of the sections.&lt;br /&gt;
Furthermore, you can create a new issue on our development site: https://github.com/ZeroK-RTS/Zero-K/issues&lt;br /&gt;
&lt;br /&gt;
==What do all the ingame abbreviations mean?==&lt;br /&gt;
You can look up some abbreviations used ingame [[Abbreviations|here in this list]]. Some abbreviations unrelated to the game can be looked up on [http://en.wiktionary.org/wiki/Appendix:Internet_slang this page]. Another way is to ask players ingame.&lt;br /&gt;
&lt;br /&gt;
==How can I support the game? Donations?==&lt;br /&gt;
On the one hand you can [http://zero-k.info/Contributions donate some coins] so we can pay the server costs. On the other hand you can support us by simply playing the game or hosting one of our [http://zero-k.info/Wiki/Fanart web banners] on your site. Thanks a lot! :-)&lt;br /&gt;
&lt;br /&gt;
==How do I change my password? ==&lt;br /&gt;
On your home/account page, click ''Account maintenance'' and enter your new password.&lt;br /&gt;
&lt;br /&gt;
==I forgot my password / username. Help me pls!==&lt;br /&gt;
If you forgot your password / username please contact one of the server admins to receive your password / username. They will reset it to something and pm it to you.&lt;br /&gt;
&lt;br /&gt;
==My game crashes/has graphical glitches. How do I fix it? ==&lt;br /&gt;
First check the [http://springrts.com/wiki/FAQ:trouble troubleshooting FAQ] on the Spring engine wiki and see if your issue is covered there. If you can't find a solution to the problem, you can file a bug report on our forum or [https://github.com/ZeroK-RTS Github development site].&lt;br /&gt;
&lt;br /&gt;
==I have a bug report!==&lt;br /&gt;
You can post in the [http://zero-k.info/Forum?categoryID=3 Help &amp;amp; Bugs subforum] or make an issue report on [https://github.com/ZeroK-RTS Github] (more technical). Please include diagnostic logs as appropriate; on the standard lobby client (Zero-K Lobby or ZKL) you can find them in Settings - look for the buttons &amp;quot;game diagnostic log&amp;quot; and &amp;quot;lobby diagnostic log.&amp;quot; The former can also typically be found as infolog.txt in My Documents/My Games/Spring (Windows) or home/&amp;lt;username&amp;gt;/.spring (Linux). Be sure to [http://www.pastebin.com pastebin] your infolog/lobby diagnostic log and give the link instead of posting the whole thing on the forum or github.&lt;br /&gt;
&lt;br /&gt;
==My question isn't answered here. Where can I ask my question?==&lt;br /&gt;
As above you can visit the [http://zero-k.info/Forum forum] and ask your question in one of the listed sections.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also ask players ingame to get help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=FAQ&amp;diff=3626</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=FAQ&amp;diff=3626"/>
		<updated>2018-04-16T23:01:45Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* How can I reach a new rank? How are they split? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Frequently Asked Questions''' - Zero-K&lt;br /&gt;
(still under construction)&lt;br /&gt;
&lt;br /&gt;
==I'm new to Zero-K. Where should I start?==&lt;br /&gt;
First you should read the [[Newbie Guide]] and try some practice games against the AI.&lt;br /&gt;
Some missions are designed for new players to get to know the interface and some basic gameplay ideas (e.g. [http://zero-k.info/Missions/Detail/97 Sandbox] and [http://zero-k.info/Missions/Detail/100 2v1]). You can also access them from Zero-K lobby directly. &lt;br /&gt;
&lt;br /&gt;
You can also spectate some online games to see which things are significant.&lt;br /&gt;
&lt;br /&gt;
==How can I unlock commander modules?==&lt;br /&gt;
You have to visit the [http://www.zero-k.info Zero-K Homepage] and log in with your account. You can easily reach this page from the lobby through the &amp;quot;Home&amp;quot; tab. From here, scroll down until you see &amp;quot;You can unlock technology&amp;quot; and click on this link. Alternatively you can [http://zero-k.info/My/UnlockList click here] if you're logged in. Note that you do not have to unlock anything from this page; all modules are currently unlocked in-game for all players. Unlocking these just makes them available for preconfigured commanders.&lt;br /&gt;
&lt;br /&gt;
==How do I gain rating? ==&lt;br /&gt;
You can gain rating (using the Elo rating) if you're winning multiplayer games. Based on you enemies' skill you will gain/lose more or less rating.&lt;br /&gt;
&lt;br /&gt;
==How can I reach a new rank? How are they split?==&lt;br /&gt;
Rank system is based on user's level, which increases as you play in multiplayer games:&lt;br /&gt;
* http://zero-k.info/img/ranks/1.png = levels 0-9&lt;br /&gt;
* http://zero-k.info/img/ranks/2.png = levels 10-19&lt;br /&gt;
* http://zero-k.info/img/ranks/3.png = levels 20-29&lt;br /&gt;
* http://zero-k.info/img/ranks/4.png = levels 30-39&lt;br /&gt;
* http://zero-k.info/img/ranks/5.png = levels 40-49&lt;br /&gt;
* http://zero-k.info/img/ranks/6.png = levels 50-59&lt;br /&gt;
* http://zero-k.info/img/ranks/7.png = levels 60-69&lt;br /&gt;
* http://zero-k.info/img/ranks/8.png = levels 70-79&lt;br /&gt;
* http://zero-k.info/img/ranks/9.png = levels 80+&lt;br /&gt;
&lt;br /&gt;
==How much XP do I need to reach the next level?== &lt;br /&gt;
Mouse over the XP bar on the home page; the XP needed is displayed in the tooltip.&lt;br /&gt;
You can also calculate it yourself:&lt;br /&gt;
&lt;br /&gt;
XP for next level = level `'''` 80 + 20 `'''` level^2 &lt;br /&gt;
for instance:&lt;br /&gt;
* Level 1: 100&lt;br /&gt;
* Level 2: 240&lt;br /&gt;
* Level 3: 420&lt;br /&gt;
* Level 4: 680&lt;br /&gt;
* Level 5: 900&lt;br /&gt;
* Level 6: 1200&lt;br /&gt;
&lt;br /&gt;
==My FPS is low after some time have passed ingame. What can I do?==&lt;br /&gt;
Try to reduce your graphics settings. To do so, go to the Settings Tab on Zero-K Lobby and click Graphics Settings -&amp;gt; Run SpringSettings. Some system-intensive elements that you could tone down/disable are shadows and water type. Try a new game and probably change some settings again.&lt;br /&gt;
&lt;br /&gt;
==I get ugly bubbles in the minimap/the whole screen flashbangs.==&lt;br /&gt;
Do you get bubbles like this?&lt;br /&gt;
&lt;br /&gt;
http://zero-k.info/img/clans/FAQ_bg.png&lt;br /&gt;
&lt;br /&gt;
This is a bug somewhere in Lua drawing with ATI/AMD and OpenGL.&lt;br /&gt;
Disable widgets that draw via F11 menu to find the problematic widget. &lt;br /&gt;
This should largely be fixed, if it still happens make a bugreport please.&lt;br /&gt;
&lt;br /&gt;
==I have some game ideas. Where can I post them?==&lt;br /&gt;
Visit the [http://zero-k.info/Forum Zero-K forum] and pose your ideas in one of the sections.&lt;br /&gt;
Furthermore, you can create a new issue on our development site: https://github.com/ZeroK-RTS/Zero-K/issues&lt;br /&gt;
&lt;br /&gt;
==What do all the ingame abbreviations mean?==&lt;br /&gt;
You can look up some abbreviations used ingame [[Abbreviations|here in this list]]. Some abbreviations unrelated to the game can be looked up on [http://en.wiktionary.org/wiki/Appendix:Internet_slang this page]. Another way is to ask players ingame.&lt;br /&gt;
&lt;br /&gt;
==How can I support the game? Donations?==&lt;br /&gt;
On the one hand you can [http://zero-k.info/Contributions donate some coins] so we can pay the server costs. On the other hand you can support us by simply playing the game or hosting one of our [http://zero-k.info/Wiki/Fanart web banners] on your site. Thanks a lot! :-)&lt;br /&gt;
&lt;br /&gt;
==How do I change my password? ==&lt;br /&gt;
On your home/account page, click ''Account maintenance'' and enter your new password.&lt;br /&gt;
&lt;br /&gt;
==I forgot my password / username. Help me pls!==&lt;br /&gt;
If you forgot your password / username please contact one of the server admins to receive your password / username. They will reset it to something and pm it to you.&lt;br /&gt;
&lt;br /&gt;
==My game crashes/has graphical glitches. How do I fix it? ==&lt;br /&gt;
First check the [http://springrts.com/wiki/FAQ:trouble troubleshooting FAQ] on the Spring engine wiki and see if your issue is covered there. If you can't find a solution to the problem, you can file a bug report on our forum or [https://github.com/ZeroK-RTS Github development site].&lt;br /&gt;
&lt;br /&gt;
==I have a bug report!==&lt;br /&gt;
You can post in the [http://zero-k.info/Forum?categoryID=3 Help &amp;amp; Bugs subforum] or make an issue report on [https://github.com/ZeroK-RTS Github] (more technical). Please include diagnostic logs as appropriate; on the standard lobby client (Zero-K Lobby or ZKL) you can find them in Settings - look for the buttons &amp;quot;game diagnostic log&amp;quot; and &amp;quot;lobby diagnostic log.&amp;quot; The former can also typically be found as infolog.txt in My Documents/My Games/Spring (Windows) or home/&amp;lt;username&amp;gt;/.spring (Linux). Be sure to [http://www.pastebin.com pastebin] your infolog/lobby diagnostic log and give the link instead of posting the whole thing on the forum or github.&lt;br /&gt;
&lt;br /&gt;
==My question isn't answered here. Where can I ask my question?==&lt;br /&gt;
As above you can visit the [http://zero-k.info/Forum forum] and ask your question in one of the listed sections.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also ask players ingame to get help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Hotkeys&amp;diff=3625</id>
		<title>Hotkeys</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Hotkeys&amp;diff=3625"/>
		<updated>2018-04-16T22:47:18Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using the &amp;quot;game&amp;quot; menu you can quickly hotbind any key combos to almost any action or unit commands. For more advanced usage of hotkeys see this page: [[Keybind file]]&lt;br /&gt;
&lt;br /&gt;
== Selection Keys ==&lt;br /&gt;
&lt;br /&gt;
Selection Keys are commands that quickly select groups of units. You can edit your selection keys in the game by navigating to Game &amp;gt; Selections.&lt;br /&gt;
&lt;br /&gt;
=== Some selection key examples ===&lt;br /&gt;
* '''Ctrl-C''' selects your commander and focuses on him. Forgot where your commander is? Hit Ctrl-C!&lt;br /&gt;
* '''Z''' selects an idle builder. Pressing it multiple times cycles through your idle builders.&lt;br /&gt;
* '''Ctrl-B''' selects all idle builders.&lt;br /&gt;
* '''Ctrl-A''' selects all. Convenient in some situations, just please don't use Ctrl-D with this when the battle is still going.&lt;br /&gt;
* '''Ctrl-Z''' selects all units of the same type as those in the current selection. The most used command, by many players. Very useful for keeping your army together, getting reinforcements, etc.&lt;br /&gt;
&lt;br /&gt;
== Auto grouping ==&lt;br /&gt;
&lt;br /&gt;
Ever wished to have all fighters in group 7, all gunships in group 8, all raiders in 4 etc?&lt;br /&gt;
Autogroup achieves just that..&lt;br /&gt;
&lt;br /&gt;
* Auto grouping is feature of ZK (widget)&lt;br /&gt;
** '''Alt+number''' - makes permanent &amp;quot;auto group&amp;quot; out of currently selected unit types&lt;br /&gt;
* New units then join that group when they first become idle. &lt;br /&gt;
** '''Alt+~''' - removes currently selected unit types from the autogrouping.&lt;br /&gt;
** '''Ctrl+~''' - selects ONE unit out of currently selected units (closest to your mouse cursor) and removes it from any groups (not removing type from auto group, just current unit from group).&lt;br /&gt;
* Autogroup settings can be modified from the in-game menu: Menu -&amp;gt; Settings -&amp;gt; [[Widgets]] -&amp;gt; Autogroup.&lt;br /&gt;
&lt;br /&gt;
Example use:&lt;br /&gt;
* Select a Glaive and a Warrior and press _alt+1_.&lt;br /&gt;
* From then on, new Glaives and Warriors will join group 1 when they first become idle (after reaching factory waypoint). You can press ''1'' to select them.&lt;br /&gt;
* If you then want to add Zeuses to autogroup 1, select one and press ''alt+1''.&lt;br /&gt;
* If you then want to remove Glaives from autogroup 1, select one and press ''alt+~''.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Unit_commands&amp;diff=3624</id>
		<title>Unit commands</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Unit_commands&amp;diff=3624"/>
		<updated>2018-04-14T23:41:50Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Commands are the orders or directions that players issue to their units throughout a game of Zero-K. Most of the actions and decisions that players make throughout a game are implemented via issuing various types of commands. This page lists and categorizes all the commands with links for details on specific commands.&lt;br /&gt;
&lt;br /&gt;
== Command Types ==&lt;br /&gt;
There are three main types of command: targeted commands, instant commands and state toggles. &lt;br /&gt;
* '''Targeted commands''' are issued with a target. Targets can include units and map features (rocks, trees, wrecks) as well as positions, areas and lines drawn that you draw on the map when the command is issued. Targeting lines, areas or multiple units or features is commonly achieved by clicking an dragging.&lt;br /&gt;
* '''Instant commands''' activate unit abilities that require no target.&lt;br /&gt;
* '''State toggles''' are standing orders that modify behaviour or toggle certain abilities.&lt;br /&gt;
&lt;br /&gt;
== Giving Commands ==&lt;br /&gt;
Instant commands and state toggles can be issued by clicking their button in the command panel or pressing their hotkey. Right clicking a state toggle cycles the toggle backwards or reset it to a deactivated state, depending on the command. Hotkeys to set a state toggle to a particular state can be bound in the hotkeys menu.&lt;br /&gt;
&lt;br /&gt;
Targeted commands can be issued with either the left or right mouse buttons.&lt;br /&gt;
* Click the '''right mouse button''' to issue a context sensitive command. The command that will be issued is indicated by the mouse cursor and depends on both your unit selection and the target of the command. Common examples are [[Force Fire Command|force fire]] when the target is an enemy unit and [[Move Command|move]] when the the target is empty ground.&lt;br /&gt;
* Click the '''left mouse button''' to issue a command selected. To select a command click on its button in the command panel or press its hotkey. The selected command is indicated by the mouse cursor and a highlighted command button. Issue the command (without holding Shift) or right click to deselect the command.&lt;br /&gt;
&lt;br /&gt;
Targeted commands can be modified in many ways.&lt;br /&gt;
* '''Click and drag''' to draw a circle or a line. Most commands support either line or circle drawing and some support both depending on other modifers.&lt;br /&gt;
* Many commands are modified by holding '''Alt''' or '''Ctrl''' while clicking to issue the command.&lt;br /&gt;
* Some commands change depending on whether they are targeted on a unit or the ground.&lt;br /&gt;
&lt;br /&gt;
== Queuing and Inserting Commands ==&lt;br /&gt;
Units maintain a list of commands, known as their command queue, that are executed in order as each command is completed. Most targeted and instant commands can be added to the end of the queue or inserted or inserted into the queue. State toggles cannot be added to the queue and always take effect instantly.&lt;br /&gt;
* Hold '''SHIFT''' while issuing a targeted or instant command to add it to the end of the command queue.&lt;br /&gt;
* Hold '''SPACE''' while issuing a targeted command to add it to the start of the command queue, pushing the current command to the second spot in the queue.&lt;br /&gt;
* Hold '''SHIFT+SPACE''' while issuing a targeted command to insert it at the point in the command queue that would result in the least extra travel time.&lt;br /&gt;
&lt;br /&gt;
A targeted command that is issued without holding Shift or Space cancels the entire command queue, replacing it with the newly issued command. An instant command that is issued without holding Shift or Space immediately executes the command without affecting the rest of the queue. Nobody knows what happens if an instant command is issued with Space held.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set, to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Full List of Commands ==&lt;br /&gt;
=== Common targeted commands ===&lt;br /&gt;
* [[Move Command|Move]]&lt;br /&gt;
* [[Attack Move Command|Attack Move]]&lt;br /&gt;
* [[Jump Command|Jump]]&lt;br /&gt;
* [[Force Fire Command|Force Fire]]&lt;br /&gt;
* [[Set Target Command|Set Target]]&lt;br /&gt;
* [[Fire Special Weapon Command|Fire Special Weapon]]&lt;br /&gt;
* [[Area Attack Command|Area Attack]]&lt;br /&gt;
* [[Guard Command|Guard]]&lt;br /&gt;
* [[Patrol Command|Patrol]]&lt;br /&gt;
&lt;br /&gt;
=== Common economic commands ===&lt;br /&gt;
* [[Repair Command|Repair]]&lt;br /&gt;
* [[Reclaim Command|Reclaim]]&lt;br /&gt;
* [[Resurrect Command|Resurrect]]&lt;br /&gt;
* [[Area Mex Command|Area Mex]]&lt;br /&gt;
* [[Structure Placement|Structure placement commands]]&lt;br /&gt;
* [[Factory Production|Unit construction commands]]&lt;br /&gt;
* [[Terraform|Terraforming commands]]&lt;br /&gt;
&lt;br /&gt;
=== Instant commands ===&lt;br /&gt;
* [[Stop Command|Stop]]&lt;br /&gt;
* [[Wait Command|Wait]]&lt;br /&gt;
* [[Detonate Command|Detonate]]&lt;br /&gt;
* [[Self Destruct Command|Self Destruct]]&lt;br /&gt;
* [[Cancel Target Command|Cancel Target]]&lt;br /&gt;
* [[Return to Airbase Command|Return to Airbase]]&lt;br /&gt;
* [[Recall Drones Command|Recall Drones]]&lt;br /&gt;
* [[Clear Production Queue Command|Clear Production Queue]]&lt;br /&gt;
* [[Stockpile Command|Stockpile]]&lt;br /&gt;
&lt;br /&gt;
=== Transport commands ===&lt;br /&gt;
* [[Load Command|Load]]&lt;br /&gt;
* [[Unload Command|Unload]]&lt;br /&gt;
* [[Load Command#Load Selected Units|Load Selected Units]]&lt;br /&gt;
* [[Eject Cargo Command|Eject Cargo]]&lt;br /&gt;
* [[Transport AI#Embark and Disembark|Embark]]&lt;br /&gt;
* [[Transport AI#Embark and Disembark|Disembark]]&lt;br /&gt;
&lt;br /&gt;
=== Unusual commands ===&lt;br /&gt;
* [[Newton Firezones|Newton firezone commands]]&lt;br /&gt;
* [[Morph Command|Morph]]&lt;br /&gt;
* [[Commander|Upgrade Commander]]&lt;br /&gt;
* [[Commander|Stop Commander Upgrade]]&lt;br /&gt;
* [[Unique Commands#Drop Bombs|Drop Bombs]]&lt;br /&gt;
* [[Unique Commands#Unleash Lightning|Unleash Lightning]]&lt;br /&gt;
* [[Unique Commands#Teleport Beacon|Teleport Beacon]]&lt;br /&gt;
* [[Unique Commands#Drop Depthcharge|Drop Depthcharge]]&lt;br /&gt;
* [[Unique Commands#Speed Boost|Speed Boost]]&lt;br /&gt;
* [[Evacuate Command|Evacuate]]&lt;br /&gt;
&lt;br /&gt;
=== Global commands ===&lt;br /&gt;
* [[Ferry Command|Ferry]]&lt;br /&gt;
* [[Retreat|Retreat]]&lt;br /&gt;
* [[Resources Reserve|Reserve]]&lt;br /&gt;
&lt;br /&gt;
=== State commands ===&lt;br /&gt;
* [[Unit states#Fire State|Fire State]]&lt;br /&gt;
* [[Unit states#Move State|Move State]]&lt;br /&gt;
* [[Unit states#Repeat|Repeat]]&lt;br /&gt;
* [[Unit states#Overkill Prevention|Overkill Prevention]]&lt;br /&gt;
* [[Unit states#Retreat|Retreat]]&lt;br /&gt;
* [[Unit states#Build Priority|Build Priority]]&lt;br /&gt;
* [[Unit states#Misc Priority|Build Misc]]&lt;br /&gt;
* [[Unit states#Factory Assist|Factory Assist]]&lt;br /&gt;
* [[Unit states#Cloak|Cloak]]&lt;br /&gt;
* [[Unit states#Unit AI|Unit AI]]&lt;br /&gt;
* [[Unit states#On/Off|On/Off]]&lt;br /&gt;
* [[Unit states#Idle State|Idle State]]&lt;br /&gt;
* [[Unit states#Float State|Float State]]&lt;br /&gt;
* [[Unit states#Trajectory|Trajectory]]&lt;br /&gt;
* [[Unit states#Fire at Radar|Fire at Radar]]&lt;br /&gt;
* [[Unit states#Dive State|Dive State]]&lt;br /&gt;
* [[Unit states#Area Cloak|Area Cloak]]&lt;br /&gt;
* [[Unit states#Gunship Strafe|Gunship Strafe]]&lt;br /&gt;
* [[Unit states#Kill Captured|Kill Captured]]&lt;br /&gt;
* [[Unit states#Drone Construction|Drone Construction]]&lt;br /&gt;
* [[Unit states#Impulse Mode|Impulse Mode]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3623</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3623"/>
		<updated>2018-04-14T23:37:15Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Page needed: Production command modifiers (add +5 units, insert unit to queue, etc)&lt;br /&gt;
[[unit commands]] page: &lt;br /&gt;
*Move list of commands to bottom of page.&lt;br /&gt;
*add command modifiers to table&lt;br /&gt;
*add building construction modifiers.&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, and can be combined with SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3622</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3622"/>
		<updated>2018-04-14T23:25:09Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Page needed: Production command modifiers (add +5 units, insert unit to queue, etc)&lt;br /&gt;
[[unit commands]] page: &lt;br /&gt;
*Move list of commands to bottom of page.&lt;br /&gt;
*add command modifiers to table&lt;br /&gt;
*add building construction modifiers.&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, while using SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrepair_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/Bold/mex.png&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorreclamate_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/Anims/cursorrevive_0.png&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3621</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3621"/>
		<updated>2018-04-14T23:20:35Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Page needed: Production command modifiers (add +5 units, insert unit to queue, etc)&lt;br /&gt;
[[unit commands]] page: &lt;br /&gt;
*Move list of commands to bottom of page.&lt;br /&gt;
*add command modifiers to table&lt;br /&gt;
*add building construction modifiers.&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, while using SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to place the selected unit next in the queue.  Alt-clicking on a unit already in the queue will force it to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will place the units next in the queue, and will not re-add them to the end of the queue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Construction Commands ==&lt;br /&gt;
&lt;br /&gt;
'''SHIFT''' and '''SPACE''' work as normal for queuing structures.&lt;br /&gt;
&lt;br /&gt;
=== Building construction modifiers ===&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' while dragging the mouse to place a line of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to drag a line of structures in the 4 cardinal directions. If holding the mouse over a building, it will surround that building with the selected structure.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+ALT''' to drag a box of structures.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL+ALT''' to drag a hollow box of structures.  &lt;br /&gt;
&lt;br /&gt;
When placing groups of structures, '''Z''' and '''X''' will increase and decrease the spacing between individual structures.&lt;br /&gt;
&lt;br /&gt;
When placing factories (or other structures), their orientation can be rotated by cliking and dragging, or with '''[''' and ''']'''.&lt;br /&gt;
&lt;br /&gt;
Holding '''Q''' while placing structures will only place the framework, which will let the structure be completed later.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing a metal extractor will place 4 solars around it. This protects the mex and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' (and using the scrollwheel to adjust building height) will place the structure on a small [[Terraform|terraformed]] area. Pressing '''B''' will toggle terraformed placement. The height can also be adjusted with '''C''' and '''V'''. Additionally, hold the left mouse button down for a second hen placing the structure.  This will bring up a building placement tooltip and allow height adjustment by moving the mouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3620</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3620"/>
		<updated>2018-04-14T21:23:34Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First Section ==&lt;br /&gt;
This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Page needed: Production command modifiers (add +5 units, insert unit to queue, etc)&lt;br /&gt;
[[unit commands]] page: &lt;br /&gt;
*Move list of commands to bottom of page.&lt;br /&gt;
*add command modifiers to table&lt;br /&gt;
*add building construction modifiers.&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, while using SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to force the selected unit to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will ________&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3619</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3619"/>
		<updated>2018-04-14T21:22:04Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Factory Production Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Page needed: Production command modifiers (add +5 units, insert unit to queue, etc)&lt;br /&gt;
[[unit commands]] page: &lt;br /&gt;
*Move list of commands to bottom of page.&lt;br /&gt;
*add command modifiers to table&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, while using SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
&lt;br /&gt;
Hold '''ALT''' to force the selected unit to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will ________&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3618</id>
		<title>User:MachiMouse</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=User:MachiMouse&amp;diff=3618"/>
		<updated>2018-04-14T21:15:16Z</updated>

		<summary type="html">&lt;p&gt;MachiMouse: /* Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my whiteboard page, for testing edits, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Page needed: Production command modifiers (add +5 units, insert unit to queue, etc)&lt;br /&gt;
[[unit commands]] page: &lt;br /&gt;
*Move list of commands to bottom of page.&lt;br /&gt;
*add command modifiers to table&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Commands can have their behaviour modified using ALT and CTRL, while using SHIFT and SPACE to queue commands.&lt;br /&gt;
&lt;br /&gt;
Note: most units will fire on enemies while moving, and will move and fire when stopped according to their chosen fire/move/AI [[Unit_states#Fire_State|state]].  Using attack move will cause units to use tAI when moving, instead of moving directly to a destination with normal move.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Command&lt;br /&gt;
!style=&amp;quot;width: 10%&amp;quot;|Click+drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|Drag behaviour&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+ALT&lt;br /&gt;
!style=&amp;quot;width: 20%&amp;quot;|+CTRL+ALT&lt;br /&gt;
|-&lt;br /&gt;
|Move(M)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move units to a point.&lt;br /&gt;
|Move units into a line.&lt;br /&gt;
|Move, maintaining current formation.&lt;br /&gt;
|When dragging, move along a line.&lt;br /&gt;
|When dragging, move along a line in formation.&lt;br /&gt;
|-&lt;br /&gt;
|Attack move(A)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move to a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Patrol(P)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Move back and forth between current position and a point, using unit AI while moving.&lt;br /&gt;
|Same as move, using AI. &lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|Same as move, using AI.&lt;br /&gt;
|-&lt;br /&gt;
|Fire(F)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Fire at a point&lt;br /&gt;
|Fire at all targets in an area, in a queue.&lt;br /&gt;
|When dragging, fire at all targets in an area, splitting fire.&lt;br /&gt;
|When dragging, fire along a line.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Set Target(T)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Target a unit or point, without moving. Fire at target if in range.  Fire normally if out of range.&lt;br /&gt;
|Target the nearest enemy in the circle.&lt;br /&gt;
|Target all enemies in the circle, splitting targets.&lt;br /&gt;
|Target the ground along a line, firing if in range.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guard(G)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Protect, repair, and assist a unit.&lt;br /&gt;
|On unit: guard in circle formation.&lt;br /&gt;
On ground: guard all units in the circle.&lt;br /&gt;
|For circle formation: guard in a specific direction.&lt;br /&gt;
|For circle formation: guard in a direction relative to unit facing.&lt;br /&gt;
|For circle formation: do not match guarding unit speeds/positions.&lt;br /&gt;
|-&lt;br /&gt;
|Repair(R)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Repair a live unit; Assist construction.&lt;br /&gt;
|Area command. Applies the click command to valid targets in the area, as long as there are any.&lt;br /&gt;
|Only repair live units, do not assist construction.&lt;br /&gt;
|For area only. Persist the area even when no valid targets inside (continue if any new show up).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mex(W)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot; width=&amp;quot;32&amp;quot; height=&amp;quot;32&amp;quot;/&amp;gt;&lt;br /&gt;
|Build a mex at given spot||Queue mexes across the area.&lt;br /&gt;
|Surround each mex in the area with 4 solars. Works on already-built mexes.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaim(E)&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Reclaim target (unit or feature).&lt;br /&gt;
|Reclaim features across the area.&lt;br /&gt;
|Area only. If centered on a live unit, reclaim all units of this type in the area. Else, ignore metal-less features, such as trees. There is a menu option to do this by default, in which case trees can be reclaimed either with CTRL or by centering the area on a tree.&lt;br /&gt;
|Area only. Persist the command even when no features are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resurrect&amp;lt;br/&amp;gt;&amp;lt;img src=&amp;quot;&amp;quot;/&amp;gt;&lt;br /&gt;
|Resurrect target wreck||Area version. Resurrect wrecks in given area as long as there are any; ignore ones that are partially reclaimed.&lt;br /&gt;
|Area only. Resurrect even partially reclaimed wrecks (but still not those actively being reclaimed - this requires single target command).&lt;br /&gt;
|Area only. Persist the command even when no resurrectables are in the area.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Factory Production Commands ==&lt;br /&gt;
&lt;br /&gt;
Factories can make use of unit commands to make produced units take specific actions when leaving the factory.  For example, units can be set to move to a point or patrol as soon as they are produced.&lt;br /&gt;
&lt;br /&gt;
Unit commands given to factories can also be queued and modified, as above.&lt;br /&gt;
&lt;br /&gt;
Factories produce units in a queue.  When clicking on units, they are normally added to the end of a queue.  Factories can have their Repeat state set to automatically add produced units to the end of the queue.  This will cause the factory to produce the same queue endlessly.&lt;br /&gt;
&lt;br /&gt;
=== Factory production order modifiers ===&lt;br /&gt;
&lt;br /&gt;
Left-clicking (or using the unit's hotkey) will add 1 unit to the queue, and right-clicking will remove 1 unit.&lt;br /&gt;
&lt;br /&gt;
Hold '''SHIFT''' to add/remove 5 units to the queue.&lt;br /&gt;
Hold '''CTRL''' to add/remove 20 units to the queue.&lt;br /&gt;
Hold '''SHIFT+CTRL''' to add/remove 100 units to the queue.&lt;br /&gt;
Hold '''ALT''' to force the selected unit to be produced now.  This will waste any metal/energy used on whatever was being produced prior to the click.&lt;br /&gt;
If the factory is in infinite production mode, '''ALT''' will ________&lt;br /&gt;
&lt;br /&gt;
== New Test Section ==&lt;br /&gt;
&lt;br /&gt;
'''Overdrive''' is a way to generate more [[metal]] from metal extractors using [[energy]]. It uses a grid mechanic that is also required by some powerful defense structures to function.&lt;br /&gt;
&lt;br /&gt;
== TLDR ==&lt;br /&gt;
* Circles around metal extractors and energy sources are &amp;quot;overdrive grid&amp;quot;&lt;br /&gt;
* Circles have to touch to join into grid&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More metal can be obtained by [[Overdrive|overdriving]] your metal extractors with [[Energy]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current amount of stored energy affects how much is used on overdrive.  With an empty energy bar, none can be used on overdrive.  As the energy bar becomes more full, overdrive will increase, until 100% of possible overdrive with a full energy bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(eg. [[Cerberus]], [[Desolator]], [[Lucifer]])&lt;/div&gt;</summary>
		<author><name>MachiMouse</name></author>
		
	</entry>
</feed>