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  • GameplayDosAndDonts - Zero-K
    Make the game with us Privacy Policy Credits Makers of Zero K Donate Help cover the server costs Name Password Forgot password username Create an account Things to do or not do in a game Do Do get all the metal you can Metal is needed to get just about anything done in the game and you want as much of it as you can get Build mexes and reclaim wreckage from the battlefield like your life depends on it because it does and do your best to keep your enemy from doing the same Do use your units If a combat unit isn t shooting it isn t paying for itself If an opportunity to profitably deal damage to the enemy arises take it If your team is engaged in combat somewhere send your units to help out But don t throw your units away needlessly Don t Don t make lots of defences in one place The enemy will simply go around to where the defences aren t like where your allies are and to fortify all possible attack points simply isn t economically feasible Seed moderate defences where necessary e g at chokepoints sprinkle light defences elsewhere to deter raids and use mobile units for the rest of your defensive needs or better yet use them to be the one doing the attacking Don t send your units in one by one They ll just die one by one You want to concentrate your forces wherever possible see Lanchester s laws for why Don t make lots of storages You want to be spending your metal and energy as fast as you can not stockpiling them Storages should only be made under very specific circumstances usually in FFA matches Don t make more nanoturrets than you can

    Original URL path: http://zero-k.info/Wiki/GameplayDosAndDonts (2016-04-29)
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  • UnitClasses - Zero-K
    skirmisher lies in its ability to shoot without fear of retaliation always maximize this advantage by using the technique known as kiting moving away as shorter ranged enemies attempt to close the distance Protip Giving a Fight order to your skirms will have the Unit AI kite enemies automatically as needed Use for Counter with Countering assaults Harassing enemy forward positions Countering Riots Picking off short ranged turrets Raiders Crawling bombs depends on skirm type Gunships area bombers Defenses that can outrange skirms Defend on high ground Common examples Rocko Rogue Recluse Scalpel Buoy Riot Riot units emphasize damage They excel at crowd control slaying huge amounts of lighter units such as raiders Units of this class will either have a high rate of fire or a large AoE sometimes both On the flip side riot units are slow and short ranged and are poorly suited for assaulting defenses which get in a lot of free shots as the slow riot unit attempts to get close enough to fire or fighting skirmisher groups which will simply kite them Due to their high velocity projectiles some riot units can also pose a significant threat to attacking gunships Use for Counter with Countering raider swarms Protecting ranged units Secondary AA against gunships Skirmishers Static defense Outmaneuvering bypassing them Assaults sometimes Common examples Warrior Outlaw Leveler Mace Scallop Artillery Artillery units are generally used to pick off enemy structures from a safe distance Easily outranging static defenses artillery can destroy them with impunity Mobile units can usually dodge the fire of most but not all artillery and artillery units tend to be completely helpless when attacked directly The alternate artillery icon on the right is used when a factory has 2 artillery pieces that need seperate icons The heavier artillery will use the vertical icon Use for Counter with Killing defences Causing attrition at range Most other ground and air units Common examples Hammer Wolverine Impaler Firewalker Pillager Tremor Scout Scout units emphasize speed They have extreme speed and good visual range and their dirt cheap cost makes them expendable just as well considering that they have no armor to speak of whatsoever Scouts tend to be only very lightly armed but they can still kill undefended economy structures and support units if the enemy isn t careful Scouts are very similiar to raiders in their role Use for Counter with Checking enemy unit composition Finding cloakers Killing undefended expansion Raiders Riots Light defence Common examples Flea Dart Puppy Anti Air Anti air units exist for one purpose defend your army from aircraft Their high firepower and range allows them to destroy enemy aircraft before they can damage your forces but they are of course useless against any other target Use for Counter with Countering aircraft Ground combat units Common examples Gremlin Vandal Crasher Archangel Tarantula Copperhead Flail Angler Support Support units provide long ranged fire support but for some reason or annother do not fit into the skirmisher role They generally have

    Original URL path: http://zero-k.info/Wiki/UnitClasses (2016-04-29)
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  • CommanderGuide - Zero-K
    empty the commander will be given a free peashooter in its place 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 to level in game Unlike regular units your commander is not disabled while morphing Modules and weapons Number of slots per level Commanders start at level 1 The number of modules and weapons increases with levels Commander level 1 2 3 4 5 6 base cost 25 1 150 500 300 400 total Weapon slots 0 1 1 2 2 2 total Module slots 0 1 3 5 8 11 1 Equipping weapons and modules costs additional metal Module types Modules have cyan names in the unlock list although their icon color depends on their nature They fall into four categories Stackable These modules each give fairly minor and specific bonuses to an attribute with a wide range of modules to choose from They are the only module that can be placed on the same commander more than once but to do so the module must be unlocked multiple times They are good for low ingame metal cost and are good for fleshing out a loadout A single type of this module could be stacked many times to create an extreme commander These are cyan Support 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 These are cyan as well Weapon Boosters 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 purple Weapon types 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 red Normal 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 red Name Range Reload time Damage DPS Beam Laser 330 150 Flame thrower 270 Heatray 300 Machine Gun 285 Light particle beam 310 Lightning gun 300 Missile launcher 415 Riot cannon 295 Shotgun 290 Rocket launcher 430 Special 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 orange and can only be put on the level 3 weapon slot Name Range Reload time Damage DPS Cluster bomb 30 Concussion shell 25 Disintigrator 30 Disrupter bomb 25 Hellfire grenade 25 Multistunner 25

    Original URL path: http://zero-k.info/Wiki/CommanderGuide (2016-04-29)
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  • Cloak - Zero-K
    use of a nanolathe An exception to this rule is the Spectre Sniper Walker which is the only unit that can remain cloaked while attacking and the resurrecting process which can be carried out while cloaked by both the Athena Flying Spec Ops Constructor and Commanders equipped with the Lazarus Device resurrection module The unit is stunned or disarmed The unit walks into range of a sonar equipped enemy while being in water This does not decloak the unit but it will be visible as a radar dot Personal Cloakers Some units come equipped with a personal cloak Their cloak costs a small amount of energy to maintain while stationary and a greater amount of energy while moving These units are good for sneaking past heavy defenses to reach valuable economic targets at the back of the enemy base They are also great for spying on enemy positions without being seen Area Cloakers Area Cloakers Sneaky Pete Eraser Commanders with Area Cloak module will render most units inside the cloaking radius invisible Any other cloak capable units that have their personal cloak on while inside the radius will not cost any energy to power their personal cloaks and there is no additional cloak cost for moving either This can lead to a potent boost to your economy if you use this feature to negate the cloaking cost of several high maintenance units like Skuttles or an Ultimatum Units receive a standardized decloak radius when affected by area cloak This is most useful for Skuttles as they can sneak much closer to enemies without their usual massive decloak radius Of course this combination has other vulnerabilities as an area cloaker must be nearby The decloak radius change is not applied to units which are actively area cloaking the large decloak radius

    Original URL path: http://zero-k.info/Wiki/Cloak (2016-04-29)
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  • Shields - Zero-K
    to the damaged shields There is no limit to how many shields can link together However because charge transfers at a finite rate one shield in a large chain can still be made vulnerable with focused fire For shields to share charge they simply need to overlap Transfer always happens from the shield with more absolute charge not to the one with less Shields from any type of unit can link together As a shield takes damage it turns red The shields it is linked to will help recharge it In depth Mechanics As a general rule every weapon is blocked by shields When a projectile collides with a shield its damage is compared to the current shield power If shield power is greater than weapon damage the projectile explodes Continuous beam lasers that collide with shields drain the shield completely before the beam penetrates it the beam stops at the shield if intercepted As the damage exceeds the shield s power the laser penetrates the shield and deal the remaining damage to the target Shields lose power equal to weapon damage when blocking projectiles The AOE damage of weapons is still dealt to units near the explosion even those inside the shield Wolverines deal damage to shields equal to the total damage of all the missiles shot by the mines they lay Status effects EMP Slow and Disarm weapons damage shields for 1 3 their damage against units Mixed damage such as Skeeter Moderator Zeus or Panther deals both the real damage and the 1 3 status effect damage Burst lasers and Tachyon accelerators such as Stinger or Annihilator will pierce the shield at 1 5 of their full damage Gauss and flame weapons do 1 5x and 3x their listed damage to shields respectively Melee weapons disintegrators and

    Original URL path: http://zero-k.info/Wiki/Shields (2016-04-29)
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  • FeatureTransportAi - Zero-K
    Name Password Forgot password username Create an account Documentation of the use of Transport AI Transport AI Transport AI involves 2 basic things Transports automatically pick up units from factories and drop them off at their waypoint they follow factory orders until nearest non move command Two queueable commands Embark and Disembark these commands appear on transportable land units and factories when you build your first air transport Embark wait for transport to pick me up Disembark disembark from transport Possible uses 1 Give bot factory waypoints through safe area next to the current battlefield Result Units walk along these waypoints and if there are idle transports they will pick them up and transport them to their destination 2 Give factory waypoint to ally s base entrance followed by patrol Result Units walk there and if transport nearby it will pick it up drop it off and the unit will start patrolling 3 Give factory a move order near your base Embark then move to an impassable mountain Result Units will emerge from factory and enter Embark mode they will stand there and wait for transport to get them to the mountain 4 Select crawling bombs click to move to enemy base then click Embark Result Bombs will stop and wait for transports transports will carry them to enemy base 5 Select Dantes give them move commands across air safe areas followed by disembark from behind the base spot and move to enemy base Then click Embark Result Dantes will stop and wait for transports Transport will carry them along the waypoints to back of enemy base unload them From there Dantes will continue on foot Notes and details In all of these cases transports return to the spot where they took unit using the same path Transports might skip

    Original URL path: http://zero-k.info/Wiki/FeatureTransportAi (2016-04-29)
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  • Retreat - Zero-K
    system Retreat Robots are brave sometimes a little too brave Most of the time it is better to restrain a foolhardy attack than to have to egg on units but some games require a little more common sense from your minions The menu has a Set Retreat Zone button with the picture of a wrench in a circle Click on it and then click on the map where you wish retreating units to go A circle will mark the area Multiple retreat zones can be set throughout the map and units will retreat to the nearest one If no retreat zones are set your damaged units will stay in battle Setting a retreat zone within an existing one will remove it Holding shift while setting retreat zones will let you set remove multiple zones without having to click on the ambulance each time Units have a button that will set them to retreat from battle to a retreat zone at 30 65 or 99 health Right click on the button to cancel the retreat order When damaged retreating units will show a medic symbol Tips Set a retreat zone within range of several Caretakers They can repair damaged units quickly

    Original URL path: http://zero-k.info/Wiki/Retreat (2016-04-29)
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  • Overdrive - Zero-K
    grid The overdrive efficiency of a mex decreases as more energy goes into it Selecting an economy structure will show the effect fields of all econ structures The color of the field denotes its efficiency runs from purple to red as it becomes increasingly inefficient pink means unlinked If a structure is disabled for any reason EMP for instance it loses its pylon functionality the field turns grey to indicate this Energy producing structures and mexes have a small pylon range chains of solar or wind generators are required to connect distant mexes together The Energy Pylon structure has a large pylon radius providing a cheap way to link separate grids together Efficiency tips Overdrive increases your metal income by individually multiplying extractor income based on how much energy each extractor is allocated The equation is this Additional metal sqrt energy 4 x base This equation has diminishing returns It takes 16 energy initially to double an extractor s income and a further 64 energy 80 in total to increase the output to triple it s income As a result your metal to energy conversion ratio improves as more mexes are built and added to the grid For example 16 energy used on 4 equal mexes will overdrive each mex by 4 energy which is 50 income from each mex 200 total If instead you had 1 mex and 16 energy all 16 energy would be used on that extractor for a 100 the metal income twice as bad as 4 mexes In practise only about half of your extractors need to be linked to an overdrive grid for most games The cost and risk of linking extra extractors can be too great for the minimal gain of linking an already efficient grid This efficiency is around 2x to 3x

    Original URL path: http://zero-k.info/Wiki/Overdrive (2016-04-29)
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