https://wiki.zerogcommander.com/api.php?action=feedcontributions&user=Vrivon&feedformat=atomWiki - User contributions [en]2024-03-29T05:39:06ZUser contributionsMediaWiki 1.35.1https://wiki.zerogcommander.com/index.php?title=Changelog&diff=22445Changelog2024-03-08T11:03:03Z<p>Vrivon: </p>
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<div>{{TOClimit|2}}<br />
<br />
==1.6 (03/08/2024) Omega 6==<br />
<br />
===Bases===<br />
* Added Outpost II and Outpost III base cores as advanced versions of the outpost. They require advanced base technologies and have higher maintenance and resource costs, but provide 1000 and 2000 extra module capacity points.<br />
* Rebalanced bases. Alpha, Dome, Omega, and Core bases now have 8000 capacity at level 1 and increase by 2000 per technology level: 8000, 10000, 12000, 14000, 16000 (V). This gives more value to the base technology increase and shortens the gap between an outpost and an advanced level 1 base.<br />
* CORE bases are now equivalent to advanced bases but for any type of planetary environment. They have similar capabilities to other bases but with higher resource costs.<br />
<br />
===Colonies and Habitats===<br />
* Rebalanced habitat sizes. Now all basic habitats have a capacity of 100k and increase by 25k per level. The only difference between one type and another is the amount of resources and time it takes to build. Space habitats start with 50k and increase by 15k per level.<br />
* Colony level now increases when the previous colonist value is exceeded by one. For example, a medium colony is obtained with 200,001 colonists instead of 200,000 to level up when installing a third habitat, not when finishing filling the second one.<br />
<br />
===Motherships===<br />
* A new mothership chassis has been created, available within the chassis branch of the transport tree. The mothership is a high-capacity chassis that allows the integration of production modules: assembly, shipyard, and barracks.<br />
* Although the technology is for late game, a new megaproject has been created available from early that allows the construction of a basic mothership with one module of each type.<br />
* Production takes place using the fleet hangar and can be shared with the subsector if the mothership fleet encounters other fleets or bases in the same subsector.<br />
<br />
===New Tutorial===<br />
* The new tutorial is now available to be played on a regular server. It basically follows the same steps as the previous one but has a new interface for the advisor who guides you step by step on what you need to do.<br />
* The tutorial is played as a new single-player game that will be generated when creating the faction. If the faction becomes inactive or the tutorial is completed, the game will be deleted. However, it is possible to delete the game at any time.<br />
* Only one game can be played at a time on the same server, so it is not possible to play the tutorial if the main server game is already being played. Nor can the main game be played while the tutorial game is still active.<br />
<br />
===Others===<br />
* Updated to the latest versions of the server's database and software. I have done several tests and everything seems to work correctly. An improvement in the overall performance of the game is expected.<br />
* Flak cannons reduce their penetration to 1 to adapt them to the destruction of small ships. Artilleries now have a penetration of 3 to adapt them to battleships. Supercapitals have their own turrets, antimatter cannons.<br />
* Removed turrets from industrial ships.<br />
* Changes in the algorithm of space battles. During a combat round, when a unit (base or ship) has weapons of different types, the algorithm will look for a target that is already being fired upon by weapons of the same type, or it will look for the most suitable target for the type of weapon. This solves the problem (especially in bases) where flak weapons waste shots on large ships or artillery wastes shots on small ships (having more optimal targets to shoot at).<br />
* Deep-Core GRAV renamed to Deep-Core Plasma. Values readjusted. It now has its own tech that comes from megamines. Requires lambda plasma instead of gravitonium.<br />
<br />
<br />
==1.5 (2023/12/15) Omega 5==<br />
* Cost of basic mines slightly increased. Core mines remain at the same resource cost.<br />
<br />
===Market===<br />
* The market interface has been improved to make it slightly more intuitive.<br />
* Stranet will establish a base per region over time. The requirements are that it's a non-NPC sovereign system with at least one colony, and the sovereign is not hostile to Stranet.<br />
* Prices of resources bought and sold by Stranet will now be subject to a more limited stock for certain resources, and prices will vary over time depending on what Stranet manages to buy or sell.<br />
* Added a 10% commission on the total price for creating buy or sell orders.<br />
* Rare resources have been removed from the market.<br />
<br />
===Fighters===<br />
* Added a new ultralight carrier available with light chassis. It allows carrying two fighters.<br />
* New larger fighter hangars created to dock with light, heavy, and super-heavy carriers. With a maximum tier, a super-heavy could carry 30 fighters.<br />
* Modified fighter stations to adjust them to a size as well.<br />
* A new type of weapon, Gungnir rocket launcher, has been added, which will be the weapon adapted to destroy medium targets and will be equipped on the Falcon. The Falcon can use either the rocket launcher or a double 200mm cannon.<br />
* The Plasma torpedo branch disappears, leaving a single technology at the end of the fusion torpedo branch. Plasma torpedoes can be unlocked after obtaining all fusion torpedoes.<br />
<br />
===Warp Engines===<br />
* Icarus engines go from range 12 to 10.<br />
* Daedalus engines go from range 8 to 10.<br />
* The Planck SV branch has been eliminated.<br />
* The Alcubierre engine is now the last level of Planck with a construction cost of Lambda Plasma and Antimatter fuel.<br />
* One more level of explorer and Daedalus has been added.<br />
* The quantum mass of Daedalus has been increased.<br />
<br />
===Colonies===<br />
====New Immigration System====<br />
* There is now a global immigration value of 1000 colonists X server speed, distributed proportionally among growing colonies. Each faction level adds 250 X speed new colonists to the total rate. On an X3 server, the initial rate will be 3,000 colonists/hour = 72,000/day. A level 4 faction will receive (1,000 + 250 x 4) x 3 = 6,000 colonists/hour.<br />
* A new ability for governors is added... "colonizer," which adds a fixed value of immigrants to the colony proportional to their ability.<br />
* Dream landscapes will add a fixed value of immigrants/hour, so colonies on those planets will grow much faster.<br />
* There will be two global modifiers based on faction characteristics: Promised Land (+50%) and Xenophobia (-10%), which apply to the base value. Other factors based on events may also exist.<br />
<br />
====Changes to the Colony Attack System====<br />
* Corsair admiral skill now increases the benefits of looting.<br />
* There are now 3 types of looting: local, regional, and total. Each of them has chances to trigger a partial or total defensive response. A partial response will consist of a percentage of the colonial militia. A total response includes the entire colony militia and the support of defensive bases.<br />
* If the colony has been recently looted, the chance for any new loot to receive a total defensive response will be 100%.<br />
* Colony bombardments will now be "instantaneous," although it takes time for the fleet to carry out the mission.<br />
<br />
===Colonial Militia===<br />
* Now colony militias depend on the number of soldiers in the colony. This number will decrease when an attack occurs and will regenerate gradually every cycle.<br />
<br />
===Base Armament Buff===<br />
* Flak cannons change from damage 150 (4 rounds) -> 1000 (3 rounds). Small ship destruction batteries.<br />
* Artillery 2500 -> 8000. Laser 1000 -> 4000. Large ship destruction batteries.<br />
* Plasma cannon is renamed to antimatter cannon and changes from 4000 to 20000 damage, very low tracking. The requirement changes from Lambda Plasma to antimatter.<br />
<br />
===Other Changes===<br />
* Number of thrusters limited to 2 per ship to avoid designs with absurd maneuverability.<br />
* Added a money transfer function between members of the same consortium. From the faction screen, any amount can be transferred with a 10% fee.<br />
* Maps can now generate systems of three different sizes (small, medium, large), this size will depend on the game. The size of the systems determines the number of planets and other celestial bodies it can contain, as well as the maximum number of starting players.<br />
* Numerous internal changes have been made to the server to adapt it to be able to run multiple games simultaneously. This has been done to be able to run games for a single player, including the new tutorial that will be ready soon. Due to the fact that numerous parts of the code have been touched and drastic changes have been made, the game may have some unintended flaws that will be corrected as quickly as possible. I apologize in advance.<br />
<br />
==1.4 (03/11/2023) Omega 4==<br />
* The game now starts with an Omega base instead of an outpost. This allows for a slightly faster start and prevents players from getting stuck waiting to build their second base.<br />
* New resource "Xenolite." It replaces the old Perovskite resource and can be found on some rare asteroids. Xenolite is used to construct hovercraft, whose selling price has been significantly increased. It's a resource that can be easily converted into money.<br />
* New resource "Extremophiles." Found on some asteroids, they are required to manufacture more advanced life support systems.<br />
<br />
===Colonies: Changes in Consumer Goods===<br />
* Social services have been removed.<br />
* The new system using a "supply base" to provide colonies with consumer goods and obtain a popular support bonus has been eliminated.<br />
* The concept of "subsidies" has been introduced, which is a percentage reduction in the price of consumer goods that our faction sells to its colonies. The bonus to popular support will be determined by this percentage. So, if we provide our colonies with food that grants a bonus of +0.1/hour and the subsidy is 75%, the final bonus will be +0.05%/hour. The level of subsidies is chosen in each colony in the place where social services used to be.<br />
* Players themselves will have to provide their colonies with subsidized consumer goods if they want to receive the popular support bonus. The cost of subsidies will be reflected in finances.<br />
<br />
===Changes in Modules===<br />
* Thrusters have changed in size. The Orion and Fusion models now require hydrogen to be constructed.<br />
* Specialized laboratories receive an upgrade in their research multipliers, reaching 1.75 in the advanced versions. Observatories now have a high multiplier in the energy branch.<br />
* Data centers and cloning centers receive a buff. The basic level now provides roughly the same as a colony with 100,000 inhabitants.<br />
* Vanguard stations go from having a state management cost of 1 to 2 to limit the overexpansion of stations that hold colonies and, indirectly, to limit the number of colonies.<br />
* Fission reactors receive a buff, narrowing the gap with fusion reactors, which are still better and require hydrogen.<br />
<br />
===Reinforcements, Supplies, and Repairs===<br />
In a previous version, the supply system was modified to allow supplies to be received in the system. Fleets that were in base could receive more supplies and restore their organization more quickly. Now, fleets will need to be in a port to be resupplied, but all ports of all bases in the subsector (including consortium bases) will collaborate to provide service to all fleets in the same subsector.<br />
<br />
This system has also been adapted for repairs and reinforcements. When a fleet docks at a subsector base, it can receive repairs and reinforcements from all bases in the same subsector, with the sole exception that reinforcements are only received from one's own bases. This way, it will not be necessary to choose the best base in a subsector or split the fleet to receive repairs faster.<br />
<br />
The logistics screen has been removed from the base menu and integrated as a tab within the bases.<br />
In the subsector screen, there is a new services tab showing allied bases and their repair, reinforcement, and supply services.<br />
<br />
===Personnel Licenses (Discharges)===<br />
A new mechanic has been introduced that reduces a number of reservists every cycle proportional to the total size of your units (fleets, bases, troops). Reservists are a valuable and scarce resource at the beginning of the game but become abundant in the mid/late game. Generally, having one or two colonies recruiting is more than sufficient unless you are rapidly expanding. Introducing a cycle cost obliges you to maintain an extra constant flow.<br />
<br />
The assigned value is 1 reservist/cycle for every 1,000 personnel. So, if you have a total of 10,000 personnel, you will have a cycle cost of 10. This value is affected by the server's speed.<br />
<br />
To compensate for the start of the game, the base reservist capacity has been doubled, and the game begins with this capacity at 100%.<br />
<br />
===Combat System===<br />
The feature of "shield absorbable" weapons has been replaced by "shield penetration." From now on, laser weapons have 0% shield penetration, projectile weapons have 50%, and disintegrators have 100%.<br />
The "penetration" feature has been replaced by "armor penetration."<br />
The "target" feature of weapons has been replaced by "tracking speed."<br />
Weapon occupancy has been modified from 50, 75, 100, 150 to 50, 100, 150, 200. All chassis have been expanded to accommodate these new sizes.<br />
Propulsion occupancy has been modified from 100, 125, 150, 170, 200 to 100, 150, 200, 250, 300. All chassis have been expanded to accommodate these new sizes.<br />
The "target size" feature of weapons has been replaced by "tracking speed." Instead of comparing the weapon's target size to the size of the target chassis, the comparison is now between the weapon's tracking speed and the target's maneuverability.<br />
A base maneuverability has been added for all chassis:<br />
** "Very Low" -> XL chassis -> XL weapons<br />
** "Low" -> L chassis -> L weapons<br />
** "Medium" -> M chassis -> M weapons<br />
** "High" -> S chassis -> S weapons<br />
** "Very High" -> XS chassis -> XS weapons<br />
Weapon types now have certain specializations:<br />
** Autocannons will have tracking speed equivalent to their weapon size and equivalent armor penetration. An M-sized weapon will have M tracking speed and penetration 2, making it suitable for destroying medium-sized ships. They are the standard weapon, equivalent to the previous system.<br />
** Railguns will have one additional level of penetration and a 25% reduction in damage compared to autocannons. They are optimized for targeting higher armor level foes.<br />
** Gatling guns will have one less penetration level, the same damage, and one more tracking speed level than autocannons. They are optimized for targeting lower armor level foes.<br />
** Lasers will have a 50% damage reduction compared to autocannons but two more tracking speed levels and penetration 5.<br />
Shields now have 50% more damage absorption points than their equivalent hull reinforcement. The shield penetration system has been reversed, so now all projectile weapons ignore 50% of shield damage and absorb 100% of laser damage. In other words, shields are optimized to protect against lasers, and it is better to install hull reinforcements against projectiles.<br />
Auxiliary thrusters have been rebalanced to allow different combinations and add 1 or 2 levels of maneuverability to some ships.<br />
The ship's tractor beam has been corrected to decrease the enemy ship's maneuverability by 1 level. Base tractor beams decrease it by 2 levels.<br />
<br />
===Probability of Firing Calculation===<br />
The calculation of the probability of firing has undergone changes:<br />
* The base firing probability remains at 75%.<br />
* A 25% deduction is made for each level of difference between the weapon's tracking speed and the target's maneuverability.<br />
* Deductions are made if the organization is below 100%.<br />
* If the final probability is less than or equal to 0%, a minimum probability of 1% is assigned (previously 10%). The bonus previously provided by the unit's experience, which is now applied to the final damage if the shot is successful.<br />
<br />
Additionally, a damage bonus is applied if the unit's commander or admiral has the "Gunner" skill. A new skill called "Boarding Specialist" has been introduced, which provides a boarding bonus, similar to the former "Gunner" skill.<br />
<br />
===Fighters===<br />
* Modules for fighter cockpits have been eliminated. Now each fighter carries the necessary seats.<br />
* The number of weapon slots for fighters has been reduced, but the number of shots per round has increased from 1 to 3.<br />
* Eagle fighters can equip either one weapon and one shield or two thrusters, allowing them to achieve the maximum maneuverability in the game (which was previously impossible).<br />
* Falcon fighters can carry two cannons and a shield, making them powerful ships for taking down fighters or small ships.<br />
* Havok fighters maintain their role as bombers, being the only ones capable of equipping torpedoes. The damage of torpedoes has been increased, and plasma torpedoes now have penetration level 5.<br />
* 200mm cannons retain their role as powerful weapons and are useful against other fighters.<br />
* Gatling lasers have been renamed pulse lasers and now have the highest tracking speed in the game (absurdly high).<br />
* One level of energy reactors for fighters has been removed, making the tech tree shorter.<br />
* Two levels of thrusters for fighters have been removed, making the tech tree shorter.<br />
<br />
===Exploration===<br />
* Scientific exploration has been modified. The duration has been extended from 12 to 18 hours. The exploration result will indicate whether there are new deposits, new regions, rare resources, or treasures, although the probability of finding them is low.<br />
* The results of explorations, depending on the type of mission, will more clearly indicate whether the resource has been found, if there are indications that it exists, or if it does not exist. This change makes it easier to determine if further missions are needed.<br />
* The technologies for Prospecting and Treasure Hunting have been removed. The exploration missions they unlocked can now be acquired with the basic exploration technology.<br />
* The "Explore Entire System" system has been modified so that different systems can be chained together in orders. Once the fleet completes the exploration of the order's system, it proceeds to the next system.<br />
* The possibility of conducting "Scientific Exploration" throughout the system has been added.<br />
* The "Prescient" ability of leaders has been replaced by the "Explorer" ability, which provides a time bonus for fleet exploration missions.<br />
<br />
===Diplomacy===<br />
*The war system has been modified. Now, when the "supporting an ally" casus belli is used to declare war, it will be linked to the main war. If the main war ends (either through regular peace or capitulation), all linked wars will also end. However, it will still be possible to negotiate peace independently. If Faction A declares war on Faction B in support of Faction C, A and B can still negotiate peace if they choose to do so. If the main war ends with a surrender and tribute, the loser's allies will not lose prestige or have to pay tribute, but they will have a temporary colony defeat penalty.<br />
* A penalty has been added for early surrender on popular support. If a faction capitulates before 24 hours/game speed have passed since the start of the war, they will suffer an extra penalty in all their colonies.<br />
<br />
[[es:Registro de cambios]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Changelog&diff=22444Changelog2023-12-15T20:21:53Z<p>Vrivon: </p>
<hr />
<div>{{TOClimit|2}}<br />
<br />
==1.5 (2023/12/15) Omega 5==<br />
* Cost of basic mines slightly increased. Core mines remain at the same resource cost.<br />
<br />
===Market===<br />
* The market interface has been improved to make it slightly more intuitive.<br />
* Stranet will establish a base per region over time. The requirements are that it's a non-NPC sovereign system with at least one colony, and the sovereign is not hostile to Stranet.<br />
* Prices of resources bought and sold by Stranet will now be subject to a more limited stock for certain resources, and prices will vary over time depending on what Stranet manages to buy or sell.<br />
* Added a 10% commission on the total price for creating buy or sell orders.<br />
* Rare resources have been removed from the market.<br />
<br />
===Fighters===<br />
* Added a new ultralight carrier available with light chassis. It allows carrying two fighters.<br />
* New larger fighter hangars created to dock with light, heavy, and super-heavy carriers. With a maximum tier, a super-heavy could carry 30 fighters.<br />
* Modified fighter stations to adjust them to a size as well.<br />
* A new type of weapon, Gungnir rocket launcher, has been added, which will be the weapon adapted to destroy medium targets and will be equipped on the Falcon. The Falcon can use either the rocket launcher or a double 200mm cannon.<br />
* The Plasma torpedo branch disappears, leaving a single technology at the end of the fusion torpedo branch. Plasma torpedoes can be unlocked after obtaining all fusion torpedoes.<br />
<br />
===Warp Engines===<br />
* Icarus engines go from range 12 to 10.<br />
* Daedalus engines go from range 8 to 10.<br />
* The Planck SV branch has been eliminated.<br />
* The Alcubierre engine is now the last level of Planck with a construction cost of Lambda Plasma and Antimatter fuel.<br />
* One more level of explorer and Daedalus has been added.<br />
* The quantum mass of Daedalus has been increased.<br />
<br />
===Colonies===<br />
====New Immigration System====<br />
* There is now a global immigration value of 1000 colonists X server speed, distributed proportionally among growing colonies. Each faction level adds 250 X speed new colonists to the total rate. On an X3 server, the initial rate will be 3,000 colonists/hour = 72,000/day. A level 4 faction will receive (1,000 + 250 x 4) x 3 = 6,000 colonists/hour.<br />
* A new ability for governors is added... "colonizer," which adds a fixed value of immigrants to the colony proportional to their ability.<br />
* Dream landscapes will add a fixed value of immigrants/hour, so colonies on those planets will grow much faster.<br />
* There will be two global modifiers based on faction characteristics: Promised Land (+50%) and Xenophobia (-10%), which apply to the base value. Other factors based on events may also exist.<br />
<br />
====Changes to the Colony Attack System====<br />
* Corsair admiral skill now increases the benefits of looting.<br />
* There are now 3 types of looting: local, regional, and total. Each of them has chances to trigger a partial or total defensive response. A partial response will consist of a percentage of the colonial militia. A total response includes the entire colony militia and the support of defensive bases.<br />
* If the colony has been recently looted, the chance for any new loot to receive a total defensive response will be 100%.<br />
* Colony bombardments will now be "instantaneous," although it takes time for the fleet to carry out the mission.<br />
<br />
===Colonial Militia===<br />
* Now colony militias depend on the number of soldiers in the colony. This number will decrease when an attack occurs and will regenerate gradually every cycle.<br />
<br />
===Base Armament Buff===<br />
* Flak cannons change from damage 150 (4 rounds) -> 1000 (3 rounds). Small ship destruction batteries.<br />
* Artillery 2500 -> 8000. Laser 1000 -> 4000. Large ship destruction batteries.<br />
* Plasma cannon is renamed to antimatter cannon and changes from 4000 to 20000 damage, very low tracking. The requirement changes from Lambda Plasma to antimatter.<br />
<br />
===Other Changes===<br />
* Number of thrusters limited to 2 per ship to avoid designs with absurd maneuverability.<br />
* Added a money transfer function between members of the same consortium. From the faction screen, any amount can be transferred with a 10% fee.<br />
* Maps can now generate systems of three different sizes (small, medium, large), this size will depend on the game. The size of the systems determines the number of planets and other celestial bodies it can contain, as well as the maximum number of starting players.<br />
* Numerous internal changes have been made to the server to adapt it to be able to run multiple games simultaneously. This has been done to be able to run games for a single player, including the new tutorial that will be ready soon. Due to the fact that numerous parts of the code have been touched and drastic changes have been made, the game may have some unintended flaws that will be corrected as quickly as possible. I apologize in advance.<br />
<br />
==1.4 (03/11/2023) Omega 4==<br />
* The game now starts with an Omega base instead of an outpost. This allows for a slightly faster start and prevents players from getting stuck waiting to build their second base.<br />
* New resource "Xenolite." It replaces the old Perovskite resource and can be found on some rare asteroids. Xenolite is used to construct hovercraft, whose selling price has been significantly increased. It's a resource that can be easily converted into money.<br />
* New resource "Extremophiles." Found on some asteroids, they are required to manufacture more advanced life support systems.<br />
<br />
===Colonies: Changes in Consumer Goods===<br />
* Social services have been removed.<br />
* The new system using a "supply base" to provide colonies with consumer goods and obtain a popular support bonus has been eliminated.<br />
* The concept of "subsidies" has been introduced, which is a percentage reduction in the price of consumer goods that our faction sells to its colonies. The bonus to popular support will be determined by this percentage. So, if we provide our colonies with food that grants a bonus of +0.1/hour and the subsidy is 75%, the final bonus will be +0.05%/hour. The level of subsidies is chosen in each colony in the place where social services used to be.<br />
* Players themselves will have to provide their colonies with subsidized consumer goods if they want to receive the popular support bonus. The cost of subsidies will be reflected in finances.<br />
<br />
===Changes in Modules===<br />
* Thrusters have changed in size. The Orion and Fusion models now require hydrogen to be constructed.<br />
* Specialized laboratories receive an upgrade in their research multipliers, reaching 1.75 in the advanced versions. Observatories now have a high multiplier in the energy branch.<br />
* Data centers and cloning centers receive a buff. The basic level now provides roughly the same as a colony with 100,000 inhabitants.<br />
* Vanguard stations go from having a state management cost of 1 to 2 to limit the overexpansion of stations that hold colonies and, indirectly, to limit the number of colonies.<br />
* Fission reactors receive a buff, narrowing the gap with fusion reactors, which are still better and require hydrogen.<br />
<br />
===Reinforcements, Supplies, and Repairs===<br />
In a previous version, the supply system was modified to allow supplies to be received in the system. Fleets that were in base could receive more supplies and restore their organization more quickly. Now, fleets will need to be in a port to be resupplied, but all ports of all bases in the subsector (including consortium bases) will collaborate to provide service to all fleets in the same subsector.<br />
<br />
This system has also been adapted for repairs and reinforcements. When a fleet docks at a subsector base, it can receive repairs and reinforcements from all bases in the same subsector, with the sole exception that reinforcements are only received from one's own bases. This way, it will not be necessary to choose the best base in a subsector or split the fleet to receive repairs faster.<br />
<br />
The logistics screen has been removed from the base menu and integrated as a tab within the bases.<br />
In the subsector screen, there is a new services tab showing allied bases and their repair, reinforcement, and supply services.<br />
<br />
===Personnel Licenses (Discharges)===<br />
A new mechanic has been introduced that reduces a number of reservists every cycle proportional to the total size of your units (fleets, bases, troops). Reservists are a valuable and scarce resource at the beginning of the game but become abundant in the mid/late game. Generally, having one or two colonies recruiting is more than sufficient unless you are rapidly expanding. Introducing a cycle cost obliges you to maintain an extra constant flow.<br />
<br />
The assigned value is 1 reservist/cycle for every 1,000 personnel. So, if you have a total of 10,000 personnel, you will have a cycle cost of 10. This value is affected by the server's speed.<br />
<br />
To compensate for the start of the game, the base reservist capacity has been doubled, and the game begins with this capacity at 100%.<br />
<br />
===Combat System===<br />
The feature of "shield absorbable" weapons has been replaced by "shield penetration." From now on, laser weapons have 0% shield penetration, projectile weapons have 50%, and disintegrators have 100%.<br />
The "penetration" feature has been replaced by "armor penetration."<br />
The "target" feature of weapons has been replaced by "tracking speed."<br />
Weapon occupancy has been modified from 50, 75, 100, 150 to 50, 100, 150, 200. All chassis have been expanded to accommodate these new sizes.<br />
Propulsion occupancy has been modified from 100, 125, 150, 170, 200 to 100, 150, 200, 250, 300. All chassis have been expanded to accommodate these new sizes.<br />
The "target size" feature of weapons has been replaced by "tracking speed." Instead of comparing the weapon's target size to the size of the target chassis, the comparison is now between the weapon's tracking speed and the target's maneuverability.<br />
A base maneuverability has been added for all chassis:<br />
** "Very Low" -> XL chassis -> XL weapons<br />
** "Low" -> L chassis -> L weapons<br />
** "Medium" -> M chassis -> M weapons<br />
** "High" -> S chassis -> S weapons<br />
** "Very High" -> XS chassis -> XS weapons<br />
Weapon types now have certain specializations:<br />
** Autocannons will have tracking speed equivalent to their weapon size and equivalent armor penetration. An M-sized weapon will have M tracking speed and penetration 2, making it suitable for destroying medium-sized ships. They are the standard weapon, equivalent to the previous system.<br />
** Railguns will have one additional level of penetration and a 25% reduction in damage compared to autocannons. They are optimized for targeting higher armor level foes.<br />
** Gatling guns will have one less penetration level, the same damage, and one more tracking speed level than autocannons. They are optimized for targeting lower armor level foes.<br />
** Lasers will have a 50% damage reduction compared to autocannons but two more tracking speed levels and penetration 5.<br />
Shields now have 50% more damage absorption points than their equivalent hull reinforcement. The shield penetration system has been reversed, so now all projectile weapons ignore 50% of shield damage and absorb 100% of laser damage. In other words, shields are optimized to protect against lasers, and it is better to install hull reinforcements against projectiles.<br />
Auxiliary thrusters have been rebalanced to allow different combinations and add 1 or 2 levels of maneuverability to some ships.<br />
The ship's tractor beam has been corrected to decrease the enemy ship's maneuverability by 1 level. Base tractor beams decrease it by 2 levels.<br />
<br />
===Probability of Firing Calculation===<br />
The calculation of the probability of firing has undergone changes:<br />
* The base firing probability remains at 75%.<br />
* A 25% deduction is made for each level of difference between the weapon's tracking speed and the target's maneuverability.<br />
* Deductions are made if the organization is below 100%.<br />
* If the final probability is less than or equal to 0%, a minimum probability of 1% is assigned (previously 10%). The bonus previously provided by the unit's experience, which is now applied to the final damage if the shot is successful.<br />
<br />
Additionally, a damage bonus is applied if the unit's commander or admiral has the "Gunner" skill. A new skill called "Boarding Specialist" has been introduced, which provides a boarding bonus, similar to the former "Gunner" skill.<br />
<br />
===Fighters===<br />
* Modules for fighter cockpits have been eliminated. Now each fighter carries the necessary seats.<br />
* The number of weapon slots for fighters has been reduced, but the number of shots per round has increased from 1 to 3.<br />
* Eagle fighters can equip either one weapon and one shield or two thrusters, allowing them to achieve the maximum maneuverability in the game (which was previously impossible).<br />
* Falcon fighters can carry two cannons and a shield, making them powerful ships for taking down fighters or small ships.<br />
* Havok fighters maintain their role as bombers, being the only ones capable of equipping torpedoes. The damage of torpedoes has been increased, and plasma torpedoes now have penetration level 5.<br />
* 200mm cannons retain their role as powerful weapons and are useful against other fighters.<br />
* Gatling lasers have been renamed pulse lasers and now have the highest tracking speed in the game (absurdly high).<br />
* One level of energy reactors for fighters has been removed, making the tech tree shorter.<br />
* Two levels of thrusters for fighters have been removed, making the tech tree shorter.<br />
<br />
===Exploration===<br />
* Scientific exploration has been modified. The duration has been extended from 12 to 18 hours. The exploration result will indicate whether there are new deposits, new regions, rare resources, or treasures, although the probability of finding them is low.<br />
* The results of explorations, depending on the type of mission, will more clearly indicate whether the resource has been found, if there are indications that it exists, or if it does not exist. This change makes it easier to determine if further missions are needed.<br />
* The technologies for Prospecting and Treasure Hunting have been removed. The exploration missions they unlocked can now be acquired with the basic exploration technology.<br />
* The "Explore Entire System" system has been modified so that different systems can be chained together in orders. Once the fleet completes the exploration of the order's system, it proceeds to the next system.<br />
* The possibility of conducting "Scientific Exploration" throughout the system has been added.<br />
* The "Prescient" ability of leaders has been replaced by the "Explorer" ability, which provides a time bonus for fleet exploration missions.<br />
<br />
===Diplomacy===<br />
*The war system has been modified. Now, when the "supporting an ally" casus belli is used to declare war, it will be linked to the main war. If the main war ends (either through regular peace or capitulation), all linked wars will also end. However, it will still be possible to negotiate peace independently. If Faction A declares war on Faction B in support of Faction C, A and B can still negotiate peace if they choose to do so. If the main war ends with a surrender and tribute, the loser's allies will not lose prestige or have to pay tribute, but they will have a temporary colony defeat penalty.<br />
* A penalty has been added for early surrender on popular support. If a faction capitulates before 24 hours/game speed have passed since the start of the war, they will suffer an extra penalty in all their colonies.<br />
<br />
[[es:Registro de cambios]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Template:TOClimit&diff=22443Template:TOClimit2023-11-03T08:19:22Z<p>Vrivon: </p>
<hr />
<div><div class="toclimit-{{{1|{{{limit|3}}}}}}" style="float: right;">__TOC__</div></div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Changelog&diff=22442Changelog2023-11-03T08:17:58Z<p>Vrivon: </p>
<hr />
<div>{{TOClimit|2}}<br />
==1.4 (03/11/2023) Omega 4==<br />
* The game now starts with an Omega base instead of an outpost. This allows for a slightly faster start and prevents players from getting stuck waiting to build their second base.<br />
* New resource "Xenolite." It replaces the old Perovskite resource and can be found on some rare asteroids. Xenolite is used to construct hovercraft, whose selling price has been significantly increased. It's a resource that can be easily converted into money.<br />
* New resource "Extremophiles." Found on some asteroids, they are required to manufacture more advanced life support systems.<br />
<br />
===Colonies: Changes in Consumer Goods===<br />
* Social services have been removed.<br />
* The new system using a "supply base" to provide colonies with consumer goods and obtain a popular support bonus has been eliminated.<br />
* The concept of "subsidies" has been introduced, which is a percentage reduction in the price of consumer goods that our faction sells to its colonies. The bonus to popular support will be determined by this percentage. So, if we provide our colonies with food that grants a bonus of +0.1/hour and the subsidy is 75%, the final bonus will be +0.05%/hour. The level of subsidies is chosen in each colony in the place where social services used to be.<br />
* Players themselves will have to provide their colonies with subsidized consumer goods if they want to receive the popular support bonus. The cost of subsidies will be reflected in finances.<br />
<br />
===Changes in Modules===<br />
* Thrusters have changed in size. The Orion and Fusion models now require hydrogen to be constructed.<br />
* Specialized laboratories receive an upgrade in their research multipliers, reaching 1.75 in the advanced versions. Observatories now have a high multiplier in the energy branch.<br />
* Data centers and cloning centers receive a buff. The basic level now provides roughly the same as a colony with 100,000 inhabitants.<br />
* Vanguard stations go from having a state management cost of 1 to 2 to limit the overexpansion of stations that hold colonies and, indirectly, to limit the number of colonies.<br />
* Fission reactors receive a buff, narrowing the gap with fusion reactors, which are still better and require hydrogen.<br />
<br />
===Reinforcements, Supplies, and Repairs===<br />
In a previous version, the supply system was modified to allow supplies to be received in the system. Fleets that were in base could receive more supplies and restore their organization more quickly. Now, fleets will need to be in a port to be resupplied, but all ports of all bases in the subsector (including consortium bases) will collaborate to provide service to all fleets in the same subsector.<br />
<br />
This system has also been adapted for repairs and reinforcements. When a fleet docks at a subsector base, it can receive repairs and reinforcements from all bases in the same subsector, with the sole exception that reinforcements are only received from one's own bases. This way, it will not be necessary to choose the best base in a subsector or split the fleet to receive repairs faster.<br />
<br />
The logistics screen has been removed from the base menu and integrated as a tab within the bases.<br />
In the subsector screen, there is a new services tab showing allied bases and their repair, reinforcement, and supply services.<br />
<br />
===Personnel Licenses (Discharges)===<br />
A new mechanic has been introduced that reduces a number of reservists every cycle proportional to the total size of your units (fleets, bases, troops). Reservists are a valuable and scarce resource at the beginning of the game but become abundant in the mid/late game. Generally, having one or two colonies recruiting is more than sufficient unless you are rapidly expanding. Introducing a cycle cost obliges you to maintain an extra constant flow.<br />
<br />
The assigned value is 1 reservist/cycle for every 1,000 personnel. So, if you have a total of 10,000 personnel, you will have a cycle cost of 10. This value is affected by the server's speed.<br />
<br />
To compensate for the start of the game, the base reservist capacity has been doubled, and the game begins with this capacity at 100%.<br />
<br />
===Combat System===<br />
The feature of "shield absorbable" weapons has been replaced by "shield penetration." From now on, laser weapons have 0% shield penetration, projectile weapons have 50%, and disintegrators have 100%.<br />
The "penetration" feature has been replaced by "armor penetration."<br />
The "target" feature of weapons has been replaced by "tracking speed."<br />
Weapon occupancy has been modified from 50, 75, 100, 150 to 50, 100, 150, 200. All chassis have been expanded to accommodate these new sizes.<br />
Propulsion occupancy has been modified from 100, 125, 150, 170, 200 to 100, 150, 200, 250, 300. All chassis have been expanded to accommodate these new sizes.<br />
The "target size" feature of weapons has been replaced by "tracking speed." Instead of comparing the weapon's target size to the size of the target chassis, the comparison is now between the weapon's tracking speed and the target's maneuverability.<br />
A base maneuverability has been added for all chassis:<br />
** "Very Low" -> XL chassis -> XL weapons<br />
** "Low" -> L chassis -> L weapons<br />
** "Medium" -> M chassis -> M weapons<br />
** "High" -> S chassis -> S weapons<br />
** "Very High" -> XS chassis -> XS weapons<br />
Weapon types now have certain specializations:<br />
** Autocannons will have tracking speed equivalent to their weapon size and equivalent armor penetration. An M-sized weapon will have M tracking speed and penetration 2, making it suitable for destroying medium-sized ships. They are the standard weapon, equivalent to the previous system.<br />
** Railguns will have one additional level of penetration and a 25% reduction in damage compared to autocannons. They are optimized for targeting higher armor level foes.<br />
** Gatling guns will have one less penetration level, the same damage, and one more tracking speed level than autocannons. They are optimized for targeting lower armor level foes.<br />
** Lasers will have a 50% damage reduction compared to autocannons but two more tracking speed levels and penetration 5.<br />
Shields now have 50% more damage absorption points than their equivalent hull reinforcement. The shield penetration system has been reversed, so now all projectile weapons ignore 50% of shield damage and absorb 100% of laser damage. In other words, shields are optimized to protect against lasers, and it is better to install hull reinforcements against projectiles.<br />
Auxiliary thrusters have been rebalanced to allow different combinations and add 1 or 2 levels of maneuverability to some ships.<br />
The ship's tractor beam has been corrected to decrease the enemy ship's maneuverability by 1 level. Base tractor beams decrease it by 2 levels.<br />
<br />
===Probability of Firing Calculation===<br />
The calculation of the probability of firing has undergone changes:<br />
* The base firing probability remains at 75%.<br />
* A 25% deduction is made for each level of difference between the weapon's tracking speed and the target's maneuverability.<br />
* Deductions are made if the organization is below 100%.<br />
* If the final probability is less than or equal to 0%, a minimum probability of 1% is assigned (previously 10%). The bonus previously provided by the unit's experience, which is now applied to the final damage if the shot is successful.<br />
<br />
Additionally, a damage bonus is applied if the unit's commander or admiral has the "Gunner" skill. A new skill called "Boarding Specialist" has been introduced, which provides a boarding bonus, similar to the former "Gunner" skill.<br />
<br />
===Fighters===<br />
* Modules for fighter cockpits have been eliminated. Now each fighter carries the necessary seats.<br />
* The number of weapon slots for fighters has been reduced, but the number of shots per round has increased from 1 to 3.<br />
* Eagle fighters can equip either one weapon and one shield or two thrusters, allowing them to achieve the maximum maneuverability in the game (which was previously impossible).<br />
* Falcon fighters can carry two cannons and a shield, making them powerful ships for taking down fighters or small ships.<br />
* Havok fighters maintain their role as bombers, being the only ones capable of equipping torpedoes. The damage of torpedoes has been increased, and plasma torpedoes now have penetration level 5.<br />
* 200mm cannons retain their role as powerful weapons and are useful against other fighters.<br />
* Gatling lasers have been renamed pulse lasers and now have the highest tracking speed in the game (absurdly high).<br />
* One level of energy reactors for fighters has been removed, making the tech tree shorter.<br />
* Two levels of thrusters for fighters have been removed, making the tech tree shorter.<br />
<br />
===Exploration===<br />
* Scientific exploration has been modified. The duration has been extended from 12 to 18 hours. The exploration result will indicate whether there are new deposits, new regions, rare resources, or treasures, although the probability of finding them is low.<br />
* The results of explorations, depending on the type of mission, will more clearly indicate whether the resource has been found, if there are indications that it exists, or if it does not exist. This change makes it easier to determine if further missions are needed.<br />
* The technologies for Prospecting and Treasure Hunting have been removed. The exploration missions they unlocked can now be acquired with the basic exploration technology.<br />
* The "Explore Entire System" system has been modified so that different systems can be chained together in orders. Once the fleet completes the exploration of the order's system, it proceeds to the next system.<br />
* The possibility of conducting "Scientific Exploration" throughout the system has been added.<br />
* The "Prescient" ability of leaders has been replaced by the "Explorer" ability, which provides a time bonus for fleet exploration missions.<br />
<br />
===Diplomacy===<br />
*The war system has been modified. Now, when the "supporting an ally" casus belli is used to declare war, it will be linked to the main war. If the main war ends (either through regular peace or capitulation), all linked wars will also end. However, it will still be possible to negotiate peace independently. If Faction A declares war on Faction B in support of Faction C, A and B can still negotiate peace if they choose to do so. If the main war ends with a surrender and tribute, the loser's allies will not lose prestige or have to pay tribute, but they will have a temporary colony defeat penalty.<br />
* A penalty has been added for early surrender on popular support. If a faction capitulates before 24 hours/game speed have passed since the start of the war, they will suffer an extra penalty in all their colonies.<br />
<br />
[[es:Registro de cambios]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=MediaWiki:Sidebar&diff=22441MediaWiki:Sidebar2023-11-02T22:32:40Z<p>Vrivon: </p>
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}</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Changelog&diff=22439Changelog2023-11-02T22:30:18Z<p>Vrivon: </p>
<hr />
<div>{{TOClimit|2}}<br />
==1.4 (03/11/2023) Omega 4==<br />
* The game now starts with an Omega base instead of an outpost. This allows for a slightly faster start and prevents players from getting stuck waiting to build their second base.<br />
* New resource "Xenolite." It replaces the old Perovskite resource and can be found on some rare asteroids. Xenolite is used to construct hovercraft, whose selling price has been significantly increased. It's a resource that can be easily converted into money.<br />
* New resource "Extremophiles." Found on some asteroids, they are required to manufacture more advanced life support systems.<br />
<br />
===Colonies: Changes in Consumer Goods===<br />
* Social services have been removed.<br />
* The new system using a "supply base" to provide colonies with consumer goods and obtain a popular support bonus has been eliminated.<br />
* The concept of "subsidies" has been introduced, which is a percentage reduction in the price of consumer goods that our faction sells to its colonies. The bonus to popular support will be determined by this percentage. So, if we provide our colonies with food that grants a bonus of +0.1/hour and the subsidy is 75%, the final bonus will be +0.05%/hour. The level of subsidies is chosen in each colony in the place where social services used to be.<br />
* Players themselves will have to provide their colonies with subsidized consumer goods if they want to receive the popular support bonus. The cost of subsidies will be reflected in finances.<br />
<br />
===Changes in Modules===<br />
* Thrusters have changed in size. The Orion and Fusion models now require hydrogen to be constructed.<br />
* Specialized laboratories receive an upgrade in their research multipliers, reaching 1.75 in the advanced versions. Observatories now have a high multiplier in the energy branch.<br />
* Data centers and cloning centers receive a buff. The basic level now provides roughly the same as a colony with 100,000 inhabitants.<br />
* Vanguard stations go from having a state management cost of 1 to 2 to limit the overexpansion of stations that hold colonies and, indirectly, to limit the number of colonies.<br />
* Fission reactors receive a buff, narrowing the gap with fusion reactors, which are still better and require hydrogen.<br />
<br />
===Reinforcements, Supplies, and Repairs===<br />
In a previous version, the supply system was modified to allow supplies to be received in the system. Fleets that were in base could receive more supplies and restore their organization more quickly. Now, fleets will need to be in a port to be resupplied, but all ports of all bases in the subsector (including consortium bases) will collaborate to provide service to all fleets in the same subsector.<br />
<br />
This system has also been adapted for repairs and reinforcements. When a fleet docks at a subsector base, it can receive repairs and reinforcements from all bases in the same subsector, with the sole exception that reinforcements are only received from one's own bases. This way, it will not be necessary to choose the best base in a subsector or split the fleet to receive repairs faster.<br />
<br />
The logistics screen has been removed from the base menu and integrated as a tab within the bases.<br />
In the subsector screen, there is a new services tab showing allied bases and their repair, reinforcement, and supply services.<br />
<br />
===Personnel Licenses (Discharges)===<br />
A new mechanic has been introduced that reduces a number of reservists every cycle proportional to the total size of your units (fleets, bases, troops). Reservists are a valuable and scarce resource at the beginning of the game but become abundant in the mid/late game. Generally, having one or two colonies recruiting is more than sufficient unless you are rapidly expanding. Introducing a cycle cost obliges you to maintain an extra constant flow.<br />
<br />
The assigned value is 1 reservist/cycle for every 1,000 personnel. So, if you have a total of 10,000 personnel, you will have a cycle cost of 10. This value is affected by the server's speed.<br />
<br />
To compensate for the start of the game, the base reservist capacity has been doubled, and the game begins with this capacity at 100%.<br />
<br />
===Combat System===<br />
The feature of "shield absorbable" weapons has been replaced by "shield penetration." From now on, laser weapons have 0% shield penetration, projectile weapons have 50%, and disintegrators have 100%.<br />
The "penetration" feature has been replaced by "armor penetration."<br />
The "target" feature of weapons has been replaced by "tracking speed."<br />
Weapon occupancy has been modified from 50, 75, 100, 150 to 50, 100, 150, 200. All chassis have been expanded to accommodate these new sizes.<br />
Propulsion occupancy has been modified from 100, 125, 150, 170, 200 to 100, 150, 200, 250, 300. All chassis have been expanded to accommodate these new sizes.<br />
The "target size" feature of weapons has been replaced by "tracking speed." Instead of comparing the weapon's target size to the size of the target chassis, the comparison is now between the weapon's tracking speed and the target's maneuverability.<br />
A base maneuverability has been added for all chassis:<br />
** "Very Low" -> XL chassis -> XL weapons<br />
** "Low" -> L chassis -> L weapons<br />
** "Medium" -> M chassis -> M weapons<br />
** "High" -> S chassis -> S weapons<br />
** "Very High" -> XS chassis -> XS weapons<br />
Weapon types now have certain specializations:<br />
** Autocannons will have tracking speed equivalent to their weapon size and equivalent armor penetration. An M-sized weapon will have M tracking speed and penetration 2, making it suitable for destroying medium-sized ships. They are the standard weapon, equivalent to the previous system.<br />
** Railguns will have one additional level of penetration and a 25% reduction in damage compared to autocannons. They are optimized for targeting higher armor level foes.<br />
** Gatling guns will have one less penetration level, the same damage, and one more tracking speed level than autocannons. They are optimized for targeting lower armor level foes.<br />
** Lasers will have a 50% damage reduction compared to autocannons but two more tracking speed levels and penetration 5.<br />
Shields now have 50% more damage absorption points than their equivalent hull reinforcement. The shield penetration system has been reversed, so now all projectile weapons ignore 50% of shield damage and absorb 100% of laser damage. In other words, shields are optimized to protect against lasers, and it is better to install hull reinforcements against projectiles.<br />
Auxiliary thrusters have been rebalanced to allow different combinations and add 1 or 2 levels of maneuverability to some ships.<br />
The ship's tractor beam has been corrected to decrease the enemy ship's maneuverability by 1 level. Base tractor beams decrease it by 2 levels.<br />
<br />
===Probability of Firing Calculation===<br />
The calculation of the probability of firing has undergone changes:<br />
* The base firing probability remains at 75%.<br />
* A 25% deduction is made for each level of difference between the weapon's tracking speed and the target's maneuverability.<br />
* Deductions are made if the organization is below 100%.<br />
* If the final probability is less than or equal to 0%, a minimum probability of 1% is assigned (previously 10%). The bonus previously provided by the unit's experience, which is now applied to the final damage if the shot is successful.<br />
<br />
Additionally, a damage bonus is applied if the unit's commander or admiral has the "Gunner" skill. A new skill called "Boarding Specialist" has been introduced, which provides a boarding bonus, similar to the former "Gunner" skill.<br />
<br />
===Fighters===<br />
* Modules for fighter cockpits have been eliminated. Now each fighter carries the necessary seats.<br />
* The number of weapon slots for fighters has been reduced, but the number of shots per round has increased from 1 to 3.<br />
* Eagle fighters can equip either one weapon and one shield or two thrusters, allowing them to achieve the maximum maneuverability in the game (which was previously impossible).<br />
* Falcon fighters can carry two cannons and a shield, making them powerful ships for taking down fighters or small ships.<br />
* Havok fighters maintain their role as bombers, being the only ones capable of equipping torpedoes. The damage of torpedoes has been increased, and plasma torpedoes now have penetration level 5.<br />
* 200mm cannons retain their role as powerful weapons and are useful against other fighters.<br />
* Gatling lasers have been renamed pulse lasers and now have the highest tracking speed in the game (absurdly high).<br />
* One level of energy reactors for fighters has been removed, making the tech tree shorter.<br />
* Two levels of thrusters for fighters have been removed, making the tech tree shorter.<br />
<br />
===Exploration===<br />
* Scientific exploration has been modified. The duration has been extended from 12 to 18 hours. The exploration result will indicate whether there are new deposits, new regions, rare resources, or treasures, although the probability of finding them is low.<br />
* The results of explorations, depending on the type of mission, will more clearly indicate whether the resource has been found, if there are indications that it exists, or if it does not exist. This change makes it easier to determine if further missions are needed.<br />
* The technologies for Prospecting and Treasure Hunting have been removed. The exploration missions they unlocked can now be acquired with the basic exploration technology.<br />
* The "Explore Entire System" system has been modified so that different systems can be chained together in orders. Once the fleet completes the exploration of the order's system, it proceeds to the next system.<br />
* The possibility of conducting "Scientific Exploration" throughout the system has been added.<br />
* The "Prescient" ability of leaders has been replaced by the "Explorer" ability, which provides a time bonus for fleet exploration missions.<br />
<br />
===Diplomacy===<br />
*The war system has been modified. Now, when the "supporting an ally" casus belli is used to declare war, it will be linked to the main war. If the main war ends (either through regular peace or capitulation), all linked wars will also end. However, it will still be possible to negotiate peace independently. If Faction A declares war on Faction B in support of Faction C, A and B can still negotiate peace if they choose to do so. If the main war ends with a surrender and tribute, the loser's allies will not lose prestige or have to pay tribute, but they will have a temporary colony defeat penalty.<br />
* A penalty has been added for early surrender on popular support. If a faction capitulates before 24 hours/game speed have passed since the start of the war, they will suffer an extra penalty in all their colonies.<br />
<br />
[[en:Registro de cambios]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Changelog&diff=22438Changelog2023-11-02T22:29:02Z<p>Vrivon: </p>
<hr />
<div>{{TOClimit|2}}<br />
==1.4 (03/11/2023) Omega 4==<br />
* The game now starts with an Omega base instead of an outpost. This allows for a slightly faster start and prevents players from getting stuck waiting to build their second base.<br />
* New resource "Xenolite." It replaces the old Perovskite resource and can be found on some rare asteroids. Xenolite is used to construct hovercraft, whose selling price has been significantly increased. It's a resource that can be easily converted into money.<br />
* New resource "Extremophiles." Found on some asteroids, they are required to manufacture more advanced life support systems.<br />
<br />
===Colonies: Changes in Consumer Goods===<br />
* Social services have been removed.<br />
* The new system using a "supply base" to provide colonies with consumer goods and obtain a popular support bonus has been eliminated.<br />
* The concept of "subsidies" has been introduced, which is a percentage reduction in the price of consumer goods that our faction sells to its colonies. The bonus to popular support will be determined by this percentage. So, if we provide our colonies with food that grants a bonus of +0.1/hour and the subsidy is 75%, the final bonus will be +0.05%/hour. The level of subsidies is chosen in each colony in the place where social services used to be.<br />
* Players themselves will have to provide their colonies with subsidized consumer goods if they want to receive the popular support bonus. The cost of subsidies will be reflected in finances.<br />
<br />
===Changes in Modules===<br />
* Thrusters have changed in size. The Orion and Fusion models now require hydrogen to be constructed.<br />
* Specialized laboratories receive an upgrade in their research multipliers, reaching 1.75 in the advanced versions. Observatories now have a high multiplier in the energy branch.<br />
* Data centers and cloning centers receive a buff. The basic level now provides roughly the same as a colony with 100,000 inhabitants.<br />
* Vanguard stations go from having a state management cost of 1 to 2 to limit the overexpansion of stations that hold colonies and, indirectly, to limit the number of colonies.<br />
* Fission reactors receive a buff, narrowing the gap with fusion reactors, which are still better and require hydrogen.<br />
<br />
===Reinforcements, Supplies, and Repairs===<br />
In a previous version, the supply system was modified to allow supplies to be received in the system. Fleets that were in base could receive more supplies and restore their organization more quickly. Now, fleets will need to be in a port to be resupplied, but all ports of all bases in the subsector (including consortium bases) will collaborate to provide service to all fleets in the same subsector.<br />
<br />
This system has also been adapted for repairs and reinforcements. When a fleet docks at a subsector base, it can receive repairs and reinforcements from all bases in the same subsector, with the sole exception that reinforcements are only received from one's own bases. This way, it will not be necessary to choose the best base in a subsector or split the fleet to receive repairs faster.<br />
<br />
The logistics screen has been removed from the base menu and integrated as a tab within the bases.<br />
In the subsector screen, there is a new services tab showing allied bases and their repair, reinforcement, and supply services.<br />
<br />
===Personnel Licenses (Discharges)===<br />
A new mechanic has been introduced that reduces a number of reservists every cycle proportional to the total size of your units (fleets, bases, troops). Reservists are a valuable and scarce resource at the beginning of the game but become abundant in the mid/late game. Generally, having one or two colonies recruiting is more than sufficient unless you are rapidly expanding. Introducing a cycle cost obliges you to maintain an extra constant flow.<br />
<br />
The assigned value is 1 reservist/cycle for every 1,000 personnel. So, if you have a total of 10,000 personnel, you will have a cycle cost of 10. This value is affected by the server's speed.<br />
<br />
To compensate for the start of the game, the base reservist capacity has been doubled, and the game begins with this capacity at 100%.<br />
<br />
===Combat System===<br />
The feature of "shield absorbable" weapons has been replaced by "shield penetration." From now on, laser weapons have 0% shield penetration, projectile weapons have 50%, and disintegrators have 100%.<br />
The "penetration" feature has been replaced by "armor penetration."<br />
The "target" feature of weapons has been replaced by "tracking speed."<br />
Weapon occupancy has been modified from 50, 75, 100, 150 to 50, 100, 150, 200. All chassis have been expanded to accommodate these new sizes.<br />
Propulsion occupancy has been modified from 100, 125, 150, 170, 200 to 100, 150, 200, 250, 300. All chassis have been expanded to accommodate these new sizes.<br />
The "target size" feature of weapons has been replaced by "tracking speed." Instead of comparing the weapon's target size to the size of the target chassis, the comparison is now between the weapon's tracking speed and the target's maneuverability.<br />
A base maneuverability has been added for all chassis:<br />
** "Very Low" -> XL chassis -> XL weapons<br />
** "Low" -> L chassis -> L weapons<br />
** "Medium" -> M chassis -> M weapons<br />
** "High" -> S chassis -> S weapons<br />
** "Very High" -> XS chassis -> XS weapons<br />
Weapon types now have certain specializations:<br />
** Autocannons will have tracking speed equivalent to their weapon size and equivalent armor penetration. An M-sized weapon will have M tracking speed and penetration 2, making it suitable for destroying medium-sized ships. They are the standard weapon, equivalent to the previous system.<br />
** Railguns will have one additional level of penetration and a 25% reduction in damage compared to autocannons. They are optimized for targeting higher armor level foes.<br />
** Gatling guns will have one less penetration level, the same damage, and one more tracking speed level than autocannons. They are optimized for targeting lower armor level foes.<br />
** Lasers will have a 50% damage reduction compared to autocannons but two more tracking speed levels and penetration 5.<br />
Shields now have 50% more damage absorption points than their equivalent hull reinforcement. The shield penetration system has been reversed, so now all projectile weapons ignore 50% of shield damage and absorb 100% of laser damage. In other words, shields are optimized to protect against lasers, and it is better to install hull reinforcements against projectiles.<br />
Auxiliary thrusters have been rebalanced to allow different combinations and add 1 or 2 levels of maneuverability to some ships.<br />
The ship's tractor beam has been corrected to decrease the enemy ship's maneuverability by 1 level. Base tractor beams decrease it by 2 levels.<br />
<br />
===Probability of Firing Calculation===<br />
The calculation of the probability of firing has undergone changes:<br />
* The base firing probability remains at 75%.<br />
* A 25% deduction is made for each level of difference between the weapon's tracking speed and the target's maneuverability.<br />
* Deductions are made if the organization is below 100%.<br />
* If the final probability is less than or equal to 0%, a minimum probability of 1% is assigned (previously 10%). The bonus previously provided by the unit's experience, which is now applied to the final damage if the shot is successful.<br />
<br />
Additionally, a damage bonus is applied if the unit's commander or admiral has the "Gunner" skill. A new skill called "Boarding Specialist" has been introduced, which provides a boarding bonus, similar to the former "Gunner" skill.<br />
<br />
===Fighters===<br />
* Modules for fighter cockpits have been eliminated. Now each fighter carries the necessary seats.<br />
* The number of weapon slots for fighters has been reduced, but the number of shots per round has increased from 1 to 3.<br />
* Eagle fighters can equip either one weapon and one shield or two thrusters, allowing them to achieve the maximum maneuverability in the game (which was previously impossible).<br />
* Falcon fighters can carry two cannons and a shield, making them powerful ships for taking down fighters or small ships.<br />
* Havok fighters maintain their role as bombers, being the only ones capable of equipping torpedoes. The damage of torpedoes has been increased, and plasma torpedoes now have penetration level 5.<br />
* 200mm cannons retain their role as powerful weapons and are useful against other fighters.<br />
* Gatling lasers have been renamed pulse lasers and now have the highest tracking speed in the game (absurdly high).<br />
* One level of energy reactors for fighters has been removed, making the tech tree shorter.<br />
* Two levels of thrusters for fighters have been removed, making the tech tree shorter.<br />
<br />
===Exploration===<br />
* Scientific exploration has been modified. The duration has been extended from 12 to 18 hours. The exploration result will indicate whether there are new deposits, new regions, rare resources, or treasures, although the probability of finding them is low.<br />
* The results of explorations, depending on the type of mission, will more clearly indicate whether the resource has been found, if there are indications that it exists, or if it does not exist. This change makes it easier to determine if further missions are needed.<br />
* The technologies for Prospecting and Treasure Hunting have been removed. The exploration missions they unlocked can now be acquired with the basic exploration technology.<br />
* The "Explore Entire System" system has been modified so that different systems can be chained together in orders. Once the fleet completes the exploration of the order's system, it proceeds to the next system.<br />
* The possibility of conducting "Scientific Exploration" throughout the system has been added.<br />
* The "Prescient" ability of leaders has been replaced by the "Explorer" ability, which provides a time bonus for fleet exploration missions.<br />
<br />
===Diplomacy===<br />
*The war system has been modified. Now, when the "supporting an ally" casus belli is used to declare war, it will be linked to the main war. If the main war ends (either through regular peace or capitulation), all linked wars will also end. However, it will still be possible to negotiate peace independently. If Faction A declares war on Faction B in support of Faction C, A and B can still negotiate peace if they choose to do so. If the main war ends with a surrender and tribute, the loser's allies will not lose prestige or have to pay tribute, but they will have a temporary colony defeat penalty.<br />
* A penalty has been added for early surrender on popular support. If a faction capitulates before 24 hours/game speed have passed since the start of the war, they will suffer an extra penalty in all their colonies.</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Template:TOClimit&diff=22437Template:TOClimit2023-11-02T22:25:14Z<p>Vrivon: </p>
<hr />
<div><div class="toclimit-{{{1|{{{limit|3}}}}}}">__TOC__</div></div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Plantilla:TOClimit&diff=22436Plantilla:TOClimit2023-11-02T22:24:38Z<p>Vrivon: Created page with "<div class="toclimit-{{{1|{{{limit|3}}}}}}" style="float: right;">__TOC__</div>"</p>
<hr />
<div><div class="toclimit-{{{1|{{{limit|3}}}}}}" style="float: right;">__TOC__</div></div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Changelog&diff=22435Changelog2023-11-02T22:23:56Z<p>Vrivon: </p>
<hr />
<div>{{TOClimit|2}}<br />
==1.4 (03/11/2023) Omega 4==<br />
The game now starts with an Omega base instead of an outpost. This allows for a slightly faster start and prevents players from getting stuck waiting to build their second base.<br />
New resource "Xenolite." It replaces the old Perovskite resource and can be found on some rare asteroids. Xenolite is used to construct hovercraft, whose selling price has been significantly increased. It's a resource that can be easily converted into money.<br />
New resource "Extremophiles." Found on some asteroids, they are required to manufacture more advanced life support systems.<br />
<br />
===Colonies: Changes in Consumer Goods===<br />
Social services have been removed.<br />
The new system using a "supply base" to provide colonies with consumer goods and obtain a popular support bonus has been eliminated.<br />
The concept of "subsidies" has been introduced, which is a percentage reduction in the price of consumer goods that our faction sells to its colonies. The bonus to popular support will be determined by this percentage. So, if we provide our colonies with food that grants a bonus of +0.1/hour and the subsidy is 75%, the final bonus will be +0.05%/hour. The level of subsidies is chosen in each colony in the place where social services used to be.<br />
Players themselves will have to provide their colonies with subsidized consumer goods if they want to receive the popular support bonus. The cost of subsidies will be reflected in finances.<br />
<br />
===Changes in Modules===<br />
Thrusters have changed in size. The Orion and Fusion models now require hydrogen to be constructed.<br />
Specialized laboratories receive an upgrade in their research multipliers, reaching 1.75 in the advanced versions. Observatories now have a high multiplier in the energy branch.<br />
Data centers and cloning centers receive a buff. The basic level now provides roughly the same as a colony with 100,000 inhabitants.<br />
Vanguard stations go from having a state management cost of 1 to 2 to limit the overexpansion of stations that hold colonies and, indirectly, to limit the number of colonies.<br />
Fission reactors receive a buff, narrowing the gap with fusion reactors, which are still better and require hydrogen.<br />
===Reinforcements, Supplies, and Repairs===<br />
In a previous version, the supply system was modified to allow supplies to be received in the system. Fleets that were in base could receive more supplies and restore their organization more quickly. Now, fleets will need to be in a port to be resupplied, but all ports of all bases in the subsector (including consortium bases) will collaborate to provide service to all fleets in the same subsector.<br />
<br />
This system has also been adapted for repairs and reinforcements. When a fleet docks at a subsector base, it can receive repairs and reinforcements from all bases in the same subsector, with the sole exception that reinforcements are only received from one's own bases. This way, it will not be necessary to choose the best base in a subsector or split the fleet to receive repairs faster.<br />
<br />
The logistics screen has been removed from the base menu and integrated as a tab within the bases.<br />
In the subsector screen, there is a new services tab showing allied bases and their repair, reinforcement, and supply services.<br />
<br />
===Personnel Licenses (Discharges)===<br />
A new mechanic has been introduced that reduces a number of reservists every cycle proportional to the total size of your units (fleets, bases, troops). Reservists are a valuable and scarce resource at the beginning of the game but become abundant in the mid/late game. Generally, having one or two colonies recruiting is more than sufficient unless you are rapidly expanding. Introducing a cycle cost obliges you to maintain an extra constant flow.<br />
<br />
The assigned value is 1 reservist/cycle for every 1,000 personnel. So, if you have a total of 10,000 personnel, you will have a cycle cost of 10. This value is affected by the server's speed.<br />
<br />
To compensate for the start of the game, the base reservist capacity has been doubled, and the game begins with this capacity at 100%.<br />
<br />
===Combat System===<br />
The feature of "shield absorbable" weapons has been replaced by "shield penetration." From now on, laser weapons have 0% shield penetration, projectile weapons have 50%, and disintegrators have 100%.<br />
The "penetration" feature has been replaced by "armor penetration."<br />
The "target" feature of weapons has been replaced by "tracking speed."<br />
Weapon occupancy has been modified from 50, 75, 100, 150 to 50, 100, 150, 200. All chassis have been expanded to accommodate these new sizes.<br />
Propulsion occupancy has been modified from 100, 125, 150, 170, 200 to 100, 150, 200, 250, 300. All chassis have been expanded to accommodate these new sizes.<br />
The "target size" feature of weapons has been replaced by "tracking speed." Instead of comparing the weapon's target size to the size of the target chassis, the comparison is now between the weapon's tracking speed and the target's maneuverability.<br />
A base maneuverability has been added for all chassis:<br />
** "Very Low" -> XL chassis -> XL weapons<br />
** "Low" -> L chassis -> L weapons<br />
** "Medium" -> M chassis -> M weapons<br />
** "High" -> S chassis -> S weapons<br />
** "Very High" -> XS chassis -> XS weapons<br />
Weapon types now have certain specializations:<br />
** Autocannons will have tracking speed equivalent to their weapon size and equivalent armor penetration. An M-sized weapon will have M tracking speed and penetration 2, making it suitable for destroying medium-sized ships. They are the standard weapon, equivalent to the previous system.<br />
** Railguns will have one additional level of penetration and a 25% reduction in damage compared to autocannons. They are optimized for targeting higher armor level foes.<br />
** Gatling guns will have one less penetration level, the same damage, and one more tracking speed level than autocannons. They are optimized for targeting lower armor level foes.<br />
** Lasers will have a 50% damage reduction compared to autocannons but two more tracking speed levels and penetration 5.<br />
Shields now have 50% more damage absorption points than their equivalent hull reinforcement. The shield penetration system has been reversed, so now all projectile weapons ignore 50% of shield damage and absorb 100% of laser damage. In other words, shields are optimized to protect against lasers, and it is better to install hull reinforcements against projectiles.<br />
Auxiliary thrusters have been rebalanced to allow different combinations and add 1 or 2 levels of maneuverability to some ships.<br />
The ship's tractor beam has been corrected to decrease the enemy ship's maneuverability by 1 level. Base tractor beams decrease it by 2 levels.<br />
<br />
===Probability of Firing Calculation===<br />
The calculation of the probability of firing has undergone changes:<br />
The base firing probability remains at 75%.<br />
A 25% deduction is made for each level of difference between the weapon's tracking speed and the target's maneuverability.<br />
Deductions are made if the organization is below 100%.<br />
If the final probability is less than or equal to 0%, a minimum probability of 1% is assigned (previously 10%). The bonus previously provided by the unit's experience, which is now applied to the final damage if the shot is successful.<br />
Additionally, a damage bonus is applied if the unit's commander or admiral has the "Gunner" skill. A new skill called "Boarding Specialist" has been introduced, which provides a boarding bonus, similar to the former "Gunner" skill.<br />
<br />
===Fighters===<br />
Modules for fighter cockpits have been eliminated. Now each fighter carries the necessary seats.<br />
The number of weapon slots for fighters has been reduced, but the number of shots per round has increased from 1 to 3.<br />
Eagle fighters can equip either one weapon and one shield or two thrusters, allowing them to achieve the maximum maneuverability in the game (which was previously impossible).<br />
Falcon fighters can carry two cannons and a shield, making them powerful ships for taking down fighters or small ships.<br />
Havok fighters maintain their role as bombers, being the only ones capable of equipping torpedoes. The damage of torpedoes has been increased, and plasma torpedoes now have penetration level 5.<br />
200mm cannons retain their role as powerful weapons and are useful against other fighters.<br />
Gatling lasers have been renamed pulse lasers and now have the highest tracking speed in the game (absurdly high).<br />
One level of energy reactors for fighters has been removed, making the tech tree shorter.<br />
Two levels of thrusters for fighters have been removed, making the tech tree shorter.<br />
<br />
===Exploration===<br />
Scientific exploration has been modified. The duration has been extended from 12 to 18 hours. The exploration result will indicate whether there are new deposits, new regions, rare resources, or treasures, although the probability of finding them is low.<br />
The results of explorations, depending on the type of mission, will more clearly indicate whether the resource has been found, if there are indications that it exists, or if it does not exist. This change makes it easier to determine if further missions are needed.<br />
The technologies for Prospecting and Treasure Hunting have been removed. The exploration missions they unlocked can now be acquired with the basic exploration technology.<br />
The "Explore Entire System" system has been modified so that different systems can be chained together in orders. Once the fleet completes the exploration of the order's system, it proceeds to the next system.<br />
The possibility of conducting "Scientific Exploration" throughout the system has been added.<br />
The "Prescient" ability of leaders has been replaced by the "Explorer" ability, which provides a time bonus for fleet exploration missions.<br />
<br />
===Diplomacy===<br />
The war system has been modified. Now, when the "supporting an ally" casus belli is used to declare war, it will be linked to the main war. If the main war ends (either through regular peace or capitulation), all linked wars will also end. However, it will still be possible to negotiate peace independently. If Faction A declares war on Faction B in support of Faction C, A and B can still negotiate peace if they choose to do so. If the main war ends with a surrender and tribute, the loser's allies will not lose prestige or have to pay tribute, but they will have a temporary colony defeat penalty.<br />
A penalty has been added for early surrender on popular support. If a faction capitulates before 24 hours/game speed have passed since the start of the war, they will suffer an extra penalty in all their colonies.</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Changelog&diff=22434Changelog2023-11-02T22:23:44Z<p>Vrivon: </p>
<hr />
<div>{{TOClimit|2}}<br />
<br />
<br />
==1.4 (03/11/2023) Omega 4==<br />
The game now starts with an Omega base instead of an outpost. This allows for a slightly faster start and prevents players from getting stuck waiting to build their second base.<br />
New resource "Xenolite." It replaces the old Perovskite resource and can be found on some rare asteroids. Xenolite is used to construct hovercraft, whose selling price has been significantly increased. It's a resource that can be easily converted into money.<br />
New resource "Extremophiles." Found on some asteroids, they are required to manufacture more advanced life support systems.<br />
<br />
===Colonies: Changes in Consumer Goods===<br />
Social services have been removed.<br />
The new system using a "supply base" to provide colonies with consumer goods and obtain a popular support bonus has been eliminated.<br />
The concept of "subsidies" has been introduced, which is a percentage reduction in the price of consumer goods that our faction sells to its colonies. The bonus to popular support will be determined by this percentage. So, if we provide our colonies with food that grants a bonus of +0.1/hour and the subsidy is 75%, the final bonus will be +0.05%/hour. The level of subsidies is chosen in each colony in the place where social services used to be.<br />
Players themselves will have to provide their colonies with subsidized consumer goods if they want to receive the popular support bonus. The cost of subsidies will be reflected in finances.<br />
<br />
===Changes in Modules===<br />
Thrusters have changed in size. The Orion and Fusion models now require hydrogen to be constructed.<br />
Specialized laboratories receive an upgrade in their research multipliers, reaching 1.75 in the advanced versions. Observatories now have a high multiplier in the energy branch.<br />
Data centers and cloning centers receive a buff. The basic level now provides roughly the same as a colony with 100,000 inhabitants.<br />
Vanguard stations go from having a state management cost of 1 to 2 to limit the overexpansion of stations that hold colonies and, indirectly, to limit the number of colonies.<br />
Fission reactors receive a buff, narrowing the gap with fusion reactors, which are still better and require hydrogen.<br />
===Reinforcements, Supplies, and Repairs===<br />
In a previous version, the supply system was modified to allow supplies to be received in the system. Fleets that were in base could receive more supplies and restore their organization more quickly. Now, fleets will need to be in a port to be resupplied, but all ports of all bases in the subsector (including consortium bases) will collaborate to provide service to all fleets in the same subsector.<br />
<br />
This system has also been adapted for repairs and reinforcements. When a fleet docks at a subsector base, it can receive repairs and reinforcements from all bases in the same subsector, with the sole exception that reinforcements are only received from one's own bases. This way, it will not be necessary to choose the best base in a subsector or split the fleet to receive repairs faster.<br />
<br />
The logistics screen has been removed from the base menu and integrated as a tab within the bases.<br />
In the subsector screen, there is a new services tab showing allied bases and their repair, reinforcement, and supply services.<br />
<br />
===Personnel Licenses (Discharges)===<br />
A new mechanic has been introduced that reduces a number of reservists every cycle proportional to the total size of your units (fleets, bases, troops). Reservists are a valuable and scarce resource at the beginning of the game but become abundant in the mid/late game. Generally, having one or two colonies recruiting is more than sufficient unless you are rapidly expanding. Introducing a cycle cost obliges you to maintain an extra constant flow.<br />
<br />
The assigned value is 1 reservist/cycle for every 1,000 personnel. So, if you have a total of 10,000 personnel, you will have a cycle cost of 10. This value is affected by the server's speed.<br />
<br />
To compensate for the start of the game, the base reservist capacity has been doubled, and the game begins with this capacity at 100%.<br />
<br />
===Combat System===<br />
The feature of "shield absorbable" weapons has been replaced by "shield penetration." From now on, laser weapons have 0% shield penetration, projectile weapons have 50%, and disintegrators have 100%.<br />
The "penetration" feature has been replaced by "armor penetration."<br />
The "target" feature of weapons has been replaced by "tracking speed."<br />
Weapon occupancy has been modified from 50, 75, 100, 150 to 50, 100, 150, 200. All chassis have been expanded to accommodate these new sizes.<br />
Propulsion occupancy has been modified from 100, 125, 150, 170, 200 to 100, 150, 200, 250, 300. All chassis have been expanded to accommodate these new sizes.<br />
The "target size" feature of weapons has been replaced by "tracking speed." Instead of comparing the weapon's target size to the size of the target chassis, the comparison is now between the weapon's tracking speed and the target's maneuverability.<br />
A base maneuverability has been added for all chassis:<br />
** "Very Low" -> XL chassis -> XL weapons<br />
** "Low" -> L chassis -> L weapons<br />
** "Medium" -> M chassis -> M weapons<br />
** "High" -> S chassis -> S weapons<br />
** "Very High" -> XS chassis -> XS weapons<br />
Weapon types now have certain specializations:<br />
** Autocannons will have tracking speed equivalent to their weapon size and equivalent armor penetration. An M-sized weapon will have M tracking speed and penetration 2, making it suitable for destroying medium-sized ships. They are the standard weapon, equivalent to the previous system.<br />
** Railguns will have one additional level of penetration and a 25% reduction in damage compared to autocannons. They are optimized for targeting higher armor level foes.<br />
** Gatling guns will have one less penetration level, the same damage, and one more tracking speed level than autocannons. They are optimized for targeting lower armor level foes.<br />
** Lasers will have a 50% damage reduction compared to autocannons but two more tracking speed levels and penetration 5.<br />
Shields now have 50% more damage absorption points than their equivalent hull reinforcement. The shield penetration system has been reversed, so now all projectile weapons ignore 50% of shield damage and absorb 100% of laser damage. In other words, shields are optimized to protect against lasers, and it is better to install hull reinforcements against projectiles.<br />
Auxiliary thrusters have been rebalanced to allow different combinations and add 1 or 2 levels of maneuverability to some ships.<br />
The ship's tractor beam has been corrected to decrease the enemy ship's maneuverability by 1 level. Base tractor beams decrease it by 2 levels.<br />
<br />
===Probability of Firing Calculation===<br />
The calculation of the probability of firing has undergone changes:<br />
The base firing probability remains at 75%.<br />
A 25% deduction is made for each level of difference between the weapon's tracking speed and the target's maneuverability.<br />
Deductions are made if the organization is below 100%.<br />
If the final probability is less than or equal to 0%, a minimum probability of 1% is assigned (previously 10%). The bonus previously provided by the unit's experience, which is now applied to the final damage if the shot is successful.<br />
Additionally, a damage bonus is applied if the unit's commander or admiral has the "Gunner" skill. A new skill called "Boarding Specialist" has been introduced, which provides a boarding bonus, similar to the former "Gunner" skill.<br />
<br />
===Fighters===<br />
Modules for fighter cockpits have been eliminated. Now each fighter carries the necessary seats.<br />
The number of weapon slots for fighters has been reduced, but the number of shots per round has increased from 1 to 3.<br />
Eagle fighters can equip either one weapon and one shield or two thrusters, allowing them to achieve the maximum maneuverability in the game (which was previously impossible).<br />
Falcon fighters can carry two cannons and a shield, making them powerful ships for taking down fighters or small ships.<br />
Havok fighters maintain their role as bombers, being the only ones capable of equipping torpedoes. The damage of torpedoes has been increased, and plasma torpedoes now have penetration level 5.<br />
200mm cannons retain their role as powerful weapons and are useful against other fighters.<br />
Gatling lasers have been renamed pulse lasers and now have the highest tracking speed in the game (absurdly high).<br />
One level of energy reactors for fighters has been removed, making the tech tree shorter.<br />
Two levels of thrusters for fighters have been removed, making the tech tree shorter.<br />
<br />
===Exploration===<br />
Scientific exploration has been modified. The duration has been extended from 12 to 18 hours. The exploration result will indicate whether there are new deposits, new regions, rare resources, or treasures, although the probability of finding them is low.<br />
The results of explorations, depending on the type of mission, will more clearly indicate whether the resource has been found, if there are indications that it exists, or if it does not exist. This change makes it easier to determine if further missions are needed.<br />
The technologies for Prospecting and Treasure Hunting have been removed. The exploration missions they unlocked can now be acquired with the basic exploration technology.<br />
The "Explore Entire System" system has been modified so that different systems can be chained together in orders. Once the fleet completes the exploration of the order's system, it proceeds to the next system.<br />
The possibility of conducting "Scientific Exploration" throughout the system has been added.<br />
The "Prescient" ability of leaders has been replaced by the "Explorer" ability, which provides a time bonus for fleet exploration missions.<br />
<br />
===Diplomacy===<br />
The war system has been modified. Now, when the "supporting an ally" casus belli is used to declare war, it will be linked to the main war. If the main war ends (either through regular peace or capitulation), all linked wars will also end. However, it will still be possible to negotiate peace independently. If Faction A declares war on Faction B in support of Faction C, A and B can still negotiate peace if they choose to do so. If the main war ends with a surrender and tribute, the loser's allies will not lose prestige or have to pay tribute, but they will have a temporary colony defeat penalty.<br />
A penalty has been added for early surrender on popular support. If a faction capitulates before 24 hours/game speed have passed since the start of the war, they will suffer an extra penalty in all their colonies.</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Changelog&diff=22433Changelog2023-11-02T22:23:29Z<p>Vrivon: </p>
<hr />
<div>{{TOClimit|2}}<br />
<br />
==1.4 (03/11/2023) Omega 4==<br />
The game now starts with an Omega base instead of an outpost. This allows for a slightly faster start and prevents players from getting stuck waiting to build their second base.<br />
New resource "Xenolite." It replaces the old Perovskite resource and can be found on some rare asteroids. Xenolite is used to construct hovercraft, whose selling price has been significantly increased. It's a resource that can be easily converted into money.<br />
New resource "Extremophiles." Found on some asteroids, they are required to manufacture more advanced life support systems.<br />
<br />
===Colonies: Changes in Consumer Goods===<br />
Social services have been removed.<br />
The new system using a "supply base" to provide colonies with consumer goods and obtain a popular support bonus has been eliminated.<br />
The concept of "subsidies" has been introduced, which is a percentage reduction in the price of consumer goods that our faction sells to its colonies. The bonus to popular support will be determined by this percentage. So, if we provide our colonies with food that grants a bonus of +0.1/hour and the subsidy is 75%, the final bonus will be +0.05%/hour. The level of subsidies is chosen in each colony in the place where social services used to be.<br />
Players themselves will have to provide their colonies with subsidized consumer goods if they want to receive the popular support bonus. The cost of subsidies will be reflected in finances.<br />
<br />
===Changes in Modules===<br />
Thrusters have changed in size. The Orion and Fusion models now require hydrogen to be constructed.<br />
Specialized laboratories receive an upgrade in their research multipliers, reaching 1.75 in the advanced versions. Observatories now have a high multiplier in the energy branch.<br />
Data centers and cloning centers receive a buff. The basic level now provides roughly the same as a colony with 100,000 inhabitants.<br />
Vanguard stations go from having a state management cost of 1 to 2 to limit the overexpansion of stations that hold colonies and, indirectly, to limit the number of colonies.<br />
Fission reactors receive a buff, narrowing the gap with fusion reactors, which are still better and require hydrogen.<br />
===Reinforcements, Supplies, and Repairs===<br />
In a previous version, the supply system was modified to allow supplies to be received in the system. Fleets that were in base could receive more supplies and restore their organization more quickly. Now, fleets will need to be in a port to be resupplied, but all ports of all bases in the subsector (including consortium bases) will collaborate to provide service to all fleets in the same subsector.<br />
<br />
This system has also been adapted for repairs and reinforcements. When a fleet docks at a subsector base, it can receive repairs and reinforcements from all bases in the same subsector, with the sole exception that reinforcements are only received from one's own bases. This way, it will not be necessary to choose the best base in a subsector or split the fleet to receive repairs faster.<br />
<br />
The logistics screen has been removed from the base menu and integrated as a tab within the bases.<br />
In the subsector screen, there is a new services tab showing allied bases and their repair, reinforcement, and supply services.<br />
<br />
===Personnel Licenses (Discharges)===<br />
A new mechanic has been introduced that reduces a number of reservists every cycle proportional to the total size of your units (fleets, bases, troops). Reservists are a valuable and scarce resource at the beginning of the game but become abundant in the mid/late game. Generally, having one or two colonies recruiting is more than sufficient unless you are rapidly expanding. Introducing a cycle cost obliges you to maintain an extra constant flow.<br />
<br />
The assigned value is 1 reservist/cycle for every 1,000 personnel. So, if you have a total of 10,000 personnel, you will have a cycle cost of 10. This value is affected by the server's speed.<br />
<br />
To compensate for the start of the game, the base reservist capacity has been doubled, and the game begins with this capacity at 100%.<br />
<br />
===Combat System===<br />
The feature of "shield absorbable" weapons has been replaced by "shield penetration." From now on, laser weapons have 0% shield penetration, projectile weapons have 50%, and disintegrators have 100%.<br />
The "penetration" feature has been replaced by "armor penetration."<br />
The "target" feature of weapons has been replaced by "tracking speed."<br />
Weapon occupancy has been modified from 50, 75, 100, 150 to 50, 100, 150, 200. All chassis have been expanded to accommodate these new sizes.<br />
Propulsion occupancy has been modified from 100, 125, 150, 170, 200 to 100, 150, 200, 250, 300. All chassis have been expanded to accommodate these new sizes.<br />
The "target size" feature of weapons has been replaced by "tracking speed." Instead of comparing the weapon's target size to the size of the target chassis, the comparison is now between the weapon's tracking speed and the target's maneuverability.<br />
A base maneuverability has been added for all chassis:<br />
** "Very Low" -> XL chassis -> XL weapons<br />
** "Low" -> L chassis -> L weapons<br />
** "Medium" -> M chassis -> M weapons<br />
** "High" -> S chassis -> S weapons<br />
** "Very High" -> XS chassis -> XS weapons<br />
Weapon types now have certain specializations:<br />
** Autocannons will have tracking speed equivalent to their weapon size and equivalent armor penetration. An M-sized weapon will have M tracking speed and penetration 2, making it suitable for destroying medium-sized ships. They are the standard weapon, equivalent to the previous system.<br />
** Railguns will have one additional level of penetration and a 25% reduction in damage compared to autocannons. They are optimized for targeting higher armor level foes.<br />
** Gatling guns will have one less penetration level, the same damage, and one more tracking speed level than autocannons. They are optimized for targeting lower armor level foes.<br />
** Lasers will have a 50% damage reduction compared to autocannons but two more tracking speed levels and penetration 5.<br />
Shields now have 50% more damage absorption points than their equivalent hull reinforcement. The shield penetration system has been reversed, so now all projectile weapons ignore 50% of shield damage and absorb 100% of laser damage. In other words, shields are optimized to protect against lasers, and it is better to install hull reinforcements against projectiles.<br />
Auxiliary thrusters have been rebalanced to allow different combinations and add 1 or 2 levels of maneuverability to some ships.<br />
The ship's tractor beam has been corrected to decrease the enemy ship's maneuverability by 1 level. Base tractor beams decrease it by 2 levels.<br />
<br />
===Probability of Firing Calculation===<br />
The calculation of the probability of firing has undergone changes:<br />
The base firing probability remains at 75%.<br />
A 25% deduction is made for each level of difference between the weapon's tracking speed and the target's maneuverability.<br />
Deductions are made if the organization is below 100%.<br />
If the final probability is less than or equal to 0%, a minimum probability of 1% is assigned (previously 10%). The bonus previously provided by the unit's experience, which is now applied to the final damage if the shot is successful.<br />
Additionally, a damage bonus is applied if the unit's commander or admiral has the "Gunner" skill. A new skill called "Boarding Specialist" has been introduced, which provides a boarding bonus, similar to the former "Gunner" skill.<br />
<br />
===Fighters===<br />
Modules for fighter cockpits have been eliminated. Now each fighter carries the necessary seats.<br />
The number of weapon slots for fighters has been reduced, but the number of shots per round has increased from 1 to 3.<br />
Eagle fighters can equip either one weapon and one shield or two thrusters, allowing them to achieve the maximum maneuverability in the game (which was previously impossible).<br />
Falcon fighters can carry two cannons and a shield, making them powerful ships for taking down fighters or small ships.<br />
Havok fighters maintain their role as bombers, being the only ones capable of equipping torpedoes. The damage of torpedoes has been increased, and plasma torpedoes now have penetration level 5.<br />
200mm cannons retain their role as powerful weapons and are useful against other fighters.<br />
Gatling lasers have been renamed pulse lasers and now have the highest tracking speed in the game (absurdly high).<br />
One level of energy reactors for fighters has been removed, making the tech tree shorter.<br />
Two levels of thrusters for fighters have been removed, making the tech tree shorter.<br />
<br />
===Exploration===<br />
Scientific exploration has been modified. The duration has been extended from 12 to 18 hours. The exploration result will indicate whether there are new deposits, new regions, rare resources, or treasures, although the probability of finding them is low.<br />
The results of explorations, depending on the type of mission, will more clearly indicate whether the resource has been found, if there are indications that it exists, or if it does not exist. This change makes it easier to determine if further missions are needed.<br />
The technologies for Prospecting and Treasure Hunting have been removed. The exploration missions they unlocked can now be acquired with the basic exploration technology.<br />
The "Explore Entire System" system has been modified so that different systems can be chained together in orders. Once the fleet completes the exploration of the order's system, it proceeds to the next system.<br />
The possibility of conducting "Scientific Exploration" throughout the system has been added.<br />
The "Prescient" ability of leaders has been replaced by the "Explorer" ability, which provides a time bonus for fleet exploration missions.<br />
<br />
===Diplomacy===<br />
The war system has been modified. Now, when the "supporting an ally" casus belli is used to declare war, it will be linked to the main war. If the main war ends (either through regular peace or capitulation), all linked wars will also end. However, it will still be possible to negotiate peace independently. If Faction A declares war on Faction B in support of Faction C, A and B can still negotiate peace if they choose to do so. If the main war ends with a surrender and tribute, the loser's allies will not lose prestige or have to pay tribute, but they will have a temporary colony defeat penalty.<br />
A penalty has been added for early surrender on popular support. If a faction capitulates before 24 hours/game speed have passed since the start of the war, they will suffer an extra penalty in all their colonies.</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Changelog&diff=22432Changelog2023-11-02T22:22:31Z<p>Vrivon: </p>
<hr />
<div>==1.4 (03/11/2023) Omega 4==<br />
<br />
The game now starts with an Omega base instead of an outpost. This allows for a slightly faster start and prevents players from getting stuck waiting to build their second base.<br />
New resource "Xenolite." It replaces the old Perovskite resource and can be found on some rare asteroids. Xenolite is used to construct hovercraft, whose selling price has been significantly increased. It's a resource that can be easily converted into money.<br />
New resource "Extremophiles." Found on some asteroids, they are required to manufacture more advanced life support systems.<br />
<br />
===Colonies: Changes in Consumer Goods===<br />
Social services have been removed.<br />
The new system using a "supply base" to provide colonies with consumer goods and obtain a popular support bonus has been eliminated.<br />
The concept of "subsidies" has been introduced, which is a percentage reduction in the price of consumer goods that our faction sells to its colonies. The bonus to popular support will be determined by this percentage. So, if we provide our colonies with food that grants a bonus of +0.1/hour and the subsidy is 75%, the final bonus will be +0.05%/hour. The level of subsidies is chosen in each colony in the place where social services used to be.<br />
Players themselves will have to provide their colonies with subsidized consumer goods if they want to receive the popular support bonus. The cost of subsidies will be reflected in finances.<br />
<br />
===Changes in Modules===<br />
Thrusters have changed in size. The Orion and Fusion models now require hydrogen to be constructed.<br />
Specialized laboratories receive an upgrade in their research multipliers, reaching 1.75 in the advanced versions. Observatories now have a high multiplier in the energy branch.<br />
Data centers and cloning centers receive a buff. The basic level now provides roughly the same as a colony with 100,000 inhabitants.<br />
Vanguard stations go from having a state management cost of 1 to 2 to limit the overexpansion of stations that hold colonies and, indirectly, to limit the number of colonies.<br />
Fission reactors receive a buff, narrowing the gap with fusion reactors, which are still better and require hydrogen.<br />
===Reinforcements, Supplies, and Repairs===<br />
In a previous version, the supply system was modified to allow supplies to be received in the system. Fleets that were in base could receive more supplies and restore their organization more quickly. Now, fleets will need to be in a port to be resupplied, but all ports of all bases in the subsector (including consortium bases) will collaborate to provide service to all fleets in the same subsector.<br />
<br />
This system has also been adapted for repairs and reinforcements. When a fleet docks at a subsector base, it can receive repairs and reinforcements from all bases in the same subsector, with the sole exception that reinforcements are only received from one's own bases. This way, it will not be necessary to choose the best base in a subsector or split the fleet to receive repairs faster.<br />
<br />
The logistics screen has been removed from the base menu and integrated as a tab within the bases.<br />
In the subsector screen, there is a new services tab showing allied bases and their repair, reinforcement, and supply services.<br />
<br />
===Personnel Licenses (Discharges)===<br />
A new mechanic has been introduced that reduces a number of reservists every cycle proportional to the total size of your units (fleets, bases, troops). Reservists are a valuable and scarce resource at the beginning of the game but become abundant in the mid/late game. Generally, having one or two colonies recruiting is more than sufficient unless you are rapidly expanding. Introducing a cycle cost obliges you to maintain an extra constant flow.<br />
<br />
The assigned value is 1 reservist/cycle for every 1,000 personnel. So, if you have a total of 10,000 personnel, you will have a cycle cost of 10. This value is affected by the server's speed.<br />
<br />
To compensate for the start of the game, the base reservist capacity has been doubled, and the game begins with this capacity at 100%.<br />
<br />
===Combat System===<br />
The feature of "shield absorbable" weapons has been replaced by "shield penetration." From now on, laser weapons have 0% shield penetration, projectile weapons have 50%, and disintegrators have 100%.<br />
The "penetration" feature has been replaced by "armor penetration."<br />
The "target" feature of weapons has been replaced by "tracking speed."<br />
Weapon occupancy has been modified from 50, 75, 100, 150 to 50, 100, 150, 200. All chassis have been expanded to accommodate these new sizes.<br />
Propulsion occupancy has been modified from 100, 125, 150, 170, 200 to 100, 150, 200, 250, 300. All chassis have been expanded to accommodate these new sizes.<br />
The "target size" feature of weapons has been replaced by "tracking speed." Instead of comparing the weapon's target size to the size of the target chassis, the comparison is now between the weapon's tracking speed and the target's maneuverability.<br />
A base maneuverability has been added for all chassis:<br />
** "Very Low" -> XL chassis -> XL weapons<br />
** "Low" -> L chassis -> L weapons<br />
** "Medium" -> M chassis -> M weapons<br />
** "High" -> S chassis -> S weapons<br />
** "Very High" -> XS chassis -> XS weapons<br />
Weapon types now have certain specializations:<br />
** Autocannons will have tracking speed equivalent to their weapon size and equivalent armor penetration. An M-sized weapon will have M tracking speed and penetration 2, making it suitable for destroying medium-sized ships. They are the standard weapon, equivalent to the previous system.<br />
** Railguns will have one additional level of penetration and a 25% reduction in damage compared to autocannons. They are optimized for targeting higher armor level foes.<br />
** Gatling guns will have one less penetration level, the same damage, and one more tracking speed level than autocannons. They are optimized for targeting lower armor level foes.<br />
** Lasers will have a 50% damage reduction compared to autocannons but two more tracking speed levels and penetration 5.<br />
Shields now have 50% more damage absorption points than their equivalent hull reinforcement. The shield penetration system has been reversed, so now all projectile weapons ignore 50% of shield damage and absorb 100% of laser damage. In other words, shields are optimized to protect against lasers, and it is better to install hull reinforcements against projectiles.<br />
Auxiliary thrusters have been rebalanced to allow different combinations and add 1 or 2 levels of maneuverability to some ships.<br />
The ship's tractor beam has been corrected to decrease the enemy ship's maneuverability by 1 level. Base tractor beams decrease it by 2 levels.<br />
<br />
===Probability of Firing Calculation===<br />
The calculation of the probability of firing has undergone changes:<br />
The base firing probability remains at 75%.<br />
A 25% deduction is made for each level of difference between the weapon's tracking speed and the target's maneuverability.<br />
Deductions are made if the organization is below 100%.<br />
If the final probability is less than or equal to 0%, a minimum probability of 1% is assigned (previously 10%). The bonus previously provided by the unit's experience, which is now applied to the final damage if the shot is successful.<br />
Additionally, a damage bonus is applied if the unit's commander or admiral has the "Gunner" skill. A new skill called "Boarding Specialist" has been introduced, which provides a boarding bonus, similar to the former "Gunner" skill.<br />
<br />
===Fighters===<br />
Modules for fighter cockpits have been eliminated. Now each fighter carries the necessary seats.<br />
The number of weapon slots for fighters has been reduced, but the number of shots per round has increased from 1 to 3.<br />
Eagle fighters can equip either one weapon and one shield or two thrusters, allowing them to achieve the maximum maneuverability in the game (which was previously impossible).<br />
Falcon fighters can carry two cannons and a shield, making them powerful ships for taking down fighters or small ships.<br />
Havok fighters maintain their role as bombers, being the only ones capable of equipping torpedoes. The damage of torpedoes has been increased, and plasma torpedoes now have penetration level 5.<br />
200mm cannons retain their role as powerful weapons and are useful against other fighters.<br />
Gatling lasers have been renamed pulse lasers and now have the highest tracking speed in the game (absurdly high).<br />
One level of energy reactors for fighters has been removed, making the tech tree shorter.<br />
Two levels of thrusters for fighters have been removed, making the tech tree shorter.<br />
<br />
===Exploration===<br />
Scientific exploration has been modified. The duration has been extended from 12 to 18 hours. The exploration result will indicate whether there are new deposits, new regions, rare resources, or treasures, although the probability of finding them is low.<br />
The results of explorations, depending on the type of mission, will more clearly indicate whether the resource has been found, if there are indications that it exists, or if it does not exist. This change makes it easier to determine if further missions are needed.<br />
The technologies for Prospecting and Treasure Hunting have been removed. The exploration missions they unlocked can now be acquired with the basic exploration technology.<br />
The "Explore Entire System" system has been modified so that different systems can be chained together in orders. Once the fleet completes the exploration of the order's system, it proceeds to the next system.<br />
The possibility of conducting "Scientific Exploration" throughout the system has been added.<br />
The "Prescient" ability of leaders has been replaced by the "Explorer" ability, which provides a time bonus for fleet exploration missions.<br />
<br />
===Diplomacy===<br />
The war system has been modified. Now, when the "supporting an ally" casus belli is used to declare war, it will be linked to the main war. If the main war ends (either through regular peace or capitulation), all linked wars will also end. However, it will still be possible to negotiate peace independently. If Faction A declares war on Faction B in support of Faction C, A and B can still negotiate peace if they choose to do so. If the main war ends with a surrender and tribute, the loser's allies will not lose prestige or have to pay tribute, but they will have a temporary colony defeat penalty.<br />
A penalty has been added for early surrender on popular support. If a faction capitulates before 24 hours/game speed have passed since the start of the war, they will suffer an extra penalty in all their colonies.</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Changelog&diff=22431Changelog2023-11-02T22:21:40Z<p>Vrivon: Created page with "==1.4 (03/11/2023) Omega 4== The game now starts with an Omega base instead of an outpost. This allows for a slightly faster start and prevents players from getting stuck wai..."</p>
<hr />
<div>==1.4 (03/11/2023) Omega 4==<br />
<br />
The game now starts with an Omega base instead of an outpost. This allows for a slightly faster start and prevents players from getting stuck waiting to build their second base.<br />
New resource "Xenolite." It replaces the old Perovskite resource and can be found on some rare asteroids. Xenolite is used to construct hovercraft, whose selling price has been significantly increased. It's a resource that can be easily converted into money.<br />
New resource "Extremophiles." Found on some asteroids, they are required to manufacture more advanced life support systems.<br />
===Colonies: Changes in Consumer Goods===<br />
<br />
Social services have been removed.<br />
The new system using a "supply base" to provide colonies with consumer goods and obtain a popular support bonus has been eliminated.<br />
The concept of "subsidies" has been introduced, which is a percentage reduction in the price of consumer goods that our faction sells to its colonies. The bonus to popular support will be determined by this percentage. So, if we provide our colonies with food that grants a bonus of +0.1/hour and the subsidy is 75%, the final bonus will be +0.05%/hour. The level of subsidies is chosen in each colony in the place where social services used to be.<br />
Players themselves will have to provide their colonies with subsidized consumer goods if they want to receive the popular support bonus. The cost of subsidies will be reflected in finances.<br />
===Changes in Modules===<br />
<br />
Thrusters have changed in size. The Orion and Fusion models now require hydrogen to be constructed.<br />
Specialized laboratories receive an upgrade in their research multipliers, reaching 1.75 in the advanced versions. Observatories now have a high multiplier in the energy branch.<br />
Data centers and cloning centers receive a buff. The basic level now provides roughly the same as a colony with 100,000 inhabitants.<br />
Vanguard stations go from having a state management cost of 1 to 2 to limit the overexpansion of stations that hold colonies and, indirectly, to limit the number of colonies.<br />
Fission reactors receive a buff, narrowing the gap with fusion reactors, which are still better and require hydrogen.<br />
===Reinforcements, Supplies, and Repairs===<br />
In a previous version, the supply system was modified to allow supplies to be received in the system. Fleets that were in base could receive more supplies and restore their organization more quickly. Now, fleets will need to be in a port to be resupplied, but all ports of all bases in the subsector (including consortium bases) will collaborate to provide service to all fleets in the same subsector.<br />
<br />
This system has also been adapted for repairs and reinforcements. When a fleet docks at a subsector base, it can receive repairs and reinforcements from all bases in the same subsector, with the sole exception that reinforcements are only received from one's own bases. This way, it will not be necessary to choose the best base in a subsector or split the fleet to receive repairs faster.<br />
<br />
The logistics screen has been removed from the base menu and integrated as a tab within the bases.<br />
In the subsector screen, there is a new services tab showing allied bases and their repair, reinforcement, and supply services.<br />
===Personnel Licenses (Discharges)===<br />
A new mechanic has been introduced that reduces a number of reservists every cycle proportional to the total size of your units (fleets, bases, troops). Reservists are a valuable and scarce resource at the beginning of the game but become abundant in the mid/late game. Generally, having one or two colonies recruiting is more than sufficient unless you are rapidly expanding. Introducing a cycle cost obliges you to maintain an extra constant flow.<br />
<br />
The assigned value is 1 reservist/cycle for every 1,000 personnel. So, if you have a total of 10,000 personnel, you will have a cycle cost of 10. This value is affected by the server's speed.<br />
<br />
To compensate for the start of the game, the base reservist capacity has been doubled, and the game begins with this capacity at 100%.<br />
<br />
===Combat System===<br />
<br />
The feature of "shield absorbable" weapons has been replaced by "shield penetration." From now on, laser weapons have 0% shield penetration, projectile weapons have 50%, and disintegrators have 100%.<br />
The "penetration" feature has been replaced by "armor penetration."<br />
The "target" feature of weapons has been replaced by "tracking speed."<br />
Weapon occupancy has been modified from 50, 75, 100, 150 to 50, 100, 150, 200. All chassis have been expanded to accommodate these new sizes.<br />
Propulsion occupancy has been modified from 100, 125, 150, 170, 200 to 100, 150, 200, 250, 300. All chassis have been expanded to accommodate these new sizes.<br />
The "target size" feature of weapons has been replaced by "tracking speed." Instead of comparing the weapon's target size to the size of the target chassis, the comparison is now between the weapon's tracking speed and the target's maneuverability.<br />
A base maneuverability has been added for all chassis:<br />
** "Very Low" -> XL chassis -> XL weapons<br />
** "Low" -> L chassis -> L weapons<br />
** "Medium" -> M chassis -> M weapons<br />
** "High" -> S chassis -> S weapons<br />
** "Very High" -> XS chassis -> XS weapons<br />
Weapon types now have certain specializations:<br />
** Autocannons will have tracking speed equivalent to their weapon size and equivalent armor penetration. An M-sized weapon will have M tracking speed and penetration 2, making it suitable for destroying medium-sized ships. They are the standard weapon, equivalent to the previous system.<br />
** Railguns will have one additional level of penetration and a 25% reduction in damage compared to autocannons. They are optimized for targeting higher armor level foes.<br />
** Gatling guns will have one less penetration level, the same damage, and one more tracking speed level than autocannons. They are optimized for targeting lower armor level foes.<br />
** Lasers will have a 50% damage reduction compared to autocannons but two more tracking speed levels and penetration 5.<br />
Shields now have 50% more damage absorption points than their equivalent hull reinforcement. The shield penetration system has been reversed, so now all projectile weapons ignore 50% of shield damage and absorb 100% of laser damage. In other words, shields are optimized to protect against lasers, and it is better to install hull reinforcements against projectiles.<br />
Auxiliary thrusters have been rebalanced to allow different combinations and add 1 or 2 levels of maneuverability to some ships.<br />
The ship's tractor beam has been corrected to decrease the enemy ship's maneuverability by 1 level. Base tractor beams decrease it by 2 levels.<br />
===Probability of Firing Calculation===<br />
The calculation of the probability of firing has undergone changes:<br />
<br />
The base firing probability remains at 75%.<br />
A 25% deduction is made for each level of difference between the weapon's tracking speed and the target's maneuverability.<br />
Deductions are made if the organization is below 100%.<br />
If the final probability is less than or equal to 0%, a minimum probability of 1% is assigned (previously 10%). The bonus previously provided by the unit's experience, which is now applied to the final damage if the shot is successful.<br />
Additionally, a damage bonus is applied if the unit's commander or admiral has the "Gunner" skill. A new skill called "Boarding Specialist" has been introduced, which provides a boarding bonus, similar to the former "Gunner" skill.<br />
<br />
===Fighters===<br />
<br />
Modules for fighter cockpits have been eliminated. Now each fighter carries the necessary seats.<br />
The number of weapon slots for fighters has been reduced, but the number of shots per round has increased from 1 to 3.<br />
Eagle fighters can equip either one weapon and one shield or two thrusters, allowing them to achieve the maximum maneuverability in the game (which was previously impossible).<br />
Falcon fighters can carry two cannons and a shield, making them powerful ships for taking down fighters or small ships.<br />
Havok fighters maintain their role as bombers, being the only ones capable of equipping torpedoes. The damage of torpedoes has been increased, and plasma torpedoes now have penetration level 5.<br />
200mm cannons retain their role as powerful weapons and are useful against other fighters.<br />
Gatling lasers have been renamed pulse lasers and now have the highest tracking speed in the game (absurdly high).<br />
One level of energy reactors for fighters has been removed, making the tech tree shorter.<br />
Two levels of thrusters for fighters have been removed, making the tech tree shorter.<br />
===Exploration===<br />
<br />
Scientific exploration has been modified. The duration has been extended from 12 to 18 hours. The exploration result will indicate whether there are new deposits, new regions, rare resources, or treasures, although the probability of finding them is low.<br />
The results of explorations, depending on the type of mission, will more clearly indicate whether the resource has been found, if there are indications that it exists, or if it does not exist. This change makes it easier to determine if further missions are needed.<br />
The technologies for Prospecting and Treasure Hunting have been removed. The exploration missions they unlocked can now be acquired with the basic exploration technology.<br />
The "Explore Entire System" system has been modified so that different systems can be chained together in orders. Once the fleet completes the exploration of the order's system, it proceeds to the next system.<br />
The possibility of conducting "Scientific Exploration" throughout the system has been added.<br />
The "Prescient" ability of leaders has been replaced by the "Explorer" ability, which provides a time bonus for fleet exploration missions.<br />
===Diplomacy===<br />
<br />
The war system has been modified. Now, when the "supporting an ally" casus belli is used to declare war, it will be linked to the main war. If the main war ends (either through regular peace or capitulation), all linked wars will also end. However, it will still be possible to negotiate peace independently. If Faction A declares war on Faction B in support of Faction C, A and B can still negotiate peace if they choose to do so. If the main war ends with a surrender and tribute, the loser's allies will not lose prestige or have to pay tribute, but they will have a temporary colony defeat penalty.<br />
A penalty has been added for early surrender on popular support. If a faction capitulates before 24 hours/game speed have passed since the start of the war, they will suffer an extra penalty in all their colonies.</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Coalition_war&diff=22413Coalition war2021-05-21T15:53:08Z<p>Vrivon: Vrivon moved page Coalition war to Coalition warfare</p>
<hr />
<div>#REDIRECT [[Coalition warfare]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Coalition_warfare&diff=22412Coalition warfare2021-05-21T15:53:08Z<p>Vrivon: Vrivon moved page Coalition war to Coalition warfare</p>
<hr />
<div>Coalition war is a game mode in which factions play together in a '' 'coalition' '' led by an NPC faction that compete with others in the galaxy. Factions are automatically allied with other factions in their coalition and at war with factions in other coalitions.<br />
<br />
The [[coalition]] in which a [[faction]] will play is defined at the time the game begins and is determined by its position on the map. Coalitions start in regions and all factions spawning within those regions will directly enter the coalition. It is not possible to change coalitions during the game.<br />
<br />
=== Diplomatic options ===<br />
Diplomacy is disabled during the game because the relationship between factions is determined by the coalition to which they belong. The [[protectorate]] will be deactivated and [[unconditional surrender]] is not possible.<br />
<br />
[[Consortium|Consortiums]] are still possible and allow multiple players to play as a group, in turn collaborating with other consortium and factions in their coalition. Obviously it is not possible to enter a consortium that has a member of another coalition.<br />
<br />
=== Special functions ===<br />
A new map feature is enabled in a coalition wargame that allows you to color it by coalition, although faction and consortium maps are also available.<br />
<br />
A coalition's own chat channel is also enabled.<br />
<br />
[[Category: Game concepts]]<br />
[[es:Guerra de coaliciones]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Coalition_warfare&diff=22411Coalition warfare2021-05-21T15:44:20Z<p>Vrivon: </p>
<hr />
<div>Coalition war is a game mode in which factions play together in a '' 'coalition' '' led by an NPC faction that compete with others in the galaxy. Factions are automatically allied with other factions in their coalition and at war with factions in other coalitions.<br />
<br />
The [[coalition]] in which a [[faction]] will play is defined at the time the game begins and is determined by its position on the map. Coalitions start in regions and all factions spawning within those regions will directly enter the coalition. It is not possible to change coalitions during the game.<br />
<br />
=== Diplomatic options ===<br />
Diplomacy is disabled during the game because the relationship between factions is determined by the coalition to which they belong. The [[protectorate]] will be deactivated and [[unconditional surrender]] is not possible.<br />
<br />
[[Consortium|Consortiums]] are still possible and allow multiple players to play as a group, in turn collaborating with other consortium and factions in their coalition. Obviously it is not possible to enter a consortium that has a member of another coalition.<br />
<br />
=== Special functions ===<br />
A new map feature is enabled in a coalition wargame that allows you to color it by coalition, although faction and consortium maps are also available.<br />
<br />
A coalition's own chat channel is also enabled.<br />
<br />
[[Category: Game concepts]]<br />
[[es:Guerra de coaliciones]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Coalition&diff=22410Coalition2021-05-21T15:43:52Z<p>Vrivon: Redirected page to Coalition war</p>
<hr />
<div>#REDIRECT [[Coalition war]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Coalition_warfare&diff=22409Coalition warfare2021-05-21T15:43:32Z<p>Vrivon: Created page with "Coalition war is a game mode in which factions play together in a '' 'coalition' '' led by an NPC faction that compete with others in the galaxy. Factions are automatically al..."</p>
<hr />
<div>Coalition war is a game mode in which factions play together in a '' 'coalition' '' led by an NPC faction that compete with others in the galaxy. Factions are automatically allied with other factions in their coalition and at war with factions in other coalitions.<br />
<br />
The [[coalition]] in which a [[faction]] will play is defined at the time the game begins and is determined by its position on the map. Coalitions start in regions and all factions spawning within those regions will directly enter the coalition. It is not possible to change coalitions during the game.<br />
<br />
=== Diplomatic options ===<br />
Diplomacy is disabled during the game because the relationship between factions is determined by the coalition to which they belong. The [[protectorate]] will be deactivated and [[unconditional surrender]] is not possible.<br />
<br />
[[Consortium|Consortiums]] are still possible and allow multiple players to play as a group, in turn collaborating with other consortium and factions in their coalition. Obviously it is not possible to enter a consortium that has a member of another coalition.<br />
<br />
=== Special functions ===<br />
A new map feature is enabled in a coalition wargame that allows you to color it by coalition, although faction and consortium maps are also available.<br />
<br />
A coalition's own chat channel is also enabled.<br />
<br />
[[Category: Game Concepts]]<br />
[[es:Guerra de coaliciones]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Fighter_hangar_I&diff=22384Object:Fighter hangar I2021-04-21T17:50:42Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Fighter hangar I<br />
| descripcion=The fighter hangars allow squadrons of fighters to be stored in order to be used in combat.<br />
| icono=hangar_cazas.png<br />
| categoria=Fighter hangar<br />
| descripcionCategoria=Fighter hangars provide a squadron of single-seater or two-seater ships capable of causing massive damage on bases or capital ships.<br />
| tecnologia=Fighters<br />
| volumen = 100<br />
| valor = 27736<br />
| masa = 2500<br />
| Installation time=DURACION4h<br />
| Fighter capacity=2<br />
| Estructure=800<br />
| Fighter deployment=2<br />
| Maintenance=10<br />
}}<br />
{{Installation requirements<br />
| power = 100<br />
| personnel = 100<br />
| space = 250<br />
}}<br />
{{Object resources<br />
| Rare earths=50<br />
| Metals=160<br />
| Radioisotopes=70<br />
| Silicates=30<br />
| Inert gases=100<br />
| Carbon compounds=300<br />
}}<br />
[[es:Object:Hangar de cazas I]]<br />
[[Category:Objects]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Template:TOClimit&diff=22338Template:TOClimit2021-04-15T14:52:15Z<p>Vrivon: Created page with "div class="toclimit-{{{1|{{{limit|3}}}}}}">__TOC__</div>"</p>
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.toclimit-2 .toclevel-1 ul,<br />
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display: none;<br />
}</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Xenomecha&diff=22336Object:Xenomecha2021-04-14T11:28:32Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Xenomecha<br />
| descripcion=A xenomecha is an automated vehicle of alien technology that brings a terrible firepower to the battlefield.<br />
| icono=xenomecha.jpg<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=<br />
| volumen = 200<br />
| valor = 30000<br />
| masa = <br />
| Space assault=+120%<br />
| Crowd control=0<br />
| Planetary assault=+120%<br />
| Exploration=0<br />
| Space defense=+120%<br />
| Planetary defense=+120%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
}}<br />
[[es:Object:Xenomecha]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Seth&diff=22335Object:Seth2021-04-14T11:28:31Z<p>Vrivon: Created page with "{{Page Object | nombre=Object:Seth | descripcion=Seth is a powerful biomecha created from alien DNA. | icono=biomecha.jpg | categoria=Troop vehicle | descripcionCategoria=Troo..."</p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Seth<br />
| descripcion=Seth is a powerful biomecha created from alien DNA.<br />
| icono=biomecha.jpg<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Biomechas<br />
| volumen = 200<br />
| valor = 9735<br />
| masa = <br />
| Space assault=+100%<br />
| Crowd control=0<br />
| Planetary assault=+100%<br />
| Exploration=0<br />
| Space defense=+100%<br />
| Planetary defense=+100%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Xenobiomass=50<br />
| Rare earths=100<br />
| Metals=150<br />
| Silicates=20<br />
| Inert gases=150<br />
| Carbon compounds=150<br />
}}<br />
[[es:Object:Seth]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Raptor_MKI&diff=22334Object:Raptor MKI2021-04-14T11:28:30Z<p>Vrivon: Created page with "{{Page Object | nombre=Object:Raptor MKI | descripcion=Biomechas use a combination of high-strength polymers and living tissue. The result is a terrifying fighting machine tha..."</p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Raptor MKI<br />
| descripcion=Biomechas use a combination of high-strength polymers and living tissue. The result is a terrifying fighting machine that, due to its reduced mass, can operate in space environments.<br />
| icono=biomecha.jpg<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Biomechas<br />
| volumen = 200<br />
| valor = 9735<br />
| masa = <br />
| Space assault=+80%<br />
| Crowd control=0<br />
| Planetary assault=+80%<br />
| Exploration=0<br />
| Space defense=+80%<br />
| Planetary defense=+80%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=100<br />
| Metals=150<br />
| Silicates=20<br />
| Inert gases=150<br />
| Carbon compounds=150<br />
}}<br />
[[es:Object:Raptor MKI]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Hermes_MKI&diff=22333Object:Hermes MKI2021-04-14T11:28:29Z<p>Vrivon: Created page with "{{Page Object | nombre=Object:Hermes MKI | descripcion=Heavy Mechas are mobile units that operate in planetary environments and have devastating firepower. | icono=mecha_volad..."</p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Hermes MKI<br />
| descripcion=Heavy Mechas are mobile units that operate in planetary environments and have devastating firepower.<br />
| icono=mecha_volador.jpg<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Space mechas II<br />
| volumen = 200<br />
| valor = 7311<br />
| masa = <br />
| Space assault=+70%<br />
| Crowd control=0<br />
| Planetary assault=+0%<br />
| Exploration=0<br />
| Space defense=+70%<br />
| Planetary defense=+0%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=180<br />
| Metals=120<br />
| Silicates=20<br />
| Inert gases=120<br />
| Carbon compounds=120<br />
}}<br />
[[es:Object:Hermes MKI]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Valkiria_MKII&diff=22332Object:Valkiria MKII2021-04-14T11:28:28Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Valkiria MKII<br />
| descripcion=The deployment of a mecha on a battlefield usually causes panic among the ranks of non-veteran soldiers. Its use is restricted to planetary combat.<br />
| icono=mecha_volador.jpg<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Space mechas II<br />
| volumen = 200<br />
| valor = 7311<br />
| masa = <br />
| Space assault=+65%<br />
| Crowd control=0<br />
| Planetary assault=+0%<br />
| Exploration=0<br />
| Space defense=+65%<br />
| Planetary defense=+0%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=180<br />
| Metals=120<br />
| Silicates=20<br />
| Inert gases=120<br />
| Carbon compounds=120<br />
}}<br />
[[es:Object:Valkiria MKII]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Valkiria_MKI&diff=22331Object:Valkiria MKI2021-04-14T11:28:28Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Valkiria MKI<br />
| descripcion=The deployment of a mecha on a battlefield usually causes panic among the ranks of non-veteran soldiers. Its use is restricted to planetary combat.<br />
| icono=mecha_volador.jpg<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Space mechas<br />
| volumen = 200<br />
| valor = 5672<br />
| masa = <br />
| Space assault=+60%<br />
| Crowd control=0<br />
| Planetary assault=+0%<br />
| Exploration=0<br />
| Space defense=+60%<br />
| Planetary defense=+0%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=150<br />
| Metals=100<br />
| Silicates=20<br />
| Inert gases=100<br />
| Carbon compounds=100<br />
}}<br />
[[es:Object:Valkiria MKI]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Wolf_MKI&diff=22330Object:Wolf MKI2021-04-14T11:28:27Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Wolf MKI<br />
| descripcion=Wolf mechas combine enormous firepower with excellent mobility due to their Beurita chassis.<br />
| icono=mecha.jpg<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Heavy mechas II<br />
| volumen = 200<br />
| valor = 57225<br />
| masa = <br />
| Space assault=+0%<br />
| Crowd control=0<br />
| Planetary assault=+90%<br />
| Exploration=0<br />
| Space defense=+0%<br />
| Planetary defense=+90%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Beurite=80<br />
| Rare earths=150<br />
| Metals=150<br />
| Silicates=20<br />
| Inert gases=150<br />
| Carbon compounds=150<br />
}}<br />
[[es:Object:Wolf MKI]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Succubus_MKI&diff=22329Object:Succubus MKI2021-04-14T11:28:26Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Succubus MKI<br />
| descripcion=Heavy mechas are mobile units that operate in planetary environments and have devastating firepower.<br />
| icono=mecha.jpg<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Heavy mechas<br />
| volumen = 200<br />
| valor = 9735<br />
| masa = <br />
| Space assault=+0%<br />
| Crowd control=0<br />
| Planetary assault=+75%<br />
| Exploration=0<br />
| Space defense=+0%<br />
| Planetary defense=+75%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=100<br />
| Metals=150<br />
| Silicates=20<br />
| Inert gases=150<br />
| Carbon compounds=150<br />
}}<br />
[[es:Object:Succubus MKI]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Succubus_MKII&diff=22328Object:Succubus MKII2021-04-14T11:28:25Z<p>Vrivon: Created page with "{{Page Object | nombre=Object:Succubus MKII | descripcion=Heavy mechas are mobile units that operate in planetary environments and have devastating firepower. | icono=mecha.jp..."</p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Succubus MKII<br />
| descripcion=Heavy mechas are mobile units that operate in planetary environments and have devastating firepower.<br />
| icono=mecha.jpg<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Heavy mechas II<br />
| volumen = 200<br />
| valor = 9735<br />
| masa = <br />
| Space assault=+0%<br />
| Crowd control=0<br />
| Planetary assault=+80%<br />
| Exploration=0<br />
| Space defense=+0%<br />
| Planetary defense=+80%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=100<br />
| Metals=150<br />
| Silicates=20<br />
| Inert gases=150<br />
| Carbon compounds=150<br />
}}<br />
[[es:Object:Succubus MKII]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Razor_MKII&diff=22327Object:Razor MKII2021-04-14T11:28:24Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Razor MKII<br />
| descripcion=Armored all-terrain vehicle with capacity for more than 35 soldiers.<br />
| icono=blindado.jpg<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Razor MK2 tanks<br />
| volumen = 200<br />
| valor = 2110<br />
| masa = <br />
| Space assault=+0%<br />
| Crowd control=0<br />
| Planetary assault=+40%<br />
| Exploration=0<br />
| Space defense=+0%<br />
| Planetary defense=+40%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=120<br />
| Metals=100<br />
| Silicates=20<br />
| Inert gases=60<br />
| Carbon compounds=60<br />
}}<br />
[[es:Object:Razor MKII]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Armored_vehicle&diff=22326Object:Armored vehicle2021-04-14T11:28:23Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Armored vehicle<br />
| descripcion=Armored all-terrain vehicle with capacity for 8 soldiers.<br />
| icono=vehiculo_blindado.jpg<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Armored vehicles<br />
| volumen = 200<br />
| valor = 2110<br />
| masa = <br />
| Space assault=+0%<br />
| Crowd control=0<br />
| Planetary assault=+20%<br />
| Exploration=0<br />
| Space defense=+0%<br />
| Planetary defense=+20%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=100<br />
| Metals=60<br />
| Silicates=20<br />
| Inert gases=40<br />
| Carbon compounds=40<br />
}}<br />
[[es:Object:Vehículo blindado]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Flak_tank&diff=22325Object:Flak tank2021-04-14T11:28:23Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Flak tank<br />
| descripcion=<br />
| icono=flak_tank.png<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Flak tanks<br />
| volumen = 200<br />
| valor = 6376<br />
| masa = <br />
| Space assault=+0%<br />
| Crowd control=0<br />
| Planetary assault=+0%<br />
| Exploration=0<br />
| Space defense=+40%<br />
| Planetary defense=+40%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=120<br />
| Metals=100<br />
| Radioisotopes=40<br />
| Silicates=40<br />
| Inert gases=60<br />
| Carbon compounds=60<br />
}}<br />
[[es:Object:Tanque Flak]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Patrol_speeder&diff=22324Object:Patrol speeder2021-04-14T11:28:22Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Patrol speeder<br />
| descripcion=Patrol speeder is a vehicle that allows quick access to the point of the colony where there are problems.<br />
| icono=patrullero.png<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Patrol vehicles<br />
| volumen = 100<br />
| valor = 1178<br />
| masa = <br />
| Space assault=+0%<br />
| Crowd control=50<br />
| Planetary assault=+0%<br />
| Exploration=0<br />
| Space defense=+0%<br />
| Planetary defense=+0%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=60<br />
| Metals=40<br />
| Silicates=10<br />
| Carbon compounds=40<br />
}}<br />
[[es:Object:Patrullero]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Razor_MKI&diff=22323Object:Razor MKI2021-04-14T11:28:21Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Razor MKI<br />
| descripcion=Armored all-terrain vehicle with capacity for more than 35 soldiers.<br />
| icono=blindado.jpg<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Razor MK1 tanks<br />
| volumen = 200<br />
| valor = 2110<br />
| masa = <br />
| Space assault=+0%<br />
| Crowd control=0<br />
| Planetary assault=+30%<br />
| Exploration=0<br />
| Space defense=+0%<br />
| Planetary defense=+30%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=100<br />
| Metals=80<br />
| Silicates=20<br />
| Inert gases=60<br />
| Carbon compounds=60<br />
}}<br />
[[es:Object:Razor MKI]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Support_robot&diff=22322Object:Support robot2021-04-14T11:28:20Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Support robot<br />
| descripcion=The support robot is a quadruped that is capable of carrying a huge load, freeing the soldiers from having to load it themselves.<br />
| icono=robot_de_apoyo.png<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Basic technology<br />
| volumen = 100<br />
| valor = 550<br />
| masa = <br />
| Space assault=+0%<br />
| Crowd control=0<br />
| Planetary assault=+0%<br />
| Exploration=0<br />
| Space defense=+0%<br />
| Planetary defense=+0%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=25<br />
| Metals=10<br />
| Carbon compounds=10<br />
}}<br />
[[es:Object:Robot de apoyo]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Jetpack&diff=22321Object:Jetpack2021-04-14T11:28:19Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Jetpack<br />
| descripcion=Jetpacks allow troops to access to critical points of the enemy's defense.<br />
| icono=jetpack.jpg<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Jetpacks<br />
| volumen = 100<br />
| valor = 1227<br />
| masa = <br />
| Space assault=+10%<br />
| Crowd control=0<br />
| Planetary assault=+10%<br />
| Exploration=0<br />
| Space defense=+10%<br />
| Planetary defense=+10%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=30<br />
| Metals=20<br />
| Radioisotopes=10<br />
| Carbon compounds=20<br />
}}<br />
[[es:Object:Jetpack]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Assault_ship&diff=22320Object:Assault ship2021-04-14T11:28:18Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Assault ship<br />
| descripcion=Assault ships offer a quick access to the troops to the vital positions of the enemy.<br />
| icono=lanzadera_de_asalto.png<br />
| categoria=Troop vehicle<br />
| descripcionCategoria=Troop vehicles are one of four types of items that equip a troop unit. It consists of a support system to move faster and / or to offer more firepower. They can be very diverse as assault shuttles to increase space combat performance, or armored vehicles improve planetary combat capability.<br />
| tecnologia=Troop transportation<br />
| volumen = 100<br />
| valor = 1443<br />
| masa = <br />
| Space assault=+20%<br />
| Crowd control=0<br />
| Planetary assault=+0%<br />
| Exploration=0<br />
| Space defense=+0%<br />
| Planetary defense=+0%<br />
}}<br />
{{Object resources<br />
| Water=50<br />
| Rare earths=80<br />
| Metals=40<br />
| Radioisotopes=5<br />
| Carbon compounds=40<br />
}}<br />
[[es:Object:Lanzadera de asalto]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Combat_drone&diff=22319Object:Combat drone2021-04-14T11:28:18Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Combat drone<br />
| descripcion=Combat drones can move in zero gravity very easily by increasing the unit's firepower in assaults and space defenses.<br />
| icono=equipo_basico.png<br />
| categoria=Troop accessory<br />
| descripcionCategoria=Troop accessories are a type of object that can be equipped with troops. It grants a bonus to space combat, planetary and surveillance.<br />
| tecnologia=Marine training<br />
| volumen = 100<br />
| valor = 1485<br />
| masa = <br />
| Space assault=+15%<br />
| Crowd control=0<br />
| Planetary assault=+0%<br />
| Exploration=0<br />
| Space defense=+15%<br />
| Planetary defense=+0%<br />
}}<br />
{{Object resources<br />
| Water=25<br />
| Rare earths=40<br />
| Metals=80<br />
| Silicates=20<br />
| Inert gases=10<br />
| Carbon compounds=40<br />
}}<br />
[[es:Object:Dron de combate]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Analyzer&diff=22318Object:Analyzer2021-04-14T11:28:17Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Analyzer<br />
| descripcion=The analyzers are devices that have a wide range of instruments and allow the retrieval of information from a sample in situ.<br />
| icono=equipo_basico.png<br />
| categoria=Troop accessory<br />
| descripcionCategoria=Troop accessories are a type of object that can be equipped with troops. It grants a bonus to space combat, planetary and surveillance.<br />
| tecnologia=Analyzers<br />
| volumen = 100<br />
| valor = 3405<br />
| masa = <br />
| Space assault=+0%<br />
| Crowd control=0<br />
| Planetary assault=+0%<br />
| Exploration=1<br />
| Space defense=+0%<br />
| Planetary defense=+0%<br />
}}<br />
{{Object resources<br />
| Water=25<br />
| Rare earths=80<br />
| Metals=40<br />
| Silicates=20<br />
| Inert gases=10<br />
| Carbon compounds=40<br />
}}<br />
[[es:Object:Analizador]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Magnetic_device&diff=22317Object:Magnetic device2021-04-14T11:28:16Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Magnetic device<br />
| descripcion=Magnetic devices provide support points on metal surfaces that allow soldiers a tactical advantage in zero gravity combat situations.<br />
| icono=equipo_basico.png<br />
| categoria=Troop accessory<br />
| descripcionCategoria=Troop accessories are a type of object that can be equipped with troops. It grants a bonus to space combat, planetary and surveillance.<br />
| tecnologia=Space assault<br />
| volumen = 100<br />
| valor = 761<br />
| masa = <br />
| Space assault=+10%<br />
| Crowd control=0<br />
| Planetary assault=+0%<br />
| Exploration=0<br />
| Space defense=+10%<br />
| Planetary defense=+0%<br />
}}<br />
{{Object resources<br />
| Water=25<br />
| Metals=60<br />
| Silicates=20<br />
| Inert gases=10<br />
| Carbon compounds=40<br />
}}<br />
[[es:Object:Anclaje magnético]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Xeno_grenades&diff=22316Object:Xeno grenades2021-04-14T11:28:15Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Xeno grenades<br />
| descripcion=Xenogranades are composed of a biological material highly dangerous for the human being.<br />
| icono=granadas_ng.png<br />
| categoria=Troop accessory<br />
| descripcionCategoria=Troop accessories are a type of object that can be equipped with troops. It grants a bonus to space combat, planetary and surveillance.<br />
| tecnologia=Xenogrenades<br />
| volumen = 100<br />
| valor = 8942<br />
| masa = <br />
| Space assault=+20%<br />
| Crowd control=0<br />
| Planetary assault=+20%<br />
| Exploration=0<br />
| Space defense=+20%<br />
| Planetary defense=+20%<br />
}}<br />
{{Object resources<br />
| Water=25<br />
| Xenobiomass=30<br />
| Metals=40<br />
| Silicates=20<br />
| Inert gases=10<br />
| Carbon compounds=40<br />
}}<br />
[[es:Object:Xenogranada]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:NG_grenades&diff=22315Object:NG grenades2021-04-14T11:28:14Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:NG grenades<br />
| descripcion=Excellent element of support for the assault of the infantry. They provide additional firepower.<br />
| icono=granadas_ng.png<br />
| categoria=Troop accessory<br />
| descripcionCategoria=Troop accessories are a type of object that can be equipped with troops. It grants a bonus to space combat, planetary and surveillance.<br />
| tecnologia=Hand grenades<br />
| volumen = 100<br />
| valor = 879<br />
| masa = <br />
| Space assault=+10%<br />
| Crowd control=0<br />
| Planetary assault=+10%<br />
| Exploration=0<br />
| Space defense=+10%<br />
| Planetary defense=+10%<br />
}}<br />
{{Object resources<br />
| Water=25<br />
| Metals=40<br />
| Radioisotopes=5<br />
| Silicates=20<br />
| Inert gases=10<br />
| Carbon compounds=40<br />
}}<br />
[[es:Object:Granadas NG]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Neuromodulator&diff=22314Object:Neuromodulator2021-04-14T11:28:14Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Neuromodulator<br />
| descripcion=Neuromodulators allow to send signals to the brain in order to make the subject more inclined to perform certain actions.<br />
| icono=neuromodulador.jpg<br />
| categoria=Troop accessory<br />
| descripcionCategoria=Troop accessories are a type of object that can be equipped with troops. It grants a bonus to space combat, planetary and surveillance.<br />
| tecnologia=Neuromodulators<br />
| volumen = 100<br />
| valor = 1039<br />
| masa = <br />
| Space assault=+0%<br />
| Crowd control=50<br />
| Planetary assault=+0%<br />
| Exploration=0<br />
| Space defense=+0%<br />
| Planetary defense=+0%<br />
}}<br />
{{Object resources<br />
| Water=25<br />
| Rare earths=40<br />
| Metals=40<br />
| Silicates=20<br />
| Inert gases=10<br />
| Carbon compounds=40<br />
}}<br />
[[es:Object:Neuromodulador]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:C9_explosives&diff=22313Object:C9 explosives2021-04-14T11:28:13Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:C9 explosives<br />
| descripcion=Do not they let you in? Try this.<br />
| icono=equipo_basico.png<br />
| categoria=Troop accessory<br />
| descripcionCategoria=Troop accessories are a type of object that can be equipped with troops. It grants a bonus to space combat, planetary and surveillance.<br />
| tecnologia=Explosives C9<br />
| volumen = 100<br />
| valor = 1191<br />
| masa = <br />
| Space assault=+20%<br />
| Crowd control=0<br />
| Planetary assault=+20%<br />
| Exploration=0<br />
| Space defense=+0%<br />
| Planetary defense=+0%<br />
}}<br />
{{Object resources<br />
| Water=25<br />
| Rare earths=40<br />
| Metals=40<br />
| Radioisotopes=50<br />
| Silicates=20<br />
| Inert gases=10<br />
| Carbon compounds=40<br />
}}<br />
[[es:Object:Explosivos c9]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:C8_explosives&diff=22312Object:C8 explosives2021-04-14T11:28:12Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:C8 explosives<br />
| descripcion=Do not they let you in? Try this.<br />
| icono=equipo_basico.png<br />
| categoria=Troop accessory<br />
| descripcionCategoria=Troop accessories are a type of object that can be equipped with troops. It grants a bonus to space combat, planetary and surveillance.<br />
| tecnologia=Tactical explosives<br />
| volumen = 100<br />
| valor = 1191<br />
| masa = <br />
| Space assault=+15%<br />
| Crowd control=0<br />
| Planetary assault=+15%<br />
| Exploration=0<br />
| Space defense=+0%<br />
| Planetary defense=+0%<br />
}}<br />
{{Object resources<br />
| Water=25<br />
| Rare earths=40<br />
| Metals=40<br />
| Radioisotopes=40<br />
| Silicates=20<br />
| Inert gases=10<br />
| Carbon compounds=40<br />
}}<br />
[[es:Object:Explosivos C8]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Basic_equipment&diff=22311Object:Basic equipment2021-04-14T11:28:11Z<p>Vrivon: </p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Basic equipment<br />
| descripcion=Basic survival kit for the hard life of space.<br />
| icono=equipo_basico.png<br />
| categoria=Troop accessory<br />
| descripcionCategoria=Troop accessories are a type of object that can be equipped with troops. It grants a bonus to space combat, planetary and surveillance.<br />
| tecnologia=Basic technology<br />
| volumen = 100<br />
| valor = 325<br />
| masa = <br />
| Space assault=+5%<br />
| Crowd control=0<br />
| Planetary assault=+5%<br />
| Exploration=0<br />
| Space defense=+5%<br />
| Planetary defense=+5%<br />
}}<br />
{{Object resources<br />
| Water=25<br />
| Metals=20<br />
| Silicates=20<br />
| Inert gases=10<br />
| Carbon compounds=40<br />
}}<br />
[[es:Object:Equipo básico]]<br />
[[Category:Objets]]</div>Vrivonhttps://wiki.zerogcommander.com/index.php?title=Object:Symbiotic_Power_Armor&diff=22310Object:Symbiotic Power Armor2021-04-14T11:28:10Z<p>Vrivon: Created page with "{{Page Object | nombre=Object:Symbiotic Power Armor | descripcion=The symbiotic power armor uses a technology that integrates the crew member at the nanomechanical level with..."</p>
<hr />
<div>{{Page Object<br />
| nombre=Object:Symbiotic Power Armor<br />
| descripcion=The symbiotic power armor uses a technology that integrates the crew member at the nanomechanical level with it, allowing a very high performance in combat.<br />
| icono=servoarmadura_simbiotica.jpg<br />
| categoria=Troop armor<br />
| descripcionCategoria=The armor of troops is part of the equipment of a troop. Award a bonus to space and planetary combat by providing soldiers with resistance to damage. Like any troop team, the armor can be replaced by another type available at the base in which the troop is located.<br />
| tecnologia=<br />
| volumen = 100<br />
| valor = 50000<br />
| masa = <br />
| Space assault=+60%<br />
| Crowd control=0<br />
| Planetary assault=+60%<br />
| Exploration=0<br />
| Space defense=+60%<br />
| Planetary defense=+60%<br />
}}<br />
{{Object resources<br />
| Rare earths=150<br />
| Metals=200<br />
| Silicates=150<br />
| Carbon compounds=150<br />
}}<br />
[[es:Object:Servoarmadura simbiótica]]<br />
[[Category:Objets]]</div>Vrivon