Games PC KKND 2-KROSSFIRE User Manual

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TABLE OF CONTENTS

TABLE OF CONTENTS. . . . . . . . . . . . . . . . . . . . 3

MINIMUM SYSTEM REQUIREMENTS . . . . . . . . . 4

INSTALLATION . . . . . . . . . . . . . . . . . . . . . . . . . 4

TO PLAY KKND KROSSFIRE . . . . . . . . . . . . . . 5

BACKSTORY. . . . . . . . . . . . . . . . . . . . . . . . . . . 5

OPTIONS SCREENS

(SUPERSTRUCTURE) . . . . . . . . . . . . . . . . . . . . 6

YOUR OBJECTIVE. . . . . . . . . . . . . . . . . . . . . . . 7

COMMANDS & SHORTCUTS

(A SUMMARY) . . . . . . . . . . . . . . . . . . . . . . . . . . 7

VISIBILITY: SEEIN’ STUFF . . . . . . . . . . . . . . . . 9

FOG OF WAR/SHROUD . . . . . . . . . . . . . 9 LINE OF SIGHT. . . . . . . . . . . . . . . . . . . . 9 MINIMAP . . . . . . . . . . . . . . . . . . . . . . . . . 9 RADAR. . . . . . . . . . . . . . . . . . . . . . . . . . 10 SHORTCUTS TO MAP AREAS . . . . . . . . 10

SELECTING STUFF . . . . . . . . . . . . . . . . . . . . . 10

STATUS BARS. . . . . . . . . . . . . . . . . . . . . . . . . . 11

BOSSING THINGS ABOUT . . . . . . . . . . . . . . . . 12

MOVING . . . . . . . . . . . . . . . . . . . . . . . . . 12 ATTACKING . . . . . . . . . . . . . . . . . . . . . . 13 WAYPOINTS & MARSHALLING POINTS. . 14 ORDERS LIST . . . . . . . . . . . . . . . . . . . . 14 SPECIAL ORDERS . . . . . . . . . . . . . . . . 15

RESOURCES . . . . . . . . . . . . . . . . . . . . . . . . . . 15

OIL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 ALTERNATIVE ENERGY. . . . . . . . . . . . . 16

TECH LEVELS . . . . . . . . . . . . . . . . . . . . . . . . . 16

VETERAN UNITS . . . . . . . . . . . . . . . . . . . . . . . 17

SIDEBAR DESCRIPTION . . . . . . . . . . . . . . . . . 18

3

SYSTEM REQUIREMENTS & ISTALLATIONS

PLAYING KKND KROSSFIRE

MINIMUM

 

INSTALLATION

TO PLAY KKND KROSSFIRE

 

 

 

be a

all the defaults during the

 

 

all. Or at

you’ll find the KKND Krossfire

 

 

can get

START menu under \Pro-

 

 

 

House\KKND Krossfire. It’s

 

 

 

little KKND Krossfire graphic

 

 

 

then hit the ‘Play’ button, and

 

 

into your

 

 

 

of Win95

Backstory

 

 

screen.

 

 

 

graphic.

 

 

 

AutoRun

a

 

 

START

only

 

 

click

 

 

 

sure your

 

 

 

window,

half

 

 

SETUP.EXE.

Y,

 

 

 

-

Recommended

selecting the

-

 

 

 

for

 

 

 

now

 

 

 

also

Supported

 

 

SURVIVORS, IN BRIEF

Agoraphobia got the best of the military types, and they cowered underground for 40 years after deserting the First Surface War. Today, they think they’re finally over it, and it’s time to retake the surface in the name of the ‘true humans’, as well as try out their weapon enhancements. They’re now called the New Survivors. But the mentality hasn’t changed a bit.

EVOLVED, OUT OF BRIEFS

They’ve had 40 more years to evolve in a radioactive environment, so they look almost as twisted as their new animals. They still believe that the first war was caused by The Scourge, angry gods punishing humans for shunning and destroying nature. It is the duty of The Further Evolved to prevent the Survivors taking over, for fear of even greater wrath. The Further Evolved have gone back closer to nature, shunning the vehicles used by their ancestors. Nature or nuthin’! Except for the guns, of course…

SERIES 9

The agricultural robots are new to the war, but their motive is as old as they come. Revenge. Nine series of robots were invented before the

Great War to perform menial tasks. Series 1-4,citybots, were annihilated along with the cities targetted by the Great War’s bombs. The fallout from those bombs killed crops and sterilised soil far away where the Series 9, agricultural robots, were working, safe from the blast but not theafter-effects.Their circuitry fused, they destroyed Series5-8out of spite (and lunacy) and plotted revenge on the humans who ruined their livelihood. In 2140, from a distance, they observed the Survivors and Evolved warring and realised that their pitchfork weapons weren’t gonna cut it. They spent an extra 40 years developing a more ‘military’ approach. They’re quite pleased with the results. Revenge will indeed be sweet.

END OF STORY.

Now go out there and blow things up!

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5

5

OPTIONS SCREENS (SUPERSTRUCTURE)

YOUR OBJECTIVE

Main Screen

 

meaning

 

 

 

of

Single-

 

 

 

here.

 

 

 

the sound

 

 

 

level of the

 

 

 

 

 

Sound Volume:

 

everything? Hit

 

Fiddle with the Sound Effects volume.

 

 

 

Music Volume:

 

 

 

 

Ditto on the Music volume.

 

 

 

Scroll Speed:

 

and all this

 

Sets your scroll speed for the cursor keys

 

no, just do

 

and the Left Mouse Button (ie. your stan

 

 

 

 

dard scroll speed).

 

 

 

Fast Scrollspeed:

 

 

 

 

Your Right Mouse Button allows you to

 

 

 

 

rapidly scroll over the map. This slider sets

In-Game

Options Screen

 

 

the speed of this.

 

 

 

• Gamespeed:

 

happily in

 

Sets overall game speed, affecting con-

 

you might

 

struction times, unit speeds, things like that.

 

 

choice.

• OK: Okay?

.

Hitting

Save:

 

or

clicking

 

To Save your game position, click this but-

 

 

(at the

 

ton then either double click on a save slot

 

sidebar)

 

or click once then click the Save button.

 

into the In-

 

Done! Your game details (name, time of

 

menu:

 

save) will occupy a slot. You can click an

 

 

 

 

occupied slot and you’ll be prompted to

 

 

 

 

confirm whether you want to replace the

 

 

Here’s

 

current game in that slot with the new one.

 

 

 

 

Click yes to do so.

 

 

 

Load:

 

 

.

 

See ‘Load Game’ above.

 

 

 

Restart: Restarts your current mission.

 

at each

Briefing:

 

numbers to

 

For an even briefer brief, click this. It’ll

 

See under

 

restate your mission objectives in text form.

Help:

Click this to scroll through all the keyboard and mouse commands used in KKND Krossfire.

Return:

Drops you back to the game. ESC does the same thing.

Quit:

Fires you back to the main screen.

YOUR OBJECTIVE

ell, it’s like most wars. Your objective is

Wto own EVERYTHING... to own... THE WORLD! (insert maniacal laughter here). You go about this by selecting an army to join, then annihilating everything that does- n’t wear the same colours. More specifically, you gather resources, using them to produce your own buildings and units to fight and remove the enemy’s buildings and units on each territory. There’s a bit more to it than that, and you’ll find out the finer points during the mission briefings you’ll receive before you’re sent out into the battle zone by commanders who never go anywhere near them. War! Who’ll ever understand it?

COMMANDS & SHORTCUTS (A SUMMARY)

ere are the main commands and shortcuts

Hfor playing the game. The full list appears in Appendix A: Commands and Shortcuts.

LEFT MOUSE BUTTON

The Left Mouse Button is mainly responsible for Selecting, Moving and Attacking. See under each of these sections for details. Here’s a brief list:

Selection/Status:

Click individual units or drag select a bunch of ‘em. They’ll be selected, and you’ll see

6

7

7

COMMANDS & SHORTCUTS (A SUMMARY)

VISIBILITY: SEEIN’ STUFF

 

 

 

 

 

VISIBILITY:

SEEIN’ STUFF

 

 

 

 

 

 

in KKND

 

 

screen on

 

Some units,

 

 

 

 

 

 

what you see

 

 

 

 

 

 

other visibi-

 

 

active), so

 

. Let’s get

 

 

Technicians will

 

 

 

 

 

drag sel-

 

 

 

 

building (eg.

 

area on

 

 

 

main buil-

 

your units

 

 

 

click the

 

a stippled

 

 

 

 

 

 

explored area

 

 

 

 

 

 

any of your

 

 

(See

under

 

only the

 

 

 

 

 

 

or units.

 

 

 

. (Also see

 

 

 

 

 

 

 

 

always as

 

 

the in-game

 

of sight can

 

 

 

 

 

 

of

 

 

 

 

 

 

tech-

 

 

 

 

 

 

over

 

 

. Activates

 

 

 

 

 

next unit

 

 

 

 

 

over.

 

 

 

 

 

put, even

 

 

 

 

them.

 

 

 

 

 

will

scatter

 

 

KE

YBOARD

 

.

 

 

 

 

 

aggressively

 

 

 

 

 

unit within

MINIMAP

 

 

 

 

 

The Minimap is a miniaturised version of the

 

 

stick by the

map. Not many surprises there. It gives you a

 

 

it

if

it gets

quick overview of the surrounding area.

 

 

 

 

 

Here’s what you need to know:

 

 

See

under

 

 

 

 

 

.

 

• Getting it

 

 

 

Speed.

Your main building (eg. Clanhall) starts at

 

 

keys).

Tech Level 0. Upgrade it once and your

Minimap On/Off button appears near the bottom of your sidebar. Click it (or hit TAB) to see the Minimap, click it again to hide it.

Upgrading it

Upgrading your main building also upgrades your Minimap. At Tech 1, the Minimap shows terrain and friendly units; Tech 2 gives you enemy units as well; Tech 3 extends the radar range from your main building.

Understanding it

Here’s what it looks like.

The black areas are Shroud (see above). Grey areas are Fog. Coloured dots represent units or buildings, their colour showing their team. When you are under

attack, you’ll see little flashes of red on the Minimap to point to the action. Some units appear to appear and disappear under the Fog. See Radar below for an explanation.

Moving it

The tilde (~) key toggles your Minimap to the top left or bottom left corners of your screen so the Minimap isn’t in the way.

Scrolling it

If the main playing area is quite large, the Minimap won’t fit it all in, so you’ll need to scroll around inside it. You can position the cursor to an inside edge of the Minimap and click repeatedly to move in that direction, or you can scroll around the larger map (left or right mouse buttons or cursor keys).

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9

9

SELECTING STUFF

allowing

Button held and

 

to get around the

yourself

ways exist. And

 

distant area that’s visi-

your

simply click on it in

field

 

 

And

 

 

 

screen positions,

mobile

screen positions as

.

keys. This is handy

 

back to

secondary

a

interest

(oil setups,

 

You can set up four

a

are on the desired

-

CTRL and hit a func-

visual

this, simply hitting

fog’

display that map

(in a

 

 

.

 

 

 

centre the screen on

below).

Outpost). Repeated

 

through other Outpost

sho-

have them.

(avai-

 

 

 

into number keys

in

below), then you can

equip-

centre the screen on

on

while

hitting the

Stealth

 

 

will

 

 

 

SELECTING STUFF

 

 

ou gotta get people’s attention before

a

Yyou can get them to do stuff for you.

trans-

Here’s all you need to know about selecting

 

units and storing groups.

 

SELECTING

There are two basic ways to select units. You either click on an individual unit or building, or you click and drag a selection box around a number of units, then let go, thus sel-

-

on to the latter is when Smart Select is active. See below.

ADDING TO SELECTIONS

To add a unit to an existing selection, hold SHIFT and click on the unit you wish to add.

DESELECTING

To deselect, click the Right Mouse Button anywhere on the map that isn’t a unit or a building.

STORING & RETRIEVING GROUPS

You may wish to store a unit, group or building somewhere, so you can access them quickly and easily when the heat’s on. Easy! To store something, first select it, then hold CTRL and press a number key (0-9).It’ll be stored in that shortcut key, and the number of the key will be applied to all the status bars of the contained units. To retrieve that selection and make it the current selection, simply press that number key.

SMART SELECT

Okay, so you’re under attack and you’ve clicked and dragged everything in your camp to go fight. And what happens? You notice that your unarmed Tankers and Technicians have run off to get killed, and you’ve selected your buildings for no readily available reason. Solution? Turn Smart Select on in your in-gamesoptions menu (hit ESC)! With Smart Select on, Tankers, Buildings andTechnician-typesare ignored by drag selections. Note that you can still click on these units individually, and you can make them selectable on aone-offbasis by using the Override feature detailed below.

OVERRIDING SMART SELECT

Although Smart Select can be turned off completely via the in-gameoptions menu (hit ESC to access it), there are times where you’ll want everything to respond to a drag selection, just this once. Holding CTRL and performing a drag select will include all units in that selection. Okay?

STATUS BARS

STATUS BARS

tatus Bars appear over units and buildings

Swhen they’ve been selected. Since they’re a few different types of Status Bar, you might need a quick run down. So here we go:

Here is a list of all the information that could possibly be contained in a Status Bar:

Health level:

This is the coloured bar inside buildings, units and vehicles/animals. It changes colour and size as the unit takes damage or heals.

Oil level:

A blue bar showing how much oil is contained in the unit or reservoir.

Tech Level:

Shows the Tech Level of a building. Yellow indicates current Tech Level, black indicates room for further advancement, and red indicates Tech Levels unavailable at this time (the Global Tech Level limit).

Capacity Slots:

Shows the capacity of transport units. Yellow shows slots filled, black shows slots available.

Veteran Status:

Represented in the Status Bar’s border of infantry and vehicles/animals. Grey border represents inexperience, blue border signifies a first level veteran, red border indicates a top level veteran.

Group Number:

Displayed below the Status Bar. Shows the group’s number (ie. the key where its shortcut has been stored)

1

11

10

11

BOSSING THINGS ABOUT

BOSSING THINGS ABOUT

Moving

There are three types of water, although they’re sneaky and look identical. Shallow water allows all units (including infantry) to cross, Medium level water allows infantry and amphibious units only, and Deep water will only allow amphibious units across. This, of course, assumes that the-

a nice flat shoreline to enter the water no jumping in the pool!

BOSSING THINGS ABOUT

Air: Air units, available at higher Tech Levels, can be ordered about like any other unit. They fly over all terrain, but will attempt to land on the nearest piece of flat ground reach their destination. If directhey will do so, then return to

they touched the ground.

ANGER

your units to get from point A to as you can without getting click a destination on the map. want them to smack up anyoacross in their travels, then hold the destination point. They’ll

walk with attitude.

Attacking

THE REGULAR KIND

Simple ol’ attacking’s easy. Select your group, position the cursor over the enemy unit or building you want attacked (the cursor will become the attacking cursor), and click with the Left Mouse Button. Your units will attack to the best of their ability, attacking all units around that area when they’re done. Easy.

FORCE ATTACK

There’ll be times when you want to shoot up a weakened bridge, or just attack an area of ground to set up a nasty ‘firewall’. Or heck – you might decide that now’s the right time to blow the crap out of an ally. Or maybe you’ve gone war crazy and you wanna shoot your own units or buildings. Who can explain what happens out there? Anyway, to perform a Force Attack, hold ALT, position the cursor over the desired target, and hit the Left Mouse Button. Kaboom!

And by the way, to stop your unit Force

Attacking, select it and hit the SPACEBAR,

which cancels orders.

SHOOTING BIRDS (GROUND TO AIR ATTACKS)

Shooting aerial targets from the ground is the same as regular attacking, except that only a few units can do it. And those units are specifically anti-aircraftunits or they’relong-rangeunits who can easily aim at the sky. These units are:Anti-AircraftConstructibles,Anti-AircraftTowers, other fighter aircraft, and Rocket Launcher infantry (or equivalent). Of course, if an aerial unit lands, then all units can go bananas at it!

ARTILLERY

Artillery units (created as Constructible Units) can shoot big distances and do big damage. They have a minimum range (so help them out if units get too close), but they have a delightful maximum range.

FIGHT ORDER

The Fight order, or the ‘Bully Patrol’ as we like to call it, sets up your units to just go out wanderin’ and pickin’ fights. The units will immediately look around for any enemy units in their visual range and go smack up the ones they’re best at smacking. See more about Special Orders below.

CLIFFS

A special note on cliffs is required here: All units can shoot down ‘em, but only the Artillery Constructible units can shoot up ‘em. So secure the tops of cliffs for some safe, deadly action. And keep away from the bottom of them if the enemy’s likely to have taken the high road.

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13

13

BOSSING THINGS ABOUT

Waypoints

& Marshalling Points

Waypoint

 

 

 

caught up, and only then will

 

 

 

to the next Waypoint.

 

 

 

hang out the front of their creati-

 

 

 

sometimes you’ll want your

 

 

 

head straight into battle. To set

 

 

 

the relevant creation building,

 

 

 

click out some Waypoints

 

 

 

desired path. New combat units

 

 

 

path upon creation. To cancel

 

 

 

building and hit SPACE (cancel

 

 

Order

List

 

 

inflate your ego as supreme commander

 

 

the war, you now have more orders you

 

 

lay on your poor little units. The

 

 

Keyboard commands are listed with the

 

 

descriptions below, and they also appear,

 

 

 

with all Keyboard and Mouse

 

 

Commands, under the ‘Help’ button in the in-

 

 

options menu.

 

 

 

Stand Ground. Select units and hit

 

 

 

the S key and those units will remain

 

 

 

where they are and not attack

 

 

 

unless specifically ordered to do so.

 

 

 

Disperse. Selected units will imme-

 

 

 

diately scatter and move a short

 

 

 

distance from the current mouse-

 

 

 

pointer position.

 

 

 

Fight. Selected units will attack any

 

 

 

enemy within visual range, and will

 

 

 

hunt what they’re best at killing if

 

 

 

there’s a choice.

 

 

 

Guard. Selected units will stay near

 

 

 

and Guard a building, unit, or area.

 

 

 

Select the units, hold the cursor over

 

 

 

that that requires guarding, and hit G.

of Waypoint commands for a Transport, clicking the L key will set the most recently clicked destination as a pick up point. The Transport will set down and remain for a short time so that units can be piled in, then it will fly to its next destination point.

U:Unload Transport. As part of a series of Waypoint commands for a Transport, clicking the U key will set the most recently clicked destination as the point it will lay down its cargo.

ALT: Force Attack. Forces a unit to attack an ally, terrain feature, bridge, etc. See ‘Force Attack’.

SHIFT: Waypoint/Queue orders. Sets Waypoints. See above.

SPACE: Cancel Order. Selected units will stop moving or attacking, selected buildings will forget their Marshalling Points, Selected towers will stop firing.

T:Auto Assign Tanker. Sets an idle Tanker off to find an Oil Rig and Power Station and start hauling oil.

CTRL: Move while attacking. Holding CTRL and selecting a destination point will make your units alert – they’ll defend themselves against attacks, then continue to their destination once they’re no longer under direct threat.

RESOURCES

Spezial Order

few special orders for special units exist,

Abut they’re fairly straightforward. For example, the Detonate order for suicide units and the Repair order for the Mobile Constructible Repair vehicle are treated as basic ‘targetting’ orders. Click on the unit, then click on the unit/building you’d like it to affect.

RESOURCES

RESOURCE UNITS

Resource Units represent the level of energy you’ve collected. Everything you make costs Resource Units to build, and some functions (such as Research) cost Resource Units as well. You can see your current level of Resource Units in the Resource Display at the top of your screen.

How do you acquire Resource

Units? Keep readin’…

OIL

Oil (called Earth Blood by the more caring Evolved) is great, and don’t you go listening to what those nutritionists say. Oil is also the richest source of Resource Units in the war, and since Resource Units allow you to build up a force, which allows you to wipe out the enemy, which allows you to win the war, which allows you to take over the whole world, you can bet that oil’s pretty darned important. You can

find out how much oil is in each puddle by holding the cursor over a puddle and looking at its Status Bar.

An oil puddle.

1414

15

15

RESOURCES

 

oil rig unit (eg.

TECH LEVELS

 

 

 

 

have to build

 

how advanced your buil-

 

have one, select it,

 

now, and hence determine

 

puddle. The unit will

 

build, how efficiently they

 

up an oil suckin’

 

functions they can perform.

 

need a refinery

 

two flavours, Global and

 

this oil and a

 

 

 

building a refi-

 

 

 

free Tanker, which

 

 

 

the Rig and begin

 

is the upper Tech Level

 

oil is in your refi-

 

mission – you cannot upg-

 

Resource Units,

 

beyond this level. As you

 

stuff. Quick tip: it’s

 

missions, your army as a

 

Tankers per

refi-

 

about different units and

 

vehicle/animal

 

information becomes availa-

 

be able to build

 

of a raised upper limit on

.

 

 

current level of your buil-

 

 

 

 

Tech Level.

 

act of destruc-

 

 

 

. This fire will burn

 

a building, its Tech Level

 

reservoir unless it is

 

it can only function at

 

stop the fire is to

 

Upgrading the building (by

 

the puddle.

 

 

Lab or equivalent) is pos-

 

 

 

 

maximum set by the Global

 

 

 

 

further on…

Alternative

Energy

 

INCREASING TECH LEVELS

 

 

 

 

grab Resource

Tech Levels can be increased to the maxi-

 

polluting nature,

mum imposed by the Global Tech level. To

 

types of alternati-

do this, first build a research building (eg.

 

each army, the

Technostudy). Now select that research buil-

 

than the smaller,

ding and click the research cursor on the

 

upgrading your

target building. Research will begin, and

 

a few times.

when the research bar reaches its end, the

 

Energy

building will increase by one Tech Level.

 

are construc-

Note that research is impossible if another

 

any building

building is currently being researched, if the

 

you can only

building has reached its maximum Tech

 

of each buil-

Level, or if no Resource Units are available.

 

type at any one

 

 

 

and they provide

 

 

 

but fairly

con-

+

=

 

income

of

 

 

 

Units.

CANCELLING RESEARCH

While a building is being researched, hold the cursor over it. You’ll see the ‘No Research’ cursor. Clicking this cursor on that building will cancel research, but you’ll also lose all the resources spent so far in researching that building.

TECH TREES:

WHAT THE UPGRADES CAN DO FOR YOU!

To access some of the cooler units and stuff, you have to upgrade a building or two. To see the full list of the results of upgrading each building, see Appendix B: Effects of Tech Level Increases at the end of this here manual.

VETERAN UNITS

in the thick of war for bananas. But that’s to happen. The unit more about their weato deal with pain a littare called Veteran

stoopid, but can reach if engaged in combat. Veteran status change in the border Status Bar, blue indicared indicating higThe effect of this on the type of unit.

Veteran Status, they

. But more relevant to more accurate, they more damage, and, this one, they heal as they’re standing still

and not fighting! How cool is that?

VETERAN UNITS

VETERAN ANIMALS/VEHICLES

The big units, upon achieving Veteran Status, acquire all the benefits of the Veteran Infantry except for one – healing. Let’s face it

– band aids don’t work well on vehicles, and animals just don’t have that opposing thumb required to operate them. But these units can use Repair Bays or Healing Tents, so quit your complaining.

1616

17

17

SIDEBAR DESCRIPTION

SIDEBAR DESCRIPTION

MENU

MENU

see under ‘Making Things’ below

Y)

see ‘Multiplayer Gaming’ below

Y)

See under ‘Unmaking Things’ below

See under ‘Visibility’ above

Accesses the In-GameOptions Menu

MAKING STUFF

much two things you’ll want KKND Krossfire: Units and are subdivisions, but just after we talk about

relax.

Maximum Units

of unit and/or builis 150. The bar next to meter shows an

current

fills, it means that build anything more at the cursor will change

cursor if you try.

some units/buildings fire or the Recycle

more.

Making Buildings

aking buildings is easy, assuming there’s

Mno restrictions (which we’ll talk about shortly). First up, here’s how to make a building. Click on the Building Menu button on the Sidebar. On the resultingpop-outmenu, click the button of the desired building, move the cursor to the main map area, and click the ghostly transparent building on a piece of valid ground. Voila! Your building begins constructing itself, resources willing. If you’re having trouble building, check the possible reasons below.

BUILDING NUMBERS

You generally have a limit of four for each large building (including Alternative Energy collectors). You are limited to one each of the weapons building (eg. Armoury) and the rese-

MAKING STUFF

arch building (eg. Alchemy Hall). You can build four of each tower (for a total of 16 towers), 20 high tech walls, and well over 100 low-techwalls.

VALID/INVALID GROUND

When you are laying a new building, you’ll notice that its ghostly appearance is colourcoded. Here’s what those colours mean:

Yellow Bits:

If your ghostly building image is all yellow, then go for it! You’re on totally valid ground, and you can build straight away.

Blue Bits:

Blue still means you can build! Don’t fear it! Because of the perspective of the graphics, it only looks like something is obstructing you – just drop the building as per usual.

Red Bits:

Red bits on your ghostly building image represent one of three things: an obstruction, an attempt to build too close to an Oil Rig or an attempt to build too far from camp. The obstruction could be a unit (right click to cancel the build, move the unit, then try again) or a landscape feature or other building (build somewhere else). If there’s no obstruction and your ghostly

building is still displaying some red, then you may have to move closer to the rest of your camp or further away from an Oil Rig.

NO FUNDS

If you haven’t enough funds even to lay your building’s foundations, you’ll be met with this symbol. When this happens, you’ll have to wait until you’ve got at least one

Resource Unit to start the ball rolling, then you can click your building into place.

1818

19

19

MAKING STUFF

MAKING STUFF

 

 

Making

Walls

MULTIPLE PRODUCTION BUILDINGS

 

as well as at a

 

 

production buil-

 

you’ll have access to

 

Level, each army becomes

Shop, etc), then

 

of your Outpost/Clan

 

two types of walls, Low

production but-

 

you to roll anywhere and

 

Tech Walls. Access the

which column

 

this, move the mobile unit

 

Menu button on the sidebar

first is to scroll

 

and hold the cursor

 

 

question, then

 

 

 

 

for that building

 

 

 

basic enemy-blockers,but

the cursor over a

 

 

 

that they’ll link up if the

notice an infor-

 

 

 

are placed adjacent to

the building,

 

 

 

also have one other inte-

are connected.

 

 

 

– the ‘place wall piece’

ALT and click a

 

 

 

active after you’ve placed a

the screen on the

 

 

 

can immediately place

 

 

 

 

the right mouse button to

 

 

 

 

building mode.

 

 

 

 

 

to the Evolved.

 

 

 

 

upgraded to

 

 

 

 

will appear in

 

 

 

 

building is The Altar

 

 

 

 

building indeed.

 

 

 

 

you must do –

 

 

 

are sets of pylons which

and walk them

 

 

 

electric beams if placed

as a result of

 

 

 

in a horizontal or vertical

one nasty demon

 

 

 

will damage enemy units

And believe, me,

 

 

 

 

 

through them, but will shut

 

 

 

 

friendly units through. Setting

 

 

 

 

 

 

Making

Towers

 

Making

Standart Units

 

-

 

 

 

you are too far from camp. If it is blue, then

types, you first need the relevant building.

ou build towers

it is in line with another finished pylon piece

Once your main building (eg. Outpost) is set

Ybuildings, with

– building there will create a beam between

up, you’ll be able to build your infantry buil-

you can only have

the two (which is what you want!). A yellow

ding, the Barracks/Warrior Hall/Microbot

existence at any

ghostly image means the pylon is too far or

Factory for little units and your Machine

Towers

are

the only

not in line with other existing pylons, or it is

Shop/Beast Enclosure/Macrobot Factory for

build

near

Oil

in-linewith an unfinished pylon. You can

the big ‘uns (and for aerial units, if you upgra-

distance from the

build a pylon out of range or out of align-

de it). And then it’s down to business.

 

 

 

ment with other pylons, but they won’t hook

 

 

 

 

 

up. You are also limited to 20 High Tech

SINGLE UNITS

 

 

 

Walls at

The process of creating infantry and

 

 

 

any one

vehicles/animals is the same. We’ll use infan-

 

 

 

time.

try as the example here. To make an infantry

 

 

 

 

unit, first click on the Infantry button. You’ll

get a pop-outmenu of available infantry units. Click the one you want, and you’ll see its production bar appear and start decreasing. This is the ‘time left before your unit pops outa-screamin’into the real world’ meter. When it’s done, your unit will pop out of the relevant building (in this case, the Barracks).

MULTIPLE UNITS (QUEUED UNITS)

You can queue as many different types of units as you like, all at once. To queue multiple units, just hit the button a number of times. You’ll see a number appear next to the meter to show you how many units are queued (these units will produce until they’re ready, only pausing to wait for more resources if necessary). You can click 10 times to queue 10 units, or click an extra time to set the button to infinite.

This means that units will keep producing, using resources as they come in. An endless supply of killers! Who could ask for more?

Unit Production Button:

Production Meter for current unit –

Number of queued units remaining –

CANCELLING UNIT PRODUCTION:

Right click on the relevant production button to stop production of one unit. Click on it multiple times to stop multiple units from being produced.

20

21

21

MAKING STUFF

Making

Constuctibles

 

CONSTRUCTIBLE EXTRAS

 

 

 

 

 

 

 

 

Extras are special abilities, like Speed and

 

 

made

units,

Self-Repair,that you can build into a

 

 

 

upgrading

Constructible. To increase the amount of

 

 

 

(or equiva-

Extras available to your Constructibles, upg-

 

 

 

You select

rade your Machine Shop (or equivalent)

 

 

 

you’d like

Extras also have a space requirement. For the

 

 

 

units,

then

full list of extras, look under the

 

 

 

production

Constructibles list below.

 

 

 

 

 

 

so you

 

 

 

 

 

 

 

 

 

 

 

 

 

build them

MAKING A CONSTRUCTIBLE: THE EXAMPLE

 

 

 

all

other

To make a Constructible, you pick the base,

.

 

turret and extras, then store the selection in a

 

 

 

 

 

Production Button, which then functions like a

 

 

 

 

 

regular Production Button for a unit. Let’s

 

 

 

Bases

work through an example, shall we? We want

 

 

Constructible,

to make a radar scout for the Survivor army,

 

 

 

extras. The

with the ability to repair itself (it’ll be moving

 

 

become avai-

far from the Repair Bay). So let’s go!

 

 

 

Shop (or

 

 

 

 

 

 

 

 

 

 

 

 

 

5 respec-

After upgrading your Machine Shop and

 

 

 

carrying

Armoury to Tech Level 5, hit the Con-

 

 

 

to carry 5

structibles menu button. What you’ll see at

 

 

 

the medium

first is a single column of empty buttons

 

 

 

over the

(where you’ll be storing your creations), hea-

 

 

box showing

ded by the Constructible Components Menu

 

 

 

cost, and

button. Click this top button.

 

 

 

 

 

 

 

 

Constructibles Menu:

 

 

 

 

 

 

capacity

 

 

 

 

Current cost Production Buttons

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Capacity

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Free

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Constructibles

 

 

 

 

 

 

 

 

 

 

 

 

 

. Turrets

Turrets Menu

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

and not

 

 

 

 

 

 

 

 

 

 

 

 

 

availa-

 

 

 

 

 

 

 

 

 

 

 

 

 

(or equi-

 

 

 

 

 

 

 

 

 

 

 

 

 

the

Con-

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Store selection

 

 

 

up a cer-

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

in adjacent slot

 

 

 

larger tur-

 

 

 

 

Bases and

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Extras Menu

 

 

 

 

 

support them.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

displayed in

 

 

 

 

 

 

 

 

 

 

 

 

 

the cursor

 

 

 

 

 

 

 

 

 

 

FIXING THINGS (REPAIRS & HEALING)

There are four main things to note here: the Info box at the top of the columns, the leftmost column (Turrets), the second column from the left (Bases and Extras) and the thirdmost column (selection storage buttons).

The Info box displays the capacity space still available on the current Base, as well as a running total of the vehicle’s cost. These figures change as you refine your selection. Okay, let’s start putting the pieces together. From the second column from the left, select the Medium Base, then click on the Radar turret in the leftmost column. Your Info box now displays that we’ve used 3 capacity slots, leaving 4 still unused. Now we want Self Repair (the bottom button of the second column). Clicking this brings our remaining capacity down to 2. So, what the heck, let’s add the Speed and Armour extras, since we have the space. Our capacity remaining is now zero, so there’s not much left to do but store the vehicle into a button, ready for production.

Click on one of the ‘arrow’ buttons in the thirdmost column, and you’ll see a production button appear in the fourth column next to it. All that remains is to produce one of these vehicles! Click on the newly created button and, just like all other vehicles, a production bar appears. When it reaches its end, the new vehicle will pop out of the Machine Shop, ready to start intensive scouting for you. To make more of these units later, you only need click on the production button again, or even queue multiples of them.

The production button shows that the unit is a Medium Base Radar unit, but to find what Extras you’ve included, hold the mouse cursor over this button. You’ll see the vehicles name and cost, and all the contained Extras appear in miniature beside it.

And that covers Constructibles! For a description of the Constructible bases, turrets and extras, see the Constructible list below.

FIXING THINGS (REPAIRS & HEALING)

ad Fact of War #427: Things get hurt.

SLuckily, avenues exist to repair those hurt things. Let’s get into it.

Repairing Structures

uildings can only be repaired by the cle-

Bver infantry unit from each army (Technician/Mekanik/Systech). Create one of these little brainiacs, select them, then click on the damaged building, tower or High Tech Wall (Low Tech walls cannot be repaired). You’ll see the Repair icon above the building, which will last until the structure is fully repaired or the units job timer runs out. When the job is done, the worker will not come out and will never work again – you’ll have to get another worker to fix the structure next time. Unions – sometimes they just go too far…

Repairing Vehicles/Animals

here are a few ways to get the bigger units

Trepaired. So here goes:

REPAIR BAY

The Repair Bay/Healing Tent/Maintenance Depot is where you send your sick, big units for repairs. For free! To get the healin’ a- happnin’, click on the sick unit or group, then click on the Repair Bay or equivalent. The units will travel there and queue up to repair. You can set up the ‘repair’ order as a

22

23

23

TECH BUNKERS

BUILDING DESCRIPTIONS

can also

TECH BUNKERS

 

 

 

 

 

 

 

it repairs

efore the great nuclear war, scientists

 

 

 

 

Binvented some really cool weaponry.

 

 

 

 

They tucked them away in Tech Bunkers,

 

 

 

 

huge locked containers, and the plan was

 

 

 

Turret can

that these Bunkers would open if war broke

 

 

 

units right

out and the big weapons would storm out

 

 

 

click the

and win the war. Well, they screwed up. The

 

 

 

the dama-

locks on the inside of the Bunkers didn’t

 

 

 

to and

work, so the 21st Century technology has

 

 

 

damaged

remained locked up for many years.

 

 

 

 

The Tech Bunker Type II were used to hold

Outpost

Clan Hall

Barn

 

weapons. And the locks on

 

 

 

 

impressive, they

required

our main building. The ‘Flag Building’. You need to have one of these before you can build

 

mechanical

aptitude

Yanything else. Upgrades include Minimap, Walls, and Alternative Power Sources.

 

them. So if you come

 

 

 

 

get a Technician/

 

 

 

 

out there fast, or the

 

 

 

 

the weapon first. And

 

 

 

 

since the weapons ally with whichever army

 

 

 

 

releases them, you’d better hope it’s

 

 

 

Repair.

yours…

 

 

 

 

and

 

 

 

 

 

it is stay-

 

 

 

 

 

 

 

 

Barracks

Warrior Hall

Microunit Factory

they’re just

 

 

 

 

 

Bays. They

 

 

hese are where all your small ‘foot’ units are born. Upgrades increase your range of foot

by mobile

 

 

Tunits, from shooty types to Technician types to Suicide Units.

 

with Repair

of

Tech

 

 

 

time,

and

 

 

 

no-one

 

 

 

them if

 

 

 

 

 

Beast Enclosure

Macrounit Factory

 

they do it

 

 

 

only avai-

big units. Upgrades provide a greater choice of vehicles, animals or

 

Units. See

access to aerial units. Coupled with an upgrade of the Armoury or

 

.

 

provide more Constructible Base and Constructible Extra options.

 

 

 

 

 

 

 

 

 

 

 

24

25

25

BUILDING DESCRIPTIONS

BUILDING DESCRIPTIONS

Armoury

Forge

Weapon Control

his is where your weaponry is researched. Upgrades will give you more Constructible Turrets

Tto choose from, and also access to the different Defensive Towers. Each upgrade will also improve the armour of allsubsequently-producedunits.

Power Station

Power Plant

Power Unit

he best way to increase Resource Units is to suck oil out of the ground and process it one of

Tthese buildings. With each Power building, you get a free Tanker to transport oil from the Oil Rigs. Upgrades increase the amount of Resource Units squeezed out of each Tankerload of oil.

Solar Collector

Big Pig

Windmill

he low-levelAlternative Power processors. These provide a small but fairly constant supply of

TResource Units using slightly more environmentally sound methods.

Thermal Exchanger

Pig Pen

Wind Turbine

he high-levelAlternative Power processors. Same as thelow-levelones, only these suck more

Tresources for you over a shorter time.

Derrick

Oilbot

suck oil out of the ground. They usually begin life as a vehicle drierected.

Healing Tent

Maintenance Depot

your large units for repairs or healing. Note that aerial units canneed to employ a Constructible equipped with a Repair Turret. (from Tech Bunkers) can’t be repaired. Upgrades of these buil-

of the repairs.

26

27

27

BUILDING DESCRIPTIONS

Research Lab

Alchemy Hall

Technostudy

hese are the brain houses, the houses of knowledge. They are also the buildings you need

Tfor increasing the Tech Levels of other buildings. Upgrading a research building will increase the speed and lower the cost of future upgrades.

unique building for the

when your Clan Hall is at Tech

ALevel 5. You sacrifice

Scary. Look under ‘Making Stuff:

Making Demons’ for details.

 

 

 

DEFENSIVE STRUCTURES (TOWERS & WALLS)

DESCRIPTION

our basic towers. Better against infantry

Ythan other targets.

Sentry Gun

Kneecapper Distance Seeder

 

 

aunches area of effect projectiles. Better

Lagainst Vehicles/Animals.

annot target ground units at all, but

Cagainst aerial targets – ay carumba!

AA Tower

Bazooka Battery Solar Intensifier

 

 

reat all-rounders,dishing out much dama-

Gge. They inflict most damage upon vehicles/animals, though.

Laser Destroyer Touch of Death Lightning Generator

he basic, blocking wall. Stops enemies

Tadvancing.

Barricade Skeletal Wall Boundary Fence

 

 

 

alls of energy. A deadly energy field is

 

 

 

Wcreated between the pylons you build.

 

 

 

This field will toast enemy units which pass

 

 

 

through, but will shut off to allow your own

Force Wall

Thunder Fence

Bugzapper

units through unharmed.

28

29

29

INFANTRY DESCRIPTIONS

A FEW NOTES ON INFANTRY:

Infantry are the only units small enough to go through trees. As such, they can access cool areas and even hide in the trees to ambush the enemy. Cool, huh?

Survivor and Evolved infantry are susceptible to squashing under some of the larger units. Series 9 infantry cannot be squashed!

Veteran Infantry can heal themselves.

Series 9 infantry are more expensive but tougher than their human counterparts.

The statistics are many, the pages are few. Save a tree; check out all the stats in the Unit Editor in the game, accessible from the Main Menu.

INFANTRY DESCRIPTIONS

our basic gunner grunt type. More effec-

Ytive against other infantry than other targets. And cheaper, too!

Machine Gunner

Berzerker

Seeder

 

 

 

hey hurl things that go Boom, with a bit of

Tan area of effect. Best against vehicles and animals, and they hurt aerial units with the same force! Gotta love the kaboom.

Grenadier

Rioter

Pod Launcher

 

 

 

heysquirt stuff that burns. Short range, but

Tdecent area of effect. Best against buildings and walls.

Flamer

Pyromaniac

Weed Killer

 

 

 

ong range killers. Superb against aerial

Ltargets.

Rocketeer

Homing Bazookoid Spore Missile

INFANTRY DESCRIPTIONS

INFANTRY DESCRIPTIONS

ice accuracy over a huge range –

Nfabulous against infantry. They won’t know what hit ‘em!

Laser Trooper Spirit Archer Sterilizer

 

 

 

hese dudes are weaponless, but they’re

 

 

 

Tclever. As well as being able to repair buil-

 

 

 

dings, towers and High Tech Walls, they are

 

 

 

also the only units who can unlock Tech

Technician

Mekanik

Systech

Bunkers.

 

 

 

 

 

 

 

asty, crazy little units indeed. Send them

 

 

 

Nto attack something and they’ll go explo-

 

 

 

de near it – wiping out themselves and just

 

 

 

about anything else in the area. Nuts! And

 

 

 

they don’t break alliances if they attack an

Kamikaze

Martyr

Michaelangelo

ally. They’ve got their own crazy rules.

 

 

 

 

30

31

31

VEHICLES/ANIMALS DESCRIPTIONS

A QUICK NOTE ON VEHICLES/ANIMALS:

 

Evolved and Survivor infantry. Guns too slow?

•Large enough Vehicles/Animals can squish

 

Well run the little buggers over instead!

 

 

 

 

 

 

 

 

 

 

 

VEHICLES/ANIMALS

 

 

 

 

 

low moving, but for a reason – these

 

 

 

 

 

Svehicles carry kit versions of an army’s

 

 

 

 

 

main building. Drive it around, find a good

 

 

 

 

 

area to set up camp, then click the Deploy

 

 

 

 

 

cursor on it and watch the wonder unfold.

Mobile Outpost

Mobile Clan Hall

Mobile Barn

 

 

 

 

 

 

hese are compact little drilling rigs. Order

 

 

 

 

 

 

 

 

 

 

Tthem to sit on an oil puddle, and they’ll set

 

 

 

 

 

up a fully functioning oil rig there. They’ll also

 

 

 

 

 

smother any fires that may be burning on the

 

 

 

 

 

Mobile Drill Rig

Mobile Derrick

Mobile Oilbot

puddle, too.

hese are the little, busy worker types which

Ttransport oil from the rigs to the power buildings for processing. They’re unarmed – protect them!

Oil Tanker

Bull Ant Tank

Oil Tankeroid

our fastest units. Great for scouting the

Yarea. They’ve only got light weapons, so only get in a fight if you’re forced into it.

Dirt Bike

Dire Wolf

Patrolbot

mall sized units, as far as the larger units

Sgo. Great against infantry.

ATV

Pit Scorpion

Responsebot

VEHICLES/ANIMALS DESCRIPTIONS

 

 

VEHICLES/ANIMALS

 

 

ougher units, whose main advantage is

 

 

Tthat they’re amphibious – so long as they

 

 

can get to the water’s edge, they can float

 

 

across it.

Hover Buggy

Crinoid

Radiator

 

 

 

 

 

he largest of the ‘small’ units. Bit slow, but

 

 

Tgood firepower and can shoot everything

 

 

well.

Anaconda Tank

War Mastodon

Tankbot

 

 

 

 

 

ig, mean, turreted units which can move

 

 

Bwhile firing. And on top of all that, they’re

 

 

amphibious! Death from the seas!

Barrage Craft

Death Hippo

Doom Dome

 

 

 

 

 

ow we’re getting silly. Big units which pack

 

 

Na crazy punch, especially against infan-

 

 

try. And they look kinda scary, too.

The Enforcer

Missile Crab

Cauteriser

 

 

 

 

 

he biggest of the big. Take up lotsa space,

 

 

Tbut heck – they create lotsa space by blo-

 

 

wing the crap out of everything in their way!

Juggernaught

Mega Beetle

Grim Reaper

 

 

 

 

 

asty demon critter which lives as a result

 

 

Nof sacrificed Evolved Warriors (see Making

 

 

Stuff: Making Demons). Pretty good against

 

 

just about everything, if a demon can be cal-

 

Scourge Demon

led good…

32

33

33

CONSTRUCTIBLES DESCRIPTIONS

CONSTRUCTIBLE BASES

CONSTRUCTIBLE TURRETS

Not

 

Not

mall Armoured

Personnel Carriers. They

visible

 

visible

Scarry up to 5

infantry units or 1 small

 

 

 

vehicle/animal. In armoured comfort!

S.APC

S.APC

S.APC

 

 

 

 

 

 

 

akes the Constructible a mobile radar, so

Myou can keep an eye on that pesky enemy. See under Visibility for details on how Radar works.

Radar

Radar

Radar

 

 

 

ood, damaging weapon, best against

Gbuildings, but pretty good against everything else, too.

Plasma

Plasma

Plasma

CONSTRUCTIBLES DESCRIPTIONS

CONSTRUCTIBLE TURRETS

weapon that can only target air units, but

Acan move closer to where they are to get ‘em.

AntiAircraft AntiAircraft AntiAircraft

 

 

 

reates a kind of Mobile Repair Bay, so big

 

 

 

Cunits – including aerial units – can be hea-

 

 

 

led on the go. Will heal themselves, too, if no-

 

 

 

one else is around to heal.

Repair

Repair

Repair

 

 

 

 

 

 

 

 

arge Armoured Personnel Carriers. Can

Not

 

Not

Lcarry 10 infantry units or 2 small

visible

 

visible

vehicles/animals (or a combination) or 1 large

 

 

 

vehicle/animal. Transport craziness!

L.APC

L.APC

L.APC

 

 

 

 

 

 

 

 

he Stealth Turret creates an aura of Radar

 

 

 

TJam around it, so that other friendly units

 

 

 

close by are also hidden from enemy radar.

Stealth

 

 

 

 

 

 

 

 

 

 

ood for creatin’ bleedin’ ear’oles. Makes a

 

 

 

Gboom designed to shudder small units to

 

 

 

death. ”Gosh, I’m sure there was some infantry

 

 

 

here a second ago...” Sonic Boom affects vehic-

Sonic Boom

 

 

les a little, but animals moreso (the ears, y’see)

 

 

 

 

 

 

 

ig arrows for big units. A delightful anti-

 

 

 

Bvehicle/anti-animalweapon.

 

Arrow

 

 

34

35

35

CONSTRUCTIBLES DESCRIPTIONS

TURRETS

n all-roundgroovy, damaging turret. But

Abest against vehicles/animals.

Laser

ong range weapons, but note that they

Lhave a minimum range too – so protect them if the enemy get too close. Artillery only automatically attack real threats (units of Tech Level 3 and higher), and they can only automatically attack if they have reached

Artillery

Artillery

Artillery

veteran status.

 

 

 

 

 

 

 

lectro Magnetic Pulse. More than a mouth-

 

 

 

Eful of words, this turret saps energy out of

 

 

 

things quickly. Great against buildings, but

EMP

 

 

pretty darn good against everything else.

 

 

 

 

 

 

 

he fabled Berzerker Ray. Creates an area

 

 

 

Tofcra-a-azinessaround it which makes all

 

 

 

its army’s units fight better (they dish out more

 

 

 

damage, take less damage, get more accura-

 

Frenzy

 

te – you know the drill).

 

 

 

 

 

 

 

ncreases armour rating and negates a lot of

 

 

 

Ienemy attacks for all its own army members

 

 

 

that can fit in its area of effect.

 

 

Shield

 

 

 

 

 

 

 

 

he Localised Temporal Anomaly. Creates

 

 

 

Ta crazy time warp, sending enemy units a

 

 

 

few seconds into the future so you don’t have

 

 

 

to deal with them all at once. To us boring

 

 

 

‘static rate of time’ folk, the visual effect is just

LTA

 

 

to make the units disappear and reappear in

 

 

 

a few second’s time.

CONSTRUCTIBLES DESCRIPTIONS

CONSTRUCTIBLE EXTRAS

ncreases the speed of the unit. No surprises

Ihere.

Speed

Speed

 

 

akes for a tougher unit. Boosts its armour

Mrating.

Armour

Armour

Armour

 

 

 

 

 

 

reates a field of Radar Jam around itself,

 

 

 

Cwhich prevents the unit showing up on

 

 

 

enemy radar, and has nothing to do with fruit-

Radar Jam

Radar Jam

Radar Jam

based, sugary conserves.

 

 

 

 

 

 

 

acks some mean explosives into your unit,

 

 

 

Pso that when it dies, it explodes in a nasty,

 

 

 

damaging, area of effect kinda way. Hey,

 

 

 

direct a few into an enemy camp and watch

Destruct

Destruct

Destruct

the enemy blow themselves up! Funny!

 

 

 

 

elf Repair gives the unit the ability to

Srepair itself, so long as it is not moving or

attacking.

Self Repair

Self Repair

Self Repair

36

37

37

AERIAL UNITS DESCRIPTIONS

A NOTE ON AERIAL UNITS:

 

fighters/bombers to fly from camp, do their

 

 

business, then return to camp. Okay?

• Aerial Units, once they’ve done their job, will

 

• Aerial Units can only be repaired by Con-

return to the point they last touched down.

 

structibles equipped with the Repair Turret.

This is so you can automatically set up your

 

They cannot be repaired by Repair Bays.

 

 

 

 

 

 

Pteranodon

AG Responsebot Fighter

or a moving target and the aerial unit will keep doing deadis dead. They can also shoot at other aerial units.

Wasp Bomber

Crop Duster Bomber

moving units (who run when they hear the skies humming with up camps. These units will release their payloads in several

reload.

Floater

Transport Dome

10 units of cargo, the same breakdown as the Large APC in the they fly your units there! Luxury!

 

SINGLE PLAYER GAMING

SINGLE PLAYER GAMING

cessful mission opens up more mission choi-

 

ces as you fight towards the enemies’ home

 

- bases to destroy them utterly.

for a After picking an army, you’ll notice that two

.territories are highlighted. These are your current mission choices. Learn more about an active territory by holding the cursor over

the

it and reading the mission statistics at the

to

bottom of the screen. Hold the cursor over

looks

an active territory to find more about that

 

area. Moving your cursor over the highligh-

are,

ted missions will bring up the mission stati-

click

stics at the bottom of the screen. When you

it for

find one you like, click it. You’ll be briefed

little

for the mission, then you’re into it! More

the

magic!

is

 

to

 

slot,

 

.

 

Team

 

the

 

red

 

-

 

scre-

 

KKND Krossfire’s non-lineargame structure means you have some choice as to which missions you want to play and when. Each suc-

If you fail your mission, you’ll automatically start it again. But if you succeed, you’ll get the Debriefing Screen. Here you’ll learn your rank, kills (both enemy and friendly), Resources gathered and the time taken to complete that mission. You can compare your time with the Par Time, which is how long some other twerp took to complete the same mission. See if you can beat the Twerp!

And if you complete a mission and want to play it again, it’ll still be selectable from the Mission Selection screen, only a different colour. So there.

And that pretty much wraps it up for Singleplayer Gaming.

38

39

39

MULTIPLAYER GAMING

MULTIPLAYER GAMING

MULTIPLAYER GAMING

 

MODEM:

Dial Them for Murder

SOLO PLAY: You and the CPU

 

info, click okay, then you’ll be at the Client

 

 

 

 

screen. See below.

 

phone

his option is great for practising, or just for

 

 

 

 

game,

Thaving the thrill of walloping a bunch of

 

 

 

 

be

smarmy, know-it-allcomputer players. You

 

IPX: Network War

 

 

list,

can only host a game like this, and when you’-

 

 

 

 

Screen.

re at the Host screen, you have to select at

 

 

 

 

send

least one CPU player before you can start the

 

 

 

 

screen,

game. So go check out the Host Screen sec-

 

 

 

 

insert

tion below!

 

 

 

 

OK.

 

 

 

 

 

be

 

 

 

 

 

below.

Host Screen

 

 

 

 

 

he Host Screen is where nearly all the

 

 

 

 

 

Tdecisions are made for the upcoming

 

 

 

 

 

Multiplayer Game. The host picks an army, a

 

 

 

 

 

colour and an alliance, just like everyone

 

 

 

 

 

else, but also picks the map, the resource and

 

 

 

 

 

Tech levels, CPU players and lots of other

 

 

 

 

 

stuff. Here is that other stuff:

 

 

 

 

Modem Info Screen.

 

 

 

 

 

 

THE PLAYERS WINDOW

 

 

 

 

 

This occupies the top half of the Host and

 

 

 

 

 

Client screens. It displays information on all

 

 

 

 

 

 

 

 

 

 

the players of this game and allows the Host

 

 

 

 

the

to add and configure CPU players. Here’s the

 

 

 

 

 

deal. Reading from left to right, you’ve got a

 

 

 

.

button which shows if the player is human or

 

 

 

 

up

CPU, then you’ve got the player’s Alliance

 

 

 

 

 

number. The army symbol follows this, follo-

 

 

 

 

the

wed by the player’s colour, then the player’s

 

 

 

 

com-

name. The space next to this is where chat

 

 

 

 

num-

messages appear.

 

Network Games List screen.

 

back

 

 

 

 

 

the

CPU PLAYERS AND LOCKOUTS

 

 

 

 

long

As Host, you can create CPU players to spice

 

 

 

 

both

up the action. Do this by clicking on an empty

 

 

 

 

 

button on the far left of the Players Window.

 

 

 

 

 

Repeatedly clicking this same button will

TCP/IP: The Internet Game

 

 

 

 

cycle through the different armies for that

 

 

Go off to your res-

CPU player, the final option being actually to

 

 

pective

section,

lock out all players from that slot. This is use-

 

 

Host Screen or

ful if you really only want, say, four players in

 

 

Client

Screen

a network game. You can lock out the other

 

 

below.

 

 

four slots so no unwanted armies can barge in

 

 

 

 

Serial Info Screen.

and ruin your war. Note that alliances with

40

41

41

MULTIPLAYER GAMING

Max Tech: Sets the maximum Tech Level possible (Global Tech Level) for everyone in the game.

Bunkers: Tech Bunkers will exist if this is set to ‘on’. This will allow a random element into the game – where’s the Tech Bunker going to be, who’s going to find it first, and what’s it gonna contain? Could unbalance the war. But it could be in your favour! Note that in multi-

player games, the Tech Bunkers will remain locked to all units until a set time has elapsed. Find ‘em. Guard ‘em. Hoard ‘em.

Unit Stats: This shows which library of unit statistics the game will use. If you have created your own library through the Unit Editor (from the Main Menu), then you will have the option of using standard ‘Units’ or your own. The button cycles through all available unit libraries.

Oil Avail.: The number of Oil Puddles will be the same regardless of this setting, but they will contain an amount dependant on your choice here, ranging from Scarce to Infinite. Lotsa oil means a bigger war, less oil means a more skillful one.

Fog: Choose the level of Fog and Shroud you want in the game (see under Visibility above to find out more about Fog and Shroud).

Victory: Two settings exist here. A Death Match will not end until only one army remains. Ally Win will finish when only one allied group (or one army) remains.

Map: Pick the map where you want your war to take place.

Map Display: If you turn this on, you’ll see a miniaturised version of the map where you’re about to fight. You’ll also see where all the other armies will be, and you can scroll around this using the cursor keys. If you prefer this left to chance and mystery, then leave the map off. Note: If you see the map, all the players see the map, so don’t think of being sneaky, awright? At least not yet…

Start Pos: Starting Position. Toggles between Random and Group. Random will set up your armies all over the map. Group will set up allies close to each other, and you’ll be able to see the starting positions on the little map. Note: Changing alliance numbers will affect positioning of your armies on the map!

MULTIPLAYER GAMING

CLIENT SCREEN

The Client Screen is identical to the Host screen (above), but you only have control over a few things. You can pick your Team, your team’s Colour and your Ally number, and you can use the Chat feature (see Chatting above). As a Client, you wait for the Host to begin the game, then play it as per usual. Okay?

PLAYING THE MULTIPLAYER GAME

And once you’ve got it all happening, then it’s just a matter of building up your army and blowing everyone else to pieces. Unless, of course, you’re allies. And there’s really nothing stopping you from blowing them to pieces, either. Remember... the Geneva Convention blew up along with Geneva over 100 years ago in the Great Nuclear War. Yeah.

Alliances

to exercise your right as a gang up on someone in a Forming an alliance is easy, can be a real LAFF! Two

ally:

ALLIANCES, PRE-GAME

Multiplayer Game starts, you can ALLY button. Keep hitting it beside that button matches your soon-to-beally in the

. Matching numbers mean allithe an

game and try reforming the link wearing your blood-soaked

your funeral. Dig?

ALLIANCES, MID-GAME

(and break an alliance – more during a game by clicking on button (or pressing the A key). A buttons pop out, each representhe other players and showing

their army. If you’re wanting to ally with your friend, an Evolved, then hold the cursor over the Evolved buttons until you find the one with your friend’s name and colour. The little face will look happy if you’re allied or angry if you’re not. And clicking on that button will reverse the current status. So there. If you ally with someone, they will receive an info window letting them know that you’re waving the selective white flag. Note that they don’t automatically ally with you, that’s their choice!

BREAKING ALLIANCES

There’s nothing quite as fun as imagining the expression of betrayal on your friend’s face when you start laying into the units that, up until a second ago, were happy little allies, and the tiny message ‘<player> has broken alliance’ pops up! There are two ways to break alliances, the nice way and the nasty way. With the nice way, you click the Alliance button, find your allied friend’s button, and click it. No blood spilled. Yet. The nasty way is more fun – you just storm in and start shooting up the unsuspecting army. You’ll need to use a Force Attack (select your units, hold ALT, then click on the targets), but once the alliance is broken, you can just attack in the regular ol’ way. One cool thing to note, though – Suicide Units (Kamikaze/Martyr/Michaelangelo) operate under their own laws. You can make them Force Attack an ally, and the Alliance won’t be broken! Sneaky or what?

The End Of Multiplayer Game

epending on the Host’s choice of Victory

DConditions in the Host Screen, the game will end, (for you at least) if you or your allied collective win or if your whole army is wiped out. If you win, then you’ll go to the Debriefing Screen, which gives you a ranking and details of the game. If you die, then the game ain’t necessarily over! If at least two other armies are still alive, then you’ll become a bit of a

42

43

43

THE UNIT EDITOR

ghost. The Fog and Shroud will clear, and

THE UNIT EDITOR

you’ll be able to scroll around the map and

 

watch how the war finishes. Watching it to the

 

end or getting annoyed and pressing ESC will

 

take you to the Debriefing Screen mentioned

 

above.

 

Chatting

 

 

during setup is covered under

 

 

 

 

above. Chatting during the

 

 

… here. If you want to chat to

 

 

hit the Messages button or hit

 

You’ll be presented with a few but-

 

to allies only

all selections

 

to everyone

 

only to the same army types

 

specific players

 

little messaging box with a cursor

The Unit Editor.

message and hit Enter to send

 

messaging off, hit the Messaging

From here, just slide the sliders against all the

or hit the M key.

attributes to where you want ‘em. Hell, experi-

 

ment a little! The options are pretty much self-

 

explanatory, dealing with speeds and dama-

 

ge versus certain unit types, the time it takes

 

to build a unit and how far it can ‘see’ into the

 

Fog or Shroud. So go to it! Tweak some

 

Freaks!

 

 

APPENDICES

 

 

APPENDICES

Appendix

A

port, clicking the U key will set the

 

 

most recently clicked destination as

 

 

the point it will lay down its cargo.

and

unit

.

the

-

-

any will if the-

near area. over hit G.

of

clicking the L key will set the most recently clicked destination as a pick up point. The Transport will set down and remain for a short time so that units can be piled in, then it will fly to its next destination point.

U:Unload Transport. As part of a series of Waypoint commands for a Trans-

ALT: Force Attack. Forces a unit to attack an ally, terrain feature, bridge, etc. See ‘Force Attack’.

SHIFT: Waypoint/Queue

orders.

Sets

Waypoints. See above.

 

SPACE: Cancel Order. Selected units will stop moving or attacking, selected buildings will forget their Marshalling Points, Selected towers will stop firing.

T:Auto Assign Tanker. Sets an idle Tanker off to find an Oil Rig and Power Station and start hauling oil.

CTRL: Move while attacking. Holding CTRL and selecting a destination point will make your units alert – they’ll defend themselves against attacks, then continue to their destination once they’re no longer under direct threat.

GROUP SELECTION

CTRL + [0-9]:

Stores selected units/buildings for quick retrieval. The number key becomes a shortcut to selecting that group of units/buildings.

[0-9]: Restore group selection. (Stored group will be selected)

ALT + [0-9]: Restore group and centre screen on group

<: Next Group (technically , )

>: Previous (technically . )

44

45

45

APPENDICES

APPENDICES

Group

 

SIDEBAR KEYS

Appendix

B

on next sto-

I:

Infantry Menu

EFFECTS OF TECH LEVEL INCREASES

 

 

 

UPGRADING OUTPOST/CLAN HALL/BARN

 

V:

Vehicle Menu

 

 

Smart Select

 

 

1. First level Minimap; Build Repair Bay

buildings and

P:

Aerial Unit (Planes) Menu

2. Second level Minimap; Build LoTech Wall

included in that

 

 

3. Radar around main building; Build first

 

W:

Walls Menu

level Alternative Power collectors

 

 

 

4. Build HiTech Wall

 

T:

Towers Menu

5. Build second level Alternative Power

 

 

 

collectors

 

C:

Constructibles Menu

 

 

Hold the Right

 

 

 

 

.

A:

Alliances

UPGRADING BARRACKS/WARRIOR

 

 

 

HALL/MICROUNIT FACTORY

 

M:

Multiplayer message. See under

 

 

 

 

‘Multiplayer Gaming’ for details.

Each upgrade of this structure increases the

building (eg.

 

 

choice of infantry units.

other main buil-

R:

Recycle

 

 

click the

 

 

Upgrading Armoury/FORGE/weapon control

 

TAB:

Open/Close Minimap

Upgrading this structure increases the choice

 

 

 

of Turrets available for Constructible Vehicles

(Bookmark) screen

~:

Toggles Minimap between top left and

(Constructibles are only available if the

‘Visibility’)

 

bottom left corners.

Machine Shop or equivalent is also upgraded

 

 

 

to at least Tech Level 1)

position. (Also

 

 

 

 

 

 

TIMER BUTTONS

1. Build Tower level 1; Increases armour rating

 

 

PRODUCTION BUTTONS

on all new units

 

 

 

2. Build Tower level 2; Increases armour rating

 

LEFT MOUSE:Increase Queue Counter by one

on all new units

 

 

 

3. Build Tower level 3; Increases armour rating

is displayed)

RIGHT MOUSE:

on all new units

 

 

Decrease Queue Counter by one

4. Build Tower level 4; Increases armour rating

 

 

 

on all new units

 

CTRL+LEFT MOUSE:

5. More Turrets for Constructibles; Increases

 

 

Set Queue Counter to infinite

armour rating on all new units

CTRL+RIGHT MOUSE:

Cancel Queued Production

ALT+LEFT MOUSE:

Centre on Unit’s Production Building

Game Speed.

and = keys).

UPGRADING MACHINE SHOP/BEAST ENCLO-

SURE/MACROUNIT FACTORY

Each upgrade of this structure increases the choice of vehicles/animals; increases the choice of Constructible Bases and Extras. (Constructibles are only available if the Armoury or equivalent is also upgraded to at least Tech Level 1)

1.Additional vehicles;

2.Additional vehicles, including Oil Tanker

3.Additional vehicles;

4.Additional vehicles; Make Aerial Transport

5.Additional vehicles, including Mobile Outpost or equivalent; Make Aerial Fighter and Aerial Bomber.

UPGRADING RESEARCH LAB/ALCHEMY

HALL/TECHNOSTUDY

Each upgrade on this building will result in future upgrades to any building being completed in a progressively shorter time and at a cheaper rate.

UPGRADING POWER STATION/POWER STATI-

ON/POWER STATION

Each upgrade on this building will make increase the Resources refined from each Tankerload.

UPGRADING REPAIR BAY/HEALING

TENT/MAINTENANCE DEPOT

Each upgrade on this building will increase its efficiency. It will repair/heal more quickly.

46

47

47

TROUBLESHOOTING

CREDITS

TROUBLESHOOTING

 

DirectxSituations

Technical

Support

CREDITS

 

 

 

 

 

a system called

f you have any problems running or playing

 

GAME PRODUCER

 

 

 

graphics and play

Ithis game, please contact us by fax, email,

Justin ‘Feature Creep’ Halliday

 

 

 

Version 5.0 or higher

or telephone. The lines are open from 10.00

 

 

 

 

 

function, and it is this

am to 7.00 pm every weekday (except bank

 

LEAD PROGRAMMER

 

 

 

at your discretion

holidays) and from 10.00 am to 2.00 pm on

 

Shane Lontis

 

 

 

install procedure.

Saturdays.

 

 

 

 

 

problems:

 

 

 

 

LEAD ARTIST

 

 

 

 

The fax and email are available 24 hours a

 

Dan Tonkin

 

 

 

down immediately

day.

 

 

 

 

 

 

 

could mean your

 

 

 

CPU PLAYER PROGRAMMING

 

 

 

been properly instal-

t:

0161 827 8060

 

Paul Baulch

 

 

 

the drive. The solu-

t:

0161 827 8061

 

 

 

 

 

 

 

 

 

 

UNIT PROGRAMMER

Memory

Problems

 

DirectX 5.0 on your hard drive.

 

 

 

 

Andrew ‘IDAK’ Scott

 

 

 

 

 

 

 

 

 

 

 

 

Alternatively, many questions can be answered

NETWORK & WINDOWS PROGRAMMER

 

 

 

appears to be correctly installed

by visiting our web site.

 

Louis Solomon

 

 

 

game still won’t run, then you may

 

 

 

 

 

 

 

 

of your other device drivers

http://www.infogrames.fr

ADDITIONAL PROGRAMMING

 

 

 

etc). Contact your vendor or the

 

 

 

 

Frank C. Prete

 

 

 

Web Page.

 

 

 

 

 

 

 

 

 

 

 

 

BACKGROUND ARTIST

 

 

 

 

 

 

 

 

John Tsiglev

 

 

 

Sound

 

 

 

 

SURVIVOR ARTIST

 

 

 

 

 

 

 

 

 

 

 

lmost all modern sound cards are digital,

 

 

 

 

Dan Tonkin

 

 

Awhich is a good thing, because KKND

 

 

 

 

 

 

 

Krossfire requires a digital soundcard to ope-

 

 

 

 

SERIES9 ARTIST

 

 

rate. Some cards, such as the original Adlib

 

 

 

 

Toby Charlton

 

 

sound card, are non-digitaland will need to

 

 

 

 

 

 

 

be upgraded to bring the system into line with

 

 

 

 

EVOLVED ARTIST

 

 

the minimum requirements as specified on the

 

 

 

 

Jeremy Kupsch

box.

SUPERSTRUCTURE ARTIST

Damien Borg

DESIGN

Craig Duturbure, Justin Halliday, Shane

Collier, Cameron Brown

MISSION BUILDING

Brian Uniacke, Justin Halliday,

Greg Johnson, Rowan Summers,

Ian Malcolm

48

49

49

CREDITS

WEB ACTIVITIES

TESTERS

Adrian Giles,

Alex McNeilly, Glenn Shanley,

Sandee Agee,

Gary Ireland, Rhys Quinert, Ashley Parker,

Jankulowski

Jared Quinert, Daniel Walters,

 

Nick Evans, Asher Doig,

OFFICE NOISE

John Robinson, Angie Kindred,

Jeremy Kupsch

Toby Couchman, Damon Fredrickson,

 

Tim Kane, Jason Foo, Vito Trifilo,

DIRECTORS

Tamzin Barber, Paul Tracey,

Andrew Carter

Alex Dekterev, Louis Solomon

DIRECTOR

MISSION EDITOR PROGRAMMING

Liebnitz

Matthew Curtis, Alex Lindsay

STRESS MERCHANT

MISSION BRIEFING ARTISTS

Giles

David Woodland, Adam Ryan, Marnie Pitts

PRODUCER

MISSION BRIEFING ACTORS

Lancman

Matthew King, Craig Duturbure, Gary Files,

 

Jonah Klien, Rosanna Morales

PUBLISHER

 

Milgrom

FAMOUS MOTION CAPTURE ENGINEERS

 

Glen Horrigan, Thomas Ruth

DESIGN

 

Brian Uniacke,

LOCALISATION COORDINATOR

Andrew P. Scott,

Steve Mann

David Giles,

 

Judy Routt,

MANUAL TEXT & LAYOUT

Richard Au,

Craig Duturbure

Johnson

 

 

PROGRAMMING SUPPORT

CINEMA ARTIST

Phillip Mitchell, Brian Post, Myles Abbott,

Jones

Darren Bremner

ARTISTS

HARDWARE TECH SUPPORT

Bottomley, Domenic

Tim Bos, Ryan Bessemer, Alex Braunegg

Georgio

 

SOUND EFFECTS

 

Gavin Parker

 

 

MANUAL-LAYOUT

TESTER

AND PACKAGING-DESIGN

Collier

Maren Hengst/Graphik Design

50