Games PC KKND 2-KROSSFIRE User Manual

MAKING STUFF . . . . . . . . . . . . . . . . . . . . . . . . 19
MAXIMUM UNITS . . . . . . . . . . . . . . . . . . 19
MAKING BUILDINGS . . . . . . . . . . . . . . . 19
UNMAKING BUILDINGS . . . . . . . . . . . . 20
MAKING TOWERS . . . . . . . . . . . . . . . . . 20
MAKING WALLS . . . . . . . . . . . . . . . . . . 20
MAKING STANDARD UNITS. . . . . . . . . . . . . . . 21
FIXING THINGS . . . . . . . . . . . . . . . . . . . . . . . . 23
BUILDING DESCRIPTIONS . . . . . . . . . . . . . . . 25
TOWERS & WALL DESCRIPTIONS . . . . . . . . . 29
INFANTRY DESCRIPTIONS . . . . . . . . . . . . . . . 30
CONSTRUCTIBLES DESCRIPTIONS . . . . . . . . 34
ARIAL UNITS DESCRIPTIONS . . . . . . . . . . . . . 38
SINGLE PLAYER GAMING. . . . . . . . . . . . . . . . 39
MULTIPLAYER GAMING. . . . . . . . . . . . . . . . . . 40
HOST SCREEN . . . . . . . . . . . . . . . . . . . 4 1
CLIENT SCREEN . . . . . . . . . . . . . . . . . . 43
ALLIANCES . . . . . . . . . . . . . . . . . . . . . . 43
CHATTING . . . . . . . . . . . . . . . . . . . . . . . 44
THE UNIT EDITOR. . . . . . . . . . . . . . . . . . . . . . 44
APPENDIX A: COMMANDS & SHORTCUTS . . . 45
APPENDIX B:
EFFECTS OF TECH LEVEL INCREASES . . . . . 47
TROUBLESHOOTING . . . . . . . . . . . . . . . . . . . 48
SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
3
3
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
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 the after-effects. Their circuitry fused, they destroyed Series 5-8 out 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!
5
5
I
f you’ve used all the defaults during the
install process, you’ll find the KKND Krossfire icon in your START menu under \Pro­grams\Melbourne House\KKND Krossfire. It’s the one with the little KKND Krossfire graphic next to it. Click it, then hit the ‘Play’ button, and you’re away!
A BRIEF HISTORY OF WAR
Let’s get you up to speed. 100 years ago, a nuclear war totalled the planet, leaving only two groups of people alive. Of these people, half scuttled underground, avoiding radiation, and formed the Survivor army. The other half stayed on the surface, mutated like CRAZY, tamed some freaky beasts and called themsel­ves The Evolved. In 2140, they fought for owner­ship of the surface, and another two splinter groups fled this war – cowardice or ‘going for reinforcements’? You be the judge. It’s now 2179, and both groups have met on the surface to fight for it again, only to find a third army also wants some action. Those crazy kids!
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.
4
• Operating System:
Windows ’95, Windows ’98, or Windows NT 4.0
• CPU Type & Speed:
Pentium 133MHz or faster
• Hard Drive Space:
100MB Disk drive space (additional space required for DirectX 5, save games, and Windows swapfile)
• Memory: 16MB RAM
• Graphics:
2MB DirectX compatible video card
• Sound Card:
DirectX compatible digital sound card
• CD-ROM Speed: 4X CD ROM
• Other Requirements:
Keyboard, Windows-compatible mouse
• Pentium 166MHz of faster CPU
• 32MB RAM
KKND Krossfire supplies you with 2 CDs,
one containing the installation and Survivor missions, the other containing the Series 9 and Evolved missions.
Multiplayer games can be played using
either CD.
2-8 player network support using IPX net-
work protocol (high performance systems recommended)
2 player modem play with Windows-compa-
tible, 14.4 kbps or faster modem
2 player serial play using null modem cable
2-8 player TCP/IP (Internet) play
I
nstallation of KKND Krossfire should be a
fun and wacky time to be had by all. Or at least quick and painless so that you can get in there and kill things NOW!
Exit all other Windows programs.
Insert the KKND Krossfire CD into your
CD ROM drive
If you have AutoRun set as part of Win95
Setup, you’ll be taken to the install screen. You’ll go to a fuzzy TV screen graphic. Click Install. If you don’t have AutoRun active, then click on your Win95 START button (bottom left of your desktop), click RUN, then click BROWSE. Make sure your CD drive is selected in the ‘Look in’ window, then select the file called SETUP.EXE. Then click OK. Okay?
Follow the instructions given, selecting the
directory and program folder where you want KKND Krossfire installed
A Note on DirectX: KKND Krossfire requires
DirectX 5.0 or higher to run. The install pro gram will ask you if you wish to install it.
Say yes, unless you have a higher version
already installed.
At the end of the install process, you’ll
be asked if you want to check out the README.TXT file. This file contains updated information that didn’t make it to this manual.
Finally, hit RUN to start playing! You’re away!
4
SYSTEM REQUIREMENTS & ISTALLATIONS
MINIMUM SYSTEM REQUIREMENTS
Supported
INSTALLATION
Recommended
TO PLAY KKND KROSSFIRE
Backstory
PLAYING KKND KROSSFIRE
• 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.
W
ell, it’s like most wars. Your objective is
to own EVERYTHING... to own... THE WORLD! (insert maniacal laughter here). You go about this by selecting an army to join, then annihilating everything that does­n’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?
H
ere are the main commands and shortcuts for 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
7
7
• Sound Volume:
Fiddle with the Sound Effects volume.
• Music Volume:
Ditto on the Music volume.
• Scroll Speed:
Sets your scroll speed for the cursor keys 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 the speed of this.
• Gamespeed:
Sets overall game speed, affecting con­struction times, unit speeds, things like that.
• OK: Okay?
• Save:
To Save your game position, click this but­ton then either double click on a save slot or click once then click the Save button. Done! Your game details (name, time of save) will occupy a slot. You can click an occupied slot and you’ll be prompted to confirm whether you want to replace the current game in that slot with the new one. Click yes to do so.
• Load:
See ‘Load Game’ above.
Restart: Restarts your current mission.
• Briefing:
For an even briefer brief, click this. It’ll restate your mission objectives in text form.
6
O
ptions! Express your democratic right to choose!
SINGLEPLAYER GAME
Shuttles you off to start deciding what single player mission you want. See ‘Single Player Gaming’ below to find out more.
MULTIPLAYER GAME
Shunts you off to the Multiplayer section. See ‘Multiplayer Gaming’ later on.
LOAD GAME
Throws you at a screen where you can pick up a mission where you left off (double click the mission name or single click, then
click ‘Load’). The Delete button clears the selected game slot of the contained game.
CUSTOM MISSIONS
KKND Krossfire allows you to create your own, custom-made missions, as well as to download other people’s missions from the internet. You can adjust practically ever­ything: background graphics, their attributes, unit placements – even mission completion criteria. Check out the file CUSTMISS.TXT on the KKND Krossfire CD for the details on making your own missions.
UNIT EDITOR
Propels you to the Unit Editor, where you can fiddle with the stats of all the units in a multi­player game. See under the ‘Unit Editor’ sec­tion for the inside story.
OPTIONS
Transports you to the main options screen. And the options are:
• Fog type:
Choose the degree of fog you’d like (see under ‘Visibility’ for details).
• Smart Select:
On or off. See ‘Selecting’ for the meaning of this.
• Hints:
Hints can pop up at the start of Single­player missions, if you choose so here.
• Sound Volume:
Slide it to set the volume level of the sound effects.
• Music Volume:
Slide this one to set the volume level of the music.
• OK: You feelin’ happy with everything? Hit
the OK button.
QUIT
Go on. Hit it. You’ll leave the game and all this work will be for nought… <sob>… no, just do it, we’ll be okay… <sniff>…
W
hen you’re happily in
the game, you might still want some choice. Choice is good. Hitting the ESC key or clicking the Options button (at the bottom of your sidebar) will throw you into the In­Game Options menu:
• Options:
Your first option is more options! Here’s what you can pick here:
• Smart Select:
On or Off. See ‘Selecting’ for details.
• Wait at Waypoints:
If it’s on, your group will wait at each Waypoint for all its slower numbers to catch up before proceeding. See under waypoints’.
6
OPTIONS SCREENS (SUPERSTRUCTURE)
Main Screen
In-Game Options Screen
YOUR OBJECTIVE
COMMANDS & SHORTCUTS (A SUMMARY)
YOUR OBJECTIVE
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).
9
9
W
hen it comes to seeing stuff in KKND
Krossfire, you got options. Some units, buildings and terrain can affect what you see and how you see it, and there are other visibi­lity options that you pick yourself. Let’s get into it.
FOG OF WAR/SHROUD
A Shroud (in KKND terms) is a black area on the map, representing an area your units haven’t yet explored. Fog of War is a stippled map overlay representing an explored area no longer in the visual range of any of your units or buildings. Under this ‘Fog’ only the terrain is visible, not enemy buildings or units.
LINE OF SIGHT
At ground level, visibility is not always as good as it could be. A unit’s line of sight can be obscured by trees, cliffs and plenty of other things. This is represented in KKND Krossfire by the Fog or Shroud remaining active in a unit’s visual range if that unit tech­nically can’t see past an obstruction or over the top of a cliff.
MINIMAP
The Minimap is a miniaturised version of the map. Not many surprises there. It gives you a quick overview of the surrounding area. Here’s what you need to know:
• Getting it
Your main building (eg. Clanhall) starts at Tech Level 0. Upgrade it once and your
8
their status bars (hit points, veteran level, group number, etc)
• Add to selection:
Shift + LMB. Adds a unit to an existing group.
• Move:
See under ‘Moving’ for the multiple moving options.
• Attack/Force Attack:
See under ‘Attacking’ for the multiple attacking options.
• Set Waypoint:
For issuing multiple orders. Hold Shift and click. See under ‘Waypoints’.
• Issue Special Orders:
See under ‘Bossing Things About: Special Orders’ for such orders as Defend, Repair, Enter, etc.
RIGHT MOUSE BUTTON
• Fast scroll:
Position the cursor in the main play area, hold this button and move the mouse. It scrolls fast! Hence the name.
• Deselect:
Right click on anything that’s not a unit or building and you’ll deselect the current sel­ection.
• Cancel Production:
Click on a production button to cancel a unit/building’s production.
H
ere are some of the main keyboard short­cuts.
ALT+ENTER: Toggles between Full Screen and
Window View.
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
CTRL+ drag select:
Overrides Smart Select (if active), so Tankers, buildings and Technicians will be included in that particular drag sel­ect.
HOME: Centre view on your main building (eg.
Outpost). To view your other main buil­dings (if any), repeatedly click the HOME key.
CTRL + [ F5 – F8 ]:
Store screen position. (See under ‘Visibility’)
F5 – F8:
Recall stored screen position. (Also see under ‘Visibility’)
ESC: (During a game) Brings up the in-game
options menu.
TAB: Open/Close Minimap ~: Toggles Minimap between top left and
bottom left corners.
SPACE: Cancel current orders on selected units
(they’ll just stop!)
?: (Technically, it’s the / key). Activates
unit information label for the next unit or building the cursor hovers over.
^^ aa __::
Scroll the view
BACKSPACE:
Recall last selected group
S: Stand Ground. Units will stay put, even
if fights break out around them.
D: Disperse. Selected units will scatter
away from the selected area.
F: Fight. Selected units will aggressively
seek and attack any enemy unit within visual range.
G: Guard. Selected units will stick by the
Guarded unit, defending it if it gets attacked.
M: Multiplayer message. See under
‘Multiplayer Gaming’ for details.
+/-: Increases/Decreases Game Speed.
(Technically, it’s the - and = keys).
8
COMMANDS & SHORTCUTS (A SUMMARY) VISIBILITY: SEEIN’ STUFF
KEYBOARD
VISIBILITY: SEEIN’ STUFF
S
tatus Bars appear over units and buildings
when 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)
11
11
STATUS BARS
ecting all units contained. The only excepti­on 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-games options menu (hit ESC)! With Smart Select on, Tankers, Buildings and Technician-types are ignored by drag selections. Note that you can still click on these units individually, and you can make them selectable on a one-off basis by using the Override feature detailed below.
OVERRIDING SMART SELECT
Although Smart Select can be turned off com­pletely via the in-game options 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?
10
RADAR
Radar, in KKND terms, is a visual aid allowing your Minimap to spot units and buildings under the Fog of War (so don’t worry yourself with it if you’ve got your Fog option switched off!) Here’s how Radar works:
• Getting It:
Radar can appear in two forms. Firstly, your main building (eg. Barn) issues a radar field when upgraded to Tech Level 3. And secondly, a Radar turret can be strapped to a Constructible Unit to form a mobile radar unit (see Constructible Units below).
• Understanding it:
Something equipped with radar will have a regular visual range, completely exposing all terrain around it, but will also have a radar range. This radar range is represen­ted by an area of Fog around the visual range. And not only that, but this ‘radar fog’ will expose enemy units and buildings (in a pulsing, sweeping pattern) on the Minimap. Note that this won’t pick up Constructible Units equipped with Radar Jam (see below).
• Jamming it:
There are two ways to prevent a unit sho­wing up on enemy radar, Radar Jam (avai­lable to all armies) and Stealth (Survivors only). Both these are available as extras in the Constructibles menu. A vehicle equip­ped with Radar Jam will not show up on enemy radar. One equipped with Stealth will not only be invisible to radar, but will generate an aura of radar jam (sticky stuff, you’d think), so that nearby units will also be hidden from radar scanners.
• Special Note:
You want mobile, aerial radar? Load a radar-equipped vehicle into an aerial trans­port!
SHORTCUTS TO MAP AREAS
Though the Right Mouse Button held and dragged is a great way to get around the map quickly, a few other ways exist. And here they are:
• Minimap Clicking:
To instantly cut to a distant area that’s visi­ble on your Minimap, simply click on it in the Minimap. Whoa!
• Bookmarking:
You can ‘bookmark’ screen positions, which means storing screen positions as shortcuts attached to keys. This is handy for quickly ducking back to secondary camps or areas of interest (oil setups, enemy camps, etc). You can set up four bookmarks. When you are on the desired map position, hold CTRL and hit a func­tion key (F5-F8). After this, simply hitting that function key will display that map area. Cool!
• Home Key:
The HOME key will centre the screen on your main building (eg. Outpost). Repeated clicking will cycle through other Outpost type buildings, if you have them.
• Stored Groups:
If you’ve stored groups into number keys (see Storing Groups below), then you can recall the group and centre the screen on them by holding ALT while hitting the group’s key number.
Y
ou gotta get people’s attention before
you can get them to do stuff for you. 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-
10
SELECTING STUFF
SELECTING STUFF
STATUS BARS
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-aircraft units or they’re long-range units who can easily aim at the sky. These units are: Anti-Aircraft Constructibles, Anti-Aircraft Towers, 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.
13
13
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 when they reach their destination. If direc­ted to attack, they will do so, then return to the last point they touched the ground.
MOVING WITH ANGER
If you want your units to get from point A to point B as fast as you can without getting distracted, just click a destination on the map. If, however, you want them to smack up anyo­ne they come across in their travels, then hold CTRL and hit the destination point. They’ll walk, but they’ll walk with attitude.
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!
12
And here’s a list of what has what:
• Infantry/Vehicles/Animals:
Health Level, Veteran Status, Group Number
• Buildings:
Health Level, Tech Level, Group Number
• Oil Tankers:
Health Level, Oil Level, Group Number
• Transports:
Health Bar, Capacity Slots, Group Number
• Oil Puddle: Oil Contained
• Walls: Health Level
B
eing a Commander is all about, y’know,
commanding. You’ve gotta be able to direct your units all over the place so that they can risk getting killed instead of you. Ah, war. It’s a funny ol’ game. Here’s all you need to know about shuffling units about.
BASIC STUFF
To move something, select it, then click on a valid area of terrain. You’ll know it’s not valid if you see a NO GO cursor. No go areas are holes in the ground, stuff like that. Note that you can really map out which way you want a unit or group to get to a destination. That’s covered under Waypoints below.
TERRAIN (& NO TERRAIN) EFFECTS
There are a few things you’ll need to know about terrain.
Trees: Only infantry can move through trees. Roads: Roads allow units to move more quick-
ly than on unflattened terrain.
Water: There are three types of water, alt-
hough 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 the­re’s a nice flat shoreline to enter the water – no jumping in the pool!
12
BOSSING THINGS ABOUT
BOSSING THINGS ABOUT
Moving
Attacking
A
few special orders for special units exist,
but 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.
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.
15
15
RESOURCES
L: Load Transport. As part of a series 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.
14
WAYPOINTS
The units in KKND Krossfire have developed better memories, and can now remember up to 9 orders to complete in order. These orders are called Waypoints. Usually you’ll be using Waypoints to mark out specific paths for the units to take (for example, an aerial unit might be given a path that avoids Anti-Aircraft towers to get to its destination instead of taking the shorter, more dange­rous, direct route). Sometimes, though, you’ll give the units orders on the way, like ”Go here, fight whatever you see, return to base for repairs, then return to your starting point”. To find out how to set Waypoints, keep reading.
Setting Waypoints
To set such Waypoint orders, select the units, hold SHIFT and click out their path. A dotted line will display their path. For orders such as ”get repaired”, you’d click on the Repair Bay as one of the steps. For a haras­sment order, you might hit the F (fight) key after selecting a destination point.
Patrolling
Patrolling means a unit or group will travel around in a continuing loop until an enemy comes near, then they’ll attack it. To set up a loop, set up a path of Waypoints, then click the final destination point back on one of the others. The Waypoint path turns red, and the units will begin their ‘Marchin’ up ‘n’ down the square’.
Changing Waypoints
To change a set of Waypoints, select the unit or group again, hold SHIFT and map out the new set of orders.
Wait at Waypoints
This is an option available in your in-game menu, designed for slow units. If ‘Wait at Waypoints’ is active, your units will stop at
each Waypoint until all the members of the group have caught up, and only then will they wander off to the next Waypoint.
Marshalling Points
Units usually hang out the front of their creati­on building, but sometimes you’ll want your fighting units to head straight into battle. To set this up, click on the relevant creation building, hold SHIFT, and click out some Waypoints describing your desired path. New combat units will follow this path upon creation. To cancel this, select the building and hit SPACE (cancel orders).
T
o inflate your ego as supreme commander
of the war, you now have more orders you can lay on your poor little units. The Keyboard commands are listed with the descriptions below, and they also appear, along with all Keyboard and Mouse Commands, under the ‘Help’ button in the in­game options menu.
S: 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.
D: Disperse. Selected units will imme-
diately scatter and move a short distance from the current mouse­pointer position.
F: Fight. Selected units will attack any
enemy within visual range, and will hunt what they’re best at killing if there’s a choice.
G: 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.
14
BOSSING THINGS ABOUT
Waypoints & Marshalling Points
Order List
Spezial Order
RESOURCES
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.
17
17
VETERAN 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.
I
f you leave a unit in the thick of war for
long enough, it’ll go bananas. But that’s not the only cool thing to happen. The unit will also start to learn more about their wea­pons, and about how to deal with pain a litt­le better. These units are called Veteran Units.
Units begin life quite stoopid, but can reach two levels of veteranship if engaged in enough meaningful combat. Veteran status is represented by a change in the border colour of the unit’s Status Bar, blue indica­ting first level Veteran, red indicating hig­hest level Veteran. The effect of this Veteranship depends on the type of unit. Read on…
VETERAN INFANTRY
When infantry reach Veteran Status, they achieve enlightenment. But more relevant to the game, they become more accurate, they shoot faster, they inflict more damage, and, you’ll never believe this one, they heal themselves, so long as they’re standing still and not fighting! How cool is that?
16
HOW DO I GET OIL AND PROCESS IT?
You might start with a mobile oil rig unit (eg. Mobile Derrick) or you might have to build one. Either way, when you have one, select it, then click the desired oil puddle. The unit will travel to the puddle and set up an oil suckin’ building (eg. Drill Rig). You’ll need a refinery (eg. Power Station) to process this oil and a means to transport it. Luckily, building a refi­nery building gives you a free Tanker, which will automatically seek out the Rig and begin transporting oil. When the oil is in your refi­nery, it’ll start to convert into Resource Units, which you can use to build stuff. Quick tip: it’s best to have at least two Tankers per refi­nery/rig combo. Upgrade your vehicle/animal building enough and you’ll be able to build more Tankers for this purpose.
BURNING PUDDLES
If an Oil Rig is destroyed, the act of destruc­tion sets the reservoir on fire. This fire will burn away all the oil in that reservoir unless it is stopped! The only way to stop the fire is to construct another Oil Rig on the puddle.
O
il ain’t the only way to grab Resource
Units. Instead of just polluting nature, make it work for you! Two types of alternati­ve energy structures exist for each army, the larger being more efficient than the smaller, and these are available by upgrading your main building (eg. Clanhall) a few times.
Alternative Energy collectors are construc­ted like any building (although you can only own four of each buil­ding type at any one time), and they provide a slow but fairly con­stant income of Resource Units.
T
ech Levels show how advanced your buil-
dings are right now, and hence determine which units they can build, how efficiently they run, or which higher functions they can perform. Tech Levels come in two flavours, Global and Local.
GLOBAL
The Global Tech level is the upper Tech Level limit for the current mission – you cannot upg­rade any building beyond this level. As you progress through the missions, your army as a whole learns more about different units and buildings, and this information becomes availa­ble to you in the form of a raised upper limit on research. The actual current level of your buil­dings is their Local Tech Level. Read on…
LOCAL
When you first set up a building, its Tech Level will be zero. This means it can only function at its most basic level. Upgrading the building (by using your Research Lab or equivalent) is pos­sible, up to the maximum set by the Global Tech level. Read even further on…
INCREASING TECH LEVELS
Tech Levels can be increased to the maxi­mum imposed by the Global Tech level. To do this, first build a research building (eg. Technostudy). Now select that research buil­ding and click the research cursor on the target building. Research will begin, and when the research bar reaches its end, the building will increase by one Tech Level. Note that research is impossible if another building is currently being researched, if the building has reached its maximum Tech Level, or if no Resource Units are available.
16
RESOURCES
Alternative Energy
TECH LEVELS
+=
VETERAN UNITS
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-tech walls.
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.
19
19
MAKING STUFF
T
here are pretty much two things you’ll want
to be building in KKND Krossfire: Units and Buildings. Sure, there are subdivisions, but we’ll get to them just after we talk about Maximum Units. Just relax.
T
he maximum number of unit and/or buil-
dings for each team is 150. The bar next to your Resource Display meter shows an approximation of your current unit/building numbers.
When this bar fills, it means that you cannot build anything more at this time, and the cursor will change to the ‘No Build’ cursor if you try.
You will have to lose some units/buildings (through battle, friendly fire or the Recycle option) if you wish to build more.
M
aking buildings is easy, assuming there’s
no 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 resulting pop-out menu, 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-
18
INFANTRY MENU
VEHICLES/ANIMALS MENU
CONSTRUCTIBLES MENU
AIRCRAFT MENU see under ‘Making Things’ below
BUILDINGS MENU
TOWERS MENU
WALLS MENU
No function
No function
No function
ALLIANCES MENU (MULTIPLAYER ONLY)
see ‘Multiplayer Gaming’ below MESSAGES MENU (MULTIPLAYER ONLY)
RECYCLE See under ‘Unmaking Things’ below
MINIMAP See under ‘Visibility’ above
OPTIONS MENUE Accesses the In-Game Options Menu
18
SIDEBAR DESCRIPTION
SIDEBAR DESCRIPTION
MAKING STUFF
Maximum Units
Making Buildings
get a pop-out menu 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 out a-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?
UUnniitt PPrroodduuccttiioonn BBuuttttoonn::
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.
21
21
MULTIPLE PRODUCTION BUILDINGS
If you’ve built more than one production buil­ding (Barracks, Machine Shop, etc), then you’ll have multiple lists of production but­tons. Two ways exist to find which column applies to which building. The first is to scroll to the production building in question, then go into the Production Menu for that building on the sidebar. If you hold the cursor over a button from a column and you notice an infor­mation window appear above the building, then you know that the two are connected. The second method is to hold ALT and click a production button to centre the screen on the relevant building.
MAKING DEMONS
This is a feature only available to the Evolved. When your Clan Hall has been upgraded to Tech Level 5, a new building will appear in your Buildings Menu. This building is The Altar of the Scourge, a very scary building indeed. Here’s the grisly deed that you must do – grab 5 of your warrior infantry and walk them into the Altar. They’ll die. But as a result of their sacrifice, you’ll receive one nasty demon critter, the Scourge Demon. And believe, me, that’s a decent payoff!
T
o make infantry-types and basic vehicle-
types, you first need the relevant building. Once your main building (eg. Outpost) is set up, you’ll be able to build your infantry buil­ding, the Barracks/Warrior Hall/Microbot Factory for little units and your Machine Shop/Beast Enclosure/Macrobot Factory for the big ‘uns (and for aerial units, if you upgra­de it). And then it’s down to business.
SINGLE UNITS
The process of creating infantry and vehicles/animals is the same. We’ll use infan­try as the example here. To make an infantry unit, first click on the Infantry button. You’ll
20
STARTING A NEW CAMP
At the start of some missions, as well as at a high enough Tech Level, you’ll have access to a mobile version of your Outpost/Clan Hall/Barn. This allows you to roll anywhere and set up a camp. To do this, move the mobile unit to a valid area of terrain and hold the cursor over it. If you see the ‘Deploy’ cursor then you can set up there – click it on the vehicle, and wham­mo! Your vehicle be­comes an Out­post/Clan Hall/Barn and you can make a new camp around it!
UNMAKING BUILDINGS
Two ways exist to get rid of one of your unwanted buildings. The more fun way is to blow it up using a Force Attack (see under Attacking). The more economical way is to Recycle it. To do the latter, just click on the Recycle button in your sidebar, then click on the unwanted building. The building will start
deconstructing itself, and you’ll receive 80% of the current value (so you’ll get less if you Recycle a damaged building, dig?)
Y
ou build towers the same way you build
buildings, with two exceptions. First up, you can only have four of each tower type in existence at any one time. Second is that Towers are the only constructions you can build near Oil Rigs, regardless of their distance from the main camp.
A
t a high Tech Level, each army becomes
capable of building two types of walls, Low Tech Walls and High Tech Walls. Access the walls via the Walls Menu button on the sidebar
• Low Tech Walls
These are your basic enemy-blockers, but they’re clever in that they’ll link up if the individual pieces are placed adjacent to each other. They also have one other inte­resting build feature – the ‘place wall piece’ cursor remains active after you’ve placed a wall piece, so you can immediately place another. Click the right mouse button to disengage wall building mode.
• High Tech Walls
High Tech Walls are sets of pylons which produce dangerous electric beams if placed near each other in a horizontal or vertical line. These beams will damage enemy units which try to pass through them, but will shut down to allow friendly units through. Setting them up is easy. Place the first pylon as you would any building. Now click the High Tech Wall button to grab another piece. If the ghostly image of the second piece is red, you are too far from camp. If it is blue, then it is in line with another finished pylon piece – building there will create a beam between the two (which is what you want!). A yellow ghostly image means the pylon is too far or not in line with other existing pylons, or it is in-line with an unfinished pylon. You can build a pylon out of range or out of align­ment with other pylons, but they won’t hook up. You are also limited to 20 High Tech Walls at any one time.
20
MAKING STUFF MAKING STUFF
Making Towers
Making Walls
Making Standart Units
And that covers Constructibles! For a descrip­tion of the Constructible bases, turrets and extras, see the Constructible list below.
S
ad Fact of War #427: Things get hurt. Luckily, avenues exist to repair those hurt
things. Let’s get into it.
B
uildings can only be repaired by the cle-
ver 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…
T
here are a few ways to get the bigger units repaired. 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’ a­happnin’, 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
23
23
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.
22
C
onstructibles are custom made units,
which become available after upgrading your Machine Shop and Armoury (or equiva­lents) to at least Tech Level 1. You select which bases, turrets and extras you’d like together for your own special units, then assign your selections to their own production
buttons so you can build them like all other units.
CONSTRUCTIBLE BASES
The three, different-sized Constructible Bases are the ‘mobile’ parts of your Constructible, the foundation for your turrets and extras. The small, medium and huge bases become avai­lable by upgrading your Machine Shop (or equivalent) to Tech Levels 1, 3 and 5 respec­tively. Each base has a different carrying capacity, the small base able to carry 5 points’ worth of turrets and extras, the medium 7 and the huge 10. Holding the cursor over the base’s button will reveal an info box showing the base’s size, Resource Unit cost, and capacity.
Base’s size Cost of base alone Base’s capacity
CONSTRUCTIBLE TURRETS
Turrets form the top parts of the Constructibles – they give a Constructible its function. Turrets can be offensive (eg. Artillery Turret) and not (eg. Radar Turret). More Turrets become availa­ble with each upgrade of your Armoury (or equi­valent). For the full list, refer to the Con­structibles list below. Each turret takes up a cer­tain amount of space on a base, the larger tur­rets requiring the larger bases to support them. A Turret’s capacity requirement, displayed in an info box, can be seen by holding the cursor over the turret’s button.
CONSTRUCTIBLE EX TRAS
Extras are special abilities, like Speed and Self-Repair, that you can build into a Constructible. To increase the amount of Extras available to your Constructibles, upg­rade your Machine Shop (or equivalent). Extras also have a space requirement. For the full list of extras, look under the Constructibles list below.
MAKING A CONSTRUCTIBLE: THE EX AMPLE
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 work through an example, shall we? We want to make a radar scout for the Survivor army, with the ability to repair itself (it’ll be moving far from the Repair Bay). So let’s go!
After upgrading your Machine Shop and Armoury to Tech Level 5, hit the Con­structibles menu button. What you’ll see at first is a single column of empty buttons (where you’ll be storing your creations), hea­ded by the Constructible Components Menu button. Click this top button.
CCoonnssttrruuccttiibblleess MMeennuu::
22
MAKING STUFF
Making Constuctibles
Turrets Menu
Capacity
Free
Store selection in adjacent slot
Bases and
Extras Menu
Current cost Production Buttons
FIXING THINGS (REPAIRS & HEALING)
Repairing Structures
Repairing Vehicles/Animals
25
25
BarnOutpost Clan Hall
BUILDING DESCRIPTIONS
24
Waypoint and send your units back to the front straight after. Good, huh? You can also upgrade your repair building so that it repairs more quickly and efficiently.
MOBILE REPAIR CONSTRUCTIBLE
A Constructible fitted with a Repair Turret can fix big vehicles/animals and aerial units right on the front line! To do so, click the Constructible Repair Unit then click the dama­ged unit. The Constructible will move to and repair the damaged unit and other damaged units from its army, then itself. Cool!
SELF REPAIR CONSTRUCTIBLE EX TRA
Another Constructible Extra is Self Repair. You load this sucker into a Constructible, and it’ll gradually repair itself, so long as it is stay­ing still and not fightin’. Groovy.
REPAIRING AERIAL UNITS
Aerial units can be repaired, but they’re just the wrong shape for the Repair Bays. They can therefore only be repaired by mobile repair vehicles (ie. Constructibles with Repair Turrets). See above.
21
SSTT
CENTURY UNITS
21st Century Units can pop out of Tech Bunkers. They’re from another time, and because no-one knows how they work, no-one knows how to fix them. So look after them if you find them, okay?
REPAIRING INFANTRY
Infantry can only receive healing if they do it themselves, and this self-healing is only avai­lable when they become Veteran Units. See under Veteran Units above for details.
B
efore the great nuclear war, scientists
invented some really cool weaponry. They tucked them away in Tech Bunkers, huge locked containers, and the plan was that these Bunkers would open if war broke out and the big weapons would storm out and win the war. Well, they screwed up. The locks on the inside of the Bunkers didn’t work, so the 21st Century technology has remained locked up for many years.
The Tech Bunker Type II were used to hold the larger, cooler weapons. And the locks on these were SO impressive, they required someone with actual mechanical aptitude and brains to open them. So if you come across a Tech Bunker, get a Technician/ Mekanik/Systech out there fast, or the enemy may well get the weapon first. And since the weapons ally with whichever army releases them, you’d better hope it’s yours…
24
TECH BUNKERS
TECH BUNKERS
Y
our main building. The ‘Flag Building’. You need to have one of these before you can build anything else. Upgrades include Minimap, Walls, and Alternative Power Sources.
Microunit FactoryBarracks Warrior Hall
T
hese are where all your small ‘foot’ units are born. Upgrades increase your range of foot units, from shooty types to Technician types to Suicide Units.
Macrounit FactoryMachine Shop Beast Enclosure
T
hese buildings create your big units. Upgrades provide a greater choice of vehicles, animals or big robots, and also provide access to aerial units. Coupled with an upgrade of the Armoury or
equivalent, these buildings also provide more Constructible Base and Constructible Extra options.
26
27
27
26
Weapon ControlArmoury Forge
T
his is where your weaponry is researched. Upgrades will give you more Constructible Turrets to choose from, and also access to the different Defensive Towers. Each upgrade will also
improve the armour of all subsequently-produced units.
Power UnitPower Station Power Plant
T
he best way to increase Resource Units is to suck oil out of the ground and process it one of these 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.
OilbotDrill Rig Derrick
T
hese structures suck. They suck oil out of the ground. They usually begin life as a vehicle dri­ven out to the oilfields and erected.
WindmillSolar Collector Big Pig
T
he low-level Alternative Power processors. These provide a small but fairly constant supply of Resource Units using slightly more environmentally sound methods.
Wind TurbineThermal Exchanger Pig Pen
T
he high-level Alternative Power processors. Same as the low-level ones, only these suck more resources for you over a shorter time.
Maintenance DepotRepair Bay Healing Tent
T
his is where you can send your large units for repairs or healing. Note that aerial units can-
not be repaired here – they need to employ a Constructible equipped with a Repair Turret. Note also that 21st Century units (from Tech Bunkers) can’t be repaired. Upgrades of these buil­dings increase the efficiency of the repairs.
BUILDING DESCRIPTIONS BUILDING DESCRIPTIONS
L
aunches area of effect projectiles. Better against Vehicles/Animals.
29
29
Cannon Tower The Worm Pod Cannon
28
28
DEFENSIVE STRUCTURES (TOWERS & WALLS)
TechnostudyResearch Lab Alchemy Hall
T
hese are the brain houses, the houses of knowledge. They are also the buildings you need for increasing the Tech Levels of other buildings. Upgrading a research building will increa-
se the speed and lower the cost of future upgrades.
Altar of the Scourge
A
unique building for the Evolved, appearing only as an option when your Clan Hall is at Tech Level 5. You sacrifice infantry to make demon critters. Scary. Look under ‘Making Stuff:
Making Demons’ for details.
C
annot target ground units at all, but against aerial targets – ay carumba!
AA Tower Bazooka Battery Solar Intensifier
G
reat all-rounders, dishing out much dama­ge. They inflict most damage upon
vehicles/animals, though.
Laser Destroyer Touch of Death Lightning Generator
T
he basic, blocking wall. Stops enemies advancing.
Barricade Skeletal Wall Boundary Fence
W
alls of energy. A deadly energy field is
created between the pylons you build. This field will toast enemy units which pass through, but will shut off to allow your own units through unharmed.Force Wall Thunder Fence Bugzapper
Y
our basic towers. Better against infantry than other targets.
Sentry Gun Kneecapper Distance Seeder
BUILDING DESCRIPTIONS
DESCRIPTION
31
31
30
30
INFANTRY DESCRIPTIONS INFANTRY DESCRIPTIONS
T
hey hurl things that go Boom, with a bit of
an 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
T
heysquirt stuff that burns. Short range, but
decent area of effect. Best against buil­dings and walls.
Flamer Pyromaniac Weed Killer
L
ong range killers. Superb against aerial targets.
Rocketeer Homing Bazookoid Spore Missile
Y
our basic gunner grunt type. More effec­tive against other infantry than other tar-
gets. And cheaper, too!
Machine Gunner Berzerker Seeder
INFANTRY DESCRIPTIONS
T
hese dudes are weaponless, but they’re
clever. As well as being able to repair buil­dings, towers and High Tech Walls, they are also the only units who can unlock Tech Bunkers. Technician Mekanik Systech
N
asty, crazy little units indeed. Send them
to attack something and they’ll go explo­de near it – wiping out themselves and just about anything else in the area. Nuts! And they don’t break alliances if they attack an ally. They’ve got their own crazy rules.Kamikaze Martyr Michaelangelo
N
ice accuracy over a huge range –
fabulous against infantry. They won’t know what hit ‘em!
Laser Trooper Spirit Archer Sterilizer
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.
33
33
32
32
VEHICLES/ANIMALS DESCRIPTIONS VEHICLES/ANIMALS DESCRIPTIONS
T
hese are compact little drilling rigs. Order
them 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 puddle, too.Mobile Drill Rig Mobile Derrick Mobile Oilbot
T
hese are the little, busy worker types which
transport oil from the rigs to the power buil­dings for processing. They’re unarmed – pro­tect them!
Oil Tanker Bull Ant Tank Oil Tankeroid
Y
our fastest units. Great for scouting the area. They’ve only got light weapons, so
only get in a fight if you’re forced into it.
Dirt Bike Dire Wolf Patrolbot
S
mall sized units, as far as the larger units go. Great against infantry.
ATV Pit Scorpion Responsebot
S
low moving, but for a reason – these
vehicles 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
A QUICK NOTE ON VEHICLES/ANIMALS:
•Large enough Vehicles/Animals can squish
Evolved and Survivor infantry. Guns too slow? Well run the little buggers over instead!
VEHICLES/ANIMALS
T
he largest of the ‘small’ units. Bit slow, but good firepower and can shoot everything
well.
Anaconda Tank War Mastodon Tankbot
B
ig, mean, turreted units which can move while firing. And on top of all that, they’re
amphibious! Death from the seas!
Barrage Craft Death Hippo Doom Dome
N
ow we’re getting silly. Big units which pack a crazy punch, especially against infan-
try. And they look kinda scary, too.
The Enforcer Missile Crab Cauteriser
T
he biggest of the big. Take up lotsa space, but heck – they create lotsa space by blo-
wing the crap out of everything in their way!
Juggernaught Mega Beetle Grim Reaper
N
asty demon critter which lives as a result
of sacrificed Evolved Warriors (see Making Stuff: Making Demons). Pretty good against just about everything, if a demon can be cal­led good…Scourge Demon
T
ougher units, whose main advantage is
that they’re amphibious – so long as they can get to the water’s edge, they can float across it.
Hover Buggy Crinoid Radiator
VEHICLES/ANIMALS
35
35
34
34
CONSTRUCTIBLES DESCRIPTIONS CONSTRUCTIBLES DESCRIPTIONS
M
ore armoured, slightly slower, and they can hold 7 points worth of turrets and
extras.
Medium Medium Medium
T
he big kahuna. Holds 10 points of turrets and extras, moves pretty slowly, but in a
more protected kinda way.
Large Large Large
S
mall Armoured Personnel Carriers. They carry up to 5 infantry units or 1 small
vehicle/animal. In armoured comfort!
S.APC S.APC S.APC
M
akes the Constructible a mobile radar, so
you can keep an eye on that pesky enemy. See under Visibility for details on how Radar works.
Radar Radar Radar
G
ood, damaging weapon, best against buildings, but pretty good against ever-
ything else, too.
Plasma Plasma Plasma
S
mallest and fastest of the bunch, these bases carry light loads quickly. Carry 5
points of turrets/extras.
Small Small Small
CONSTRUCTIBLE BASES
CONSTRUCTIBLE TURRETS
C
reates a kind of Mobile Repair Bay, so big
units – including aerial units – can be hea­led on the go. Will heal themselves, too, if no­one else is around to heal.
Repair Repair Repair
L
arge Armoured Personnel Carriers. Can
carry 10 infantry units or 2 small vehicles/animals (or a combination) or 1 large vehicle/animal. Transport craziness!
L.APC L.APC L.APC
T
he Stealth Turret creates an aura of Radar Jam around it, so that other friendly units
close by are also hidden from enemy radar.
Stealth
G
ood for creatin’ bleedin’ ear’oles. Makes a
boom designed to shudder small units to death. ”Gosh, I’m sure there was some infantry here a second ago...” Sonic Boom affects vehic­les a little, but animals moreso (the ears, y’see)Sonic Boom
B
ig arrows for big units. A delightful anti-
vehicle/anti-animal weapon.
Arrow
A
weapon that can only target air units, but
can move closer to where they are to get ‘em.
AntiAircraft AntiAircraft AntiAircraft
CONSTRUCTIBLE TURRETS
Not
visible
Not
visible
Not
visible
Not
visible
37
37
36
36
L
ong range weapons, but note that they
have 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 veteran status.Artillery Artillery Artillery
E
lectro Magnetic Pulse. More than a mouth-
ful of words, this turret saps energy out of things quickly. Great against buildings, but pretty darn good against everything else.EMP
T
he fabled Berzerker Ray. Creates an area
of cra-a-aziness around it which makes all its army’s units fight better (they dish out more damage, take less damage, get more accura­te – you know the drill).Frenzy
I
ncreases armour rating and negates a lot of enemy attacks for all its own army members
that can fit in its area of effect.
Shield
T
he Localised Temporal Anomaly. Creates
a 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 to make the units disappear and reappear in a few second’s time.
LTA
A
n all-round groovy, damaging turret. But best against vehicles/animals.
Laser
CONSTRUCTIBLE TURRETS
CONSTRUCTIBLES DESCRIPTIONS CONSTRUCTIBLES DESCRIPTIONS
M
akes for a tougher unit. Boosts its armour rating.
Armour Armour Armour
C
reates a field of Radar Jam around itself,
which prevents the unit showing up on enemy radar, and has nothing to do with fruit­based, sugary conserves.Radar Jam Radar Jam Radar Jam
P
acks some mean explosives into your unit,
so 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 the enemy blow themselves up! Funny!Destruct Destruct Destruct
S
elf Repair gives the unit the ability to
repair itself, so long as it is not moving or attacking.
Self Repair Self Repair Self Repair
I
ncreases the speed of the unit. No surprises here.
Speed Speed Speed
CONSTRUCTIBLE EXTRAS
cessful mission opens up more mission choi­ces as you fight towards the enemies’ home bases to destroy them utterly.
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 it and reading the mission statistics at the bottom of the screen. Hold the cursor over an active territory to find more about that area. Moving your cursor over the highligh­ted missions will bring up the mission stati­stics at the bottom of the screen. When you find one you like, click it. You’ll be briefed for the mission, then you’re into it! More magic!
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.
39
39
SINGLE PLAYER GAMING
O
kay, you’ve got your caffeinated bever-
age, you’ve piled your junk food around your PC, and you’re ready to settle in for a night’s worth of you versus the computer. Here’s how you do it.
First up, on the main screen, hit the Singleplayer Game button. It’ll take you to the Campaign Selection screen. Which looks something like this: If there are no saved games, all the slots will be blank. If there are, you can select one of those, or maybe click one and hit the DELETE button to clear it for a new campaign, or just to annoy your little brother who was really close to finishing the whole game before you were. Ahh, spite is what makes the world go round. Anyway, to start a new campaign, click in an empty slot, type a name you’d like for this Campaign, (eg. Roger’s Master Plan), then hit ENTER. Bing! You’re at the next screen, the Team Selection screen. Here’s where you pick an army. Click the cursor on one of the brightly coloured areas; Survivors are blue, Evolved are red and the Series 9 are yellow). And bada­boom, you’re at the Mission Selection scre­en! Magic!
KKND Krossfire’s non-linear game structure means you have some choice as to which mis­sions you want to play and when. Each suc-
38
38
AERIAL UNITS DESCRIPTIONS
A NOTE ON AERIAL UNITS:
• Aerial Units, once they’ve done their job, will return to the point they last touched down. This is so you can automatically set up your
fighters/bombers to fly from camp, do their business, then return to camp. Okay?
• Aerial Units can only be repaired by Con­structibles equipped with the Repair Turret. They cannot be repaired by Repair Bays.
AG Responsebot FighterOrville Fighter Pteranodon
A
erial fighters. Target a building or a moving target and the aerial unit will keep doing dead­ly fly-bys, until it or the target is dead. They can also shoot at other aerial units.
Crop Duster BomberWilbur Bomber Wasp Bomber
B
ombers. Not so good against moving units (who run when they hear the skies humming with doom), but great for smacking up camps. These units will release their payloads in several
passes, then return to camp to reload.
Transport DomeAirlifter Floater
U
narmed, but these units carry 10 units of cargo, the same breakdown as the Large APC in the Constructibles menu. But they fly your units there! Luxury!
SINGLE PLAYER GAMING
T
his option is great for practising, or just for
having the thrill of walloping a bunch of smarmy, know-it-all computer players. You can only host a game like this, and when you’­re at the Host screen, you have to select at least one CPU player before you can start the game. So go check out the Host Screen sec­tion below!
T
he Host Screen is where nearly all the
decisions 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:
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 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 CPU, then you’ve got the player’s Alliance number. The army symbol follows this, follo­wed by the player’s colour, then the player’s name. The space next to this is where chat messages appear.
CPU PLAYERS AND LOCKOUTS
As Host, you can create CPU players to spice 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 cycle through the different armies for that CPU player, the final option being actually to lock out all players from that slot. This is use­ful if you really only want, say, four players in a network game. You can lock out the other four slots so no unwanted armies can barge in and ruin your war. Note that alliances with
41
41
A
Modem game takes place down a phone
line to another player. To host a game, click the Modem button, then host. You’ll be asked to select a modem speed from the list, then hit OK and toddle off to the Host Screen. See below. Hitting Modem, then Join, will send you, the Client, to the Modem Info screen, where you select modem speed and insert your friend’s phone number, then hit OK. <graphic: the Modem info screen> You’ll be shuttles off to the Client Screen. See below.
J
ust like a modem game, only without the
phone bills. Serial Gaming means hooking two computers up with a Null Modem Cable. Whether you pick Host or Join, you’ll end up at the same screen: <graphic: Serial Screen (Com port, Baud Rate)>. You’ll want to set the Baud Rate to the highest number your com­puters can handle. Start at the highest num­ber, and if you have problems later, go back and lower the number. Problems could be the result of older serial hardware, extra long cables, lotsa stuff. And make sure you both use the same Baud Rate, or the game won’t start! Go off to your res­pective section, Host Screen or Client Screen below.
40
M
ultiplayer gaming is where you link up to a
friend or 7 and spend the next few hours try­ing to ruin your friendships. Betrayal, Murder, Backstabbing – they’re all signs of a healthy fri­endship, right? KKND Krossfire supports 2 play­ers over Modem and Serial connections, and up to 8 players (human and/or CPU) on TCP/IP, IPX and SOLO PLAY.
From the Main Screen, click the Multiplayer Game button. You’ll wind up in the Name and Game screen. First things first, click on the box next to ”Name” and type in a name you want to use. Then hit ENTER.
Now click on the button next to the type of multiplayer game you’ll be playing. TCP/IP is for Internet play, IPX is a local area net­work. Modem is for over the phone, Serial is for pretending you’re over the phone and you just hook two computers up together with a Null Modem cable. And Solo Play is for when you want to play a multiplayer game against the CPU – where you are the only human player (great for practising).
When you’ve clicked on a Game Type (see below), decide if you’re gonna Host the game or Join someone else’s game. Hosting means you get to make most decisions. And joining? Heck – it means that you’re saying to your friend ”Decide what you like, pal, I’m still gonna kick yer butt.” Hosts can go check out the Host Screen section below. Joiners can move on over to the Client Screen.
W
ith your internet connection active, hit
the TCP/IP button, then Host or Join, depending on your preference. The Host but­ton takes you to the Host screen. See below. The Join screen asks you first for the TCP/IP
address of the server computer. Insert this info, click okay, then you’ll be at the Client screen. See below.
T
he perfect office weapon. After selecting
IPX, ‘Host’ will take you to the Host screen, whereas ‘Join’ will take you via the Network Games List screen before you arrive at the Client Screen. <graphic: screen of Network Game List> The Network Game List screen, will show you what games (if any) are current­ly waiting for players. Click the one you want, then hit the ‘Continue’ button. If you can’t see the one you want, hit ‘Refresh’. This will make the system check again to see if any new games have come on-line since it last looked. Selecting a game will shunt you off to the Client Screen (see below).
40
MULTIPLAYER GAMING MULTIPLAYER GAMING
MULTIPLAYER GAMING
TCP/IP: The Internet Game
MODEM: Dial Them for Murder
SOLO PLAY: You and the CPU
Host Screen
SERIAL: Close enough to punch
IPX: Network War
Network Games List screen.
Modem Info Screen.
Serial Info Screen.
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?
D
epending on the Host’s choice of Victory
Conditions 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
43
43
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.
Y
ou want to exercise your right as a
bully? Well, gang up on someone in a war – it’s great! Forming an alliance is easy, and the results can be a real LAFF! Two ways exist to ally:
FORMING ALLIANCES, PRE-GAME
Before the Multiplayer Game starts, you can click on your ALLY button. Keep hitting it until the number beside that button matches the number of your soon-to-be ally in the window above. Matching numbers mean alli­ances! Note that this is the only place the CPU will agree to be your friend. Break an alliance mid-game and try reforming the link and you’ll be wearing your blood-soaked white flag to your funeral. Dig?
FORMING ALLIANCES, MID-GAME
You can ally (and break an alliance – more on that soon!) during a game by clicking on the Alliance button (or pressing the A key). A number of buttons pop out, each represen­ting one of the other players and showing
42
CPU players are possible from this screen by repeatedly clicking the CPU’s Alliance Number button until it matches the number of the desired player.
CHATTING DURING SETUP
Pre-game chats take place via the little Chat box. To chat to other players, click the cursor in the box, type your message, then hit ENTER. Your message will appear in the Players Window, and all other players will be able to read it and respond. Chatting in-game is covered in Chatting, below.
THE OPTIONS:
Team: Pick an army, any army. If you don’t know
the icons yet, the blue fist represents Survivors, the Red head is the Evolved and the yellow and red logo is the Series 9.
Colour: Pick a colour for your army from the
available colours.
Ally: Pick an alliance number. Picking the
same number as another player (you can see their numbers in the Players Window above) will create an immediate alliance with that player.
RUs: Sets the amount of Resources with which
everyone begins. Clicking repeatedly cycles through the available starting amounts.
CPU Diff: You got CPU players fighting in this
war? Set their aggressiveness here.
Max Tech: Sets the maximum Tech Level possi-
ble (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 statis-
tics 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!
42
Alliances
The End Of Multiplayer Game
MULTIPLAYER GAMING MULTIPLAYER GAMING
port, 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.
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 . )
45
45
APPENDICESTHE UNIT EDITOR
COMMANDS & SHORTCUTS (IN FULL)
GENERAL
ALT+ENTER: Toggles between Full Screen and
Window View.
ESC: Calls up in-game options screen
?: (Technically, it’s the / key). Activates
unit information label for the next unit or building the cursor hovers over.
S: 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.
D: Disperse. Selected units will immedia-
tely scatter and move a short distance from the current mouse-pointer positi­on.
F: Fight. Selected units will attack any
enemy within visual range, and will hunt what they’re best at killing if the­re’s a choice.
G: 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.
L: Load Transport. As part of a series 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 Trans-
44
ghost. The Fog and Shroud will clear, and 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.
C
hatting during setup is covered under
Host Screen above. Chatting during the game is covered… here. If you want to chat to another player, hit the Messages button or hit the M key. You’ll be presented with a few but­tons:
Speak to allies only
Clear all selections
Speak to everyone
Speak only to the same army types
Select specific players
You’ll see a little messaging box with a cursor in it. Type your message and hit Enter to send it. To turn messaging off, hit the Messaging Button again or hit the M key.
N
ot happy with the stats of your favourite
units? Want to make a little superhero out of a Machine Gunner? Want to give a MegaBeetle the strength of a regular ‘squish it with a boot’ type of beetle? Well, the Unit Editor may just be for you.
With the Unit Editor, you can adjust all the statistics of all the buildings and units in the multiplayer game, then store all that informa­tion in your own custom library file which you can call up at a later stage. Cool or what? Here’s how you work it.
From the Main Menu, click the Unit Editor but­ton. You’ll be asked to input a name for your new unit attribute table, so it can be saved and called up and edited and resaved and all that good stuff later on. If you’ve already been working on one, you can just click on it and hit okay. You’ll be thrown head-first into this screen:
From here, just slide the sliders against all the attributes to where you want ‘em. Hell, experi­ment a little! The options are pretty much self­explanatory, dealing with speeds and dama­ge 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!
44
Chatting
THE UNIT EDITOR
The Unit Editor.
APPENDICES
Appendix A
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.
47
47
EFFECTS OF TECH LEVEL INCREASES
UPGRADING OUTPOST/CLAN HALL/BARN
1. First level Minimap; Build Repair Bay
2. Second level Minimap; Build LoTech Wall
3. Radar around main building; Build first level Alternative Power collectors
4. Build HiTech Wall
5. Build second level Alternative Power collectors
UPGRADING BARRACKS/WARRIOR
HALL/MICROUNIT FACTORY
Each upgrade of this structure increases the choice of infantry units.
Upgrading Armoury/FORGE/weapon control Upgrading this structure increases the choice of Turrets available for Constructible Vehicles (Constructibles are only available if the Machine Shop or equivalent is also upgraded to at least Tech Level 1)
1. Build Tower level 1; Increases armour rating on all new units
2. Build Tower level 2; Increases armour rating on all new units
3. Build Tower level 3; Increases armour rating on all new units
4. Build Tower level 4; Increases armour rating on all new units
5. More Turrets for Constructibles; Increases armour rating on all new units
46
BACKSPACE: Last Selected Group
ALT + >: Recall and centre screen on next sto-
red group
CTRL + DR AG SELECT: Overrides Smart Select
(if active), so Tankers, buildings and Technicians will be included in that particular drag select.
MAP AND SCROLLING
RIGHT MOUSE: Fast scroll. Hold the Right
Mouse Button and drag.
^^ aa __
: Scroll the view
HOME: Centre view on your main building (eg.
Outpost). To view your other main buil­dings (if any), repeatedly click the HOME key.
CTRL + [ F5 – F8 ]: Store (Bookmark) screen
position. (See under ‘Visibility’)
F5 – F8: Recall stored screen position. (Also
see under ‘Visibility’)
IN-GAME MENU KEYS
ESC: (While In-Game menu is displayed)
Return to Game.
F1: Help
F2: Briefing
F3: Load Game
F4: Save Game
+/-: Increases/Decreases Game Speed.
(Technically, it’s the - and = keys).
SIDEBAR KEYS
I: Infantry Menu
V: Vehicle Menu
P: Aerial Unit (Planes) Menu
W: Walls Menu
T: Towers Menu
C: Constructibles Menu
A: Alliances
M: Multiplayer message. See under
‘Multiplayer Gaming’ for details.
R: Recycle
TAB: Open/Close Minimap
~: Toggles Minimap between top left and
bottom left corners.
TIMER BUTTONS
PRODUCTION BUTTONS
LEFT MOUSE:Increase Queue Counter by one
RIGHT MOUSE:
Decrease Queue Counter by one
CTRL+LEFT MOUSE:
Set Queue Counter to infinite
CTRL+RIGHT MOUSE:
Cancel Queued Production
ALT+LEFT MOUSE:
Centre on Unit’s Production Building
46
APPENDICES APPENDICES
Appendix B
GAME PRODUCER
Justin ‘Feature Creep’ Halliday
LEAD PROGR AMMER
Shane Lontis
LEAD ARTIST
Dan Tonkin
CPU PLAYER PROGRAMMING
Paul Baulch
UNIT PROGRAMMER
Andrew ‘IDAK’ Scott
NETWORK & WINDOWS PROGRAMMER
Louis Solomon
ADDITIONAL PROGRAMMING
Frank C. Prete
BACKGROUND ARTIST
John Tsiglev
SURVIVOR ARTIST
Dan Tonkin
SERIES9 ARTIST
Toby Charlton
EVOLVED ARTIST
Jeremy Kupsch
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
49
49
I
f you have any problems running or playing
this game, please contact us by fax, email, or telephone. The lines are open from 10.00 am to 7.00 pm every weekday (except bank holidays) and from 10.00 am to 2.00 pm on Saturdays.
The fax and email are available 24 hours a day.
t: 0161 827 8060 t: 0161 827 8061 f: 0161 827 8091 e: helpline@infogrames.co.uk
Alternatively, many questions can be answered by visiting our web site.
http://www.infogrames.fr
48
K
KND Krossfire is a Windows-native pro-
gram, so you should have few serious troubles. Make sure you have the minimum specifications for the game (as listed on the box), make sure you have shut down all other Windows programs before running KKND Krossfire, and make sure everything (spea­kers, mouse, etc) is correctly connected. If that all checks out and you still have pro­blems, read on before contacting our Support line (listed later).
V
irtual Memory is a part of the Windows system
which uses hard drive space as pretend RAM. If there isn’t enough room for Virtual Memory to stretch, then KKND Krossfire could slow or crash. Find your Virtual Memory settings (for Win95 users, this will appear under ControlPanel\Systems\SystemProper­ties\Performance\Virtual Memory), then read on.
• If the top choice is highlighted (ie. Windows
looks after your Virtual Memory), then you’ll need to ensure that you have 30Meg of hard drive space free at all times for Windows to use. You may have to delete some of your unnecessary files or empty your Recycle bin to make some room.
• If the bottom choice is highlighted (ie. You
have chosen to set aside an exact amount of hard drive space, unusable by any other program), then you just have to make sure that this file is at least 30Meg in size, alte­ring the number in this box if necessary.
K
KND Krossfire uses a system called
DirectX to display graphics and play sound. You need DirectX Version 5.0 or higher for KKND Krossfire to function, and it is this version which is installed at your discretion during KKND Krossfire’s install procedure. Here’s a couple of possible problems:
• If KKND Krossfire shuts down immediately
upon booting up, it could mean your DirectX files have not been properly instal­led or no longer exist on the drive. The solu­tion is to run the install program of KKND Krossfire again, being sure to say ‘Yes’ to installing DirectX 5.0 on your hard drive.
• If DirectX appears to be correctly installed
and the game still won’t run, then you may need updates of your other device drivers (display, etc). Contact your vendor or the manufacturer’s Web Page.
A
lmost all modern sound cards are digital,
which is a good thing, because KKND Krossfire requires a digital soundcard to ope­rate. Some cards, such as the original Adlib sound card, are non-digital and will need to be upgraded to bring the system into line with the minimum requirements as specified on the box.
48
TROUBLESHOOTING CREDITS
TROUBLESHOOTING Technical Support CREDITS
Memory Problems
DirectxSituations
Sound
50
PUBLICITY AND WEB ACTIVITIES
Kirstin Beamish, Adrian Giles,
Judy Routt, Sandee Agee,
Peter Jankulowski
BACKGROUND OFFICE NOISE
Paul Baulch, Jeremy Kupsch
TECHNICAL DIRECTORS
Iain Cartwright, Andrew Carter
ART DIRECTOR
Holger Liebnitz
PRODUCER AND STRESS MERCHANT
David Giles
EXECUTIVE PRODUCER
Adam Lancman
PUBLISHER
Fred Milgrom
MISSION DESIGN
Justin Halliday, Brian Uniacke,
Ian Malcolm, Andrew P. Scott,
Shane Collier, David Giles,
Aidan Doyle, Judy Routt,
Hien Tran, Richard Au,
Greg Johnson
LEAD CINEMA ARTIST
Chris Jones
CINEMA ARTISTS
Sam Crook, Brendan Bottomley, Domenic
Georgio
MUSIC AND SOUND EFFECTS
Marshall Parker, Gavin Parker
LEAD TESTER
Shane Collier
TESTERS
Alex McNeilly, Glenn Shanley,
Gary Ireland, Rhys Quinert, Ashley Parker,
Jared Quinert, Daniel Walters,
Nick Evans, Asher Doig,
John Robinson, Angie Kindred,
Toby Couchman, Damon Fredrickson,
Tim Kane, Jason Foo, Vito Trifilo,
Tamzin Barber, Paul Tracey,
Alex Dekterev, Louis Solomon
MISSION EDITOR PROGRAMMING
Matthew Curtis, Alex Lindsay
MISSION BRIEFING ARTISTS
David Woodland, Adam Ryan, Marnie Pitts
MISSION BRIEFING ACTORS
Matthew King, Craig Duturbure, Gary Files,
Jonah Klien, Rosanna Morales
FAMOUS MOTION CAPTURE ENGINEERS
Glen Horrigan, Thomas Ruth
LOCALISATION COORDINATOR
Steve Mann
MANUAL TEXT & LAYOUT
Craig Duturbure
PROGRAMMING SUPPORT
Phillip Mitchell, Brian Post, Myles Abbott,
Darren Bremner
HARDWARE TECH SUPPORT
Tim Bos, Ryan Bessemer, Alex Braunegg
MANUAL-LAYOUT
AND PACKAGING-DESIGN
Maren Hengst/Graphik Design
50
CREDITS
Loading...