Games PC KKND 2-KROSSFIRE User Manual

4.4 (10)
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
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TABLE OF CONTENTS
TABLE OF CONTENTS. . . . . . . . . . . . . . . . . . . . 3
MINIMUM SYSTEM REQUIREMENTS . . . . . . . . . 4
INSTALLATION . . . . . . . . . . . . . . . . . . . . . . . . . 4
TO PLAY KKND KROSSFIRE . . . . . . . . . . . . . . 5
BACKSTORY. . . . . . . . . . . . . . . . . . . . . . . . . . . 5
OPTIONS SCREENS
(SUPERSTRUCTURE) . . . . . . . . . . . . . . . . . . . . 6
YOUR OBJECTIVE. . . . . . . . . . . . . . . . . . . . . . . 7
COMMANDS & SHORTCUTS
(A SUMMARY) . . . . . . . . . . . . . . . . . . . . . . . . . . 7
VISIBILITY: SEEIN’ STUFF . . . . . . . . . . . . . . . . 9
FOG OF WAR/SHROUD . . . . . . . . . . . . . 9
LINE OF SIGHT . . . . . . . . . . . . . . . . . . . . 9
MINIMAP . . . . . . . . . . . . . . . . . . . . . . . . . 9
RADAR. . . . . . . . . . . . . . . . . . . . . . . . . . 10
SHORTCUTS TO MAP AREAS . . . . . . . . 10
SELECTING STUFF . . . . . . . . . . . . . . . . . . . . . 10
STATUS BARS. . . . . . . . . . . . . . . . . . . . . . . . . . 11
BOSSING THINGS ABOUT . . . . . . . . . . . . . . . . 12
MOVING . . . . . . . . . . . . . . . . . . . . . . . . . 12
ATTACKING . . . . . . . . . . . . . . . . . . . . . . 13
WAYPOINTS & MARSHALLING POINTS . . 14
ORDERS LIST . . . . . . . . . . . . . . . . . . . . 14
SPECIAL ORDERS . . . . . . . . . . . . . . . . 15
RESOURCES . . . . . . . . . . . . . . . . . . . . . . . . . . 15
OIL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
ALTERNATIVE ENERGY . . . . . . . . . . . . . 16
TECH LEVELS . . . . . . . . . . . . . . . . . . . . . . . . . 16
VETERAN UNITS . . . . . . . . . . . . . . . . . . . . . . . 17
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!
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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.
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• 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!
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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
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• 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.
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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’.
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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).
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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
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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).
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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)
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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?
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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-
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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.
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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!
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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!
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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.
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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.
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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.
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BOSSING THINGS ABOUT
Waypoints & Marshalling Points
Order List
Spezial Order
RESOURCES
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