Warzone 2100 TimeLine

Warzone
2100
Manual
Compiled by David McQuillan
On April 29, 2007
Original material sourced from
http://members.shaw.ca/kgmetcalfe/manual/manual.html
(Print Version)
1
Index
Page Content
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Title
Index
Warzone 2100 TimeLine
Installing WarZone 2100
The 3D World
Intelligent Mouse Pointers
Your objective in WarZone 2100
Menus
The Heads-Up Display
Power
The Order Reticule
Manufacture
Building
Research
Design
Intelligence
Commanders
The In-Game Menu
Unit Experience Levels
Combat Groups
Important Tactics
Target Technologies
Multiplayers Games
The Force Editor
Keyboard Commands
Important Structures
Design & Construction
Hints & Tips
Vehicle Body Types
Credits
2
Warzone 2100 TimeLine
2050: Nato alliance collapses in face of growing nationalism and unrest in
Europe.
2075: Nationalist unrest in Eastern Europe and Asia leads to nuclear attacks by
terrorists.
2075: Synaptic Link research begins.
2077: Mongolia attacks China.
2079: Korea allies with Mongolia
2080: Synaptic link patented. First cyborg soldiers developed.
2080: N.A.S.D.A (North American Strategic Defense Agency) formed to protect
North America From Nuclear Attacks.
2081: N.A.S.D.A begins building satellite defense array.
2082: N.A.S.D.A satellite system comes on line.
2085: During routine testing the N.A.S.D.A system malfunctions and launches
nuclear strikes against all major cities
in the world. The target countries respond with nuclear counter strikes.
N.A.S.D.A fails to defend against
incoming missiles.
2086: Nuclear Winter begins. Widespread plagues and famines kill billions of
people. Civilization ends. N.A.S.D.A
systems lie dormant following electromagnetic pulses. A group of
survivors discover an abandoned subterranean
military base. They set up home there and begin THE PROJECT.
2099: THE PROJECT emerges from it's military base.
2100: THE PROJECT begins its search for pre-collapse technologies.
"THE PROJECT is dedicated to to recovering pre-collapse technologies and rebuilding the world."
Project mission statement
"From the ashes of the collapse we seek to build a better world for all."
John Hammond - Project Director.
3
Installing WarZone 2100
On Autoplay enabled machines the warzone 2100 installation menu runs
automatically when cd1 is inserted into your
cd drive. if Autoplay is not enabled, then run the setup.exe program on cd1. During
installation follow the online
instructions to install to your hard drive.
Compact
installs all files required to play the warzone 2100 single and multiplayer games.
Typical
installs the the FMV sequences and files to your hard disk. This requires more disk
space, but improves performance.
Playing WarZone 2100 single player.
insert cd1 into your cd drive. select play warzone 2100 on the autoplay menu or
warzone 2100 from your Program Menu
to play the game. As you progress through the game, cd2 will be required.
Playing WarZone 2100 Multiplayer
You can host or join a multiplayer game with either cd 1 or cd 2. load the game with
cd1, and then once you are at the
main menu either cd may be used to access the multiplayer menu.
Direct X
WarZone 2100 requires Direct X 6 or higher. If DX6 is not present on your machine,
then the installation program will
give you the option of installing DX6
Video Cards
WarZone 2100 supports most video cards using Direct3D, Glide, or software. If you
have a 2 MB 3d Card you will most
likely need to run in software mode. if you experience any problems running
WarZone 2100 then please consult the
read me file included.
Uninstalling WarZone 2100
WarZone 2100 can be uninstalled by selecting the uninstall from the program menu
or alternatively, select add/remove
programs from the Windows® control panel.
4
The 3D World
Warzone 2100 features a 3D world that greatly adds to the game playing experience.
To really bring the 3D to life, warzone 2100 lets you dynamically tilt and rotate the
world and allows you to track units with the camera.
Rotating and Tilting the world.
Hold down and the right mouse button and drag the view to rotate and tilt the game
world. To reset the the view to its default setting, press "5" on the numeric keypad. The
arrows on the numpad will also tilt the or rotate the camera.
Zooming the World
On the numeric keypad use the + key to zoom into the world and the - key to zoom
out again
The Track Camera
By pressing the spacebar when you have a unit or group of units selected, you set
the camera to automatically track them. As the units move, the camera moves with
them. Hit the spacebar again or right click in empty terrain to cancel the track
camera.
Using the mouse
You can perform the majority of your actions using your mouse.
Left click : use this to select menu options, units and to give them orders. Holding
down the CTRL while left clicking on an unselected unit will add that unit to the group
of units that are currently selected. left clicking on the minimap will move the
selected units to the desired location.
Right click :Right clicking on a unit opens its command console (explained later).
Right clicking in empty terrain cancels the current selections and turns off the track
camera. Right clicking on the radar minimap will move the camera to the desired
location.
Drag and select : To drag and select, hold down the left mouse button and drag the
selection box that appears over the screen. When you release the the left mouse
button, the units within the selection box are selected. Holding down CTRL while
creating a selection box adds those newly selected units to the previously selected
group.
Selected units: selection highlights appear on the unit.
Selected structures: The structure itself highlights.
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Intelligent Mouse Pointers
Warzone 2100 makes extensive use of intelligent mouse pointers to speed up the
gameplay and provide visual feedback. The mouse pointer changes as it passes
over friendly and enemy units and structures according to the options currently
available. Simply left click to activate the order currently indicated by the mouse
pointer. As units move around the 3d view the pointer changes as they approach
various targets. This table shows the pointers and their effects.
Tool tips
Extensive use is made of tool tips (help balloons) to provide information on icons and
buttons.
To access a tool tip simply place your mouse pointer over an icon or button, the
information will then appear next to your pointer
Icon
Pointer
Unit turret type
attach
all
Purpose
assigns selected units to commander or
sensor
builds structures
build
truck
embark
all
loads selected units onto transport
repair
truck
repairs damaged structures
guard
combat sensor
guards selected structure or truck
move
all
moves units to selected point on
terrain
target
combat
assigns structure or unit as target
pickup
all
collect artifacts and oil barrels
all
repair facility selected as destination
demolish
truck
selected structure is demolished - 50 %
of build cost returned
lock on
sensor
assigns target using sensor as spotter
(mobile units )
go for repair
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Your objective in WarZone 2100
Your objective as the best command general in the ranks of THE PROJECT is to
venture into the wasteland of the western United States, recover the technology to
rebuild civilization, and then defeat the other (more sinister) groups that also seek to
this technology. If you have the talent and vision, you may even discover the "TRUE"
reason N.A.S.D.A failed.
MENUS
MAIN MENU
Note: At any time you can click on the back arrow located in the upper left
corner of the menus to go back to previous menu.
Single Player Campaign
Start a new campaign game or load a saved campaign game.
Multiplayer Game
Host or Join a game over IPX, Internet (TCP/IP), Serial, Modem, or Play on
Mplayer.com (EidosGames.com), create a custom multiplayer battle force in
the Force Editor, or play a One Player Skirmish game against computer
opponents.
Tutorial
Learn the game through two tutorials.
Tutorial: Learn how to build structures and how to use them for the
best results.
Fast Play: A fast easy-to-complete mission against Scavengers in
the Western Sector.
OPTIONS
Graphical Options
• Reverse Mouse - Switches mouse tilt and rotate control
• Screen Shake - Turns screen shake on or off (when a structure is
destroyed)
• Fog - Choose either Mist (colored fog) or Fog of War (darkness) for
undiscovered areas
• Transparency - Affects smoke and explosion graphics (ON is preferred)
• Subtitles - Displays text of mission briefings audio
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Game Options
•
•
•
•
•
Difficulty - Sets Campaign difficulty (Easy, Normal, Hard)
Scroll Speed - Sets mouse scroll speed in 3D world
FX Volume - Sets sound effects volume
Music Volume - Sets music volume levels in-game and in menus
Unit Color - Sets radar mini-map and game world color of your units
Key Mappings
All the default keyboard keys are listed. You can change and save the keys that
are highlighted in blue, by clicking on the control option, then pressing the key
you wish to assign.
View Intro
replay the game introduction FMV (full motion video/cutscene)
Quit game
Return to the desktop
THE HEADS-UP DISPLAY (H.U.D)
The heads up display overlays menus and
icons onto the 3D view. Using the H.U.D you
can build structures, manufacture units,
conduct research, design new units and
access other game features. The H.U.D can
be toggled on and off with the tab key
Panning the 3D World: Right-click anywhere in the radar mini map to move the
3D view to that location.
Giving Move Orders with the Radar: With units already selected, left-click a
destination in the radar mini map, to move the selected units to the desired
location.
Zooming the Radar: - / + on the keyboard zooms the radar in and out.
Radar Display: The radar mini-map can be toggled on/off with the F7 key.
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RADAR DISPLAY (mini map) Command Center Required
Radar Pulses keep track of where your units have sighted artifacts, oil resources and
enemy bases
initial color = chosen color
Blue Pulse = oil deposit
Green Pulse = Artifact
Black = Unexplored areas
Red pulse = enemy activity / objectives
Unexplored Area: Unexplored areas appear as dark areas
Explored Area: Terrain and structures are displayed on the radar mini map.
On-Screen View: This lightened box shows the area of the radar that currently
appears in the 3D world. This box can be moved by right clicking in the radar
minimap or dragging the cursor to any screen edge
Current View Direction: This shows the direction that the 3D world is currently
facing, the default is North. In D3D mode the shape is an arrow. In 3DFX mode
(3DFX Grafics Cards only) the shape is a wedge with the larger end denoting
view direction.
Resetting the the 3D world to North: Pressing the BackSpace key resets the 3D
world to face North.
9
POWER
Power Bar
The Yellow Power Bar shows how much power you currently have available.
The longer the bar, the more power you have at your disposal. Power is used to
produce new units, build structures, and conduct research.
Action Cost Bar
This bar appears over the yellow bar to indicate how much an action will cost.
This bar appears as you place the mouse over structures to be built, Artifacts to
research and units to manufacture.
Green Bar: If the action cost is less than your total power, it's shown as a
green bar.
Red Bar: If the cost is greater than your total power, it appears as a red bar.
Power Generation
Oil is extracted from oil pools by derricks, then converted into power by a
power generator. The more oil pools attached to a generator, the faster it
converts the oil into power. Each power generator may have four oil derricks
connected to it. If an oil derrick doesn't move up and down, you will need to
build a new power generator to extract its resources. If you highlight a power
generator by left-clicking, it will show the number of oil derricks it is currently
providing energy to.
Managing Power & Resources
Power is used to build structures, manufacture units and conduct research.
Power is drawn as soon as a unit is assigned to be manufactured by a factory,
or a research topic is assigned to a research facility. Providing you have
sufficient power for the activity, the initial progress bar fills quickly with green
and the manufacture or research begins. A yellow progress bar then charts the
progress achieved by the current activity.
If your total power is currently low, then the green
bar fills slowly as new power is generated and
allocated to it. In situations of low power, it is best
to closely monitor your factories and research
facilities. If all of them are drawing power at the
same time, each one waits until it has drawn
sufficient power. This results in long periods of
inactivity. When your power is low, concentrate on
routing the power to only one factory and/or
research facility.
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THE ORDER RETICULE
The Order Reticule allows you to build, research, manufacture,
design, consult intelligence reports and control your
commanders. Each icon in the reticule only appears if you have
the required structure built, or if the technology required for it
is present. Only the intelligence and build displays are available
at the start of the game.
Reticule Controls
1
2
3
4
5
6
7
Manufacture
Research
Build
Design
Intelligence
Commanders
Close
Opens Factory List
Opens Research List
Opens Build List
Opens Design Screen
Opens Intelligence Display
Opens Command Display
Closes all menus
Pop-Up Menu
Select items from this menu to build, research, or manufacture.
Units and structures that appear in the Pop-Up Menus have their name displayed
in a ToolTip and their power cost or research time is displayed as a yellow bar in
the lower left hand corner of their boxes.
Fast Find Menu
These two rows of icons provide a fast means of
locating structures, trucks and factory delivery points.
Bottom Row: Left-click to pop the 3D World to the
selected unit or structure. Left-click it again to pop the
view back to its previous location.
Right-click factories on the bottom row to pop the 3D
world to the location of the factory's delivery point.
Right-click on the delivery point to pop back to the
factory's location.
Top Row: Left-click to select the structure or unit to allow an activity to be
assigned to it. Right click to pause the current research topic or unit being
manufactured. Right click again to cancel the activity.
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MANUFACTURE
Each factory produces combat and system units.
The Factory Menu
Any units including designed units that are available for
production appear here.
Left-click on a unit to manufacture it. The factory will
then begin the production run. You can increase the
number of units the factory will produce by left-clicking
the unit again. Each left-click raises the number to be
produced by +1, up to a maximum of nine. A right-click reduces the number by 1. Right-clicking on the unit for the first time will set the limit to the highest
value (9).
Multiple units can be assigned to the factory for production. Each additional unit
selected is incorporated in the factory's production run.
looped production:
It is also possible to set up looped production runs
using the loop button at the top of the Build Menu. This defaults to one - the
factory will run through its production run, then stop. By increasing the number
of looped production runs you can customize your factory's output.
For example: you could select two vipers and one truck, then set the loop
button to three. The factory would produce two vipers for every truck, every time
it went through the loop.
Infinite Production:
The loop button also allows you to set a factory's
production run to loop infinitely. Providing power is available, the factory
produces units until you order it to stop. When the loop is set at 1, right-clicking
will set it to infinite production.
Production Runs and Current Power:
When using production runs, be
sure to monitor your power regularly as factories will draw any available power
to fuel their production. Be prepared to cancel some production runs to divert
power to research and structure building.
Note: Right Clicking for the first time on these icons sets the limit to the highest
value
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Factory Delivery Point
A factory delivers newly produced units to its delivery point. All delivery points
start next to the factory, but may be moved by left-clicking on it in the 3D world
and left-clicking a new location. A right mouse button click on a factory centers
the camera on the factory's delivery point.
Circled numbers are Vehicle delivery points
Hexagonal numbers are VTOL delivery points
Squared numbers are Cyborg delivery points
Triangular delivery points are used by Repair Facilities
Spinning delivery points are selected for relocation
Note: A unit is assigned its delivery point destination when it exits the factory. If
the delivery point is moved after the unit exits the factory, the unit will drive to
the original destination.
BUILDING
Construction trucks are used to build new structures and repair damaged ones.
The Build Menu
Any structures available for construction appear on the build menu.
Left-click a structure to build it. A highlighted box appears in the 3D World.
Position the box where you want the truck to build the structure and left-click.
The truck will travel to the build site and start construction.
If the highlighted box turns red, then you cannot build at that location.
Move the box until it is clear.
Using Additional Trucks: Multiple trucks can be used to reduce the building
time. Select a truck or group of trucks and move the pointer over the build site.
When the pointer turns into a hammer, left-click to order the selected units to
help build. Multiple trucks can be selected and ordered to build the same
structure.
13
Building Walls and Defenses: Hold down the left mouse button and drag the
box to build lines of walls and defenses.
Building Oil Derricks
You can build oil derricks by selecting a truck and then leftclicking on an oil pool.
The truck will then travel to the oil pool and build the
derrick.
Repairing Damaged Structures
To repair a damaged structure, select a truck and left-click on the structure.
Trucks will also automatically repair structures that are nearby.
Upgrading Structures with Modules
A structure may be upgraded by selecting the upgrade module in the build menu
and left-clicking on the structure itself, or by selecting a truck and left-clicking on
the structure. Factories, research centers and power generators may be
upgraded, after the upgrade is researched.
RESEARCH
Artifacts are researched at specialized Research Facilities. When researched,
Artifacts make new vehicle components and structures available, and improve
existing units. Artifacts are the keys to the game. Be sure to research every
Artifact you find.
The Research Menu
The research topics (Artifacts) that are available appear here.
Left-click a research topic to research it. The results of research are instantly
available for use. If you cancel researching a topic, the amount of research
performed up to that point is saved with the topic. Later, if you research that
topic again, the research continues from its previous position.
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Research Effects
The results of research vary according to the topic researched. Generally the
results can be easily deduced from the topic, but there will be occasions when
you'll have to research it to find out what it does!
Upgrade: An upgrade improves an existing technology. Upgrades
are applied automatically once researched. Everything using that
technology instantly gains the benefit of the upgrade
New Component: Makes a new vehicle component available. Use
the Design Screen to make use of the new component. Either
create a new design or modify an existing one.
New Structure: Makes a new structure available for building.
New Cyborg: A new Cyborg type will be available for
manufacture.
Redundant Technologies: Occasionally research makes an
existing technology redundant. When this happens, the redundant
technology is replaced by the new one. (example: new engine
design)
Research Updates: Your computer informs you when research is completed and
whether it was a major technology breakthrough.
Major research, results in a research update appearing in the intelligence display,
on the reticule. Check the research updates to discover the properties of the new
technology.
Clicking on the Intelligence Display yields detailed research reports
15
DESIGN
As new components become available through research, you can design new
vehicles using the Design Screen.
Select Design
Select "New Design"
When selecting a turret type, you will notice that there are two turret types to
choose from.
The left tab will list the turret weapons you can mount, and the right tab will
list the systems turrets.
(1) Select
a Body
(2) Select a
propulsion
type
(3) Select a
weapon or
system
turret
(4) Select the
Close icon
in the
reticule to
exit the
design
The Design Sequence
Warzone 2100 uses a 3-part sequence to design vehicles: body, propulsion and
turret. (More information about unit design is available in the "Design and Construction" section of the manual)
Naming
New designs are named according to the components used. A design can also be
given a customized name. Click in the name box, delete the current entry and
then enter a new name.
Modifying
An existing design can be modified by selecting the existing design instead of a
new design. You can now alter any or all of its three components.
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Deleting
To delete an existing design, select the design, then click the delete icon
(garbage can).
INTELLIGENCE
The Intelligence Display screen displays research updates and allows mission
briefs to be reviewed.
Select Intelligence
Display
View Research
Updates
Check the Intelligence Display regularly to view your latest technology reports
COMMANDERS
Commanders become available after you recover and research
the required technology. Commanders lead other units in
combat and use a laser designator to identify targets. When a
commander laser designates a target, all units attached to the
commander have an increased chance of hitting the target.
Commander Menu
The Commanders menu is very similar to that of the standard
command console except that it has four additional buttons.
These will be explained directly below while the other general
buttons will be explained in the next section, titled "The
Command Console".
Commander Experience Levels
Like other units, commanders gain experience. As a
commander becomes more experienced, the size of group he
can control becomes larger and his laser designation becomes
more accurate. A commander's experience level is shown by
an experience symbol.
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Attaching Units to Commanders
Select the units to attach, then left-click on a commander.
A commander lock icon appears under the units to indicate
that they have been attached. A commander cannot have
more direct fire units (machine gunners, cannons)
attached than he is able to command. A commander may
have any number of indirect fire weapons (mortars)
attached to him regardless of his experience level.
Detaching Units From Commanders
Attached units remain close to the commander. To detach a unit,
select the unit while holding the Ctrl key and give the unit a new
order.
Assigning Factories to a Commander
As well as assigning units directly to a commander, you can also assign factories
so that any units produced by the factory are assigned automatically to that
commander.
Select the commander, then bring up the Command
Console, by right-clicking on the commander, or leftclicking on the Commanders button on the reticule. Select
the number of the factory or factories you want to use to
supply the commander. Any units produced by the factory
will now be sent to the commander up to his maximum group size. When the
maximum group size is reached the factory goes off-line until the commander's
experience increases, or one of the units in his group is destroyed.
Commanders and Retreating Units
When a unit attached to a commander retreats to a repair facility, it remains
within the command group. Once it has been repaired, it attempts to rejoin its
commander.
Commanders and Fire Support
A commander can call in fire support from all indirect fire pits and
emplacements in range of his designated target. To assign fire
support, select the icon on the commander's console. To cancel fire
support, select the icon or assign the firing pits and emplacements to another
commander.
THE COMMAND CONSOLE
The Command Console gives you more control over your units by allowing you to
alter their behavior in combat. It also allows you to order units back to base and
to board the transport.
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Attack Ranges
Optimum Range
Attack at most accurate range (Default)
Short Range
Move to short range when attacking
Long Range
Move to long range when attacking
Retreat Levels
Do or Die!
Fight Until Dead (Default)
Retreat at Heavy Damage
Return to Repair Facility or LZ
Retreat at Medium Damage Return to Repair Facility or LZ
Fire
Fire-at-Will
Fire at any target in range (Default)
Return Fire
Fire only if fired upon
Hold fire
Do not fire weapon
Movement
Patrol
Patrol between designated positions
Pursue
Pursue enemy
Guard
Move to position and guard structure or unit
Hold Position
Do not move from position
Go to Orders
Return for Repair
Go to nearest repair facility
Return to HQ
Go to either the Command Center or the LZ
Go to Transport
Go to nearest transport and board it
Recycle
Return for Recycling
Get unit ready to go to nearest factory or repair
facility to be recycled; click Recycle to confirm.
Current experience level is placed in next unit
produced.
19
IN-GAME MENU
Press ESC during a game to open the In-Game Menu.
Resume Game
Returns you to the game you just came from.
Options
Brings up a secondary menu with the following game options;
FX Volume: Move the slider to increase or decrease the sound effects volume.
Music Volume: Move the slider to increase or decrease the music volume.
Resume Game: Returns you to the game
Load Game
Select a saved game slot to load that game.
Save Game
Select a save game slot, enter a name, then press enter to save.
Quit
Quits the current game and brings you to the main menu screen.
20
UNIT EXPERIENCE LEVELS
As units engage in combat they become more experienced, making them more
accurate and less likely to be destroyed.
The numbers below show the current level of your units:
Experience
Rookie
Kills
No Insignia
0-4
Green
5-8
Trained
9-16
Regular
17-32
Professional
33-64
Veteran
65-128
Elite
129-256
Special
257-512
Hero
513+
As units become more experienced, more kills are required for them to attain the
next level.
Keeping your experienced troops alive is a must for campaign success.
Commander rank increases at: 8,16,32, 64, & 128 designated kills. Each rank
allows 2 more units to be attached to the Commander
Recycling Experienced Troops
Through recycling, veteran units can be upgraded to take advantage of new
technologies. A recycled unit returns to a factory or repair facility, its experience
is stored, and assigned to the next unit to be manufactured.
21
COMBAT GROUPS
Combat groups are a great way to select and control different types of units.
Assigning Groups
By holding the Ctrl key and pressing a number key you can
assign a selected group of units to that number.
First select a group of units by left clicking and dragging over a
desired group.
Group 1 is created by pressing Ctrl-1.
A 1 appears next to all of the units in the group and also next to
the mouse pointer.
Selecting Groups
Group 1
When a group's number key is pressed, that group is selected.
A double left-click on any unit in the group (except construction units) also selects the group.
Centering on Groups
Pressing the group's number key selects the group. Pressing the same number key again will
center the camera on that group.
Waypoints
Predefine the quickest path to an objective with waypoints (Shift or Ctrl + left mouse click).
Holding Shift or Ctrl & clicking in world commands units to use waypoints
22
Multiple Targeting
Pressing CTRL or SHIFT on an enemy while
the targeting mouse pointer is active, will
set multiple attack targets for that unit (s).
Multiple targeting allows attack groups to focus on critical
targets
Command Groups
A command group is any group attached to a commander. Any previous group attachments are
cancelled when a unit is attached to a commander.
Command groups appear with the
*
Two units assigned to a Commander
symbol and a group number.
Attaching units to a commander increases their firing
accuracy
23
IMPORTANT TACTICS
In Warzone 2100 the base you build in the Western Sector (called Alpha Base) is used for all of
your missions in that sector. The missions might be Transport Missions or Alpha Base Missions.
Whatever the mission type, you always return to your base at the start of the next mission.
Note: All missions have a time limit of 2 hours, unless otherwise specified.
ALPHA BASE MISSIONS
These missions occur on the same map as your base. Either a new area of the map is revealed or
enemy forces land on the map to attack your base. The survival of Alpha Base is vital to your
success, so you should defend it from enemy attacks by building gun towers and other defenses.
It is also worth expanding the facilities at Alpha Base as more power becomes available. Two
factories and multiple research facilities will increase your rate of production and the speed at
which you can research Artifacts. Alpha missions feature larger maps, with the "relative" safety of
your home base.
TRANSPORT MISSIONS
Transport missions are a key part of Warzone 2100. At the start of a Transport Mission, the
Transport arrives to carry combat teams to the mission's Landing Zone. You must load your
forces into the transport, which then flies them to the mission site. Transport mission maps are
much smaller than Alpha Base missions. However, the danger increases as you are now on the
enemy's turf.
Transport missions are often timed. You have a limited
amount of time to complete the mission and return back to
the base or LZ.
The Transport Menu: Select the transport to open this
menu. It displays any units currently loaded in the
transport.
Loading the Transport: To load the transport, select it
as the destination of your units, or use the Command
Console to order units to enter the transport, by clicking
the Go to Transport button.
Unloading the Transport: Select a unit in the transport to unload it.
Transport Capacity: This shows how many vehicles the transport can carry, as
well as how many are currently loaded. The maximum capacity of the transport
is 10 units, as shown by the counter.
Launch Transport: Select the Launch Button to send the transport to the mission site. The
transport will then take-off and fly to the mission site.
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Reinforcements
Reinforcements are available for many Transport Missions.
Requesting Reinforcements:
Select the Load Transport icon (top left). This opens
the Transport Menu (left side) and the
Reinforcements Menu (right side).
Loading Reinforcements:
Select from any of the available reinforcements, by
clicking on each unit box. This will load them into the
transport.
Launching the Transport:
Select the Launch Transport button to send the
transport to the mission site.
Reinforcement Time:
This is how long it takes the transport to fly from the base to the mission site. This varies
according to the distance to the mission site and prevailing weather conditions.
Compromised Landing Zone:
A landing zone becomes compromised whenever there are enemy units present in the LZ area. If
a transport cannot land at a compromised LZ, it will hover above until the LZ is clear. As soon as
the LZ is clear, the transport will come down immediately and drop off the reinforcements.
Transport Missions and the Order Reticule
During transport missions you still have access to all of the facilities at your base.
Manufacture
Any units manufactured are available for use as reinforcements during the mission, or can be
stockpiled for use on your return.
Building
Trucks can only build defensive structures when on Transport Missions. Send trucks as part of
your first transport group to build gun towers and defenses that protect the landing zone from
being compromised.
Research
Artifacts and research topics can be researched and used when on transport missions.
Design
New units can be designed and manufactured. If time permits they can even be shipped to the
mission site in the transport as reinforcements.
25
TARGET TECHNOLOGIES
Your goal as Commander of Team Alpha is to recover Pre-Collapse technologies. Analysis of PreCollapse records indicates that the following technologies exist, but may prove difficult to locate
and recover. The following will aid you in using these technologies should you recover them.
Repair Units
Repair units automatically repair any damaged unit within their repair range.
Repair units can also be ordered to repair a damaged unit directly.
Structure Modules
Modules increase the structural strength of the structures they are added to. Each
module also increases the structure's output whether it is power, production rate or
research speed.
To add a module to a structure, select the module from the Build Menu and select
the structure as its build site. The truck will then add the module to the structure. Alternatively
you can order the truck to the structure, and it will add a module automatically.
Factory Modules: Two modules may be added to factories. The first module allows medium
vehicles to be manufactured. The second module allows heavy vehicles to be manufactured by
the factory. Researching the factory module technology allows you to add both modules (Level 2
& 3).
Synaptic Link
This key technology is believed to exist somewhere in the Western Sector. It is
essential f that you recover and research this technology. This technology is
required for Cyborg construction, in the single player campaign.
Indirect Fire Weapons
Indirect fire weapons lob shells over friendly troops, structures and even over hills. However,
they must be able to see what they are firing at. When attached to a sensor, indirect fire
weapons can shoot at targets that the sensor can see even though they are not visible to the
firing units. All indirect fire units within sensor range will automatically use the sensor to target,
increasing accuracy.
Attaching Indirect Fire Weapons to Sensors
To attach indirect fire weapons to a sensor, select the indirect fire weapons, then
select the sensor. A sensor lock box appears to show that you are successful and a
sensor lock symbol appears next to the indirect fire unit. (*)
Sensor Turret:
All attached indirect fire weapons shoot at any
target that you select as the sensor's target.
The indirect fire weapons continue to shoot
until the target is destroyed, a new target is
selected or the sensor is destroyed. Range of
sensor turret is 8 tiles. A tile is the size of a
vehicle.
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Sensor Tower:
The tower automatically detects enemies in range and then orders any attached weapons to
shoot at them. A sensor tower has a larger range than a sensor turret (16 tiles).
Counter-Battery Sensor:
This sensor detects incoming enemy indirect fire and plots where the fire is coming from. Next, it
orders attached indirect fire weapons to fire at the enemy artillery battery.
Detaching Indirect Fire Weapons From Sensors
To detach a unit from its sensor, hold Ctrl while selecting the unit and issue a new target or a
move order.
VTOLs
The technology required for Vertical Take-Off and Landing (VTOL) aircraft has been lost. Team
Beta is searching the Eastern Sector for it. VTOLs are designed like other units, but are restricted
in the types of weapons they can carry.
Note: VTOLs cannot use the multi-target feature.
Re-arming Sites
VTOLs require re-arming and repairing between
strike missions. Re-arming Sites perform these
activities. Each Re-arming Site can support any
number of VTOLs, but only re-arms one VTOL at a
time. To keep your VTOLs flying regularly, you'll
need at least one Re-arming Site for, every two
VTOLs.
Strike VTOLs
VTOLs armed with weapons can be given a variety
of missions, and are able to target all units and
structures.
Independent Strike Missions:
VTOLs require a target to be selected for them, otherwise they cannot attack. Strike VTOLs will
not fly into enemy territory without a selected target. One of your other units must be able to see
the target, or the VTOLs must be able to see it themselves.
VTOL Strike Sensor:
VTOLs may be assigned to VTOL Strike Sensors. Any target designated by the Sensor is assigned
to the VTOLs as their target.
VTOL Early Warning Tower:
This tower scans for approaching enemies and assigns them as the VTOLs target. The VTOLs are
automatically scrambled to attack the incoming enemy.
VTOLs Counter-Battery Sensor:
This is similar to a standard Counter-Battery Sensor except that attached VTOLs are scrambled to
attack the enemy artillery battery.
Detaching VTOLs From Sensors
To detach a VTOL from its sensor, hold Ctrl white selecting the VTOL and issue it a new target or
move order.
27
MULTIPLAYER GAMES
The multiplayer game allows you to play
Warzone 2100 with up to seven other
players. (8 total) over a local area network
or over the Internet via TCP/IP &
mplayer.com (EidosGames.com). Two
players can easily play head-to-head using
a modem or serial connection. An installed
copy of Warzone 2100 is required to play
the multiplayer game. Load the game with
CD1, until you are at the Main Menu. From
there, CD1 or CD2 must be present in your
CD drive to access a multiplayer game.
MULTIPLAYER SCREEN
Host Game
Select this option to host a game. As Host, you set up the multiplayer options using the Setup
Screen, then launch the game for other players to join.
Join Game
Select this option and the connection type to list any games that are currently available to join.
The active games show the name of the game, game type, number of players currently in the
game lobby, and the total number of player slots. Select a game by clicking on it, and you will be
taken to the setup screen. Games that have an X represent games that are closed (in progress).
MULTIPLAYER SELECTION
Play on EidosGames.com
Connects to Mplayer.com
(EidosGames.com) where you can play
Warzone 2100 against players from all over
the world. When you connect to
Mplayer.com (Eidos6ames.com), follow the
on-screen instructions to set up a game or
join another player's game. This only shows
up if Mplayer is installed.
Internet
Play a multiplayer game over a LAN or the
Internet using TCP/IP. To search for a LAN
game, click the check box without entering an
IP address. To search for a TCP/IP game over
the Internet, enter the IP address of the host
computer, then click the check box. On the
next screen, you must click the Refresh Games List icon in the top right corner to display the list of
available games.
IPX
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This protocol is used mainly on Local Area Networks and is the best way to play Warzone 2100.
The program will automatically search for IPX games on the LAN when this option selected.
Serial Cable
Connects directly to another computer linked together by a serial cable. Dial Up Networking and
Direct Cable Connection must be installed in Windows® for this option to work. To install these,
select add/remove programs from the Windows Control Panel. Select Windows Set-up,
Communications, Direct Cable Connection. If you are having problems setting up a serial cable,
check your Windows manual.
Modem
Allows you to dial up another computer via
modem. "Dial Up Networking" must be installed
for this option to work.
SET-UP SCREEN
This screen displays all of the options available in
multiplayer games. Only the Host may alter the
options on this screen. Other players may
request changes using the Chat Box at the
bottom of the screen.
Starting a Multiplayer Game
Select the Host icon (computer with arrows) to open the game to other players.
After all of the players have joined the game lobby, select OK to begin the game.
Player Name
Enter your name here by clicking in the text box. You can enter more than one name
using the boxes available. Select the name you want to use for the current game.
Game Name
The Host enters the game name, by clicking in the text box, and changing the name.
Select Map
Select from one of the available maps. The maximum number of players is shown for
each map, as people symbols. Be sure to choose a map that allows for the maximum
number of players you want in your game.
Note: Once the host icon has been pressed, the host can no longer select a different
map.
New maps will become available at ( pumpkin.co.com or eidosinteractive. com = no longer on
line ). Visit these web sites to download the latest maps.
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Starting Forces
Starting Forces are available for Campaign Games with Advanced Bases. The Host
sets whether Starting Forces are available in the game. Choose any force you've
created using the Force Editor, or simply use the default force.
Fog
Fog Of War:
True fog of war, allowing you to only see where you've previously been.
Mist Fog:
Fog that appears in the distance.
Game Types
Campaign Game:
Similar to the single player game, a campaign game allows you to build bases,
generate power and recover Artifacts as you battle against human players. If you
enable computer players in a campaign game, they are represented by Neutral
Scavengers. In Campaign mode, there are no allied victories. In order to win, you must break all
alliances and fight to the last player.
Team Game:
A Campaign Game variant in which any alliances made are permanent. Allows you to
team up with other players for group wins. If you enable computer players in a team
game, they are Al controlled player units and bases.
Skirmish Game:
A skirmish game will pit you against human or computer opponents, or a
combination of both. To select the number of computer players, click each computer
player in the player listing that you do not want in the game. The default is all computer players
ON. Clicking on the computer icon will toggle them on and off.
Structure Limits
Allows the Host to increase and decrease any limits on the maximum number of
structures available for players to construct during the game.
Power Levels
Sets how fast the power generators convert
oil into power.
Low: Reduced power output.
Medium: Standard power output.
High: Increased power
output.
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Starting Bases
This option sets the base level and research trees with which the
game will start with.
No Base:
Start at the beginning of the research tree, with trucks being the
only units given to you.
Base:
Start with a standard base already built, including some resources
already on-line. Early research has been conducted.
Advanced Base:
Start with a defended base and advanced structures. Initial research
has been conducted allowing you to
specialize in almost any area you like. The Force Editor is also
available (see later).
Alliances
In Team Games, alliances are automatically available. In Campaign
and Skirmish games, the Host can allow or disallow alliances.
Allow Alliances:
Players may ally with one another.
No Alliances:
A dog-eat-dog free for all game.
Computer:
Add a little extra mayhem by adding computer opponents (see game types).
Player Color:
Eight clan colors are available. Each clan is assigned a color by the computer. No clan can have
the same color as another clan.
Changing Your Assigned Color:
Select the flag to the left of your name and rank, then select any of the colors currently available.
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Rankings
As you play multiplayer games you amass a series of kills and begin to develop a reputation.
These symbols indicate how successful you have been. They act as a warning to other players, or
as a challenge to defeat you to reduce your ranking. Stars indicate your skill and the medals rank
you against the other players in the game. In the example to the right, this player is the host
(green circle), black is her team color, her ranking is rookie, and her game player name is
displayed.
COMMUNICATING WITH OTHER PLAYERS
You can communicate with other players at the setup screen
and from within the game, by typing in messages.
Chat Line:
You can chat with other players by left-clicking the chat line
at the bottom of the setup screen. Type your message, and
then press Enter to send it.
Scribble:
Click the pencil in the setup screen to initialize the
scribble pad. You can now draw to other players in the game lobby text box. This is great for
discussing tactics or just goofing around. The color of your ink is the same as your player
color. Hitting "T" from within the game will allow you to type a message. Enter will send it.
MULTIPLAYER ALLIANCES
In Campaign and Skirmish games, alliances can be freely made and broken. In Team Games
you're locked into any alliances that are made during the game.
The Alliance Screen
Press Enter on the numeric keypad to access this screen. It displays all players in the game along
with their current scores and rankings. Computer Players (skirmish game only) don't have a
score. No icons appear by your own name, since you cannot be in an alliance with yourself.
Last Unit Built:
The player's color is displayed here. This also shows the last unit that the player has built.
Player Name and Number:
The player's name and number. Use the number to talk directly with them by using T
<number(s)> <message>.
32
Broadcast Channel:
This indicates who you are broadcasting messages to.
Alliance Buttons:
Form
or
break
alliances.
 for more info.
 for more info.
Score:
Shows the current score.
Kills:
The number of kills the player has made during the game.
Ping:
Lists the connection speed to each player in milliseconds
(greater than 300ms will lag the game).
Played:
The total number of games this player has played.
The Alliance Button
Offering an Alliance
Select this button to offer an alliance to another player. An open hand is displayed in the button.
Accepting an Alliance
Select any of the offered alliances to accept. A handshake symbol appears to show that
you are allied.
Breaking an Alliance
Select the handshake symbol to break your alliance. Your units will now start firing at
your former ally. A dagger indicates that you are fighting.
Advantages of Alliances
When allied to another player you cannot fire, or be fired upon by them. You also have access to
the features listed below:
Sensor Download
Selecting this button downloads all of your sensor data to your ally. Your ally can see all
of the areas of the map you have explored up to this point, as well as the location of any of your
structures. This information is not updated; you will need to provide further sensor downloads
over the course of the game.
33
Research Documents .
Gives your ally all of your completed research up to this point. Any new research will not
be given automatically, you will need to update your ally during the game
Give Units
Any units you have selected when you choose this option are given to your ally.
Give Power
Gives your ally 1/3 of your current power.
Setting Broadcast Channels
Select the speaker symbol on the Alliances Screen for each player you do not wish to
broadcast to. Any messages you now send will only be sent to players with active
broadcast channels. Click the speaker symbol again to reopen the channel. While in the game,
press T to send a message to all of the open channels.
Override Selected Broadcast Channels
Open a restricted channel chat by pressing T followed by the number of the player(s) you wish to
chat to.
For example, pressing T25 opens a restricted channel to players 2 and 5.
Only these players will receive this particular message.
34
THE FORCE EDITOR
The Force Editor lets you select a customized force to take into a multiplayer game. Within the
editor you can choose your starting force from a list of units. Note: The Force Editor is only
available in Campaign Games using the Advanced Bases option.
Power Available
A certain amount of power is available to build your force. The power remaining is indicated by
the power bar at the bottom of the screen.
Selecting Units (left menu)
Select the units you want to take into the game from those listed. You can continue to select
forces until you have used up the available power.
Save Starting Forces (Arrow Pointing to disk)
Select the Disk Icon to save your starting force. Enter a force name, then press Return to save it.
You can save more than one starting force if you wish.
Load Starting Forces (Arrow Pointing from disk)
From the multiplayer setup screen, select Starting Force, then select from any of the saved forces
listed. Choose the disk icon in the Force Editor to load a saved force.
Trash Force (Trash Can)
Select the trash can to clear your
current force.
Default Forces (Page)
Select the blank page icon to load
the default force.
Force Editor
35
KEYBOARD COMMANDS (KEY MAPPINGS)
You can modify and assign new keys in the Key Mappings menu.
To open the key map editor, select the options menu from the main menu.
To reset your key bindings click the Trash icon to the left of the editor.
KEY
Action
Esc
In-Game Options
Backspace
Restore view to North
Tab
Toggle Interface ON / OFF
Group Assignment (# = Numeric key)
CTRL + #
Assigns selected group
#
Selects assigned group
##
Centers on selected group
ALT + #
Selects assigned commander and attached group
Fast Unit Selection Keys
CTRL+S
Selects all units on screen
CTRL+Z
Selects all units of this (already selected) type
CTRL+V
Selects all VTOLs
CTRL+H
Selects all Hovers
CTRL+W
Selects all Wheels
CTRL+T
Selects all Tracks
CTRL+F
Selects all Half-Tracks
CTRL+A
Selects all Combat Units
36
Display Controls
ESC
Pause & In-Game Menu
F1
Research
F2
Manufacture
F3
Build
F4
Design
F5
Intelligence
F6
Commanders
F7
Radar toggle ON / OFF
F8
Console toggle ON / OFF
F9
Unit Status Bars (Color Change)
F10
Screenshot
F11
Formation Speed Limits ON / OFF
F12
Last audio message location
Map Controls Cursor Keys
Scroll up
Scroll down
Scroll right
Scroll left
37
Camera Controls (NumPad)
2
Tilt view down
4
Rotate left
5
Restore default pitch
6
Rotate right
8
Tilt view up
+
Zoom in 3D view
-
Zoom out 3D view
Track Mode
Spacebar
Track Camera Mode ON / OFF
Game Speed
CTRL -/+
Decrease/Increase game speed (single player campaign /
skirmish)
Command Console
0 Numpad
Open Command Console
I
Optimum Range
0
Short Range
P
Long Range
/
Do or Die!
>
Retreat at Heavy Damage
<
Retreat at Medium Damage
F
Fire-at-Will
E
Return Fire
C
Cease Fire
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Q
Patrol
P
Pursue
G
Guard
S
Hold Position
H
Return to HQ
R
Return for Repair
CTRL+R
Recycle
Terrain Marker (@ = Letter Key)
Alt + @
Assigns terrain to marker
SHIFT+ @
Centers view on assigned terrain
B
Centers view on Command Center
Mouse Click Modifiers
Hold CTRL or SHIFT:
While assigning orders
Enables sequential orders
Click points in world
Assigns waypoints for units
Select units
Adds units to current selection
Hold ALT: Target a friendly unit
Enables friendly fire
Communication (Multiplayer)
T
Send text message
NumPad Enter
Alliance Screen
39
IMPORTANT STRUCTURES
Each structure performs one or more function as listed below:
Command Center
Radar Display, Design Screen
Power Generator
Converts oil from oil derricks into power
Power Module
Increases the rate at which a generator
converts oil into power
Oil Derrick
Extracts oil from oil pools, providing a
power generator is available
Factory
Manufactures units
Research Facility
Researches artifacts & research topics
Repair Facility
Repairs damaged units
Landing Zone
Reinforcements are delivered here,
Transports landing pad
Cyborg Factory
Manufactures Cyborgs
VTOL Factory
Manufactures VTOLs
VTOL Re-arming Pad
Repairs and re-arms VTOLs
Command Relay Center
Needed for production of Commander units
40
Command Center
Power Generator
Power Module
Oil Derrick
Factory Level 1
Research Facility
Repair Factory
Landing Zone
Cyborg Factory
41
DEFENSIVE STRUCTURES
An important strategy is the use of defensive structures to protect your assets. Below is a list of
primary defensive structures. You will need to research each item to acquire it.
1. Hard Points
PROS: Excellent defense with ability to mount heavy weapons.
Hard Points can fire over walls or be placed within walls.
CONS: Limited in weapon placement types & long build times.
2. Walls
PROS: Direct fire weapons cannot fire over or through walls. Excellent defense
when upgraded.
CONS: Direct fire defenses cannot fire over or through walls.
3. Guard Towers
PROS: Can fire over walls / have long range
CONS: Low durability / weak firepower
4. Machine Gun Bunker
PROS: Low build cost
CONS: Average durability / causes weak damage against armor
5. Tank Trap
PROS: Low cost and short build time /direct fire weapons can fire over tank traps
CONS: Enemy can fire over or through tank traps
6. Flamer Bunker
PROS: Good durability / low build cost
CONS: Short range / medium build time
7. Cannon Bunker
PROS: Good durability / more powerful direct fire
CONS: Medium build time / medium cost
8. Sensor Tower
PROS: Can spot indirect fire weapons with high accuracy / early warning
CONS: Fragile
42
DESIGN AND CONSTRUCTION
1. Unit name (modifiable)
2. Body options
3. Propulsion options
4. Turret options
5. Delete design
6. Total power (to produce unit)
7. Total body points (unit durability to attack)
8. Systems Turret
9. Weapons Turret
10. Road speed (pavement)
11. Off-road speed (non pavement)
12. Water speed
13. Weight (affects overall speed and
durability)
Unit Design
In Warzone 2100 there are over 2000
units you can design. As you research new topics, you gain access to new weapons, new
technologies and new types of material used to build units. The number of possible units is
immense. When designing units, here are some guidelines:
Design with a clear vision.
If you are a heavy cavalry advocate, first research the vehicle engine, armor, and weapon items.
If you favor a quick strike strategy, build units with medium bodies, fast propulsion, and light but
damaging weapons, (hint: hover and rockets)
Remember the cost!
Super weapons may be just the ticket to dominate the battlefield. However, without adequate
resources and build time you may never achieve the numbers to win the day.
Create nuisance units.
They will act as scouts and serve to harass your opponents' derricks. Fast units, with medium
armor, and fast loading weapons, in mass, can overwhelm your opponent, before they can create
heavy armored and cannoned units.
Research a weapon to completion.
Researching all levels of cannon will result in a nearly invincible projectile weapon. Just make
sure you have the chassis to mount it.
43
HINTS AND TIPS
General Tips:
• Using more than one truck decreases the time required to build a structure. Three is optimal.
• Do not forget to build a power generator - one is required for every four oil derricks.
• Adding a module to a power generator increases its efficiency.
• Scout around the map for more oil resources.
• Adding one module to a level 1 factory changes it into a medium (level 2) factory and allows it
to build medium bodied units.
• Adding one module to a medium factory changes it into a heavy (level 3) factory and allows it
to build heavy bodied units.
• Adding a module to a research facility greatly improves the speed at which it can research
topics.
• Try to assign repair units to all combat groups for mobile roaming repairs.
• Defend your base with a variety of defensive weapons - machine guns to take care of cyborgs,
and cannons to handle oncoming tanks. Build walls to delay the onslaught.
• Assign Mortar Units to a sensor to take advantage of indirect fire. (e.g. over cliffs and walls).
• Code name the units you create (e.g. Ultra Heavy Tank) to easily discern them from the build
list.
• Defend all oil derricks with at least one defensive structure.
• A bunker of any type is a cheap and stubborn defense.
Weapon Hints:
Mortars
More effective versus - Infantry, Cyborgs, 'Soft' targets
Less effective versus - Heavily Armored Units (Tracked), 'Hard' Targets (Bunkers,
Emplacements), Soft Structural Targets
Flamers
More effective versus - Infantry, Cyborgs, Hover and Wheeled Units, Bunkers
Less effective versus - VTOLs, Tracks, Half-Tracks, Hard Targets, Walls
Cannons
More effective versus - All units except Infantry and Cyborgs
Less effective versus - VTOLs, Infantry and Cyborgs, Bunkers, Hard Targets
Machine Guns
More effective versus -Infantry and Cyborgs, Wheeled Units and Soft Targets
Less effective versus - VTOLs, Tracks
Bunker Busters
More effective versus -Bunkers and Hard Targets
Less Effective versus - Tracks
44
Vehicle Body Types
(initial types)
Image Name
viper
cobra
bug
scorpion
python
Weapon Mount
Class 1
Class 1 or 2
Class 1 or 2
Class1,2,4
Class 1,2,3
cost
Low
Medium
Medium
Medium
High
speed
Fast
Medium
Very Fast
Fast
Slow
defense
Low
Medium
Very Low
Low
High
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