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 1 2 3 4 5 6 7 8 10 11 12 13 14 16 17 20 21 22 24 26 28 35 36 40 43 44 45 46 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. 5 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 6 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 7 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. 8 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. 10 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. 11 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 12 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. 14 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. 16 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. 17 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. 18 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. 24 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. 26 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 28 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. 29 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. 30 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. 31 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 38 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 45 46 47
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