1// a2x: --dblatex-opts "-P latex.output.revhistory=0" 2 3 4Warzone 2100 Quick Start Guide 5============================== 6 7 8Introduction 9------------ 10 11This guide will help you get started playing Warzone 2100. 12 13The Warzone 2100 Project has its website at image:images/www.png[URL] 14http://wz2100.net. 15 16If you want to talk to other Warzone 2100 players, visit the forum at 17image:images/www.png[URL] http://forums.wz2100.net 18 19Or you can fire up an IRC client and connect to the channels #warzone2100 and 20#warzone2100-games on the Freenode network. 21 22If you're interested in developing Warzone 2100, the Project is always looking 23for help. Go to image:images/www.png[URL] http://developer.wz2100.net 24 25If you want more information about Warzone 2100, including mod information, 26individual component statistics, and more, go to image:images/www.png[URL] 27http://guide.wz2100.net 28 29Enjoy Warzone 2100! 30 31image::images/logo.png[align="center"] 32 33 34Interface 35--------- 36 37The interface can be turned on or off with Tab. 38 39image:images/interface.jpg[] 40 41- 'Messages (top)': The message bank. This keeps all the last few messages 42given to you by the game. To see more of your most recent messages, press the 43`/~ key (this is the backtick/tilde key; usually found between Esc and Tab). 44- 'Time remaining (top right)': The time limit. This is only seen during 45Campaign. If this goes down to zero, you lose! 46- 'Command panel (bottom left)': The <<_command_panel, command panel>>. 47- 'Power (bottom)': The <<_power, power bar>>. 48- 'Map (bottom right)': The <<_minimap, minimap>>. 49 50 51Controlling the Camera 52---------------------- 53 54.What is the Camera? 55When Warzone was released in 1999, it was one of the first real-time strategy 56games to be in 3D. Now, most real-time strategies are in 3D, but, if you're not 57used to the new trend, let us help you along. 58 59 60.Basic Controls 61- 'Moving': To move where you're looking at, move the mouse to the edge of the 62window/screen, or use the arrow keys. 63- 'Rotating': To rotate the view, hold down the right mouse button, and move 64the mouse in any direction. (The view can also be rotated using 8 and 2 65(up/down), or 4 and 6 (left/right) on the numeric keypad.) 66- 'Zooming': To zoom in or out, use the + or - keys on the numeric keypad, or 67use the mouse wheel. 68 69.Advanced Controls 70- 'Reset view to north': If your camera angle feels unnatural, pressing 71Backspace will reset your view to the north. 72- 'Unit Tracking': Press Spacebar when units are selected, and the camera will 73follow them. Press Spacebar again to stop Unit Tracking. 74- 'Jump to base': Press B to center the view at your Command Center. Useful if 75you need to get back to base quickly. 76 77 78Minimap 79------- 80 81The minimap is a very useful tool on the Warzone battlefield. It helps you keep 82track of your units and structures, your opponents units and structures (within 83range), and the map itself. Orders can be issued over the minimap, and it can 84be used to jump to part of the map very quickly. 85 86The minimap is given after you build a Command Center. 87 88image:images/minimap.jpg[] 89 90- 'Faint-white trapezoid': This is a visual representation of your camera on 91the radar. The large end points towards where you're looking. The small end is 92where the camera is. 93- 'Transparent areas': Unexplored - will peel away as you send units into them. 94These areas are black on the screen. 95- 'Green area': Units or structures that belong to the green player (in this 96case, us). 97- 'Yellow/gray/black/red/blue/cyan/magenta area': Units or structures that 98belong to the yellow/gray/black/red/blue/cyan/magenta player (not pictured). 99- 'Red/white flashing area': Units or structures belonging to you that are 100under attack. 101- 'Green pulse': Artifact. Needed to research technologies in Campaign. In 102Skirmish/Multiplayer, can be found by destroying enemy base structures. 103- 'Red pulse': An enemy base or other point of interest. Only used in Campaign. 104- 'Blue pulse': A free <<_power, oil resource>>. 105 106 107.Controls 108- 'Moving the camera': Right-click anywhere on the minimap to move the camera. 109- 'Giving orders': If you have units selected, click anywhere on the radar, and 110the units will carry out that order. 111- 'Zooming in and out': Hover your mouse over the minimap and move the mouse 112wheel up or down. 113 114 115Power 116----- 117 118image:images/powerbar.jpg[] 119 120'The power bar' 121 122image:images/oilresource.jpg[] 123 124'A spare oil resource, and a derrick hard at work' 125 126In real life, money is power, but in Warzone, power is money. You spend power 127to build structures, manufacture units, and research upgrades/new technology. 128 129Getting Power 130~~~~~~~~~~~~~ 131So how do you get power? Power is generated by Oil Derricks. However, you must 132have at least one Power Generator for every four Oil Derricks. 133 134Oil derricks must be built on oil resources, but the generator can be anywhere 135on the map. Keep in mind that additional generators beyond one for every four 136derricks will provide no benefit. Also note that building heaps of power 137generators won't do anything at all until you have at least one oil derrick for 138each. 139 140Pricing 141~~~~~~~ 142 143Icons in the Manufacture, Build, and Research menus will have yellow bars in 144them representing their price: 145 146image:images/cheapweapon.png[] 'Inexpensive weapon' 147 148image:images/expensiveweapon.png[] 'Expensive weapon' 149 150When you place your mouse over an icon, the power bar will have a green 151section, representing its price. If you cannot afford it, the power bar will 152instead turn red. 153 154The amount of power you have is shown on the very left of the power bar. If you 155place your mouse over an icon, if you have enough power to get it, the number 156will show the amount of power it will cost. If you can't afford it, the number 157will show the amount of power you need to be able to afford it. 158 159Power is drawn as soon as the icon is clicked. Providing you have sufficient 160power for the activity, the initial progress bar fills quickly with green 161(slower with more costly actions) and the construction or research begins. A 162yellow progress bar then charts the progress achieved by the current activity. 163 164Upgrades 165~~~~~~~~ 166 167image:images/powerupgrade.png[] 168 169Power Generators can have a Power Module built on top of them to squeeze out 170more power. Power Modules need to be researched before you can build them. 171There are also several researchable upgrades available which increase the 172amount of power you receive. 173 174 175Ordering Units 176-------------- 177 178Using Units 179~~~~~~~~~~~ 180 181Gotten used to the interface? Okay, well, time to actually use our units. 182 183Selecting and moving units 184^^^^^^^^^^^^^^^^^^^^^^^^^^ 185 186To select a unit or cyborg, left click on it. Multiple units can be selected by 187clicking and dragging, and encasing the units in the drawn 'square', or by 188holding down Ctrl or Shift and clicking on multiple units. 189 190To move selected units, left click on the terrain of the map. This can also be 191done over black areas of the map to explore the area. To attack an enemy unit, 192left click on it. You can deselect a unit (or a group of units) with a 193right-click. 194 195Queuing and waypoints 196^^^^^^^^^^^^^^^^^^^^^ 197 198You can set a path with waypoints, which units will visit each waypoint in 199order. You can also select a queue of enemies for units to attack. Hold Shift 200or Ctrl while selecting units or clicking places to move. 201 202This also works for queuing construction of Oil Derricks and/or structures in a 203chain - hold the key down while building the structures one by one, then, when 204building the final structure, release the key. 205 206Groups of Units 207^^^^^^^^^^^^^^^ 208 209To make groups of units, select the units you want and press Ctrl+['number'] to 210make a group. A group of units will have a number next to it. To select a group 211of units you have made, press ['number']. Groups can also be selected by 212double-clicking a unit in a group. To center the camera on a group, press the 213['number'] twice. 214 215Defending 216^^^^^^^^^ 217 218Click a friendly structure or truck with weapon units selected (the cursor will 219be a shield) and the units will move to guard it. 220 221Unit orders menu 222~~~~~~~~~~~~~~~~ 223 224image:images/unitordersmenu.jpg[] 225 226Right-click on a unit (or select a unit and hit NUM0 on the numeric keypad), 227and a unit orders menu will appear above the command panel. This contains 228options to configure a unit's behaviour. 229 230Right-clicking on a factory will customize the orders of all future units that 231that factory produces. 232 233Attack range 234^^^^^^^^^^^^ 235|==== 236|image:images/attackrange.jpg[] |'Optimum Range': Fires at most accurate range 237(default) 238 239'Short Range': Moves to short range and attacks 240 241'Long Range': Attacks at long range 242|==== 243 244Retreat threshold 245^^^^^^^^^^^^^^^^^ 246|==== 247|image:images/retreatthreshold.jpg[] |'Do or Die': Your unit will not retreat 248unless ordered to. (default) 249 250'Retreat at Medium Damage': Your unit will retreat (return to repair facility, 251HQ, or LZ) at medium (yellow) damage 252 253'Retreat at Heavy Damage': Your unit will retreat at heavy (red) damage 254|==== 255 256Firing 257^^^^^^ 258|==== 259|image:images/firing.jpg[] |'Fire At Will': Fires at any enemy (default) 260 261'Return Fire': Only fire if fired at 262 263'Do Not Fire': Units will not fire 264|==== 265 266Movement 267^^^^^^^^ 268|==== 269|image:images/movement.jpg[] |'Patrol': Moves in a circle on a position. Just 270click an area after selecting it. 271 272'Pursue': Pursue enemy. 273 274'Guard': Stay near an area or structure. (default) 275 276'Hold Position': Do not move under any circumstances. 277|==== 278 279Return 280^^^^^^ 281|==== 282|image:images/return.jpg[] |'Return for Repair': Unit will return to a Repair 283Facility 284 285'Return to HQ': Unit will return to Command Center or LZ (campaign) 286 287'Go To Transport': Unit will go and board transport 288|==== 289 290Recycling 291^^^^^^^^^ 292 293image:images/recycling.jpg[] 294 295Recycling a unit will send it to the nearest Repair Facility or Factory, and 296destroy it. Half the power used in making it will be refunded to you. The 297unit's experience level will be placed in the next unit that is manufactured. 298 299Unit experience 300^^^^^^^^^^^^^^^ 301 302See also: image:images/www.png[URL] http://guide.wz2100.net/experience[Unit 303experience] 304 305Units have experience levels depending on how many kills the unit has. A higher 306experience level means that a unit is more accurate, moves faster and takes 307less damage. An icon displaying a unit's rank is displayed next to the unit's 308health bar. 309 310Hardpoints and bunkers 311^^^^^^^^^^^^^^^^^^^^^^ 312 313Hardpoints, bunkers, and other defensive structures cannot be ordered to shoot 314directly. However, you can assign artillery emplacements to a sensor tower. 315Nearby commanders with the 'indirect fire support' option activated will also 316command these structures. 317 318Indirect-fire units and sensors 319^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 320 321See: <<_artillery_and_sensors, Sensors and artillery>> 322 323 324Ordering VTOLs 325-------------- 326 327VTOLs are used similarly to ground units. However, they do have a few 328differences. For one thing, they can 'fly'... 329 330Design and production 331~~~~~~~~~~~~~~~~~~~~~ 332 333To produce VTOL units, you'll need the image:images/www.png[URL] 334http://guide.wz2100.net/r/vtolpropulsion[VTOL Propulsion] and 335image:images/www.png[URL] http://guide.wz2100.net/r/vtolfactory[VTOL Factory] 336researched, and a VTOL Factory built. You should also research and build a few 337image:images/www.png[URL] http://guide.wz2100.net/r/vtolrearmingpad[VTOL 338Rearming Pads], otherwise, they won't be able to reload ammo. 339 340Before you produce a VTOL unit, you must design it. VTOLs are designed the same 341way as regular units -- simply select 'VTOL propulsion' -- but use slightly 342different weapons (more on that later). 343 344VTOLs can only be built at VTOL Factories. VTOL factories can be upgraded with 345factory modules -- there's no need to research a separate "VTOL factory 346module". 347 348Moving 349~~~~~~ 350 351After producing a VTOL from a VTOL Factory, it will fly and land on the rally 352point. VTOLs can be ordered to move and attack like any regular unit. Although 353they will fly over water and cliffs, they can't land on them. 354 355Attacking 356~~~~~~~~~ 357 358VTOL weapons differ drastically from the norm. 359 360To attack with a VTOL, select it and click an enemy like normal. However, you 361may have noticed the white ammo bar below its health bar as you start 362attacking. 363 364Unlike ground units, which reload automatically, VTOLs carry a limited amount 365of ammo. Once that ammo runs out, the VTOL can't attack until it refuels. A 366VTOL out of ammo will automatically find a VTOL rearming pad to rearm and 367repair itself (and will resume attacking once fully rearmed), or it can be 368manually rearmed by selecting it and clicking on a rearming pad. 369 370VTOLs will not attack anything automatically. However, by selecting a VTOL and 371alt+clicking on an area, a VTOL will patrol the area between its current 372location and the clicked location, and attack anything in the vicinity. 373Alternatively, they can be assigned to VTOL strike towers and VTOL CB towers, 374which will cause them to function similarly to <<_artillery_and_sensors, 375artillery assigned to sensor towers>>. 376 377VTOL weapons 378~~~~~~~~~~~~ 379 380Most weapons have a VTOL equivalent, which does approximately twice as much 381damage, but has limited ammo. VTOL versions of regular weapons, like cyborgs, 382do not need to be researched separately. 383 384In addition to VTOL versions of ground-based direct weapons, VTOLs can also use 385image:images/www.png[URL] http://guide.wz2100.net/w/#vtolbombs[bomb weapons]. 386These weapons are the equivalent of artillery, and are very powerful. 387 388Defending against VTOLs 389~~~~~~~~~~~~~~~~~~~~~~~ 390 391VTOLs are not ground-based units, so most ground weapons cannot hit them. They 392an only be hit by either anti-air (often abbreviated AA) (can only hit air) or 393versatile (can hit air or ground) weapons. 394 395There are only a few weapons that are versatile: machineguns, lasers, and 396Mini-Rocket Pod. Rockets and missiles are also versatile, but only when mounted 397on a cyborg or VTOL. In addition to being uncommon, versatile weapons do not do 398as much damage to VTOLs as dedicated anti-air, so having some AA is 399recommended. 400 401There are three types of dedicated AA. In order of powerfulness, they are: Flak 402(Hurricane, Cyclone, Whirlwind), SAM (Avenger, Vindicator), and Stormbringer. 403 404Other orders 405~~~~~~~~~~~~ 406 407'Patrol': In the Unit Orders box (right-click, remember?), there are a couple of 408new icons. Patrol will do the same thing as alt+clicking -- move back and forth 409between its current location and the clicked location, and attack anything near 410its path, refueling when they need to before returning to defending. 411 412'Circle': In the Unit Orders box, next to Patrol, is the Circle button. Click it 413and then click an area of ground, and the selected VTOLs will take off and fly 414in a circle above the selected point. Like Patrol, they will attack anything 415that gets nearby, and refuel automatically. 416 417 418Command Panel 419------------- 420 421There are six different command panel interfaces, plus a central button. You 422open up a command interface by pressing the appropriate button. 423|=== 424|image:images/commandpanel.png[] |F1: <<_manufacturing, Manufacture>> 425 426F2: <<_research, Research>> 427 428F3: <<_building, Build>> 429 430F4: <<_design, Design>> 431 432F5: <<_intelligence_display, Intelligence Display>> 433 434F6: <<_commanders, Commanders>> 435|=== 436 437The middle button closes any open command interface. 438 439Manufacturing 440------------- 441 442Manufacturing units is similar to building structures. The buildings that can 443build structures are Factories, Cyborg Factories and VTOL Factories. 444 445image:images/manufacture-select.jpg[] 446 447'Selecting a unit to be manufactured' 448 449image:images/manufacture.jpg[] 450 451'The unit being manufactured' 452 453Building a Unit 454~~~~~~~~~~~~~~~ 455 456To manufacture a unit, you need to press the Manufacture button. A Fast Find 457bar will open at the bottom of the screen, between the radar and the Command 458Panel. 459 460The bottom row of the two contains every Factory, Cyborg Factory and VTOL 461Factory built. Clicking it will zoom the camera to the structure. 462 463To manufacture a unit, click the space above a factory. If this factory is 464capable of building a unit, it will appear in a menu on the left side of the 465screen. 466 467A factory can only build a unit if the body of a unit is a certain type 468(unit/cyborg/VTOL), and if the factory has enough modules applied. 469 470Queuing Units 471~~~~~~~~~~~~~ 472 473You can build up to nine units by repeatedly clicking the unit. You can also 474right-click the unit to lower the amount of units to build -- right-clicking on 475a unit with no units queued will set the queue to 9. 476 477Building Status 478~~~~~~~~~~~~~~~ 479 480While a unit is building, the Fast Find bar above the factory building the unit 481will be displayed. If the bar is green, the unit is gathering power to build 482the unit. If the bar is yellow, the unit is building. 483 484Rally Points 485~~~~~~~~~~~~ 486 487When the unit is done building, it will spawn next to the factory, then proceed 488to a rally point. A rally point is created when a factory is made. 489Right-clicking on the factory in the bottom Fast Find row will centre the 490camera on a spawn point. Clicking a rally point will allow you to move it in a 491similar way to building a structure. Please note that moving a rally point 492while a unit is moving to one will not affect its path. 493 494image:images/rallypoints.jpg[] 495 496'Rally points (clockwise, from top left): Cyborg rally point, Factory rally 497point, Repair Facility, VTOL rally point' 498 499Looped production 500~~~~~~~~~~~~~~~~~ 501 502You can also set looped production by left and right clicking the loop button 503in the left column near the top. This repeats the build sequence you set the 504amount of times shown next to the button. This can be set to infinite by 505right-clicking when the number reads zero. 506 507Research 508-------- 509 510Researching technologies is very simple. You can only research technologies 511with Research Facilities. 512 513image:images/research-select.jpg[] 514 515'Selecting a topic to research' 516 517image:images/research.jpg[] 518 519'The topic being researched' 520 521Researching 522~~~~~~~~~~~ 523 524Single Player 525^^^^^^^^^^^^^ 526 527In the single player game, you collect Artefacts from enemies and research 528them. Artefacts are small white boxes with a wrench above them, and can be 529collected by any unit by moving to it. 530 531Multiplayer/Skirmish 532^^^^^^^^^^^^^^^^^^^^ 533 534In Multiplayer/Skirmish games, you progress along a "tech tree" - a couple of 535topics can be researched, which in turn will unlock more technologies - also 536referred to as progressing 'up the tech tree'. 537 538Researching a topic 539~~~~~~~~~~~~~~~~~~~ 540 541When you open the Research menu, a Fast Find menu with two rows will appear at 542the bottom of the screen. All your research facilities are shown on the second 543row. Clicking a research facility will zoom the camera to it. 544 545Clicking the blank icon above a facility will show a set of icons on the left. 546You can hold the mouse over an icon to see its name. Click an icon to start 547researching it. Only one center can research one technology at a time. 548 549While a facility is researching, it displays a bar in its Fast Find area. If 550the bar is green, the facility is gathering power. If it is yellow, the topic 551is being researched. 552 553Research Completion 554~~~~~~~~~~~~~~~~~~~ 555 556When research is completed, the game will inform you by a message and playing a 557sound "Research Completed". If it was a major technology advancement, an entry 558will be made in the Intelligence Display. You can check the entry for more 559information about the research. 560 561Research Upgrades 562~~~~~~~~~~~~~~~~~ 563 564You can research a Research Module during the course of the game. To apply it, 565select a truck and left click a non-upgraded Research Center, and the truck 566will build it. However, the topic you are researching will be stopped until the 567module is built - it's your choice to let it build or wait. 568 569Other upgrades are also available for Research Centers, but these don't make 570you wait to apply an upgrade to a building. 571 572Building 573-------- 574 575Building structures is absolutely vital in Warzone - from Factories to build 576units, to Research Centers for researching new technology. 577 578Building can be done with units with Trucks as turrets and Combat Engineers. 579 580image:images/building-select.jpg[] 581 582'Selecting a structure to build' 583 584image:images/building.jpg[] 585 586'Selecting an area to build the structure' 587 588Building a Structure 589~~~~~~~~~~~~~~~~~~~~ 590 591To build, you need to select Build on the Command Panel, and this will bring up 592two rows of icons on the bottom of the screen, between the Command Panel and 593the Radar. These each represent one unit (either a truck or a Combat Engineer) 594that is able to build. Clicking the bottom row of icons will zoom the camera to 595the unit. The top row of icons will pull up a bar on the left side of the 596screen (diagram 1). The two columns of icons represent the structures you can 597build. Click a structure on the columns to select it for building. You can hold 598the mouse over an icon to see the structure's name. 599 600Selecting a location 601~~~~~~~~~~~~~~~~~~~~ 602 603When you select a structure, it closes the two menus (like clicking the middle 604button). A white square will appear in the world. This is where your structure 605will be placed. Move the square by moving the mouse. Click to place the build 606site for the structure. If the square is red, the structure cannot be placed. 607To build "walls" (when building defenses) you can click and drag the box to 608draw a wall. 609 610Oil Derricks 611~~~~~~~~~~~~ 612 613Oil derricks can only be built on Oil Pools which aren't on fire. Fires on Oil 614Pools will burn out over time. Oil derricks are built automatically if a truck 615is selected and you left-click an Oil Pool. 616 617The unit you selected to build the structure will move to build the structure. 618 619If you open the Build menu again, the unit's status will be shown in the Fast 620Find bar. If there is a structure without a bar in the Fast Find top row above 621a unit, the unit is moving to the build site. If there is a green bar, it is 622accumulating power for building. If there is a yellow bar, it is building the 623site. 624 625Repairing 626~~~~~~~~~ 627 628You can assign a unit to repair a structure by selecting it and left-clicking a 629building. 630 631Demolishing 632~~~~~~~~~~~ 633 634Demolishing a building is nearly as simple as building one. Select "Demolish 635Structure" in the Structure menu and click a building to demolish. The unit 636will move to the building and destroy it, giving you half the power used in 637building the structure. Demolish Structure will always be available, from start 638of game to end. 639 640Teamwork 641~~~~~~~~ 642 643You can assign extra trucks/cyborgs to a building to build it faster. Simply 644select a unit and left-click a structure, and the unit will move to the 645building and start helping construction. 646 647Hardcrete and Tank Traps 648~~~~~~~~~~~~~~~~~~~~~~~~ 649 650You may wonder what the Hardcrete and Tank Traps do. Well, they do nothing. 651They just sit there and keep your units and enemy units from passing through. 652 653 654Design 655------ 656 657You need to design new units and VTOLs if you want to overpower your enemies 658and get that sweet taste of victory. This aspect of the game is what makes 659Warzone unique in its own way. Note that you need a Command Center to be able 660to design units! 661 662image:images/design.jpg[] 663 664'Designing a new unit' 665 666image:images/design-unit.jpg[] 667 668'The unit being designed' 669 670Designing a unit 671~~~~~~~~~~~~~~~~ 672 673To make a new unit, select the Design icon in the Command Panel. This will make 674two columns appear on the left of the screen. To make a new design, select the 675green body. To select another unit to edit, just click it. 676 677Designing a new unit is simple. It's a three-step procedure: selecting a body, 678a propulsion system, and a turret. The three picked will result in a new unit. 679 680image:images/design-more.png[] 681 682'Clockwise, from top left: Select a body, propulsion type, turret, and closing 683the menu' 684 685Designing the unit 686~~~~~~~~~~~~~~~~~~ 687 688When a new unit is started, a list of bodies will appear on the right, with a 689green outline of a body in the centre. A two-column body list will appear on 690the right. Select one to move on to the next section -- the propulsion type. 691Select a type and move on to the turret. There are two types of turrets, 692weapons and systems. Both are defined at the top of the two-column by buttons 693-- you can switch by clicking the respective button. Select a turret, and 694you're done. 695 696image:images/design-screen.jpg[] 697 698The top half of the Design (minus completed designs) 699 7001. The name of a unit. You can click this and change it by typing. 701 7022. Click this to change a body of a design. 703 7043. Click this to change a propulsion type of a design. 705 7064. Click this to change a turret of a design. 707 7085. Click this to delete the currently selected design (only works with 709completed designs) 710 7116. Power required to make the unit 712 7137. Hit points the unit has 714 7158. Select the System turrets (turret only, normal units only) 716 7179. Select the Weapon turrets (turret only, normal units only) 718+ 719image:images/design-bars.jpg[] 720 72110. How fast the unit moves over roads 722 72311. How fast the unit moves off-road 724 72512. How fast the unit moves over water 726 72713. Weight of the unit (affects the speed and durability of the unit) 728 729Intelligence Display 730-------------------- 731 732While the Intelligence Display doesn't have a large purpose like the rest of 733the functions, it is still very useful indeed - it contains a record of all the 734technology you have researched, and your mission objective in Campaign 735missions. 736 737image:images/intelligencedisplay.jpg[] 738 739'Intelligence display with piece of intelligence selected' 740 741What's displayed 742~~~~~~~~~~~~~~~~ 743 744When you open the Intelligence Display, two rows of icons appear on the bottom 745of the screen. Selecting an icon will display information in the middle of the 746screen. This is helpful for looking at technologies you have researched. During 747Campaign, a piece of intelligence always displayed is your mission objective. 748 749We Brake For Nobody 750~~~~~~~~~~~~~~~~~~~ 751 752Please note that while the Intelligence Display pauses the game in Campaign 753mode, it doesn't do so in Multiplayer and Skirmish! 754 755Commanders 756---------- 757 758image:images/commander.png[] 759 760Command turrets are used much like <<_artillery_and_sensors, sensors>>, except 761they can command any attacking unit, not just artillery. They are limited to 762having 6 non-artillery attacking units assigned to them at first, but this 763limit rises by 2 each time the commander gains a rank, which happens relatively 764quickly. 765 766Command turrets provide an image:images/www.png[URL] 767http://guide.wz2100.net/experience[accuracy, armor, and movement speed bonus] 768to all units assigned to them. 769 770image:images/commander-panel.jpg[] 771 772The Commanders panel. Note the similarity to the <<_unit_orders_menu, Unit 773Orders panel>>. 774 775Prerequisites 776~~~~~~~~~~~~~ 777 778Commanders require you to research the Commander technology. 779 780Attaching 781~~~~~~~~~ 782 783To attach a unit to a Commander, select a unit, then left-click the Commander 784you want to attach the unit to. A symbol will appear next to the unit to 785signify it is attached. 786 787Limits 788~~~~~~ 789 790Be warned, however; Commanders have a limit to the amount of direct-fire units 791(eg machineguns) which is affected by their own experience level. Levels are 792earned by the 793 794Commander reaching 2 kills, 4, 8, 16, 32, 64 and so on. Each experience level 795allows the Commander 2 more direct-fire units. However, a Commander can have as 796many indirect-fire units as it wants. 797 798Detaching 799~~~~~~~~~ 800 801To detach a unit from a Commander, select the unit you want to detach, hold the 802Control key, and give the unit a new order (eg. move). 803 804Targeting a unit 805~~~~~~~~~~~~~~~~ 806 807You can designate a target by selecting a Commander and right-clicking a unit. 808This allows any attached units to have greater accuracy when firing on a 809targeted unit. 810 811Commander Unit Command Centre 812~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 813 814A Commander Unit Command Centre is similar to a Unit Command Centre, but there 815are extra buttons. 816 817Factory Assignment 818~~~~~~~~~~~~~~~~~~ 819 820image:images/commander-factory-assignment.jpg[] 821 822'The Commander Factory assignment buttons' 823 824You can assign a factory to a Commander. This makes a factory manufacture units 825and automatically assign them to the Commander's group. To do so, bring up the 826Commanders menu by left-clicking the Commander and opening the Commanders menu, 827or right click the Commander, and click the factory NUMBER at the bottom of the 828Command Console. 829 830You can find a factory number by looking at the number on the factory in the 831Manufacture Fast Find bar. There are three rows of these numbers -- the top is 832normal Factories, middle; Cyborg factories, bottom; VTOL factories. 833 834Going for repairs, BRB 835~~~~~~~~~~~~~~~~~~~~~~ 836 837A unit that retreats from the battle to go to a repair facility, will stay 838connected to its Commander group. When it is done repairing, it will return to 839the Commander. 840 841Indirect fire support 842~~~~~~~~~~~~~~~~~~~~~ 843 844image:images/indirect-fire-support.jpg[] 845 846'The indirect fire support icon' 847 848You can assign all the indirect fire pits and emplacements to a Commander's 849designated target, also known as "fire support". To do so, simply select a 850Commander, open the Commanders menu, and select the above icon. To cancel it, 851select the same button, or assign the fire support to another commander. 852 853 854Artillery and Sensors 855--------------------- 856 857As a review, keep in mind that "artillery" here refers to all indirect-fire 858weapons except the mini-rocket artillery (MRL) and Angel Missiles, namely: 859 860- Mortars (mortar, bombard, pepperpot, incendiary mortar) 861- Howitzers (howitzer, ground shaker, hellstorm, incendiary howitzer) 862- Ripple rockets 863- Archangel missiles 864 865Although the MRL and Angel Missiles are indirect-fire weapons, they should be 866used like one would use direct-fire weapons, since their range is low enough 867that its internal sensor can handle it; external sensors are unnecessary. 868 869Sensors 870~~~~~~~ 871 872image:images/sensor.png[] 873 874Regular sensors can be used for scouting and surveillance, but they have a more 875important usage: to spot for artillery. 876 877Using sensors with artillery 878~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 879 880Artillery weapons, by themselves, cannot fire more than their sensor range (8 881tiles without upgrades). However, even the lowly mortar has an 18-tile weapon 882range. To use it, players need to use sensors. 883 884Artillery structures are the easiest. Simply build a sensor tower, and if the 885sensor tower is targeting something within your artillery structures' weapon 886range, they will fire at it. An artillery tank, however, needs to be explicitly 887assigned to a sensor to function. Select the artillery tanks, then click on a 888sensor to assign the tank to the sensor. 889 890image:images/artillery-sensor.jpg[] 891 892'Artillery assigned to a sensor. Notice the * next to them, which indicates that 893they are assigned.' 894 895Once the artillery is assigned, if it is assigned to a sensor tower, that tower 896will target enemies that come in range automatically. 897 898If it is assigned to a sensor tank, the sensor can be used to attack enemies by 899selecting the sensor and targeting an enemy. All artillery assigned to the 900sensor will attack its target. 901 902image:images/artillery-far-away.jpg[] 903 904'Notice that the artillery can be very far away -- only the sensor turret needs 905to get within range.' 906 907To unassign a unit from a sensor, the easiest way is to right-click it, then 908tell it to move somewhere. Multiple units can be selected with ctrl+click, and 909moving them all. 910 911CB sensors 912~~~~~~~~~~ 913 914image:images/cb-sensor.png[] 915 916A CB (Counter-Battery) tower or turret is used similarly to a standard sensor; 917however, it serves a specialized purpose: To counter-attack enemy artillery. 918 919Normal sensor towers will direct your artillery to attack whatever is nearby, 920but CB towers will direct your artillery to attack any artillery attacking you, 921even if they are further away from you than other targets. If you have both a 922CB tower and a sensor tower, artillery structures will attack CB targets first, 923and only other targets once you are no longer being bombarded by enemy 924artillery. 925 926image:images/cb-sensor-vtol.png[] 927 928A VTOL CB sensor does the same thing, except to VTOLs assigned to it. 929 930Sensor towers 931~~~~~~~~~~~~~ 932 933Sensor towers and sensor units have several major differences: 934 935- A standard sensor turret has a range of 12; a standard sensor tower has a 936range of 16 (special sensor turrets have the same range as their tower). 937- A sensor tower cannot be ordered to target something specific; they 938automatically target the nearest unit (except CB and VTOL CB towers). 939- A sensor turret will not target anything automatically; it must be manually 940ordered to attack a target 941 942What counts as a sensor 943^^^^^^^^^^^^^^^^^^^^^^^ 944image:images/hq.png[] = image:images/sensor-tower.png[] 945 946image:images/satellite-uplink.png[] = image:images/wss.png[] 947 948The Command Center (HQ) is also considered a standard sensor tower, while the 949Satellite Uplink Center is also considered a Wide Spectrum sensor tower. In 950addition to their usual functionality, they can also be used as the 951corresponding sensor tower (for instance, you can assign artillery to them). 952 953Transports 954---------- 955 956Transports are used during the campaign to transport units from one sector to 957another (known as 'Away Missions'). In multiplayer, they're used to transport 958cyborgs from one part of the current map to another. 959 960image:images/transport.jpg[] 961 962'A transport with some units loaded in. The transport menu is open.' 963 964Campaign 965~~~~~~~~ 966 967Loading Units 968^^^^^^^^^^^^^ 969 970To load units into a transport, select the desired units and click the 971transport. Only 10 units can occupy a transport at one time. The number of 972units you have loaded can be seen in the top left of the screen, next to the 973launch button. 974 975Opening the Menu 976^^^^^^^^^^^^^^^^ 977 978To open a transport's menu, click the transport itself. In the screenshot, the 979menu is open. 980 981The units already in the transport are listed to the right. 982 983Launching a Transport 984^^^^^^^^^^^^^^^^^^^^^ 985 986To launch a transport, click the button in the top left corner of the screen. 987The transport will launch, and proceed to the destination. 988 989Away Missions 990^^^^^^^^^^^^^ 991 992image:images/awaymission.jpg[] 993 994'Hunkered down at the landing zone.' 995 996Arrival 997^^^^^^^ 998 999When you arrive at the destination, the transport will drop off the units you 1000loaded into the transport and fly away. 1001 1002Normal Base Operations 1003^^^^^^^^^^^^^^^^^^^^^^ 1004 1005During away missions, you can still research, manufacture and design units. 1006Simply do it as you would normally, and it will happen back in the base area. 1007You can only build with trucks you have under your control, though. Remember 1008you're on an away mission, and in some missions, you won't get reinforcements, 1009so stock well. 1010 1011Requesting Reinforcements! 1012^^^^^^^^^^^^^^^^^^^^^^^^^^ 1013 1014On missions where you CAN request reinforcements, the transport button should 1015be at the top left of the screen. Click it, and you'll see the transport menu, 1016with one little twist - all the units you left at home alone are on the right 1017side of the screen. 1018 1019To load units into the transport, click them, and they'll be moved from the 1020right side of the screen to the left. To launch, hit the launch button again. 1021To close this screen, hit the middle button on the Command Panel. 1022 1023Your units will be on their way. The timer next to the Transport button will 1024have the time remaining until your units get to your location. 1025 1026Take Me Home 1027^^^^^^^^^^^^ 1028 1029Once your units are on an away mission, they're not going home until the 1030mission is completed, or you've gotten them killed. I think they'd prefer the 1031earlier option. 1032 1033Multiplayer 1034~~~~~~~~~~~ 1035 1036The use of transports in Multiplayer is much more limited in comparison to 1037Singleplayer. 1038 1039Cyborg Transport 1040^^^^^^^^^^^^^^^^ 1041 1042The only type of transport available in Multiplayer is the Cyborg Transport. As 1043you may or may not have guessed by the name, it can only hold Cyborgs, no 1044normal units or VTOLs allowed. Cyborg Transports can only be built by VTOL 1045Factories with 2 modules attached, and the technology needs to be researched. 1046 1047Loading 1048^^^^^^^ 1049 1050To load a cyborg into the transport, select it and click the Cyborg Transport. 1051The cyborg will load on. 1052 1053Moving 1054^^^^^^ 1055 1056The Cyborg Transport moves like a normal VTOL - select it and click on a piece 1057of terrain to move it. It will take off and land at the place you selected. 1058 1059Unloading 1060^^^^^^^^^ 1061 1062The interface used by the Cyborg Transport is a watered-down version of the 1063Transport interface. To open it, right click the transport. The cyborgs loaded 1064on will be displayed on the left. To boot out a cyborg, click it (while landed, 1065we don't want them falling, do we? :) ). 1066 1067Destruction 1068^^^^^^^^^^^ 1069 1070Cyborg Transports have no weapons, and so are sitting ducks for AA turrets and 1071hardpoints. If a Cyborg Transport is destroyed and it has a few cyborgs on 1072board, you'll lose them too. So be careful, OK? 1073 1074Keyboard Shortcuts 1075------------------ 1076 1077These are the default keyboard shortcuts. If you have customized your key 1078mapping, your shortcuts may be different. 1079 1080Game 1081~~~~ 1082|==== 1083|Esc |Pause/Menu 1084|F1 |Manufacture 1085|F2 |Research 1086|F3 |Build 1087|F4 |Design 1088|F5 |Intelligence 1089|F6 |Commanders 1090|` |Open/close messages at top 1091|==== 1092 1093Multiplayer communication 1094~~~~~~~~~~~~~~~~~~~~~~~~~ 1095|==== 1096|Enter |Send message 1097|Alt+H |Drop beacon 1098|Z |Toggle sensor display 1099|==== 1100 1101.Unit selection by groups 1102|==== 1103|Ctrl+['number'] |Assign group ['number'] 1104|['number'] |Select group ['number'] 1105|Alt+['number'] |Select commander ['number'] 1106|==== 1107 1108Unit selection by type 1109~~~~~~~~~~~~~~~~~~~~~~ 1110|==== 1111|Ctrl+U |Select all units 1112|Ctrl+Z |Select all units with the same components 1113|double-click |Select all units with the same components 1114|Ctrl+S |Select all units on screen 1115|Ctrl+D |Select all heavily damaged units 1116|Ctrl+A |Select all attack units (units with weapons) 1117|Ctrl+V |Select all VTOLs 1118|Ctrl+H |Select all hover units 1119|Ctrl+W |Select all wheeled units 1120|Ctrl+F |Select all half-tracked units 1121|Ctrl+T |Select all tracked units 1122|==== 1123 1124Unit orders 1125~~~~~~~~~~~ 1126|==== 1127|Ctrl+click |Queue order * 1128|NUM0 |Open orders menu 1129|right-click |Open orders menu 1130|/ |Do or Die! (Do not retreat automatically) 1131|. |Retreat at Heavy Damage 1132|, |Retreat at Medium Damage 1133|F |Fire at Will 1134|E |Return Fire 1135|C |Hold Fire 1136|S |Hold Position 1137|P |Pursue 1138|Q |Patrol 1139|I |Optimum Range 1140|U |Long Range 1141|R |Return for Repair 1142|Ctrl+R |Return for Recycling 1143|==== 1144 1145+++*+++ "Queue order" means that when you Ctrl+click, the unit will do what it 1146would do if you had clicked, but it will do it after it's finished what it's 1147currently doing. You can hold down Ctrl and tell the unit to do a whole bunch 1148of things, and it will do them in order. 1149 1150Game control 1151~~~~~~~~~~~~ 1152|==== 1153|Ctrl+- |Decrease game speed * 1154|Ctrl+= |Increase game speed * 1155|NUM. |Toggle sound 1156|==== 1157 1158+++*+++ Note that changing the game speed might lead to problems. 1159 1160View 1161~~~~ 1162|==== 1163|B |Center view on Command Center 1164|F12 |View location of previous message 1165|==== 1166 1167Camera control 1168~~~~~~~~~~~~~~ 1169|==== 1170|Backspace |Snap (rotate) view to North 1171|NUM8 |Pitch back (rotate up) 1172|NUM2 |Pitch forward (rotate down) 1173|NUM5 |Reset pitch (reset vertical rotation) 1174|NUM4 |Rotate left 1175|NUM6 |Rotate right 1176|space |Tracking camera (follow selected unit) 1177|==== 1178 1179Interface 1180~~~~~~~~~ 1181|==== 1182|F10 |Take screenshot 1183|Shift+Tab |Toggle radar colors 1184|Ctrl+Tab |Toggle radar terrain 1185|Tab |Toggle interface 1186|==== 1187 1188Credits 1189------- 1190 1191Taken from the AUTHORS.TXT file: 1192.... 1193Original game developed by Pumpkin Studios, and published by EIDOS Interactive. 1194 1195The Warzone 2100 Project team, in alphabetical order: 1196 1197Thomas Barlow <Mysteryem> : 3D Graphics 1198-- <Buginator> : Programming 1199Bruce V. Edwards <cathuria> : 2D/3D Graphics 1200Elio Gubser <elio, ohyeh> : 2D Graphics 1201Steven Koenig <kreuvf> : Documentation, translation 1202Gerard Krol <gerard_> : Programming, Textures 1203Guangcong Luo <Zarel> : Programming, Balancing, and Documentation 1204Per I. Mathisen <per> : Programming 1205Kim Metcalfe <lav-coyote25> : Documentation, Maps and Support 1206Christian Ohm <cybersphinx> : Programming 1207Tim P. <kamaze> : Webmaster 1208Giel van Schijndel <Giel> : Programming and Debian Linux and Windows Packaging 1209Dennis Schridde <devurandom> : Programming and general Linux and Windows Packaging 1210Freddie Witherden <EvilGuru> : Programming and MacOSX Packaging 1211 1212Former contributors to the GPL version, in alphabetical order: 1213 1214Scott Balneaves <sbalneav> : Programming 1215Roman C. <troman> : Programming and Scripting + Scripting-engine rewrite and AI 1216Denis Dupeyron <charun> : Programming 1217Don Edwards : 2D Graphics support 1218Mike Gilmore <Chojun> : Programming 1219-- <Hatsjoe> : 2D Graphics 1220Carl Hee <Watermelon> : Programming + Multiturrets 1221Adam Holland 1222Stefan Huehner <shuehner> : Programming + original 64bit support 1223Ari Johnson <iamtheari> : Programming and MacOSX Packaging + original MacOSX port 1224Martin Koller <mkoller> : Programming 1225Angus Lees <gus> : Debian Packaging 1226Dennis Luxen <pret> : Programming 1227Kevin Malec <Kevin`> : Websupport 1228Dion Mendel <noid> : Programming, original Linux port 1229Phil Procario <GrimMoroe, grimandmandy> : 3D Graphics 1230-- <Pseudonym404> : Programming + original 64bit support 1231Victor Qamly <vqamly> : Programming 1232Marcus Rast <charon> : Programming 1233Ben Russon <grizzly> : Support 1234Hylke van der Schaaf <TheNoid> : Programming 1235Dmitri Shuralyov <shurcool> : Programming 1236Rodolphe Suescun <rodzilla> : Programming 1237-- <vs2k5> : Programming 1238 1239Non-project members whose content has been used in Warzone, in alphabetical order: 1240 1241Tristan Bethe : Terrain textures 1242Jennifer Boyer : Terrain textures 1243Bart Everson : Terrain textures 1244Mitch Featherston : Terrain textures 1245Peter Kaminski : Terrain textures 1246Konstantin Kleine-Niermann : Terrain textures 1247Sherrie Thai : Terrain textures 1248Mark A. Vargas : Terrain textures 1249 1250Writers of the Warzone 2100 Quick Start Guide: 1251 1252Ben Latimore <BlueMaxima>: Wrote most of this guide's content 1253Guangcong Luo <Zarel>: Rewrote some sections 1254 1255This guide is published under the CC0 license. 1256.... 1257