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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