1258 lines
41 KiB
Plaintext
1258 lines
41 KiB
Plaintext
// a2x: --dblatex-opts "-P latex.output.revhistory=0"
|
|
|
|
|
|
Warzone 2100 Quick Start Guide
|
|
==============================
|
|
|
|
|
|
Introduction
|
|
------------
|
|
|
|
This guide will help you get started playing Warzone 2100.
|
|
|
|
The Warzone 2100 Project has its website at image:images/www.png[URL]
|
|
http://wz2100.net.
|
|
|
|
If you want to talk to other Warzone 2100 players, visit the forum at
|
|
image:images/www.png[URL] http://forums.wz2100.net
|
|
|
|
Or you can fire up an IRC client and connect to the channels #warzone2100 and
|
|
#warzone2100-games on the Freenode network.
|
|
|
|
If you're interested in developing Warzone 2100, the Project is always looking
|
|
for help. Go to image:images/www.png[URL] http://developer.wz2100.net
|
|
|
|
If you want more information about Warzone 2100, including mod information,
|
|
individual component statistics, and more, go to image:images/www.png[URL]
|
|
http://guide.wz2100.net
|
|
|
|
Enjoy Warzone 2100!
|
|
|
|
image::images/logo.png[align="center"]
|
|
|
|
|
|
Interface
|
|
---------
|
|
|
|
The interface can be turned on or off with Tab.
|
|
|
|
image:images/interface.jpg[]
|
|
|
|
- 'Messages (top)': The message bank. This keeps all the last few messages
|
|
given to you by the game. To see more of your most recent messages, press the
|
|
`/~ key (this is the backtick/tilde key; usually found between Esc and Tab).
|
|
- 'Time remaining (top right)': The time limit. This is only seen during
|
|
Campaign. If this goes down to zero, you lose!
|
|
- 'Command panel (bottom left)': The <<_command_panel, command panel>>.
|
|
- 'Power (bottom)': The <<_power, power bar>>.
|
|
- 'Map (bottom right)': The <<_minimap, minimap>>.
|
|
|
|
|
|
Controlling the Camera
|
|
----------------------
|
|
|
|
.What is the Camera?
|
|
When Warzone was released in 1999, it was one of the first real-time strategy
|
|
games to be in 3D. Now, most real-time strategies are in 3D, but, if you're not
|
|
used to the new trend, let us help you along.
|
|
|
|
|
|
.Basic Controls
|
|
- 'Moving': To move where you're looking at, move the mouse to the edge of the
|
|
window/screen, or use the arrow keys.
|
|
- 'Rotating': To rotate the view, hold down the right mouse button, and move
|
|
the mouse in any direction. (The view can also be rotated using 8 and 2
|
|
(up/down), or 4 and 6 (left/right) on the numeric keypad.)
|
|
- 'Zooming': To zoom in or out, use the + or - keys on the numeric keypad, or
|
|
use the mouse wheel.
|
|
|
|
.Advanced Controls
|
|
- 'Reset view to north': If your camera angle feels unnatural, pressing
|
|
Backspace will reset your view to the north.
|
|
- 'Unit Tracking': Press Spacebar when units are selected, and the camera will
|
|
follow them. Press Spacebar again to stop Unit Tracking.
|
|
- 'Jump to base': Press B to center the view at your Command Center. Useful if
|
|
you need to get back to base quickly.
|
|
|
|
|
|
Minimap
|
|
-------
|
|
|
|
The minimap is a very useful tool on the Warzone battlefield. It helps you keep
|
|
track of your units and structures, your opponents units and structures (within
|
|
range), and the map itself. Orders can be issued over the minimap, and it can
|
|
be used to jump to part of the map very quickly.
|
|
|
|
The minimap is given after you build a Command Center.
|
|
|
|
image:images/minimap.jpg[]
|
|
|
|
- 'Faint-white trapezoid': This is a visual representation of your camera on
|
|
the radar. The large end points towards where you're looking. The small end is
|
|
where the camera is.
|
|
- 'Transparent areas': Unexplored - will peel away as you send units into them.
|
|
These areas are black on the screen.
|
|
- 'Green area': Units or structures that belong to the green player (in this
|
|
case, us).
|
|
- 'Yellow/gray/black/red/blue/cyan/magenta area': Units or structures that
|
|
belong to the yellow/gray/black/red/blue/cyan/magenta player (not pictured).
|
|
- 'Red/white flashing area': Units or structures belonging to you that are
|
|
under attack.
|
|
- 'Green pulse': Artifact. Needed to research technologies in Campaign. In
|
|
Skirmish/Multiplayer, can be found by destroying enemy base structures.
|
|
- 'Red pulse': An enemy base or other point of interest. Only used in Campaign.
|
|
- 'Blue pulse': A free <<_power, oil resource>>.
|
|
|
|
|
|
.Controls
|
|
- 'Moving the camera': Right-click anywhere on the minimap to move the camera.
|
|
- 'Giving orders': If you have units selected, click anywhere on the radar, and
|
|
the units will carry out that order.
|
|
- 'Zooming in and out': Hover your mouse over the minimap and move the mouse
|
|
wheel up or down.
|
|
|
|
|
|
Power
|
|
-----
|
|
|
|
image:images/powerbar.jpg[]
|
|
|
|
'The power bar'
|
|
|
|
image:images/oilresource.jpg[]
|
|
|
|
'A spare oil resource, and a derrick hard at work'
|
|
|
|
In real life, money is power, but in Warzone, power is money. You spend power
|
|
to build structures, manufacture units, and research upgrades/new technology.
|
|
|
|
Getting Power
|
|
~~~~~~~~~~~~~
|
|
So how do you get power? Power is generated by Oil Derricks. However, you must
|
|
have at least one Power Generator for every four Oil Derricks.
|
|
|
|
Oil derricks must be built on oil resources, but the generator can be anywhere
|
|
on the map. Keep in mind that additional generators beyond one for every four
|
|
derricks will provide no benefit. Also note that building heaps of power
|
|
generators won't do anything at all until you have at least one oil derrick for
|
|
each.
|
|
|
|
Pricing
|
|
~~~~~~~
|
|
|
|
Icons in the Manufacture, Build, and Research menus will have yellow bars in
|
|
them representing their price:
|
|
|
|
image:images/cheapweapon.png[] 'Inexpensive weapon'
|
|
|
|
image:images/expensiveweapon.png[] 'Expensive weapon'
|
|
|
|
When you place your mouse over an icon, the power bar will have a green
|
|
section, representing its price. If you cannot afford it, the power bar will
|
|
instead turn red.
|
|
|
|
The amount of power you have is shown on the very left of the power bar. If you
|
|
place your mouse over an icon, if you have enough power to get it, the number
|
|
will show the amount of power it will cost. If you can't afford it, the number
|
|
will show the amount of power you need to be able to afford it.
|
|
|
|
Power is drawn as soon as the icon is clicked. Providing you have sufficient
|
|
power for the activity, the initial progress bar fills quickly with green
|
|
(slower with more costly actions) and the construction or research begins. A
|
|
yellow progress bar then charts the progress achieved by the current activity.
|
|
|
|
Upgrades
|
|
~~~~~~~~
|
|
|
|
image:images/powerupgrade.png[]
|
|
|
|
Power Generators can have a Power Module built on top of them to squeeze out
|
|
more power. Power Modules need to be researched before you can build them.
|
|
There are also several researchable upgrades available which increase the
|
|
amount of power you receive.
|
|
|
|
|
|
Ordering Units
|
|
--------------
|
|
|
|
Using Units
|
|
~~~~~~~~~~~
|
|
|
|
Gotten used to the interface? Okay, well, time to actually use our units.
|
|
|
|
Selecting and moving units
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
To select a unit or cyborg, left click on it. Multiple units can be selected by
|
|
clicking and dragging, and encasing the units in the drawn 'square', or by
|
|
holding down Ctrl or Shift and clicking on multiple units.
|
|
|
|
To move selected units, left click on the terrain of the map. This can also be
|
|
done over black areas of the map to explore the area. To attack an enemy unit,
|
|
left click on it. You can deselect a unit (or a group of units) with a
|
|
right-click.
|
|
|
|
Queuing and waypoints
|
|
^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
You can set a path with waypoints, which units will visit each waypoint in
|
|
order. You can also select a queue of enemies for units to attack. Hold Shift
|
|
or Ctrl while selecting units or clicking places to move.
|
|
|
|
This also works for queuing construction of Oil Derricks and/or structures in a
|
|
chain - hold the key down while building the structures one by one, then, when
|
|
building the final structure, release the key.
|
|
|
|
Groups of Units
|
|
^^^^^^^^^^^^^^^
|
|
|
|
To make groups of units, select the units you want and press Ctrl+['number'] to
|
|
make a group. A group of units will have a number next to it. To select a group
|
|
of units you have made, press ['number']. Groups can also be selected by
|
|
double-clicking a unit in a group. To center the camera on a group, press the
|
|
['number'] twice.
|
|
|
|
Defending
|
|
^^^^^^^^^
|
|
|
|
Click a friendly structure or truck with weapon units selected (the cursor will
|
|
be a shield) and the units will move to guard it.
|
|
|
|
Unit orders menu
|
|
~~~~~~~~~~~~~~~~
|
|
|
|
image:images/unitordersmenu.jpg[]
|
|
|
|
Right-click on a unit (or select a unit and hit NUM0 on the numeric keypad),
|
|
and a unit orders menu will appear above the command panel. This contains
|
|
options to configure a unit's behaviour.
|
|
|
|
Right-clicking on a factory will customize the orders of all future units that
|
|
that factory produces.
|
|
|
|
Attack range
|
|
^^^^^^^^^^^^
|
|
|====
|
|
|image:images/attackrange.jpg[] |'Optimum Range': Fires at most accurate range
|
|
(default)
|
|
|
|
'Short Range': Moves to short range and attacks
|
|
|
|
'Long Range': Attacks at long range
|
|
|====
|
|
|
|
Retreat threshold
|
|
^^^^^^^^^^^^^^^^^
|
|
|====
|
|
|image:images/retreatthreshold.jpg[] |'Do or Die': Your unit will not retreat
|
|
unless ordered to. (default)
|
|
|
|
'Retreat at Medium Damage': Your unit will retreat (return to repair facility,
|
|
HQ, or LZ) at medium (yellow) damage
|
|
|
|
'Retreat at Heavy Damage': Your unit will retreat at heavy (red) damage
|
|
|====
|
|
|
|
Firing
|
|
^^^^^^
|
|
|====
|
|
|image:images/firing.jpg[] |'Fire At Will': Fires at any enemy (default)
|
|
|
|
'Return Fire': Only fire if fired at
|
|
|
|
'Do Not Fire': Units will not fire
|
|
|====
|
|
|
|
Movement
|
|
^^^^^^^^
|
|
|====
|
|
|image:images/movement.jpg[] |'Patrol': Moves in a circle on a position. Just
|
|
click an area after selecting it.
|
|
|
|
'Pursue': Pursue enemy.
|
|
|
|
'Guard': Stay near an area or structure. (default)
|
|
|
|
'Hold Position': Do not move under any circumstances.
|
|
|====
|
|
|
|
Return
|
|
^^^^^^
|
|
|====
|
|
|image:images/return.jpg[] |'Return for Repair': Unit will return to a Repair
|
|
Facility
|
|
|
|
'Return to HQ': Unit will return to Command Center or LZ (campaign)
|
|
|
|
'Go To Transport': Unit will go and board transport
|
|
|====
|
|
|
|
Recycling
|
|
^^^^^^^^^
|
|
|
|
image:images/recycling.jpg[]
|
|
|
|
Recycling a unit will send it to the nearest Repair Facility or Factory, and
|
|
destroy it. Half the power used in making it will be refunded to you. The
|
|
unit's experience level will be placed in the next unit that is manufactured.
|
|
|
|
Unit experience
|
|
^^^^^^^^^^^^^^^
|
|
|
|
See also: image:images/www.png[URL] http://guide.wz2100.net/experience[Unit
|
|
experience]
|
|
|
|
Units have experience levels depending on how many kills the unit has. A higher
|
|
experience level means that a unit is more accurate, moves faster and takes
|
|
less damage. An icon displaying a unit's rank is displayed next to the unit's
|
|
health bar.
|
|
|
|
Hardpoints and bunkers
|
|
^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Hardpoints, bunkers, and other defensive structures cannot be ordered to shoot
|
|
directly. However, you can assign artillery emplacements to a sensor tower.
|
|
Nearby commanders with the 'indirect fire support' option activated will also
|
|
command these structures.
|
|
|
|
Indirect-fire units and sensors
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
See: <<_artillery_and_sensors, Sensors and artillery>>
|
|
|
|
|
|
Ordering VTOLs
|
|
--------------
|
|
|
|
VTOLs are used similarly to ground units. However, they do have a few
|
|
differences. For one thing, they can 'fly'...
|
|
|
|
Design and production
|
|
~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
To produce VTOL units, you'll need the image:images/www.png[URL]
|
|
http://guide.wz2100.net/r/vtolpropulsion[VTOL Propulsion] and
|
|
image:images/www.png[URL] http://guide.wz2100.net/r/vtolfactory[VTOL Factory]
|
|
researched, and a VTOL Factory built. You should also research and build a few
|
|
image:images/www.png[URL] http://guide.wz2100.net/r/vtolrearmingpad[VTOL
|
|
Rearming Pads], otherwise, they won't be able to reload ammo.
|
|
|
|
Before you produce a VTOL unit, you must design it. VTOLs are designed the same
|
|
way as regular units -- simply select 'VTOL propulsion' -- but use slightly
|
|
different weapons (more on that later).
|
|
|
|
VTOLs can only be built at VTOL Factories. VTOL factories can be upgraded with
|
|
factory modules -- there's no need to research a separate "VTOL factory
|
|
module".
|
|
|
|
Moving
|
|
~~~~~~
|
|
|
|
After producing a VTOL from a VTOL Factory, it will fly and land on the rally
|
|
point. VTOLs can be ordered to move and attack like any regular unit. Although
|
|
they will fly over water and cliffs, they can't land on them.
|
|
|
|
Attacking
|
|
~~~~~~~~~
|
|
|
|
VTOL weapons differ drastically from the norm.
|
|
|
|
To attack with a VTOL, select it and click an enemy like normal. However, you
|
|
may have noticed the white ammo bar below its health bar as you start
|
|
attacking.
|
|
|
|
Unlike ground units, which reload automatically, VTOLs carry a limited amount
|
|
of ammo. Once that ammo runs out, the VTOL can't attack until it refuels. A
|
|
VTOL out of ammo will automatically find a VTOL rearming pad to rearm and
|
|
repair itself (and will resume attacking once fully rearmed), or it can be
|
|
manually rearmed by selecting it and clicking on a rearming pad.
|
|
|
|
VTOLs will not attack anything automatically. However, by selecting a VTOL and
|
|
alt+clicking on an area, a VTOL will patrol the area between its current
|
|
location and the clicked location, and attack anything in the vicinity.
|
|
Alternatively, they can be assigned to VTOL strike towers and VTOL CB towers,
|
|
which will cause them to function similarly to <<_artillery_and_sensors,
|
|
artillery assigned to sensor towers>>.
|
|
|
|
VTOL weapons
|
|
~~~~~~~~~~~~
|
|
|
|
Most weapons have a VTOL equivalent, which does approximately twice as much
|
|
damage, but has limited ammo. VTOL versions of regular weapons, like cyborgs,
|
|
do not need to be researched separately.
|
|
|
|
In addition to VTOL versions of ground-based direct weapons, VTOLs can also use
|
|
image:images/www.png[URL] http://guide.wz2100.net/w/#vtolbombs[bomb weapons].
|
|
These weapons are the equivalent of artillery, and are very powerful.
|
|
|
|
Defending against VTOLs
|
|
~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
VTOLs are not ground-based units, so most ground weapons cannot hit them. They
|
|
an only be hit by either anti-air (often abbreviated AA) (can only hit air) or
|
|
versatile (can hit air or ground) weapons.
|
|
|
|
There are only a few weapons that are versatile: machineguns, lasers, and
|
|
Mini-Rocket Pod. Rockets and missiles are also versatile, but only when mounted
|
|
on a cyborg or VTOL. In addition to being uncommon, versatile weapons do not do
|
|
as much damage to VTOLs as dedicated anti-air, so having some AA is
|
|
recommended.
|
|
|
|
There are three types of dedicated AA. In order of powerfulness, they are: Flak
|
|
(Hurricane, Cyclone, Whirlwind), SAM (Avenger, Vindicator), and Stormbringer.
|
|
|
|
Other orders
|
|
~~~~~~~~~~~~
|
|
|
|
'Patrol': In the Unit Orders box (right-click, remember?), there are a couple of
|
|
new icons. Patrol will do the same thing as alt+clicking -- move back and forth
|
|
between its current location and the clicked location, and attack anything near
|
|
its path, refueling when they need to before returning to defending.
|
|
|
|
'Circle': In the Unit Orders box, next to Patrol, is the Circle button. Click it
|
|
and then click an area of ground, and the selected VTOLs will take off and fly
|
|
in a circle above the selected point. Like Patrol, they will attack anything
|
|
that gets nearby, and refuel automatically.
|
|
|
|
|
|
Command Panel
|
|
-------------
|
|
|
|
There are six different command panel interfaces, plus a central button. You
|
|
open up a command interface by pressing the appropriate button.
|
|
|===
|
|
|image:images/commandpanel.png[] |F1: <<_manufacturing, Manufacture>>
|
|
|
|
F2: <<_research, Research>>
|
|
|
|
F3: <<_building, Build>>
|
|
|
|
F4: <<_design, Design>>
|
|
|
|
F5: <<_intelligence_display, Intelligence Display>>
|
|
|
|
F6: <<_commanders, Commanders>>
|
|
|===
|
|
|
|
The middle button closes any open command interface.
|
|
|
|
Manufacturing
|
|
-------------
|
|
|
|
Manufacturing units is similar to building structures. The buildings that can
|
|
build structures are Factories, Cyborg Factories and VTOL Factories.
|
|
|
|
image:images/manufacture-select.jpg[]
|
|
|
|
'Selecting a unit to be manufactured'
|
|
|
|
image:images/manufacture.jpg[]
|
|
|
|
'The unit being manufactured'
|
|
|
|
Building a Unit
|
|
~~~~~~~~~~~~~~~
|
|
|
|
To manufacture a unit, you need to press the Manufacture button. A Fast Find
|
|
bar will open at the bottom of the screen, between the radar and the Command
|
|
Panel.
|
|
|
|
The bottom row of the two contains every Factory, Cyborg Factory and VTOL
|
|
Factory built. Clicking it will zoom the camera to the structure.
|
|
|
|
To manufacture a unit, click the space above a factory. If this factory is
|
|
capable of building a unit, it will appear in a menu on the left side of the
|
|
screen.
|
|
|
|
A factory can only build a unit if the body of a unit is a certain type
|
|
(unit/cyborg/VTOL), and if the factory has enough modules applied.
|
|
|
|
Queuing Units
|
|
~~~~~~~~~~~~~
|
|
|
|
You can build up to nine units by repeatedly clicking the unit. You can also
|
|
right-click the unit to lower the amount of units to build -- right-clicking on
|
|
a unit with no units queued will set the queue to 9.
|
|
|
|
Building Status
|
|
~~~~~~~~~~~~~~~
|
|
|
|
While a unit is building, the Fast Find bar above the factory building the unit
|
|
will be displayed. If the bar is green, the unit is gathering power to build
|
|
the unit. If the bar is yellow, the unit is building.
|
|
|
|
Rally Points
|
|
~~~~~~~~~~~~
|
|
|
|
When the unit is done building, it will spawn next to the factory, then proceed
|
|
to a rally point. A rally point is created when a factory is made.
|
|
Right-clicking on the factory in the bottom Fast Find row will centre the
|
|
camera on a spawn point. Clicking a rally point will allow you to move it in a
|
|
similar way to building a structure. Please note that moving a rally point
|
|
while a unit is moving to one will not affect its path.
|
|
|
|
image:images/rallypoints.jpg[]
|
|
|
|
'Rally points (clockwise, from top left): Cyborg rally point, Factory rally
|
|
point, Repair Facility, VTOL rally point'
|
|
|
|
Looped production
|
|
~~~~~~~~~~~~~~~~~
|
|
|
|
You can also set looped production by left and right clicking the loop button
|
|
in the left column near the top. This repeats the build sequence you set the
|
|
amount of times shown next to the button. This can be set to infinite by
|
|
right-clicking when the number reads zero.
|
|
|
|
Research
|
|
--------
|
|
|
|
Researching technologies is very simple. You can only research technologies
|
|
with Research Facilities.
|
|
|
|
image:images/research-select.jpg[]
|
|
|
|
'Selecting a topic to research'
|
|
|
|
image:images/research.jpg[]
|
|
|
|
'The topic being researched'
|
|
|
|
Researching
|
|
~~~~~~~~~~~
|
|
|
|
Single Player
|
|
^^^^^^^^^^^^^
|
|
|
|
In the single player game, you collect Artefacts from enemies and research
|
|
them. Artefacts are small white boxes with a wrench above them, and can be
|
|
collected by any unit by moving to it.
|
|
|
|
Multiplayer/Skirmish
|
|
^^^^^^^^^^^^^^^^^^^^
|
|
|
|
In Multiplayer/Skirmish games, you progress along a "tech tree" - a couple of
|
|
topics can be researched, which in turn will unlock more technologies - also
|
|
referred to as progressing 'up the tech tree'.
|
|
|
|
Researching a topic
|
|
~~~~~~~~~~~~~~~~~~~
|
|
|
|
When you open the Research menu, a Fast Find menu with two rows will appear at
|
|
the bottom of the screen. All your research facilities are shown on the second
|
|
row. Clicking a research facility will zoom the camera to it.
|
|
|
|
Clicking the blank icon above a facility will show a set of icons on the left.
|
|
You can hold the mouse over an icon to see its name. Click an icon to start
|
|
researching it. Only one center can research one technology at a time.
|
|
|
|
While a facility is researching, it displays a bar in its Fast Find area. If
|
|
the bar is green, the facility is gathering power. If it is yellow, the topic
|
|
is being researched.
|
|
|
|
Research Completion
|
|
~~~~~~~~~~~~~~~~~~~
|
|
|
|
When research is completed, the game will inform you by a message and playing a
|
|
sound "Research Completed". If it was a major technology advancement, an entry
|
|
will be made in the Intelligence Display. You can check the entry for more
|
|
information about the research.
|
|
|
|
Research Upgrades
|
|
~~~~~~~~~~~~~~~~~
|
|
|
|
You can research a Research Module during the course of the game. To apply it,
|
|
select a truck and left click a non-upgraded Research Center, and the truck
|
|
will build it. However, the topic you are researching will be stopped until the
|
|
module is built - it's your choice to let it build or wait.
|
|
|
|
Other upgrades are also available for Research Centers, but these don't make
|
|
you wait to apply an upgrade to a building.
|
|
|
|
Building
|
|
--------
|
|
|
|
Building structures is absolutely vital in Warzone - from Factories to build
|
|
units, to Research Centers for researching new technology.
|
|
|
|
Building can be done with units with Trucks as turrets and Combat Engineers.
|
|
|
|
image:images/building-select.jpg[]
|
|
|
|
'Selecting a structure to build'
|
|
|
|
image:images/building.jpg[]
|
|
|
|
'Selecting an area to build the structure'
|
|
|
|
Building a Structure
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
|
|
To build, you need to select Build on the Command Panel, and this will bring up
|
|
two rows of icons on the bottom of the screen, between the Command Panel and
|
|
the Radar. These each represent one unit (either a truck or a Combat Engineer)
|
|
that is able to build. Clicking the bottom row of icons will zoom the camera to
|
|
the unit. The top row of icons will pull up a bar on the left side of the
|
|
screen (diagram 1). The two columns of icons represent the structures you can
|
|
build. Click a structure on the columns to select it for building. You can hold
|
|
the mouse over an icon to see the structure's name.
|
|
|
|
Selecting a location
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
|
|
When you select a structure, it closes the two menus (like clicking the middle
|
|
button). A white square will appear in the world. This is where your structure
|
|
will be placed. Move the square by moving the mouse. Click to place the build
|
|
site for the structure. If the square is red, the structure cannot be placed.
|
|
To build "walls" (when building defenses) you can click and drag the box to
|
|
draw a wall.
|
|
|
|
Oil Derricks
|
|
~~~~~~~~~~~~
|
|
|
|
Oil derricks can only be built on Oil Pools which aren't on fire. Fires on Oil
|
|
Pools will burn out over time. Oil derricks are built automatically if a truck
|
|
is selected and you left-click an Oil Pool.
|
|
|
|
The unit you selected to build the structure will move to build the structure.
|
|
|
|
If you open the Build menu again, the unit's status will be shown in the Fast
|
|
Find bar. If there is a structure without a bar in the Fast Find top row above
|
|
a unit, the unit is moving to the build site. If there is a green bar, it is
|
|
accumulating power for building. If there is a yellow bar, it is building the
|
|
site.
|
|
|
|
Repairing
|
|
~~~~~~~~~
|
|
|
|
You can assign a unit to repair a structure by selecting it and left-clicking a
|
|
building.
|
|
|
|
Demolishing
|
|
~~~~~~~~~~~
|
|
|
|
Demolishing a building is nearly as simple as building one. Select "Demolish
|
|
Structure" in the Structure menu and click a building to demolish. The unit
|
|
will move to the building and destroy it, giving you half the power used in
|
|
building the structure. Demolish Structure will always be available, from start
|
|
of game to end.
|
|
|
|
Teamwork
|
|
~~~~~~~~
|
|
|
|
You can assign extra trucks/cyborgs to a building to build it faster. Simply
|
|
select a unit and left-click a structure, and the unit will move to the
|
|
building and start helping construction.
|
|
|
|
Hardcrete and Tank Traps
|
|
~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
You may wonder what the Hardcrete and Tank Traps do. Well, they do nothing.
|
|
They just sit there and keep your units and enemy units from passing through.
|
|
|
|
|
|
Design
|
|
------
|
|
|
|
You need to design new units and VTOLs if you want to overpower your enemies
|
|
and get that sweet taste of victory. This aspect of the game is what makes
|
|
Warzone unique in its own way. Note that you need a Command Center to be able
|
|
to design units!
|
|
|
|
image:images/design.jpg[]
|
|
|
|
'Designing a new unit'
|
|
|
|
image:images/design-unit.jpg[]
|
|
|
|
'The unit being designed'
|
|
|
|
Designing a unit
|
|
~~~~~~~~~~~~~~~~
|
|
|
|
To make a new unit, select the Design icon in the Command Panel. This will make
|
|
two columns appear on the left of the screen. To make a new design, select the
|
|
green body. To select another unit to edit, just click it.
|
|
|
|
Designing a new unit is simple. It's a three-step procedure: selecting a body,
|
|
a propulsion system, and a turret. The three picked will result in a new unit.
|
|
|
|
image:images/design-more.png[]
|
|
|
|
'Clockwise, from top left: Select a body, propulsion type, turret, and closing
|
|
the menu'
|
|
|
|
Designing the unit
|
|
~~~~~~~~~~~~~~~~~~
|
|
|
|
When a new unit is started, a list of bodies will appear on the right, with a
|
|
green outline of a body in the centre. A two-column body list will appear on
|
|
the right. Select one to move on to the next section -- the propulsion type.
|
|
Select a type and move on to the turret. There are two types of turrets,
|
|
weapons and systems. Both are defined at the top of the two-column by buttons
|
|
-- you can switch by clicking the respective button. Select a turret, and
|
|
you're done.
|
|
|
|
image:images/design-screen.jpg[]
|
|
|
|
The top half of the Design (minus completed designs)
|
|
|
|
1. The name of a unit. You can click this and change it by typing.
|
|
|
|
2. Click this to change a body of a design.
|
|
|
|
3. Click this to change a propulsion type of a design.
|
|
|
|
4. Click this to change a turret of a design.
|
|
|
|
5. Click this to delete the currently selected design (only works with
|
|
completed designs)
|
|
|
|
6. Power required to make the unit
|
|
|
|
7. Hit points the unit has
|
|
|
|
8. Select the System turrets (turret only, normal units only)
|
|
|
|
9. Select the Weapon turrets (turret only, normal units only)
|
|
|
|
image:images/design-bars.jpg[]
|
|
|
|
[start=10]
|
|
10. How fast the unit moves over roads
|
|
|
|
11. How fast the unit moves off-road
|
|
|
|
12. How fast the unit moves over water
|
|
|
|
13. Weight of the unit (affects the speed and durability of the unit)
|
|
|
|
Intelligence Display
|
|
--------------------
|
|
|
|
While the Intelligence Display doesn't have a large purpose like the rest of
|
|
the functions, it is still very useful indeed - it contains a record of all the
|
|
technology you have researched, and your mission objective in Campaign
|
|
missions.
|
|
|
|
image:images/intelligencedisplay.jpg[]
|
|
|
|
'Intelligence display with piece of intelligence selected'
|
|
|
|
What's displayed
|
|
^^^^^^^^^^^^^^^^
|
|
|
|
When you open the Intelligence Display, two rows of icons appear on the bottom
|
|
of the screen. Selecting an icon will display information in the middle of the
|
|
screen. This is helpful for looking at technologies you have researched. During
|
|
Campaign, a piece of intelligence always displayed is your mission objective.
|
|
|
|
We Brake For Nobody
|
|
^^^^^^^^^^^^^^^^^^^
|
|
|
|
Please note that while the Intelligence Display pauses the game in Campaign
|
|
mode, it doesn't do so in Multiplayer and Skirmish!
|
|
|
|
Commanders
|
|
----------
|
|
|
|
image:images/commander.png[]
|
|
|
|
Command turrets are used much like <<_artillery_and_sensors, sensors>>, except
|
|
they can command any attacking unit, not just artillery. They are limited to
|
|
having 6 non-artillery attacking units assigned to them at first, but this
|
|
limit rises by 2 each time the commander gains a rank, which happens relatively
|
|
quickly.
|
|
|
|
Command turrets provide an image:images/www.png[URL]
|
|
http://guide.wz2100.net/experience[accuracy, armor, and movement speed bonus]
|
|
to all units assigned to them.
|
|
|
|
image:images/commander-panel.jpg[]
|
|
|
|
The Commanders panel. Note the similarity to the <<_unit_orders_menu, Unit
|
|
Orders panel>>.
|
|
|
|
Prerequisites
|
|
~~~~~~~~~~~~~
|
|
|
|
Commanders require you to research the Commander technology.
|
|
|
|
Attaching
|
|
~~~~~~~~~
|
|
|
|
To attach a unit to a Commander, select a unit, then left-click the Commander
|
|
you want to attach the unit to. A symbol will appear next to the unit to
|
|
signify it is attached.
|
|
|
|
Limits
|
|
~~~~~~
|
|
|
|
Be warned, however; Commanders have a limit to the amount of direct-fire units
|
|
(eg machineguns) which is affected by their own experience level. Levels are
|
|
earned by the
|
|
|
|
Commander reaching 2 kills, 4, 8, 16, 32, 64 and so on. Each experience level
|
|
allows the Commander 2 more direct-fire units. However, a Commander can have as
|
|
many indirect-fire units as it wants.
|
|
|
|
Detaching
|
|
~~~~~~~~~
|
|
|
|
To detach a unit from a Commander, select the unit you want to detach, hold the
|
|
Control key, and give the unit a new order (eg. move).
|
|
|
|
Targeting a unit
|
|
~~~~~~~~~~~~~~~~
|
|
|
|
You can designate a target by selecting a Commander and right-clicking a unit.
|
|
This allows any attached units to have greater accuracy when firing on a
|
|
targeted unit.
|
|
|
|
Commander Unit Command Centre
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
A Commander Unit Command Centre is similar to a Unit Command Centre, but there
|
|
are extra buttons.
|
|
|
|
Factory Assignment
|
|
~~~~~~~~~~~~~~~~~~
|
|
|
|
image:images/commander-factory-assignment.jpg[]
|
|
|
|
'The Commander Factory assignment buttons'
|
|
|
|
You can assign a factory to a Commander. This makes a factory manufacture units
|
|
and automatically assign them to the Commander's group. To do so, bring up the
|
|
Commanders menu by left-clicking the Commander and opening the Commanders menu,
|
|
or right click the Commander, and click the factory NUMBER at the bottom of the
|
|
Command Console.
|
|
|
|
You can find a factory number by looking at the number on the factory in the
|
|
Manufacture Fast Find bar. There are three rows of these numbers -- the top is
|
|
normal Factories, middle; Cyborg factories, bottom; VTOL factories.
|
|
|
|
Going for repairs, BRB
|
|
~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
A unit that retreats from the battle to go to a repair facility, will stay
|
|
connected to its Commander group. When it is done repairing, it will return to
|
|
the Commander.
|
|
|
|
Indirect fire support
|
|
~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
image:images/indirect-fire-support.jpg[]
|
|
|
|
'The indirect fire support icon'
|
|
|
|
You can assign all the indirect fire pits and emplacements to a Commander's
|
|
designated target, also known as "fire support". To do so, simply select a
|
|
Commander, open the Commanders menu, and select the above icon. To cancel it,
|
|
select the same button, or assign the fire support to another commander.
|
|
|
|
|
|
Artillery and Sensors
|
|
---------------------
|
|
|
|
As a review, keep in mind that "artillery" here refers to all indirect-fire
|
|
weapons except the mini-rocket artillery (MRL) and Angel Missiles, namely:
|
|
|
|
- Mortars (mortar, bombard, pepperpot, incendiary mortar)
|
|
- Howitzers (howitzer, ground shaker, hellstorm, incendiary howitzer)
|
|
- Ripple rockets
|
|
- Archangel missiles
|
|
|
|
Although the MRL and Angel Missiles are indirect-fire weapons, they should be
|
|
used like one would use direct-fire weapons, since their range is low enough
|
|
that its internal sensor can handle it; external sensors are unnecessary.
|
|
|
|
Sensors
|
|
~~~~~~~
|
|
|
|
image:images/sensor.png[]
|
|
|
|
Regular sensors can be used for scouting and surveillance, but they have a more
|
|
important usage: to spot for artillery.
|
|
|
|
Using sensors with artillery
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Artillery weapons, by themselves, cannot fire more than their sensor range (8
|
|
tiles without upgrades). However, even the lowly mortar has an 18-tile weapon
|
|
range. To use it, players need to use sensors.
|
|
|
|
Artillery structures are the easiest. Simply build a sensor tower, and if the
|
|
sensor tower is targeting something within your artillery structures' weapon
|
|
range, they will fire at it. An artillery tank, however, needs to be explicitly
|
|
assigned to a sensor to function. Select the artillery tanks, then click on a
|
|
sensor to assign the tank to the sensor.
|
|
|
|
image:images/artillery-sensor.jpg[]
|
|
|
|
'Artillery assigned to a sensor. Notice the * next to them, which indicates that
|
|
they are assigned.'
|
|
|
|
Once the artillery is assigned, if it is assigned to a sensor tower, that tower
|
|
will target enemies that come in range automatically.
|
|
|
|
If it is assigned to a sensor tank, the sensor can be used to attack enemies by
|
|
selecting the sensor and targeting an enemy. All artillery assigned to the
|
|
sensor will attack its target.
|
|
|
|
image:images/artillery-far-away.jpg[]
|
|
|
|
'Notice that the artillery can be very far away -- only the sensor turret needs
|
|
to get within range.'
|
|
|
|
To unassign a unit from a sensor, the easiest way is to right-click it, then
|
|
tell it to move somewhere. Multiple units can be selected with ctrl+click, and
|
|
moving them all.
|
|
|
|
CB sensors
|
|
~~~~~~~~~~
|
|
|
|
image:images/cb-sensor.png[]
|
|
|
|
A CB (Counter-Battery) tower or turret is used similarly to a standard sensor;
|
|
however, it serves a specialized purpose: To counter-attack enemy artillery.
|
|
|
|
Normal sensor towers will direct your artillery to attack whatever is nearby,
|
|
but CB towers will direct your artillery to attack any artillery attacking you,
|
|
even if they are further away from you than other targets. If you have both a
|
|
CB tower and a sensor tower, artillery structures will attack CB targets first,
|
|
and only other targets once you are no longer being bombarded by enemy
|
|
artillery.
|
|
|
|
image:images/cb-sensor-vtol.png[]
|
|
|
|
A VTOL CB sensor does the same thing, except to VTOLs assigned to it.
|
|
|
|
Sensor towers
|
|
~~~~~~~~~~~~~
|
|
|
|
Sensor towers and sensor units have several major differences:
|
|
|
|
- A standard sensor turret has a range of 12; a standard sensor tower has a
|
|
range of 16 (special sensor turrets have the same range as their tower).
|
|
- A sensor tower cannot be ordered to target something specific; they
|
|
automatically target the nearest unit (except CB and VTOL CB towers).
|
|
- A sensor turret will not target anything automatically; it must be manually
|
|
ordered to attack a target
|
|
|
|
What counts as a sensor
|
|
^^^^^^^^^^^^^^^^^^^^^^^
|
|
image:images/hq.png[] = image:images/sensor-tower.png[]
|
|
|
|
image:images/satellite-uplink.png[] = image:images/wss.png[]
|
|
|
|
The Command Center (HQ) is also considered a standard sensor tower, while the
|
|
Satellite Uplink Center is also considered a Wide Spectrum sensor tower. In
|
|
addition to their usual functionality, they can also be used as the
|
|
corresponding sensor tower (for instance, you can assign artillery to them).
|
|
|
|
Transports
|
|
----------
|
|
|
|
Transports are used during the campaign to transport units from one sector to
|
|
another (known as 'Away Missions'). In multiplayer, they're used to transport
|
|
cyborgs from one part of the current map to another.
|
|
|
|
image:images/transport.jpg[]
|
|
|
|
'A transport with some units loaded in. The transport menu is open.'
|
|
|
|
Campaign
|
|
~~~~~~~~
|
|
|
|
Loading Units
|
|
^^^^^^^^^^^^^
|
|
|
|
To load units into a transport, select the desired units and click the
|
|
transport. Only 10 units can occupy a transport at one time. The number of
|
|
units you have loaded can be seen in the top left of the screen, next to the
|
|
launch button.
|
|
|
|
Opening the Menu
|
|
^^^^^^^^^^^^^^^^
|
|
|
|
To open a transport's menu, click the transport itself. In the screenshot, the
|
|
menu is open.
|
|
|
|
The units already in the transport are listed to the right.
|
|
|
|
Launching a Transport
|
|
^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
To launch a transport, click the button in the top left corner of the screen.
|
|
The transport will launch, and proceed to the destination.
|
|
|
|
Away Missions
|
|
^^^^^^^^^^^^^
|
|
|
|
image:images/awaymission.jpg[]
|
|
|
|
'Hunkered down at the landing zone.'
|
|
|
|
Arrival
|
|
^^^^^^^
|
|
|
|
When you arrive at the destination, the transport will drop off the units you
|
|
loaded into the transport and fly away.
|
|
|
|
Normal Base Operations
|
|
^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
During away missions, you can still research, manufacture and design units.
|
|
Simply do it as you would normally, and it will happen back in the base area.
|
|
You can only build with trucks you have under your control, though. Remember
|
|
you're on an away mission, and in some missions, you won't get reinforcements,
|
|
so stock well.
|
|
|
|
Requesting Reinforcements!
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
On missions where you CAN request reinforcements, the transport button should
|
|
be at the top left of the screen. Click it, and you'll see the transport menu,
|
|
with one little twist - all the units you left at home alone are on the right
|
|
side of the screen.
|
|
|
|
To load units into the transport, click them, and they'll be moved from the
|
|
right side of the screen to the left. To launch, hit the launch button again.
|
|
To close this screen, hit the middle button on the Command Panel.
|
|
|
|
Your units will be on their way. The timer next to the Transport button will
|
|
have the time remaining until your units get to your location.
|
|
|
|
Take Me Home
|
|
^^^^^^^^^^^^
|
|
|
|
Once your units are on an away mission, they're not going home until the
|
|
mission is completed, or you've gotten them killed. I think they'd prefer the
|
|
earlier option.
|
|
|
|
Multiplayer
|
|
~~~~~~~~~~~
|
|
|
|
The use of transports in Multiplayer is much more limited in comparison to
|
|
Singleplayer.
|
|
|
|
Cyborg Transport
|
|
^^^^^^^^^^^^^^^^
|
|
|
|
The only type of transport available in Multiplayer is the Cyborg Transport. As
|
|
you may or may not have guessed by the name, it can only hold Cyborgs, no
|
|
normal units or VTOLs allowed. Cyborg Transports can only be built by VTOL
|
|
Factories with 2 modules attached, and the technology needs to be researched.
|
|
|
|
Loading
|
|
^^^^^^^
|
|
|
|
To load a cyborg into the transport, select it and click the Cyborg Transport.
|
|
The cyborg will load on.
|
|
|
|
Moving
|
|
^^^^^^
|
|
|
|
The Cyborg Transport moves like a normal VTOL - select it and click on a piece
|
|
of terrain to move it. It will take off and land at the place you selected.
|
|
|
|
Unloading
|
|
^^^^^^^^^
|
|
|
|
The interface used by the Cyborg Transport is a watered-down version of the
|
|
Transport interface. To open it, right click the transport. The cyborgs loaded
|
|
on will be displayed on the left. To boot out a cyborg, click it (while landed,
|
|
we don't want them falling, do we? :) ).
|
|
|
|
Destruction
|
|
^^^^^^^^^^^
|
|
|
|
Cyborg Transports have no weapons, and so are sitting ducks for AA turrets and
|
|
hardpoints. If a Cyborg Transport is destroyed and it has a few cyborgs on
|
|
board, you'll lose them too. So be careful, OK?
|
|
|
|
Keyboard Shortcuts
|
|
------------------
|
|
|
|
These are the default keyboard shortcuts. If you have customized your key
|
|
mapping, your shortcuts may be different.
|
|
|
|
Game
|
|
~~~~
|
|
|====
|
|
|Esc |Pause/Menu
|
|
|F1 |Manufacture
|
|
|F2 |Research
|
|
|F3 |Build
|
|
|F4 |Design
|
|
|F5 |Intelligence
|
|
|F6 |Commanders
|
|
|` |Open/close messages at top
|
|
|====
|
|
|
|
Multiplayer communication
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|====
|
|
|Enter |Send message
|
|
|Alt+H |Drop beacon
|
|
|Z |Toggle sensor display
|
|
|====
|
|
|
|
.Unit selection by groups
|
|
|====
|
|
|Ctrl+['number'] |Assign group ['number']
|
|
|['number'] |Select group ['number']
|
|
|Alt+['number'] |Select commander ['number']
|
|
|====
|
|
|
|
Unit selection by type
|
|
~~~~~~~~~~~~~~~~~~~~~~
|
|
|====
|
|
|Ctrl+U |Select all units
|
|
|Ctrl+Z |Select all similar units
|
|
|double-click |Select all similar units
|
|
|Ctrl+S |Select all units on screen
|
|
|Ctrl+D |Select all heavily damaged units
|
|
|Ctrl+A |Select all attack units (units with weapons)
|
|
|Ctrl+V |Select all VTOLs
|
|
|Ctrl+H |Select all hover units
|
|
|Ctrl+W |Select all wheeled units
|
|
|Ctrl+F |Select all half-tracked units
|
|
|Ctrl+T |Select all tracked units
|
|
|====
|
|
|
|
Unit orders
|
|
~~~~~~~~~~~
|
|
|====
|
|
|Ctrl+click |Queue order *
|
|
|NUM0 |Open orders menu
|
|
|right-click |Open orders menu
|
|
|/ |Do or Die! (Do not retreat automatically)
|
|
|. |Retreat at Heavy Damage
|
|
|, |Retreat at Medium Damage
|
|
|F |Fire at Will
|
|
|E |Return Fire
|
|
|C |Hold Fire
|
|
|S |Hold Position
|
|
|P |Pursue
|
|
|Q |Patrol
|
|
|I |Optimum Range
|
|
|U |Long Range
|
|
|R |Return for Repair
|
|
|Ctrl+R |Return for Recycling
|
|
|====
|
|
|
|
+++*+++ "Queue order" means that when you Ctrl+click, the unit will do what it
|
|
would do if you had clicked, but it will do it after it's finished what it's
|
|
currently doing. You can hold down Ctrl and tell the unit to do a whole bunch
|
|
of things, and it will do them in order.
|
|
|
|
Game control
|
|
~~~~~~~~~~~~
|
|
|====
|
|
|Ctrl+- |Decrease game speed *
|
|
|Ctrl+= |Increase game speed *
|
|
|NUM. |Toggle sound
|
|
|====
|
|
|
|
+++*+++ Note that changing the game speed might lead to problems.
|
|
|
|
View
|
|
~~~~
|
|
|====
|
|
|B |Center view on Command Center
|
|
|F12 |View location of previous message
|
|
|====
|
|
|
|
Camera control
|
|
~~~~~~~~~~~~~~
|
|
|====
|
|
|Backspace |Snap (rotate) view to North
|
|
|NUM8 |Pitch back (rotate up)
|
|
|NUM2 |Pitch forward (rotate down)
|
|
|NUM5 |Reset pitch (reset vertical rotation)
|
|
|NUM4 |Rotate left
|
|
|NUM6 |Rotate right
|
|
|space |Tracking camera (follow selected unit)
|
|
|====
|
|
|
|
Interface
|
|
~~~~~~~~~
|
|
|====
|
|
|F10 |Take screenshot
|
|
|Shift+Tab |Toggle radar colors
|
|
|Ctrl+Tab |Toggle radar terrain
|
|
|Tab |Toggle interface
|
|
|====
|
|
|
|
Credits
|
|
-------
|
|
|
|
Taken from the AUTHORS.TXT file:
|
|
....
|
|
Original game developed by Pumpkin Studios, and published by EIDOS Interactive.
|
|
|
|
The Warzone 2100 Project team, in alphabetical order:
|
|
|
|
Thomas Barlow <Mysteryem> : 3D Graphics
|
|
-- <Buginator> : Programming
|
|
Bruce V. Edwards <cathuria> : 2D/3D Graphics
|
|
Elio Gubser <elio, ohyeh> : 2D Graphics
|
|
Steven Koenig <kreuvf> : Documentation, translation
|
|
Gerard Krol <gerard_> : Programming, Textures
|
|
Guangcong Luo <Zarel> : Programming, Balancing, and Documentation
|
|
Per I. Mathisen <per> : Programming
|
|
Kim Metcalfe <lav-coyote25> : Documentation, Maps and Support
|
|
Christian Ohm <cybersphinx> : Programming
|
|
Tim P. <kamaze> : Webmaster
|
|
Giel van Schijndel <Giel> : Programming and Debian Linux and Windows Packaging
|
|
Dennis Schridde <devurandom> : Programming and general Linux and Windows Packaging
|
|
Freddie Witherden <EvilGuru> : Programming and MacOSX Packaging
|
|
|
|
Former contributors to the GPL version, in alphabetical order:
|
|
|
|
Scott Balneaves <sbalneav> : Programming
|
|
Roman C. <troman> : Programming and Scripting + Scripting-engine rewrite and AI
|
|
Denis Dupeyron <charun> : Programming
|
|
Don Edwards : 2D Graphics support
|
|
Mike Gilmore <Chojun> : Programming
|
|
-- <Hatsjoe> : 2D Graphics
|
|
Carl Hee <Watermelon> : Programming + Multiturrets
|
|
Adam Holland
|
|
Stefan Huehner <shuehner> : Programming + original 64bit support
|
|
Ari Johnson <iamtheari> : Programming and MacOSX Packaging + original MacOSX port
|
|
Martin Koller <mkoller> : Programming
|
|
Angus Lees <gus> : Debian Packaging
|
|
Dennis Luxen <pret> : Programming
|
|
Kevin Malec <Kevin`> : Websupport
|
|
Dion Mendel <noid> : Programming, original Linux port
|
|
Phil Procario <GrimMoroe, grimandmandy> : 3D Graphics
|
|
-- <Pseudonym404> : Programming + original 64bit support
|
|
Victor Qamly <vqamly> : Programming
|
|
Marcus Rast <charon> : Programming
|
|
Ben Russon <grizzly> : Support
|
|
Hylke van der Schaaf <TheNoid> : Programming
|
|
Dmitri Shuralyov <shurcool> : Programming
|
|
Rodolphe Suescun <rodzilla> : Programming
|
|
-- <vs2k5> : Programming
|
|
|
|
Non-project members whose content has been used in Warzone, in alphabetical order:
|
|
|
|
Tristan Bethe : Terrain textures
|
|
Jennifer Boyer : Terrain textures
|
|
Bart Everson : Terrain textures
|
|
Mitch Featherston : Terrain textures
|
|
Peter Kaminski : Terrain textures
|
|
Konstantin Kleine-Niermann : Terrain textures
|
|
Sherrie Thai : Terrain textures
|
|
Mark A. Vargas : Terrain textures
|
|
|
|
Writers of the Warzone 2100 Quick Start Guide:
|
|
|
|
Ben Latimore <BlueMaxima>: Wrote most of this guide's content
|
|
Guangcong Luo <Zarel>: Rewrote some sections
|
|
|
|
This guide is published under the CC0 license.
|
|
....
|