home *** CD-ROM | disk | FTP | other *** search
- Dark Colony Demo v0.2 June 4,1997
-
- Dark Colony is a fast-paced real-time strategy game where
- Humans and Aliens battle it out for domination over the
- planet Mars. To win, each side needs to tap into the yellow
- Petra-7 fuel vents to gain the money needed to build more
- units, buildings, and upgrades. More information on game
- play can be found after the game requirements below.
-
- This is just a preview demonstration of Dark Colony. More
- features will be included in the full release of the game,
- such as:
-
- multi-player games
- a full-featured Editor
- indigenous creatures
- underground and jungle levels
- ancient alien Artifacts
- Healing/Medical units
- Commander Units that gain experience as you carry
- them over from one campaign scenario to the next.
-
- For your benefit, there are two versions of this document:
- Readme.txt and Readme.Doc. The Readme.Doc file includes unit art
- from the game as reference.
-
- ******************
- DEMO REQUIREMENTS:
- ******************
-
- Windows 95
- Direct X 3a
- Pentium 60 (Pentium 90 recommended)
- 26-61 MB of hard drive space (61MB for versions with the
- intro cinematic)
- 1 MB Direct-X compatible video card
- Win 95 Compatible sound card
-
- *****************
- TO PLAY THE DEMO:
- *****************
- To play Dark Colony, double-click on the DC icon. The "Loading"
- screen should appear, then the introduction cinematic. At the Title
- Screen, click on "Play Demo," then choose to play either Humans or
- Aliens (Grays).
-
- **************
- MOUSE CONTROL:
- **************
-
- Left-click = selects units
- Left-click drag = creates multiple select
- Shift plus left-click = adds individual units to
- the already selected units
- Right-click = deselects units
- Right-click on mini-map changes your main view to where you clicked.
- Left-click on the mini-map to send selected units to that location.
-
- ****************
- THE GAME SCREEN:
- ****************
-
- There are several parts to the Game Screen:
-
- * The Game Window - where all the action takes place.
-
- * The Mini-Map - in the upper-right corner, the mini-map shows an over-head
- view of the whole Game Window. Right-click on the mini-map to center
- the Game Window over that area.
-
- * Menus and Unit Options - located under the Mini-map
- Tab 1 - Units and Buildings
- Tab 2 - Unit Weapon and Armor Upgrades
- Tab 3 - Multi-player Options (Not available in Demo)
- Unit options - When you select a unit, it's available
- options appear here. Common options are 1) Stop,
- 2) Patrol, 3) Move, 4) Set Way-Points, 5) Deploy
- (for mine and missile units), and 6) Artillery Shell
- attacks.
-
- * The Build Button - Press "Build" after you have selected from the menus above,
- and the units or buildings will appear at the Base of Operations.
-
- * Money - The amount of money you get slowly accumulates. Use money to buy new
- buildings, units, or upgrades. Using Exploiters to mine Petra-7 vents
- increases the money you get.
-
- * Clock - Displays the current day or night cycle of Mars. Humans fight better
- during the day, and the Aliens fight better during the night.
-
- *****************
- PLAYING THE GAME:
- *****************
-
- Your Base of Operations
-
- The scenario begins with the game screen centered on your Base of Operations;
- the site where your buildings and units appear after they are bought and Built.
- The more buildings you have, the more units you can build.
-
- **********************
- Money = Petra-7 vents
- **********************
-
- To pay for buildings, units, and upgrades, you need Money. The fastest way
- to get more money is to send an Exploiter unit over to a yellow Petra-7 vent.
- Once positioned over the vent, the unit will automatically begin mining the
- Petra-7 and converting it into money.
-
- **** TIP ****
- When the game begins, you will have an Exploiter unit off to the right of
- the city. Move the Exploiter over the Petra-7 vent to the East to automatically
- begin gaining more money.
-
- In this scenario, the player who builds faster has a distinct advantage over the
- enemy. Next, you should build another Exploiter to tap the Petra-7 vent that is
- south-east of your Base of Operations.
- ************
-
- To build a building or unit, follow the instructions below.
-
- *************************************
- Buying Units, Buildings, and Upgrades
- *************************************
-
- 1) To buy a Unit or Building, left-click on the Tab 1 button located under the
- mini-map on the right side of the game screen.
-
- 2) Left-click on the portrait of the unit/building you want.
- The cost of your selection appears in the text bar. To buy more than one Unit
- at a time, keep left-clicking on the portrait; a small number appears, showing
- the amount you want. Right-click on the portrait to reduce the number of units
- you wish to build.
-
- 3) If you have enough money (the numbers at the lower-right corner), then you
- can press the Spacebar, or click on the "Build" button to purchase the unit/building.
-
- ** Note ** The total cost of units is pre-subtracted from your total Money so
- you can see how much Money you'll have left before pressing the Build button.
-
- 4) Once purchased, your unit/building appears at the Base of Operations.
-
- 5) Weapon and armor upgrades are available in the Tab 2 menu. There are two
- weapon and two armor upgrades for each unit type. The cost of each upgrade
- appears in the text bar when you left-click on an upgrade portrait.
-
- Once bought, an armor or weapon upgrade affects all units currently in play and
- those built afterwards.
-
-
- UNIT INFORMATION:
- (The following are excerpts from the game Encyclopedia which is not available in the Demo.)
-
- **************************
- ******HUMAN UNITS******
- **************************
-
- RESOURCE EXTRACTION UNIT
-
- NAME : EXPLOITER
- HEIGHT : 1.8m
- WEIGHT : 1100kg
- MAIN WEAPON: N/A
- ALT. WEAPON: N/A
- ARMOR : CARBIDE POLYMER COMPOSITE
- FUNCTION : RESOURCE EXTRACTION
- WEAKNESS : NO DEFENSIVE WEAPONS
-
- THE EXPLOITER'S MAIN FUNCTION IS TO CONVERTRAW PETRA-7 INTO AN ENERGY WAVE
- FORM.THE BASIC UNIT CAN BE RETRO-FITTED TO HANDLE A VARIETY OF TASKS, SUCH
- AS THE EXCAVATING AND HANDLING OF ALIEN ARTIFACTS. ITS CARBIDE POLYMER
- COMPOSITE ARMOR MAKES IT ALMOST IMPERVIOUS TO SMALL ATTACKS. THE LACK OF
- DEFENSIVE WEAPONS MAKES IT AN EASY TARGET WHEN LEFT UNGUARDED.
-
- HUMAN INFANTRY
-
- NAME : TROOPER
- HEIGHT : 2.4m
- WEIGHT : 76kg
- MAIN WEAPON: EM PULSE RIFLE
- ALT. WEAPON: N/A
- ARMOR : TITANIUM POLYMER COMPOSITE
- FUNCTION : INFANTRY
- WEAKNESS : THIN ARMOR
-
- THE BASIC HUMAN INFANTRY IS EQUIPPED WITH AN ELECTRO-MAGNETIC PULSE
- RIFLE THAT LAUNCHES TITANIUM SHELLS AT A VELOCITY NEARING NINE TIMES
- THE SPEED OF SOUND. ALTHOUGH THIS WEAPON IS VERY AFFECTIVE IN LARGE
- NUMBERS, WEAK ARMOR MAKES THE TROOPER AN EASY TARGET TO ARTILLERY AND
- OTHER LARGE GROUND- BASED WEAPONRY.
-
- REMOTELY DEPLOYABLE
- MOBILE LAND MINE
-
- NAME : SENTINEL
- HEIGHT : 1.11m
- WEIGHT : 227kg
- MAIN WEAPON: THERMOPLASTIC EXPLOSIVE AND CARBIDE SHRAPNEL
- ALT. WEAPON: N/A
- ARMOR : STAINLESS STEEL
- FUNCTION : LAND MINE
- WEAKNESS : VOLATILE COMPOUNDS, DANGEROUS TO FRIENDLY UNITS
-
- THE SENTINEL CAN "WALK" ITSELF ACROSS THE BATTLEFIELD WHERE IT CAN BE
- DEPLOYED AND HIDDEN FROM THE ENEMY'S VIEW. WHEN THE SENTINEL IS DEPLOYED
- AN ELECTRO-HYDRAULIC COUNTER-WEIGHT HAMMERS THE UNIT INTO THE GROUND.
- IF AN ENEMY COMES WITHIN RANGE, THE THERMOPLASTIC EXPLOSIVE IS DETONATED
- AND THE CARBIDE SHRAPNEL IS LAUNCHED TOWARD THE ENEMY UNIT DESTROYING OR
- SEVERELY DAMAGING IT.
-
-
- HEAVY ASSAULT
-
- NAME : REAPER
- HEIGHT : 3m
- WEIGHT : 800kg
- MAIN WEAPON: 10mm AUTO CANNON
- ALT. WEAPON: N/A
- ARMOR : KEVLAR / TITANIUM ALLOY
- FUNCTION : HEAVY GROUND ASSAULT
- WEAKNESS : SLOW SPEED
-
- THE REAPER CLASS MECH WAS BUILT WITH ONE THING IN MIND, RAW FIRE POWER.
- ITS 10mm AUTO CANNON MAKES IT AN EXCELLENT GROUND ATTACK WEAPON. A SMALL
- GROUP MIXED WITH SOME INFANTRY CAN VERY EASILY TAKE OUT A BUILDING OF ANY
- SIZE. ITS ONLY DRAWBACK IS ITS SLOW SPEED, BUT THIS IS OVERCOME QUITE
- NICELY BY THE FACT THAT IT HAS A VERY TOUGH COATING OF KEVLAR OVER ITS
- TITANIUM ARMOR.
-
-
- BOMBER / SCOUT
-
- NAME : OSPREY IV
- HEIGHT : 1.04m
- WEIGHT : 800kg
- MAIN WEAPON: NAPALM CANISTERS
- ALT. WEAPON: N/A
- ARMOR : CARBON FIBER
- FUNCTION : BOMBER / SCOUT
- WEAKNESS : WEAK ARMOR
-
- THE OSPREY'S MAIN USE IS FOR RECONNAISSANCE. NEVERTHELESS, IT IS ALSO
- VERY EFFECTIVE AGAINST HEAVY GROUND-BASED WEAPONS. BECAUSE OF ITS
- CARBON FIBER BODY IT IS VERY MANEUVERABLE, THUS MAKING IT HARDER FOR
- LARGER UNITS TO TARGET IT. ONE DRAWBACK WHICH IS THAT CARBON FIBER
- MAKES FOR VERY WEAK ARMOR. WITH A FEW WELL-PLACED SHOTS IT IS EASILY
- RENDERED INOPERATIVE.
-
-
- MOBILE DEFENCE UNIT
-
- NAME : FIRESTORM
- HEIGHT : 2m (DEPLOYED)
- WEIGHT : 400kg
- MAIN WEAPON: FIREBOLT VII MISSILES
- ALT. WEAPON: N/A
- ARMOR : CARBONIC STEEL
- FUNCTION : MOBILE DEFENCE
- WEAKNESS : LOW ARMOR WHEN MOBILE
-
- MADE STRICTLY FOR DEFENSIVE PURPOSES, THE FIRESTORM SERIES MOBILE
- TURRET CAN LAUNCH FIRESTORM VII MISSILES AT LAND AND AIR TARGETS.
- THIS MAKES IT A VERY VALUABLE ASSET IN ALL BATTLE SITUATIONS. ALTHOUGH
- THE CARBONIC STEEL ARMOR IS VERY STRONG, THE UNIT'S DELICATE COMPONENTS
- ARE LEFT EXPOSED WHEN MOBILE.
-
-
- HUMAN ARTILLERY UNIT
-
- NAME : BARRAGER
- HEIGHT : 1.4m
- WEIGHT : 1400kg
- MAIN WEAPON: 40cm MORTAR
- SHELL
- ALT. WEAPON: N/A
- ARMOR : SHOCK-RESISTANT CARBONITE STEEL
- FUNCTION : ARTILLERY
- WEAKNESS : SLOW
-
- DUE TO ITS LARGE SIZE THE BARRAGER IS QUITE SLOW, MAKING IT AN EASY
- TARGET WHEN SIGHTED. BECAUSE OF ITS LONG RANGE, IT CAN SHELL UNITS
- FROM A DISTANCE, STAYING OUT OF HARM'S WAY. THE 40cm SHELL OF THE
- BARRAGER IS PACKED WITH A HIGHLY VOLATILE COMPOUND. WHEN DETONATED
- IT WILL INFLICT DAMAGE ON ANY UNIT WITHIN A 6m RADIUS.
-
-
- MEDICAL / REPAIR UNIT (not available in DEMO)
-
- NAME : MEDI-CRAFT
- WINGSPAN : 2.4m
- WEIGHT : 92kg
- MAIN WEAPON: MEDICAL SUPPLY DROP
- ALT. WEAPON: REPAIR SUPPLY DROP
- ARMOR : MOLYBDENUM SHELL
- FUNCTION : HEALING / REPAIR
- WEAKNESS : NO DEFENSIVE WEAPONS
-
- THE MEDI-CRAFT USES A MAG-LEV GENERATOR TO SUSPEND ITSELF 4.2 METERS
- ABOVE THE SURFACE. ON EACH WING IS A TACHYON PARTICLE GENERATOR
- CAPABLE OF HEALING OR REPAIRING BATTLEFIELD UNITS.
-
-
- LONG RANGE SNIPER (Not available in Demo)
-
- NAME : S.A.R.G.E.
- HEIGHT : 2.5m
- WEIGHT : 500kg
- MAIN WEAPON: GAUSS RIFLE
- ALT. WEAPON: N/A
- ARMOR : CHROME VANADIUM
- FUNCTION : LONG RANGE ASSASSINATION
- WEAKNESS : WEAK WEAPONRY
-
- CLASSIFIED...........
- .....................
- .....................
- .....................
-
-
- BATTLEFIELD RE-ENFORCEMENT (Not available in Demo)
- <PICTURE NOT AVAILABLE>
- NAME : ANGEL ONE
- HEIGHT : 4.6m
- WEIGHT : 1400kg (EMPTY)
- MAIN WEAPON: N/A
- ALT. WEAPON: N/A
- ARMOR : TITANIUM CERAMIC COMPOSITE
- FUNCTION : UNIT INSERTION
- WEAKNESS : NO DEFENSIVE WEAPONS
-
- THE ANGEL ONE CAN BE CALLED IN FOR SUPPORT ONLY AT SPECIFIC TIMES
- DURING BATTLE. DUE TO THE INTENSE TEMPERATURES ENCOUNTERED DURING
- RE-ENTRY, THE SHIP'S HULL IS MADE FROM A CERAMIC COMPOUND THAT IS
- VERY SUSCEPTIBLE TO ANTI AIRCRAFT FIRE.
-
-
-
- ************************
- ******ALIEN UNITS******
- ************************
-
- GRAY RESOURCE EXTRACTOR
-
- NAME : BROZAAR
- HEIGHT : 2.1m
- WEIGHT : 800kg
- MAIN WEAPON: N/A
- ALT. WEAPON: N/A
- ARMOR : POLY-ORGANIC SKIN
- FUNCTION : RESOURCE EXTRACTION
- WEAKNESS : NO DEFENSIVE WEAPONRY
-
- THE BROZAAR'S MAIN FUNCTION IS TO CONVERT RAW PETRA-7 TO AN ENERGY
- WAVE FORM. THE BASIC UNIT CAN BE GENETICALLY ALTERED TO HANDLE A
- VARIETY OF TASKS, SUCH AS THE EXCAVATING AND HANDLING OF ANCIENT
- ARTIFACTS. EXHAUSTIVE CROSS-BREEDING HAS ALLOWED FOR THE DEVELOPMENT
- OF A VERY ADVANCED POLY-ORGANIC SKIN, WHICH MAKES IT ALMOST INVULNERABLE
- TO A WIDE VARIETY OF WEAPONRY.
-
- GRAY INFANTRY
-
- NAME : GRAY INFANTRY
- HEIGHT : 1.7m
- WEIGHT : 60kg
- MAIN WEAPON: PLASMA BOLT
- ALT. WEAPON: N/A
- ARMOR : POLY-ORGANIC SKIN
- FUNCTION : INFANTRY
- WEAKNESS : WEAK WEAPONRY
-
- AS THE MAIN UNIT OF THE GRAY ARMY, THE WARRIOR IS A WELL ROUNDED UNIT.
- INEXPENSIVE TO TRAIN AND ABLE TO ATTACK BOTH GROUND AND AIR UNITS, THE
- GRAY IS THE MOST IMPORTANT UNIT BY FAR. ITS SMALL BODY SIZE GIVES IT A
- SLIGHTLY BELOW-AVERAGE ARMOR AND WEAPON STRENGTH, BUT IN A LARGE GROUP
- THEY CAN CONCENTRATE FIRE ON A TARGET AND INFLICT A LOT OF DAMAGE.
-
-
- HEAVY ASSAULT UNIT
-
- NAME : SY DEMON
- HEIGHT : 2.6m
- WEIGHT : 140kg
- MAIN WEAPON: BIO-SCYTHE
- ALT. WEAPON: N/A
- ARMOR : POLY-ORGANIC EXO-SKELETON
- FUNCTION : HEAVY GROUND ASSAULT
- WEAKNESS : SUSCEPTIBLE TO AIR ATTACKS
-
- BRED TO BE THE ULTIMATE GROUND ASSAULT WARRIOR, THE SY DEMON IS A
- LETHAL COMBINATION OF POWER, SPEED, AND VICIOUSNESS. IT IS AN EXCELLENT
- INFANTRY KILLER, AND CAN BE VERY POTENT AGAINST HARD TARGETS AND
- DEFENSIVE STRUCTURES. IT IS THOUGHT TO BE SOMEWHAT SUSCEPTIBLE TO ATTACKS
- FROM THE AIR.
-
-
- BOMBER / RECON UNIT
-
- NAME : ORTU
- WING SPAN : 3m
- WEIGHT : 50kg
- MAIN WEAPON: EXPLOSIVE FETUS
- ALT. WEAPON: N/A
- ARMOR : POLY-ORGANIC SKIN
- FUNCTION : BOMBER / RECON
- WEAKNESS : WEAK ARMOR
-
- THE ORTU IS A MULTI-PURPOSE BOMBER/RECON CREATURE. IT STRIKES FAST
- AND HARD RAINING DEATH ON THE LUCKLESS UNITS BELOW. BECAUSE OF ITS
- HOLLOW BONE STRUCTURE IT IS VERY MANEUVERABLE AND THUS HARD FOR LARGER
- UNITS TO TARGET. ITS FRAGILE COMPOSITION, HOWEVER, MAKES IT VERY SUSCEPTIBLE
- TO DAMAGE. WITH A FEW WELL-PLACED SHOTS IT CAN BE EASILY KILLED.
-
-
- ANTI-PERSONNEL LAND-MINE
-
- NAME : SLOM
- HEIGHT : 0.5m
- WEIGHT : 15kg
- MAIN WEAPON: EXPLOSIVE HYDROGEN SAC
- ALT. WEAPON: N/A
- ARMOR : THIN ORGANIC SKIN
- FUNCTION : ANTI PERSONNEL EXPLOSIVE
- WEAKNESS : NO DEFENSIVE CAPABILITIES
-
- THE SLOM HAS BEEN GENETICALLY ENGINEERED TO BE A SUICIDAL DEFENCE BEAST.
- ITS THIN OUTER SKIN BARELY PROTECTS THE HIGHLY VOLATILE HYDROGEN MIXTURE
- CONTAINED WITHIN ITS BODY. THE SLOM WILL BURY ITSELF IN THE GROUND AND LIE
- IN WAIT UNTIL AN UNSUSPECTING UNIT PASSES OVER AND TRIGGERS ITS DEVASTATING BLAST.
-
-
-
- MOBILE DEFENCE UNIT
-
- NAME : XENO-WORT
- HEIGHT : 1.4m
- WEIGHT : 600kg
- MAIN WEAPON: PLASMA TURRET
- ALT. WEAPON: N/A
- ARMOR : DENSE POLY-ORGANIC SKIN
- FUNCTION : MOBILE DEFENCE
- WEAKNESS : WEAK WHEN MOBILE
-
- THE XENO-WORT WAS BRED AS A PURELY DEFENSIVE UNIT. WHEN IN ITS MOBILE FORM
- IT IS VERY EASILY KILLED BECAUSE OF ITS FRAGILE STRUCTURE. ONCE DEPLOYED
- HOWEVER, ONLY ITS SUPER-DENSE POSTERIOR IS EXPOSED. GENETICALLY ALTERED TO
- HAVE MULTIPLE LAYERS OF BONE, SKIN, AND CARTILAGE, IT IS VERY DIFFICULT
- TO DESTROY.
-
- ARTILLERY UNIT
-
- NAME : ATRIL
- HEIGHT : 2.2m
- WEIGHT : 850kg
- MAIN WEAPON: EXPLOSIVE SPORE
- ALT. WEAPON: N/A
- ARMOR : POLY-ORGANIC SKIN
- FUNCTION : ARTILLERY
- WEAKNESS : SUSCEPTIBLE TO AIR ATTACKS
-
- BRED FOR DEVASTATING LONG RANGE ATTACKS, THE ATRIL HAS A REGENERATING
- EXPLOSIVE MUCUS SACK THAT CAN BE PROPELLED GREAT DISTANCES VIA PRESSURIZED
- CARBON DIOXIDE GENERATED INSIDE THE CREATURE. ITS HIGHLY VOLATILE MUCUS SACK
- CAN DAMAGE UNITS ANYWHERE WITHIN A 5m RADIUS.
-
-
- MEDICAL / REPAIR UNIT (Not available in Demo)
-
- NAME : ZISP
- HEIGHT : 3m
- WEIGHT : 60kg
- MAIN WEAPON: MEDICAL REPAIR
- ALT. WEAPON: GENETIC REPAIR
- ARMOR : NONE
- FUNCTION : HEALING / REPAIR
- WEAKNESS : NO DEFENSIVE WEAPONS
-
- THE ZISP WAS BRED WITH HEALING PSYCHIC ABILITIES TO AID WOUNDED
- TROOPS IN BATTLE. THE ZISP'S PSYCHOKINETIC ENERGY CAN BE CHANNELED
- THROUGH THE EXTREMITIES AND PROJECTED UPON UNITS OR BUILDINGS BELOW.
-
-
-
- LONG RANGE SNIPER (Not available in Demo)
-
- NAME : GORREM
- HEIGHT : 2m
- WEIGHT : 73kg
- MAIN WEAPON: PSYCHIC MIND-LANCE
- ALT. WEAPON: DISEASE SPORE
- ARMOR : NONE
- FUNCTION : LONG RANGE SNIPER
- WEAKNESS : NO DEFENSIVE ARMOR
-
- LIKE MOST SCIENTIFIC DISCOVERIES, THE PSYCHIC GENE WAS IMMEDIATELY
- ADAPTED TO USE IN WAR. THE GORREM IS POSITIVE EVIDENCE OF THIS. BRED
- AS A LONG-RANGE SNIPER, IT IS IDEAL FOR COVERT INFANTRY DISABLING
- OPERATIONS. THE MIND-LANCE IS AN EXTREMELY POTENT TELEKINETIC ATTACK
- THAT WILL ONLY WORK ON HIGHER INTELLIGENCE LIFE FORMS. IN THESE CASES
- AN INSTANT KILL IS INEVITABLE.
-
-
- UNIT REINFORCEMENT SHIP (Not available in Demo)
- <PICUTRE NOT AVAILABLE>
- NAME : SAUCER
- HEIGHT : 7.2m
- WEIGHT : 800kg
- MAIN WEAPON: N/A
- ALT. WEAPON: N/A
- ARMOR : BI-ATOMIC SALINE SOLUTION
- FUNCTION : BATTLEFIELD INSERTION
- WEAKNESS : NO DEFENSIVE WEAPONS
-
- OFTEN DURING BATTLE REINFORCEMENTS ARE NEEDED. GRAYS CAN
- PSYCHICALLY CALL IN A SAUCER WITH SUPPORT UNITS DURING SPECIFIC
- TIMES. THE GRAY SAUCER ISN'T DESIGNED FOR COMBAT SO IF THERE IS
- ANY ANTI-AIRCRAFT THREAT THE SAUCER CAN'T BE CALLED IN.
-
-
-
-
- KEYBOARD SHORTCUTS:
-
- Arrow keys - scrolls map
- m - move mode (obey your orders directly)
- p - patrol/assault mode (will fight targets of opportunity along the way)
- s - stop movement of selected units
- g then a number key - creates a group from the selected units
- F2 - selects all Trooper/Gray warrior units currently on screen
- F3 - selects all Reapers/Sy Daemon heavy assault units currently on screen
- F5 - selects all Osprey IV/Ortu airborne scout units currently on screen
- F6 - selects all Barrage/Atril artillery units currently on screen
- F7 - selects all Sentinel/Slom mine defense units currently on screen
- F9 - selects all Exploiter/Brozaar resource extraction units currently on screen
- F10 - selects all Firestorm/Xeno-wort defense units currently on screen
- Enter - deploys a unit (unit must be deployable, tower, exploiter etc.)
- Space - build
- Page down - Screen capture
- Esc - exits demo
-
-
-
- STRATEGY TIPS:
- - For this demo scenario it's best to go defensive at first and build
- up your force. Use the bottleneck to your advantage by placing artillery
- behind your firestorm units.
-
- - Use air units to explore the map and watch enemy movement.
-
- - Use a mix of units. Artillery may need troops to provide protection
- from airborne threats, and artillery can increase its range greatly
- if it you use airborne scouts as "spotters".
-
- - Don't forget to buy your units Armor and Weapon upgrades.
-
- - Remember, Alien forces are more effective fighters at night
- (vision/targeting skill etc.) and Humans are more effective in daytime hours.
-
- - Keep an eye out for newly erupting Petra-7 vents. When a vent runs out of
- fuel, the Exploiter can be moved to a new vent.
-
- - Try to defend important areas with a variety of units.
-
- - Units can be hit by friendly fire, so be careful when using artillery.
-
- - Back up your ground-to-air missile towers with artillery.
-
- - Protect your cities from air attacks with Firestorms or infantry.
-
- - When purchasing large numbers of units (20+) at a time, you may need to
- move the units away from the Base of Operations in order to make room for
- the new units.
-
- ******************************
- CURRENT DEMO LIMITATIONS
- ******************************
- Below is a list of the limitations we're aware of in the demo.
- These limitations will be corrected in the full version of the game.
-
- 1) When selecting over 100 units to attack a single target at once,
- the game may quit out to windows. We suggest selecting groups of less
- than 100 to attack at the same time.
-
- 2) If building 300 units or more, they start to blink, or the game
- quits out to Windows. We suggest limiting the number of units you
- have in the demo scenario to 250.
-
- 3) The Tab 3 menu is for multi-player games. Multi-play is not
- included with this demo.
-
- 4) If you fly an air unit over and attack an enemy base, enemy
- troops will not fire on that unit it is remains still.
-
- 5) Once deployed, Firestorm and Xeno-wort units still
- have the option to lay down way-points.
-
- **************
- TEST RESULTS
- **************
- The Dark Colony Demo was tested on the following machines
- and with the following Video Cards. Where applicable, we've
- noted which systems and video cards may not run Dark Colony
- at peak performance.
-
- Please note that DirectX works best with video cards that
- are "DirectX Certified." Contact your video card manufacturer
- for updated drivers that work with DirectX.
-
- Systems Notes
- ______________________________________
- Pentium 60 Slower game play experienced.
- Pentium 75
- Pentium 90
- Pentium 120
- Pentium 133
- Pentium 166
-
- Video Cards Notes
- ______________________________________
- (Note: some video cards work better with DirectX when using the S3 chipset)
- 9FX Reality 332 Intro Cine. choppy, slowdown at start of scenario
- ATI Mach-64
- Diamond Stealth 64 VRAM
- Diamond Stealth 3D 2000
- Number 9 332 Intro Cine. choppy, slowdown at start of scenario
- Creative Labs MA 302
- Cardex (Tseng ET 4000) Sound may be out of synch with Intro Cinematic
-
-
-
-
- *************************
- FOR MORE INFORMATION:
- *************************
- For more information on this product, please visit the website:
- www.darkcolony.com
-
- To purchase this product, please visit your local retailer or call:
- 1-800-234-3088
-
- Dark Colony is a trademark of GameTek, Inc. (c)1997 Strategic Simulations, Inc.
- All rights reserved.
-