Pressing the ESCape key brings up the Options Screen. Options on this screen include Restart Scenario, Review Scenario Goal, Change Game Options, Return to Main Menu, Return to Game, and Quit Game. Under Game Options, you can modify the game difficulty, mouse scroll speed, and visible health bars (as you play, these may be shown next to each unit on screen)
B. Movement and Commands
1. Selecting Units
Select your units by left-clicking on each unit. You may select multiple units by left-clicking on them individually, or by holding down the left mouse button and dragging the cursor box over the units you want to select.
2. Moving Units and Animated Pointers
Once a unit or group is selected, you can move it by left-clicking on any area of the main map. Depending upon what you select and where you move it, each unit performs different intuitive tasks without requiring specific orders. Whenever such a task is possible, the mouse pointer will change to a special animated pointer. For instance, if you select an Enlistee and move the mouse over trees, an animated pick icon will appear. Left-click on the trees and the Enlistee will begin to harvest resources.
3. Giving Commands and the Command Icon Bar
Once a unit or group is selected, left-click on it again to bring up the command icon bar. Each icon corresponds to a command for that unit, which is explained in the text bar at the bottom of the screen. Sub-menus of available command icons will appear where necessary. Left-click on the icon you want to give a selected unit or group a specific command.
Units can be stopped from completing a given command by selecting the unit and choosing the stop command icon or hitting the 'S' key.
4. Unselecting a Unit
The right mouse button is a kind of "undo" in War Wind II. The right mouse button will retract the command icon bar and unselect units. You can customize your groups by left-clicking on individuals you want to add to a group, and right-clicking on selected units to remove them from the group. To unselect a unit or entire group quickly, right-click on an "empty" area of the map.
II. Marines
In the demo, you will only be able to control one faction - the Marines. These are one of two groups of humans on the alien planet Yavaun. Since the incident that carried humans to this strange world, the Marines have followed their own path, focusing on combat and the formation of a strong human colony.
A. Marine Leaders
The only leader available in the demo is Malcolm - if he is killed during the demo scenario, the game is over. He has a missile blast attack and basic stealth ability. Malcolm can persuade new units to join the faction at a reduced cost.
1. Leader Songs
Malcolm can use the "War song" at a cost of 5000 Influence. This is essentially a rallying cry that will energize your forces for 30 seconds. During that time, all units in the faction receive a small amount of healing, bonuses on attack speed, damage, and chance to hit. To use the war song, left-click on the button immediately to the left of your leader portrait (upper right portion of the screen). The full version of War Wind II will include Travel, Inspirational, and Work songs that enhance other unit abilities.
2. Leadership and Influence
Influence is a measure of your leader's prestige. This gauge, located to the right of the Leader's portrait, ranges from 0 to 5000 points. Greater Influence will reduce the cost of hired units, make research possible, and allow the use of leader songs.
Influence increases slowly over time, but there are several other ways to increase it. Your faction Influence increases any time you hire a new unit (500 Influence), kill an enemy leader (5000 Influence), or destroy any unit or building which is not your own (amount equal to the unit's Life). You can also convert Resources to Influence by "honoring" your faction, through Malcolm's command icon bar: 2000 Resource increases Influence by 1000.
Influence can decrease for many reasons. It can be expended on research (5000 Influence) or songs (5000 Influence for the War song). In addition, the loss of any unit or building corresponds to a loss of Influence at an amount equal to that of the unit's Life.
B. Marine Units
1. Enlistee
Costs 1000 Resources to train a human townsperson to become an Enlistee. Use Enlistees to collect resources, construct buildings, and repair damaged buildings or vehicles. Enlistees can receive extended training at a Headquarters to increase their skill levels. They can fight, though they make better soldiers when they're trained and upgraded into more powerful units. An Enlistee trained at the Headquarters becomes a Sapper. An Enlistee with potential who trains at the Headquarters becomes a Grenadier. An Enlistee trained at the Barracks becomes a Grunt. An Enlistee with potential who trains at the Barracks becomes a Gunny Sergeant.
2. Sapper
Costs 900 Resources to train this basic warrior. An Enlistee who has trained at the Headquarters becomes a Sapper. Sappers can receive extended training at a Headquarters to increase their skill levels. Sappers have a lob blast attack. They also have the ability to plant bombs and detect mines.
3. Grenadier
Costs 900 Resources to train this warrior. An Enlistee with potential who has trained at the Headquarters becomes a Grenadier. Grenadiers can receive extended training at a Headquarters to increase their skill levels, or can be trained to become Frogmen at a Barracks. Grenadiers have a lob blast attack. They also have the ability to plant bombs and detect mines.
4. Grunt
Costs 800 Resources to train this basic warrior. An Enlistee who has trained at a Barracks becomes a Grunt. Grunts have a ballistic strafe uzi attack.
5. Gunny Sergeant
Costs 800 Resources to train this warrior. An Enlistee with potential who has trained at a Barracks becomes a Gunny Sergeant. Once the research has been done at a Firing Range, a Gunny Sergeant may be trained there to become a Legionnaire. Gunny Sergeants have a ballistic strafe uzi attack.
6. Frogman
Costs 1500 Resources to train this specialist. Once research has been done at the Barracks, any Grenadier can be trained there to become a Frogman. Frogman units have a hand-to-hand knife attack, bomb planting ability, and high stealth skill levels. They also possess the ability to move over water and land, making them perfect for shoreline demolitions.
7. Legionnaire
Costs 2000 Resources to train this very advanced warrior. After the necessary research is completed at a Firing Range, a Gunny Sergeant may be trained there to become a Legionnaire. Legionnaire units have a long-range laser attack, and may receive extended training at a Firing Range.
8. Bio-Droid
Costs 3000 Resources and 3 Butanium to build this automated combat unit. Once the research is done at a barracks, any Techie may build a Bio-Droid. Bio-Droids have a shotgun attack, and are able to fly.
9. Techie
Costs 1750 Resources to train this inventor. Once the necessary research is done at a Base, an Enlistee with potential may be trained there to become a Techie. A Techie unit may build a Bio-Droid once the research is done at a Barracks. In the full version of War Wind 2, Techies use invention points to make technological advancements on the part of the faction. They have a freeze ray attack, and good construction ability.
C. Vehicles
Vehicles can carry multiple units within, and cannot move without at least one unit inside. Vehicles are not restricted to any specific race or faction. The vehicles listed below are the only ones that Marine units can build and repair, but your troops may occupy any empty vehicle, regardless of what faction built it.
1. Incinerator
Costs 4500 Resources and 5 Butanium to build this ground assault vehicle. Any unit with a Construction skill level of 2 can build an Incinerator. Incinerators have a dual flame attack, and can carry up to 4 units.
2. Viper
Vipers have a missile blast attack, and can transport up to 4 units over any terrain without restriction. Though you begin with 2 Vipers in the demo (and can repair them whenever wrecked), you cannot build new ones.
3. Stingray
Costs 3750 Resources and 4 Butanium to build this water-bound assault vehicle. Any unit with Construction skill level of 2 can make a Stingray near the edge of a body of water. Stingrays have a ballistic strafe attack. They can only move on water, and transport up to 4 units.
D. Healing Units and Repairing Vehicles
Medical kits and the MASH Unit will stimulate Life point regeneration. Damaged vehicles will function until their Life goes down to 0. But even at 0, damaged vehicles can be repaired. Any unit with Building or Construction skill can repair a damaged vehicle. The base cost is 1 Resource for every point of repair.
III. Overlords and Other Units on the Map
The Overlords are comprised of Tha'Roon and Obblinox races - Tha'Roon being the master of the two. These creatures once ruled Yavaun completely, and oppose all who stand outside their tyranny - especially the humans on Yavaun.
These are your enemies in the demo. In the full version of the game, you can play the side of the Overlords if you choose. Two other factions exist in the full version, the S.U.N. (a mixture of Shama'Li and Eaggra races) and Descendants (less aggressive, scientific humans).
A. Overlord Units
1. Prime Minister - The Prime Minister is the Tha'Roon leader. He is the final objective of the demo scenario. The Prime Minister has a magic staff laser attack and is Hidden (Stealth skill level of 3).
2. Imperial Guard - This is a basic Tha'Roon warrior with a ballistic attack.
3. Exterminator - This Tha'Roon warrior has a flame attack.
4. Elite - This advanced Tha'Roon warrior has a flame attack.
5. Jump Troop - This is a very advanced Tha'Roon warrior, possessing a laser attack as well as flying ability.
6. Alchemist - The Alchemist is an Obblinox mage who can create powerful potions and bombs. Alchemists have bomb planting ability and a lob blast attack.
7. War Alchemist - A War Alchemist is an advanced version of the Alchemist, with more skill in producing potions for combat.
B. Other Vehicles
1. Hover Tank - Hover Tanks have a missile blast attack. They carry 2 units and can move over water or land.
2. Burrower - These vehicles can move normally or by using the burrowing command icon. By left-clicking on this icon, then a destination square, a Burrower will tunnel underneath all obstacles to that location. Burrowers can carry up to 2 units.
C. Beasts of Yavaun
The War Wind II demo only has one animal on the map - the Elder Bonca. This enormous grazing animal is fairly docile, unless attacked. The full version of the game contains many more animals, some less friendly than others.
IV. Unit and Vehicle Characteristics
Each characteristic is explained below, beginning with a word or two in parentheses to describe where and how it's represented in the game.
A. Stance - (F4 and left-click on unit) There are 4 types of stances that can be assigned by using the F4 key and left-clicking on a unit. In an Aggressive stance (sword icon), a unit will attack on sight and pursue enemy units. Aggressive units are more autonomous, but tend to drive headlong into trouble very easily. In a Defensive stance (shield icon), a unit will attack on sight, but won't give chase if the enemy flees. This is a good setting for units stationed in a Guard Tower, but can be dangerous if an enemy who is out of visual range attacks a Defensive unit. In a Reactive stance (flag icon), a unit will attack only if attacked and then follow fleeing enemy units. In a Passive stance (curved arrow icon), a unit will attack only if attacked and will not pursue enemy units. This stance affords the most player control and would also be a good setting for Malcolm in the demo. In any stance, units will obey commands when given, but will otherwise act according to stance settings.
B. Life - (Side interface bar) The Life of a unit simply corresponds to how much damage it can take before it is dead or inoperable.
C. Visibility - (Apparent in game play) There are several levels of unit visibility, which determine how the unit appears to enemy forces. All buildings, vehicles, and most units have a normal visibility (Stealth level 0), which makes them fully visible to both the player and the enemy. Some other units have advanced levels of stealth determined by their training or enhancements. Masked units (Stealth level 1) are visible to the opponent, but do not appear on their radar, or minimap. Disguised units (Stealth level 2) appear to the opponent as a townsperson of the same race on both the main screen and the minimap. Hidden units (Stealth level 3) are not on the minimap and appear translucent or ghost-like to the opponent. Invisible units (Stealth level 4) are totally unseen on both the minimap and the game screen. Once any unit with Stealth ability attacks or casts spells, it reverts to normal visibility until an amount of time has passed after the last attack.
D. Visual Range - (Apparent in game play) This is the distance a unit can see.
E. Damage - (Side interface bar) This is the average amount of damage an attacking unit inflicts per hit. Certain weapons can also cause incidental damage. For instance, blast weapons target squares not units, and therefore do half damage to anything in the blast radius - friend or foe. Keep in mind that units can cause damage to other units, structures, vehicles, even terrain features.
F. Hitting - (Apparent in game play) Many factors affect hitting, such as class of the attacker, movement, cover, size, and visibility of the target. These modifiers are individually slight, but taken all together they can determine the outcome of any combat situation. Certain weapons, such as laser, freeze, and flame weapons, always hit their target. However, these weapons cannot hit flying units. Blast attacks automatically do damage if the unit is in the area of effect.
G. Attack Range - (Apparent in game play) This is the effective distance of a unit's attack, measured from a prospective target.
H. Attack Type - (Apparent in game play) Each unit has a different type of attack. These attacks clearly suit different situations - lasers may work well on open ground, while lob attacks are useful against barricaded positions.
I. Rate of Fire - (Apparent in game play) This is the frequency of a unit's attack in a given period of time.
J. Armor - (Side interface bar) Armor determines the amount of points subtracted from an attack. For instance, an attacker who scores 6 points of damage against a unit with an Armor value of 2 will actually only score 4 points of damage.
K. Inventory and Vehicle Occupancy - (Side interface bar) This is how many objects a unit can carry in its inventory. Once a unit is selected, items carried can be found in the inventory, at the bottom of the interface bar. Some items, such as bombs, can be used by left-clicking on the inventory icon. Vehicles can carry non-vehicle units, the number of which depends on the vehicle. To determine the occupancy of a vehicle, or select specific units to remove from the vehicle, left-click on the 'more' arrow in the lower right hand corner of the interface bar.
L. Upgrades - (Side interface bar) Upgrades are added cybernetic improvements to existing units.
M. Movement and Speed - (Apparent in game play) Each unit is assigned a different movement package and rate of speed. The three movement packages are Roadster, Normal, and Off-Road. Depending on which type a unit is, movement over road, open ground, bush, and forest terrains will affect the unit's base speed. Flying units are not restricted by terrain. Hovering units and boats move over the water as if it's open terrain. Burrowing and jumping units walk under normal restrictions, but are unaffected when moving in the earth and in the air respectively.
N. Supplies and Butanium Consumption - (Side interface bar) Organic units will consume Supplies at regular intervals, while inorganic units use Butanium as fuel - some units require both. The Supplies number on the Interface Bar is the amount of Supplies that unit consumes every 5 time segments (approximately 12 seconds). The Butanium number on the Interface Bar is the amount of Butanium that unit requires every 7 time segments (approximately 20 seconds). Supplies are an advanced feature that will be optional in the final version of War Wind II.
V. Skills
These are all the skills that affect play in the War Wind II demo. Other skills, such as magic, animal handling, and invention, will be implemented in the full version of the game.
A. Bomb Planting - Some units have a knowledge of demolitions, and are able to target squares on the map in order to set a bomb (thus it works best for structures and stationary vehicles). This skill has no levels - a unit has it or doesn't. In order to use the Bomb Planting ability, a unit must first have a bomb to plant. First, left-click on the bomb in inventory in order to use it. Then left-click on an area with the bomb cursor. The unit will move to that area, plant the bomb, and immediately run away. The bomb will then explode, causing damage to anyone in the area proportional to the bomb type. Once a bomb is selected from the inventory, right-clicking will cancel the operation. If a unit has a bomb in inventory but doesn't have Bomb Planting ability, then left-clicking on the bomb will instantly set the bomb off.
B. Building - This skill is necessary in order to make any kind of building, such as a town center or training hall. This skill exists at levels 0-3.
C. Construction - This skill is necessary in order to make certain advanced structures, such as vehicles, bridges, automated units, etc. This skill exists at levels 0-3.
D. Destruction - This skill allows a unit to inflict more damage on built objects through a knowledge of construction. A unit with the Destruction skill will do more damage to vehicles, walls, buildings, etc. Levels of this skill range from 0 to 6.
E. Stealth - This is a measure of visibility, and the skill level by which a unit can conceal its presence.
F. Detection - This is the ability to detect invisible or concealed units and objects.
G. Persuasion - In the demo, only Malcolm possesses this skill on his command icon bar. Persuasion of hirable units will significantly reduce the rate of hiring that unit. If a unit was not hirable to start with, this ability will not alter that fact.
VI. Training and Upgrades
A. Hiring and Training
The first step is often hiring townspeople. They can be hired directly (by selecting them then left-clicking on the thumbs up icon), or you can use your leader to persuade new units to join at a reduced cost. Any human townsperson who joins becomes an Enlistee. From there, they can be used to build or harvest resources, or continue to undergo training in more advanced facilities.
B. Potential
Certain units have greater potential than others, and are more responsive to training. Thus while two Enlistees might undergo the same training in a Barracks, the one without potential is a Grunt, while the one with potential becomes a Gunny Sergeant. Enlistee potential is visible in the unit portrait, where a unit with potential has a close-up picture and a unit without potential is illustrated from a distance (this same rule applies for Townspeople with and without potential). There's no way to manipulate potential - a unit either has it or doesn't.
C. Extended Training
Most units are able to receive extended training in order to increase their skills. Extended training costs 500 Resources per unit and will raise all of a unit's existing skills by 1 level (note, however, that units under extended training will not gain skills which they did not already possess). Specific buildings are designated as extended training areas for certain units.
D. Cybernetic Upgrades
These upgrade packages fall into three categories: Defensive (Basic), Offensive (Advanced), and Specialized (Ultra-Advanced). Defensive cybernetic upgrades are automatically enabled at a completed MASH Unit facility. The other two upgrades must be researched individually at 5000 Resource units per available package, plus 5000 Influence. You cannot research more advanced cybernetic packages first. Research must progress from Basic to Advanced, and finally to Ultra-Advanced.
No unit can get more than one upgrade. If a unit already has an upgrade, they may receive another, but the new upgrade will replace the old one. Cybernetic upgrades cannot be given to vehicle or non-humanoid units.
1. Defensive or Basic Cybernetics cost 100 Resource points per unit upgraded. May be obtained at the MASH Unit as soon as it is built. Cable Muscles (+1 Armor), Additional Heart (+10 Life), Cloaking Skin (+1 Stealth).
2. Offensive or Advanced Cybernetics cost 200 Resource points per unit upgraded. May be obtained at a Base once the proper research has been completed. Reactive Sinew (+1 Rate of Fire), NitroStat Heart (+1 Speed), HyperNerves (+1 Reaction Time), Bionic Senses (+30% hit bonus).
3. Specialized or Ultra-Advanced Cybernetics cost 200 Resource points per unit upgraded. In addition, units with Specialized Cybernetics will require an added 1 Butanium per 7 time segments (20 seconds). May be obtained at a MASH Unit once the proper research has been completed. Explosive Strength (+10 Damage, +1 Inventory), Adrenalized Heart (Regeneration), Calcified Hide (+1 Armor), Brain Chip (+1 Skills), Telescopic Vision (+2 Vision).
VII. Buildings
A. Marine Buildings
The following are buildings available to the player in the demo - any Enlistee can build them, provided the dependency requirements are met for each. Many buildings serve training and research functions, which may be carried out through buttons on the interface side bar. The first column of buttons corresponds to training. The second column involves research. The third column deals with extended training and granting upgrades. A button in the lower right hand corner indicates that the building may be upgraded. In order to use these functions, left-click to select a building, then left-click on an interface button. Training and granting upgrades will also require you to select a target unit. Placing the cursor over eligible units will cause it to flash. Left-click on an eligible unit and it will go to the building for training.
1. Mess Hall
The Mess Hall is designed to provide units with Supplies. It costs 2250 Resources to build a Mess Hall. A Mess Hall is required in order to build a Barracks, Firing Range, and MASH Unit.
2. Headquarters and Base
Typically the first structure built, the Headquarters is a necessary beginning point when building a town. It costs 9500 Resources to build a Headquarters. The Headquarters is a base of operations where units can return and store resources. A Headquarters can hold 20,000 Resources, 50 Butanium, and 50 Supplies. Supplies are acquired from Mess Halls, Butanium from Butanium Rigs, while general Resources can be harvested in surrounding forest areas.
An Enlistee can be trained in the Headquarters to become a Sapper, and an Enlistee with potential can become a Grenadier. In addition, this is where Enlistees, Sappers, and Grenadiers would receive extended training to increase their existing skills. A Headquarters is required in order to build a Barracks, Firing Range, and MASH Facility.
The Headquarters may be upgraded to a Base for 5000 Resources, once a MASH Unit exists. The Base holds 30,000 Resources, 100 Butanium, and 100 Supplies. Within the Base, research can be done for the Advanced Cybernetic Package. Once this research is completed, Advanced Cybernetic upgrades may be granted to selected units.
3. Barracks and Firing Range
The Barracks is the basic school of Marine combat, where Enlistees can become Grunts and Enlistees with potential become Gunny Sergeants. It costs 7000 Resources to build a Barracks, if a Mess Hall, Headquarters, and Guard Tower already exist. In addition, the research and training that would convert a Grenadier into a Frogman is carried out here.
The Firing Range costs 4000 Resources to build, provided a Mess Hall, Barracks, Headquarters, and Guard Tower have already been built. This is an advanced combat training facility where Frogmen and Legionnaires may receive extended training. In addition, with appropriate research, a Gunny Sergeant may be trained to become a Legionnaire at a Firing Range.
4. Guard Tower
A Guard Tower is necessary to overlook extended building projects, such as the construction of a Barracks, Firing Range, and MASH Facility. A unit within the Guard Tower has extended vision, range of fire, and weapon damage. It costs 2250 Resources to build this structure.
5. Butanium Refinery
Once vehicles and automated units are acquired, you'll need more Butanium to refuel them regularly. The Butanium Refinery is one way to gather natural fuels. It costs 6500 Resources to build a Butanium Refinery. Placed upon a Butanium harvesting site (marked by a jet of greenish gas), the Refinery processes 1 Butanium per time segment or 7 Butanium per round of unit refueling (approximately 20 seconds). Note: The demo provides you with more Butanium than you can store, more than you should need. Thus you can build a Butanium Refinery, but it's not necessary.
6. MASH Facility
Costs 5000 Resources, 5 Supplies to build, if a Mess Hall, Headquarters, and Guard Tower already exist. Units standing within are automatically healed at a slow rate. The MASH Facility can grant Basic or Defensive cybernetic upgrades, and Ultra or Specialized Cybernetic upgrades can be researched and granted here. Once the MASH Facility is selected, the left button on the interface bar will begin research for Specialized Cybernetics. Once this is completed, a new button will appear in the right column. Left-clicking on a button in the right column will grant a Basic or Specialized Cybernetic upgrade to a selected unit. This structure is required in order to obtain a Base.
B. Overlord Buildings
1. Food Synthesizer - Supplies source.
2. Stronghold - Base of Overlord operations where resources are stored.
3. Citadel - A large, well-fortified Overlord town center.
4. Warehouse - Units can return and store extra goods here.
5. Gun Tower - A unit within has extended vision, range of fire, and damage.
6. Butanium Synthesizer - Fuel source.
7. Academy - This is a school of combat.
8. Arcanery - This is an advanced magical training facility.
9. Garage - This building is used for vehicle repairs and upgrades.
10. Bio-Wing - This is an advanced training facility.
11. Communications Antenna - This structure improves Overlord mapping.
C. Damaging and Repairing Buildings
Like units and vehicles, buildings have a Life indicator that determines their structural integrity. Buildings are easy to hit because they are stationary, yet they're difficult to damage. In general, buildings have high Armor values. Units with Destruction skill (most workers, for example) can cause extraordinary damage against buildings.
Damaged buildings will continue to function until their Life goes down to 0. Once at 0, the building is destroyed, unable to be repaired. Any unit with Building or Construction skill can repair a damaged building. The base cost of repairs is 15 Resources for every 15 points of repair.
VIII. Resources
Before resources can be accumulated, a Headquarters must exist. At advanced stages in the game, more resources can be stored by upgrading the Headquarters to a Base. There are three kinds of goods on Yavaun that you must keep in good supply in order to maintain and expand your forces: Resources, Butanium, and Supplies.
A. Resources - General Resources can be acquired from surrounding forest areas. Enlistees harvest the trees and return the materials to the Headquarters or Base. Everything that is built, hired, repaired, trained, researched, or upgraded requires general Resources.
B. Butanium - Butanium may be drawn at a constant rate from a Butanium Refinery (1 Butanium every time segment). Vehicles or mechanized units will require fuel in different amounts, but all are refueled every 7 time segments (approximately 20 seconds of game play). If you are not producing enough Butanium to sustain structures and equipment, then the surplus will slowly diminish. If the Butanium supply is empty, then all units that require fuel will suffer a penalty, affecting unit speeds and attacks. Note: The demo provides you with more Butanium than you can store, more than you should need. Thus you can build a Butanium Refinery, but it's not necessary.
C. Supplies (Food) - A Mess Hall produces Supplies at 1 per time segment. All organic troops require a continual yield of Supplies in varying amounts. Units consume their necessary amount of Supplies every 5 time segments (approximately 12 seconds of game play). Note: Supplies and hunger penalties will be an optional feature under advanced play in the final version of War Wind II.
IX. Objects and Items
A. Constructed Objects
1. Defensive Walls (barricades) - Simple, sturdy barriers. A unit must have a Building skill level 2 to build a Defensive Wall. Costs 50 Resources per section built.
2. Offensive Walls (electric fences) - These walls create a line of harmful energy fields. Units can pass through Offensive Walls, though this inflicts significant damage. A unit must have a Building skill level of 3 to build an Offensive Wall. Costs 50 Resources per section built.
3. Roads - Roads modify troop movement rates. A unit must have a Building skill level of 1 to build a road. Costs 25 Resources per section built.
4. Bridge - A unit must have a Building skill level of 1 to build a Bridge. Bridges cost 200 Resources per section built.
5. Control Bridge - A unit must have a Building skill level of 2 to build a Control Bridge. Unlike regular bridges that remain fixed in place, these bridges can be used to allow friendly units to cross over and deny passage to enemy units. Control Bridges cost 1000 Resources and 2 Butanium per section built.
6. Trip Mines - A unit must have a Construction skill level of 3 to build a Trip Mine. These are fixed, hidden explosive devices that will cause great damage to any unit that passes over them. Costs 500 Resources and 1 Butanium to build.
7. Activated Mines - A unit must have a Construction skill level of 2 to build an Activated Mine. These mines are fixed and hidden like Trip Mines, but require that the unit who placed the mine also remain nearby to detonate it on command. Costs 250 Resources to build.
8. Security Alarms - Alarms have a visual range of 8 squares. Any enemy within that range will cause the alarm to sound, no matter what the unit's Stealth level is. A unit must have a Construction skill level of 1 to build a Security Alarm. Costs 200 Resources to build.
9. Bombs - Units require a Construction skill level of 2 to build a bomb. Bombs are explosive devices that may be carried and set to explode on a short fuse. In order to use a bomb correctly, a unit must have Bomb Planting ability. Costs 500 Resources to build.
B. Items
These are items that can be found scattered throughout the demo map. In the full version of War Wind II, special units with Invention skill will be able to build these items. In order to pick up an item, select a unit and move the cursor over the item. If the unit has enough space in inventory, an animated magnet cursor will appear, and left-clicking will order the unit to pick up the item. Left-clicking on the item in the inventory slot will activate it (unless it's an item which works continuously, such as Shield Armor).
1. Defoliate Bomb - This bomb is similar to other lob weapons, but affects plant life only. It affects a roughly 4 x 4 area in which all trees, shrubs, and stumps are completely eliminated.
2. Cryo Bomb - This bomb acts like any other bomb at the outset, damaging units in a 3 x 3 area of detonation for 2-10 points. In addition, the Cryo Bomb will freeze any units in the blast area for a short time.
3. Chemical Bomb - A unit with Bomb Planting ability is required to use a Chemical Bomb correctly. The bomb will do a massive 10-100 points of damage to any unit in the 3 x 3 area of affect.
4. Medical Kit - This item can be carried in a unit's inventory. Left-clicking on it will instantly heal that unit for 10-40 Life points. After three uses, the kit disappears.
5. Shield Armor - Any unit with this item in its inventory will gain an armor increase of one.
6. Teleportation Device - This device can instantly transport any unit who enters to a location of their choice, up to 6 squares away. A unit can cross any barrier with a teleportation device, but cannot target water or an occupied square. Teleportation automatically drains 1/2 of the user's Life points.
7. Rage Potion - This volatile item can be carried in a unit's inventory. Left-clicking on it will give that unit +5 armor, one extra level of speed and rate of fire, and double damage per hit. These bonuses last for 15 seconds - then the unit dies.
X. The Demo
A. The Map
The minimap (lower right hand corner of the screen) displays the terrain used for the entire scenario. Your Marine forces, contained within the main play area, start in the upper left-hand corner of the map. Directly to the south is a human settlement, complete with a good number of human townspeople to recruit and train. Your Overlord enemies can be found to the east and southeast. Some occur in small groups, others in large communities.
B. Mission Walkthrough
Your ultimate goal is to kill the Overlord Prime Minister, thereby securing your hold on this sector. Throughout this mission, you must protect your leader, Malcolm. If he dies, the game is over. The following are some step-by-step suggestions to complete the demo scenario.
First step, man your vehicles and get rid of the Tha'Roon directly east of you. Better to begin building your town after this nearby threat is removed. The Legionnaires are particularly useful in this action, due to their long-range weapons.
Step two, move south and recruit townspeople. You can use Malcolm to persuade them, but don't move him too far out, where enemy units may be lurking. While gathering new troops, use your Enlistees to start building your town. A Headquarters should come first, then Mess Hall and Guard Tower (try putting a Legionnaire in the Guard Tower, see how much map area becomes visible).
By now you should have a pool of Enlistees to draw from. Here are some things that you can do with these personnel at this stage. You can use Enlistees to raise a Barracks, MASH Unit, Firing Range, even a Butanium Refinery. You can expand Enlistee skills at the Headquarters, or train them to become Sappers or Grenadiers there (Grunts and Gunny Sergeants are trained at the Barracks once it's completed). Don't train all of your Enlistees to become combat units, as you'll need someone to continue building and repair vehicles throughout the game. You can use a few Enlistees to harvest Resources from the trees to the west and southeast. Finally, you can use some Enlistees to build walls, alarms, mines, etc. around your growing compound.
There's no disadvantage in keeping your combat units stationary throughout this initial construction period. If you do, make use of extended training and cybernetic upgrades to increase their skills. Remember that your number of units is limited by the existing townspeople, so you probably want to make those units as strong as possible before launching an all-out campaign. If you feel adventurous, try a mini-campaign to the east (if you conduct any research, you might need to do this just to regain Influence - destroying enemy units will increase your Influence). Or, if you just want to scout the land, use Vipers and Bio-Droids to fly over the terrain. There are captured Marine vehicles and units located all over the map, and Vipers can transport forces on rescue missions. Be careful though, scouting units will get attacked and could activate otherwise stationary enemy forces.
Once you feel sufficiently armed, take your forces on the road. Here are some things to remember about combat:
* Use different unit abilities accordingly. For instance, if you equip your Frogmen with bombs, they can enter the water to the south and move down the coast to do some damage to a large Overlord installation.
* Keep track of units' attack types and range. Though blast, shotgun, and strafe attacks work well at close range - it's very easy to hit your own troops with such attacks, especially in a crossfire. And while lasers are powerful long-range weapons, they can't touch airborne vehicles.
* Juggle your forces in battle. If a Hover Tank is really punishing your Viper, pull the airborne vehicle back and move in smaller ground units with Destruction skill. If, on the other hand, your ground troops are being pounded by a Tha'Roon Jump Troop unit, bring in the Viper.
* Move your forces in stages, keep your troops together - an outnumbered unit is as good as dead.
* Take the time to preserve existing units and vehicles. If a vehicle is busted, bring an Enlistee down to repair it. Send wounded units back to the MASH Unit in order to reduce losses and keep your troops at their peak.
Again, your goal is to the southeast, the Overlord Prime Minister himself. There are a fair number of units defending him, so don't be reckless in your movements. Only by maintaining the strength of your faction and maneuvering intelligently can you overcome superior enemy numbers and reach the Prime Minister.
C. The Hall of Heroes
Once you've completed the demo scenario, the Hall of Heroes screen will appear. In the full version of War Wind II, this screen will allow you to organize your forces for each upcoming mission. You can choose your scenario leader and carry exceptional units over from one scenario to the next.
NOTE: Cinematics use Smacker Video Technology. Copyright (C) 1994-1997 by RAD Game Tools, Inc.