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PC Gamer (Italian) 28
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PC Gamer IT CD 28 1-2.iso
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EXTREME
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README.TXT
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1997-12-17
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EXTREME TACTICS(tm)
(c)1997 Media Station, Inc. All Rights Reserved.
Extreme Tactics is a trademark of Media Station, Inc.
Media Station is a registered trademark of Media Station, Inc.
MediaSim (c) 1997 Media Station, Inc.
ActiveMovie and DirectX are either trademarks or registered trademarks
of Microsoft Corporation.
All other trademarks and trade names are the properties of their
respective owners.
TABLE OF CONTENTS
1. About Extreme Tactics(tm)
2. Contact Information
3. About this Demo
4. System Requirements
5. Installation
6. Starting the Demo
7. Gameplay Basics
8. Design Room Basics
9. Key Commands
10. Strategy Tips
11. Performance Trouble Shooting
1. ABOUT EXTREME TACTICS(tm)
Extreme Tactics(tm) is a real-time wargame where your choices of vehicle design, AI,
strategy, and tactics will determine whether your clan lives or dies. Extreme Tactics(tm)
is set on the dying planet of Calibria, where two rival clans are battling for control
over a dwindling supply of coolar crystals--the sole source of energy on the planet.
Each clan operates an arsenal of deadly war machines from within Mobile Command
Centers on the planet's surface. In general, the idealistic Hammerhawk clan makes
heavier use of flying and walking vehicles, while the tyrannical Bloodfox clan
prefers more conventional, land-based vehicles. Once you choose a clan to fight
for, you control the types and capabilities of vehicles in your arsenal, and can
personalize your forces in a way unmatched by any other real-time strategy game.
2. CONTACT INFORMATION
* To obtain more information about Extreme Tactics(tm) via the Internet, please visit:
www.extremetactics.com
* To contact Media Station via email, please write to: ExtremeTactics@mediastation.com
3. ABOUT THIS DEMO
* This demo includes the complete range of vehicle design components and AI settings
available in the full game.
* Both the demo and the full game include a "training mission," which is a guided walkthrough
recommended for beginning players.
* This demo provides one skirmish scenario, whereas the full game includes over 10.
* No missions are available in this demo. The full game features 22 missions (11 per clan).
* Multi-player games are not supported in this demo.
* Background music is not available in this demo.
4. SYSTEM REQUIREMENTS
* IBM(R) or compatible computer with a Pentium(tm) 90 processor (120 or faster recommended)
* Windows(R) 95
* 16 MB RAM minimum (32 MB recommended)
* 30 MB hard disk space
* Quad-speed (4X) CD-ROM drive or faster
* DirectDraw(tm) compatible video system
* DirectSound(tm) compatible sound system
* Mouse
5. INSTALLATION
Locate the ETDEMO.EXE file and double-click on it to launch the install. The
InstallShield(tm) Wizard will guide you through the installation. During the
install, you'll be given the option of installing DirectX(R) 5.0 and/or
ActiveMovie(tm). Both are required and it is recommended that you install them.
After a successful installation, you can increase hard drive space by deleting the
temporary setup files in the WINDOWS\TEMP\EXTREME TACTICS DEMO folder.
6. STARTING THE DEMO
The demo will place a Media Station folder in your programs directory and a shortcut
to the game in your Start Menu. To start the game, open your Start Menu, open the
Media Station folder, open the Extreme Tactics folder, and then click on Extreme
Tactics Demo. (An Extreme Tactics Demo icon will also be placed on your desktop.)
After the game launches, click on the Title Screen to get to the Start Screen. The
options available for the demo are:
* Training: Engage in a "training mission" useful for beginning players. The mission
is a guided walkthrough containing prompts at the top of the screen telling you exactly
what to do. (To exit the training mission, click the Options button and select Abort.)
* Design Room: Create vehicle designs and assign vehicle AI.
* One Player Skirmish: Launch a one-player skirmish using settings you determine
(e.g., clan and vehicle color; difficulty, resource, and tech levels; use of artifacts;
and number of enemies to engage). Click the gray "X" to return to the Start Screen, or
click the green "check" to start the skirmish.
* Exit Game: Exit the demo and return to Windows 95.
7. GAMEPLAY BASICS
7.1 The Mobile Command Center (MCC)
The MCC serves as the command center for all of an army's forces. It is used to
create new vehicles and harvest coolar crystals. When positioned over a coolar field,
the MCC unfolds and begins to harvest coolar. To move the MCC, select it and click
on its destination. The MCC will fold up, move to the destination, and unfold
automatically when it arrives. Protect your MCC! Losing it spells instant defeat.
7.2 Resources
There are two types of resources you'll need to manage: coolar crystals and calibrium.
* Coolar: The MCC must be placed over a coolar field to start absorbing the crystals'
power. Eventually, however, the coolar field will be exhausted. When that happens,
you'll need to move the MCC to another coolar field to keep it adequately powered-up
so you can continue to build other vehicles. Exhausted coolar fields regenerate over
time, so it is possible to return to them later.
* Calibrium: Calibrium is needed to construct new vehicles, and can be obtained from
either a mine or by collecting the rubble from destroyed vehicles. Once a Miner vehicle
is within sight of a mine, it will begin mining and delivering calibrium to the MCC.
(Calibrium mines are covered by circular steel portals.) Scavenger vehicles collect
destroyed vehicles and return them to the MCC for recycling.
7.3 Map Visibility
By exploring the terrain with your vehicles, you'll make the Battlefield increasingly
visible. Once exposed, explored terrain is always visible whether it is in direct visible
range of a vehicle or covered by a "visibility screen." A visibility screen appears over
areas out of your vehicle's visible range, and depicts the geography explored but not
necessarily the enemy vehicles located there.
7.4 Combat Experience
As your vehicles see more combat, their skill and accuracy increases-they don't gain
experience if they wait for others to end their fighting before they engage. Each new
vehicle starts with a basic "To Hit" percentage of 65%. This percentage will increase
as the vehicle successfully engages in combat, up to a maximum of 95% efficiency. An
experienced squadron will effectively decimate inexperienced enemy vehicles that have
not engaged in many battles.
7.5 Artifacts
An artifact is a valuable source of extra power and resources-most of the time. Some
artifacts are dangerous and will damage your vehicles when you drive over them. When
you drive a vehicle over an artifact, you'll see a small graphic that indicates which
type of artifact it is. Artifacts will give you one of the following:
* Armor Artifact: 25% armor upgrade to your vehicle
* Speed Artifact: 25% speed upgrade to your vehicle
* Calibrium Artifact: 1,000 units of calibrium
* Coolar Artifact: 1,000 units of coolar
* Bomb Artifact: 20% damage to your vehicle
7.6 Health Bar
Each vehicle has a Health Bar that appears when you select or roll the mouse over it.
The Health Bar grows shorter and changes from green to red as the vehicle receives damage.
7.7 Game Bar: Production Mode
The Game Bar appears on the right side of the Game Screen and contains the following when
in Production Mode:
* Calibrium: Shows available units of calibrium.
* Coolar: Shows available units of coolar
* Battle: Toggles the Game Bar to "Battle" mode.
* Options: Opens and closes the Game Options dialog
* AI: Opens and closes the AI dialog. Used to change the selected vehicle's
intelligence during battle.
* Design: Goes to the Design Room, leaving the game in progress unless you have
clicked Pause in the Control Strip.
* Vehicle ID Window: Depicts the vehicle whose design has been selected in the
Design Inventory window.
* Vehicle Specs Window: Displays specs and build costs for the vehicle depicted
in the Vehicle ID window.
* Vehicles/Groups button: Toggles between the Vehicles and Groups Lists.
* Design Inventory: If the Vehicles List is displayed, shows a scrollable list
of vehicle designs that can be built. Selecting a design and clicking the Build
button will put that vehicle in the production queue. If the Groups List is
displayed, shows a scrollable list of all vehicle designs assigned to that group.
* Build button and Counter: Builds the vehicle design currently selected in the
Design Inventory. The counter displays remaining time until the vehicle is completed.
* Build List: Vehicle designs queued up to be built by the MCC. Vehicles are built
in their listed sequence. By default, new vehicle designs are added to the end of the
Build List. To place a vehicle design at the front of the Build List instead, hold
down the CTRL key while pressing the Build button. Right-click on any vehicle design
in the Build List to remove it from the queue.
7.8 Game Bar: Battle Mode
The Game Bar appears on the right side of the Game Screen and contains the following
when in Battle Mode:
* Calibrium: Shows available units of calibrium.
* Coolar: Shows available units of coolar.
* Production: Toggles the Game Bar to "Production" mode.
* Options: Opens and closes the Game Options dialog
* AI: Opens and closes the AI dialog. Used to change the selected vehicle's
intelligence during battle.
* Design: Goes to the Design Room, leaving the game in progress unless you have
clicked Pause in the Control Strip.
* Mounts Chart: Shows the selected vehicle's outline and mounts. If the vehicle
requires space to function properly (such as MCCs, Repair vehicles, Gates, and
Transport Relays), then any blockages will show up in red on the outline.
* Combat Experience window and Status Bar: displays the selected vehicle's current
Combat Experience percentage.
* Health window and Status Bar: displays the selected vehicle's current
Health percentage.
* Relay Icons: one icon exists for each type of Relay Station. The icon lights up
if at least one of that type of Relay is in operation.
* Zoom Icon (+ or -): zooms the Battlefield view in or out.
* Zoom Icon for Mini-map (+ or -): zooms the mini-map view in or out.
* Map/Score/Player ID button: toggles between three display modes: 1) current
terrain map, 2) current mission or skirmish score, and 3) player colors and
numbers (#1-4).
* Mini-map: depicts a thumbnail view of the exposed areas of the Battlefield.
7.9 Control Strip
The row of buttons along the bottom of the Game Screen are "hot keys" for the following
frequently-used functions:
* Destruct: Destroys the selected friendly vehicle.
* Refuel: Sends selected vehicles equipped with Fly-Jets back to Transport Relay
for refueling.
* Guard: Puts selected vehicles into Guard mode. Vehicles will open fire on any
enemy vehicles that come within range.
* Retreat: Returns selected vehicle(s) to MCC.
* Repair: Sends selected vehicle(s) to the nearest Repair vehicle.
* Health: Toggles all vehicles' Health Bars on and off.
* MCC: Centers the game view around the MCC.
* Track: Tracks game view around currently selected vehicle.
* Pause: Pauses the game.
7.10 Vehicle Control Using the Mouse
* Left click: Click on an unselected vehicle to select it, or click and drag
over a group of vehicles to select them; click on terrain to command all selected
vehicles to move there; click on an enemy and all selected vehicles will attack it;
click on a selected Relay Station to make it open or close.
* Right click: Deselects all selected vehicles.
* <CTRL> Left click on terrain or enemy vehicles: Overrides any existing vehicle
intelligence to ensure that your command is carried out.
* <SHIFT> Left click: Adds a command to an individual vehicle's instructions.
* <ALT> Left click: Commands the selected vehicle to begin orbiting another vehicle.
* <CTRL><ALT> Left click on another friendly vehicle: All previously selected
vehicles will protect the clicked vehicle.
8. DESIGN ROOM BASICS
Three linked screens, referred to as a group as the "Design Room," are used to build a
nd refine your army.
* Design Screen: used to assemble vehicle designs and modify their capabilities.
* Intelligence Screen: used to modify a vehicle's AI settings.
* Library Screen: used to select vehicle designs, view the specs of previously
designed vehicles, and organize vehicle designs into groups.
Designing a vehicle involves these basic steps:
1. From the Design Screen, select a chassis and transport. Add weapons, shielding,
stealth, or detection devices (as the chassis type will allow), and give your vehicle
design a name. Clicking the Summary button will give you the specifications of your
vehicle as it's being designed, such as the cost of the individual parts, the total
cost of the vehicle in coolar and calibrium, and the total build time.
2. From the Intelligence Screen, assign different types of AI to your vehicle's
design (Movement, Repair, Combat, and Target).
3. (Optional) From the Library Screen, add your new vehicle design to a group.
Keep in mind that you can modify your MCC exactly the same way as any other vehicle,
but that unlike any other vehicle, you can change an MCC's weaponry and other mounts
in the middle of a skirmish.
8.1 Vehicle Design Walkthrough
1. Select Design Room from the Start Screen.
2. From the Design Screen, click New to begin a new vehicle design.
3. Type in a name for your vehicle in the text field by double-clicking on the default
name and overwriting it.
4. The Chassis selections appear by default. From the scrollable list at the right,
select Assault.
5. The Transport selections appear next by default. From the scrollable list at the
right, select Tread.
6. Click on the Weapons button. From the scrollable list at the right, select Flame
Thrower. An outline of the selected weapon becomes the cursor.
7. Move the outline cursor over a Class 2 mount on the Mounts Chart. The mount will
turn red indicating you can place the weapon on that mount. (You can also drop mounts
into the large display window instead of the Mounts Chart, but mount restrictions are
not displayed there.)
8. Click on the mount to attach the weapon to the chassis. (A click on any other
button returns the cursor to normal, as does right-clicking over a neutral part of
the screen.)
9. Click on the Stealth button. From the scrollable list at the right, select
Cloaking Device. An outline of the selected device becomes the cursor.
10. Move the cursor over the Class 3 mount on the Mounts Chart. The mount will
turn red indicating you can place the weapon on that mount.
11. Click on the mount to attach the stealth device to the chassis.
12. Click on the Detection button. From the scrollable list at the right,
select Radar. An outline of the selected device becomes the cursor.
13. Click on the remaining Class 2 mount to attach the stealth device to the chassis.
14. Now that your vehicle is fully armed, click on the Intelligence button at
the bottom of the screen.
15. Once the Intelligence Screen displays, click on the Movement button at the
left side of the screen to determine this vehicle's AI for movement.
16. From the movement dialog, select "Ignore enemy in range but return fire
when attacked." Accept all other AI defaults (Targeting, Repair, etc.) for
this vehicle. Your new vehicle is now designed and can be built once you start
or continue a mission or skirmish.
8.2 Design Screen
Use the Design Screen to assemble a vehicle from an array of available elements.
This screen has the following components:
* Elements buttons: lists the types of vehicle elements available (Chassis,
Transports, Weapons, Stealth, Shielding, and Detection, plus Special Units).
* Element selections list: lists the available selections for that element type.
* View port: the center area of the screen where you see your vehicle as it is
being designed.
* Mounts chart: shows the mount locations and classes for a given chassis.
* Summary box: shows the total build cost and time for the vehicle.
* Name box: displays the vehicle's name.
* New button: click to begin designing a new vehicle.
* Vehicle button: goes to the Library Screen.
* Intelligence button: goes to the Intelligence Screen.
* Start/Resume Game button: goes to the Game Screen.
8.2.1 Special Units
* Miners: Miners can mine calibrium deposits under the planet's surface. Once you
move a Miner within range of a mine it will commence mining operations without requiring
further commands. The more calibrium mines you can control at any given time, the
more calibrium you can get out of each individual mine.
* Scavengers: Scavengers can collect destroyed vehicles (friendly or enemy), and
return them to the MCC to be recycled. Once you move a Scavenger within range of a
destroyed vehicle it, will commence collection operations without requiring further
commands.
* Repair Vehicles: Repair vehicles can repair friendly vehicles in the field. Once
you move a Repair vehicle within range of another friendly vehicle, it will commence
repairing based on the Repair AI settings of the friendly vehicles (set in the
Intelligence Screen). Repair vehicles can also repair themselves, but at a slow rate.
* Pods: Pods can be flown into an enemy vehicle to infect it with a computer virus.
You will see whatever the enemy vehicle sees. Clicking on the vehicle will allow you
to take control and attack the enemy with his own vehicle.
* Relay Stations: Relay Station are used to enable or enhance the performance of
other vehicles, although all Relay Stations have mounts that can carry weapons,
shielding, stealth, or detection devices just like other vehicles. There are six
types of Relay Stations:
Detection Relay: enables detection devices
Shielding Relay: enables shields
Stealth Relay: enables stealth devices
Weapons Relay: enables class 3 and 4 weapons
Transport Relay: boosts vehicle speeds by 25%; enables Gates for the
Bloodfox clan; enables Fly Jets for the Hammerhawk clan.
Tech Relay: enables Pods.
To use a Relay Station, it must be deployed from the MCC, driven to the desired
location, and transformed into a stationary building. It can be transformed back
into a mobile vehicle and moved to a new location, but it must be stationary to
function. To transform a Relay Station into a stationary building:
1. Make sure the Relay Station is selected. (You'll see the green selection box
around it and the cursor changes to an unfolding box.)
2. Click on it again, while it is selected. The vehicle transforms itself into a
stationary building. Selecting it and clicking again while it is stationary
will fold it back up and make it a mobile vehicle again.
8.3 Vehicle Intelligence Screen
Use the Intelligence Screen to assign various types of AI to a vehicle (Movement,
Repair, Combat, and Target). This screen has the following components:
* AI buttons: lists the types of AI you can assign.
* AI dialogs: a dialog box for every type of AI.
* Vehicle image: a picture of the vehicle you're assigning AI to.
* Vehicle name: the name of the vehicle you're assigning AI to.
* Summary box: shows the total AI (all types) for the vehicle.
* Vehicle button: goes to the Library Screen.
* Design button: goes to the Design Screen.
* Start/Resume Game button: goes to the Game Screen.
8.4 The Library Screen
The Library Screen is used for selecting vehicle designs for modification and
organizing vehicle designs into groups. This screen has the following components:
* Vehicles List: lists all existing vehicle designs.
* Groups List: lists all existing groups and/or the vehicle designs they contain.
* "Plus" and "Minus" buttons: used to add and delete vehicle designs from a group.
* New (Vehicle Design) button: used to create a new vehicle design in the Design
Screen.
* New (Group) button: used to define a new vehicle group.
* Delete (Vehicle Design) button: used to delete an existing vehicle design.
* Delete (Group) button: used to delete an existing group. This does not delete
the vehicle designs contained within it, however. Those designs remain in the
Vehicles List
* Vehicle image: a picture of the vehicle whose design is selected in the
Vehicles List.
* Summary box: specifications for the vehicle whose design is selected in the
Vehicles List.
* Intelligence button: goes to the Intelligence Screen.
* Design button: goes to the Design Screen.
* Start/Resume Game button: goes to the Game Screen.
8.4.1 Groups
Using groups allows you to organize your vehicle designs into specific groupings, and
is a convenient way to create pre-set production lists. When you select a group to be
built in the Game Bar (Production mode), the entire list of vehicle designs assigned
to that group is put into the Build List. This saves you having to scroll through a
long list of vehicle designs and put them into the Build List one at a time during
the game.
When the arrow is facing to the right, the select box displays all groups. When a group
is selected, click the arrow again. When the arrow is facing downward, the select box
displays all vehicle designs in the selected group. (If a group is new, no vehicles
will appear.) To add a vehicle design to a group, select a design from the Vehicles
List and then click the "plus" button. To remove a vehicle design from a group, select
a design from the Groups List and then click the "minus" button. To rename the group,
double-click in the Group Name box (which appears above the list of vehicle designs
that the group contains) and overtype it.
9. KEYBOARD SHORTCUTS
up/down arrow: Changes the selection on a list of items.
1 - 9: Selects a previously-defined group of vehicles.
A: Selects all of your army's vehicles.
B: Builds the selected vehicle design in the Design Inventory.
D: Switch to the Design Room.
E: Selects every vehicle currently on screen.
F1 - F6: Selects individual weapons on a vehicle for independent targeting.
F9 - F12: Goes to a previously-saved map position.
G: Puts a group of selected vehicles into Guard mode. Vehicles will open fire
on any enemy vehicles that come within range.
H: Centers the game view around the MCC.
M: Returns selected vehicle to MCC.
N: Selects/centers the game view around the next vehicle on the field.
P: Toggles between the Game Bar's Production and Battle modes.
R: Sends the selected vehicle to the nearest Repair vehicle.
S: Stops the selected vehicle.
SPACE BAR: Moves the view screen to the current battle.
T: Tracks the view around the currently selected vehicle.
TAB: Steps through all weapons on a selected vehicle.
V: Toggles all vehicles' Health Bars on and off.
X: Scatters selected vehicles.
Y: Sends selected vehicles with Fly-Jets back to MCC for refueling.
Z: Toggles the view screen between two levels of zoom.
<CTRL> (1-9): Creates a group comprised of all selected vehicles.
<CTRL> (F9 - F12): Saves view position.
<CTRL> K: Destroys the selected friendly vehicle.
<CTRL> Q: Exits the game.
<CTRL> P: Pauses the game.
<ESC>: Toggles the Game Options dialog on and off.
<HOME>: Tracks game view around currently selected vehicle.
10. STRATEGY TIPS
Although there are hundreds of different battle tactics made possible by the vast
array of options you have in designing your vehicles, the following general tips
may help you get started:
* It will typically take two or three Miner vehicles (or a combination of Miners
and Scavengers) to maintain the flow of calibrium needed to keep production going.
* Production is much greater with two Miners controlling two mines than it is with
two Miners controlling one mine. The more calibrium mines you can control at any
given time, the more calibrium you'll get out of each individual mine. The colored
lights around a mine identify the clan that is currently controlling it.
* Weapons Relays are prime targets, so protecting them is vital.
* Arm your Miners heavily-they are also prime targets.
* Have a good mix of weapons classes so that if your Weapons Relay is destroyed, you
will still have vehicles with class 1 and 2 weapons available.
* It's best to flank or surround enemy vehicles, since armor is more vulnerable from
the sides and rear.
* Using a Detection Relay and long range weapons allows you to fire on targets that
are beyond the normal line of sight.
* Hammerhawks should park the Transport Relay in a space that allows enough room for
flying vehicles to land adjacent to it for refueling.
* Experiment with different AI settings on your vehicles-it will dramatically effect
your tactics.
* Use groups to organize your vehicles into "Build Lists." When you select the group
to be built, the entire list of vehicles will be queued up in the production window. This
will save you a lot of scrolling and clicking.
* Don't build too many vehicles before you see the enemy. Build enough to defend
your base, then scout for the enemy and build vehicles that can take advantage of the
enemy's weaknesses.
* When you target a vehicle that then moves beyond visible range, your vehicle will
stop moving towards the target. However, if your vehicle has its Target AI set to
"Go to target location," it will continue to move towards the area where it lost sight
of the target. If it finds the target, it will resume its attack.
11. Performance Trouble Shooting
Only very high end machines are capable of smoothly animating all vehicle movement
at the highest speed setting of 5. Click on the Options button in the game bar and
set the speed to 3 for optimal performance.
The .ini file for Extreme Tactics( is called ET.INI and resides in the same directory
as the ExtremeTactics.exe file. Certain entries will be added to this file by the game
during gameplay, in the [OPTIONS] section. You should not need to modify these
settings. Other settings may be modified as follows:
* If you experience a flashing of the display during game play, try to set the [DISPLAY]
FLIP setting to NO. This disables the DirectDraw display buffer flipping feature which
causes the flashing on some machines.
* If you experience problems as soon as your MCC is hit, or if you want to omit the
"screen shaking" that results from having the MCC hit, set the [OPTIONS] NOSHAKE to YES.
* On a slower machine, you can set the [PERFORMANCE] section DETAILS to LOW,
which may improve performance. Certain visual effects, such as smoke and trees,
are then disabled.
* On a faster machine, the scrolling may be too fast. It can be slowed down by setting
the [PERFORMANCE] section's SCROLL to SLOW.
The following is a sample ET.INI file:
[DISPLAY]
FLIP=YES ; YES, NO
[OPTIONS]
MOVIES=YES ; YES, NO
NOSHAKE=NO ; NO, YES
[COMMUNICATIONS]
PORT=3385 ; 3385, ?
[PERFORMANCE]
DETAIL=HIGH ; LOW, HIGH
SCROLL=FAST ; FAST, SLOW