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1997-06-04
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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.