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OUTLAND V1.02, updated 12/96
======= --------------------
The sequel to Rebels V Laserthons:
----------------------------------
You will need:
An ST or compatible with 1 Meg or more of RAM.
An STE or compatible to enjoy sound effects
Loads of free time, or a disk to save your game onto to
continue at a later date.
Outline:
--------
Outland is a turn based strategy game for between 2 and 4
players. In it, each player takes control of an army of troops
and/or a number of buildings which constitute a base.
The aim of the game is to exterminate the other players'
forces. There are many different units with which to achieve
this, and the ability to construct troops should ensure that
each game is different.
Playing the Game:
-----------------
To play the game, reset the computer with this disk in the
drive. The title screen will autoboot - press any key to dispatch
the intro sequence and load the game engine.
Once the second program has loaded, you will be presented
with a choice of 3 options.
(1) Begin New game:
-------------------
Use ye olde file selector to select the level on which you
wish to fight. Use the mouse to select a map by double clicking on
it. If you wish to quit from Outland to the Desktop, simply click
on either the Return or Quit button with no filename selected.
(2) Continue saved game:
------------------------
Loads a previously saved game and carries on from the point at
which it was saved.
(3) Leave Outland:
------------------
Choosing this option will drop you back into GEM. Handy if you
want to read the documentation files, or if you're just plain bored
of Outland.
BEGINNING A NEW GAME
====================
Choose Your Allegiance:
-----------------------
After the level has loaded and unpacked, each player may
choose his allegiance. Players with tech level 0-8 must choose
either Rebels or Laserthons, whereas players with tech level 9
must choose the Rebel/Laserthon alliance.
Each side has its own strengths and weaknesses. Consult
the lists later on in this document to find the exact units and
buildings available for each side.
Use the cursor keys or A/D to move the highlight over the
desired side's logo. Press shift, return or S to select the
side.
After each player has chosen their allegiance, the game
loads a randomly selected song, plays it and displays the
beginning of turn screen.
NOTE: Levels which have briefings may sometimes force you to play
a particular side. You should be notified of this within the briefing.
If this is the case, then you do not get to choose your allegiance.
Beginning of Turn Screen
------------------------
This screen shows the turn number and the player whose
turn it is. Once the player is ready to proceed with his turn,
he should press any key.
This game is designed to be played without watching the
other players turn. This is because each player can only see
areas which he has previously explored and thus allows cunning
strategies and attacks to be carried out without the other
player(S) finding out!
At the beginning of a turn, all of the players units have
their action points replenished to full.
What is a turn?
---------------
Each player has a turn, starting with player 1 and working
up to player 4. If a player has been wiped out, he does not
get a turn.
During his turn, a player may perform actions with all of
his units and buildings. Units may move about, attack in hand
to hand, shoot and perform other actions. Some buildings may
be set to produce units, structures and specials weapons, while
others may be used to defend bases by firing weapons. Others
may produce power, money or give the player a map. More details
are given later.
There is no time limit for a players turn. However, you
may like to impose a time limit of your own to stop the game
lasting too long.
GAMEPLAY
========
The game is controlled using the keyboard, or a joystick
and keys. The keys are as follows:
Q = up+left
A = leftArrow keys and joystick may be
Z = down+leftused instead of these keys.
X = down
C = down+right
D = right
E = up+right
W = up
S / Return / joystick fire = Select
K = Cancel
Other keys are shown on the panel on the right hand side
of the screen on the panel, underneath the radar display / team
logo.
Cursor Modes:
-------------
The cursor has several modes with which you control your
forces. The most common one is 'cursor mode' which is where
the cursor is used to move around the map and select units for
movement. It can also be used to look around the map, get
info on units and is the only mode from which you can end your
turn.
I = Info
Brings up an information screen on the selected unit,
displaying such stats as health, combat, firearms damage,
etc.
N = Next
Moves the cursor to the next unit / building automatically.
If you press Next and you are on your last unit, then the cursor
is placed at the top left of the map to inform you that that was
your last unit. Pressing Next again will move the cursor to your
first unit / building.
H = Home
Returns the cursor to your Main Base (if you have one)
0 = End Turn
This key ends your turn and passes control to the next
player. There is no query to ask if you are sure, so make
sure that you are certain that you have finished your turn
when you press this.
Pressing select when the cursor is over a unit with action
points which is on your side will select it.
Select Mode
-----------
(i) Troops-
This mode allows you to move troops around the map.
As you move your troops, the black cloud covering much of
the play area will be replaced by terrain. Once you have
explored a region, you can see it even if your units leave
the area. Therefore, it is advisable to explore the map
early on to avoid unwanted skirmishes and to get the best
view of your surroundings.
Use the direction controls to move the cursor. Pressing the
select button when the cursor is over a traversable location
will move your unit to the location, provided he has at least
4 Action Points.
If you press the select button while the cursor is over an
enemy unit / structure, your unit will attack it provided he
has at least 10 Action Points (see below).
You cannot move over trees, cliffs, rocks or water unless the
unit currently selected is a helicopter. You can never move
through enemy units, only attack them. You can never move
through your own units.
F = Fire
This enters you into fire mode provided the selected
troop has a weapon. See below for fire mode.
I = Info
Same as in cursor mode.
U = Unload
This unloads troops carried by APCs or transports. See
later for more details.
O = Other
The Menacer Heavy Tank is a real beauty, and pressing this switches
between its Dual 105mm Cannons and its GP 1 Heat Seeking missile
launcher!
K = Cancel
This returns you to cursor mode.
(ii) Buildings-
These make up your base. With these, you can build up an
army to carry out your cunning plans.
Unlike troops, buildings cannot move and very few can fire.
F = Fire
This enters you into fire mode provided the building
selected has a weapon. See below for fire mode.
B = Build
Some buildings can construct things. The following buildings
can build:
MAIN BASE makes buildings
BARRACKS / OUTPOST makes troops
VEHICLE FACTORY / LANDING SITE makes vehicles
DEFENCE BASE makes nuclear missiles
ADVANCED COMMLINK makes particle laser shots
HELIPAD makes helicopters
P = Place
Once a building has made something which requires placing,
such as a unit or another building, use this to enter into
place mode - see below for more details.
R = Repair
Damaged buildings can be repaired for a small cost.
Repair uses 100 Action Points and costs a small amount of
money.
\ = Sell
This button sells the currently selected building.
Be careful that you do not press this by accident, as it is
irreversible. You lose the building and anything currently
in production, and get 75% of the buildings value paid to
your account.
K = Cancel
Return to cursor mode.
Fire Mode:
----------
The most common form of combat is ranged combat. Weapons
ranging from miniguns to bazookas, shells to napalm rockets are
available to blast your opponents with!
Firing costs action points... the exact amount depends upon the
weapon being fired. For more precise information, consult the lists
later on or use the Info button to find the cost for individual
units.
Select the target using the direction keys. Weapons have a range,
and the cursor is automatically limited to the range of the weapon.
Once the target is selected, press the select button. This will
launch the projectile. Unlike RVL I, weapons never miss. However,
the amount of damage dealt is variable, and depends upon a random
factor and also upon the type of weapon in use and the armour
value of the target.
You will be informed of the amount of damage dealt and, if
necessary, the destruction of the target.
Place Mode:
-----------
Use the direction keys to select the location, then press select.
BUILDINGS can only be constructed on clear, flat ground within
2 squares of an existing building.
UNITS can only be placed within one square of the building
which constructed them.
Ending your turn:
-----------------
Once you have done everything you can or want to do, end your
turn by pressing 0 when in cursor mode. This passes play on to
the next player...
And basically that's it. However, there are many special features
which make Outland the game it is. Below are descriptions of all
of the special units, buildings, and so forth which can be used
to outwit your opponents, as well as more advanced gaming terms
which you need to understand to play well.
Power
-----
Each building has a power usage rating. You may have noticed at the
bottom of the screen two figures... Power: X and Used: Y. These
numbers are also denoted in graphical form by the bar on the very
right of the screen.
If your power rating is above your used rating then all is well.
However, if your used rating ever falls below your power rating then
some buildings cease to function, and you will lose your radar
view if you have one.
TURRETS, FLAME UNITS, FORTRESSES and LASER TOWERS will all be
incapable of firing when there is a power shortage.
DEFENCE BASES and ADVANCED COMMLINKS cannot use special weapons
when short of power.
SATELLITE CENTRES shutdown, taking your radar view with them!
To bring your power rating back up, and thus your buildings back
on line again, construct...
MAIN BASE, produces 1 Unit of Power
POWER PLANT, produces 4 Units of Power
NUCLEAR POWER PLANT, produces 10 Units of Power
Cash
----
This is a very important substance, without which your base cannot
function. With it, you can building new structures, units and
repair existing ones. Without it you are stuffed, well and truly.
You have limited resources at the beginning of the game. For
each Refinery you have, you gain 500 Credits at the beginning
of each of your turns. Therefore, in order to have any income at
all you need at least one refinery. They aren't that tough, so
guard 'em well as if your opponent gets them you are in serious
trouble.
There is no limit to the number of refineries you can have.
Although they are expensive and take time to build, after a while
they will have payed you back for your time and effort and in
the long term will ensure that you are the most powerful player!
However, don't get too many refineries as it is a waste of time
and you might not be able to spend all of the money!
Helicopters
-----------
Helicopters fly high above the battle field, strafing ground units
with gunfire whilst staying out of range of the ground unit's
guns!
Only a few units can fire at helicopters. These units include
those with missile weapons, SAM Silos and Air Defence Lasers -
the last two can only fire at helicopters in fact. Even fewer
units can attack helicopters in hand to hand.. these units being
helicopters themselves, since choppers fly far too high to be
attacked with chainsaws!
Helicopters can only be made with a helipad. They can fly over
all types of scenery, but not over enemy units or sandbags,
electric fence or concrete walls. They cannot fly over structures
(they would simply crash into most of the taller ones!)
Helicopters are tough, fast and pack fearsome weapons. However,
they don't come cheap and are prone to a well defended opponent.
Careful use of helicopters can win battles, careless use can
cost 2500 credits worth of equipment!
Transporters
------------
APCs and Transports can carry one infantry squad. Transports
fly, and therefore have all of the advantages of both helicopters
and APCs.
APCs and Transports can be boarded by highlight the transporter
with the cursor when in select mode, and pressing the select
button. The boarding unit must have at least 10 Action Points.
The unit is reduced to 0 Action Points when it boards.
APCs and Transports can unload in the same way as a barracks
or outpost places newly constructed units. However, the transport
and the unit must have at least 10 Action Points to spare for the
time consuming action of bailing out.
Units inside destroyed APCs or Transports are lost forever.
Flame Throwers
--------------
Hmm, can I smell burning?
Flamers are one of the most potent anti-infantry weapons about.
Capable of toasting dozens of men at once, these weapons are
used primarily by Laserthons, although Rebel Flame Unit Turrets
also incorporate them.
Flamers are short range, and can only be fired in 8 directions.
When firing, select the direction desired by moving the cursor
to the desired adjacent square, then press the select button.
Watch your opponents as they are consumed by flames, or if they
aren't give them another shot.
Burst Effect Weapons, ie. Missiles, Mortar
------------------------------------------
Some weapons affect an area of 3 x 3 squares. Usually, the central
square is hit the worst. However, units on the edge of the area
are sometimes dealt lethal damage from the flying debris and shards
of metals spewed out of such explosions.
When firing a burst weapon, bear in mind that the square you
select is the centre of the explosion and units in adjacent
squares will be injured too. THIS INCLUDES YOUR UNITS!
Unlike all other weapons, burst weapons can be targeted on squares
which contain no units/buildings. Great for ensuring that each shot
inflicts maximum damage!
Demolition Squads / Demolishers
-------------------------------
These units are unarmed and thus prone in combat. However, they
are superb against buildings, dealing massive damage in the order
of hundreds of points.
To explode a demolition squad and mess up an enemy building,
simply move the squad over the building to be destroyed.
Obviously you lose your squad in the process but there are always
casualties in war, and if the building was a main base then it
was probably worth it!
Demolishing a building requires 10 APs.
Virus Drones
------------
Complete sods capable of stealing enemy buildings! Simply move
them over the building and gain control of it instantly. This
can give you access to enemy buildings, units and weapons...
great fun! You lose the Virus Drone squad in the process - they
are assumed to be maintaining the equipment inside the building.
Virus Drones are weak and unarmed, but stick them in an APC and
away they go! Cause havoc in an instant - steal the enemy's
main base!
Pinching a building requires 10 APs. This means that they can't
get out of an APC and steel a building in the same turn. Never
mind eh?
Menacer Heavy Tanks
-------------------
Not only are they big, tough (and slow), but they are also armed
with two destructive weapons. Dual shells are better against
heavily armoured targets and have a high rate of fire, whereas
GP1 Heat Seekers have a burst effect and can shoot at airbourne
units.
Pressing O when in select mode will toggle between Dual Shells
and GP1 Heat Seekers. It toggles for all Menacer Heavy Tanks
in play, not just the one currently controlled. You can tell
which weapon is currently in use by either getting info on the
Tank, selecting Fire Mode or by looking at which weapon is displayed
first at the bottom of the screen when in select mode.
Repair Pads
-----------
Repair pads can heal units up at no cost except action points.
Move the unit to be repaired over the repair pad (which must
have 100 Action Points to function) and it will be healed.
Its action points will be reduced to zero, as will the repair
pad's. Note that infantry cannot be healed on a repair pad.
Particle Laser
--------------
This can be charged up using a Rebel Advanced Commlink. It takes
12 turns to charge, then it may be fired and recharged again
and again.
Particle lasers damage an area of 2 x 2 squares very heavily.
You can unleash the lasers anywhere on the map, even unexplored
territory.
Nuclear Missile
---------------
This can be manufactured using the Laserthon Defence Base. It
takes 12 turns per missile, which may be fired at any location
on the map, even unexplored territory.
Nukes damage an area of 5 x 5 squares, heavily at the centre and
lightly at the edges of the blast.
Particle Lasers and Nuclear Missiles do less damage to structures
than to units, partly to keep things realistic and partly to keep
the game fair - I hate it when your main base just 'vanishes',
and is replaced with a large piece of scorched land. This is also
made up for by the fact that a building takes damage for each
square that is hit, ie. a main base can be damaged up to 4 times
by a laser/nuke hit.
Rubble, Steel Walls
-------------------
These are simply used to surround your base and thus prevent attack
from certain directions. They do not count as buildings in that
you cannot sandbag out to a location and then build a building
near it. Sandbags and concrete walls don't belong to a specific
player, and once constructed they cannot be selected, repaired or
sold.
Electric Fence
--------------
These are slightly tougher than rubble, but injure any units
(not buildings) in adjacent squares. They are a good, but expensive,
line of base defence and can even damage helicopters (since the
fence has a pointy up bit which fires sparks high into the sky).
The damage is minimal... around 3 for light armour troops, 1
for heavy armour, but if a unit stands adjacent to 2 or more
pieces of fencing the effects can be impressive.
Electric fences can only be purchased by Laserthons or Alliance
sides.
Radar
-----
In order to get a radar view of the map, you need a satellite centre
and sufficient power. Once you meet these criteria, you will have
a nifty overview map at the top of the status panel at the right
of the screen.
HINTS AND TIPS
==============
* The best way to win is to use Virus Drones. They are great value
and can wreak havoc in even the most well defended bases. Their
surprise value is brilliant and they can be used as a good decoy
for your main attack force. However, don't underestimate Demolition
squads as they are blimmin' good too! Also, a full assault with a
massive army works well but be careful because if you lose your
opponent can just walk into your now deserted base!
* The first thing you should do is build up a well defended base.
Try to block all methods of entry and exit with units to stop
APCs and Helicopters getting in without you being able to return
fire.
* Helicopters are great but your opponent will soon suss out that
all he needs to do is build a few SAM silos and Anti-Air Lasers.
Helicopters are still good for hit and run attacks on units
outside their base, however.
* A good way to demolish lightly armoured buildings is to attack
them in hand to hand. As they automatically have a defence score
of 0, they will suffer large amounts of damage per attack.
* Nuclear Power Plants produce more power for their cost than
normal power plants. So use Nuclear Power wherever possible,
even though it takes an extra turn to make. However, if your entire
base's defences go down and you only need a little bit of
power, make a normal power plant!
* When your opponent has nuke or particle laser capabilities,
build a backup Main Base to ensure that if he blasts one of your
Main Bases you'll still have another spare. Besides, Main Bases
are handy to build two structures at once and thus build up
your base twice as quick.
INGAME MENU
===========
Accessed by pressing SPACE when in cursor mode.
(1) Music Selector:
Choose which chip music tune you would like to listen to by pressing
the relevant key. If the game cannot find the song, then it will
turn off the music.
(NOTE: You can put your own music into this game, but I'll leave it
to you to find out how!)
(2) Change Frequency:
Change screen frequency from 50 to 60Hz or vice versa.
(3) Toggle Quickshots:
Quickshots default to ON. When firing, if quickshots are disabled
then you will see the bullet as it moves towards the target. Best
to leave it on.
(4) Toggle Sounds (STE only):
If you're using an STE then you will have the glorious sounds. If for
some weird reason you want to turn them off then use this.
(5) Surrender:
Confirming this will remove you from the game, although all of your
units and buildings will remain in play. Other players can get a
few easy kills and nick some valuable buildings if they're quick
enough. Anyway, what kind of person surrenders!
(6) Save Game:
Duh, guess what this does.
STATISTICS
==========
Please note that not all of these may be 100% accurate. A better way
of determining stats is by using the Info button.
Buildings:
----------
___________________________________________________________________
Name |T.Lev|Size|Armour|Hlth|Weapon|P.Use|Cost|Time|Side
-------------------------------------------------------------------
Main Base 9 2x2 H 200 None 0 5000 5
Power Plant 1 2x2 L 100 None 0 500 1
Refinery 2 2x2 L 150 None 2 4500 2
Landing Site 4 2x2 H 150 None 2 4000 4 Laserthon
Vehicle Fact' 4 2x2 H 160 None 2 4200 4 Rebel
Satel' Centre 5 2x2 H 250 None 4 2500 2
Defence Base 8 2x2 H 300 Nukes 8 6000 5 Laserthon
Adv. Commlink 8 2x2 H 250 Laser 8 5500 5 Rebel
Nuclear Pow. 6 2x2 L 150 None 0 1000 2
Helipad 6 2x2 H 150 None 2 1000 2
Barracks 1 2x2 L 150 None 1 700 1 Rebel
Outpost 1 2x2 L 160 None 1 750 1 Laserthon
Guardpost 3 1 L 150 M21 MG 0 1000 1 Rebel
Fortress 6 1x2 H 225 GP1 HS 4 2000 2 Rebel
Anti-Air Las 7 1 L 250 Air Las 6 2500 3 Rebel
Flame Unit 4 1 L 150 Flamer 2 800 1
Turret 3 1 H 100 Shells 2 1200 1 Laserthon
Laser Tower 7 1x2 L 160 Laser 8 3500 3 Laserthon
SAM Silo 3 2x1 L 200 SAM 1 1500 2 Laserthon
Repair Pad 5 2x2 L 200 None 2 2500 2
Rubble 1 1 L 5 None 0 75 0
Electr. Fence 2 1 L 15 Shock 0 150 0 Laserthon
Steel Wall 3 1 H 50 None 0 200 0
Blokes + Vehicles:
------------------
___________________________________________________________________________
Unit Name |Cost|Time|Speed|Health|Armour|H2H|Side |T.Lev|Armament |
---------------------------------------------------------------------------
Rebel M.gun 300 1 20 10 L 2 Rebel 1 M1 Minigun
Rebel Shtgun 350 1 18 10 L 2 Rebel 2 Pump Actions
Rebel Bazooka 500 1 14 10 L 1 Rebel 4 GP2 AA
Rebel L.sabre 275 1 22 12 L 5 Rebel 5 Light Sabres *
Rebel Demo. 500 1 16 10 L 0 Rebel 6 AP20 Explosives *
LThon M.gun 300 1 22 10 L 1 LT 1 M1 Minigun
LThon Flamer 400 1 20 10 L 1 LT 2 Flame Throwers
LThon Bazooka 500 1 18 10 L 0 LT 4 GP2 AA
LThon Chainsaw325 1 24 11 L 6 LT 5 Fuel Chainsaws *
LThon Demo. 500 1 18 10 L 0 LT 6 AP20 Explosives *
Virus Drones 750 1 18 8 L 0 3 Persuader Unit
Rebel Jeep 750 1 45 30 L 1 Rebel 3 Twin M1 Miniguns
"Vanquisher" 1600 2 22 100 H 4 Rebel 5 Shells
APC 1250 2 40 50 H 5 Rebel 4 M1 Minigun
Missile Truck 1500 2 30 40 L 2 Rebel 6 GP1 Heat Seekers*
"Menacer" 3000 3 14 200 H 3 Rebel 7 GP1 Heat Seekers*
+ Dual Shells
LThon ATV 700 1 50 20 L 0 LT 3 Twin M1 Miniguns
"Scorpion" 1200 2 30 75 H 4 LT 5 Shells
Artillery 900 1 14 25 L 0 LT 5 Mortar
Skimmer 1000 1 55 30 L 1 LT 6 GP2 AA *
"Inferno" 1500 2 20 60 L 4 LT 7 Dual Flamers *
SSM Truck 2500 3 22 50 L 2 7 Napalm Missiles !
"Nightwing" 2500 2 60 75 H 0 Rebel 7 GP2 AA H
"Firestorm" 2500 2 55 100 H 0 LT 7 Heavy Gatling H
Transporter 2500 3 50 75 H 0 8 None H
* = requires Satellite Centre before it can be made.
! = requires Advanced Commlink or Defence Base before it can be made.
H = manufactured by Helipads
Weapons:
--------
___________________________________________________________________________
Name | Fire Cost | Range | Damage | Area of Effect |
| | | L | H | |
---------------------------------------------------------------------------
M1 Minigun 33% 2 2-4 1-2
Twin M1 Mgun 25% 3 2-5 1-2
Pump Actions 50% 3 4-8 2-6
GP2 Anti Armour 50% 4 5-10 10-15 *
Flamer 50% 1-3 5-10 2-3 Yes
Shells 50% 4 5-10 10-20
GP1 Heat Seeker 33% 5 10-15 10-15 Yes, *
Napalm Missiles 100% 9 15-40 5-15 Yes (of course)
Mortar 50% 6 8-20 5-10 Yep
Dual Flamer 25% 1-3 5-10 2-3 Yes!
Dual Shells 25% 5 5-10 10-20
M21 Minigun and
Heavy Gatling 25% 3 7-12 3-6
Laser 50% 6 15-30 50-70
'Righteous' Air Las 50% 6 15-30 50-100 #
SAM 50% 5 15-30 35-40 #
* = may fire at both air and ground targets
# = may only fire at aerial targets, ie. Helicopters
NOW GET OUT THERE AND KICK SOME METAL!
Updates:
--------
V1.01: Fixed loading transports so unit boarding now vanishes from the
map. Previously his graphic remained although he did not.
Fixed size of explosions when buildings are destroyed. Sometimes
rubble could explode with a 10 x 10 explosion.
Optimized scrolling routine.
Fixed savegames. Previously it crashed if you had rubble, fence
or steel wall.
Changed cursor graphics. Firing cursor couldn't be seen very well
on desert levels, cursor mode could not be seen in the snow.
Fixed turret and flame unit prices. Made artillery more expensive
for obvious reasons!
Fixed side selector. Previously text was updated on physic, now
updated on back.
Put an exit option in on the Options screen.
Quickshots default to on, since they always ended up being switched
on anyway!
Fixed hand to hand. Now damages buildings less and heavily armoured
units more. Also made explosions centre over the correct square.
Remade title program. Replaced music with ABK file which I had to
rewrite when my disk drive ate the disk.
V1.02: Fixed dodgy bottom of map. Previously you could move cursor onto
bottom square but the screen would not follow it.
Mission briefings added, to allow specific scenarios to be created.
Fixed dodgy save routine. Previously, if disk had no space then
program would 'hang'.
Completely new sounds added. The old ones were naff anyway.
This came about due to extra memory being freed up by altering
a few wasteful variables. This also cut down the size of save games.
Enabled firing at empty squares, but for area effect weapons such
as mortar and missiles only.
Joystick control fixed.
Graphics tarted up a bit
Radar now actually works! (ie, when a building is destroyed it is
removed from the radar, etc!) Colours also altered a bit to make
units show up better on radar.