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TORMENT
=======
A 2-4 player turn-based combat strategy game set in the distant future.
System Specs
------------
To play Torment you will need:
An ST, STE or compatable with 1 Meg of RAM
Double sided disk drive
To play Torment with sound effects you will need an STE.
Overview
--------
Torment is a strategy game for 2 to 4 players. Each player is in command
of an army and his sole mission is to eradicate the other players' armies
from the field of battle.
Most scenarios also allow each player to build up a base. This is done by
deploying a large vehicle called an M.C.V. (Mobile Construction Vehicle)
where the centre of the base is desired. The M.C.V. opens up into a
Construction Centre, and from here other structures can be built. Funding
for bases comes in the form of oil, which can be obtained by erecting one
of more refineries.
Once the base is established and a source of income obtained, troops and
other vehicles can be purchased to help the player in his aims.
Loading Torment
---------------
Torment will autoload if you simply put the disk into the drive and then
switch the computer on. First the title screen will load, and give a brief
introduction to the game. After the title screen has been dismissed by
pressing space, the game will load.
Once the game has finished loading, you will be presented with a title
screen. The title screen has four options:
1> Start a New Game - select this to choose a new scenario to start from
scratch.
2> Load a Saved Game - selecting this option enables you to load in a game
which was saved previously (for more info. on saving, see later).
3> Leave Torment - select this to drop back to the Desktop
4> Options screen - this option will bring up a smaller options screen.
Options Screen
--------------
From here you can change a number of properties for a game you are about
to begin. Changing the properties on the options screen and then loading a
saved game will have no effect since the saved game stores such
information as the game speed and amount of cash per oil square.
1> Change game speed: There are 3 game speeds to select from.
SLOW - how the game should be played. However, games played on slow
take far to long and have a tendency to become boring.
NORMAL - building times are reduced
HYPER! - building times are reduced by much more. Hyper will give a
super fast game which you could probably finish in one sitting.
2> Change screen frequency:
Toggles screen frequency between 50Hz and 60Hz. 60Hz looks cool but
will not function properly on some T.V. sets. If you select this option
and the screen starts looping round and scrolling vertically then simply
select this option again to revert to 50Hz.
3> Amount of cash per oil square:
At the end of each turn refineries give you funds depending on the
amount of oil they are stationed on. Changing this option determines how
much money each oil square will give you at the start of each of your
turns.
(It is recommended that this option is set as follows:
100 - when playing on SLOW
200 - when playing on NORMAL or HYPER!
300 - when playing on HYPER! for a really fast game)
4> Special Weapons:
Nukes, Laserstrikes and Airstrikes are particularly potent weapons.
Use these options to make them more or less dominant:
NAFF! makes them next to useless against heavily armoured structures.
This mode is recommended if playing on NORMAL or HYPER! speed
settings.
NORMAL is, well, normal - or as normal as a nuclear missile can be.
SMART! makes them lethal - one special could see off half of the
opponents base!!
Once you have finished diddling around with the options, press 0 to
return to the main screen.
Playing the Game
----------------
Okay, enough faffing about with options screens - to play the game simply
select '1> Start a New Game' from the main screen. Having done this, you
will be presented with a file selector. Move the mouse over the file you
wish to use and double-click. The chosen file will now load.
Certain scenarios come with briefings - a small text file which gives a
few extra details and hints to players before the mission gets underway.
Some missions with briefings may force the players to play as a particular
side - this should be clearly stated in the briefing. Once the briefing is
finished press any key. You will then be asked whether or not you wish to
play the level - press Y to play the map, or N to return to the title
screen.
Choose your side
----------------
Each player gets to choose his or her side (unless the briefing dictates
that each player MUST play as a certain side, in which case the side
selector will be skipped).
There are two sides in Torment, and no allegiance side (players of
Outland will know what I mean). The two sides are:
(1) The Empire: The official army employed to safeguard humankind, law and
order. The Empire has greater diversity of infantry, less heavily
armoured but still highly effective tanks, fewer aerial units, laser
technology and access to the most efficient troop transport - the
APC. The Empire also have access to Lasersquads (superb infantry
units), Artillery and Rocket Launchers, and Mine Layers (lethal if
used well).
(2) The Corp.: More aggressive than the Empire, and their choice of units
shows this. They have access to mechs (walking weapons essentially),
Armour Jeep, heavier tanks than the Empire, planes, Chinook
(airbourne troop transport), flamethrowers, Barrage Units
(devastating!) but they lack some of the units which make the Empire
so good (i.e., Artillery, Mine Layers). The Corp is THE side to
choose if you like 'in your face' tactics
Each player choose their side by using the A and D keys (or the arrow
keys) to move the coloured box over the side they desire, then use S or
shift to select the team.
Once each player has selected their side, the program will display a
'Please Wait' message. Depending on the size and complexity of the map,
the duration you will have to wait may range between a few seconds and
about half a minute.
DO NOT reset your computer, the game has NOT crashed! Once the disk has
accessed (in order to load the music), you're nearly there.
Turn Based?
-----------
As previously mentioned, Torment is a turn based strategy game. This means
that each player takes it in turns to move all of their units and perform
any other actions.
The game engine has been designed with the intention that players should
not view each others turns. This is especially important in the cases of
Stealth Tanks, mines which have been laid, spies, location of Oil squares,
etc.
Basic Concepts and Terminology
------------------------------
The aim of the game is to cleanse the battlefield of all enemy presence
using whatever force you deem appropriate.
The map begins completely 'shrouded' in black, except for areas near your
units and structures. The 'shroud' can be revealed by moving units through
it, or by obtaining a GPS Satellite with a Stealth Techcentre. The shroud
hides all activity in it - you cannot see scenery or opponents in it.
Likewise you cannot fire into it.
The battlefield is either a 32 x 32 or 64 x 64 arena. Units may not move
off of or onto the arena. Certain types of scenery on the map, such as oil
squares and mines, are hidden and can only be revealed using a Surveyor.
Each unit has a certain number of Action Points. These are replenished at
the start of every turn, and are used to move the unit, fire its weapons,
and perform other actions. Once a unit has exhausted its action points, it
can do nothing else until its next turn.
Oil is the source of all money in the game. To collect oil, and therefore
get rich, you will need refineries positioned on Oil squares. Refined oil
must also be stored before it can be spent - a special structure called
the Storage Silo is used to hold refined oil. Each silo can hold up to
1000 units of oil.
Playing the Game
----------------
Player one goes first (obviously!). Other players should not be able to
see him or her having his or her go. When ready and the press any key
message is displayed, press a key to begin turn one.
The game is played on keyboard (although a joystick can be used to move
the cursor, it is not recommended). The keys you will need are detailed
below:
Q W E
\ | / These keys are used to move the cursor. S is the select button
\ | / and is used to select a square. The arrow keys can also be used
A---S---D to move the cursor.
/ | \
/ | \
Z X C
The keys on the numeric keypad, around 5, can be used to scroll the map in
blocks equal to the size of the screen. This enables you to traverse the
map more quickly.
Other useful keys include:
Cursor mode -
0 = end turn
I = Info
H = Home (move cursor directly to Construction Base)
Space = Ingame Menu
Shift + F1 -> Shift + F10 = Create bookmark at point under cursor
F1 -> F10 = Goto previously created bookmark
(bookmarks are points on the map. Pressing F1 -> F10 moves the
cursor to that point instantly)
Select mode (units)-
I = Info
K = Cancel (ie, return to cursor mode)
O = Other (used to toggle weapons for Intimidator tank, etc.)
P = Place (used by APC and other transports to place units which are
inside onto map, and mine layers to lay mines, and MCVs to deploy)
F = Fire
Select mode (buildings)-
K = Cancel (ie, return to cursor mode)
B = Build (only certain buildings can do this)
P = Place (used to place units and structures which have been built)
F = Fire (also used to launch nuke, airstrike, laserstrike and satellite)
Basics of the Game
------------------
0: Which ones are mine?
Before doing anything else, understand that you can only select, move
fire with, attack with, and perform actions with your own units.
Unlike Outland, each player does not have his own coloured units.
So how do you tell them apart? Either by moving the cursor over them
and looking at the colour of their information at the bottom of the
screen, or by the little square of colour to their top left.
1: Viewing the map while in cursor mode
The cursor has many modes. The mode you will be in at the start of
every turn is Cursor Mode, and is shown by the cursor being a simple
White Box.
The cursor can be moved anywhere while in this mode. Moving it over
scenery and units displays the scenery / units name. Unit stats and
Action Points remaining are also displayed. Shrouded squares are
classed as 'Unknown'.
2: Moving and Using Units
This is easy peasy. Move the cursor over one of your units, and press
S to select it. The cursor will change to a blue cursor - this means
that you are now in Select Mode. While in select mode, you can move
and fire with the currently selected unit. To move the unit, move
the cursor to the direction you want the unit to move in and press
S. The unit will now move if it has sufficient Action Points and if
it can move over the selected scenery.
Holding S down will cause the unit to keep on moving in a straight
line until the S key is released.
Units can also perform other actions - the most common of which is
firing. To fire, press F - if the unit has a weapon, the cursor will
now change yellow to indicate that it is in fire mode. For more info
on fire mode, see below.
Other actions include close combat - this is achieved by moving the
cursor over an enemy unit or structure while in the select mode, and
trying to move onto the enemy. Combat will ensue.
You can also lay mines with mine layers by pressing P, unload
transporters by presing P, and toggle weapons on units with 2
firearms by pressing O. MCVs can be deployed by pressing P.
When you have finished messing around with the unit, press K to
return to cursor mode.
3: Buildings - making stuff
One of the most entertaining things about Torment is building new
units and structures and using them to trounce your foes. To do so,
select the building and press B to build. Provided the building is
capable of construction (consult the small chart below), you will now
be able to select what you want to make using the keys shown on the
screen. Selecting K (cancel) will cause the building to make nothing.
Certain buildings can also fire - this is achieved in exactly the
same way as with units, simply by pressing F when the building is
selected.
Buildings capable of construction:
NAME MAKES
Construction Base Buildings
Barracks Infantry Squads
Workshop Mechs
Light Factory Light Vehicles
Heavy Factory Heavy Vehicles
Runway Airplanes
Helipad Helicopters (and similar craft)
Buildings capable of firing:
NAME FIRES
Gatling Base Defence Gatling gun
Cannon Shells
Flame Unit Flame Thrower
Vaporiser Micro-Melter
Laser Fortress 50MW Laser Cannon
(these 4 can only fire when they have finished building or preparing their
weapon or other equipment)
Stealth Techcentre GPS Satellite
Flame Techcentre Airstrike
Laser Techcentre Laserstrike
Nuclear Warhead Nuke
4: Buildings - putting stuff onto the map
Once a building has finished building, you will see the message READY
on the status panel when the building is selected. To place the
creation, press P to enter placement mode.
In the case of units, select the square to place the unit onto then
press S.
For structures, select the area to position the building then press
S. Areas where the scenery is unable to support the foundations for
the building will cause the placement cursor to turn red. However,
bear in mind that you can only build structures with 2 squares of
existing structures (reasons - power cables, construction crews, etc.
can't just go trekking of into the enemy base or the middle of
no-where).
5: Firing!
Once in fire mode, move the cursor to the desired target (usually an
enemy, unless you're feeling a bit strange). Select S to fire the
weapon.
The amount of damage inflicted will be displayed in the little blood
stain on the unit. Burst area weapons such as mortar, grenades, etc.
can damage more than one unit so ensure that you don't injure your
own by mistake.
6: End of Turn
End your turn when you have performed all of your actions and moved
all of the units you want to move.
In cursor mode, press 0. The next player will then be prompted to
take his or her turn. And so play continues with each player taking a
turn, until the battle is over.
And those are the basics of game play. However, Torment features a number
of extras which make the game just that little bit more interesting. For
more detailed playing information, keep on reading!
MCVs
----
Not seen in Outland, so this is worth reading even if you've played it. An
MCV is basically a means to build structures anywhere on the map. An MCV
can be driven around like a normal vehicle (albeit a damn slow one!), and
once it has reached a good site for a base you can deploy it.
To deploy an MCV, press P. The MCV must have all of its action points
(i.e., can't have moved this turn). Since a Construction Base is a 2x2
structure, the square on which the MCV stands will be the top left square
of the Construction Base once deployed.
Obviously, you can't deploy an MCV when other units, scenery, etc. are
blocking the way.
Once deployed, if the MCV had suffered damage the Construction Base it
deployed into will also need extra repairs.
Surveyors
---------
Another new addition since Outland.
A surveyor is the only way of locating the precious oil which you must
refine to have an income. Once you have selected a surveyor, any oil
squares hidden on the screen will become visible until the surveyor moves
off of the screen or the surveyor is deselected.
You are often given a surveyor and an MCV at the start of a mission. It is
of the utmost importance to deploy your base near some oil, so scout
around with your surveyor first.
Oil Squares
-----------
Refineries should be built on oil squares. An oil square can only be seen
when a surveyor is selected. An oil square is a large, black box with the
letter O within it, and a yellow backround.
Each oil square provides your base with 100, 200 or 300 units of cash per
turn (depending on what you set the cash/oil square option to on the
option screen)
Silos
-----
Refined oil must be stored prior to it being spent. It cannot be stored in
the refinery (all the space is used up in refining the oil!) - separate
structures called storage silos are required. Silos are small 1x1
structures which can hold up to 1000 units of oil in them.
When money is refined, the related amount of oil is stored in a silo until
you spend it on a unit, structure, etc., whereupon it is removed from the
silo. Any oil which is refined but cannot be stored in a silo (either
because you haven't got any or because they are all full) will be lost,
resulting in you not receiving any money for it.
Furthermore, if a silo is destroyed or stolen you lose all of the oil, and
therefore the cash, stored inside it.
Power
-----
One of the most important aspects of base building is power. Most of your
structures require a certain amount of power (how much can be determined
by getting info on that building). If you have too many structures and not
enough power plants, your base will deactivate. Once deactivated, turrets,
radar, laser fortresses, vaporisers, nukes, airstrikes, laserstrikes and
satellites cannot be used until power is restored.
At the bottom of the screen is information regarding how much power you
currently have, and how much is used. This information is also depicted on
the power bar on the right of the screen, on the status panel.
There are five ways of obtaining more power -
1> Construction Bases provide one unit of power
2> Power Plants provide 4 units of power
3> Advanced Power Plants provide 10 units of power
4> Nuclear Power Plants provide 20 units of power.
5> Not strictly obtaining more power, but you can sell buildings until
your power usage goes below the amount provided - useful if you need
defences in a hurry.
Radar Units
-----------
Radar units can see 3 squares away, not just two as with normal units.
However, they have no guns.
Stealth Tanks
-------------
Stealth Tanks are so called because they have a limited cloaking ability.
When they come into play they are visible for a turn, after which they
will become invisible.
Stealth Tanks remain invisible until they fire, move near an enemy unit or
structure, or indeed, until an enemy unit or structure moves near to them.
Once spotted, a Stealth Tank can be fired at like any normal unit.
A Stealth Tank will go invisible once again at the start of each turn,
although it may become visible again if it performs one of the actions
listed above.
Laser Tanks, Barrage Units, Intimidator Heavy Tanks
---------------------------------------------------
These units are all armed with two weapons. To switch between them, press
O. You can tell which weapon is currently selected by getting info on the
unit, or by selecting them and looking at the weapons listed at the bottom
of the screen. The one which is listed first is the one which is selected.
Mines
-----
Mines are invisible to all players except the player they belong to. Mines
can cause great damage to any unit which inadvertedly sets them off.
Mines can be spotted with a surveyor.
Mine Layers
-----------
These nifty little units can lay up to five mines on the battlefield. To
do this simply drive them to the desired mine location, then press P. Once
five mines have been laid, the mine layer must return to a Repair Bay to
get reloaded with mines.
Skimmers
--------
Skimmers are alike to normal vehicles in every way, except that they cannot set of land mines.
Helicopters + Airplanes
-----------------------
All airbourne units can fly over any type of terrain without hinderence.
Unfortunately, they cannot fly over other units or buildings (my
apologies).
The Chinook is a transport unit as described below. All of the other
aircraft have five shots with their weapon, and once these have all been
spent they must land on their airstrip / helipad to be restocked. To land,
move the unit onto the landing site when they have all of their action
points (they must start the turn next to it, then move onto it in other
words).
The best thing about helicopters + airplanes is the fact that most units
cannot fire at them! Only rocket weapons, SAM silos and AA guns can even
be fired at them.
Transporters
------------
There are three different transport units in Torment - the Truck, the APC
and the Chinook.
The Truck and the APC are ground based transporters. The APC and the
Chinook can hold only infantry, the truck can hold mechs also.
To load a unit into a transporter, simply move them into the square with
the transporter in it. To unload a transporter, press U then select the
square for the passengers to disembark to.
Transporters can only hold one unit, squad, etc.
Transporters destroyed whilst carrying units will cause the units they
carry to be destroyed also.
Special Infantry
----------------
1. ENGINEERS
Engineers allow you to steal enemy buildings. Simply move the
engineer in to the square with the building in it, and it will become
yours. However, building theft requires more action points than
normal movement and your opponent is hardly going to sit back and let
you steal all of his buildings. Engineers are unarmed.
Stealing buildings requires at least 10 action points.
IMPORTANT: Engineers cannot steal base defence weapons such as
turrets, SAM silos, vaporisers, etc. This is because the people
manning the weapon would should the engineer before letting him
in!
2. SPIES
Spies are a primitive form of infiltrating the enemy base. To all
enemy players, the spy looks like one of their own Rifle Squads -
albeit it without any action points, so they cannot be selected.
Getting info on the spy, or firing at him, will reveal his true
identity - then he is in deep trouble! Spies are also unarmed.
3. MEDICS
Medics can heal infantry units. Simply press H to heal all
surrounding infantry units to full strength, including the medic unit
itself!
4. DEMOLITION SQUADS
Demo squads can take out entire bases if left to their own devices.
They are unarmed, but moving into hand to hand with a building will
automatically inflict an amount of damage equal to the buildings
maximum health rating!
Attacking a building with a demo square requires only 8 action
points.
5. LASERSQUADS
Lasersquads are the elite infantry, armed with personal lasers and
equipped with heavy armour. Other than that they are unremarkable!
Repair Depot
------------
Units moving onto a repair depot are fixed by 20 health points.
OUTLAND USERS: Whereas in Outland getting fixed required the depot to
have 100 action points, and used them all up in repairing one unit, this
is no longer the case in Torment!
SAM silo, A.A. Cannon
---------------------
These structures have very potent weapons but can only be fired at aerial
units. They are also the only defence against Airstrikes (see later).
Sandbags, Electric Fence, Defensive wall
----------------------------------------
These buildings can only be deployed near existing buildings, as per
usual. However, when deploying other buildings these do not count as
buildings you own - consequently you cannot build a wall of sandbags to
the enemy base and pop up a barracks in the middle of their base.
Also, these structures cannot be selected - therefore they cannot be
repaired, sold, stolen with engineers, etc, although demo squads can
knock them down.
Electric Fence
--------------
Any units left standing next to this at the end of their turn get zapped
for a couple of points of damage - let that be a lesson to people who
loiter out side bases or those who attack fences in hand to hand.
Radar
-----
You can get a view of the entire map on the status panel (where your sides
logo is) by building a Communications Centre. Once you have done this and
have sufficient power, a map will automatically appear. If your power
usage goes above that provided then you will lose your radar until you
restore sufficient power to your base.
Burst Effect Weapons (Grenades, Mortar, Salvos, etc.)
-----------------------------------------------------
These weapons affect an area of 3x3 squares. The square you aim them at is
the centre of the explosion, and here the maximum damage will be
inflicted. The other squares in the affected area will be affected,
although somwhat less that the central square.
Burst effect weapons are some of the only weapons which can be used to
clear land mines - any land mines hit will detonate automatically.
Flame Throwers
--------------
Flamethrower squads, Flame Turrets and Scorcher Tanks are all equipped
with flamers. Flamers can only be aimed in 8 directions, and have limited
range. However, they REALLY hurt, especially lightly armoured buildings
which will be demolished after a couple of hits.
When firing, select the direction to fire in. Any units caught in the fire
will be injured, although though directly in the line of fire will be
injured most.
Flame Throwers can also set off and hence mines which are engulfed by the
flames.
Satellite
---------
Obtained with a Stealth Techcentre.
Once the Stealth Techcentre has been constructed, the Satellite will
charge automatically. Once charged, you can launch it by pressing F.
The satellite removes all of the black shround from the map, so that you
can see everything (except oil squares and mines). The shroud will still
be there for the other players obviously.
Airstrike
---------
Obtained with a Flame Techcentre.
Once you have deployed your Flame Techcentre, the Airstrike will charge
automatically. Once charged, you can use it by pressing F.
Select a square... this will be the central point of the airstrike. Nearby
squares will also be affected. Press S to select the square and to launch
the airstrike. The plane will fly over, drop the napalm, and then another
airstrike will begin to charge.
NOTE: You cannot use an airstrike in any areas near to SAM silos or AA
cannon.
Laser Strike + Nuclear Missile
------------------------------
Obtained with a Laser Techcentre and a Nuclear Warhead respectively.
As with the airstrike and the satellite, they charge automatically when
placed. To fire, press F.
Select the target - the laserstrike causes concentrated damage, the nuke
is more widespread. Press S to fire / launch.
Once fired, the nuclear warhead is spent and is removed from play. The
Laser strike will recharge given time.
Unlike airstrike, both of these attacks may be made at any point on the
map.
Structure + Unit construction
-----------------------------
Some buildings and units require you to have other buildings before you
can make them - i.e., flame thrower infanty require you to have a Flame
Techcentre as well as a barracks to make them.
Below is a list of the units and structures which require other
structures. (I think it's correct!)
Unit name Requires
Intimidator Heavy Tank Stronghold
Laser Tank Laser Techcentre
Stealth Tank Stealth Techcentre
Barrage Unit Stronghold
Scorcher Flame Techcentre
Rocket Launcher Defence Base
Mine Layer Stealth Techcentre + Repair Bay
Artillery Comm Centre
Radar Unit Comm Centre
Skimmer Comm Centre
MCV Stronghold / Defence Base
Flamer Squad Flame Techcentre
Laser Squad Laser Techcentre
Sniper Squad Stronghold / Defence Base
Spies Stealth Techcentre
Demo Squad Stronghold / Defence Base
Nuclear Power Plant Stronghold
Heavy Factory Light Factory
Laser Fortress Laser Techcentre
Vaporiser Flame Techcentre
Flame Turret Flame Techcentre
Helipad Comm centre
Runway Comm centre
Defence Base Comm centre
Stronghold Conn centre
Nuclear Warhead Stronghold / Defence Base
Information about Units
-----------------------
Any of your units which are not on full health will have an exclamation
mark (!) near them to tell you this.
Units which have limited ammo have a bar underneath them when selected.
When this bar is all black they need to be reloaded.
Bugs + crashes
--------------
If the game fails to work, please please PLEASE write down the error
number and line number and send them to me so that I can iron out any
problems. Outland was originally bugridden but with help I managed to
remove all of the errors (I HOPE), so since Torment uses the same game
engine it should work fine.
HINTS AND TIPS
==============
* The best way to win is to use engineers. 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 AA Cannons.
Helicopters are still good for hit and run attacks on units
outside their base, however. The addition of ammunition limits
for aircraft has put an end to the cheesy goit who gets hundreds
of choppers and hovers near the enemy base trouncing anything that
comes out.
* 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
other power plants. So use Nuclear Power wherever possible,
even though it takes more time 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, airstrike or laserstrike capabilities
build a backup MCV to ensure that if he blasts one of your
Construction Bases you'll still have another spare. Besides, extra
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:
Like, duh, guess what this does.
(7) Increase Bass (STE):
STE users can increase the bass with this option.
Bass can be 0-12
Default is 6
(8) Increase Treble (STE):
STE users can increase the treble with this option.
Treble can be 0-12
Default is 6
(9) Increase Volume (STE):
STE users can also vary the master volume with this option
Volume can be 0-10
Default is 1
(0) Leave Menu:
Uh, I wonder
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|Special
-------------------------------------------------------------------
Construction 8 2x2 H 300 - - MCV MCV +1 Power
Centre
Power Plant 1 2x2 L 150 - - 300 2 +4 Power
Adv. Power P 4 2x2 L 210 - - 500 2 +10 Power
Nuc. Power P 7 2x2 L 260 - - 800 3 +20 Power
Refinery 2 2x2 L 230 - 2 2000 5 Refines oil
Barracks 1 2x2 L 210 - 1 300 2 Makes infantry
Workshop 3 2x2 H 200 - 2 1000 3 Makes mechs
Light Fact. 2 2x2 H 250 - 2 1500 4 Makes lights
Heavy Fact. 4 2x2 H 250 - 2 1500 4 Makes heavies
Gatling 2 1 L 95 Gat.Gun 0 600 2
Cannon 3 1 H 110 80mm Cn 1 700 2
Flame Unit 6 1 L 90 Flamer 1 400 2
Storage Silo 2 1 L 75 - 1 100 1 Stores oil
Repair Depot 3 2x2 H 200 - 2 1250 4 Fixes stuff
Comm Centre 3 2x2 H 200 - 4 1000 3 Radar
Laser Fortr. 7 1 H 125 50MW HL 8 1600 4
Vaporiser 7 1 H 125 M.Melter 8 1600 4
Helipad 6 2x2 L 175 - 2 500 2 Makes choppers
Runway 5 2x2 L 175 - 1 600 2 Makes planes
Def. Base 8 2x2 H 250 - 6 2500 7
Stronghold 8 2x2 H 250 - 6 2500 7
Nuc. Warhead 8 1 H 100 Nuke 2 1500 4 Nuke
Flame Techc. 6 2x2 L 210 Airstr. 4 1250 4 Airstrike
Laser Techc. 7 2x2 L 230 Laserstr 6 2000 5 Laserstrike
Stealth Techc.6 2x2 L 210 Satel. 5 1500 4 Satellite
SAM silo 5 2x1 H 120 SAMs 2 700 3
AA Cannon 5 2x1 H 120 AA Shell 2 650 3
Sandbags 1 1 L - 25 1
Electric Fence2 1 L Shock - 50 1 Shocks adjacent
units
Defence Wall 2 1 H - 100 1
Blokes + Vehicles:
------------------
___________________________________________________________________________
Unit Name |Cost|Time|Speed|Health|Armour|H2H|Side |T.Lev|Armament |
---------------------------------------------------------------------------
Light Tank 600 2 32 60 H 3 Emp. 4 80mm Cannon
Med. Tank 800 3 24 90 H 3 Omni 4 95mm Cannon
Heavy Tank 1000 3 20 100 H 3 Emp. 6 Dual 95mm Cannon
Intimidator 1500 4 16 150 H 4 Omni 7 Dual 110mm Cannon
+ HK missiles
APC 800 2 44 60 H 5 Emp. 5 Uzi
Las Tank 1150 3 20 70 H 3 Emp. 7 3MW, 10MW Lasers
Stealth Tank 1150 3 28 90 L 2 7 AT Missile
Barrage Unit 1000 2 16 50 L 2 Omni 6 AT Salvo, HK Salvo
Scorcher 700 2 24 60 H 4 Omni 6 Hades Flamer
Rocket L. 1000 2 16 50 L 2 Emp. 6 SSM
Surveyor 1000 3 32 100 H 1 4
Scout Mech 300 1 36 20 L 1 Omni 3
Battle Mech 400 1 28 40 L 2 Omni 4 Uzi
Combat Mech 600 2 20 60 L 3 Omni 5 Minigun
Truck 500 1 32 30 L 2 2
Mine Layer 500 1 36 30 L 3 Emp. 3 Mines
Artillery 550 1 16 30 L 1 Emp. 3 Mortar
Radar Unit 400 1 32 25 L 1 2
Skimmer 500 1 48 25 L 2 Omni 6 AT Missile
Raptor scout 400 1 44 20 L 1 Emp. 2 Chaingun
Armour Jeep 600 1 36 30 H 3 Omni 3 Chaingun
MCV 2000 6 12 100 H 2 8
Rifle Squad 100 1 20 8 L 0 1 Rifles
Uzi Squad 130 1 20 8 L 0 1 Uzi
Bazooka Sq. 200 1 16 8 L 0 1 AT Missile
Grenadier Sq. 170 1 20 8 L 0 Emp. 1 Grenades
Flamer Sq. 200 1 20 8 L 0 Omni 6 Flamer
Empire L.Sq. 400 1 20 14 H 0 Emp. 7 3MW Laser
Sniper Sq. 500 1 20 10 L 0 6 Sniper rifles
Engineer Sq. 500 1 20 8 L 0 2 Toolbox
Spy Unit 500 1 24 8 L 0 Omni 2
Medic Unit 500 1 20 8 L 0 Emp. 2 Bandages
Demo Sq. 600 1 20 10 L 0 8 Explosives
Strife 800 2 48 40 L 0 5 Earthraker Mgun
Interceptor 1200 3 52 50 L 1 Omni 6 HK Missiles
Pegasus 1200 3 40 60 H 1 Emp. 6 AT Missiles
Demon 1200 3 36 60 H 2 Omni 6 Minigun
Chinook 1300 3 44 60 L 1 7
Weapons + what they're like
---------------------------
Assault Rifle - Very short range, medium fire rate. Nigh on useless versus
heavy armour, and ineffective versus light armour.
Uzi - Identical to assault rifle except for increased fire rate.
AntiTank Missile - good range, slow firing. Good against light armour
despite what the name suggests, although better versus heavy armour.
Grenades - short range (you lob 'em), but they have a burst effect and
are great against enemy infantry.
Flamer - short range, very good versus light armour
3MW Laser - the ultimate infantry weapon... good range, slow firing
but effective against everything.
Sniper Rifle - superb versus light armour, naff against heavy. Range
is extreme. Very slow to fire
Chaingun - a slightly upgraded assault rifle, with better range and
effect.
Minigun - superb against light armour.. high fire rate, low range and
very loud!
Hunter Killer Missiles - the alternative to AT Missiles. These are good
against light armour, and they have a burst effect.
Mortar - high range but slow firing. Good against light armour, not so
good against heavy.
Shells: Come in 4 different flavours!
80mm - moderate rate of fire, single barrelled. Better against light
armour, but still good versus heavy.
95mm - slow firing, single barrelled. Equally good against light
and heavy.
Dual 95mm - as above but because of the extra barrel faster firing.
Dual 110mm - the ultimate shells.. dual barrel required to keep the
rate of fire respectable, but causes good damage against heavy
armour. Light armour doesn't get away easily either!
10MW Laser Cannon - longer range and more powerful than shells, but
lower rate of fire. Cannon is very good against both light and heavy
armour.
50MW Heavy Laser - very good range, slow firing. Extreme power can reduce
units to rubble with a single shot.
Micro-Melter - the flame equivalent of the 50MW heavy laser, with faster
fire but less power. Blasts of microwaves cook the target from the
inside - armour is useless against it!
SSM - ridiculously good range and amazing power.. it even has a burst
effect which is so good it effects all units in it with as much power
as the one at its centre.
Anti-Tank + H.K. Salvos - very potent weapons which are upgrades of the
single shot missiles. Both have burst marker and are lethal versus
heavy + light armour respectively.
Correspondence
==============
PLEASE WRITE TO ME to tell me what you think of this game (not rude words
please children). Bug reports, etc. are most (un)welcome but if you want
to write for any other reason (game ideas, criticism, etc.) please do!
My address (at the moment) is:
Daniel Fielding
6, Broom Road,
Lakenheath,
Suffolk,
IP27 9ES
Version Details
---------------
V0.99 Test version, during conversion from Outland to Torment.
V1.00 First complete version of Torment. Far from perfect however.
V1.01 Fixes major bugs:
Game crashed when trying to start another game after having
finished a previous one.
Demo squad could knock down buildings at no cost
Flamers cost nothing to fire
Units in transport were lost when game was saved
Stealth units were sometimes revealed by troops from their
own side.