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- Installation
-
- Installation and Registration Instructions:
- Insert the M.A.X.2 CD into your CD-ROM drive. If your computer uses the Windows 95
- Autoplay feature, a menu will appear; click on the Install Button to begin and follow the
- on-screen instructions. Otherwise, double-click on your CD-ROM drive under My
- Computer, and double-click on the Setup Icon to start installation.
-
- When installation is complete, you will see a trailer (the first time you start playing), and
- you can then register your game. Until you register your game, whenever you insert the
- M.A.X.2 CD to start playing, you will have a chance to register. You have 3 chances to
- register. Thereafter, you can enter a code (123) so that the registration program does not
- bother you again. Alternatively, you can keep turning down the registration program until
- you are ready to register. If you enter the code and you later wish to register this game,
- you must reinstall it.
-
- Starting the Game
-
- You must first install M.A.X.2 (see the preceding chapter). Insert the M.A.X.2 CD into
- your CD-ROM drive. If your computer uses the Windows 95 Autoplay feature, you will
- reach the Autoplay Menu. Otherwise, double-click on your CD-ROM drive under My
- Computer, and double-click on the M.A.X.2 Icon to reach the Autoplay Menu.
- This menu offers the following options:
-
- Play: Click on this to go to the Main Menu.
-
- Read Me: Click here for important game updates and troubleshooting tips. On your CD-
- ROM you will also find a STATS.TXT file that contains detailed statistical information
- on the units and buildings in this game.
-
- Explore CD: Click on this to see what is on the M.A.X.2 CD.
-
- Uninstall: Click on this to remove M.A.X.2 from your computer.
-
- Exit: Click this to leave the M.A.X.2 Autoplay menu.
-
- THE MAIN MENU
-
- Click on the Play Button in the Autoplay Menu, or double-click on the M.A.X.2 icon in
- the installed directory on your computer to get to the Main Menu which offers the
- following choices:
-
- New Game: Click on this to start a
- new single-player game. (Pg. 5)
-
- Load Game: Click here to load a previously saved single-player game. Select the game
- you wish to load and click on Load, or click on Cancel to return to the Main Menu. To
- load multiplayer games, click on the Multiplayer Game Button to reach the Multiplayer
- Menu, from which you can eventually load any type of multiplayer game. See the
- Multiplayer Games Chapter for more information.
-
- Multiplayer Game: Click on this to reach the Multiplayer Menu from which you can start
- or join a new multiplayer game or load an old multiplayer game. (Pg. 7)
-
-
- Setup: Click on this to open a Setup Window where you can adjust the volume of or turn
- off music, sound effects, and voice. You can enable or disable the Auto-Save feature and
- toggle enhanced graphics on or off. You can also enter a name for use in multiplayer
- games. Click on Cancel if you do not wish to save any changes. Click on Done to save
- any changes you have made.
-
- Scenario Editor: Click on this to reach the Scenario Menu. You can create a new scenario
- or edit an old one. Click on Cancel to return to the Main Menu. (Pg. 78)
-
- Exit: Click on this to leave M.A.X.2.
-
-
- Single-player Games
-
- To start a new single-player game, click on the New Game Button in the Main Menu.
- This brings up the New Game Menu from which you can select a variety of single-player
- options. Several of the options, such as Stand Alone Missions, lead to a window in which
- you can select a game or mission. After selecting a game or mission, click on Start to
- reach the next menu. Other options, such as Custom Game, take you directly to a set up
- menu, such as the Options Menu, without the intervening step of selecting a mission.
-
- To return to the Main Menu from the New Game Menu, click on Cancel.
-
- Regardless of the type of single-player game you select, look at the Starting a New Game
- chapter for detailed information on setting up the game (running through the Options
- Menu, Planet Selection, and more) before you begin playing.
-
- Stand Alone Missions
- M.A.X.2 features 24 stand-alone missions of which 6 are from the Sheevat (alien) point
- of view. When you select a mission, a description of it and its objectives appear in the
- panel to the right. Use the arrow buttons to scroll through the list. When you have
- selected a mission to play, click on Start. Click on Cancel to return to the New Game
- Menu.
-
- Custom Game
- Click on the Custom Game Button to set up a new, custom, single-player game. This
- takes you directly to the Options Menu, where you start selecting parameters for a new
- game. See the Starting a New Game Chapter for instructions on how to set up and start a
- new game.
-
- Custom Scenario
- Click on Custom Scenario to load a previously constructed single-player scenario, built
- using the game's scenario editor. After selecting a scenario, click on Start to begin
- playing; click on Cancel to return to the New Game Menu instead.
-
- Campaign Game
- Click on Campaign Game in the New Game Menu to reach the Campaign Game Menu,
- where you can begin or continue a campaign game. There are four campaign games, and
- each one features nine missions. When you first start playing M.A.X.2, you will only be
- able to play one of the first two campaigns. Complete the second campaign to activate the
- thrid campaign. Successfully complete the thrid campaign and you will be able to select
- the fourth campaign.
-
- The first campaign game is a tutorial campaign and is about the first contact of the human
- clans and the Concord with the Sheevat. The second campaign involves a series of battles
- on several planets. The third campaign features a series of battles on Earth against the
- Sheevat. The fourth campaign is the hardest; in its missions you will play as the Sheevat
- vying against other aliens.
-
- After selecting a campaign, a list of that campaign's available missions appears. When
- you start a new campaign, you will only be able to play the first mission for that
- campaign. As you successfully complete missions in a campaign, successive ones
- become available for play. At any time, you can replay missions or restart the campaign.
-
- Select a mission and read its description. Click on Start to continue with that mission or
- Cancel to return to the New Game Menu.
-
- When you begin a mission, depending on the campaign and mission, you may get a
- chance to select a race and various game options before continuing. You will then get a
- mission briefing. From this briefing, click on Done to start playing or Exit to return to
- either the race and options selections or the Campaign Game Menu.
-
- If you win a mission, you can Continue to the next mission in the campaign. You can also
- Restart (replay) the mission or Exit to the Main Menu.
-
- If you lose a mission, you can Restart (replay) it, Exit to the Main Menu, or Skip that
- mission if you have not already skipped an earlier mission in the current campaign.
-
- Note: You can skip up to one mission per campaign. If you later successfully complete
- such a skipped and failed mission, you will be able to skip a different mission in that
- campaign.
- If you are playing in single-player mode, skip to page 12.
-
- Multiplayer Games
-
- After selecting the Multiplayer Game Button from the Main Menu, you will reach the
- Multiplayer Menu. You have a number of multiplayer options: You can play local area
- network (LAN), Internet, hotseat, modem, or serial games. Select the type of game you
- wish to play from the five buttons on the top. Then select an appropriate option from the
- buttons that appear in the window on the bottom.
-
- The following sections describe each of the options in the Multiplayer Menu. Regardless
- of the type of game being played, the actual game play is similar to that for single-player
- games. This game-play information is discussed in the Game Screen Chapter. Any notes
- pertaining to the playing of multiplayer games are in that chapter. For more information
- on game setup information, see the Starting a New Game Chapter.
-
- Internet and Local Area Network Games
-
- From the Multiplayer Menu, select Internet to logon to the Internet to play an Internet
- game of M.A.X.2. Once you logon, you can click on Join Internet Game, Host Internet
- Game, Join Internet Chat, or Host Internet Chat, depending on what you wish to do. The
- menus you reach after clicking on Host Internet Game and Join Internet Game are similar
- to those for other game types and are described in Host and Join Menus section of this
- chapter.
-
- Online, players will be rated for skill and reliability. When you host a new game, you can
- make sure that the players joining that game are up to your standards. You will also find
- other special features that are not part of the local area network (LAN) version of the
- game. Look for more specific information in the README.TXT file and in any future
- updates of the game as this area of the game will constantly be changing and improving.
-
- For a LAN game of M.A.X.2, click on LAN in the Multiplayer Menu and then select Join
- LAN Game, Host LAN Game, Join LAN Chat, or Host LAN Chat, depending on your
- preference. The only requirement for a local area network game is that all involved
- players must be connected to the same network to play together. The menus you reach
- after selecting Join LAN Game or Host LAN Game are similar to those for other game
- types and are described in the Host and Join Menus section of this chapter.
-
- For both LAN and Internet games, players can set up a Chat Room and give it a name and
- a password. Other players can join such a Chat Room if they know the password or if
- there is no password. Click on the Host LAN/Internet Chat or Join LAN/Internet Chat
- Buttons to select either option.
- Hotseat Game
-
- To play a hotseat game, click on Hotseat in the Multiplayer Menu and then click on New
- Custom Game to start a new game, Load Previous Game to continue with an old game, or
- New Custom Scenario to load a new hotseat scenario created using the scenario editor.
-
- In a hotseat game, all players (up to six) take turns playing on the same computer. Of
- necessity, these games are turn based, but you can limit the time per turn in the Options
- Menu or from the Preferences Menu.
-
- New Custom Game: After selecting this, you will enter the Options Menu. Set the game's
- parameters; see the Options Menu Chapter for more information. Then choose the planet
- using the Planet Selection Menu; see Starting a New Game.
-
- After determining this basic game information, you will reach the Hotseat Menu.
- Determine which team slots, if any, will be occupied by computer opponents and which
- will be occupied by no one. Each player should then choose a team and select a clan, by
- clicking on the Clan Button for their team and making a selection; see the Clans Chapter
- for more information. If you do not pick a clan, you will be assigned one randomly.
-
- After all players have chosen a team and clan, click on the Done Button in the Hotseat
- Menu. The first player will now enter the Purchase Menu to buy cargo before landing on
- the planet; see the Purchase Menu Chapter. The game notifies you whose turn it is. Click
- on OK and after selecting cargo, click on the Done Button. The world will be scanned
- and you can click on a starting location; see Starting a New Game for more information
- on this process.
-
- The next player's Purchase Menu will now appear and that player will cycle through the
- same options. Once all players have purchased cargo and selected a starting location, the
- game will begin.
-
- Players will then take turns playing. When they have completed a game turn, they should
- click on the End Turn Button. The game notifies you whose turn is next. That player
- should click on OK; he can then begin his turn.
-
- Load Previous Game: Click on this to call up a Load Menu of previously saved hotseat
- games. Select the game you wish to play and click on Load. Click on Cancel to return to
- the Multiplayer Menu.
-
- New Custom Scenario: Click on this to call up a Load Menu of custom scenarios built
- using the scenario editor. Select a game to play and click on Load to begin. Click on
- Cancel to return to the Multiplayer Menu.
-
- Modem Game
-
- To play a modem game, click on the Modem Button in the Multiplayer Menu and then
- select Dial/Join Opponent or Answer/Host Game.
- Before you can connect with someone for modem play, both players must have Hayes-
- compatible modems.
-
- Dial/Join Opponent: Clicking on this opens a field where you enter the phone number
- you wish to dial. Type in the phone number, hit the ENTER key, and wait for a
- connection to be made. After you connect with your host, you will reach the Join Menu,
- described in the Host and Join Menus section of this chapter. After reviewing the game
- parameters, click on Ready to signal to your host that you wish to begin. Note that you
- can discuss game parameters with your host and he may change them before you click on
- the Ready Button.
-
- Answer/Host Game: Clicking on this takes you to the Host Menu, described in the Host
- and Join Menus section of this chapter. When you finish selecting game parameters, click
- on Answer. When your opponent dials in, your computer will answer to make a
- connection. When the Start Button appears (after your opponent has clicked on Ready),
- you can click on this to begin playing.
-
- Serial Game
-
- Connect two computers with an RS-232 cable to establish a serial or null-modem
- connection. To play a serial game, each player should click on the Serial Button in the
- Multiplayer Menu and then select Join Serial Game or Host Serial Game.
- Join Serial Game: Click on this to open the Join Menu, described in the Host and Join
- Menus section of this chapter. After reviewing the game parameters, signal that you are
- ready to begin by clicking on Ready. Note, you may ask the host to make changes to
- these parameters before clicking on the Ready Button.
-
- Host Serial Game: Click on this to open the Host Menu, described in the following
- section. Set up the game parameters. When your opponent clicks on his Ready Button, a
- Start Button will appear on your menu. Click on this to begin playing.
-
- Host and Join Menus
-
- For Internet, LAN, modem, and serial games, one player chooses to host the game and
- other players choose to join. The Host and Join Menus for these games are very similar
- and their common features are described below.
-
- Host Game Menus
-
- In LAN, Internet, modem, and serial games, after you have selected the Host Game
- Button for that game type and after you have made any necessary connections, you will
- reach the Host Menu.
-
- For a new multiplayer game, be sure to input your player name, choose a clan, select
- options from the Options Menu, and select a planet. You must then wait for your
- opponents (one or more, depending on the game type) to join the game. For LAN and
- Internet games, the host must click on Announce before other players can join.
-
- In LAN and Internet games, as slots fill up, this is indicated on the team buttons on the
- menu. As soon as the first player joins the game by clicking on his Ready Button, a Start
- Button will appear on the Host Menu. When the host clicks on the Start Button, the game
- will begin. For LAN and Internet games, only players who have joined before the host
- clicks on the Start Button will be able to play in that game.
-
- If you wish to resume a previously saved game, select Load Game, select the game you
- wish to load, and click on Done. You must then wait for the other player(s) to join. Only
- players who have the same saved game on their hard disks can join. When all players
- have joined, click on the new Start Button that appears to begin playing. For LAN and
- Internet games, you must click on Announce before other players can join.
-
- If you wish to load a custom scenario created in the scenario editor, select Load Scenario,
- click on the game you wish to play and click on Done. Wait for one or more players,
- depending on the game, to join. Click on the new Start Button that appears to begin
- playing. For LAN and Internet games, you must click on Announce before others can join
- the game.
-
- Host Menu Options:
- Player Name: Click in the text window provided and type in the name you wish to use
- when playing.
-
- Race Button: Click on this button to reach the Race Menu and to select a race. See the
- Races Chapter for more details. In custom scenarios, you may not be able to select a race.
-
- Status Window: This window, in the upper right corner of the screen, displays the game's
- information, including planet information, starting credits, play mode, and more.
-
- Player Buttons: As host, you will default to the first team position. You will not be able
- to choose a different team.
-
- Map Window: This displays a map of the planet chosen for this game. To select a
- different world, click on the adjacent Maps Button to reach the Planet Selection Menu.
- Use the arrow buttons to select a planet, and click on Done when you have made your
- choice. Alternatively, click on Cancel to return to the Host Menu.
-
- Load Game: Click on this button to load a previously saved game. Your opponent(s) must
- also have a copy of this game.
-
- Load Scenario: Click on this to load a new custom scenario built using the scenario
- editor.
-
- Options: Click here to reach the Options Menu and to select important game parameters;
- see the Options Menu Chapter for details. You may not be able to set options for custom
- scenarios.
-
- Chat: Click on this button and then type in the provided space at the bottom of the screen.
- When you press the ENTER key, the message will be transmitted to the other players.
- Messages Text Window: Messages from other players appear in this area located just
- above where you enter your chat messages. You can scroll this window to review past
- messages.
-
- Announce: For Internet and LAN games, after you have set up a game, click on this
- button for your game to appear as an option to other players. Until you click on this
- button, no one will be able to join your game.
-
- Start: When a player has joined your game, the Start Button will appear. When enough
- players have joined, click on the Start Button to begin the game, sending all players to the
- planet or to their Purchase Menus.
-
- Cancel: Click on this to return to the Multiplayer Menu.
-
- Join Game Menus
-
- After you have elected to join a LAN, Internet, modem, or serial game, and after you
- have made any necessary connections, you will reach the Join Menu.
-
- For Internet and LAN games, in the Status Window, in the upper right portion of this
- menu, you will see a list of games that are waiting for players to join. Games only appear
- in this window after a host has created or loaded a game and then clicked on his
- Announce Button. Click on the game you wish to join. You will be placed in the first
- open team slot. You will not be able to select a different team. However, you can chat
- with the other players, and players can leave the menu and rejoin until all players are in
- team slots of their choice.
-
- For modem and serial games and for Internet and LAN games, after you have a selected a
- game to join, you will see a list of game parameters in the Status Window. See the
- Options Menu Chapter for more information on these parameters. The Map Window
- beneath the Status Window shows the planet that has been selected.
-
- Enter the name you will use while playing; click in the text window beneath Player Name
- and type in the name you wish to use. Then select a clan, if you can. Click on the Clan
- Button next to your name to reach the Clan Menu and select a clan. See the Clans Chapter
- for more information.
-
- Click in the Messages Text Window and type to communicate with your host and other
- players.
-
- Click on Ready to signal the host that you are ready. When enough players have joined
- the game, as decided by your host and depending on the game type, your host will click
- on a Start Button to begin the game.
-
- Click on Cancel, before the host clicks on his Start Button, to drop out of the game and to
- return to the Multiplayer Menu.
-
- Click on the Back Button if you do not wish to start, join, or load a multiplayer game.
- This will return you to the Main Menu.
-
- Starting a New Game
-
- Depending on the type of game you are playing you may go through various setup
- menus. The menus are discussed here in the order in which they appear in the game,
- although you may not have all the menus appear in every type of game. Menus that
- require extensive discussion have their own chapters, following this chapter, in the same
- order as they appear below.
-
- Note: In LAN, Internet, serial, and modem games, the Options Menu, Planet Selection
- Screen, and Clans Menu are all reached from these games' Host and/or Join Menus and
- can be accessed in any order. Players in these games cannot generally choose their teams.
- For these multiplayer games, the Host and Join Menus replace the Game Menu discussed
- later in this chapter. See the Host and Join Menus section of the Multiplayer Games
- Chapter for descriptions of these menus.
-
- Options Menu: For all games except various campaign missions, stand-alone missions,
- and custom scenarios, one player sets the game's parameters using the Options Menu.
- Adjustable game parameters include the difficulty of any computer opponents, play mode
- (turn based, simultaneous moves, or real time), turn timers (for turn-based and
- simultaneous-moves games), victory conditions, resource levels, line-of-sight, and
- starting credits. You may not be able to alter all of these parameters. The Options Menu is
- described in the Options Menu Chapter. When you finish making selections, click on
- Done to continue to the next menu. Click on Cancel, instead, to return to the New Game
- or Multiplayer Menu.
-
- Planet Selection Menu: Except for campaign games, custom scenarios, and stand-alone
- missions, you select the world, or map that you will play on. Click on the large arrows to
- change the selection of maps. Click on a map to view a more detailed version. Click Done
- to select the world, or Cancel to return to the previous menu.
-
- Game and Clan Menus: In this menu, you select which team to play for, which teams
- have no players, and which teams will be played by computer players. Except for modem
- and serial games, all games may have up to six players. In the Game Menu, the teams
- appear in the same order in which they take turns for turn-based games. Each team has an
- associated color: red, green, blue, gray, yellow, and orange, for teams 1 to 6, in order.
- Select a team by clicking on the slot under Human next to the team for which you wish to
- play. Select which teams will be played by the computer, by clicking on the slot under
- Computer next to such teams. Select which teams should have no players, by clicking on
- the slot under None for those teams.
-
- To select a clan, click on your team's Clan Button. In the Clan Menu that appears, select
- a clan, or the Sheevat race and click on Done to return to the Game Menu. n hotseat
- games, each player should select his clan before anyone tries to leave the Game Menu,
- otherwise those who have not chosen a clan will be assigned one randomly. Note: You
- cannot select clans for other teams, and you will not be able to view other teams' clans.
- For more information on clans see the Clans Chapter.
-
- When clan and team selection are complete, click on Done in the Game Menu to
- continue. Click on Cancel to return to the Planet Selection Menu.
-
- Purchase Menu: In many games, except for various campaign missions, stand-alone
- missions, and custom scenarios, you can purchase extra units to take to the planet surface.
- Click on Done when you are finished or click on Cancel to return to the Main Menu. See
- the Purchase Menu Chapter for more details on purchasing units.
-
- Select Location Menu: In most games, except for various campaign missions, stand-alone
- missions, and custom scenarios, just before the game begins, each player's ship will scan
- the planet's surface. When scanning is complete you will see a map of the surface. Left-
- click on the desired starting location for your team. A red cursor indicates locations
- where you cannot start a colony.
-
- The game will place your first Mining Station or Material Harvester at your chosen
- location. This Mining Station will automatically be positioned over a source of Raw
- Materials that provides 16 Raw Materials per turn.
-
- When you select a location, you will see a small red circle around your cursor and a
- larger yellow circle. The game will not allow you to place your base within the red circle
- of another player. If you try to place your base within the larger, yellow circle of another
- player, you will be notified of this and asked if you wish to select a different location.
- When computer players select starting locations, they try to stay outside the limits
- defined by other players' yellow circles. When all players have selected a starting
- location, the game will begin.
-
- Game Screen: Once all preliminary menus are completed, the game will begin. Game
- play takes place on the Game Screen; your choices here, as well as playing tips, are
- discussed in the Game Screen Chapter.
-
- Options Menu
-
- In most M.A.X.2 games, except for various campaign missions, stand-alone missions,
- and custom scenarios, one player can adjust game parameters through the Options Menu.
- These parameters are discussed below:
-
- Computer Opponent: You can adjust the difficulty level of your computer opponents.
- Available levels are Clueless, Apprentice, Average, Expert, Master, or God. As the
- difficulty level increases, computer opponents become faster at construction; they receive
- bonuses to the amount of Raw Material and Gold they mine, and their tactics and
- strategies improve.
-
- Clueless: No advanced strategies; construction takes 25% longer than normal; mining
- receives a 25% penalty.
-
- Apprentice: Some advanced tactics; no penalties.
-
- Average: Some advanced strategies and tactics; no penalties.
-
- Expert: All available advanced strategies and tactics with no penalties.
-
- Master: As for Expert, but can build 25% faster than normal. Mines produce 25% more
- than indicated by deposits' sizes.
-
- God: As for Expert, but can build 50% faster than normal. Mines produce 50% more than
- indicated by deposits' sizes.
-
- Play Mode: If you select Turn-Based, depending on the time limit set in the Turn Timer
- you may or may not have a time limit in which to complete your turn. Opponents take
- turns; when a player finishes issuing orders for a turn, the next player can take his turn.
-
- If you select Simultaneous-Moves, during each game turn, all opponents issue orders to
- their units at the same time. Players are constrained to actions that can take place within a
- single turn; for example, a unit cannot move more than its speed in any turn. However,
- within each turn, the action takes place in real time. The length of time for each turn can
- be adjusted in the Turn Timers panel.
-
- If you select Real-Time, the game's action will continue as you play. In real-time games,
- the real-time equivalent of a turn determines how quickly buildings and units are built
- and how quickly other events occur. You can adjust this timing by adjusting the game
- speed under the Preferences Menu, accessed from the Game Screen. The last player in a
- multiplayer game to adjust game speed determines the current speed at which a real-time
- game runs.
-
- Virtually everything in the game takes "time," from building units and structures to
- recovering from various attacks. In real-time games, the game notifies you of how much
- time remains for various processes with small bar graphs. In turn-based and
- simultaneous-moves games, the game notifies you of time remaining for a process by
- stating how many turns are left before the process is completed.
-
-
- Turn Timers: If you are playing a game with simultaneous moves or a turn-based game,
- you can adjust the turn length. Select a maximum time for each turn by making a choice
- under Turn Limit. Choices range from No Limit to 360 seconds, in increments of 60
- seconds.
-
- In simultaneous-moves games, select a choice for the End Turn time; choices range from
- None to 90 seconds. In a game with simultaneous moves, in each turn, the last player who
- has not pressed his End Turn Button will be notified that he has the End Turn time left in
- which to complete his turn. If he does not press the End Turn Button before the End Turn
- time runs out, his turn ends automatically.
-
- Line of Sight: Select On=Enabled or Off=Disabled under this option. Off means that line-
- of-sight is not an issue in the game. On=Enabled means that unless a land unit, ship, or
- building can fire over hilly terrain, it must have a direct line to a target before it can fire.
- Only missile units and buildings, Rocket Launchers, and Biobomb units and buildings
- can fire at units not directly in their line-of-sight.
-
- The ability to see other units and to survey is affected by line-of-sight for all units and
- buildings, except that line-of-sight does not affect a land unit's, ship's, or building's
- ability to spot or fire at aircraft. Line-of-sight also does not affect air units' abilities to see
- and fire on any other unit type.
-
- Starting Credits: Adjust how many Credits each player gets at the beginning of the game;
- all players will receive the same, specified amount. Starting Credits range from 0 to 250
- and can be used to purchase units; see the Purchase Menu Chapter.
-
- Resource Levels: Adjust the abundance of Raw Materials and Gold on your planet.
- Values for each resource can be set to Poor, Medium, or Rich. This affects both how
- many deposits of each resource are available and how rich they are. The frequency of
- alien animals on your planet can be set to None, Rare, or Common. Alien animals are
- basically wandering monsters and are described in the Alien Animals Chapter.
-
- Victory Conditions: You can set three different types of victory conditions for your game:
- Kill All Mining Stations, Kill All Units, or Capture the Flag.
-
- For Kill-All-Mining-Stations games, any player whose Mining Stations or Material
- Harvesters are all destroyed, disabled, or frozen automatically loses the game. The last
- player left wins.
-
- For Kill-All-Units games, any player whose visible units (that is, not counting
- Infiltrators, Psi-Spawn, cloaked Spawn, Submarines, Mines, and submerged Armored
- Personnel Carriers) and buildings are all destroyed, disabled, or frozen automatically
- loses the game. The last player left wins.
-
- For the Capture-the-Flag option, each team has one flag, and your objective is to capture
- or control most or all flags in the game. There are four parameters that can alter the way
- such a game is actually played: Flag Type, Start Location, Number, and Victory Timing.
-
- Additional Options for Capture-the-Flag Victory Conditions:
- Flag Type: Set this to Stationary or Mobile. Mobile flags can be transported by any land
- unit once they have been captured. Stationary flags may not be moved.
-
- Start Location: Set this to At Base or Random. At Base means that each team's flag starts
- in the middle of its first base. Random means that all teams' flags are randomly placed on
- the planet.
-
- Number: Set this to Majority or All. If set to Majority, you must capture or control the
- majority (greater than half) of all flags in order to win. All means that you must capture
- or control all flags to win.
-
- Victory Timing: Set this to Hold for a Time, At Capture, or Return to Base. Hold for a
- Time means that once a player has captured or controls a sufficient number of flags, he
- must hold them for a time in order to win. The time is determined by the play mode and
- game speed. The computer notifies all players of how long that player must continue to
- control the flags to win the game. If he succeeds in controlling the flags for that time
- period, he wins.
-
- At Capture means that when a player has captured or controls a sufficient number of
- flags, he wins the game. Return to Base only applies if you have selected Mobile Flags.
- In this case, a player must collect a sufficient number of flags in his Flag Base(s) before
- he can win.
-
- For details on how to control or capture flags, transport them, and win the game see the
- Winning the Game Chapter.
-
- When you finish setting the Options, click on Done. If you want to return to the New
- Game or Multiplayer Menu, click on Cancel instead.
-
- RACES
-
- In most games, except various campaign missions, stand-alone missions, and custom
- scenarios, you can select the race for which you wish to play. You will not be able to
- select clans for computer players, nor view races selected by other players or computer
- players.
-
- In the Game Menu, Host Menu, or Join Menu depending on the kind of game you are
- playing, click on the default Clan Button for your team to reach the Clan Menu.
-
- You can play for one of nine clans or races, including that of an alien race, the Sheevat.
- Click on a Race Button for a description of that race's strengths. If that race meets with
- your approval, click on Done. If you click on Done or Cancel without choosing a race
- first, you will return to the previous Menu and the game will choose a race for you.
-
- Before discussing the races, a brief discussion of aliens is in order. There are two kinds of
- aliens in M.A.X.2: the friendly aliens who form the Concord and the unfriendly aliens
- called the Sheevat. You can play as the Sheevat, but you cannot really play as the
- Concord (which is an organization of almost all known intelligent life forms in the
- galaxy).
-
- Human races (that you may have met in M.A.X.) are bonding with various alien Concord
- races as part of their efforts to become full Concord members. Although human beings
- are going through this complex bonding process, which involves merging human DNA
- with that of various alien species, such races are still called "human" throughout this
- manual, while the Sheevat are called "the aliens."
-
- Among the benefits that human players get for bonding with Concord races is that they
- are allowed to use some of the Concord's alien units, namely the Concord Tanks,
- Concord Assault Guns, Concord Gunboats, and Concord Attack Planes. When Concord
- units are referred to throughout this manual, it is these units that we mean.
-
- The Concord units that human races can make are self-repairing, gain experience through
- combat, and are organic in nature. Note that Concord units do not get race bonuses!
- Nonetheless, these units are very powerful, and because of this they cost much more than
- their human counterparts. For more information on units, see the Units Chapter.
-
- The races/Concord races for whom you can work as a M.A.X.2 Commander vary in their
- strengths. The following paragraphs describe the benefits you will gain from each
- particular race or race. For more information on unit statistics and what they mean see the
- Units and Buildings Chapters. Look at the STATS.TXT file on the CD-ROM for base
- unit and building statistics. Consult the README.TXT file and the game for any updates
- to the information below.
-
- Aven
- This Concord race of magnificent pilots is bonding with the human race called The
- Chosen. The Chosen race is derived from religious refugees who developed superior air
- units. AWACs have +2 scan. Fighters have +1 range and cost 21 Credits. Air Transports
- gain +4 speed. Ground Attack Planes have +4 attack and cost 27 Credits. Air Units Plants
- cost 30 Credits.
-
- Fen
- This aquatic, empathic Concord race is bonding with the human Crimson Path whose
- members descended from various communist groups. This race/race has developed
- superior sea units. Missile Cruisers have +1 range and cost 33 Credits. Escorts have +2
- speed and +1 scan. Corvettes gain +2 speed and +1 armor. Gunboats have +2 armor, +4
- hits, and +1 range. Submarines have +4 attack, +2 speed, and cost 15 Credits. Sea
- Transports gain +2 speed. Shipyards cost 30 Credits.
-
- Cloaks
- This Concord race of intelligence gatherers is bonding with the Von Griffin race whose
- members excel at espionage. Scanners get +4 scan and +1 speed. Scouts have +2 scan, +2
- speed, and +2 attack. Submarines come with +2 scan, +2 speed, and +4 attack. Infiltrators
- gain +1 scan, +1 speed, +2 disable, and cost 24 Credits. Radar is equipped with +6 scan.
- AWACs get +4 scan and +2 speed. Armored Personnel Carriers have +1 armor, +2 hits,
- and +2 speed.
-
- Phemer
- This Concord race of imperialistic xenophobes is bonding with the human race, Ayer's
- Hand, whose primary attributes they share. This race/race's greatest strength lies in
- missiles and missile carriers. Rocket Launchers get +1 range, +2 attack, and cost 18
- Credits. Missile Crawlers, Missile Turrets, and Missile Cruisers all gain +1 range, +2
- attack, and cost 30 Credits.
-
- Kamren
- This Concord race's members are the long-time defenders of the Concord. They are
- bonding with the human Musashi race. This race/race has developed expert armored
- vehicles and defenses. Gun Turrets gain +4 attack, +2 armor, and +4 hits. Tanks get the
- same benefits as Gun Turrets and also gain +1 speed. Gunboats have +4 attack, +2 armor,
- +8 hits, and +1 range. Armored Personnel Carriers receive +2 armor, +4 hits, and +1
- speed.
-
- Elan
- This Concord race of quick-moving, thoughtful aliens is bonding with the human race of
- the Sacred Eights whose people are the descendants of those once persecuted for their
- religious beliefs. Avoidance and defense being this race/race's primary focus, it has
- developed vehicles with superior speed. Escorts and Mobile Anti-Aircraft gain +1 range
- and +2 speed. Scouts, Ground Attack Planes, and Corvettes gain +2 attack and +2 speed.
- Assault Guns have +4 attack, +2 speed, +1 range, and cost 18 Credits.
-
- Aspen
- This Concord race of territorial aliens is bonding with the members of the human Seven
- Knights race who share its concern over territory. This race/race excels at defense. Radar
- gets +2 scan. Sea Mines and Land Mines gain +8 attack. Missile Turrets gain +1 range,
- +2 attack, and cost 33 Credits. Gun Turrets have +4 attack, +2 armor, and +4 hits.
- Artillery Turrets and Mobile Anti-Aircraft gain +1 range and +2 attack.
-
- Beaker
- This cybernetic Concord race is bonding with the human Axis Inc. race to form a
- powerful race of builders. This race/race receives extra Engineers and Constructors; the
- exact amount depends on the game's starting budget. Heavy Units Plants cost 32 Credits,
- and Light Units Plants cost 16 Credits. The maintenance cost for all Beaker units is
- redued, allowing the Beaker to support larger armies.
-
- Sheevat
- The Sheevat are unlike any other known race and are alien even to the Concord. The
- Sheevat are not members of the Concord and are allied to no human races.
-
- All Sheevat units and buildings that can attack enemies gain experience from combat. All
- Sheevat units and buildings have self-repairing shields that absorb damage from attacks.
- Because of these shields, Sheevat units have less armor and fewer hits than their human
- analogues. Some of the Sheevat units and buildings are truly unique to this race, while
- there are other units and buildings that the Sheevat cannot build. See the Units and
- Buildings Chapters for more details.
-
- Sheevats do not get Repair Units, Robotic Walkers, Rocket Launchers, Minelayers, Sea
- Minelayers, Missile Crawlers, Missile Cruisers, Missile Turrets, or Concord units. They
- get a Biobomb Crawler, a Biobomb Ship, and a Biobomb Pod instead of the analogous
- Missile Crawler, Missile Cruiser, and Missile Turret. Biobomb units disperse
- microorganisms that dissolve armor.
-
- Many other Sheevat units are somewhat analogous to human units but have unique
- functions. Sheevat Tanks are called Shock Tanks and are quite powerful. Shock Tanks
- have an Electrical attack that affects all units, except for other friendly Shock Tanks, in
- directly adjacent squares. Sheevat Assault Guns are called Lightning Cannons. These
- units have an attack that jumps from one enemy unit or building to another, with attack
- strength decreasing along the way. Up to 3 units can be affected by each Lightning
- Cannon attack.
-
- Sheevat Infantry units are called Spawn and differ somewhat from human Infantry in that
- their hoarding instinct makes them stronger when they are close to one another than when
- they are alone. The Sheevat have Psi-Spawn instead of Infiltrators. These units have some
- features in common with Infiltrators, but they cannot disable or steal enemy units.
- However, Sheevat Psi-Spawn can hide or cloak nearby Spawn. Spawn can only be
- created by Incubators, and cannot be created in factories.
-
- Special Sheevat units include the Stasis Projector that can freeze units and small
- buildings temporarily. Frozen units do not take damage, and this unit can therefore serve
- both offensive and defensive purposes. The Incubator is another unique unit that implants
- eggs into organic units. Once the eggs are developed the host dies, releasing a Sheevat
- Spawn or Psi-Spawn. The Sheevat can also build Command Units that improve statistics
- of nearby friendly units.
-
- The Sheevat have a unique building called the EW Pod that can assume control over one
- human electronic unit or building at a time. Human Infiltrators and Infantry, Concord
- units, and Sheevat units or buildings of any type are not affected by the EW Pod.
- Purchase Menu
-
- In many games, before you land on a planet, you will enter the Purchase Menu where you
- can buy extra units to take with you to the planet. You may not be able to buy units
- through this menu in various campaign missions, stand-alone missions, custom scenarios,
- and when Starting Credits have been set to 0 in the Options Menu.
-
- In the Purchase Menu, when you select a unit from the Unit List to the right or from the
- Purchased List in the center, its picture, a description, and statistics appear on the left side
- of the screen. You can turn the description text off by clicking on the Description Box.
-
- A panel in the center of the Purchase Menu shows the total number of Credits you have
- with which to buy extra units. The price to buy any new unit appears next to that unit on
- the Unit List. The cost in Credits to buy a unit is the same as the number of Raw
- Materials it would take to build that unit.
-
- Any units currently in your cargo bay--those you start with as well as any you have
- bought--are shown in the Purchased List.
-
- Scroll through the Unit and Purchased Lists using the arrow buttons under these lists.
-
- Purchasing Units
- Except in various campaign missions, stand-alone missions, and custom scenarios, you
- will begin with at least one Engineer and one Constructor in your cargo bay. What else
- you take along to the planet is up to you and your purse.
-
- To buy a unit, select a unit from the Unit List, and click on Buy to add this unit to the
- Purchased List.
-
- You do not have a full range of units available for purchase. You can only take some land
- units along. All players can buy Engineers, Constructors, Scouts, Scanners, Tanks or
- Shock Tanks, Assault Guns or Lightning Cannons, and Mobile Anti-Air. The eight
- human races can also buy Repair Units, Rocket Launchers, Minelayers, Missile Crawlers,
- Concord Tanks, and Concord Assault Guns. The Sheevat can buy Stasis Projectors and
- Biobomb Crawlers.
-
- Removing Purchased Units
- Except for any Engineers and Constructors that are in your cargo bay before you start
- buying units, you can return any unit you have purchased before you leave the Purchase
- Menu. In the Purchased List, click on the unit that you wish to remove. Click on the
- Delete Button to remove the unit. The cost of the unit will be refunded to you.
- Finishing Up
- When you finish buying units, click on the Done Button. Clicking on Cancel instead
- returns you to the Main Menu.
-
-
- Game Screen: Playing the Game
-
- This chapter describes the functions of all buttons and windows in the Game Screen. The
- last section of this chapter describes the game's important elements and includes some
- game-play tips for getting started.
-
- The Game Screen is where you play M.A.X.2. After choosing a game type and setting up
- the game, you will get to this screen. The default Game Screen will vary somewhat
- depending on whether you are playing for a human race or for the Sheevat. Nonetheless,
- the essential features of the Game Screens are the same; they are just located in different
- areas.
-
- The Game Screen can be divided into five major areas:
-
- Buttons: The buttons on the Game Screen can take you to the Save/Load Menu--where
- you can also exit the game, to a Preferences Menu where you can adjust various things
- like sound volume and auto-saving, and to a Report Menu where you can obtain
- information about your units. Some of the buttons also control various displays on the
- Game Map.
-
- World Map: This is a zoomed-out look at the planet. It has a slider bar that lets you adjust
- the zoom level of the Game Map.
-
- Message Bars and Timers: These provide information on your resource status, feedback
- on selected units, your current location in coordinates on the Game Map, chat messages,
- time remaining in turn-based or simultaneous-moves games, and more.
-
- Unit Picture and Spycam Feature: The top left portion of the Game Screen generally
- displays a picture, description, and statistics of the currently selected unit. You can switch
- the picture in this location to a "Spycam" that shows a small portion of the game world
- centered on a selected unit or location.
- Game Map: This is where all the action takes place.
-
- All of these areas are discussed in the following sections. At the end of the chapter is a
- section on how to start playing M.A.X.2. Press TAB to change the interface layout.
-
- Note: You will find information on basic game how-to's, such as moving units, building
- structures, and attacking enemies in the Game Map section of this chapter.
-
-
- Game Screen Buttons
-
- All of the Game Screen buttons are described here.
-
- Saving, Loading, and Quitting the Game
- Click on the Files Button to reach the Save/Load Menu. Click on a game or game slot to
- select it. Scroll through the 100 available game slots using the arrow buttons. If you are
- saving a game, you can type information about the game into the line at the bottom of the
- selected slot. When you are finish, click on Save or Load. Note: Multiplayer games are
- automatically saved at predefined intervals to the hard drives of all players.
-
- From the Save/Load Menu you can Quit the game or Return to the game without saving
- or loading.
-
- Adjusting Game Play Parameters
-
- Click on the Preferences Button to reach the Preferences Menu where you can make
- various adjustments:
-
- Sound Volume and Toggles: Use a slider bar to adjust the volume of music, sound
- effects, and voice, or use the Disable Boxes to turn these off.
-
- Game Speed: Use a slider bar to adjust the game speed for real-time games.
-
- Scroll Speed: Use a slider bar to adjust how quickly the Game Map scrolls when you
- move your cursor to the edges of the Game Screen.
- Auto-Save: Toggle the Auto-Save feature on or off. For turn-based and simultaneous-
- moves games, the default frequency of auto-saves is 1, or at the end of every game turn.
- For real-time games, it saves every minute. Auto-saved games are placed in the number
- 10 slot of the Save/Load Menu.
-
- Animate Effects: Toggle this on if you wish to view the game's animations. Turning this
- off may make your game run faster.
-
- Halt Movement When Enemy Is Detected: Toggle this on or off depending on your
- preference.
-
- Click-to-Scroll: Toggle this on if you wish the screen to scroll only when you click on the
- map. To scroll, you must click and then hold the mouse button down as you move the
- cursor. Toggled off, the game allows you to scroll by moving your cursor to the edges of
- the Game Screen. You can also use the arrow keys to scroll the map.
-
- Auto-Select Next Unit: Toggle this on if you wish the game to select the next unit
- automatically when you finish issuing orders to the current unit.
-
- Automatic Pause Features: Select when, during single-player games, you want the game
- to pause automatically. Among your choices are Pause When See Enemy and Pause
- When Select Unit.
-
- Player Name: For multiplayer games, you can alter the name you are playing under by
- typing a new one in the slot provided.
-
- Turn Time: For turn-based and simultaneous-moves games, you can alter the turn time in
- this slot. Enter values within the limits offered by the Options Menu (from 0 or no limit
- to 360 seconds). In multiplayer games, the last number entered, by any player, determines
- the turn time.
-
- End Turn Time: For games with simultaneous moves, you can alter the end turn time--
- how long the last player has to complete his turn after all other players have completed
- theirs--here. Enter values within the limits offered by the Options Menu (from 0 or no
- limit to 90 seconds). In multiplayer games, the last number entered, by any player,
- determines the end turn time.
-
- Game Information: The play mode, the difficulty of any computer opponents, and the
- game's victory conditions are listed here.
-
- Cancel: Click on this, for multiplayer games, to return to the Game Screen without saving
- any changes.
-
- Done: Click on this to save any changes you have made and to return to the Game Screen.
-
- Pause, End Turn, Chat, Goals, Next, and Previous
- These miscellaneous buttons are described here.
-
- Pause: Click on the Pause Button to pause the game. While the game is paused, you can
- issue orders. Units and buildings will start carrying these orders out when play resumes.
- Click on the Pause Button when the game is paused to resume play.
- In real-time and simultaneous-moves multiplayer games, you accumulate time for "time-
- outs" as the game continues. Click on the Pause Button to take such a time-out. You will
- automatically be returned to the active game if you run out of time. If all players pause,
- no player loses any accumulated pause time.
-
- End Turn: Click on the End Turn Button to end your turn. This button is only available in
- turn-based and simultaneous-moves games. When you click on this button, all of the units
- with standing orders will act on those orders before the next turn or the next player's turn
- begins.
-
- Chat: Click on this button to open a Chat Window in which you can type and send
- messages to other players in multiplayer games. This button only appears in multiplayer
- games. To close the Chat Window, click on Cancel.
-
- Goals: This button only appears in single-player games and provides a synopsis of the
- game's victory and loss conditions.
-
- Next and Previous: Click on these buttons to cycle through your units and buildings. The
- < and > keys perform the same functions. To drop a unit out of this cycling list for the
- remainder of the turn, for turn-based and simultaneous-moves games only, click on the
- Done Button in the unit's Command Window.
-
- Display Buttons for Keeping Track of Unit and Survey Information
-
- There are several Display Buttons on the Game Screen that highlight useful information
- during play. Click on the Display Buttons to toggle the displays on or off. The displays
- apply to visible or selected enemy units as well as to friendly units.
-
- Survey: This shows survey information on the Game Screen. Discovered Gold deposits
- appear as gold numbers; the number indicates how much Gold can be extracted from that
- site per turn if a Gold Mining Station or Gold Harvester is placed there. Raw Material
- deposits appear as white numbers; the number indicates how many Raw Materials can be
- extracted per turn if a Mining Station or Material Harvester is built there. An empty circle
- indicates areas with no deposits. Unsurveyed sites show nothing. Note that all units can
- spot deposits of Gold and Raw Materials. Turn the survey display on before placing a
- new Mining or Gold Mining Station.
-
- Status: This provides a small visual summary of the movement and firing options
- currently available to each unit. A green arrow under a unit indicates that the unit can
- move at this time. A small explosive shell indicates that the unit can fire. The number of
- shells indicate how many shots are available to the unit at this time. No image under a
- unit indicates that it can neither move nor fire at this time.
-
- Colors: This surrounds each unit with its team color. The team colors, in order, are red,
- green, blue, gray, yellow, and orange for teams 1 through 6.
- Hits: This displays a hits bar over each unit and building. As a unit takes damage to its
- hits, the bar will shorten. While the unit retains most of its hits, the bar will be green. The
- color of the bar changes to yellow as the unit becomes more injured and turns to red when
- the unit is seriously damaged.
-
- Range: This displays a red circle that shows the range of the currently selected unit or
- building for attack purposes. Visible units within this circle can be attacked by the
- selected unit as long as they are within its line-of-sight. Areas within a unit's range that
- are not within its line-of-sight are darkened.
-
- Scan: This displays a yellow circle that shows the scanning range of the currently selected
- unit or building. Any enemy unit or other item will be visible if it falls within this scan
- circle and as long as it is within the selected unit's line-of-sight. The only exceptions are
- units that the selected unit could not see anyway (such as certain invisible units). Areas
- within the scan circle that are not within the selected unit's line-of-sight are darkened.
-
- Grid: This displays a grid over the map. Each square in this grid has its own coordinates.
- The top left square of the map's grid has the coordinates 1,1. The first number is the x
- coordinate and increases from left to right. The second number is the y coordinate and
- increases from top to bottom. The coordinates of the square to which your cursor is
- pointing are displayed at the bottom of the Game Screen. The color of the grid will tell
- you what the terrain type is: GREEN=Normal (all land units can move and build),
- GREEN (Normal) - All land units can move and build.
- YELLOW (Rough) - No building, double movement cost except infantry.
- ORANGE (Hill) - No building, no movement except infantry (who pay double).
- LIGHT BLUE (Shore) - Amphibian movement only. Water building only.
- DARK BLUE (Ocean) - Ships and amphibian movement only. Water building only.
-
- Names: This displays unit names. Names will be visible over all units and buildings as
- long as the names can be viewed at the zoom level at which you are looking at the world.
- All units are labeled by their "levels." New units at the beginning of the game are all
- "Mark 1." As units are upgraded, their levels will increase, and this is indicated by a
- change in their Mark numbers.
-
- Reports Button
- Click on this button to check the status of your units and buildings, for a list of any
- casualties you and other players have taken, and to check on the last messages you have
- received during the game.
-
- Units: Click on the Units Button of the Reports Menu for a list of all your units. This Unit
- List includes some basic unit information, such as shots and hits, as well as ongoing
- orders. Click on the arrow buttons under the Unit List to scroll through the list.
-
- To include or remove certain unit types from the Unit List, click on the box next to the
- corresponding Include Filters (air, land, sea, and stationary units). Unit types with a check
- next to them will appear in the Unit List. When you open the Units Report, all of these
- filters will be active, so all unit types will be visible.
- To further limit the types of units you view, click on the Limit Filters (production,
- combat, damaged, and stealthy units). Unit types with a check next to them will be the
- only ones appearing in the list. For example, to view all damaged air units, make sure
- only the Air and Damaged Filters are checked.
-
- If you click on a unit in the Unit List, you will return to the Game Screen centered on that
- unit. The unit you clicked on will be selected.
-
- Casualties: Click on this button to view a list of casualties for all teams arranged in
- columns in team order.
-
- Messages: Click on this button to review any game and chat messages you have recently
- received.
-
- World Map
-
- The Game Screen has a map of the entire world with a slider next to it. Click and drag the
- slider to alter the zoom level of your Game Map. You can also zoom in and out using the
- + and - keys on your keyboard. If you zoom out enough you can see the entire map of the
- planet. You have to be zoomed in quite a bit to see names on units and other features if
- you are using the buttons that turn on such displays.
-
- The areas on the World Map within scanning range of your units are indicated by light
- highlighting. Visible units and buildings will appear as dots on the World Map. The color
- of each dot indicates to which team the unit belongs.
-
- A red box on the World Map defines the area visible on the Game Map portion of your
- Game Screen. A small yellow box appears on the World Map when a selected Spycam
- (see next section) is centered on a unit or group of units. This yellow box defines the area
- visible on the Spycam. A small blue box appears on your World Map when a selected
- Spycam is centered on a location; this box defines the area visible on the Spycam.
-
- There are two buttons under the World Map. The TNT Button removes all non-combat
- units from the World Map; only combat units and stationary guns remain visible as
- colored dots. The Zoom Button zooms the World Map out a bit and centers it on the area
- visible on your Game Map. Click on either button a second time to return the World Map
- to normal.
-
- You can left-click on a location in the World Map to center your Game Map there.
-
- Message Bars and Timers
-
- There are several areas on the Game Screen that provide feedback and information:
-
- Turn Message, Timer, and Game Messages: These appear near the top of the Game
- Screen. The turn message and timer indicate the game-turn number for turn-based and
- simultaneous-moves games and how much time is remaining in the turn for
- simultaneous-moves games. Game messages notify you when buildings and units are
- completed or destroyed, when enemy units are spotted, when units are being attacked,
- and when other important events occur. Chat messages also appear in this area.
-
- Resource Status Display: These two lines of data provide all the information about your
- current power and mining.
-
- The first line is your power gauge. Power is provided by Power Stations and Power
- Pods. If you do not have enough power, you cannot build new units or buildings (except
- buildings that provide power and material.) Your total amount of power is displayed as
- two numbers: Current Power/Maximum Power. As long as your current power is lower
- than your maximum power, you have enough power to run your base. If the current
- power ever exceeds your maximum power, you are in trouble.
-
- The second bit of information displayed is your stored material. Material is used to
- construct new units and buildings. Power Stations and Power Pods also use 8 points of
- material per active power generator. The first number is your current inventory of
- material available. The second number is your maximum amount of material storage,
- which can be increased by building new material storage structures. The third number
- shows how much material you are gaining or using. If you ever reach 0 material, you
- cannot build new units or buildings (except buildings that provide more material.)
-
- Message Box: A message box at the bottom of the screen reveals unit names when you
- run your cursor over units either on the Game Map or in some units' Command
- Windows. This is where you can type chat messages in multiplayer games. Near the
- message box are the coordinates of the square to which your cursor is pointing.
-
- Unit Picture and Spycam
-
- Unless a Spycam is on (see later in this section), when a unit or building is selected on the
- Game Map, a Unit Picture will appear in the top left corner of the screen along with the
- unit's name and some of its statistics. For more detailed information on a selected unit,
- you can right-click on it.
-
- The information displayed for the unit you have selected may include the following:
-
- Build: For factories, Constructors, and Engineers, this statistic shows how far along the
- unit or building is with whatever it is currently making. The numbers indicate how much
- work has been done on a unit or building compared to how much has to be done to
- complete it. The numbers change from red to green as production of the current unit or
- building nears completion.
-
- Cargo: Units that store Raw Materials or that can hold other units have this statistic. For
- Mining Stations and Material Harvesters, this shows how much of your total storage
- space is filled with Raw Materials compared to how much total space you have. The
- numbers indicate the same and change from red to green as your total storage space fills.
-
- For Storage Units, this statistic shows how much of the selected building's available
- storage space is occupied with Raw Materials. The numbers indicate the same and change
- from red to green as the Storage Unit is filled.
- For transport vehicles and maintenance buildings, this statistic shows how many units are
- loaded compared to how many units can be loaded into that unit or building. The
- numbers indicate the same and change from red to green as the transport vehicles or
- maintenance buildings fill up with units.
-
- Costs: Mining Stations and Material Harvesters show the total number of Raw Materials
- being used per turn to produce all buildings and units currently under production.
-
- Credit: Gold Mining Stations and Gold Harvesters show how many Credits you have
- accumulated.
-
- Hits: The selected unit's total number of possible hits is displayed here. Hits that the unit
- has lost from damage are grayed out. The numbers indicate the unit's remaining hits over
- its total possible hits when undamaged. These numbers change from green to red as the
- unit becomes more seriously injured.
-
- Name: The selected unit's name appears in letters of the color of the team to which it
- belongs. You can alter the name of this unit type by clicking on the unit name, typing a
- new name, and pressing ENTER. You can only alter the names for your units. Next to the
- unit's name is a Mark (MK) number. All units begin at Mark 1 technology, but increase
- as they acquire upgrades through experience, research, or purchasing.
-
- Mine: For Mining Stations and Material Harvesters, this bar indicates how many of all
- mined Raw Materials are being used or stored as Raw Materials and how many are being
- used for Power. The numbers indicate the amount of Raw Material being used or stored
- compared to the total number of Raw Materials being mined. These numbers change from
- green to red as more of your mined Raw Materials are required to provide Power to all
- your units and buildings.
-
- Shots: This shows how many shots the selected unit can still fire during the current turn
- or turn-equivalent compared to the total number of shots it can fire per turn. As
- movement points are used, the remaining number of shots may decrease. The numbers
- change from green to red as the unit runs out of shots for the current turn.
-
- Speed: This shows the number of movement points the selected unit has left during the
- current turn compared to its total number of movement points per turn. Movement points
- that have been used up for the current turn are grayed out. Attacking and other actions
- besides movement may use movement points. The numbers change from green to red as a
- unit runs out of movement points for the current turn. In real-time games, the unit will
- always show its maximum number of speed points.
-
- Status: A unit's current orders appear under its name. If a unit cannot function because it
- is disabled or short of Power or Raw Materials, this is indicated here as well.
-
- Total: Storage Units have this statistic which indicates how much of your total storage
- space is filled with Raw Materials and how much total space you have. The numbers
- indicate the same and change from red to green as your total storage space fills with Raw
- Materials.
-
- Spycam: You can use the Unit Picture portion of the Game Screen to keep track of
- various units, groups of units, or locations. This is the Spycam feature. There are five
- small buttons by this area, in addition to 8 small numbered buttons to the right of the
- Spycam/Unit Picture.
-
- Spycam Buttons: These are the 8 numbered buttons to the right of the Spycam/Unit
- Picture. Each of these represents a separate camera. Select a camera by clicking on one of
- these buttons; this will highlight that button. You can set up each Spycam to follow a
- location or a unit (even a unit part of group). You can also leave Spycams on the default
- Unit Picture view or return them to such a view. Each of these Spycam functions is
- described below.
-
- Area Button: Click on this to center the selected Spycam on the view in the center of your
- Game Map. The Spycam picture will remain centered here as you play. When you follow
- a location in this way, the World Map shows a small blue box around the area visible on
- the Spycam.
-
- You can set one of your Spycams to follow a location so you can return to look at it later.
- After you have selected a location, click on one of the unused Spycam buttons, and then
- click on the Area Button to set the camera. Until you reset that camera, whenever you
- click on that Spycam Button, the Spycam picture will return to the location you selected.
-
- Unit Button: Click on this to center the selected Spycam on the currently selected unit or
- leader of a group of units. The Spycam will follow this unit around while you play. The
- area visible on the Spycam will appear as a yellow box on your World Map.
-
- You can set a unit to follow a unit so you can return to it later or keep an eye on what it is
- doing. Until you reset that camera, whenever you click on that Spycam button, the
- Spycam picture will center itself on the unit you selected.
-
- Cycle Button: Click on this to cycle through your 8 Spycams.
-
- Delete Button: When you click on this, the selected Spycam stops following whatever it
- had been set to follow and returns the view to the Unit Picture view. You can select a new
- location or unit for the Spycam to follow or leave it on the Unit Picture view.
-
- Off Button: Turns the Spycam off and restores the unit picture. Does not delete the
- current Spycam.
-
- Orders can be given to units in the Spycam, or you can order a unit to move to a location
- being viewed in the Spycam. CTRL -/+ will zoom the Spycam view.
-
- Game Map and Game Play Basics
-
- Game play takes place on the Game Map in the center of the Game Screen. Here you will
- see and issue orders to your units and buildings. For detailed information on unit and
- building functions, see the Units and Buildings Chapters.
-
- Before proceeding with a description of how to play, let's look at resource management
- in M.A.X.2. There are three resources: Raw Materials, Power, and Gold.
-
- Raw Materials are mined by Mining Stations and Material Harvesters, stored in Storage
- Units, Mining Stations, and Material Harvesters, and used to build virtually everything in
- the game.
-
- Power is produced by Power Stations and Power Pods. Each active power generator
- reduces your mining by 8 points of material and generates 80 points of power. These
- buildings will turn themselves on and off, as necessary. Material in storage cannot
- provide power, as it has been processed into useable ore
-
- Gold is mined by Gold Mining Stations and Gold Harvesters, converted into Credits, and
- used for buying upgrades.
-
- As long as Power and Raw Materials are in sufficient supply, they are automatically
- distributed as needed to units and buildings. If you are not producing enough Power, you
- cannot build new units or non-power/material producing buildings. If you are not
- producing enough Material, it will slow down your construction of units and buildings,
- except material producing buildings. Most existing mobile units, besides Engineers and
- Constructors, are not affected by resource supplies. However, Minelayers and Sea
- Minelayers cannot lay Mines if there are no Raw Materials in storage. Units or buildings
- that are short of Power or Raw Materials indicate this in their Unit Pictures.
-
- Note: Constructors and Engineers can always build Mining Stations, Material Harvesters,
- Water Platforms over Raw Material deposits, Power Stations and Power Pods regardless
- of resource supplies.
-
- Following is a list of things you can do on the Game Map:
-
- Scrolling the Map: To scroll around the world, move your cursor to the interface on the
- edges of the Game Screen. If you have activated click-to-scroll in the Preferences Menu,
- you must click and hold the mouse button down to do this. You may also use the arrow
- keys on your keyboard to scroll. You may move to any location on the Game Map by
- clicking on that location in the World Map.
-
- Zooming in and out: To zoom the Game Map in and out, click and drag the slider by the
- World Map or use the + and - keys on your keyboard. Depending on the zoom level you
- may not be able to see some of the Display Buttons' information. At a fully zoomed-out
- level, you will see the entire planet's surface and you will not be able to scroll the Game
- Map.
-
- Selecting Units: To select a unit, left-click on it. A unit must be selected before you can
- order it to do to something. A selected unit's picture, name, and statistics appear in the
- Unit Picture portion of the Game Screen, unless you have an active Spycam view there.
- See the preceding section of this chapter for details.
-
- You can cycle through your units using the < and > keys on your keyboard or the Next
- and Previous Buttons on the Game Screen. In turn-based and simultaneous-moves games,
- to remove a unit from this cycling list for the remainder of the turn, click on the Done
- Button in its Command Window.
-
- To select a group of units to move or attack, drag a box around a group of units and click
- on a destination/target on the Game Map or right-click on a destination in the World
- Map. You can add units to (or remove them from) a selected group by pressing the
- SHIFT key on your keyboard as you click on the units. Right-click and drag to select
- combat units only. Right-click a unit to make it the new leader of a group.
-
- Getting Unit Information: Right-click on any selected unit or building to reach its Unit
- Status Screen. This screen shows statistical information on that unit and a description of
- its functions.
-
- Giving Orders to Units (The Command Window): When you select some units, such as
- Engineers and Constructors, and when you select buildings, you will see a Command
- Window listing various commands; for Engineers and Constructors this is simply a list of
- structures they can build. For most mobile units, however, you must click on them again
- after selecting them to call up their Command Windows.
-
- Once you have a unit's or building's Command Window, simply left-click on what you
- wish the unit to do. For example, if you have selected an Engineer, click on the Radar
- Icon and then on a spot on the map to order the Engineer to go to the indicated location
- and start building Radar. For another example, for a Gold Mining Station or Gold
- Harvester, click on Upgrades to go to a menu from which you can purchase upgrades. For
- details on units' and buildings' functions, see the Units and Buildings Chapters.
-
- Moving Units: Select a unit. If the unit is mobile, you can order it to move somewhere by
- left-clicking on the desired destination on the Game Map or by right-clicking on the
- destination in the World Map. The unit will start moving and, for turn-based and
- simultaneous-moves games, it will move as far as possible during this turn.
-
- In turn-based and simultaneous-moves games, if it will take several turns for a unit to get
- somewhere, you will see a series of arrowheads leading to the unit's destination. The
- green arrowheads mark where the unit will stop at the end of each turn as it follows the
- indicated path.
-
- To set waypoints, hold down SHIFT and left-click on the various waypoint destinations.
- This will work for groups as well. In addition, groups can also use CTRL and left-click
- to move the group and maintain the current formation. Use SHIFT and right-click to set
- specific destination squares for individual units in the group; this is useful if you want to
- have a group surround a building when they are finished moving.
-
- Attacking with Units: Select a unit, group of units, or a stationary gun and then click on a
- target to make an attack. You can also elect to attack by selecting this option from the
- unit's or building's Command Window. To remove such an Attack Cursor without firing,
- simply right-click. After a unit is ordered to attack, it will move towards its target (if it is
- out of range and if it can move) and attack when able.
-
- The Attack Cursor is attached to a small red-green bar. The red portion of this bar is an
- estimate of how much damage an attack will do to the target unit. The bigger this portion,
- the more damage you are likely to do to the target.
- Autofire and Automove Options: Select Autofire from a combat unit's or stationary gun's
- Command Window to call up a new menu where you can select All, Threats, or None.
- All orders the unit to fire on all enemy units within range. Threats orders the unit to fire
- only on enemy combat units. If you select None, the unit will not fire automatically on
- any units.
-
- For mobile combat units, you can also select Automove from their Command Windows.
- This gives you three options: Advance, Retreat and Hold. Advance commands the unit to
- move, if necessary, to fire on a visible target. If you select Hold, the unit will not move to
- fire, but will wait for enemy units to come within range before it attacks them. Retreat
- will move this unit away from every combat unit automatically.
-
- Building Structures: Engineers and Constructors build structures. Click on them to call up
- their Command Windows listing all the structures they can build. Click on what you want
- to build; the name of the building will appear in the message box at the bottom of the
- Game Screen. Then click on the Game Map where you want to place the new building.
- There are some restrictions on where buildings can be placed. For example, Shipyards
- can only be built on water.
-
- Construction tape will appear around the selected site. If the Engineer or Constructor is
- some distance from this site, it will first move there before starting to build. You can
- make multiple selections for what to build by clicking on more building icons and placing
- them on the map. To remove a future building site, simply right click on that site. You
- can only remove building sites when the unit that has been given orders to build there is
- selected. Note that if you establish a building queue, the Engineer or Constructor will
- build structures in the order you selected.
-
- Sites for New Mining Stations: Mining Stations or Material Harvesters and Gold Mining
- Stations or Gold Harvesters should be built over Raw Material or Gold deposits,
- respectively. Deposits are discovered by your units; all units automatically survey land
- within their scanning range. When you want to place a new Mining Station, turn on the
- Survey Display by clicking on the Survey Button. Locate a site with numbers in white
- (for Raw Materials) or gold (for Gold) and have a Constructor build a new Mining
- Station or Gold Mining Station at this location. For more information see the Buildings
- Chapter.
-
- Left-click on a factory and right-click on a destination square to send all newly
- constructed units to that location. Left-click on a factory and click on MOVE to cancel
- any previously set deployment location.
-
- Building Units: First, select a factory: Light Units Plant or Light Breeder, Heavy Units
- Plant or Heavy Breeder, Air Units Plant or Air Breeder, or Shipyard or Sea Breeder. Then
- click on Build to reach its Factory Menu. Select the unit(s) you wish to build and click on
- Done when you are satisfied. Units will be built in the order that they are selected.
-
- To build Spawn and Psi-Spawn, a Sheevat Incubator must place an egg into an organic
- target host. Valid hosts include Infiltrators, Infantry, any Sheevat unit, and any Concord
- unit.
-
- Click the Repeat button to start the building queue over again when it reaches the last unit
- in the queue. The Build x1, x2 and x4 buttons control how much material is used to build
- the current unit. The more material that is used, the less time it will take to build the unit.
-
- Upgrading Units: Upgrading Units: You can upgrade units and buildings by purchasing
- upgrades from Gold Mining Stations or Gold Harvesters. At the start of the game, there
- is a limit on the number of upgrades you can make. Additional upgrades can be
- researched by Research Centers or Research Stations.
-
- To purchase upgrades, select a Gold Mining Station or Gold Harvester and click on the
- BUY UPG button to reach the Upgrades menu. Select the upgrade plan (or plans, the
- effects are culumlative) that best suits your needs. The Detailed plan will allow you to
- customize the upgrades for each individual unit and building in the game. Clicking on
- the Detailed button will take you to another screen:
-
- Detailed Upgrade Screen: Use the Include and Limit buttons to refine the unit list on the
- right side of the screen. Select the unit you wish to upgrade from the list. Use the four
- Adjust arrow buttons to adjust the desired upgrade level for each individual statistic on
- the unit. The statistic list will also show what the desired level is currently set to, the cost
- of such an upgrade and whether or not research is currently required to make that
- upgrade.
-
- Researching Upgrades: Select a Research Center or Research Station, click on RESRCH,
- and select a statistic to upgrade. When research on a statistic is completed, all units and
- buildings with that statistic will be able to upgrade it another level using the Gold Mining
- Stations or Gold Harvesters. See the Purchasing and Researching Upgrades Chapter for
- more details. To upgrade obsolete units, move them into a Dock, Hangar, or Depot (or
- the corresponding Sheevat Sea Pen, Nest or Hive) by selecting the building and clicking
- on Load.
-
- Repairing Units: To repair units, select a Dock, Depot, or Hangar (or the corresponding
- Sheevat Sea Pen, Hive, or Nest), click on Load, and click on your damaged units. You
- can remove the Load Cursor by right-clicking. Docks, Hangars, and Depots can repair
- ships, planes, and land units, respectively. For more details on these buildings, see the
- Buildings Chapter.
-
- Human races can also use a Repair Unit to repair damaged buildings and sea or land
- units. Move a Repair Unit next to a damaged structure or unit, click on the Repair Unit's
- Repair Button, and then click on the damaged unit to start repairs. Repair Units cannot
- repair aircraft since they cannot move next to such units (planes do not land). For more
- details on Repair Units see the Units Chapter.
-
- All buildings and Concord units can repair themselves over time.
- Transporting Units: Land units can be transported by Armored Personnel Carriers, Sea
- Transports, or Air Transports. To load a unit into one of these crafts, click on Load in the
- transport's Command Window, and then click on the units you wish to place onboard.
- You will not be able to load additional units if the transport is full. When you finish
- selecting units to load, right-click to remove the Load Cursor. APCs can only hold
- infantry and infiltrators.
-
- To unload a transport vehicle, select it to open its Cargo Command Window. Click on the
- unit you wish to unload and click on a location in the Game Map where you want that
- unit to be unloaded. Continue to click on any units and select unloading locations for
- them until you are satisfied. Units cannot be unloaded onto squares that they would
- otherwise not be able to cross.
-
- Note that your opponents cannot determine what units your transports are carrying. Also,
- a unit on a transport does not function. For example, a transported unit's scan and range
- do not apply because units on a transport cannot see or attack anything.
-
- Removing Structures: Every structure has a Destruct Button in its Command Window.
- Click on Arm in the small window that appears, and then click on the Red Button to
- destroy the structure or on Cancel if you change your mind. You can only destroy your
- own structures in this way. A destroyed structure becomes a pile of rubble that can be
- removed by a Bulldozer.
-
- Clearing Rubble: Clearing Rubble: When buildings and units are destroyed, they leave
- behind a pile of rubble. Bulldozers can clear and scavenge Material from such piles.
- Trees can also be bulldozed. Left-click on a bulldozer, and then left-click on any number
- of rubble piles or trees. The bulldozer will carry out your instructions in the order you
- click. You must remove rubble piles or trees before you can build structures over them.
-
- Laying and Removing Mines: Only human races get Minelayers and Sea Minelayers.
- Only Minelayers and Sea Minelayers can disable and lay Land Mines and Sea Mines,
- respectively, although all combat units can attack visible mines to destroy them. To
- disable a mine, a Minelayer or Sea Minelayer must move on top of the mine. Then click
- on Remove in the unit's Command Window.
-
- To lay mines, move the Minelayer or Sea Minelayer to the spot where you wish to lay a
- mine, and click on Place in its Command Window. You can also select Place and then
- click on another location on the Game Map. The Minelayer or Sea Minelayer will move
- to that location, laying mines along the way. A Minelayer or Sea Minelayer cannot lay
- mines if there are no Raw Materials in storage.
-
- Stealing or Disabling Units: Only Infiltrators can perform both these functions. Move the
- Infiltrator adjacent to the target, select Disable or Steal from the Infiltrator's Command
- Window, and then click on the target. A unit will not function at all while it is disabled. A
- stolen unit becomes yours until the Infiltrator steals a different unit or the unit or
- controlling Infiltrator dies. Note: The Sheevat EW Pod can also steal units.
-
- Capturing/Transporting Flags: If the victory condition for your game is set to Capture the
- Flag, you will have to control flags and possibly transport them back to your base. For
- details on how to do these things, see the Winning the Game Chapter.
- Changing Orders: When a unit or building has been issued orders that it has not
- completed, you can click on Stop in its Command Window to prevent it from carrying
- out those orders. You can then issue new orders. Alternatively, simply issue the unit new
- orders.
-
- Renaming Units: When you select a unit, a picture of it and a description will appear in
- the Unit Picture portion of the Game Screen. Above this picture is the unit's name. Click
- on the unit name to alter it. Type in a new name and hit the ENTER key to make the
- change. You can only rename your own unit types.
-
- Getting Started
-
- Your best bet for getting into M.A.X.2 quickly is to run through the first campaign game.
- For those of you who do not want to do that, this section describes some basic tips for
- playing M.A.X.2.
-
- First, review the information in the Game Map section of this chapter to learn how to
- move, attack with, and build units. Then scan through the rest of this chapter and make
- sure you know how to load, save, quit, and do other basic things.
-
- In most new games, you start with a bunch of units that you purchased before landing on
- a new planet. These units will be clustered around a Mining Station or Material Harvester
- at a location of your choice. See the Starting a New Game Chapter for more information
- on all this preliminary work.
-
- Now, the first thing you should do is turn on all eight buttons that highlight important
- elements on your Game Map: Survey, Grid, Hits, etc. These buttons provide useful
- information; later you can turn off the displays that you find less useful.
-
- Set your Engineers to building Storage Units and some basic defensive structures; you
- will want several Storage Units! Your Constructors should start building more Mining
- Stations immediately. Any spare Constructor should start building factories so that you
- can make more units. One factory of each type is usually plenty. Eventually, your
- Constructors should also build Docks (Sea Pens), Depots (Hives), Hangars (Nests), Gold
- Mining Stations (Gold Harvesters), and Research Centers (Research Stations).
-
- When your current power approaches your maximum power, build new Power Stations
- and Power Pods. Remember to build enough Mining Stations to support your growing
- number of active power generators.
-
- Send out Scouts and other units with high scan abilities to survey the world around you
- for Raw Material and Gold deposits and to locate any enemy colonies and units.
-
- Start building Tanks and other useful units as soon as you can, but make sure you have a
- solid production base of Mining Stations or Material Harvesters first. When you have
- amassed enough mobile fire power, assign some of these units to defending your colony
- and others to eliminating your enemies.
-
- You should start building Gold Mining Stations and Research Stations to gradually
- improve the technology of your units. If you let your opponent upgrade his units without
- keeping pace, it can cost you the game during the late stages.
- Controlling terriority and resource locations is important, but it is the first person to fulfill
- the victory conditions that will win the battle. Determine a strategy, adjust it as necessary
- and lead your side to victory!
-
- Buildings
- In every game, except for various campaign missions, stand-alone missions, and custom
- scenarios, you begin with one Mining Station or Material Harvester. To build other
- structures, you must use Engineers and Constructors. Engineers build the small buildings:
- defensive structures and other infrastructure. Constructors build factories, mining
- structures and the other large buildings.
-
- Engineers Build:
-
- Defensive Units Infrastructure Other
-
- Anti-Aircraft Storage Bridge
- Artillery Gun Turret or Pod Defensive Block or Casting
- Biobomb Pod Missile Turret Road
- EW Pod Radar Station Water Platform
- Power Station
- (Power Pod)
- Constructors Build*:
-
- Factories Mining Research Maintenance
-
- Air Units Plant Gold Mining Sta. Research Ctr. Depot
- (Air Breeder) (Gold Harvester) (Hive)
- Heavy Units Plant Mining Station Dock
- (Heavy Breeder) (Material Harvester) (Sea Pen)
- Light Units Plant Hangar
- (Light Breeder) (Nest)
- Shipyard
- (Sea Breeder)
-
- * When Sheevat buildings have names that are substantially different from those of
- corresponding human buildings, these names are indicated in parentheses under the
- names used for the human buildings.
-
- Building Size and Placement: All the structures erected by Engineers take one square of
- the Game Map's grid. Constructor structures occupy four squares. Buildings cannot be
- placed over other units or structures, rubble, mountains, cliffs, or lava. Most buildings
- must be placed on land or on Water Platforms. Shipyards, Sea Breeders, Docks, Sea Pens,
- Water Platforms, and Bridges must be placed on water. If you cannot place a building
- somewhere, you will see a red cursor when you attempt to do so.
-
- Building Structures: To build a structure, select an Engineer or Constructor. From the
- window that pops up, click on a structure type and then click on the Game Map where
- you want to place the structure. If you can build the structure there, construction tape will
- surround the building site. The Engineer or Constructor will move to the site, if it is not
- there already, and start building when it gets there.
-
- You can establish building queues for Engineers and Constructors. Click on structures in
- these units' Command Windows and select building sites for them. Place as many
- structures as you like in this way. The Engineers and Constructors will move towards
- each site in order of placement and build there.
-
- To remove structures from a building queue, click on the Engineer or Constructor who
- was to build them. Click on the construction tape surrounding each structure's future site
- to remove it from the unit's building queue.
-
- Engineers and Constructors use 2 Raw Materials per turn or turn-equivalent while
- building, in addition to their Power requirements. They must have access to Raw
- Materials and Power or they cannot build. However, Constructors and Engineers can
- always build Mining Stations, Material Harvesters, and Water Platforms over Raw
- Material deposits, regardless of resource supplies.
-
- Note: In M.A.X.2, buildings do not have to be connected to each other or to Mining
- Stations, Material Harvesters, or Storage Units to obtain the Power or Raw Materials they
- require.
-
- Building Statistics: All buildings have armor, a high number of hits, and a scan range.
- Armor decreases damage to a building when it is attacked. Hits refer to how much
- damage a unit can take. A unit with 56 hits must take 56 points of damage, without being
- repaired in the interim, to be demolished. Scan is how far a unit can see. Any enemy unit
- within the scan range of a building will be visible as long as it is within the building's
- line-of-sight. The only exceptions are units that are ordinarily invisible, such as
- Infiltrators, Psi-Spawn, Submarines, submerged Armored Personnel Carriers, cloaked
- Spawn, and enemy Land or Sea Mines.
-
- All Sheevat buildings also have shields that protect their hits from damage. The only
- Sheevat structures without shields are Bridges, Castings, Roads, and Platforms. For more
- detailed descriptions of unit/building statistics, see the Units Chapter.
-
- Destroying Structures: Structures can be destroyed by enemy fire. They can also be
- destroyed by selecting Destruct from their Command Windows. Click on Arm in the new
- window that appears, and then click on the Red Button to destroy any friendly building or
- on Cancel if you change your mind. The rubble destroyed buildings leave behind can be
- cleared and scavenged by Bulldozers.
-
- Orders: You can issue orders to a building through its Command Window, which opens
- when you select the building. The building descriptions in this chapter discuss each
- building's functions.
-
- To stop whatever a building is doing, click on the Stop Button in its Command Window.
- Then issue new orders. Alternatively, just issue new orders to the building.
-
- Repair: All buildings are repaired automatically. They regain 10% of their maximum hits
- during every turn or turn-equivalent in which they are not attacked.
-
- You can also repair a damaged building with a Repair Unit, if you are playing for a
- human race. Move a Repair Unit adjacent to the damaged building. Select Repair from
- the Repair Unit's Command Window, and click on the building to repair it. Repair takes
- one turn or turn-equivalent to complete. A building does not function while being
- repaired in this way.
-
- Note: For buildings, armor damage from Biobomb attacks cannot be repaired.
-
- Upgrades: You can purchase upgrades through Gold Mining Stations or Gold Harvesters
- or invest in research through Research Centers. Most buildings automatically upgrade
- when a relevant upgrade has been purchased or researched. Upgrading takes two turns to
- complete, and buildings continue to function during this process. To upgrade stationary
- guns, however, you must select this option from their Command Windows. Upgrading
- these buildings also takes two turns, but the guns cannot fire during the upgrade process.
-
- All structures in M.A.X.2 are described in the following sections. See Appendix A for a
- chart summarizing building functions. See the STATS.TXT file on your CD-ROM for
- building statistics.
-
- Resources: Production and Storage
-
- Various buildings mine, store, or otherwise produce the resources: Gold, Raw Materials,
- and Power, needed to run things in your game. Gold is converted into Credits which are
- used to buy upgrades. Raw Materials and Power are required to build units and structures.
-
- Gold Mining Stations and Gold Harvesters mine Gold and immediately convert it into
- Credits. One Credit is produced from 1 Gold. A Gold Mining Station cannot mine more
- than 16 Gold per turn.
-
- Mining Stations and Material Harvesters mine and process raw Material. They mine a
- maximum of 16 units of Material per turn. They also automatically transfer processed
- Material, used for constructing new units and buildings, as necessary.
-
- Power Stations and Power Pods generate 80 points of power each, at the cost of 8 points
- of reduced mining. They turn themselves off and on as required. Different types of units
- and buildings consume different amounts of power. If you do not have enough power
- generators, or enough Mining Stations to support them, then you will be limited in what
- you can build.
-
- While virtually everything requires Power to function, Raw Materials are only required
- by factories, Engineers, Constructors, Minelayers, and Sea Minelayers. These buildings
- and units use Raw Materials to build things.
-
- When a building or unit is short of Power or Raw Materials, this fact is stated in its Unit
- Picture. Buildings or units that run out of Power or Raw Materials remember their orders
- and resume work when they are able.
-
- The best way to ensure that you do not run out of Raw Materials and Power is to build
- enough Mining Stations or Material Harvesters and Power Stations or Power Pods. The
- number of these buildings will determine how many units and buildings you can support
- during the game. Always make sure you have sufficient sources of Raw Materials and
- Power.
- Material and Gold deposits will appear on the surface of the world as purple and gold
- icons, respectively. The more filled in the icon, the better the deposit. Use the Survey
- button to see the exact amount of ore in a deposit. A mining station will mine that
- amount of material or gold every turn or turn-equivalent. All units can discover deposits,
- but units with a longer Scan range work best.
-
- To avoid wasting mined Raw Materials you must have enough storage space. A Mining
- Station or Material Harvester cannot store more than 25 Raw Materials. Storage Units,
- however, are cheap and can store 50 Raw Materials. If there is insufficient storage space,
- excess resources are lost permanently. Gold Mining Stations and Gold Harvesters
- automatically convert Gold to Credits and bank these for you; no special storage facilities
- are required.
-
- Gold Mining Station (Sheevat Gold Harvester): Gold Mining Stations are built by
- Constructors. They mine Gold and convert it directly and immediately into Credits. They
- should be situated over Gold deposits. They cannot mine more than 16 Gold per turn or
- turn-equivalent. The Sheevat call these structures Gold Harvesters. Note: Your total
- Credit balance is displayed in any Gold Mining Station's Unit Picture.
-
- You can purchase upgrades through Gold Mining Stations. Click on Buy UPG in a Gold
- Mining Station's Command Window to reach the Upgrades menu. A list of upgrade
- packages will be displayed. Each package will purchase new technology for the listed
- units. You can select multiple packages to purchase upgrades for multiple types of units.
- The bottom package, Custom Upgrades, will take you to the Custom Upgrade menu.
-
- Before you leave this menu, you can use the left-arrow buttons to remove just-purchased
- upgrades. The Credits you spent will be returned to you. Click on Done when you are
- finished. Click on Cancel, instead, to return to the game without purchasing any
- upgrades.
-
- All future units or buildings of the types you upgraded, including those currently being
- built, will acquire the upgrades when they are produced. Older units must go to Hangars,
- Docks, or Depots or the Sheevat equivalent to acquire upgrades. Older buildings, except
- for stationary guns, start upgrading automatically and acquire upgraded statistics in two
- turns. To upgrade stationary guns, open their Command Windows and click on Upgrade
- or UPG. All. UPG. All upgrades all stationary guns of that type. All buildings except for
- stationary guns continue to function while they are being upgraded.
- For more information on upgrades, see the Purchasing and Researching Upgrades
- Chapter.
-
- Mining Station (Sheevat Material Harvester): Mining Stations are built by Constructors.
- They mine and process Raw Materials. In most games, except for various campaign
- missions, stand-alone missions, and custom scenarios, you will start with one Mining
- Station situated over a +16 Raw Material deposit. New Mining Stations can only be
- placed over a deposit of Raw Materials. Mining Stations cannot mine more than 16 Raw
- Materials per turn. The Sheevat call these buildings Material Harvesters.
-
- A Mining Station can store up to 25 Raw Materials. If it mines more than can be stored
- by all available Storage Units and Mining Stations, the excess Raw Materials are lost.
-
- Storage Unit (Sheevat Material Storage): A Storage Unit is built by Engineers and can
- store up to 50 Raw Materials. Storage Units automatically transfer Raw Materials to units
- or buildings that need them. The Sheevat analogue is called Material Storage.
-
- Power Station (Sheevat Power Pod): These buildings produce 80 points of power and
- reduce your total material mined by 8 points. If you are not mining enough material,
- these buildings will not function. You can build new Power Stations as required, but
- your maximum amount of power displayed will not update until you have enough mining
- stations to support them. They activate and deactivate as necessary, using the least
- amount of material possible. The Sheevat version is called a Power Pod.
-
-
- Factories and Building Units
-
- Factories create mobile units. All factories are built by Constructors and use 3 Raw
- Materials per game turn or turn-equivalent. If factories receive insufficient supplies of
- Power and Raw Materials, they will stop building. When supplies are restored, they will
- resume functioning where they left off.
-
- To build a new unit, click on Build in a factory's Command Window. In the Factory
- Menu that appears, there is a Unit List on the right; scroll through this list using the arrow
- buttons under it. Click on a unit in the list to select it. A picture of the unit will appear
- along with a description that can be toggled on or off with the Description Button. A
- summary of the unit's statistics appears under its picture.
- To place a unit into a factory's Building Queue (in the top center of the menu), select the
- unit from the Unit List. Then click on it again or click on the Build Button. To make extra
- copies, continue to click on the unit in the Unit List or on the Build Button. Units are
- built in the order they are placed into the queue.
-
- To make a repeating building queue, click on the Repeat Button after setting up a
- building queue. Until you change its orders, the factory will keep producing the units in
- the queue. To remove a unit from a Building Queue, select the unit from the queue, and
- click on the Delete Button under the list. You can also return to a building's Factory
- Menu at a later date to alter the units it is building.
-
- When you are through with the Factory Menu, click on Done to return to the Game
- Screen or Cancel to cancel your latest building orders and to return to the Game Screen.
-
- Note: The X2 and X4 Buttons in the Factory Menu allow you to build units at accelerated
- rates. The units will cost more to build--the cost appears next to these buttons. If you
- select the X2 or X4 Button, every unit in that factory's Building Queue will be built at the
- accelerated rate. If you change your mind, click on the X1 Button.
-
- A factory always builds the latest version of the unit type selected, incorporating all
- upgrades to date. A unit that is in the process of being built as an applicable upgrade is
- bought or researched will automatically receive that upgrade.
-
- When a new unit is built, the game notifies you of this.
-
- Factories will automatically deploy the unit. By default, the deployment area is next to
- the factory. If there is no more room to deploy a unit, the factory will halt construction
- until you move units out of the way and create room. You can also change the
- deployment location. Left-click on the factory and right-click on another location. A
- path will be displayed if the location is legal. Select the factory, and click on the MOVE
- command to disable the existing deployment zone.
-
- Note: The only units not built by factories are Sheevat Spawn and Psi-Spawn. These are
- born from eggs placed into organic hosts by Incubators. See the Units Chapter for more
- details.
- Air Units Plant
- (Sheevat Air Breeder):
- This structure builds all aircraft: Fighters, Ground Attack Planes, Attack Planes
- (humans/Concord), Air Transports, and AWACs. It is called an Air Breeder by the
- Sheevat.
-
- Heavy Units Plant
- (Sheevat Heavy Breeder): This structure builds Constructors, Scanners, Tanks (humans),
- Shock Tanks (Sheevat), Assault Guns (humans), Lightning Cannons (Sheevat), Rocket
- Launchers (humans), Stasis Projectors (Sheevat),
- Biobomb Crawlers (Sheevat), Missile Crawlers (humans), Robotic Walkers (humans),
- and Command Units (Sheevat). The Sheevat call this structure a Heavy Breeder.
-
- Light Units Plant
- (Sheevat Light Breeder):
- This structure builds Engineers, Repair Units (humans), Bulldozers, Scouts, Armored
- Personnel Carriers, Mobile Anti-Aircraft, Minelayers (humans), Infantry (humans),
- Infiltrators (humans), and Incubators (Sheevat). It is called a Light Breeder by the
- Sheevat.
-
- Shipyard
- (Sheevat Sea Breeder): Shipyards can only be built on the water and build Escorts,
- Corvettes, Gunboats, Submarines, Sea Transports, Missile Cruisers (humans), Biobomb
- Ships (Sheevat), and Sea Minelayers (humans). The Sheevat call this structure a Sea
- Breeder.
-
-
- Maintenance Buildings
-
- Depots (Sheevat Hives), Hangars (Sheevat Nests), and Docks (Sheevat Sea Pens) repair
- and upgrade land units, planes, and ships, respectively. Docks must be placed on water to
- function. These structures are all built by Constructors.
-
- Depots and Hangars can hold and operate on up to 12 units at a time; Docks are limited to
- holding and working on 6 units at a time. To move a unit into a Depot, Hangar, or Dock,
- select the building and click on Load in its Command Window. Then click on the unit(s)
- you wish to place into the facility. Units move towards the building and enter when they
- reach it. When you are done, you can right-click to remove the Load Cursor.
-
- Alternatively, you can call up the unit's Command Window, click on Enter, and then
- click on the building. The unit will move to the building and enter it.
-
- It takes one turn to upgrade and/or repair any one unit. Units are upgraded and repaired in
- the order in which they enter the building. When work on a unit is completed, the unit is
- automatically placed outside the maintenance building.
-
- To move a unit out before work is done on it, open the Activate Menu, and click on the
- Activate Button under that unit. Then select a valid location to place that unit. You can
- also click on Activate All to unload all units. Units unloaded before they are completely
- repaired and upgraded leave in the same condition as they entered.
-
- Note: If a Dock, Hangar, or Depot is destroyed, all units within it are destroyed as well.
-
-
- Defensive Structures
-
- All defensive structures, including stationary guns and Radar, are built by Engineers.
- Because stationary guns can attack enemies, they have several statistics that other
- structures do not have, including attack, shots, and range statistics. For descriptions of
- these and other statistics, see the Units Chapter.
-
- As long as a stationary gun has shots available, it can attack enemies. Click on Attack in
- the stationary gun's Command Window. Then click on a visible enemy within range and
- line-of-sight to fire. Right-click to remove the Attack Cursor without firing. You can also
- attack with a stationary gun by selecting it and clicking on an enemy unit within range. A
- stationary gun cannot attack if its Power supply is insufficient.
-
- Stationary guns can fire automatically on enemies that come within range. Select Autofire
- from a stationary gun's Command Window to call up three options: All, Threats, and
- None. All commands the stationary gun to fire automatically on any visible enemy within
- range; Threats commands the gun to fire only on enemy combat units within range; and
- None commands the gun to not fire automatically on anything. A stationary gun set to
- autofire will attack the first enemy unit to enter its range and will continue to fire on that
- unit until that unit dies or moves out of range.
-
- If you have researched or purchased an upgrade that affects a stationary gun's statistics,
- you must specifically request an upgrade for that gun by clicking on Upgrade in its
- Command Window. You can also upgrade all stationary guns of that type at the same
- time by clicking on UPG. All. An upgrade takes 2 turns or turn-equivalents to make. A
- stationary gun cannot fire while it is being upgraded.
-
- Sheevat stationary guns acquire experience and upgrades through combat. These
- upgrades are immediately applied to their stats when they gain levels.
-
- Anti-Aircraft:
- This unit protects your complexes from enemy aircraft. Anti-aircraft cannot fire on land
- units, buildings, or ships. It is the only stationary gun, however, that can attack air units.
-
- Artillery Turret:
- This is a medium-range weapon that bridges the gap in defensive abilities between Gun
- Turrets and Missile Turrets or Biobomb Pods.
-
- Biobomb Pod:
- This is the Sheevat version of the Missile Turret. This stationary gun fires Biobombs that
- degrade enemy armor. Biobombs leave clouds that will float across the battlefield,
- damaging all enemy units.
-
- EW Pod:
- The EW (Electronic Warfare) Pod is a unique Sheevat building that can take control of
- non-organic enemy units and buildings. Only human units, other than Infiltrators and
- Infantry, and human buildings are susceptible to being controlled. Concord units and
- Sheevat units and buildings cannot be controlled with this structure.
-
- Only one unit can be controlled at a time and if the EW Pod is destroyed or disabled, its
- control over that unit ceases. To attempt to control an enemy unit, select Steal from the
- EW Pod's Command Window and click on the target. EW Pods gain experience from
- successfully controlling enemy units.
-
-
- Gun Turret
- (Sheevat Gun Pod):
- This gun is relatively inexpensive and well armored. It is the defensive weapon of choice
- for early protection of your colony.
-
- Missile Turret:
- This can only be built by human races. A Missile Turret is a very powerful, long-range
- weapon. Unfortunately, it is not well armored and should be protected from enemy
- attacks by Gun Turrets and Anti-Aircraft.
-
- Radar Station
- (Sheevat Radar Pod):
- With a long scan range, Radar allows stationary guns and mobile units to see oncoming
- enemies before they get too close. Since most units have longer range than scanning
- ability, Radar allows them to fire at enemies that they would otherwise not be able to see.
- Because of this, Radar is very useful for protecting your complexes.
-
- Research Centers
-
- Research Centers and Research Stations are built by Constructors. To research an
- upgrade, click on the Resrch Button in a Research Center's Command Window. This
- brings up the Research Topics Menu.
-
- The Research Topics Menu has three columns: Labs, Topics, and Turns. In the Labs
- column, use the slider bars to adjust how many Research Centers are researching
- upgrades for each statistic. You can put all your Research Centers on one upgrade or have
- them work on different tasks.
-
- The Topics Column lists each statistic that you can upgrade along with the percentage of
- work that has already been done on upgrading it through research. The Turns Column
- shows how many turns or turn-equivalents remain before the research in each topic is
- completed, based on the current number of Research Centers assigned to each topic.
-
- The statistics you can upgrade include attack, shots, range, armor, hits, speed, scan, cost,
- and shields (Sheevat only). If you upgrade cost, it will take fewer turns to build units and
- structures. Research Centers automatically work on upgrading the attack statistic unless
- you alter what they are working on. Upgrades researched by Research Centers apply to all
- units and buildings with the statistic that was upgraded. For any particular unit or
- building, the amount of any upgrade depends on its starting statistics (taking any race
- bonuses into account). The higher a starting statistic for a given unit, the more that
- statistic will increase during relevant upgrades.
-
- Research takes a long time to conduct. You can increase the rate at which you acquire
- particular upgrades by applying more Research Centers to those tasks. For more
- information on upgrades, see Purchasing and Researching Upgrades.
-
- Infrastructure
-
- A number of structures built by Engineers provide physical functions: Bridges, Roads,
- Defensive Blocks (Sheevat Castings), and Water Platforms. None of these structures'
- Command Windows offers more than an option to remove the structure. For the Sheevat,
- these are the only structures that lack shields.
-
- Bridge:
- A Bridge lets land units cross water. Bridges must be built over water and do not impede
- ship movement.
-
- Defensive Block
- (Sheevat Casting):
- A Defensive Block can impede enemy movement, but not enemy fire. The Sheevat use
- Castings instead of Blocks for the same function.
-
- Road:
- Land units can move twice as quickly over roads as over other terrain.
-
- Water Platform:
- This provides a surface over the water for building new structures. Water platforms must
- be placed on water and cannot be crossed by ships.
-
- Flag Bases:
- In games where victory conditions in the Options Menu have been set to Capture the
- Flag, Mobile Flags, and Return to Base, all teams begin with one or two Flag Bases near
- the center of their first base. Flag Bases are 2x2 structures that cannot be moved or
- destroyed. Each square of these structures can hold up to one flag. For more information,
- see the Winning the Game Chapter.
-
- Title and Background:
- Aside from the units with which you begin a mission or game and those you purchase
- before landing on a planet (see the Purchase Menu Chapter), almost all units must be
- built by factories: Light Units Plants or Light Breeders, Heavy Units Plants or Heavy
- Breeders, Air Units Plants or Air Breeders, and Shipyards or Sea Breeders. The only units
- that are not built by factories are the Sheevat Spawn and Psi-Spawn; these units' origins
- are discussed later in this chapter.
-
- Below are listed the units that each factory can build:
-
- Human/Concord
- Light Units Plant Heavy Units Plant
-
- APCs Assault Guns
- Bulldozers Concord Assault Guns
- Engineers Constructors
- Infantry Missile Crawlers
- Infiltrators Rocket Launchers
- Minelayers Scanners
- Mobile Anti-Air Tanks
- Repair Units Concord Tanks
- Scouts
- Robotic Walkers
-
- Air Units Plant Shipyard
-
- Air Transports Corvettes
- Concord Attack Planes Escorts
- AWACSGunboats Submarines
- Fighters Concord Gunboats
- Ground Attack Planes Missile Cruisers
- Sea Minelayers
- Sea Transports
-
- Sheevat
- Light Breeder Heavy Breeder
-
- APCs Biobomb Crawlers
- Bulldozers Command Units
- Engineers Constructors
- Incubators Lightning Cannons
- Mobile Anti-Air Scanners
- Scouts Shock Tanks
- Stasis Projectors
-
- Air Breeders Sea Breeders
-
- Air Transports Biobomb Ships
- AWACs Corvettes
- Fighters Escorts
- Ground Attack Planes Gunboats
- Sea Transports
- Submarines
-
-
- Selection: Selection: Left-click on a unit to select it. Hold down SHIFT and left-click on
- other units to add them to a group. You can also left-click and drag to create a box that
- will select all units within the box. Right-click and drag to select combat units only.
- Press CTRL-1 to CTRL-9 to store a group of units. Press 1 to 9 to select that stored
- group.
-
- Movement: All units have one function in common: they can all move. To move a unit,
- select it and click on the desired destination on the Game Map. Alternatively, right-click
- on the desired destination on the World Map. To move a group of units somewhere, click
- and drag a square around them and then click on the group's destination. Right-click and
- drag to select only combat units. You can set waypoints for selected units or groups by
- holding the SHIFT key down as you click on multiple destinations. SHIFT right-click to
- select the final destination square for a random unit in a group.
-
- If a unit cannot go somewhere, nothing will happen if you try to click on that destination,
- and the game will inform you in some way that the unit cannot go there.
-
- Only planes have completely unrestricted movement. Ships can only travel on the water
- or under Bridges. Most land units are restricted to land, Water Platforms, and Bridges.
- Some solid terrain: mountains, tall cliffs, as well as lava cannot be crossed by land units
- either. Amphibious units cannot traverse impassable solid terrain (mountains, tall cliffs)
- or lava. Infantry can move over more terrain than other land units.
-
- After a unit is ordered to move, in turn-based and simultaneous-moves games, the unit
- will go as far as it can in the current game turn and will continue along its path in future
- turns. In real-time games, the unit will move along at its speed and will only stop if it
- spots an enemy, if you have selected this option in your Preferences Menu, or if
- something appears to block its way.
-
- The speed statistic of a unit determines how quickly it moves during real-time games or
- how far it can move per turn in turn-based and simultaneous-moves games. One speed
- point is sufficient to move a unit one grid square over most terrain types, although it costs
- 1.5 speed points to move diagonally. Water takes three times as long for amphibious units
- to cross as normal terrain, and Roads double the speed of land units.
-
- Note: New areas traversed by your units, within their scan range and line-of-sight, are
- automatically surveyed for Raw Materials and Gold deposits.
-
- Units may use up speed or movement points when they do something besides moving
- around. The following chart summarizes this information for all actions and unit types.
-
- An attacking unit, if out of range, will move towards its target and will attack when the
- target is within range. If the target leaves the attacking unit's range, the attacker will
- follow its target and attack when it can.
-
- The Attack Cursor is a red targeting circle with a small, colored bar. The green portion of
- the bar estimates how many hits the target unit will have left after you attack; the red
- portion is an estimate of how much damage your attack will do to the target. Ideal attacks
- show an Attack Cursor whose bar has a large red portion and a small or non-existent
- green portion.
-
- To order a unit to attack enemies automatically, select Autofire from its Command
- Window. Then select All, to order the unit to fire on any enemy within range. Select
- Threats to order the unit to fire only on enemy combat units within range. Select None to
- order the unit to fire only on your command. A unit ordered to autofire on enemies will
- fire on the first enemy to enter its range and will continue to fire at that unit until the
- target dies or moves out of range.
-
- Click on Automove in a unit's Command Window to select whether or not the unit will
- move or hold its place while autofiring. Select Advance if you want the unit to move so it
- can fire, in which case it will follow its target around and fire whenever it is within range,
- or select Hold if you wish the unit not to move at all. Retreat will move this unit out of
- known enemy range.
-
- Repair: When units are damaged, they should be repaired. Note that Concord units
- automatically repair themselves. A unit capable of self-repair regains 20% of its
- maximum hits during every turn or turn-equivalent in which it is not attacked. A unit with
- shields (all Sheevat units and Sheevat buildings have shields) regenerates these at a rate
- of 30% of its maximum number of shields during every turn in which it is not attacked.
-
- To repair a unit, load it into a Depot or Hive (land units), Hangar or Nest (aircraft), or
- Dock or Sea Pen (ships). Click on Load in the building's Command Window, and then
- click on the unit(s) you wish to load. You can right-click to remove the Load Cursor.
- Click on the building's Activate Button to open the Activate Menu. Click on Repair
- under the units you wish to repair or click on Repair All. It takes one turn to repair a unit,
- and the first unit in the building is the first one repaired. When a unit is repaired, it is
- automatically placed outside the building.
-
- Alternatively, if you are playing for a human race, move a Repair Unit next to a damaged
- land or sea unit--aircraft cannot be fixed by Repair Units. Click on Repair in the Repair
- Unit's Command Window, and then click on the damaged unit. Repair takes all of the
- damaged unit's and the Repair Unit's maximum speed points. If either unit has moved
- during the current turn, repair will continue into the following turn, using up the
- remaining required movement points before repair is complete. Select Automotive-Repair
- on a Repair Unit to have it move automatically to repair units on your side.
- Upgrades: Units may be upgraded through research or by purchasing upgrades. Units
- built before an upgrade is bought or researched must receive their upgrades through
- Hangars or Nests (aircraft), Docks or Sea Pens (ships), or Depots or Hives (land units).
- Load a unit into the appropriate building, click on the building's Activate Button, and
- select Upgrade or Upgrade All. It takes one turn to upgrade one unit, and all applicable
- upgrades are made concurrently. When the unit is upgraded, it will automatically be
- placed outside the building. To learn more about upgrades, see the Researching and
- Purchasing Upgrades Chapter.
-
- Note: Sheevat combat units, Sheevat stationary guns, and Concord units automatically
- acquire upgrades, that is, personal upgrades for that particular unit or building, from
- combat experience. Such upgrades take place on the field immediately as the units
- acquire sufficient experience. This is in addition to, but does not replace, upgrades from
- technology research and Gold Mining Stations.
-
- Units and Resource Supplies: All units require Power and some require Raw Materials to
- function. When Power or Raw Materials run low, the primary mobile units affected by
- this are Engineers and Constructors, who will be unable to build anything but Mining
- Stations, Material Harvesters, and Water Platforms over Raw Material deposits, until they
- have enough resources again. Also, Minelayers and Sea Minelayers cannot place new
- mines if there are no Raw Materials in storage. All other mobile units will function as
- normal regardless of resource supplies.
-
- Units that scavenge Raw Materials--Bulldozers, Minelayers, and Sea Minelayers--
- automatically transfer these to available storage space in your complexes.
-
- Transport: For units with transport functions: Armored Personnel Carriers, Air
- Transports, and Sea Transports, click on Load in the transport unit's Command Window,
- and then click on the unit(s) you wish to load into the vehicle. The units will move to the
- vehicle and will board it. When you finish selecting units to load, you can right-click to
- remove the Load Cursor. Note: Units in a transport do not function in any way and cannot
- be identified by your enemies.
-
- To unload these units, select the transport. Select the unit you wish to unload from the
- transport from the Cargo Command Window that pops up. Click on the Game Map where
- you want that unit placed. You cannot unload a unit onto terrain that it could not
- ordinarily cross. Continue to select and place units until you have ordered the unloading
- of all desired units.
-
- Entering Transports and Buildings: To direct a unit to enter a transport or maintenance
- building, call up its Command Window, select Enter, and then click on the transport or
- appropriate maintenance building. This is an alternative to using the Load Button from
- the building's or transport's Command Window. The unit will move towards its target
- and enter when it gets there.
-
- Changing Orders: To halt a unit or to stop its performing a pre-existing order, click on
- Stop in its Command Window. Alternatively, simply issue the unit new orders.
-
- Cycling Through Units: You can cycle through your units by using the < or > keys on
- your keyboard or by clicking on the Next and Previous Buttons on the Game Screen. In
- turn-based and simultaneous-moves games, to take a unit out of this list, select Done
- from its Command Window. A unit will complete as much of its orders as it can when
- you click on Done.
- Note: Units with standing orders that require multiple turns to complete will not appear as
- you cycle through your units, but will instead go about their tasks. They work on their
- tasks automatically in real-time or when you click on the End Turn Button for turn-based
- and simultaneous-moves games. To change such a unit's orders, you must find it on the
- Game Map, select it, and issue new orders.
-
- The following sections describe unit statistics, attack types and damage calculations, and
- then all of the mobile unit types in M.A.X.2. For a chart summarizing unit functions, see
- Appendix B. Consult the STATS.TXT file on your CD-ROM for unit statistics.
-
- Unit Statistics
-
- This section describes unit statistics. Descriptions apply to building statistics as well.
-
- Armor: Armor reduces the amount of damage a unit takes when it is attacked. If armor is
- damaged by Sheevat Biobombs, it can only be repaired in a Depot or Hive, Dock or Sea
- Pen, or Hangar or Nest using the Repair or Upgrade options. Buildings with damaged
- armor cannot repair this.
-
- Attack: This is a measure of how powerful a unit's attack is. The following section
- describes how damage is calculated for attacks.
-
- Cargo: Some units can store Raw Materials or other units. The amount they can hold is
- indicated by this statistic. This amount can never be changed.
-
- Cost: This is how many Raw Materials it takes to make a unit or building. It is also the
- value in Credits required to purchase a unit before starting a game. The cost of a unit
- never increases.
-
- Hits: This is how many points of damage it takes to kill a unit or building, assuming it is
- not repaired before taking the total amount of damage indicated. Lost hits can be repaired
- at Docks or Sea Pens, Hangars or Nests, and Depots or Hives. Human Repair Units can
- also restore hits to units and buildings. Concord units and all buildings (human and
- Sheevat) repair themselves. Self-repairing units regain 20% and buildings regain 10% of
- their maximum hits during any turn or turn-equivalent during which they are not
- attacked.
-
- Power: This is the amount of Power it takes per game turn or turn-equivalent to keep a
- unit or building fully operational. Power is supplied by Mining Stations and Material
- Harvesters. Deficits in Power do not affect any mobile units except for Engineers and
- Constructors. These units are the first to stop functioning when Power and Raw Materials
- are in short supply. Factories are the next units/buildings to stop functioning. Last, your
- other buildings, including stationary guns, will stop working. When a selected unit or
- building is short of Power, this is stated in its Unit Picture. The Power statistic can never
- be altered.
-
- Range: This is an attack range. A target must be within this range, visible, and in the
- attacker's line-of-sight before it can be attacked by the selected unit. Only units with
- missiles or similar weapons can fire on targets not within their line-of-sight. Range has no
- effect on attack strength or accuracy. Most buildings or units cannot see as far as they can
- shoot. To use them to their potential, build Radar and always send Scouts, Scanners, or
- AWACS (all of which have long scan ranges) out with your combat units.
- Scan: This is a measure of how far a unit or building can see. Items are visible if they are
- within a unit's scanning range and line-of-sight. Only units that the selected unit could
- see anyway are visible when within scanning range. For example, on its own, a Tank
- cannot see an Infiltrator, even if it is right next to one.
-
- Shields: All Sheevat units and buildings have this statistic. The only Sheevat structures
- that do not get shields are Roads, Bridges, Platforms, and Castings. Shields absorb
- damage during attacks. When shields are gone, the unit starts taking damage to its hits.
- Shields regenerate at a rate of 30% of a unit's maximum number of shields during every
- game turn or turn-equivalent in which the unit is not attacked.
-
- Shots: This is how many times a unit can fire per game turn or turn-equivalent. In real-
- time games, most units and buildings can fire twice as often per turn-equivalent as they
- can in turn-based and simultaneous-moves games, but their attacks do roughly half the
- damage. Only Stasis Projectors and the disable and steal attacks of Infiltrators and EW
- Pods are not subject to this double-attacks/half-damage effect in real-time play. If a unit
- moves, this generally decreases the number of shots it can fire during that turn. See the
- chart near the beginning of this chapter for more details.
-
- Speed: Speed is how many movement points a unit gets per game turn or turn-equivalent.
- Speed is spent on performing actions and on moving. One speed point is generally used
- when a unit moves from one grid square on the Game Map to another. Roads require half
- the speed to cross for land units; water requires 3 speed points to cross for amphibious
- units; and moving diagonally takes 1.5 speed points for all units. Rough terrain costs
- double for non-Infantry land units to move through. For more details on how speed is
- used up see the early paragraphs in this chapter.
-
- Uses: This is how many Raw Materials per game turn or turn-equivalent the selected unit
- requires to perform its functions. This value cannot be altered.
-
- Attack Types and Damage Calculations
-
- There are many attack types in M.A.X.2. All of these are discussed here in terms of their
- specific effects on target units. Normal attacks are discussed first as a basis from which to
- examine other attack types.
-
- Normal Attacks: There is no such thing as accuracy when units fire on each other in
- M.A.X.2. There is only a question of how much damage is done. This depends on 1) the
- attack strength of the attacking unit, 2) the presence of shields (Sheevats only), 3) the
- armor status of the defending unit, and 4) the game-play mode (real time, turn based, or
- simultaneous moves).
-
- All attacks, regardless of armor, shield, and attack strength will do a minimum of one
- point of damage to a unit's hits or shields.
-
- The amount of damage done is calculated as follows, where the Attack Strength is that of
- the attacker and the Armor value is that of the target:
-
- Base Damage = Attack Strength - Armor for turn-based and simultaneous-moves games.
-
- Base Damage = 1/2 x (Attack Strength - Armor) for real-time games.
- Base Damage is always at least 1.
-
- Actual Damage = a random number ranging from 50% Base Damage to 150% Base
- Damage. For example, if the base damage is 8 then the actual damage will be some
- number ranging from 4 to 12.
-
- The amount of actual damage done is subtracted from the target unit's hits. When a unit's
- hits reach zero, it is destroyed.
-
- If a unit has shields, these absorb damage before a unit starts losing hits. Base damage for
- an attack on a unit with shields is equal to the attacking unit's attack strength (or 50% of
- this for real-time games). Actual damage ranges from 50% to 150% of base damage and
- takes out its value in shields. Once all shields are destroyed, damage from attacks on such
- units is calculated normally (that is, taking armor into account), and the unit takes
- damage to its hits.
-
- One point should be made here, as it applies to several of the attack types discussed
- below, even though it does not apply directly to normal attacks. When a large (2x2)
- building is affected by an area attack (Biobomb attack, Rocket Launcher attack, or Shock
- Tank attack), it is only affected once, even if several of the squares it occupies are within
- the target area of such an attack.
-
- Biobomb Attacks: Biobombs degrade a target's armor by the amount of the attacking
- unit's attack strength. The target then takes a normal attack, also using the attacking unit's
- attack strength. If the target has shields, then the shields are reduced by the attacking
- unit's attack strength.
-
- Biobomb attacks leave a cloud of nanites (incredibly small machines) behind. Any
- enemy unit that is touched by this cloud will take damage. A cloud will last for four turns
- or turn-equivalents, and will do less damage as it slowly disappates. Clouds will slowly
- float over
- the battlefield.
-
- Degraded armor can only be repaired in Docks or Sea Pens, Hangars or Nests, and Depots
- or Hives by selecting the Repair or Upgrade option. Buildings with degraded armor
- cannot repair this.
-
- Disable Attacks: Infiltrators can attempt to disable enemy units and buildings. Only
- Infiltrators, Infantry, Psi-Spawn, and Spawn are immune to this attack. A disabled unit or
- building cannot act in any way; it cannot even spot enemy units.
-
- Time is the only real cure for being disabled; however, if an Infiltrator captures a disabled
- unit, the unit automatically recovers. Check a disabled unit's Unit Picture for how much
- more time it will remain in this state. When the unit recovers, it will resume what it was
- doing when it was disabled.
-
- The chance of successfully disabling a unit depends on the base cost of the unit and the
- level of the Infiltrator. The chance of disabling a unit is never greater than 90%. When
- you try to disable a unit, the cursor shows a bar giving a rough indication of your chances
- of success.
-
- The length of time a unit remains disabled is at least 1 turn, but depends on the base cost
- of the unit and the Infiltrator's level. Note: If you upgrade a unit's cost, this will not
- affect an Infiltrator's chance of disabling the unit or the duration for which it is disabled;
- only the unit's original/base cost is used in determining these values.
-
- Each level of experience that an Infiltrator has increases its chance of disabling a unit by
- 15%. For example, an Infiltrator with 3 levels of experience over a Rookie has a +3
- disable skill and a 45% (3 levels x 15%) greater chance of disabling a unit than a Rookie
- does. For example, such an Infiltrator would have a 145% x 80% (or 116%, rounded
- down to 90%) chance of disabling an Assault Gun compared to a Rookie's 80% chance.
-
- Each level of experience that an Infiltrator has increases the length of time its targets are
- disabled by 12.5%. An Infiltrator with 2 levels of experience over a Rookie will disable a
- unit for 25% (2 levels x 12.5%) longer than a Rookie will.
-
- EW Pod Steal Attacks: The Sheevat have a defensive structure called the EW Pod that
- can take control of one electronic structure or unit at a time. All human units and
- buildings, except for Infiltrators, Infantry, and Concord units, are susceptible to this
- attack. Sheevat units and buildings are all organic and cannot be controlled by EW Pods.
-
- The chance of an EW Pod assuming control of a target is calculated in the same way as
- for an Infiltrator's chance to steal (discussed later in this chapter). The probability of
- success depends on the level of the EW Pod and the base cost of the target unit.
- Expensive units are harder to control than cheap units.
-
- An EW Pod can control only one unit at a time. If an EW Pod is destroyed or disabled, its
- control over a unit ceases. Control is also lost if a controlled unit is destroyed or when an
- EW Pod assumes control of a different unit.
- Stasis Attacks: A Sheevat Stasis Projector can generate a stasis field around mobile units
- and small buildings. A stasis attack never fails and no units are immune to it. A unit in
- stasis cannot act in any way; but it will not take any damage if it is attacked. The stasis
- field cannot be maintained for extended periods of time and will eventually vanish,
- returning the unit to normal time. If you click on the time-stasis sphere, you will see how
- much longer the unit will remain frozen.
-
- A unit will remain in stasis for two turns, or turn-equivalents. If a unit has not moved
- during the turn in which it is placed in stasis, it will not be able to move for the remainder
- of that turn and the next. If it has already acted, then it will not be able to take an action
- for the remainder of this turn and the following two turns.
-
- Friendly units may be placed in stasis.
-
- Robotic Walker Gas Attacks: The human races' Robotic Walkers have a Gas attack that
- only affects organic units. From the human races, only Infantry, Infiltrators, and Concord
- units are susceptible to this attack. All Sheevat units, including buildings, are susceptible
- to this attack.
-
- The Gas attack works the same way as normal attacks work in terms of calculating
- damage done to the target. However, the attack bypasses any Sheevat shields. Therefore,
- all damage done by a Gas attack is applied directly to the target's hits.
-
- Rocket Launcher Area Attacks: Rocket Launchers shoot medium-range rockets that affect
- all units and buildings, including friendly units and buildings, within two squares of their
- targets.
-
- Base damage to a unit depends on its distance from the primary target of the Rocket
- Launcher's attack. Below, Attack Strength is that of the Rocket Launcher and Armor is
- that of the affected unit:
-
- Primary Target:
- Base Damage = Attack Strength - Armor
-
- Units adjacent to (one square away from) Primary Target:
- Base Damage = 75% x (Attack Strength - Armor)
-
- Units two squares away from Primary Target:
- Base Damage = 50% x (Attack Strength - Armor)
-
- In real-time games, base damage is halved for each target. Actual damage done to a target
- ranges from 50% to 150% of base damage.
-
- Sheevat Incubator Egg Implantation: Sheevat Incubators can implant enemy Infiltrators,
- Infantry, and Concord units with eggs. They can also place eggs into all Sheevat mobile
- units, friendly or not.
-
- This attack is always successful. After implantation, the host will enjoy a short period of
- normal functioning. After this, the host will explode and be replaced by either a Sheevat
- Spawn or Sheevat Psi-Spawn. About 10% of the time the new unit is a Psi-Spawn (a
- naturally occurring mutant form of Spawn). Other than through death, there is no way for
- a host to rid itself of an egg.
-
- Sheevat Lightning Cannon Attacks: Sheevat Assault Guns are called Lightning Cannons.
- Their attacks jump from the target unit or building to the next closest enemy unit or
- building, as long as the next unit is within 3 squares of the last unit hit by the attack. The
- attack can jump twice. Each subsequent attack is of a lesser strength than the previous
- attack. The damage done to each target unit is calculated normally given this successively
- diminishing attack strength.
-
- During the course of a Lightning Cannon attack, when two or more enemy units are
- equidistant from a target the game chooses randomly which enemy will be hit next. It
- does not matter if a subsequent target is visible to your side--if it is close enough to be
- attacked by this jumping attack, it may be attacked.
-
- The amount of base damage done to a target unit depends on whether the unit is the first,
- second, or third target of this jumping attack. Below, Attack Strength is that of the
- Lightning Cannon and Armor is that of each target unit:
-
- First Target:
- Base Damage = Attack Strength - Armor
-
- Second Target:
- Base Damage = 75% x (Attack Strength - Armor)
-
- Third Target:
- Base Damage = 50% x (Attack Strength - Armor)
-
- In real-time games, the base damage is halved for each target. Actual damage done to a
- target ranges from 50% to 150% of base damage.
-
- Sheevat Shock Tank Electrical Attacks: The Sheevat Shock Tank's attack affects all units
- within two squares of the Tank, except for other friendly units. The damage from this
- attack is calculated in the same way as normal damage. Each target unit is subject to the
- Tank's full attack strength.
-
- Steal Attacks: Infiltrators can attempt to steal or control units or buildings. Their chance
- of successfully capturing a unit or building is 1/4 of their chance of disabling it (described
- in an earlier section of this chapter).
-
- A captured unit is under the control of the Infiltrator that stole it. If the Infiltrator dies, the
- unit returns to its original owner's control. Control over the unit is also lost if the
- Infiltrator successfully steals a different unit or if the unit dies.
-
- Infiltrators and Psi-Spawn are immune to steal attacks.
-
-
- Experience
-
- All Concord units, Sheevat combat units, and Sheevat stationary guns gain experience
- from destroying enemy units. The amount of experience gained depends on the attack
- strength of the destroyed target. Experience gains are low for killing non-combat units,
- non-combat buildings, and disabled units.
-
- When a unit gains enough experience it will receive bonuses to its attack, speed, hits, and
- shields (for Sheevat units and Sheevat stationary guns).
-
- Infiltrators gain experience when they successfully capture or disable enemy units, and
- EW Pods gain experience from successfully controlling enemy units. This gain in
- experience makes these units better at their functions, but does not boost any of their
- normal statistics. The higher the level of an Infiltrator or EW Pod, the more successes at
- stealing or disabling are required before it can go up another level.
-
- Human, Concord, and Sheevat Units
-
- Human races can make or buy both normal human units and special alien Concord units.
- Concord units include a Tank, Assault Gun, Gunboat, and Attack Plane. These units are
- all more powerful, and, therefore, more expensive, than their human equivalents. Concord
- units are organic in nature; they are self-repairing and gain experience from combat. The
- only one of these units with a slightly different function than its human version is the
- Attack Plane that can attack both air and ground units.
-
- No human units, other than Concord units and buildings, are capable of self-repair. No
- human units, other than Concord units, gain experience from combat either. However,
- Infiltrators gain levels from successfully disabling or stealing enemy units. The only
- organic human units, other than Concord units, are Infiltrators and Infantry.
-
- Sheevat units are alien units (just as the Concord units are), but they are unique to the
- Sheevat. Sheevat units and buildings have shields that absorb attack damage. These
- shields can regenerate. Because of these shields, Sheevat units and buildings tend to have
- fewer hits and less armor than corresponding human units. Sheevat mobile units cannot
- repair lost hits, although Sheevat buildings, just like human buildings, are capable of self-
- repair. In addition, all Sheevat units and buildings that can attack enemies gain
- experience from doing so. The Sheevat have many unique units and buildings. Even their
- units that are analogous to human or Concord units, such as Tanks and Assault Guns,
- often have unique attack modes or functions. All Sheevat units and buildings are organic
- in nature.
-
- Land Units
-
- All land units, except for Spawn and Psi-Spawn, are built by Light Units Plants, Light
- Breeders, Heavy Units Plants, or Heavy Breeders. Some land units are amphibious. Such
- units can also cross bodies of water. Most, however, can only travel on land and must use
- Bridges, transport vehicles, or Water Platforms to cross water. Unless otherwise stated,
- the units discussed in the following sections can only move on land.
-
- Construction Units:
- Two units, Engineers and Constructors, build all the structures in M.A.X.2. Both of these
- units can cross land and water. Engineers are built by Light Units Plants or Light
- Breeders and build all the smaller structures: defensive structures, infrastructure, and
- Storage Units. Constructors are built by Heavy Units Plants or Heavy Breeders and build
- everything else: Mining Stations, maintenance buildings, factories, and Research Centers.
- Lists of all structures that these units build are in the Buildings Chapter.
- Each of these units requires Power and 2 Raw Materials per turn or turn-equivalent to
- construct buildings. As long as there are sufficient Raw Materials and Power available,
- these units will be able to function.
-
- To build a structure, click on an Engineer or Constructor to open its Command Window,
- which is simply a building list. In the list, click on the structure you wish to make, and
- click on the Game Map where you want it built. A square of construction tape will appear
- around the building site. The unit will move toward the building site, if it is not there
- already, and start building when it arrives.
-
- You can establish a building queue by selecting as many structures as you like and
- placing them on the Game Map where you want them built. The construction unit will
- build the structures in the order in which their building sites were selected on the Game
- Map.
-
- You will not be able to build new structures over rubble, trees, other units, buildings, or
- on some slopes and hills. Most buildings cannot be placed over water, while Docks, Sea
- Pens, Shipyards, Sea Breeders, Bridges, and Water Platforms must be built over water. If
- two or more structures are slated to be built at the same site, only the structure that starts
- being made first can be built there.
-
- To remove a building from an Engineer's or Constructor's building queue, click on the
- Engineer or Constructor, and click on the site you wish removed. Note: You will see all
- future building sites when you select any construction unit. However, the site you choose
- to remove must be one from the selected unit's building queue.
-
- Combat Land Units:
- In M.A.X.2, there are a variety of land units with combat functions. All of these units are
- discussed in this section.
-
- In turn-based and simultaneous-moves games, combat units cannot always fire and move
- in the same turn. Whether or not a unit can fire in a given turn depends on a) how far it
- has already moved, b) how far it must move before it can fire, and c) how many shots it
- has left.
-
- For example, a Tank will ordinarily get 2 shots per turn. If the Tank has not yet moved or
- fired and there is a visible target within range, the Tank will be able to fire both shots. If
- the Tank has already moved a little, it may only fire once. If it has moved a lot, it will not
- get to fire at all on the current turn.
-
- Infiltrators, Psi-Spawn, and Scouts are exceptions. These units may use up all of their
- movement points and still fire. Infiltrators can use up all their movement points and both
- fire and attempt to steal or disable a unit.
-
- In real-time games, units are not subject to these restrictions on movement and firing.
-
- For specific information on moving and firing combat units, see the first section of this
- chapter.
-
- Neglecting line-of-sight, all land combat units can attack any visible land or sea unit
- within range unless otherwise stated in the following descriptions. There are some units
- that serve combat functions, even though they cannot fire at enemies. These units are
- indicated below by an asterisk next to their names.
-
- Assault Gun
- (Sheevat Lightning Cannon): These are fast units with a fair attack range. They are built
- by Heavy Units Plants or Heavy Breeders. Concord Assault Guns are more powerful than
- their human equivalent and can self-repair and gain experience through combat.
-
- Sheevat Assault Guns are called Lightning Cannons and have a unique attack mode. After
- their first target is hit, the attack can jump to a second enemy unit or building up to 3
- squares away from the initial target. The attack can then jump one more time to a third
- unit. Each ensuing attack is weaker than the previous one. The attacks always jump to the
- next closest enemy with ties resolved randomly. Targets do not have to be visible to be
- hit by secondary or tertiary attacks.
-
- Biobomb Crawler:
- These are built by Heavy Breeders and are only available to Sheevats. They fire
- Biobombs that degrade enemy armor. Biobomb clouds move slowly over the battlefield.
-
- Command Units*:
- These Sheevat units are built by Heavy Breeders. They cannot fire at enemies. However,
- they increase nearby mobile Sheevat units' attack, speed, and shield stats. Command
- Units do not exert cumulative effects on unit statistics.
-
- Robotic Walkers:
- These human units are built by Heavy Units Plants. They have a special attack that affects
- organic units. The only human units affected by Gas attacks are Infantry, Infiltrators, and
- Concord units. However, all Sheevat units and buildings are susceptible to this attack.
- The Gas attack bypasses Sheevat shields.
-
- Incubator:
- This Sheevat unit is built by Light Breeders and can place eggs into friendly or enemy
- organic, mobile units. These eggs develop, and after a short time the host unit explodes,
- leaving a Sheevat Spawn (about 90% of the time) or Psi-Spawn (about 10% of the time)
- in its place. There is no way to influence whether a Spawn or Psi-Spawn will appear from
- an egg.
-
- To place an egg into an enemy host, move an Incubator adjacent to the desired host;
- select the Incubator and click on the target. To place an egg into a friendly host, select
- Implant from the Incubator's Command Window, and then click on the host. Suitable
- hosts for Incubator's eggs are Infiltrators, Infantry, Concord units, and all Sheevat mobile
- units.
-
- Because of the way Spawn and Psi-Spawn are generated, no Raw Materials are used in
- the process. Raw Materials are also not required for implantation.
-
- Infantry (Sheevat Spawn): Human Infantry units are built by Light Units Plants, while
- Sheevat Spawn develop from eggs implanted into organic hosts by Incubators. Infantry
- and Spawn can spot enemy Infiltrators, Psi-Spawn, and cloaked Spawn. Infantry and
- Spawn cannot be disabled by Infiltrators.
-
- Spawn give bonuses to the speed, attack, and shield statistics of nearby friendly Spawn.
- These bonuses are cumulative with each other and with the Command Unit's bonuses.
- Spawn within 3 squares of friendly Psi-Spawn become invisible to all units except for
- Infantry, Infiltrators, Psi-Spawn, and Spawn. When such cloaked Spawn attack, however,
- they become visible to all other units for one turn.
-
- Infiltrators:
- Available only to human races and built by Light Units Plants, Infiltrators are stealth
- units invisible to all enemy units except for Infantry, Spawn, Infiltrators, and Psi-Spawn.
- Infiltrators become visible to other units when they attack or try and fail to
- capture/disable enemy units. Once visible, they remain that way for one turn. Infiltrators
- can spot Mines, although they cannot disable them; they can also spot Infiltrators,
- cloaked Spawn, and Psi-Spawn.
-
- To attempt to disable an enemy unit or building, the Infiltrator must be adjacent to it.
- Click on Disable in the Infiltrator's Command Window, and then click on the target.
- Only Infiltrators, Infantry, Psi-Spawn, and Spawn are immune to this attack. A disabled
- unit or building is unable to function for at least one turn. Only units that are captured
- while disabled escape this state prematurely; when a disabled unit is captured, it
- immediately becomes active.
-
- Attempting to capture an enemy unit or building works the same way as disabling it,
- except you must choose Steal from the Infiltrator's Command Window. A captured unit
- becomes yours immediately and retains all of its stats and unique abilities. A captured
- unit is not permanently yours, however. An Infiltrator can retain control over only one
- captured unit at a time. If the Infiltrator captures a new unit or dies, the captured unit
- returns to the control of its original owner.
-
- An Infiltrator can always attempt to attack and disable or steal, regardless of how far it
- has moved during the current turn.
-
- Infiltrators gain experience by successfully disabling and capturing enemy units or
- buildings. The more experienced they are the better they can perform these functions.
-
- Land Mine:
- These are built and placed by Minelayers. They are small, stationary, explosive devices
- that damage units that step on them. They can only be spotted by Infiltrators, Psi-Spawn,
- and Minelayers. Mines do not explode when contacted by friendly units or Minelayers. A
- Minelayer can disable a Land Mine, but any combat unit can destroy one by attacking it.
-
- Minelayer:
- These human units are built by Light Units Plants. They can lay Land Mines, using 1
- Raw Material for each Mine. They can also spot Mines, disable them, and salvage 1 Raw
- Material from each disabled mine. Salvaged Raw Materials are automatically transferred
- to any available storage space; if no space is available, excess Raw Materials are
- permanently lost. It takes no extra time or speed points for Minelayers to lay or disable
- Mines.
-
- To place Land Mines, move a Minelayer where you want a new Mine. Click on Place in
- the unit's Command Window. If, after selecting Place, you click on some destination on
- your Game Map, the Minelayer will move to that location, laying Land Mines along the
- way. If there are no Raw Materials in storage, Minelayers will not be able to place new
- Mines.
-
- To disable a Land Mine, place a Minelayer on top of it, open the Minelayer's Command
- Window, and select Remove. You can also set a Minelayer to "remove mode" by
- clicking on its Remove Button; the Minelayer will then remove any Land Mines it
- crosses as it moves.
- Missile Crawler:
- These human, mobile missile launchers are built by Heavy Units Plants. A Missile
- Crawler has a high range and a strong attack, but it is only lightly armored. It should be
- positioned behind sturdier, shorter range units.
-
- Mobile Anti-Air:
- These are built by Light Units Plants or Light Breeders and can shoot down enemy air
- units. They may not fire on any other unit types.
-
- Psi-Spawn:
- This Sheevat unit develops from an egg implanted in an organic host by a Sheevat
- Incubator. It is a genetic mutant form of the usual product of such an implantation, a
- Spawn. A Psi-Spawn is the Sheevat's analogue to the human Infiltrator. Psi-Spawn are
- invisible to all other units except for Infantry, Infiltrators, Spawn, and other Psi-Spawn.
- They become visible for one turn if they attack an enemy unit.
-
- Like Infiltrators, Psi-Spawn can always attack, even if they have used up their movement
- points for the current turn. Psi-Spawn can also spot Mines, although they cannot disable
- them. Unlike Infiltrators, however, Psi-Spawn cannot disable or steal other units. Instead,
- they exert a cloaking effect on all Spawn within 3 squares of themselves. Cloaked Spawn
- are invisible to all units except for other Spawn, Infantry, Infiltrators, and Psi-Spawn.
- Cloaked Spawn become visible to all units for one turn when they attack.
-
- Rocket Launcher:
- These human units are built by Heavy Units Plants. They are lightly armored and bear
- medium-range rockets that affect all units and buildings within two squares of their
- targets. The farther a unit is from the target, the less damage it is likely to sustain. Rocket
- Launchers are most effective against groups of enemy units or complexes.
-
- Scout:
- These are built by Light Units Plants or Light Breeders. Scouts move quickly and have a
- high scan ability allowing them to see units that are far away. They can always attack
- even if they have used up their movement points for the turn. Because of this and because
- of their high speed, Scouts are useful for hit-and-run tactics. Along with Scanners and
- AWACs, these units are useful for finding enemies, so that other units can fire on them.
-
- Stasis Projector:
- These Sheevat units are built by Heavy Breeders. They fire a Freezing attack that stops
- the targeted unit or small building for two of its turns or turn-equivalents. To learn how
- much longer a unit will remain frozen, click on the time-stasis sphere that surrounds it.
-
- While a frozen unit cannot do anything useful, it will also not take any damage if it is
- attacked, so Stasis Projectors can be used to good effect on friendly units and small
- buildings as well as on those of your enemies.
-
- Tank (Sheevat Shock Tank): Tanks are built by Heavy Units Plants or Heavy Breeders
- and are well-armored units with fair fire power. They should be used in your front line,
- protecting more fragile, long-range units such as Assault Guns and Rocket Launchers.
- Concord Tanks are more powerful than ordinary human Tanks; they can self-repair and
- gain experience through combat.
-
- Sheevat Shock Tanks have a unique Electrical attack that affect all enemy units within a
- short distance. Only friendly Shock Tanks are immune to this attack. Each target unit is
- subject to the Shock Tank's full attack strength.
-
-
- Other Land Units
-
- There are a few other land units that perform vital functions in M.A.X.2. Armored
- Personnel Carriers can transport land units across land or water. Scanners act like mobile
- radar platforms. Repair Units can only be built by human races and repair damage to
- units' and buildings' hits. Bulldozers clear rubble. Each of these units is discussed here.
-
- Armored Personnel Carrier: These are built by Light Units Plants and can carry up to 6
- infantry or infiltrators. They move quickly and can cross both land and water. Because of
- these abilities, they are useful for transporting slower land units.
-
- To load an Armored Personnel Carrier, click on Load in its Command Window. Then
- click on the unit(s) to load. Alternatively, open the Command Window of the unit you
- wish to load onto a transport and click on Enter. Then click on the transport to get the unit
- to move to it and enter.
-
- To unload a unit from an APC, select the transport, select a unit from the Cargo
- Command Window that appears, and click on where you want that unit placed. You can
- only unload land units onto terrain that they could ordinarily cross.
-
- Submerged APCs can only be spotted by Corvettes. Submerged APCs can load and
- unload units if they are just offshore; they remain invisible to all units except for
- Corvettes while they do this.
-
- Bulldozer:
- Bulldozers are built by Light Units Plants or Light Breeders and can clear rubble from
- destroyed units and buildings. As they clear rubble, they automatically scavenge Raw
- Materials and transfer them to any available storage space.
-
- The amount of Raw Material collected from a pile of rubble is equal to half the cost in
- Raw Materials it took to make the destroyed unit or building. If the destroyed building
- was a Storage Unit, Mining Station, or Material Harvester, a Bulldozer also recovers the
- entire amount of Raw Material the building had in storage when it was destroyed. If there
- is no room in your storage facilities for the scavenged Raw Materials, they are lost
- permanently.
-
- It takes one game turn or turn-equivalent to clear the debris on one square of the Game
- Map's grid. To clear rubble, click on Remove in the Bulldozer's Command Window, or
- click on the Bulldozer and click on any number of rubbled squares to form a dozing
- queue.
-
- Repair Units:
- These human units are built by Light Units Plants. They can only repair land or sea units
- and buildings; they cannot get close enough to planes to fix them. To repair a damaged
- unit or building, move a Repair Unit next to it, click on Repair in the Repair Unit's
- Command Window, and click on the unit or building you want to fix.
-
- Repair takes all of both the damaged unit's and the Repair Unit's maximum speed points.
- If either unit has moved during the current turn or used up speed through other actions,
- repair will continue into the following turn, using up the remaining required movement
- points before repair is complete. A building does not function while it is being repaired.
-
- Scanner:
- This is a mobile radar platform with no attack capabilities. It is built by Heavy Units
- Plants or Heavy Breeders and can move fairly rapidly. It has a very high scan ability and
- is useful for spotting enemy units so combat units can attack them.
-
-
-
- Air Units
-
- Air units are built by Air Units Plants or Air Breeders and can fly over any terrain type.
- They never land except for repair or upgrading purposes. Air Transports do not "land"
- when they load or unload cargo. Repairing and upgrading take place in Hangars or Nests.
-
- Air units move very fast compared to other units. Planes with attack capabilities may
- attack as many times as they are able (defined by how many shots they get per turn) every
- turn, regardless of how far they have moved. For specific information on moving and
- firing, see the opening paragraphs of this chapter.
-
- Air units can only be attacked by Anti-Aircraft Turrets or Pods, Mobile Anti-Aircraft,
- Fighters, and Escorts.
-
- Air units may only attack the types of targets indicated in their descriptions below.
-
- Air Transport:
- This fast unit can transport up to 3 land units at a time. An Air Transport does not land to
- load or unload units, so it may not be attacked as if it were a ground unit during such
- operations. To load an Air Transport, click on Load in its Command Window and then
- click on the units you wish to load. You can also load units onto an Air Transport by
- selecting Enter from their Command Windows and then clicking on the Air Transport.
-
- To unload an Air Transport, select it, select a unit from the Cargo Command Window
- that pops up, and click where you want that unit dropped. You cannot unload a unit onto
- another unit or onto terrain it could not ordinarily cross.
-
- AWAC:
- High scan and high speed make this a great air scout. This unit has no attack capabilities.
-
- Fighter:
- This is a very fast air unit that can only fire on other air units.
-
- Ground Attack Plane:
- This is a fairly fast plane that can only attack buildings and land and sea units, including
- Submarines. Concord Attack Planes are slightly tougher than their human counterparts,
- are self-repairing, gain experience from successful kills in combat, and cost more.
-
-
-
- Sea Units
-
- Sea units are built by Shipyards or Sea Breeders and can only traverse water. Ships must
- be loaded into a Dock or Sea Pen to be repaired or upgraded, although, in human races,
- ships can also be fixed by Repair Units.
-
- Except for Escorts, ships cannot attack air units. They can, however, attack all visible sea
- and land units and buildings within their range.
-
- In turn-based and simultaneous-moves games, ships with firing capability cannot always
- fire and move on the same turn. Whether or not they can fire depends on the number of
- shots they get per turn and how much they have already moved. For specific information
- on moving and firing, see the opening paragraphs of this chapter.
-
- Biobomb Ship:
- This is the Sheevat analogue of the Missile Cruiser. It can attack ships, other units
- traversing the water, and shore targets with its armor-degrading Biobombs. A Biobomb
- affects not only its target but all enemy units adjacent to the target as well.
-
- Corvette:
- This high speed boat is equipped with torpedoes and sonar. Corvettes can attack any sea
- unit within range. They can spot and attack submerged Armored Personnel Carriers,
- Submarines, and Sea Mines.
-
- Escort:
- This is a high speed boat with good radar that can only attack air units.
-
- Gunboat:
- A Gunboat is a heavily armored ship with a strong cannon that can attack ships and shore
- targets within range. Concord Gunboats are powerful, self-repairing, and gain experience
- through combat.
-
- Missile Cruiser:
- This human unit has great range and a high attack strength. It can be used to attack ships,
- other units traversing the water, and shore targets.
-
- Sea Mine:
- Analogous to Land Mines, Sea Mines are placed by Sea Minelayers and detonate on
- contact, affecting only the unit that crosses over them. They are invisible to all units
- except for Sea Minelayers, Infiltrators, Psi-Spawn, and Corvettes. They do not detonate
- when friendly units or Sea Minelayers cross over them. Only Sea Minelayers can disable
- a Sea Mine, although any combat unit can destroy one by attacking it.
-
- Sea Minelayer:
- Analogous to the Minelayer, this human unit can spot and disable Sea Mines, salvaging 1
- Raw Material from each disabled mine. If available storage space is full, salvaged Raw
- Materials are lost. It can also lay Sea Mines that damage enemy units that cross them. It
- costs 1 Raw Material to lay each Sea Mine. A Sea Minelayer will not be able to lay Sea
- Mines if no Raw Materials are available in storage. It takes no extra movement points or
- time to lay or disable Sea Mines.
-
- To place a Sea Mine, move a Sea Minelayer to where you want a new Sea Mine, and
- click on Place in its Command Window. Once you have selected Place, you can also click
- on a destination (in the water) on your Game Map, and the Sea Minelayer will move
- there, laying Sea Mines along the way.
-
- To disable a Sea Mine, place a Sea Minelayer on it and select Remove from the Sea
- Minelayer's Command Window. A Sea Minelayer can be placed in "remove mode" by
- clicking on its Remove Button. The unit will then disable Sea Mines as it crosses them.
-
- Sea Transport:
- This ship can be used to transport up to 6 land units. To load units, place the Sea
- Transport adjacent to land, and click on Load in its Command Window. Then click on the
- units you wish to place onboard. The units will approach the ship and board it when they
- can. You can also load units onto a Sea Transport by selecting Enter from their Command
- Windows and clicking on the target transport.
-
- To unload units, select the Sea Transport and click on a loaded unit in the Cargo
- Command Window that pops up. Then click on where you want that unit unloaded. A
- land unit must be unloaded onto land, a Water Platform, or a Bridge.
-
- Submarine:
- These submerged vessels must get close to their targets to fire their powerful torpedoes.
- They can only be spotted by Corvettes. They become visible to other units when they fire
- and remain visible for one turn. Only Corvettes, Submarines, Ground Attack Planes, and
- Attack Planes can attack Submarines.
-
- Researching and Purchasing Upgrades
-
- There are four ways to acquire upgrades for units and buildings. The first way you
- acquire upgrades is when you select a race; each race receives bonuses to certain units.
- See the Races Chapter for more details.
-
- The second way to acquire upgrades is through experience. Infiltrators and EW Pods
- improve in their disable or steal attacks as they successfully disable or steal units and
- buildings. Concord units, Sheevat combat units, and Sheevat stationary guns get upgrades
- to their statistics for destroying enemy units and buildings. Upgrades acquired through
- experience are received immediately as a unit gains a level. Such upgrades apply only to
- the individual unit and not to other units of that type.
-
- The other two ways to get upgrades are to research them using Research Centers and
- Research Stations and buy them through Gold Mining Stations and Gold Harvesters.
- Upgrades received from Research Centers apply to all your units, including buildings,
- that have the statistic for which you researched an upgrade. Research Centers will
- determine the maximum level of upgrades that you purchase through Gold Mining
- Stations. Virtually all unit statistics can be upgraded through the use of Research Centers
- and Gold Mining Stations.
-
- All units or buildings built after you acquire an upgrade (including units in production as
- you acquire an upgrade) will automatically get that upgrade.
-
- Units built before you buy or research an upgrade must receive their upgrades from
- Docks or Sea Pens, Hangars or Nests, or Depots or Hives, depending on the unit type.
-
- Buildings built before an applicable upgrade is researched or purchased, generally start
- upgrading their statistics immediately and complete the process in 2 turns; during the
- upgrade process such buildings continue to function. However, pre-existing stationary
- guns must be upgraded by selecting Upgrade from their Command Windows. You can
- also select UPG. All from a stationary gun's Command Window to upgrade all stationary
- guns of that type at the same time. Upgrading a stationary gun takes 2 turns, and the gun
- may not fire during this time.
-
- Regardless of the unit or building, all relevant upgrades will be applied at the same time.
- It will not take longer, for example, to upgrade two or more statistics than to upgrade one.
-
- To upgrade a statistic type through research, select Resrch from a Research Center's
- Command Window. This opens the Research Topics Menu where you will see three
- columns: Labs, Topics, and Turns.
-
- The Labs Column allows you to divide your Research Centers among available research
- topics. You can assign all Research Centers to work on the same topic or divide them
- among different ones. Use the slider bars in this column to make such adjustments.
- Research Centers that are not functioning due to a Power deficit cannot be assigned to a
- research topic.
-
- Note that research takes a long time to conduct. You can increase the rate at which you
- acquire particular upgrades by applying more Research Centers to that task. Research
- Centers exert an additive effect; two Research Centers studying the same upgrade will
- succeed in reaching it twice as fast as one would working alone.
-
- The Topics Column lists all the statistics that you can upgrade through research. These
- are attack, shots, range, armor, hits, speed, scan, and shields (Sheevat only). Select a topic
- or topics to upgrade by assigning Research Centers to their study in the Labs Column.
- The amount of work in percentage that has been done to date on a particular topic is
- indicated next to its name.
-
- The Turns Column shows how many turns remain to complete the research on each topic,
- given the number of Research Centers working on that topic.
-
- When you finish assigning Research Centers to various topics, click on the Done Button.
- Click on Cancel to return to the Game Screen without making any changes.
-
- Research Centers automatically work on upgrading the attack statistic unless you alter
- their research topics.
-
- Research conducted by Research Centers applies to all units, including buildings, the
- have the statistic that was researched. The actual amount a statistic can be boosted
- depends on the starting value (taking race bonuses into account) for that unit. The higher
- a statistic is to begin with, the more it can be increased with upgrades. Research Centers
- on their own will not upgrade any units. They only increase the maximum level a
- statistic can be upgraded to.
-
- To cancel work on research, set the slider bar for that topic in the Labs Column to zero.
- The game keeps track of the work done research topic; when you resume working on that
- statistic, research will begin where you left off.
-
- To purchase an upgrade, open a Gold Mining Station's or Gold Harvester's Command
- Window and click on Buy UPG. This opens the Upgrades Menu.
-
- The Upgrade Menu will show a list of upgrade packages. Each package will
- automatically purchase new technology for the listed units as credits become available.
- The cheapest possible upgrade will be performed first. You can select multiple packages
- to purchase upgrades for multiple types of units. The bottom package, Custom Upgrades,
- will take you to the Custom Upgrade menu.
-
- On the Custom Upgrade menu, you will see a list of units. Use the filter buttons to
- display just the list of units you plan on upgrading. Select a unit. You will see its picture,
- description and statistics. The information next to the statistics will show you if that
- particular statistic for that particular unit can be upgraded, or if it needs to be researched
- (see Research Centers, page 52). Use the arrow buttons to set the desired level for that
- statistic. The cost will show you the number of credits it will cost to purchase the new
- technology.
-
- If you have insufficient Credits to buy an upgrade, the arrow buttons next to that statistic
- will be depressed, and you will not be able to click on them.
-
- Upgrades that would cost 800 Credits or more cannot be purchased. Such upgrades can
- only be acquired through research or as individual upgrades to a unit as it gains combat
- experience.
-
- Make all desired upgrades and click on the Done Button to return to the Game Screen. If
- you change your mind, click on Cancel instead. Note that all purchased upgrades apply
- only to the unit or building types for which they are purchased.
-
- Clicking on any Gold Mining Station will show what it is currently upgrading, or if it
- requires additional research to upgrade the selected units, in the Gold Mining Station
- picture. It will also show you the current total number of credits all of your Gold Mining
- Stations have in the bank.
-
- Alien Animals
-
- If, in the Options Menu, you selected alien animals to be present in your game, you will
- run into a small number of these creatures. Baby Eenoks and Eenoks are basically
- harmless. Knibs are fearful of mobile units, but will happily attack your buildings if they
- can. Hopper Seals and Snow Devils are actively aggressive. Needless to say, the more
- aggressive the creature, the more powerful it is. See the STATS.TXT file on your CD-
- ROM for alien animal statistics.
-
- Winning the Game
-
- Regardless of the sort of M.A.X.2 game you are playing, defined objectives or victory
- conditions determine what you must do to win the game. For stand-alone missions or
- campaign game missions, your objectives depend on the specific mission and are
- described when you select it. Achieving these objectives is the means to victory for such
- missions. In other games, the victory conditions are defined in the Options Menu by the
- player or by the person who designed the scenario.
-
- There are three player-defined victory conditions: Kill All Mining Stations, Kill All
- Units, and Capture the Flag.
-
- Kill All Mining Stations: Any player whose Mining Stations or Material Harvesters are
- all destroyed, disabled, or frozen automatically loses the game. The last player left wins
- the game.
-
- Kill All Units: Any player whose visible units (that is, not including Infiltrators, Psi-
- Spawn, cloaked Spawn, Submarines, Mines, or submerged Armored Personnel Carriers)
- and buildings are all destroyed, disabled, or frozen automatically loses the game. The last
- player left wins the game.
-
- Capture the Flag: This option has several subsidiary parameters that define the exact
- victory conditions for the game: Flag Type, Start Location, Number, and Victory Timing.
- Regardless of the other settings, in Capture the Flag, each team has a flag and must
- control most or all of the teams' flags to win the game. The game is not necessarily lost
- by having one's own flag captured.
-
- Flag Type can be set to Stationary or Mobile. Mobile flags can be transported by land
- units to other locations; stationary flags cannot be moved.
-
- Start Location can be set to At Base or Random. At Base places each team's flag in the
- middle of its first base. Random places teams' flags randomly on the planet. Number can
- be set to Majority or All. In Majority, a player must capture or control more than half of
- all available flags to win the game. In All, a player must capture or control all flags to
- win.
-
- Victory Timing can be set to Hold for a Time, At Capture, or Return to Base. This
- parameter determines when a player who has met the Number condition (Majority or All)
- for winning a Capture-the-Flag game will actually win the game.
-
- When Victory Timing is set to Hold for a Time, a player who has captured or who
- controls a sufficient number of flags must hold them for a time before he wins. This time
- period is determined by the game and depends on the play mode and the game speed (as
- set in the Preferences Menu) at the time that the basic victory conditions are met. The
- game notifies all players of the time remaining before that player wins. If he holds his
- flags for the specified time, he wins the game.
-
- If Victory Timing is set to At Capture, as soon as a player captures or controls a sufficient
- number of flags, he wins the game.
-
- A Victory Timing setting of Return to Base only applies if you have selected Mobile
- Flags. In this case, a player must collect a sufficient number of flags in his Flag Base(s) to
- win the game.
-
- How to Control Flags: A player gains control of a flag when a)he has a land unit or ship
- next to it and b)no other player has a land unit or ship next to the flag. The control
- remains with the last player who gained it, even if he no longer has any units next to the
- flag.
-
- How to Capture Flags: A flag must be in your control (see the preceding paragraph)
- before you can capture it. To capture a flag, once it is in your control, simply move a land
- unit on to the flag square. In a game with Mobile Flags, the land unit will pick up the
- captured flag.
-
- How to Move Flags: If you are playing with Mobile Flags, a land unit that captures a flag
- automatically picks it up and holds on to it. A unit holding a flag can move around as
- normal, and the flag will move with that unit.
-
- A captured flag will appear as a bulls-eye icon over the unit that is holding it. This icon
- will be visible to all units within range, even if the unit carrying the flag is normally
- invisible. Also, any unit transporting a unit that is carrying a flag will be marked by this
- bulls-eye icon. If a unit is killed while holding a flag, the flag is dropped and can be taken
- by someone else.
-
- A flag in the water can only be retrieved by an amphibious unit (Scout, Engineer,
- Constructor, or Armored Personnel Carrier).
-
- Note: Units may hold only one flag at a time.
-
- How to Place Flags in Your Flag Base: If you are playing with the Return-to-Base option,
- your units must bring captured flags to your Flag Base(s). A Flag Base is a 2x2 block of
- concrete that can hold up to 4 flags, one on each square. In a Return-to-Base game, you
- will start with one or two Flag Bases near your first Mining Station or Material Harvester;
- the number of Flag Bases you start with will depend on how many players are in the
- game.
-
- For a unit to drop a flag off at a Flag Base, it must move onto a part of the Flag Base that
- has no flag. The flag is automatically dropped and placed on that square of the Flag Base.
- Flags can be captured from enemy Flag Bases in the same way as they are otherwise
- captured. Flag Bases cannot be destroyed.
- Scenario Editor
-
- MAX2 includes a scenario editor that allows you to create your own missions. You get
- to choose the map, the units and the buildings and then select from different victory
- conditions. Choose Scenario Editor from the main menu to create or edit your own
- custom scenarios.
-
- Scenario Editor Menu
- The Scenario Editor menu has two options, New Scenario, which allows you to start from
- the very beginning and create a new scenario, and Edit Scenario, where you select a
- previously created custom scenario and make changes.
-
- When you select Edit Scenario, you will see a load menu, displaying all of the custom
- scenarios in your MAX2 directory. Use the arrow buttons to scroll to other files. Click
- on the file name and select LOAD, or double-click on the file name to load it.
-
- Adding Players: To add a player to the game, select the team number, and begin placing
- units. Teams without units placed on the map are not available for selection when you
- play the scenario.
-
- Changing Player Clan: Adjacent to each team button is a clan select button labeled with
- the name of the currently selected clan for each team. Clicking this button enters the
- Clan Select Menu, where the team's clan can be modified.
-
- Changing Game Options and Victory Conditions: This button displays the option screen,
- which allows you to edit the base options for this scenario. The most important part of
- the Options screen are the victory conditions: Destroy all Mining Stations, Destroy all
- Enemy Units, Capture the Flag, Kill all Animals and Custom Victory Conditions. The
- latter two can only be set in the Scenario Editor.
-
- A custom scenario with the Kill All Animals victory condition requires that the player
- kill all the indigenous alien lifeforms. The first player to do so wins the game. All other
- players lose.
-
- Custom Victory Conditions allow you to set different victory conditions for individual
- units. See below for more information.
-
- Placing and Deleting Units: Clicking on the 'Units' button displays a list of all the units.
- The type of units, Concord or Sheevat, depend on the currently selected team. Select the
- unit category to display the unit types that you wish to place. There are six categories:
- Land Units, Sea Units, Air Units, Large Buildings, Small Buildings and Miscellaneous.
- Indigenous alien animals and trees are located under the Miscellaneous category. Select
- the desired unit from the list and left-click on the map to place the unit. The current unit's
- statistics can be adjusted by clicking the left and right arrows in below the unit picture.
- Right-click to remove any placed unit. Left-clicking on an existing unit will change the
- current unit being placed to the existing unit.
-
- Hold down CTRL and move the mouse to change the starting direction of any unit.
- Release CTRL before left-clicking to place the unit.
-
- You can change the name of any individual unit by clicking on that unit's name in the
- unit portrait.
-
- Changing Custom Victory Conditions: Besides being able to modify unit statistics, you
- can also set custom victory conditions. Every individual unit can have different victory
- conditions associated with it. You can use the ALT-V key (see below) to quickly set the
- same unit statistics and custom victory conditions for all units of the same type. The
- setting of custom victory conditions only matters if the option for Custom Victory
- Condition is set in the options screen. They are ignored if any other overall victory
- condition is set.
-
- UNIT MUST LIVE - If any of a teams UNIT MUST LIVE units are killed, that team has
- lost.
-
- UNIT MUST DIE, MUST BE CAPTURED, MUST BE DISABLED - These three are
- interdependent loss conditions. If a team loses all of his UNIT MUST DIE, MUST BE
- CAPTURED and MUST BE DISABLED units, that team has lost. If it never had any of
- one or more of those types at the start of the game, they are not tested.
-
- Banning Unit Types: The checkbox next to the unit in the unit list prevents that unit from
- being placed in the editor, or being built while the game is playing. Check the box next
- to the units that you wish to ban from the game. Units can be placed prior to checking
- the Ban button, so you can build them in the editor, but not in the game.
-
- Placing Material: Click the Material button. You may then place material on the map.
- Click the arrow buttons to change the amount of material placed. You can place between
- 1 and 16 units of material. Setting this value will also determine the amount placed when
- you add new Mining Stations in the editor. The placement rules do not allow placement
- of Material or Gold in such a manner as to allow two deposits under the same mining
- station, so there should always be at least one square between deposits. Remember that 8
- material is used by every power generator. Material deposits of 16 can run two power
- generators, and should be very rare in your scenario. It is suggested that most Material
- deposits range from 4 to 10.
-
- Placing Gold: Click the Gold button. You may then place gold on the map. The same
- placement rules apply. While you can place up to 16 gold in a single location, any
- number greater than 4-6 is a substantial amount and can easily cause balance problems.
- Most Gold deposits should range from 1-3.
- Hotkeys
- There are some special hotkeys that are available in the scenario editor. Press F1, ALT-H
- or ? to display a list of hotkeys and their functions while in the editor. Commands that
- delete and/or randomly place new objects will display a window asking you to confirm
- the action.
-
- Key Function
- ALT-X Exit the editor.
-
- ALT-L Quickload. Use with caution.
-
- ALT-S Quicksave. This will overwrite the current save file.
-
- ALT-V Pressing ALT-V will change every unit of the type currently selected on
- the currently selected team to the currently displayed attributes. For example,
- if you have already placed 20 Scouts, you can raise the armor value by 2 points,
- press ALT-V, and all of the scouts on that team will then receive those changes.
-
- CTRL-M Delete all material on the map, except the material under Mining
- Stations and Material Harvesters, and place a random amount of material based on the
- option settings.
-
- ALT-M Deletes all material on the map, except the material under Mining Stations
- and Material Harvesters.
-
- CTRL-G Delete all gold on the map, except the gold under Gold Mining Stations
- and Gold Harvesters, and place a random amount of gold based on the option settings.
-
- ALT-G Delete all gold on the map, except the gold under God Mining Stations
- and Gold Harvesters.
-
- CTRL-A Delete all alien animals and randomly place a number of animals of all
- types. The number of animals placed is based on the Alien Animals option in the options
- screen.
-
- ALT-A Delete all alien animals.
-
- CTRL-T Delete all trees on the map and randomly place trees. The number and
- type of trees placed depends on the map. Maps that are "green" will get more trees than
- maps that are mostly ice or water.
-
- ALT-T Delete all trees.
-
- ALT-Z Delete all units and buildings for all teams.
-
- ALT-D Delete all units and buildings for the currently selected team.
-
- ALT-U Delete all instances of the currently selected unit for the current team only.
- This will delete all Scouts for the Red team, while leaving the rest of Red's units alone
- and all other Scouts for the other teams alone, if a Red Scout is the current unit.
-
-
- Playing Custom Scenarios
- You can play custom scenarios in either single-player or multi-player modes.
-
- To start a new single-player custom scenario, pick New Game from the main menu and
- then click the Custom Scenario button. A list of all available custom scenarios in your
- MAX2 directory will be displayed. Clicking on a scenario name will display a list of
- some of the options and the different available teams. Once you select a scenario, you
- will be able to set other options and select your team.
-
- The host of a multi-player game can select the SCENARIOS button on the host screen
- and load a custom scenario.
-
- Custom scenarios have the extension .MPS and can be found in your MAX2 installed
- directory.
-
- Designing Custom Scenarios
- When you go to make a custom scenario, your first decision can be your most important.
- The map you choose to base your scenario on will determine what type of scenario it will
- be. Water maps lend themselves to sea or air units. Maps with limited line-of-sight will
- have larger combats, with less manuevering. Always keep your map choice in line with
- your idea of the scenario. The map will also determine the maximum number of players
- your scenario can support.
-
- When the map is loaded, click the OPTIONS button and set all your options. The most
- important option for you to set is the Victory Condition. If you use Custom Victory
- Conditions, then you should set all the victory conditions on the units when you place
- them. If the custom victory conditions are the same for all units of a particular type, then
- remember to use the ALT-V hotkey.
-
- The next step is to choose one of the teams and start placing units. For balanced games,
- players should be equidistant from each other and have a similar number of units.
-
- The total number of units will determine how many Mining Stations and Power Stations
- you should start the sides with. Watch the power indicator and give players a
- comfortable amount of power, for most scenarios. Scenarios where you start with a
- power or material deficit can be very interesting.
-
- Place trees and animals. Remember that trees can provide defensive bonuses and make
- the map more interesting to look at. Animals are an important resource for any Sheevat
- players. Aggressive animals can be a serious threat for teams that have a low number of
- starting units.
-
- Finally, place material and gold deposits. Mix the amounts and locations. Try to balance
- the total amount of material and gold available to one side. Placing a large amount of
- material in the center of the map, or between opponents, will give your teams a reason to
- fight.
-
- Upgrading select units and giving them unique names can give personality to a team.
-
- When you are done, try playing your custom scenario single-player. Noticeable problems
- (lack of power, one side far more powerful than another, not enough materials or gold)
- can be fixed easily.
-
- Appendix A: Building Functions Chart
-
- This appendix provides a synopsis of building functions for easy reference. For detailed
- descriptions and information see the Buildings Chapter. For building statistics, see the
- STATS.TXT file on your CD-ROM.
-
- Name* Functions
-
- Air Units Plant Produces all air units.
- (Air Breeder)
-
- Anti-Aircraft Attacks airborne units only.
-
- Artillery Turret Longer range defensive weapon that cannot attack air units.
-
- Biobomb Pod Defensive weapon that degrades targets' armor.
-
- Bridge Allows units to cross over water.
-
- Defensive Blk. Impedes enemy unit movement.
- (Casting)
-
- Depot (Hive) Repairs and upgrades land units.
-
- Dock (Sea Pen) Repairs and upgrades sea units.
-
- EW Pod Assumes control of up to one electronic enemy unit; Concord
- units, Sheevat units and buildings, and Infiltrators and Infantry are
- immune to an EW Pod's attack.
-
- Gold Mining Sta. Mines Gold, converts Gold into Credits, and allows you to
- (Gold Harvester) purchase upgrades with Credits.
-
- Gun Turret Good defensive weapon that cannot attack air units.
-
- Hangar (Nest) Repairs and upgrades air units.
-
- Heavy Units Plant Produces Constructors, Scanners, Tanks, Assault Guns, Rocket
- (Heavy Breeder) Launchers, Stasis Projectors, Biobomb Crawlers, Missile
- Crawlers, Robotic Walkers, Command Units, Lightning Cannons
- (Sheevat Assault Guns), and Shock Tanks (Sheevat Tanks).
-
- Light Units Plant Produces Engineers, Scouts, Repair Units, Bulldozers, Armored
- (Light Breeder) Personnel Carriers, Mobile Anti-Air, Minelayers, Infantry,
- Infiltrators, and Incubators.
-
- Mining Station Mines Raw Materials Power; can store 25 Raw Materials and
- (Material Harvester) transfers Raw Materials to units that use them.
-
- Missile Turret Long range defensive weapon that cannot attack air units.
-
- Power Station Generates 80 points of power; reduces mining by 8 points.
- (Power Pod)
-
- Radar Detects enemy units from a long distance away.
-
- Research Center Researches upgrades to a particular stat that apply to all
- units and buildings with that stat.
-
- Road Allows land units to move twice as fast as over other terrain.
-
- Shipyard Produces all sea units.
- (Sea Breeder)
-
- Storage Unit Stores up to 50 Raw Materials and transfers them to other units.
-
- Water Platform Allows you to place buildings over water.
-
- * Sheevat names where they differ a lot from human names are indicated on the same line
- or following line in parentheses.
-
- Appendix B: Unit Functions Charts
-
- Below is a chart containing a synopsis of important functions of the unit types in
- M.A.X.2. For more detailed descriptions of unit functions, see the Units Chapter. For unit
- statistics, see the STATS.TXT file on your CD-ROM.
-
- Unit Functions
-
- Air Transport Plane that can transport up to 3 land units.
-
-
- Arm. Pers. Carrier Carries up to 6 infantry across land or water; it is invisible to
- all but Corvettes when submerged.
-
- Assault Gun Longer range human attack unit; Concord Assault Guns can self-
- repair and gain experience.
-
- Attack Plane Concord plane that attacks ground and air targets; it self-repairs
- and gains experience through combat.
-
- AWAC Air scout.
-
- Biobomb Crawler Sheevat attack unit that launches Biobombs that degrade target
- armor.
-
- Biobomb Ship Sheevat attack ship that launches Biobombs that degrade target
- armor.
-
- Bulldozer Clears and scavenges Raw Materials from rubble.
-
- Command Unit Sheevat unit that improves nearby friendly mobile units' stats.
-
-
- Constructor Builds all factories, mining stations, maintenance structures
- and Research Centers; it can cross land and water.
-
- Corvette Ship that detects Submarines, submerged Armored Personnel
- Carriers, and Sea Mines; it can attack all ships or land units within
- range.
-
- Engineer Builds all defensive structures, infrastructure, and Storage Units;
- it can cross land and water.
-
- Escort Ship that can only attack air units.
-
- Fighter Aircraft that can only attack other airborne units.
-
- Ground Attack Plane that can only attack ground units.
-
- Gunboat Ship with medium-range, powerful attack against ships and shore
- targets; Concord Gunboats self-repair and gain experience through
- combat.
-
- Incubator Sheevat unit that places eggs into organic host units: Infiltrators,
- Infantry, Sheevat units, and Concord units; eggs develop into Sheevat
- Psi-Spawn or Spawn.
-
- Infantry Human unit that detects Infiltrators, Psi-Spawn, and cloaked
- Spawn.
-
- Infiltrator Human unit that detects mines; it can disable or capture enemy
- units; it is only visible to other Infiltrators, Infantry, Spawn, or Psi-spawn.
-
- Land Mine Explosive device that detonates when enemies step on it; it is only
- visible to Infiltrators, Psi-Spawn, and Minelayers.
-
- Lightning Cannon Sheevat Assault Gun that has an attack that jumps from enemy to enemy.
-
- Minelayer Human unit that detects, disables, scavenges Raw Materials from,
- and lays Land Mines.
-
- Missile Crawler Human, long-range attack unit.
-
- Missile Cruiser Human, long-range attack ship.
-
- Mobile Anti-Air Land unit that can only attack airborne units.
-
- Psi-Spawn Sheevat unit similar to human Infiltrators; it cannot disable or
- steal, but can cloak friendly Spawn; it is only visible to other
- Infiltrators, Psi-Spawn, Infantry, and Spawn; it detects mines.
-
- Repair Unit Human unit that repairs land units and ships.
-
- Robotic Walker Human unit whose Gas attack bypasses Sheevat shields; its attack
- is only effective against Sheevat units and buildings, human
- Infantry and Infiltrators, and Concord units.
-
- Rocket Launcher Human, long-range attack unit that hits all units within 2 squares of its target.
-
- Scanner Mobile radar platform with no attack capabilities.
-
- Scout Unit with high speed, good scan range, and attack capability; it can cross land and water.
-
- Sea Mine Explosive device that damages enemy units that cross over it; it
- is only visible to Sea Minelayers, Corvettes, Infiltrators, and Psi-Spawn.
-
- Sea Minelayer Human ship that detects, disables, scavenges Raw Materials from, and lays Sea Mines.
-
- Sea Transport Ship that transports up to 6 land units across water.
-
- Shock Tank Sheevat Tank that has an Electrical attack affecting only adjacent units.
-
- Spawn Sheevat Infantry unit that gives statistical bonuses to nearby
- Spawn; it detects Infiltrators, Psi-Spawn, and cloaked Spawn.
-
- Stasis Projector Sheevat unit that freezes target; frozen targets cannot move,
- function, or be further damaged for 2 turns.
-
- Submarine Attack ship only visible to Corvettes; only Corvettes, Submarines,
- Ground Attack Planes, and Attack Planes can attack Submarines.
-
- Tank Basic human attack unit; Concord Tanks can self-repair and gain
- experience.
-
-
-
- CREDITS
-
- Producer
- Paul Kellner
-
- Associate Producers
- Chip Bumgardner
- Ryan Rucynski
-
- Line Producers
- Dave Simon
- Amy Mitchell
-
- Lead Designer
- Gus Smedstad
-
- Game Design
- Ali Atabek
- Dave Boulanger
- Paul Kellner
- Chris Taylor
- Bernie Weir
-
- Lead Programmer
- Dave Boulanger
-
- Programmer
- Bernie Weir
-
- AI Design and Programming
- Gus Smedstad
-
- Network Support
- Erik Bethke
- Dave Boulanger
- Bernie Weir
-
- Additional Network Programming
- Quicksilver, Inc.
-
- Additional Programming
- Andy Pal
- Jim Gardner
-
- Art Director
- Scott Bieser
-
- Artists
- Tony Postma
- Mike Harris
- Adam Rote
- Stephen Beam
-
-
- Additional Artists
- Arlene C. Somers
- Chris Regalado
- Mark Bergo
- Mike Dean
- Acorn Productions
-
- Additional Art
- Flatline Studios, LLC
-
-
- Acorn Entertainment,
- Los Angeles
- Executive Producer for Acorn Entertainment
- Thad Weinlein
-
- Lead CGI Animation
- Fred Kuentz
-
- Addt'l CGI Animation
- Stevan del George
-
- Lead Artist
- Rudy Obrero
-
- Asst. Illustrator
- Deanna Ino
-
- Addt'l Illustrator
- Patrick Shigetani
-
- Cover Design Concepts
- Edemer Santos
-
- Music
- Rick Jackson
- Ron Valdez
-
- Flatline Production
- Bryand Lassiter
- Seth
- Glenn Israel
-
- Flatline Supervisor
- Eric Smith
-
- Visual Concepts and Storyboards
- Tony Postma
-
-
-
- World Creation
- Steve Beam
- Adam Rote
-
- Head Writer/
- Campaign Scenario Design
- Chris Taylor
-
- Writer/
- Mission Scenario Design
- Dave Hendee
-
- Dialogue
- Drew Markham
-
- Manual Writers
- Petra Schlunk
- Chris Taylor
-
- Manual Editor
- Steve Bokkes
- Amy Mitchell
-
- Manual Design
- Tracie D. Martin
- Craig Owens
-
- Manual Reflow Editor
- Ed Rubin
-
- Box Cover Design
- Tony Postma
-
- Traffic Manager
- Thom Dohner
-
- Audio Director
- Charles Deenen
-
- Audio Administrator
- Gloria Soto
-
- Sound Design
- Charles Deenen
- Larry Peacock
- Gregory R. Allen
- Sergio Bustamante II
-
- Game Music
- Rick Jackson
- Ronald Valdez
-
- Voice Casting Direction/
- Supervision
- Chris Borders
- Voices
- Clancy Brown
- Frank Welker
- Dee Bradley Baker
- Kevin Michael Richardson
- Grey Delisle
-
- VO Editing
- Frank Szick
- Kevin Fraysr
-
- Mastering
- Craig Duman
-
- Director of Quality Assurance
- Chad Allison
-
- QA Manager
- Steve Victory
-
- QA Project Supervisor
- Cory Nelson
-
- Testers
- Steve Bokkes
- Donnie Cornwell
- Michael Wood
- Mark Holtzclaw
-
- QA IS Manager
- Frank Pimentel
-
- QA Technicians
- Bill Delk
- Chris Peak
-
- Director of Compatibility
- Phuong Nguyen
-
- Compatibility Technicians
- Marc Duran
- Dan Forsyth
- Derek Gibbs
- John Parker
-
- Director of Marketing
- Karen Schohan
-
- Senior Product Marketing Manager
- Debbie Brajevich
- Product Marketing Manager
- Dean Schulte
-
- PR Director
- Kirk Green
-
- PR Manager
- Christine Nagata
-
- Internal Coordination Manager
- Mike Wood
-
- Flatcat Division Director
- Ali Atabek
-
- VP of Development
- Trish Wright
-
-
- Special Thanks to the Beta Testers for their comments, suggestions and bug reports.
-