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-
- STAR COMMAND REVOLUTION
- CLIENT DEMO: VERSION 1.1
-
- NOTE:
- The Client Demo allows you to play the full version of the Battles
- portion of the game only if you join a game created by a full
- version player. You will have full access to all technology if you
- join a registered user's game.
- You can create your own games, but you will only be able to begin
- the game as Terrans, and you will not have access to Nomad or
- Triumverite technology. If you purchase the full game, you can
- create full version games, create multi-player cooperative or single
- player campaign games, and feel the full Star Command experience
- (CD music, fight unique Bosses, discover Power Ups, etc.).
-
- SYSTEM REQUIREMENTS:
- In order to play Star Command, you will need the following:
- 486/66 PC or higher (Pentium processor recommended)
- MS-DOS 6.22 or higher
- 16 MB RAM required
- 25 MB of free hard drive space
- 1 MB of VRAM on your video card
- Sound Blaster sound card or 100% compatible sound card (recommended)
- Mouse
- Network play requires IPX -compatible network card.
- Internet play requires an internet play service.
-
- THE STORY SO FAR:
- Four cultures met in the deep void. Weary of endless exploration, and
- eager to peacefully colonize the fertile worlds of the Zeta Galaxy, they
- formed a non-aggression pact and engaged in limited trade. Thus, the
- Computrons, the Nomads, the Triumverites, and Terrans were able to co-exist
- quietly and autonomously.
- Then came the Age of Solinite. Computron mining vehicles chanced upon
- a method of transforming the warp storms that plagued the Zeta Galaxy into
- an awesome source of energy. They freely shared this knowledge with their
- nearest neighbors, the Nomads. Armed with this unprecedented source of
- energy, the Nomads constructed a fleet of devastating warships known
- today as Mass Driver Cannons. The Nomads sought to rain fiery death
- upon the Terrans.
- The Terrans suspected that the Nomads harbored animosity against them
- for their frequent espionage. Terran spies within the Nomad government
- confirmed this suspicion. These spies not only provided the Terrans with
- status reports on the Nomad fleet, but also revealed the secret of Solinite.
- The Terrans incorporated this technology into shield piercing mini-shuttles
- which could deliver special mechanized operatives deep into enemy ships.
- The Nomads soon found that their own destructive technology was being
- used against them.
- The Triumverites emerged from their cloaked colony worlds to examine the
- wreckage of the Nomad/Terran war. They soon unlocked the secret power
- of Solinite. The Triumverites used Solinite to develop weaponry that
- destroyed all systems of propulsion. Terran and Nomad ships began
- disappearing from battlezones.
- Computron scanners determined that the Triumverites were harvesting
- frozen Terran and Nomad ships for research. The Computrons also detected
- huge surges of energy emanating from the Triumverite homeworld. They
- discovered that the Triumverites were using an unidentified technology to
- structurally enhance Triumverite warships, making them virtually
- indestructable. All this data led the Computrons to the conclusion that the
- Triumverites would eventually achieve galaxy-wide domination.
- To preserve balance, the Computrons initiated a program to develop the
- Tech Disruptor. The Computrons allied themselves with the Nomads in
- order to optimally combine their shield repair and Disruptor technology with
- the Nomad's raw firepower. The Computron/Nomad alliance held back the
- Triumverite threat until each of the four races' central governments collapsed
- after a series of mysterious bombings and assassinations staged by the
- elusive Ahkun Vek Warlord, Narvek.
- Narvek quickly absorbed the four races' technology. The Ahkun Vek had
- been secretly fomenting hostilities between the races for so long that
- Narvek's single dreadnaught was able to defeat the great multitude of
- divided Terran, Computron, Nomad, and Triumverite forces. Narvek's reign
- of terror began, and the Zeta Sector trembled in his iron grip. Using the four
- races' technology combined with Ahkun Vek dreadnaught design, Narvek
- began constructing four super-dreadnaughts.
- Some of the Terran survivors banded together to stop the Ahkun Vek
- nemisis. Together they formed a secret revolutionary military group called
- Star Command: an interstellar peace-keeping force dedicated to protecting
- their ideals and destroying the mysterious Ahkun Vek.
-
- BASIC TRAINING:
- The main ideas to learn in Basic Training are resource gathering,
- technology acquisition, and training. The Mothership is responsible for
- resource gathering and technology acquisition. When the Mothership
- is near a resource, she opens her bay doors and sends out a shuttle to
- grab the resource. When the Mothership is adjacent to any University
- (Academy, Programming, Battle School, or Eduplex), she will learn new
- technology. If she is adjacent to two Universities, she will learn at twice
- the rate. The ships you build may also benefit from being adjacent to a
- University. A ship will become educated up to the fourth level of
- experience if you leave your unit adjacent to a University. If you need
- to rapidly train a stream of new units, you can build two Universities
- with enough space between them to fit one new ship. That way all your
- new ships will become fourth level at twice the rate that your
- opponents' ships raise levels.
- If you ever feel stuck in Basic Training, remember that your
- Mothership can build a Missile Base a short range away from herself,
- even on the other side of a barrier. Then build a Terran Switcher ship.
- Select the Switcher ship. Right click on the Missile Base that you built
- on the other side of an obstacle that has you stuck. The Switcher ship
- will swap locations with the Missile Base and can now move freely on
- the other side of the obstacle. If you feel that the new area is safe,
- select your Switcher again and right-click on your Mothership. Now
- your Mothership is on the other side. If she is attacked, just Switch her
- out of danger.
- If your Mothership remains adjacent to the Academy long enough, she
- will learn Computron technology. Build the Computron Base and then
- the Programming station. Position your Mothership adjacent to the
- Programming station. One of the Computron technologies is the
- Teleportal. If you build a Teleportal on the other side of an obstacle,
- you can bring many units to the other side. Just select the Teleportal
- and right-click on your Mothership and then on any other ship you own
- to transport them to an unoccupied space adjacent to the Teleportal.
- When the Basic Training mission feels easy, you will be ready for
- Campaign or Battles. If the Basic Training mission is going too fast, hit
- F5 two times to set game speed to slow.
-
- CAMPAIGN:
- The Ahkun Vek have enslaved the Computron, Nomad, Triumverite,
- and Terran home worlds. You have been chosen to lead the crew of a
- commandeered Ahkun Vek Mothership. Your mission is to command an
- advance group of Terran insurgents and stir rebellion against Narvek's
- violent rule and destroy all who are loyal to the Ahkun Vek. Victory is
- achieved when you successfully demolish the four super-dreadnaughts
- under construction and destroy Narvek himself.
- When entering campaign mode, you will first be asked to enter your
- log-in name. After typing your name, click OK. You will then see the
- Campaign Selection screen. If you wish to start a new game or continue
- an old game, click on one of the four save slots. If you wish to delete an
- old game and start anew, hold down the CTRL key and left-click on the
- save slot. The save slot will then be erased. If you wish to join another
- player's new campaign as a lieutenant, click on their name under the
- Campaign banner.
- If you click on an empty save slot you will proceed to the Campaign
- Gathering screen. There you may wait for another player to join you in
- your Campaign against the Ahkun Vek. If you click on START before a
- lieutenant's name appears, you will enter the Campaign alone. You may
- continue from a save slot that began as a two-player campaign without
- your partner, but if you save your game without your partner, that game
- may never include your partner again.
- Your Campaign game is saved each time your Mothership enters
- Hyperspace. To enter Hyperspace, move your Mothership into the
- green glowing area at the border of the sector you currently occupy.
- Only Motherships may travel between sectors; in two-player
- Campaigns, if either Mothership enters Hyperspace, both Motherships
- will travel to the new Sector. If you wish to get a better idea as to where
- the Hyperspace jump will take you, right click on your mini-map--this
- changes your mini-map into a global map detailing where you have
- explored during the Campaign. If your Mothership is destroyed you will
- return to the Campaign Selection screen. If your plans go awry during
- the course of a battle, you may quit the game and restore your save slot.
- A save slot will always start you at the point where you have just exited
- Hyperspace.
-
- BATTLES:
- Your specific goal in sector Battles is to collect asteroids, crystals,
- plasma, gaseous anomalies, and Solinite to build a military force of highly
- specialized warships, defensive stations, and droids to protect your colony
- from leaders who oppose your way of life. Command Mass Driver Battleships,
- Shield Resonators, Point Laser Towers, Fighter Carriers, and a vast array of
- alien technology to tactically outmatch your opponents. Victory goes to the
- survivor.
- When you click on Battles on the Main Menu, you will first be asked to
- enter your log-in name. After typing your name, click OK. You will then see
- the Battle Selection screen. Here you will have the option to Create or Join a
- Battle.
- If you click Create, you will enter the Gathering Screen. At this time, all
- other players on the network will see your name appear under the Battles
- banner as a valid game to join. Click on the name of the Sector where you
- wish to do battle. If you wish to add computer controlled commanders, left
- click on an empty slot under the Commanders banner. If you wish to toggle
- off a computer, left click on the slot you wish to purge. If an unwanted
- human player has intruded on your gathering, left click on their name to eject
- them from the game. If you left-click twice on a slot, that slot will be closed--
- no human player may join in that slot. Choose which race you wish to
- represent in the battle by left-clicking on their insignia, depicted in the lower
- left quadrant of the screen. If you wish to communicate with the players
- who occupy the other slots, simply type and they will see your text in real-
- time as long as your cursor is a yellow arrow. Use this mode to establish
- which map they want, alliances, and to ask the players if they are ready for
- you to begin the game. If you hit TAB, your cursor will become a blue
- sphere and any message you type will be broadcast to the Battle Selection
- screen. Use the global broadcast mode to invite players on the network to
- join your game. Hitting TAB will toggle you through the two broadcast
- modes.
- Joining a battle is very similar to Creating a battle. To Join a battle, on the
- Battle Selection screen click the name of the battle you wish to join under
- the Battles banner. You will then see a screen very similar to the creating
- player's Gathering screen, except you will not be able to choose the Sector,
- nor will you be able to eject Commanders from the game.
- Whether you are joining or creating a game, the most important decision to
- make before the battle begins is which race you will control. Each race has
- unique technologies and provides a different strategic approach. The
- Terrans are a culture of explorers who would rather conquer than kill their
- enemies. They use an arsenal of guided missles and Infiltrator Tech to
- capture their enemies' units. The silicon-based Computrons are Experts at
- healing themselves and transporting themselves out of danger. They
- possess Tech Disruptor weaponry and the fastest vessels in the Zeta
- Galaxy. The Nomads have developed the mercilessly destructive Mass
- Driver technology and long range warp torpedoes. They also use point
- laser defense and droid transport vessels to aid in their lightning fast
- onslaught tactics. The Triumverites use stealth weapons to harrass their
- enemies at long-range and cripple their engines. Through repeated
- structural realignment, the Triumverites can bring their ships to a near state
- of invincibility.
-
- The Units
- COMPUTRON SHIPS:
- 1. "Computron Base"--All Computron ships are created adjacent to the
- Computron Base. This Base will increase the recharge rate of your
- production meter.
-
- Strength:
- Building the Computron base is the first step in building
- Computron technology. This race will allow you to repair
- shields, deal tech damage, teleport, and fold space.
- Computron strategies typically employ hit-and-run tactics
- and quick re-location backed by Shield DOCs.
-
- Weakness:
- Computrons fear control damage and guided weapons.
-
- 2. "XPLR"--This unit fires guided shield damage modules. The XPLR can
- target Pack Solinite.
-
- Strength:
- The XPLR is extremely fast at high levels. Its high speed
- and turreted weapon make it ideal for attacking units
- which lack guided weaponry, for it can dodge and attack
- simultaneously without getting hit. You need this unit to
- detonate Pack Solinite.
-
- Weakness:
- The XPLR deals very little shield damage.
-
- 3. "Shield DOC"--The Shield DOC repairs friendly ship's shields.
-
- Strength:
- This unit is crucial to defense. One Shield Doc in a battle
- group can extend the life of all of your units tremendously.
- It is turreted, so it can repair friendly units while fleeing a
- battle. It is extremely effective in countering enemy units
- which deal no permanent shield damage, like the Evaser.
-
- Weakness:
- Units which deal heavy permanent damage nullify the
- effectiveness of the Shield DOC. Also, if the enemy force
- is huge, the Shield DOC will not have time to make repairs.
-
- 4. "Reflex Weapon"--This unit fires one shield damage shot at all enemy
- ships in range.
-
- Strength:
- The Reflex Weapon is great in large scale battles when it is
- firing at more than 5 units simultaneously.
-
- Weakness:
- The Reflex Weapon is weak in small-scale battles.
-
- 5. "Tech Disruptor"--deals tech damage to enemy ships.
-
- Strength:
- The Tech Disruptor is great against Nomad units. Nomad
- Bomb Droids will not detonate if fully tech damaged and
- Mass Drivers are crippled when their rate of fire drops
- below 50%.
-
- Weakness:
- Terrans can build the Tech Fixer which repairs tech
- damage very quickly.
-
- 6. "EMP Launcher"--The EMP shot detonates radially and deals light shield
- damage to all units in the pulse radius. The EMP deals bonus heavy tech
- damage to droids.
-
- Strength: A single EMP Launcher can destroy legions of droids.
-
- Weakness: Not effective against non-droids.
-
- 7. "Penetrator"--A Penetrator load deals heavy permanent shield damage.
-
- Strength:
- The Penetrator is the main attack unit of the Computron
- fleet. It is very effective in mobile battles.
-
- Weakness:
- Fast droids can dodge the Penetrator's shot.
-
- 8. "Disruptor Carrier"--Fighters launch from the Disruptor Carrier to seek out
- enemies and deal tech damage.
-
- Strength:
- The Disruptor Carrier is useful for delivering tech damage
- at extremely long range. It's great for wearing down
- Nomad fortifications.
-
- Weakness:
- Terrans can build the Tech Fixer which repairs tech
- damage very quickly.
-
- COMPUTRON STRUCTURES:
- 1. "Programming"--This structure trains adjacent Computron units. When
- your Mothership is adjacent to Programming, she will learn new Computron
- tech.
-
- Strength:
- This unit enhances friendly Computrons and is necessary
- for learning Computron tech. It is the first unit you should
- build after constructing a Computron Base.
-
- Weakness:
- This unit does not engage in combat.
-
- 2. "Techpost"--This station fires twin guided tech damage loads.
-
- Strength:
- The Techpost is an excellent Bomb Droid defense.
-
- Weakness:
- The Techpost is stationary and easily destroyed by long-
- range units. Also, Terrans can build the Tech Fixer which
- repairs tech damage very quickly.
-
- 3. "Teleportal"--This unit transports one target friendly ship to a location
- adjacent to the Teleportal (target a friendly ship by right-clicking on it).
-
- Strength:
- The Teleportal can bring friendly units home at infinite
- range. This is useful for responding to a surprise attack,
- or when you units are in disarray. The Teleportal is
- insanely powerful when used in combination with the
- Terran Switcher ship.
-
- Weakness:
- The Teleportal is not a combat unit and is vulnerable to
- attack by the Nuker.
-
- 4. "Droid Factory"--This unit allows you to build Computron droids. New
- droids are constructed adjacent to the Droid Factory.
-
- Strength:
- The Droid Factory allows you to build droids. Droids are
- cheap; the Droid Factory is a great structure to build if
- you are running low on Gaseous Anomalies and do not
- intend to build any other race's technology.
-
- Weakness:
- This is not a combat unit. Also, if your enemies know that
- you are building droids, they can build an EMP launcher
- or Special Ops to destroy your horde of droids.
-
- 5. "ComDroid"--This unit fires a guided shield damage rocket.
-
- Strength:
- The ComDroid is cheap and quick to construct. At higher
- levels it also deals tech damage.
-
- Weakness:
- Droids are vulnerable to EMP launchers and Special Ops.
-
- 6. "Scrambler"--The Scrambler cannot be targetted by structures. It fires a
- shield damage pellet.
-
- Strength:
- The Scrambler can punish an opponent for relying too
- heavily upon structures for defense.
-
- Weakness:
- The Scrambler is not as effective in combat as other droids.
-
- 7. "Foldspacer"--The Foldspacer fires a radial blast shield damage charge.
-
- Strength:
- The Foldspacer is often used to assassinate enemy
- Motherships.
-
- Weakness:
- The Foldspacer is vulnerable to Terran Nuker ships.
-
- 8. "Foldspace"--Building Foldspace relocates the Foldspacer to a target
- destination you have previously explored.
-
- Strength:
- Foldspace can surprise an enemy and turn the tide of a battle.
-
- Weakness:
- Building Foldspace steadily drains your Gaseous
- Anomalies. Also, Foldspace can leave your Foldspacer
- stranded in the middle of an enemy fleet if the target area
- is not adequately explored.
-
- NOMAD SHIPS:
- 1. "Nomad Base"--newly constructed Nomad ships appear adjacent to the
- Nomad Base. This base will increase the recharge rate of your production
- meter.
-
- Strength:
- Building the Nomad base is the first step in building
- Nomad technology. This race will allow you to build
- bomb bases, repair engines, transport droids, and launch
- infinite range torpedos. Nomad strategies involve
- overwhelming your opponent with superior firepower.
-
- Weakness:
- Nomads are crippled by tech damage and droids can easily
- dodge the deadly storm of Mass Driver weaponry.
-
- 2. "Scout" -- This unit fires guided shield damage masses. It can target
- Pack Solinite.
-
- Strength:
- The Scout's guided weaponry is a useful addition to a
- Nomad fleet faced with droids. The Scout is essential for
- cracking open Pack Solinite.
-
- Weakness:
- The Scout is not as potent in large-scale battles as the
- Rifleman or Spreadfire.
-
- 3. "Engine Repair"--The Engine Repair ship fixes engine damage on nearby
- friendly units.
-
- Strength:
- The Engine Repair ship is a strong counter to a
- Triumverite engine damage fleet.
-
- Weakness:
- The Engine Repair ship is only useful if the opponent is
- Triumverite and decides to build engine damage units or if
- their high level units start dealing engine damage.
-
- 4. "Droid Launcher"--This unit can transport a target friendly droid from any
- location. The droid teleports to the center of the Droid Launcher. The
- Droid is now protected by the Droid Launcher's shields, and can still
- fire its weapon as though it were the Droid Launcher's turret. When the
- Droid Launcher has a droid loaded, you may target empty space at long
- range and transport the droid to that location.
-
- Strength:
- You can transport droids over blockades and impassable terrain.
-
- Weakness:
- The Droid Launcher is not a combat unit and relies on a
- good supply of droids for optimal effect.
-
- 5. "Spreadfire Mass-Driver"--This unit unloads heavy shield damage.
-
- Strength:
- This unit is tremendously destructive.
-
- Weakness:
- The Spreadfire often misses enemy droids and hits
- friendly units in the line of fire.
-
- 6. "Rifleman Mass-Driver"-- This unit fires light shield damage masses at
- long range.
-
- Strength:
- The Rifleman is both long range and turreted which allows
- it to retreat from an enemy and simultaneouly pelt it with
- shield damage.
-
- Weakness:
- The Rifleman often misses enemy droids and hits friendly
- units in the line of fire.
-
- 7. "Point-Laser"--The Point Laser shoots down enemy shots and turns
- enemy fighters back to their carrier.
-
- Strength:
- The Point Laser can nullfiy Carriers, the Nomad Torpedo,
- and the Terran Controller.
-
- Weakness:
- This unit is not a combat unit. It can nullify only one
- incoming shot at a time; multi-shot units are not
- countered by the Point Laser.
-
- 8. "NOM Carrier"--The NOM Carrier launches shield damage fighters at long
- range.
-
- Strength:
- The NOM fighters fire mini-Mass Driver cannons for rapid
- damage. This unit is ideal for surprise strategic strikes
- against a lone or stationary target.
-
- Weakness:
- This unit is vulnerable to being rushed and needs support
- ships for close quarter combat.
-
- NOMAD STRUCTURES:
- 1. "Battle School"-- This structure trains adjacent Nomad units. When your
- Mothership is adjacent to Battle School, she will learn new Nomad tech.
-
- Strength:
- This unit enhances friendly Nomads and is necessary for
- learning Nomad tech. It is the first unit you should build
- after constructing a Nomad Base.
-
- Weakness:
- This unit does not engage in combat.
-
- 2. "Mass-Driver"--This station deals heavy shield damage.
-
- Strength:
- The Mass-Driver station unloads a spread of shield
- damage. It is most effective against large targets.
-
- Weakness:
- Nuker ships and Scrambler droids can wipe out many
- Mass Driver stations without taking damage.
-
- 3. "Bomb"--Left-click on the Bomb station to detonate. The Bomb deals
- heavy shield damage radially to all adjacent units and to itself.
-
- Strength:
- The Bomb station can be used to elminate enemy units
- quickly in an emergency or to turn the balance of the
- battle in your favor.
-
- Weakness:
- Building the Bomb drains your Production fully and is a
- short-term solution: surviors will have a long period of
- time to atack before you are ready to construct another
- Bomb.
-
- 4. "Droid Builder"--This unit allows you to build Nomad droids. New droids
- are constructed adjacent to the Droid Builder.
-
- Strength:
- The Droid Builder allows you to build droids. Droids are
- cheap; the Droid Builder is a great structure to build if
- you are running low on Radioactive Asteroids and do not
- intend to build any other race's technology.
-
- Weakness:
- This is not a combat unit. Also, if your enemies know that
- you are building droids, they can build an EMP launcher
- or Special Ops to destroy your horde of droids.
-
- 5. "Battlemech"-- This unit fires a guided shield damage rocket.
-
- Strength:
- The Battlemech is cheap and quick to construct. At
- higher levels it also deals bonus shield damage.
-
- Weakness:
- Droids are vulnerable to EMP launchers and Special Ops.
-
- 6. "Bomb Droid"--This unit fires a shield damage shot. If at the time it is
- destroyed it has any remaining tech, it will explode and deal heavy damage
- radially.
-
- Strength:
- The Bomb Droid is inexpensive and can deal heavy radial
- damage against an unprepared opponent. Because it is
- slow and due to the fact that an opponent can choose to
- not target the droid, the Droid Launcher is often needed to
- maximize the Bomb Droid's effectiveness.
-
- Weakness:
- The Bomb Droid is vulnerable to tech damage, EMP
- launchers, and Special Ops.
-
- 7. "Torpedo Base"--This unit allows you to build the Torpedo.
-
- Strength:
- Infinite range capability can wear an opponent down or
- compel them to attack.
-
- Weakness:
- This station is not a combat unit. It is large and vulnerable
- to Mass-Drivers and Nuker ships.
-
- 8. "Torpedo"--Building a Torpedo requires that you specify a destination.
- The Torpedo will emerge from the Torpedo Base and travel an infinite range
- to the destination, where it will explode dealing heavy shield damage.
-
- Strength:
- The Torpedo is ideal for delivering radial shield damage
- where your units cannot reach. It is useful in battles in
- combination with the Computron Reflex Weapon.
-
- Weakness:
- The Torpedo is a short-term unit that drains your production
- significantly. Due to the drain on production and the steady drain
- on your Radioactive Asteroid supply, missing your intended target
- is a serious loss. Also, the opponent can build Point Laser ships
- to counter the effectiveness of the Torpedo.
-
- TRIUMVERITE SHIPS:
- 1. "Trium Base"-- Newly constructed Triumverite ships appear adjacent to
- the Trium Base. This base will increase the recharge rate of your production
- Ameter.
-
- Strength:
- Building the Trium Base is the first step in building
- Triumverite technology. This race will allow you to repair
- control damage, deal engine damage, cloak, and upgrade
- units. Triumverite strategies typically employ deception
- and long-term augmentation.
-
- Weakness:
- Triumverites fear the Torpedo, Engine Repair, and Special
- Ops.
-
- 2. "Tri-Scout"-- This unit fires guided shield damage plasma. It can target
- Pack Solinite.
-
- Strength:
- The Tri-Scout is fast and fires guided plasma. This is
- useful for fighting droids, since the Tri-Scout is the
- Triumverites only guided weapon.
-
- Weakness:
- This unit is not as potent as the other combat units. It is
- designed to crack open Pack Solinite.
-
- 3. "Re-Master"--The Re-Master repairs control damage to friendly units.
-
- Strength:
- This ship is a strong counter-technology to Terran control
- damage units. Three Re-Masters can prevent a large
- group of Infiltrators from taking control of your units.
-
- Weakness:
- This unit is not a combat unit and should only be
- constructed in response to enemy control damage units.
-
- 4. "Harasser"--The Harasser fires a long-range shield damage plasma pellet.
-
- Strength:
- This ship is useful for destroying stationary targets or
- bombarding an enemy base. This unit is very powerful in
- combination with the Obliterati. The Harasser's range
- approaches a Carrier's range at higher levels.
-
- Weakness:
- The Harasser is weak against droids and is not optimized
- for close combat.
-
- 5. "Cloaker"--The Cloaker does not appear on opponent's mini-map. This
- unit fires a shield damage plasma.
-
- Strength:
- A group of Cloakers can take enemy units by surprise.
- The Cloaker can be used in combination with the Terran
- Switcher and the Computron Teleportal to sneak your
- entire fleet into an enemy base.
-
- Weakness:
- The Cloaker sacrifices weapon power for its inviso-map
- ability.
-
- 6. "Obliterator"--This unit deals heavy engine damage.
-
- Strength:
- Obliterators are useful for slowing down enemy units and
- work well in combination with the Harasser, the Omni-
- Fighter, and the Obliterati. Due to the fact that stations
- typically have very weak engine systems, the Obliterators
- are a good choice for assaults on enemy bases.
-
- Weakness:
- This unit is not effective if the enemy builds Nomad
- Engine Repair.
-
- 7. "Devastator"--The Devastator fires a radial blast shield damage plasma.
-
- Strength:
- Radial blast weaponry is excellent for fighting hordes of
- droids or a large compact battle fleet. When a Devastator
- plasma weapon hits a friendly ship, the Plasma Graft effect
- will add to the friendly ship's maximum control systems.
- The Devastator can be used in combination with the Re-
- Master and the Terran Target station to upgrade all of
- your unit's control systems to maximum capacity.
-
- Weakness:
- The Devastator is not as effective when locked in single
- combat. The Rifleman can use its turret advantage and
- long range Mass-Driver to destroy lone Devastators.
-
- 8. "Obliterati"-- The Obliterati Carrier launches engine damage fighters at
- long range.
-
- Strength:
- The Obliterati fighters can immobilize enemy units and
- destroy them--this prevents the enemy from viewing your
- base and discovering the nature of your fleet. The
- Obliterati are effective in combination with the Harasser or
- Terran Infiltrators.
-
- Weakness:
- This unit is vulnerable to being rushed and needs support
- ships for close quarter combat.
-
- TRIUMVERITE STRUCTURES
- 1. "Eduplex"-- This structure trains adjacent Triumverite units. When your
- Mothership is adjacent to the Eduplex, she will learn new Triumverite tech.
-
- Strength:
- This unit enhances friendly Triumverites and is necessary
- for learning Triumverite tech. It is the first unit you should
- build after constructing a Triumverite Base.
-
- Weakness:
- This unit does not engage in combat.
-
- 2. "Obliteroid"--This station fires three engine damage plasmas at enemy
- units.
-
- Strength:
- The Obliteroid is great for preventing enemy units from
- seeing your base. This station is also effective against
- other stations.
-
- Weakness:
- This unit countered by Nomad Engine Repair.
-
- 3. "Omni-Fighter"--The Omni-Fighter cannot be targetted by the Point Laser.
- It targets enemy units at extreme range and showers them with engine
- damage plasma.
-
- Strength:
- The Omni-Fighter is useful for defending your base from
- enemy recon. It is excellent in combination with other
- engine damage units. Also, the Terran Switcher can be
- used to launch a series of Omni-Fighters from one
- location.
-
- Weakness:
- The Omni-Fighter does not deal damage quickly and is
- weak at close range.
-
- 4. "Droidium"-- This unit allows you to build Triumverite droids. New droids
- are constructed adjacent to the Droidium.
-
- Strength:
- The Droidium allows you to build droids. Droids are
- cheap; the Droidium is a great structure to build if you are
- running low on Plasma and do not intend to build any
- other race's technology.
-
- Weakness:
- This is not a combat unit. Also, if your enemies know that
- you are building droids, they can build an EMP launcher
- or Special Ops to destroy your horde of droids.
-
- 5. "Oculoid"- This unit fires a guided shield damage rocket. The Oculoid
- has a higher scanning range than other droids.
-
- Strength:
- The Oculoid is cheap and quick to construct. At higher
- levels it also deals engine damage.
-
- Weakness:
- Droids are vulnerable to EMP launchers and Special Ops.
-
- 6. "Evaser"-The Evaser cannot be targeted by ships; only carriers,
- stations, and other droids can target the Evaser. The Evaser fires a weak
- shield damage plasma.
-
- Strength:
- The Evaser can punish opponents for building only ship
- technology. It is very useful for blocking an entrance to
- your home base.
-
- Weakness:
- The Evaser is weak against non-ships and Shield DOCs.
-
- 7. "Repair Matrix"--The Repair Matrix allows you to build the Omni Repair.
-
- Strength:
- Infinite range augmentation can keep your units alive in
- the middle of battle.
-
- Weakness:
- This station is not a combat unit. It is large and vulnerable
- to Mass-Drivers and Nuker ships.
-
- 8. "Omni-Repair"--Building an Omni-Repair plasma requires that you specify
- a destination. The Omni-Repair plasma will emerge from the Repair Matrix
- and travel an infinite range to the destination, where it will radially
- increase the Shield, Engine, Tech, and Control systems all units in the
- area of effect.
-
- Strength:
- Omni-Repair can make your units extremely strong.
-
- Weakness:
- The Omni-Repair is not effective without other units to
- benefit from its upgrade effect.
-
- TERRAN SHIPS:
- 1. "Terran Base"-- newly constructed Terran ships appear adjacent to the
- Terran Base. This base will increase the recharge rate of your production
- meter.
-
- Strength:
- Building the Terran base is the first step in building Terran
- technology. This race will allow you to repair tech, deal
- control damage, rapidly increase your unit's experience
- level, and switch the locations of friendly ships and
- stations. Terran strategies typically employ rapid
- relocation of their Mothership for rapid resource growth in
- order to build up a massive fleet of Infiltrators.
-
- Weakness:
- Triumverite control repair can nullify a control damage
- strategy. Also, the Nomad fleet can out-class a Terran
- fleet in large scale battles.
-
- 2. "Explorer" -- This unit fires guided shield damage missiles. It can target
- Pack Solinite.
-
- Strength:
- The Explorer is fast and fires guided missiles. This is
- useful for chasing down evasive enemy units.
-
- Weakness:
- This unit is not as potent as the other combat units. It is
- designed to crack open Pack Solinite.
-
- 3. "Tech Fixer"-- The Tech Fixer repairs tech damage to friendly units.
-
- Strength:
- This ship is a strong counter-technology to Computron
- tech damage units.
-
- Weakness:
- This ship is not a combat unit and should only be
- constructed in response to enemy tech damage units.
-
- 4. "Switcher"--This ship allows you to swap locations with target friendly
- ship or station. Select the Switcher and right-click on target friendly
- unit to switch.
-
- Strength:
- The Switcher allows you to relocate your stations into
- battle areas. Also, you may use the Switcher in
- combination with a Computron Teleportal to transport
- your entire fleet to wherever any one of your ships is
- located.
-
- Weakness:
- This is not a combat unit. It can only switch with friendly
- units of equal size.
-
- 5. "Nuker"--The Nuker fires a radial blast shield damage missile. This ship
- deals massive damage to stations.
-
- Strength:
- The Nuker is the best unit for destroying stations. It is an
- excellent counter to enemy Foldspacer attacks.
-
- Weakness:
- The Nuker is not effective in combat against non-stations.
-
- 6. "ROC4"-- The ROC4 fires guided shield damage rockets at enemy units.
-
- Strength:
- The ROC4 is good at dealing with enemy units which
- attempt to dodge or use teleportation. At seventh level,
- the ROC4 gains the ability to fire four rockets
- simultaneously.
-
- Weakness:
- The ROC4 is relatively weaker than most attack units at
- lower levels.
-
- 7. "Infiltrator"--The Infiltrator fires a control damage rocket at enemy units.
-
- Strength:
- This unit is the core of the control strategy. When used in
- combination with the Infiltrator Carrier and the Controller,
- you can acquire many of your opponent's units. The
- Computron Teleportal can be used in combination with a
- control strategy to bring your newly acquired unit out of
- danger. the Infiltrator Carrier and the Controller, you can
- acquire many of your opponent's units.
-
- Weakness:
- Droids and fast ships can dodge the Infiltrator control
- damage missile.
-
- 8. "Infiltrator Carrier"--The Infiltrator Carrier launches control damage
- fighters at long range.
-
- Strength:
- The Infiltrator Carrier is excellent for defending your home
- base and swelling the ranks of your fleet with the ships of
- your enemy.
-
- Weakness:
- This unit is vulnerable to being rushed and needs support
- ships for close quarter combat.
-
- TERRAN STRUCTURES:
- 1. "Academy"-- This structure trains adjacent Terran units. When your
- Mothership is adjacent to the Academy, she will learn new Terran tech.
-
- Strength:
- This unit enhances friendly Terrans and is necessary for
- learning Terran tech. It is the first unit you should build
- after constructing a Terran Base.
-
- Weakness:
- This unit does not engage in combat.
-
- 2. "Missile Base" --The Missile Base fires twin guided shield damage
- rockets.
-
- Strength:
- This station can use its long range advantage to take out
- other stations without taking damage. It is excellent in
- combination with the Switcher ship.
-
- Weakness:
- This station is vulnerable to Nuker ships and Carriers.
-
- 3. "Target"--Friendly attack ships may attack this station.
-
- Strength:
- This station can help you raise the experience level of all
- your units outside of combat. The Computron Shield DOC
- can help you get the maximum benefit from the Target by
- prolonging its life.
-
- Weakness:
- This station is a costly method of enhancement.
-
- 4. "Droid HQ"-- This unit allows you to build Terran droids. New droids are
- constructed adjacent to the Droid HQ.
-
- Strength:
- The Droid HQ allows you to build droids. Droids are
- cheap; the Droid Factory is a great structure to build if
- you are running low on Crystals and do not intend to
- build any other race's technology.
-
- Weakness:
- This is not a combat unit. Also, if your enemies know that
- you are building droids, they can build an EMP launcher
- or Special Ops to destroy your horde of droids.
-
- 5. "M-160"-This unit fires a guided shield damage rocket. The M-160 gains
- a range advantage over other droids at higher levels.
-
- Strength:
- The M-160 is cheap and quick to construct.
-
- Weakness:
- Droids are vulnerable to EMP launchers and Special Ops.
-
- 6. "Special Ops"-Special Ops is designed to destroy droids. It fires a long
- range shield damage pellet which deals heavy damage to droids but harms
- all other units only slightly.
-
- Strength:
- Special Ops is ideal for fighting an opponent who builds
- mostly droids.
-
- Weakness:
- Special Ops is weak against non-droids.
-
- 7. "StatCon"-This unit allows you to build the Controller.
-
- Strength:
- Infinite range capability can wear an opponent down or
- compel them to attack.
-
- Weakness:
- This station is not a combat unit. It is large and vulnerable
- to Mass-Drivers and Nuker ships.
-
- 8. "Controller"--Building a Controller requires that you specify a destination.
- The Controller will emerge from StatCon and travel an infinite range to
- the destination, where it will explode dealing heavy control damage.
-
- Strength:
- The Controller is ideal for delivering radial control damage
- where your units cannot reach. It is most useful in battles
- in combination with the Infiltrator and Infiltrator Carrier.
-
- Weakness:
- The Controller is a short-term unit that drains your
- production significantly. Due to the drain on production
- and the steady drain on your Crystal supply, missing your
- intended target is a serious loss. Also, the opponent can
- build Point Laser ships to counter the effectiveness of the
- Controller.
-
-
- FUNCTION KEYS
- Space Bar Centers main view screen on currently selected unit
- Enter Centers main view screen on Mothership
- ALT Display total number of resources and active players
- ALT+(1-4) Instruct all your units to not attack a player
- CTRL+(left click) Destroy target friendly station
- TAB Toggle between broadcast modes in Battle Gathering
- Arrow Keys Scroll main view screen
- F1-F4 Load saved unit selections
- F5 Toggle game speed
- F9 Toggle sound effects
- F10 Toggle music
- SHIFT+(select on ship) Add/subtract a unit from a group select
- SHIFT+(move order) Friendly units will wait for each other rather
- than passing
- SHIFT+(target enemy) Friendly units will charge in close to the
- target enemy
- H Halt selected units
- L Select last unit built
- S Send mode
- P Toggle public(send all) or private(send allies only)
-
-
- CREDITS
- MDI CREW
- -----------------------------------------------------------------------------
- GAME DESIGN Roger Fang
- Mark Jordan
-
- PROGRAMMING Roger Fang
- Herbert Ong
-
- ART Mike Withem
- Mark Jordan
- Steve Preeg
-
- MUSIC/SOUND Jeff Hofmann at
- J.D. AUDIO POST
-
- CINEMATICS Steve Preeg
- Mike Withem
- Jessi Chan
- Rick Sevy
- Dan Casey
- Stephanie Mulqueen
-
- BUSINESS Stephen C.H. Lin
-
- GT CREW
- -----------------------------------------------------------------------------
- PRODUCER Kurt Busch
-
- ASSOCIATE PRODUCER Robert Wong
-
- MARKETING Ken Gold
-
- COMMUNICATIONS Alan B. Lewis
-
- MANUAL Alex Hendler
-
- QUALITY ASSURANCE Arvee Garde
-
- SPECIAL THANKS
- -----------------------------------------------------------------------------
- VOICE TALENT Effie Alexandrou
- Ken DeGrande
- Jeff Hofmann
- Staci Takiguchi
-
- PRIMARY TESTERS Steve Preeg
- Kurt Busch
- Robert Wong
- John Byrne
- Robert Dorsett
- Chris Garske
-
- -----------------------------------------------------------------------------
-
-
- Technical Support (U.S. & Canada)
- Troubleshooting
- If you experience problems running or installing Star Command, try running the game in true DOS. If you
- run the game in true DOS by typing "STARCOM F" the game will reconfigure itself so that you should be
- able to run it normally from Windows 95. If you still have problems running the game, try running it by
- typing "STARCOM S" which will deactivate cinematics. Windows 95 users should make sure that the
- SCREEN SAVER is off. If you continue to experience problems running or playing this product, you can
- use any of the following avenues to obtain assistance:
-
- Assistance Via World Wide Web
-
- Get up-to-the-minute technical information at the GT Interactive Software
- web-site, at http://www.gtinteractive.com, 24 hours a day, seven days a week.
- In the Support section youÆll have access to our FAQ documents,
- (Frequently Asked Questions) which contains our latest troubleshooting
- information. You can also visit our Forums area, where you can swap email
- with other gamers, our FTP (File Transfer Protocol) area where you can
- download patches and new enhancements as soon as they become available, our
- Hints/Cheat Codes area where you can pick up some tips, an E-Mail area where
- you can leave us your tech support problems and questions, and other areas
- where you can get valuable information on GT Interactive Software products.
-
- Help Via Telephone In The United States & Canada
-
- For phone assistance, call GT Interactive SoftwareÆs Tech Support at
- 716-871-6646. We have an Interactive Voice Response and Faxback system that
- is available 24 hours a day, seven days a week. If you should need live
- support, we are available Monday through Friday, 8 AM until Midnight (EST).
- Please note that live Tech Support may be closed on major holidays. We ask
- that you do the following when calling: be at your computer; have your system
- information ready for our technicians including system make and model; RAM;
- video and sound card data and drivers; and any screen or error messages
- youÆve encountered and where (if not currently displayed on your screen).
- It will expedite your handling significantly.
-
- Help Via Mail In The United States & Canada
-
- In the event our technicians at 716-871-6646 determine that you will need
- to forward materials directly to us, please include a brief letter explaining
- what is enclosed and why. Make sure you include the Return Authorization
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-
- GT Interactive Software
- Attn: TS/QA
- 1 Nixon Lane
- Edison, NJ 08817
-
- Technical Support (Europe)
-
- Help Via Telephone In Europe
-
- Technical Assistance: English speaking customers call 01923 209145
-
- Assistance Technique: Remarque: Notre service de soutien technique se trouve en Angleterre. Clients
- francophones appelez le 00 44 1923 209148
-
- Technischer Kundendienst: Beachten Sie bitte dass sich unser technischer
- kundendienst in England befindet. Den deutschsprachigen Kundendienst
- erreichen Sie unter folgender Nummer:
- 00 44 1923 209151
-
- Please do not make copies The program youÆve purchased was produced through
- the efforts of many people. DonÆt make copies for others who have not paid
- for the right to use it. To report copyright violations to the Software
- Publishers Association, call 1-800-388-PIR8 or write:
- Software Publishers Association
- 1101 Connecticut Ave., Suite 901
- NW Washington, DC 20036
-
- This program is protected by federal and international copyright.
-
- All trademarks mentioned in this manual are the property of their respective
- owners.
-
-
-
- Copyright ⌐ 1996 by GT Interactive
-
-
-