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STAR COMMAND: The Manual
SYSTEM REQUIREMENTS:
In order to play Star Command, you will need the following:
486/66 PC or higher (Pentium processor recommended)
MS-DOS 5.0 or higher
16 MB RAM required
50 MB of free hard drive space
1 MB of VRAM on your video card
Double-speed CD-ROM or higher
Sound Blaster sound card or 100% compatible sound card (recommended)
Mouse
Network play requires IPX -compatible network card.
Internet play requires TCP/IP compatibility
INSTALLATION:
To Install Star Command,
1. Place the CD in your CD-ROM drive (typically drive D:).
2. Switch to your CD-ROM drive by typing D: (or the appropriate drive letter
designation) and pressing [ENTER]
3. Type INSTALL and press [ENTER] to start the installation program.
4. Follow the on-screen prompts.
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
programming Computrons, the disposessed Nomads, the questing
Triumverites, and resource-hunting 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 manipulative 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.
CAMPAIGN:
NOT IN DEMO
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 TECH:
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.
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.
Weakness: Building Foldspace steadily drains your Gaseous
Anomalies.
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.
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
meter.
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.
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.
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
specific 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+(click on friendly unit) add/subtract a unit from a group select
SHIFT+(move order) friendly units will wait for eachother
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/private send mode
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
FOR GT INTERACTIVE
PRODUCER Kurt Busch
ASSOCIATE PRODUCER Robert Wong
MARKETING Ken Gold
COMMUNICATIONS Allen 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