User manual GAMES PC KKND 2-KROSSFIRE

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Manual abstract: user guide GAMES PC KKND 2-KROSSFIRE

Detailed instructions for use are in the User's Guide.

[. . . ] 20 3 3 SYSTEM REQUIREMENTS & ISTALLATIONS MINIMUM SYSTEM REQUIREMENTS · Operating System: Windows '95, Windows '98, or Windows NT 4. 0 · CPU Type & Speed: Pentium 133MHz or faster · Hard Drive Space: 100MB Disk drive space (additional space required for DirectX 5, save games, and Windows swapfile) · Memory: 16MB RAM · Graphics: 2MB DirectX compatible video card · Sound Card: DirectX compatible digital sound card · CD-ROM Speed: 4X CD ROM · Other Requirements: Keyboard, Windows-compatible mouse PLAYING KKND KROSSFIRE TO PLAY KKND KROSSFIRE EVOLVED, OUT OF BRIEFS They've had 40 more years to evolve in a radioactive environment, so they look almost as twisted as their new animals. They still believe that the first war was caused by The Scourge, angry gods punishing humans for shunning and destroying nature. It is the duty of The Further Evolved to prevent the Survivors taking over, for fear of even greater wrath. The Further Evolved have gone back closer to nature, shunning the vehicles used by their ancestors. [. . . ] For the full list of extras, look under the Constructibles list below. MAKING A CONSTRUCTIBLE: THE EXAMPLE To make a Constructible, you pick the base, turret and extras, then store the selection in a Production Button, which then functions like a regular Production Button for a unit. We want to make a radar scout for the Survivor army, with the ability to repair itself (it'll be moving far from the Repair Bay). After upgrading your Machine Shop and Armoury to Tech Level 5, hit the Constructibles menu button. What you'll see at first is a single column of empty buttons (where you'll be storing your creations), headed by the Constructible Components Menu button. Click this top button. Constructibles Menu: Current cost Capacity Free FIXING THINGS (REPAIRS & HEALING) There are four main things to note here: the Info box at the top of the columns, the leftmost column (Turrets), the second column from the left (Bases and Extras) and the thirdmost column (selection storage buttons). The Info box displays the capacity space still available on the current Base, as well as a running total of the vehicle's cost. From the second column from the left, select the Medium Base, then click on the Radar turret in the leftmost column. Your Info box now displays that we've used 3 capacity slots, leaving 4 still unused. So, what the heck, let's add the Speed and Armour extras, since we have the space. Our capacity remaining is now zero, so there's not much left to do but store the vehicle into a button, ready for production. Click on one of the `arrow' buttons in the thirdmost column, and you'll see a production button appear in the fourth column next to it. Click on the newly created button and, just like all other vehicles, a production bar appears. When it reaches its end, the new vehicle will pop out of the Machine Shop, ready to start intensive scouting for you. To make more of these units later, you only need click on the production button again, or even queue multiples of them. The production button shows that the unit is a Medium Base Radar unit, but to find what Extras you've included, hold the mouse cursor over this button. You'll see the vehicles name and cost, and all the contained Extras appear in miniature beside it. For a description of the Constructible bases, turrets and extras, see the Constructible list below. C FIXING THINGS (REPAIRS & HEALING) ad Fact of War #427: Things get hurt. Let's get into it. S Repairing Structures uildings can only be repaired by the clever infantry unit from each army (Technician/Mekanik/Systech). Create one of these little brainiacs, select them, then click on the damaged building, tower or High Tech Wall (Low Tech walls cannot be repaired). You'll see the Repair icon above the building, which will last until the structure is fully repaired or the units job timer runs out. When the job is done, the worker will not come out and will never work again ­ you'll have to get another worker to fix the structure next time. [. . . ] Build second level Alternative Power collectors APPENDICES Appendix B EFFECTS OF TECH LEVEL INCREASES UPGRADING OUTPOST/CLAN HALL/BARN UPGRADING MACHINE SHOP/BEAST ENCLOSURE/MACROUNIT FACTORY Each upgrade of this structure increases the choice of vehicles/animals; increases the choice of Constructible Bases and Extras. (Constructibles are only available if the Armoury or equivalent is also upgraded to at least Tech Level 1) 1. Additional vehicles, including Mobile Outpost or equivalent; Make Aerial Fighter and Aerial Bomber. R: TAB: ~: UPGRADING RESEARCH LAB/ALCHEMY HALL/TECHNOSTUDY Each upgrade on this building will result in future upgrades to any building being completed in a progressively shorter time and at a cheaper rate. TIMER BUTTONS PRODUCTION BUTTONS LEFT MOUSE:Increase Queue Counter by one RIGHT MOUSE: Decrease Queue Counter by one CTRL+LEFT MOUSE: Set Queue Counter to infinite CTRL+RIGHT MOUSE: Cancel Queued Production ALT+LEFT MOUSE: Centre on Unit's Production Building UPGRADING POWER STATION/POWER STATION/POWER STATION Each upgrade on this building will make increase the Resources refined from each Tankerload. IN-GAME MENU KEYS ESC: (While In-Game menu is displayed) Return to Game. (Technically, it's the - and = keys). F1: F2: F3: F4: +/-: UPGRADING REPAIR BAY/HEALING TENT/MAINTENANCE DEPOT Each upgrade on this building will increase its efficiency. [. . . ]

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