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    Tower Defence 1.0 ManualBy Fuggles

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    Table of Contents

    Introduction........................................................................................................3Installation Instructions ......................................................................................3

    Game Play Instructions.......................................................................................3

    Turret Descriptions.............................................................................................6

    Important Note On Saving Your Game...............................................................8

    Creating Your Own Tower Defence Maps ..........................................................9

    Thanks..............................................................................................................10

    Appendix Weapon Statistics ..........................................................................11

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    Introduction

    Welcome to the Tower Defence for Dawn of War: Dark Crusade (DC)! This is a mod

    by Fuggles for DC and when installed will appear in the Game Manager.

    Installation Instructions

    To install Tower Defence, you will need to ensure that the files are in the correct

    location, although note that the .zip archive will be correctly structured if you simply

    extract to the default DC directory.

    Tower defence folder into C:\ProgramFiles\THQ\DarkCrusade\

    The .mod file into C:\ProgramFiles\THQ\DarkCrusade\

    The tower defence maps, consisting of a .tga, .sgb and .SCAR into

    C:\ProgramFiles\THQ\DarkCrusade\DXP2\Data\scenarios\mp.

    Map loading screens into

    C:\ProgramFiles\THQ\DarkCrusade\DXP2\Data\scenarios\mp\loading

    I am presuming that you have used the default install and that the directories exist. Ifthis is not the case, then you will have to put them in the corresponding location and

    also create directories where needed.

    Once the files are in the correct locations, simply load up DC and select Tower

    Defence from the Game Manager on the front menu.

    When the game has restarted, select Skirmish and then load a Tower Defence map.

    Have Tower Defence as your only game option (except you can have Game Timer

    and No Malice if you so choose), ensure that fixed positions are on and then go forglory!

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    special rounds thrown into the mix, and you will receive warning at the end of the

    previous round if the next one is unusual.

    To trigger the next wave of creeps, move your Farseer from the red beacon to thewhite.

    If your stock of lives reaches zero, then the game is over and your score will be

    displayed.

    At the end of each wave you will receive a bonus to your gold and score supply which

    is dependent on the amount of gold you have in stash and the rate of interest you have

    currently.

    When the map loads, your bonesinger is assigned to the key 1, your Farseer 2 and

    your aspect portal 3 for convenience (single player only).

    Note that you can sell your turrets by selecting them and pressing 'Delete'. You will

    not get the full value back, but it's better than nothing.

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    Turret Descriptions

    Basic Turrets

    At the start of the game you have access to the three basic types of turret:

    Scatterlaser The cheapest tower you can buy. The scatterlaser is a rapid fire, low

    damage turret. It has a medium range and can shoot at both air and ground targets.

    Upgrading the scatterlaser increases its range and damage.

    Vyper The vyper missile turret is a slow firing, medium damage turret. It has ashort range, but the missiles that it fires explode on impact, inflicting blast damage to

    the surrounding area. The viper can only shoot ground units. Upgrading the viper

    increases its range, damage and missile blast radius.

    AA Missile Turret The missile turret is a medium firing, medium damage turret. It

    has a high range, but can only shoot at air targets. Upgrading the Missile turret

    increases the range and damage of its missiles.

    Advanced TurretsThese turrets can only be unlocked by purchasing the relevant research at the aspect

    portal

    D-Cannon requires Warp Portal research

    The D-Cannon tears open a warp rift around its targets. It has a slow rate of fire, a

    medium range and can attack ground and air units. The warp rifts cause high damage

    and has an area of effect. Upgrading the D-Cannon increases the damage it causes per

    shot.

    Gauss Cannon - requires Magnetic research

    The Gauss Cannon uses magnetic pulses to fire projectiles at massive speeds. It has a

    slow rate of fire, medium range and does extreme damage. It can only attack ground

    units Upgrading the Gauss Cannon increases the damage it caused per shot

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    Malicious Turrets

    (Multiplayer Only)

    My idea of multiplayer turret defence is twofold:

    1) Survive

    2) Get more points than everyone else

    Now...whatever happens, if you both survive then a winner will be declared based on

    points. So... the question is what can you do to maximise your chance of victory?

    The most obvious thing to do is to place turrets in the other player's half and stealtheir creep points by killing their creeps. This benefits them as it means that they are

    more likely to survive however it is a slight gamble for you, as you are spending less

    money on your own half.

    This tactic is at least partially benevolent however... unlike the malice towers.

    The malice turrets are a pair of towers purely designed to hinder your 'friends' in

    multiplayer. They look identical and have identical tooltips, so initially only the

    builder will know what they are (although if you too get confused, look at the choiceof add-on shown in the toolbar for that turret).

    But what do they do?

    Malicious Gauss Turret - requires Magnetic research

    The malicious gauss turret blasts pure bolts of...creep buffing joy...? Every zap from

    this bad boy increases the amount of hit points left on a creep. Gosh...having an extra

    thousand hit points stuck on right near the exit would suck for someone.

    Malicious Starcannon - requires Atomic Deceleration research.

    Like the malicious gauss turret, the malicious starcannon is the polar opposite of it's

    t t E h t i th i d f th H b th !

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    Important Note On Saving Your Game

    For one reason or another (well, one reason) if you save when there are no creeps on

    the field, your save game will crash out with a SCAR error. For this reason, only savemid-wave. Im looking into it, but its proving tricky to eliminate.

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    Creating Your Own Tower Defence Maps

    In this section I am going to presume that you know how to use the Dawn of War map

    editor and will detail the specifics needed to make a map into a Tower Defence map.

    For reference it would be easiest if you opened up the example Tower Defence map

    included within the zip.

    Markers

    You will need 7 markers for a single player map

    creepin where the creeps entercreepout where the creeps leave, this needs a radius of around 5.

    p1base this needs a radius larger than the aspect portal and bonesinger combined,

    call it 20.

    p2die this needs a large enough radius to catch player 2s builder and HQ, again, 20

    will do.

    start1 this is where your Farseer will start. It will need a radius of about 3.

    start2 this is where the Farseer goes to initialise the next round. It will need a radius

    of about 5.

    singerreset this is where the bonesinger will respawn should you do somethingdumb like delete him. Radius of 0.

    You can create multiple entrances or exits if you require, although to use them will

    require some SCAR modification.

    I have used the red and white light to indicate the farseer trigger, but you could use

    any item you wanted really.

    Units

    You will need to place a Farseer belonging to player 1 onto the marker start1.

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    Creep gold value

    Creep penalty value

    Energy allocation

    Allow alternating creep entrances and exits

    Scheduling of special waves.

    Number of waves.

    Loading Screen

    Completely optional, but if you put a .TGA picture file into the

    Loading subdirectory of the mp folder where your maps are stored then this will be

    shown when your map is loading.

    Thanks

    I would like to take this moment to extend my thanks to the following:

    Havoc without him there would be no closer to codex towers and this mod would

    not have happened

    Mdcertainty sorted out the mess my icons had become

    ShadowsTalon motivation and testing

    Blade44 beta tester extraordinaire

    Relic for making Dawn of War in the first place

    The most excellent members of Relic Forums who provided help and support in this

    project Thanks! Nowgo make maps!!

    You for reading this far. Well done, you have continued long after most have fallen!

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    Appendix Weapon Statistics

    NameScatterlaserUpgrade1Upgrade2Upgrade3

    VyperUpgrade1Upgrade2Upgrade3

    AA MissileUpgrade1Upgrade2Upgrade3

    D-cannonUpgrade1

    Cost

    5132436

    7152642

    9203050

    5050

    Requires Damage369

    15

    11265275

    4070

    150400

    75175

    Range15182026

    10151717

    30354040

    2530

    ReloadTime(secs)

    0000

    2222

    2222

    3.53.5

    Slows

    creepsSlowscreepsSlowscreepsSlowscreeps

    BlastDamage

    SingleTarget

    AttacksAir

    AttacksGround Special

    Upgrade1Upgrade2

    Upgrade1

    Upgrade2

    Upgrade1Upgrade2

    Warp Portal Research

    Starcannon

    Upgrade1

    Upgrade2

    Upgrade3

    50

    50

    50

    50

    Atomic Deceleration Research 5

    7

    15

    16

    17

    20

    1

    1

    1

    1

    Upgrade1

    Upgrade2

    10

    25

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    NameGaussUpgrade1Upgrade2Upgrade3

    BiggaTowwaUpgrade1

    Cost50505050

    RequiresMagnetic Research

    Upgrade1Upgrade2

    Magnetic, Atomic & WarpResearch

    Damage1883767521504

    Range20253035

    ReloadTime

    (secs)3333

    Blast

    Damage

    Single

    Target

    Attacks

    Air

    Attacks

    Ground Special

    200190

    30003000

    4040

    52.5