Description
MF Conquer the Island (MFCTI) turns the game into
a Real-time Strategy. There are two sides: West and
East. Each side consists of one commander and eight teams (Alpha
- Hotel). Each side is able to build bases, troops, vehicles,
and stationary defenses. The game is augmented with AI. If
a player does not take a role then the AI will. AI players will
take towns and AI commanders will create a base and reinforce AI teams.
A human commander can issue
orders
to any of the AI teams such as moving to a waypoint, taking towns, defense,
boarding transports, search and destroy, etc.
Versions
There are currently two versions of MFCTI: the Addons version and
the Public Server version which is labeled PS after the version number.
The addons version requires an addon to play and offers many enhanced
features. The Public Server version is just a mission file and can
be played without any special addons. It is highly recommended you
use the PS version if you want to host a public server. This manual
covers features present in both versions. Anything specific to the
Addons version will be in it's own section and labeled as such.
The Goal
- Winning the Game
To win the game one side must destroy the opposing
team's ability to produce troops and wage war. This is done
by destroying any production facilities (
Barracks,
Light Vehicle Factories,
Heavy Vehicle Factories,
Aircraft Factories,
and the
Mobile HQ).
The
Basics
At the beginning of the game each team consists
of one member. This is the team leader of that group and
will always respawn after death. A player team leader may
purchase troops and vehicles for his/her team (a max of 12 members).
A Commander must purchase troops and vehicles for any AI teams.
This can be accomplished by creating base structures such as
barracks for troops or the appropriate
vehicle factory. Each
team has it's own income. Income can be viewed by selecting
score from the action menu. Income is earned by
taking over towns and collecting
bounties. The larger the town the more income it will provide.
To maximize a town's income troops must be
present in it's immediate vicinity.
The exception to this rule is for a game running with west and
east enhancement which would allow maximum income for merely owning the
town. Towns are usually defended at the beginning of the game by
resistance groups. Bounties are earned whenever the opposing
team takes casualties. The more valuable the unit the greater
the bounty.
Choosing
Your Role
When you enter a game you have two choices: which
side and what role. Which side you chose should be obvious
but your role may not be. There are two roles, you can control
a team or you can be the commander of your side. The Command position
is the BOTTOM slot. It is the only position labeled as an Officer.
If no one chooses the Command role then the AI will do it for your
team. The commander position has a steep learning curve. It
is STRONGLY recommended that you practice this role before jumping into
a multiplayer game as a commander. The AI commander can be a good
tutorial. Just watch what it does.
Game Types
MFCTI has been designed primarily for multiplayer. However,
it also functions quite well as a single player game. To play
in single player, just start a multiplayer game and chose your role.
AIs will take control of the rest.
Server Options
Consult the Readme.txt for more detailed information.
Here is a list of the parameters that can be set for a game:
Enhanced East and/or West - A side starts with extra resources and
does not have to occupy a town for maximum income (just has to take it).
It is recommended to enable on both sides for a fast game. If you want
to play a co-op against the computer enable it for the AI side for better
results.
More income - Income received for towns is doubled. This is
applied to both sides.
Weather - Adds random weather to the mission.
Night - Starts the mission at night.
Accelerated time - Greatly increases the speed of time passage.
Allows day & night missions. Does not affect unit's speeds, etc.
Recommended
Requirements
The game is quite playable on a somewhat modern system.
It is recommended to run this on a dedicated server for maximum
speed. MFCTI is fairly demanding on system resources and can slow
down a game running as a server and player. If your system cannot
handle this game playably it is recommended to try to find a dedicated
server that is running it. If you just want to practice then try
to find an empty dedicated server and let the AI control the other roles.
Structures
A player accesses a structure's options by moving
up to it. An action choice will then be available to open
it's menu. Some buildings, such as the
Control Center, cannot be
accessed by anyone except the commander. The commander will
also have more
choices for
each structure.
Mobile HQ
The Mobile HQ is a unique vehicle that allows the
commander to
build a base as long
as s/he is within range of it. It is capable of
building any structure and can produce
workers to build up a placed structure or to repair a destroyed
one. It cannot be replaced or repaired if it is destroyed completely.
Each side has one from the game start and it should be defended
at all costs.
Barracks
Trains infantry. With the Infantry Upgrade
it can produce more troop types and allow a player to equip with
different weapon loadouts. The BlackOps Upgrade allows BlackOps
to be trained here as well.
Light
Vehicle Factory
Produces cars and trucks. With the Light Vehicle
Upgrade it can produce AA vehicles such as Vulcans or Shilkas.
Additionally it can produce the M113 for the west side.
Heavy
Vehicle Factory
Produces APCs and basic tanks. With the Heavy
Vehicle Upgrade it can produce better tanks.
Air Vehicle Factory
Produces helicopters. With the Aircraft
Vehicle Upgrade it can produce more powerful helicopters. Additionally
it can then build fixed wing aircraft.
Ammo
Depot
Provides a few ammo/weapon crates for players to
equip weapons/ammo from. Produces
ammo trucks. Reloads any nearby
stationary guns when they run out of ammo.
Repair
Depot
Produces
repair
and
salvage trucks. A commander
can also produce
Independent Salvagers.
These will automatically travel to and salvage any east or
west vehicles that have been destroyed nearby.
Field Hospital
Troops can receive medical attention here. Additionally,
players may choose to respawn at the nearest hospital after death.
Control
Center
Only accessible by the commander. This will
allow a commander to purchase upgrades and reinforce AI teams.
Note that this structure allows the commander to remotely
access all barracks, light, heavy, and air factories for the purpose
of adding units to AI teams. A Control Center also defines a
base. If units are ordered to defend a town/base they will proceed
to the nearest Control Center or town.
The Options Menu
The options menu may be accessed from your action menu. The top
of the menu displays your personal resources and your side's
Player Pool (percentage of total income that goes
to the players).
Option menu options:
Respawn Point - This
is the area you respawn at if killed. Default value is the MHQ. If
you select Field Hospital you will respawn at the nearest friendly field
hospital after death.
Online Help -
Brings up the help menu for in-game info on how to play.
Play Music - If this is turned
on game music will be played at random intervals.
Transfer Resources
- This will bring up the Resource Management menu. From there
you can transfer funds to other players. This is useful if
two players wish to pool their resources to buy a vehicle.
Set WP to Current
Position - This will set your waypoint marker to your current
position.
Set Waypoint To - This
will set the your waypoint marker to the coords in the right boxes
(example: B5). This is to set a quick and general location.
Set Waypoint
To - This is located below the first Set Waypoint button.
It has 4 boxes and can set a much more precise location (example:
Bb54).
Build Queue - The Build Queue
keeps track of any troops or vehicles that need to be built when the respective
barracks/factory is available.
Delete - Deletes selected item in
Build Queue.
Delete All - Deletes the entire
Build Queue.
The Map
A lot of information can be gathered from
the map. Every town that has been taken will be
labeled. If a town is
currently occupied by friendly troops it will have a
green circle around it. If
a town has been taken from the resistance it will have a flag
on it. If a town has been taken from the opposing side it
will have a target on it. All team leaders and the commander
are marked on the map and visible to everyone on the same side. Additionally
the Respawn Point (
Mobile HQ) will
be labeled. All vehicles on the player's side will have a
green dot on the map. If
a vehicle is destroyed it will be displayed with a
green x.
Vehicle Marker
Destroyed Vehicle Marker
Controlled Town
Occupied and Controlled Town
Team
Camera
From the
Mobile
HQ you can log on to the Team Camera. This links with
a satellite to provide an overhead view of all the teams. Next
and previous cycle through the teams and zoom in and out increases
and decreases the magnification. Commanders have
additional options.
Description
There are eight player teams per side. They
are designated Alpha - Hotel. If a team is not controlled
by a player then an AI will substitute. If the commander doesn't
intervene, the AI players will proceed to the nearest hostile
towns and attempt to capture them. A player receives a percentage
of the total resource income earned. The starting value is
30% for the player pool. This means that 30% of all income earned
will go to the player pool. This resource income is then divided
equally amongst the players and transferred to their budget. For
example, if there is 1 player on a side s/he will receive 30% of the
total income. If there are 3 players on a side they will each
receive 10% (30% / 3). Note that AIs DO NOT RECEIVE a percentage.
If there are no players on your team then the percentage can be
ignored. A player may view his/her income and resources by choosing
score from the action menu. Alternately, a player may view the Player
Pool percentage at the top of the
options
menu. A commander may raise or lower the player pool percentage
or
transfer funds from the his/her
budget to an individual player.
Structure
Options
A player has a few choices at a vehicle factory.
S/he may purchase an empty vehicle and take control or order
troops in. Alternately, a player can purchase a manned vehicle.
It will then come with a complete crew if the player has not
reached his/her max allowable troops (12). For example, a truck
or jeep will be constructed with a driver. A tank would have a
driver, gunner, and commander. If a player wishes to change his/her
personal weapon loadout s/he can go to a barracks and choose from the
list.
Special
Vehicles
Mobile HQ
Anyone near a
Mobile
HQ can log on to it's satellite link to view the
Team Camera. This will allow
and overhead view of all the side's team leaders.
Ammo truck
These work just like in a regular OFP game; access
reload vehicle from the action menu. Additionally if one
is near a stationary gun it will reload it if empty. Note that
this is much slower than having an ammo depot in range. Additionally,
an ammo truck has mines, satchel charges, AT/AA launchers and some
firearms if you need to resupply.
Repair trucks
A player can use a repair truck to fix a vehicle
or nearby building and create defensive structures. To fix
a vehicle use the action menu like you would in a standard OFP game.
To repair a building drive up near it and remain in the truck
until the repairs are complete. Note that anyone from the right
side may be present in the driver seat to administer repairs so a player
can order a soldier to the driver's seat as well. For further repair
truck
options refer to the Commander
section of this document.
Salvage vehicles
A salvage vehicle can be used to salvage destroyed
vehicles for resources. To use it simply drive up to the
salvage target and wait. After a while the target will disappear
and the resources will be deposited in the pool. A commander
may build independent salvagers which actively seek destroyed vehicles.
Resistance vehicles defending towns cannot be salvaged.
Tips and
Tricks
If your vehicle is destroyed you can wait around
for a salvage vehicle to appear. If it is on your side you
can hop in and catch a ride back to the nearest friendly town or
base. If it is on the enemy's side you can blow the driver's
head off and take it back yourself...;)
If a location of interest is found use the
Set Waypoint from the
options menu or alt-click on the
map. Do not mark text on the map as this is visible to BOTH sides.
Get a complete weapon loadout from the
Barracks.
If you want to increase your income then increase the
teams'. Take over towns or order your troops to defend any
nearby friendly towns that are not
occupied (no green circle
around them on the map).
Destroy enemy vehicles to receive a bounty.
Above all else, protect your base!
Description
The commander is responsible for constructing the
base and reinforcing/ordering the AI teams. Additionally,
the commander can manage the player budget,
transfer funds to a specific player,
and purchase upgrades.
Priorities and Base
Management
A commander has many more responsibilities from
a regular player. The role can be so involved that a commander
might only perform a management role the entire game. Usually
if a commander is leading an assault into battle it is because the
team is either doing very well or very poorly. It is highly recommended
that you practice this role alone before jumping into a multiplayer
game as one. Your teammates rely heavily on your ability to play
this role effectively. At the beginning of a game a commander's
first duty is to find a suitable location for the base. Often times
you may start at such a location but it is random. A suitable location
should be defensible and very flat for the buildings. You should not
create structures on terrain that isn't very level. Buildings should
also not be constructed too closely. The AI can get stuck navigating
through a tight base. This takes practice, preferrably offline
practice. ;)
Once a suitable location has been found, the first structures
that should be created are a
Barracks and
Control Center. Do
this by opening the
Build Menu. Note
that when you first place a structure it is destroyed. This
is normal and it must be 'built up'. Do this by adding workers
from the
Build Menu. The
more workers the faster the work gets done but keep in mind you are
on a tight budget early on. As soon as your
Control Center is complete you
can access it's menu (walk up to it, select Control Center Options
from the action menu). At this point upgrade Infantry to get more
troop options at the
Barracks.
Your strategy from here on is up to you. A
Light Vehicle Factory would
be a good choice so players can purchase cheap vehicles to move
about the map. At this point you will not have much money left.
It is recommended to use the time to order AIs and devise a
strategy. As you gain money you should create base defenses.
A few troops and guns should always be present. And always
keep in mind your player requests. A good commander needs to balance
the needs of his/her team and the needs of the base. As the base
nears completion a commander should consider raising the
player pool percentage (from the Option menu's
Transfer Funds menu or Command menu's
Resource Management menu) so players
can purchase more equipment.
Structure
Options