MF CTI v0.98 Beta
Instruction Manual

For OFP:  Resistance

By MF (Mike Melvin)
Send bugs/questions/suggestions to:  mfcti@yahoo.com




Introduction

Description
The Goal - Winning the Game
The Basics
Choosing Your Role
Game Types
Recommended Requirements
The Map
Structures
Team Camera

Player

Description
Structure Options
Special Vehicles
Tips and Tricks

Commander

Description
Structure Options
Command Menu
Build Menu
Repair Truck Menu
Map Data
Tips and Tricks
AI Command Tips and Tricks

Credits



Introduction

Description

MF Conquer the Island (MF CTI) turns the game into a Real-time Strategy.  There are two sides:  West and East.  Each side consists of one commander and six teams (Alpha - Foxtrot).  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.

The Goal - Winning the Game

To win the game one side must first 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.  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.  Towns are usually defended at the beginning of the game by resistance groups.

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

MF CTI 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.

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.  The mod's loops perform a lot of checks and calculations and can slow down the a game running as a server and player.  If your system cannot handle this game playably I would recommend trying to find a dedicated server that is running it.  I have found that it runs quite well on slower systems if they are not serving the game.  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 Image]
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 Image]
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 Image]
Heavy Vehicle Factory

Produces APCs.  With the Heavy Vehicle Upgrade it can produce tanks.



[Aircraft Factory Image]
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 Image]
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 Image]
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.


[Control Center Image]
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 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 Image]           [Destroyed Vehicle Marker Image]
    Vehicle Marker                                                Destroyed Vehicle Marker

[Controlled Town Image]             [Controlled and Occupied Town]
            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.


[Team Camera Image]




Player

Description

There are six player teams per side.  They are designated Alpha - Foxtrot.  If a team is not controlled by a player then an AI player 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.  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.  Note that the Infantry Upgrade must be first purchased by the commander.

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.  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 repair 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.  Note that 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 action menu.  Do not mark text on the map as this is visible to BOTH sides.

Get a complete weapon loadout from the Barracks.  If you do not have any loadout options then wait for the commander to upgrade Infantry.  Loadouts are free so adjust your equipment to the situation.

If you want to increase your income then increase the team's.  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).

Above all else, protect your base!

[Protect the Workers Image]




Commander

Description

The commander is responsible for constructing the base and reinforcing/ordering and 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 should access it's menu (walk up to it, select Control Center Options from the action menu).  At this point upgrade Infantry.  This is needed for other players to access different weapon loadouts.

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.

Structure Options

Base structures have additional options available only to the commander.  Barracks and vehicle factories have the option to select an AI team and add to it.  Note that units may not be added to player teams.  The players must do this on their own.  If you wish to give a player a vehicle you can build an empty one or transfer the money for one to them through the Resource Management menu.  The AI team's current size is displayed below the current resources.  At a Repair Depot you can also build an independent salvager which will seek out destroyed vehicles and salvage them on it's own.

Command Menu

  [Open Command Menu Image] [Command Menu Image]

The Command Menu is the heart of the commander's control over any AI teams.  It can also be used to access the Resource Management menu.  Note that while orders can be sent to a player team it is up to the player to execute them.

Command menu options:

Selected Team
- This will allow you to select a team to issue orders to.  The currently selected team is persistent.  If you select Alpha it will be selected on other menus (except Resource Management).
Set Waypoint To - This will set the Command Waypoint 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).
Set WP to Current Position - This will set the Command Waypoint to your current position.
Move to WP - This will order the selected team to move to the Command Waypoint.
Take Towns - This will order the selected team to take control of the nearest enemy or neutral town.  This is the default order for all AI teams at the beginning of the game.  Towns are needed for income.
Defend Nearest Town/Base - Orders the team to proceed to and defend the nearest town or base.  Use this to occupy towns that you control.  If your troops are present in a town you earn more income.
Search and Destroy - This orders the selected team to patrol around it's current position.  If blackops are on the team they will attempt to sabotage the enemy MHQ if it is spotted.
Command Nearby Vehicle(s) - This orders the selected team to take control of any nearby vehicles.  They will man the driver, gunner, and commander positions only and not the cargo seats.
Disembark Vehicles(s)  - This orders ALL members of the selected team to leave their vehicles.  Aircraft will attempt to land first.
Board Transport(s) - This orders the selected team to enter any transports near them.  They make no distinction if the vehicle is on their team or not.  You can therefore control the transport if needed.
Disembark Transport(s) - This orders the selected team to leave any transports they are in.  Drivers, gunners, and commanders will remain inside.  If in an aircraft they will paradrop.
Resource Management - This will bring up the Resource Management menu.  From there you can transfer funds to players or change the percentage of income that players receive.

Build Menu

[Open Build Menu Image] [Build Menu Image]

The Build menu is where base construction takes place.  The rules are simple, you must be in range of the Mobile HQ to build anything.  If you are not in range or the Mobile HQ is destroyed the option to open the menu will not be available.  Note that you do not want to be inside the Mobile HQ when constructioning buildings as this will create undesirable results with building placement.

Build menu options:

Build Structure - This will build a base structure you have selected from the list below it.
Build Defense - This will build a stationary gun you have selected from the list below it.
Add Worker - This will deploy a worker at the Mobile HQ.  These are needed to build up structures that have been placed!

Repair Truck Menu

[Open Repair Truck Menu] [Repair Truck Menu Image]


The Repair Truck menu is available when you are in range of a repair truck.  It allows you to construct stationary guns.  This is a useful way to erect defenses around a town away from the base without exposing your Mobile HQ.  Note that you may want to leave an ammo truck in the vicinity of any guns so they can reload.


Map Data

[Taken from Enemy Image]     [Taken from Enemy Image]
(This town was taken from the East)                                 (This town was taken from West)

One of the most important skills a commander should develop is the ability to interpret data.  Recon is a very important element in this mod.  If you know where the enemy base is but they don't know your position you have a great advantage over them.  You can begin to destroy their infrastructure while yours remains intact!  It is usually better to choose you recon patrols on an educated guess than completely at random.  Interpreting the map data can sometimes help you in this.  One method of doing this is by determining an enemy's towns.  When you take a neutral town it is marked by a flag.  However, if you take an enemy town it is marked by a target.  If an enemy takes your town it is also marked by a target.  So basically targeted towns are towns that have been swapping sides.  This is usually how a front will begin to develop on the map.  If you find that all the northern towns are flagged but southern towns are targeted then its a pretty good bet that the enemy is located to the south.  Have your teams recon accordingly.


Tips and Tricks

If you build stationary guns at your base you should create an Ammo Depot for quick reloading.
It is always a good idea to have an AI or player  team defend the base.  If they have a Vulcan/Shilka this will help spot aircraft for any stationary guns making them much more effective.
If you want stationary guns at any towns you control use a Repair Truck.  This is better than exposing your Mobile HQ.  You will also want to an Ammo Truck in the area to keep the guns reloaded.
For quick building repairs use a Repair Truck or lots of workers.  They are cumulative.  A Repair Truck must have a driver and be located next to the building to be repaired.
You should always have at least one Independent Salvager.  They can more than make up for their costs if they salvage destroyed aircraft or armoured vehicles.

AI Command Tips and Tricks

Learning to effectively use all of the AI commands is a game in itself.  There is much you can do but you must also understand some of the quirks.  Below is a list of tasks and how to go about performing them.  You can probably invent your own tasks as needed.

Reinforce Team - Set a waypoint by the factory/barracks you wish to reinforce the group with.  Order them to the waypoint.  Once they have arrived start building the unit/vehicle(s).  Note that you don't have to do this.  It just allows them to be grouped together when they proceed with their next order.

Make Leader Control Vehicle - This is useful if the leader is on foot.  Order to the vehicle factory and add the desired vehicle to the AI's team.  The leader will automatically be transported into it if close by.

Fast AI Teams
  - If you have any vehicles they will usually move at the speed of the slowest.  The trick is to make a team with vehicles not have anyone on foot.  There are many ways to do this.  If you have any remaining troops on foot, order them into a transport if the AI team has one (Bradleys, BMPs, Trucks, etc.).  Alternately, build enough empty vehicles for the foot soldiers and order them to Command Nearby Vehicle(s).  It is generally NOT a good idea to have a squad of tanks led by a commander on foot....:)

Defend Base - A base is defined as any cluster of buildings with a Control Center.  If you have only a Control Center this is considered a base.  A base should have good defense against both ground and air.  One good strategy is to assign an AI or player team to defend it.  You should build stationary guns around the parameter and have at least one Shilka/Vulcan.  This can be used as a spotter for the stationary guns making them much more effective.  When creating stationary guns you will want at least some HEs.  Due to a bug in the game you should not build too closely to the water since AI team vehicles can actually drive in when on patrol and be destroyed.

Defend Specific Town or Base - Set a waypoint close to the town/base.  Order the AI team to the waypoint.  Once they have reached the waypoint order them to Defend Nearest Town/Base.  The goal is to make the town/base you wish to defend the CLOSEST destination when you order them to Defend.  They need not be right at the waypoint, it is just used to get them close enough.

Attack and Defend Specific Town - This works the same way as above.  Set your waypoint and order the team to Take Towns.  When the town is under your control then order the team to Defend Nearby Town/Base.

Destroy an Enemy Mobile HQ
  - If you know the location of the enemy Mobile HQ set your waypoint to it.  Order an AI team with BlackOps to the area and order them to Search and Destroy.  They will attempt to place satchel charges on it.  Note that this is seldom effective as there are usually defenses set up around a Mobile HQ.  It is recommended to use players for assaults on an enemy base.  At the moment the AI will not attack buildings.

Paradrop AI Team - This can be done by ordering them to Board Nearby Transport(s) when only a helicopter is nearby.  You can move the helicopter to the desired destination and order them to Disembark Transport(s).  If you wish to have them to disembark on foot then land the helicopter first if you control it.  If they control it then order them to Disembark Vehicle(s).  It will then land first.  You may wish to reissue a Command Nearby Vehicle(s) order after they have disembarked if you want to their vehicles manned.  This is one reason it is a good idea not to mix AI group types.  Keep the tanks and paratroopers in their own separate groups.

Patrol an Area  - Send the AI team to the location you wish to patrol and order them to Search and Destroy.  They will now randomly patrol the area.  Note that they will automatically patrol a town if ordered to defend it (unless they are all manning stationary guns).

Transporting AI Teams - AI teams can transport themselves if you first make them Command Nearby Vehicle(s).  However, it can be desirable to command the transport yourself or with one of your team members.  To do this you MUST order the AI team to Board Nearby Transport(s) BEFORE any player team member enters the vehicle.  Have the players enter after all the AIs load up.  The game seems to have a problem with having local and non-local groups in the same vehicle.  Note that this problem does not occur for a player that is also on the server.  You can also mix AI teams in a vehicle without problems.


Credits


Coding and Design:

MF (Mike Melvin) mfcti@yahoo.com

Instruction Manual:

MF

Beta Testing:

Anok (Patrick Melvin) anok23@yahoo.com
Chatru (Rene Tobar) alacra@netzero.net (english or espanol)
Felan (Todd Thompson) felan7476099@hotmail.com

Quetzalcoatl (DM)


Special thanks to everyone who has provided feedback and bugs.
Hopefully I will include some of you in the next release...;)