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 all 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 or switch them to independent mode so they can
purchase their own. This can be accomplished by creating base
structures such as
barracks
for troops or the appropriate
vehicle factory. Each
player team has it's own income. Income can be viewed by selecting
score from the action menu. Income is increased by controlling
towns and earning non-combat points. Immediate resources are gained
by salvaging vehicles and collecting bounties (taking towns and destroying
vehicles). The larger the town the more income it will provide
and the bigger the bounty. 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 /or 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. If a town's flag is taken
but most of the resistance are left untouched they will attempt to retake
the town.
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.
A fast system is highly recommended.
Missions may have the following suffixes:
PS - Public Server. These versions require no addons to
play. Useful for serving public games but there are less units and
features.
HR - Heavy Resistance. An HR mission spawns resistance at
towns when a player gets near instead of using prebuilt units. In
these versions there is more resistance at each town.
MP - Multiplayer. The MP version has different options to
enhance MP games. Included are victory conditions (take x towns,
earn x points, etc.), and a Fast Game parameter.
Coop - Cooperative. These missions are meant to be run with
all players on one side working against the AI. The AI difficulty
may be set.
Certain mission types may be combined. For example a mission named
"MFCTI 1.1 PS HR Everon" would require no addons and spawn large amounts
of resistance at each town.
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.
No AC Rockets - Aircraft have no FFARs. 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 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 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. Players can log on to the
Team Camera from it. 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, allows a player to
equip with different weapon loadouts, and can be used as a respawn
point. With the Infantry Upgrade it can produce more
troop types. The BlackOps Upgrade allows BlackOps to be trained
here as well.
Light Vehicle Factory
Produces cars and trucks. Can
be used as a respawn point. 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. Can
be used as a respawn point. With the Heavy Vehicle Upgrade it
can produce better tanks.
Air
Vehicle Factory
Produces helicopters and can be used
as a respawn point. 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. Automatically repairs
nearby damaged vehicles (must be manned). 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. Provides
Radar if upgraded (enemy aircraft will show as red dots on the map).
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.
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
Enemy Presense Spotted
Enemy Base Structure Located
The Loadouts Menu
The Loadouts Menu is accessed from a
barracks. From here you can
create a custom loadout or choose from a pre-configured template.
Your Resources - Current amount of resources available for
purchasing equipment.
Space - Remaining carrying space (out of 10) available to
you for equipment.
Trade-In - Value you will receive for any equipment you were
carrying prior to entering the loadouts menu. This is deducted from
the cost.
Cost - The adjusted cost of all equipment you have selected.
It will be subtracted from your resources when you click on Buy.
Load Template - Loads template selection from list below
into the loadout menu's selections. You can then review and make
changes before purchasing.
Buy Template & Exit - Purchases equipment from template
that is selected in list below and exits the menu.
Save to Custom - Saves the current loadout to the custom
slot. This can then be recalled when needed.
Reset - Resets any loadout selections. The equipment
you were carrying when you entered the loadout menu will be displayed.
Clear - Clears all selected equipment. This is useful
if you want to start a new loadout from scratch.
Cancel - None of the changes you made will take effect and
the menu will be exit.
Buy - If you can afford the current loadout then the cost
will be subtracted from your resources and the menu will exit.
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. You can also access the unit's camera
remotely to get a close view of the situation. Next and previous
cycle through the teams and zoom in and out increases and decreases
the magnification when in the satellite view. 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 (unless disabled).
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. Additionally, players also earn an income from a player
award pool. The percentage can be adjusted by the commander and has
a default value of 10%. This percent of the total income is divided
amongst player's based on their non-combat score. The more points
you have earned, the more of this you will receive. A player may
view his/her income, current resources, and non-combat points by choosing
score from the action menu. A player may also view the Player Pool percentage
at the top of the
options menu.
A commander may raise or lower the player pool/award pool percentage
or
transfer funds from the
his/her budget to an individual player. Non-combat points are also
added to a player's total game score.
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 or create a custom
loadout.
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 or unit-camera 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. Salvage income is divided equally
among the players. However, if a player uses the salvage vehicle s/he
will earn 50% of the salvage and earn points.
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 since this can be visible to BOTH
sides if you are accidentally in the global channel.
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).
Earn bounties by taking over towns, destroying vehicles, and salvaging
wreckage.
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
than 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 good 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, a
good choice for your first structures would be 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