Games PC Act Of War - High Treason
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Act of War: High Treason [PC Game]Developed by Eugen Systems - Atari (2006) - 3D Real-Time Strategy - Rated Teen
The follow up to Eugen System's Act of War: Direct Action, High Treason offers a single-player campaign of 14 maps and 33 missions, pitting oil-funded terrorists against veteran American soldiers and tech specialists. Naval combat becomes available with High Treason, as well. Multiplayer includes three new modes and more than 50 maps. ~ All Game Guide
Details
Platform: PC
Developer: Eugen Systems
Publisher: Atari
Release Date: May 30, 2006
Controls: Keyboard, Mouse
UPC: 742725271937
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Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
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Documents

TA BLE OF CO N T E N TS
GETTING STARTED....2 THE README FILE...2 INSTRUCTION MANUAL....2 SETUP AND INSTALLATION....2 WHATS NEW....3 NEW SINGLE-PLAYER CAMPAIGN....3 MERCENARIES....3 NAVAL VESSELS....4 HEALING AND REPAIR....4 EXPERIENCE....4 AIR STRIKES.....5 HEAVY ARTILLERY...5 NEW MULTIPLAYER MODES & OPTIONS..5 NEW AND MODIFIED UNITS & BUILDINGS...7 NEW UNIT EFFECTIVENESS....7 MERCENARIES....8 TASK FORCE TALON....12 U.S. ARMY....15 CONSORTIUM...21 AMPHIBIOUS ASSAULT VESSELS...25 KEYBOARD SHORTCUTS...26 CREDITS....28 TECHNICAL SUPPORT...30
www.atari.com
GETTING STA RT E D
THE REA DME F ILE
The Act of War: High Treason installation has a ReadMe file that includes the License Agreement and up-to-date information about the game. We strongly encourage you to take the time to read this file in order to benefit from changes made after this manual went to print. To view the ReadMe file, double-click on the ReadMe.txt icon in the Act of War: High Treason directory found on your hard disk (default is C:\Program Files\Atari\Act of War High Treason).
W H AT S NEW ?
NEW SINGLE-PL AYER CAMPA I G N
The Day of the Co n so r t i u m
The new single-player campaign takes place in 34 action-packed missions in fourteen different theaters of war across the globe. Follow Major Richter, Lieutenant Vega, Sergeant Major Jefferson and our new acquaintance, the expert sniper Sergeant Oz, in a thrilling fight against the largest threat to the world since Direct Action.
M E RC E N A R I E S
Mercenary units provide the opportunity to rapidly call in specialized reinforcements almost anywhere on the battlefield. As theyre limited in number and expensive to use (and even more expensive to lose!) they should be used as a complement to your regular army rather than make up the bulk of your fighting force. Mercenary Units become available to rent once you have constructed a Mercenary Command Post structure.
I N STRUCTION MANUAL
The game installation also contains electronic versions of the Act of War: Direct Action and Act of War: High Treason Instruction Manuals in.pdf format. You will also find Adobe Acrobat Reader 5.1 which enables you to view the manual in.pdf format.
SETUP AND INSTA L LAT I O N
1. Start Windows 2000/XP. 2. If this is a DVD-version, insert the Act of War: High Treason game disc into your DVDROM drive. If AutoPlay is enabled, a title screen should appear. If AutoPlay is not enabled, or the installation does not start automatically, click on the Start button on your Windows taskbar, then on Run. Type D:\Setup and click on OK. Note: If your DVD-ROM drive is assigned to a letter other than D, substitute that letter. 3. If you have downloaded this version, follow the instructions provided with the download. 4. Follow the remaining on-screen instructions to finish installing Act of War: High Treason. 5. When prompted to enter your CD- or DVD-key, please make sure to enter it exactly as provided, including dashes. In case of doubt, the CD/DVD key does not contain the numbers 1 or 0, but can contain the letters I and O. 6. Once installation is complete, click on the Start button on the Windows taskbar and choose Programs/Atari/Act of War/Act of War - High Treason to start the game.
Hi ring an Availabl e M erce nary Uni t
Click on the icon representing the unit you want to hire, and you will immediately pay an insurance policy and continuous upkeep depending on the category of the Mercenary team: Category Official Mercenaries Unofficial Mercenaries Illegal Mercenaries Refundable Insurance Policy $5000 $10,000 $15,000 Non-Refundable Upkeep $100 per 5 seconds $200 per 5 seconds $300 per 5 seconds
You will notice that the mouse cursor now changes into a deployment marker with a number inside. This is the number of seconds it will take for the Mercenaries to deploy (the further from the Mercenary Command Post, the longer it will take).
D e p l oying M erce n a r i e s
Simply click on the map where you want to deploy. You will see an observation helicopter arrive, and the count-down timer will start ticking. If the observation helicopter is shot down (penalty: $2000) before the count-down timer runs down, if you can no longer afford to pay the upkeep, or if your Mercenary Command Post is destroyed, the deployment is cancelled and the insurance policy refunded. Note that aircraft Mercenary Units will charge $1000-$1500 even if you change your mind about calling in the air strike.
I n s t a l l ation o f Di re ct X
Act of War: High Treason requires DirectX 9.0c or higher in order to run. If you do not have DirectX 9.0c or higher installed on your computer, click Yes to accept the DirectX 9.0c License Agreement. This will then launch the DirectX 9.0c Install.
Te r m i n ati ng the Dea l
Click the icon of a hired Mercenary team to manually terminate the contract. The insurance policy will be refunded, minus an amount proportional to the losses the Mercenary team has suffered. A deal will also automatically be terminated if you can no longer afford to pay the upkeep, if all members of the Mercenary team are eliminated, or if your Mercenary Command Post is destroyed.
N AVAL VESS E L S
Naval vessels are formidable weapons platforms for shore bombardment as weapons against other ships and/or against incoming enemy air raids. Many can deploy helicopters or other aircraft, and some can even deploy ground units. Exploring which naval vessel to use for which purpose, and how to counter the enemys naval attacks is the core of the Naval battle game modes. - The Navy game mode is only available in LAN and Online games. - All naval vessels are deployed at the Shipyard. - All naval vessels have the Repair special ability. If a ship is damaged, click its Repair button. The ship will effectively shut down and perform repairs. It cannot defend, attack, move, or do anything else while performing repairs, and its vision range is reduced. The ships helicopter(s) and aircraft can still perform as usual though while the ship itself is repairing. Ships can only repair themselves. - No naval vessels leave any pilots/POWs behind if destroyed. - Many naval vessels deploy helicopters or airplanes. By selecting an aircraft and clicking the Return to ship button, it will return to the ship for repairs and reloading. By selecting the ship and clicking Recall, all its aircraft will return to the ship. - If the mother ship is lost, all its aircraft are lost as well. - Submarines are special stealth units that can only be detected by units equipped with Sonar devices, i.e. Sea Hawk and Cougar anti-submarine helicopters, other Submarines, and the Visby and Oliver Hazard Perry Class surface ships. Dont confuse the Sonar with the Ping radar, which provides increased vision range. - Most naval vessels have a Fire at will button. When this command is activated, the ship will automatically open fire at any enemy targets in range and in sight.
AIR ST R I K E S
Air strikes are now indicated by icons in the left-hand side of the screen. Each air strike in progress will have its own icon as indicated below. To follow an aircraft in flight, simply leftclick the icon. You can cancel an air strike by simply right-clicking on the aircrafts icon. A disengaging aircraft will leave immediately.
Aircraft Selected Aircraft Locked-on Aircraft Shot Down
Aircraft Flying
Aircraft Repairing
Aircraft Refueling
Aircraft Hit
Aircraft Attacking
Aircraft Disengaging
Please also note that aircraft are now deployed individually at each Air Control Tower. They will still always enter the battlefield from the Air Control Tower closest to its target though. When you have aircraft in the air, you can see their weapon range and field of vision on the minimap. To toggle between the normal minimap mode and the aircraft map mode, click the little aircraft icon (right of the minimap).
H E AVY ART I L L E RY
MLRS and Piranha artillery units are now classified as Heavy Artillery and have increased range compared to in Direct Action. At long ranges, however, artillery fire is both less efficient and less accurate. The Smerch Mercenary unit is also considered Heavy Artilllery. Mortar units (Porcupines, Strykers, MM1 Mortars, etc.) and Paladin tanks are unaffected.
NEW MULT I P LAYER MODES & O PTIO NS
MARINE ONE DOW N
In this fast and tactical game mode, the objective is to move the President to the Evacuation Zone indicated by the flare on the minimap. There s no base-building, unit construction or re s o u rc harvesting. Instead, you get re i n f o rcements at the Checkpoint Bunkers you e c o n t rol/occupy with your infantry units. You also automatically get re i n f o rcements at your starting point. The player who last had a unit in the Presidents proximity controls him. The President cant be killed or enter buildings or vehicles. Note that the only units that can move faster than the President are Buggies, FAT-Vs, and Fenneks. You can not have A.I.-controlled opponents in the Marine One Down game mode, and its only available in LAN and Online play.
H EALING AND REPA I R
Healing and repairs are now managed similar to air strikes; once you have units capable of healing/repairs, an extra interface button will appear. To heal/repair, simply click the button, then the area where you want to heal/repair, and the heal/repair units will arrive automatically. Like in Direct Action, you can also select the heal/repair units and manually direct it to its heal/repair zone.
SCUD HUNT
The SCUD Hunt game mode opens up for many interesting tactical possibilities. To get control of the SCUD launcher, simply move one of your units next to it. It can be launched once every three minutes, and causes even more damage than a regular tactical weapon! Its not necessarily a good thing to have possession of the SCUD launcher if its destroyed, the nuke will detonate on the spot, so think twice before you put it in the middle of your base If its destroyed, its respawned in the center of the map. No other tactical weapons or counter-tactical weapons are available in this game mode. You can not have A.I.-controlled opponents in the Scud Hunt game mode, and it is only available in LAN and Online play.
EX P E R I E N C E
Experience is now earned in five steps, and for all units (even construction units and aircraft!). When you launch an air strike, youll always pick your most experienced aircraft first. To instead pick your LEAST experienced aircraft first, keep SHIFT pressed while selecting the number of aircraft. A unit with Elite status (little star) will raise the experience level of all nearby units.
N E W M U LT I P L AY E R G A M E OPTIONS
GAME SPEED: increases or decreases the overall speed of the game. It affects everything; movement, construction, resource harvesting, etc. Experienced players can increase the speed for faster games, inexperienced players can decrease it. On lower spec systems, reducing the game speed can give a smoother experience. SHARE VISION WITH ALLIES: if this is set to YES (default), you will share your Fog of War revelations with all players on the same team. If set to NO, each player will have his own Fog of War. ENHANCED UNIT LETHALITY: increases or decreases the damage inflicted by all units. Increase for faster games, decrease for slower games where its more important to always use the right weapon. MAP RESOURCES: set to LOW ($30,000 per Oil Vein), AVERAGE (default; $60,000) or HIGH ($120,000). With LOW resources, POWs and expand bases become more important, encouraging a more aggressive style of play. With HIGH resources, you can more easily build a powerful attack and defense without having to capture expand bases and POWs. STA RTING RESOURCES: set to a value between $2500 and $100,000, with $7500 as default. The higher the value, the less important it will be to c a p t u re expand bases, POWs and harv e s t re s o u rc At $100,000, the game can be played es. without any re s o u rce harvesting at all -- at $2500 you can just barely aff o rd to build your first R e f i n e ry. POW GENERATION: YES is default; if set to NO, no destroyed units or structures will generate any POWs, removing one of Task Force Talons advantages over the Consortium and the U.S. Army. Can potentially cause games to end in stalemates when all map resources have run out and neither side has enough offensive units to destroy the enemys turrets. RESOURCE HARVESTING SPEED: if set to LOW, each tanker has a capacity of $500; if at AVERAGE (default), its $650, and if set to HIGH, each tanker
has a capacity of $800, dramatically increasing the speed at which you make money. Banks, ammunition bunkers and POWs are not affected. SHARE RESOURCES: all incomes from all players on the same team are shared equally, with the exception of income from repatriated pilots and servants. All expenses are individual except penalties if your teams POWs are captured by an opponent with the Hostage Ransom Demand upgrade (or its U.S. Army/Task Force equivalents). ALLOW TACTICAL WEAPONS: allows or bans the use of Wolverine Missiles (U.S), Falling Stars (Consortium) and Mjolnir Howitzers (Task Force Talon), allowing for longer and more tactical games if set to NO. The construction of these launcher structures (and their counter-measure launchers) are simply disabled in the Construction menu. Note though that you can still deploy the Mercenary Fireworks nuke. ALLOW AIR STRIKES: allows or bans the use of all types of fixed-wing aircraft (i.e. except helicopters); the construction of Air Control Towers is simply disabled in the Construction menu, allowing for longer and more tactical games if set to NO and giving the U.S. Army a disadvantage compared to the Task Force Talon and the Consortium. Note that Mercenary aircraft are still available. UNIT CAP: you can set the maximum number of units allowed, to either 50, 100, 150, or "No limit" (default). All units (constructors, tankers, aircraft, etc.) count as one unit. Mercenaries and tactical weapons do not count towards the limit. It is possible to temporarily exceed the limit if you construct a building that comes with a free unit, such as Refineries and Field Hospitals. ALLOW MERCENARIES: allows, limits or bans the use of mercenaries. DESTROY ENEMY HQ: this alternative victory condition will eliminate any player that loses his last HQ building, thereby eliminating the need to destroy every single enemy building to win the game. WMD RUN (alternative victory condition): win by having ten (10) Tactical Weapons ready to launch. POW RUN (alternative victory condition): win by capturing fifty (50) POWs.
NEW UNIT EFFECTIVENESS
EFFECTIVE AG A I N ST
Certain units are more effective when attacking certain targets. The icons used in the unit descriptions on the following pages indicate the units effectiveness against the targets. Target All Naval Vessels Effective against Very Effective Against
Destroyers
Frigates
Submarines
Stealth Combatant Ships
Amphibious Assault Ships
All Aircraft
Helicopters
Armored Vehicles
Infantry
Unarmored Vehicles
Buildings
Tactical Weapons
NEW AND MODIF IED UNITS AND BUILDING S
M E RC E N A RY BUILDING - THE COMMAND POST
The Mercenary Command Post is required to deploy Mercenary units. You can upgrade it twice to be able to deploy the more powerful teams. The closer the Command Post is to the point where you deploy a Mercenary Unit, the sooner will it arrive on the battlefield. The Mercenary Command Post costs $800 to construct, the upgrade to allow Unofficial mercenaries $2000, and to allow Illegal mercenaries $2500. The technology requirements vary as follows: Requirement for Command Post U.S. Army Task Force Talon The Consortium Barracks, Field Generator Barracks Barracks, Motor Pool Requirement for Requirement for Upgrade to Unofficial Upgrade to Illegal DefCon 2 SHIELD or DRONE technology Revealed Status DefCon 1 SHIELD and DRONE technology Stealth Armor Lab, Air Control Tower
G R I Z Z LY RESCUE TE A M
The five combat medics of Grizzly Official Mercenary Rescue Team are lightly armed and armored but can heal nearby troops every twenty seconds.
EFFECTIVE AGAINST
VULNERABILITY
SPECIAL ABILITIES
UPGRADES
Ground units, helicopters, vehicles
DOGS OF WA R
The Dogs of War Official Mercenary squad consists of two Roland II anti-aircraft systems.
O F F I C I A L M E RC E N A RY U NITS
Mercenaries come in three categories Official, Unofficial and Illegal with slightly different deployment and upkeep costs.
Ground Units.
SC H WARZER HUN D
The Schwarzer Hund team of Official Mercenaries consists of five close assault troops especially trained for capturing and holding buildings.
U N O F F I C I A L M E RC E N A RY U NITS
I RON RAIN
The Iron Rain wing of unofficial mercenaries consists of three Su-25 Frogfoot close-air support aircraft, very effective against enemy ground vehicles only.
Anti-air ground units, enemy fighters.
BURNING LEGION
The Burning Legion squadron of unofficial mercenaries consists of three T-80 Main Battle tanks, very effective against all ground targets.
Air threats, ground units
S H A D OW HAW K
The Shadow Hawk F-117A Nighthawk illegal mercenary stealth bomber is fast and drops a single very powerful - it will instantly destroy any base structure it hits! - self-prioritizing bomb with considerable splash damage.
Air threats, ambushing anti-tank soldiers
D EATH WIN G
The Death Wing of unofficial mercenaries consists of three Su-27 Flanker fighter aircraft, very effective against all enemy aircraft.
Anti-air ground units, enemy fighters, stealth detection radars
F I R E WORKS NUKE TRUCK
EFFECTIVE AGAINST VULNERABILITY SPECIAL ABILITIES N/A UPGRADES
The Fireworks illegal mercenary backpack nuke truck can place a nuclear charge with stealth abilities on a designated location, to be detonated manually from either the nuke or the truck. Move the truck to a safe distance before the detonation!
I L L E G A L M E RC E N A RY UNITS
R AW H I D E
The Rawhide squadron of illegal mercenaries consists of three Smerch Multiple-Launch Rocket systems. They are considered Heavy Artillery and have long range and light armour. Clicking the Fire at will button will make Smerch systems automatically open fire at all enemy targets in range and in sight.
Ground units, air threat.
TASK F ORCE TA LO N
TASK FORCE TA LON NEW BUILDING
Titan Missiles: Antiair units. Tacit Rainbow Launchers: anti-tank units, air threats.
See U.S. Army.
S h i pya rd
See U.S. Army Shipyard.
L PD-SAN AN TO N I O CL A SS DEST ROYE R
TASK FORCE TA LON NEW UNITS
OCSW - OBJEC TIVE CRE W SERVE D WE A P O N
Deployed out of the Barracks, the lightly armored OCSW teams require a Field Intelligence center to be deployed. They can switch between two ammunition types: High-Explosive and Armor-Piercing.
The San Antiono-class LPD (Landing Platform Dock) requires Drone technology and deploys up to two VTOL F/A-35 close-air support aircraft and a Sea Hawk anti-submarine helicopter that can drop Sonobuoys with stealth detection capability. The LPD itself has anti-aircraft missiles for anti-aircraft defense, in addition to the F/A-35s air-to-air missiles and a Harpoon missile launcher that fires twin long-range Harpoon anti-ship missiles once every six seconds.
EFFECTIVE AGAINST VULNERABILITY SPECIAL ABILITIES UPGRADES
Destroyers, submarines.
Ground units, helicopters, vehicles.
DD(X ) CL A SS MULT I M I SSION DE ST ROY E R SPIN NER TAC IT RAIN BOW L A U N C H E R
The Tacit Rainbow Launchers require SHIELD technology and are deployed in the Spinner Command Center. They launch Titan loiter missiles towards any ground target on the map. If a Titan missile cannot find a target in the vicinity of its designated target area, it will loiter around the area at high altitude until it spots a target, or the missile is manually destroyed or shot down. The Tacit Rainbow launcher will continue to launch missiles at the designated target area until manually ordered to stop.
The DD(X) Class Multimission Destroyer re q u i res SHIELD technology upgrade, and deploys two RAH-66 Comanche stealth recon/attack helicopters. These can be upgraded with Hellfire missiles. The DD(X) can deliver long range barrage and direct fire with its very powerful twin deck guns, and has anti-aircraft missiles to protect against incoming aircraft and missiles.
VULNERABILITY SPECIAL ABILITIES UPGRADES
Submarines.
SSN -21 SE AWO L F CL A SS SUBMARINE
The Seawolf Class Attack Submarine has stealth and stealth detection capabilities. When attacking, a Seawolf submarine will launch two homing torpedoes against its target every 10 seconds. These will loiter around in the target area for 20 seconds, or until they find a target.
F/A-35 BLU-BL AC K-OUT BOMB
In addition to its normal bomb damage, with this upgrade (purchased in the Aircraft Control Tower), a successful F/A-35 sortie will also black out/disable a target structure for fifteen seconds. This is especially useful for taking out anti-aircraft and anti-tactical weapons defenses.
Anti-submarine helicopters.
U. S. ARMY
U. S. ARMY NEW BUILDING
The Shipyard is used to deploy all naval vessels. Like the Derrick structure, it can only be constructed on top of a dock which only appear in the special Navy maps. The Shipyard costs $3000 and does not require any previous technology or structures.
NEW TASK FORCE TA LO N UPGRADES
G U OS DRO N E S
This Barracks upgrade allows Task Force Commandos (and Future Force Warriors) to deploy GUOS Mines at $200 each. These are detonated by selecting the Mine, or automatically when an enemy units comes nearby. GUOS mines have stealth capacity and reveal the Fog of War in their vicinity. A Task Force Commando can only have one GUOS mine deployed at a time. After a mine has been detonated, it takes the Commando 60 seconds to recharge the GUOS Mine launcher. With the GUOS Drone upgrade, Heavy Snipers can launch regular GUOS reconnaisance drones, at no cost.
NEW U.S. ARMY UNITS
ST I N G E R
Stinger soldiers are deployed at the Barracks. They require DefCon 2 and a Field Hospital. They can Ambush and enter buildings.
FUTURE FORCE WA R R I O R
This $550 upgrade of the Task Force Commando requires a SHIELD Control Centre and has to be made individually for each Commando. Future Force Warriors are superior to Task Force Commandos in all aspects.
OIL VE IN N AN O-SAT U R AT I O N
An Oil Derrick with the nano-saturation upgrade is essentially boobytrapped if the Derrick is destroyed (or sold) and an opponent constructs a new Oil Derrick on top of it, the nano-saturation can be detonated to immediately destroy the enemy Derrick and also cause massive damage on nearby vehicles and structures While nanosaturated, the Fog of War around the Oil Vein is revealed to you.
Air threats, submarines, destroyers.
FFG-7 OLIVER HAZARD PERRY CL A SS FRIGAT E
The FFG-7 detects stealth units, including submarines, and deploys one SH-60B Sea Hawk. The Oliver Hazard Perry has a powerful deck gun capable of indirect barrage fire, and a powerful auto cannon as anti-aircraft defense. Its main offensive weapon however is a long-range Harpoon anti-ship missile that is launched once every ten seconds.
All ground units, air threat.
ARLE IGH BURKE CL A SS AEGIS DDG 51 DEST ROY E R
This guided missile destroyer requires Defcon 1. By activating its Ping radar, the Arleigh Burke can see very far, but can also be seen from far away. This destroyer can deliver short range barrage fire with its deck gun, its main offensive weapon however are twin long-range Harpoon anti-ship missile that are fired once every nine seconds, and a Tomahawk missile launcher for ground targets. Has very powerful anti-aircraft defenses with both autocannon and anti-aircraft missiles.
SSN-688 LOS ANGEL ES CL A SS SUBMARIN E
The SSN LOS ANGELES Class Attack submarine requires Defcon 2, and has stealth and stealth detection capabilities. When attacking, it will launch one homing torpedo against its target every 8 seconds. This will loiter around in the target area for 12 seconds, or until it finds a target. If ordered to attack a ground building, the Los Angeles will surface and launch very powerful Tomahawk cruise missiles.
Air threat, submarines, destroyers.
L H A-1 TA R AWA CL A SS AMPHIBIOUS ASS A U LT SHIP
The Tarawa requires Defcon 2. It deploys up to four Harrier II close-air support aircraft, and has an autocannon as anti-aircraft defense (the Harriers also carry air-to-air missiles).
Destroyers, antisubmarine helicopters.
U. S. ARMY NEW UPGRADES
M203 GREN ADE L A U N C H E R
This upgrade,now purchased per Marine, increases the damage against enemy infantry, and allows large groups of Marines to be effective against buildings and static vehicles.
CO N SO RT I U M
CO N SO RTIU M NEW BUILDING
BRADL EY TOW MISS I L E S
This upgrade, purchased in the Light Armor Depot, re q u i res DefCon 2. After purchase, your Bradleys can toggle between using its normal 25mm chaingun and TOW guided missiles that are very effective against vehicles. The TOW missiles also have longer range than the chaingun.
NEW CO N SO RTIUM UNITS
P O L ARIS SN IPE R BUGGY
This affordable, fast scout vehicle requires a Field Prison Camp, carries a Sniper in the back, and is very lightly armored. TIP: to fully utilize its ability to make rapid withdrawals, use the SHIFT key to queue commands for the Polaris Sniper Buggy.
CAMERA SHO RC U TS
COMMAND Move camera Move camera to position on mini-map Zoom camera in/out SHORTCUT KEY(S) directional arrows left click on mini-map Ctrl + up/down arrows, or page up/page down, or Scroll mouse wheel Ctrl + right/left arrows, or Press mouse wheel + move mouse End (apostrophe) left-click aircraft icon to the left of the screen press [number of group] twice Spacebar Ctrl + F1 to F4 Alt + F1 to F4
Assign unit(s) to group ctrl + 0 to 9 Note: You can now assign a unit to more than one group, in which case the group # on the screen will be replaced by a [+] indication instead. Add/Remove a unit in the selection Shift + left click Select numbered group number (1 to 0) Select an airborne/super weapon strike Show numbered group (release key to return to current camera position) Highlight the next unit type inside selection* F1 F4 Alt + number (1 to 0) Tab
Rotate camera Restore default camera direction (North) Camera chase selected unit Aircraft chase camera Center camera on numbered group Move the camera to spot of last notification (construction and upgrade complete notifications only) Save camera position Recall camera position
Highlight previous unit type inside selection* Shift+Tab Give order to only active units in selection press Ctrl while giving the order (the ones that have a larger icon in the bottom of the HUD)* * Example: you have ten units selected -- 5 Marines and 5 Javelins. You'll notice at the bottom of the screen that the icons for the Marines are larger than for the Javelins, and the Action Area shows the available actions of Marines. To give an Attack order to the Marines only, without deselecting the Javelins, press Crtl while right-clicking on the Marines target. To give a different attack order to the Javelins, without deselecting the Marines, press TAB, then press Ctrl while right-clicking on the Javelins target. Select Jefferson Select Oz Numpad 0 Numpad.
MINI-MAP SHORC U TS
COMMAND Signal on mini-map Toggle normal and aircraft mini-map mode SHORTCUT KEY(S) Alt + G Alt + A
M E SS AGE SHORC U TS
COMMAND Open chat interface to send message to all players SHORTCUT KEY(S) Shift + Enter Enter Enter (when done typing message) Open chat interface to send message to allied players only Send chat message
MENUS SHORC U TS
COMMAND Open Main Menu Quicksave (Operation and Engagement only) Quickload (Operation and Engagement only) Objective menu (Operation mode only) Player status (multiplayer only) Tactical Pause (single-player only; freezes game without opening the pause menu, allowing you to give orders to your units) Fast scroll Show health bars of all units on screen SHORTCUT KEY(S) ESC F5 F10 Alt + O Alt + O pause
Additional Co n t r i b u t i o n s
David Gasman Jodie Forest Matthew Geczy Andy Chase Jerry Di Giacomo Christian Erickson Dana Westburg Jimmy Schuman Eddy Crew Jessie Joe Walsh Allan Wenger Patrick Floersheim Voice Talent
S A L E S, MA RKET ING AND CO M M U N I C AT I O N
Keith Katz Brand Manager Rick Mehler Director of Global Brand Management Nique Fajors VP Global Brand Management Marc Metis Senior Vice President Marketing Andrea Schneider Director of Public Relations Martin Currie Vice President of Marketing Services Maleea Barnett VP, North American Sales Wim Stocks Executive VP, North American Sales Kate Crotty Traffic Manager Veronica Franklin-Smith Traffic Manager Saidia Simmons Traffic Manager Liz Fierro Marketing Services Manager
Game Co n te n t
Sbastien Brochet Lead Philippe Duparque FX Integration
Game Design
Stephan Hernandez Lead Michael Mavroz Matthiey Crpaux Game/Level Designers
3D A rt
David Legrand Director Stephane Bachelet Lead Artist Frederic Thiere 3D Artist Jean Francois Ott 3D Artist Nicolas Jeannot 3D Artist Thierry Dunter 2D & 3D Artist Cyril Jover 3D Artist
Addition al 2D A rt
Franck Fesquet 2D Artist Renaud Bec 2D Artist/Game Consulting Clment Griselain 2D Artist
PUBLISHING
Chris Bergstresser SVP, Publishing Francois Masciopinto Director, A&R and Business Development
Script Wr i t i n g
Guillaume Eluerd
Matthieu Brossette Jenny Clark Jesse Woodward Lead Tester Gregory Feuz Vincent Hattenberger Anthony Adams Assistant Lead Tester Vincent Laloy Jean-Yves Lapasset Jason Kausch Q.A. Testing Supervisor Christophe Manquant Paul Motion Ezequiel Chuck Nunez Manager of Publishing Support Rebecka Pernered Arnaud Saint-Marin Michael Vetsch Manager of Technical Support Alexandra Suttner Markus Windelen Dave Strang Manager, Engineering Services and Compatibility Lab Very Special Thanks Ken Edwards Engineering Services Specialist Chelsea Blanchard Bob Welch Dan Burkhead Engineering Services Technician Lisa Vogel Dale Brown Eugene Lai Engineering Services Technician Alan Nevin Jeff Foley Piers Sutton Beta Testing Administrator Susan OConnor Blizzard & Buddy Chris McQuinn Senior Compatibility Analyst Patricia-Jean Cody. and all the Beta testers! Compatibility Test Lead Randy Buchholz Mark Florentino Scotte Kramer Cuong Vu Compatibility Analysts Joy Schneer Director, Strategic Relations Arthur Long Strategic Relations Specialist Cecelia Hernandez Senior Manager Strategic Relations
Q UALIT Y A SS URA NCE AN D S U P P O RT
TECHNICAL SUPPORT (U.S. & CANADA )
Up-to-the-minute technical information about Atari products is generally available 24 hours a day, 7 days a week via the Internet at: atarisupport.com Through this site youll have access to our FAQ (Frequently Asked Questions) documents, our FTP (File Transfer Protocol) area where you can download patches if needed, our Hints/Cheat Codes if theyre available, and an E-Mail area where you can get help and ask questions if you do not find your answers within the FAQ. Note: In the event we must send you a Hint Sheet, FAQ document, patch or update disc via E-mail, we may require verifiable consent from a parent or guardian in order to protect childrens privacy and safety online. Consent Forms are available at the web site listed above. For phone assistance, call Atari Technical Support at (425) 951-7108. Our Interactive Voice Response system is generally available 24/7, providing automated support solutions immediat e l y. Great News! Weve improved our Automated Systems so that you can get product-specific Troubleshooting help more quickly. All you need to do is enter the products Part # when prompted to do so. This will take you directly to all of our known issues and solutions for this title. The products Part # is located in several places (on the CD label, package and/or plastic disc case) and is usually identified by a number such as 04-12345. When prompted by the Automated System, enter the last five digits of your products Part #. (For example, Part # 04-12345 would require that you enter the 12345 portion of the number for that product.) Note: Some products simply feature a five-digit Part # without an 04- prefix. Live support is generally available Monday through Friday, 8:00 AM until 6:00 PM (Pacific Time). Note: We may be closed on major holidays. Before making your call, we ask that you be at your computer, have the following information available, and be ready to take notes: System Make and Model Processor Type Operating System, including version number if possible (such as Windows XP) RAM (Memory) Video and sound card data and drivers Any screen or error messages youve encountered (and where)
P RODUCT RETURN PROCEDURES IN THE U.S. & CANADA
In the event our technicians at (425) 951-7108 determine that you need to forward materials directly to us, please include a brief letter explaining what is enclosed and why. Make sure you include the Return Merchandise Authorization Number (RMA#) supplied to you by the technician, and your telephone number in case we need to call you. You will receive the mailing address when the technician gives you the RMA#. Any materials not containing this RMA# will be returned to you unprocessed. If our technicians determine that the product storage medium is found to be defective within ninety (90) days of original purchase, (unless otherwise provided by applicable law), Atari will replace the item free of charge, to the original purchaser, if the item is accompanied by the original dated receipt and packaging.
Wa r ranty Po l i cy in the Uni ted States & Canada
ATARI WEB SITES
To get the most out of your new game, visit us at atari.com/us If you would like to chat with other gamers, as well as developers, visit our Community Forum area at ataricommunity.com Use of Atari web sites is subject to terms of service, which you can access at atari.com/us/tos
GRANT OF LICENSE The Software is licensed and not sold to you and its use is subject to this EULA. The Company grants you a limited, personal, non-exclusive license to use the Software in the manner described in the user documentation. The Company reserves all rights not expressly granted to you in this EULA. PERMITTED USES 1. If the Software is configured for loading on a hard drive, you may install and use the Software on a single computer. 2. You may make and maintain one copy of the Software for backup and archival purposes, provided that the original and copy of the Software are kept in your possession. 3. You may permanently transfer all your rights under this EULA, provided you retain no copies, you transfer all of the Software (including all component parts, the media and printed materials and any upgrades) and the recipient reads and accepts this EULA. RESTRICTIONS 1. You may not delete or obscure any copyright, trademark or other proprietary notice on the Software or accompanying printed materials. 2. You may not decompile, modify, reverse engineer, disassemble or otherwise reproduce the Software. 3. You may not copy, rent, lease, sublicense, distribute, publicly display the Software, create derivative works based on the Software (except to the extent expressly permitted in the Editor and End-User Variation section of this Agreement or other documentation accompanying the Software) or otherwise commercially exploit the Software. 4. You may not electronically transmit the Software from one computer, console or other platform to another or over a network. 5. You may not use any backup or archival copy of the Software for any purpose other than to replace the original copy in the event its destroyed or becomes defective. EDITOR AND END-USER VARIATIONS If the Software includes a feature that allows you to modify the Software or to construct new variations (an Editor), you may use such Editor to create modifications or enhancements to the Software, including the construction of new levels (collectively the Variations), subject to the following restrictions. Your Variations: (i) must only work with the full, registered copy of the Software; (ii) must not contain modifications to any executable file; (iii) must not contain any libelous, defamatory or other illegal material, material that is scandalous or invades the rights of privacy or publicity of any third party; (iv) must not contain any trademarks, copyright-protected work or other property of third parties; and (v) may not be commercially exploited by you, including but not limited to making such Variations available for sale or as part of a pay-per-play or timesharing service. TERMINATION This EULA is effective until terminated. You may terminate this EULA at any time by destroying the Software. This EULA will terminate automatically without notice from the Company if you fail to comply with any provisions of this EULA. All provisions of this EULA as to warranties, limitation of liability, remedies and damages will survive termination. LIMITED WARRANTY AND DISCLAIMER OF WARRANTIES You are aware and agree that use of the Software and the media on which is recorded is at your sole risk. The Software and media are supplied AS IS. Unless otherwise provided by applicable law, the Company warrants to the original purchaser of this product that the Software storage medium will be free from defects in materials and workmanship under normal use for ninety (90) days from the date of purchase. The warranty is void if the defect has arisen through accident, abuse, neglect or misapplication. If the Software fails to conform to this warranty, you may at your sole and exclusive remedy, obtain a replacement free of charge if you return the defective Software. Follow the Product Return Procedures described in the Manual. The Company does not warrant that the Software or its operations or functions will meet your requirements, or that the use of the Software will be without interruption or error. TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING AND WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DOES NOT WARRANT, GUARANTEE OR MAKE ANY REPRESENTATION REGARDING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED WARRANTIES, SO THE ABOVE EXCLUSIONS AND LIMITATIONS MAY NOT APPLY TO YOU. LIMITATION OF LIABILITY IN NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANY INCIDENTAL, INDIRECT, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, OR ANY DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR INJURY TO PERSON OR PROPERTY, FOR LOSS OF PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, LOSS OF PRIVACY, FAILURE TO MEET ANY DUTY AND NEGLIGENCE) ARISING OUT OF OR IN ANY WAY RELATED TO THE USE OR INABILITY TO USE THE SOFTWARE, EVEN IF THE COMPANY OR AN AUTHORIZED REPRESENTATIVE OF THE COMPANY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU. IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED THE AMOUNTS ACTUALLY PAID BY YOU FOR THE SOFTWARE. CHOICE OF LAW AND VENUE This EULA is governed by the laws of the United States of America and the State of New York, exclusive of its conflicts of law provisions. The exclusive venue for litigation regarding or arising from this EULA is New York County, New York and you agree to submit to the Jurisdiction of the courts of New York County, New York for any such litigation. MISCELLANEOUS If any provision or portion of this EULA is found to be unlawful, void, or for any reason unenforceable, it will be severed from and in no way affect the validity or enforceability of the remaining provisions of the EULA. This EULA constitutes the entire agreement between you and the Company regarding the Software and its use.
Act of War: High Treason 2006 Atari Interactive, Inc. All Rights Reserved. All trademarks are the property of their respective owners. Developed by Eugen Systems. Portions of this software are copyright 1996-2002 The FreeType Project www.freetype.org. All rights reserved. 2005, Xiph.Org Foundation. This product contains software technology licensed from GameSpy Industries, Inc. 1999-2006 GameSpy Industries, Inc. GameSpy and the Powered by GameSpy design are trademarks of GameSpy Industries, Inc. All rights reserved. Act of War: High Treason is a work of fiction. Any similarities to existing persons, organizations and events are purely coincidential.
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1. Act of War: Direct Action (DVD)
2. Act of War: High Treason
3. LEGO Star Wars III: The Clone Wars