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CannonsHelp
In this game, your objective is to destroy all enemy cannons. Controls
SetupTo start setup, click the "setup" button. Fill out the number of cannons on each teams, the number of teams, and the names of the teams. Note: You should not exceed eight cannons total as there is not enough room on most of the levels for more than eight. It would be unfair for someone to not get deployed into the level. Debug ModeYou may enter debug mode by pressing 'D' from the setup menu. This mode is for testing missiles. Debug mode creates six cannons named Debugger 1 - Debugger 6. All cannons have infinite ammo and upgrades of all types (even experimental ones not buyable in the store). In debug mode, there are also guides that show you exactly how missiles will fly through the air prior to firing. OptionsWMDs - Turning this off will remove the "weapons of mass destruction" (see CannonsMissiles) from the store. Usually keep this off for a more "serious" game, as they are somewhat overpowered. Air Strikes - Turning this off will remove air strikes from the store. Differential - Turning this off will disable "differential" (described later) Wind - Turning this off will disable wind (described later) Movement- Turning this off will disable all cannon movement, including rocket jumps. Dynamic Prices - Turning this on will enable dynamic pricing (described later). Disabled is recommended as the system doesn't work very well yet. Money Factor - All money gained will be multiplied by this factor. Damage Factor - All damage taken will be multiplied by this factor. Wall Health Factor - Wall health will be multiplied by this factor. StoreWhen you start the game and at the end of each level, you go to the store. The store is where you buy different kinds of missiles. The missiles are displayed in a table. To the right of each missile name is the price and the button with which to buy the missile. If the button is red, you don't have enough money to buy it. It the button is blue, you have enough money. For descriptions of all the missiles, go to CannonsMissiles. CannonsTips contains some tips as to missiles you should buy when you're new to the game. To give the next cannon a chance to buy, click "Next Cannon". After everybody is finished buying, press the "Continue" button to continue to the next level. When you do so, four buttons will pop up. "Random" will pick the next level randomly. "Select" will allow you to pick the next level from a menu. "Custom" will allow you to load a level you have created in the CannonsEditor. "Generate" will generate a random level. This is not recommended as the level generator doesn't work very well yet. Store OptionsAutoShield - AutoShield can be toggled on and off through a button at the top-left corner of the store. It automatically applies a shield for you when the next level starts. AutoArmor - AutoArmor automatically applies your armor like AutoShield. Since armor carries over between rounds, AutoArmor will only apply an armor plate if no armor will be wasted. GameplayIn each level, your objective is to destroy all enemy cannons. To achieve this goal, you will have to fire missiles at your enemies. Use the arrow keys to manipulate your cannon's aim, using left and right to adjust the angle the missile will be fired at and up and down to adjust the power. Then select an appropriate missile using Q and W to cycle through them. For an overview of what each missile does, go to CannonsMissiles. Press space to fire, and hope for the best. Missiles will do damage to cannons near their explosion point, diminishing with distance. Many missiles create more missiles when they detonate, and others have other special characteristics. After there is only one team surviving, the game proceeds to the store. If there is mutual consent among the surviving players that it is too difficult for them to hit each other, they can press 'S' to go to the store early. If you do not like the level that has been picked, you can press 'R' to repick the level. This will not work after any missiles have been fired. Pressing 'Control-R' will allow you to select the level using the room pick dialog. MovementYou can move left and right using the A and D buttons. Your cannon can climb slopes that are not too steep. You have limited fuel, shown in the status readout in the top left. It replenishes at the start of each of your turns. You may also execute a rocket jump by pressing J. This will propel you upwards at the cost of 50 fuel and 10 damage. You can use A and D while you are in the air to control your direction. And yes, you can fire missiles while in the air. =) UpgradesUpgrades can be attached to missile to give them various bonuses. The currently selected upgrade is displayed next to the currently selected missile. "Normal" means no upgrade. The upgrade can be switched by pressing E. Upgrades require charges to be bought. The current number of charges you have of an upgrade is next to the upgrade name. To the right of that number is the number of charges required to fire the current missile with that upgrade. If you don't have enough charges, you will be unable to fire the missile. For a full description of all the upgrades, go to the upgrades secion of CannonsMissiles. DifferentialWhen a cannon loses health, it becomes less accurate. The less health it has, the larger its differential becomes. The angle is adjusted up to one point in either direction for every five points of damage you have taken. Differential can be turned on or off in the options. PointsYou receive points for damaging cannons on opposing teams. These points are used for buying in the store. Inflicting one point of structure damage awards 150 points, and inflicting one point of shield damage awards 50 points. TerrainLevels are full of terrain. There are different kinds of terrain. Normal - This terrain is a solid color and is destroyed by explosions. Wall - Walls have 200 hitpoints and take damage just like cannons. When they are destroyed, they create an atom bomb sized explosion. Watch out for chain reactions where one wall destroys many more! Invincible Wall - Invincible walls are like walls, but cannot be damaged or destroyed. You can tell them apart because they do not have a small health bar at the top of their sprite, unlike normal walls. Antigrav Dot If a missile strays too close to the antigrav dot, gravity suddenly starts pulling it up! Once it goes out of range, normal gravity is restored. Attract/Repel Dots These dots repel or attract missiles towards them rather weakly. WindWind blows missiles in a certain direction. The current wind is displayed in the top bar. The arrow points in the direction it is blowing and the length of the arrow shows its intensity. Wind will never change while there are missiles in the air. Dynamic PricingIf you selected the Dynamic Pricing option at the beginning of the game, the store's prices will automatically adjust based on how many of each missile have been bought. The following rules apply: The adjust threshold is half the number of players in the game. If nobody buys a missile, the price goes down 3% If the number is under the threshold, the price goes down 1-2% If the number is above the threshold, the price goes up (number - threshold) ` 2 percent. |