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Читы для Warcraft 2: Tides of Darkness

Чит-файл для Warcraft 2: Tides of Darkness

Warcraft 2:
Tides of Darkness

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Blizzard Entertainment
Издатель:Blizzard Entertainment
Модель распространения:розничная продажа
Жанры:Strategy (Real-time) / Top-down
Похожие игры:Dune 2: The Building of a Dynasty, Warcraft: Orcs & Humans
Multiplayer:(8) модем, нуль-модем, LAN

Даты выхода игры

вышла в 1995 г.

Hint [ENG]

Информация актуальна для
Orcish Units Listing - Version 1.0
By Roland Carlos
FongSucks@hotmail.com

---------------
Version Updates

1.0 - January 15, 1999: Descriptions added.
0.5 - January 13, 1999: First release of guide. Basic stats included,
descriptions soon to be included.

------------
Little Intro
The Orcs relyed on brute strength for the First War. The only standouts were
the Necromancers who were killed in the First War. The Second War brought on
the Trolls, Ogres, and Goblins. In order to replace the lost Necromancers,
Gul'Dan, the last Necromancer used the dead Knights of the First War to
become Death Knights.

Explanations:
Visual Range - How far the unit can see
HP - How much damage it can take
MP - How much magical power it has
Build Time - How much time it takes to train
Gold Cost - How much gold it costs to train this unit
Lumber Cost - How much lumber it costs to train this unit
Oil Cost - How much oil it costs to train this unit
Armor - How much protection this unit has
Requirements - What, if anything, is needed to train this unit
Basic Damage - The damage that is done that is affected by armor
Piercing Damage - The damage that is done regardless of any factors
Effective Damage - The least damage done to the most
Attack Range - How far it can attack
Speed - How fast the unit can go

----
Peon

Visual Range: 4
HP: 30
MP: 0
Build Time: 45
Gold Cost: 400
Lumber Cost: 0
Armor: 0
Requirements: Great Hall
Basic Damage: 3
Piercing Damage: 2
Effective Damage: 1-5
Attack Range: 1
Speed: 10

Easy targets for many enemy units, they usually go for these since they are
easily killed due to lack armor and low HP. You need to protect your workers
from attacks by enemy units or Blizzard/Death and Decay (which can really
hurt miners). Make sure to have several extra workers on hand to build
and to repair buildings.

-----
Grunt

Visual Range: 4
HP: 60
MP: 0
Build Time: 60
Gold Cost: 600
Lumber Cost: 0
Armor: 2
Requirements: Barracks
Basic Damage: 6
Piercing Damage: 3
Effective Damage: 2-9
Attack Range: 1
Speed: 10

Use this unit for early attacks when you can't build anything better. They
can also be used as support units later in the game, but for main attacks,
go with something better.

----------------
Troll Axethrower

Visual Range: 5
HP: 40
MP: 0
Build Time: 70
Gold Cost: 500
Lumber Cost: 50
Armor: 0
Requirements: Barracks, Lumber Mill
Basic Damage: 3
Piercing Damage: 6
Effective Damage: 3-9
Attack Range: 4
Speed: 10

This unit will be used throughout the game since it is the cheapest ranged
attacker. It can also be upgraded into better unit after upgrading your Great
Hall.

---------------
Troll Berserker

Visual Range: 6
HP: 50
MP: 0
Build Time: 70
Gold Cost: 500
Lumber Cost: 50
Armor: 0
Requirements: Barracks, Lumber Mill, Berserker Training at Lumber Mill
Basic Damage: 3
Piercing Damage: 6
Effective Damage: 3-9
Attack Range: 4
Speed: 10

Make sure to upgrade this unit to the most. Once it is fully upgraded, this
unit will be a major killing machine. Just remember it still cannot take
hits well.

----
Ogre

Visual Range: 4
HP: 90
MP: 0
Build Time: 90
Gold Cost: 800
Lumber Cost: 100
Armor: 4
Requirements: Barracks, Blacksmith, Ogre Mound
Basic Damage: 8
Piercing Damage: 4
Effective Damage: 2-12
Attack Range: 1
Speed: 13

This unit is a better Footman that costs more. Use these in place of Footmen
when you are able to build them.

---------
Ogre-Mage

Visual Range: 5
HP: 90
MP: 255
Build Time: 90
Gold Cost: 800
Lumber Cost: 100
Armor: 4
Requirements: Barracks, Blacksmith, Ogre Mound, Ogre-Mage Upgrade at Altar of
Storms
Basic Damage: 8
Piercing Damage: 4
Effective Damage: 2-12
Attack Range: 1
Speed: 13

Magic Spells:

Eye of Kilrogg - Costs 70 MP
Using this spell creates a whole unit. The unit is an eye which can fly at
a high speed. It can die easily due to its low HP total. It will kill itself
after some time if not killed already.

Bloodlust - Costs 50 MP
Bloodlust makes the selected unit attack with greater force. The attacks done
by the unit will hurt more than if he attacked regularly.

Runes - Costs 200 MP
Using Runes creates 5 mines at the selected point. These mines can hurt
anyone who walks over them. After walked over, the mine is gone.

The Ogre-Mages are the reason many people play Orcs. Not because of Eye of
Kilrogg (it sucks as a scout, it dies easily and gives you little info), but
because of Bloodlust. Bloodlust is cheap and can be cast many times. It also
lasts a good while. Using Bloodlust on other Ogres can be fatal to the enemy.
Their fast attacks and super power will kill most anything in its way. Runes
is also good, but costs too much to be used a lot.

--------
Catapult

Visual Range: 9
HP: 110
MP: 0
Build Time: 250
Gold Cost: 900
Lumber Cost: 300
Armor: 0
Requirements: Barracks, Lumber Mill, Blacksmith
Basic Damage: 80
Piercing Damage: 0
Effective Damage: 25-80
Attack Range: 8
Speed: 5

This is a very useful unit. It has the longest range so it can attack towers
and ships without fear of retaliation. However, it can attack far away
enemies without your knowledge, sometimes provoking a whole group to attack.
If not prepared, it can hurt you.

------------
Death Knight

Visual Range: 9
HP: 60
MP: 255
Build Time: 120
Gold Cost: 1,200
Lumber Cost: 0
Armor: 0
Requirements: Temple of the Damned
Basic Damage: 0
Piercing Damage: 9
Effective Damage: 5-9
Attack Range: 2
Speed: 8

Magic Spells:

Death Coil - Costs 100 MP
This spell can help you in two way. First, the selected unit will lose HP.
Second, the Death Knight who casts it will gain HP equal to the HP lost by
the selected unit.

Haste - Costs 50 MP
This spell will slow the movement of a unit to a double pace for a limited
time. So far, the attack speed has not been proven to be faster by affected
units. The speed gained is about double of the regular total.

Raise Dead - Costs 50 MP per Skeleton
This spell will make the dead, de-composing bodies of fallen units turn into
Skeletons. This spell will create Skeletons from any bodies nearby the
selected point. It will create as many as possible.

Whirlwind - Costs 100 MP
Whirlwind creates a tornado that cannot be controlled. Once cast at the
selected area, it will move at its own pace, even towards you if it likes.
The Whirlwind will do damage to the place where it was.

Unholy Armor - Costs 100 MP
This spell will make the selected unit invulnerable to attacks by enemies. It
is impossible for the unit to be damaged. However, using this spell will make
the selected unit lose some HP.

Death and Decay - Costs 25 MP per attack
The death knight casts death vapor over a certain area. The death vapor will
come in groups. The more MP available, the more death vapor created to
attack.  The death vapor can be stopped without using all MP by just pressing
stop.

The Death Knight is a good unit, but isnt used as much as the Mage. Death
Coil, Haste, Raise Dead, and Unhold Armor are OK spells, but are not very
useful in the long run. Whirlwind and Death and Decay do a lot of damage so
they are the most used spells by a Death Knight.

--------------
Goblin Sappers

Visual Range: 4
HP: 40
MP: 0
Build Time: 200
Gold Cost: 700
Lumber Cost: 250
Armor: 0
Requirements: Goblin Alchemist
Basic Damage: 4
Piercing Damage: 2
Effective Damage: 1-6
Attack Range: 1
Speed: 4

The damage done by exploding is 400.

Build up these dudes so you can use to them to kill buildings. Try to place
them where they can do the most damage (in between nearby buildings for
example).

---------------
Goblin Zeppelin

Visual Range: 9
HP: 150
MP: 0
Build Time: 65
Gold Cost: 500
Lumber Cost: 100
Armor: 2
Requirements: Goblin Alchemist, Lumber Mill
Basic Damage: 0
Piercing Damage: 0
Effective Damage: 0
Attack Range: 0
Speed: 17

These flyers are only good for scouting around and watching over empty gold
mines. Try not to get them killed since they are important to making sure
you know what is going on.

------
Dragon

Visual Range: 6
HP: 100
MP: 0
Build Time: 250
Gold Cost: 2,500
Lumber Cost: 0
Armor: 5
Requirements: Dragon Roost
Basic Damage: 0
Piercing Damage: 16
Effective Damage: 8-16
Attack Range: 4
Speed: 14

This flyer is important since it can do a lot of damage. Anything that is in
way of its attack will take some damage, even allies. Make sure to space out
your flyers so that they will not get hurt by their own attacks.

----------
Oil Tanker

Visual Range: 4
HP: 90
MP: 0
Build Time: 50
Gold Cost: 400
Lumber Cost: 200
Armor: 10
Requirements: Shipyard
Basic Damage: 0
Piercing Damage: 0
Effective Damage: 0
Attack Range: 0
Speed: 10

Protect these ships from enemies since they hold the precious oil for you to
use on ships.

---------------
Troll Destroyer

Visual Range: 8
HP: 100
MP: 0
Build Time: 90
Gold Cost: 700
Lumber Cost: 350
Oil Cost: 700
Armor: 10
Requirements: Shipyard
Basic Damage: 35
Piercing Damage: 0
Effective Damage: 2-35
Attack Range: 4
Speed: 10

The basic ship, it is useful for early water attacks, but for nothing after
that. Their only advantage in later water battles is that they can attack air
units.

---------
Transport

Visual Range: 4
HP: 150
MP: 0
Build Time: 70
Gold Cost: 600
Lumber Cost: 200
Oil Cost: 500
Armor: 0
Requirements: Shipyard, Foundry
Basic Damage: 0
Piercing Damage: 0
Effective Damage: 0
Attack Range: 0
Speed: 10

The only use of this ship is send up to 6 ground units onto other soil. Make
sure to protect these since if they die, the units inside die as well.

-----------------
Ogre Juggernaught

Visual Range: 8
HP: 150
MP: 0
Build Time: 140
Gold Cost: 1,000
Lumber Cost: 500
Oil Cost: 1,000
Armor: 15
Requirements: Shipyard, Foundry
Basic Damage: 130
Piercing Damage: 0
Effective Damage: 50-130
Attack Range: 6
Speed: 6
                                        
The powerhouses of the water, these ships are very useful in taking water
control. However, they cannot fire on air units so know that. They can be
killed if attack by enough ships, but it will take some while and the enemy
will lose some ships.

------------
Giant Turtle

Visual Range: 5
HP: 60
MP: 0
Build Time: 100
Gold Cost: 800
Lumber Cost: 150
Oil Cost: 900
Armor: 0
Requirements: Shipyard, Goblin Alchemist
Basic Damage: 50
Piercing Damage: 0
Effective Damage: 10-50
Attack Range: 4
Speed: 7

A fun unit to use, it can do a lot of damage before dying. This unit will
be undetected by enemies until a flyer or tower can view it. The firing rate
of this unit is very fast so you can kill ships very quickly.

----------
Disclaimer

This guide can and should be given out as long as it is not altered in any
way. The guide's purpose is to help people play Warcraft 2 and that is its
only purpose. This guide cannot be used in any commerically such as, but not
limited to, Magazines, Books, Guides, without first contacting the author for
his consent. Credit must given if you take information from this guide.

Warcraft 2 is a trademark of Blizzard Inc., copyright 1996.
All other trademarks copyright their respective owners.

Copyright Roland Carlos 1999

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