KKND2:KROSSFIRE

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  Создание юнитов в конструкторе юнитов разных рас

 

                                                                            Конструктор мутантов

Bases (capacity)

Description

Small (5) – grizzly bear

Smallest and fastest of the bunch, these bases carry light loads quickly. Carry 5 points of turrets / extras

Medium (7) – cholopod

More armored, slightly slower and they can hold 7 points worth of turrets and extras.

Large (10) – ankylsaur

The big kahuna. Holds 10 points of turrets and extras, moves pretty slowly, but in a protected kinda way.

Turret (capacity)

Description

Small APC (5)

Small Armored Personnel Carriers. They carry up to 5 infantry or one small vehicle / animal. In armored comfort!

Large APC (10)

Large Armored Personnel Carriers. Can carry 10 infantry units or 2 small animals (or a combination) or 1 animal. Transport craziness!

Repair attachment (7)

Creates a kind of Mobile Repair Bay, so big units - including aerial units - can be healed on the go. Will heal themselves too, if there's no-one around to deal with.

Radar attachment (2)

Makes the Constructible a mobile radar, so you can keep an eye on that pesky enemy.

Artillery (10)

Long-range weapons, but note that they have a minimum range too - so protect them if the enemy gets close.

Anti–aircraft (6)

A weapon that can only target air units, but can move closer to where they are to get 'em.

Acid Turret (5)

Good, damaging weapon, best against buildings, but pretty good against everything else too.

Spirit Arrow Turret (7)

Big arrows for big units. A delightful anti-vehicle/anti-animal weapon.

Frenzy (10)

The fabled Berzerker Ray. Creates an area of cra-a-aziness around it which makes all its army's units fight better (they dish out more damage, take less damage, get more accurate - you know the drill).

Extras

Description

Speed (1)

Increases the speed of the unit.

Armor (1)

Toughens the unit, boosting its armor rating.

Self Repair (2)

Gives the unit the ability to repair itself, so long as it is not moving or attacking.

Radar Jam (2)

Creates a field around itself, preventing the unit from showing up on radar.

Destruct (2)

Packs some mean explosives into your unit, so that when it does, it explodes in a nasty area-of-effect kinda way.

Конструктор выживших

Bases (capacity)

Description

Small (5) – armored vehicle

Smallest and fastest of the bunch, these bases carry light loads quickly. Carry 5 points of turrets / extras

Medium (7) – armored vehicle

More armored, slightly slower and they can hold 7 points worth of turrets and extras.

Large (10) – armored vehicle

The big kahuna. Holds 10 points of turrets and extras, moves pretty slowly, but in a protected kinda way.

Turret (capacity)

Description

Small APC (5)

Small Armored Personnel Carriers. They carry up to 5 infantry or one small vehicle. In armored comfort!

Large APC (10)

Large Armored Personnel Carriers. Can carry 10 infantry units or 2 small vehicles (or a combination) or 1 large vehicle. Transport craziness!

Repair attachment (7)

Creates a kind of Mobile Repair Bay, so big units - including aerial units - can be repaired on the go. Will repair themselves too, if there's no-one around to deal with.

Radar attachment (2)

Makes the Constructible a mobile radar, so you can keep an eye on that pesky enemy.

Artillery (10)

Long-range weapons, but note that they have a minimum range too - so protect them if the enemy gets close.

Anti–aircraft (6)

A weapon that can only target air units, but can move closer to where they are to get 'em.

Plasma Turret (5)

Good, damaging weapon, best against buildings, but pretty good against everything else too.

Stealth Turret (7)

The Stealth turret creates an aura of Radar Jam around it so that other friendly units close by are also hidden from enemy radar.

EMP Generator (10)

Electro Magnetic Pulse. More than a mouthful of words, this turret saps energy out of things quickly. Great against buildings, but pretty darn good against everything else too.

Sonic Boom (10)

Good for creatin' bleedin' ear'oles. Makes a boom designed to shuder small units to death. "Gosh I'm sure there was some infantry here a second ago...". Sonic Boom affects vehicles a little, but animals moreso (the ears, y'see).

LTA (10)

The Localized Temporal Anomaly. Creates a crazy time warp, sending enemy units a few seconds into the future so you don't have to deal with them all at once. To us boring "static rate of time" folk, the visual effect is just to make the units disappear and reappear in a few seconds' time.

Extras

Description

Speed (1)

Increases the speed of the unit.

Armor (1)

Toughens the unit, boosting its armor rating.

Self Repair (2)

Gives the unit the ability to repair itself, so long as it is not moving or attacking.

Radar Jam (2)

Creates a field around itself, preventing the unit from showing up on radar.

Destruct (2)

Packs some mean explosives into your unit, so that when it does, it explodes in a nasty area-of-effect kinda way.

Конструктор Серии 9

Bases (capacity)

Description

Small (5)

Smallest and fastest of the bunch, these bases carry light loads quickly. Carry 5 points of turrets / extras

Medium (7)

More armored, slightly slower and they can hold 7 points worth of turrets and extras.

Large (10)

The big kahuna. Holds 10 points of turrets and extras, moves pretty slowly, but in a protected kinda way.

Turret (capacity)

Description

Small APC (5)

Small Armored Personnel Carriers. They carry up to 5 infantry or one small vehicle. In armored comfort!

Large APC (10)

Large Armored Personnel Carriers. Can carry 10 microunits or 2 small macrounits (or a combination) or 1 large bot. Transport craziness!

Repair attachment (7)

Creates a kind of Mobile Repair Bay, so big units - including aerial units - can be repaired on the go. Will repair themselves too, if there's no-one around to deal with.

Radar attachment (2)

Makes the Constructible a mobile radar, so you can keep an eye on that pesky enemy.

Artillery (10)

Long-range weapons, but note that they have a minimum range too - so protect them if the enemy gets close.

Anti–aircraft (6)

A weapon that can only target air units, but can move closer to where they are to get 'em.

Flame Turret (5)

Good, damaging weapon, best against buildings, but pretty good against everything else too.

Laser Turret (6)

An all-round groovy, damaging turret. But best against vehicles/animals.

Shield Generator (10)

Increases armor rating and negates a lot of the enemy attacks for all of its own army members that can fit in its area of effect.

Extras

Description

Speed (1)

Increases the speed of the unit.

Armor (1)

Toughens the unit, boosting its armor rating.

Self Repair (2)

Gives the unit the ability to repair itself, so long as it is not moving or attacking.

Radar Jam (2)

Creates a field around itself, preventing the unit from showing up on radar.

Destruct (2)

Packs some mean explosives into your unit, so that when it does, it explodes in a nasty area-of-effect kinda way.

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