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Topic Subject: Official RoL Tips and Tricks
posted 04-10-06 01:04 AM EDT (US)   
Rise of Legends Tips and Tricks

Hello, I have typed down all of the Rise of Legends tips and tricks from the demo.

Hopefully this will help you if you want to take a look at them outside of the game. Or you can use CTRL + F, and search for a tip here.

The guide will be divided into five parts:

  • Basic Tips
  • Vinci Tips
  • Alin Tips
  • Cuotl Tips
  • Advanced Tips

    To Top

    Basic Tips

    1. Learning to Play

  • Campaigns: If you are new to Real Time Strategy games or simply wish to use a Learn-as-you-Play system, we recommend that you play the Campaigns first.

  • Tips: These tips also include useful information on how to play. You can access these tips at any time from the ESC Menu (repeatedly press the ESC key during the game).

    2. Basic Game Controls

  • Select Unit: Left-click on the unit.

  • Move Unit: With unit selected, right-click on the place you want that unit to go.

    3. Basic Game Controls

  • Select Multiple Units: Use the left mouse button to drag a box around the units.

  • Attack: Select unit(s) (left click) then right-click on a unit or building you want to attack.

    4. Basic Camera Controls

  • Pan the Map View: Move the mouse to the edge of the screen to pan the map in that direction.

  • Zoom In and Out: Roll the mouse wheel to zoom in and out.

    5. Building vs. Districts

  • In Rise of Legends, there are two main types of structures: buildings and disctricts.

  • Remember, to be successful in Rise of Legends you will need to build both types of structures.

    6. Buildings vs. Districts

  • Buildings: Buildings such as Mines, Barracks, and Aerodromes are built using the build button. You don't need a special "civilian" or "builder" unit to construct a building in Rise of Legends, you just place the building where you want it and it constructs itself!

    7. Buildings vs. Districts

  • Districts: Districts such as Military Districts and Palace Districts are added to your City by first selecting your City then choosing the appropriate district from the main options grid. Then just use the mouse to place the disrict on the map next to your city and click: the district will build by itself.

    8. Resources

  • There are two main types of resources: Timonium and Wealth. You will need to gather these resources and use them to purchase new buildings and units.

  • The number next to the Timonium symbol in the upper left of the screen shows you how much Timonium you currently have. The Wealth number next to it shows how much Wealth you have available right now.

    9. Resources

  • Timonium: Timonium is gathered by selecting a Mine and building Miners. These Miners can be assigned to any Mine or Timonium deposit. You can also build new mines near Timonium patches in order to enhance resources gathering there.

  • Mines: You don't need to have a Mine at every Timonium deposit to which you send miners, but the presence of a Mine will increase your collection rate.

    10. Resources

  • Wealth: Wealth is gathered by Caravans, which are created by first selecting your City and then clicking on the Create Caravan button. You may need to build additional Merchant Districts at your City in order to create more Caravans. Caravans gather Wealth by forming trade routes between Cities and sites; a side-benefit is that neutral sites become more friendly the more you trade with them, and may even join you as allies.

  • Note: Cuotl players gather Energy instead of Wealth. Energy is described in the Cuotl tips.

    11. Heroes

  • Heroes are some of your most powerful units. Available heroes are shown along the left side of the screen.

  • Summoning a new Hero: Left-click on the hero icon in the upper left of the screen and right-click on the area of the map where you want that hero.

    12. Heroes

  • Selecting or Locating a Hero: Left-clicking on the hero icon is a convenient shortcut to your hero. Double-clicking on the icon will center the view on your hero.

    13. Heroes

  • Hero Powers: Once a hero is selected, his or her powers are shown in the main options grid to the right of the minimap.

  • Upgrading Powers and Levels: Vinci and Alin heroes can upgrade their powers directly--just select an upgrade option from the middle row of the grid. Your hero will gain experience and levels as you purchase power upgrades. Cuotl heroes gain levels by activating their powers.

    14. Heroes

  • Reinforcing a Hero: If you have other units selected, you can send them to reinforce your hero by right-clicking on the hero's icon. Your units will attempt to join your hero on the map (and will also join any control group of which your hero is already a member). Rally points from buildings can also be set on hero icons.

    15. Population Cap

  • The Population Cap shows your current unit population and the maximum you can support.

  • Civilian units cost only 1 point of population to support; small military units cost 2 and larger units can cost much more.

    16. Population Cap

  • When the Population Cap number turns red, you have reached your cap and cannot create any more units.

  • Add Military Districts to your City to raise this cap.

    17. Population Cap

  • On some maps you can also capture sites such as Inns and Oases to increase your Population Cap.

    18. Resource Cap

  • The Resource Cap displays the maximum rate per minute that you can gather resources (e.g. Timonium, Wealth).

    19. Resource Cap

  • When the Resource Cap number turns red, you are trying to gather more resources than you can currently handle and resources are being wasted.

  • Add Merchant Districts to your City to increase this cap. (^ Cuotl players add Reactor Districts)

    20. Resource Cap

  • On some maps you can capture sites such as Vaults and Engravers to increase your Resource Cap.

    21. Scouting the Map

  • Scouting: Use your scout unit to discover important sites, cities, relics, and other locations on the map.

    22. Scouting the Map

  • Locating your Scout: You can press the apostrophe (') key to locate and select your scout. If you have more than one scout you can press the key several times to cycle through your scouts.

    23. Scouting the Map

  • Auto Explore: You can select your scout unit and click the Auto Explore button to have it explore automatically.

  • Waypoints: Even better, use a series of SHIFT + right-clicks on the minimap to give your scout a series of waypoints. Your scout will automatically explore any relics it notices along the way.

    24. Relics

  • Relics are hidden about the map. Whenever your scout finds a Relic, you recieve an instant Timonium bonus! Try to collect them before your opponents get them.

    25. Sites and Cities

  • As you explore the map you will find many important Sites and Cities. Sites include special buildings such as Inns, Oases, Camps, and Shrines. Cities are sites which can be upgraded into full-sized cities to which you can add new districts.

    26. Sites and Cities

  • Attacking, Trading, and [/b]Purchasing:[/b] Neutral sites and cities are usually guarded by defenders. You can choose to attack and conquer them, or send your Caravans to trade with them hoping to gain them as allies. You can also spend your Wealth to purcahse their friendship; the price to purcahse a City or Site goes down whenever one of your Caravans visits to trade.

    27. Sites and Cities

  • Benefits: Capturing sites allows you to use their special powers and create special units. Capturing cities allows you to create new districts much more cheaply. Capturing either type of building increases

    your territory on the map and helps you expand your control.

    28. Storming

  • Capture Cities and Sites: Storming is the process through which cities and sites can be captured. When you storm a City or site, you gain control of it!

    29. Storming

  • How to Storm: In order to storm a City or site, you must first attack it and reduce its health to zero. Then you must have Military Superiority in the immediate area -- that is, you need to have

    more/larger combat units and buildings nearby than any other player.

    30. Storming

  • Storm Buttons: If you have any soldier units in the area (e.g. Imperial Musketeers, Desert Walkers, Sentinels, etc.) then you can choose to click the numbered Storm button to speed up storming. This will immediately reduce the health of the targest building to zero, causing the Storm Time to start. The number superimposed on the Storm button is the number of soldier units which will be temporarily removed from the map during the Storm Timer; these units will also take damage.

    31. Storming

  • Storm Timer: Once a City or site is being stormed, the Storm Timer will appear, showing the color of the player storming the building. Once the Storm Timer is complete, the new owner takes control of the building.

  • Breaking a Siege: Note that if the defending player re-establishes military superiority before the storm timer is complete, the timer will run backwards and the siege may be broken!

    32. Research

  • Research Points: The number superimposed over the Research Button shows your current Research Points. Each nation gains Research Points in a different way.

    33. Research

  • Research Button: Click the Research Button (or press the L key) to see your nation's research options.

    34. Research

  • Unique Advances: Each nation has its own set of unique advances to be researched. You can choose to specialize in one or two lines of advance, or spread your research out evenly over all of the lines. The choices you make in researching advances will allow you pursue different strategies.

    35. Minimap

  • The smaller map in the lower left of the screen is called the Minimap. This map allows you to take in the strategic situation in a glance. It shows all of the units, buildings, cities, sites, and relics which you have seen. It also shows the national borders of every player you have encountered.

    To Top

    Vinci Tips

    1. Vinci Research Points

  • The Vinci gain Research Points by building Research Labs (click on the Build button and then click on Research Lab).

    2. Vinci Research Points

  • Research Labs can also be upgraded into unique Vinci buildings, providing even more Research Points.

    3. Vinci Research Points

  • If you have built and/or upgraded Research Labs, you can locate them (and cycle between them) by pressing SHIFT + L.

    4. The Prototype Factory

  • In addition to normal research, the Vinci start the game with a unique building called the Prototype Factory.

  • Earning Prototypes: You can earn trips to the Prototype Factory by building Industrial Districts in your cities.

    5. The Prototype Factory

  • Researching Prototypes: To see what prototypes are available for research, click the Prototype Factory button (the purple button next to the research button) or press the K key.

    6. The Prototype Factory

  • Prototype Rules: Three prototypes are available at any given time, but you can only pick one -- the other two disappear once you have chosen! Only the final, most advanced level has prototypes which can be researched repeatedly.

    7. Attrition

  • When your troops move into enemy territory, they automatically take attrition damage and can die.

    8. Attrition

  • Protect your troops from attrition by building a Cargo Dirigible at the Aerodrome.

  • Keep your Cargo Dirigible close to units while moving in enemy territory. If upgraded, the Dirigible can also be used to transport your units.

    9. Attrition

  • Research Politics advances to cause attrition damage to your enemies. Research Scavenge advances to provide your own troops with additional protection.

    10. Vinci City Districts

  • Military District: Increases your Population Cap, increases the City's hit points, and allows the City to defend itself. Also provides a free Imperial Musketeer unit, plus another for each Palace District you build there. The Population Cap effect is also increased for each Palace District.

    11. Vinci City Districts

  • Merchant District: Increases your Resource Cap, allows you to build an additional Caravan, and increases the Wealth value of all trade routes in your nation. The Resource Cap effect is increased for each Palace District.

    12. Vinci City Districts

  • Industrial District: Unique to the Vince, each Industrial Districts you build provides you with one new prototype from your Prototype Factory. Industrial Districts also speed up building construction and unit creation; these effects are increased for each Palace District in the City.

    13. Vinci City Districts

  • Palace District: The first Palace District you build converts a City into a Large City; the second makes it a Great City. This makes your City stronger, a more lucrative trade location, and increases the effects of all the city's other districts. The very first Palace District you ever build also makes that City your Capital -- and if you lose your Capital you will lose the game.

    14. Vinci Research Advances

  • Politics: Increases your National Borders and causes Attrition damage to enemies in your territory. Also lowers the cost to Purchase neutral sites, and lowers the amount of damage your soldiers take when storming a City or site using the Storm button.

    15. Vinci Research Advances

  • Prosperity: Allows your troops to heal themselves while in friendly territory. Also provides a constant income of Wealth on top of your normal trade income.

    16. Vinci Research Advances

  • Scavenge: Your troops collect resources whenever they destroy an enemy unit or building. They also recieve partial protection from taking Attrition damage in enemy territory.

    17. Vinci Research Advances

  • Mining: Activates and improves your national power, Industrial Devastation. Also provides a constant income of Timonium on top of your normal mining income.

    18. Vinci Heroes

  • Giacomo: This genius inventor provides a bonus Research Point when he arrives and whenever he levels up; his engineering skills also improve your Clockwork units. His powers include Augmentation which heals your troops and provides a combat bonus, and Sonic Burst which can knock enemies down in a large radius. At higher levels he can create a Demolition Team and protect troops with Super Armor.

    19. Vinci Heroes

  • The Doge: The evil ruler of Venucci increases your unit creation rate, and this effect is enhanced each time he levels up. His knowledge of siege warfare also improves your Steam Cannon and Juggernaut units as well as units built at the Doge Statue. His powers include the effective if unethical Poison Cloud (damage over time to enemy unity nearby), the much-feared Pain Ray (severe damage to a single unit). and the Siege Lasers for destroying and capturing buildings. His ultimate weapon is the Doge Hammer, which can protect an immense explosive shell far away across the map.

    20. Vinci Heroes

  • Lenora: The sometime Pirata Captian costs slightly more to summon as do all flying heroines. Her reckless flying skills and superb training regimen increase the range and line-of-sight of your Aerodrome units, and her shady Pirata conncections enhance your treasury with an under-the-table Wealth income. Lenora's powers include Boosters to temporarily increase her health and combat power, Piracy to seize control of enemy units, and Sky Burst to blast an enemy air force from the sky. Her ultimate power, Cluster Bomb, will devastate ground units and buildings in a large area.

    21. Hero Levels and Powers

  • Vinci Hero Bonus: Unlike Alin and Cuotl heroes, Vinci heroes do not require the use of either Mana or Energy to use their powers!

    22. Hero Levels and Powers

  • How to Level Up: Vinci heroes level up by researching upgrades to their powers. Select your hero and purchase one of the upgrades in the second row of the options grid.

  • Experience: The higher the level of the power you purchase or upgrade, the more experience your hero will gain toward his or her next level.

    23. Hero Levels and Powers

  • Benefits of Levels: Higher level heroes gain more health and combat power. Their characteristic military and economic benefits also increase in power as heroes level up.

    24. Creating Vinci Armies

  • In order to build Vinci military units, you will need to build Barracks, Aerodromes, and Steam Fortresses. Click the Build button and then select the kind of building you want from the options grid.

    25. Creating Vinci Armies

  • Barracks: Basic ground units come from the Barracks. Your standard Vinci soldier, the Imperial Musketeer, is a ranged unit with several useful modes. The Clockwork Man has a powerful melee attack, and the Clockwork Spider combines a trample attack with an anti-air weapon.

    26. Creating Vinci Armies

  • Aerodrome: The Aeorodrome creates Vinci air units, including the upgradeable Scout Flyer, the fast multi-purpose Pirata Flyer, and the powerful Air Destroyer. It also creates Cargo Dirigibles which can transport your troops as well as protecting them from Attrition.

    27. Creating Vinci Armies

  • Steam Fortress: The Steam Fortress combines powerful defensive weaponry with the ability to create the most powerful units. The Steam Cannon can be used to lay siege to enemy cities while your Juggernauts flatten your enemies with trample attacks combined with fire-on-the-move ability. The Land Leviathan is the Vinci Master Unit, an incredible building-sized machine capable of destroying entire armies and cities.

    28. Vinci National Power

  • The icon in the far upper right of the screen is used to activate your National Power, Industrial Devastation.

  • Damage Units and Buildings: Industrial Devastation damages and slows enemy units and buildings in a large fixed area for a period of time.

    29. Vinci National Power

  • Activation: In order to gain access to your national power, you must research at lease one Mining advance--that is, from the bottom row of advances on your research bar. Researching further Mining advances on the bottom row will upgrade the effect of Industrial Devastation.

    30. Vinci National Power

  • Cooldown Period: Whenever you activate your national power it must cool down for several minutes before you can make use of it again.

    31. Transporting Vinci Armies By Air

  • To transport Vinci units by air, you will need to use Dirigible units from your Aerodrome.

    32. Transporting Vinci Armies By Air

  • Transport Capacity: Cargo Dirigibles can initially carry only a single small ground unit. To increase transport capacity you will need to purchase Dirigible upgrades at the Aerodrome; to transport heavy siege units you will need to purchase all the upgrades!

    33. Transporting Vinci Armies By Air

  • How to Get On: To load ground units onto a Dirigible, left-click on the ground units to select them and then right-click on the Dirigible (or, select the Dirigible and right-click on a unit you wish to load).

  • Where to Get Off: To disembark units from a Dirigible, left-click on the Dirigible and use the Disembark or Eject All buttons in the options grid.

    34. Imperial Musketeer Tactics

  • The most numerous units in your army will often be your soldiers, Imperial Musketeers. These soldiers have several tactics available, which can be changed by selecting your Imperial Musketeers and clicking a button from the top row of options. It's important to pick the right tactiv for the right situation!

    35. Imperial Musketeer Tactics

  • Fire At Will: This is the default tactic for your Imperial Musketeers at the beginning of the game, and provides moderate attack and moderate defense.

    36. Imperial Musketeer Tactics

  • Volley Fire: Using this tactic Imperial Musketeers deliver a great deal more damage, though they take more damage as well is attacked. It's a particularly usefuly tactic if you outnumber your enemy. Note, however, that soldiers must switch to another tactic in order to move.

    37. Imperial Musketeer Tactics

  • Skirmish: An improved form of Fire At Will which becomes available when you upgrade your soldiers to Imperial Grenadiers. This tactic replaces Fire At Will and allows your Grenadiers to move faster and take less damage.

    38. Imperial Musketeer Tactics

  • Assault: This powerful tactiv becomes available when you upgrade to the Imperial Fusilier. The Assault tactiv gives up ranged attack for a powerful melee attack and resistance to trample.

    39. Defense Towers

  • Defense Towers are the primary Vinci defense building. They can fire at both ground and air units, though they have a "dead zone" at near their base at which they cannot target ground units.

    To Top

    Alin Tips

    1. Alin Research Points

  • The Alin gain Research Points by building Magus Districts in their cities.

  • Remember that to build A Magus District, you need merely select one of your cities and click on the Magus Districts button.

    2. Alin Research Points

  • Magus Districts generate more Research Points when placed in Large Cities and Great Cities. If you place a Magus District in a City and then later upgrade that City in size, you will recieve additional Research Points.

    3. Alin Circles

  • Units Come From Circles: Alin units are built at Circles, such as the Circle of Sand, the Circle of Flame, and the Circle of Glass. You can build a Circle just like you would construct any normal building: click on the Build button and then pick the Circle you want from the options grid.

    4. Alin Circles

  • Circles in Enemy Territory: Unlike most buildings, Circles can be built in neutral or even enemy controlled territory! This is a powerful advantage, but be aware that Circles are more expensive when placed in neutral territory and very expensive when placed in enemy territory.

    5. Alin Circles

  • Free Units Through Evocation: If you have researched Evocation advances, you may receive free units when you build a new Circle. Note that if have built one or more Circles and then razed them (or lost them in combat), you will not recieve free units for any "replacement" Circles you build until you exceed your highest previous number of Circles of that type.

    6. Attrition

  • When your troops move into enemy territory, they automatically take attrition damage and can die.

    7. Attrition

  • Protect your troops by building a Puzzle Box at one of your cities.

  • Keep your Puzzle Box close to your units as you move through enemy territory. Note that the Puzzle Box can also summon a Magic Wind to help transport the units by air.

    8. Attrition

  • You can also take the Lush Circle of Sand upgrade at a Sand Spire to allow Circles of Sand to supply your troops. Remember, you can build Circles of Sand in enemy territory.

    9. Alin City Districts

  • Military District: Increases your Population Cap, increases the City's hit points, and allows the City to defend itself. Also provides two free Desert Walker units, plus another for each Palace District you build there. The Population Cap effect is also increased for each Palace District.

    10. Alin City Districts

  • Merchant District: Increases your Resource Cap, allows you to build an additional Caravan, and increases the value of all trade routes in your nation. The Resource Cap effect is increased for each Palace District.

    11. Alin City Districts

  • Magus: Unique to the Alin, each Magus District you build provides you with Research Points. It also increases the mana levels of your heroes as well as their mana recovery rate, and reduces the cooldown time on their powers. All of these effects are increased when a City is upgraded with one or more Palace Districts. Finally, each Magus District enhances the bonus for discovering relics.

    12. Alin City Districts

  • Palace District: The first Palace District you build converts a City into a Large City; the second makes it a Great City. This makes your City stronger, a more lucrative trade location, and increases the effects of all the city's other districts. The very first Palace District you ever build also makes that City your Capital -- and if you lose your Capital you will lose the game

    13. Alin Research Advances

  • Land Lore: Increases your National Borders and causes Attrition damage to enemies in your territory. Also reveals increasing information about the map -- a master of Land Lore sees and knows all!

    14. Alin Research Advances

  • Vigor: Increases the health of all of your units, and allows your troops to heal themselves while in friendly territory. Also increases the speed at which you can construct new buildings.

    15. Alin Research Advances

  • Treasure: Provides a bonus income of both Timonium and Wealth over and above your normal gather rates. Also increases your Caravan's speed and health, which not only makes them harder to kill but speeds up their conversions of neutral sites and cities to allies.

    16. Alin Research Advances

  • Evocation: Activates and improves your national power, Summon Army. Also provides you with free units whenever you build a Circle.

    17. Alin Heroes

  • Sawu: The genie of Dark Glass magic brings a vicious Glass Spider with him when he arrives, and summons another to him whenever he levels up. Though courrupted in his study of arcanse essences, his mastery of mana extraction is universally acknowledged and he provides an extra Timonium income stream. His powers include Whirling Blades that scythe throught enemy troops, and the ability to summon lesser glass genies known as Marids. At higher levels he can imprison enemy troops in near-impenetrable prisons of Dark Glass, and even summon the dread Spider Queen to aid him in battle.

    18. Alin Heroes

  • Dakhla: The master of wind and sand travels with a deadly Scorpion companion, and summons another to him each time he levels up. Wise rule of his desert wardenate allows him to increase your Resource Cap. His spells include Wind Deflection (speed benefits and protection from ranged attacks), and the dreaded Sandstorm which flings enemies about the battlefield. At higher levels he can summon a hord of ravening Sand Horrors, or even gigantic sentient windstorms which will seek out and destroy all enemies.

    19. Alin Heroes

  • Damanhur: The fiery Desert Flame costs slightly more to summon as do all flying heroines. She provides a bonus to your Population Cap, and is accompanied by a flaming elemental Afreet (summoning more whenever she levels up). Her command of all things fire include a Fiery Touch that sets all enemies ablaze and the summoning of ponderous but deadly Fire Salamanders, but when provoked to Wrath she grows to gigantic strength and power. Her ultimate spell, Fire Golem, summons a great behemoth of magma and lfame which can reduce whole cities to cinders in a matter of minutes.

    20. Hero Powers and Levels

  • Mana: Alin heroes must spend Mana to activate their powers. On the one hand Mana is infinitely replenishable, but on the other hand this takes time. The amount of Mana your hero has available is represented by a blue "Mana Bar" below the health bar. Once a hero has run out of mana, he or she will be unable to activate powers until the hero has rested to recover at least some Mana. You can increase the rate at which your heroes recover Mana, as well as starting them with more in the first place, by building Magus Districts in your cities.

    21. Hero Powers and Levels

  • How to Level Up: Alin heroes level up by researching upgrades to their powers. Select your hero and purcahse one of the upgrades in the second row of the options grid.

  • Experience: The higher the level of the power you purchase or upgrade, the more experience your hero will gain toward his or her next level.

    22. Hero Powers and Levels

  • Benefits of Levels: Higher level heroes gain more health and combat power. Their characteristic military and economic benefits also increase in power as heroes level up.

    23. Creating Alin Armies

  • Circle of Sand: Your first military building will usually be a Circle of Sand. The standard Alin soldier, the Desert Walker, is a melee unit with several useful modes. Heartseekers have a long-ranged attack that is particularly useful against air units, and the Scorption is a powerful giant insect which can trample and sting your enemies. Finally the Sand Dragon flies and has a ranged attack particularly useful against groups of small foes.

    24. Creating Alin Armies

  • Circle of Flame: Powerful fire-using units become available once you build this Circle. The Afreet is a fast, flying "raider" unit, whereas the fearsome Lave Shrike is useful even against the largest opponents. Salamanders, though slow and land-bound, breath fire in a blistering cone, and can be upgraded to immense size. Finally the Rukh specializes in vaporizing groups of ground units from the relative safety of the air.

    25. Creating Alin Armies

  • Circle of Glass: Some of the most fearsom Alin units are created at this most arcane of Circles. The Glass Cannon is the primary Alin siege unit, and can be used to pound enemy strong points from long range. The Glass Spider supplements its one-on-one melee specialty with a modest trample attack. The Alin Master Unit, the Glass Dragon, is also created at the Circle of Glass. Glass Dragons punish your enemies from on high and then escape quickly by air.

    26. Alin National Power

  • The icon in the far upper right of the screen is used to activate your National Power, Summon Army.

  • Instant Units: Summon Army allows you to call forth instantly a temporary army at the location of your choice.

    27. Alin National Power

  • Activation: In order to gain access to your national power, you must research at least one Evocation advance--that is, from the bottom row of advances on your research bar. Researching further Evocation advances on the bottom row will increase the quality and quantity of the troops your receive from Summon Army.

  • Cooldown Period: Whenever you activate your national power it must cool down for several minutes before you can make use of it again.

    28. Transporting Alin Armies By Air

  • To transport Alin units by air, you will need to use a Puzzle Box unit to summon a Magic Wind. Select a Puzzle Box (after building one at your City if necessary), and activate the Summon Wind power. Once summoned, Magic Winds only last for a few minutes, so you will need to accomplish your transport quickly (of course, you can load your Puzzle Box onto your Magic Wind so that it will be available to summon onward or return transport).

    29. Transporting Alin Armies By Air

  • Transport Capacity: Magic Winds cannot carry large siege units until you have a Great City. To upgrade your City in size, add Palace Districts to it.

    30. Transporting Alin Armies By Air

  • How to Get On: To load ground units onto a Magic Wind, left-click on the ground units to select them and then right-click on the Magic Wind (or, select the Magic Wind and right-click on a unit you wish to load).

  • Where to Get Off: To disembark units from a Magic Wind, left-click on the Magic Wind and use the Disembark or Eject All buttons in the options grid. If a Magic Wind's summon time expires while it is still transporting units, it will attempt to safely disembark the units before vanishing into the ether.

    31. Desert Walker Tactics

  • The most numerous unit in your army will often be your soldiers, Desert Walkers. These soldiers have several tactics available, which can be changed by selecting your Desert Walkers and clicking a button from the top row of options. It's important to pick the right tactic for the right situation!

    32. Desert Walker Tactics

  • Swordfighter: This is the default tactic for your Desert Walkers at the beginning of the game, and provides a melee attack combined with moderate trample resistance.

    33. Desert Walker Tactics

  • Whirling Blads: Using the Whirling Blades tactic your soldiers both deal and receive more damage. They also move faster, so it can be useful for both retreating and pressing an attack.

    34. Desert Walker Tactics

  • Glass Bolts: Once you research this tactic at your Sand Spire, it replaces the Swordfighter tactic to give your Desert Walkers a ranged attack, which is particularly useful when defending against air units.

    35. Desert Walker Tactics

  • One with Sand: Once researched at the Sand Spire this tactic allows your Desert Walkers to hide underground and prepare ambushes for your enemies!

    36. Sand Spire

  • Ground Defense: The Sand Spire is the Alin ground defense, and can shoot at enemy ground units.

  • Upgrades: THe Sand Spire also contains many useful Alin upgrades, particularly for Circle of Sand units.

    37. Eternal Flame

  • Air Defense: The Eternal Flame is the Alin air defense, and can shoot at enemy air units.

  • Upgrades: The Eternal Flame also contains many powerful Alin upgrades, particularly for Circle of Flame units.

    38. Glass Citadel

  • Fortress: The Glass Citadel is the Alin fortress, and can shoot at both ground and air units.

  • Upgrades: The Glass Citadel also contains many useful Alin upgrades, particularly for Circle of Glass units.

    To Top

    Cuotl Tips

    1. Cuotl Research Points

  • The Cuotl gain Research Points by building any kind of district in their Cities.

  • Remember, to build a district just select one of your cities and left-click the kind of district you want from the second row of the options grid.

    2. Cuotl Research Points

  • Most districts provide a single Research Point when completed, but a Palace District provides more as a bonus for upgrading your City (though not unlike many Palac District effects this bonus is not dependent on the number of districts you have in the City already).

    3. Energy

  • Unique Resource: Unlike other nations, the Cuotl gather Energy instead of Wealth. Energy has several convenient advantages over Wealth, including the fact that it can be gathered directly with a Reactor District without the need for vulnerable Caravans. Also, Energy costs for units and buildings never "ramp"!

    4.Energy

  • How to "Gather" Energy: Energy is gathered by adding Reactor Districts to your Cities (just select your City and click the Reactor District button on the middle row of the options grid). Reactor Districts generate more power the more Palace Districts are present at a City; they also gain a slight bonus for every non-city Site you control on the map. One-time Energy bonuses are awarded whenever you research a Divine Power advance. Finally certain sites such as Sepulchers and Engravers provide an additional Enery income.

    5. Energy

  • Energy for Hero Powers: In addition to buying units and buildings, Energy must be spent to activate Cuotl hero powers.

    6. Cuotl City Districts

  • Military District: Increases your Population Cap, increases the City's health, and allows the City to defend itself. The Population Cap effect is also increased for each Palace District.

  • Recruitment: Unlike the Military Districts of other nations, Cuotl Military Districts only provide one free Sentinel unit per Palace District, so there is no recruitment bonus in an upgraded City.

  • Free Repair: Cuotl Military Districts have the special bonus of automatically repairing their City, albeit slowly. You do not need to spend resources to take advantage of this free repair!

    7. Cuotl City Districts

  • Reactor District: Increases your Resource Cap and provides you with a direct Energy income. Building Reactor Districts is the main way to accumulate Energy. Both the Energy and Resource Cap effects are increased for each Palace District.

  • Sites: Each Reactor District also produces a small amount of Extra Energy for every site you control on the map.

    8. Cuotl City Districts

  • Holy District: Unique to the Cuotl, each Holy District you build provides you with a free Holy Ark unit. Holy Districts also increase the strength of your national borders throughout your nation as well as increasing them even more in the vicinity of the City. Enemy units near a City with Holy Districts incur attrition damage, one of the only ways a Cuotl player can inflict attrition damage on enemies.

    9. Cuotl City Districts

  • Palace District: The first Palace District you build converts a City into a Large City; the second makes it a Great City. This makes your City stronger and increases the effects of all the city's other districts. The very first Palace District you ever build also makes that City your Capital -- and if you lose your Capital you will lose the game.

    10. Attrition

  • When your troops move into enemy territory, they automatically take attrition damage and can die.

    11. Attrition

  • Protect your troops from attrition with a Holy Ark, which you can create at a City or recieve free whenever you build a Holy District.

    12. Attrition

  • Keep your Holy Ark close to your units while moving in enemy territory: it will heal them as well as protecting them from attrition!

    13. Attrition

  • To cause attrition damage to your enemies, you must build Holy Districts in your cities or summon the hero Czin.

    14. Cuotl Research Advances

  • Worship: Increases the health of Holy Arks and improves both their Channel power and their ability to heal your troops. Also increases the transport capacity of Fanes.

    15. Cuotl Research Advances

  • Zeal: Provides you with free Sentinels and speeds the rate at which you create new ones. Also increases the attack power of your units.

    16. Cuotl Research Advances

  • Judgement: Provides you with a constant income of Timonium which from the second level forward is supplemented by an immediate one-time tribute of Timonium. Also, Subjugation of neutral sites costs less and does less damage to the building and units, allowing you to capture them in better shape. Finally, it activates and subsequently improves the shields on your buildings and increases the health of your heroes.

    17. Cuotl Research Advances

  • Divine Power: Activates and improves your national power, Star Bolt. It also provides you with a constant income of Energy which from the second level forward is supplemented by an immediate one-time tribute of Energy.

    18. Cuotl Heroes

  • Xil: Self-proclaimed "God of the Sun", his loyal followers (Sun Jaguar, Sun Idol, and Sun Cannon) gain benefits when he is in play. The most accomplished engineer of his brethren, Xil's mastery of thermal dispersal reduces the cooldown times of all of your units' and heroes' powers. His own powers include Blinding Armor which protects friendly troops and blinds the enemy, Mirror Image to summon forth duplicates of himself and confuse the enemy, and Burning Beams which fall from the sky and incinerate everything they touch. His ultimate power, Sun Blast, intensifies his weapon to near epic strength.

    19. Cuotl Heroes

  • Czin: The terrifying Cuotl God of Death will stop at nothing to reduce the planet to slavery under his despotic rule. His unscrupulous use of engineered bacteriophages causes attrition gamage to enemies in your territory, and this effect increases as he levels up, gaining skill. His minions, Death Snakes and Death Spheres, gain stronger trample and melee attacks when he is present on the map. The Death God's powers include a spreading, creeping death known as the Plague, and Soul Burn which stuns an enemy and prevents him from using any powers. As the Cuotl infrastructure increases, he can use Death Grip, which damages all nearby enemies and transfers their health to Xzin, and his ultimate power, Death Gate, which summons forth a naked singularity to suck in everything it touches.

    20. Cuotl Heroes

  • Shok: Having chosen the sky as her personal domain among the Cuotl pantheon, the would be Goddess of Storm and Lightning costs slightly more to summon as do all flying heroines. Shok boosts the electromagnetic shielding on all of your buildings, and increases the effect of your units' Personal Shield power; she also increases the speed of your flying units. Her powers include the might Thunder Clap to damage enemies and disintergrate any beneficial powers they may have acting on them, Lighting Jum which allows her to take friendly units trhough some other dimension to any place in the world she may desire, and Lightning Blast which unleashes a raging electrcal storm. Her ultimate power is the Hurricane, that can immobilize enemy flying units across an entire continent.

    21. Hero Powers and Levels

  • Powers cost Energy: Cuotl heroes muse spend Energy to activate their powers. Each power has an energy cost which is deducted when you use it.

    22. Hero Powers and Levels

  • How to Level Up: Cuotl heroes level up actually using their powers. The more often you use your hero powers the faster they will rise in level. Your heroes also gain experience the first time you upgrade to a Large City or Great City.

    23. Hero Powers and Levels

  • Experience: The higher cost of the power you activate, the more experience your hero will gain toward his or her next level.

    24. Hero Powers and Levels

  • Benefits of Levels: Higher level heroes gain more health and combat power. Their characteristic military and economic benefits also increase in power as heroes level up.

    25. Creating Cuotl Armies

  • In order to build Cuotl military units, you will need to build Fanes, Temples, and Sanctuaries. Click the Build button and then select the kind of building you want from the options grid.

    26. Creating Cuotl Armies

  • Fane: Basic ground units come fro mthe Fane, which can also be used to transport them by air. Your soldiers, Sentinels, have a powerful ranged attack which makes them stronger than other nation's soldiers, but they are also more expensive. The Sun Jaguar combines melee striking power with the ability to fire at range while on the move. Death Snakes are powerful one-on-one melee opponents supplemented by the ability to trample.

    27. Creating Cuotl Armies

  • Temple: The Temple produces many varieties of air units. Quetzals and Storm Eagles are like high tech fighters and bombers. Storm Disks have a powerful air-to-air attack. The Scout Eye is the fastest unit in the game, and give the Cuotl a leg up in reconnoitering the map.

    28. Creating Cuotl Armies

  • Santuary: An imposing fortress in its own right, the Sanctuary also produces the most powerful Cuotl units. The Sun Cannon burns enemy buildings with the power of a star, while the Sun Idol is a

    lumbering but devastating all-around killing machine. The Death Sphere has one of the most powerful trample attacks in the game, sucking its opponents into a singularity. Finally, the City of Vengeance (Cuotl Master Unit) is an ultimate fortress-in-the-sky, able to transport and create armies as well as punish the most daunting enemies.

    29. Cuotl National Power

  • The icon in the far upper right of the screen is used to activate your National Power, Star Bolt.

  • Reveal Map and Damage Units: Star Bolt can be cast in any part of the map, even if you can't see it yet. It reveals that section of the map to you, and proceeds to damage nearby units with a blining flare of energy. You can also select the bast of the Star Bolt beam and move it around to chase enemy units or reveal other sections of the map.

    30. Cuotl National Power

  • Activation: In order to gain access to your national power, you must research at least one Divine Power advance--that is, from the bottom row of advances on your research bar. Researching further Divine Power advances on the bottom row will upgrade the effect of Star Bolt.

  • Cooldown Period: Whenever you activate your national power it must cool down for several minutes before you can make use of it again.

    31. Transporting Cuotl Armies By Air

  • To transport Cuotl units by air, you will need to use your Fane building, which as it turns out can fly!

  • Taking Off and Landing a Fane: To make your Fane building fly, select it and click the "Take Off" button. Note that while a Fane is flying it cannot create new units -- to resume doing that you must use the "Land" button to park the Fane.

    32. Transporting Cuotl Armies By Air

  • Transport Capacity: Fanes can initially carry only a single small ground unit. To increase transport capacity you will need to research Worship advances (click the Research button to see available advances). To carry heavier siege units you will need to research several of these advances.

    33. Transporting Cuotl Armies By Air

  • How to Get On: To load ground units onto a Fane, left-click on the ground units to select them and then right-click on the Fane.

  • Where to Get Off: To disembark units from a Fane, left-click on the Fane and use the Disembark or Eject All buttons in the options grid.

    34. Cuotl Unit Powers

  • Most Cuotl units have two special powers which are available once you've researched sufficient advances.

  • Personal Shield: Provides a temporary shield to absorb damage. The amount of damage absorbed increases the more Judgement advances you research.

  • Personal Cloak: Allows your units to become temporarily invisible. If they attack enemies, they lose their cloaking benefit. Research the Zeal 2 advance to enable this power.

    35. Obelisks

  • Obelisks are the primary Cuotl defensive building. They can shoot at both enemy ground and air units.

    36. Obelisks

  • Mutual Support: Obelisks grouped together can support each other -- even if an Obelisk is out of range of a target, if it is close enough to another (in range) Obelisk it can add to the attack!

    To Top

    Advanced Tips

    1. Repairing Buildings and Cities

  • How to Repair: When one of your buildings has sustained damage you can repair it by clicking on the Repair button (the green wrench icon) in the options grid.

    2. Repairing Buildings and Cities

  • Important to Repair Cities Damaged cities do not provide their full benefits: for example, if your City has sustained 50% damage its Military Districts will provide only half the normal Population Cap increase. Therefore it is particularly important to repair cities that you have captured or successfully defended.

    3. Repairing Buildings and Cities

  • Repair Costs: Repair costs for buildings and cities vary with the value of the building or city in question. If you do not currently have the full repair cost you can still click the Repair Button to effect a "partial repair".

    4. Repairing Buildings and Cities

  • Repair in Combat: You cannot repair buildings or cities while they are under attack, or if they have been under attack in the last few seconds. Ongoing repairs are cancelled (at no further cost to the owner) if a building or city comes under attack.

    5. Dominances

  • The four buttons other button adjacent to the National Power button in the upper right represent the four Dominances. Dominances represent special powers available only to the player currently "dominant" in each of four areas: Army, Craft, Resource, and Tactical.

    6. Dominances

  • Army Dominance: The player who has built the most units (as opposed to getting them for free or by purchasing a site) can gain Army Dominance. Activating the Army Dominance power allows you to seize control of one or more enemy soldier units through treachery.

    7. Dominances

  • Craft Dominance: The player who has researched the most advances can gain the Craft Dominance. Activating this power allows you to summon allies -- you gain control of several temporary units appropriate to the current map.

    8. Dominances

  • Resource Dominance: The player who saves up the most resources can gain Resource Dominance. Activating this power lets you heal your troops by sending them emergency supplies.

    9. Dominances

  • Tactical Dominance: The player who destroys the most enemy Mines, Caravans, and Miners can gain Tactical Dominance. Activating this power lets you call a temporary Cease Fire during which no one can attack.

    10. Attack Moves

  • Attack Move: You can order units to make an "attack move" by selecting them and clicking the Attack button (or pressing the "A" key) and clicking on a map location. Your units will move torwards the map location attacking anything they see.

    11. Guarding Units and Buildings

  • Guarding: You have units "guard" other units (or a building) by selecting them and clicking the Attack button (or pressing the "A" key) and clicking on the target. Your units will stay near the target to protect it.

    12. Following Units

  • Following Units: To have a unit follow another unit, select it and click the Move button (or press the "M" key) and then click on the target. Your unit will follow the target but will not attack.

    13. Establishing Patrols

  • Patrolling: You can give a "patrol" order by selecting a unit and giving it a series of waypoints with SHIFT + Right-click. As the final waypoint, SHIFT + Right-click on the flag that appears over the unit: your unit will patrol repeatedly along the route you have outlined, attacking any enemies it finds along the way if it can.

    14. Standard Hotkeys

  • "QWERTY" system for hotkeys: Whenever you have a unit, building, or other object selected and there are options displayed in the "grid", it is simple to remember the option hotkeys: the "Q" key always activates the upper left option, the "W" activates the second option at the top row, the "E" can be activated with SHIFT plus Q, W, E, and R respectively, and the bottom row can be activated with CTRL plus Q, W, E, and R respectively.

    15. Waypoints for Movement

  • Using Waypoints: You can SHIFT + right-click with a unit selected to give a unit a series of waypoints. The unit will move to each of the waypoints before proceeding to its final destination. Issuing waypoints by SHIFT + right-clicking on the minimap is an efficient way to send your Scout to explore the map.

    16. Locating or Cycling Through Buildings

  • Finding Buildings: You can cycle through your main military buildings (Barracks, Circles of Sand, Fanes) with the "G" key. The "H" key wiill find your Aerodromes, Circles of Fire, or Temples; and the "J" key will find your Steam Fortress, Circle of Glass, or Sanctuary. "N" will find Mines, "I" will find cities, and "O" will find your smallest City.

    17. Locating or Cycling Through Units

  • Finding Units: You can find military units with the COMMA key, or select all of your military units in the game with SHIFT + COMMA. The APOSTROPHE key will cycle through your scout units, the SEMICOLON key will find your supply units, and the LEFT BRACE key will cycle through your heroes.

    18. The Game Menu

  • Menu and Options: You can reach the game menu during play by pressing ESC (or F10), and you can go directly to options by pressing F11.

    19. Forming Control Groups

  • Control Groups: With units or buildings selected, press CTRL plus a number key (e.g. CTRL +1, CTRL +2, CTRL +3, etc) to form a "Control Group". In the future you will be able to reselect these units by pressing the number key (e.g. "1", "2", "3", etc). You can also remember a camera position instead of a control group by pressing CTRL +1 (etc) with no units or buildings selected.

    20. Control Group Display

  • Control Group Display: You can toggle open the Control Group display by pressing Alt+G. This will display an icon for each control group you have active (plus an additional icon for creating a new group). You can activate any of your control groups by left-clicking the appropriate icon. Also, you can add units to control groups by selecting them and right-clicking on a control group, and you can set building rally points on control groups as well by this method.

    21. Hotkeys for Heroes and Dominances

  • Activating Heroes and Dominances: You can select one of your heroes by pressing the F1-F4 key which corresponds to that hero. Likewist you can activate a Dominance power by pressing the corresponding F5-F9 key.

    22. Setting Game Speed

  • Game Speed: Adjust the game speed by pressing the + and - keys. The speed cannot be adjusted during a multiplayer game.

    23. Pausing the Game

  • Pausing: You can pause the game with the PAUSE or "P" keys. To unpause press the same key again. During a solo game you can give orders to units and buildings while the game is paused.

    24. Drag Select Filters

  • Drag Selecting: Press SHIFT while dragging a box around units to add them to your current selection. Hold CTRL down (with or without SHIFT) to include civilian as well as military units in the selection. You can also hold down ALT to select only air units or ALT + CTRL to select only ground units.

    25. Rally Points

  • Buildings which produce units (such as a Barracks, a Circle of Sand, or a Fane) can be told to send these units to a "Rally Point". New units will be created with pre-existing orders to move to that location (or even join a particular unit, hero, or control group).

    26. Selecting Rally Points

  • Selecting a Rally Points: To set a rally point, select the building and then right-click on the map or minimap where you'd like units created there to be sent. Military units will be there using an "Attack Move".

    27. Rally Points to Heroes and Units

  • Rally to Hero or Unit: You can also select the building and right-click on a normal unit to rally to that. In either case new units will attempt to join that hero or unit at its current location on the map. Also, they will automatically join the unit or hero's control group if it is a member of one.

    28. Rally Points to Control Groups

  • Rally to Control Group: If you have turned on the Control Group display (by pressing ALT + G or enabling it on the User Options screen), you can also rally units directly to a control group by selecting a building and right-clicking on the icon for the control group. New units will automatically be added to the control group and will attempt to join other units from that control group on the map.

    29. Rally Waypoints

  • Rally Waypoints: If you would like your new units to follow a particular path to a final point, you can hold down SHIFT while right-clicking to set a series of rally waypoints. Units will recieve normal "move" orders to each of these waypoints, except to the final rally point they will receive an "Attack Move".

    30. Unit and Combat Details: Forests

  • Forests: Units positioned in forests suffer less damage when attacked by ranged units. They also cannot be stunned by being trampled, and cause more damage to units that attempt to trample them.

    31. Unit and Combat Details: Range

  • Combat Range: To see the combat range of a unit or building, select it and then click the stats (magnifying glass) button, or press the "Y" key. Then, move your mouse over the "Range" icon. The combat range of the unit or building will be drawn on the main map.

    32. Unit and Combat Details

  • Building and Repair Under Fire: If buildings are attacked while still under construction, they take double damage and lose building progress. If buildings are attacked while being repaired, repair progress ceases (and no further resources are charged to the repairer).

    33. Unit and Combat Details: Logistics

  • Logistics: The more units or biuldings you build of the same type (e.g. Imperial Musketeers), the more the next unit of the same type will cost and the longer it will take to create. If some of your units are eliminated, the price and creation time will decrease again.

    34. Camera Controls: Zoom

  • Zoom: You can zoom in and out by rolling the Mouse Wheel. Note that you can zoom out farther in Extended Camera view: to switch back and forth between Standard and Extended camera, press the "C" key (or click the Camera icon near the minimap). The camera can also be zoomed with the PAGE UP and PAGE DOWN keys.

    35. Camera Controls: Tilt/Spin

  • Tilt/Spin: To tilt or spin the camera, hold down the middle mouse button and move the mouse. You can also spin the camera with the INS and DEL keys, and you can tilt it with the HOME and END keys.

    36. Camera Controls: Follow

  • Camera Follow: To have the Camera follow a unit, select the unit and double-click the unit's portrait (or press ALT + C). The camera will stop following the unit when you select something else.

    37. Camera Controls: Automatic Spin

  • Automatic Camera Spin: To have the Camera spin slowly for dramatic effect, press ALT + X. You can spin it in reverse with ALT + SHIFT + X. The camera will stop spinning the next time you select a unit or building.

    38. Camera Controls: Reset

  • Camera Reset: Pressing the "C" key (or clicking the Camera icon near the minimap) will reset the camera to the default view. Pressing it several times in a row will switch between Standard and Extended views.

    39. Diplomacy

  • To use diplomatic and trade options, click the Diplomacy button or press the "U" key. If you are in a team game you can give resources, units, and sites/cities to your allies. If you are in a "Diplomacy" game you can make Peace treaties, Timed Peace arrangements, and alliances.

    40. Diplomacy

  • Peace and Timed Peace: During any form of peace, units that violate national borders will receive severe attrition damage. A normal Peace treaty can be broken at any time by a declaration of war by either side. A Timed Peace treaty cannot be broken -- it lasts until it expires!

    41. Diplomacy

  • Alliances: Alliances allow you to share line-of-sight with a player, cross freely in and out of one anothers borders, and generally cooperate closely. In a team game you are always allied with all of your teammates. Allies win or lose the game together, never seperately.

    42. Diplomacy

  • Giving Resources: You can give Timonium, Wealth, or Energy to other players. Trading with other nations automatically converts between Wealth and Energy when Cuotl players trade with non-Cuotl players. Early in the game there is a substantial trading fee to give resources, which is extracted from the resources you trade before being delivered to the other player. This fee drops for every district you build.

    43. Diplomacy

  • Giving Units, Sites, and Cities: You can also give units, sites, and cities to your ally. Click the appropriate "Give" button and then click on the unit, site, or city, you want to transfer.

    44. Diplomacy

  • Stances control how an idle unit will respond to enemies it sights. Note that stances do not affect units when the units already have orders (if they are attacking, moving, patrolling, gathering, etc.).

    45. Stances

  • Aggressive Stance: Units attack enemies they see, and chase them as far as possible -- even all the way across the map.

    46. Stances

  • Defensive Stance: Units attack enemies they see within a moderate distance around the spot where you left them. If the enemies break contact, defensive units will return to their original postings.

    47. Stances

  • Sentry Stance: Units attack enemies only within a very narrow radius before returning to the spot where you left the. This stance allows you to keep units mostly where they are while allowing melee units some leeway to move to weapons range.

    48. Stances

  • Passive Stance: Units will not attack unless explicitly ordered to.

    49. Finding Location of Events

  • Zoom to Last Event: When a message tells you that you're under attack (or some other important piece of information), you can press the SPACE bar to jump to the location of the last important event. Press SPACE again to go to the even before that, and so forth.

    50. Using Powers with Large Groups

  • Using Powers with Large Groups: When you have a large group selected, you can press the TAB key to show the powers of different types of units one by one.

    51. Finding Research/Upgrade Buildings

  • Finding Buildings with Upgrades Available: Pressing CTRL + Z or CTRL + L will take you to the next building in your nation where an upgrade is available for purchase. You can quickly cycle through buildings with potential upgrades this way.

    52. Selection Extensions and Filters

  • Extending and Filtering Selections: Pressing the "T" key will select every object in the game of the same type(s) you already have selected, so you can select every one of your Sentinels by clicking on a single sentinel and pressing "T". You can filter your selection for damaged units, removing the undamaged units, by pressing "D" (repeated presses will further filter torward the most damaged units). You can filter your selection to remove everything not currently on the screen by pressing "F".

    53. ALT key reveals healthbar and stats

  • ALT key reveals healthbar and stats: Holding down the ALT key will reveal the health bars for every unit on the screen. Holding down the ALT key while rolling over the portrait of a unit (or the icon to create or research a unit at a building) will reveal the maximum stats details in the unit's help text.

    54. Game Scoreboard

  • Scoreboard: You can reveal the scoreboard during the game by pressing Alt + U. Full scoring details are not available during games with Tournament Rules in effect.

    55. Resource Rate Details

  • Resource Rates: You can toggle open the resource rate details by pressing Alt + R; this shows you the rate-per-minute at which you are collecting each resource.

    56. Reviewing Old Messages and Chat

  • Reviewing Messages: You can view messages which have previously appeared on the screen (both warning and chat messages) by pressing CTRL + PAGE UP. You can then scroll up and down among the messages by pressing CTRL + PAGE UP and CTRL + PAGE DOWN.

    57. Chatting

  • Chatting: You can chat with other players by pressing the ENTER key and typing a message (then press ENTER again to send the message). Use the combo box to determine which player(s) will receive the message, or start with SHIFT + ENTER to chat to all players, CTRL + ENTER to chat to allies, or ALT + ENTER to chat to enemies.

    58. Audio Taunts

  • Taunts: To send a pre-recorded voiceover, or "taunt", hit ENTER to open the chat box and type a number from 1-100 into the box. If you have computer-controlled allies, they will try to follow any instructions you issue this way.

    59. Sending Signals/Flares/Pings

  • Sending Signals: Click the "Send Signal" button near the minimap (or press the "V" key) if you want to send a signal to your allies (or to everyone in a game where you have no allies). You can then click on the map or minimap where you want to send the signal, and the players receiving the signal will see it appear on their minimaps (and hear a sound). You can also drag while placing the signal (on the main map) to draw an arrow. If you are allied with a Computer player, it will attempt to send help (in the form of an army) to the location at which you signal.

    60. Muting a Player

  • Muting a Player: If you wish to "mute" an annoying player (who is chatting and taunting too much or sending too many signals), go to Diplomacy by clicking the Diplomacy icon (or pressing the "U" key) and then click the Mute Player button.

    61. Trample Move

  • Trample Move: If you hold down CTRL when right-clicking to issue an order, you require a map location to be recognized rather than a target. This is useful when attempting to trample small units: by CTRL + right-clicking among them you force your unit to move to that location rather than stopping at range to shoot at them. Perhaps equally useful is holding CTRL + SHIFT while right-clicking to issue your unit a series of "trample waypoints".

    62. Siege Attack

  • Siege Attack: If you have a group of units selected that includes some siege units and some non-siege units, you can issue a "Siege Attack" by holding down CTRL + ALT while right-clicking on a target. Your siege units will move into range and attack the target, while your non-siege units will receive a "guard" order to preotect your siege units. This helps keep your siege units from being left behind unprotected.

    63. Formation Move vs. Mob Move

  • Formation Move vs. Mob Move: Normally when you move a group of units the game checks your "Keep Groups Together" option to determine whether the units try to stay together while moving (and therefore move at the speed of the slowest unit) or if each unit individually tries to get to the destination as fast as possible. But if you hold down the ALT key while right-clicking to issue an order, the units will use the inverse of your normal preference. So if you normally have "Keep Groups Together" set, you can issue a one-time "Mob Move" order by ALT + right-clicking, causing your units to rush as fast as possible to a location.

    To Top

    Regards,
    Pepsidude_123

    Hope this helps


    [This message has been edited by Pepsidude_123 (edited 04-11-2006 @ 06:57 PM).]

  • Replies:
    posted 04-10-06 08:58 AM EDT (US)     1 / 24  
    O_o

    thats a big list

    gj!


    _______________________________
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    posted 04-10-06 09:16 AM EDT (US)     2 / 24  
    Yep

    I was bored and I had to practice my typing anyway


    posted 04-10-06 10:00 AM EDT (US)     3 / 24  
    OMFG! This is friggin' awesome! How long did that take you?

    Good Great Job!



    ~~~=+|]~ The_Q? ~[|+=~~~
    Join the movement Today!
    Inspired by GRUNT...

    [This message has been deflied by The_Q (defiled 32-13-2089 @ 74:96 XP).]
    posted 04-10-06 11:26 AM EDT (US)     4 / 24  
    Erm...
    You did copy this from the files, and not the game? Didn't you?

    Otherwise, you wasted a hell of a long time (tips_cuotl.xml, tips_vinci.xml etc).

    posted 04-10-06 05:53 PM EDT (US)     5 / 24  
    Another great work from a guy from the ROL community.
    posted 04-10-06 05:55 PM EDT (US)     6 / 24  

    Quote:

    Erm...
    You did copy this from the files, and not the game? Didn't you?
    Otherwise, you wasted a hell of a long time (tips_cuotl.xml, tips_vinci.xml etc).


    OMG! Are you serious!

    You really didn't have to tell me that

    Well, at least since I did myself, I was able to fix half the grammer mistakes that BHG made.


    [This message has been edited by Pepsidude_123 (edited 04-10-2006 @ 05:56 PM).]

    posted 04-10-06 06:02 PM EDT (US)     7 / 24  
    Man Pepsidude_123 you are awesome! Someone make him a moderator,lol!
    posted 04-10-06 06:08 PM EDT (US)     8 / 24  

    Quote:

    Someone make him a moderator,lol!

    *hints at above quote*


    posted 04-10-06 06:19 PM EDT (US)     9 / 24  
    whoah... you typed all that out...?

    wow... i just thought that you had copied and pasted it...

    well if he's not a mod then this post is definately a sticky


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    posted 04-10-06 06:42 PM EDT (US)     10 / 24  
    Yeah, I seriously typed this all out

    I hadn't looked into the RoL files until I did a search for the files that Evolved mentioned.

    What I did was looked at each trick in the demo, press Print Screen. Copied it into MS Paint. And, wrote down the text. I did that for the last five days.

    I feel like an idiot now


    [This message has been edited by Pepsidude_123 (edited 04-10-2006 @ 06:43 PM).]

    posted 04-10-06 08:04 PM EDT (US)     11 / 24  
    it's okay... it happens to all of us

    *looks up with eyes and adopts a cheesy voice*

    the important thing is that we *learn* from our mistakes!


    i feel sorry for you now, you spent 5 days typing up all that? (and now maybe BHG will post them to every fansite on the community tuesday :P)

    and nice sig lol

    finally accepting the truth?


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    [This message has been edited by storm legion (edited 04-10-2006 @ 08:05 PM).]

    posted 04-10-06 08:30 PM EDT (US)     12 / 24  

    Oh well, at least now I'll have all the tips stuck in my head for life


    posted 04-10-06 08:42 PM EDT (US)     13 / 24  
    Well... That's just... MAD! Cackle. Cackle. Cackle.

    Actually, to be honest, I missed them till yesterday.

    posted 04-11-06 12:33 PM EDT (US)     14 / 24  
    This should be stickied!
    posted 04-11-06 06:58 PM EDT (US)     15 / 24  
    Thanks.

    I edited the post making it easier to follow.


    posted 04-11-06 09:23 PM EDT (US)     16 / 24  
    Dude, hate to tell you this, but those tips aren't fully updated, even for the demo. Small things like no mention of the glass golem...

    I've been trying to compile units stats onto a table to I can look them up quick, and see wich unit counters what...


    BLOODYBATTLEBRAIN, last of the Azrac warriors.
    posted 04-11-06 09:24 PM EDT (US)     17 / 24  
    i think he just did all the tips that came with the demo, like when you press "show tips" on the menu, all of those ones

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    posted 04-11-06 11:44 PM EDT (US)     18 / 24  
    Yes. I am not compiling any new information myself.

    I think jotting this all down from MS Paint is enough for now


    posted 04-12-06 00:17 AM EDT (US)     19 / 24  
    It's sad, but its almost more productive then what Ive dont in the past 5 days.

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    posted 04-14-06 12:12 PM EDT (US)     20 / 24  
    Actually last time I tested my WPM in computer class, my Words Per Minute went up by two

    *convinces self that all that time wasted typing this up wasn't completely pointless*


    posted 05-17-06 05:16 AM EDT (US)     21 / 24  
    LoL

    I'm very surprised I missed this. Nice work!


    ★★★★★
    posted 05-17-06 04:48 PM EDT (US)     22 / 24  
    he he
    I remember that

    posted 05-17-06 05:23 PM EDT (US)     23 / 24  
    my words per minute went up by 6 one night when I was typing that screenie guide. What a hell of lot of words. About 3041 I think.
    posted 02-25-07 10:37 PM EDT (US)     24 / 24  
    lol, believe me, you can convince yourself that this was not pointless, but I think I speak for everyone when we laugh in our heads...lol, jj.
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