MF Conquer the Island (MFCTI) はOFPをリアルタイムストラテジーの世界へと変えるMODです。 この世界にはWEST(NATO軍)とEAST(ソ連軍)の2つの陣営があり、お互いに一人の司令官とAlphaからHotelまでの 8つのチームで構成され、建物・部隊・乗り物、そして防御陣地を作成することができます。 また、この世界をより大きく広げるAI(人工知能)があります、もしプレイヤーが何もしなくてもAIの小隊長は プレイヤーに代わって町の占領を試み、AIの司令官は基地と増援部隊を生産します。 プレイヤーが司令官の場合は、AIに対してウェイポイント(行き先)の設定・町の占領、防御・乗り物への搭乗・敵の探索などを指示できます。
MFCTIにはアドオンバージョンと、バージョン番号のあとに"PS"の文字がつく公開サーバーバージョンの2つのバージョンがあります。 アドオンバージョンのプレイにはアドオンが必要ですが、多くの拡張ユニットを使うことができます。 公開サーバーバージョンはアドオンを必要としないバージョンです。公開サーバーを運営するときは、この公開サーバーバージョンを使う事を強く推奨します。 なお、このマニュアルは両方のバージョンを対象に記述されており、アドオンが必要な機能についてはその旨を併記しています。
相手の (兵舎, 軽車両工場, 重車両工場, 航空工場, 移動司令部). といった施設を全て破壊すれば勝利です。
ゲーム開始時、全てのチームは小隊長一人だけです。この小隊長は死亡しても復活することができ、 兵士や乗り物を購入し、最大12名まで部隊に加えることができます。小隊長がAIの場合、 AIは自動的に部隊を構成します。兵士や乗り物の購入には、 目的のユニットを生産するための 兵舎や工場 が構築されている必要があります。全てのプレイヤーはそれぞれの収入があり、収入はアクションメニューから"score"を選択 する事で確認できます。(収入の項目は"Income"です) 収入は町の占領と earning non-combat points によって増加します。 また、破壊された車両をsalvage vehiclesで引き揚げたり、敵の車両を破壊することで臨時収入を得ることができます。 大きな町ほど占領することによる収入は大きくなります。また、町の周辺に兵士を駐留させる ことで町からの収入は最大になります。 The exception to this rule is for a game running with west and /or east enhancement which would allow maximum income for 町を所有しているにすぎない。町は時としてレジスタンスに守られている場合があります。もし町に旗を立てたとしてもあたりにレジスタンスが残っていれば 町はレジスタンスによって取り戻されてしまうかもしれません。
ゲームを始めるにあたって「どちらの陣営につくのか」そして「どんな役目をするのか」を考える事になります。 前者は簡単ですが、後者はよく考えねばなりません。まず選択は2つ、「司令官になり陣営を指揮する」か 「小隊長になり、司令官の下部下を率いる」かです。司令官になるには一番下の"Officer"とだけ書いてある スロットを選択します(小隊長はは"Alpha"等のチーム名がついています) 誰も司令官にならなかった場合、AIが司令官となります。司令官の任務は非常に困難ですので、 マルチプレイヤーで司令官を務める前に、必ず小隊長で経験を積みましょう。AIの司令官はいいお手本となるはずです。
MFCTI はマルチプレイヤーを主眼に製作されていますが、シングルプレイヤーでも十分楽しめるよう作られています。 シングルプレイヤーでプレイする時もマルチプレイヤーで起動して下さい。プレイヤー以外の任務は全てAIが担当してくれます。 (この場合はハイスペックな環境が望ましい)
ゲームの種類はミッション名の後につく文字で判断できます:
詳しくはReadme.txtを参照してください。設定できるオプションを紹介します:
このゲームをプレイするには最新のマシンに近い環境が必要です、 快適に動作させるにはデディケーテッドサーバが望ましいでしょう。 MFCTIは、システムの能力によってサーバー・プレイヤー問わずその速度を大きく左右されます。 もしあなたの環境でMFCTIが快適に動作しない場合は、デディケーテッドサーバを探してみましょう。 (デディケーテッドサーバでのプレイは比較的低負荷だからです) もし練習をしたいだけの時でも、誰もいないサーバーでAIを相手に練習をすることができるでしょう。
プレイヤーが建物に近づくと、アクションメニューでその建物のオプションが開けるようになります。 いくつかの建物、たとえばControl Centerは司令官以外は使用することができません。 司令官は小隊長より多くいくつかの選択が各建物でできます。
Barracks
Light Vehicle Factory
Heavy Vehicle Factory
Air Vehicle Factory
Ammo Depot
Repair Depot
Field Hospital
Control Center
optionsメニューはアクションメニューから開くことができます。一番上の項目は、個人資源と所属している陣営の Player Pool (総収入のうちプレイヤーに対して割り振られる割合)を表示します。
Option メニューオプション:
A lot of information can be gathered from the map. Every town that
has been taken will be labeled. If a town is currently occupied by friendly troops it will have
a green circle around it. If a town has been taken from the resistance it will
have a flag on it. If a town has been taken from the opposing side
it will have a target on it. All team leaders and the commander are
marked on the map and visible to everyone on the same side. Additionally
the Respawn Point (Mobile HQ) will be labeled. All vehicles on the player's side will have a
green dot on the map. If a vehicle is destroyed it will be displayed with
a green x.
From the Mobile HQ you can log on to the Team Camera. This links with a satellite to
provide an overhead view of all the teams. You can also access the
unit's camera remotely to get a close view of the situation. Next
and previous cycle through the teams and zoom in and out increases and
decreases the magnification when in the satellite view. Commanders
have additional options.
There are eight player teams per side. They are designated Alpha
- Hotel. If a team is not controlled by a player then an AI will
substitute (unless disabled). If the commander doesn't intervene,
the AI players will proceed to the nearest hostile towns and attempt to
capture them. A player receives a percentage of the total resource
income earned. The starting value is 30% for the player pool. This
means that 30% of all income earned will go to the player pool. This
resource income is then divided equally amongst the players and transferred
to their budget. For example, if there is 1 player on a side s/he
will receive 30% of the total income. If there are 3 players on a
side they will each receive 10% (30% / 3). Note that AIs DO NOT RECEIVE
a percentage. If there are no players on your team then the percentage
can be ignored. Additionally, players also earn an income from a
player award pool. The percentage can be adjusted by the commander
and has a default value of 10%. This percent of the total income
is divided amongst player's based on their non-combat score. The
more points you have earned, the more of this you will receive. A
player may view his/her income, current resources, and non-combat points
by choosing score from the action menu. A player may also view the Player
Pool percentage at the top of the options menu. A commander may raise or lower the player pool/award pool percentage
or transfer funds from the his/her budget to an individual player. Non-combat points
are also added to a player's total game score.
A player has a few choices at a vehicle factory. S/he may purchase
an empty vehicle and take control or order troops in. Alternately,
a player can purchase a manned vehicle. It will then come with a
complete crew if the player has not reached his/her max allowable troops
(12). For example, a truck or jeep will be constructed with a driver.
A tank would have a driver, gunner, and commander. If a player
wishes to change his/her personal weapon loadout s/he can go to a barracks
and choose from the list or create a custom loadout.
Mobile HQ
Anyone near a Mobile HQ can log on to it's satellite link to view the Team Camera. This will allow and overhead view or unit-camera view of all the
side's team leaders.
Ammo truck
These work just like in a regular OFP game; access reload vehicle from
the action menu. Additionally if one is near a stationary gun it
will reload it if empty. Note that this is much slower than having
an ammo depot in range. Additionally, an ammo truck has mines, satchel
charges, AT/AA launchers and some firearms if you need to resupply.
Repair trucks
A player can use a repair truck to fix a vehicle or nearby building and
create defensive structures. To fix a vehicle use the action menu
like you would in a standard OFP game. To repair a building drive
up near it and remain in the truck until the repairs are complete. Note
that anyone from the right side may be present in the driver seat to administer
repairs so a player can order a soldier to the driver's seat as well. For
further repair truck options refer to the Commander section of this document.
Salvage vehicles
A salvage vehicle can be used to salvage destroyed vehicles for resources.
To use it simply drive up to the salvage target and wait. After
a while the target will disappear and the resources will be deposited in
the pool. A commander may build independent salvagers which actively
seek destroyed vehicles. Salvage income is divided equally among
the players. However, if a player uses the salvage vehicle s/he will
earn 50% of the salvage and earn points.
If your vehicle is destroyed you can wait around for a salvage vehicle
to appear. If it is on your side you can hop in and catch a ride
back to the nearest friendly town or base. If it is on the enemy's
side you can blow the driver's head off and take it back yourself...;)
If a location of interest is found use the Set Waypoint from the options menu or alt-click on the map. Do not mark text on the map since this
can be visible to BOTH sides if you are accidentally in the global channel.
Get a complete weapon loadout from the Barracks.
If you want to increase your income then increase the teams'. Take
over towns or order your troops to defend any nearby friendly towns that
are not occupied (no green circle around them on the map).
Earn bounties by taking over towns, destroying vehicles, and salvaging
wreckage.
A commander has many more responsibilities than a regular player. The
role can be so involved that a commander might only perform a management
role the entire game. Usually if a commander is leading an assault
into battle it is because the team is either doing very well or very poorly.
It is highly recommended that you practice this role alone before
jumping into a multiplayer game as one. Your teammates rely heavily
on your ability to play this role effectively. At the beginning of
a game a commander's first duty is to find a suitable location for the
base. Often times you may start at such a location but it is random.
A good location should be defensible and very flat for the buildings.
You should not create structures on terrain that isn't very level.
Buildings should also not be constructed too closely. The AI
can get stuck navigating through a tight base. This takes practice,
preferrably offline practice. ;)
Once a suitable location has been found, a good choice for your first structures
would be a Barracks and Control Center. Do this by opening the Build Menu. Note that when you first place a structure it is destroyed. This
is normal and it must be 'built up'. Do this by adding workers from
the Build Menu. The more workers the faster the work gets done but keep in mind
you are on a tight budget early on. As soon as your Control Center is complete you can access it's menu (walk up to it, select Control Center
Options from the action menu). At this point upgrade Infantry to
get more troop options at the Barracks.
Your strategy from here on is up to you. A Light Vehicle Factory would be a good choice so players can purchase cheap vehicles to move
about the map. At this point you will not have much money left. It
is recommended to use the time to order AIs and devise a strategy. As
you gain money you should create base defenses. A few troops and
guns should always be present. And always keep in mind your player
requests. A good commander needs to balance the needs of his/her
team and the needs of the base. As the base nears completion a commander
should consider raising the player pool percentage (from the Option menu's Transfer Funds menu or Command menu's Resource Management menu) so players can purchase more equipment.
Base structures have additional options available only to the commander.
Barracks and vehicle factories have the option to select an AI team and add to it. Note that units
may not be added to player teams. The players must do this on their
own. If you wish to give a player a vehicle you can build an empty
one or transfer the money for one to them through the Resource Management menu. The AI team's current size is displayed below the current
resources. At a Repair Depot you can also build an independent salvager which will seek out destroyed vehicles and salvage them on it's own.
An AI team has two modes of operation: independent and non-independent.
By default all AI teams are non-independent at the beginning of a
game when the commander is a player. A non-independent AI follows
orders exactly and must be micro-managed. A commander has to purchase
a non-independent's troops and vehicles manually but this allows a greater
degree of control. Independent AIs follow basic orders but also tend
to think for themselves. They will purchase their own troops/vehicles
if they have the money and then follow any standing orders. Independent
AIs also return to base for reinforcements when low on numbers (unless
they have no resources). Independent AIs manage their own vehicles
and, therefore, cannot be ordered to board/disembark. For example,
if an independent team's role is Mechanized and they have an APC with nearby
foot-soldiers, then the troops will board the APC to travel to their destination.
Only independent teams may have a role
Independent Roles:
Infantry - The team will purchase all variety of soldiers. This is
a good role early on when teams cannot afford vehicles. All infantry
roles attempt to maintain formation. If units are out of range of
their leader they will proceed on their own.
AA Infantry - The team will primarily purchase soldiers with AA launchers. Normal
soldiers, Medics, and an occasional LAW/RPG soldier may be purchased.
AT Infantry - The team will purchase soldiers with LAW/RPG and AT launchers.
Normal soldiers and Medics may also compliment the team.
CQB Infantry - The team will purchase machine gunners, grenadiers, heavy grenadiers,
and medics. Normal soldiers, LAW/RPG, AT, and AA soldiers are also
rarely purchased.
Black Ops - The team will purchase snipers and black op/spetz natz. This is
a good role for Search and Destroy missions when the enemy base has been spotted since they will attempt
to sabotage structures.
Mechanized - The team will purchase all variety of soldiers. Light and heavy APCs
will occasionally be purchased to provide transport. This is another
good role to use early on since if the team cannot afford APCs it will
just purchase troops.
Mechanized AA - The team will purchase all variety of soldiers. APCs and AA vehicles
will occasionally be purchased to provide transport and AA defense. This
is another good role to use early on since if the team cannot afford APCs
it will just purchase troops. This role is also good for teams assigned
to defend bases and towns.
Armour - The team will purchase all variety of tanks and an occasional AA vehicle.
This is not a good role if the team has little resources since they
will not buy foot-soldiers. All armour roles attempt to maintain
formation. If units are out of range of their leader they will proceed
on their own.
Heavy Armour - The team will purchase the best tanks it can afford and an occasional
AA vehicle. This is a good role for a team with a lot of resources.
Air - The team will purchase assault helicopters. If the side's commander
is AI controlled and the base is next to an airstrip then fixed-wing aircraft
will also be purchased. No formation is maintained and all units
in this role proceed to the objective on their own. Aircraft cannot
capture towns and tend to give away a base's position so the recommended
order for such a team is Search and Destroy. Keep in mind that when a team is on a Search and Destroy mission that they will assault any enemy structures that are reported
and labeled on the map.
If you build stationary guns at your base you should create an Ammo Depot for quick reloading.
It is always a good idea to have an AI or player team defend the base. If they have a Vulcan/Shilka this will help spot aircraft
for any stationary guns on the same team making them much more effective.
If you want stationary guns at any towns you control use a Repair Truck. This is better than exposing your Mobile HQ. You will also want to an Ammo Truck in the area to reload the guns.
For quick building repairs use a Repair Truck or lots of workers. They are cumulative. A Repair Truck must have a driver and be located next to the building to be repaired.
You should always have at least one Independent Salvager. They can more than make up for their costs if they salvage destroyed
aircraft or armoured vehicles.
Learning to effectively use all of the AI commands is a game in itself.
There is much you can do but you must also understand some of the
quirks. Below is a list of tasks and how to go about performing them.
You can probably invent your own tasks as needed.
Reinforce Team - Set a waypoint by the factory/barracks you wish to reinforce the group
with. Order them to the waypoint. Once they have arrived start
building the unit/vehicle(s). Note that you don't have to do this.
It just allows them to be grouped together when they proceed with
their next order.
Make Leader Control Vehicle - This is useful if the leader is on foot. Order to the vehicle
factory and add the desired vehicle to the AI's team. The leader
will automatically be transported into it if close by.
Fast AI Teams - Avoid having an AI team travel long distances on foot. There
are many ways to do this. If you have any remaining troops on foot,
order them into a transport if the AI team has one (Bradleys, BMPs, Trucks,
etc.). Alternately, build enough empty vehicles for the foot soldiers
and order them to Command Nearby Vehicle(s).
Defend Base - A base is defined as any cluster of buildings with a Control Center. If you have only a Control Center this is considered a base. A base should have good defense against
both ground and air. One good strategy is to assign an AI or player
team to defend it. You should build stationary guns around the parameter
and have at least one Shilka/Vulcan. This can be used as a spotter
for the stationary guns making them much more effective. When creating
stationary guns you will want at least some HEs. Due to a bug in
the game you should not build too closely to the water since AI team vehicles
can actually drive in when on patrol and be destroyed.
Defend Specific Town or Base - Set a waypoint close to the town/base. Order the AI team to the
waypoint. Once they have reached the waypoint order them to Defend Nearest Town/Base. The goal is to make the town/base you wish to defend the CLOSEST
destination when you order them to Defend. They need not be right
at the waypoint, it is just used to get them close enough.
Attack and Defend Specific Town - This works the same way as above. Set your waypoint and order
the team to Take Towns. When the town is under your control then order the team to Defend Nearby Town/Base.
Destroy an Enemy Mobile HQ - If you know the location of the enemy Mobile HQ set your waypoint to it. Order an AI team with BlackOps to the area
and order them to Search and Destroy. They will attempt to place satchel charges on it. Note that
this is seldom effective as there are usually defenses set up around a
Mobile HQ. It is recommended to use players for assaults on an enemy base.
At the moment the AI will not attack buildings.
Paradrop AI Team - This can be done by ordering them to Board Nearby Transport(s) when only a helicopter is nearby. You can move the helicopter to
the desired destination and order them to Disembark Transport(s). If you wish to have them to disembark on foot then land the helicopter
first if you control it. If they control it then order them to Disembark Vehicle(s). It will then land first. You may wish to reissue a Command Nearby Vehicle(s) order after they have disembarked if you want to their vehicles manned.
This is one reason it is a good idea not to mix AI group types. Keep
the tanks and paratroopers in their own separate groups.
Patrol the Island - Order an AI team to Search and Destroy. They will now randomly patrol the island. Note that they
will automatically patrol a town if ordered to defend it (unless they are
all manning stationary guns).
Transporting AI Teams - AI teams can transport themselves if you first make them Command Nearby Vehicle(s). However, it can be desirable to command the transport yourself
or with one of your team members. To do this you MUST order the AI
team to Board Nearby Transport(s) BEFORE any player team member enters the vehicle. Have the players
enter after all the AIs load up. The game seems to have a problem
with having local and non-local groups in the same vehicle. Note
that this problem does not occur for a player that is also on the server.
You can also mix AI teams in a vehicle without problems.
参考までに和訳を載せますが、 ゲーム中では英語表記ですので 英語で覚えましょう :) (移動司令部) (兵舎) (軽車両工場) (重車両工場) (航空機工場) (弾薬庫) (修繕設備) (野戦病院) (司令所) オプションメニュー 復活地点 オンラインヘルプ BGM 資源を送る ウェイポイントを現在地に設定 ウェイポイントを設定 生産キュー 削除 全て削除 地図 装備 資源