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Manual abstract: user guide GAMES PC HOMEWORLD
Detailed instructions for use are in the User's Guide.
[. . . ] part i: historical + technical briefing
a
question of origins
kharakid environment
A1
heresy wars CIRCA 520
A2
The debate over our past on this world reaches back through the entire documented histor y of civilization, a period covering over 1300 years. The harsh conditions across this world, Kharak, [A1] fueled the myths of other places and times where we did not have to spend so much of our strength on simple survival. While the issue of our distant past was primarily a religious matter [A2], it wasn't until the dawning of the Time of Reason [A3] that advances in the biological and chemical sciences revealed a disturbing lack of commonality between our biochemical makeup and that of most Kharakid life. Ironically, it was the birth of the Daiamid Movement, with its many scientific breakthroughs, that created a philosophical environment where the oldest myths and the newest theories could be wedded into what we now have accepted as the XenoGenesis Theory. [. . . ] Adm Paktu: While my colleague has a valid point, I believe his tactical doctrines are based on ideal situations instead of the actual pressure situations a fleet will find itself under. We all would like to command fleets of nothing but the best and biggest, but the reality is that time and resources in combat often do not allow the creation and maintenance of a large force of Capital Ships. And we needn't even bother to analyze the true costs of losing a single large vessel when compared to the attrition a fighter squadron can suffer while still being maintained at combat readiness. No, as much as I find the thought of commanding multiple destroyers attractive, I have to favor the opposite fleet strategy; that of large groups of massed Strike Craft anchored by a handful of Capital Ships. Riif-Sa: Oh, no you don't, Chiisur, I have seen you undermine by generalization since we were just gnats learning to sail sand skimmers at the training crèche. I am not talking about vague plans and mythical battles!I am talking about precise
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deployment plans, with each Capital Ship escorted by six Interceptors or three multi-gun Corvettes. Once each Capital Ship has its Strike Craft escort, they should be organized into attack divisions based on class and combined arms theory. Frigate divisions should consist of two or three Ion Cannon ships in a tight V formation, with an Assault Frigate positioned below and another in a higher slot. This creates a fighting wedge with significant firepower, while creating a deadly sphere of anti-fighter fire provided by the Assault frigate turrets and the strike craft surround each frigate. No attacking force of Strike Craft could survive their first pass against such a squadron intact, while the forward firepower could punch through any opposing Capital Ships easily. When using Super-Capital Ship types like Destroyers or Cruisers, formational doctrine places these admittedly expensive and invaluable vessels in the core any given formation, surrounded by an escort of four to eight multi-gun Corvettes to provide point defense fire. The key to this kind of formation is that enemy commanders are usually driven to order attacks against the heaviest enemy vessel threatening them, and this means the super-heavy ship at the core of this formation serves double duty, both as the heart of the division's firepower and as a lure to bring lesser enemy craft into the deadly crossfire of the division's massed turrets. Paktu: Once again I do not doubt the power of these fantastic collections of Capital Ships, but my point of cost versus benefits still stands. Are you aware of the number of Interceptors one can build for the cost of a single Assault Frigate?Now granted, each one packs only a tiny amount of the Frigate's firepower and certainly cannot survive more than one or two hits from a heavy gun, but I ask you: Exactly how much damage can 75 interceptors do in the time it takes to kill just one of them?In my tactical deployment plan, Fighter wings work in massed formations and attack in waves, each with a specific purpose. The advantage of my system is flexibility and speed, a decided improvement over Admiral Riif-Sa's deployment strategies, which trade these attributes for extreme concentrations of firepower. In my strike fleet, an attack group is made up of three distinct Fighter waves. The first wave to attack is a group of 20 to 30 scouts in X-formation, ordered to fly in Evasive mode. Their job is to pull the enemy Heavy Fighter screen into a series of long, drawn-out dogfights and attract as much defensive fire as possible. The extremely high speed and maneuverability of the Scout will result in most of the enemy turret fire missing its mark. [. . . ] NEITHER SIERRA, ITS PARENT, SUBSIDIARIES, AFFILIATES NOR LICENSORS SHALL BE LIABLE IN ANY WAY FOR LOSS OR DAMAGE OF ANY KIND RESULTING FROM THE USE OF THE PROGRAM OR EDITOR INCLUDING, BUT NOT LIMITED TO, LOSS OF GOODWILL, WORK STOPPAGE, COMPUTER FAILURE OR MALFUNCTION, DATA LOSS, DATA CORRUPTION OR ANY AND ALL OTHER COMMERCIAL DAMAGES OR LOSSES. Some states do not allow the exclusion or limitation of incidental or consequential damages, or allow limitations on how long an implied warranty lasts, so the above limitations may not apply to you. You hereby agree that Sierra would be irreparably damaged if the terms of this License Agreement were not specifically enforced, and therefore you agree that Sierra shall be entitled, without bond, other security, or proof of damages, to appropriate equitable remedies with respect to breaches of this License Agreement, in addition to such other remedies as Sierra may otherwise have available to it under applicable laws. This License Agreement shall be deemed to have been made and executed in the State of Washington and any dispute arising hereunder shall be resolved in accordance with the law of the State of Washington. [. . . ]
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