Playing Outlive Demo
General Information

There are two maps available in the Outlive Demo to play in Multi-player mode:

Combat
Allows up to 8 players on 4 teams. You will access it through the Multiplayer button.
Duel
Allows up to 4 players on 2 teams. You will access it through the Multiplayer button.
We recommend that you play the tutorial map before playing with other players. The tutorial will demonstrate the features of Outlive that set it apart from other games in this genre.
Below, you will find a summary of the main playability topics that will be useful in Outlive Demo games:
Multiplayer Games
It is possible to play the Outlive Demo via serial cable, modem, IPX or TCP/IP. Immediately after you choose the type of connection, a list of created sessions (games) will be presented. To enter a game, you must select the game and click on the Enter option. To create a new game, you must click on the Create option.
Types of connection
Serial
Players: 2.
You must enter the port the serial cable is connected to, and the transmission rate, which must be the same between the two connected computers.
Modem
Players: 2.
To create a new game, you must choose the Answer Call option. To enter a Game already created, you must enter the phone number of the player who created the session.
Local Network (IPX)
Players: 16 (8 pairs).
The IPX protocol must be installed. All sessions created on the local network will be listed.
Internet (TCP/IP)
Players: 16 (8 pairs).
The TCP/IP protocol must be installed. To create a game, it is not necessary to enter an IP address. To join a game, you must enter the IP address of the game creator (except when the game is created on a local network).
Considerations

- In games via TCP/IP, the player may get information on the connection by typing the console command "#PING ON". A window will appearing with the state of the connection, the ping and the percentage of packet loss. The connection status may be:

- Good Connection: Ping smaller than 500ms and packet loss smaller than 2%.
- Average Connection: Ping between 500 and 1200ms and packet loss between 2% and 5%.
- Bad Connection: Ping higher than 1200ms or packet loss higher than 5%.
- When the connection is bad, the connection information window will be automatically displayed. Since the internet can be very unstable at times, connections may vary during a game. If the bad connection sign appears momentarily, it may only mean a momentary instability. But, if the window persists for several minutes, the connection is probably unsuitable for play, and the player with the poor connection must decide if he will continue playing.
Interface

Interface

A. Menu - Allows the player to load and save games, configure game, sound and video options, view mission objectives and quit the battle or game.

B. Mini Map - Offers a general view of the battlefield. The player can use the mini map to give orders to his units and to place troops. Above the mini map there are the Game Clock and Help buttons. Clicking on the Game Clock allows the player to pause the game. Clicking on Help allows the player to obtain information about game items.
C. Information - Reserved area to display information from the Interface Modes.
D. Order Buttons - Allows the player to give orders to his units.
E. Mode Buttons - Changes Interface Modes. There are 4 modes: Information, Paths, Messages and Diplomacy.

F. Credit Screen - Allows the player to control the level of maintenance and technological research expense.

G. Warning Screen - Shows the player when a research or an espionage mission is finished, or when there is an important message.
H. Game Area - Place where the battles happen. The Game Area can be maximized when all the interface modes are minimized.

Energy

Energy is essential for buildings to work at full capacity. For example, with insufficient energy, a Research Lab will conduct research slower; vehicles will take longer to be produced by Factories; Defense Towers will shoot slower and do less damage.

Energy Sources: Energy is generated by special buildings, existing only for this purpose. The Humans have Wind and Nuclear Power Plants for energy generation; Robots have Solar Collectors and Radioactive Generators. (see Chapters 10 and 11 for more information).

Wind Power Plant
Wind Power Plant
Energy Net: For a human building to receive energy from a Wind or Nuclear Power Plant, the buildings must be built close together so they can form an Energy Net. When a building is not receiving energy, it can be linked to an Energy Net through an Transmission Substation.
Transmission Substation
Transmission Substation
For the Robots, the establishment of Energy Nets is a little different, because the buildings don’t need to be built near each other. The Robots have only one energy net, and all the Robot buildings are linked to this net, no matter the distance between them.
When a construction doesn’t belong to an Energy Net, it works at 25% capacity. The exception is the Market, which stops working when it doesn’t receive energy. However, the Market always works with 100% of its capacity when it is linked to an Energy Net.
Nuclear Power Plant
Nuclear Power Plant
To verify the amount of energy of a Net, select an energy building (Wind Power Plant, Nuclear Power Plant, Transmission Substation, Solar Collector or Radiactive Generator). If the Energy Network is at 100% or above, the buildings belonging to this Net will be working at full capacity.

Credits

Credits are essential for the support of the base. They are obtained through the exploration of Ore Mines and through scrap metal collection. Credits may also be transferred between players.

Iron Mine
Iron Mine
Uranium Mine
Uranium Mine
Extractor
Extractor
Refinery
Refinery
Processor
Processor

Ore Mines: There are two types of Ore Mines: Iron and Uranium. Uranium Mines are more valuable than the Iron Mines, however they send out radiation that damages vehicles and buildings. To extract credits from Ore Mines, build an Ore Extractor (Mining Facility for Robots) or an Ore Processor (Ore Assimilator for Robots) over a Mine (see Chapters 10 and 11 for more information about buildings).

Another factor affecting Mines is Purity. Purity ranges from 25% to 100%. The greater the Purity, the faster credits will be extracted. During extraction, the Purity will decrease, eventually reaching the minimum of 25%. At 25%, Purity never decreases and collection speed remains consistent.
Gathering Scraps
Gathering Scraps

Scrap Iron: When a vehicle is destroyed, it may leave scrap metal behind. The value of the scrap metal depends on the value of the vehicle that was destroyed. Heavier vehicles make leave valuable scraps. Scraps can be collected using a Gatherer or a Marauder.

Maintenance Level: Maintenance is the cost of maintaining vehicles and it varies with a vehicle’s value. Reducing the maintenance level (initially set at 100%) makes maintenance cheaper. However, characteristics as damage, armor, energy for special abilities and automatic repair of units are adversely affected. To change the Maintenance Level, use the Credits Screen.
Research Level: The Research Level determines the speed of research. Reducing the Research Level, spreads out the cost of research over a longer period of time. This makes the research take longer, but may free up credits in an emergency. To change the Research Level, use the Credits Screen.

Research

Research is conducted at the Research Lab or Tech Center. Research is absolutely essential in ensuring technological development of an army.

Research Lab
Research Lab

Developing Researches: Researches are divided into 5 categories: Basic Constructions, Resource Constructions, Vehicles Research (or Basic Vehicles in the case of the Robots), Aircraft Research (or Advanced Vehicles in the case of the Robots) and All Researches.

The first four categories have subdivisions, making it possible to access the specific research of each unit or construction. The last category contains all the researches available in the game.

Note: When a research is halted and then resumed, it resumes from the point at which it was previously stopped.

Target Researches: It is possible to choose any research from the Technological Tree to be accomplished. When a research has requirements, it is called a target research. When a target research is chosen, all the advances that are required for it will be completed automatically until the target research is obtained.
Research Scientist: It is possible to get the assistance of a Research Scientists when deciding what research to undertake:
- Select the Research Lab (Tech Center for Robots).
- Click on Auto-Research to activate the Research Scientist. If the Lab has no current projects, the Scientist will choose one. If a research is in progress, the Scientist will wait until it is completed before choosing a new one.
- Researches will be completed one by one until there are no more left to be researched.
- To deactivate automatic research, click again on the Auto-Research button. The Scientist will be deactivated, however the research that is in progress will be finished.

Market

Market
Market
The Market is the place to buy and sell vehicles. When a player buys or sells a vehicle to the Market, the price and stock of that vehicle are affected for all other players.  Through the purchase and sale of vehicles, the Market becomes an alternative way of obtaining credits and units.

Intelligence

Intelligence Center
Intelligence Center

Espionage is an essential weapon in battle. The more information a player has about his enemies, the better his chances of defeating those enemies To use espionage, the player must build an Intelligence Center or Information Center.

The success of an espionage mission is based on probability: the higher the probability, the greater the chance of success. Researches in the field of espionage (see Chapter 7 for more information) make it possible to increase the probability of success decrease the chances of being spied on by enemies.
Another factor that determines the probability of success of an espionage mission is the type of mission. The harder the mission, the smaller the probability of success. It is possible to conduct six different types of espionage missions: steal information, open sight, steal research, monitor player, lock constructions and redirect ICBM.

Maintenance

Maintenance is the cost of maintaining vehicles and it varies with a vehicle's value. Reducing the maintenance level (initially set at 100%) makes maintenance cheaper. However, characteristics such as damage, armor, energy for special abilities and automatic repair of units are adversely affected. To change the Maintenance Level, use the Credits Screen.

Terrain Elevation

Elevation affects vehicles and constructions. Land vehicles and towers on low ground cause only 75% damage to targets in elevated positions. Wind Power Plants and Solar Generators built on elevated land will generate more energy than the same constructions on lower ground

Damaged Buildings

Vehicle Factory
Vehicle Factory
Buildings that are very damaged don’t work at full capacity, similarly to buildings with low energy (see Chapter 6 for more information). For instance: Wind Power Plants provide less energy, Defense Towers shoot slower, etc.

Advanced Options

Advanced Options are accessed through a button with the same name displayed on the interface when a vehicle is selected.

Automatic Retreat: This determines the level of damage that will cause the vehicle to automatically retreat to its Retreat Point (see below for more information about Retreat Points). If this percentage is 100%, any damage that the vehicle suffers will cause it to retreat. If the percentage is 0%, the vehicle will never retreat.

Help Radius: When unit or building belonging to you or your ally suffers an attack, it will automatically send out a request for help. Units not directly under attack may respond to requests for help depending on their Help Radius. If the Help Radius is 0%, the unit will never leave its position to help another unit, similarly to the Hold Position order.
Note: The Help Radius of Builders, Gatherers, Morphers and Marauders is always configured to 0% and can’t be changed.
Use Special Abilities Automatically: When activated, the special abilities of the unit are used automatically. For instance, a Dominator may automatically Incubate an Abominable when it finds one; Chaos may send out its radioactive cloud when there are enemies; and so on.
Retreat Point: The Retreat Point is the position a unit will fall back to when it Retreats. When the vehicle is produced, its Retreat Point is the building where it was created. To change the Retreat Point of a vehicle, do as follows:
- Select any vehicle.
- Click on Advanced Options.
- Click on Retreat Point.
Move the mouse to the game area and notice that the mouse pointer has changed to a circle. Left click on the battlefield to establish a new Retreat Point for the unit.
Note: When the Retreat Point is placed on the first or last step of a Path, retreating units will move to the other end of the Path, irrespective of the Path Type. If the Retreat Point results in a Robotic unit arriving on a friendly Recycling Base, the unit will automatically enter Recycling Base to be repaired.
Cancel: Cancels all changes and quits Advanced Options.
Apply: Confirms all changes and quits Advanced Options.
Note: Advanced Options can also be changed directly in any building that produces units. Advanced Options set at a building will apply to all units produced by that building after the changes were made.
Special Situations: There are some special situations that bear mention:
- Robotic Constructions in the process of building/demolishing are more vulnerable. They will suffer greater than normal damage if attacked.
- When the Twister is teleporting it is more vulnerable. It will suffer more damage than normal while teleporting.
- Flags can’t be teleported. When a Marauder (or Gatherer) carrying a Flag is inside a Twister, teleportation will cause the unit to drop the Flag at the point where teleportation was initiated.
- When a Dominator dominates a Transporter or Twister, any vehicles being carried by the unit are instantly destroyed.
- The Intelligence Center and the Information Center can’t be locked through the Lock Constructions espionage mission.

- Heavier Vehicles (like Missile-Launcher, Tank, Heavy Tank, Tempest, Chaos and Incinerator) suffer more damage than light vehicles from weapons that use fire, such as the Flamethrower and Incendiary Missile attack.

Abominable

Abominable
Abominable
The Abominable are genetically modified beings that have their own behavior. They may  become aggressive without warning or run away when threatened. With the proper research, the Humans can create obedient Abominable at their Headquarters.

Diplomacy

Using Diplomacy, it is possible to modify your diplomatic status with other players and transfer credits. The diplomatic status of one player relative to another determines how both player's units will interact. Allied players share vision and their troops help each other. Neutral players neither help nor act in a hostile manner towards each other. Enemy players troops' will attack each other on sight. In diplomatic relations between two players, the more hostile option selected by one of the players predominates. For example, if one player selects Ally but the other player selects Neutral, what predominates is the situation Neutral. Diplomacy options may be accessed through the Diplomacy Mode button on the lower right side of the interface or hitting F12.
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