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Game Manual

Copyright 2005-2009 Isotx. All rights reserved.

MidEast Crisis Game Manual


Introduction
Welcome to the official MidEast Crisis Game Manual. This manual will describe the MidEast Crisis new
game play features, how Israel and Syria are modeled, and new game elements for each side.

Game Play
In MidEast Crisis, when you play the MeC- maps, you will notice the tech structures has changed from the
original Command and Conquer Generals : Zero Hour, as well as adding a new Tech Building, new
General abilities, and a different take on Superweapons.

Oil Refinery
This new type of Tech Building is spread throughout the map in tactically key
locations. Like the normal Zero Hour Tech Oil Derricks, an Oil Refinery
delivers $1000 to your funds, and produces a stream of revenue. However, at
the start of the game, an Oil Refinery is indestructible. This is to encourage
players to come out of their base and battle strategically throughout the
map.

Special Army Technology (Level 3 Required)


This is the same as choosing a default Zero Hour General, but you must have
3 Star Generals Abilities. Unlock your special technology choice by selecting
it from your Generals Powers. Then, purchase the upgrade at your Command
Center. Each side has its own choices. These upgrades are expensive and
take a long time to achieve, but they provide you with special stronger new
units and abilities.
Be cautious and choose wisely, because specialization will focus you on a
particular technology, but in turn, your other forces will weaken.

Superweapons
This is not a radical change either, but it does work better than the normal Zero
Hour system. It also adds more strategy. Each side can construct a
Superweapon unique to their side. The Superweapon structure must be built
first, and then the Superweapon can be built in that structure. The
superweapon is a vehicle. Syria has a Scud Launcher and Israel has a Lance
Launcher.
There are a few unique features surrounding the superweapon system. First is
the concept of the mobile unit itself being the superweapon. Second. the superweapon missile you fire flies
low, and functions as a ballistic missile. The missile can be shot down by AA fire, so that the Superweapon
is no longer an automatic hit!

Artillery Generals Promotion


To increase your strategic choices in Generals Promotions, you now dont have every available unit on
startup. At first your Special Technology adds several new specialized units to your arsenal, but you can
also select an Artillery unit from your Generals Promotions. This generates more choice in which arsenal
you wish to specialize in, as well as forcing you to strategically choose thinking ahead.

Israel and Syria


MidEast Crisis attempts to create a mixture of authenticity and game play. Some military elements were
changed to create a more interesting arsenal/game play. The authenticity is largely expressed in the Israeli
and Syrian voices, the music and graphics. Israel and Syria also each have their own style of play, which is
described below.

Israel
Israel has always focused on agility, speed and high tech equipment. This makes them a deadly opponent,
capable of lightning fast strikes. In MidEast Crisis, Israel has been modeled to fit this profile. For example,
they dont construct concrete structures, but instead build tent facilities easily and rapidly, and then fly in all

MidEast Crisis Game Manual


their vehicles and infantry. These advantages in construction speed and agility make Israel very skilled at
short rush attacks. The downside is that flying in all its equipment takes more time than on-site
training/construction. Also, with such light-armored structures, Israeli bases are vulnerable targets.
To counter their smaller numbers, Israel focuses on creating the most high tech army in the Middle East,
choosing high quality equipment over quantity. With extensive missile abilities, such as the Cruise Missile
Launcher, Israel can pinpoint targets from all over the map with great accuracy. However, a lot of time,
money and effort are required to create this equipment, making their arsenal expensive.

Summary
Pros

Summary

Structures are constructed fast


Construction yards can be relocated
Construction yards also function as
supply depots
Requires no power
Very skilled at short rush attacks
High-tech quality equipment
Long range missile abilities

Cons

Structures are lightly armored


Units take a long time to fly in
Arsenal is expensive

Syria
Syria has always relied on large numbers and fortified positions to be victorious in battle. They buy most of
their military arsenal from Russia, acquiring cheap but outdated equipment. In MidEast Crisis, the Syrian
arsenal has been slightly adjusted to make it more interesting. Some new Russian equipment has been
added, making Syria more deadly than ever.
At the start of the game, Syria must create a Supply Depot and a power generator. The fact that Syria
requires power is its main weakness. Its structures are large concrete buildings capable of resisting a lot of
firepower. This gives Syria a great advantage in being able to hold its position. However, the structures
require a lot of space and time for their construction.
Once the structures are in place, infantry are trained on the spot, and units are constructed inside the
factories. Syria is therefore able to create large armies very quickly.
The Syrian units have essentially the same settings. They are slow, but heavily armored. However, most of
the equipment is outdated and is no match for its Israeli counter-part. However the SA-6 is still considered a
heavy AA unit, and must not be underestimated.

Summary
Pros

Cons

Heavy fortified structures


Fast unit creation
Heavy units
Cheap units
Camouflaged base defense
Heavy AA defense

Structures are constructed slowly


Needs power + supply depot
Outdated material

MidEast Crisis Game Manual


Israel And Its Special Abilities
Standard Israel
Vehicles

=Created at Construction Yard,


=Created at War Factory Landing Strip,
=Constructed at the Superweapon Structure)

Dozer
Standard Israeli Construction Dozer.

Supply Truck
Acts as a mobile Israeli supply depot. Builds Israeli workers which then collect and load supplies onto
the truck.

Magach 7A MBT
This is the first MBT available in the game. An outdated, medium tank, but can still be lethal.
Possible Upgrades: Engineer, Carpet Launcher

M577a3 Command Vehicle


Purpose: Field command/Non-combat intelligence
Provides radar and stealth detector; can command F4 Scout planes (if unlocked).
Possible Upgrades: News Crew

Zelda 1 APC
Israels primary APC vehicle. Infantry however are only partially protected.
Can carry 4 infantry (can fire from Zelda)

M109 Artillery

(Requires Generals Upgrade)


Israels main artillery unit. Unit is unavailable until purchased at Rank 1.

M163 Hovet
The main anti-air unit of Israel, with its powerful Vulcan its a deadly weapon. Effective against infantry.
Possible Upgrades: MacBeth Missile Launcher

Quad Bike
This all-terrain vehicle is an extremely fast unit, capable of traveling long distances in a very short time.
Soldier can dismount, but doing so destroys the bike. Weak against tanks and missiles.

Lance Launcher
This is the Israeli Superweapon Vehicle, which is capable of firing a Lance-Nuclear missile. It can be
housed inside the superweapon structure, but cannot fire from within.

Aircraft

(All Aircraft are created/constructed at the Airfield.)

F16
The main light, all-round fighter of Israel.Armed with light AA and AG weapons
-Vulcan AA gun.

AWACS
Purpose: Aerial intelligence and defense
This aircraft patrols your base, and can launch F4 attacks on air-targets.

Cobra
A small, light attack helicopter. Cheap in production but still lethal in numbers.
-Fast attack chopper

BlackHawk
Purpose: Collecting supplies, transporting infantry
A tough and agile multi-purpose transport helicopter which can also provide weapons fire when troops are
within the unit.

Infantry

(All Infantry are constructed at the Barracks.)

Standard Infantry
Purpose: Capture structures
Israels standard infantry. Well-trained and equipped infantry, Israel has the best quality infantry.
Constructed two at a time.

MidEast Crisis Game Manual


Infantry

(continued)

Medic
Purpose: Heal infantry
Medics are useful for keeping groups of infantry dug-in. They are not to be underestimated.

MG Infantry
Purpose: Heavy MG troops
MG Infantry deploys and fires a heavy machinegun. With their constant spraying fire, they can pin down
enemy troops and cause massive damage. Deploy to fire.

Spike Launcher
Purpose: Heavy Missile Troops.
This is a modern heavy missile, able to severely damage enemy vehicles and aircraft. Deploy to fire.

Hero Boaz
Armed with a 50cal sniper rifle and special abilities, the Israeli Hero is an essential unit in your army.
Upgrades: Hornet Mine, MLRS Strike (Requires 3 Star Generals Abilities)

News Crew
Purpose: Generates income
World Press is visiting the area, and pays the IDF for protection. They also pay you for making pictures of
enemy structures, units etc. You can earn a lot of money by taking pictures. Requires Airfield.

Structures
Construction Yard
The main structure. This is where you construct your Dozers and Supply Vehicles. It also provides
power for the THEL AA Laser, and can hold 2 infantry. Special feature: This structure can take off
and relocate.

Barracks
All your infantry troops fly in to the barracks, and all infantry upgrades are constructed here. It can hold 2
infantry units.

War Factory Landing Strip


Vehicles are flown in on this cargo plane landing strip. It can hold 2 infantry units.

Airfield
Construction, assembly and repair of all aircraft and helicopters are done here. The airfield can house
up to 4 jets and 2 infantry.

Israeli Base of Operations


Israel's radar outpost. Also provides Israel with radar and houses the Special Technology Upgrades. It can
hold up to 2 infantry units.

M110 Artillery Defense


The main Israeli defense structure. An M110 is positioned with sandbags and is able to hold 2 infantry
units.

THEL AA Laser
A large experimental AA Laser capable of doing massive damage at long ranges. Can hold 2 infantry
nuits. Requires power, which is provided by the Construction Yard.

Cruise Missile Launcher (Limited to maximum of 3)


A special structure for the Israelis. When a launcher is set up, powerful Cruise Missiles can be bought
and fired at any target throughout the entire map with precision. Requires Base of Operations.

Lance Superweapon Structure


Purpose: Produces and garrisons Lance Launcher
The Israeli superweapon structure. This is not the superweapon itself, but the structure where the
Lance Launcher is assembled and can be garrisoned. Can house 1 Lance Launcher.

MidEast Crisis Game Manual

Upgrades
General

(
= Requires Special Technology Powers , = Researched at Base of
Operations,
= Researched at War Factory Landing Strip)

Armored Corps
This upgrade gives you access to the Carpet Upgrade for the Magach 7D, and the Merkava MBT Tank.
Pricing Changes: All vehicles are 20% cheaper, but all aircraft are 20% more expensive.

Airforce General
This upgrade replaces the F-16 with the F-15, and makes available the upgrade to F-15E, and the
Longbow upgrade for the Apache.
Pricing Changes: All aircraft are 20% cheaper, but all vehicles are 20% more expensive/

Sayeret Forces
The Sayeret forces make available a Bazooka Infantry, Sniper Infantry, and the Sayeret Standard
Infantry. It also replaces the Zelda 1 with the Zelda 2.

M109 Auto Loaders


This upgrade provides the M109 with Auto Loaders that increase the fire-rate of the M109 Artillery.

Boaz Hornet Mine


Unlocks the ability of the Israeli Hero Boaz" to plant Hornet Mines. The Hornet Mine is a heavy AntiTank mine that fires upward.

Israel + Armor Corps (Requires Armored Corps Upgrade)


Merkava MBT
The heaviest battle tank around. This beast is capable of fighting multiple targets at once. Created at
War Factory Landing Strip.
Upgrade: Mine-Slapper

Israel + Airforce General (All require Airforce General Upgrade. All built at Airfield.)
F15C replaces F16
Heavy all-round fighter. When upgraded to F15E, its AA ability is removed.
Upgrade: F15E

Apache Longbow
Heavy attack helicopter.
Upgrade: Longbow radar

Israel + Sayeret Forces (All require Sayeret Upgrade. All built at Barracks)
Sayeret Bazooka Infantry
Armed with a light-weight bazooka, they are more agile and deadly than the spike.

Sayeret Sniper Infantry


Special forces with sniper rifles. Very effective.

Sayeret Standard Infantry


Standard Sayeret troops armed with the infamous Uzi; able to capture buildings.

MidEast Crisis Game Manual

Promotions (Israel)

Level
1

F4 Scout Plane

Supply Drop

Unlocks the M577a3


Command vehicles
ability to send out a scout
plane to take a picture of
a certain area.

A cargo plane drops


supplies at the specified
area with Green Smoke.

SR-71 Strike

Nimrod Strike

A modified SR-71 flies in


and fires an HE Missile at
its target

A cluster of Nimrod
rockets fly in and
bombard the target. Can
be upgraded to Level 2
and Level 3

OFEQ5 Satellite

MLRS Beacon

Sayeret Strike

The Satellite temporarily


reveals a certain area on
the map.

Unlocks the Israeli Heros


special ability to plant a
MLRS beacon. The beacon
can be destroyed, but if not
launches a powerful MLRS
strike at its target.

Sayeret forces are Paradropped in on the


specified location. Can
be upgraded to Level 2
and Level 3

Butterfly Bomb

Communications
Shutdown

Level
3

Level
5

An Israeli bomber flies in


and drops a large
Butterfly bomb near its
target. This is a large
bomb/mine with a deadly
HE explosion.

All units and structures


within a certain area are cut
off from communications
and therefore cannot be
controlled by the enemy.

Unlock M109
Unlocks the M109
Artillery. These units are
produced at your War
Factory Landing Strip.

Special Technology
Special Technology:
Unlocks the Special
Technology choices,
purchased at the Base of
Operations

MidEast Crisis Game Manual


Syria And Its Special Abilities
Standard Syria
( =Created at Construction Yard,
=Created at War Factory,
=Constructed at the Superweapon Structure,
=Created at Supply Depot)

Vehicles
Dozer

Standard Syrian Construction Dozer.

Supply Truck
Standard Syrian Supply Vehicle.

T-72 MBT
An old and outdated Russian tank, but not to be underestimated, for it is still a fearsome foe.

BMP2
A light, amphibious troop carrier. Good for fighting infantry.

SA-6
Syrias main AA unit. A devastating unit with powerful, long-range rockets capable of firing with great
accuracyfrom extreme distances.

SSAM (BM-21)
(Requires Generals Upgrade)
This is Syrias main artillery unit, an old upgraded BM-21 fitted with 2 HE rockets. Unit is unavailable until
purchased at Rank 1.
Scud Launcher
The Syrian superweapon vehicle. It is capable of firing an HE Scud, and can be extremely well hidden,
since it is cloaked when standing still.

Aircraft

(All Aircraft are created/constructed at the Airfield.)

MIG-21
The main, light, all-round fighter of Syria. A very weak and outdated unit, but also very cheap. Has light AA
and AG rockets.
Upgrades: Carpet Bombing

Mi24 HIND
Heavy Assault Transport. Of Russian fame, these aircraft are extremely well armored and can carry a lot
of weapons and up to 4 infantry.
Upgrades: Stronger Rocket pods or gattling cannons

Infantry

(All Infantry are constructed at the Barracks.)

Standard Infantry
Syrian Standard Infantry can capture buildings. Not very strong,

Flame Thrower Infantry


A deadly weapon capable of doing massive damage to structures and infantry groups.

RPG Trooper
The RPG trooper is not a very accurate weapon, but its range is pretty good and the damage substantial.

Hero Khalid
Abilities: Knife Attack, Planting Explosive Charges, Nuke Beacon
Syria's Hero. He is not very quick, but has a deadly constant-fire machinegun, and some very handy
abilities. Upgrade: Nuke Beacon (Requires 3 Star Generals Abilities)

MidEast Crisis Game Manual


Infantry

(continued)
Civilian
Syrian civilians wish to help out in raising money, and therefore they can be sent inside the civilian
structures to generate money. They will ONLY generate money when inside a Syrian civilian structure.
Also can be armed with the Arm The Civilians upgrade.

Syrian Engineer
The Syrian engineer is a handy unit which can clear mines, lay mines, build Camo Nets, and repair
structures.

Structures
Construction Yard
The main Syrian construction yard. Used to construct dozers and house infantry. Able to house 4
infantry.
Upgrade: Radar

Power Generator
The main power supply of Syria. Can be upgraded with an extra generator.
Upgrade: Extra generator for more power

Command Bunker
Purpose: Housing Troops and Vehicles, purchasing your special technology choice. The spacious
Command Bunker can house many troops and vehicles, which can fire from inside the bunker. Can hold
up to 6 units.

Supply Depot
Purpose: Storing supplies, creating Supply Trucks
A supply warehouse where Syrian trucks can drop off supplies. Can hold 2 infantry.

Barracks
The Syrian infantry Barracks constructs all sorts of infantry. Can hold 2 infantry.

Warfactory
Constructs all the Syrian vehicles. Can hold 2 infantry.

Airfield
Constructs all Syrian aircraft and helicopters.

Guard Tower
The defensive guard tower is built with 4 infantry, 2 Standard and 2 RPG Troopers. Is cheap and easy to
build.

Camouflaged dug-in T72 Tank


A modified T72 has been dug-in and now serves as stationary defensive position. It is well camouflaged,
and therefore very stealthy.

Civilian House
Use: Housing Syrian Civilians to generate income
Construct random civilian structures and fill them with civilians to earn money. Once inside, the civilians
start generating money.

Mine Field
Purpose: Defense
Construct a minefield at a location you wish to defend. These minefields are a backbone of the Syrian
defense, and should not be underestimated.

Syrian Superweapon Structure


Purpose: Produces the Scud Launcher
The Syrian superweapon structure. This is not the superweapon itself, but the structure where the Scud
Launcher is assembled. Can hold 6 infantry units.

MidEast Crisis Game Manual


Upgrades
General

= Requires Special Technology Powers ,


= Researched at Command Bunker,
= Researched at War Factory)

Iranian Reinforcements
The Iranian Reinforcements upgrade gives you the MiG-29, F-14 Fighter, and FROG-7 Launcher, all of
which can be upgraded to carry Chemical Warheads (with the Chemical Warfare upgrade).
Pricing Changes: All aircraft are 20% cheaper, but all vehicles are 20% more expensive.

Republican Guard
This upgrade gives you access to the BMP-3 Assault Transport, AT-14 Technical, Ka-50 Hokum, and
the Republican Guard troops.
Pricing Changes: All vehicles are 20% cheaper, but all aircraft are 20% more expensive.

Hezbollah Component
This component gives you access to the Suicide Terrorist, Hezbollah Leader, and AT-3 Technical
vehicles.
Pricing Changes: All infantry are 20% cheaper, but all vehicles are 20% more expensive.

Chemical Warfare
Upgrades your FROG-7, SSAM and Mig29 with Chemical Warheads.

Arm the Civilians


Upgrades your Insurgent Ambush Civilians with random weapons like Moltov Cocktails, AD-47s and
pistols.

Syria + Iranian Reinforcements (Requires Iran Upgrade)


Mig-29
Heavy bomber. A famous jet from Russia, not to be underestimated. Has HE Bomb (Chemical warhead
with Chemical warfare upgrade) and Vulcan AA gun.
Upgrade: Chemical warfare

F-14
The famous US F14 jet, capable of firing Phoenix rockets from great distances. An excellent Anti-Air jet,
constructed at the Airfield.

FROG-7 Launcher
A long-range artillery missile launcher that is capable of firing a chemical missile.
Upgrade: Chemical rocket (Requires Chemical Warfare upgrade)

Syria + Republican Guard (Requires Republican Guard Upgrade)


BMP3
An upgraded version of the BMP-2, capable of carrying 4 infantry. A heavy APC with a more Anti-Tank
cannon.

AT-14
Fast attack vehicle with an AT-14 missile launcher. Capable of deadly rocket attacks. Created at the
War Factory.

Ka-50
A heavy-attack helicopter, able to drop concussion bombs that temporarily disable an enemy vehicle. It
is constructed at the Airfield

Republican Guard
The Republican Guard is a company of well trained troops, who fight in large numbers. Armed with
heavy weapons and grenades. They are constructed at the Barracks.

MidEast Crisis Game Manual


Syria + Hezbollah Componant (Requires Hezbollah Upgrade)
Suicide Terrorist (Stealth)
Specially trained troops who will sacrifice themselves to blow up enemy positions. Constructed at the
Barracks.

Hezbollah Leader (Stealth)


Abilities: Mig21 Strike Ability, Generating Morale
Leaders of the Hezbollah have many tricks up their sleeve. They also provide morale for nearby troops.
They are constructed at the Barracks.

AT-5 Technical
A light, cheap and outdated technical with a light bazooka mounted on top. Because of their low-cost
and minimal construction time, they are handy in tight situations. Created at the War Factory.

Promotions (Syria)

Level
1

Scout

Unlock SSM

Veteran Troops

Create a scout at a certain


location. Can wander around.
Stealthed.

Unlocks the Syrian Artillery unit


SSM.

All standard and RPG troops


start level 1.

SR-24 Strike

Level
3

A SU-24 flies in and fires an


HE Missile at its target.

Minefield Drop

Special Technology

A TU-16 flies in and drops a


minefield at the specified
location.

Unlocks your special


technology choice, which you
can upgrade at your Syrian
Command Bunker.

Unlock Khalid Nuke

Artillery Strike

Syrian Ambush

Unlocks Khalids ability to plant


Nuclear bombs.

A cluster artillery shells are fired


at a target. These are very
inaccurate but destroy vehicle
pilots. Level 2 and Level 3

Spawns a group of Syrian


civilians on the selected
location.

Napalm Strike

Chemical Missile

Level
5
A TU-16 flies in and carpet
bombs the specified area with
napalm bombs.

A large missile flies towards its


target. Contains a chemical
warhead.

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MidEast Crisis Game Manual

Running the Mod in Windows XP:


First, please make certain there are absolutely no other mods loaded to the Zero Hour folder. It must be free
of any and all other mod files, or the MidEast Crisis 1.9 mod will not run.
There are two ways to manage the mod files: either keep the mod files in your Zero Hour folder always, and
every time you run Zero Hour, the mod will run in its place, or, unzip the files in to a separate folder, and
move them in to your Zero Hour folder when you want to play the mod, and move them out when you do not.
The files to move are called:
0mecdatan.big
0mecartn.big
0mecmapsn.big
Only those three files are required to run the mod. Again, to run the mod, they have to be copied to your
Zero Hour folder, or the mod will not run. After that, simply click on your Zero Hour icon, and the mod will
load.
Running the Mod in Windows Vista:
Same as above, except if you choose to keep your MEC mod files in a separate folder, Vista will confirm the
operation with a Allow or Deny request. Youll need to choose Allow in order to move the files.

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