The basic game is a 2 players (or more) confrontation on a
map. Each player (here, black or magenta) controls its own cells.
The cells are filled with a kind of colored liquid. You can set
flow directions; when colors meet in a cell, a fight starts.
As a starter, here's a snapshot of a running game :
Just launch the server, a bit of setting to add players and go ! When all clients (players) are connected, the game starts.
With keyboard or mouse, you can set a flow direction of a cell :
The colored "liquid" flows in the given direction and fills the next cell. It is a plumbing game :-)
You can set up to 4 directions to the cell flow, and fill its neighbor cells :
When different colors flow into the same cell, a fight occurs :
The fight is displayed as a two-color "X".
Struggle may last more or less, but ownership is taken by the player who supplies more liquid than the other. Here, magenta player is not sure to get the cell :-)
In case of mutual attack, flow directions are displayed with dashed lines :
Game ends when a player eliminates all other colors. There can be only one...
Game mapCell can be of different types.
Flat land (green) :
Hill (brown) :
Difference, of course, is height : it is more difficult to climb the hill than flow from hill to flat land.
Sea (more or less blue, ie. deep, but in any case, you cannot occupy it) :
A deeper sea cell looks like this :
Hold on ! You can fill a sea cell and turn it to flat land; a deeper cell will be longer to fill because it's a step by step process.
A useful cell is the "base" cell (colored liquid generator) :
These bases ("pumps") create colored liquid and help you to occupy the game map, or supply a fighting cell with a important flow.
At game start, some bases are owned by players, some are empty; they belong to no one, and just wait for you :
To grab a base, just occupy it as you would do with a plain cell. Then it generates liquid for you :-)
Base diameter tells about the generation rate. The bigger, the higher.
CommandsVarious actions can be done with keyboard or mouse.
Keyboard directionsJust place the mouse cursor anywhere inside a cell and hit a key.
- First set of keys : numeric pad.
- Second set of keys, in the middle of keyboard : Y U I H J K N "," and ";" on a french keyboard, Y U I H J K N M and "," on a qwerty.
"J" key cancels directions, just as "5" does.
- Third set of keys : Z Q S D (on an azerty keyboard, W A S D on a qwerty)
- Fourth set of keys : Arrows keys invert directions (see below).
In any of those cases, <Enter> key repeats last given command.
Mouse directionsSetting flow directions with mouse requires accuracy : direction depends on the location of mouse cursor inside cell when you click :
click zones determine different directions
Click in the circular zone (in the middle) to cancel directions.
Mouse buttonsMiddle mouse button (or mousewheel) cancels all directions before setting new ones.
For example, clicking in the south-west zone of the cell set "left" and "down" directions, and removes "up".
Left mouse button inverts direction : it is set if not existing, and removed otherwise. Other directions remain unchanged.
Applied to previous example :
Here, directions "left" and "down" are added and "up" direction is unchanged.
Something useful : right mouse button (anywhere inside a cell, no need to point) repeats last command. In case of emergency...
ActionsYou give commands with keyboard; just place the mouse cursor anywhere inside a cell to command to and hit a key.
- Build and destroy bases : "b" key (build) and "s"
Of course, you can only build or destroy bases on a cell you already own. Furthermore, the cell should not have directions set (to cancel directions, hit "5" or "J" key, or click in the middle of the cell).
- Dig ground and fill sea : "d" key (dig) and "f" (fill).
Filling sea will make the cell shallower and shallower, until it turns to flat land. Keep on filling and you get higher and higher hills.
The same way as building, you can only do this to the cells you control, having no direction set.
A slight difference about filling/digging sea : as you don't control it (nobody owns sea cells), you have to get close to it.
With one of your cells next to it, set one (and only one) direction toward the sea cell, and hit "d" or "f" key (the mouse cursor must be in your land cell, not on the sea cell).
target mouse on this cell, then hit "f" or "d"
All build/cost operations have a cost !. For example, filling sea will empty the cell from which you send the command.
fill the sea will cost you energy
Cell will then refill normally (to start again, for example :-) ).
- Reserves : you can prevent cell level to get too low by
setting a minimum. Hit F1 (1%) to F10 (90%).
For example, F6 set a 50% minimum fill level (of course if cell was 12% full before, it will not jump instantaneously to 50% !).
If a flow direction is set, fill level will not go under half of the cell (agreed that cell level was already higher than 50%). When this level is reached, if cell is not supplied with liquid by neighbor cells, flow stops.
By default, reserve level is 1%.
- Attack with surrounding cells : "a" key
You can attack simultaneously a cell by surrounding it with your north, south, east and/or well cells.
place mouse cursor here and hit "a" key
- Liquid teleportation : "p" key (parachute)
Part of the liquid in a cell can be moved to a remote (non adjacent) cell.
Move mouse to the cell to take the liquid from; distance and direction of teleportation are determined referring to the center of this source cell.
A small parachute will appear in the destination cell and a small amount of liquid moved to it. If a enemy is present in this cell, a battle begins.
- Guns : "g" key
A remote cell can be attacked.
The idea is the same as for teleportation : move mouse to the attacking cell; distance and direction are determined referring to the center of this cell. A small spot will show the hit cell, a small amount of liquid being taken from the source cell to attack.
This action has no effect on a empty or friend remote cell.
Various window snapshots
Game parameters : map
Server configuration window
How networking worksTo run the game, you must launch a server and at least one client.
A client represents one player; server animates the game and synchronizes clients.
Before running the game, you must enter server IP or hostname (of course, the same across all clients).
Basic networking is to launch server and clients each on different computers; they all communicate, often through internet, or a local network (router/modem if you play at home).
To ease things, the computer hosting the server can also run on of the clients.
You can host all players on the same machine (as well as the server).
Set map size (width and height in terms of cells).
Map initialisation Screenshot
These parameters control the map creation.
- Random seed Seed of the random generator.
- Bases Number of bases per player.
- Random bases Number of bases randomly located.
- Towns Towns are smaller bases than usual bases.
- Armies Armies are cells full of liquid.
- Militia Militia are cells partially filled.
- Sea density Size and depth of sea areas.
- Hill density Size and height of hill areas.
It can be randomly chosen (generate) or manually entered to replay a map.
These bases are grouped, groups are distributed around a circle.
Set the number of these bases randomly scattered; at game start, they are empty (no owner).
Set the number of these bases randomly scattered.
Set the number of these bases randomly scattered.
- Base building Allows base construction.
- Base scuttling Allows base destruction.
- Steps Number of steps to build/destroy bases.
- Fill ground Allows filling of sea and ground rise.
- Dig ground Allows digging of sea and ground lowering.
Bases are built step by step. Associated cost represents the liquid amount required for one step. When a step is built, this amount is substracted from cell level.
For example, a 90 cost makes the cell level go from 95 to 5 when building a step.
When enabled, bases can be destroyed step by step. Associated cost represents the liquid amount required (and substracted from cell level) for a destruction step.
Associated cost represents the liquid amount required (and substracted from cell level) for a fill step.
Associated cost represents the liquid amount required (and substracted from cell level) for a dig step.
- Move Set move (flow) speed.
- Fight intensity Set "fierceness" of battles.
- Hill steepness Set the landscape influence.
- Inhibit key repetition Prevent from repeating a command while holding a key down; player must hit the key again.
Low values result in slow moves and lasting attacks.
Low values privileges defense strategies, high values help attacking strategies and result in short battles.
Low values result in hills being easy to climb, high values make them hard to get to but interesting attack and defense spots.
Avoids "spam" and "map painting" effects by making commands a little more painful to send.
Set the map discovery mode.
- None At game start, all map is displayed; enemies are visible.
- Enemy At game start, all map is displayed; enemies are displayed while getting close to them.
- Map Game map is displayed partially, more and more as you expand. At game start, each player sees only its own cells.
- Range In "Enemy" or "Map" mode, set the distance to discover enemies or map. Things beyond this distance are invisible.
- Hide vectors Flow directions of enemy cells are not displayed.
- Remember cells If set, already discovered cell remain visible.
If not set, if a player loses a cell after a fight, surrouding cells are not displayed anymore, as if he never explored them.
- Farms Set the amount of liquid generated by plain cells (no base).
- Decay Set the speed of liquid vanishing.
If set to more than 0, ordinary cells produce a bit of liquid.
Low values result in slow generation.
If set to more than 0, with time, a cell level goes down, even if no direction is set.
High values limit strength of long lines; player must build bases to supply attacks with liquid.
Inhibit key repetition ScreenshotInterdit la répétition d'un ordre quand on garde une touche appuyée.
Evite l'effet de "spam" et de "peinture" de la carte et rend l'envoi d'ordres plus laborieux.
Surrounding attack ScreenshotPermet de lancer une attaque sur une cellule encerclée.
Après avoir occupé les cellules entourant une cellule adverse, la touche a permet de lancer simultanément une attaque sur cette cellule depuis les cellules voisines.
Reset to defaults
Emergency button if you played too much with settings :-)
Returns all settings to built-in values.
A profile is a set of settings values with a name. You can switch
to, copy and delete profiles.
There are preset profiles; you cannot modify or delete them, but copying is ok. You can then do anything with the copy.
- Listen port TCP/IP listen port on which client connections arrive.
- Socket timeout Delay after which a client connection is aborted.
- Game update tick Clients update interval during the game.
- Flush frequency Number of update orders sent by server to clients in a single network packet.
This value must be the same as in the "server connection" area in the client interface.
You should set to more than 1 if one of the clients as a slow connection (ie. other than local network, fast ADSL, fiber, ...).
Game strategyIf you want to discover the game by yourself, do not read this section ! :-)
Depending on configuration, strategies can vary, but there are 2 main types : stress on defense or on attack.
Settings with fast moves privilegies attack, to head quickly to enemy to neutralise it. On the contrary, slow moves drive to stock up, build protection, wait for enemy.
In any case, unless settings forbid it, you should invade as much cells as you can, as cell generate a little liquid.
Terrain modification (base building, fill or dig ground and/or sea) is a key point to improve defenses (and ability to win battles).
Try to settle on high points, create blockings, dig sea to prevent enemy to make its way, build bases at the back or on high points, ...
You also can attack through sea (filling it) and try a lightning attack.