Deadlock: Planetary Conquest чит-файл №1

VERSION: 1.0
DATE: 07/02/99
AUTHOR: Argonaut
EMAIL: oddity@lis.net.au
WEBPAGE: http://oddity.cjb.net

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CONTENT

1 ................ COPYRIGHT
2 ................ UPDATES
3 ................ THE RACES
4 ................ STRATEGY
5 ................ HINTS
6 ................ TECHNOLOGIES
7 ................ CODES
8 ................ CONTACTING THE AUTHOR
9 ................ CREDITS AND THANKYOUS

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COPYRIGHT

This Walkthrough/FAQ may not in any form be reproduced without
prior consent of the author. If you want to use this Walkthrough/FAQ
on or in your webpage/magazine/book/disk/cd or any other means of
distribution (other than for personal use only), please contact me
first ( oddity@lis.net.au ).

The only places to find this Walkthrough/FAQ are listed below:

http://oddity.cjb.net (Official)
http://www.gamefaqs.com (Game FAQ site on the Web)
http://vgstrategies.miningco.com/ (Game FAQ site on the Web)

If you obtained this file from any other place that is not listed
here, please contact me and tell me the place where you found it, so
I can track down who has got this file.

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UPDATES

1.0 - First Version. Released 07/02/99

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THE RACES

ChCh-t
This insectoid race grows population quickly. Their military
units are weaker, but they manufacture military units faster than
other races. Their military units also move faster during combat.
ChCh-t Scouts can steal resources from enemy territories.

Cyth
The Cyth never become too unhappy, so you may risk taxing them
heavily. Their Command Corps mind blast enemy military units -
annihilating them completely. Cyth Scouts also poison land which
destroys a food stockpile in an enemy territory.

Humans
These economic geniuses gain high income through trade and taxes.
Resource transportation costs are much less for them than other
races. Also Human infantry have a berserk battle order which
doubles their attack strength, but kills them off after a battle.
Humans are highly susceptible to Skirineen scandals; these
scandals lower their morale.

Maug
Maug scientists rapidly research technology, so they can build
high-tech buildings and units quickly. Their Scouts can sabotage
enemy artillery, airplanes, missiles, and buildings. Maug
military units are very good at catching spies. All Maug are
chronically afflicted with colds and light fevers, so their morale
drops very quickly.

Re'Lu
Re'Lu have telepathic powers which lets them see the entire
planet, both world and settlement views, giving them much
information to plan a devious strategy. Re'Lu Scouts can subvert
morale in rival territories. Their Command Corps also mind control
other units, making them fight for the Re'Lu during a battle.
They have weak artillery units.

Tarth
The Tarth are military behemoths. Tarth infantry, artillery, and
defense fortifications all have attack bonuses. Their infantry
units employ a juggernaut battle order that crumbles buildings
quickly. Also Tarth farms produce high amounts of food. Tarth
Scouts make poor spies and are often caught. Their ships are also
very weak and can sink easily.

Uva Mosk
Their tie to nature lets them produce more natural resources than
any other race. Uva Mosk Command Corps can also shaman dance,
which lets them create resource bonuses in territories. All Uva
Mosk infantry units may spy on other colonies, and so these units
are not easily caught. The Uva Mosk pay less taxes than other
races.

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STRATEGY
Ok, you will start off with these statistics:

Beginning Colony Size
1 City Center, 400 colonists (4 icons), 500 credits
100 Food, 75 Wood, 100 Energy, 150 Iron, and 1 Colonizer

Now from here you can branch off many ways. The two most common
ways to go are: 1 - Defeat your opponents in Combat and win, or
2 - Build the required amount of city centers.

OPTION ONE

Build a University and study as many Offensive technologies as
possible (see TECHNOLOGIES for more information). Setup some colonies
to produce what you need for full scale war (food, wood, iron, etc).
Build as many troops as possible (get mostly Battle and Assualt
Troopers). Throw in five Laser cannons, three Fusion Cannons, two
Disruptor Cannons and a Holocaust Cannon, and you will have your land
army complete.
Your Air attack should consist of Turbo Wing Fighters, a few
Starflare Bombers, four to fivee Scatterpack Warheads, two to three
Groundbreaker Warheads, and a Supernova Warhead.
Only use the big Warheads when you think it is necessary.
With this force and the right amount of offensive attack strategy,
you should be able to beat them into the ground. You might come up
across some resistance along the way, this would be because you have
spent too much time, mucking around with the army and you let the
other side grow too big. No problem just use the big Warheads to help
their numbers deminish, then attack.

OPTION TWO

With this option it is 100% Defence. Now Defence does include
spying and other stuff, so when you get the chance spy, and spy hard.
Now all you have to do is protect your cities, and build the required
amount of city centers. This is easy follow the TECHNOLOGIES to get
what you need and build. Watch Power and all other resources as they
will go fast.

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HINTS

From one of the first FAQs on Deadlock came this Hint for getting
the best outcome out of a turn.

This is quoted from Robert Camp's Deadlock FAQ from 1996 and I quote:

'Here is a cheat that I found in the program that will work
wonders most of the time in battle situations. Heres how it works:

Each time at the end of your turn when you press the End Turn
button, the computer saves the game in a file called
Autosave.sav. If there is a battle to be fought, the battle will
be the first event to occur after the game is saved. Therefore,
you can fight a battle and if you don't like the results, Load
the Autosave.sav game back in and replay it. Each time the battle
is played out, there will be a different result, probably because
of the random factors programmed into the AI. I have played some
battles as many as 8 times and watched the outcomes. In many
cases, I will win or lose the battle depending on the random
factors. There are MANY RANDOM FACTORS that you may not be aware
of. If you try this a couple of times, you will see what I mean.
You may not always be able to win a battle using this method, but
you will get your choice of the most favorable outcome available.

There is more I could talk about, but I think this is enough for
now. There is still so much that I do not know about this game.
There are alot of things that I would do to improve it too. I get
tired of all of the micro managing of resources, probably because
I am impatient. At least we don't have to micromanage each
unitduring battles.'

Now this is possible but it is rather slow.

I make it my number one rule not to trade with Skirineen. I will
only trade with them if I desperatly need to. If you do trade with
them be prepared for some to all of you people to revolt against you.

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TECHNOLOGIES

Resource Technologies

Food and Wood Technologies

Synthetic Fertilizer
Category: Resource Technology
Tech Level: One
Research Cost: 50 labor points
Base Technology: None
Technology It Leads To: Molecular Bonding
Buildings You Can Make: Hydroponic Farm
What It Improves: Produces food much faster

Food Replication
Category: Resource Technology
Tech Level: Five
Research Cost: 1000 labor points
Base Technology: Triidium Processing
Technology It Leads To: None
Buildings You Can Make: Food Replicator
What It Improves: Increases food production

Energy and Anti-Matter Technologies

Nuclear Fusion
Category: Resource Technology
Tech Level: One
Research Cost: 50 labor units
Base Technology: None
Technology It Leads To: Fusion Cannon, Shockwave
Projector
Buildings You Can Make: Fusion Plant
What It Improves: Produces more energy

Anti-Matter Containment
Category: Resource Technology
Tech Level: Three
Research Cost: 250 labor points
Base Technology: Fusion Cannon or Molecular Bonding
Technology It Leads To: Anti-Matter Rifle, and Ion Weapons
Resources You Can Make: Anti-Matter
Buildings You Can Make: Anti-Matter Plant
What It Improves: Increases energy production and
lets you produce anti-matter

Iron and Endurium Technologies

Molecular Bonding
Category: Resource Technology
Tech Level: Two
Research Cost: 100 labor points
Base Technology: Synthetic Fertilizer
Technology It Leads To: Anti-Matter, Containment, Energy
Defense, Endurium Mining
Buildings You Can Make: Mantle Drill
What It Improves: Lets you mine more metal

Sub-Space Scanner
Category: Resource Technology
Tech Level: Five
Research Cost: 1,000 labor points
Base Technology: Cortex Scanner
Technolgy It Leads To: None
Buildings You Can Make: Sub-Space Magnet
What It Improves: Lets you mine more metal

Endurium Mining
Category: Resource Technology
Tech Level: Three
Research Cost: 250 labor points
Base Technology: Molecular Bonding, Fusion Cannon
Technolgy It Leads To: Triidium Processing
Resources You Can Make: Endurium
What It Improves: Lets you mine endurium

Steel and Triidium Technologies

Metallurgy
Category: Resource Technology
Tech Level: One
Research Cost: 50 labor points
Base Technology: None
Technolgy It Leads To: Automation, Hoverway
Resources You Can Make: Steel
What It Improves: Lets you convert iron into steel

Triidium Processing
Category: Resource Technology
Tech Level: Four
Research Cost: 500 labor points
Base Technology: Endurium Mining
Technolgy It Leads To: Food Replication
Resources You Can Make: Triidium
What It Improves: Lets you convert endurium into
triidium

Electronics Technologies

Electronics
Category: Resource Technology
Tech Level: One
Research Cost: 50 labor points
Base Technology: None
Technolgy It Leads To: Rocketry, Surface-Air Missiles,
Chaos Computer
Resources You Can Make: Electronic Parts
Units You Can Make: Scouts, Command Corps
What It Improves: Lets you make electronic parts

Colony Enhancements

Research Technologies

Chaos Computer
Category: Colony Enhancement
Tech Level: Two
Research Cost: 100 labor points
Base Technology: Electronics
Technolgy It Leads To: Metal Replication, Artificial
Intelligence
Buildings You Can Make: Tech Lab
What It Improves: Speeds up technology research

Cortex Scanner
Category: Colony Enhancement
Tech Level: Four
Research Cost: 500 labor points
Base Technology: Artificial Intelligence
Technolgy It Leads To: Sub-Space Scanner, Assault Armor,
Cloaking
Buildings You Can Make: Collective Tech Lab
What It Improves: Speeds up technology research

Factory Technologies

Automation
Category: Colony Enhancement
Tech Level: Two
Research Cost: 100 labor points
Base Technology: Metallurgy
Technolgy It Leads To: Metal Replication, Artificial
Intelligence
Buildings You Can Make: Automated Factory
Special Abilities: Speeds up unit production in a
factory

Artificial Intelligence
Category: Colony Enhancement
Tech Level: Three
Research Cost: 250 labor points
Base Technology: Chaos Computers or Automation
Technolgy It Leads To: Cortex Scanner
Buildings You Can Make: Robotic Factory
What It Improves: Speeds up production in a factory

Metal Replication
Category: Colony Enhancement
Tech Level: Four
Research Cost: 500 labor points
Base Technology: Chaos Computers or Automation
Technolgy It Leads To: None
Buildings You Can Make: Replication Station
Special Abilities: Speeds Up unit production in a
factory

Colony Transportation

Hoverway
Category: Colony Enhancement
Tech Level: Two
Research Cost: 100 labor points
Base Technology: Metallurgy
Technolgy It Leads To: None
What It Improves: Reduces all transport costs by
one credit a trip

Transporters
Category: Colony Enhancement
Tech Level: Seven
Research Cost: 5,000 labor points
Base Technology: Anti-Matter Beam, Advanced
Cloaking
Technolgy It Leads To: None
What It Improves: Eliminates transportation costs
and increases how far military
units travel

Colony Defense Systems

Energy Deflectors
Category: Colony Enhancement
Tech Level: Three
Research Cost: 250 labor points
Base Technology: Molecular Bonding, Fusion Cannon
Technologies It Leads To: None
Buildings You Can Make: Energy Defense
What It Improves: Increases your colony's defense
capability

Anti-Matter Deflectors
Category: Colony Enhancement
Tech Level: Five
Research Cost: 1,000 labor points
Base Technology: Orbital Surveillance System
Buildings You Can Make: Anti-Matter Defense System
Technology It Leads To: None
What It Improves: Increases your colony's defense
capability

Surveillance Systems

Orbital Surveillance System
Category: Colony Enhancement
Tech Level: Four
Research Cost: 500 labor points
Base Technology: Rocketry
Technolgy It Leads To: Anti-Matter Defense System
Buildings You Can Make: The Anti-Colony Assault Silo
Special Abilities: Lets you see more of the planet
in the planet view.

Military Technologies

Infantry Technologies

Surface-Air Missiles
Category: Military Technologies
Tech Level: Two
Research Cost: 100 labor points
Base Technology: Electronics
Technolgy It Leads To: None
Units You Can Make: SAM Trooper
Special Abilities: Attack both ground and air
targets equally well

Anti-Matter Rifle
Category: Military Technologies
Tech Level: Four
Research Cost: 500 labor points
Base Technology: Anti-Matter Containment
Technolgy It Leads To: Disruptor Beam
Units You Can Make: Battle Trooper

Assault Armor
Category: Military Technologies
Tech Level: Five
Research Cost: 1,000 labor points
Base Technology: Cortex Scanner
Technolgy It Leads To: None
Units You Can Make: Assault Trooper
                               
Artillery Technologies

Fusion Cannon
Category: Military Technologies
Tech Level: Two
Research Cost: 100 labor units
Base Technology: Nuclear Fusion
Technolgy It Leads To: Anti-Matter Containment, Energy
Defense, Endurium Mining
Units You Can Make: Fusion Cannon

Disruptor Beam
Category: Military Technologies
Tech Level: Five
Research Cost: 1,000 labor points
Base Technology: Anti-Matter Rifle
Technolgy It Leads To: Anti-Matter Beam
Units You Can Make: Disruptor Cannon

Anti-Matter Beam
Category: Military Technologies
Tech Level: Six
Research Cost: 2,000 labor points
Base Technology: Disruptor Beam
Technolgy It Leads To: Transporters
Units You Can Make: Holocaust Cannon Supernova
Warhead

Ship Technologies

Shockwave Projectors
Category: Military Technologies
Tech Level: Two
Research Cost: 100 labor points
Base Technology: Nuclear Fusion
Technolgy It Leads To: None
Buildings You Can Make: Hydroport
Units You Can Make: Shockwave Dreadnought

Ion Weapons
Category: Military Technologies
Tech Level: Four
Research Cost: 500 labor points
Base Technology: Anti-Matter Containment
Technolgy It Leads To: None
Units You Can Make: Shockwave Carrier, Groundbreaker
Warhead

Aircraft Technologies

Starflare Bomb
Category: Military Technologies
Tech Level: Three
Research Cost: 250 labor points
Base Technology: Rocketry
Technolgy It Leads To: None
Units You Can Make: Starflare Bomber

Cloaking
Category: Military Technologies
Tech Level: Five
Research Cost: 1,000 labor points
Base Technology: Cortex Scanner
Technolgy It Leads To: Advanced Cloaking Uncloaking
Units You Can Make: Supernova Spyjet
Special Abilities: Gives you a special cloaked
airplane

Warhead Technologies

Rocketry
Category: Military Technologies
Tech Level: Two
Research Cost: 100 labor points
Base Technology: Electronics
Technolgy It Leads To: Starflare Bomb, Neutrionic Fuel,
Orbital Surveillance System
Buildings You Can Make: Missile Base
Units You Can Make: Scatterpack Warheads

Unit Enhancements

Neutrionic Fuel
Category: Colony Enhancement
Tech Level: Three
Research Cost: 250 labor points
Base Technology: Rocketry
Technolgy It Leads To: None
Buildings You Can Make: Military Airbase
Special Abilities: Lets your airplanes fly one more
territory

Advanced Cloaking
Category: Unit Enhancement
Tech Level: Six
Research Cost: 2,000 labor points
Base Technology: Cloaking
Technolgy It Leads To: Transporters
Special Abilities: Lets your infantry units,
Colonizers, and sea transports
have a cloaking ability

Uncloaking
Category: Unit Enhancement
Tech Level: Six
Research Cost: 2,000 labor points
Base Technology: Cloaking
Technolgy It Leads To: None
Special Abilities: Lets all your Command Corps
detect cloaked units

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CODES

To enter these codes you have to press CTRL and F1 at the same
time and then type in the codes that you want. These codes only work
in single player mode.

Code Cheat Description
MAKE IT SO Gives you 1,000 credits and increases resources
in that territory by 100 units.
GHOTI Completes current Research project.
FRODO Maxes population in territories.
TOUCHE View any of the ending cut scenes.
SAGE RAT Secret message.

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CONTACTING THE AUTHOR

Any type of feedback (other than abusive) is welcomed. Although I
can't promise that I will reply to every email I get I will try to.
Any email that asks for specific help will not be read. All that I
know about the stages in this game I have put here. If you are
writing to me please put in the topic in caps 'DEADLOCK FAQ REPLY'
then what ever topic you want after it. This will help me moderate
what mail is coming in from where. You can contact me at this
address: - oddity@lis.net.au

Anyone found abusing me will be automatically put onto a SPAM
list that will be sent for NO profit to many spam outfits across the
net. Yes I hate SPAM, but this is the only way to deal with people
who just email me to abuse me. Thank you for reading this FAQ.

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CREDITS AND THANKYOUS

ARGєNAUT (a.k.a Scott A. Moss) for writing this FAQ.
ROBERT CAMP for the part out of his FAQ about saving turns.

ACCOLADE for making this game.

NOBODY else that I can think of. Email me if I have missed you. And
no-one send emails saying you helped me... (LOL)

This File was coded in PEDIT (by Paul Brand) and re-edited in Notepad
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COPYRIGHT ARGєNAUT 1999