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TEK |
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mentat (14:57 21/5/2002) Phlamethrower (17:55 21/5/2002) mentat (11:31 22/5/2002) Jon Atherton (17:36 28/5/2002) Loris (18:34 28/5/2002) MartinC (18:56 7/6/2002) mentat (15:41 11/6/2002) andreww (08:37 5/7/2002) andreww (08:37 12/7/2002) andreww (08:39 12/7/2002) Jon Atherton (17:42 12/7/2002) andreww (08:32 15/7/2002) Loris (13:40 15/7/2002) andreww (13:42 15/7/2002) Loris (15:38 15/7/2002) andreww (13:37 25/7/2002) Loris (19:32 26/7/2002) Loris (15:33 28/7/2002) andreww (08:15 29/7/2002) Loris (10:55 30/7/2002) andreww (12:34 30/7/2002)
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[mentat] |
Message #86436, posted by mentat at 14:57, 21/5/2002 |
AA refugee
Posts: 20
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Might as well get the ball rolling cos I'm sure this is going to be a well used thread...?Save often |
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Jeffrey Lee |
Message #86437, posted by Phlamethrower at 17:55, 21/5/2002, in reply to message #86436 |
Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff
Posts: 15100
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Haven't played it yet (Since I don't own it yet ) but here are some general RTS type hints:- First of all, build up a good, strong base - defense is (99%) always better than offense in the starting stages of a game.
- I find that surrounding the place with gun turrets/walls is a good protection against pretty much anything
- Get units which can repair stuff (Presuming these do exist in TEK) to patrol the inside of the wall
- This will then give you a nice safe place to build a swarm of vehicles to attack the enemy with
- Build similar fortifications around important places, e.g. if you've just destroyed 1 of 3 enemy bases then build one of your own ontop and show them how it's done
- No matter what people tell you, superior numbers always wins
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[mentat] |
Message #86438, posted by mentat at 11:31, 22/5/2002, in reply to message #86437 |
AA refugee
Posts: 20
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Alas, in TEK, gun turrets are non-reparable. So perhaps having more than one ATLAS loaded with pre-fabricated turrets to be dispensed as replacements is the way to go... And, using the unique blueprint system (which is kinda cool but as yet no-one's tested it out too much) you can fit engines to your men. To make them go faster. But then they have no gun. Hmm. |
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Jonathan Atherton |
Message #86439, posted by Jon Atherton at 17:36, 28/5/2002, in reply to message #86438 |
AA refugee
Posts: 40
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Well I'm up to level 10 so if anyone's stuck on any earlier levels i'll try to help out. If anyone does have a clue how to do level 10 then please tell me. |
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Tony Haines |
Message #86440, posted by Loris at 18:34, 28/5/2002, in reply to message #86439 |
Ha ha, me mine, mwahahahaha
Posts: 1025
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Alas, in TEK, gun turrets are non-reparable. So perhaps having more than one ATLAS loaded with pre-fabricated turrets to be dispensed as replacements is the way to go... I really should get round to testing whether they can ve repaired if you hump 'em over to repair stations...And, using the unique blueprint system (which is kinda cool but as yet no-one's tested it out too much) you can fit engines to your men. To make them go faster. But then they have no gun. Hmm. I've done some testing. it is cool. OK, so I've only tried mostly contrary things... XL engine men I find useful if you want to take over a building you've just free'd up and there are no other men around. Just produce them as and when required and toast them over. |
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Martin Carpenter |
Message #86441, posted by MartinC at 18:56, 7/6/2002, in reply to message #86440 |
AA refugee
Posts: 1
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I actually found level 10 OK, had more trouble with 9. 11 was fine but level 12 can be rather hard to get started on! But it is possible. A few hints for level 10: (1) Yes gun turrets can be repared and this is near essential for survival I'd think; (2) The gun turrets need moving into a clump early on so they can support each other; and (general hint too): Angels on silent can be very, very effective. Extra height means more range. In fact this is rather a weakness of the AI. One thing which I would like to know would be what the differences are between the various weapons. (If you get really stuck on level 12 look in the game and there seems to be a plain text file with where all the buildings are in each scenario.) |
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[mentat] |
Message #86442, posted by mentat at 15:41, 11/6/2002, in reply to message #86441 |
AA refugee
Posts: 20
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Unloading lots of your own turrets near enemy positions, then sacrificing the atlas transports to add confusion usually allows you to take most objectives with only a moderate force... Hmm. |
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Andrew |
Message #86443, posted by andreww at 08:37, 5/7/2002, in reply to message #86442 |
AA refugee
Posts: 555
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Well I'm up to level 10 so if anyone's stuck on any earlier levels i'll try to help out. If anyone does have a clue how to do level 10 then please tell me. I still need to familiarise myself with the properties of various units but I managed level 1 ok with a brief read of the manual. |
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Andrew |
Message #86444, posted by andreww at 08:37, 12/7/2002, in reply to message #86443 |
AA refugee
Posts: 555
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Well I'm up to level 10 so if anyone's stuck on any earlier levels i'll try to help out. If anyone does have a clue how to do level 10 then please tell me. Level 8 helipad - where? Have u done 10 yet? |
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Andrew |
Message #86445, posted by andreww at 08:39, 12/7/2002, in reply to message #86444 |
AA refugee
Posts: 555
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I actually found level 10 OK, had more trouble with 9. 11 was fine but level 12 can be rather hard to get started on! But it is possible.A few hints for level 10: (1) Yes gun turrets can be repared and this is near essential for survival I'd think; (2) The gun turrets need moving into a clump early on so they can support each other; and (general hint too): Angels on silent can be very, very effective. Extra height means more range. In fact this is rather a weakness of the AI. One thing which I would like to know would be what the differences are between the various weapons. (If you get really stuck on level 12 look in the game and there seems to be a plain text file with where all the buildings are in each scenario.) I couldn't get the raven to repair - is it possible?
Have you not got the manual? |
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Jonathan Atherton |
Message #86446, posted by Jon Atherton at 17:42, 12/7/2002, in reply to message #86445 |
AA refugee
Posts: 40
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I still haven't done ten, having said that I haven't played it in some time. I gave up when the units blatantly refused to follow my orders. I will probably have another go at the weekend. I got further, but they just send a huge force which over runs my base. I've got back into Exodus and I just can't stop playing it! On level 8 you start at the top of the map, go south and left a bit and the helipad will be waiting, note it doesn't have a cross on it, but is just a grey circle. Watch out for this level btw. If you don't destroy the enemy hauling plants early on, they can mass an unbeatable force. It's tricky as the Hauling plants are located on three seperate islands, each island had about three defender turrets so use an Angel to find the islands and a squad of Ravens (about 4 or 5) to destroy the hauling plants and turrets. You must do this before hitting either of the bases and attempting to rescue the hostages. Neither Ravens nor Angel units seem to be repairable. Which is a nuicence. Hope that helps. |
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Andrew |
Message #86447, posted by andreww at 08:32, 15/7/2002, in reply to message #86446 |
AA refugee
Posts: 555
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Eventually done level 10 and not easy! Level 11 is a swine. yOu have limited troops and they get eaten by chasers. However if you retreat to repair some of your units the enemy continues to amass tanks etc and you're already pretty exhausted by the time you reach the factory. |
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Tony Haines |
Message #86448, posted by Loris at 13:40, 15/7/2002, in reply to message #86447 |
Ha ha, me mine, mwahahahaha
Posts: 1025
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Heh, I've done that level and its not too hard. Just send the tanks in first to clear the way, head south and avoid any of those big guns you can. But scan for chargers - they can't hurt tanks at all, but they are devestating against infantry. Repair any damaged tanks by sending them back, and attack the factory ASAP. This is the critical battle, send in all your men as well to take this factory - there may be several tanks. Then regroup (and take the two hauling plants slightly to the WSW. - I blew one up by accident and still completed) Build some more tanks, and a repair station. Attack to the west and its done. Didn't have to see the west side of the map at all. (pity this direction was my initial inclination.)What I can't work out is what to do on ..maybe level 12 or 13? Where you start off with just 4 men. Yeh, this must be a really important mission to start us off with such a fearsome contingent. The problem is whatever I do, a single chaser can come along and eat them all. Ho well. |
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Andrew |
Message #86449, posted by andreww at 13:42, 15/7/2002, in reply to message #86448 |
AA refugee
Posts: 555
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Thanks Tony. I thought there were only 12 levels? |
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Tony Haines |
Message #86450, posted by Loris at 15:38, 15/7/2002, in reply to message #86449 |
Ha ha, me mine, mwahahahaha
Posts: 1025
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I thought there were only 12 levels? Must be level 12 then I remember now; I lost count somewhere, and was suprised when I got another level.. On the other hand, maybe there are more levels hidden by cunning techniques (TM). |
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Andrew |
Message #86451, posted by andreww at 13:37, 25/7/2002, in reply to message #86450 |
AA refugee
Posts: 555
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I'm now on 12 and it does seem difficult. I know you can take over at least 2 hauling points but with no factory... There's still another couple of routes I can try but those thunderbolts are dangerous both in their firepower and how your men insist on trying to take them out! |
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Tony Haines |
Message #86452, posted by Loris at 19:32, 26/7/2002, in reply to message #86451 |
Ha ha, me mine, mwahahahaha
Posts: 1025
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Actually the thing is that (and I'm just going to say this because I think it is unreasonable not to be told in the mission briefing) there is actually an uninhabited factory you can appropriate. It is halfway up the left side of the map (outside the circular river). Not completed this level yet, although I did come across an amusing bug. I was trying to order more men etc, but they were not being delivered. Well a bit later I saw a couple of little blue men with names on running around. I couldn't control them and they didn't change the map. Also a blue gun turrets appeared outside an enemy factory. Might be less funny if it happens persistently though. |
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Tony Haines |
Message #86453, posted by Loris at 15:33, 28/7/2002, in reply to message #86452 |
Ha ha, me mine, mwahahahaha
Posts: 1025
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Doh! Just completed level 12 and it crashed. Took ages too, since I always end up playing by attrition. I'm hoping that it'll have some end sequence or something - which isn't corrupted on my hard drive. |
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Andrew |
Message #86454, posted by andreww at 08:15, 29/7/2002, in reply to message #86453 |
AA refugee
Posts: 555
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The one place I haven't yet explored - I think I know a good route to that factory. Hopefully not round the top. |
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Tony Haines |
Message #86455, posted by Loris at 10:55, 30/7/2002, in reply to message #86454 |
Ha ha, me mine, mwahahahaha
Posts: 1025
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Well, you've a choice of 2 routes and I found round the top to be the easier. But by all means try the other way. Oh, it always seems to crash on completion and I don't fancy trying to do this level again from scratch. So if you complete it what happens? I've found that angels are actually better than... whatever those other fliers are. They go faster. Hey, I should try them with an XL engine or two. Has anyone else put rockets on a tank? I got a very strange double-tank. Bug I think. |
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Andrew |
Message #86456, posted by andreww at 12:34, 30/7/2002, in reply to message #86455 |
AA refugee
Posts: 555
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I got an enemy tank at one point when I modified it! I've just taken the empty factory and am considering the best course of action so I haven't completed it yet. I thought some guerilla work might be useful again |
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