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; "Fighter" !!! TO TRANSLATOR: YOU CAN USE 49 CHARACTERS IN A LINE !!!
Refined production techniques allow this basic
fighter to be produced quickly and efficiently in
large quantities. FIREPOWER: 10 HULL: 1
; "Advanced Fighter"
A refined version of the basic fighter armed with
dual laser cannons and a small magnetic deflector
shield for defense. FIREPOWER: 15 HULL: 2
; "Interceptor"
This heavily armed fighter is a deadly adversary
with an exceptional success rate.
FIREPOWER: 25 HULL: 3
; "Heavy Fighter"
Heavy duty armour and powerful weapons make this
Fighter extremely useful for attacking larger
ships. FIREPOWER: 40 HULL: 5
; "Destroyer"
The mainstay of many fleets, this light
Destroyer has a good range of basic features and
a relatively high top speed. HULL: 10 TANKS: 1
; "Heavy Destroyer"
Extra equipment pods and a stronger hull make
this vessel an improvement over the basic
destroyer. HULL: 15 TANKS: 1
; "Corvette"
A strong hull makes the corvette an ideal defense
ship for larger convoys. It can carry a large
payload of weapons. HULL: 25 TANKS: 2
; "Heavy Corvette"
Boasting an extra weapons pod, the Heavy Corvette
carries more firepower than the standard model.
HULL: 40 TANKS: 2
; "Cruiser"
Tough and durable, the Cruiser is a true
favourite of hardened space veterans. It will
rarely let you down. HULL: 60 TANKS: 2
; "Heavy Cruiser"
A technological leap from the Cruiser, this
vessel houses additional weapon pods for
increased firepower. HULL: 100 TANKS: 2
; "Battleship"
A sight to strike fear into all but the most well
equipped of opponents. When equipped with the
best weapons it is deadly. HULL:200 TANKS:4
; "Transport"
A gift from the Zaul confederation, this ship can
carry up to 10.000 Zauls in relatively
comfortable conditions. HULL: 5 TANKS: 2
; "Colonizationship"
These immense vessels carry all the necessary
equipment for colonizing new worlds, including
the colonists themselves. HULL: 5
; "Terraformer ship"
This vast spacecraft provides a slow but
effective way of customizing a planet's
environment to suit your needs. HULL: 5
; "Satellite"
When placed in orbit around a planet, a satellite
provides you with surface and production
efficiency data. SHOWS: POPULATION, BUILDINGS
; "Spy Satellite"
Fitted with improved sensors, the Spy Satellite
can detect and report on planetary conditions and
defenses. SHOWS: POPULATION, BUILDINGS, TANKS
; "Light laser"
Accurate and efficient, its main drawback is its
relatively low power.
FIREPOWER: 10
; "Quad laser"
This is a simple upgrade to the Light Laser. The
firing rate is improved, increasing the amount
of energy delivered to the target. FIREPOWER: 15
; "Pulse Laser"
Advancements in wave focusing techniques allow
this laser to fire it's beam for a longer period
of time. FIREPOWER: 25
; "Beam Laser"
A simple upgrade to the Pulse Laser. Refined
focusing technology surpasses the performance of
the Pulse Laser. FIREPOWER: 40
; "Turbo laser"
The latest breakthrough in laser technology. A
complex cooling system allows it to fire at an
increased rate. FIREPOWER: 65
; "Neutrongun"
Harnessing the latest neutron technology has led
to the development of this hybrid gun, a small
and deadly armament. FIREPOWER: 20
; "Impulse gun"
The Impulse gun is similar to Neutron gun in
principle but utilises overcharged proton
impulses to destroy it's target. FIREPOWER: 40
; "Photon blaster"
Developments in Photon technology have led to a
breakthrough in weapons manufacturing. This is an
exceptionally powerful weapon. FIREPOWER: 80
; "Mezongun"
This highly destructive weapon is renowned for
its potency and excessive energy consumption.
FIREPOWER: 150
; "Paralyser"
The Paralyser fires a statically charged cloud at
the target, rendering computer systems useless
for a short period of time. FIREPOWER: 200
; "Ship-manipulator"
Code breaking technology allows remote control of
enemy vessels, unless the enemy can trace the
control frequency and jam it. FIREPOWER: 300
; "Anti-matter ray"
A powerful weapon that creates an anti-matter
field attracting enemy vessels to the deadly
core. High recharge times. FIREPOWER: 600
; "Destructor Ray"
This aptly titled weapon slices through any
object in its path with ease. The slow firing
rate is only a small drawback. FIREPOWER: 900
; "Cargo pod"
Extra space is always valuable. This accessory
allows flagships to carry additional ground
units. TANKS: 1
; "Enh. cargo pod"
When retrofitted to a suitable flagship, this
extension allows even more ground units to be
carried than the standard cargo pod. TANKS: 2
; ""
; "Radar array"
The Radar array can be fitted to spacecraft or
used as a ground installation.
RANGE: 30
; "Enhanced radar"
An improved version of the Radar array, this
device can be used to detect the movement of
vessels at an even greater range. RANGE: 40
; "Deep space radar"
This Radar can detect vessels and planets.
RANGE: 50
; "Stealth radar"
A relatively simple upgrade has led to
improvements in image resolution, enabling this
system to detect cloaked vessels. RANGE: 60
; "Battle Computer"
This devices enhances your targetting systems,
increasing the chance of a direct hit inflicting
damage of up to 30% more.
; ""
; "Computer jammer"
A high frequency pulse generator that, when
activated, severely disrupts computer activity
and ECM systems on the target vessel.
; "ECM"
An Electronic Counter Measure that detects and
confuses incoming missiles so they miss their
target.
; "Advanced ECM"
A more advanced, active ECM system. Using lasers,
gravity pulse fields and neutrino emitters it
confuses and diverts missile attacks.
; "Anti ECM"
A subtle countermeasure system that disables
enemy ECM systems without disrupting your own
tracking and ECM systems.
; ""
; ""
; ""
; ""
; ""
; ""
..................................................
; "Energy shield"
The standard shield can be equipped onto any type
of ship. The shield dissipates energy, and
increases the ships Hull strength by 15%.
; "Kinetic shield"
Utilising kinetic energy fields, and improved
power systems, this shield increases the hull
strength of a vessel by 30%.
; "Inertia shield"
New pulsed field technology increases the shield
effectiveness by 45% and absorbs up to 30% of
Laser hits.
; "Magnetic shield"
This Electro-Magnetic shield increases shield
power by 60%, gives a 45% protection against
Lasers and 12% protection against Neutron shots.
; "Gravity shield"
A superior defense system that in addition to
80% increased protection, deflects most Laser
fire and 36% of Neutron and Photon bolts.
; "Deflector shield"
The ultimate shield, giving 100% extra
protection for the ship. It Deflects lasers and
absorbs a high amount of Neutron and Photon bolts.
; "Combat cloaking"
A development of shield technology that renders a
ship practically invisible in space battles.
Using offensive weaponry negates the effect.
; "Fleet cloaking"
This device creates strong magnetic impulses,
bending incoming Radar beams. When equipped on a
suitable ship the entire fleet can be cloaked.
; "Hyperdrive MK 1"
A relatively minor upgrade to a vessel's drive
systems. Nevertheless, maximum speed will be
8 thrust factors.
; "Hyperdrive MK 2"
A highly tuned version of the Hyperdrive that
pushes the design performance to the limit and
increases the speed to 10 thrust factors.
; "Hyperdrive MK 3"
This new Hyperdrive is compatible with all ships.
Using its twin boosters can increase the speed
of your ship to 12 thrust factors.
; "Hyperdrive MK 4"
Utilising feedback from other Hyperdrive users,
extensive improvements have been made that
increase speed to 14 thrust factors.
; "Hyperdrive MK 5"
Ultra-light alloys are used to increase speed
to 16 thrust factors. This drive requires giant
generators, and large amounts of power.
; ""
; ""
; ""
; "Torpedo"
A cheap missile, carrying an explosive warhead
that damages all ships in the explosion radius.
Maneuverability:6 Speed:500 FIREPOWER: 20
; "Adv. torpedo"
Combines advanced tracking and navigation systems
with a higher warhead than the standard design.
Maneuverability:9 Speed:500 FIREPOWER: 40
; "Heavy torpedo"
Incorporating multiple warheads into the design
has lead to a more devestating missile weapon.
Maneuverability: 5 Speed: 400 FIREPOWER: 60
; "STS bomb"
Space to Suface weapon that delivers explosives
to an area of a planet from space. Usually used
against ground defenses. FIREPOWER: 30
; "ASTS bomb"
An advanced version of the STS bomb. A larger
payload with a greater destructive affects on
a wider area of the planet. FIREPOWER: 60
; "Virus bomb"
The virus bomb kills all known life forms. With
nothing left to feed on the virus dies, leaving
the planet free to colonize. FIREPOWER: 90
; ""
; ""
; ""
; ""
; ""
; ""
; "Space Base"
A small space base. It can repel an attack from
smaller fleets without the need of assitance.
HULL: 50
; "Adv. Space Base"
Designed to contain and defeat attacks by larger
fleets, this base has a hull crafted from exotic
alloys. HULL: 70
; "Heavy Space Base"
Although the cost and production time of this
base is enormous, it has the potential to defend
a planet from all forms of attack. HULL: 90
; "Mobile Base"
Incorporating cutting edge hyperdive technology
makes the mobile base a reality. A very effective
piece of hardware. SPEED: 2 HULL: 90
; "Colony Hub"
The most important structure on a colony as
everything is controlled from here. The more Hubs
you build, the faster you can build on the colony.
; "Small house"
The Small house is the cheapest and lowest
capacity housing available for your people. It
gives a slightly crowded home to 7000 colonists.
; "Large house"
These tall apartment blocks are more expensive to
build than small house but can provide a more
comfortable living space for over 12.000 people.
; "Food factory"
Processes food for 9000 inhabitants.The
effectiveness of this factory varies according to
the planet's environment and race.
; "Auto food fact."
The automated food factory produces food for
18000 inhabitants in a shorter time and uses
fewer workers than the standard food factory.
; "Hospital"
Hospitals improve colony morale and maintains the
health of 8000 inhabitants. It also fights
disease and finds remedies to new viruses.
; "Police Station"
On sufficiently populated planets, Police Stations
are demanded by the colonists to protect 15000
inhabitants and keep crime at an acceptable level.
; "Fire brigade"
The Fire Brigade will automatically repair colony
structures with up to 50% of damage for no charge.
They are very useful after attacks or disasters.
; "Water plant"
Moisture Vaporators extract moisture from the air
to provide drinkable quality water. Some planets
need Vaporators to increase population growth.
; "Park"
Parks provide a physical reminder of the colonists'
homeworld. These pleasant, relaxing oasis of
nature raise colony morale.
; "Bar"
A social space where colonists can bond with one
another through the shared ritual consumption of
beverages. Naturally, Bars raise colony morale.
; "Recreation cent."
The Recreation centre provides such healthy
entertainments as Hyperpool and Flashpong. These
entertainments improve morale on the colony.
; "Stadium"
The stadium provides a location for performances
and sporting events to be put on for the benefit
of the colonists.
; ""
; ""
; ""
; "Ship research"
The Spacecraft Research Centre increases your
empire's knowledge of spacecraft related research
and development.
; "Tank research"
The Tank Research Centre increases your empire's
knowledge of ground unit research and development.
; "Bld research"
The Buildings Research Centre designs new colony
buildings.
; "Spaceshp factory"
The Spaceship factory increases the colony's ship
production capacity, and modifies the speed of
production.
; "Adv. Ship fact."
An improved Spaceship factory that requires less
workers whilst increasing manufacturing capacity.
; "Tank factory"
The Tank factory increases the colony's Tank
production capacity and modifies the speed of
production.
; "Adv. tank fact."
An improved Tank factory that increases the
manufacturing capacity whilst requiring less
workers.
; "Production impr."
A general purpose factory that can be used to
assist with the manufature of space and ground
vehicles to increase productivity by 50%.
; "Spy centre"
These centres co-ordinate the spying effort of
your empire. The number of agents you can hire
is dictated by the amount of these centres.
; ""
; ""
; ""
; ""
; ""
; ""
; ""
; "Planetary Gun 1"
This ground to space gun fires a stream of highly
charged particles into space, potentially damaging
approaching assault fleets.FIREPOWER:60 HULL: 10
; "Planetary Gun 2"
This weapon launches bolts of superheated matter
into space, inflicting damage on enemy starships.
FIREPOWER: 100 HULL: 20
; "Planetary Gun 3"
A combination of existing planetary defense systems
that uses Plasma bolts mixed with charged particles
for extra potency. FIREPOWER: 160 HULL: 40
; "Planetary Gun 4"
This weapon fires a stream of antimatter particles,
that explode upon contact. It can easily disable a
ship with a single blast.FIREPOWER: 260 HULL: 80
; "Rocket Fortress"
The Rocket Fortress is the simplest fortification
available. During a ground assault it will fire at
any enemy tanks in range. FIREPOWER: 3 HULL: 40
; "Machine Gun Fort"
This Fortress greatly improves your colony's
defenses. It has an increased range of fire and
fortified walls. FIREPOWER: 6 HULL: 60
; "Laser Fortress"
This Fortress boasts the latest cannon designs and
required a complete redesign to incorporate
improved cooling systems. FIREPOWER: 10 HULL: 80
; "Heavy Fortress"
This is the heaviest fortification you can build to
defend your colony against ground attacks. It is
formidably tough. FIREPOWER: 15 HULL:110
; "Planet Shield"
It projects a powerful wall of ionized particles
above the atmosphere, providing limited protection
attacks from space. HULL: 10
; "Adv. Planet Shld"
It consists of carefully balanced fields of reverse
spin gravitons, forming a barrier with extemely
high repulsion qualities. HULL: 20
; "Disortion Shield"
Utilizing the warping effects of millions of tiny
micro-singularities, this shield offers the most
effective form of planetary cover. HULL: 30
; "Bunker"
This is a reinforced shelter, used by colonists
during times of danger. It can greatly reduce the
number of casualties during conflict. HULL: 50
; ""
; "Self-destruct "
This building can be used to destroy the entire
colony, which is sometimes preferable to enemy
occupation.
; ""
; ""
; "Trade centre"
The Trade centre is the focal point of colonial
commerce. Every trader who arrives has to pay
a docking fee of $5000 credits.
; "Bank"
Banks provide financial investment for local
commerce. For each trader paying the docking
fee it increases this revenue by 50%.
; "Trade port"
Fitted with automated customs facilities and robot
dockworkers. Attracts traders to visit the planet
more often and gives access to the trade screen.
; "Fusion plant"
The Fusion Plant is most effective on planets with
a ready supply of suitable materials for
processing. OUTPUT: 600 KW\h
; "Solar plant"
Highly efficient superconductors and orbiting
focal arrays make Solar plants the most efficient
power source on sunny planets. OUTPUT: 1000 KW\h
; "Magma plant"
This power plant utilises a planet's geothermal
energy and converts it into electricity.The output
depends on the type of planet. OUTPUT: 1500 KW\h
; "Mezon plant"
This plant uses geothermal energy combined with
nuclear fusion to create the most efficient energy
source ever constructed. Output: 2000 KW\h
; ""
; ""
; ""
; ""
; ""
; ""
; ""
; ""
; ""
; "Wheeled tank"
This tank chassis may be deployed on many types of
terrain. However, its relatively weak hull is
unable to carry heavier turrets. HULL: 10
; "Tracked tank"
This vehicle is slow but may be deployed on most
types of terrain. HULL: 20
; "Anti-grav tank"
This fast and maneuverable tank can navigate any
known terrain using its anti-grav drive.
It cannot carry a heavy payload. HULL: 30
; "Mega tracked"
This Behemoth is the largest tank ever built. For
maximum firepower, it can be fitted with twin
turrets. HULL: 50
; "Mine-layer"
Deploys proximity mines as it moves across the
planet surface. The Mine-layer can be fitted with
different types of mine as required. HULL: 20
; "Missile jammer"
Using standard ECM technology, this device emits
radio signals to jam enemy missiles. The affected
missiles will either divert or detonate.
; "Radar jammer"
This device counteracts standard radar signals
by jamming the transmissions. Enemy will not be
able to use the radar map.
; "Range extension"
A simple modification to the firing system of a
tank that significantly increases its effective
range.
; "Suspensor"
This device generates a suspension field around
the tank which will be able to climb
the steepest of hills.
; "Detonator"
This device is nothing more than a large bomb. When
ordered, the tank will place the bomb next to the
target and detonate, destroying everything nearby.
; "Devastator"
A simple upgrade to the Detonator, this bomb
carries a greater destructive capacity than it's
less refined predecessor.
; "Air strike pod"
A target designation system. Signals are sent into
space giving the exact location of targets. Any
fighters in orbit will then attack these targets.
; "Laser strike pod"
Signals are sent into space giving the location of
targets on the surface. Large ships in orbit will
then launch a massive attack against them.
; "Repair pod"
This device will automatically repair a damaged
tank. Up to 50% of the original hull strength can
be repaired.
; "Holo-projector"
A useful device that projects a holographic image
of your strongest tank into the surrounding area.
This can cause great confusion amongst the enemy.
; "Advanced radar"
An important extension, which eliminates the
radar jamming signals, providing accurate details
of the terrain and shows the whereabouts of mines.
; "Machine gun"
A small, unremarkable turret. It's light machine
gun is only effective at fairly close range.
Useful for destroying buildings. FIREPOWER: 2
; "Cannon turret"
A small turret, armed with explosive shells.
FIREPOWER: 3
; "Laser turret"
This turret is armed with a reasonably powerful
Laser beam that can cause extensive damage to
targets. Recharge times are high. FIREPOWER: 4
; "Heavy Turret"
A long range turret armed with explosive shells.
This system is effective and very reliable.
FIREPOWER: 5
; "Ion turret"
A superb turret. This weapon carries an awesome
amount of firepower for its class. FIREPOWER: 8
; "Rocket turret"
This turret uses rocket powered, low flying
missiles as ammunition. They have a greater range
than smaller munitions. FIREPOWER: 3
; "Rocket turret 2"
Advanced image recognition software, anti-jamming
systems and high speed thrusters have improved the
performance of this turret immensely.FIREPOWER: 5
; "Paralyser turret"
This ECM disables all electrical circuits in an
enemy tank. The crippled tank will slowly regain
power and control over time.
; "Tank manipulator"
This device is capable of controling the computer
system of an enemy tank until the enemy locates
and disables it.
; "Mine"
A proximity mine, detonated by the presence of an
enemy vehicle. It can be detected at close range
by more observant commanders. DAMAGE: 1
; "Fusion mine"
A powerful mine, utilising a small nuclear device
to a devestating effect. DAMAGE: 2
; "Machine gun mine"
This "mine" will be activated as a Machine Gun
turret when an enemy tank comes into its range.
FIREPOWER: 3
; "Laser mine"
This "mine" is a proximity activated laser gun,
with a greater destructive capacity than the
Machine gun mine. FIREPOWER: 4
; ""
; ""
; ""
; "Planetary X-Ray"
This device is fitted to all Radar systems,
enabling them to detect any planetarty cloaking
devices.
; ""
; "Crystal decoder"
A highly specialized piece of equipment, utilizing
advanced decoding algorithms and recognition
systems to decode data files.
; "Crystal decoder2"
A more advanced version of the Crystal decoder.
This upgrade utilises data from previous studies
of the Crystals to improve efficiency.
; ""
; ""
; "Thermo-Cooler"
The creation of Professor Zaschkin, this device
will try to halt the events that
lead to a volcanic erruption on a planet.
; ""
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