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OVERLORD Glossary
Virgin Mastertronic
CRAFTS
======
Cargo Cruiser
This is the craft you should use when you set up a trucking operation to
move Resources around a planet system. It can carry a payload of 2250 tons
and 1850 civilians. It has a long range - its fuel tanks can hold 1250
tons of fuel. If you can afford it, a good tactic is to but a Cargo
Cruiser and use it as a backup ship for the Atmosphere Processor. Fill
the Cargo Cruiser with people and Resources and send it to orbit the planet
the Processor is formatting - as soon as the colony has been established,
land the cargo cruiser, unload everything and then scrap it to reclaim some
more resources. You've just provided your colony with an instant starter
pack.
Solar Satellite Generator
An automatic, nuclear-powered device that does not require a crew or fuel.
In the Mittsu and Yottsu planet systems, Energy is required as part payment
for purchases made on the Buy Screens. It is worth buying several Solar
Satellites early in the game and launching them into orbit around Starbase
so that you can be sure of funding purchases. Make sure you have at least
one Solar Satellite in orbit around each planet on which you have placed a
Mining Station or Horticultural Station.
The yield from a Solar Satellite is greatly increased if it is placed in
orbit around a desert planet.
Battle Cruiser
You need Battle Cruisers to move your Platoons from planet - and you are
likely to need quite a few as the game progresses, because each Battle
Cruiser can only transport four Platoons at a time.
A Battle Cruiser can also be used to carry a small quantity of cargo - 600
tons. By remembering to load cargo for a trip you are going to make to
deliver Platoons, or by stopping off to load cargo on the return journey
to pick up fresh Platoons from Starbase, you can sometimes save yourself a
trip with a Cargo Cruiser.
Up to 4500 passengers can be carried on a Battle Cruiser, in addition to
Platoons and cargo, which makes it the ideal vehicle for moving people
around.
Don't forget that you can also use the craft to put people in cryogenic
storage in times of economic crisis, or to ship people off one of your
planets that is about to be conquered by the enemy.
Atmosphere Processor
A very expensive piece of equiptment - its price reflects its
sophistication. An automatic, nuclear-powered device that does not
require a crew or fuel, the Atmosphere Processor turns lifeless,
unformatted planets into seed colonies. Once all the planets in a system
have been formatted, remember to scrap your Atmosphere Processor and
reclaim some of the Resources you paid for it. And don't leave it lying
on the surface of a planet - if the enemy captures that planet, he will
scrap your Atmosphere Processor and you may have to pay dearly for
another one.
Mining Station
Capable of mining Minerals and Fuel from the core of a planet, this
refines the products of excavation and delivers Fuel and Minerals into the
reserves of the host colony. It draws energy from the colony's reserves in
order to operate.
A crew of 294 people is needed for a Mining Station. With a fuel capacity
of 950 tons, it can travel between planets and can transport resources on
the journey; there is no passenger accommodation.
Mining Stations work comparatively slowly, so it is worth establishing at
least one on Starbase as soon as you can, then look for a volcanic planet
on which to station further Mining Units - yield is significantly improved
if mining operations are undertaken on Volcanic planets.
Horticultural Station
Uses hydroponic and cell-culture techniques to produce supplies of food
for your people, drawing energy from the colony's reserves to do so. Yield
is much improved if you locate a Horticultural Station on the surface of a
Tropical planet - flora and fauna are used to increase the rate of
production.
A crew of 175 people is required to operate a Horticultural Station, which
has a cargo payload of 950 tons and a fual capacity of 750 tons. A Farming
Station can travel between planets under its own power, carrying resources
as cargo but no passengers.
Horticultural Stations produce the prime resource in any planet system -
without food, life cannot be sustained so it is worth acquiring several
Horticultural Stations as soon as you can.
MILITARY EQUIPMENT
==================
Three weapon systems and four grades of body armor are available for
purchase on the Platoon Management Screen. While the temptation is usually
to give your Troops the very best equiptment when you commission them into
a Platoon, this is not always expedient - you may not have the cash to
hand, or you may have to commission fewer Platoons than you would like to
if you choose the most expensive kit.
The choice of weapon system and body armor can have a significant effect
on the performance of a Platoon, and unless you are awash with Credits,
you should experiment with the options to discover the most cost-effective
way of equipping your fighting men.
Armor
The most basic suit - little more than your Trooper was born with! For a
mere 20 Credits per man, this is the least protective garb that can be
purchased. Losses in combat are likely to be quite heavy.
Carbon Fibre Armor - Affords a reasonalbe degree of protection against
low-power weapons and chemical attack, and gives your troopers a serious
advantage in hand-to-hand combat but does little to reduce the
debilitating effects of nuclear fall-out. Cost: 100 credits per man.
SynthAlloy armor - Gives complete protection against low-power weapons,
chemical attack and nuclear fall-out and provides a reasonable defense
against fire from plasma and laser weapons. Renders the wearer almost
invincible in hand-to-hand combat. Cost: 200 credits per man.
Personal Force Field - the best protection that money can buy or tecnology
can provide. When new, this suit makes the wearer imervious to all forms
of attack apart from localized (or direct) nuclear strikes. Battle
conditions tend to degrade this suit however, and after a while its
protective capacity will equal that of the SynthAlloy suit.
Weapons Systems
Recoil Cannon - the general infantryman's personal weapon. Employs
simplistic technology to hurl a solid projectile with a reasonable degree
of accuracy in the direction in which it is pointed. Basic equiptment for
a basic price: 50 Credits per man.
Self-Loading Gas Cannon - a multi-purpose infantry weapon that can be used
as a rapid-fire plasma cannon, a highly accurate sniper's rifle and a
grenade launcher. Capable of adapting itself to a wide range of ammunition
types - so captured enemy munitions can be re-cycled. Cost: 120 credits
per man.
Nuclear Mortar - the most powerful infantry armament in the planet system.
Can hurl a variety of large projectiles - from nuclear grenades, though
high-explosive shells to to rocks and scrap metal shrapnel if ammunition
is running low. Can be used as a hand-held or traditional mortar, and
does not require an explosive propellant. Cost: 250 credits per man.