Deuteros:the next millenium

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Re: Deuteros:the next millenium

Postby coy » Wed Jun 23, 2010 3:35 am

...

deut_006.png

deut_007.png

deut_008.png

deut_009.png

deut_010.png
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Re: Deuteros:the next millenium

Postby RetroGamerUK » Wed Jun 23, 2010 4:45 pm

Yes I've played Millenuim 2.2 coy, it's another classic!
Hehe yeah didn't take long to decipher the alien language, I'm fairly confident I'll be able to complete the game now, but if I do get stuck I'll soon say so :wink:
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Re: Deuteros:the next millenium

Postby coy » Sat Jun 26, 2010 2:29 am

should be a routine now :D - Good luck anyway
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Re: Deuteros:the next millenium

Postby coy » Sat Jun 26, 2010 4:13 am

Forget to mention that the Pompey Pirates version has a 1634 trainer option

Code: Select all
 TRAINER INSTRUCTIONS
====================

Last summer Gino bet that I couldn't put 50 trainers into a game. Well, it took
some time for a suitable game to appear, but I've done it. Not just 50
trainers, but ONE THOUSAND SIX HUNDRED AND THIRTY FOUR. If you're going to be
a flash git you may as well be a @4really@5 flash git!

There are 16 types of resources available in Orbital Factories (OF), some of
which are not available at the very start of the game. What I've done is make
it possible for you to top up the stores to their limit (50000t) every 60
seconds (real time, not game time). You can individually select the OF's you
wish to keep supplied in this manner, and you can of course select particular
resources as well. There are a maximum of 98 OF's in the game, so that's 1568
options alone (98 * 16).

Please note that though the star system names are shown, the names of the
orbital factories are not - this is because I have no idea in what order you
are going to set them up. Orbital Factory number 1 in 'The Sun' star system
will always be Earth however. The numbering order goes from left to right, top
to bottom - so the icons in Master Control for the OF's are laid out like this:

         1      2
         3      4
         5      etc...

Next are the refuel and rearm options for the IOS' and SCG's. You can have a
maximum of 16 types of each craft, and you can individually select particular
craft to refuel and particular craft to rearm. The refuelling and rearming to
the limits (250t fuel and 200 drones) is again carried out once every 60
seconds realtime. That's another 64 options; 16 fuel and 16 arm options for
both IOS' and SCG's.

Again, the individual craft are only identified by number and not by name
because I have no idea what you will call them! The numbering order is the same
as for the OF's above.

The last 2 options are to make your drones invincible, so that you always win
battles against enemy drones, and to stop Prejudice Torpedoes from using the
100t of fuel they require. You will still need at least 100t to fire the
weapon, but it will not actually @4use@5 the fuel, so you can keep firing until
the enemy drones are all destroyed.

So there you have it, 1568 + 64 + 2 = 1634 options. Just be bloody glad that I
didn't include the surface stores (another 1568 options), and equipment stores
both in orbit and on the surface (another couple of thousand)! But the code to
carry out the current trainers is already getting rather complex, and would
slow the game down if it kicked in more often than once every minute or if it
was got more complicated!

If you don't fancy actually using the first 1568 trainers you can press Esc to
skip them entirely and go straight to the refuel/rearm/drone/torpedo trainers.
Of course you can always activate all the trainers, load in a saved game, wait
until the trainer kicks in (it will do so 10 seconds after loading to start
with, every 60 seconds from then on), then save the game. Then that save file
will have full resources etc., and you won't need to use the trainer until
resources start getting low again.


Ridiculous :lol:
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Re: Deuteros:the next millenium

Postby RetroGamerUK » Fri Jul 27, 2012 5:22 pm

I've been playing this classic again, and this time I've continued to just about nearly conquering the final star system! (sorry if I drone on a bit..

coy wrote:In the other hand, i like how you have to build a homogeneous network between the planets, how you have to be careful that the planets which continually build drones get all the required resources from the other ones. Pure management! When you have many planets, it can get very confusing..


I've been using an easy system to manage the movement of elements between planets, it's obvious really, I call it a star network, which it is in 2 ways, it is a network between the stars, and all of the points are connected to a central point.

Any new planet I've just conquered or set a base at, the orbital MTX is set to connect to the central point in the star network (Earth obviously), then depending on present mineral stocks at other bases, I set the MTX to either SHARE with the network or FEED it.

To FEED the star network the MTX is set to send to Earth only the elements it produces, thus feeding the network.
To SHARE it would be set to BALANCE ALL elements with Earth, and so Earth and all other SHARED systems would maintain the same (or thereabouts) levels of elements.
MeH and HeD fuel: all SHARED planets, can share these fuels so that a large stock builds up, and feeder systems that produce the required elements can also feed the fuel they produce.

At the start of the game, Silver is the most scarce of elements, especially once star drones are produced, so it's best to set all SHARED planets to FEED silver into the network, except Earth and a couple of other close systems which would be mass producing the star drones.

Generally, newly added planets are set to FEED the network, then as the game progresses, and stocks start to reach 50k at Earth and the shared planets, more planets can be changed from feeders to sharers, this expands the capacity of the network, and allows for more bases to have access to all the elements available.
This system leaves the MTX at Earth free for use as necessary, handy as the systems are gradually conquered.

The star network can also be used when mass producing IOS and star drones (or any item to an extent), all planets producing the drones are set to send them to Earth, which stockpiles them, then any new conquered base can be set to SHARE the drones with Earth which will fetch half of the stock over for immediate use, having replenished the fleet, the MTX can be set to send the drones back to Earth. Basically it's a quick way of grabbing drones from Earth without having to do it from the MTX at Earth.
The same can be done to fetch fuel from Earth.

For items that have a max stock level of 15 such as the derrick, it is easier to set the MTX at Earth to send these to the first base in the system being conquered at any given time, then manually send the derricks out from there to each base as it's swiped from the Meths.

With the star network looking after the elements, the most time consuming part of the game is the installation of derricks, the Meth bases never have 8 when conquered, probably not essential to fit all of the planets with 8, but I did :lol:

Anyway, so there it is, thank you for reading 8)
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Re: Deuteros:the next millenium

Postby coy » Sun Jul 29, 2012 4:50 pm

beware, the methanoids are cheaters, no matter if you kill their army, they are constantly regenerated and keep on attacking your planets, i think this makes no sense and just kill the fun - at first i thought it was a bug

when i play a game, it's not be forced every 15 min to return to your planet and defend it while the enemy's army is supposed to be destroyed - or at least greatly reduced.. shame as this game has great potential..

the first part, establishing a base, find components to build sophisticated ships, to be able to fly deeper in the galaxy, that's what i like and found entertaining about this game. The 2nd part = rubbish


you can say 'hello' from me to these bast*rds if you wish btw :mrgreen:
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Re: Deuteros:the next millenium

Postby Methanoid » Mon Jul 30, 2012 12:46 pm

coy wrote:beware, the methanoids are cheaters, no matter if you kill their army, they are constantly regenerated and keep on attacking your planets, i think this makes no sense and just kill the fun - at first i thought it was a bug

when i play a game, it's not be forced every 15 min to return to your planet and defend it while the enemy's army is supposed to be destroyed - or at least greatly reduced.. shame as this game has great potential..

the first part, establishing a base, find components to build sophisticated ships, to be able to fly deeper in the galaxy, that's what i like and found entertaining about this game. The 2nd part = rubbish


you can say 'hello' from me to these bast*rds if you wish btw :mrgreen:


How dare you call my fellow Methanoids cheaters? We just play to win!! :lol:
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Re: Deuteros:the next millenium

Postby RetroGamerUK » Mon Jul 30, 2012 7:37 pm

Well actually I found that the attacks did slow down eventually, and with the prejudice torpedoes and eventually the smart bomb thingy their attacks became no problem at all.
At the final star system they would have a second wave defending their bases, again, not a prob with torpedoes.
I enjoyed all parts of the game except the annoying pirate bit.
I must say again that I did cheat though throughout the game by saving, fast forwarding to the next attack then loading the save game so I could prepare the next target for attack, can't imagine trying to complete the game without this cheat... I suppose it would be possible but it would require many many drones and many IOS ships to re-build lost bases...
Maybe next time I play I'll try this, have either of you finished the game this way? i.e. no cheating?
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Re: Deuteros:the next millenium

Postby calimero » Mon Jul 30, 2012 7:46 pm

RetroGamerUK wrote:I must say again that I did cheat though throughout the game by saving, fast forwarding to the next attack then loading the save game so I could prepare the next target for attack, can't imagine trying to complete the game without this cheat... I suppose it would be possible but it would require many many drones and many IOS ships to re-build lost bases...
Maybe next time I play I'll try this, have either of you finished the game this way? i.e. no cheating?


I finish Deuteros on original ST back in 90s without cheating ;)


" annoying pirate bit"

...what are these pirates? I do not remember them ?!?


btw did Ian Bird maka something after Deuteros?
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Re: Deuteros:the next millenium

Postby Methanoid » Mon Jul 30, 2012 7:52 pm

http://en.wikipedia.org/wiki/Ian_Bird_( ... _developer)

I think you mean Altered Destinies?

I actually had a chat with Ian and he told me about his HD crash causing Deuteros code for PC to be lost forever... and he shared some pictures and video of a 2000s reboot of M22... I think the trailer is still on YouTube where I uploaded it

http://www.youtube.com/watch?v=mZBP99saUck
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Re: Deuteros:the next millenium

Postby RetroGamerUK » Mon Jul 30, 2012 8:13 pm

calimero wrote:" annoying pirate bit"

...what are these pirates? I do not remember them ?!?

Ahh this is awkward, I could never find an ST version of this game that worked properly so I played the <cough> amiga version :oops:
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Re: Deuteros:the next millenium

Postby calimero » Mon Jul 30, 2012 8:20 pm

^
what is M22 ?? Ian's remake of original Millenium for PC ? :) does he still work on this - it looks promising! :)


Did you play Altered Destinies? Is it at least half good as Deuteros and Millenium? :)
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Re: Deuteros:the next millenium

Postby Methanoid » Mon Jul 30, 2012 9:00 pm

calimero wrote:^
what is M22 ?? Ian's remake of original Millenium for PC ? :) does he still work on this - it looks promising! :)


Did you play Altered Destinies? Is it at least half good as Deuteros and Millenium? :)


Its just a trailer that Ian knocked up to sell the concept of the remake he was working on to s/w companies but nobody picked up on it so he shelved it. I've got some conceptual art around somewhere :wink:
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