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Hello, have some gameplay mechanic questions if anybody knows.. Questions are for Deadlock 2.

#1 I know about airplanes crashing and you loseing the unit if they travel to far from an airport or fuel depot.. but my question is "how far" can the planes be from a territory with an airport or fuel depot before they crash? The game isn't very clear on this.

#2 What benefits does a hospital really provide? The game says it heals militia.. but in battle milita pretty much die in one hit to anything and 100 colonists are lost. I know about fending off sickness and plagues, but with "random events turned off" is a hospital essentially useless? Do they provide any other benefits besides culture? Maybe they help population grow faster?

#3 Is a hospital the only way to heal infantry?

#4 I heard City Centers boost the effectiveness of your other colony buildings( factorys, airports, trade, research.. etc) in your territory. Is this true? Is there a point or worth it to build city centers in your other territories or just have the one your start with?

#5 What is required in my territory, and how do I repair damaged tanks, navy, or air units from battle?

#6 The Cyth and Re'Lu have the special ability to mind blast or mind control enemy units.. This is from using a command corps correct? How do I tell their command corps to use these abilitys? When I send them in battle they just seem to run around and do nothing..

If I can think of any more questions I will ask... thank you.
Post edited February 06, 2014 by malicewizard82
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malicewizard82: Hello, have some gameplay mechanic questions if anybody knows.. Questions are for Deadlock 2.

#1 I know about airplanes crashing and you loseing the unit if they travel to far from an airport or fuel depot.. but my question is "how far" can the planes be from a territory with an airport or fuel depot before they crash? The game isn't very clear on this.

#2 What benefits does a hospital really provide? The game says it heals militia.. but in battle milita pretty much die in one hit to anything and 100 colonists are lost. I know about fending off sickness and plagues, but with "random events turned off" is a hospital essentially useless? Do they provide any other benefits besides culture? Maybe they help population grow faster?

#3 Is a hospital the only way to heal infantry?

#4 I heard City Centers boost the effectiveness of your other colony buildings( factorys, airports, trade, research.. etc) in your territory. Is this true? Is there a point or worth it to build city centers in your other territories or just have the one your start with?

#5 What is required in my territory, and how do I repair damaged tanks, navy, or air units from battle?

#6 The Cyth and Re'Lu have the special ability to mind blast or mind control enemy units.. This is from using a command corps correct? How do I tell their command corps to use these abilitys? When I send them in battle they just seem to run around and do nothing..

If I can think of any more questions I will ask... thank you.
1. I think the way it works is this: an air unit won't crash if it has enough move points to be within range of a territory that has an airport, fuel depot or shockwave carrier. You can check how many move points an aircraft has under the unit properties. Turbo Wing Fighters and Starflare Bombers had 3 move points. Supernova Spyjets and Air Commands have 4 move points.

2. Hospitals provide a pitiful morale bonus and aren't really worth it unless random events are turned on. I'm not sure about healing militia since I usually build bunkers so that they won't fight so that they won't die.

3. Medics can also heal infantry if the medics survive the battle. You should also be able to issue a Repair order to any damaged units after a battle (but moving them would prevent you from issuing a Repair order until you kept them in one territory for a turn)

4. The manual claims that City Centers double the income from trade buildings, but I don't believe this is true because I tested it and didn't notice any difference with trade from Replication Stations.

5. I don't believe any resources are required to repair units, but you have to have them remain in the territory they fought (or wait a turn if you move them) before you can issue a Repair order. However, any damaged units should automatically attempt to Repair with the Repair order as long as you don't move them.

6. This can probably be issued under Battle Orders or Mission. Default orders for Command Corps is "Combat Support", so maybe that's what's preventing them from using the special abilities?
Post edited February 06, 2014 by BarryMC
Thank you once again for the help! Pretty much answered a bunch of my questions. I will have to test out hospitals and city centers more, and will try giving the command corps different orders.. see if I notice anything. I figured out how to juggernaut with Tarth and bezerk with Humans, the order is there for the infantry units.. but for some strange reason mind blast/mind control isn't listed anywhere for the Cyth and Re'lu.
Hospitals are there to help heal the ALL military units, not just the infantry, but they do cure the colonists from things like Cyth poisoning the crops and such. It's morale boost may be small, but it stacks on top of the 2 museums to get 29 morale, which'll help with higher taxes and patrolling military/mines penalties.
Only the command corps get the mind blast/control and It's a passive ability not an order, PSI helmets help improve it.
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Kyllinge: Hospitals are there to help heal the ALL military units, not just the infantry, but they do cure the colonists from things like Cyth poisoning the crops and such. It's morale boost may be small, but it stacks on top of the 2 museums to get 29 morale, which'll help with higher taxes and patrolling military/mines penalties.
Only the command corps get the mind blast/control and It's a passive ability not an order, PSI helmets help improve it.
Thanks, I didn't know that. However, I will probably still not bother with hospitals unless random events are turned on because I can make more credits from assigning workers to Trade at a Replication station than I would if I just raised the taxes a little. This is also why I only build 1 Museum per territory (because I can still get 25 morale from culture and art with 1 museum if I have 5 art objects in that territory).
True, but art also stacks with both hospitals AND museums, even though they're the same category and Metal Reps are late in the game unless you cheap out and start with all the tech. I generally play the campaigns myself and earn everything. I had beaten them all so I can play any of the six maps as any race. (kept a "turn 1" save for them) So, I typically raise the taxes to heavy, when not the Cyth, and build places for trade.
Hospitals mean that if you are attacked and many of your colonists die, the hospital will save many of them. Bunker does kind of override this.

Repair is a default command for any damaged unit, costs nothing.

For Cyth you can definitely see the mind blasts going off, units will have a blue'ish explosion implode on them, its rather devastating.

I played Deadlock 2 before i got it on GOG and i too did not know about the City Center doubling Trade, when i tested this it did not increase but i realize now it might just not show the boost, i need to test it and just make sure the +trade amount and the credits i earn align.