home *** CD-ROM | disk | FTP | other *** search
- OUTPOST
- ANSWERS TO MOST FREQUENTLY ASKED QUESTIONS
- AND ADDITIONAL STRATEGY TIPS
-
-
- (This document summarizes the hints and tips from various
- sources.)
-
-
- * SEED FACTORY AND ROBOMINER PLACEMENT
- Use the Elevation Map on the site map window to choose a landing
- area. The clear terrain is marked in black, so the best locations are
- black with red dots (which mark potential mines identified from
- orbit).
-
- When you place the Seed factory, a red "X" will appear on the
- diamond-shaped tile map. Run a turn by left clicking on the small
- planet in the lower right hand corner of the screen, then the turn
- number will appear below the planet. When you see the Seed
- lander on the map (in place of the red "X"), you can start running
- turns to get the Seed factory started. Construction tiles and pre-
- fabricated tubes will appear.
-
- While the Seed factory is building itself, place a robominer from the
- tile selector window on one of the red mining beacons nearby. If
- you don't see a mining beacon, scroll to that position on the map by
- clicking on the tile map arrows and watch the box on the site map
- to line it up with a red dot. When you place a robominer on the red
- mining beacon, you will see the robot replace the beacon. It will
- take several turns for the first level of the mine to be dug, after
- which it will automatically move resources to the Seed factory.
-
- As you run your first turns, keep using the robodozer to clear
- terrain around your Seed factory. Also place a robodigger at the
- end of one of the tubes at the Seed factory construction site so
- that it can start digging your first underground level. When the
- robodigger is finished digging, the robodigger on the map will be
- replaced with the top of an air shaft.
-
- * BUILDING WITH TUBES
- Tubes carry air and power from your CHAP and power facilities.
- For most structures, a tube connection is required to physically
- connect them to your existing network of buildings and tubes.
- Since construction also requires a tube connection on a tile
- adjacent to your intended building site, you may find that
- nothing is available in your tile selector window except for
- robots and tubes.
-
- After placing a tube on a bulldozed section of the diamond-
- shaped tile map, structures will then appear in the tile selector
- window if resources are available to build new structures.
- When your colony is just starting, tubes will not be available in
- the tile selector window until you have brought down your first
- colonist lander.
-
- * IF THE TILE SELECTOR WINDOW IS EMPTY
- During construction of your colony, there may be times when
- the tile selector window is empty. This means that all the
- robots are actively assigned to tasks on the tile map, and that
- no resources are currently available to construct new buildings.
- Running a few turns will remedy this situation.
-
- * EARLY CONSTRUCTION
- In the Construction section of the manual, it is suggested that you
- build your first few structures in this order: Agricultural Dome,
- CHAP, power facility, storage tanks, residential units. If your
- morale is falling fast, you may want to build a residential unit or
- two to slow the fall of morale before you build a power facility
- (since the Seed provides power for about 150 turns).
-
- During the first 50 turns or so, you should build SLOWLY---allow
- each of your first structures to finish building before starting a new
- one. While structures are building, you can always bulldoze, mine,
- and tunnel horizontally or vertically with your robodiggers (assuming
- you have these robots available when you want them).
-
- Because a SPEW facility provides resources from the sewage
- generated by residential units, this is also a good structure to build
- early on, along with a warehouse and a robot command facility to
- make use of robots built by your Seed factory. Gradually add more
- mines to keep your resources flowing.
-
- Remember that an operating SPEW will generate MPG, which will
- take the place of any resources you may temporarily be missing.
- MPG is stored at the SPEW facility and used automatically when
- necessary to maintain existing structures. You can check the
- amount of MPG you have in storage by left-clicking on the SPEW
- facility to get its report.
-
- * SEED FACTORY COLLAPSE
- Remember also that you will lose your Seed factory units (power,
- smelter, robot factory) after 150 turns, so you must build structures
- to account for this loss if you want to maintain those functions.
-
- Before the Seed factory units collapse, make sure that your tube
- connections will be maintained between structures. Tubes are
- required to carry power and air, both for construction of new
- buildings and maintenance of those buildings. You need a constant
- physical connection of buildings and tubes to keep supplying power
- and air to all of your structures, so there must be tubes that bypass
- your seed factory units by the time the Seed factory units collapse.
-
- * SAVE GAMES
- Note that games can only be saved from the main game screen
- where you see the diamond-shaped map. If you encounter a
- problem saving a game, try running another turn before you select
- the Save Game option. This will complete the internal processing
- steps required so that you can save the current state of the game.
- Running a single turn is accomplished by left-clicking on the small
- planet icon in the lower right-hand corner of the main game screen.
- This screen is the only place where games can be saved.
-
- * USING THE ROBOTS THAT LANDED WITH YOUR SEED
- FACTORY
- Your seed factory landed with three robots on board: a robodozer, a
- robominer, and a robodigger. While the seed factory is building
- itself, these three robots can be assigned to tasks on the diamond-
- shaped tile map that dominates your screen. When available, these
- robots are visible in the tile selector window at the top center of
- your screen.
-
- When you first place your robots, it's wise to place a robodigger
- adjacent to one of the tube openings that are part of the seed
- factory complex. The robodigger will then start digging a shaft to
- create your first underground level.
-
- Place a robodozer beside one of the other tube openings to prepare
- a building site. Place the robominer on a red mining beacon
- (described in the Seed Factory and Robominer Placement section).
- When you have placed all of these robots, the tile selector window
- will be empty. You must run turns to complete the current activity
- by those robots. As each robot completes an activity, it will
- reappear in the tile selector window for reassignment to a new task.
-
- Explorer robots perform their function automatically. Each explorer
- is capable of finding new mines, assuming they have not all been
- discovered yet. The starship locates a large portion of a planet's
- potential mine sites; the geological penetrator probes discover more
- potential mine sites; and the hardest mine sites to locate can be
- discovered by explorer robots. On the easy difficulty level, ten
- explorers are sufficient to discover the remaining mine sites.
-
- * BUILDING ROBOTS WITH YOUR SEED FACTORY
- Once the construction of your seed factory is completed, you can
- use it to build additional basic robots. Familiarize yourself with
- each unit of the seed factory by left-clicking on each of the finished
- units to read the report that identifies its individual function.
-
- When you select the robot factory portion of the seed factory, you
- can start building additional robots. There is a text entry area on
- the robot factory report which has a small arrow to its right.
- Clicking on the arrow button will pull down the robot production
- menu. The seed factory can only produce these types of robots.
- By selecting one of these robot types and closing the report, you
- have set the factory to produce one of those robots every five
- turns. After you've built one or more of a single robot type, you
- can go back to this same report and reset production to build a
- new robot type.
-
- New robots must be stored in a warehouse. Usually, one
- warehouse is sufficient to handle robot storage for a long time,
- since active robots in the field require no storage. Active robots
- will last for 200 turns, which is the limit of their fuel cell power
- capacity. You must have at least one warehouse to store the
- robots that your seed factory is building, otherwise nothing will
- happen. Then, to activate the robots from your warehouse,
- you must also build a robot command center (described below).
- Each robot command center can operate ten robots in the field.
-
- * BUILDING NEW ROBOTS WITHOUT THE SEED FACTORY
- The seed factory can keep producing robots right up to the end
- of its lifetime, which occurs around turn 151. For this first
- phase of the game, seed factory robot production will often be
- sufficient for your robot needs. However, at some point you
- may decide to build more. A surface factory is required to
- build more robots. After turn 151, this is your only option for
- building new robots. Active robots have a life of 200 turns
- before their fuel cells die, so you'll start losing them after turn
- 200, if you haven't already lost any due to accidents.
-
- * ACTIVATING NEW ROBOTS WITH ROBOT COMMAND
- However they are produced, new robots need to be stored in
- a warehouse, from which they are available to robot command
- units. Each robot command facility can operate ten robots. If
- you want to operate 11 robots, you will need to build a second
- robot command facility.
-
- If a robot factory has produced robots, and a warehouse exists
- to store the robots, and at least one robot command facility
- exists to operate ten of the robots, they will appear in your
- tile selector window so that you can place them on the tile
- map. If all of the currently available robots are active, no
- robots of that type will appear in the tile selector window.
-
- The radius of a robot command area is unlimited if you have a
- communications satellite in orbit (assuming you packed one
- when you left Earth). If you have no communications
- satellite, communications towers must be built to extend the
- range of your robominers and other robots. Each robot
- command facility and each communication tower have a
- communications radius of 30 tiles.
-
- * ROBODIGGERS AND ROBOMINERS
- To extend a mine shaft to a deeper level on planets where this is
- possible, place a robominer directly on an existing underground
- mine shaft. This will not affect the functioning of the existing mine.
-
- To extend an air shaft to a deeper level on planets where this is
- possible, place a robodigger directly on an existing underground air
- shaft.
-
- * WHEN ROBODIGGERS DIG
- On the surface of the planet, a robodigger can only dig a new level
- when it starts next to a surface tube connecting it to its home
- colony. Because the robodigger constructs the air shaft for the
- underground levels, the tube connection is required to carry air and
- power to underground structures.
-
- * WHEN PEOPLE ARE DYING TOO FAST AFTER LANDING
- It is often wise to leave your colonists in orbit for the first 20
- turns while your Seed factory and its robots are doing their jobs to
- get the colony started. This number will vary somewhat depending
- on how much life support and food you brought with you on the
- starship (you packed it at the Ship Configuration screen before
- leaving on the trip to the new planet).
-
- After you bring your first colonist lander down to the surface of the
- planet, you have about 20 more turns in which to make sure that a
- CHAP facility is built. Some people may die in the meantime due to
- accidents or old age, depending on the hostility level of the planet
- you've chosen.
-
- * WHEN BUILDINGS GO IDLE
- Buildings go idle due to lack of resources, power, or people. In
- the case of laboratories, they can also go idle if they are not
- assigned a specific line of research.
-
- If a particular structure's report shows its status as "idle," you can
- find out what resources it needs by clicking on the "Needs" button
- at the bottom of the report. (In the case of the CHAP facility, the
- CHAP facility report is reached through the Executive Summary
- Report buttons.)
-
- CHAP facilities and power facilities are at the top of the priority
- list when resources are scarce, allowing you time to react to the
- resource shortage. Bulldoze unnecessary structures, particularly
- if you have an operational SPEW facility to recycle the bulldozed
- building materials. Make sure you have operating mines, an
- operating smelter, and sufficient space in your storage tanks to
- handle the processed resources coming into your colony.
-
- If buildings are only idle due to a lack of people to operate them,
- you can bulldoze unnecessary structures to free up employed
- workers, or wait for your population to grow and age so that
- you have a larger available workforce. They will all age as you
- run each turn.
-
- * POPULATION DISTRIBUTION
- In the Executive Summary Report, you'll find a "Details" button in
- the population section. Clicking on this button shows you the
- current breakdown of your population by category: infant, student,
- worker, scientist, or retired.
-
- You will witness population explosions on occasion. This will be
- apparent when you see more infants and/or students than workers
- or scientists. Workers and scientists are required to operate your
- facilities, so this is a limiting factor to your colony expansion. Only
- time will age your young people to the point where they become
- workers and scientists. Universities help to shift the student and
- worker groups into the scientist group by bringing up the general
- educational level of the population.
-
- It is not possible to assign the adult population to specific tasks.
- One of the limits on building new structures is whether or not
- enough colonists are available to build them and staff them. If
- they are available, they will be assigned to those structures
- automatically when you build them.
-
- * WHY PEOPLE DIE
- People die naturally from old age or by accident. These deaths
- will occur no matter what you do. Deaths also occur due to
- starvation or lack of air, and these are the deaths you can do
- something about.
-
- When you receive a death message after running a turn, it may
- not mean you're doing anything wrong. Check to make sure that
- you have enough food being produced by your agricultural
- domes (one unit feeds ten people), and that your structures are
- getting enough air. If you have handled those requirements,
- then you know they're dying due to old age or accident.
-
- After turn 60, deaths by old age or accident are reduced because
- the first part of the colony has been built, the weakest people
- who survived the trip have already died in the hostile
- environment, and construction accidents are fewer because the
- workers have learned safer techniques.
-
-
- * RESOURCE MOVEMENT FROM MINES TO COLONY SMELTERS
- Mined ores are stored at each mine shaft until a full load is ready
- to be moved by the truck assigned to that mine. When built, each
- mine has one truck to automatically move ores to the Seed factory
- smelter or to the high-capacity smelter you can build yourself.
- Storage tanks are also required to receive the smelted resources
- and make them available to the colony. You won't see these
- trucks operating, but they're on the job.
-
- * TRUCKS
- Trucks can be produced by your surface factories. These trucks will
- make a slight difference in the speed of your resource movements
- between the mines and the smelters and the storage tanks. These
- trucks are not affected by the robot command facility limit of ten
- robots each. Internally, a truck is created to serve each mine when
- new mines are built. Any trucks you build will remain in your
- warehouses unless one of these mine trucks breaks down, at which
- time your trucks will be used automatically. On the easy difficulty
- setting, it is possible to get through most or all of a game without
- using these trucks.
-
- * ROADS AND MONORAILS
- Although there are no roads or monorails in this version of Outpost,
- resources are moved automatically from place to place as
- necessary. Each mine has a truck assigned to it when built, which
- will move a new load after enough ore has stacked up at the mine.
-
- * SOUND CARDS
- Any sound card supported by Windows will work with Outpost.
- During the Installation process, the question regarding the Roland
- sound cards (MT-32, etc.) is asked so that the special music file for
- those sound cards can be loaded instead of the standard music file.
-
-
-
-
- revision 7/13/94
-