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Yeah, Shaun, that part confused me at first as well. Here's the missing piece of what's puzzling you - you can't ride animals. Your caravan's speed is bound to the lowest speed value in your group. Party members can only have their individual speed increased by riding in a vehicle - a car or ATV. A caravan composed entirely of horses is still going to be bound by the speed of your slowest party member - probably 4 or 5km - until you put that guy, and the rest of your party, in ATV's or a Jeep or Hummer.
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thanks alot fugori great help.
one last question i have a horse with cart but the top speed it will go is 5 kmph. is there a reason it wont go 15 like it said when i bought it?
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Shaun01:
If you get hurt that badly in battle, you're going to lose men. I think just moving when your character is that injured is going to inflict further damage, but I'm not positive. First, make sure you have enough food and water stocked - if you run out, you lose health. Second, go to your caravan's general screen and set healing to all wounded party members. Finally, when injured like that, STOP and wait until you've been healed to 50% or so before you move. Or reload. Medicine is used automatically, each hour, if you have it.
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Could someone explain why my man keeps dieing please????
I go on a journey get attacked but survive with about 10 health. then a couple of seconds after restarting my journey i die. Im carrying medicines and a first aid kit but dont know how to use them please help!!!!!
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Primus, you might be the unfortunate victim of a bug, or you might have screwed up at some point in that quest's wonky time structure. Pay close attention to any time limits the NPC's seem to attach, directly or indirectly, and follow them strictly (to the hour, in game time).
I hope you saved in multiple files...
(The quest design in this game is one of the worst aspects by far.)
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fugori:
I've tried that. When I visit him he asks if I want another document but my only option is to say 'No, I'm just passing by.'
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Primus:
Did you speak to the colonel while you were in the base the first time? He takes your pass away. You might need to go back to the counterfeiter and pay him for another one.
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I can't get back into the fort to disable the missiles. I used the pass once to get in, then I went to get the book about missiles. Now I can't get back in again. Any suggestions?
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[end]
After battle, stay in front of the desert patrol troop that you're protecting, and wait as long as possible before engaging the next army regiment. Let your medical skills kick in and patch up as many wounds as possible. Before engaging, rearm your rocket launching soldiers and give as many grenades as they can carry to each soldier that used them in the last battle.
Repeat.
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[part 5]
In combat, focus fire on the enemies with rocket launchers and grenades. Ignore those with rifles or machine guns. Take advantage of high strength troops by having them fling grenades from a long range, unless they're firing rockets. Have your snipers kill the rocket launcher baddies, then spread the bullets out among grenadiers. Remember that wounding the enemy also reduces their AP and makes it more difficult to move, shoot and throw.
The biggest problem here is if you are unlucky and end up positioned RIGHT NEXT to the enemy. They're too numerous to kill before they get to act, and a single army soldier throwing two or three grenades into your troops will ruin you. Remember that you need to obliterate EVERY army regiment, and you will need to be HEALTHY.
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[part 4]
REMEMBER - the desert patrol troops can each defeat one army regiment. The second they encounter will defeat them with 100% certainty, but they will weaken them. Your goal here is to force the vast majority of the army regiments to engage the right half of the desert patrol wedge, they'll win, but the remaining army regiments will be weakened. Now loop over to the left and quickly engage the army regiments that are near the left half of your desert patrol wedge. Let each patrol take one regiment, then engage. Remember that you need to keep ONE desert patrol troop alive.
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[part 3]
Travel to see Sheppard and tell him you're ready.
Travel north, keeping in range of your wedge.
When you notice the opposing cluster of army regiments, SAVE THE GAME. It's useful to replay from this point if you mess up.
The key to this, unless you're really good and prepared far better than I was, is to remember what Sheppard said - only one Desert Patrol regiment needs to survive.
Move forward to the front of the army regiment cluster. Attract their attention and draw as many of them as you can to travel to the right. This should leave the left part of your desert patrol wedge to deal with only a few regiments.
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[part 2]
Now spend some time fighting police and looting their grenades. Or, just buy them with your own money. My strategy was to equip every soldier with a sniper rifle, 50+ rounds, military body armor, and as many grenades as they can carry. I made four exceptions and equipped my strongest soldiers with the best rocket launchers (look for the ones that have 60 explosive power), 2 rockets, and as many grenades as they could handle (it varied depending on their strength, but they should at least have 2 grenades and 2 rockets).
You're well-armed now. Don't worry about trading or keeping your caravan light. Load up on fuel, food and water so you can be sure you won't run out on the trip south and then back north to the capital. Buy lots of medicine, hire at least one really good doctor even if they're not very useful in combat, and all the +medical gear.
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Just finished the game, finally. The end truly is punishing. In case it helps, I'll share my tactics. [part 1]
By this time, money should be no barrier to your preparations. Raise an extra million, at least, when you're doing the fund-raising portion of the rebellion.
With this money in tow, buy 4+ Hummer 1's. Hire as many people as will fit in the vehicles now, which is 5 per Hummer 1. I used 4 Hummer 1's and 20 mercs. In retrospect, another Hummer 1 and another 5 mercs might have helped.
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Shops need to buy your stuff more. In the beginging, you can sell a few guns or bullets, but when you have tons of stuff, you cant sell any. I have atleast three mil worth of stuff that no one will buy!!!
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Some suggestions:
1.The speed in battle or moving still not "fast" enough.
2.Items in shop, which is like kettles, katanas or bullets will not be consumed by NPC. It does not make sense while so many robbers equiped with knifes and katanas lol
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what on earth is the purpose of the undefined thing in the first city? im soo confused, i have apparently infinite money, and capacity and such....but i also cant get the badge....kinda ruins the fun
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easiest way to rob a caravan is to get at least 4 men armed with rifles and explosive weapons (grenades,rockets). hide behind your own vehicles and the dumb computer will shoot at the vehicles...lob grenades over the vehicles
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doomcat that is typical to this game.Easiest way to play the game is to rob a caravan, hope for loads of hummers then go to qubba>buy oil>hara>sell oil>buy fuel>quabba>sell fuel>repeat till you are rich.
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Doubt this is typical, but I ran one of the newb route, then attacked a caravan. Most of the dudes ended up shooting themselves, and I drove away with thousands of dollars, assault rifles, and a hummer. :-D
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Like the game. Complains: autopay and medic settings aren't saved so subsequent plays you have to remember to set them. Beginning seems to be a bit slow and there is a definite line you cross where it gets -very- difficult.
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Some people are hoping that there will be more badges for this game but, think again. There won't be anymore badges because this game had it's badges given to it already. This game is getting old anyway so don't hope that there will be more badges.
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Omniscent, one turn will free you from your vehicles, if you have so many that you begin combat like that. A short tactical placement before battle would have helped, I think, but it's not too disruptive. Personally, I never had more than 5 horses and 5 carts, until I ditched them all for a pair of Hummer 1's. Both setups weren't that disruptive. My only gripe with battle in this game is that it gets formulaic. Not enough variety, or balance, to encourage a wide variety of weapon use, and not enough statistics to differentiate characters from each other.
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well, what I dislike about the battle system is that it takes so long to set up since most of the time over half of your men are behind carts and some of them are stuck until others get out. it's an ok system but nothing great really.
megalord, nor sure, but it might be because you keep winning things from desert patrol/robbers/caravans, whatever you fight
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My favorite game on Kong. Despite some real issues of balance and polish, no other game here captures my imagination as well as Caravaneer. 5/5
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Omniscent, I think the battle system is just fine. Fallout-lite. The only things I would list as negatives are the sloppy writing and the lack of objectives. Trading is fun for a while (especially if you experiment with different caravan strategies) but once you're ready for the robber base there is a distinct "that's it?" feeling that sets in. I prefer to treat this game as a sandbox personally. A little more work put into this game, some better writing, a bunch of side quests, etc., and I'd buy it retail for a budget price.
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well, we're all entitled to our own opinions twisted. in the graphics department it's not very pleasing on the eyes and the battle system isn't that great. however, the overall concept is pretty good. I'm going to try to start a new save. I didn't get really that far anyways, only like 7 men and 3 carts/mules.
Pakmirin, you save by going outside of a city, and click on the bottom right hand corner. There should be a pop up