Oct 1, 2017 - Deuteros: The Next Millennium Amiga - download this old classic game and play it on Windows without emulator.
Code: 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. 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.
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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 Anyway, so there it is, thank you for reading. 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.
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 How dare you call my fellow Methanoids cheaters?
We just play to win!! 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? 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.
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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 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?
The methanoids demand that you put back their leader Now this is the bastard. In Millennium 2.2 you diligently colonised every planet or moon that was able to support life (well I did at least) and I'm sure you were nice enough to provide them with a Solagen MkX power unit and all the other comforts of modern living, regardless of the fact that they had mutated into strange lifeforms upon landing on the surface. How do they repay you? They f.ing slaughter you in the sequel. At first they act all nice and offer to trade - although they do throw you out of their docking port because 'they need the space'. Truth is they don't want you to see the big army they're throwing together to wipe you off the face of the solar system.