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Constructor: help

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Seth Atkins

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Dec 28, 1997, 3:00:00 AM12/28/97
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Could someone explain how the police force works--it seems that the
police man dies after a period of patrol.

Also please tell me why the repairman when set to auto-repair neglects
all my undesirable buildings: commune, pawn shop, etc.

netnews

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Dec 28, 1997, 3:00:00 AM12/28/97
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Yes.. this is my problem too.. I don't know how to increase police force and
to repair the undesirable..
The manual does not help much.

Seth Atkins wrote in message
<5481FB9BC1CEDCF3.8CD01283...@library-proxy.airnews.ne
t>...

Richard Gregory

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Dec 28, 1997, 3:00:00 AM12/28/97
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Seth Atkins wrote:
>
> Could someone explain how the police force works--it seems that the
> police man dies after a period of patrol.

No idea!


>
> Also please tell me why the repairman when set to auto-repair neglects
> all my undesirable buildings: commune, pawn shop, etc.


It's a "feature" apparently. Thatis, it's a bloody nuisance.
Presumeably it's there to stop you exclusively building such and
then bombing the opponent.

Wolfgang Preiss

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Dec 28, 1997, 3:00:00 AM12/28/97
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"netnews" <xban...@nospam.com> wrote:

>Yes.. this is my problem too.. I don't know how to increase police force and
>to repair the undesirable..
>The manual does not help much.
>
>
>
>Seth Atkins wrote in message
><5481FB9BC1CEDCF3.8CD01283...@library-proxy.airnews.ne
>t>...

>>Could someone explain how the police force works--it seems that the
>>police man dies after a period of patrol.
>>

>>Also please tell me why the repairman when set to auto-repair neglects
>>all my undesirable buildings: commune, pawn shop, etc.

Level 2 tenants can be ordered to produce Police officers. It works
like producing other tenants - click on the police badge icon inside
the house of the tenant. In order to make the police patrol a block,
you have to have created police resources first. Then, click on the
police station (I forgot, you have to build that one first) or on the
police icon on the main screen. You'll see a map of the world. Those
areas without patrolling police officers are white, the ones with
officers are green. If you select an area, it starts blinking. If you
then click the icon with the "bad guy", the block changes color to
green and an officer is assigned. As a default, a force of "30%" is
assigned. You can raise or lower the police presence by using the
arrows. Having a huge police force will use up your police resources
quickly. Furthermore, some tenants don't like your cops and will
complain about them.

I don't know about the repairmen, though. I haven't found a pattern in
their behavior so far. It is possible, however, to send them manually
into one of the "undesirable" buildings. Those buildings degrade
quickly, so maybe one repairman isn't enough for a block with lots of
pawn shops and communes?

--
Wolfgang Preiss \ E-mail copies of replies to this posting are welcome.
wopr"at"stud.uni-sb.de \ There is no "2" in my real e-mail address.
Uni des Saarlands \ Sorry for the inconvenience. You know why.

Seth Atkins

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Dec 29, 1997, 3:00:00 AM12/29/97
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Also how do you kill an enemy worker, forman, repairman, and such.
When I attack them they just get K.O.ed and then get back up later.

As for the police, I understand how to make them. I just can't figure
out why they die after a patrol for a while.

Wolfgang Preiss

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Dec 29, 1997, 3:00:00 AM12/29/97
to

set...@airmail.net (Seth Atkins) wrote:

>Also how do you kill an enemy worker, forman, repairman, and such.
>When I attack them they just get K.O.ed and then get back up later.

Sometimes they are knocked out, sometimes they get killed. I haven't
figured out what determines which one of the results will occur. I
have a theory, though: If you click on an enemy character, you'll see
*two* status bars underneath the picture in the upper right hand
corner. I think one of those bars is for "current form", and the
character will be k.o. if that one reaches zero. The other one is for
overall "life points", and the character will die if that one reaches
zero. Something related: Once you have built the Mob H.Q., you have
one gangster at your disposal. He has a window where you can choose
the weapon to use. I never had another choice than "knife" so far, but
I think that you'll have an array of more lethal weapons when you've
paid enough bribes to the mob. Maybe that helps.

>As for the police, I understand how to make them. I just can't figure
>out why they die after a patrol for a while.

Once the police resources are used up, the officers will stop
patrolling until you have new resources. Furthermore, I think that
they continuously patrol the area only if you set the rate to 100%. If
you set this rate to 10%, they will be present only 1/10th of the
time.

Richard Gregory

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Dec 29, 1997, 3:00:00 AM12/29/97
to

Seth Atkins wrote:
>
> Also how do you kill an enemy worker, forman, repairman, and such.
> When I attack them they just get K.O.ed and then get back up later.

Have a lot of workers, or better still some Gangsters, standing
by. When they get KO'd, hit 'em again. They'll die. Eventually.

Meanwhile, of course, the AI will have burnt down all your houses,
taken over your factories etc etc while you weren't looking.

Seth Atkins

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Dec 30, 1997, 3:00:00 AM12/30/97
to

>Sometimes they are knocked out, sometimes they get killed. I haven't
>figured out what determines which one of the results will occur. I
>have a theory, though: If you click on an enemy character, you'll see
>*two* status bars underneath the picture in the upper right hand
>corner. I think one of those bars is for "current form", and the
>character will be k.o. if that one reaches zero. The other one is for
>overall "life points", and the character will die if that one reaches
>zero. Something related: Once you have built the Mob H.Q., you have
>one gangster at your disposal. He has a window where you can choose
>the weapon to use. I never had another choice than "knife" so far, but
>I think that you'll have an array of more lethal weapons when you've
>paid enough bribes to the mob. Maybe that helps.

I thought that the two bars were for the two individuals fighting.
For instance, my gangster was fighting an enemy thief. I was the
green team, and he was on the blue team. It seemed to me that the
blue bar was his life, and the green bar was my gangster's life, since
each corresponding bar dimished when that person got hit.

The gangster gets new weapon options based on number of kills/success,
etc. I read somewhere that a good way to get new weapons is to let a
house get infested with roaches and then send the gangster after the
roaches. I tried it and it worked. After killing one roach, I was
able to buy a hand gun for him.

>>As for the police, I understand how to make them. I just can't figure
>>out why they die after a patrol for a while.
>

>Once the police resources are used up, the officers will stop
>patrolling until you have new resources. Furthermore, I think that
>they continuously patrol the area only if you set the rate to 100%. If
>you set this rate to 10%, they will be present only 1/10th of the
>time.

The manual says that the percentage has to do with his efficiency. He
will always be on the beat, but how good he is at spotting criminals
from a distance is what is affected by the percentage.


Wolfgang Preiss

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Dec 31, 1997, 3:00:00 AM12/31/97
to

set...@airmail.net (Seth Atkins) wrote:

>I thought that the two bars were for the two individuals fighting.
>For instance, my gangster was fighting an enemy thief. I was the
>green team, and he was on the blue team. It seemed to me that the
>blue bar was his life, and the green bar was my gangster's life, since
>each corresponding bar dimished when that person got hit.

That sounds reasonable. Too bad the manual isn't really helpful. It's
fun to read, but I'd prefer a dull manual with lots of information.

>The gangster gets new weapon options based on number of kills/success,
>etc. I read somewhere that a good way to get new weapons is to let a
>house get infested with roaches and then send the gangster after the
>roaches. I tried it and it worked. After killing one roach, I was
>able to buy a hand gun for him.

This is great info. I have to try this.

>The manual says that the percentage has to do with his efficiency. He
>will always be on the beat, but how good he is at spotting criminals
>from a distance is what is affected by the percentage.

It is so difficult to verify all this - when do you have the time to
closely observe a policeman for more than ten seconds in a row? :)
All I can say is that my policemen (10%) have to run into a criminal
to arrest him.

Well, at least my favorite strategy of getting info from the net
worked: post misinformation, and someone will correct you. :)
Thanks for clearing up the mistakes.

Seth Atkins

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Jan 4, 1998, 3:00:00 AM1/4/98
to

Would there be any interest in a separate constructor newsgroup,
because it seems like there are many questions concerning the game,
and very few answers in the manual. Please reply.

Kajun

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Jan 5, 1998, 3:00:00 AM1/5/98
to

so, is it a good game? does itwork well over the internet?

Seth Atkins <set...@airmail.net> wrote in article
<94CA5119BCD27B21.9A388BE0...@library-proxy.airnews.ne
t>...

Michael Fairweather

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Jan 5, 1998, 3:00:00 AM1/5/98
to

In article <94CA5119BCD27B21.9A388BE074313399.F4823D91B0EC56BE@library-
proxy.airnews.net>, Seth Atkins <set...@airmail.net> writes

>Would there be any interest in a separate constructor newsgroup,
>because it seems like there are many questions concerning the game,
>and very few answers in the manual. Please reply.
I'd certainly be interested in getting some help with this one any way I
can. I'm determined not to let this one beat me.

Mike
--------------------------------------------------------
| Mike Fairweather E-Mail Mi...@fevs.demon.co.uk |
| East Tilbury, England |
| "Your only weapon is those you work with, |
| Your strength is their strength, |
| Can't beat the rank & file - Go get organised" |
--------------------------------------------------------

Seth Atkins

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Jan 6, 1998, 3:00:00 AM1/6/98
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On 5 Jan 1998 06:57:35 GMT, "Kajun" <ka...@slip.net> wrote:

>so, is it a good game? does itwork well over the internet?

It is a great game, though I haven't tried it over the internet yet.

Wolfgang Preiss

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Jan 6, 1998, 3:00:00 AM1/6/98
to

set...@airmail.net (Seth Atkins) wrote:

>Would there be any interest in a separate constructor newsgroup,
>because it seems like there are many questions concerning the game,
>and very few answers in the manual. Please reply.

Do you think there is enough traffic to warrant a seperate group? I
regularly scan csipg.strategic for "constructor", and I see two, maybe
three messages per day. Hardly enough for a seperate group.

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