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Syndicate Wars - Persuading Agents (help)

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Chaos head

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Jan 3, 1997, 3:00:00 AM1/3/97
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I was wondering if it was possible to persuade enemy Eurocorp agents if
you are Eurocorp yourself. I've played a few missions where it said,
"Neutrelize enemy agents" and it tells you either to kill them or persuade
them over to your side. I can persuade civilians, but I can't seem to
persuade enemy agents, or even police. Are you supposed to disarm them or
something, or use knockout gas before the persuasion. I had 4 agents, all
armed with persuadotrons, supershielded, walk up to an enemy agent and
walk around him for about a minute, and nothing happened. I ended up
having to shoot him to death. Any help would be greatly appreciated, as I
only have 5 agents left.

Thanks,

Chaos Head

Kwok Po Man

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Jan 3, 1997, 3:00:00 AM1/3/97
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I can't remember if I read this from the manual or what, U will need to
persuade at least 5 civilians before U can persuade any police. And U
have to persuade 5 or even more police before U can persuade the enemy
Euricorp to your side.
Also, I used to use more than 1 persuadertron in doing so.
Best Regards
Ronnie

Chaos head (chao...@aol.com) wrote:
: I was wondering if it was possible to persuade enemy Eurocorp agents if

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Bradley E. Wohlenberg

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Jan 5, 1997, 3:00:00 AM1/5/97
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Chaos head (chao...@aol.com) wrote:
: I was wondering if it was possible to persuade enemy Eurocorp agents if
: you are Eurocorp yourself. I've played a few missions where it said,
: "Neutrelize enemy agents" and it tells you either to kill them or persuade
: them over to your side. I can persuade civilians, but I can't seem to
: persuade enemy agents, or even police.

Since the manual is absolutely no help on this issue, I feel compelled to
respond. My wife gave me the Official Guide for Christmas, and it lists
all of the persuadertron requirements. Basically, each person has a
value of persuadertron strength required to take them over, and a value
they add to your persuadertron strength. All civilians & scientists require
0 to take over, and contribute 1. Punks require 10 and contribute 2.
Police and guards require 6 and contribute 2. Agents require 20 and
contribute 5. Zealots, assuming you have a Persuadertron II, require 20
and contribute 1.

I have loads of fun with persuaded crowds, and the firepower they add
makes things easy. For example, Tokyo (Mission 14-1 for the Eurocorp) was
a one-sided slaughter because I was leading around an army of 40 or so
(assuming you go up to the top of the hill and toss nuclear grenades at
the turrets first). Once you have persuaded a bunch of civilians & cops,
they will follow the agent with the persuadertron (I've never needed to
carry more than one), and will pick up fallen weapons. So, kill a bunch
of zealots or punks, then persuade, then lead the masses across the fallen
weapons. They will pick them up, and will shoot at anything you shoot at.
They fire at the same rate as you do, so even though they all have pulse
lasers, they will fire at the same rate as an LR Rifle if that is what you
are using. For that reason, I recommend a minigun for your selected
agent. Also, they won't pick up area-effect weapons like launchers
and nuclear grenades, only single-target weapons. Punks or cops with
launchers will use them if you persuade them.

Civilians have zero durability (they die instantly if they walk into a
burning spot!), but there are lots of them and they are free. Thirty or
forty pulse lasers and electron maces will blow a flying car out of the
sky in one or two shots, but usually the civvies can't get away in time
and the crash will kill most of your group. To paraphrase Doritos:
"Crush all you want, we'll persuade more."

One other thing: here's how to use the money cheat (assuming you don't
know it, you must go into synd.bat or whatever it is and add the switch
"/m" to the end of the list; pressing the period gives you 10,000
credits). However, if the cheat is on, you cannot advance to the next
mission. So, turn it on, give yourself all the credits you want (I
started with 5,000,000 and still had to rob banks to get by after a
while), then save your game. Quit, re-edit the .bat file to remove the
cheat, then restart the game and restore your save. Whoopee, free money.
Why do this? Because I bought this game for the combat model, not the
resource management model. If I want resource management, I'll play Civ
II or MOO II for a good model, not the half-baked pain in the neck
Syndicate Wars has. Some may like that part of the game, but if you are
like me, get more enjoyment out of life by bypassing that little chore.

Now, go forth, kick butt, and take names.

Brad

N.Swan

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Jan 7, 1997, 3:00:00 AM1/7/97
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In article <5aq68e$i...@crl4.crl.com>, "Bradley E. Wohlenberg"
<bwoh...@crl.com> writes

Nice post

Cheers :)
--
N.Swan

Gilles Bronchti

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Jan 10, 1997, 3:00:00 AM1/10/97
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On 5 Jan 1997 22:31:42 -0800, bwoh...@crl.com (Bradley E.
Wohlenberg) wrote:

>Chaos head (chao...@aol.com) wrote:
>: I was wondering if it was possible to persuade enemy Eurocorp agents if
>: you are Eurocorp yourself. I've played a few missions where it said,
>: "Neutrelize enemy agents" and it tells you either to kill them or persuade
>: them over to your side. I can persuade civilians, but I can't seem to
>: persuade enemy agents, or even police.
>

>Since the manual is absolutely no help on this issue, I feel compelled to
>respond. My wife gave me the Official Guide for Christmas, and it lists
>all of the persuadertron requirements. Basically, each person has a
>value of persuadertron strength required to take them over, and a value
>they add to your persuadertron strength. All civilians & scientists require
>0 to take over, and contribute 1. Punks require 10 and contribute 2.
>Police and guards require 6 and contribute 2. Agents require 20 and
>contribute 5. Zealots, assuming you have a Persuadertron II, require 20
>and contribute 1.

Thank you for your detailed post. However I still have a problem with
persuasion:
In the 8th mission of Eurocorp, I have to persuade an ennemy agent
(within a base in Roma). I tried this scenario with all possible
variations with no success. Simply this guy doesn't want to follow my
agents. I used psychogaz, 4 persuadertrons, anything, and no result.
In most of the cases, I end this mission with 4 agents closely around
the ennemy agent, all of them with persuadertron, the guy is firing at
me but not enough to do real damage, and that's all, the situation can
stay for 10 minutes (real time) like this!
Any help will be appreciated . . .


*******************************************
Gilles Bronchti
Inst. Cell Biol.& Morph.
University of Lausanne
rue du Bugnon, 9
1005 Lausanne - Switzerland
gilles....@ibcm.unil.ch

********************************************

Platypuss

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Jan 11, 1997, 3:00:00 AM1/11/97
to

Gilles Bronchti wrote:

>On 5 Jan 1997 22:31:42 -0800, bwoh...@crl.com (Bradley E.
>Wohlenberg) wrote:
>

snip

>In the 8th mission of Eurocorp, I have to persuade an ennemy agent
>(within a base in Roma). I tried this scenario with all possible
>variations with no success. Simply this guy doesn't want to follow my
>agents. I used psychogaz, 4 persuadertrons, anything, and no result.
>In most of the cases, I end this mission with 4 agents closely around
>the ennemy agent, all of them with persuadertron, the guy is firing at
>me but not enough to do real damage, and that's all, the situation can
>stay for 10 minutes (real time) like this!
>Any help will be appreciated . . .
>


Only use 1 persuadatron on a mission


Peter Langdale

Transport Research Scientist

Work: Pet...@h.trl.co.uk
Home: pet...@doska.i-way.co.uk

Wayne C. McCullough

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Jan 19, 1997, 3:00:00 AM1/19/97
to

: On 5 Jan 1997 22:31:42 -0800, bwoh...@crl.com (Bradley E.
: Wohlenberg) wrote:

: >Since the manual is absolutely no help on this issue, I feel compelled to

: >respond. My wife gave me the Official Guide for Christmas, and it lists
: >all of the persuadertron requirements. Basically, each person has a
: >value of persuadertron strength required to take them over, and a value
: >they add to your persuadertron strength. All civilians & scientists require
: >0 to take over, and contribute 1. Punks require 10 and contribute 2.
: >Police and guards require 6 and contribute 2. Agents require 20 and
: >contribute 5. Zealots, assuming you have a Persuadertron II, require 20
: >and contribute 1.

Do higher level "Brain"'s help at all as they did in Syndicate? How does
this affect thw whole pattern? If it doesn't, what good is a higher
level brain?

W

Bradley E. Wohlenberg

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Jan 21, 1997, 3:00:00 AM1/21/97
to

Wayne C. McCullough (wa...@Glue.umd.edu) wrote:
: Do higher level "Brain"'s help at all as they did in Syndicate? How does

: this affect thw whole pattern? If it doesn't, what good is a higher
: level brain?

The guide says there are two effects: stronger shields and greater range
on the persuadertron. No brain (har-de-har) gives 10 shield points and
30 yards range. Level 1 = 15/45. Level 2 = 20/60. Level 3 = 25/75. It
adds that ten yards is about the same distance as an agent's height ("due
to the viewing angle". Also, the ranges for a persuadertron 2 are
40/60/80/100 yards. I have noticed that with a P2 and a level 3 brain,
it works across a street.

Brad


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