ForumsGame WalkthroughsColony stratgey

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Gametesta
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Gametesta
1,707 posts
Nomad

Lulz, i so wanted to make this 1st!

Anyway

Airborne Strike


Fist of all, all way's make a bank first to speed up the process. Then make a forge. Set spawn to repeat and turn on Power. The make a generator and then a Armory. Set the Armory to Power. Unleash a couple A 25 Romans and turn on Rally to defend yourself for bit. Then fully upgrade all of your buildings(you will have to spawn more A-25's while your upgrading.) OK so now that you have upgraded you can now attack. Leave some defense behind. When you in take some Gladiators with you. Also bring some anti tank units with you. And some airborne machines to stop the Black queens. No bring in some firepower. You may have to repeat the process a few times. Keep doing it until they go down.

Arsenal Strike

Now make a bank, then an outpost, and two armories. Set both of the armories on the men. No set up some defenses and upgrade you buildings. When they all done move in with some tanks. Leave a few tanks behind to guard also. Take in a lot of infantry with you.they should be taken down easily if you overwhelm the enemy. Keep spawning Arsenal until they go down.

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giavanni6
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giavanni6
234 posts
Peasant

heres manual on krinlabs it may help

Colony Game Manual

Because you are ask too much in lobby chat, Colony's incomplete game manual.

Here is a quick run down of the game. When you start you can choose three governments. The only difference between them is the resource income you get. Here is what you get from each race every 5 seconds and the bonuses:

Capitalist: 5 Money, 3 Manpower, 2 Energy, extra resources for every resource building.
Fascist: 4 Money, 2 Manpower, 4 Energy, kills net you cash.
Communist: 3 Money, 5 Manpower. 2 Energy, 35% faster build apparently.

The game is set up for 2v2. You will control four bases, either on the left side or the right side of the field. You select a base and choose what to build.

You have four resources. Money, Manpower, Energy and the Purple thing, I think it stands for POWER! (its actually called influence but that doesn't sound as cool).

POWER! caps at 100, or so I heard, and you get it from building units and killing the dudes on the other side.

PROTIP: If you hold "Shift" when you select an option to build, the option is automatically put into auto-build mode, meaning that as soon as the order is finished, it will do it again if it has the resources. If it doesn't, it cancels the order. You can also cancel it manually at any time.

PROTIP: You can select your units on the field and give them orders, to Advance, Charge, Hold, or Fall Back. If you want to win, unit micro-management is key.

PROTIP: Use 'X' to toggle the rally point on or off.

PROTIP: Hotkeys are 1, 2, 3, 4 for the top row and Q, W, E, R for the bottom row.

Unit Tech Tree
Buildings

Arms Branch (Outpost/Barracks/Arsenal)
Military building, units from this branch are usually human based and vehicle based. You can build Marines, Chronite Tanks, Medics, Snipers, Groditz, and Black Queens from this branch. Upgrading from Barracks to Arsenal requires that you have an Armoury though.

Robotics Branch (Forge/Manufactory/Mechanics Terminal)
Military building, units from this branch include andriods and fliers. You can build Romans, Scouts, Sakata Spiders, Sakata Mk II, Phantoms, and also create clones to boost your manpower. Upgrading from Manufactory to Mechanics Terminal requires that you have an Armoury though.

Hospital
You need this building to make Meditecs. You can also boost your manpower by treating the ill. You can also summon 10 medics when you have enough POWER!

Bank (Can upgrade to Treasury)
Make money.

Generator (Can upgrade to Solar Grid)
Generates energy. The Solar Grid allows you to build a modded Sakatas from maximum POWER!

Armoury
Requirement for Tier 3 building upgrades, and several units. Can be used to boost any resource, but at a slower rate and less in quantity than the Tier 2 resource buildings. It also builds a modded Phantoms from maximum POWER!

Special Operations
You can launch missiles from here. You can also summon a squad of 2 SpecOps, 4 Snipers and 2 Medics when you reach maximum POWER!

Units

Marine
Built from: Outpost / Barracks / Arsenal
Armour: Light
Normal single damage against ground targets. Carry a ****load of stingers up their ***** and can pwn most air units that don't pwn them first.

SpecOps
Built from: Hospital
Armour: Much better than the Marines at least.
Same as the Marines but tougher. Probably trained by RUSSEL CROWE! Now isn't that scary?

Chronite Tank
Built from: Outpost / Barracks / Arsenal
Armour: Heavy
AoE damage against ground targets only. Great against groups of lightly armoured infantry. Will WTF PWN infantry that come in range.

Medic (Requires Hospital)
Built from: Hospital
Armour: Light
Can heal any friendly ground unit from a range. Has no attack!

Sniper
Built from: Barracks / Arsenal
Armour: Light
Long range, armour-piercing attack, to both ground and air. Good as defence or support offence. Can out-range enemy base defences as well.

Groditz Walker (Requires Armoury, or Arsenal)
Built from: Barracks / Arsenal
Armour: Heavy
Rapid machine guns. Decent against all kinds of units.

Hover Tank
Built from: Arsenal
Armour: Medium
Fires deadly single-target armour piercing shells. Good against ground armour. No air weapons. ******* child of a Sniper and a Chronite Tank.

Black Queen
Built from: Arsenal
Armour: Heavy
Air Unit. Has strong singular anti-air missiles. Can drop a massive AoE anti-surface bomb from long range. Bombs has long reload time (10 seconds). Nukes will scratch the paint.

Roman
Built from: Forge / Manufactory / Mechanics Terminal
Armour: Medium
Decent ground attack rifle, with a minor splash radius. Cannot attack air. More durable than Marines, but less range.

Scout
Built from: Forge / Manufactory / Mechanics Terminal
Armour: Medium
Fast air unit. It has anti-armour weapons, for both ground and air, but does moderate damage. Medium rate of fire. Marines will **** them.

Phantom
Built from: Manufactory / Mechanics Terminal
Armour: Medium
Spams bullets on to the surface, doing some AoE damage on ground targets. Best used against infantry. Cannot defend itself against other air units.

Modded Phantom
Built from: Armoury
Armour: Medium
Spams more damaging bullets and has more health. Great anti-surface unit. Does not have air defences though.

Sakata Spider
Built from: Manufactory / Mechanics Terminal
Armour: Heavy
Fast, heavily armoured androids. Single target weapon. Self-healing technology. Cannot attack air. Low health though.

Modded Sakata
Built from: Solar Grid
Armour: Heavy
A better, tougher, damage-ier Sakata that fires explosive rounds. Oh yeah.

Sakata Mk II
Built from Mechanics Terminal
Armour: Heavy
Same body as the Sakata Spider, except it has different weapons. It has anti-air cannons, but now cannot attack ground units.

Gladiator RUSSEL CROWE
Built from Mechanics Terminal
Armour: Heavy
The ultimate ground unit. NUKES CANNOT KILL RUSSEL CROWE! They don't even scratch him!

- SS

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Please don't double post let alone triple post, and calling guides insults won't help either. And you don't need to post the manual many times.

HEADHUNTER58
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HEADHUNTER58
370 posts
Nomad

ill try it

steventerry
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steventerry
15 posts
Shepherd

i build a armory first
but this is only good if your teammate defends you and your opponent isn't very good

Dandraer
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Dandraer
191 posts
Nomad

gladitor get killed by Hovers very fast O.o

Jason120
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Jason120
1 posts
Nomad

Fuck this game

Laz
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Laz
29 posts
Nomad

Cool guide, actually got me rank 3 =]

nozo_ito
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nozo_ito
266 posts
Farmer

it will be better to focus on one of them...
Building a outpost and a forge does not work because u will not have enough resources to power both building.


It depends. Fascists definatly won't. But I like to play communists.

I figured out most of the time the best combo (for normal and cold war) is two armories, a forge and an outpost.
You only need to upgrade the forge once, the outpost need not to be upgraded. Pump out chronite tanks, mk2 and a few romans. Push forward when you have about 20tanks and 5mk2s, keep a stream of new tanks reinforcement. It works even on 1vs2.
slayer98567
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slayer98567
12 posts
Nomad

Lets see pass or FIAL

Airborn strike method:FAIL 2 words HOVER and/or regular tanks along with some anti air strategy obliverated ... easily...

Arsenal strike: 1) better mean hover tanks 2) hospital works aswell (1 hospital and an armory) 3)infantry is useless unless you mean snipers if marines its only good as a last defence against air 4) pass not a bad strategy as long as you coordinate it properly

Bronze
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Bronze
2,417 posts
Shepherd

Aw man, this takes me back (a WHOLE month).

I remember early on when I thought I was invincible with glads, then everyone figured out HTs own them. Now glads are only used if you are cash floating money.

Niall12
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Niall12
7 posts
Nomad

colony is awesome
[b][i]

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

Nobody really uses glads anymore.
They're only good when the enemy doesn't have outpost and you back them up with meds. Now that everyone found out capitalist is good, people use it, and caps build glads very slowly.

firetail_madness
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firetail_madness
20,591 posts
Blacksmith

it will be better to focus on one of them...
Building a outpost and a forge does not work because u will not have enough resources to power both building.


Focus on 1 of them in a 2 vs 2 and have your partner do the other. To win a 1 vs 1, it usually requires you to make both an outpost and forge, to break a tie.
nozo_ito
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nozo_ito
266 posts
Farmer

Marines can be excellent anti-air unit in a rush, but it requires crazy skills on micro-management. I pinned down the enemy from making any troops all by myself by making tanks, marines and later medics so many times (that is if any one of the enemy tech too hard). Phantoms are not so powerful when it dies in a second. Backed by marines and enough chronites it is unbreakable without missiles. Queen is not an option as when they get that they are toasted already.

RenegadePlayer
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RenegadePlayer
684 posts
Nomad

this strategy usually always works but you need a team to do it. have one buy a generator, then a forge, then make a wave of romans.
Have the other buy a bank, then a forge, and make a swarm of scouts.

Rush them, keeping the romans behind the scouts in case of tanks.

this usually always wins
My normal way of winning :P
This way is slower but more fun to me. be capitalists, then make a bank, armory making money, outpost, upgraded outpost (2nd version of it) and then a hospital making people. get as many snipers as you can and storm them to the middle. if you scroll towards ur side of the map as far as u can, they should be on the very other edge of the screen. then get tanks in there if you have enough snipers. hopefully ur partner can make sakatas in case of phantoms. Like i said before, get tanks in the middle, this ensures that if they get a rush of fast made units, and all ur snipers shoot in one volley, the tanks gun can get one that the sniper didnt have time to shoot after shooting a volley of bullets on a different target. after you have tanks, get medics in. for the medics u dont need to send them in waves (or the tanks for that matter) just hold them when they are in range of all your snipers (and tanks) and once u hit 100 influence get a wave of medics on the field. then win :P

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