Tactical Value Sheet
Table of Contents ____________________________ |
1. Based weaponry |
---- 1.1 Home base |
---- 1.2 Power and energy |
---- 1.3 Build your army |
---- 1.4 Guns and lasers |
---- 1.5 Industry |
---- 1.6 Martian airspace |
---- 1.7 Advancing |
---- 1.8 Uplinks |
2. Mobile weaponry |
---- 2.1 Troops |
---- 2.2 Repairs |
---- 2.3 Hovering attacks |
---- 2.4 Mining the Red Planet |
---- 2.5 Ground speeders |
---- 2.6 Tanks and cruisers |
---- 2.7 Pirates of the sky |
---- 2.8 Unit deployment |
3. Special weaponry |
---- 3.1 Final blows |
---- 3.2 Special ops |
---- 3.3 Stealth attackers |
---- 3.4 Crystal Reaper |
---- 3.5 MT-201 Driller |
---- 3.6 Alien Commander |
---- 3.7 Santa level |
4. Tactical information |
CrystAlien Conflict
Tactical Value Sheet
This page covers all statistical information relating to the game CrystAlien Conflict. All units and buildings usable in the game are given a table of information to describe each one. Each table has two pictures, Astros of the left, and Aliens on the right; every table is also given a statistical chart and a description. Statistical charts are arranged as follows:
-----Armour = the amount of lasers necessary to destroy the specified object.
-----Blockage space = the amount of rectangular blocks on the map used by the specified object.
-----Cost (credits) = the amount of in-game credits used for building the specified object.
-----Building time N = the amount of waiting time for the specified object to build in normal time.
-----Building time F = the amount of waiting time for the specified object to build using a cheat code.
-----Building time S = the amount of waiting time for the specified object to build if power levels are low.
-----Moving speed = classified as either Slowest, Slow, Medium, Fast, or Fastest.
-----Shooting speed = classified as either Slowest, Slow, Fast, or Fastest.
-----Shooting range = classified as either Shortest, Short, Medium, long, or longest.
-----Weapon type = classified as either 'Laser', 'Missile', or Both.
-----MAX build = maximum number of units or buildings allowed to be built at a time.Since this page is written in the Astro language, all descriptions are written accordingly with Astro equipment. Occasionally, mostly in section 3, formats may change slightly to fit the individual needs of each object. Astro and Alien equipment are equal in every way unless specified otherwise.
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Section 1: based weaponry
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This section explains all buildings usable in Conflict Mode, most of them also appear in Special ops.
Unlike other sections, this one features many animated images.
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This section explains all buildings usable in Conflict Mode, most of them also appear in Special ops.
Unlike other sections, this one features many animated images.
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Home base
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Astro Command Base | Statistical chart
llllllllllllllllllllllllllllllllllllllllllllllllllllllll | Description These bases only appear in certain Story Mode, bonus levels and Conflict Mode. Owning this allows the player to build. At the beginning of game-play the player is only able to build Power Plants & Crystal Miners or their Alien counterparts. Once a single base is destroyed, the game ends, even if you manage to control both, a loss of even just one will result in failure. --------------------------- | Alien Mothership |
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Power and energy
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Astro Power Plant | Statistical chart
| Description Power and energy levels appear on the right side of the task bar yellow is energy-in-use green is unused-energy. If power levels are low, construction will be slowed, radar will go offline, and visibility from the uplink will be removed. If power levels drop anymore, Defense Stations will be offline. If a Power Plant is damaged it's ability to create power will be weakened significantly. | Alien Energy Generator |
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Build your army
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Astro Training Camp | Statistical chart
| Description Requiring that the player has built a Power Plant, he will be able to construct one of these. Once a Training Camp is deployed the player has access to training Infantry and Engineers. If a Technology Centre is operational, the player can also train Jetpack Explorers. The Alien Breeding pit (but NOT the Astro Training Camp) acts as the base's gate, that some units can move through. It does not provide a tactical advantage. | Alien Breeding Pit |
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Guns and lasers
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Astro Defense Station | Statistical chart
| Description The only base capable of firing Missiles in Conflict Mode, you can build one, after deploying a Training Camp. These bases are highly dependent upon Power Plants because they consume a large amount of energy. After being deployed, it will automatically target nearby enemies, range is longer if manually targeted. | Alien Assault Turret |
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Industry
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Astro Vehicle Factory | Statistical chart
| Description After constructing, the player has access to building Trikes, if a Radar Station is present, he can also build Claw-Tanks, furthermore if the player also has a Technology Centre, he can build Recon Dropships here as well; But only when a Training Camp is operational is the player allowed to build the Vehicle Factory. When destroyed two infantry/ drones can be produced. | Alien Battle Foundry |
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Martian airspace
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Astro Radar Station | Statistical chart
| Description It is necessary to build a Training Camp before constructing a Radar Station. Constructing a Radar Station enables the player to deploy Astro Fighters, If the station is destroyed or exchanged, all aircraft are disassembled without reimbursement. Once a Radar Station is built, a radar imaging map will appear at the top of the task bar. The Astro Radar Station (but NOT the Alien Sonar Station) acts as the base's gate, that some units can move through. It does not provide a tactical advantage. | Alien Sonar Station |
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Advancing
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Astro Technology Centre | Statistical chart
| Description Before constructing a Technology Centre, the player must first build a Vehicle Factory and a Radar Station. While a Technology Centre is operational, the player has access to building Jetpack Explorers and Recon Dropships, that is, requiring that the necessary buildings are deployed. When destroyed a Astro Jetpack explorer/ Alien Viper attack can be produced. | Alien Experiment Lab |
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Uplinks
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| Statistical chart
| Description An operational Vehicle Factory, Radar Station, and Technology Centre are required to build a Satellite Uplink. Once operative, the shroud is removed and the map is cleared. The player also gains access to deploying EM Pulse Cannons. If the base is destroyed (along with the radar/sonar station), satellite mapping becomes disabled and the shroud is placed back again. | |
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Section 2: mobile weaponry
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This section explains all mobile weaponry used in Conflict Mode, every weapon mentioned here is also used in Special ops.
EM Pulse Cannons and 4T2 Ion Disruptors are examined in the next section rather then this one.
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Troops
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Repairs
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| Statistical chart
| Description The only units capable of entering enemy bases are these. They can be used to repair bases or vehicles, and can also capture enemy bases, thus causing the base to be turned over to the other team. An operational training Camp is required to train these units which can only be used once. | |
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Hovering attacks
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| Statistical chart
| Description An operational Technology Centre and a Training Camp are required to train Jet-pack Explorers. Once built, Jet-pack Explorers can board a Recon Dropship or a Crystal Reaper, they can also fly over obstacles and martian lakes. Jet-pack Explorers appear after a Technology Centre has been destroyed if the maximum number of units has not yet been reached. | |
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Mining the Red Planet
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Astro Crystal Miner | Statistical chart
| Description One of three sources for gaining crystals on Mars, Crystal Miners are used to extract crystals that appear on map. Each miner can hold one-thousand credits worth of crystals, they mine targeted crystals automatically, but can also be controlled manually. Miners do not respond to enemy attacks, but rather, continue mining as if there has no problem at all. | Alien Crystal Extractor |
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Ground speeders
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Astro Trike | Statistical chart
| Description Infantries and Trikes, the only units not capable of shooting at airborne targets. Just a Vehicle Factory alone can build these units, if the factory is destroyed, the units still remain. Trikes are fast and easy to line up in formation for attacking, | Alien Speeder |
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Tanks and cruisers
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