Fragile Allegiance**

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Fragile Allegiance Playing Guide available also!

Cheat Codes:


- Go to the DOS prompt,
- Then, to run the game with the cheat mode on, type:

 

FRAGILE /cKim.Jon.fmsti [European version]

FRAGILE /c.Osiris.fmsti [US version]

Type with no spaces and caps where stated!!

Each of the last five characters enables a different cheat and they canbe used in any combination. For example, "FRAGILE /cKim.Jon.mt" enablesthe money and game speed cheats.

f -Build everything in one day
m -Extra money
s -See all asteroids on the map
t -Change the speed of the game with Alt-F8 (faster) or ALT-F7 (slower)
i -View all available information about the aliens and trade items

Players Guide

Fragile Allegiance is a large and complex game, with many different routes to achieving the ultimate goals; Ludicrous sums of money and Universal domination.

Even the most experienced of players are still discovering the many intricacies of the game. For this reason we have produced this Player's Guide, which should provide additional information for players at every level. If you have any additional information, comments, or queries, concerning the game, then contact us via e-mail at help@gremlin.co.uk.

Decisions, Decisions

To a degree, everybody can have their own personal objectives. You may have built up a deep personal loathing of the Mauna (hardly surprising), or you may be determined to rip every last ore out of those asteroids. The choice is yours, but whatever the choice, it can be vital to use the right tactics in the first few hours of the game. This time is your chance to make an impression on the civilisations of the Fragmented Sectors. Your actions here could dictate the outcome of the rest of the game.

You should always remember that your purpose is to build a highly successful mining corporation. However, ultimately you will be only one step away from business monopoly, and that step is war. More of that later though.

Basic Management

First of all, it is vital to set up your first colony with the basic facilities to maintain life support;

  • Air Processing
  • Food Production
  • Hydration facilities
  • Radiation filters
  • Resi-blocks (NOT Living Quarters)

It may also be necessary to add;

  • Security Centre
  • Medical Centre

Environmental Control Centres carry out a very similar job to the CPU. They can store a small amount of the basic necessities; Air, Food, Water and Power. This is enough to keep the colony running during the time of an emergency and can also be used to your advantage. If you wish to delay the construction of life support buildings for a while, the Environment Control Centres will keep the population safe for longer than the CPU alone.

This should be used in various situations:

  • Lack of cash to build the Life Support Buildings.
  • You may only want to stay on the asteroid long enough to mine the small amount of Traxium and Nexos that may be available.

Sci-Tek

There are a few items required from Sci-Tek just so it is possible to progress through the game at a reasonable pace.

  • A Seismic Penetrator is necessary to reach the most valuable ores, Traxium and Nexos.
  • Contruction Droids are required to build your fleets with speed.
  • Shield x50 will give your craft the best possible protection.
  • Improved Sensors to save time and money buying Sensor Arrays.

These may be useful should you have the cash available during the early hours of the game.

  • Mk2 Mine & Mk2 Deep Bore Mine to double the speed of your mining facilities.
  • Repair Facility to look after the maintenance of your best colonies.
  • Asteroid Engines: Glorified ram-raiding!

Don't be tempted to spend all your money at Sci-Tek. It is far too easy to become goggle-eyed at the sight of all the great toys, but very few are necessary at the beginning of the game. Wait until you have earned enough money from ore sales before you start ordering.

The Powerful Start

For an aggressive opening you should build small, strong fleets within the first few minutes of the game, i.e. as soon as construction facilities are available. It is also important to locate and gather information on the enemy using Scout Ships and Spy Satellites.

  • Build several Scout Ships and Assault Craft. At the beginning of the game, Combat Eagles are a little expensive and use a lot of ores. Concentrate on the smaller craft for the first couple of hours.
  • Hardpoints such as the Photon Cannons (ship to ship) and Napalm Orbs (ship to asteroid) are suitable for these smaller craft as the more expensive weapons are too valuable to be lost on poorly armed craft.
  • These fleets of 20-30 craft should be able to lick most small alien colonies to begin with, but do bear in mind that it will be necessary to build larger craft such as Combat Eagles and Destructors before too long.

You will know when the aliens have built better defences, as these small fleets will be wiped out in a matter of seconds. When this happens, concentrate on building the medium and larger craft. It is also worth purchasing the "50xShield" from Sci-Tek. Fitting one of these to a Combat Eagle will more than double its existing shields.

Basic Attack Procedure

This is the logical order in which certain objectives should be completed:

  • Agents. Gather information about the aliens.
  • Agents. Remove defences and the ability to retaliate.
  • Missiles. Damage and weaken the defences by missile bombardment.
  • Fleets. Send in the attack fleet to destroy the specific surviving buildings and any craft that may be orbiting the asteroid surface.

Agents

While some may be expensive, Agents are extremely important in gathering tactical information on alien cultures. It is vital to know what the opposition is doing, even if you are not at war with them. They are also extremely effective in covert sabotage missions, which could be the first line of an attack force. For a serious amount of cash, certain agents can devastate a colony single handed. Two of the better agents to look out for are Vyvyan Beauregard and Alex de Navarre.

Missiles

While certain missiles may be awesome in their power, they can on the whole be slightly clumsy weapons. A missile attack is by far best suited to a heavily colonised asteroid. There is a tendency though, for the aliens to protect their better asteroids with anti-missile turrets. It is, understandably, heartbreaking to see 500,000Cr worth of missiles shot from the sky with little more effect than a firework display.

  • Launch from several missile silos at once.
  • Launch the expensive missiles along with the cheaper, expendable weapons. The cheaper weapons essentially act as decoys and provide the defences with more targets, so reducing the chances of the better missiles being shot down.
  • Use the Stasis missiles to freeze the asteroid. This will allow you to launch more missiles at it without being in too much of a rush. Once the new missiles arrive at the frozen asteroid, they too will be frozen and held in the atmosphere. Once the Stasis fades out, all the missiles previously held above the asteroid will rain down together. This can be incredibly satisfying.

The aim of this is to provide far too many targets for the defences to handle, so giving the expensive missiles a better chance of doing their job.

Fleets

There is really only one tip that can be given for fleets; Repairs. It may seem trivial, but repairing your fleets is vital to their long term survival. The first item required is the Repair Facility. Building repairs are not the only job carried out by this wise investment. Purchase the Blue-print from Sci-Tek and construct the building.

  • Scout Ships, Assault Craft and Combat Eagles can all be repaired now by simply landing them in the hangars.
  • All the medium and large craft require a Space Dock in orbit. By allowing the craft to fly around the asteroid surface, the Repair Facility and Space Dock will work together to repair the craft. [N.B.] Please note that craft must be disbanded from the fleet to take advantage of the repair facilities.

Don't expect a quick fix, it may take several months to restore all your craft to their original status, but it is definitely cheaper and easier than building an entirely new fleet. To accelerate repairs, you can always invest in more than one Repair Facility.

Aliens

Once you start getting several aliens on the screen, it is important to make Non-Aggression Pacts with as many of them as possible. This should give you a degree of safety when attacking another alien civilisation. The Mauna are prime targets for your attacks, so you should remove them from the Fragmented Sectors as soon as possible.

The Artemia and Mikotaj are two cultures who are quite happy to take pot-shots, should you get in their way. You can attempt to deal with them or simply annihilate them. They will harbour no guilt complex in doing the same to you.

The Braccatia can be a problem if you provoke them. This proud culture will fight back with everything they've got should you start causing trouble, even if they have only got a pea shooter and a few mouldy tomatoes to throw at you.

The Acheans and Rigellians are the nicest neighbours you have. They only get nasty when you cause problems and are on the whole an easy bunch of guys to get on with.

<>Supervisors

The Fragmented Sectors can become a very busy place after a while and even the best managers require some assistance eventually. Supervisors will undertake the mundane tasks, such as mining new asteroids, and leave you to deal with the more interesting aspects of being a TetraCorp franchisee. When it comes to Supervisors, Price=Quality. Makepeace Fox, Thomas Lorca and Andrejana Perrers are among the best available. They're not all perfect though and some can be downright nasty, especially when you fail to pay them properly.

Traders

Ore prices are probably the ones to really watch here. Many traders will deal in the illegal items (ores, APV`s), but the prices they offer do vary. Compare them to the Federal Transporter for the best prices. Traxium and Nexos are the real money makers, but their prices can fluctuate wildly. Good prices to look out for are:

  • Traxium selling for about 60,000Cr
  • Nexos selling for about 200,000Cr

You may find it necessary, due to your financial situation, to sell your ores before they ever reach these prices.

There are many other items that can be bought and sold to make good profits. The best advice is to keep a close eye on the price fluctuations of the items you are interested in. Bear in mind that it may be necessary to purchase many items to make a sizeable profit.

Specialist medicines and cures such as Vir-Attack and Bio-Fort can only be bought through the traders, and are vital to the health of your colony. Don't forget that to use medicines you must have built a medical centre at the suffering colony. It is also possible to make good profits by dealing in these items, especially as several of them are useless to the Terrans.

One-off special weapons are also available. Probably the most important one of these will be the Anti-Virus missile. Buying the blue-print from Sci-Tek can be very expensive, especially when you may only want one or two to protect your own asteroids. Beware of buying other weapons from Traders, as they usually add their own profit margins which increases the price.

Enjoy the game.

 

Copyright © Iain MacMillan - no reproduction of material or images will be permitted without approval.