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The 3 sections below will discuss the 3 races and the most effective configurations for them.
Feel free to mail me with your opinions. My e-mail is at the top of this
FAQ.
===========================================================================
________________
5.A [Eurasian Dinasty]
îîîîîîîîîîîîîîîî
These are considered the bad guys of the story. They are responsible for the pending destruction of the planet Earth.
The ED is the most primitive of the races. Most of it's technology is based in 20th century and their armies are made of tanks with with cannons and rocket launchers. However don't underestimate this race since it still has some surprises at hand.
The units aren't the most effective of the game and the defense building aren't that effective too, but nuclear missiles and bombs are still in use on the ED and can be devastating. They also have the strongest navy of all races. The resource excraction method isn't the most easy to set up but extracts rather quickly if the mine and the refinery are very close to each other. Their power plants are nothing special, they deliver power to a small area and you can channel power if you put them close enough to each other. Those power plants are nuclear but they don't trigger any nuclear explosion when are destroyed. Why? Looks like the ED invented an automatic defense system. Wonder why the UCS didn't found out this...
Good unit configurations:
îîîîîîîîîîîîîîîîîîîîîîîî
- Ural with 2 120mm cannons + Rocket Launchers (Main Battle Platoon)
- Ural with 2 Nuclear Rocket Lauchers (Long range artillery)
- Ural with 2 Artillery Cannons (Medium range artillery)
- Han with Bomb Bay (Air Support)
Good defensive structure configurations:
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî
- Heavy tower with 120mm Cannon + AA gun + 105mm Cannon
- Heavy tower with Heavy Rocket Launcher + 2 105mm Cannons
NOTE: I don't use laser cannons because although they are pretty useful in the beginning of the campaign, as soon as enemies start getting shields and heavy weaponry not even the heavy laser cannon stands a chance. Cannons are also much more useful because they don't have to rip trough shields and they are much more useful to destroy defensive buildings since they have a very large range.
The ED is a good race for an experienced player, who can hold off his enemies until he gets his nuclear silos up, then all hell breaks loose!
Heheh, buildings flying trough the air in pieces! :P
===========================================================================
_________________
5.B [Lunar Corporation]
îîîîîîîîîîîîîîîîî
The LC would be considered the good guys of the story. They had nothing to do with the disaster and they fight only to escape death.
I will risk saying the LC are the most technologically advanced. They had not any army at the start of the war, but were able to invent some new weapons that would make them stand a chance against the well-trained armies of the UCS and ED.
The LC has some powerful units like the Thunderer with sonic cannons and the Crusher is not bad either, but they also have a unit called the Crion which seems to be a little hidden.(not avaliable on Research Tree, only on
Research Center menu) The Crion plasma artillery launcher is the most powerful energy weapon in the game, burning down shields in seconds and ripping trough the toughest armor like it was butter. (hum... i didn't exagerate a little in there, did i? :)
Their defense buildings aren't that great and that laser wall just sucks.
Just blow up a transmitter and a huge hole opens up!
They don't have a navy, and wouldn't make sense either since the vehicles float both on land and water.
The easiest resource extraction method belongs to the LC, consisting only of installing the mine and leave it there, so easy because the energy of the LC distributes itself trough most of the map.
Since we are talking about power, I HATE LC POWER MANAGEMENT! :\ Why?
Because just to get the damn power working, you need to get a solar power plant, then put a bunch of solar panels around it, then you need to get some batteries to store energy to the night. And it's so easy to tear it all apart! Why the hell do they care so much about the environment? The planet is gonna blow up, damnit!
Oh, just to finish, a great aspect of the LC is that all buildings regenerate health if they are not doing anything.
Good unit configurations:
îîîîîîîîîîîîîîîîîîîîîîîî
- Crusher With 2 Heavy Electro-CannonS + 2 Plasma Projectors (Main Battle
Platoon)
- Super Fighter with 2 AA Rocket Launchers (Aircraft Anti-air support)
- Thunderer with Heavy Rocket Launchers (Aircraft Support)
- Crion with Plasma Artillery (Artillery support)
- 3 Phobos with regen for HP and shield, and detector (Extra Support group)
Good defensive structure configurations:
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî
- Guardian with 2 Heavy Electro-Cannons + 2 AA Rocket Launchers
- Main Base with 2 Heavy Electro-Cannons + 2 Plasma Projectors + 2 AA
Rocket Launchers
The LC is great for a newbie, since everything regenerates quickly and don't have to worry with minelayers and stuff like that. Plus, building is very simplified since you don't need builders around. However, i'm not saying that a good player would be bad with it.
===========================================================================
_______________________
5.C [United Civilized States]
îîîîîîîîîîîîîîîîîîîîîîî
Although not the bad guys, if it weren't for them fighting the ED, this catastrophe would never have happened.
The UCS army is based mostly in 2-legged robots with a few exceptions.
They have the toughest vehicles in the game and their weapons also dish out ALOT of damage, thanks to the plasma cannon, which is a great weapon both for units and buildings, even with shields.
The UCS also have the toughest defense buildings.(seems they are toughest in everything, doesn't it?) The fortress can hold 4 weapon placements much like the Main Base of the LC, but is much more effective due to the heavy plasma cannons it can support. They also have anti-tank barriers that are much like the ED's walls, although i think the tank barriers are weaker. Now for the bad aspects, the UCS navy is much weaker than the ED navy. (The ED navy can have long-range rocket launchers, 120mm cannons and artillery on their Leviathans) They also have a crappy resource extraction method which consists of a refinery and a bunch of harvesters. This doesn't seem bad, but if you have lots of harversters, they'll crowd the resource area and they won't have space to move from the resources to the refinery, thus making the resources come VERY slowly. The UCS have those huge power plants that give 400 power and also have transmitters to channel the power to another areas. While it seems useful, losing a transmitter might cost you one of your bases, so just in case, i make a power plant in every base,
THEN i connect them to other bases if i need more power. The UCS also have shadow technology which can make all units in range invisible to the enemy.
Very good for ambushes and surprise attacks.
Good unit configurations:
îîîîîîîîîîîîîîîîîîîîîîîî
- Jaguar with Heavy Plasma Cannon + Plasma Cannon + Shadow Gen. (Main
Battle Platoon)
- Cargo Salamander with AA Plasma (Anti-air Support)
- Dragon with Plasma Bomb Bay (Air Support)
Jaguar with Heavy Grenade Launcher + Shadow Gen. (Artillery Support)
Good defensive structure configurations:
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî
Fortress with 2 Heavy Plasma Cannons + 2 AA Plasma Cannons
The UCS should be a good race to any player since it's very balanced, combining good defense with good attack units.
===========================================================================
_________________
6. [Singleplayer Tips]
îîîîîîîîîîîîîîîîî
- In some missions, the enemy has limited resources. Defend your base until their resources get depleted and only attack at that time. Destroying the base will be much easier. BUT, in other missions, the enemy has unit injections that keep getting bigger and bigger and bigger... you get the point. With these kind of missions, destroy the base as quickly as you can or you'll have a horde of pissed off enemies crushing your base! :P
- Never leave units or buildings in the mission area. There's no time limit for Earth's destruction, unlike the original Earth 2150, so take your time to evacuate everything.
- Building a complete base in a mission area is a waste of your precious resources. A mission base only needs a Landing Base, a Power Plant, a
Supply Depot and defense. Sometimes an HQ is nice too.
- It's possible to sell buildings both in the main base and the mission base. When a mission is complete, sell all buildings on the mission base except the landing zone to get some of your resources back. (You get 50% of the resources back when you sell.)
- Only have 3 Research Centers. More than that is a waste of resources.
- The Earthquake Generator is a very good weapon to attack an enemy computer since the AI doesn't build tunnel entrances.
- Every time you finish a mission, build up some platoons if you haven't any from the last mission. Who knows if you'll need an army on the battlefield as soon as you start.
- When you finish a mission and still have resources on the mission, you can just end it and the resources will be transfered automatically.
(Thanks to Mark Thompson for this tip.)
- The "Defense" function in the Headquarters increases your defense by maximizing range of weapons. This is the only useful function for the HQ in the campaign. (Thanks to Michael Lo for this tip.)
- When entering tunnels, only take units that fire energy-type weapons.
Conventional weapons can't receive ammo loads since the supplier can't get down there. All energy weapons regenerate ammo automatically.
===========================================================================
___________
7. [Walktroughs]
îîîîîîîîîîî
The following walktroughs offer strategies, tips and hints for the campaign mode. It will obviously contain major spoilers and campaign events. Reading them could ruin your fun of playing the campaigns, so, if you don't want that to happen, don't read ahead. The walktroughs are all based on Easy dificulty. Even in this difficulty, the AI is pretty tough, with the unit injections and all. In the campaign on Normal mode, the computer also gets
a Main Base, thus making the missions very harder.
You should play the game in the following order: ED-LC-UCS. Unlike the original Earth 2150, Lost Souls has its campaigns connected to each other, so to better understand the story, you should play the game in the above order.
When i talk about building a platoon, it generally means about 10-15 units, unless otherwise especified.
You are more than welcome to tell me about good strategies you found for the missions. Just be as specific as possible.
===========================================================================
_____________
7.A [ED Walktrough]
îîîîîîîîîîîîî
In the ED campaign you play the role of General Federov, receiving your orders directly from Czar Vladimir II. Don't follow his orders blindly, trust me :) You'll understand what i just said later on the campaign.
Abbreviations:
MB - Main Base
MA - Mission Area
PP - Power Plant
WPC - Weapons Production Center
VPC - Vehicle Production Center
SD - Supply Depot
HT - Heavy Tower
LZ - Landing Zone 20mm - 20mm Machine Gun
105mm - 105mm Cannon
R - Rocket Launcher
L - Laser Cannon
Feel free to mail me with your opinions. My e-mail is at the top of this
FAQ.
===========================================================================
________________
5.A [Eurasian Dinasty]
îîîîîîîîîîîîîîîî
These are considered the bad guys of the story. They are responsible for the pending destruction of the planet Earth.
The ED is the most primitive of the races. Most of it's technology is based in 20th century and their armies are made of tanks with with cannons and rocket launchers. However don't underestimate this race since it still has some surprises at hand.
The units aren't the most effective of the game and the defense building aren't that effective too, but nuclear missiles and bombs are still in use on the ED and can be devastating. They also have the strongest navy of all races. The resource excraction method isn't the most easy to set up but extracts rather quickly if the mine and the refinery are very close to each other. Their power plants are nothing special, they deliver power to a small area and you can channel power if you put them close enough to each other. Those power plants are nuclear but they don't trigger any nuclear explosion when are destroyed. Why? Looks like the ED invented an automatic defense system. Wonder why the UCS didn't found out this...
Good unit configurations:
îîîîîîîîîîîîîîîîîîîîîîîî
- Ural with 2 120mm cannons + Rocket Launchers (Main Battle Platoon)
- Ural with 2 Nuclear Rocket Lauchers (Long range artillery)
- Ural with 2 Artillery Cannons (Medium range artillery)
- Han with Bomb Bay (Air Support)
Good defensive structure configurations:
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî
- Heavy tower with 120mm Cannon + AA gun + 105mm Cannon
- Heavy tower with Heavy Rocket Launcher + 2 105mm Cannons
NOTE: I don't use laser cannons because although they are pretty useful in the beginning of the campaign, as soon as enemies start getting shields and heavy weaponry not even the heavy laser cannon stands a chance. Cannons are also much more useful because they don't have to rip trough shields and they are much more useful to destroy defensive buildings since they have a very large range.
The ED is a good race for an experienced player, who can hold off his enemies until he gets his nuclear silos up, then all hell breaks loose!
Heheh, buildings flying trough the air in pieces! :P
===========================================================================
_________________
5.B [Lunar Corporation]
îîîîîîîîîîîîîîîîî
The LC would be considered the good guys of the story. They had nothing to do with the disaster and they fight only to escape death.
I will risk saying the LC are the most technologically advanced. They had not any army at the start of the war, but were able to invent some new weapons that would make them stand a chance against the well-trained armies of the UCS and ED.
The LC has some powerful units like the Thunderer with sonic cannons and the Crusher is not bad either, but they also have a unit called the Crion which seems to be a little hidden.(not avaliable on Research Tree, only on
Research Center menu) The Crion plasma artillery launcher is the most powerful energy weapon in the game, burning down shields in seconds and ripping trough the toughest armor like it was butter. (hum... i didn't exagerate a little in there, did i? :)
Their defense buildings aren't that great and that laser wall just sucks.
Just blow up a transmitter and a huge hole opens up!
They don't have a navy, and wouldn't make sense either since the vehicles float both on land and water.
The easiest resource extraction method belongs to the LC, consisting only of installing the mine and leave it there, so easy because the energy of the LC distributes itself trough most of the map.
Since we are talking about power, I HATE LC POWER MANAGEMENT! :\ Why?
Because just to get the damn power working, you need to get a solar power plant, then put a bunch of solar panels around it, then you need to get some batteries to store energy to the night. And it's so easy to tear it all apart! Why the hell do they care so much about the environment? The planet is gonna blow up, damnit!
Oh, just to finish, a great aspect of the LC is that all buildings regenerate health if they are not doing anything.
Good unit configurations:
îîîîîîîîîîîîîîîîîîîîîîîî
- Crusher With 2 Heavy Electro-CannonS + 2 Plasma Projectors (Main Battle
Platoon)
- Super Fighter with 2 AA Rocket Launchers (Aircraft Anti-air support)
- Thunderer with Heavy Rocket Launchers (Aircraft Support)
- Crion with Plasma Artillery (Artillery support)
- 3 Phobos with regen for HP and shield, and detector (Extra Support group)
Good defensive structure configurations:
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî
- Guardian with 2 Heavy Electro-Cannons + 2 AA Rocket Launchers
- Main Base with 2 Heavy Electro-Cannons + 2 Plasma Projectors + 2 AA
Rocket Launchers
The LC is great for a newbie, since everything regenerates quickly and don't have to worry with minelayers and stuff like that. Plus, building is very simplified since you don't need builders around. However, i'm not saying that a good player would be bad with it.
===========================================================================
_______________________
5.C [United Civilized States]
îîîîîîîîîîîîîîîîîîîîîîî
Although not the bad guys, if it weren't for them fighting the ED, this catastrophe would never have happened.
The UCS army is based mostly in 2-legged robots with a few exceptions.
They have the toughest vehicles in the game and their weapons also dish out ALOT of damage, thanks to the plasma cannon, which is a great weapon both for units and buildings, even with shields.
The UCS also have the toughest defense buildings.(seems they are toughest in everything, doesn't it?) The fortress can hold 4 weapon placements much like the Main Base of the LC, but is much more effective due to the heavy plasma cannons it can support. They also have anti-tank barriers that are much like the ED's walls, although i think the tank barriers are weaker. Now for the bad aspects, the UCS navy is much weaker than the ED navy. (The ED navy can have long-range rocket launchers, 120mm cannons and artillery on their Leviathans) They also have a crappy resource extraction method which consists of a refinery and a bunch of harvesters. This doesn't seem bad, but if you have lots of harversters, they'll crowd the resource area and they won't have space to move from the resources to the refinery, thus making the resources come VERY slowly. The UCS have those huge power plants that give 400 power and also have transmitters to channel the power to another areas. While it seems useful, losing a transmitter might cost you one of your bases, so just in case, i make a power plant in every base,
THEN i connect them to other bases if i need more power. The UCS also have shadow technology which can make all units in range invisible to the enemy.
Very good for ambushes and surprise attacks.
Good unit configurations:
îîîîîîîîîîîîîîîîîîîîîîîî
- Jaguar with Heavy Plasma Cannon + Plasma Cannon + Shadow Gen. (Main
Battle Platoon)
- Cargo Salamander with AA Plasma (Anti-air Support)
- Dragon with Plasma Bomb Bay (Air Support)
Jaguar with Heavy Grenade Launcher + Shadow Gen. (Artillery Support)
Good defensive structure configurations:
îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî
Fortress with 2 Heavy Plasma Cannons + 2 AA Plasma Cannons
The UCS should be a good race to any player since it's very balanced, combining good defense with good attack units.
===========================================================================
_________________
6. [Singleplayer Tips]
îîîîîîîîîîîîîîîîî
- In some missions, the enemy has limited resources. Defend your base until their resources get depleted and only attack at that time. Destroying the base will be much easier. BUT, in other missions, the enemy has unit injections that keep getting bigger and bigger and bigger... you get the point. With these kind of missions, destroy the base as quickly as you can or you'll have a horde of pissed off enemies crushing your base! :P
- Never leave units or buildings in the mission area. There's no time limit for Earth's destruction, unlike the original Earth 2150, so take your time to evacuate everything.
- Building a complete base in a mission area is a waste of your precious resources. A mission base only needs a Landing Base, a Power Plant, a
Supply Depot and defense. Sometimes an HQ is nice too.
- It's possible to sell buildings both in the main base and the mission base. When a mission is complete, sell all buildings on the mission base except the landing zone to get some of your resources back. (You get 50% of the resources back when you sell.)
- Only have 3 Research Centers. More than that is a waste of resources.
- The Earthquake Generator is a very good weapon to attack an enemy computer since the AI doesn't build tunnel entrances.
- Every time you finish a mission, build up some platoons if you haven't any from the last mission. Who knows if you'll need an army on the battlefield as soon as you start.
- When you finish a mission and still have resources on the mission, you can just end it and the resources will be transfered automatically.
(Thanks to Mark Thompson for this tip.)
- The "Defense" function in the Headquarters increases your defense by maximizing range of weapons. This is the only useful function for the HQ in the campaign. (Thanks to Michael Lo for this tip.)
- When entering tunnels, only take units that fire energy-type weapons.
Conventional weapons can't receive ammo loads since the supplier can't get down there. All energy weapons regenerate ammo automatically.
===========================================================================
___________
7. [Walktroughs]
îîîîîîîîîîî
The following walktroughs offer strategies, tips and hints for the campaign mode. It will obviously contain major spoilers and campaign events. Reading them could ruin your fun of playing the campaigns, so, if you don't want that to happen, don't read ahead. The walktroughs are all based on Easy dificulty. Even in this difficulty, the AI is pretty tough, with the unit injections and all. In the campaign on Normal mode, the computer also gets
a Main Base, thus making the missions very harder.
You should play the game in the following order: ED-LC-UCS. Unlike the original Earth 2150, Lost Souls has its campaigns connected to each other, so to better understand the story, you should play the game in the above order.
When i talk about building a platoon, it generally means about 10-15 units, unless otherwise especified.
You are more than welcome to tell me about good strategies you found for the missions. Just be as specific as possible.
===========================================================================
_____________
7.A [ED Walktrough]
îîîîîîîîîîîîî
In the ED campaign you play the role of General Federov, receiving your orders directly from Czar Vladimir II. Don't follow his orders blindly, trust me :) You'll understand what i just said later on the campaign.
Abbreviations:
MB - Main Base
MA - Mission Area
PP - Power Plant
WPC - Weapons Production Center
VPC - Vehicle Production Center
SD - Supply Depot
HT - Heavy Tower
LZ - Landing Zone 20mm - 20mm Machine Gun
105mm - 105mm Cannon
R - Rocket Launcher
L - Laser Cannon
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- Earth 2150 - Lost Souls trainer by System on 14/03/2006, 06:30
Money and energy trainer - Earth 2150 - Lost Souls FAQ by System on 09/03/2006, 09:50






