Populous demo game


















If you run this program, you will need to reinstall the patch before playing multiplayer. Great for any pop-related site. If there was already a follower in the Balloon and the Shaman was the second passenger, then she couldn't autocast, i. This problem has now been fixed. Version Number On Multiplayer Screens There is now a version number visible on all multiplayer screens in the game. All players in a multiplayer game must have identical versions and you will not be able to play a game using differing versions.

This caused the Pop-up Icon to be printed over the Encyclopaedia and cause problems. Now, you cannot select a Pop-up Icon while the Encyclopaedia is open. Maximum Buildings Problem The maximum number of buildings available in the game is Unfortunately, the maximum number of buildings available to each player was 80 and this number, coupled with any damaged buildings, could potentially exceed This caused some problems in the multiplayer game, including an out of sync.

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Einloggen Konto erstellen Einloggen. Warum bei GOG. COM kaufen? Keine Aktivierung oder Internetverbindung zum Spielen erforderlich. Sicherheit und Zufriedenheit. Shaman, the path is laid before you. Your destiny is to become a god! But it will not be easy.

Not for you, and not for your followers. To become a deity, you must conquer all 25 planets of the system and defeat every other tribe and their shamans. The ultimate struggle will be a difficult one, as y You start with eight followers. Send three into each hut to start breeding, and build another hut with the remaining two.

Worship the stone head. Use the land bridge spell to reach the centre island. Worship the Vault of Knowledge to learn about warrior training, and then the other stone head to get lightning. Now build a warrior training hut; train about ten warriors. Use the land bridge again and storm the Dakini island. Send your warriors straight towards their shaman while blasting their huts with lightning bolts.

Extract your shaman to the totem pole and begin worshipping. Use your followers to build two extra huts and a warrior-training hut. Move a follower to the stone head to worship with your shaman once she's finished at the totem pole. Create approximately ten warriors and march past the guard tower into Matak territory. While the shaman heads for the Vault of Knowledge, your warriors should make a start on the nearby hut.

Cast tornadoes at the Matak huts and send in the warriors to clean up. Use the swarm spell to keep your toes from grouping together. Get your followers to start building two huts. Send Shammy off to the totem pole. When she's finished there, move her over to the Vault of Knowledge to learn about temples. Now build a temple. Train ten preachers and send them into Matak territory. Spread out and watch the poor impressionable fools sway to your plight.

Take the shaman over to the Vault of Knowledge, then the stone head. Set breeders going in three huts and build a warrior hut with the remaining few. Use the shaman to convert about 15 wild men, and then train up 20 warriors in total - they can be the shaman's bodyguards.

Move towards the next Vault of Knowledge and use blast to remove any Matak preachers. Worship at the vault, keeping your warriors close by.

Wait until you have amassed at least three lightning bolts. Attack the right flank of the village and use blast again to remove any lurking preachers. Use lightning primarily on the Matak temple and warrior hut, and throw the remaining bolts at anything that deserves it. Worship the stone head near the start to gain the convert spell, then head back right to the stretch of coast near the guard tower.

Use the convert spell to reach across to the savages on the island. Then use these new followers to worship the totem pole. A boat appears - use it to take your shaman and four warriors further right to the land mass where the Angel of Death statue lies. Divert the waiting warriors with a lightning spell, get your braves to guard our mighty shaman and try to squeeze her through to worship the Angel. Use the blast spell tor protection. Okay, things start getting tricky now. Your shaman should worship the Vault of Knowledge, then start converting wild men pronto.

Build up a strong base near the large pool above the reincarnation point and start producing preachers sharpish. Also build guard towers on the hills surrounding your base, and man them with fire warriors and preachers.

Worship the stone head in the stone circle. The enemy soon attacks. Soak up these onslaughts and eventually a bridge appears to the stone head across the channel. Worship here. Now you can hypnotise the Chumara warrior by the totem pole on the island. Get those holy knees bending and another bridge forms further up the channel.

The Matak and Chumara tribe can now throw bees at each other in a bizarre ritual apparently known as battle. Meanwhile, sneak about ten preachers into each camp and watch them fall like flies. Bring in a dozen or so warriors accompanied by lightning spells. If you're ultracunning, worship the stone head above the Matak base for the firestorm spell. The enemy tribe barely appears if you get through this level fast enough - which is in less than 20 minutes, ideally.

Begin by converting about 20 savages. Merge them with the rest of your followers and build a temple on the coast opposite the island.

Next, build a warrior hut and three normal huts. Create about ten preachers. Cast a land bridge spell to the island and lead five preachers to worship. Watch out for the enemy shaman's lightning spell - she tends to come along while you pray. Once you have the erode spell cast another land bridge spell to the Chumara side. Infiltrate all your preachers into the right side of their camp and cast offensive spells.

Concentrate mainly on destroying the Chumara preachers, temple, and the guard tower in the middle. The battle should slowly swing in your favour. Add a few warriors to mix it up a bit. Your base should consist of five huts and a temple.

Guide your shaman across the world converting simpletons as you go. Guide her towards the Vault of Knowledge, and if she's well protected you obtain the fire warrior knowledge. Now head over to a stone head on a ridge by a pool to get a shield spell. Back home create an army of ten fire warriors and ten preachers. With the shaman, march your army north into the Chumara camp, covered by shield and invisibility spells. As before, destroy the tower in the middle and the fire warrior hut next to it.

Have your shaman lend a hand with lightning. Usual tactics: convert wild men and raise a base consisting of four huts, a temple and a fire warrior training hut. Send the shaman walkabout to find two stone heads: one containing an earthquake spell, and the other a tornado one. Keep some followers and continue up the island.

Before you reach the Chumara base, cast invisibility on the braves and send them scurrying along the left coast until they find some boats - steal one and flee. Point your shaman towards the Vault of Knowledge at the end of the peninsula; cause havoc with spells as you try to reach it Ultimately, worship here to learn about boat building. Send the shaman over to the island teeming with natives, and convert a few to worship the head containing the volcano spell.

Keep the Chumara shaman well away from your base until the volcano spell has been learnt Sail the shaman and some protection over to Chumara territory and whop down a volcano. Let fly with lightning too. Don't despair if your shaman is killed - sail back over there with two boats packing invisible fire warriors and preachers. Start the finale with earthquake and tornado spells, then let the infantry clean up. Don't worry about the frightening start - escape in the boat with your shaman and four preachers.

Cruise to the small island with the totem pole - mumble at that for a while and 'Atlantis' rises out of the depths. Convert the wild men and repair the slightly wet base. Sneak some invisible preachers over to pray at the enemy totem pole and half the island sinks. The main thing here is to keep expanding your base. Once you've disposed of the Matak tribe, a big army is required to stop the Chumara scum.

Send your shaman with a boatload of invisible fire warriors around the back of the Chumara base and attack from there. Cause as much mayhem as possible before you're hopelessly slaughtered. Send another two boats in, while simultaneously attacking with a bigger invisible invasion force from the other side.

Back up this horde with your shaman, and head straight for the temple and fire warrior huts. Strike at these with lightning, and head for the Vault of Knowledge during the ensuing chaos. Keep adding preachers and fire warriors as back-up. This is the first world where you are pitched against three enemy tribes. Luckily, you begin on a separate island, while the other conquistadors fight each other on a bigger continent.

You don't get much land to build on here so use land bridge to landfill the ocean. Also cast land bridge across the corner hills to wall yourself in and guard against any waterborne attacks. Each tribe guards a Vault of Knowledge: the Chumara, spy training hut; the Matak, erode spell; and the red tribe, the tornado spell. The red and green tribes will try to cripple the yellow tribe, leaving you to finish them off.

Keep a lookout tor any spies who might try to sabotage your settlement. Tills Is the simplest, but also one of the most powerful spells in your arsenal, even though it has a short range. Tactically it's brilliant near water if any enemy followers are running along the coast - cast the spell to the other side of them so they're blown into the drink. Invisibility doesn't last long, so only cast it on your target followers at the very last moment.

Preachers become visible again when they start preaching, and fire warriors reappear when attacked or ordered to attack. Often this will just scatter the enemy and, ultimately, cause more problems - although It's a good way of stopping your followers from being converted by preachers. Cast It on boats and balloons and watch the occupants throw themselves over the side in terror. As well as being used to join two areas of land separated by water, it can also level hills and valleys for building on.

By placing the shaman on one side of a hill and casting the spell on the other side, you level the land. Swamp can be very useful when placed in the enemy's path, especially in front of your defences. But remember your followers are vulnerable to your own swamps.

When you first attack a settlement, use the hypnotism spell to temporarily convert enemy followers so they begin attacking their own kind. She is the only member of the tribe who can fire spells.



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