Star Trek: Armada 2 [cheats]
Cheat mode:
Press [Enter] during game play, type one of the following codes, then
press [Enter] to activate the corresponding cheat function.
Effect Code
Increase ship AI canofwhoopass
Additional Dilithium showmethemoney
Boot list in multi-player mode screwyouguysimgoinghome
Chat list in multi-player mode phonehome
Mission skip kobayashimaru
Lose mission kobayashimaru_lost
Enter Gamma quadrant imouttastepwithreality
Enemy's science ships disappear nomoreships
Faster ship production youstopmecold
Faster crew production avoidance
Unknown bradcast
Unknown directed
Faster crew product - avoidance
To unlock all missions simply put myth's Shell.set in your save-dir.
No damage:
Note: This procedure involves editing a game file; create a backup
copy of the file before proceeding. Use a text editor to edit the
"rts_cfg.h" file in the game folder. Locate the following line:
// // DIFFICULTY SETTINGS // //
Damage coefficients for incoming damage for user in single player
float
EASY_DAMAGE = 0.5; float HARD_DAMAGE = 2.0;
Change the values to 0.0 to prevent damage to your ships. Note: You
can still get damaged by remaining in certain nebulas.
Invincibility:
Note: This procedure involves editing a game file; create a backup
copy of the file before proceeding. Use a text editor to edit the
"rts_cfg.h" file in the game directory. Change the values for the
following lines to "0.0" so they resemble:
float EASY_DAMAGE = 0.0;
float HARD_DAMAGE = 0.0;
Begin game play under the easy or hard difficulty setting to have
shields that cannot be harmed by normal weapons.
Better transporters:
Note: This procedure involves editing a game file; create a backup
copy of the file before proceeding. Use a text editor to edit the
"rts_cfg.h" file in the game directory. Change the value in the "TRANSPORTER_MAX
= 5" line to a higher number to transport more people.
Faster transporters:
Note: This procedure involves editing a game file; create a backup
copy of the file before proceeding. Use a text editor to edit the
"rts_cfg.h" file in the game directory. Change the value in the "float
TRANSPORTER_DELAY" entry to "0.0" (or "0.1").
Better resources:
Note: This procedure involves editing a game file; create a backup
copy of the file before proceeding. Use a text editor to edit the
"rts_cfg.h" file in the game directory. Change the following settings
under the "// resource gathering parameters" to change the corresponding
resource.
Edit the "int cfgMaxDilithium" value to change the maximum amount
Dilithium that can be mined.
Edit the "int cfgMaxOfficers" value to change the maximum amount of
officers.
Edit the "int cfgMaxCrew" value to change the maximum number of crew
members.
Edit the "int cfgStartingDilithium" to change the initial amount of
Dilithium available.
Edit the "int cfgStartingCrew" to change the initial number of crew
members.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In your review of MadDoc's Star Trek Armada II I already read a remark
about how easily ships where destroyed after their shields had gone
down.
Since the original Armada was highly configurable by editing some
(odf-)files, I looked for those files in this game too.
It appears that the damage-distribution is different from the previous
game. Each ships system has its chance of being destroyed by a hit,
after the shields have been depleted. These included "crew": some
crew dying by a hit and "hull": the entire ship exploding.
Since these percentages should add-up to 100%, in Armada the "remainder"
was granted to crew-casualties. In Armada II however this is granted
to hull-damage. This means that if the systems (and crew) percentages
add-up to (for example) 40% the ship has a chance of being destroyed
of 60%! With each hit, so two hits should about do the trick. Especially
with the capital ships and stations this does not add to the reality
of the game. Also this makes it almost impossible to capture a ship
or station.
Since all of these chances are configurable, it is possible to change
this by editing some odf-files, setting appropriate values for the
'*HitPercent' parameters for the larger ships (or for all).
Another problem I found is that the larger ships and stations take
forever to repair, even with a full crew-compliment. Judging from
the odf-files this is because capital ships have far more hitpoints
in each system than smaller ships (which is realistic) but all ships
repair the same amount of points per second. This too is far from
reality since the large crew of a few hundred man on a Sovereign-class
vesel should be able to make repairs a lot faster than the few man
on a small scout.
The final thing that struck me by looking at the odf-files is that
the "tooltip"-labels, texts that appear when you hold the mouse over
a ship, only contain texts like "BORG_BATTLE3" instead of the appropriate
"Borg Fusion Cube".
This all leads me to get the feeling the game release was a bit -to
say the least- hasty. Do you have any other signals directing into
this direction?
I'll try to find out more with MadDoc or Activision, but I don't think
their reply will be very satisfying because it would imply admitting
they released an "unfinished" version of this (otherwise great) game.
Yours Truly,
Arno Verweij
(The Netherlands) |
|