Page Tools.This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Star Trek: Starfleet Command for PC. If you've discovered a cheat you'd like to add to the page, or have a correction, please.Glitch: Fly Admin Shuttle NOTE: You must command a vessel that carries an Administrative shuttle and have more than one vessel in your command.Go into a Skirmish or Campaign game. Once in play, launch all your Admin Shuttles then when your Admin Shuttles are a safe distance away from the vessel you're on, self destruct the vessel you're riding on. Once your ship has blown up your view should switch to one of the Shuttles.Glitch: Fly Hydran Fighter NOTE: You must be aboard a Hydran ship withfighters and have more than one ship in your command.On a Skirmish or Campaign game, launch all the fighters when you begin and when the fighters are a safe distance away, detonate the vessel you are on.
Once your ship has blown up your view should switch to the fighter squadron.Glitch: Fly Orion Pirate Ship NOTE: In order for this code to work you must havelots of marines and more than one ship in your command and more than one enemy.In a skirmish or campaign game against an Orion ship, use your marines to capture an enemy Orion vessel (this explains why you need so many boarding parties). Once the Orion vessel is captured, if you have morethan one enemy then you should be able to do the glitch. Self destruct your own ship and your view automatically switches to the Orion ship. This works best in the Skirmish Map Starbase Assualt.How to make mods All the starships configuration data (weapons, shields, engines, ect.) is stored in a delimited text file which can be accessed by excel. The file is called 'sfbspc13.txt' and it is located in 'assetsspecssfbspc13.txt' in the main directory of the game. By modifying these fields you can make any ship have all sorts of features.Such as: Add cloaking ability, Modify engine power levels, Add shuttles and fighters, Add/change weapons, Modify shield levels, Add more transporters, troops, mines, etc, and much more.Be sure to save the original file in a safe place before modifying it so you can return to your original configuration.
You will also need to remove the read only attribute from the file. When playing multiplayer all players must have the same file (modified or not) inorder to play. Here are some hints on modifying the 'sfbspc13.txt' file. The highest I have tested the engine output to is 120 each. I know that Federation ships can't seem to go over 150 each but other races ships might be able to go higher.
Engine values are located in the following areas: RLWarp, CWarp, Impulse, Apr, Battery. Shields can be modified to very high values for Federation ships (2000) but Klingon ships don't seem to be able to reach as high. Shield values are located in the following areas: Shield 1, Shield 26, Shield 35, Shield 4, Shield Total. Shields cover each ship on 6 sides. Therefore the values in Shield 26 and Shield 35 each represent 2 sides of the ship. The value you place in Shield Total = (shield 1) +((shield26) x 2) + ((shield35) x 2) + (shield4). Weapons can be changed to any type within an existing group.
You can also change the number of weapons (up to 4) within an existing group (missiles can accept higher values but I do not know where the breaking point is on these). You can't add new groups of weapons. You can only modify the existing weapon hardpoints.
Weapons are arranged in these areas: heavy weapon (photons, rockets, plasma, etc) and weapon (phasers, disrupters, ect). Weapon arcs vary but I do know that if you put the value ALL as an arc, the weapon will fire from any angle.
Cloaking is very easy to add to any ship. Just go to the area that reads 'Cloak num' and place a value for how much energy you want is to cost to run the cloak. Shuttles are defined as base and max values. The base value is the max value divided by 3.
I have successfully made the max value of all the different types of shuttles 30 and the base value 10 which allowed me to purchase quantities of 10, 20, or 30 shuttles of each type while in spacedock during the game. By changing the 'launch rate' value you can define how many shuttles can launch before the ship needs to recharge itself for more launches. Dell inspiron 15 touchpad not working windows 10.
If you want to add fighters to any ships just find the area that says fighter bay 1 thru 4 and place the value of 6 (higher than 6 will cause game to crash) in each one of the areas and you will have 4 fighter groups made up of 6 fighters each! Movement is defined in the 'turn mode' and 'move cost' areas. The best 'turn mode' value is AA.
Star Trek Starfleet Command 2 Mods
This will give you a very agile ship. Move cost defines how much energy is used for movement. The best value I have seen for this is.25.
You do have a point.Some mods are fun though, especially wen you have spare time on your hand. Plus the frustation from upping your skills gets you really tense, thats if your new to the skill you trying to master, and a mod really helps you relax adn have fun. Such as pistol shots that shoot tank shots, or Rocket nades.F.Y.I. Rocket Nades: When you throw a normal nade, the mod allows it to rocket off to where your sights are pointed at, so you can actually with then take down banshee pilots with only fragmentation grenades.
Contents.Plot The game features three singleplayer campaigns, two storyline campaigns, and a general conquest campaign. The first of the storyline campaigns dealt with the return of the Organians and their bringing the Interstellar Concordium in to 'pacify' the existing empires. The existing factions resist this pacification attempt, and a new war ensues.
The other story campaign, only playable by the Mirak, Lyrans, Hydrans, and Klingons, deals with the discovery of artifacts belonging to an ancient race of telepaths. Reception ReceptionAggregate scoreAggregatorScore77/100Review scoresPublicationScore8.5/10B−7.7/1078%8.5/1073%According to Erik Bethke, sales of Starfleet Command Volume II reached 120,000 copies after six months on shelves.The game received 'generally favorable reviews' according to the website. Praised the game's graphics and the lasting appeal of the game but also noted a steep learning-curve.The editors of nominated Empires at War for their 2000 'Strategy of the Year' award. ^ Kozlowski, David (January 2, 2001).
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^. Woods, Nick.
Archived from on November 15, 2014. Retrieved August 23, 2018. Markell, David (January 29, 2001). Strategy Plus. Archived from on February 28, 2003.
Retrieved August 23, 2018. Grey, Bruce (April 2001).
Retrieved August 23, 2018. 'Star Trek: Starfleet Command Volume II: Empires at War'. March 2001.
Starfleet Command 2 Iso
Hudak, Chris (March 2001). From the original on October 1, 2015. Retrieved August 23, 2018.
Grey, Bruce (December 22, 2000). CBS Interactive. Retrieved August 23, 2018. Kelly, Ryan (April 24, 2001).
IGN Entertainment. Archived from on February 14, 2005. Retrieved August 23, 2018.
Cohen, Corey (March 2001). Vol. 8 no. 3. Archived from on March 15, 2006. Retrieved August 23, 2018.
Bethke, Erik (January 25, 2003). Game Development and Production. Wordware Publishing. P. 16. CGM staff (February 8, 2001). Computer Games Magazine.
Strategy Plus. Archived from on February 9, 2005.External links. at.
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