armada2 manual
TRANSCRIPT
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Priori t y Repair
Has the ship ignore all further orders until the ship is repaired.
Patrol
The vessel will patrol an area of space between its current positionand the patrol point. To make more complex patrol routes, you canuse the TAB key and right-clicking to lay down waypoints.
Scout
The ship will search unexplored areas of the map.
Search and Destr oy
The ship will search for enemy ships and stations and destroythem.
Guard
Has the ship follow and protect the designated vessel or structure.
Decommission
Will disassemble and recover resources from a ship or station.Ships must return to a shipyard to be decommissioned.(Except for Species 8472.)
Trade Menu
Go to the Trade menu to exchange resources.
Set Rally Point
Choose a location where vessels will collect after exiting thestation.
AI Menu
Go to the AI menu to set the autonomy level for the selectedship(s) or stations.
Evolve Menu
Go to the Evolve menu to change your embryo into another form(Species 8472 only).
Build
Go to the Construction menu to select ships and stations to build.
Tract or Beam
Lock on a target vessel with disabled or derelict engines, allowingit to be towed.
Recrew
Reinforce the crew of the station with crew taken from the crewpool. You cant recrew while under attack.
Research
Go to the Research menu to construct pods that allow the use ofspecial weapons.
Back
Return to the previous menu.
COMMAND MENU
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COMMAND MENU
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Transport
Sends a boarding party over to another vessel. On enemy vessels,the boarding party will fight the crew and take the ship over if nocrew remains. It will reinforce crew on friendly vessels.
Note: You can only transport onto enemy ships if their shields are at 0%.
Transport At t ack
Found on assault ships, this command will have the ship attack thetarget with normal weapons until the target's shields are down,
and then send a boarding party of specially trained troops ontothe other vessel.
Self Dest ruct
Initiates auto-destruct sequence, destroying the craft anddamaging everything in the immediate area.
F O R M A T I O N S M E N U
All ships have a formations button. When clicked, you have access to theformation button menu, which includes the following buttons:
Assault Wall
Offensive. Places combat ships up front, frigates in middle, andartillery at far back.
Colum n
Movement. Puts ships in a column for movement with a narrowsensor footprint.
X Form at ion
Blockade. Spreads combat ships out widely to guard map areas.
Sheet
Array ships in 2D plane. Maximizes sensor scanning.
Clov er Leaf
Attack in a clover leaf pattern. This can only be used for assaults.
Circle
Attack by circling target. This can only be used for assaults.
Arrow
Attack by darting back and forth. This can only be used for assaults.
When a group of ships are selected, you may choose a formation.The ships will organize themselves into the formation that you choose,remaining in that formation while they attack and move.
A I M E N U
Clicking on the AI button brings up the AI menu, which contains the following buttons:
Note: For Advanced UsersA ship will inherit the AI state of the ship or station thatconstructed it.
Green Alert
This sets the unit into Green Alert. A unit on Green Alert will not fireuntil ordered. It will not engage or pursue.
Yellow Alert
This sets the unit into Yellow Alert. This level of alert requires that acraft only fires on an enemy if it is fired upon. It will pursue thiscraft within a small radius of its center point, then disengage andreturn to its point of contact.
FORMATIONS MENU
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AI MENU
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Stardrive Section:
Capable of warp speed
Long range sensors
Contains only 29% of total crew (making repair times slower)
Stronger shields
Sovereign-class
The Federations most advanced starship, theSovereign serves as the new flagship of their armada. TheSovereigns powerful shields, cutting edge weaponry, andadvanced technology allow it to defend the Federationand her allies from threats of any kind. The Sovereign isarmed with powerful phasers and quantum torpedoes.
Special Weapon: Corbomite Reflector
Originally used as a bluff by Captain James T. Kirk, the fictitious CorbomiteReflector became a reality in 2363 when a long-retired engineer submittedplans for the device to Chief Engineer Geordi LaForge. Sovereign-class vesselshave since been modified to accommodate a reflector, which enables it to
redirect enemy fire back at its opponents. When activated, a portion of theincoming fire is reflected directly back at the enemy vessel, while the rest isdeflected into space.
Note: Phaser fire and disruptor fire will still hit the ship when theCorbomite Reflector is active.
THE FEDERATION STATIONS
Federation Starbase
The Federation Starbase is the center of the Federationfleet in a sector. Once a starbase is operational, crewbegins to be transported into the crew pool at a steadyrate. Building additional starbases will increase thisrate. The station can build construction ships, cargoships, repair ships, and freighters, the basic units forestablishing an outpost in the area.
Federat ion M ining St at ion
The Federation Mining Station is necessary forharvesting and processing dilithium. The facility comeswith a freighter, which begins mining the nearestdilithium moon or latinum nebula as soon as the miningstation is operational. Once the freighter has a fullpayload of dilithium, it will return to the miningstation. However, if the freighter is hauling latinum,it will return to the starbase to unload.
Federat ion Orbit al Processing Facil ity
Federation Orbital Processing Facilities are built byconstruction ships and are placed over a planet to tapthe planets metal resources. Once built, they stay in afixed orbit over the planet while mining.
Feder at ion Pulse Canno n
The Federation Pulse Cannon is a small, unmanneddefensive platform. It provides support for Federation
outposts by firing pulse phasers at all enemy vesselswithin its range. You must have a starbase to build apulse phaser cannon.
THE FEDERATION
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THE FEDERATION
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Imperial Research Inst i tute
The Imperial Research Institute is the Klingon center forresearch and upgrades on shipboard systems. There arefive separate ship systems that can be researched andupgraded at the institute: weapons, shields, sensors,engines, and life support. The systems can each beupgraded by two levels: level 2 and level 3. Though theyare attached to the institute, each pod has its own
shields and can be targeted independently from the main structure.If the Imperial Research Institute is destroyed, all pods on the institute are
destroyed with it.
Shockwave Stat ion
This large station is designed to produce the deadlyJachEng-class ships.Jach-Eng ships are armed with aShockwave Device, a weapon that creates an expandingwave of destruction that moves out in a direction,damaging everything in its path. The resulting explosionalso tears apart the hull of the ship from the inside,killing the entire crew in the process.
T H E B O R G C O L L E C T I V EThe Borg are a monstrously powerful civilization of enhanced humanoids withroots in the Delta Quadrant of the galaxy. The Borg have cybernetic implants,augmenting both their technological and combat capabilities. Each Borg droneis tied to an advanced subspace communication network, forming the BorgCollective. The Borg Collective have a shared consciousness in which the idea ofthe individual is a meaningless concept. The Borg exhibit a high degree ofintelligence and adaptability in their tacticsstriking fear in all other speciesthey come across.
T H E B O R G F L E E T
NON-COMBAT SHIPS
Collect or
The Collectors function in the Collective is to mineunprocessed dilithium from moons and metal fromplanets. The Collector is equipped with a mining beamto efficiently perform its function. The Collector does
not require offensive weapons for its function.
Note: The Borg Collective does not trade, and has
no use for latinum.
Assembler
The Assemblers function in the Collective is toconstruct stations. The Assembler deploys numerousdrones to efficiently complete its function. TheAssembler is equipped with a towing beam, allowing itto tow derelicts and vessels without functioningengines. The Assembler does not require offensiveweapons for its function.
KLINGON EMPIRE
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BORG COLL ECTIVE
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Special Weapons:
Holding Beam
Technology Assimilation Beam
Tact ical Fusion Cube
The most powerful weapon in the Collective, the TacticalFusion Cube is a more powerful version of the FusionCube. Each Tactical Fusion Cube can assimilate up tothree enemy special weapons.
Special Weapons:Holding Beam
Technology Assimilation Beam
THE BORG STATIONS
Nexus
The Borg Nexus is the communications network for theCollective in a sector. Once a Nexus is operational, dronesbegin to be transported into the drone pool at a steadyrate. Building an additional Nexus can increase this rate.The Nexus itself can build Assemblers and Collectors, thebasic units for establishing an outpost in an area. TheBorg Nexus is armed with an array of energy cannons fordefense.
Resource Processing Node
The Resource Processing Node is necessary for harvestingand processing dilithium and metal, essential for theconstruction of ships and stations. This node comes with aCollector, which begins mining the nearest dilithium moon orplanet as soon as the processing node is operational. Oncethe Collector is full, it returns to the Processing Node toprocess the resource. Processed metal or dilithium is addedto your resource accounts.
Borg Energy Canno n
The Borg Energy Cannon is a small, unmanned defensiveplatform. It provides support for the Collective by firingenergy blasts at all enemy vessels within its range.
Borg Det ect ion Array
The Borg Detection Array is an unmanned, small satellitethat provides line-of-sight in a radius around it. The
Detection Array can be modified to use a tachyondetection grid to locate cloaked ships if developed atthe modification center.
Borg Assembly Matrix
The Borg Assembly Matrix has two bays, one forconstruction and one for repair, allowing it to constructand repair one ship at a time. The assembly matrix canbuild the Detector, Interceptor, Harbinger, Colony Ship,Sphere, Wedge, and Assimilator-class ships.
Borg Recycler
The Borg Recycler allows the Collective to gain resourcesthrough assimilation. Enemy vessels that have beentaken can be brought to the recycler and broken downinto their component resources for use by the Collective.The Recycler can also convert dilithium into metal andvice versa.
Borg Torpedo Turret
The Borg Torpedo Turret is a larger, unmanneddefensive platform. It provides support for Borginstallations by firing energy torpedoes at all enemyvessels within its range.
BORG COLL ECTIVE
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BORG COLL ECTIVE
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M A P O B J E CT SThe game field may be populated by many different types of objects. Theseinclude well known astronomical phenomena, as well as some unique to theStar Trek universe.
DILITHIUM MOONS
These large floating rocks are the main source ofdilithium, necessary for warp engines. Each moon iscapable of being mined by freighters for dilithiumcrystals. Blue dilithium moons have a fixed amount ofthe resourceas the moon is mined, it will reduce insize and lose its blue glow as the dilithium supply isexhausted. Purple moons provide an unlimited supply ofdilithium. Dilithium moons, like planets, create a gravity
well which inhibits warp travel in their vicinity.
PLANETS
There are six different classes of planets that you can encounter. All planetssupply metal, although in varying amounts, that can be harvested with orbitalprocessing facilities or the resource collectors of some races. Some planets arecapable of supporting life, and are therefore able to be colonized. You must usea colony ship to colonize a planet. Once colonized, the planet will provide asteady influx of crew to your crew pool.
Note: Species 8472 DO NOT colonize planets.
The six classes of planets are:
Clas s D Planet
These planets are small, rocky planetoids. They are gen-erally rich in metals, but not capable of supporting life.
Clas s H Plane tThese planets tend to be extremely dry and are oftenreferred to as desert planets. Class H planets can onlysupport a sparse civilian population, though they havehigh metal contents.
Class J Plane t
Class J planets are gas giants with turbulentatmospheres, similar to Jupiter and Saturn from Earths
solar system. While these planets possess rich metaldeposits, they cannot be colonized.
Clas s K Planet
Class K planets are arctic worlds, with a smallamount of harvestable metal. A light population canbe established.
Clas s L Plane t
Class L planets are small, rocky, terrestrial worlds withthin atmospheres and extreme temperatures, capable ofsupporting a medium civilian population. A smallamount of metal is available from Class L planets.
Class M Plan et
These are worlds with oxygen-nitrogen atmospheres andare highly supportive of organic life. The Class M planetscan support a heavy civilian population.
MAP OBJECTS
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MAP OBJECTS
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Planet Class Metal Content Max. Civ i lian Pop.Class J High
Class H High Sparse
Class D Medium High
Class M Medium Heavy
Class L Low Medium
Class K Low Light
The gravitational well of a planet prevents ships from traveling in warp speed
within a specified radius around the planetproviding a natural defense for abase built nearby, as enemies wont be able to warp directly into your base.
Note: Gravitational wells show up as purple, circular fields on the mini map.
NEBULAE
These gaseous areas of space may be used for strategic purposesdepending onthe type of nebula. There are six types of nebulae, each of which affect shipsdifferently. Each type may be identified by its color or visual effect.
The six nebula types are:
Met reon Nebula (red)
These dangerous nebulae shoot out volatile electriccurrents and slow the movement of ships. The reddishmetreon break down ships shields at a steady rate, thenbegin damaging systems when shields are down.
Radioact ive Nebula (yellow)
Any starship captain knows to steer clear of the
yellowish radioactive nebulae. These nebulae will killoff the crew at a steady rate, regardless of ship status.
Met aphasic Nebula (green)
Entrance into a metaphasic nebula will remove some of thenegative effects that an enemys special weapon may havecaused to a ship. The metaphasic nebulas healing propertiesalso increase shield recharge rate.
Ceru lean Nebula (blu e)Shields do not work in cerulean nebulae, and allweapons, special or otherwise, are non-functional.Cloaking is also disabled within the confines of acerulean nebula.
Mutara Nebula (purple)
The mutara nebula, recognizable by its purplish, silverhue and sparking electricity, slows down any ship withinit. The mutara nebula also disables shields, sensors, and
prevents warp.
Latin um Nebula (yellow/greenish}
These nebulae are the only raw source of latinum inthe galaxy. As the latinum is mined from a latinumnebula, it changes color or shrinks to show the latinumdisappearing.
Tachyon Nebula (mult icolor)
These nebulae have a high concentration of tachyonparticles, but otherwise have no positive or negativeeffects.
Asteroid Belts
Clusters of rocks of various sizes that prevent themovement of ships.
Black Holes
Gravity wells that will damage engines and pull indisabled ships. Once engines are disabled or the shipbecomes derelict, the wells will destroy the vessel.
MAP OBJECTS
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MAP OBJECTS
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ADVANCED MULTIPLAYER OPTIONS
The Advanced Options screen allows youto further customize your game usingthe following parameters:
No Observers/Observers
Under the Teams category in the set-upscreen, the Observer selection will allowsomeone to watch a game withoutplaying, with full access to the explored
regions of the map. This toggles thatfunction.
Gam e Open/Gam e Closed
Also found on the Multiplayer Set Up screen.
Warp Enabled /Disable d
Toggles the ability for ships to warp.
Resources: Normal/Lots/Unlim it ed
Also found on the Multiplayer Set Up screen.
Off icer Limit : Normal/Rest rict ed/More/Max
Sets the officer limit for all the teams.
Stan dard Tech/No Super Weapons/No Science Ships /No Special Weapons/Free Tech
Allows different states of technology to be allowed.
Infinit e Resources On/Off
Toggles inf inite resources.
Inst ant Trading/Trade using Convoy s
Sets how trading between allies happens.
Give Unit s On/Off
Toggles the ability to give units from ally to ally.
Ferengi On/Off
Toggles the Ferengi trading.
Don't Creat e a Random Map/Creat e a Random Map
Toggles whether the map is randomly created or standard.
Special Weapons Aut o/Manual
Sets whether or not ships will automatically use their special weapons, or willonly do so when directed by the player.
Cease Fire: Zero/5 m inut es/10 min ut esSets a buffer time at the start of the game in which no hostilities can occur.
Build Time
This slider controls the speed of the build time for AI teams.
Resource Cost
This slider controls the resource cost for AI teams.
Note: the Default button will set all the game options to their default state.
Once the game options have been selected and all the players have hit theLaunch button, the host can launch the game.
MULTIPLAYER
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MULTIPLAYER
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OPTION SCREENS ADMIRALS LOG
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Graphics Det ail
This sliding bar raises and lowers the graphics detail to optimize performanceon lower-end machines, and to get the best look out of a high-end machine.
SOUND SETTINGS
This menu adjusts the in-game soundsettings. The following settings areavailable:
Music Volume
Raises and lowers the music volume.
Eff ect s Volum e
Raises and lowers the effects volume.
Button Volume
Raises and lowers the button sound volume.
Voice Volum e
Raises and lowers voice volume.
Sound Chann els
Allows you to change the number of sound channels.
St ereo Sound
Toggles stereo sound on and off.
Hardware Accelerat ion
Toggles hardware acceleration on and off for your sound card.
GAME SETTINGS
This menu allows you to change specific game settings. You can adjust thefollowing:
Gam e Speed
Game speed can be increased or decreased based on your preference. Increasingor decreasing the game's speed may increase the difficulty of some missions.
Mouse Scroll Speed
The mouse scroll speed can be increasedor decreased.
Keyboard Scroll Speed
The keyboard scroll speed can also beincreased or decreased.
Mouse Hold Level
Sets the speed at which right-click and
hold will bring up the Command menu.
AI Build Cost Handicap
For single player games.
AI Build Time Handicap
For single player games.
A D M I R A L ' S L O G
Star Trek: Armada II provides you with adetailed breakdown of how well you'vedone, both in Single Player andMultiplayer/Instant Action. When you'vefinished a mission in Single Player or agame in Multiplayer/Instant Action,
you'll be automatically taken to theAdmiral's Log.
The following screens can be accessedby clicking on the appropriate tab,
providing you with a detailed look atyour game (and the others who played,including AI players):
Score
Shows your game points, with a quick look at your military, economic, science,and total scores.
OPTION SCREENS
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ADMIRAL S LOG
CREDITSADMIRALS LOG
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CREDITS
MAD DOC SOFTWARE
Elizabeth BudingtonPeter J. Calabria Jr.Dr. Ian Lane Davis
Ken DavisTim Farrar
James FlemingMark C. Graham
Shaun McDermottGordon Moyes
Brian MysliwySteven W. NadeauMatthew Nordhaus
Michael Thomas RyanMichael Swiderek
Tara TeichKevin Wasserman
Karen Wolff
INTERNS
Jason Craig DunlopSarah Hastings
ADDITIONAL ARTFranz Boehm
Nicholas GrecoRick "pneumonic91" Knox
TESTERS
Nathaniel BlumbergChris Wyman
Daniel KrikorianNathan G. Raymond
PRODUCTION COORDINATION
Jennifer Mysliwy
VOICEOVER
Patrick Stewart PICARD
J.G. Hertzler MARTOK
Alice Krige BORG QUEEN
Judi Durand COMPUTER
ADDITIONAL VOICEOVER
Vaughn Armstrong, Iris Bahr,Terrance Beasor, Michael Bell, Earl Boen,
Charles Bartlett, Charles Chun,Jonathan Cook, John Cragen,
Jonathan Del Arco, Barry Dennen,Gregg Eagles, Paul Eiding, Dan Gilvezan,
Max Grodenchik, Nicholas Guest,Martha Hackett, James Horan,
Sherman Howard, Tony Jay,Denise Kumagai, Lex Lang, Lisa Locicero,
Brian Mysliwy, Tony Pasqualini,David Randolph, Peter Renaday,
Michael Reisz, Neil Ross, Joel Swetow,Jim Ward, Patti Yasutake
CASTING
Ron SurmaBarbara Harris Casting
SOUND
SOUND DESIGNER
Kemal AmarasinghamVOICE OVER DIRECTION
Kris Zimmerman
SALAMI STUDIOS
Devon Bowman, Mark Mercado,Gregory Cathcart
MUSIC
THEME AND ORIGINAL SCORE
Danny Pelfrey
INTRO MOVIE
CG ANIMATION
Creat Studios
PRODUCER
Daniel Prousline
CG SUPERVISOR
Avenir Sniatkov
C R E D I T SMil i tary
Displays your military strength during the game, for ships (killed, lost, ratio,built, maximum); stations (built, lost); and planets (colonized, lost, andmaximum held).
Economy
Breaks down the resources (gathered, spent, and traded), and the trade profityou generated.
Timeline
Displays the relative power of the different armadas in the game, withhighlights marking battles and planet colonization.
Bat t les
Gives a list of all the battles that occurred during the game, and which shipswere involved in them.
Ships
Displays a screenshot of each ship you built during the game and lists thename, date of commission, battles it took part in, and any ships it defeated.
Ships can be filtered by class as well.
Build
Details all the ships and stations you built during the game by class, listing thefirst stardate one was created, the number built, and the number lost.
Tally
Shows your most and least effective combat ships by class, as well as abreakdown of ships and stations by class, the number built, the number lost,the number of kills, and the number destroyed.
ADMIRAL S LOG
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NOTES
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