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.
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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)
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