Star Trek Armada II - GAMING
Star Trek Armada II - GAMING Star Trek Armada II - GAMING
Armada II Manual 10/19/01 10:21 AM Page 22AI MENUFLEETSRed Alert(Default status)This sets a unit into Red Alert. In Red Alert, a craft will fire on anyenemy craft it sees. It will pursue this craft within a small radiusof its center point.Note: If a vessel is cloaked, the default will go to Yellow Alert. Also, alertstatus mainly affects ships not engaged in other activities. For example, afreighter mining dilithium will continue to mine when attacked, regardless ofalert status. If it is not engaged in an activity, it will act according to itsalert status.Low Movement AutonomyA ship will not move from the location that you designate until youorder it to.Medium Movement AutonomyA ship will maintain its position in formation, moving with theformation as needed.High Movement AutonomyThe ship may leave its location to pursue an enemy that it spots,following that enemy until it destroys it, or moves out of range.No Special Weapon AutonomyA ship will only use conventional weapons when attacking theenemy.Medium Special Weapon AutonomyThe ship may use conventional and special weapons in attacking anenemy, until special weapons energy falls below 50%. Then, it willonly use conventional weapons.High Special Weapon AutonomyThe ship may use conventional and special weapons to attack anenemy, regardless of remaining special weapons energy.FLEETSIn Star Trek: Armada 2, ships can be grouped into fleets which will then respondas a group to the orders you give them. To create a fleet, left-click and drag orShift-select a number of units (up to 16) that you want in a fleet. Once selected,press Ctrl-(number) (the Ctrl button plus one of the number keys at the top of thekeyboard), and those units will reflect that they are now in that fleet—the numberof the fleet will appear next to the ship when selected. To select the fleet, simplypress the number key for that fleet.A ship can be added to a fleet by selecting it and hitting Ctrl-Shift and the numberof the fleet. To remove a unit from a fleet, select the unit and hit Ctrl–(minus keyon the top of the keyboard).To quickly move to the location of a fleet, a double-tap on the fleet number willbring you to that fleet's location.A few things to note about fleets:• Ships can only belong to one fleet at a time• A construction facility can belong to a fleet, and every ship produced by thatfacility will automatically join that fleet (until the 16 slots are filled)• If a fleet is selected, any AI orders given become the default for that fleet.Changing AI orders will affect the entire fleet.SHIPS, SPECIALWEAPONS, AND STATIONSThe six playable races in Star Trek: Armada 2 each have their own specific fleets,special weapons, and stations. Building ships and stations, as well as efficientcontrol of special weapons, is essential for victory. Below is a list of each race’sfleet (including which ship possesses which special weapon) and stations.Most special weapons require a set amount of special energy to operate. Thesespecial weapons are built at the research and science stations. Once built, a podrepresenting the special weapon appears on the station. If one of these pods orstations is destroyed by an enemy, your fleet loses access to that special weapon.Special weapons operate in two ways. Most special weapons work simply byclicking on the special weapon icon located in the Command menu. A few specialweapons require a target, be it a location or another object, to fire at. For theseweapons, you’ll need to click on both the special weapon icon and the target ofthe weapon.22 23
Armada II Manual 10/19/01 10:21 AM Page 24THE FEDERATIONTHE FEDERATIONRACESTHE UNITED FEDERATION OF PLANETSThe United Federation of Planets is an interstellar alliance of planetarygovernments and colonies established in 2161. There are over 150 members ofthe Federation and their territory spreads across 8,000 light years. The UFP isgoverned by the Federation Council, composed of representatives from thevarious planets and located in the Earth city of San Francisco. The agencyresponsible for all deep space exploration, scientific research, and militaryactions for the Federation is known as Starfleet. Starfleet provides security anddefense for all the colonies of the Federation through its vast fleet of starships.The flagship of the Federation—and the pride of Starfleet—is theUSS Enterprise-E, commanded by Captain Jean-Luc Picard.THE FEDERATION FLEETNON-COMBAT SHIPSFreighterThe Federation freighter is outfitted with a reinforcedhull, capable of carrying large amounts of unprocesseddilithium or latinum. Freighters have no weapons,though their heavy shielding allows them to withstandconsiderable damage in combat.Construction ShipThe Federation construction ship is loaded with a teamof worker bees in its cargo bay. When constructing astation, these one-person engineering shuttlecraft aredeployed from the construction vessel. While theconstruction ship transports the raw materials, theworker bees assemble the areas with welding lasers.Like freighters, construction vessels are not armed withweapons. They do have a tractor beam that allows them to tow derelicts andships with disabled engines.COMBAT SHIPSRepair ShipThe Federation repair ships are able to provide mobilerepair capabilities to both ships and facilities. Unarmed,they are heavily fortified so that they may carry outtheir critical duties, even in combat situations.Note: If set to High Special Autonomy, these units willrepair nearby ships and stations automatically.Cargo ShipFederation merchant ships ply the space lanes, movingbetween the trading stations near worlds both insideand outside the Federation. They are equipped withexcellent shields, but no defensive armaments, relyingon their maneuverability to get them out of harms way.Colony ShipThe Federation is always on the lookout for new planetsto colonize. The colony ship is able to transport enoughcolonists and supplies to start a fledgling colony. Oncecolonization is complete, the colony ship will traveldown to the surface of the planet.Note: Not all planets are suitable for colonization.Venture-class ScoutThe lightly armored, highly maneuverable scout vessel iscapable of deep space travel. The Venture-class ship haslimited space, preventing a large crew complement.Designed primarily for reconnaissance and short-rangeexploration, it is equipped with a single forward-firingpulse phaser, should it need to engage in combat. It isideal for quickly exploring unknown areas of space.24 25
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<strong>Armada</strong> <strong>II</strong> Manual 10/19/01 10:21 AM Page 24THE FEDERATIONTHE FEDERATIONRACESTHE UNITED FEDERATION OF PLANETSThe United Federation of Planets is an interstellar alliance of planetarygovernments and colonies established in 2161. There are over 150 members ofthe Federation and their territory spreads across 8,000 light years. The UFP isgoverned by the Federation Council, composed of representatives from thevarious planets and located in the Earth city of San Francisco. The agencyresponsible for all deep space exploration, scientific research, and militaryactions for the Federation is known as <strong>Star</strong>fleet. <strong>Star</strong>fleet provides security anddefense for all the colonies of the Federation through its vast fleet of starships.The flagship of the Federation—and the pride of <strong>Star</strong>fleet—is theUSS Enterprise-E, commanded by Captain Jean-Luc Picard.THE FEDERATION FLEETNON-COMBAT SHIPSFreighterThe Federation freighter is outfitted with a reinforcedhull, capable of carrying large amounts of unprocesseddilithium or latinum. Freighters have no weapons,though their heavy shielding allows them to withstandconsiderable damage in combat.Construction ShipThe Federation construction ship is loaded with a teamof worker bees in its cargo bay. When constructing astation, these one-person engineering shuttlecraft aredeployed from the construction vessel. While theconstruction ship transports the raw materials, theworker bees assemble the areas with welding lasers.Like freighters, construction vessels are not armed withweapons. They do have a tractor beam that allows them to tow derelicts andships with disabled engines.COMBAT SHIPSRepair ShipThe Federation repair ships are able to provide mobilerepair capabilities to both ships and facilities. Unarmed,they are heavily fortified so that they may carry outtheir critical duties, even in combat situations.Note: If set to High Special Autonomy, these units willrepair nearby ships and stations automatically.Cargo ShipFederation merchant ships ply the space lanes, movingbetween the trading stations near worlds both insideand outside the Federation. They are equipped withexcellent shields, but no defensive armaments, relyingon their maneuverability to get them out of harms way.Colony ShipThe Federation is always on the lookout for new planetsto colonize. The colony ship is able to transport enoughcolonists and supplies to start a fledgling colony. Oncecolonization is complete, the colony ship will traveldown to the surface of the planet.Note: Not all planets are suitable for colonization.Venture-class ScoutThe lightly armored, highly maneuverable scout vessel iscapable of deep space travel. The Venture-class ship haslimited space, preventing a large crew complement.Designed primarily for reconnaissance and short-rangeexploration, it is equipped with a single forward-firingpulse phaser, should it need to engage in combat. It isideal for quickly exploring unknown areas of space.24 25