As an RTS experience set in outer space, Star Trek: Armada II is much like the original game in functionality. You often control the Enterprise, and as far as gameplay and enjoyment, the sequel exceeds the original since it's more difficult. Unfortunately, though, the creators tossed a few good features from the original that would have made a big difference.
- Play Instructions: Install the game - Full Installation. Apply the Official Star Trek: Armada v1.1 Patch.; Extract the KARCAW99STARMADA111.EXE Patch from the File Archive to the game directory.
- Star Trek: Armada III begins with the first stirrings of the Dominion War and allows players to take command of five unique factions, the United Federation of Planets, the Klingon Empire, the Romulan Star Empire, the Cardassian Union/Dominion Alliance, and the Borg Collective.
- 2001, the year Star Trek: Armada II was released on Windows. Made by Mad Doc Software, LLC and published by Activision Publishing, Inc., this strategy game is available for free on this page. Download Star Trek: Armada II (Windows) - My Abandonware.
The fully animated video sequence that followed and preceded each level in the original is missing and has been replaced with the captain's voice narrating the objectives of the mission and plot with camera shots of the ships moving about. While not inherently bad, and typical of many other games in the genre, it's more exciting to watch the story unfold through action sequences. Also, Armada II doesn't have the full cast of Star Trek: The Next Generation or focus on Captain Picard, whose voice was used throughout. But, you still have a plethora of options available for unit creation, and the Instant Action mode has limitless possibilities.
You can still change perspectives, allowing you to fully enjoy the action, and Armada II has an action window that depicts battles on the right hand corner of the screen. Clicking on it takes you directly to the scene, where you can quickly get into the action, and you can zoom in or out using the mouse scroll wheel. In single player mode, units you create are often limited to the circumstances of each mission, but as you progress, more technology and research becomes available.
An interesting and unique aspect concerns researching both defensive and offensive tools for your armada, such as researching a shield generator for the sovereign-class ships that can be used in battle. You eventually acquire three separate research stations: a Federation research facility, science station, and Vulcan research institute, with the latter used for researching and developing more powerful armor, weaponry, engines and life support for all of your ships. In Armada II, you don't have a need to research and develop new ships; they just appear as you progress.
IBM PC Compatible CDROMs:. STAR TREK - 25th Anniversary. STAR TREK - Borg. STAR TREK - Borg. STAR TREK - Deep Space Nine - Harbinger v1.0. STAR TREK: Armada II: STAR TREK Armada II: Fleet Operations. MOD STAR TREK: Bridge Commander: The Aftermath.
The single player game is nicely designed with three campaigns putting you in the control seat of three different races: the Federation, Klingons, and the Borg. Federation missions come first, and you can't move on to others until they're completed in sequence. The Federation missions start easy and don't become difficult until the last Borg confrontations, where you must think and act fast to construct your base and build ships to defend yourself from their constant attacks. After completion of all ten Federation missions, the Klingon missions open up. The storyline moves in a very interesting way because each race is involved in the same conflict. When you begin the Klingon missions, you continue from where the Federation missions ended, but from the Alpha Quadrant.
Each race has the same number of units that operate in similar fashion, but weaponry is different and gives certain races advantages in some situations. Overall, though, the races are very equal in power with units that perform the same functions, but the differences are enough to offer each race a totally different sound and look. Playing the various races is enjoyable, since you feel as if you're controlling something alien.
While single-player mode makes for a really good game, Armada II shines in multiplayer and instant action modes. The former lets you play as any race against up to eight people using a LAN or Internet connection, while instant action lets you choose from any race, map or battle condition against an AI opponent. Gm tech2 clone selection and setup guide auto diagnostic toolkit. Both modes are assets, providing limitless gameplay with full capabilities and technologies of all races available. Naturally, though, the multiplayer mode offers even more strategic possibilities due to the unpredictability of other human players.
Graphics: The graphics are nicely done and smooth zoom features offer close views of your ships during the action. Very little slowdown occurs when multiple ships are on the screen.
Sound: The sound consists of the classical Star Trek soundtrack with the voice of Captain Picard, and despite the lack of full motion video sequences of the crew, the voicing is a plus. Sounds change with the different races and make each one unique, including the sound of your cursor highlighting an option.
Enjoyment: The game offers two levels of fun. First, the single-player game provides a story and overall goal. Second, Instant Action and multiplayer modes deal with eliminating the other player(s). Regardless, the first mode would benefit from more solid storyline and full-motion video sequences.
Replay Value: Multiplayer adds a solid replay factor to Armada II, and the tough AI component in Instant Action mode offers plenty of chances to replay missions.
Star Trek: Armada II is the sequel to the best-selling Star Trek RTS, Star Trek Armada. An innovative game, Star Trek Armada II adds a new level of strategy and realism to the original by allowing players to command from a 3D tactical view. Set in The Next Generation universe, the game's story unfolds through three single-player campaigns played as the Federation, Klingons and Borg. Additionally, the Cardassians, Romulans and Species 8472 will join the fray throughout the single-player campaigns.
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Star Trek: Armada, Star Trek: Starfleet Command 3, Star Trek: Legacy, Star Trek: Bridge Commander, Star Trek: Voyager - Elite Force, Star Trek: Elite Force 2, Star Trek: Away Team, Star Trek: New Worlds
Following last month's Force Commander disappointment (at least in terms of what it could have been), it was always going to be interesting to see if a Star Trek RTS could fare any better. The answer is both yes and no, although to be fair both games are quite different. FC is a land-based 3D RTS, while Armada is more like Command & Conquer in space. And this is where we encounter the first problem, because there is something just wrong about space vessels moving around a 2D plane. Homeworld might have hurt a lot of people's brains with its fully 3D galactic beauty, but it was a massive achievement that makes Armada look very limited and simple by comparison. But when you're a simple and limited person like me, this is not necessarily a bad thing.
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Story Glory
Armada is very much a story driven game, with the strategic and resource management side of things kept as light as possible. This could have been a big problem, except for the fact that the story is so damn good. In fact, it's better than some of the film efforts from recent years, and works like a string of exceptionally good episodes.
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The main plot revolves, as so many of the best Trekkie ones do, around the Borg. A ship comes back in time to warn the Enterprise of an imminent Borg invasion, which in another timeline has been successful and reduced the Alpha Quadrant to an assimilated Borg outpost. The Klingons become involved, complicating things with an internal struggle for power, as do the Romulans (led by Tasha Yar's daughter) with their deceitful self-interested tactics.
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What is so good is the way the narrative unfolds through the missions, and how these are structured around scripted moments.There are four campaigns (Federation, Klingon, Romulan and Borg) which you can play in any order, although you'd be stupid to spoil the plot by doing so (if you want to try out all the races straight away, go for the excellent skirmish mode). It's tempting to reveal too much, but we will say this; towards the end of the game you can lead a Borg invasion of Earth.And this isn't the only highly interesting mission - you can look forward to beaming a Romulan spy onto a Klingon prison facility from a cloaked ship, assimilating a Dominion cloning centre, so you can clone Locutus, using the Enterprise to.. but we're already giving too much away.
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With all this variety of missions you might think there'd be no base-building but, while the game does go easy on the resource management side of things, it is still an essential part of the game.No matter which race you're controlling you have three resources: Dilithium, crew and officers. While the strategy is quite simple, there are a couple of things that add more depth to the gameplay. You need to use the space terrain (nebulas, ion storms, black holes and worm holes) to your advantage and research special weapons and features for your ships (anti-matter mines, commando teams, shield disruptors and tractor beams). You can also take over enemy vessels by destroying their shields and beaming soldiers aboard.
In spite of this, things can get repetitive and boring and it's hard to forget that a 20 space map just doesn't work. The engine-rendered 30 cut-scenes give an idea of what could have been if it had gone the Homeworld way rather than stupidly blocking off bits of the map with asteroids and covering unscanned areas of space with an ugly grey mass.
You can zoom right into the action (there's even a cinematic camera mode), but, as usual, this is useless in the heat of battle.It's also not the most stable of games. And, while the presentation is good, it does have a certain unfinished quality and a few crashing bugs that are very hard to forgive. This is yet another missed opportunity to make something truly great out of a guaranteed-hit licence.