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Star Trek: Armada II Cheats

Star Trek: Armada II cheats, Tips, and Codes for PC.

Star Trek: Armada II Tips

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An Army Of the Unevolved
One way that you can back up your fleet of ships as Spieces 8472 is to have a small fleet of Embryos ready to turn into a fleet of ships when required.

This provides you with a ready made fleet at a moments notice.
Submitted by: Mishtram on January 21, 2006
Another Borg Advantage: The [Tactical] Fusion Cube
Yes, the borg have another advantage, and this one comes from the use and implementation of the awesome firepower inherent of the Borg Fusion cube and Borg Tactial Fusion Cube. These two vessels are strong in that they combine the crews and firepower of eight cubes into one. The firepower of each weapon is greatly increases, and they retain the 'technology assimilation' and 'holding beam' technologies, making them even more dangerous.

As an example, using a cube I myself ravaged a full size base in a short amount of time. Combining two or three of these ships is a nearly unstoppable force. Especially if combined with the Transwarp Hub.

Submitted by: Mishtram on January 15, 2006
B'rel and Gravity Mines
The Bird of Prey class vessel, or B'rel class, has the technology called Gravity mines which can be researched Federation Research Facility.

This weapon has multiple purposes. I am sorry to say it does not have any destructive purposes, but it can provide some advantages to you.

For example, some well placed gravity mines can drop the speed of freighters down to something almost non existent, making the economy of that person's armada dwindle.

Another thing you can do is use these on faster moving ships that try to escape your grasp or are just scouting around. This way, scouts can't uncover as much of the map and larger ships can catch up to smaller ships and destroy them.

Adding these to a fleet of large ships can destroy any chance of enemies out running it ever again, if used correctly!
Submitted by: Mishtram on January 21, 2006
Base Construction: Gravity Wells
One of the most difficult things to handle is when the enemy warps right up to the front of your base, or get past your base defesnes. One of the best ways to defend against this is to build your base in the gravity well of a gas giant. Lots of room for construction and the enemy has to come at you head on.
Submitted by: Mishtram on January 16, 2006
Black Holes and Disabled Engines
A nice thing about this game is that when a ships engines are down, the Black Holes are authentic enough that the ships are sucked into the gravity well and are destroyed. So if you see a ship near one of these places, try and damage the engines. The easiest way is, if you are playing as the Federation, the special weapon of the Steamrunner, the Engine Overload, will perform the required action nicely. If you are the Klingon's, then hope for hell that one or two Vor'Cha's firing a series of Polaron torpedoes will hit the correct system.
Submitted by: Mishtram on June 18, 2006
Borg: Assimilator Special Weapon
The type of Special weapon on the assimilator is useful in two ways, and if use to maximum efficiency can bring many new ships into your fleet to be decomissioned... or to be set upon the previous owners.

The 'Assimilation Beam', I believe it's called, does not send drones on board the other ship. Rather, it assimilates the people aboard and adds them to the crew pool. The ship itself takes damage, and the ship will fire torperdoes upon meeting the ship right off the bat. However, if you ever incounter a ship lane full of Latinum filled Cargo Ships, take them over, beam a small crew over, and send the ship to be decomissioned.

After only a few ships, these stockpiles can skyrocket. Under the assault of several assimilators. Warships and stations can fall in seconds and be retaken for the collective.

If used in the way described, only a few assimilators can change the course of a battle easily... and can be a deadly force.
Submitted by: Mishtram on January 15, 2006
Cloaking: Early Game Advantage
In this game, several races have the ability on their ships to perform the action of cloaking, turning their ships invisible at the cost of not being able to use shields or weapons.

Early on in the game for the Romulans, who have ships such as the Shrike and Talon class without upgrades, and the Klingons, who have the B'rel class vessel, and the Cardassians, with the Hideki, they have ships, the same mentioned above, which can cloak. Using these ships as invisible remote sensor drones of a sort, you can set them near enemy shipyards, starbases or fellets to guage movement, and even have them track the enemy movements by having them guard a ship or starbase.

These also can be used for choke points, such as a breach in an astroid belt that is likely they will use to get to your base. Even if discovered, these ships are cheap to replace. More than likely the ones by your shipyard will eventually be destroyed, so keep an eye out for when they are. This will tell you when your ships loose the ability to become effective at cloaking in bases.

They will still be useful if no scout class vessel is around. Entire cloaked fleets can appear in the middle of an enemies fleet, causing mass confusion, or suddenly appear on a mining facility top early for any of the bases to send reinforcements, and will disapear at first chance.
Submitted by: Mishtram on January 15, 2006
Cloaking: How to Counteract
In the case that your enem,y has cloaked ships flying around, there are several possibilites as to what you can do.

The best one, however, is to update the nearest research station to have all scout class vessels and Sensor Stations to be equipped with the Tachyon sensor upgrade. With permanent installations of sensors at key points in the areas you want to be defended (key waypoints, mining stations) than you no longer have to worry as much about having sneak attacks pop out of no where.

The vessels act as a more mobile form of this, and can be used to defend fleets moving around the field.

With the clever use of this type of detection, such as hiding one sensor array in a purple cloud where sensors are obscured or dropping a vessle into a blue one where enemy weapons are ineffective, you can halt all the clever uses of cloaking technology.

Both types of sensor grids have large LOS.
Submitted by: Mishtram on January 15, 2006
Defending Buildings and your Base
If the starbase is being taken over, decomisson it instead of watching helplessly OR transport onto the starbase. Do the same with other crewed stations/ships.

Construction ships make good boarders. Blow enemy sheilds and use the construction ship(s) to board them. Arm your base and guard it so noting blows up or gets boarded.

PROTECT contruction ships from being taken over by a diferent race or you will face your own kind of ships (in multi player or otherwise).

For ambushes, put an ungaurded build ship somewhere (for multi player use). When the enemy comes use the ships that were in the area but not visible to the enemy to destroy the raiders. Repeat as needed.
Submitted by: Mishtram on June 18, 2006
Derelicts and Ferengi Marauders
If a ship is derelict, then make sure that you send out a ship with a crew or a construction vessel to tow the ship back in or beam a crew aboard.

Otherwise, the Ferengi will bring in a Ferengi Marauder Class Vessel to tow it away for their own use.

Note that even if it is in the Ferengi's tractor beam, sending crew aboard will make them drop their beam, and not only that, but you have right until they reach that ship to tow it yourself.

So if you see a derelict vessel... take it, or you may lose your chance in the future.
Submitted by: Mishtram on June 18, 2006
Federation: The Defiant Class
The defiant is a very versatile and useful vessle in the game. Equipped with a set of Pulse Phasers and now, in the second game of SW: Armada, a photon torpedo launcher as well.

In large swarms of perhaps 10 ships, arms with anitmatter mines, these ships can be deadly. They can take out installations in less than two minutes, useful for any person to have, and can outrun most, if not all the vessels that overpower them, and can catch a lot of vessels that are underpowered compared to them.

If you ever need a ready made assault fleet, not only useful at the beginning of the game but right to the end, then the Defiant is right for you.

Just remember when using it, that when a fleet of large ships comes in defense, run like heck.
Submitted by: Mishtram on January 16, 2006
Ferengi Trade Vessels and Assimilation
This is very short, and very simple. Assimilating or taking over these vessels is impossible. I have destroyed them, disabled them, and dragged them in a Tractor beam when they have no engine power, but not once have I been able to take over the ship as any race.

The way I tried was using the Assimilator's Assimilation Beam, and then transporting crew. In short... don't even try.
Submitted by: Mishtram on January 21, 2006
Finished A game? Really?
Sometimes, while playing a game of instant action, you will find that you seem to be finished yet that game does not register so.

I recommend selecting as many ships per mass select and click Control-K or search and destroy. This way, all your ships will go around trying to find something to destroy.

Above this, I would build many scout class vessels with a tachyon detection grid to send out to search for cloaked ships still hiding on search and destroy.

Sweep the map. Eventually, if the game was not just lagging, you'll find the enemy eventually!
Submitted by: Mishtram on January 21, 2006
If You Can't Overpower Them, Swarm 'Em
One thing that you may try often is simply overpowering the enemy with powerful phaser banks and great special weapons. Unfortunately, those specials weapons do very little if pitted against a starbase.

The number one thing I would recommend is swarming. Although more effective in the original Star Trek: Armada, you will have to make due because of unit constraints. Build up a giant fleet of the smallest or second smallest ships possible (For example, the Federation would send out the Venture, Defiant and Sabre classes) as fleets to handle ships. A Borg sphere may be more powerful than a single defiant class vessel, but look at this; What about forty defiants firing at once, all pulse phasers and torpedo banks? One shot at one defiant in a fleet of forty is not going to make a difference in the long run.

Same works for larger ships. It even works well against starbases, as all those shots which can take down Aegian and Soverign class vessels in one round all aim at one small scout ship. Which means that all the others survive easily, which means less loss of resources and, overall, more weapons firing, and more targets to destroy.

Good luck with the rest of the game!
Submitted by: Mishtram on January 20, 2006
Jach'Eng and Pheonix: The Rips Of Space
The title is fairly accurate along those lines too. Although these ships take some time to build, take up a lot of your resources and need a personal shipyard for them, these machines of destruction can have horrible effects on those that face them.

Although they look different, the effects are the same. They will tear apart and destroy anything in the wave (Jach'Eng) or Vortex (Pheonix) that they are caught in. This destroys the ship itself but can have crippling and lasting effects on the enemy they are used on.

They are, however, brittle. So keep them away from too much enemy fire, or they will be quite useless, and will most likely, in fact, be destroyed. So be careful what you target. For all you know, that starbase could wipe out four or five as you target it with those waves.

I recommend using it on fleets of ships outside shipyards, etc, for maximum effectiveness. Who knows, it might strike the rest of the stations nearby as well.
Submitted by: Mishtram on January 21, 2006
Klingon Advantage: Armed Non-combat Vessels
One advantage that the Klingons do have over other races is the armament of the non-military vessels. This means that a few of these ships can match some of the smaller ships in combat.

Make sure you take advantage of this. Send these ships out to scout if you want closing on the edge of the game for new Dilithium moons. Give them less of a convoy when you send them to build something. Leave them in an area where their weapons can hit something and cause a flicker on the minimap where it says they are under attack and have engaged the enemy.

Take note, though; Those weapons fire once in a while, though not as fast as a warships.
Submitted by: Mishtram on January 21, 2006
Latinum and It's Uses
Latinum has two primary uses.

The first one is for researching new technologies. Whenever you go to build a new section onto the research station for new technologies, they will ask for a certain amount of latinum to be given.

The second is trade for Dilithium and Metal. These two resources are primary for fleet and base construction and have multiple uses. So if you are running out of either, use the latinum you have stored to by it through the easy to use menu. Or, you can sell resources from one type of resource to get the other. Finally, if you need latinum, you can sell the one you have surplus of to gain it.
Submitted by: Mishtram on January 21, 2006
Protecting Scout Vessels
Most of the different races in this game have scout vessels, such as the Venture class, that are incapable of cloaking. One way of protecting these vessles while having them search around is to place them at the highest or lowest places on the Z-axis. Few weapons platforms can reach that far, or are built high/low enough to shoot them.
Submitted by: Mishtram on January 15, 2006
Romulan Advantage: Shadow Class Science Vessel
The shadow class vessel is my preferable type of science vessel to use for a variety of reasons. I have a few tips to share with you all, for my two favorite types of weapons avilable.

Holo-Emitter: This little beauty I am quite particular to. It turns all enemy vessels in range to enemy vessels and causes all of them to target each other while your ship makes the escape. Or, just one or two of these ships can cause mayhem in a base.

Phase Cloak: This allows the ship not only to cloak, but phase for an allotted amount of time as well. Even if discovered, enemy weaponry won't hit them. Above all, it is useful to get to areas you can't normally get to.

For example, I once used a Shadow class vessel to penetrate the asteroid belt around a base and then used the Holo Emitter to do massive damage to a fleet that was stationed there, managing to escape and bring the ship back home.

Alternatively, you can go right through some nebula's other ships can't.

Psyonic Blast: This causes the crew to kill other memebrs of the crew. Very useful if you are trying to take over ships or buildings in those areas.
Submitted by: Mishtram on January 21, 2006
Romulan Advantage: Warbird Class
An interesting way to use the warbird is to charge into battles with the Shield Inversion Beam running hot. Sucking ship's shield's dry in seconds, and even starbases fairly quickly, this weapon is incredibly weakening against an enemy fleet.

Although it might require some micromanagement to get it to work as you want it to, it can be a valuble asset in any battle, especially since it replenishes the Warbird's own shields.

One last reminder, however, is that though the torpedoes impact on the shield, they can still do some damage to the hull or kill some crew, so watch those statistics. The hull should not be noticeable and easily repaired, but the second one is all important.
Submitted by: Mishtram on January 21, 2006
Trade and Latinum
Although you have no doubt learned that Latinum can be mined from nebula's across the quadrant, one thing that may interest you is that Latinum also comes in small amounts from trade to your Trading Station, whenever a Ferengi vessel goes through it. This means that you have an inexhaustible source of latinum as long as this Trade Center is operational.
Submitted by: Mishtram on January 21, 2006
Warping Controls
There are several controls for ship going to warp. Here's a quick look at some of the useful keys:

On the map, click on any point and the ship will move there under impulse power. Click and hold down the ALT key will change the icon to a blue one. Clicking now will cause the ship to warp to that location.

If you click on a targetable object, the ship will move at best speed to get there.

On the minimap, clicking anywhere will send the ship there at warp. Clicking anywhere while the ALT key is held down will cause the ship to move there under impulse power.

The following ships do not have warp capabilities and are, ironically, the ships that are usually weaponless and have none combat roles:

Construction Vessels
Cargo Ships
Freighters


Good luck and have a fun game!
Submitted by: Mishtram on January 21, 2006

Star Trek: Armada II Cheats

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Faster crew production
Press the enter key when playing the game and type in avoidance. Press enter again and the cheat will be active, you will now have faster crew production.
Submitted by: bobbonew on February 20, 2003
Faster ship production
Press the enter key when playing the game and type in youstopmecold. Press enter again and the cheat will be active, you will now have faster ship production.
Submitted by: bobbonew on February 20, 2003
Faster transporters
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"). ****This procedure involves editing a game file; create a backup copy of the file before proceeding.****
Submitted by: bobbonew on February 20, 2003
Get 1000 dilithium and metal
Hit [Enter] and type in showmethemoney then hit [Enter} again to activate the cheat.
Submitted by: Ragnarok67 on January 02, 2002
Invincibility
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.
****This procedure involves editing a game file; create a backup copy of the file before proceeding.****
Submitted by: bobbonew on February 20, 2003
Lose the current mission
For whatever reason or another that you want to lose your current mission, press enter and type in kobayashimaru_lost. Press enter again and the game will inform you that you have lost the current mission.
Submitted by: bobbonew on February 20, 2003
Lots of cheats
While playing a game, press enter, type one of the following codes, and hit enter again.

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 Quadrent:
imouttastepwithreality

Enemy's science ships disapeer:
nomoreships

Faster ship production:
youstopmecold

Faster crew production:
avoidance

Unknown:
bradcast

Unknown:
directed
Submitted by: Mike on May 05, 2002
Make enemy science vessels disappear
Type enter while in game play and type in nomoreships. Press enter again and the cheat should be active, now the enemy's science vessels should disappear.
Submitted by: bobbonew on February 20, 2003
Mission skip
To skip the current mission that you are on, press enter and type in kobayashimaru. Press enter again and the current mission you are on will be bypassed.
Submitted by: bobbonew on February 20, 2003
(0.1294/d/web2)