Tips:
Resource collection:
To stand any chance of improving the performance of your ship
it's essential to collecy resources early on in the game. To do this
start by cleaning out the solar system as this is the easiest way. A
couple of bountiful planets for this purpose are Alpha Centauri III
and Beta Raynet V. Watch out when on Alpha Centauri though because
there may be hostile life-forms. If there are wipe them out
immediately.
How to mine a dangerous planet:
Always save your game before going down on to a planet because
you never know what might go wrong. Stick yo taking a single shuttle
craft to the planet so if you make a mistake you don't lose too many
of your crew. Where planets have a violent weather pattern or
atmosphere you find that the shuttle is displaced when it lands away
from where you indicated with the cursor. The actual position of
touchdown depends upon the planet's axial tilt. The rotation rate and
latitude so use this to your advantage and anticipate your shuttle's
landing position. Land as close as you can to the large resource
deposits. Pick up what you can and leave straight away. Hanging around
for too long could cost you not only your shuttle but its crew and the
minerals too. If you have protection you still have to be careful even
if you're not in much danger of losing your shuttle; it's the crew you
have to watch out for especially in Hotspots.
Resource Allocation:
The Flagship:
Outfit your starship for long-range travel high speed
manoeuvrability and plenty of storage space as quickly as possible.
You need large quantities of minerals to win the game and the flagship
os the only one that can get them. Also buy a dynamo pack before you
buy another gun making sure that you always have at least one dyname
pack for every two guns. Otherwise trying to shoot anything down is
hopeless. Point-defence and auto-tracking also use up combat energy so
don't forget to get enough energy to power them. The only type of
enemy that your flagship can damage with its weapons is the Umgah so
it makes sense to leave combat to the rest of your fleet as much as
you can. The flagship is well worth protecting!
If you want a decent ship right at the start of the game then
come out of the game and use DOS to enter the STARCON2 directory.
Type:
RENAME HUMAN.SHP HUMAN.SHP
RENAME CHMMR.SHP HUMAN.SHP
RENAME HUMAN.SHT HUMAN.SHP
This gives you a Chmmr ship to start with which is very handy if
you find the original ship a bit on the weak side.
The Fleet:
It is important to keep a balanced fleet consisting of both
strong and fast ships. The Pkunk ships which are given to you are a
good bet as well as the Utwig Jugger. These two types of ship have
special abilities that make them exceedingly difficult to destroy. The
Pkunk Fury ships can be reincarnated after they have been destroyed.
To do this hold down your special and thrust buttons when the
explosion starts and let go of them during the time that expires
between the 'kaboom' sound ending and the explosion fading away. If
your timing is spot on the ship reappears as if nothing had happened.
This can be repeated over and over again to make the Pkunk ship
virtually immortal. The Utwig Jugger's shield uses power that can't be
regenerated. Instead it converts the energy from enemy hits to
recharge itself providing that it is turned on. This effectively makes
the ship indestructable and particularly effective against the
Sa-Matra.
The Umgah:
The Umgah homeworld lies at Beta Orionis. Your first contact is
an UrQuan talking pet. Beware it attempts to control your mind. Make
sure you have the Taloo shield before going here - it protects you
from this mental attack. The Umgah sends out 10 ships to do battle
with you - defeat them and their leader surrenders. Accept his
surrender because the Umgah make vital allies in the final battle
against the Sa-Matra. When you leave their planet they may try to
destroy you again but just zap them with your Hellbore cannons.
The Yehat:
Between five and eight months after reviving the Shofixiti the
starbase commander informs you that the Shofixiti have returned. Get
yourself a Shofixiti scout and travel to Gamma Serpentis and talk to
the Yehat starships. Tell them that the Shofixiti are reborn and the
Yehat start a revolution. Now whenever you make contact with Yehat
rebel forces they give you info and as many ships as your fleet can
hold. Be warned though - you can't tell a rebel Yehat ship from a
royalist one!
The Sa-Matra:
For the final battle you must travel to the fifth planet of the
Delta Crateris V system. First ensure you've allocated resources to
your ships in the desired manner. When you arrive use your talking pet
to get rid of the dreadnoughts and then move in. The Sa-Matra have two
types of defensive weapons operating at one time: four green globes
give you ship a shove when hit inflicting only minimal damage while a
three-pronged fire-ball attack penetrates your ship and kills loads of
your crew. Both of these are guided weapons.
To survive against the Sa-Matra you ships must be kitted out with
at least one of the following abilities: High speed - a ship that is
both fast and manoeuvrable enough to avoid the Sa- Matra's defences. A
Pkunk Fury for example. Heavy firepower - a ship that can destroy a
generator with a single blast like a Shofixiti Scout.
Impenetrable Shields - a ship with shielding that can hit a
Sa-Matra ship without suffering any damage. The Utwig Jugger has this
ability. Destroy the force-field generators with Shofixiti Scouts and
move in to blast out the central defences before moving in your
Flagship. Now watch the end sequence.
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