- This is the official DynaVerse 3 server kit for Star Trek: Starfleet Command III updated to v1.01 (build 534). This is the official fix for Star Trek: Starfleet Command III which was aimed at resolving problems with DirectX 9.0.
- There is a place in the galaxy where legends are born Kirk, Chekov, Sulu. Before they were legends, they were cadets at the most celebrated training facility in the Universe — Starfleet Academy! Now it’s your turn. Star Trek: Starfleet Academy includes over 25 missions designed to test your Title: Star Trek™: Starfleet Academy.
- Based upon the Starfleet Battles tabletop game, Star Trek: Starfleet Command III is the first title from developer Taldren to be set within The Next Generation universe. Taking place on the outskirts of the Neutral Zone, players are cast into the middle of a tense peace accord between the.
- This is the official DynaVerse 3 server kit for Star Trek: Starfleet Command III updated to v1.01 (build 534). This is the official fix for Star Trek: Starfleet Command III which was aimed at resolving problems with DirectX 9.0.
- Based on the board game Starfleet Battles from 1979, Starfleet Command lets you guide your fleets and crush the opposition, switching between a 2D campaign map and a 3D battle arena for ship-to-ship combat.
Usually, in the realm of electronic gaming, when the words in the title include 'Star Trek,' you usually have a game that is synonymous with 'crap.' While there have been some great games for the series, like Interplay's Star Trek: 25th Anniversary and Judgement Rites, for every game that gets it right, there are ten games that get it wrong...sometimes so wrong one wonders why it was made (Star Trek: Pinball anyone?). Fortunately, there are developers and publishers out there who wish to properly represent this venerable license rather than simply milk it for some profit, and one of these is Interplay. Once again, in a sea of ST crap titles, they have given us (with help from developers 14 East and Quicksilver) a title worthy of the name. Star Trek: Starfleet Command (SFC from now on) is the first game in a very long time that is a true, serious Star Trek title in ages. This title, rather than giving us a hokey plotline with our favorite characters from the shows, is a serious attempt at letting player make their own character in the ST universe. Does it succeed at what it sets out to do? Let's find out.
Once the game is installed and the introductory animation has been viewed, the player is given their choice of race, of which there are six. We have our old favoritesthe Federation (great at defense, weak at offense), the Klingons (great offense, weak defense), and the Romulans (good offense and defense). We also have three lesser known races, including the Gorn, Hydran, and Lyran. These races are from the board game from which SFC gets much of its inspiration, Star Fleet Battles. If you've not played Star Fleet Battles, it's a board game with a huge set of rules which tries to account for multiple ship-to-ship combat in the Star Trek universe, and boy is it deep. SFC continues this tradition by giving us a very deep tactical and strategic game to play with.
Once you've chosen your race, you give your alter-ego a name and choose your mode of play. There are three modes, multiplayer, skirmish, and campaign. Multiplayer mode allows you play through an IP address or Mplayer. There are several multiplayer options available, and they should all tax your tactical thinking. Connections over a modem such as mine seemed pretty stable and quick, which is a blessing these days.
The next mode is skirmish mode. This mode allows you to play single missions either created by the designers or by users knowledgeable enough to make missions themselves. This is a good place to have a quick diversion without needing to worry about a campaign. These missions may also be played in multiplayer.
The final play mode, and the one where everyone will be spending a lot of time, is the campaign. Unlike other campaigns in strategy games, the campaign in SFC is wonderfully dynamic. This means that missions are generated randomly based on several factors including economics, politics, and mission status. The engine for SFC, called 'Dynaverse' does a good job of generating missions, but they can sometimes get repetative (how many Orion Pirates ARE there, anyway?). When beginning a campaign, you have a certain number of prestige points, a green crew and a small frigate under your command. Prestige points are basically the currency of SFC. With these points, you repair, upgrade, and trade in your ship for a new on. You also upgrade your crew and buy supplies for your ship, such as missiles, shuttles, marines, and so forth. Once you've prepared yourself for the next mission, and gotten briefed, you're off to the mission proper. When one completes more missions, they get more prestige points, with which they can get better crewmembers, ships, and what not. The player can also be drafted into special service with their selected fleet, which adds a lot of plot-driven missions to the campaign.
In 2002, Activision Publishing, Inc. Publishes Star Trek: Starfleet Command III on Windows. This strategy and simulation game is now abandonware and is set in a.
This is where the game really begins to shine. If you thought you had a lot of options before the mission, just wait until you get into the missions themselves. There are tutorial missions for all of the races, although the Federation has the most of them. The interface is the same for each race, but they look different. The Federation tutorial is a great place to start, because the game has tons of options during play. It's good that there's a tutorial in the game, because the manual bites. If I may be blunt, the manual for this game is lousy. It explains EVERY SINGLE ship in the game, as well as basic commands, but that's it. It doesn't explain rules, facts, tactics, or anything else.
Anyway, back to the game.  The tactical game itself is played over a 2D grid with 3D objects. One might think that 2D wouldn't do what should be a 3D game justice, but 3D would just put it over the level of frustration, as the game has enough for you to do with only two dimensions. While one has a crew in the game, you'd think they just sit there, twiddling their thumbs. Why? Because you control EVERY ASPECT of ship operations, including navigation, weapons, defense, shields, marines, tractor beams, and so forth. While it's true that a better-trained crew will mean better performance, everything is still up to you. This allows for a lot of depth, but can be frustrating to those who don't like a lot of complex commands.
The presentation of the game is grand. The graphics in the game, with nebulae, starfields, planets, starships and what not, it just gorgeous. The details on the ship are also incredible, for example, like porthole lights on starships. The weapon effects and explosions are also superb, with authentic ST looking weapons fire and gigantic explosions, which are fitting for the big ships you'll be destroying. The sound effects are also quite authentic to ST, with klaxons and weapons fire. Voices are absent throughout most of the game, except for the tutorials (the Federation tutorial is voiced by George Takei, who played Mr. Sulu). There's a lot of great looking graphics and great sounding sounds that go along with the deep gameplay.
Overall, this is a tactical ST fan's dream come true. To be able to create our own character in the ST universe and follow out a dynamic campaign with one own's ship is almost indescribable. If you like ST at all, this is one game you have to have. It's pretty, fun, and deep, and has great gameplay that we all wish every ST title had.
Graphics: Beautiful graphics and lots of great little gaphical details.
Sound: Authentic ST sound effects.
Enjoyment: VERY highly enjoyable.
Replay Value: Dynamic campaigns, multiplayer options, and user-created skirmish missions add to the replayability.
People who downloaded Star Trek: Starfleet Command have also downloaded:
Star Trek: Starfleet Command 3, Star Trek: Starfleet Command 2 - Empires at War, Star Trek: Bridge Commander, Star Trek: Armada, Star Trek: Armada 2, Star Trek: Starfleet Command 2 - Orion Pirates, Star Trek: Legacy, Star Trek: Starfleet Academy
Platforms: | PC |
Publisher: | Activision Publishing |
Developer: | Taldren, Inc. |
Genres: | Strategy / Real-Time Tactics |
Release Date: | November, 2002 |
Game Modes: | Singleplayer / Multiplayer |
Starfleet Command brought the tabletop boardgame Starfleet Battles into true 3D. Starfleet Command 3, though having a sleek interface and flashy graphics, simplifies the formula somewhat compared to past games by reducing the range of tactical options. As such, Starfleet Command 3 more of a game for newcomers than hardened veterans. The game, for those new to the series, is divided into two avenues of gameplay – a wargame-style commander map where you move fleets, and a close-up 3D view of combat when you encounter the enemy.
Also lacking is a cardboard table describing weapon ranges and accuracy. Rather than eight playable factions, there are now four, only three of which are playable in the campaigns. Ships now have four shield facings instead of six, eschewing the hex-based nature of the original combat system. Fighters and carriers have been removed, and although the smaller shuttlecraft still remain, they too have less exotic capabilities than before. Decoys and pseudo-torpedoes are gone. Players are no longer able to target incoming projectiles in an attempt to destroy them or reduce their effectiveness, nor can tractor beams be used to temporarily keep missiles at bay. There aren’t even any missiles.
Starfleet Command 3 Patch
Energy consumption, including the correct usage of shields, were always central in Starfleet Command. However, energy is no longer a substantial issue. In previous games, energy was distributed from a common pool – everything from using weapons, shields to even moving consumed some energy. No longer, it would seem, as Next Generation ships have power to spare. While it’s possible to tweak the amount of energy allocated to primary and heavy weapons, as well as the shields, there’s seldom any reason to do so. Movement and other actions no longer seem to require any energy at all.
Although not as complex as one would like, the game still offers plenty of bells and whistles. Three races are on offer, each with their own campaign, ships and weapons – the Romulans, Klingons and Federation. Each race also sport their own officers. Officers fulfill a variety of roles, each having three separate skills that they’re ranked in, that benefit the performance of the vessel as a whole. Officers can be recruited when not in combat, and in combat they can be wounded. A high ranking crew allows a ship to do much more damage, easily detect cloaked ships and even evade incoming fire. Thus, upgrading your officers is just as important as upgrading your ship.
While Starfleet Command 3 remains fairly close to the Star Trek canon, it’s stripped complexity will leave some players waiting for more. The difficulty level is scalable, by the way, and on the higher levels it is anything but easy. As with any strategy games, the standard offerings of Easy, Medium and Hard attempt to offer a balanced challenge to all skill levels. A set of interactive text-based tutorials are also thorough enough to get players who are new to this kind of thing up to speed. In the end, it’s a good effort at creating a Star Trek game, though not one that measures fully to the legacy of its predecessors.
System Requirements: Pentium II 400 MHz, 128 MB RAM, Win95
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