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Imperium Galactica cheats / Imperium Galactica hints / Imperium Galactica faqs / Imperium Galactica solutions Imperium Galactica hints by Peter Knutsen These things are written from memory (it's kinda hard to check stuff, when the game multitasks badly) but should be fairly accurate. Even if I've got a detail wrong, like the fact that the first invasion's always on San Sterling when it really is on Achilles, the general sense of what I write is accurate (the invasion is always on the same planet, and it's possible to prepare for it) Things happen in the same order from game to game, but not always at the same physical places. For instance, the first invasion will always be on San Sterling, and will consist of 5 Light Tanks (Garthogs). The second invasion from the Garthogs have occured on Naxos, Centronome and New Caroline. There is no reason to think that the second invasion can't as well be on Achilles or San Sterling. The second invasion consists of 7 Light Tanks and 2 Medium Tanks. How do you counter these invasions? Any attempts to use your fleet to stop the Garthog Invasion fleet, in the first hours of the game, will end in disaster, since the Garthog Invasion fleet has a Flagship. You can destroy this, then the invasion will fail, because it is the flagship that carries the ground vehicles used in the invasion. So an invasion fleet is invulnerable - on the other hand, a flagship is rather strong, especially if you don't have one. I've never tried to stop an invasion fleet with a space battle, I prefer to solve this type of problems with a ground battle. On San Sterling, there is 6 Light Tanks as a default, this is enough to defeat the Garthog Invasion force, which consists of 5 light tanks. But it will be a hard battle, and you can improve the odds, by transfering 2 more light tanks from your other planets (one from Achilles and one from Naxos) to San Sterling. Why only 2? Because the base storage capacity for a planet it 8 ground vehicles (light, medium, heavy, or something else, this does not matter). With your 8 light tanks against the enemys 5, the battle should be easy, especially if you read my combat advice later. The second invasion is a problem, because you don't know where it will happen. And you need to have at least one barrack, preferable three, on the planet where the invasion takes place, because your 8 light tanks will be no match for the Garthogs, they have 7 lights and 2 medium. I have tried to save the game each midnight, and then when I know where the 2nd invasion will hit, I reload the last saved game and build 2 barracks (3 if I can afford it) on the planet. Except this doesn't work, the place of the invasion if not determined beforehand, so you will just have to guess. And if you're wrong, reload and try again. You can not afford to build 2 barracks on every one of your 5 planets (even if one of them has one barrack already, so it's only 9. But it's 9 times 15.000 and that's 135.000 and you don't have that kind of money in the beginning) how can you beat the 2nd Garthog ground invasion with 16 light tanks? Well, it's not so hard. Always concentrate on enemy units in this order 1. special units 2. heavy units 3. light units Concentrate your fire. Order 3 of your units to fire on the same enemy, then set 3 of your other units to fire on another enemy. IF you're using weak units (light tanks) against strong units (medium tanks), tell 5-6 of your units to attack each of the enemy's unit. Standard military doctrine says that if your forces outnumber the enemys 3 to 1, you will win with very few losses. You will almost never have a 3 to 1 ratio of units, in general, but you can have a local superiority. So, concentrate your units. One other thing you might like, is to use single units to draw fire away from vulnerable units/structures. If your Cruiser is almost destroyed, set a single fighter to attack the enemy unit firing on the cruiser. Maybe the enemy unit will stop firing on your cruiser and attack your fighter. You'll loose the fighter, very likely, but you will have time to move the cruiser away, so it can survive the battle and be useful in the next one as well. Likewise, if you have 9 light tanks and the enemy has 5, and you've divided your tanks in groups of 3, each group attacking a single enemy tank, and you notice that the 2 other enemy tanks are attacking your Fusion Power Plant, then you might want to set a single tank to attack the offender, because you don't want your fusion plant destroyed. These hints are general, and can be applied in both ground and space battles. One more hint regarding space battles: don't group your fighters (so you have all of them occupying a single square). It's neat because then your heavier ships can move close to the enemy and help kill him, but your fighters will die quickly. When a heavy ship has destroyed a fighter (any kind of ship, actually) it will have to aim the guns at a new ship, and this means that there is a brief time period where the enemy ship won't shoot (maybe 1/3 second, maybe a whole second). But if you have several fighters occupying the same square, then there is no need to aim the guns again, so your fighters will have a shorter lifespan. With this knowledge, you can decide whether to group your fighters or not. Both options have advantages. Ground battles are strange... The Garthogs seem to employ some kind of Radar Jammer. during the 3rd invasion, I shot this vehicle with a thich, short "damage" bar. (medium and heavy tanks have long'ish, thick damage bars, light tanks have long, thin damage bars) and the static that was on my radar screen went away (there was no static in the 1st or 2nd ground battle). The vehicle I shot might have had large (baloon) tires, black ones, but I'm not certain. The problem is, during the 4th ground invasion, I shot another vehicle which I thought looked like the first one, except when it was destroyed, there was still static in the radar window. There's something even more strange. The 1st and 2nd ground battle ends when you've destroyed all the enemy tanks (5 and 9, respectively). But I was really surprised when the 3rd ground battle ended all of a sudden, I thought "Now I've lost, because the must have blasted my Colony Hub or sum'thin' like that" (I still had a lot of tanks left). Only the summary screen told me that I had defeated the forces of the Garthog Republic. The list of vehicle types were long, there were both Light, medium and heavy tanks, and also one special tank, and one or more rocket or missile tanks (1st and 2nd missile tank, I think it was). Maybe the special tank was some kind of command vehicle, and if you destroy that, then the invasion is over? The same thing happened during the 4th ground battle (things were grim, I only had 2 barracks on San Sterling (the ice world) which meant a maximum of 16 tanks. I had researched Medium Tanks, and built 30 of them, but with only 16, I seriously only thought of loosing the battle quickly and get a look at the summary screen). I went after the vehicle that I thought was the radar jammer, sent 1 medium tank. My tank got killed, so I punched "A" (select all units) and went after the "radar jammer". I killed it (15 medium tanks can kill almost any single unit they want to). The radar was still partly obscured by static (like before, it wasn't less obscured after I killed the "radar jammer" I think). Well, I didn't do anything much, but suddenly the screen faded. And I still had some healthy tanks left. The summary screen only listed four kinds of vehicles this time (the summary screen after the 3rd ground battle listed at least 6, maybe 7 or 8) Light Tanks Medium Tanks Heavy Tanks Special Tanks there was 1 special tank killed, it said. The command vehicle, since how else could the battle have ended? Maybe the radar jamming effect this time came from some orbiting device... Production build at least one factory of each kind. Which planets you build on doesn't matter, since you can "teleport" stuff between planes. I tend to build as many structures at possible on the Earthlike planets (Naxos and New Caroline, I think they are), since here you can have both Fusion Plants and plenty of flat land (The ice planets also enables you to build fusion plants, but it's hard to find open space on which to build things) Start by building a lot of Lasers, and a few Light shields. Put a light shield into every one of your destroyers that doesn't already have one (you get a single light shield as a reward early on). None of your capital ships (=everything but the fighters) are filled with lasers when you recieve/build them, all have room for more. Fill them up with lasers yourself, since it increases their firepower. Also produce a lot of Fighters (fighter 2's, they're better than the mk I models, and I don't think the extra cost makes them less desirable) Also start building some new destroyers, and make sure to equip them with a light shield each, and fill up with lasers. Build a single Radar Array and put it in your Cruiser. You don't need to manufacture any light tanks, you have plenty of those already. Research You only have 6 planets, when you reach the rank of Commander. This sucks, because you can only have 1 research facility on each planet, and each invention requires you to have a set number of research facilities before you can research them. Since there are 5 kinds of facilities, this can be a tough decision. I've found this to be a good choice civ. eng. 1 mechanical 1 computer 1 AI 1 military 2 This allows you to research several items Medium Tanks (research these ASAP, or sooner, if possible. They're *so* vital, since your tank storage capacity are limited by the number of barracks on each planet). As soon as you've researched Medium Tanks, build 30 of them, and start to build barracks so that every planet has at least 2 barracks, then build more, so each planet has 3 barracks, then 4. I don't know if you can stop here, since I haven't played that far. Ion Guns These add more firepower to your Cruiser (I use the singular form, since you can't build more cruisers until you research them, and the above combination will not allow you to research cruisers - oh, you might also be able to add some Ion Guns to your Flagship of course) Orbital Construction Facility This facility allows you to build flagships. I haven't tried it yet, but it sounds fun Cargo Pod this allows your flagship to carry more tanks. Useful if you want to invade a Garthog Planet (I haven't tried this yet, but it seems like you can't colonize until you advance beyond Commander rank (the "Colonize" option is greyed out) but it might be possible to expand your empire by conquest, already at Commander Rank There are 1-2 more items you can research with the above mentioned combo of research facilities but I can't recall which. What next? If it turns out you can't invade Garthog planets yet (rank to low, or forces to weak), you will have to demolish some of your research facilities so you can build new ones. Right now you have civ 1 mek 1 com 1 ai 1 mil 2 To research the fighter 3, you need civ 0 mek 1 com 2 ai 2 mil 2 You need a total of 7 research facilities, and which only 6 planets, this is clearly impossible. So forget about fighter 3 for now The laser 2 needs this civ 0 mek 2 com 0 ai 1 mil 2 So you can demolish either your civ. or your com. facility, and build a second mec. facility. Then you can research a better laser (the pulse laser) The pulse laser also allows you to research destroyer 2, but I don't know which facilities it will take to develop a destroyer 2 (the game won't reveal this until you've got the pulse laser) A cruiser? civ 0 mek 2 com 1 ai 1 mil 1 Your best shot might be to build the facilities I recommended earlier, then research what you can (medium tanks first!!!!!!!) Then demolish your Civil Engineering facility and build a second Mechanical facility. This allows you to research both Laser 2 and Cruser 1. The Laser 2 allows you to reserach Destroyer 2, but we don't know which facilities you need to do that yet. Untested ideas about ground battles you should try to find out which ground units the enemy has, and what they can do. Which ones has a long range, which one has a short range? are there a special command unit, and if yet, do the enemy hide the command vehicle a safe distance from the battle? Is there a radar jammer, can you get rid of that annoying static by killing a special enemy unit? The amount of information you get during ground battles is very small compared to space battles, so you have to learn how to recognize each enemy unit. Experiment with non-tank units like the radar car and rocket sled. The radar car might be a way to counter the enemy radar jammer (I think it is, but have never tried it). The rocked sled is fast obviously. Maybe you can use 2, 3 or 4 rocket sleds on a suicide mission, to take out special enemy vehicles (command vehicles?) That's what I can think of right now Okay, one more thing, keep the tax rate at "moderate". Wild fluctations seems to produce less money, in the long run, since after a period with high taxation, you need a period with low tax. David's "Here is the strategy I used to beat IG" This game is pretty much easy until the Garthogs start to invade, to repel them build starbases ASAP. Put the first one on san sterling the second on naxos the third on Achilles then go around the rest and put one on each. I found that when they assault your planets they get squeemish, take out 1 destroyer and they flee, if not then go for the flagship (the first couple of attacks have 1 flagship, 1 destroyer, and some fighters, eventually they get more flagships) DO NOT TRY AND STOP THEM WITH YOUR FLEETS Just keep on building them up for the escorting the cargo ships When it comes to attacking the Garthogs (the Commander level I believe) you should build one fleet with full complements (3 flags, 25 destroyers) donTt bother with fighters, and others with just 3 flags . When you get past the air defenses on the planets and into the ground attack I have found 2 tactics useful. The best thing to have are medium tanks as many as possible. With medium tanks you get as many as possible and put them in groups of 4 or 5, this should split up their forces, and it should leave some of them unattacked, those ones you should send after the rocket launcher which are a real pest. Try and take them out fast. They can take out tanks surprisingly fast. Do not bring any radar trucks and donTt bother attacking the radar jammer (the special tank) it canTt attack. Once u have got rid of the enemies tanks and rocket launchers gather them all up in one place and assault the fortress (big building with guns) when you are moving the tanks keep them far away from the fortresses. If there are more than one fortress it may take a couple of attacks to get rid of them. Also if the planets nuclear plants (all of them) are far away from the fortresses destroy all of the nuclear plants and it will slow down the fortress fire. When you get rocket launcher the tactic you can use (it is also useful in later game) is have 5 or 6 launchers and the rest medium (or heavy if that is available) tanks. Put a line of the tanks with the rocket launchers behind it. In later game with the Dargslan in the space battles send all of ur ships full blow at there flagships, after they are gone it will be easier to destroy the rest of the fleet. But I would not recommend attacking the Dargslan until you are well researched and have the Kraklin and the meson gun For planet gun nothing defeats a meson gun and a shield. Also try and develop the best space station because they are well worth it. For conquest of planets try and get the Behemoth and use the above ground tactics and have the behemoth as the tank If you survive the initial Dargslan attacks (and other races) you will easily win. Other Imperium Galactica cheats hints faqs solutions: 1. Imperium Galactica cheat codes 2. Imperium Galactica cheat codes 3. 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