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Millenia: Altered Destinies cheats / Millenia: Altered Destinies hints / Millenia: Altered Destinies faqs / Millenia: Altered Destinies solutions Millenia: Altered Destinies hints GAME PLAY UPDATES Change to Gas Giants button in NAVCOM The Gas Giants identification button in the XTM Navigation screen has been altered slightly for your convenience. Pressing the button now turns off all stars that are not Gas Giants on the Galaxy Map. The Gas Giant systems will not change color (i.e. White for unoccupied, Red for Microid, Yellow for Reptoid, etc.), but will be the only ones displayed. While the map is in this mode, the seventh light on the console to the right of it will glow purple. Escape Galaxy button: Pressing the Escape Galaxy button no longer displays the exterior view of the XTM as described on page 6 of your manual. If you press this now, and you have the necessary equipment, you will initiate the escape galaxy wormhole sequence. If the proper equipment has not been installed, ANGUS will let you know. If you want to see the graphic display that shows you the equipment already installed on your XTM, as well as that which is still required, press the F9 key. Changes to Advisor Button: ANGUS now supplies you with information only in the Transport and Navigation screens. These ended up being the only places where he could really be of any use. So click on the advisor button to have ANGUS display descriptions of Histograph icons and items on the Transport room belt. In the other rooms, pressing this button will have no result. Axis: At the center of the Echelon Galaxy there is a star system with a barren planet called Axis. This system is the place where the player will find himself at the begining of a new game. This system contains a moderate risk Gas Giant and cannot be colonized or terraformed by any species. This planet has been placed in the game to act as a home base for the player. Whenever ANGUS pulls you out of a battle where you are taking too much damage, he will bring you to Axis. Losing The Game: In the manual, you will read a description of a lose game sequence where a temporal storm would shatter your XTM. This was to occur when you did something that would make finishing the game impossible. As the game developed, we realized that, given the multitude of options available to the player at any point in the game, it is nearly impossible to determine when it would be appropriate to tell him that he had lost. Therefore, the lose game sequence is not included in the game. HINT AND TACTICS Getting Started For basic hints on getting started. please check the manual that was included with your copy of Millennia: Altered Destinies. This manual will provide you with some game background and tell you how to use the first person interface. As this is a strategy game, it is essential that you at least refer to the game manual during play. We have done our best to keep that document brief and easy to read. As you are already aware, you begin the game at the controls of a time traveling space craft known as an XTM. You have been placed here by an alien who wants you to use the XTM to defeat a race of evil aliens known as "the Microids" and restore equilibrium to his galaxy. As play commences, you are informed by ANGUS, your ship's computer that four systems essential to your return trip have been irrevocably damaged in transit. In order to escape the Echelon Galaxy you will need to have these systems replaced by the indigenous species. These replacements each require the resources of an advanced civilization and as play begins none of those civilization yet exist. First, here is some background information on each of the species (other than yourself) that you will encounter as you play Millennia. Hopefully the information provided will give you some hints on how to deal with each friendly race, and explain to you the motives of your enemies. Reptoids: The Reptoids are a bellicose and militant species that are native to worlds with desert environments. They are powerful warriors that delight in violence and bloodshed and despise weakness in any form. Their strong sense of personal honor has a tendency to overshadow their good judgment when confronted by a crisis. In general, they do not thrive in an atmosphere of calm and monotonous prosperity. Entomons: The Entomons are an insectoid species that inhabit warm, tropical planets. They are hard workers and excellent mathematicians that perform well in rigidly structured groups with a defined hierarchy. Individualism is a concept that is totally foreign to them. They tend to lack imagination when dealing with problems and to rely too heavily on a very constricted form of logic. Piscine: These are a race of aquatic creatures that live beneath the seas of oceanic planets. They are in general a friendly species, that tends toward individualism and believes in democratic principles. They are excellent farmers and clever inventors that do well when they confront aggression with technology rather than brute force. Slothoids: The Slothoids are a mellow, philosophical species that combines the ambition of a contented hamster with the physique of polar bear. They are native to planets with frozen tundra environments where they spend much of their free time in meditation and religious contemplation. They are powerful opponents when aroused, but are usually too complacent to be bothered. Their fondness for new religious fads is an indulgence that often leads them into trouble. Microids: Little is known of these creatures. They appeared inexplicably in Echelon in the game year 200. They quickly converted the first planet that they encountered to a volcanic environment, and set it up as base of operation for subjugating all other star systems in the galaxy. They are reputed to be small, semi mechanical creatures that work in concert to produce incredibly efficient space craft and weapon's systems. They are known to be extremely prolific and aggressive, with no regard for other life forms and a voracious appetite for conquest. Hoods: These are a race of mysterious time travelers of uncertain origin. It is likely that their meddling in the timelines of the Echelon Galaxy has created the crisis that now threatens their own existence. It was the hoods that perfected the XTM with the assistance of the four non Microid species and then recruited the player to assist them in their endeavors. Now they find themselves in a contiguous time loop where they alternately assist the Microids and then the other races in a futile attempt to restore balance to Echelon. Questions and Answers To assist you in playing the game for the first time, we have assembled a series of questions and answers that we hope will address your basic concerns. We have found these to be the questions most often asked by those that have never played Millennia before. ****************************************************************************** IF YOU ARE A HARD CORE GAMER WHO LIKES TO FIGURE EVERYTHING OUT FOR YOURSELF STOP READING HERE. ****************************************************************************** The following will give away some (but not all) of the games secrets that you may wish to discover on your own. Once again, for information on working with the interface, please refer to the manual where it is explained thoroughly. "How do I seed a planet?" To seed a planet go to the ship's transporter room. Click on the scanner button to identify the planet environment. Each of the game races is suited for a specific planet environment. Reptoids - Desert, Slothoid - Tundra, Entomon - Tropical and the Piscine - Oceanic. To access the seeds, click on the store toggle button. The transmitter will slide open and reveal a conveyor belt. By clicking on the left and right arrow buttons, you can scroll the conveyor. An object description can be obtained for each item that appears in the window by clicking on the advisor button. Move the appropriate seed into view on the conveyor and click on store toggle to move it to the transmitter pad. Now, click on the transmit button to send the seed to the surface. "What is a Seed?" Each seed is a genetically engineered morph or chameleon like creature that adapts it's physical appearance to emulate a member of a specific indigenous species. Once seeded, the morph immediately sets about influencing the planet's population to undertake the initial steps for creating a recognizable civilization. His first task is always to construct a temple that serves as a platform for transmission of technology to and from the planet's surface. The morph will also act as an emissary between yourself and the seeded species as you attempt to influence its evolution. Your emissary is effectively ageless. If left unmolested by outside forces, he will stay on the planet where he was seeded until the end of the 10,000 year time frame encompassed by the game. "Why can I seed only one planet for each species?" There is only one seed for each species. Keep in mind that the seed is not the DNA for a species but a personal emissary for you to use to organize and communicate with the indigenous primitive life forms that already exist in the Echelon Galaxy. This emissary will help you to build one of four distinct and necessary empires. "What is a temporal storm?" A temporal storm represents the disturbance in the time space continuum that is created by changing an existing history. As a device in the game, the temporal storm occurs when you or some other entity changes time. "What does it mean when I have done nothing to effect time and all of the sudden a temporal storm happens.?" This is an indication that an alternative version of yourself, one that has been sent in to assist the Microids, has done something to effect the timeline of one of your friendly species. He is your alter-ego. "What is a Hood Attack?" The hoods are the sixth species indigenous to the Echelon Galaxy. If the "Hood Attack" icon appears in your timeline, it indicates the intervention of hoods from another time space continuum. These hoods are motivated by their own concerns and are attempting to address problems relevant to their own time. "What is the best strategy for choosing a planet to seed?" There are three concerns that should be addressed when selecting a planet for seeding. The first is proximity to the Microid home world and the second is access to fuel for time/space travel. At the beginning of play and before you seed a planet, go the ship's navigation chamber (F2) and look at the star map. You will see a single red star among all the white ones. This is the Microid home world. If you advance time, using the right arrow button on the interface, you can watch the Microids spread across the galaxy until they occupy every star system. Note the star systems that are conquered last. These would be the best choices for seeding. Be sure to move the target time back to the actual date before seeding a planet! Otherwise you will be dropping your seed on the planet too late for it to develop enough to defend itself. Millennia is designed so that even the most experienced players will require at least 3000 years to bring any race up to the point of development necessary to meet the victory requirements. Fuel is the second concern to take into account when choosing a planet to seed. Time and space travel require a considerable amount of fuel. With this in mind, it is often wise to choose a star system that contains a gas giant to place your seed. Go to the navigation chamber and click on the "Gas Giant" button to eliminate all stars systems from the galaxy map that do not contain gas giants. Seeding planets in these systems will allow you to refuel as you need to without traveling to a distant system. A third concern is proximity to the other three "friendly" races. As the various species develop and advance they will start competing with each other for control of star systems. Some species are more aggressive than others, but as a general rule, it is a good idea not to seed planets too close to each other. "I seeded a planet and then went to the Histograph it showed an 'Unoccupied Planet'." This is a common mistake for new Millennia players. It will happen when your ship is targeted on a planet other than the one that you have seeded in the NAVCOM screen. To correct it, press the "Target" button in the navigation interface. You will see a line drawn from the planet that you are occupying to one that is targeted. Move the target cross hairs over top of the planet that you are orbiting and click on it. Now check the Histograph again. The proper timeline should be displayed. "I ordered my emissary to do something but I didn't get a temporal storm, and when I checked the Histograph the planet's timeline had not changed." Not every solution offered in a conversation is going to change the course of history. Some solutions fail. Others lead to time lines that were even worse than the original one. If the timeline has not changed, go back to your emissary and try another option. Because alternative versions of you can never be in the same place on the material plane at the same time, your emissary will usually not recognize the fact that you have spoken to him already. As far as he is concerned, this is your first encounter at that crisis event. Also, don't assume anything about the four races that you are assisting. Just because one course of action is appropriate for one species, it is not necessarily so for another. Remember that your goal is to develop each species into its most viable form for survival against the Microids, not to create a utopia for them. "What do the red and green borders mean on the icons in the Histograph?" The red borders on Histograph icon represents a crisis event. These are turning points in a species' history, and often represent the times when it is most advantageous to communicate with your emissary. The green borders represent significant inventions developed by a species. Any invention can be beamed up from the planet's surface with equipment found in the XTM's transport chamber, though it is not always advisable to undertake this course of action. "Why doesn't my emissary have anything to say to me when I contact him?" This usually happens when you are contacting the emissary during a noncrisis time period. If the targeted time on the Histograph shows a crisis event when you are getting this result from contacting your emissary, make sure that the targeted time is the same as the actual time. You may need to travel through time to talk to your emissary about the targeted crisis. "No matter which course of action I choose in a conversation for a crisis, I cannot effect the Histograph timeline." Not every crisis can be solved by conversation. Sometimes your emissary is powerless against the catastrophe confronting him. Other times, he is oblivious to his impending doom. At these junctures, the player may have to tamper with the timeline or travel to the planet's surface to correct a problem. "How do I refuel my ship?" The source of fuel to power your ship is the gravitational fields of planets. Although all planets supply you with some fuel in the form of trickle flow, the best sources are large, somewhat amorphous planets known as Gas Giants. These planets you can actually fly by and graze their atmospheres in an effort to rapidly replenish your fuel supply The Refuel Control screen (F5) provides information on your current fuel supply. Clicking on the Initiate Fly-by button here will bring your ship close enough to a gas giant (if one is present) to refuel it quickly. Due to friction with the gas giant's atmosphere, this procedure can potentially cause damage to your ship. ANGUS will inform you of any damage incurred during a fly-by. You can abort a fly-by that is in progress by left clicking on the Abort Fly-by button "I'm traveling through time and all of the sudden, I'm floating in a greenish void with another XTM facing me. What's going on?" You are in the fifth dimension. One anomaly of time travel is that on rare occasions you will actually meet another version of yourself outside the material plane. He is traveling in the same continuum but from another time. When you encounter this phenomenon you can use it to your advantage, if you are very clever.... "What does it mean to achieve Equilibrium?" You can achieve equilibrium in the Echelon Galaxy by eradicating the Microids and then developing each species to a point where it controls approximately one quarter of the star systems at the game year 10,000. This is one of the two objectives that you must achieve to win the game. Unfortunately, in accomplishing this, you often find yourself unable to accomplish the second goal which is repairing your ship so that it can escape back to Milky Way. "How do you win the game?" You have two goals in Millennia. You must restore equilibrium to the Echelon Galaxy as proscribed by the entity that sent you there, and you have to find a means of escaping that galaxy once you have accomplished the balance. The order in which you undertake these aims is entirely up to you. You will find that in the process of realizing one of these ends, you will necessarily have to thwart the other. In a balanced galaxy, none of the indigenous species can evolve far enough or control sufficient power to develop the technology that you need to escape. It is possible to escape the galaxy without restoring equilibrium, but, the consequences of this course of action is arguably worse than doing nothing at all. FINALLY Remember, crises are random and the game will not play the same way twice. You may get the same crisis for two different races, but the solution will most likely not be the same. The planets are also random, as is the pattern of Microid conquest. If you get stuck and want a hint, be sure to call us at 1 (900) 28TAKE2. One way or the other we should be able to give you the information that you need to get going. With that being said, dig in and have fun. We hope that you will be pleasantly surprised with what promises to be unique experience in strategy gaming. We had fun with this one and we hope you will too. Take 2 Interactive Software Other Millenia: Altered Destinies cheats hints faqs solutions: |