Star Trek: Birth of the Federation
To activate the cheats:
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Start the game from a command line with "-Mudd" ("M"
is capitalized) as and additional parameter.
(e.g C:BOTFTrek.exe -Mudd) Then you may use the following codes:
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Code Result:
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F9 - Adds 100% to Overall Research
F10 - Gives 10,000 Credits
F11 - Reveal Map on/off
To view in- game event screens:
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Start the game from a command line with the following
additional parameter: -bones = View slides that appear when you form an alliance.
-gorn = View slides that appear when you lose the game.
-kirk = View slides that appear when you destroy a planet.
-picard = View slides that appear when you dominate the galaxy.
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GameTips
-------- Tip:
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As the pod racers say (oops, wrong universe),
"Run what ya brung." In other words, never jam a
square peg into a round hole: Don't try to turn the
Klingons into diplomats or make the Ferengi warriors. Tip:
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Expand first, fight later. Don't dump a lot of
credits into your navy until you have contacted at
least two races. Build your infrastructure first. Tip:
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Dilithium is a key material. Fight hard for any
system that contains it. Tip:
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Shipyards extend your reach. A vessel's range is
calculated from the nearest shipyard. So build shipyards
on the outlying planets in order to explore/conquer further.
Plants vs Zombies
Mario Game: Rainbow Road
Lode Runner. Episode III: Die Hard Level
Super Mario Galaxy 2 Gameplay Trailer
Also see ...
JetFighter 4: Fortress America
rcraft and Loadout selection for the missions. Watch these carefully, as they do not always make sense. Many times you'll find that the computer gives you the F-14 for a ground-strike mission when the F-18 would be the better choice. Mavericks are awesome at taking out ground targets from a relatively safe distance, so take extras along if you can. Tip: On air-to-ground attack missions, make sure to fly as low as possible, starting at 20 miles or more from the target. This will make it harder for SAM sites to detect you. When a SAM gets on your tail, wait for it to get a mile or so away and then make an extremely hard turn into its path while releasing flares. Or, when the SAM is farther away, hug the terrain and it will likely hit the ground or a mountain peak instead of your tailpipe. Tip: Have your wingman attack the target first--that way he gets most of the enemy's attention and may manage to take out a target or two, making your job easier.
rcraft and Loadout selection for the missions. Watch these carefully, as they do not always make sense. Many times you'll find that the computer gives you the F-14 for a ground-strike mission when the F-18 would be the better choice. Mavericks are awesome at taking out ground targets from a relatively safe distance, so take extras along if you can. Tip: On air-to-ground attack missions, make sure to fly as low as possible, starting at 20 miles or more from the target. This will make it harder for SAM sites to detect you. When a SAM gets on your tail, wait for it to get a mile or so away and then make an extremely hard turn into its path while releasing flares. Or, when the SAM is farther away, hug the terrain and it will likely hit the ground or a mountain peak instead of your tailpipe. Tip: Have your wingman attack the target first--that way he gets most of the enemy's attention and may manage to take out a target or two, making your job easier.
