Haegemonia: Legions of Iron - Encyclopedia Gamia. Haegemonia: Legions of Iron. Buy Haegemonia Bundle. Includes 2 items: Haegemonia: Legions of Iron, Haegemonia: The Solon Heritage. Browse Haegemonia: The Solon Heritage files to download full releases, installer, sdk, patches, mods, demos, and media. Browse Haegemonia - Vector Prime mod for Haegemonia: The Solon Heritage files to download full releases, installer, sdk, patches, mods, demos, and media. Haegemonia: Legions of Iron, or Hegemonia: Legions of Iron (different spelling in US English due to the root word . The game series uses many concepts originating from the Master of Orion series. A summit on Earth's moon is planned to ease tensions, but the Martian representative's shuttle is destroyed en- route by a third, currently unknown, party. The two sides blame each other and this one event sparks off the civil war between the colonists and Earth. The amount of money stolen depends on the level of the spy and the amount of money owned by the targeted empire. Also reduces some of the RP cost. ![]() Haegemonia: Legions of Iron, or Hegemonia. The latest patch, v1.07 introduces some minor modifications. Haegemonia: The Solon Heritage at MobyGames. Haegemonia - The Solon Heritage Add-On Flashpoint AG. Windows 2000 / 98 / Me / XP. Homeworld Remastered Collection - . Not only does it save you time and RP, you also get research that you might not have access to normally. Useful against military bases, or other big, slow moving units. If you try and use it on a fast ship, it won't work as well—if at all. Particularly effective against stations and planets. ![]() Also gives you a small chance that an enemy spy will be revealed without you attempting to detect them. It teaches the players the basic interface of gameplay and then thrusts them into battle. The first Act the player has to escort a research vessel to the sun. As you progress through the missions you learn more about how to play the game, gain new units and the ability to build them. The campaign then enters the . During the last part of the act, you have to prepare for the final assault on Mars. On the last mission, the player is thrust into a tough final battle with Mars, regardless of whether the player is ready or not. Winning the battle will always result in the same situation, a unified Solar System and the forming of the Legions of Iron. After this the acts between Earth and Mars are almost exactly the same. Following this mission are some other missions which contain fights on the outer regions of Sol, between colonies of Mars and Earth. And at the end of this episode, you'll have to attack Earth. To do so, you must destroy all units around Earth. These consist of some fighter squads and two (indestructible) battle bases. First off, you'll kill the fighter squads, then HQ comes in play and sends two kamikaze ships at the base stars. These you must protect by putting your forces between the line of fire from the base star's and the kamikaze ships. When that's done, you'll see a nice cinematic and finish the first episode of the Mars campaign! However, they should not be underestimated: their proton blasters have the ability to entirely bypass enemy shields, damaging the hull directly. Also, their speed of advancement is very fast, as they were capable of shooting the other fighter with lasers one year, then blowing away enemy fortifications from their entropy- powered battleships on the other. Their ion weapons may not be devastating, but very accurate. Their blasters also have the capability to short- circuit the targeted ship's shields, knocking them out for a while and rendering it vulnerable. Their ships are composed of some kind of semi- organic material, capable of regenerating. As for their quantum weapons, they deal great damage, with splash area of effect, but at the cost of projectile speed. Protects all other installations on the surface absorbing 2. Very hard to harm it at all (7. Darzok and Kariak Only). Allows the training of seasoned (level 5) units. Population by 2. 5% on the planet. Population on the planet by 4. Kariak Only). Morale on ALL planets) (Kariak Only). Decreases upkeep costs by 1. Upkeep costs are reduced by 1. This difference makes it possible to gain energy anywhere without any resource materials. Upkeep costs are reduced by 2. At first, only the planets similar to Earth can be colonized. After advanced terraforming and colonization techniques are researched or stolen from enemies, almost any planet can be colonized and, eventually, terraformed into Gaia- class worlds (gas giants are uninhabitable). Most of the time, that is the maximum for the mission; however, certain random events may also increase that amount. During the campaign, all researched technologies are transferred from mission to mission, and the player can choose a certain number of ships and heroes to bring along to the next mission. Spy ships can be constructed in the same manner as other ships, usually no more than 3 may be present at a time. Certain heroes excel at spying and are best placed in those ships. These ships are invisible on sensors and have no sensors of their own (to prevent unfair use as scouts). Instead, spy ships can be assigned mission to be performed on planets, ships, or stations. The higher the level of the spy ship and/or hero is, the more types of missions they may perform (they gain levels by spying). In some cases, a well- trained spy ship may be worth several battleships. Spies can also be used to detect and stop enemy spies. If a spy ship is detected (e. Ship behaviors and spy missions can be set using right- click menus. The same is true for subsystem targeting, although it is limited to hull, engines, and weapons. Contrary to popular belief, ships equipped with turrets can bombard planets, just not as effectively. Weaponry also comes in four distinct forms. Proton: orange, ball- shaped projectile, primarily used by human ships. Proton weapons are fairly accurate and fast- hitting. They have the ability to penetrate shields. Ion weapons are mainly used on Kariak ships; they are instant- hitting and has a chance to temporarily disable shields. These weapons are slow, compared to proton projectiles, however they have high, area- of- effect damage. They are very effective against slow targets and are the ultimate planetary bombardment weapons, possessing a very high kill- off. To counter this, they are ineffective against fighters and very vulnerable to ECM: fully- researched, MK- 2 ECM systems will cause up to 9. ECM to some extent. If the population is low to begin with, the planet will most likely become uninhabited and free to be colonized. Planetary bombardment, apparently, does not affect the planet's quality and besides, there's no way to affect a planet's quality negatively, unlike the expansion. The researches are categorized in 3 levels: basic, advanced and superior. The higher the level, the more you can upgrade (for example: +1. The upgrades are also categorized in different categories: Ship tech, equipment, quantum weapons (mostly Darzok), proton weapons (mostly human), ion weapons (mostly Kariak), missile weapons (all races), planet tech and sociology & spy. This is a 3d overview that allows you to view the battle from any direction you want, and with clear symbols representing the ships classes. You'll mostly be controlling your empire using this feature. Another patch, marked as v. Starting with chapter two, the two campaigns unfold virtually identically. During the age of space exploration, the Solar system was colonized, solving the Earth's overpopulation and resource problems. However, FTL travel was still beyond human science, so the race was confined within the boundaries of the system. After several generations, those living in colonies stopped thinking of themselves as Earthlings and saw the colonies as their home. Tensions arose as the Earth Empire attempted to force their rule on Mars (completely terraformed) and the other colonies. In response, Mars rebelled, and the other colonies joined it. When Mars diplomat's shuttle was ambushed and destroyed on the way to the Lunar summit, each side blamed the other, eventually resulting in a long and bloody war across the entire system. The war ended with the crushing defeat of one of the sides (player's choice which one) and formed the Legions of Iron. Coincidentally, a wormhole was discovered at the edge of the Solar system at the same time. Two more were found shortly after. Thus began the age of interstellar exploration and expansion for the new empire. Close to the end, Proton and Missile weapons slowly replaced Plasma as the main tools of destruction. First Cruiser prototypes were also built, however their slow speed and low maneuverability made them the prime targets for waves of Fighters. Unfortunately, the encounter ended in disaster, as several Kariak ships exited an unexplored wormhole in a newly- colonized system and attacked a defenseless transport, starting the Human- Kariak war. Physically, they are humanoids with stone- like features and great physical strength, compared to humans. The Kariaks' native climate is Desert. It is only later discovered that the unprovoked attack on the transport happened out of fear, not malice. Apparently, long ago, the Kariak were attacked by a hostile alien race whose ships looked similar to that of the Legions of Iron. Their weapons of choice are Ion- based, allowing them to hit their target nearly instantaneously. It wasn't long, however, before the situation changed. Apparently, the Darzok military took over their government once the humans and the Kariak were discovered, claiming them to be a threat. The Darzok then launched a powerful attack at both the Legions of Iron and the Kariak Empire. The first strike would have been crippling, had one of the former Darzok officials not warned the Legions of Iron of the impending attack. Still the Darzok pushed on, forcing a split within the Kariak Empire, where a rogue general attempted to aid his race's enemies in exchange for the promise of regency of the Kariak. Recent intelligence suggests that the Darzok may, in fact, be acting on behalf of some other, unknown force. Physically, the Darzok are four- armed giants (about 1. Their elegant warships are much heavier than their Human and Kariak counterparts, and their hulls of organic material have superb regeneration capabilities. They try to complement their Heavy Cruisers and Battleships with Fighters and Corvettes in order to create a nearly unbeatable attack force.
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