Once you have it, that becomes your colony in that system. So consider a Military College or Academy first. Use your jump signalers to call back fleets when a relatively unprotected system is attacked, or to sneak up on the enemy. Navigation menu Namespaces Page Discussion.
|Published (Last):||24 March 2007|
|PDF File Size:||20.71 Mb|
|ePub File Size:||20.96 Mb|
|Price:||Free* [*Free Regsitration Required]|
A predominant influence, of a region, state, or group, over others. If you wish to contact me with any questions, comments, suggestions, or errors in the FAQ, please feel free to e-mail me. So I decided to write a FAQ myself. Contents 2. Version 2. Legal Info 4. Cheat Codes 5. FAQ 5. Ships 7.
Strategies 7. Earth Walkthrough 8. Mars Walkthrough 9. General Walkthrough Expect quite a few updates in the very near future. Despite that the walkthrough is now to Ep5 - M2, I completed the ships section, and I also got started on the strategies section. Now I just sit back and wait for the e-mails. I will almost certainly update soon because people e-mail me, and I am also working on some more ship and weapon info.
I was going to add more, but it was nowhere near done, and I wanted to update with this good stuff. Also added a lot of strategies from the Hegemonia forums. Added some other minor stuff. Also added a bug fix or two. Added a link to Challengers mod. I told you I might update again. If you send any mail to the old " lycos. For all intents and purposes this guide is done. I have nothing more planned as far as updates, and the flow of e-mails relating to it has almost stopped. However I have no plans of making it a "final" version because something will doubtlessly come up that will warrant an update.
All trademarks are property of their respective owners. Aside from that, feel free to host the most recent version. There is a trainer out there, but I have no info on it, or even any idea if it works. There are five, and they have blinking red around them. You have to select your squad, right-click on them, and select "Engines" as the target.
There are two, and they have blinking red around them. You have to select your ships, right-click on them, and select "Engines" as the target. They are pretty heavily guarded, so take some big guns. It goes without saying that you should stay away from the crippled space station. Some people have beaten it, but after getting killed three times straight, I gave up. Beta System: Near the center in the asteroid field. After you spot the ship, send any of your squads out to get it. It depends on which of the three systems you choose at the start of Ep2 M1: Alpha System: Upper left just above the blue nebula Beta System: Lower right just below the moon BT I Gamma System: Upper left directly above the asteroid field NOTE: Some people have found it in other locations, but I have always found it here after playing through each map at least twice.
Did you deploy the Military Base? You should get a message that the population has been transferred. Two things to try: a A race against time to research and build the Pop. Transport and send, right from the start of the mission. In the Raki system. Raki II to be exact. Send a spy ship with Kuchera in it through the lower wormhole after researching Energy Absorb Plating.
Jump from that system to the next one, and make your way around the black hole to the next wormhole, through the next system, and on to Raki. Have the spy go to Raki II and Kuchera will automatically run the scans. I suggest that you eliminate them before siding with Raki. The other group will send you a message welcoming the help, and the group you attacked will automatically consider you an enemy. The supply ship is in the Hortobi System, and the Armada is in the Corio system.
Please e-mail me. When I reference "RP", that means the amount of research points needed to research that ship. Price is just my guess at an average cost for production. These numbers are all simply averages. After about halfway through Episode Two, fighters become pretty useless. Fighters cannot be mounted with Turrets or Blasters, and they cannot attack planets. Cruisers are rarely fast enough to do the job. They can also be equipped with either Turrets or Blasters. Two high-ranked squads can take out a battleship.
BTW, are those swing-wings cool or what? Consider investing in a Military College or Academy before building spies. Also, throughout the single-player game, you are given two or three high-ranked spies. It comes in two flavors: MK-1 and MK Despite the total lack of visual difference between the two types, the MK-2 is definitely more powerful. They also repair any friendly units that are nearby, assuming that the base is at full health.
If not, then it repairs itself. Try placing these on your end of a wormhole, or over a planet for maximum effectiveness. Build these early in the mission, and deploy them on the richest asteroid that within a reasonable range. And some systems have few or no mineable asteroids, so scout around before building. However they do have an impressive radar range, and come very cheap. Used best in an "early detection" scenario if you have an open special slot.
Since it has such a short lifespan, I rarely use it. If anyone has any good tips on how to use it, please e-mail me. If you have a strategy for using it, please send it along to me. Signalers are high in strategic potential: you can stage massive surprise attacks with them. Additionally, if a planet of yours in under siege and your forces are abroad, a neighboring planet can produce one and call for a quick defense. As always, if you have something useful, please send it my way.
Every time they stop off at one of your planets, you get the credits from their dealings. You do need several of them to keep money coming in quickly, and this can be a problem in maps with a low Special-unit limit, however once you have two or three of them, they start raking in the credits pretty fast. See below 6. Note: There are civilian Interplanetary and Interstellar merchants on some maps. Once the ship lands on the planet, it is recycled, and thus removed from your unit list.
Although the manual states that they carry million colonists, they actually carry only 30 million. Note: The 30 million people on the ship are subtracted from the overall population on the planet where the ship was built. So consider a Military College or Academy first. Note: There are also civilian recyclers on many maps.
I rarely use this, so as always send me any tips for it. This section is simply my own strategies, and those that have been mailed to me, or those that have been posted on Hegemonia forums. This also plays a huge part in battles.
Simple, obvious, but effective. Command your strike force to protect and follow the base on its course. Of course leave some units at home for defense. Once deployed, the base will take care of enemy ships being built, and any ships the enemy might send to save the planet. You may want to assign a small force to support it, leaving the bulk of your ships to attack the planet. No need to waste money on Turrets or fighters. Once occupied, you already have a military base in position for defense of the planet.
I once had a game whereby the opponent attacked, and I counterattacked his home system, and in effect we swapped systems.
Hegemonia: Legions of Iron – Guides and FAQs
A predominant influence, of a region, state, or group, over others. If you wish to contact me with any questions, comments, suggestions, or errors in the FAQ, please feel free to e-mail me. So I decided to write a FAQ myself. Contents 2. Version 2.
HEGEMONIA LEGIONS IRON WALKTHROUGH PDF
Research system is based on research legionz RPs which are allocated at the beginning of each mission. If you kill him the mission ends then and there, so this is a good option. Due to the success of the game, Digital Reality produced an add-on package, The Solon Heritagewhich added a few new features, such as a proper skirmish mode, and modding tools. Haegemonia: Legions of Iron Also, throughout the single-player game, you are given two or three high-ranked spies. Episode 5 — Mission 5 You have a choice of three wormholes: For example, besides hegemomia stuff, did you know that military bases will automatically repair any friendly ships nearby? Useful against military bases, or other big, slow moving units.