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Star Trek- Starfleet Command

Star Trek- Starfleet Command

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All the starships configuration data (weapons, shields, engines, ect.) is 
stored in a delimited text file which can be accessed by excel. The file is 
called "sfbspc13.txt" and it is located in "assets\specs\sfbspc13.txt" in 
the main directory of the game. By modifying these fields you can make any 
ship have all sorts of features.

Add cloaking ability.
Modify engine power levels.
Add shuttles and fighters.
Add/change weapons.
Modify shield levels.
Add more transporters, troops, mines, ect.
...and much more.

Be sure to save the original file in a safe place before modifying it so you 
can return to your original configuration. You will also need to remove the 
read only attribute from the file. When playing multiplayer all players must 
have the same file (modified or not) in order to play. 

Here are some hints on modifying the "sfbspc13.txt" file. 

1. The highest I have tested the engine output to is 120 each. I know that 
Federation ships can't seem to go over 150 each but other races ships might 
be able to go higher. Engine values are located in the following areas: 
R_L_Warp, C_Warp, Impulse, Apr, Battery. 

2. Shields can be modified to very high values for Federation ships (2000) 
but Klingon ships don't seem to be able to reach as high. Shield values are 
located in the following areas: Shield1, Shield 2_6, Shield 3_5, Shield 4, 
Shield Total. Shields cover each ship on 6 sides. Therefore the values in 
Shield 2_6 & Shield 3_5 each represent 2 sides of the ship. The value you
place in Shield Total = (shield 1) + ((shield2_6) x 2) + ((shield3_5) x 2) + (shield4). 

3. Weapons can be changed to any type within an existing group. You can also 
change the number of weapons (up to 4) within an existing group (missiles can 
accept higher values but I do not know where the breaking point is on these). 
You can't add new groups of weapons. You can only modify the existing weapon 
hardpoints. Weapons are arranged in these areas:
heavy weapon (photons, rockets, plasma, ect) and weapon (phasers, disrupters, 
ect). Weapon arcs vary but I do know that if you put the value ALL as an arc, 
the weapon will fire from any
angle. 

4. Cloaking is very easy to add to any ship. Just go to the area that reads 
"Cloak num" and place a value for how much energy you want is to cost to run 
the cloak. 

5. Shuttles are defined as base and max values. The base value is the max 
value divided by 3. I have successfully made the max value of all the 
different types of shuttles 30 and the base value 10 which allowed me to 
purchase quantities of 10, 20, or 30 shuttles of each type while in spacedock 
during the game. By changing the "launch rate" value you can define how many
shuttles can launch before the ship needs to recharge itself for more launches. 
If you want to add fighters to any ships just find the area that says fighter 
bay 1 thru 4 and place the value of 6 (higher than 6 will cause game to crash) 
in each one of the areas and you will have 4 fighter groups made up of 6 
fighters each! 

6. Movement is defined in the "turn mode" and "move cost" areas. The best 
"turn mode" value is AA. This will give you a very agile ship. Move cost 
defines how much energy is used for movement. The best value I have seen for 
this is .25. 

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