Conquest: Frontier Wars is a real-time strategy game released in 2001 by Ubi Soft and Fever Pitch Studios. A good amount of the development was done at Digital Anvil in Austin, Texas, a startup developer originally owned by Chris Roberts, Erin Roberts, Eric Peterson, John Miles, Tony Zurovec, Marten Davies and Robert Rodriguez. Once Microsoft purchased Digital Anvil, Eric Peterson and Tom Mauer left to form Fever Pitch Studios Inc, and lead a team to complete the game as originally intended by the team. On December 9, 2013, the source code was bundled with every copy of the game purchased on GOG.com.[1]
Gameplay[edit]
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Bases can be constructed on any discovered planet in any system, but would not be operable until a wormhole connecting that system to a friendly one was locked with a jumpgate or until a friendly Headquarters, Cocoon (Mantis) or Acropolis (Celareon) was constructed in the system. Supplies play a vital part in offensive operations, as each ship carries only a limited amount of supplies, which are depleted as weapons and special devices are used. Ships with fully depleted supply stores are completely ineffective except as cannon fodder until they return to a supply base for resupply. For this reason, players usually cannot maintain the momentum of their assaults in enemy-controlled systems unless their fleet is accompanied by supply vessels.
Conquest features a number of Admirals in the single-player campaign, which function similarly to hero units. In single-player skirmish and multiplayer games, Admirals act essentially as leader units (Warlords for Mantis and Magistrates for Celareons). Entire squadrons of other ships can be grouped with an Admiral shuttle; this endows the Admiral's combat bonuses upon the entire fleet and allows the player to better control their forces. When a Leader is joined with a fleet, every ship in the fleet is given at least a 10% bonus to supply, damage, speed, etc., and usually depending on the Leader's flagship in the Terran campaign, an additional 10% bonus is given to certain ships in the fleet for all statistics.
All Leaders are different, and give a 25% bonus instead of the standard 10% bonus to certain statistics depending on their flagship and their role in the campaign. For example, Admiral Steele enters the campaign at around the same time the Terrans meet and form an alliance with the Celareons. Due to differing factions within the mechanical-energy race there becomes a hostile Celareon faction, and Admiral Steele's career garners him more experience in warfare against Celareons than any other Admiral. As a result, in skirmish or multiplayer games Steele has a special bonus to damage solely against Celareons. Likewise, Warlord Kertak, a Mantis rebel and ally, possesses a fighter carrier flagship; her fleets have special bonuses to carriers' fighters instead of larger ships, improving their agility, targeting, and damage.
Storyline[edit]
Conquest's storyline is set two hundred years in the future, where interstellar travel was possible by jumping through networks of wormholes leading to other systems.
Following a series of internal conflicts, mankind has discovered a wormhole leading to an unknown system, Tau Ceti. Arriving in the Tau Ceti system, the TNS Andromeda, under the command of Rear Admiral Tackwhether Hawkes, is caught between a small, fast, unidentified alien spacecraft and its pursuers. After the Andromeda is destroyed in a collision with a massive alien warship, you, as the anonymous Commander, are ordered by Admiral William Halsey to investigate. With the help of Captain Thomas Blackwell, you begin exploring uncharted wormholes in order to discover what happened to the Andromeda and to find and rescue Admiral Hawkes if he is still alive.
After learning that Admiral Hawkes escaped the destruction of the Andromeda and has been taken prisoner by the unidentified alien race, dubbed the 'Mantis', you penetrate deeper into hostile territory in order to rescue him. Soon, Earth and its Navy find themselves embroiled in the middle of a Mantis civil war, with the usurper Queen Ver'Lak fighting her sister, Warlord Ker'Tak. Fearing for its own safety in the face of the massive Imperial Mantis fleet, Earth assists Ker'Tak in the fight. In response, Ver'Lak assigns her chief Lieutenant, Warlord Malkor, to hunt down and destroy Earth.
During a dangerous mission to rescue Mantis warlords still loyal to Ker'Tak, Captain Blackwell's corvette is lost in a rogue black hole while trying to see what happened to a ship you send to scout beyond an uncharted wormhole. In spite of this tragic loss, Halsey and Ker'Tak order a large-scale offensive against Malkor's supply lines in the Orion Arm, assigning Admiral Benson to assist you. Benson is a good soldier, but is hardly pleasant to work with, as she fully blames you for her friend Blackwell's death.
Blackwell turns out to be very much alive, however, returning in a critical moment with yet more alien reinforcements. The Celareons have constructed a type of artificial wormhole technology, and had tested it out in the rescue of Captain Blackwell from the black hole, and used it again to transport him back to a Mantis controlled system that the Terrans are attacking. A meeting is soon arranged between the Terran Admiralty and the ruling council of the energy-based Celareons. Mac fonts for windows. The territory of this advanced species sits astride the raging Mantis Civil War, and the conflict threatens to engulf their systems.
The two races agree to an alliance against Ver'Lak's forces, but the meeting soon reveals a surprising and dangerous development. Admiral Halsey is shown a data transmission, sent from the heart of Terran space to the Mantis, which was intercepted and recorded by the Celareons. Vital information on Earth's location and defensive systems has been leaked to the Mantis by a Terran traitor, prompting a massive investigation to discover who has betrayed humanity to its enemies.
The ambitious Admiral Smirnoff discovers proof to Admiral Halsey that Admiral Hawkes is the traitor, apparently coerced during his captivity by the Mantis. However, Captain Blackwell remains thoroughly unconvinced, and uses his Celareon-retrofitted corvette to shadow Smirnoff's dreadnaught. Listening in under cloak, Blackwell discovers that Smirnoff is the real traitor and that he is trying to eliminate Hawkes. The depth of Smirnoff's treachery is revealed when he destroys his own ship after General Malkor uses the newly acquired wormhole technology to save him from the vessel on self-destruct. Blackwell is able to retrieve Hawkes' prison pod from the ship before it explodes, and the exonerated Admiral returns to service.
It was Admiral Smirnoff who gave the Mantis the plans of Sol's defenses, in the megalomaniacal hope of ruling all mankind as a Mantis proxy following their invasion. As a result, you and your forces find yourselves making a mad rush to defend Earth against the Mantis onslaught.
Admirals Hawkes, Steele, and Takei hold back the assault and soon take the war to Mantis territory. They discover from Warlord Ker'Tak that Malkor, nestled deep in the heart of Mantis space, is building a massive superweapon that is powerful enough to render an entire planet uninhabitable. Once completed, Malkor will go on a rampage with this new weapon and the bulk of the Mantis fleet, launching an unstoppable onslaught against the Rebel Mantis, Terrans, and Celareons.
Thus the race begins to get to Malkor's building site before he can launch this devastating weapon. After a series of furious battles, the combined Rebel/Terran/Celareon fleet manages to break through the Mantis defenses, destroying Malkor's superweapon and Malkor along with it. The cost, however, has been high. Earth herself has been attacked, thousands of Terran warships and several colonies have been destroyed, and mankind's casualties alone rack up in the billions. Ver'Lak still lives, along with two more Warlords Mordalla and Thripid. Celareons themselves have disappeared shortly after victory, erasing all trace of their existence from Terran computers and networks, but the Terrans still left alive haven't forgotten about the Celareon's existence.
Development[edit]
Work on Conquest began shortly after the founding of Digital Anvil, with the intent that it be Digital Anvil's debut game.[2] The project was initially headed by Erin Roberts.[2]
Reception[edit]
Conquest: Frontier Wars received 'generally favorable reviews' according to the review aggregation website Metacritic.[3] The game won the awards such as IGN Editor's Choice[citation needed] and RTS of the Year.[14]
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The game sold around 300,000 copies.[citation needed]
Canceled sequel[edit]
Conquest 2: Vyrium Uprising was announced in 2004 as successor to Conquest: Frontier Wars.[15] The developer Warthog Texas (originally known as Fever Pitch Studios) was bought by Tiger Telematics and made to work on games for the ill-fated Gizmondo hand-held game console. The fate of Conquest 2 was unclear after Tiger's subsequent bankruptcy.
In May 2012, the original developers resurfaced to form a Kickstarter campaign. Their aim was to crowdsource the development of the game, which they claimed was about 50% complete. The Kickstarter startup was cancelled on May 30, 2012.[16]
References[edit]
External links[edit]
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Retrieved from 'https://en.wikipedia.org/w/index.php?title=Conquest:_Frontier_Wars&oldid=930081067'
Overview
Mankind is finally beginning to realize its destiny. With the theory of wormholes (gateways that allow travel across vast interstellar distances almost instantaneously) finally being proven true, the human race lays poised to begin the greatest era of discovery in its short existence. However, this discovery contains hidden dangers, as the first explorers come in contact with the Mantis, an aggressive insectoid race currently embroiled in a galactic civil war. Add to this mix the mysterious energy beings known as the Celareons, and you have a powder keg ready to explode.
Called into service soon after the disappearance of important fleet ships, your mission is to expand Terran influence on the other side of the wormhole. Success will bring advancement and prestige, failure brings.. well, let’s just say the cold vacuum of space is a fitting graveyard for the less than successful. Do you have what it takes to be the conqueror? Find out, in Conquest: Frontier Wars!
Conquest: Frontier Wars is a space-based real-time strategy from Ubi Soft Entertainment and Fever Pitch Studios. Well-designed, graphically excellent, and superbly balanced races make this a game for any aficionado of the Real-Time Strategy (RTS) genre. Simply put: If you liked Starcraft, you’ll love Conquest.
Gameplay, Controls, Interface
Conquest: FW has its roots solidly in the typical two-dimensional top-down display, but goes in different directions. For example, the play fields are round, and wormhole mapping doesn’t always follow a simple geometric pattern. This makes for a more robust playing experience, as wormholes quickly become choke points to controlling your sector of the galaxy. And controlling space is really what this game is all about.
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If you’re familiar with most standard RTS games, you understand the basic idea of this game already: gather resources, build fleets, kick butt. While Conquest is very much the same in this respect, there are other features only found in this game add extra levels of sophistication. For example, while mining ore, gas, and crew becomes increasingly more automated in Conquest, you can also develop salvage ships to collect space debris, gas, and even detritus from battles. Rather than utilizing busy units to repair or refit ships, bases have a large radius wherein ships and supply units are replenished or repaired while inside. Tech trees are simplified, yet still make players gauge their resources.
The largest factor in this game is the concept of supplying ships with weaponry. Simply building a fleet and sending it off isn’t enough to win automatically, as all ship types will eventually run out of ammo and essentially become floating targets. Supply ships can be built to combat this, as well as flying flotillas back to a supply center or command headquarters zone of control. This adds an extra degree of difficulty to the game.
The races, while similar in many ways to the ones in Starcraft, are actually better balanced and any of the races can be used effectively, depending on your preference and style of play. Terrans are easy to use and can build powerful ships and defense points. Mantis have extremely good fighter platforms and are great at manipulating their resources. Celareons have excellent ships and have the ability to manufacture temporary wormholes, among other things. This barely scrapes the surface of the three races, as they are all dangerous in skilled player’s hands.
Recently, Fever Pitch released a 21 MB (eek!) patch file to add new features and fix some bugs. While I didn’t notice any problems before installing the patch (other than multiplayer issues between conflicting versions of the software), it would probably be a good idea to invest a bit of time downloading it.
Multiplayer
A quick shout goes out to AG6_Prophet, Rizzmond, sirex1, xcell, and all the others who made my multiplayer experience an even better one.
Multiplayer games are supported by Conquest: FW and are, in my mind, the highlight of this game. Service on the Internet is provided by Ubi Soft’s Game Service 4, which bundles with the game. This product looks to be very good and I had only a couple of small problems getting it up and running. Currently, the only downfall this service has is that very few people seem to be using it, at least during the times when I have logged in. Games are easy to set up and configure and while multiplayer gaming seems to be able to support connections as slow as 56k, I don’t recommend trying it at that speed.
One of the more exciting things I found while playing human opponents is the ability to build NPC units to help my fleets. There are up to six per team and they are locked to the first six function keys on your keyboard. These NPC units (the Terran units are Admirals, Mantis are Warlords, and so on) not only control selected units at your command, but can also use a ship's special weapons at the push of one button, and can disband and reform fleets at will. Ever hate sending a fleet in to destroy an enemy, knowing you will have to go ship by ship to get a special weapon working? Well, now you Terrans can let your Admiral do it for you! Each special unit allows for a myriad of control options without having to cumbersomely target individual units with individual ships. Plus, the healthy fighting bonuses they apply aren’t too shabby either.
I quickly found that my earlier strategies with other RTS type games didn’t always work on Conquest: FW. After getting my ass handed to me several times, I am now confident enough with my skills that I can beat a rank amateur. At least, two out of three…
Graphics
Recently, it has been brought to my attention that this game has been in development for around four years. If this is true, the game truly reflects it, as there is great attention to detail. Fighters streak by on ion trails, ships pound the vacuum of space with energy and projectile weapons, ships take dramatic damage and explode in a flash of radioactive particles. Watching a Dreadnought cycle up its Aegis Shield and turn itself broadside for a barrage is an awesome spectacle, as is watching the action of bases and ships being constructed piece by piece before your eyes. While there are some grainy parts to the map at close magnification, and the graphics aren’t cutting edge, Max Payne-esque stuff, they do look remarkably polished and well-skinned, and are in no way inferior to any other game in its genre.
Cut-scenes are also very well done and extremely prevalent during single player mode.
Audio
Excellent martial themes, great voice acting, and well-rendered battle noises make this a winner in the audio category as well. I especially like the radio broadcasts between scenarios, as well as the swoosh of wormhole travel. Oddly enough, though somewhat repetitive over the long haul, the audio tracks do not become grating or overly annoying.
System Requirements
Pentium II 350 MHz or higher processor, Windows 95/98/2000/ME with DirectX 7.0a or later API, 64 MB RAM, 350 MB of free hard disk space (additional 100mb of hard disk space for swap file), 8 MB DirectX 7.0 compatible video card, 4X CD-ROM Drive, DirectX 7.0 compatible sound card and a mouse. 28.8 Kbps modem (or higher recommended) for Internet or head-to-head play.
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Documentation
The game ships with a 90+ page booklet illustrating most aspects of this game. It also comes with a very handy color spreadsheet with quick hints and a tech tree. Greatly appreciated, let me assure you.
Bottom Line
Simply put, this has been one of the harder reviews I’ve had to put together merely because it means I’ll have to stop playing to write it! Conquest: Frontier Wars is the best single real-time strategy to come out this year. Excellent gameplay, graphics, and high replay value give this game a solid 98. Though this game doesn’t seem to be getting the press that many other first run games are receiving, it certainly deserves to be on the shelf of every serious strategist’s library. Truly, if you only buy one RTS this year, be sure to make it Conquest!
Overall rating: 7
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