Parkan Iron Strategy Patch
Home of the Underdogs By Theme By Alphabet By Year Title Search Company Search Designer Search Game #4998 Parkan: Iron Strategy Strategy Real-time strategy Rating: 7.07 ( 14 votes) Parkan: Iron Strategy is an ambitious blend of first-person shooter, real-time strategy, and combat simulation from Nikita, a prolific Russian developer. Although it falls far short of the likes of Battlezone and Hostile Waters in many areas and is just not as much fun to play as those games, Parkan is still worth a look to all strategy fans for a plethora of new ideas. The Russian version was released in 2001, followed by the English version in 2002 which was published by Monte Cristo only in a handful of European countries. The planned 2002 USA release never materialized, probably due to lack of interest by American publishers. So, why should you look at this game even though I don't consider it a Top Dog? A pretty thorough at Hardcoreware.net explains: '.[There] are supposedly 5 campaigns in the game, beyond the tutorial. But the fact is, you can only enter a campaign once the previous one has been completed, so it's more like one single multi-system campaign.
Parkan Iron Strategy Trainer, Trainers, Cheats, Editors and Hacks to enable you to use in-game cheats and unlock game features. Parkan: Iron Strategy is an ambitious blend of first-person shooter, real-time strategy, and combat simulation from Nikita, a prolific Russian developer. Although it falls far short of the likes of Battlezone and Hostile Waters in many areas and is just not as much fun to play as those games, Parkan is still worth a look to all strategy fans for a plethora of.
It's a good one, though, and pretty interesting. Briefings are done 100% through game-engine cutscenes, and your first briefing officer sounds like a nice sarcastic gung-ho style officer, which is pretty entertaining. Also, before you enter the action, your objectives are summarized on a list on the screen. There is a lot of complexity to this game, and several 'modes' that it's played in.
The most basic mode is just you, the Captain, walking around. And you're pretty heavily armed for a perspective general; what with a rechargeable laser, a 20mm autocannon, a 4-pack missile launcher, and a guided electromagnetic projectile launcher. Of course, just running around in a huge battle as the Captain wouldn't be smart (if you die, the mission is over) but it's nice to know that you can defend yourself. And besides, you have to be able to be mobile, because without some sort of command and control (Headquarters) unit, that means you have to run around and do things manually. This means that you have to go into your factory and manually punch-in your warbot production orders, and it also means you have to lead from the front, ordering your bots around with a series of generic commands reminiscent of Wing Commander wingman commands. Luckily, you can climb into any large-sized bot and give the same commands from inside there.
But the commands can't be applied to a specific bot easily.they apply to all of them that are within your radar's range, unless you add a few extra key presses. Then warbots can receive commands individually.
When you hop into a large Warbot (or remotely-control any Warbot) the visual interface will be the same as you're used to in the Captain. As a matter of fact, all of the Warbots have the exact same heads-up gauges and controls. The only difference might be separate controls for the turret as opposed to movement, and also altitude controls in an airborne bot. By default, the turret can be controlled with the mouse, while movement can be controlled with the keyboard (the turret can also be locked into a 'forward-only' attitude, so that the mouse will also control turning the vehicle left and right).
Rogue Patch Notes 5.4. If you're playing as the Captain, or driving a smaller warbot by remote, you can enter buildings and capture them. This is nice, since not many other games allow you to do this. But there's a catch.