Page 2 of 2 FirstFirst 1 2
Results 31 to 58 of 58

Thread: MOO2 Speculation and Questions

  1. #31
    Sovereign
    Prince Sovereign's Avatar
    Join Date
    02 Jan 2001
    Location
    Boston, USA
    Posts
    819
    Country
    This is Sovereign's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    04:34
    Some good ideas, Garth.

    I liked the combat and mini ideas in MOO2.

    Mini makes a lot of sense. When you make advances in tech, like in real world.... things get smaller.

    Prime examples:

    computers
    guns
    electronics
    engines
    etc.


    keep ideas coming!
    Geniuses are ordinary people bestowed with the gift to see beyond common everyday perceptions.

  2. #32
    da_hal
    Warlord
    Join Date
    31 May 2003
    Posts
    153
    Country
    This is da_hal's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    09:34
    antarean attacks taper off a certain turn. i forget exactly, iirc 250-300, with almost none after 400.

    if you want to capture them, the best way is with death rays, neutron beams, and troop transporters, but getting all that by turn 200-250 is not easy.

    re-colonizing: a trick to use if you want to increase the suffering of a certain race and build fame points is to surrender your own planet to them, and then immediately take it back on the next turn almost intact. the best way is obviously with telepathy, but you can also do it by not building any ground unit buildings and sendnig in troops.

  3. #33
    vmxa1
    Deity vmxa1's Avatar
    Join Date
    12 Nov 2001
    Location
    Oviedo, Fl
    Posts
    14,160
    Country
    This is vmxa1's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    05:34
    No bogus captures in scoring runs please.

  4. #34
    vmxa1
    Deity vmxa1's Avatar
    Join Date
    12 Nov 2001
    Location
    Oviedo, Fl
    Posts
    14,160
    Country
    This is vmxa1's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    05:34
    I would also not allow blowing up their planets to AP them for better ones.

  5. #35
    Urban Ranger
    Deity Urban Ranger's Avatar
    Join Date
    24 May 1999
    Location
    The City State of Noosphere, CPA special envoy
    Posts
    14,605
    Country
    This is Urban Ranger's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    17:34
    I much rather MoO 4 to be similar to the original than MoO 2. As somebody put it, the micromanagement reaches a plateau instread of keeps increasing.
    (\__/) 07/07/1937 - Never forget
    (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
    (")_(") "Starting the fire from within."

  6. #36
    Iasius
    Warlord
    Join Date
    01 Jan 2003
    Location
    Germany
    Posts
    103
    Country
    This is Iasius's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    09:34
    IMO all MoO2 needed to reduce micromanagement to tolerable levels was allowing the player to save build queues and when a new item is researched, say deep core mine, you could have a menu where you could just select on a list on which planets it should go into the queue.
    Most of the mm in MoO2 is queuing up buildings on colonized and conquered planets and when you have lots of planets and you research one of those "must build" technologies.
    But maybe that's just me.

  7. #37
    bakalov
    Prince bakalov's Avatar
    Join Date
    12 Nov 2002
    Location
    Sofia
    Posts
    583
    Country
    This is bakalov's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    12:34
    Iasius, I completely agree. I first saw such management in an online game called Ferion, and later in Galciv. It's a very powerful tool for macromanagement and eliminates the tedious part of the game ...
    Against stupidity the very gods themselves contend in vain.

  8. #38
    vmxa1
    Deity vmxa1's Avatar
    Join Date
    12 Nov 2001
    Location
    Oviedo, Fl
    Posts
    14,160
    Country
    This is vmxa1's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    05:34
    Stars had method that allowed you to design a build queue as a template. It could be designated as the default for all new planets. You could alter it any time or alter any planets queue anytime.
    You could use something like mine 20 factories 20 def 1 to keep a slow build up in mature planets. Saved a lot of hassle.

  9. #39
    Garth Vader
    King Garth Vader's Avatar
    Join Date
    19 Oct 1999
    Location
    Saskatoon, SK, CA
    Posts
    2,737
    Thanks
    3
    Thanked 1 Time in 1 Post
    Local Date
    May 20, 2013
    Local Time
    03:34
    The other mm task from Moo2 was managing your workers. I always hated that if a planet had a surplus of food and your empire had a surplus of food a new citizen would often be created as a farmer giving me a huge excess of food.
    Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

  10. #40
    Sovereign
    Prince Sovereign's Avatar
    Join Date
    02 Jan 2001
    Location
    Boston, USA
    Posts
    819
    Country
    This is Sovereign's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    04:34
    Excellent ideas, people!

    I remember CTP's build queries. You could save an entire query, build EVERY building and structure in a city, then save THAT query. Start a new game, you can load up that query for every city.

    Presto, no micromanagement.
    Geniuses are ordinary people bestowed with the gift to see beyond common everyday perceptions.

  11. #41
    vmxa1
    Deity vmxa1's Avatar
    Join Date
    12 Nov 2001
    Location
    Oviedo, Fl
    Posts
    14,160
    Country
    This is vmxa1's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    05:34
    I think that was CPT2, but it has been a long time.

  12. #42
    Gilgamensch
    King
    Join Date
    27 Jun 2002
    Location
    France
    Posts
    1,986
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    10:34
    Actually both CTP and CTP2 have it

  13. #43
    vmxa1
    Deity vmxa1's Avatar
    Join Date
    12 Nov 2001
    Location
    Oviedo, Fl
    Posts
    14,160
    Country
    This is vmxa1's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    05:34
    I just can't remember much about CTP. I played both games once and I remember the pulic works from II and that is about it.
    I do remember the build queue in II.

  14. #44
    Gilgamensch
    King
    Join Date
    27 Jun 2002
    Location
    France
    Posts
    1,986
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    10:34
    Both had it and I still love it SO much easier..........But it was to good, so other's didn't use. Would have made users life to easy...no chance.......

  15. #45
    Brutalisk
    Warlord
    Join Date
    27 Apr 2003
    Posts
    219
    Country
    This is Brutalisk's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    09:34
    "when a new item is researched, say deep core mine, you could have a menu where you could just select on a list on which planets it should go into the queue."
    You hit the nail on the head so hard it started bleeding.

    And introducing a "queue template" or a way of doing exactly what you said above is rather "easy"... Ironic isn't it?

  16. #46
    Urban Ranger
    Deity Urban Ranger's Avatar
    Join Date
    24 May 1999
    Location
    The City State of Noosphere, CPA special envoy
    Posts
    14,605
    Country
    This is Urban Ranger's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    17:34
    That's not the only thing.

    I do not understand why all of a sudden I could only build one missile base, say, for a planet.
    (\__/) 07/07/1937 - Never forget
    (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
    (")_(") "Starting the fire from within."

  17. #47
    vmxa1
    Deity vmxa1's Avatar
    Join Date
    12 Nov 2001
    Location
    Oviedo, Fl
    Posts
    14,160
    Country
    This is vmxa1's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    05:34
    Hey you can build more in Moo3, if you care. Of course it is painful to get to that point.

  18. #48
    Sovereign
    Prince Sovereign's Avatar
    Join Date
    02 Jan 2001
    Location
    Boston, USA
    Posts
    819
    Country
    This is Sovereign's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    04:34
    Vxma, I can't build more than 1 Fighter Base, Missile Base, or Beam Base in either MOO2 or MOO3.

    Back to topic....

    I think CTP's query model will help reduce the huge micromanagement of big empires, reducing the tedium a lot in middle and late games.

    "easy"? Sure, it makes it easier to have good and fun games, focusing more on other stuff than clickfests building queries in every city or planet or colony if you have 100+ in your empire.
    Geniuses are ordinary people bestowed with the gift to see beyond common everyday perceptions.

  19. #49
    Gilgamensch
    King
    Join Date
    27 Jun 2002
    Location
    France
    Posts
    1,986
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    10:34
    The main reasons why I like it:

    1.) You can concentrate on the real stuff
    2.) You make sure you don't forget anything

    But again, might have been to easy and they were afraid, it will shorten to much the game..............

  20. #50
    vmxa1
    Deity vmxa1's Avatar
    Join Date
    12 Nov 2001
    Location
    Oviedo, Fl
    Posts
    14,160
    Country
    This is vmxa1's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    05:34
    I thought you could have multiple orbitals in Moo3?

  21. #51
    Sovereign
    Prince Sovereign's Avatar
    Join Date
    02 Jan 2001
    Location
    Boston, USA
    Posts
    819
    Country
    This is Sovereign's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    04:34
    Gilgamesh, the players won't mind.

    They'll have MUCH more time for "next turn" and can play more games, more variety, etc.

    Then the developers can include other stuff to lengthen the game if needed.


    VXMA, space orbitals yea.... I was talking about Planetary bases. I never am able to build more than 1 Planetary Missile, Fighter, or Beam base in either MOO2 or MOO3. They only let me build 1 each per planet.

    But I remember reading the boards a long time ago and someone said there was a "bug" or something that your planetary missile base would destroy ALL enemy ships in MOO2? 100 missile bases?

    Could someone clarify that for me please? Thanks!
    Geniuses are ordinary people bestowed with the gift to see beyond common everyday perceptions.

  22. #52
    vmxa1
    Deity vmxa1's Avatar
    Join Date
    12 Nov 2001
    Location
    Oviedo, Fl
    Posts
    14,160
    Country
    This is vmxa1's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    05:34
    MB in Moo2 are good before ships get good engines and armor.
    After Zort, they will probably be ineffective on their own.
    If you have Battlestation and fighter garrison and MB, then it will hold off mid gme ships in small numbers.

    Moo1 would allow yo to have as many bases as you could afford. They were very effective, until ship speeds get above 5.
    It all depends on your number of basses and their number and types of ships. They are basically effective the whole game.

    Yes, I know that teleporters and such can let them get on you and bust the bases with N-bombs or Plamsa Torps. That should not be allowed and is very late in the game.

  23. #53
    Gilgamensch
    King
    Join Date
    27 Jun 2002
    Location
    France
    Posts
    1,986
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    10:34
    Originally posted by Sovereign
    Gilgamesh, the players won't mind.

    They'll have MUCH more time for "next turn" and can play more games, more variety, etc.

    Then the developers can include other stuff to lengthen the game if needed.

    ............

    But I remember reading the boards a long time ago and someone said there was a "bug" or something that your planetary missile base would destroy ALL enemy ships in MOO2? 100 missile bases?

    Could someone clarify that for me please? Thanks!
    Hi Sovereign,

    Easy one first: Never heard of this kind of bug (and it must have been in MoO not in the second one, you can only have one )

    For the build-list:

    I have the feeling, what is good and easy get's removed or not being taken over, just to prolong the time of a game.

    As players nowadays seems to think (no not all), only a long game is a good game.............

    But as you mentioned:

    They'll have MUCH more time for "next turn" and can play more games, more variety, etc.

    But maybe the producers are afraid:

    They will have to MUCH time playing games and getting to quick bored off.........

  24. #54
    Urban Ranger
    Deity Urban Ranger's Avatar
    Join Date
    24 May 1999
    Location
    The City State of Noosphere, CPA special envoy
    Posts
    14,605
    Country
    This is Urban Ranger's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    17:34
    Teleporters are fun.

    I like to build a huge fleet of small ships with teleporters and big gun to take out the Guardian.
    (\__/) 07/07/1937 - Never forget
    (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
    (")_(") "Starting the fire from within."

  25. #55
    Garth Vader
    King Garth Vader's Avatar
    Join Date
    19 Oct 1999
    Location
    Saskatoon, SK, CA
    Posts
    2,737
    Thanks
    3
    Thanked 1 Time in 1 Post
    Local Date
    May 20, 2013
    Local Time
    03:34
    Originally posted by Gilgamensch
    As players nowadays seems to think (no not all), only a long game is a good game.............
    That's what I don't get. One of the things I like most about Moo and Moo2 is that I can finish a game in a day or two.
    Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

  26. #56
    Gilgamensch
    King
    Join Date
    27 Jun 2002
    Location
    France
    Posts
    1,986
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    10:34
    Originally posted by Garth Vader
    That's what I don't get. One of the things I like most about Moo and Moo2 is that I can finish a game in a day or two.
    Or if you wanted to take the painful way, 4 days

    But yes, you are right. It shall be up to the player to 'decide' upon.

  27. #57
    Admiral Sparky
    Chieftain
    Join Date
    11 Feb 2004
    Posts
    41
    Country
    This is Admiral Sparky's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    09:34
    I agree that a "blanket queue" would get rid of 90% of the micromanagement in moo2. However, since every planet is different, you'll want to build certain things sooner or later - for example, on one planet you'll want to build a pollution processor before the Robo Miners, but on another you want to build the robo miners first.

    Still... My ideal Moo4 would just be Moo2 with more balance and better macromanagement features.

  28. #58
    vmxa1
    Deity vmxa1's Avatar
    Join Date
    12 Nov 2001
    Location
    Oviedo, Fl
    Posts
    14,160
    Country
    This is vmxa1's Country Flag
    Thanks
    0
    Thanked 0 Times in 0 Posts
    Local Date
    May 20, 2013
    Local Time
    05:34
    I could go for that.

Page 2 of 2 FirstFirst 1 2

Similar Threads

  1. A handful of MOO2 questions...
    By Carolus Rex in forum Master of Orion
    Replies: 25
    Last Post: December 12, 2006, 10:17
  2. MoO2 Workshop (Package MoO2 data editors)
    By Grig de Griz in forum Master of Orion
    Replies: 4
    Last Post: November 3, 2005, 03:55
  3. New Wild Speculation:::
    By Zero in forum C3PtWDG Lux Invicta
    Replies: 15
    Last Post: December 17, 2002, 13:15
  4. Speculation on UUs...
    By Random Passerby in forum Civ3-Play the World
    Replies: 3
    Last Post: May 29, 2002, 07:19
  5. MOO2 Questions.
    By Teeks in forum Other Games-Archive
    Replies: 10
    Last Post: January 1, 2001, 09:35

Visitors found this page by searching for:

moo2 miniaturization death ray

moo2 races

moo2 gaia transformation

moo2 patch fixes

stellar converter and rebuild planets

site:apolyton.net mod moo2 death ray Miniaturization

miniaturization moo2

moo2 maximum number of stellar converters

moo2 particle beam miniaturization

maximum miniaturization in moo2

miniaturisation ship MOO2

how to build stellar converter

moo2 miniaturization death ray lbx editor

patch1_32 RaiderZ

stellar converter

moo2 stellar converter

moo2 stellar converter design

master of orion stellar converter space miniaturization

stellar converter moo2 planet

how do treaties work in moo2

moo2 how many ships in combat

moo2 many gaia planets

moo2 ai demands versus fleet strength

moo2 galaxy age

moo2 sucks

Bookmarks

Posting Permissions