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Thread: MOO3 Basic Problems

  1. #1
    james_2525
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    MOO3 Basic Problems

    My questions should be on the FAQ, but I had problems postings there despite being registered.
    I have MOO3, v1.2.5, from ATARI that I only started playing recently. It should be the most recent version. I have encountered some problems and/or bugs. Definitely not like MOO2.
    1) Is there a constant background music as I have none despite having the volume maxed?
    2) Should gamesaves be at any point? My gamesaves seem to default only to the beginning of the gameturn regardless of when I save.
    3) How do destroy missle and beam bases without regular bombs that were a basic item of MOO2?

    james_2525

  2. #2
    DaShi
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    3) You'll need to merge the databases on the base you want to destroy with the fleet attacking. At the bottom of each column type AVG(A1:A47), AVG(B1:B47).... Once you do that, you make a chart of the averages of each column (x values) and the solar data from the star system you are in (you may have to input this data manually. While making the chart, make sure you click "Add trendline." If the line goes through more than 60% of the points your fleet should hit on that turn. Keep doing this for as many turns as it takes to destroy the base.
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    Whoha
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    1)No, there is music for combat and something for diplomacy screens however, which I turned off.
    2)Save is beginning of turn only I think.
    3)The instructions DaShi gives you suffer from one little problem, you see combat is in actuality not turn-based at all. Lots of missiles tend to work.
    Last edited by Whoha; November 7, 2010 at 17:54.

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    james_2525
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    MOO3 Problems

    Quote Originally Posted by Whoha View Post
    1)No, there is music for combat and something for diplomacy screens however, which I turned off.
    2)Save is beginning of turn only I think.
    3)The instructions DaShi gives you suffer from one little problem, you see combat is in actuality not turn-based at all. Lots of missiles tend to work.
    3) (cont.) Do beam weapons have any effect on grounds defenses (missles & beam bases) as in MOO2? Disruptors & plasma cannons worked well in MOO2.
    Also, is there any way to scan enemy ships before or during combat? It is a quite good to know what your enemy is armed with, regardless if victory is gained.
    Thanks for the reply.

  5. #5
    Whoha
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    Yes but you have to get into range of the planet, you have to be able to overpower any shields, and I think the same dissipation due to atmosphere effects beam weapons in moo3 as moo1 and moo2. Fighters can even kill the planet if your missile volleys don't.

    There is no way to scan, But also not much of a reason to either. wide band select the enemy groups, the carrier taskforces have fighters,the missile taskforces have missiles, and the short/long range taskforces have beam weapons. To figure out what they have, you can see the effects of the weapons themselves, and the average damage of the taskforce. Only a few weapons like Ion Fighters are real game changers however.

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    Asher
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    Quote Originally Posted by DaShi View Post
    3) You'll need to merge the databases on the base you want to destroy with the fleet attacking. At the bottom of each column type AVG(A1:A47), AVG(B1:B47).... Once you do that, you make a chart of the averages of each column (x values) and the solar data from the star system you are in (you may have to input this data manually. While making the chart, make sure you click "Add trendline." If the line goes through more than 60% of the points your fleet should hit on that turn. Keep doing this for as many turns as it takes to destroy the base.

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