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Yet another report from the bargain bin diver - MOO2 for $5

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  • #16
    Originally posted by ravagon

    Building your own spies and using them defensively helps. As does researching techs that give them bonuses.

    I'm just guessing that you're not playing as the Darloks?
    Heh, heh; that's right! I usually play as (*runs for cover*) the humans.

    Yeah, I've asked about spies in this forum before and gotten the same kind of advice. How do you use them defensively? I do assign them to various races, but all that happens is that they disappear after a while (killed?)... And the tech stealing just continues...

    I'm always ahead science-wise and it really annoys me when the races I have treaties with steal my techs...

    Carolus

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    • #17
      Originally posted by Carolus Rex
      I. e. should I let the verb refer to "thing" (singular) or "spies" (plural)?
      What you should say is "I dislike the spies in MOO2."

      Phrases like "The only thing I dislike is" and "What I want to say is" and so on are poor grammar.

      Or "The only THINGS I dislike are spies."

      Both of the nouns should be of the same tense.

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      • #18
        Originally posted by Carolus Rex

        How do you use them defensively? I do assign them to various races, but all that happens is that they disappear after a while (killed?)... And the tech stealing just continues...
        Just keep building them and don't try and insert any into your opponents territory to conduct your own spec ops unless it's really necessary.
        IIRC you can amass about 60 or so and they'll act defensively by default, inhibiting any enemy spies just by being there.
        I don't know the exact math surrounding this but every spy you have has a small chance to intercept an enemy.

        I usually play a custom creative race with a spying penalty so it can be a little rough early on but after you begin getting some of those techs that boost your own spies they're generally more than able to hold their own defensively.

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