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Trying out moo2 again

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  • #16
    Don't worry you will soon be able to beat the Anties so handlily that you will stop using them. They just become a bore to be used as a change of pace from time to time.

    What was the year? For them to send 6 ships takes a lot of time.

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    • #17
      it's about 3548. that makes it about 480 turns into the game, if it's 10 turns per year.
      Any man can be a Father, but it takes someone special to be a BEAST

      I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
      ...but Father Beast beat me to it! - Randomturn

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      • #18
        Yes that is it one year is 10 turns. So 480 turns is a heck of a lot for a Moo2 game. I am surprised they did not send titan class ships, must be due to the level.

        Do you have all the tech researched now? If so, I would expect BS and missile base and a BB tobe plenty to defeat them. I would not put shuttles and such on ships, especially so late in the game.

        A BB with autofire disrupters should kill the Antie frigates the first turn. Use HV mounts and Inertial Stabilizers, HEF and Reinforce Hulls. Remove any other specials (not Battle Pods).

        You should have had a 4 turn warning to get more ships there if needed.

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        • #19
          Antarans appear on the map anywhere from one (1) to four (4) turns out.

          To capture Antarans, you need a specialist ground combat race, you need to be ready and waiting with the boarding ships before the Antarans announce their visit, and you need to be good at ship battle tactics: in particular, you need to know how to distract the Antarans from your boarding vessels and/or assault shuttles while you close in. Tractor beams are good but you have to be quick before the Antarans auto-destruct. Speed is of the essence against those Elder Bullies.

          Marine bases improve morale for Dictatorship and Feudal; they don't affect morale in Democracy; whereas Unification has no concept of morale.

          Incidentally, the best govt for morale is Dictatorship: with Psionics and all the morale achievements and buildings, it can get +100% morale which means +100% on production, science, farming, and i guess taxation too.

          On the other hand, Galactic Unification gets +100% on production and farming automatically, which is very powerful because production is so vital.

          As you play you'll realise that MOO2 wrongly weighs the governments: Demo is too many picks compared to Uni (or Uni is too few), and Feudal is too punishing for only -4 picks. I would have disentangled the effects of govts and weighted them separately: eg, Feudal gives 2/3 ship costs, and that should be a +pick in itself; Feudal also gives -50% research per scientist, and that should be a -pick
          in itself.
          ftp://ftp.sff.net/pub/people/zoetrope/MOO2/
          Zoe Trope

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          • #20
            Originally posted by vmxa1
            Yes that is it one year is 10 turns. So 480 turns is a heck of a lot for a Moo2 game. I am surprised they did not send titan class ships, must be due to the level.
            Yeah, playing on tutor. I call the first four sizes after their moo1 counterparts, instead of "frigate and destroyer and such, so small, medium, large, huge, then titan and doom star.
            Originally posted by vmxa1
            Do you have all the tech researched now? If so, I would expect BS and missile base and a BB tobe plenty to defeat them. I would not put shuttles and such on ships, especially so late in the game.

            A BB with autofire disrupters should kill the Antie frigates the first turn. Use HV mounts and Inertial Stabilizers, HEF and Reinforce Hulls. Remove any other specials (not Battle Pods).

            You should have had a 4 turn warning to get more ships there if needed.
            nope, don't have all tech yet. don't have autofire diruptors. just barely got phasors.I did max out one field, though (power).
            Any man can be a Father, but it takes someone special to be a BEAST

            I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
            ...but Father Beast beat me to it! - Randomturn

            Comment


            • #21
              version problem

              Ok, so the antarans send a fleet to one of my tiny worlds with missile bases and ground batteries. The game crashes partway into the battle. again and again on all reloads.

              I check and discover I am using version 1.2, so I find the 1.31 patch on the internet and download it. One of the things it says it fixes is the tiny world radiation shield crash. sure enough, that's my problem.

              But the game won't run with the patch on. it says something like too many items in racesutf.lbx, a file which doesn't exist.

              So I had to uninstall and reinstall version 1.2. Then sell off the radiation shield before the antarans arrived. Dang.

              Still fought them off, though.
              Any man can be a Father, but it takes someone special to be a BEAST

              I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
              ...but Father Beast beat me to it! - Randomturn

              Comment


              • #22
                ftp://ftp.infogrames.net/patches/moo2/

                I guess you took the (new?) 1.31 exe patch here.

                It doesnt work.....with 1.2.....(i guess u need 1.3 first ---- poor hw was added there in the racestuff....)

                or......the easiest solution....

                take the 1.31 zip file there........it works for sure.....
                "Football is like chess, only without the dice." Lukas Podolski

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                • #23
                  Just don't colonize tiny worlds.

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                  • #24
                    As siron hinted, the filename is spelt "racestuf.lbx" (not "racesutf"). It is present as you can't do much without it, but I don't recall whether it's automatically put on the hard drive or normally stays on the CD.
                    ftp://ftp.sff.net/pub/people/zoetrope/MOO2/
                    Zoe Trope

                    Comment


                    • #25
                      Originally posted by siron
                      ftp://ftp.infogrames.net/patches/moo2/

                      I guess you took the (new?) 1.31 exe patch here.

                      It doesnt work.....with 1.2.....(i guess u need 1.3 first ---- poor hw was added there in the racestuff....)

                      or......the easiest solution....

                      take the 1.31 zip file there........it works for sure.....
                      OK, I'll try that. thanks for the ref. I got the 1.31 from atari

                      Vxma1, that's real helpful

                      Zoetrope, I thought it didn't exist because it wasn't in the orion2 directory on my hard drive. it could be on the cd...
                      Any man can be a Father, but it takes someone special to be a BEAST

                      I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
                      ...but Father Beast beat me to it! - Randomturn

                      Comment


                      • #26
                        I mean it, never colonize a tiny world, you don't need it.

                        Comment


                        • #27
                          Originally posted by Zoetrope
                          Antarans appear on the map anywhere from one (1) to four (4) turns out.

                          To capture Antarans, you need a specialist ground combat race, you need to be ready and waiting with the boarding ships before the Antarans announce their visit, and you need to be good at ship battle tactics: in particular, you need to know how to distract the Antarans from your boarding vessels and/or assault shuttles while you close in. Tractor beams are good but you have to be quick before the Antarans auto-destruct. Speed is of the essence against those Elder Bullies.
                          I don't think it is that hard. With max/near max tech with marines at >+80, capturing Antarans merely requires enough marines..... (20:1 to be safe, and more than enough firepower to neutralize them the Ant ships if needed)

                          Unless one is playing -10GC LowGrav, one can cap Antaran ships if one gets all the techs for it. And addition to Ground Combat techs, assualt shuttles, troop pods, tracker beams, transporters and someway of getting the ships close is needed.

                          If you don't even have autophasers and gets pwned by a few small ships, don't try capturing though. Your marines simply won't stand a chance unless we are talking about frigates.

                          -------------------------

                          Last game, I took a Antaran battleship after immobilizing with my autophasers, stasised it with my destroyer and surround it with ~25 ships cruiser/BB. One other Ant cruiser was immobilized and assaulted, but it self destructed due to q-det after having its marines killed. The marines where at +85, 1hit (no power armor).

                          And I only got damper field...... Me wanna xenotronium after getting Orion too. I killed the Antarans for good 15 turns later with my 117 ship fleet after getting tired of killing the Ai....but that reflector field is a *****, and I don't have timewarp stellar converter doomstar this game to kill it, or blackhole gen phase cloaked CA/DD.... (not that it took anything more than 1/3 fleet to fire)

                          When playing Creative, with +95 2hit marines, Ants are pwned easily.

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                          • #28
                            Originally posted by vmxa1
                            I mean it, never colonize a tiny world, you don't need it.
                            Maybe not for production purposes (though it can be a tiny bit okay with biosphere + adv city planning or +pop picks, there are better choices unless playing a small-ish map) but what about using it as a forward base so that one can help invade time warp indictator-defended systems. Just pop a barrier shield and Ground battary and it'd be quite annoying to take out. Just build it during peace and watch the scary jump gate teleport your fleet into the heart of the enemy when war starts.

                            Or I should just use the ~1000bp for a Titan?

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                            • #29
                              Sorry if this questions seems somewhat off-topic, but I keep seeing "pwned," but don't know what it means. Can someone clarify?

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                              • #30
                                If I am using anything for an OP, I do not need to defend it. This is because I am going to take down any planets in range.

                                If the AI did manage to destroy the OP, it is cheaper to just drop a new, if it is still needed.

                                Of course any planet could become productive, but it is not needed. The production is better used for ships or research.

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