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MIRV Missile Attack?

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  • Originally posted by Garth Vader

    The key here is that 3 close races to me had no planetary defences. This means that a cruiser could take just about any planet. So I could split my fleet up and take everything quickly with telepathic.

    In a more typical game when I am boxed in by races with good defence early I usually win in the 320-350 turn range.
    That is what I see, about in the 300 range.

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    • Not sure how it is in Moo2, but in Moo you had to have 2/3 of the planets colonized before a vote came up. The manual does not say. In an advance tech game for a small universe and 8 players, you will have a large portion of the universe colonized. I can't say I ever had a vote anyway near that early, but I am not sure. I find the vote to be an annoyance and wish I could turn it off.

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      • GV thanks for the post. When you list built cruiser around T118 was that a start build or a complete build?

        I am not sure what you mean by that, I bought the last few turns of the first cruiser, and started the next one right after (I think).

        Were you moving pop around, buying?

        Yes, and yes. On a new colony I buy the Auto Fac right away if I can afford it, and I send one extra unit of population. I also send one pop unit to alien colonies that aren't subterranean.

        If I have cash I will try and buy production improvements on colonies, and sometimes will finish ship builds. Once I am strong I usually let things like that lapse.
        Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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        • Man, this is wierd. I did not see Garths post from 6/30 until this morning? I guess I will have to be sure to exit the site each time. I thought the refresh would do the job???

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          • That is what I tend to do, buy some items if I can afford to, but not spend my self into the poor house unless it is to hold the planet. I was just not sure if the entry meant you have the cruiser or were starting to build it. Just trying to follow along and see if Iwas hitting the marks. It was hard to do, if pop was move, but not noted. Anyway it was fun.
            Does meltpopt do anything that corion2 does not? Does it provide for adding ships to the game by use csh files? I have some ships that someone created and are in csh files and I do not know what to do to add them into the game to see what they look like and what they do.

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            • Originally posted by vmxa1
              Man, this is wierd. I did not see Garths post from 6/30 until this morning? I guess I will have to be sure to exit the site each time. I thought the refresh would do the job???
              I've never had that problem. I usually go to the forum top and go back in though.
              We're sorry, the voices in my head are not available at this time. Please try back again soon.

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              • It has been the last few days. I have had 4 trips where I did not see a given post and came back later and it was there before my own post. I will keep an eye on it.

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                • perhaps cuz I bounce from forum to forum?

                  Hey guys, can't thank you enough for the walk throughs of the masters (well except for Moom's).

                  And GV, I'll keep asking questions as long as the answer is not:

                  Bo and Luke, I am your father!

                  R:PM
                  We're sorry, the voices in my head are not available at this time. Please try back again soon.

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                  • Does meltpopt do anything that corion2 does not? Does it provide for adding ships to the game by use csh files?

                    To answer that question I would need to know what corion2 does

                    You can create races using however many points you want. You can take techs off the tree, which you have to do if you have created a super race (evolutionary mutation). You can change the default names (leaders, ships, homeworld). You can change the race graphics (a small and a medium bitmap). I think that's about it.
                    Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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                    • Google search gives you Corion2 pages. I just figured out that it will in fact let me load those saved ships I was talking about (csh files). I was able to load them into the game as either replacements for existing ships or as templates for any new ones to build. I have not tried to drop tech from the tree, but I would think it could. I know that if ou want to make a race with more than the 10 picks, you can select mutation as a "learned" tech to avoid the problem of get to add 4 picks and already being past the limit.

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                      • I've never had much luck with missle boats. I tend to push toward beam tech superiority as soon as possible. I also like having the best armor and shields I can get through tech trading. A Titan armored/reinforced hull loaded to the max with shield piercing/auto-fire phasers is a terror to behold for a good part of the game. Missle boats are useful for cracking planet defenses or to tie up enemy fire power though.

                        ]
                        from the ashes , in the desert.

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                        • I like to get beamers as well, but in the first 100 turns at impossible you will have a tough time, especially if not creative. A telepath can use a missile boat for some time to bust starbases and mind control. SB are not much until they get heavy armor and maybe even some shields. If you have fast racks with Mirv you can launch and leave. You take no loses to the capitol ships and just leave a scout behind. Phasors can work all the way to the end. I have loaded up doom stars with them and slaughtered whole fleets with one packed with specials. Autofire and shield perice mods are mean. I often have a few missile boats left at the end and they are pumped up with arm/shields and Pulsons. They slam into battlestations and SF and retreat with no loses. Opening round fire does not hurt them as they are quite strong by the end of the game, especially if I get X-arm. I keep them around if not tele so they can sit on planets while I assimilate them.

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                          • Bump for xoham

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                            • This thread was a big help. I use MIRV nuclear missles as soon as I get them to take down space monsters. Speaking of space monsters, I had a game where the giant space amoeba came right for my home planet of Mentar, decimated the defenses then ATE THE PLANET. It was a cool animation that I have not seen in the many many years I've been playing the game. Something about my new playstyle seems to invite space monster attacks.

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                              • No fleet to defend? Nasty business.

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