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Author Topic:   MOOII - Strategies Welcome
Darkstar posted 08-06-99 01:13 AM ET   Click Here to See the Profile for Darkstar   Click Here to Email Darkstar  
Greetings and Salutations. There has been a reawakening of MOO2 among a few of our former SMAC Strategists. They have suggested using this forum as the place to talk about it.

How do you beat this game, they wonder?

First, get patch 1.31 from Microprose.

Second, remember the path of the Peaceful Expanist Builder. That means, strong build up of your colonies. The Opp Eng will start off ahead of you, but you will surpass it and then be able to vote yourself in, kill the Antareans, or conquer the galaxy.

I like to play Subterrean, Creative, Low-G, Custom race on a Large world.

Creative is important, in that it lets you hop around the hard decisions. It also lets you use your Spy force for home defense only.

Sub gives you more space to live per colony.

Large gives your capital a good industrial base.

Low G means don't do ground invasions until you get some serious tech. But that's alright, you shouldn't be doing so anyways.

But what about the Early Rush, Oh Dark One? Don't worry about. Its not the way. What? Yep. There ARE ways to do so (Mind control races), but I think they are a cracks in the design, not a feature.

Unlike SMAC, with its Psychotic Opponents, you can maintain peace with your neighbors and buy them off long enough to swap over your major industrial centers to making military units if you decide you might to. Having one countless games using just diplomacy, 2 scouts, and endless colony ships, I can tell you its easily possible. But you might have to pay tribute to your militant neighbors. Don't be upset. It improves their opinion of you, and makes them vote for you, as long as they aren't the other choice for Supreme Commander.

But what if I want to kick everyone's but?

Ah, well then...
From the start of the game, go research crazy. And expand. Research is the key in which you get the goodies to make supreme military units (called ships) in which one of your can wipe out many of theirs.

I go for the Research lab. Then I go for either Hydro lab, or Automated factory (2nd set behind the top left choice). From then on, I chose Research (autolab, etc), Production (always welcome), Food, then Money. Anything else I fit in whenever. I order all colonies to build Automated Factory, Research Lab, Hydro, and Spaceport. Then I leave it on AutoBuild.

Build spies each and every time the enemy succeeds in stealing something. There are techs that raise your spying. Take them.

Build the biggest ships possible. Rotate them through a secondary industry center and refit them occasionally.

Keep an eye on your command points. If your fleet gets too big, grab the techs that raise your command points.

Fear not the Antereans until they start using Battleships. A planet with with star base/battle-station, missile base, beam weapons, and fighter stations will make short work of any antereans. Do not use your navy, as the antereans will most likely eat your navy.

Well, there's a start. MOO2 is a 4X game, and lets you follow the peaceful expanding builder well. Make use of the diplomacy. Stay at peace until YOU are ready to go to war. Build Industry boosters first, then Research, then food, then money.

The perfect Peaceful Expansionist is a very valid path in MOO2. I don't think Firaxis incorporated enough of MOO2 into SMAC (customize units and certain elements of diplomacy seem to be the only things they borrowed).

There is also problems in following the Early Rush. The only way I know of to do so is to make use of the special properties of the Mind Control talents. And simple distance prevents an early rush (I love large and huge maps).

MOO2 is a game balanced pretty well towards the build to the "industrial" age and sweep everything before you. I am sure its a game that Sid and Brian have enjoyed in the past. If they can find a way to make their games more balanced towards such an action, rather than the Early Rush, am I sure most would enjoy their games more.

-Darkstar

SMACTrek posted 08-06-99 02:10 AM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
I noticed two patches at ftp.microprose.com (1.2 and 1.31). Will I be fine if I only download 1.31?
SMACTrek posted 08-06-99 02:13 AM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
Address:

ftp://ftp.microprose.com/pub/mps-online/new-versions/

Darkstar posted 08-06-99 02:17 AM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Yep. I did when I reinstalled MOO2. Works fine for me. I hope for you as well.

-Darkstar
(Had some DirectX trouble and removed all DirectX games and reinstalled, following some odd Tech support advice...)

SMACTrek posted 08-06-99 02:24 AM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
Thanks. I'm expecting my copy before the weekend is over..
Shadwhawk posted 08-06-99 04:48 AM ET     Click Here to See the Profile for Shadwhawk  Click Here to Email Shadwhawk     
Man, MOO2 is a -great- game, ain't it?
I usually wind up re-installing it once a year to play for a couple weeks. I'm -still- waiting for a Ship Graphics editor (what MOO2 freak hasn't wanted to swarm over the puny Elarians with Star Destroyers and TIE Fighters?).
I always play a custom race; I sometimes vary my pics for variety, but I find I do best as Creative, Low-G (easy -5 points and not overly detrimental), Research +2, Industry +2 (or +1 on each, depending on other choices, sometimes +1/2 Food). I then usually pick -10 Ground Combat, and +10 for either Spying, Ship Attack, or Ship Defense. Usually wind up with a Large planet, too.
I often find myself a slow-starter in the game, and usually easy meat when a war-monger or expansionist race like the Silicoids or Klackons are near me. Since Colony ships take so long to build early on, I wind up staying in three or four systems for half the game (but with colonies on every planet in each system). The 'Heroes' in the game a -cruicial- at this point. Even the low-level guys are good; +75% farming is great for a breadbasket system, +10 Research is great for any system. If a Hero comes with special, valuable knowledge (The Droid guy, with +50% or so in 4 categories, comes with all 3 Android Techs, which are valuable for trade, anyone with Galacitc Lore, the guy with Terraforming). That green Administrator guy you can pick up later in the game is amazing...+75% in Farming, Labor, Research, and Trade, or something similar. He goes great in any system with 5 planets.
Planet Construction is your friend. Turn that 1-tiny-planet system with 4 astroid belts into a 5-planet (1 tiny, 4 large) production powerhouse. Be careful, though. The second you Construct a planet, an enemy may send a colonization fleet over ASAP, if every other planet is colonized. I don't think I've ever seen an AI use Planet Construction.
I'll be behind in every category until the last half of the game, when I go on an expansionist spree; colonizing -every- planet I can reach by using my major Industrial bases (Mmm. Ultra-Rich with Gravity Generator, Deep Core Mine, and Core Waste Dump), and since I'm usually rich by this time, I start my new colonies off quickly--Automated Factories, Hydroponic Farms, Deep Core Mine, Housing, Housing, Housing, then Autobuild; and I buy nearly everything I can. Gotta spend my cash somehow. 50 turns after my expansionist binge, my graphs start skyrocketing, even if my Fleet stats are down, and tech graphs are equal with the enemy's.
While I'm expanding, my primary enemy (usually down to one more race at this time) has a fleet of Doom Stars that I couldn't defeat with my entire fleet. However, the ship limit usually hasn't been reached. To ensure I still have a chance, the second I can build Doom Star or Titans, I build empty shells of them. Constantly. When I can finally build a Doom Star in a sane period of time with heavy weaponry (Stellar Converters rock beyond belief, Death Rays, Mauler Devices, Particle Beams), I refit them as quickly as possible. I also heavily research Advanced techs so I can miniturize. Fitting 8 Stellar Converters in a Doom Star with Hard Shields and Heavy Armor is amazing. Of course, fleets of hundreds of Titans and Doom Stars ruin your command rating; even with 40 Star Fortresses and 40 planets worth of population under your control, you just can't keep a fleet that large without paying for it. Setting your taxes to 10% is more than enough at this point, especially if you have just two or three major industrial bases producing Trade Goods. I still made over 20k per turn, with -317 command points.
Since the enemy fleet is usually bigger than mine's at this point, and usually has a better sequence (meaning he attacks first), I couldn't hope to take him in fleet-fleet action. So I split my fleet. I position them to attack all their systems within 3 turns of each other. Then I wipe their planets out; usually by bombardment so I can take 'em later, sometimes by utterly destroying them. A pair of Titans with 5 Stellar Converters each is more than enough to strip even the most heavily armed planet of its defenses and annihilate its population and buildings.

Ah, the memories. I may have to re-install again, soon.

Shadowhawk
-You pitiful Bulrathi shall regret declaring war on me!

FinnishGuy posted 08-06-99 06:09 AM ET     Click Here to See the Profile for FinnishGuy    
What a MOO2 thread? Is this a new way of being mean to Firaxis and poor Mr. Morris? Hehe...

Anyway, you can do the early rush without mind control. Just research Mass Driver and the first armor upgrade (can't remember name) ASAP, build one or two battleships + 2 missile frigate escorts and go conquer everybody. You'll be surprised how powerful mass driver equipped ships are in early game. Build outposts to extend your ships' range and reach the more remote enemies. You'll have to be quick in your moves though.
Still, normally only the Psilons can have a hope of resisting the rush because of their research bonus. Getting rid of the Psilons should therefore be top priority. Or play as them and the rush strategy becomes even easier.

jimmytrick posted 08-06-99 08:11 AM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
Darkstar you got me. I am reinstalling this weekend.

Still, Shadwhawks strategy of building multiple fleets and the incredible power of beam weapons makes the end game a certainty. My primary dissapointment in Moo2 was the wimpy Antarians.

Zorak Zoran posted 08-06-99 08:14 AM ET     Click Here to See the Profile for Zorak Zoran  Click Here to Email Zorak Zoran     
Ick, I can't believe y'all play Creative races! It's disgustingly easy.

Counterpart to TI in MOO2: Play a custom race with NO abilities, Impossible difficulty, Huge galaxy.

SMACTrek posted 08-06-99 08:28 AM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
I'm wondering what this game'll be like. It sounds like I can't do the "Kill 'em all" rush as soon as I get a couple of techs.
Mergle posted 08-06-99 08:37 AM ET     Click Here to See the Profile for Mergle    
Play Uncreative.

This is just great, you have to adapt your strategy to deal with the tech hand you get dealt. (Otherwise I tend to max out personal weapons, then go for stasis field and tractor beam and steal all the others' ships. Once I have neutron blasters/ death rays, I don't even need to both with the personal combat.)

uncleroggy posted 08-06-99 11:27 AM ET     Click Here to See the Profile for uncleroggy  Click Here to Email uncleroggy     
MOOOOOOOO!!!!!!!!!!!!!!

I have taken some advice from Stargazer, et al... and am playing my 7th game with the normal difficulty, huge galaxy, two opponents and a customized race. I selected subterranean to get big population, +1 food, +1 science, +50% growth and repulsive. I then used the Elerian icon as a nice foil to the repulsive characteristic. BTW, I specifically chose repulsive since that is the way that JKM looks at most of us.

So far things look really good. I was fortunate to colonise 5 huge terran class planets very early and I did the space version of ICS as I chugged out mucho outposts and colonies. This really seemed to hem in the Silicoids(I hate those bastards) and the Gnolams. As a matter of fact, my biggest problem seemed to be a neverending stream of space monsters that would really eat into my fleet until I got phasors/pulson missiles. Also, I picked up a few heroes and techs.

Needless to say, the Gnolams picked up a bad case of "little man's complex" and decided to launch a withering attack against my outposts with a battleship and a transport. Boy were they surprised when they went after the Vis system(one of my 30 pop terrans)and were looking at a battlegroup of 12 Vader class titans packing 20 pulson missiles in fast racks and 30 phasors each. I'm sure that "oh sh#t" was probably the mildest response from that Gnolam crew before they were obliterated.

Oh well, to speed up this already long tale, the Gnolams are no more and "dwarf Tossing" has been reinstituted as an Olympic sport. Now it's time to sharpen the knives for those siliciod bastards before they figure out that I own 3/4 of the galaxy.


On to Orion!


uncleroggy out

SMACTrek posted 08-06-99 01:51 PM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
Proposed title for a sequel game:

MOO 3: The Bovine Menace! (groans)

DanS posted 08-06-99 02:01 PM ET     Click Here to See the Profile for DanS  Click Here to Email DanS     
DS: does the latest patch fix the mp problems? I tried playing with a friend over the network some years ago, but found it unplayable.

Playing as humans is fairly worthless, unless you are playing at the toughest level. Humans do very well at the toughest level, because they can normally survive (through diplomacy) until the middle game. Then it's just a matter of kicking butt.

There is also a dismayingly effective weapon combo for the late game. But that's a trade secret.

uncleroggy posted 08-06-99 02:12 PM ET     Click Here to See the Profile for uncleroggy  Click Here to Email uncleroggy     
DanS,

That's just downright unfair!

If you're going to tease us then you have to tell us.


Re MP: Please be more specific on the MP bugs. Stargazer really knows this game and might be able to help. I'm in for MP if we can get it going as this game plays fast enough to keep us from dying of old age.


uncleroggy out

Zorak Zoran posted 08-06-99 02:22 PM ET     Click Here to See the Profile for Zorak Zoran  Click Here to Email Zorak Zoran     
Why would you need late game secret tactics? Stellar Converters, Temporal Distortion techs and the like make a mockery of even enormous fleets (like the Antarans).

In my experience, Multiplayer MOO2 is problematic at best. 2 main reasons:

1. Some of the "Hero" types give you unbelievably powerful technology (like Autolabs, Androids, etc..) If someone picks up Autolab early in the game, it's over.

2. The first guy to beat the Guardian, and thus pick up all that nice tech, is almost unstoppable until late game. Unfortunately the late game rarely comes.

DanS posted 08-06-99 02:47 PM ET     Click Here to See the Profile for DanS  Click Here to Email DanS     
undercloggy: well, it's been a couple of years, but IIRC, the game state information would get corrupted and then the game would crash. Loading from a previous save wouldn't help. Also, before a battle would begin, there was a higher chance of the game crashing.

Part of it may have been my network losing packets. But I think they had error correction. Right?

Rutiger 53 posted 08-06-99 03:38 PM ET     Click Here to See the Profile for Rutiger 53    
I think that the best weapons in this game are either the Gyro Destabilizers because they bypass the shields and hit the structure right away or 2x missles.

Personally I prefer the 2x missles because you can create a massive flotilla of smaller ships for the same price as a couple of large ones. I don't build leading edge technology, you don't need it. Go for quantity over quality. I pack as many 2x missles in a ship as I can and ignore shields, and specials. With these kind of ships you aren't going to sit around and fight anyway. You drop into a system let fly and either take out the opposition within one or two turns or retreat. If you come up against anything too hard you'll lose a few ships but they're relatively cheap to replace.

In the midgame a couple of ships full of gyro d's can quckly destroy a defensive space station. I find they work much better than any other beam weapon.

RSHER posted 08-06-99 04:08 PM ET     Click Here to See the Profile for RSHER  Click Here to Email RSHER     
I haven't played for a while, but I always used a custom race with +1 food, industry, & research & a large home world. Then I throw in -10% ship attack, defense, & ground combat. If I can stay out of trouble early and expand, my research bonus will overcome my combat negatives. My industry bonus lets me put the new tech to use faster, and the farming bonus makes sure that I don't have to waste too many workers on farming.

I always thought that the low-G would be too big a problem since I'd have negatives to everything on all normal-G & heavy-G worlds. I'll have to revisit that and see if it would be useful.

Rodney

Shadwhawk posted 08-07-99 03:44 AM ET     Click Here to See the Profile for Shadwhawk  Click Here to Email Shadwhawk     
Yea, Low-G isn't all that bad, especially after you discover Gravity Generators (which is generally a priority). -50% industry on the HeavyG planets isn't bad, especially if you're +1 or +2 industry. I usually build Gravity Generators ASAP on Rich/URich planets that aren't LowG.
The -5 Pick Cost is great to get yourself +2 Industry, which virtually cancels out any industry penalties.
I used to do lowered ship defense and attack, until I realized it actually made a difference in the early game. Lowered Ground Combat isn't very bad, since I rarely build Transports in the first place, and if an enemy is able to land on a planet, it's as good as gone anyway, regardless of your troops.

I usually go for high-tech stuff, and get annoyed when a Titan with 63 Heavy Fusion Beams and 99 Fusion Beams blows the hell outta my Doom Star with Class X Shields and a Stellar Converter. :P

Hrm, I may have to re-install soon.

Shadowhawk

Luna posted 08-07-99 08:32 PM ET     Click Here to See the Profile for Luna  Click Here to Email Luna     
Remember to try out the original Master of Orion too. I find it much more fun than MOO2, in which many features were simply forgotten, and the whole game became way too much micromanagerish for my taste. In few aspects it was even a step back from MOO, especially in research which was already wonderful.

But MOO2 is a great game anyway. It's ship designing and combat system are simply great.

What I would like is a MOO3. One takes the ease of play from the first one, new innovation from the second and adds something new.

-Luna

SMACTrek posted 08-08-99 12:49 PM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
Just found a MOO 2 forum at sidgames.com. I didn't register yet. I'm still waiting impatiently for the game to ship. They can't hear me on this forum, but it (the fact I'm blabbing about this) should give some idea of how irritating it is to pay extra for fast delivery that's slow....
SMACTrek posted 08-08-99 12:51 PM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
http://www.sidgames.com/forums/
SMACTrek posted 08-09-99 09:50 AM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
Nobody's posting here. Oh well, then I'll just blab. My copy of MOO2 arrived, and I'll be sure to return at some point with first opinions.

Now, time to get reamed by the AI....

Cadrys posted 08-09-99 11:41 AM ET     Click Here to See the Profile for Cadrys  Click Here to Email Cadrys     
Just remember : when designing a custom race, don't bother with 'Charismatic' On the higher levels, 'Repulsive' seems to be the first thing that happens to the other races.

This weekend, I tweaked the humans a little...and *half* the races in the game were repulsive. (Makes trading for tech somewhat harder, eh?) Somehow stayed friends with the Klackons and the Elerians the entire game. (The *Elerians* were everywhere! I've never seen them actually take off like that before. Killed off 3 races before I rammed a Council victory down their throats...)

Autofiring, armor-piercing mass drivers rule. At least, until your neighbors are sporting class V shields.

And by the time you hit those heavy shields, you can do it again with Gauss Cannons. Ow!

One Titan, 11 AF/AP/HV GC's. (and hyper-X capacitors) Shredded the *entire* Silicoid fleet in about 4 turns. (30 or 40 battleships, some other small fry) Silly rocks!

Pity you aren't allowed to 'convert' empty planets into rubble, to build them into BETTER planets. (Toxics come to mind here. I'd rather pay the cost of an Artificial planet than be stuck with a toxic planet..)

GreasyPig posted 08-09-99 04:28 PM ET     Click Here to See the Profile for GreasyPig    
I think you folks have forgot about the END-GAME weapon.

PHASORS!

Tell me if I'm wrong but once I have these babies its just a matter of which planet should die next!

Sure there are bigger weapons but there is no other that gives you the most bang for the buck. By the time hotter weapons are availible I can overload the phasor with auto fire, shield piercing, continuos, heavy mount and still load more on a chassis for more damage.

Then couple this with High energy focus, structural analyzer, (later Achilies targeting) and you are unstopable.

Their only weakness is penatrating Barrier shields.

The SpaceHick
GreasyPig

Darkstar posted 08-09-99 05:38 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Phasors are cool, but I find I like Mass Drivers and Gauss. I'll take the steady damage, and throw in a bunch of specials to up them. High Energy Focus, Range Master/Achilless Targetting, Battle Scanners... I love the toys. Add that to the Armor Piercing Auto Fire and letting Auto shoot three different opponents to kill them all, and have a blast.

But by phasors, things are going so swift, that I just end up doing Death Rays and choosing the Constant Damage weapons as my secondary (Hv), triaries (normal with bonus abilities), and top possible point defense. But then, I think all ships need Torps/missiles and Interceptors for the fun of it.

Not the most effiecent, perhaps, but I enjoy it.

-Darkstar

Zorak Zoran posted 08-10-99 08:23 AM ET     Click Here to See the Profile for Zorak Zoran  Click Here to Email Zorak Zoran     
Honestly, by the time Phasors come out I just mount as many Heavy Plasma Cannons as possible and run right in there. Those babies simply shred. Phasors are a good secondary weapon, and Death rays are superior to both (nothin like an assault boat filled with Bulrathi).
Zorak Zoran posted 08-10-99 08:28 AM ET     Click Here to See the Profile for Zorak Zoran  Click Here to Email Zorak Zoran     
Any of you ever successfully boarded an Antaran vessel? How'd you do it?

I succeeded about the 15th time I tried.

Jaechdan posted 08-10-99 11:46 AM ET     Click Here to See the Profile for Jaechdan    
Rutiger - I see someone else uses my pet tactic! 2-shot missile boats (with MIRVs if you can get them) rock for planetary assaults. Shoot, advance, shoot, punch out. Just remember to include a frigate or two to hide at the left map edge until the missiles hit.

General - Terraforming & Planet Construction are the keys to power. Turn mundane systems into multi-terran powerhouses.

Questions for the experts
What govts does everyone use? I usually stump up for Democracy or Unification.
Do planets extorted from weaker races really build faster than they ought to, or am I imagining it?
Is it just me, or are the Antarans near-immune to beam weapons but pushovers for missiles?

Oddities - In my last game, the Sakkras came up with Titans which had Class VII shields and a titanium hull! Talk about crunchy on the outside and a soft centre...

Luna posted 08-10-99 03:30 PM ET     Click Here to See the Profile for Luna  Click Here to Email Luna     
Zorak Zorak:

How to capture Antarean vessels? Usually you just have to build ships designed just for it. Forget shields and put in reinforced hull and heavy armor instead. Use tractor beams to stop Antarean ships, and naturally troop pods because you need a lot of marines to succesfully capture an Antarean ship.

If you've had a good start, and Antareans are still attacking just with small fleets made up of frigates and destroyers, this kind of ships are just about all you need, especially if you are on a planet with missile base. But almost always you should have small ships (frig/dest/crui) armed only with 2-shot MIRV-missiles, and pick out the bigger enemy ships that are harder to board.

To capture an Antarean vessel you literally have to swamp them with marines. They have a huge bonus, and a lot of your boys aren't coming back. To make things worse, quantum detonators self-destruct the ship that has been captured, at 50% chance...

But if you can spare the refitting needed for special ships, and manage to capture antarean technology, it's well worth it. Something like particle beam will turn the in your favor, whatever your situation is.

-Luna

Zero_Gauss posted 08-10-99 04:41 PM ET     Click Here to See the Profile for Zero_Gauss  Click Here to Email Zero_Gauss     

Antaran vessels CAN be boarded. I have done it. Do not use transporters, as the marines will just die against their shields. The only way is to use a troop pod equipped ship with tractor beams ... and keep trying to capture. As was posted above, you will lose a LOT of marines so you need multiple boarding parties ... furthermore there's a 50% chance the ship will detonate BOTH when it's immobilized, and then again when you capture it. If you can get past all that, though, the payoff is killer: This is the only way in the game to get some of the Antaran techs. Period. (When you rescue Loknar you get a random 4, but to get the others you have to capture Antarans).

Missile boats are how you do a "rush" conquer game. Particularly useful with telepathic

As far as governments go, I always like to point out that out of the ~10 built-in races, the designers used dictatorship in all but 3. However, if you must choose a "different" government choose Unification. For it's price it's a pretty good deal as it effectively gives you a +2 boni to farming AND industry. Democracy is kind of a rip-off as money isn't nearly as important as production is ... And feudalism just blows (note that unification is UBER strong once you get galactic unification: 75% to industry and farming!!)

Beam weapons are quite effective against Antarans, but not until you get good computer tech. You basically need the Achilles Targeting system AND the Cybertronic Computer and then you can kick ass with all the death rays you want. They are easier to kill with missiles ... but only if you're using ECCM and preferably EMG.

-ZG-


Darkstar posted 08-10-99 04:51 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Funny, in MOO, one of the ultimate ship was small ships outfitted with 2 shot missiles. Best of what you could find, but just double shooter.

The only custom ships I make are Boarder Specials, and in general, I haven't bothered with those in a long while.

But I find that MOO's special ship building strategies just aren't needed in MOO2. I think that is one of the key elements that kept me from feeling MOO2 was an end all and be all classic game. But its still good and fun to play, and that's saying something!

-Darkstar

RSHER posted 08-10-99 05:08 PM ET     Click Here to See the Profile for RSHER  Click Here to Email RSHER     
MOOII is a good game. I just wish the durn thing wouldn't lock up my PC so freakin' often! I have to save after every turn because it locks up so regularly. It seems to be doing some sort of autosave when I start my next turn and totally loses it. Usually if I wait until the HD spins down I'm safe, but not always. It gets REALLY annoying. Unlike SMAC where the largest problem I've run into has been invisible units in the fungus.
IkshahI posted 08-10-99 08:10 PM ET     Click Here to See the Profile for IkshahI  Click Here to Email IkshahI     
Everyone, we'll be opening up a MOO2 section shortly.. as soon as I find a webmaster that is if anyone here applies to that please send out a mail to [email protected] , it's highly appreciated!
player2 posted 08-11-99 01:13 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
Here's my contribution to MOO2 tactics. I suppliment my cruisers and battleships with 2x missile ships equipped with fast racks, no shields, no computer, no pods. You seem to get the most bang for your buck with medium sized ships I think.

The great thing about these ships is that they can fire both volleys of missiles as soon as combat starts, and immediately retreat, leaving the big ships behind to clean up whatever the missile swarm doesn't pulverize. The nice thing about these "missile boats" is that they don't need shields, computers, or any special features other than fast racks. This translates into cost savings.

Furthermore, they can be built at any base, don't need any kind of experience, and are virtually untouchable (since they fire and retreat as soon as combat begins). I have found these little ships to be HIGHLY effective.

Don't leave home without 'em.

Zoetrope posted 08-13-99 01:30 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
One of the best places for MOO2 strategy tips is news.sff.net/sff.games.antares.moo2 and its subgroups: cott, help, news, races, strategy, wishlist-bugs.

Btw, I've archived the posts from the beginning up to about April/May 1999 on this site:

ftp.ee.latrobe.edu.au/pub/gt/moo2/antares

A couple of points about ship-building strategy:

1. Fighting enemy fleets and planets require different weapons. AF Hv Gauss Cannons are the most devastating anti-fleet weapon, as their damage is significant, range independent (they're a better mass driver) and you can pack so many aboard. Add AP if the enemy hasn't got Heavy Armor yet.

Similarly, AF SP Hv Phasors are devastating against all but Hard Shields.

2. However, planets require heavier beam weapons. Stellar Converter if you have it, or Death Rays, or AF Hv Disruptors. Maulers look good, but their damage dissipates with distance, so Mauler ships need to close swiftly.

High Energy Focus, Structural Analyser, and Achilles Targetting Unit, are great favorites. The manual and online help are vague about this, but they enhance only the beam weapons.

If you don't mind clearing the planet of all signs of life and civilisation, then you can send a hail of missiles. Nukes are still good anti-planet weapons at the end of the game, despite Class X Barrier shields, though by then they do nothing against heavily shielded ships.

Bombs are also very effective if you can get your bombing ships close enough to drop their loads, because the AI targets them first. Or you can bring frigate bombers as decoys.

Ships that bomb or board need to be fast, so that they can get real close before getting fried.

3. Antarans: Assault Shuttles. Send enough of these, provided you have _some_ ground combat ability, and the Antarans will succumb. Since AS work against mobile ships, you avoid the risk of the Antarans blowing their QD while stationary. Just close with your AS carriers on your turn, and launch them at close range.

If you just want to kill the Antarans (quite a waste until you have all their best tech), then EMG missiles are excellent. Anatarans have no shields, so they cannot prevent engine damage, even from nukes.

In the early game, I like to use Ion Pulse Cannons against enemy starbases, to leave them as empty husks. Only drawback is that if its your most RP intensive beam tech, the AI equips your starbases and ground bases with IPCs, which is woeful when the Antarans and the Space Monsters visit.

Zoetrope posted 08-13-99 01:55 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
Quiet research works against MOO2's standard AI races, but is less successful against Tom Holsinger's Xenophobic Expansionist super-races. With those around, it's more like playing a nice guy in SMAC at Transcend on a not-so-big map. Good for a challenge.

Since several posters here are new to MOO2, I'll mention that although Microprose didn't supply any editors (other than the ship design screen and initial race customisation), several players did. Some of the very useful editors (also available at my ftp site) include:

1. COrion2, which edits save games to change the stars and planets, ships, monsters, AI personalities and techs, and the leaders present. For example, there are some scenarios that have greatly strengthened Monsters, or a much tougher Guardian, or a ship design that resembles Star Trek: DS9's Defiant.

2. MeltPot (Melting Pot), which lets you create new races and looad them into MOO2 as defaults. It also edits save games to delete items from the tech trees available to each race, which is good for adding flavor.

3. PickHack, which changes the number of points that each race-pick costs. For example, some people reckon Creative is only worth 6, but Unification is worth 8 or more. You can save the pick values into a file, which you can load later: this is useful once you've worked out what each pick is worth in a small advanced organic galaxy or a huge prewarp mineral galaxy.

4. Leader editor. Since, in multiplayer, leaders can be excessively unbalancing, change them!

It's partly because of players' experiences with MOO2 and the fact that they had to write their own editors for it, that some persuasion was applied to Firaxis to make SMAC customisable (Alpha.txt, Faction files, unit workshop).

Zoetrope posted 08-13-99 05:41 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
Version number affects weapon strength. In the later patches, gyro destabilisers and plasma cannons were toned down, so they're no longer the logical weapons of choice. That's why gauss cannons, phasors and disruptors are now usually the preferred beams.
sandworm posted 08-18-99 11:28 AM ET     Click Here to See the Profile for sandworm  Click Here to Email sandworm     
I just "discovered" MOO2 thanks to this thread and fifteen dollars that was burning a hole in my wallet while I stood at the bargain bin.

I'm looking for your recommendations on how to take out the Orion guardian. What do I need to pull it off with a reasonable chance of success? Can I fly in a handful of 2X fast rack missile cruisers with a heavily armored/shielded "survive until the missiles hit" cruiser and take it out?

thanks in advance,

Matt

Darkstar posted 08-18-99 12:41 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Sandworm, I don't recall what the reasonable level of weaponry is to wipe out The Guardian. I just use AF SP AP Heavy Gauss ships with High Energy Focus, Structural Analyser, and Achilles Targetting Unit. About a dozen Titans so equiped wipe it out before the missiles ever arrive. I generally take Orion late, typically just before I do my last minute additional builds to the fleet to take out Antarean World.

-Darkstar

uncleroggy posted 08-18-99 04:34 PM ET     Click Here to See the Profile for uncleroggy  Click Here to Email uncleroggy     
Sandworm,

Glad to see you found the $15 large. I think you'll find it to be a good value.

Re the Guardian. I tend to like a combo of Pulson missiles, phasors and level 3 to 5 shields before I go after it. Fast missile racks is a nice bonus and battle pods lets you really get a lot of bang in the first volley. I've never tried doing it with anything less than titans though. I just find that cruisers die too darn fast.


Darkstar,

I noticed that you tend to go high tech with all of the goodies. Probably comes from being a "creative candyass".

Seriously though, I've been playing sort of low tech where I pack the ships with max weapons and then blow the crap out of the enemy in the first round. My favorite combo is disruptors, proton torpedos and zeon missiles. I guess I'm just trying to blow them out of space with sheer volume.

Could you please point out any particular weaknesses with this approach? Or is this just the beauty of this game that you have so much latitude in design.


uncleroggy

Dreadnought posted 08-18-99 05:38 PM ET     Click Here to See the Profile for Dreadnought  Click Here to Email Dreadnought     
I had just bought the game for *5* bucks at CompUsa a few weeks ago, and I've been addicted ever since. Sandworm, the best ship I had to take out the Guardian where some Doom stars loaded with Bulldog (I think that's the name) and Guass cannons. Two of these babies took out the Guardian before he even got off a shot. I know that's a bit late in the game, but eh, whaddyagoonado.

Does anyone have some really cool custom race designs?

Darkstar posted 08-19-99 12:53 AM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Uncleroggy... got me there. I love the Torpedeo class weapons. Dates back from MOO, where they never ran out of ammo... just needed to recharge.

I couldn't tell you about any particular problem with your described approach... other than possible command points. In Single Player, to each his own! Maybe a non-candyass creative type could though...

-Darkstar
(I told you guys I was a builder...)

uncleroggy posted 08-19-99 01:08 AM ET     Click Here to See the Profile for uncleroggy  Click Here to Email uncleroggy     
Darkstar,

OK, OK, I'll cut you a break on the creative thing. If you want SMACophant license 004 you can have it. Sorry, I gave 003 to Shiny1.

You said you like Impact drivers with all the upgrades. Aren't they worthless againt class 5 shields?

Also, do you know where they show the hit tables? Frankly, combat goes so fast that I'm not sure if hitting the target really has anything to do with it and that is why I adopted this approch.


uncleroggy out

Darkstar posted 08-19-99 01:30 AM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
How could they be worthless against something they don't notice? [Shield Piecers are just that] But that your shields pick up on bounce back?

I haven't a clue. But the numbers just flash up... and that doesn't happen if you miss. Since MOO2 does not have the ultimate ship designs of MOO (AutoRepair, Anti-matter Torp, Repulsor Rays, and 2 tile range weapons), the closest you can come for ship to ship combat is inflicting damage from maximum range. That seems to me to generally be the Impact weapons with the beam benefactors. Ever seen a Maxed Impact ship fire each of its weapons 6 times? I haven't tried it in a while, but auto controlled ships with Autofire and the Beam 2x shot Special will fire 6, not 3 times. Serious damage, first shot. Several ships so equiped... whosh.

Lo tech I still love the Mass Drivers. And missiles. I like to waste space on a fighter bay or two as well, but you can't always get what you want when not being creative. But that is where you learn about weapon refinements for the first time, and how useful they are.

-Darkstar

yin26 posted 08-19-99 01:50 AM ET     Click Here to See the Profile for yin26  Click Here to Email yin26     
O.K. As I was leaving for work today, a perfectly sized box arrived from Chips and Bits (what's 'perfectly sized,' you ask?: Computer Game box size + a little extra room for packaging). I've been sneaking peeks at the manual while I work today, which is quite a cruel thing to do to myself. Something I noticed already: A lot of nice touches as far a being able to customize things. There also seems to be a lot of variety with the different races and so forth--a lot of replayability potential here. Which is obviously true if people are still paying for the game.

Do you think we'll be saying the same about SMAC in a year or two?

Darkstar posted 08-19-99 02:31 AM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Well, Yin, that depends... are you going to count Civ3 as SMAC2?

Yes, lots of customization. And then there are the fan created editors...

-Darkstar

yin26 posted 08-19-99 03:01 AM ET     Click Here to See the Profile for yin26  Click Here to Email yin26     
Darkstar,

This may well be the way I'll buy games from now on. By buying this game 2+ years late, here are my benefits:

** Patch 1.31 is just waiting there for me, the product of lots and lots of OTHER people's work, a resource I have spend 0 seconds helping develop.

** An advanced state of fan support (verging, perhaps, on obsolecence, but still there from what I read). The cream of the fan-created crop has already risen, and the harvest is ripe.

** Something tells me my P2 450 will handle the 486 requirements.

** $9.99 Hell, Dreadnought found it for $5!

The drawbacks:

** It's not a cutting edge game anymore. (You know what? Cutting edge to me now means bending over, so who cares?)

** I missed out on the "fun" of its development, release and redevelopment. I'm out of the loop. (You know what? I'm in the loop on SMAC's and Civ3's development and I highly doubt my hours and frustrations will be justified. Plus, I can join the MOO2 world now without much loss.)

** I missed the chance to buy the game at full price and contribute to the gaming world in a far more substantial way. (HA! That's the biggest joke of all!!!)

Yep. I'm waiting at least 6 months to a year to buy my games. Even 2 years sounds good to me now. I'm not kidding. If and until SMACX hits the $4.99 bargain bin, I'm not wasting my breath on it let alone my cash. Civ3? I'm scheduling a trip to the local garage sale in the year 2002 for that little piece. Maybe I'll trade my old BeeGees record for it.

What do you think? It sounds to me like I have a winning strategy here...

Darkstar posted 08-19-99 04:29 AM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Yin, I've been doing that for a while. Bargain bin/shelf shopping. I found I didn't tend to get irritated if I picked up a game at $5 to $12 bucks and its an absolute bust. At $50 a pop, no way. I rarely early adopt a product... especially when my main local software shop is Best Buy which likes to have a sale and drop the price $10 to $20 on new games for a week, then return the price to normal premium price.

Also, you can tell a lot about a game in how fast its price drops. And considering that it takes 3 to 5 weeks to discover that an irate or careless programmer dropped a nasty virus into the program, there are other bennies to waiting.

The people out of the money for not early adopting is where you SHOP though. The software publishers got their money, didn't they? I don't think that's a consignment deal, so NOT buying a game really seems to punish your local merchant more than a particular company. Sending the whole thing back, postage due (like StargazerBC), to the authoring company might be the only way to take THIER money away.

Something to think about...

-Darkstar

yin26 posted 08-19-99 05:17 AM ET     Click Here to See the Profile for yin26  Click Here to Email yin26     
Stuck, as I am, in Korea, Best Buy would be a bit of a drive. But I am absolutely happy shopping Chips and Bits on-line.

Something else to consider is this: Retailers currently have publishers by the balls. The issue is shelf-space and how much they'll charge to put the game up on display and for how long, etc. If a company has proven itself with previous titles that sold well, they can expect to get good shelf space at "reasonable" prices. Amazing, actually, that they have to pay in order to sell the game, but that's retail for you (a BIG reason, I think, FIRAXIS is toying with on-line sales. Actually, I'm all for brick and mortor shops going away if that means we get cheaper games with less hassle. Circumventing the need for publishers in itself would be like clearing the streets of pimps. Like I said, Chips and Bits is great. The "goods" get delivered to me in a plain brown box).

All this means, of course, that if a games sits and sits on the shelf, the company (well, its publisher) will have a MUCH harder time getting that same shelf space next time. Of course, Civ3 has reserved parking at this point...but not buying a game DOES hurt the company in terms of its reputation with retailers. So, waiting until it hits the bargain bin is good for two reasons: One, you get it cheap. Two, you bought it off non-prime retails space, sending a clear message to retailers what kind of company gamers think made the game. If it gets bad enough, gaming companies have a harder and harder time finding a publisher who will touch them. So, it's not so much that buying the game puts money in the gaming company's pocket--like you said, they already got their few bucks per title. It's the NEXT game that really matters and what publisher is willing to take them on next time.

THAT'S a good way to light a fire under some asses, but it takes consumer saavy--the anti-matter of the gaming world.

MoSe posted 08-20-99 10:34 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
I got it, finally! I GOT IT!!!
Thank you, Bingmann!

I can put to use all the hints here.
First impresson: it took a lot from MoM (colony production screen, for one), with a whiff from "Stars!".

yin26 posted 08-20-99 10:54 AM ET     Click Here to See the Profile for yin26  Click Here to Email yin26     

http://www.cdmag.com/articles/022/058/reach_stars_feature.html
yin26 posted 08-20-99 10:55 AM ET     Click Here to See the Profile for yin26  Click Here to Email yin26     
Empath posted 08-21-99 05:28 AM ET     Click Here to See the Profile for Empath  Click Here to Email Empath     
I quit playing creative when I stopped losing games with it. On my last creative game, I started out next to 2 repulsive expansionists & 1 repulsive militarist. A long 3 front war started, and I was hopping around trying not to get pounded into the stone age. Then, I got Warp Interdictor (and good AF AP Mass Drivers along with it) and that gave me time to get Jump Gates. Suddenly my fleet started wiping out all comers. Then I built my planets up, and went to war. I absorbed all 3 of those races, and found that the Psilons had invented Plasma Cannon in my absence. I went back to peace mode for a while to build up my tech, and then went for Orion. I gave everyone Death Ray, and that allowed me to wipe them all out with no problems.

Since then, I have usually played uncreative. It makes MOO2 a new game every time. For example... how do you take on the guardian if you only have Mass Drivers?

Jaechdan -
Yes, missiles are a great way to kill Antaran ships. They have a good beam defense, so it takes a while to build up the tech for easy beam kills against them. On the other hand, they have no shields, so nuke missiles will always hurt them. Against more powerful Antaran ships, missiles act as shielding for you (since the Antarans shoot the missile instead of your ship), and don't reflect.

Zorak Zoran -
I would have to disagree on Orion techs. I give the Death Ray away because the computer will use it instead of a real weapon, like Plasma Cannon, SPAF Phasor, or AF Disruptor. If the Death Ray reduced in size w/tech, & went AF or EV, I would use it, but I don't put the thing on my gunships. Reflection Field is nice, but not overpowering. Particle Beams can be great for fighters, if you don't have SP AF Phasors, otherwise they are worthless. Quantum Detonator is great! I give it to everyone & they are stupid enough to use it. Armor is great, but unless you are uncreative, it is not overpowering. Spacial Compressor is interesting, and can make a good missile defense, but it is hardly an overpowering tech. I take Orion for the point score, not for the tech. Damper field is a nice combo to make hard to kill ships, but again is not overpowering. Also... most of these techs can be gained by mugging Antaran ships.
How to board an Antaran... Equip your ships with Neutron Blasters, or (the one use I have for it) Death Ray. Troop pods & tractor beams should be on all of your ships. You want 1 ship for each Antaran, and your ship should be 2 sizes up from the Antaran ship. The first round, you approach the Antarans without firing. The second round, gang up on half or more of the Antaran ships. Close to range 1, fire tractor beam, fire troop killing beam weapon, wait... repeat for all ships. Once all ships have fired beam weapons, attempt boarding. On higher versions of MOO, you may have to modify this a bit due to changes in firing order. For a final note, remember that ground combat techs help you take over ships.

Cadrys -
Auto MDs are great, esp since they come at the same level as Planetary Rad Shield. For uncreative, you may have to go with FST MIRV nukes in the beginning game.

GreasyPig-
My common beam weapons... (in order of my views, best to worst)
On my version, Plasma Cannon is the king of ship killing. The only problem is that Plasma can accidentally kill off planetary population. I have fired on size 17 planets & killed off all population while trying to kill off the assorted ground to space weapons. Looking at some posts here, it looks like Plasma damage may be reduced at higher versions than I have.
AF SP Phasors are a good second. Someone with Hard Shields can give you a real hard time, but AF SP Phasors are a good all around weapon. If I get Timewarp Fac, I sometimes extend my arc to FX & remove the heavy. This does more damage per ton, but the reduced range requires the double movement to bring everyone into your firing range.
AF Disruptors are a good reliable weapon. Since damage does not vary, they make good planet weapon killers. They will kill of the bases, but will not accidentally wipe out the population like Plasma.
AF Gauss & AP AF Gauss are good weapons, and is mixed in with defensive techs.
I hate Death Ray, but some days uncreative people just don't get any real weapons. I also use Death Ray on my troop ships to kill off marines before boarding.
AF Ion is a great weapon against low shield opponents. Opponent 1 blows up, damaging all of his friends, and blowing up the missiles he just fired at you. It is also a low tech weapon.
Neutron Blaster is a good tech for killing off troops, and for breaking down shields so your Ion can blow up the ship.
AF Mass Driver & AF AP Mass Driver are good solid beginning weapons. If I get lucky & get MDs & Planetary Rad Shield, I will use these early on. Later, AP AF MDs are great point defense weapons. You can wipe out swarms of AR Fst MIRV missiles.
I don't use too many other beam weapons. Since I am uncreative, I may get stuck with something else, but not often.

Other weapons of honorable mention:
Black Hole Generator, Timewarp, & Phasing Cloak... Kills everyone... but not very fast. If you're into micromanagement, this is a great ship.
The Stellar Converter is great for planetary assault. It removes buildings & leaves the population intact. It (with another tech or three) can also convert Tiny Toxic Ultra Poor plants to Large Gaia.
Missiles can be a good buy. They are slow... beam ships can kill off multiple opponents before missiles can cover the distance, but they are cheap. Use 2x Fst MIRV & you will do lots of damage. I use missiles to kill off critters in the early game. Look at the numbers... To kill off a Space Dragon with MDs reguires 3 battleships and 1580 research. 3 destroyers with 1380 reasearch can do the same thing. A dozen frigates & 250 tech (2x Fst Nuke) can kill more critters than you might think.
Gyro Destabalizer is a cheap weapon that can trash your enemies order of battle.

Weapons of ill repute:
I give these techs away so people won't come after me with a real gun.
Death Ray? If the size reduced, this might be a real weapon.
Torpedos? I once had to kill the Guardian with these things so I could get Death Ray. Not a pretty sight. For the cost in tech & size of these things, you would think they could actually hurt someone. Hmm... maybe if I wanted my Doomstar to be able to take on Battleships...
Fusion Beam? Is there a use for this weapon? Just mount Lasers if you don't want to hurt anyone.

sandworm posted 08-21-99 10:45 AM ET     Click Here to See the Profile for sandworm  Click Here to Email sandworm     
Doesn't the antaran dampening field block troop killing beams? - death rays, etc.

The first time I tried to board an antaran ship they killed my troops off about 5 for one of their own, so using ion cannons/death rays would save me a lot of trouble if they work.

Mass drivers do NOT work well on the guardian. I sent five titans mostly loaded to the gills with autofire mass drivers (one was actually a battleship loaded with 2X fast nukes, first to go) and lost all of them. They were like giant mosquitoes. Once I had gauss cannons it became no problem at all.

I haven't played creative yet, maybe I'll try an impossible game with a creative race someday, but I think that ruins a big part of the game. I prefer to spy on the Psilons instead to get my extra techs.

Luna posted 08-21-99 04:43 PM ET     Click Here to See the Profile for Luna  Click Here to Email Luna     
Empath:

Don't overlook fusion beams! When researching weapon techs, I usually go straight for neutron blasters. That gives me enveloping fusion beams, which are absolutely wonderful. Think of them like miniature plasma cannons. If I have good enough computer tech or battle scanners on my ships, I use enveloping fusion beams against missiles and fighters for a long time. And they simply rule if you have to take out enemy shields.

Naturally you have to start using heavy mount early to reduce the loss of damage due to range and increasing shield tech.

I like uncreative too. The biggest goof-up in MOO2 was the mauling of research system. The on in MOO is superior in every way. There it wasn�t guaranteed that you would get important techs like scatter pack missiles through research, thus forcing one to make up different tactics for replacement.

I'm really waiting for Reach for the Stars. There hasn't been a decent space strategy game in years, which is a shame.

When on it I'd like to promote to you all another Simtex classic: Master of Magic, which is still the master of its genre. Which is an easy task because there haven't been any games like it afterwards.

You might say that Heroes of Might and Magic series is something like it, but I'd disagree. In many ways these games differ and require a different approach. Great games tho', all of them.

-Luna

Darkstar posted 08-22-99 02:20 AM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
If I quit playing something in MoO2 just because I can win with it, I'd have quit playing MoO2 entirely. I've managed to win with everything, under most conditions. I play it simply for my own enjoyment.

Antarean and space monsters are immune ot Ion Weapons. Death Rays seem to work great on them.

Master of Magic is definately a woderful game. Age of Wonder might be the closest we see to MoM ever. Let's hope someone decides to make a MoM2!

I do think that the new research system of MOO2 has a backwards effect on the enjoyment of MOO2. But it does meet the demand of those that wanted more control over what they were offered to research.

-Darkstar

Empath posted 08-22-99 08:17 AM ET     Click Here to See the Profile for Empath  Click Here to Email Empath     
Well, I d/ld 1.31 & installed.

After reading Zorak Zoran's post, I decided to try out Uncreative-Cybernetic for a race. Not exactly no mods, but it is a 0 balance.

I noticed that Antarans come around more often, and in bigger numbers. I was hit by a group of CA/DD/DD, followed by a CA/CA/DD in 5 turns. I lost 2 planets to the Antarans before I could assemble enough ships to stop them.
Neutron Blasters no longer kill Antaran marines. This means that my old tactic would not work. However, I now have level 70 ground combat, & someone was kind enough to donate tractor beam to the cause, so I can whip up some custom ships.
Plasma Cannons do the same damage, but they are larger now. They are now a much closer race with SP AF Phasors. Against planets or Hard Shield, Plasma will be better, but in other cases above Shield 3, Phasor wins. High Energy Focus favors Plasma (higher base damage), Achilies Targeting & Structural Analyzer favor Phasor (no loss to shield).
Ion Cannon got maimed. It can no longer be heavy, which drops it back into the power rate one would expect for 1150 research.

Well, I have taken out 1 race & done 2 assists. If I can ever get a rad shield of some sort, my poulation will double since most of my planets are rad.

...

Be careful with low G. Remember that you have 10% ground combat, along with a -25% production on most planets. It may not be worth the 5 points. It does go well with Subterranean and Unified though. Unified people loose only 1/6th of their production instead of 1/4, and Subterranean adds combat defense.

Try uncreative... it restores the MOO tech style, and you get 4 points too.

Sandworm -
No, MDs are not good against Guardian... I got stuck with MDs once & needed to take out the guardian because everyone else in my area had Ground Batteries, Rad Shield, and ugly guns. I figured the Guardian would be easier than their planets. I came close... I detonated 2 of my ships to drop the front shield, and almost killed it with MDs (Hv, AF, High Energy Focus). Another 4 battleships would have broken through. A few turns later my spies stole Graviton Beam. What timing!

Watch your taxes. Taxes hurt your new & poor planets. Instead of using taxes, just keep a 0 tax rate & set some of your rich worlds to making trade goods. Taxes should only be used for emergencies, like buying bases to defeat incoming fleets, or to buy a leader.

Darkstar -
I found a tech growth pattern for creative that would pretty much let me destroy all comers. After I won a few dozen games that way, I started in a terrible spot & still won. I didn't stop using Creative because I could win... I stopped using Creative because I couldn't lose. So I started using Uncreative instead & suddenly I had to think again. I ran into interesting problems, like "How do I kill the Guardian when my weapon list is Laser, Nuke Missle, Nuke Bomb, Mass Driver, Anti-Missile Rockets and Assault Shuttles".

Uncleroggy -
I will have to go with Player2 on the weapon loadout question. Your gunboats need to have Rangemaster, Battlescanner, High Energy Focus , Achilies Targeting & Structural Analyzer (or at least whichever of those you have available). If you put missiles on a gunboat, you are wasting the power of these devices. I build the following ship types:
(Note: All ships have battle pods if I have the tech.)
Missile boats:
These are my early game work horses. They are great for killing wandering critters, and much better than gunboats in the early game.
Lots of missiles - as many as I can fit. All 2x Fst, MIRV when I get it, ARM ECCM EMG possibly later. Very few special equip on these ships... a few defensive items on CAs, but nothing on DEs or DDs.
Gun Boats:
My main game and end game work horses. I usually use BBs. TN & DS give more bang for control point, but BBs are more versitile.
Rangemaster, Battlescanner, Aug Engine, Structural Analyzer, High Energy Focus , Achilies Targeting, Timewarp, Inertial Stab/Nul; whatever I've got, they get it. They have a primary gun bank of my current big ugly gun. If I have Ion Cannon or Graviton Beam, that may get put in as a secondary battery. Then, I have some point defense guns.
Planetary Assault:
If I don't have a beam that will break through my opponents planetary shields, I will send one or two of these along. Usual size is CA or BB. (The other reason I make these if if my ship killers can kill a size 4 planet in 1 shot.)
Aug Engine, Cloak/Phase cloak, Inertial Stab/Nul, assorted ECM, teleporter ,Hv Armor, Reinforce Str, Timewarp, assorted Shields, lots of bombs or missiles depending on opponent screen level. Lots of point defense.
Planetary Conversion:
1 per battlegroup. Size is TI or DS. Replaces Planetary assault.
Same specials as Planetary assault, but no cloaking or teleporter. 1-3 Stellar converters & lots of point defense. SCs will be in groups of 1 SC each to allow single SC to fire on a target.
Ship assault:
I keep a few of these around the center of my empire. When they can make it to a visiting Antaran group in time, they do so. Size is BB or TI.
Troop Pods, Aug Engine, Inerital Stab/Nul, Hv Armor, security stations, ECM, Timewarp. Neutron blasters or Death ray. Enough to kill marines without killing the enemy. 6 tractor beams will halt any ship. Sometimes I use assault shuttles, but mostly I use transporters or just go up to the ship.
Brick:
If you play +50 defense, trans dimentional, & cybernetic, you can make a Brick. If your defense is high enough, these things work great. 1-2 can kill an entire fleet as long as you take out the stellar converters first.
Aug Engine, Heavy Armor, Reinforce Str, Inertial Nul/Stab, biggest ECM, Hard Shield, Auto Repair. Give it a big enough gun to kill a few ships a turn, & lots of point defense.

Jaechdan -
If I don't use dictatorship, I usually use Unified. Democracy has lots of money & science, but I am not usually short money, and I can lag a little on science. Unified allows me to jump start planets, since I have no morale requirements.
Dictatorship is also good due to the increased control points later on.

Someone mentioned a race editor... you could add the Borg to your MOO2... Repulsive Uncreative Unified Telepathic Cybernetic Warlord.

Zoetrope posted 08-23-99 06:38 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
Empath: with the MeltPot race editor, you're not limited to legal opponent races. MOO2 will accept "super-races" with more positive picks and/or fewer (or more) negative picks than the in-game race creator allows. Facing seven xenophobic expansionist (not necesssarily repulsive) super-races majorly accentuates the challenge.

It's interesting that Empath is still using Ion Pulse Cannon in late game, because I've recently been contemplating the viability of that.

It seems to me that there are two reasons why IPC is less effective against rival empires as the game advances: stronger shields (which IPC cannot penetrate, so it becomes useless as the primary weapon), and stronger armor (so that internal systems become harder to damage).

But stronger internal systems are countracted by being able to fit more IPCs as they shrink and as we use bigger ships.

And the stronger shields can be breached with weapons specially designed to do that, so the shield-breachers become the primary weapon - so don't use SP phasors for this role! Then Heavy Armor and Reinforced Hull will obstruct many weapons (the AP mod is useless, and AF weapons will still have some work ahead of them), but not the IPC which bypasses both armor and structure, to destroy the internal systems that magnify the counter-punch threat to your fleet, and to blow up the engines of the enemy ships.

If you can breach, even momentarily, the shields of many enemy ships, then a few batteries of IPCs will make short work of them no matter how strong their armor class.

So this the shield-breacher/IPC design is one that should be favored by fleets with high initiative, facing foes with superior armor and weapons.

As Empath mentioned, it's so much fun watching enemy ships explode, so both EMG missiles and IPC are just wonderful in this way.

The added benefit of IPC is seeing an externally intact enemy starbase packed with defensive top-class marines sitting as a helpless hulk with all its weapons systems blown away.

Early rush: this can be commenced with either modified missiles or all-mod laser boats, starting around turn 50 in a Huge galaxy: your first conquest should be a high production race, such as Sakkra, Silicoid, Klackon or Trilarian. If you're very close to Mentar, you might be able to catch the Psilons before they get Heavy Armor, otherwise leave them alone for a bit.

Recent favorite legal races to play as:

(1) Spymasters: Dictatorship, +20 Spy, Telepathic, Charismatic; negatives and additional positives to taste.

This race lacks the Darloks' stealthy ships, but it more than makes up for it by out-spying them (Telepathy), and by being very good at diplomacy (Telepathy plus Charm) the AI races soon forgive your indiscretions.

Also since Charm gives better cheaper leaders, there's a chance of getting Assassins.

Sometimes I add Transdimensional to reach other races faster. Another option is +1 Production and Rich Home World to colonise more quickly so that you encounter other races sooner.

For the stay-at-home researcher, afraid of being attacked before ready to retaliate, and afraid of valuable techs being stolen, opening diplomatic relations is something to delay. But for the Spymasters, it's absolutely the first goal of the game to make the acquaintance of as many empires as possible.

(2) Trademasters: there are differing opinions on the best trade race. The obvious choice is Democracy/Fantastic Traders/+2 Money, but Oleg on the Science Fiction and Fantasy network pointed out to me that the easiest (non-cheating) way to make money is by having high production and building Trade Goods, so a Unification/Fantastic Traders/+2 Production race will do significantly better.

Btw, the cheating way to make money is to constantly refit empty frigates, to exploit MOO2's double accounting loophole - but that's a chore.

With a Trademaster race, it's useful to gain trading agreements, so Charismatic may be handy, or Transdimensional.

(3) Good ship combat races are hard to keep alive, due to their weaknesses in research and production. However, it can be fun to use high Ship Defence with Transdimensional, so that your ships are hard for beams to target, and hard for missiles to catch, for a long time. You could still add Unification or other picks to taste, but this is a challenging design question as MOO2 techs progress so rapidly among the other races.

Empath posted 08-23-99 07:25 AM ET     Click Here to See the Profile for Empath  Click Here to Email Empath     
Another interesting strategic note...

SMAC has mainly powers of the government. If you take over one of Miriam's colonies, everyone in that colony will go from being a poluting elite technophobe to a UoP carefree researcher. The entire colony will instantly change it's way of life to suit the needs and desires of your government.

MOO2 has both powers of the people and powers of the government. This introduces some new tactics when trading for or taking new colonies.

Powers of the people:
+/- Production +/- food +/- growth +/- science
Tolerant Lithovore Aquatic

Powers of the government
Government (of course)
+/- money +/- ship combat +/- ground combat +/- spy
(un)creative repulsive Charismatic Telepathic Trans-dimentional Stealth Ships Warlord

Combined powers
hi/lo Grav Prod mod = people, combat = government
Subterranean Extra pop = people, combat = government
Cybernetic Food = people, combat = government

HW powers only apply to a single planet (Large/poor/rich/art)

This can bring interesting tactics into play... For example, anyone can get the extra population of Subterranean... Take or trade to get a planet of Subterranean people. Because the extra pop is a power of the people, those people will still be Subterranean in your culture. Send one to each of your planets & watch your pop start growing again.
In addition to increasing population of non-terran/gaia worlds, Tolerant people also reduce polution. A few of them can be as good as a polution processor.
Lithovores and cybernetic races can increase a planet's resistance to blockades. If you don't have to feed your people, they can keep researching.

Consider... if you are playing a +money Democracy, you can take over some +production planets, & start spreading people around. In addition to their own +production they will gain your Democracy and money bonus. On the other hand, if you are a +2 production subterranean race, you might want to send your own people to those +50 attack +50 defense planets you took over.

A single rich planet with some good industry techs can easily produce 1-2 population units each turn & then you can ship them to your other planets.

yin26 posted 08-23-99 07:58 AM ET     Click Here to See the Profile for yin26  Click Here to Email yin26     
Really, that works? I'm reading the manual (just got the game) and it said something about conquered people limiting their influence to that planet only (and not to the general population). But you're saying you get the benefit by shifting them around to other planets--and the bonus stays if you pull them or (I hope obviously) do you need to keep one posted there otherwise you lose the bonus (population limit in particular)?
Darkstar posted 08-23-99 01:02 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Yin, it SORT of Works. You take over a sub race, for instance. On all your planets without Sub dweller, you ship them a Sub Dweller. What happens is that the new immigrant sub dwellers grow and fill the underground bonus.

If you take over a lithovore planet, you can ship out that lith to other planets. That immigrant lith will then eat rock in place of those OTHER non-liths, and that is one people less food that planet has to have.

Mind you, without the mix alien facilities present on that planet, you take a hit overall, so its often not worth it.

MoO2 does keep track of the differences of the people. But the draw backs are: All new colonies are of your master race, no matter who builds the colony ship... Open spots on worlds will fill with master race, without any present to begin with. Suck enough Psilons off of Mentar, and your race has a chance to pop in the spot. This is very noticable with +growth master races on -growth subjegated races planets.

Empath, I look down on people that use 2x missile shot boats about the way it sounds you are looking down on me. I can't lose with that strategy, no matter other conditions. (It's the first all-time winning element I discovered in the original MOO and still true of MOO2) And since Missiles are a tech that most races take, you research something else (unless forced due to uncreative) and double the bang for your buck (gain their missiles by Spy/Trade/Spoils). As I said, I can win with everything, so I have gone to simply playing whatever I feel like when I start up MoO2. If it's uncreative repulsive, that's what I play. If its Sub Creative Low G, that's what I play. I enjoy the various path's of MoO2 victory (peaceful, sneaky, and war in all their conbiminations), and the various ways to play MoO2 itself. But just starting the game, I know I have already won. It's merely a question of turns played, and the fun I will have playing.

-Darkstar

SMACTrek posted 08-23-99 04:45 PM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
I tried out the mass missiles, and it works great. Comp fires some rays, then retreats... free planet. I'm still trying different beam weapon combos, but phasors and disrupters seem to yield the largest batteries.

Question: When are stellar converters better than the equivalent number of smaller weapons?

uncleroggy posted 08-23-99 05:18 PM ET     Click Here to See the Profile for uncleroggy  Click Here to Email uncleroggy     
Thanks for all the input on MOO strategies. I'll be busy trying them out tonight if the football game is a clunker. Boy do I hate NFL preseason! Well, except if it's Raiders vs. Chiefs

The following is a forwarding of info from Chagarra. Some of you might wish to check out the STARS! website. They have an 80 turn demo(1.5MB). It's essentially a spreadsheet game, but I'd love to see if we could get a group together for some multiplay(PBEM). Seems pretty simple.

the site is:

www.webmap.com/stars/


Sorry, I'm not a tech guy so I don't know how to import the link(or whatever it is).


In addition, SSI will be releasing Reach for the Stars this fall and the STARS! people will be releasing Stars Supernova early next year. Seems to me that many of us will be satisfying our TBS needs in space for awhile.


uncleroggy out

SMACTrek posted 08-24-99 02:17 PM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
Captured a Bulrathi planet as Psilon. Moved one Bulrathi to each planet. Pop Booms. I love this game!
IkshahI posted 08-25-99 12:23 PM ET     Click Here to See the Profile for IkshahI  Click Here to Email IkshahI     
Still look for a webmaster for a MOO2 site.. hint hint anyone who posted here [mail me!]
Empath posted 08-25-99 05:39 PM ET     Click Here to See the Profile for Empath  Click Here to Email Empath     
The damage rating on stellar converters is so high that they do the same (or very similar) damage against all targets.

For example, stellar converters will do 1600 points against an unscreened planet, 1540 against a mid screen planet, and 1480 against a full screen planet.
Plasma cannon damage varies greatly. A plasma cannon (Hv, High energy focus) will do around 132 to an unscreened planet, 72 to a mid screen planet, and possibly as high as 12 to a high screen planet.

Why is this useful?

With plasma cannons, there is a narrow range between barely affecting the planet & wiping all life off the planet. 50 plasma cannons will only affect a barrier screen at point blank range, but those same 50 directed against a radiation shield can kill off 17 population in a single shot.
Stellar converters are much safer. 3 stellar converter shots will remove all ground defense, except at the highest screen and armor levels, where a 4th shot is required. These same 3 shots directed against an unshielded planet will only kill a few population & you will be able to take over the planet.

SMACTrek posted 08-25-99 10:12 PM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
I suppose that taking a useful planet is a better idea than beaming the pop down to 0. Another question. What determines the number of bombs you can drop on a planet? I looked for this in the manual and it said nothing.
sandworm posted 08-27-99 04:38 PM ET     Click Here to See the Profile for sandworm  Click Here to Email sandworm     
So a stellar converter won't turn a planet into an asteroid belt? I thought I remembered reading that in the manual or on the popup help. I could wait and check after work, but this floats the thread back up.

BTW, I think IkshahI is looking for a webmaster for a MOO2 site

SMACTrek posted 08-27-99 05:33 PM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
A stellar converter fired at a planet during combat won't destroy the planet. However, if any ships in your fleet have a stellar converter, you can destroy the planet after combat.

Stellar converters. No need to waste space modifying them. Now, time to beam some monsters...

chagarra posted 09-05-99 07:10 AM ET     Click Here to See the Profile for chagarra  Click Here to Email chagarra     

More please, I should have 2000 beta3 next week so hopefullywill be able to try out some or all of these ideas

chagarra

Spook posted 09-10-99 08:55 AM ET     Click Here to See the Profile for Spook    
Just posting to revive this thread again.

I'll post something on MOO2 later on.

Possibility posted 09-11-99 09:36 PM ET     Click Here to See the Profile for Possibility    
My secret for MOO2 is to capture Antaren Ships.

In the late game, use tractor beams to capture the Antaren Ships and then take the ship to a starbase and reverse engineer it. The Antarens have techs that you can not research and techs not even the Gaurdians have.

The other secret in late game is to not use stellar converters. The best weapon is actually Phasors. When all the weapon techs are discovered, you will get all the upgrades to Phasors, like armor piercing, sheild piercing, auto guns (shoots 3 lasers) and the other improvements, like heavy phasors. Put these upgrades on your phasors, and they will be about 3 times as powerfull as stellar converters. For you can only put 1 stellar converter on a ship, but about 100 or more phasors in the same space with the upgrades.

The other bonus of this too is that a stellar converter is often over kill. It will do often many times the amount of damage that the ship can take.

In a multiplayer game, we waited unti the end to have big epic battles. We got all the techs and made about 50 Death Stars and 200 Titan class ships per side + about 500 Battle ships and small ships, so many infact, that only about 1/2 of each of our fleets was allowed in the battle, as there was only so much room allowed for ships.

What happened was that he used stellar converters on I saw that his ships didnt have hard shields (if they have hard shields, the phasors are worthless then). So i made my ships with the phasors and then we had our battle.

One of his Death Stars or titans would fire the stellar converter and kill 1 of my ships (wether it was a Death Star or titan, it was dead), often with overkill. I would then have my turn, and one take 1 titan, packed with phasors and kill about 3 Death stars with it. 1 of my Death Stars would kill 5 of his Death Stars.

So you can see that the highest tech level weapons are not always the best.

Possibility

Koshko posted 09-11-99 11:43 PM ET     Click Here to See the Profile for Koshko  Click Here to Email Koshko     
Maybe so, but the Stellar Converter is still good for planets and fun to watch. Never knew about the Antarian techs. I'll have to fire up another game.
Empath posted 09-12-99 09:31 AM ET     Click Here to See the Profile for Empath  Click Here to Email Empath     
Stellar Converters are not good ship killers, but they are excellent planet killers. Bring along a few in your fleet to break down planetary defence, but that is their only good use (besides converting planets to rubble).

Add. notes on mixing populations:
If you do not build the Alien Control Center, you will suffer a -20 morale penalty. Thus, if you don't have this tech be careful where you relocate captured populations, & if you do have it remember to go back & build them after you add a second race at a planet.
Unified races do not suffer this penalty.

Note that adding Subterranean races is always a good thing. The extra population makes up for the reduced morale, and you also get extra taxes. Likewise, adding Tolerant races to Toxic planets is always a good thing.

Androids are Tolerant. This means that you can build Androids on a Toxic planet, & they will allow you to exceed your maximum pop for that planet just like adding Tolerant citizens would. Build 1, & then go look at your maximum population again. The new maximum will tell you how many more Androids you can build.

Spook posted 09-12-99 07:54 PM ET     Click Here to See the Profile for Spook    
OK, back to post as I indicated earlier. I figured that I owed some comments here on MOO2 as it was Uncleroggy who gave me the nudge to re-install this classic.

This time I opted for the Mshrran "Kitties" (they kinda reminded me of Kilrathi) and set the difficulty to "hard" with a huge galaxy. Ironically, though, while the Mshrran have an initial edge over other races in space combat, I had steered away from waging war early on and chose to build & consolidate within a select number of planets. This is in keeping with Darkstar's earlier assertion of not trying the "Early Rush" to win, and early rushes just don't work with the larger galaxies and larger number of races anyway.

That is one of the most refreshing elements of MOO2 to me---you can choose your race or "build your own", you can set the galaxy size and the number of other races, but from there on, the random arrangements are infinite. You don't know who your opponents are right at game start, and you don't know what each star system holds in planets (unless you're Elerian). Each star system having a random number of planets and planet types was a MAJOR improvement over MOO.

Eventually, I bumped into all of the other races in this particular game---Klackons, Gnolams, Elerians, Meklars, and Darloks. The Elerians were the first to go, quickly being exterminated by the Klackons. And the Antarans made their usual cameo appearances too.

Regardless of what other people have asserted earlier, I just don't think that in the early stages of development, even battlestations and missile bases are enough to deal with Antarans. When they pick a planet to beat up in the early/mid game stages, that planet is gonna be leveled. So my response was to keep my ships away, evacuate all of the colonists that I could, and demolish the high-value buildings so to get back SOME "trade-in" value. (Only one structure can be demolished per turn.) After the Antarans destroyed the colony, I sent in a new colony ship to start over, and brought back the colonists that moved out earlier.

That is the first thing I would like to see fixed if there was ever a "MOO3". Right now, the mysterious Antarans play too much the role of random psycotic terrorists in spite of their tremendous technological superiority. They warp in, waste a planet colony, warp out. It would kinda be nice to have the possiblity to communicate with the Antarans in a similar way as with other races, even allowing that all the races are regarded as roaches to them. Perhaps if the Antarans first made an extravagent demand on you and you accepted, you could buy off their aggression for a short time, or maybe even sic them on another select race.

Well, the Klackons were pretty much steamrolling the other races, and were WAY ahead of all others in population, fleet size, & technology. So I bided my time and maintained treaties with those Bugs while my researchers tried vainly at catch-up. The Meklars were the next race to get wiped, which is ironic given that they got to Orion first.

Eventually, the Klackons got pissed with me on their claims of espionage & sabotage and declared war on me. Recall that the Darloks are also a race in this specific game? They kept framing me for their deeds.

So the Klackons came at me soon enough with a HUGE fleet---about 16 Doom Stars, 25 Titans, & 20 battleships. (OH Shhhhheeeeeeiiiittttt.) My total fleet mustered 4 Doom Stars (two of them just hurried off the production line with a "scramble" purchase), 6 Titans, and 20 battleships. Rather daunting odds, but several of my recent battleships were loaded with a little ace in the hole.

Well, as the showdown battle started, I sent ahead several "Trojan Horse" ships by themselves that were loaded only with quantum detonators. But that plan proved a turkey as the Klackons blasted them apart from far range with heavy Gauss cannons. Then the Klackons moved ahead, concentrating their remaining fire on my colony's battlestation and quickly destroyed that too.

The next turn was when I dropped the other shoe and sent forward my next set of "specialty" battleships. These buggers loaded 2-3 statis fields, so in one turn, I had put the majority of the Klackons into "statis". The remaining free Klackons put up a savage fight, but after they were all destroyed or captured, I clinched the battle. I released only a few Klackon ships each turn, zapped them with death rays to kill their marines, and boarded if they didn't self-detonate first. My fleet gained 12 Doom Stars and 15 Titans as a result, with the added surprise that the enemy crew rating (mostly elite or ultra-elite) transferred over too.

(I should rename the colony of this battle as "New Agincourt".)

The point to all this is that some technologies can be EXTREMELY potent without even having to be a weapon. I think that "stasis field" is one of those technologies that should be a heck of a lot more hard to research, or available only as an Orion technology. Another is "artificial planet construction." This technology is a powerful empire builder, and should take up a lot more research & manufacturing resources than the present case. Perhaps this should've also been an Orion technology too.

The game is still ongoing, and the Klackons have since been beaten down by me into secondary status. I might even offer peace terms for a short time with them, hehehehe. After repeated framings by the Darloks, I will soon turn on them with demands.

Or with the stasis field, I could instead go after Antares just to cut it short.

SMACTrek posted 09-13-99 09:27 PM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
Peace? As long as they don't try to come back... At any rate, you can really boost the score with captured aliens.
Spook posted 09-14-99 12:40 AM ET     Click Here to See the Profile for Spook    
There's really no benefit to offering the Klackons peace other than the satisfaction I would get of watching the early-on bad boys knuckle under to me. You're right, of course, capturing & assimilating gets more points if that was my goal.
Darkman posted 09-14-99 02:03 PM ET     Click Here to See the Profile for Darkman  Click Here to Email Darkman     
Since I am just starting to play SMAC I thought I would contribute to this discussion as I have played more MOO2 then I would care to think about.

The quick rush strategy is quite easy and enjoyable.

I take huge, max players, organic rich, medium startup, antarens attack, hard or impossible(I usually take hard, but play against better races I made with melting pot).

First take Subterranean, Telepathic, Cybernetic, +10 SPY, and large HW. Low G, -1/2 food, and -10 Ground combat.

Research reinforced hull, Auto factories, hydro farm, research lab, soil E, neural scanner, supercomputer.

After that you can work on getting techs for your first ship. In any order you want Battle pods, class 1 shields, fusion rifle, battle scanner. If you are in a dense cluster or you can get deuterium cells get tritanium too.

Then you can build your first warship. A cruiser with battle pods, reinforced hull, battle scanner, 2 HV, AP, AF, CO, NR lasers and 4 PD, AF, CO lasers. While building this research fusion drive.

This costs a little more than a colony ship but will get you more colonies than a colony ship.

You will notice I didn't say what to be building or doing in the meantime, that's because it depends a lot on what you discover. If you have a bunch of large gaia rich planets near you, take them. If somebody is stealing techs build spies.

Things to try and trade for. Heavy armor, one of Tritanium/deu fuel cells, tac communications. They usually want supercomputer for some of these, give it. The computer cheats so bad you won't notice that it gets extra tech.

So you built your first ship. Now look for a target. If one of the computer players has declared war on you and they are close great. But your ideal target should not have any planet defences. In almost all games one of your neighbours will not have any. Just sit back and watch your cruiser use the NR, AP, and AF abilities shred SB's. Most enemy ships will blow up with one shot from your lasers, but concentrate on the SB first as it could have good missiles. After the SB fires it's first round move up just a little bit. This will stagger the arrival of the missles, important since you auto-repair with your cybernetic ability.

After you build that first ship research spaceport and robo miners. Then neutron blaster and planetary grav generator. When you get the more advanced physics add more HV lasers to your cruiser. If you have the extra production make a battleship, same design concept although I usually add a couple Fx CO neutron blaster. It helps with missles and in capturing ships. Usually when I am almost finished with a race another one will declare war on me breaking the treaties we had.

Possible problems with this plan:
All possible enemies have missile base or fighter garrison.
Solution:
You need more ships. To be really sure build a cruiser with x2 missles and hit the planet. Build a ship with only PD and regular fire CO beams (Anti-missile rockets if you have them) to shoot down stuff.

Other things of note. You should try and make trade and research deals with everybody. If your best target is dealing with you, force a war. Ask for concessions, systems, techs, whatever. Eventually they will turn on you and it's better if you have all of their planets when that time comes

This should provide a win by 3524-3525 using only lasers. Although I usually build a phaser ship near the end which doesn't see combat.

I am sure I left things out that everybody will call me on.

Darkstar posted 09-14-99 02:38 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
SUPERCOMPUTER?

In a medium sized galaxy and playing Aggressor from the start, I won't ever SEE Autorepair (unless I get that leader with it), or Supercomputer!

If I sit back and follow tech to industry booster (Robo-Miners and what not) and THEN go to war, then, yeah... but...

Using Telepathic, you only need a hull in orbit to take a world. Depending on neighbors and seeding, this can be a LOT of plucking of colonies, making Engine speed and Range top priorities. And using OUTPOST ships to extend your reach early helps tremendously (remember, outpost can go places not useful to colonizing, and you can always send colony ships later). It's possible to TAKE a home world early, as many times enemy ships are away exploring and no missile bases are yet built.

Waiting reduces your chances of early power grabs. I'd say the only problem with such things are that you are a Hollow empire... no filler until LATER, when you can start filling in the hulls with significant weapons.

If you are making a hull, don't bother with battle pods. They raise initial cost. You can refit the hull later with them, when you turn it from a heart taker (Cheap as possible capital hull), to a butt kicker (a true warship).

-Darkstar

Darkman posted 09-14-99 05:40 PM ET     Click Here to See the Profile for Darkman  Click Here to Email Darkman     
First I didn't say to research auto repair. I said to take Cybernetic so you get automatic autorepair.

Second, while it's true that a hull will take a planet I have found that a computer player can build a SB on even a tiny ultra poor planet REAL fast you need something to take a SB and the computers fleet.

As for supercomputer, I agree that in a medium galaxy going aggressive you wouldn't go for it, but my example was for a huge galaxy. I also agree that my strategy is a little slow to get going, but the little extra time pays off if somebody develops class 5 shields or neutronium armor while you are attacking them.

I had read quite a few posts that didn't think much about a rush strategy and about people not attacking until they have gauss, or 8 SC's on a doom star. All the while nobody talked about the laser which you can conquer the galaxy with.

SMACTrek posted 09-14-99 08:00 PM ET     Click Here to See the Profile for SMACTrek  Click Here to Email SMACTrek     
So what's the average length of time to get something cruiser-sized out to rush with?
Koshko posted 09-14-99 11:40 PM ET     Click Here to See the Profile for Koshko  Click Here to Email Koshko     
Just wondering. Does anyone else use the MOO Editors? I do in the very beginning. I like to modify the planets a bit. I create planets on solar systems w/o them. I throw a few more specials. I also like making beginning paridy by making all inhabited solar systems roughly the same taking into account the faction's bonuses.
Koshko posted 09-14-99 11:47 PM ET     Click Here to See the Profile for Koshko  Click Here to Email Koshko     
Also has anyone else used a combo of Creative and Fuedalism? I did the last time I played. You get all the Techs but at half-speed and quicker shipbuilding. Also by taking this, it allows me to take Omniscent and either a Large and Rich Home World or Lucky depending on setups. If I want both, I can just take -10 Espianoge.
Darkstar posted 09-15-99 03:44 AM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Sorry Darkman. I missed the huge galaxy at start of your conditions, and misinterpreted the medium as galaxy size.

On a HUGE map, even being aggressive, yeah, the distance factor keeps you from being able to rush them with captial hulls, unless they are seeded close to you, or there are lots of convient wormholes available. (I dislike wormholes. I think they are only there to as an aid to the HUMAN player... I haven't seen the computer take advantage of them except by accident (the allied with the intervening factions, er, races and just happened to settle a star that has a wormhole back to their empire).

Personally, I don't think Cybernetic is worth the cost, but my prefered strategies aren't optimized for it, so that's no surprise.

-Darkstar

Darkman posted 09-15-99 12:26 PM ET     Click Here to See the Profile for Darkman  Click Here to Email Darkman     
SMACTrek:
I usually get the first cruiser out between the years 12-14 depending on how lucky I got with my starting position and leaders, etc.

Sigh, now I am going to have to start another game. I think I will try that creative feudalism mentioned. I haven't played either of those for a long time.

On another note has anybody noticed a difference in the computer players and random events between computers? For example on my computer I almost never get tech when I take a planet, a friend of mine almost always does. However, I can often steal tech, he seldom can.

Darkstar posted 09-15-99 01:31 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Darkman,

It's probably more of playstyles. After all, the Rnd() function is going to use the same distribution of semi-random points for both machines, only the seed number would be different.

For gaining tech by conquest, well developed (lots of infrastructure) or high population worlds = better chance at gaining new tech.

For STEALING tech, that's a matter of dedicated spys and what tech toys you take to boost your spying rate.

So I would suggest you look at how your friend tends to play, and look at how you tend to play. It sounds like you build up and then get out there, giving the computer players a chance to build up... thus you tend to get the available techs through conquest.

Your friend may be using spys earlier and more often than you, and thus succeeds more often. Especially if he is taking all spy related techs over other tech choices.

-Darkstar

P.S. Excuse double post, if there is one... problems getting Alpha to accept the submit...

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