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Nah that wouldnt do because it makes designs like 2 Heavy Gauscannons and 1-2 normal Deathrays with dozens of rokets torps and so on. It scatters to much in Weapons so that its designs can never be good.
Imagin an Ai build Ships only with Antimatter Torps and not with Rays / Guns and Rockets in one design. It values to much old Techs.
I know Players can make very effektive designs with old tech but AI not and that saddens me every Game.
The AI loves to use Black Hole Generators too, I lost a ship to that in my last game.
Hi,

I started playing a few matches of MOO2 some days ago and after I lost the first one on "average", I was a little outraged because I was used to beat matches on "impossible" a decade ago. ;) Well, after 2-3 more games I remembered how to do it. Some tipps:

Race: go custom and choose a race that is hard to play against (for me it's Klackons or Darloks). Pick the following: Democracy, Lithivore, Artificial Planet (+) as well as (-) to Ship Defense, Ship Attack, - 1/2 BC and Groundattack. Everyone will tell you that reducing Ship Attack is a bad choice but you need those points and you will tech so fast that your weapons will be much stronger than those of your opponents anyways. Demo + Lithi gives you a huge advantage as you do not need to produce food. So aim for those Radiated Ultra Rich planets as soon as possible and neglect ultra poor ones (in the beginning). Later on, every planet with an Autolab will be worth it.

Techs: Go for Automated Factories, Research Labs, Supercomputer, Pollution Controller, Atmospheric Renewer, Robo Factories, Cloning Facilities first. In the big picture, you need to get Radiation Shield from the Shield Techs, Gravitonic Generator from Weapons and Terraforming from Biology to enhance your planets. Otherwise, especially Weapons and Shields are kind of useless in the beginning.

Planets: try to get a rich planet and make it your production facility. Your homeworld will become your science base. With Automated Factories, Robo Tech and later Deep Mining it can produce some stuff but 90% of the colonists should be focussed on researching. You should have enough BC to buy critical updates like Science Labs. You will need a production planet for Colony Ships and Warships though.

Ships: That's easy - on your production base, start building small ships (the 2nd or 3rd smallest size) with Nuclear Missiles (2 Shots!) and possibly Battle Pods and Triple Armor (forgot the correct name). That's it. You might need 8-10 turns per ship but those will be able to annihilate any computer threat, even Battleships. Against space monsters, you might need 5-6 of those ships... if you find a monster next to you, try and beat it. The planets they are guarding are worth. Be wary of the Orion Guardian though, you cannot beat it at this stage of the game.

Diplomacy: Try and go for trade and research agreements with everyone. As soon as you own 5-6 missile ships, you can kill off your first neighbours (bring enough transports) and the game is basically won at that point.
I've been playing MOO2 for years and I always use a custom race. My current race has Tax:1, Rich Home World, Creative, Warlord, and Dictatorship. I don't like using Lithovore or Tolerant (the former means you don't need to produce food or freighters to transport it for you race, while the later means you are immune to radiation and toxic environments). They take a LOT of the challenge out of the game because they remove some of the more common hurdles you need to overcome.

Creative is important because when you complete research, you learn EVERYTHING in the box. Like Class V shields AND Gauss Cannons or ALL the pods (Battle, Troop and Survival). No need to pick and choose which advancement you want, you get them all.

Warlord is a favorite of mine because I've found that the more experienced ships actually give closer to maximum damage per shot than inexperienced ones. Needless to say, I also advocate refitting existing ships as your tech advances for this reason as well. I refit when I advance shields, armor AND weapons tech- but rarely just because of only one unless it is a big jump in tech like going from Zortium to Xentornium armor or I gained Damper or Reflection fields.

I always use Tactical combat because I prefer to design my ships myself rather than letting the computer do it. The computer will waste space on useless things like Scout Labs long after they are needed. Unless I have Subspace Transporters, Reflction fields and Damper fields, most ships only get Battle Pods. Anything bigger than a Battleship gets an Automated Repair Unit when I develop it.

My ship designs are very simple. I focus on doing the maximum amount of damage per turn. Period. If you want to win, you have to kill me faster than I can kill you. If you can, I want to carry as many with me as possible to make it a Pyrric victory on your part. Battle pods with a max number of Heavy Mount guns (until I get Subspace Transporters, I like Mass Drivers, Disrupters and Gauss Cannons because they don't have a loss of damage due to range- after I get it, I swap to Mauler devices and Plasma cannons), 1 (cruisers) to 5 (Doom Stars) missiles or torpedoes and any left over space is used for PD weps (mass drivers or phasors if they are a 1 or 2) or bombs (nukes unless antimatter are a space 1 item) are my standard load out.

Tactics wise, I have 2 very different styles. Early on, I want to hit HARD at long range with a minimal loss of damage. You can get in 2 volleys with Mass Drivers doing max damage before someone using the 'superior' Gravitons get into their best range. Defensively, this gives your Ground Batteries, Star Bases and Battle Stations an advantage as well because the attacking ships haven't close to THEIR best range before you can do serious damage. I will take on a numerically superior force armed with Neutron Blasters with Zortium armor, Class III shields, Pulson Missiles and Mass Drivers all day long if I've advanced far enough to be researching for Gauss Cannons at that moment (at that point you have reached the maximum limit of size reduction for the Mass Driver before advancing to the similar- but more effective- Gauss Cannon, so you can pack more of them into a hull. I looked at the damage ratio and switching to the space 20 Heavy Gauss Gannon wins.)

The other style I use is predicated on having the Subspace Transporter and is basically a mugging. I want to attack, jump right in their face and blow away as many ships as I can in the first volley. That's why the Plasma Cannons, Plasma Webs and Mauler devices come into play. If I'm out numbered, I build a LOT of Cruisers with Stasis Fields. Once I've blown holes in the opposing formation with the Battleship and bigger classes, they jump in and freeze the bigger surviving ships. I use it as a force multiplier. By the second or thrid round, it's basically over. They can have 100 Doom Stars but if only 1 can fire at a time, it ain't doing them a whole lot of good if they don't take me out quick enough.

If faced with a technologically advanced enemy, I build a specialist ship. It's a Titan armed with 6 tractor beams (the number needed to imobilize a Doom Star), Death Rays if available and Neutron Blasters. It has Troop Pods and transporters as well as Battle Pods and a Subspace transporter. That way, I can take THEIR ships and use them against them or scrap them for tech advances. This one works well against the Antarians as well.

The only other specialty ships I build are a Titan with a Stellar Converter and the rest of the space taken up with Disrupters because I leave the Subspace Transporter out or -if I've advanced to Physics IV or higher- a Battleship set up the same way.

I don't like building big ships like Titans and Doom Stars in general. They are necessary in the late game but I rarely bother with them until I've taken Orion. Basically, they take too long to build early on. I like having a bunch of smaller ships earlier in the game. My first ships (other than a couple Scouts) are always Destroyers (Class I shield and 4 Heavy Mass Drivers initially and up to 6 Heavy Mass Drivers or 5 and a missile eventually). After building about a dozen of them, I build Cruisers (max Mass Drivers plus 1 missile). Once I have 6 or 8 of them built, I move on to Battleships (max Mass Drivers plus 2 missiles).
As I have said in other threads, I have played this game a lot ever since it came out. I am not familiar with all that many other games. It makes me wonder just how difficult do you guys rate this game.

Can you recommend another one like it?
Hey all I love MoO2 and think it is one of my top 3 games of all time, The other 2 being Heroes of Might and Magic 3 (#1) and Master of Magic (#3). I even posted about it on other game sites and copied one of my potsts from there below.


[q]
I NEVER choose LITHOVORE anymore. There are a few reasons for this with the highest being that you cannot then choose Cybernetic which RULES. Also it's annoying but if you do choose Lithovore you are NOT able to lower the food production to recover some of those points which really sucks. I mean it really should be automatically done.

My usual picks are:
Cybernetic
Tolerant
Subterranean for Small-L and +2 Production if Huge Galaxy to expand faster

- Repulsive (since on Impossible diplomacy does not help much)
- 10% Ground Combat
- 20% Ship Attack


I usually begin games in the following way
- Electronic Computer
- Research Labs
- Reinforced Hull
- Automated Factories
- Nuclear Fission (all 3) Freighters
- Chemistry (all 4) Basic Armor
- Cold Fusion (all 3) Colony Ships
- Hydroponic Farms
- Physics (all 3)
- Fusion Rifle
- Battle Scanner
- Battle Pods
- Tritanium Armor

At this point I usually build 1-3 ships depending on enemies and they will have the following. Sometimes I need a Cruiser Quickly and will make one sooner then refit it ounce I get these.

Laser Cannons, Heavy Mount/Normal/Point Defense all with Armor Piercing and AutoFire. Cruisers will have 3 of each Battle Ship 6/6/8.
Battle Pods
Battle Scanner

EDIT: If a lot of races nearby have high defense bonus I will add Continuous to the beams in addition to the above. Cruisers then have only 2 Heavy mounted and Battle ships have 5 each Heavy nomral and point def.

Next steps of research:

- Neural Scanner
- Planetary Super Comp
- Space Port
- Robo Miners
- Mass Drivers
- Inertial Stabalizers
- Class 3 Shields
- Stealth Suit

At this point I upgrade my Fleet to have Mass Drivers Armor Piercing and Auto Fire.

Reaserch:

- Cyber Security Link
- Soil Enrichment (Or Cloning if I can steal this)
- Telepathic Training
- Neutron Blaster ( I may equip ships with a few of these normal mounted to capture enemy ships to scrap for $$$ and tech in addition so that ounce I imobilize with my Armor Piercing weapons I can capture them easy usually for Ship Drives, Computers, Zortium Armor)
- Planetary Gravity Generators (to help out those nice Ultra Rich and HG planets you find on occasion)

Most of the rest after this varies depending on what I believe I can steal. But I always make sure I get Structural Analyzers and Phasors (Then Rifle and Disrupter Canon so that my Phasors can be Shield Piercing + Autofire). Then update my Fleet

Typical Battle Ship at this point would look like

5 Phasors HV,SP,AF
5 Phasors SP,AF
5 Phasors PD,SP,AF

Battle Pods
Battle Scanner
Inertial Stabalizer
Structural Analyzer

Class 3 Shields
Electronic Computer (usually manage to have stolen better by now)
Tritanium Armor (Usually stolen Zortium Armor by now as well)

Any Cruisers I still have would be same but for 3/3/3 for Phasors.

My Ships regularly take on 5 of my Enemies Battle Ships and emerge unscathed at this point as well. I remember when I had 3 of my Battle ships take on an enemy fleet of 1 and a half rows and never even came close to taking out one of mine. BTW THEY attacked me to

Also at this point usually around 6 of my guys can take out the Guardian or Orion to.

My ships usually don't get upgraded at this point until Orion or I get Achilles Targetting Unit. And quite a while later if I bother then I also get High Energy Focus/Mega Fluxers and Hyper X-Capacitors. Also perhaps Inertial Nullifiers to Replace Stabalizers. [/q]
Les 29>There is no other. Seriously, there is no other game that really ticks as many other boxes. I'm not saying its perfect, but its probably closer than any other game I've seen.

On the design front, I find that using interceptors is actually quite resource-efficient till late/midgame because they auto-upgrade their beam weapons, meaning it saves you refitting ships except for armor and shield upgrades, and also means that if ships are on the offensive and a long way from your shipyard planets, they still get offensively upgraded without you doing a thing, so can keep moving a lot more.
So many good tips though, from probably far better player. I'm a fan of Mass and later Gauss drivers too, I tend to mix Heavy and normal, as use the normals as long-range pseudo PD a lot during midgame, especially against planets (if you're up against missile bases and they've actually gone down Chemistry, those salvo's can HURT)