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Hi, I'm new to the MOO series, but so far I'm really liking MOO 2. However, I'm kind of struggling to grasp the tactical combat portion. My main question is, are there certain weapons that are designed to take out specific things, like armor or shields?
I started out with space strategies playing GalCiv and I know there was something of a rock/paper/scissors relationship between the three different weapon and armor categories. But it doesn't seem to be as cut and dry in MOO. If someone could shed some light on the nuances between missiles, bombs, beams, etc. I'd appreciate it.
GC2,lol.This game actually has tactics,defences and weapons systems.Read the strategy guides dude.
http://strategywiki.org/wiki/Master_of_Orion_II
Anyone have any tips for expanding command points?
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GothikOrk: Anyone have any tips for expanding command points?

To get a better Command Rating:
a) Build Star Bases/Battle Stations/Star Fortresses, remember maximum of one per planet
b) Research the Tachyon (+1), Subspace (+2) or Hyperspace (+3) Communication options, only the highest bonus you have researched works. The bonus is per Star Base/Battle Station/Star Fortress
c) Play Dictatorship (default government) and research Imperium, this will increase Command Rating dramatically
d) Get a Leader with the apropriate stat
Start with or acquire through evolutionary mutation the "Warlord" racial trait - it also gives a massive command point bonus.
Hi,
When I play master of Orion, I play a research race : Creative and Democraty. My guys cannot use a cannon effectively, but they will research faster than even the Psilons (why ? : easy. For a 32 pop planet, Psilons will get only +64 research points, when a Federation would give a +75% to the overall research points of the colony...it will be counted in hundreds...).
I will start the game with a lot of diplomacy. The goal is to sign non agression pacts, to gain some tech treaties. Then I will quickly be able to become the first researcher in the galaxy, with the best weapons technologies, the best armor, and the best shield. Combined with better (far better) ships blueprints, my smaller fleet will be able to beat larger opponents.
My ships are heavily specialized : full payloads of the best beam weapons (well, when I get the Graviton Beam), with upgraded engines, to gain the initiative.
When wars are declared, if I don't have sufficient forces, I will upgrade my ground defenses (starbases, ground batteries etc.). With superior technologies, a well protected planet will be a trap for an enemy fleet.
Usually, I turn beserk with the Guardian. Here is my secret technique :
I use its transporters and engines to come at close range to the enemy's battlestations. I fire all weapons. Then, I board the station, and capture it. If there are ground defences, I will transport the Guardian close to the planet, and bombard it.
In fact, Command Points have never been a problem with me : I don't need overwhelming fleets to defeat my opponents. Some good ships, some good tech, and let's dance babe !
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Vin100: When I play master of Orion, I play a research race : Creative and Democraty. My guys cannot use a cannon effectively, but they will research faster than even the Psilons (why ? : easy. For a 32 pop planet, Psilons will get only +64 research points, when a Federation would give a +75% to the overall research points of the colony...it will be counted in hundreds...).

Actually, using Creative is something of a legal cheat :). Coupling it with Democracy has to be a criminal offense on at least some inhabitable planets...
I deeply agree :p
But I now play MoO2 with...very personnal victory conditions : destroy the antarans with one ship only, to build only battleships, with the firepower to destroy a doom star, etc...
1st question: hit first with someone (fusion beams in early game) to take down the shield facing you, then hit with a powerful weapon. The best IMO is the plasma cannon, hits all 4 sides of the ship so it's 4x damage and with good computer and other tech it's easy to kill the Guardian and Antarans with these.
Personally I never build anything better than starbases. You can get enough command points thru tech advances and you don't need a huge fleet to win the game. Unlike MOO1 where a huge fleet was both fun and necessary.
If you run low on funds and you're playing advanced you can destroy armored barracks and hydroponic farm (when your food production allows it). You save money per turn plus cash for salvaging the structure you destroyed. Then use that to speed production of some critical structure like a factory.
I usually pick Creative, Subterranean and Dictatorship with -10 from a variety of things except ship offense as that will let the enemy/monster get in the first shot. Telepathic is also very fun as you never have to invade planets and you can capture enemy ships more easily. You can't refit them but you can get new tech from salvaging them.
Diplomacy is usually a waste in single player as one or more opponents seems to always be either erratic or xenophobic and won't sign any treaty anyway. In multiplayer it's totally worthless.
Keep in mind that even if you have great tech and missiles, starbase and other defenses, an enemy can starve that planet's population by orbiting it even if they don't dare attack it. Until you get a fleet there to force the issue your pop may drop quickly if it's not a Terran planet.
Post edited July 21, 2010 by frodobag