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Zoetrope
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Melbourne, Victoria, Australia
Sep 1999 time: 05:31
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FB> I finished my psilon game and immediately started another as the trilarans.
Trilarians with two "i"s, although in their picture they have many more than two. 
FB> it is kind of odd to send a ship travelling without engines
Tactical ship combat falters when my ships have no engines: my ships can't move. Do you get that bug?
FB> but I miss the creative. having to choose between techs makes it a different game.
That's the correct progression: use Creative to become acquainted with what each of the techs do, so that whenplaying without it, you know what you prefer to choose.
FB> won that one pretty fast, in 320 turns. I colonized like mad and sent outposts to everywhere I could reach. I only had 5 systems, but I guess the game counts all those outposts, too. Because I found myself electing myself to be High Master.
I don't think Outposts contribute to the Vote, as their population is zero. What you may have observed is the larger population of Trilarians due to their treating Tundra and Swamp worlds as Terran, and Terran and Ocean worlds as Gaian.
Incidentally, recent real-life astronomical developments suggest that Tundra and Ocean worlds may be up to 10 times more common than Terran ones.
FB> I'll have to try klackons to find out how much uncreative sucks.
Uncreative is highly variable (the opposite of Creative which is so predictable) so in one game it may be almost harmless, but in another it may be a nightmare. ("What? No research _or_ factory technologies?")
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MORON
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Vancouver, Canada
Jun 2001 time: 13:31
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quote: Originally posted by Zoetrope
Re capture of Antarans: near max tech the game's over, so capturing Antarans is icing on the cake. When it really matters is earlier in the game. Play a modified Bulrathi with +20 GC and practise capturing until proficient. Develop a few GC techs, sure, but if you prepare well you should be able to take an Antaran ship or two before mid-game, and then unleash the power of the Ancients! |
But the points for Heavy G, +20GC can be used for better things than relying on random events. Popping Orion early (as the Ai rarely does) would probably be far more reliable, or simply conquesting/expanding big enough to win at mid game.....
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:31
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quote: Originally posted by Zoetrope
Tactical ship combat falters when my ships have no engines: my ships can't move. Do you get that bug?
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err. I never encountered another ship while I didn't have engines
quote: Originally posted by Zoetrope
FB> won that one pretty fast, in 320 turns. I colonized like mad and sent outposts to everywhere I could reach. I only had 5 systems, but I guess the game counts all those outposts, too. Because I found myself electing myself to be High Master.
I don't think Outposts contribute to the Vote, as their population is zero. What you may have observed is the larger population of Trilarians due to their treating Tundra and Swamp worlds as Terran, and Terran and Ocean worlds as Gaian.
FB> I'll have to try klackons to find out how much uncreative sucks.
Uncreative is highly variable (the opposite of Creative which is so predictable) so in one game it may be almost harmless, but in another it may be a nightmare. ("What? No research _or_ factory technologies?") |
Actually, I meant the high council is supposed to be called after 2/3 of the galaxy is colonized (at least it was that way in moo1). I only had five systems, the next player had 2, and the third had only one system. That's a total of 8 systems with actual population on them. but I had about 20 - 25 other systems with outposts on them. in fact, the high council was called for the first time after I dropped one of my outposts.
I'm certain I won right off because of population, like you said.
In my current klackon game, I find uncreative to be a big pain. I fortunately was able to trade for Automated Factory and Research Lab, but what a bother to research a tech you don't really want in hopes that the next one in line will be useful .
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Zoetrope
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Melbourne, Victoria, Australia
Sep 1999 time: 05:31
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Tiemler asked an excellent question, concerning which I've only just twigged to its significance: "When you self-destruct, do you still get a warp-core breach?"
In other words, how does the game interpret a self-destruct sequence when a ship has no combat engine and no warp drive, but only a crew who "warp space with their minds"?
There should be no warp drive because i hadn't researched any.
I know there was no tactical engine, because the ship was stationary during combat. 
Trilarians travel 2 parsecs/turn faster than normal crews, so I should have measured the ships' warp speed. If it was 2, then the base speed was 0, meaning that MOO2 sees no engines. Whereas if it was more than 2, that would mean that MOO2 was treating the ships as if they had warp drives without my researching warp technology.
Unfortunately i'm not in a position to test these hypotheses now because i'm under an absolute computer game ban until my thesis is complete. That's why i'm posting more these days instead of playing.
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MORON
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Vancouver, Canada
Jun 2001 time: 13:31
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For some reason all those posts look like a attempt at +1...... 4 posts in a row??
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GameGeek
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Z, thanks for the clarification. I kept trying to piece together the meaning of pwn, but just couldn't do it. "He pwned the galaxy? Patently won nuisance? Perfectly warred noisily? Probably went north?" You get the picture. Now it makes some sense.
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GePap
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of the Big Apple
Nov 2001 time: 23:31
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Capturing an Antaran ship is not something so difficult IF you prepare youself well and most importantly, create special vessels- you can do this with 2750 tech levels or less.
Get a battleship or Titan, include Marine pods, 6 tractor beams, augemented engines, and shuttles. If you make it up to that tech that takes you 20 squares instantly, then its even easier. So, have a pair of these ships ready- when you know where the Antarans are heading, send your ships there. Hold them back until you can move up to the antarans and be in boarding rage in one turn- beam the ship, hold it, move right up, launch the shuttles and board the ship- you should in one combat turn have the chance at least to capture the ship. If not, then they blow themselves up, thus ending the attack.
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:31
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OK, I think it's official, the third time's the charm.
I found myself playing Moo2 for quite some time yesterday, playing as the Sakkras (man, the research penalty on feudal Bites!). when I was strong enough to win the vote, I let it go against me to enjoy the equivalent of moo1 final war. That's a sign that I don't want the game to end.
Two odd things. First, the Psilons seemed to instantly conquer the silicoids, their supposed ally, and second, after the vote, the antarans stopped coming. Are these things typical of not accepting the council vote?
I also found myself grabbing snatches of game time while my wife was out for a half hour or so. I guess I just wanted to play.
So congratulations everyone who nursemaided me through this try at it. The Curse Is Broken!! 
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siron
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quote: I don't mind people wanting the existence of such options to use in their games, but some of those options I'd never play with. |
They are options. Thats the point. There are already switches in 1.4 i rarely use.....(goodstart hugestart)...
i really love the noreport idea.......
the report button is actually a bug as it works now.....
report should depend on your spies.......
like in moo1.......
but the code was never finished.......
it was december...........$$$$$$
..........money makes the world go round
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Brutalisk
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It's sad the way the gaming industry is currently run.
EA and Microsoft have become two of the biggest gaming franchises while the companies that had "the gamer in mind" hardly survived. Very few exceptions such as Blizzard survived and even they were engulfed by vivendi.
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