 |
|  |
 |
|
Father Beast
|
 |
My head stuck permanently in my civ
Feb 2000 time: 22:15
|
|
those wiith just moo2, go away.
I have been playing the glorious MOO again, but I suck at it.
Even when playing on average, I seem to get stomped. like now, I'm playing as sakkra, small galaxy, 5 opponents, and I have 3 colonies with the furthest one under constant attack by the klackons or the silicoids. I have a slight edge in construction tech, and that makes me able to shrug off the hordes of invadres come to slay my colonists. But I can't seem to get these guys out of my skies! my fleet is too wimpy to get rid of the orbiters.
is there some strategy I should use to get ahead on this game? it seems there are some people who win at impossible regularly, but I can't seem to hack it.
I mean, at the higher difficulty levels, within 50 turns it says the silicoids are taking over with 6 systems colonized!
|
|
|  |
 |
|
Father Beast
|
 |
My head stuck permanently in my civ
Feb 2000 time: 22:15
|
|
WOW!!!
I managed to come from behind and win the election to master!
Got to do this again with another race.
as the sakkra, I was able to stave off invasions by outbreeding the invaders. they were never able to send enough troops to take over. by the time their bombardment equipment got effective, I was able to finally get the out of the sky.
anyway....
When I start a game, I generally divide my tech between construction, planetology, and propulsion, with a BIG emphasis on propulsion. I find if I can get my ships where they are needed fast, it makes a big difference. also helps get me out in the galaxy faster, since I'm often stuck where I would have to settle that ultra poor world just for a stepping stone. my colony ships are so expensive at the start.
Construction and planetology help get factory costts and waste down, and planetology gets me access to those inferno worlds that are often rich.
so, Pchang, you reccomend going for a single tech? and weaponry at that? since I'm not so good, I guess I can't knock it. in early game, it seems to take so long to build a single missile base....
got to try it, especially when I'm getting smashed. this slow expansion kind of bothers me. I had one game where I was just minding my own business, when the rest of the galaxy elected the other guy master!!!!! that was on simple, and I ended up conquering anyway, but it's very annoying!
so, pchang, do you regularly win on impossible?
|
|
|  |
 |
|
ravagon
|
|
Australia
Sep 1999 time: 13:15
|
|
quote: Originally posted by Father Beast
When I start a game, I generally divide my tech between construction, planetology, and propulsion, with a BIG emphasis on propulsion. I find if I can get my ships where they are needed fast, it makes a big difference. also helps get me out in the galaxy faster, since I'm often stuck where I would have to settle that ultra poor world just for a stepping stone. my colony ships are so expensive at the start.
so, Pchang, you reccomend going for a single tech? and weaponry at that? since I'm not so good, I guess I can't knock it. in early game, it seems to take so long to build a single missile base....
|
I think you've pretty much got it down.
As well as the vitally important nuclear/sublight drives, you want to focus on, ideally getting to one of the improved robotics techs and one of the pollution reducers. Get to this point, along with a couple of controlled environ techs and you should be set. Building missile bases early on is, I think, a waste of vital funds.
I can win most of the time on impossible using similar tactics but this is in a huge galaxy so my perceptions may be a little clouded 
Also I'd recommend staying away from planetary shields until you're ready for them. Being forced into building a shield before any defensive bases is not fun 
|
|
|  |
 |
|
DaveV
|
 |
USA - EDT (GMT-5)
Jan 1970 time: 00:15
|
|
If I have some habitable stars within range of my colony ships, I'll split my homeworld production points as 50% eco, 25% ind, 25% ships. New colonies get a quick reinforcement of about 20% of their potential population (if possible, people who weren't working factories). Once their industrial production is better than 3 factories/turn, I'll put a couple clicks into defense and one click into ships.
Once I've colonized all the stars I can reach (except ultra poor), I'll put a couple clicks of every planet into defense, one click into ships, and the balance split between industry and research. All planets build the most expensive huge ship I can design; I upgrade the design with every new construction, propulsion, or weapons tech. If I see an invasion force coming, I'll switch production to the best ship the planet can produce in time. Planetary defense ships always emphasize low-tech missiles. Shoot them at the enemy, they back away. Meanwhile, your planetary missile bases are pounding away.
I'll try to set up the cheapest trade route with all the aliens, except for Erratics (I figure they'll declare war eventually, so I just spy for techs against them). Once relations improve enough, I go for a Non-Agression pact. If relations really improve, I'll crank up the trade. I'll trade for key techs (scatter pack missiles, improved robotic controls, terraforming, controlled environment). I always keep a few clicks in spying, just to keep track of the other races' techs. Spies hide if I'm not at war, steal tech if at war. I try to invest enough to keep two or three spies active against races from whom I'm trying to steal tech.
On tech, I'll usually dial back one click on all techs, and split the extra between the racial weakness and computers (to make my spies more effective). I'll steal computer tech first for the same reason.
Once my production has built up to the point where I can actually build some ships, I'll start expanding. I try to control the airspace above a planet, strip away its missile bases, then invade with a huge number of troops from several planets. I love looting techs from captured factories.
I don't win every time at impossible: the AI production bonuses are sometimes insurmountable, and the random events can sometimes just kill me. An awful lot depends on starting position. Also, my race is a big factor in the game difficulty. Klackons, Humans, Psilons, Darloks, Sakkra, and Silicoids are the easier races for me (in roughly that order); Mrrshans seem to be the hardest.
If you don't have the strategy guide, try to find it! It ruins the mystery of the game to some extent, but it has a wealth of information.
|
|
|  |
 |
|
vmxa1
|
 |
Oviedo, Fl
Nov 2001 time: 21:15
|
|
Wow, I can't believe others are still playing MOO. I played everyday for the first two years, now I still get in a game every month. I last played on impossible level, but normally play Hard on a small universe (fast game). I prefer the klackon. Games always come down to a point where you must servive a stretch of heavy attacks. It is so easy (usually) to beat the attacks with missile bases. If you get a decent missle for that period, you can put up one small ship with a 5 pack and drive them back while the bases beat them to death. If they come with 4 or more stacks, you may need a second small ship. I like to stay at war with everyone if my planets are buffed out, make peace if I am building a new planet. Then you get the point where the vote can end the game, so you may need to get peace with someone to stop them from voting. By the time I get my 5th or 5th planet the game is a lock. I like to leave Orion alone until I have learned all of the tech and stole the rest, so I can get new stuff. Moo2 would not allow that style as they will go after Orion. In larger map you need star gates to defend all of you planets or go around busting their fleets. Once you get High Energy Focus you can build attack fleets to take over and hold planets. The tech tree can be handled may ways, but I often like to start with extra in Planetology until I get a + pop and Propulsion to increase range. After that I want Construction. Once I get all of a tech I swithc it down to a mim, except Construction (want to have more room in ships and lower cost). In a small map it is all about location. A start with two good planets close is key. If I can get a terran or Ocean and a Jungle near by at the start I am off and running.
|
|
|  |
 |
|  |
 |
|
vmxa1
|
 |
Oviedo, Fl
Nov 2001 time: 21:15
|
|
Yes, I should have mentioned, if Orion is one of the very close ones, I will likely not play. I would say at hard if no planet in 3 parsecs, you are toast. At impossible you will definetly lose (assuming no cheating). If the close planets are not habitable, it is nearly the same. I say nearely as maybe Barren could be ok (not really as it has such a low population and production. CertainlyToxic or Radiation is worthless as a starting neighbor. Note that on Hard and small, if you get high ratio of bad (toxic/barren, etc) and had Silicoids, you are in big trouble as they will grow so fast, you are in danger of being voted out. Also on small, if they Humans are able to expand, it can be tricky as most species are willing to vote for them. Often the three or four vote can be fatal, if you can not get enough planets to stop the vote. It can get down to buying one vote to abstain.
|
|
|  |
 |
|  |
 |
|  |
All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|