 |
|  |
 |
|
mindlar
|
|
There are some people that know what the harvesters are due to a preview done by IGN a few months back. The review was changed within a few hours of being released and the topic was squashed on all the MOO3 boards.
A few people were banned on IGMOO and a few people were banned here as well. There are requests on both boards (punishable by bans) not to say what harvesters are. Speculation on IGMOO is bannable right now because they don't want to have to remove only the people that actually do know and share.
|
|
|  |
 |
|
kalbear
|
|
Some other information we've heard from various sources, like the guide:
Ithkul are a parasitic race. That goes well with the bioharvesting pop points. How big they are, what form they take, I have no idea - but I do know they are some form of parasite. Personally, I suspect they're a viral-based colony life form.
I also suspect that they start out as one of the 'dead' races for use in their pop.
I believe that the pop point bioharvesting is not the only way they can grow, though it's one of their primary ways. Based on the AARs that have the Ithkul players alone and without any other contact to another race, yet have them high in the tech tree and have multiple planets, this seems reasonable to me. An alternate explanation is that this is due entirely to migration and there was no net pop growth, but this seems unlikely.
Finally, Ithkul are the only race that has a negative penalty towards other members of it's race/species. That's downright odd. Can harvesters harvest each other then? Self-parasitism is known in the real world but is a highly uncommon activity.
|
|
|  |
 |
|
wildman45
|
|

Last edited by wildman45 on 06-02-2003 at 06:02
|
|
|  |
 |
|
darcy
|
|
quote: Self-parasitism is known in the real world |
Can you give an example, please?
|
|
|  |
 |
|
kalbear
|
|
Mostly bacterial colonies and fungi that end up feeding on (at first) the dead husks of themselves, and (later) on live ones. It might be cannibalism at that point instead of self-parasitism, and is used almost exclusively when the colony is dying or starving, but it's out there.
I believe the case is true for some flatworm variants, but it's been so long since I've studied multicellular biology that I couldn't tell ya, authoritatively.
|
|
|  |
 |
|
darcy
|
|
I see. I imagine it's quite difficult for multicellular organisms to live solely on self-parasiting.
Regarding Ithkul, wouldn't the threat of taking over another Ithkul's host justify the diplomatic penalty? I figure there would be high competition if the number of hosts is limited.
|
|
|  |
 |
|
kalbear
|
|
darcy, that's an obvious jump and thus an excellent idea. I hadn't thought of it that way, but it makes perfect sense, doesn't it? Harvesters, assuming they're parasitic, are going to be far more in competition with each other than they are with anyone else out there. More than planets, or tech, or senate seats - they're competing for their very food.
That's a pretty compelling storytelling reason. They hate all the other races because of need to harvest, but they hate each other for the simple fact that in the end, they'll starve. Good call.
|
|
|  |
 |
|
warden
|
|
I just finished playing a MP game of MOO2. For fun, I created a MOO2 version of the Harvesters. This was mostly for fun but it turned out to be quite a strong custom race and I won the game (huge/advanced scenario).
Here's my MOO2 take on the Harvesters:
code:
Harvesters
----------
-6 Repulsive
+6 Spying +20
+4 Ground Combat +20
+6 Mind Control
-4 Feudal
+4 Warlord
The key to playing them is to get assault shuttles ASAP and then start harvesting the other races! I harvested the Gnolams fast, paused for breath and then did the same to the Mrrshans. The other human player was playing a research race but I owned half the galaxy by the time he was ready to fight - no contest.
Andrew
|
|
|  |
 |
|
LastFromVega
|
|
it looks like a sort of stock Elerian here... I liked those ones. Always customized them but I did enjoy the white angel bringing forth news on research.
I am not really strategizing around spies, nevertheless I always sent a few abroad just for the sake of having the sexy beast dressed in black leather report in my office (c'm'on I was a single student at the time ) .
note: you won't get it if you missed MoO2
Last edited by LastFromVega on 07-02-2003 at 17:54
|
|
|  |
 |
|
MitchDev
|
|
F*** Rantz...
I'm surprised none of it (harvester stuff) ever turned up in the "whatever the title path".strategic newsgroup yet.
|
|
|  |
 |
|
kalbear
|
|
Who said they have to be organic parasites? Why not, say, mindsuckers or something akin to that?
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
Arnelos
|
 |
of the Free World
Sep 2002 time: 00:25
|
|
Um.... the Silicoids are one of the races from the ORIGINAL Master of Orion 
The only races of the 16 races in MoO3 that were in the original Master of Orion:
Humans
Klackons
Silicoids
Psilon
Sakkra
Meklars
I remember when I always loved playing the Humans because their advantage was diplomacy AND TRADE. Now both of those chief advantages of the MoO Humans are being nerfed in MoO3 I'll have to design a custom Humans (and hope they don't make a Humans like the original MoO Humans too hard to customize...).
I remember when the Sakkra were one of the more peaceful races with a fairly high probability of having pacifistic and ecologist leaders... I used to refer to them as the "Eco-Freak Dinosaurs". Boy, have they changed...
The Klackons were always the kings of production and more often than not the toughest race in the game (both MoO and MoO2). Since the attempts to nerf the Klackons' incredible advantages in MoO2 proved unsuccesful (because Collective government was overpowered), MoO3's designers seem to have done the job.... too well. I just hope the strategy guide was wrong about the Klackons being completely nerfed.
Silicoids have always been one of my favoriate races to play. They could always colonize everything and would spread like wildfire while other races were still trying to research terraforming technologies or better fuels The Silicoids' only problem was that their research stunk. In MoO2, the Silicoids were made even more powerful in industry and their science problem was removed, but nerfed for most human players because of the complete inability to negotiate with other players, shutting out a whole part of the game. The MoO3 Silicoids look pretty nerfed, but I'll give 'em a try for old time's sake (or design a custom Silicoid race that has a better shot at glory).
The Psilons haven't changed all that much. They were always the kings of research and always will be. The major changes in MoO3 are to give the Psilons a representative government, make their bioharvesting and mining poor, and give them SUPERIOR diplomacy... a spot reserved in all previous MoO series games for the Humans. Given what I've seen online, they sound as powerful as they always did, with the addition of probably a rather powerful diplomacy trait.
Meklars have always had a manufacturing/robotic advantage for being cybernetic and since MoO2 have had a repair advantage for being cybernetic. The big difference now is that the "Meklars" of MoO3 are now completely robotic, whereas the "Cynoids" of MoO3 seem more like the original Meklars. If the strategy guide is any indication (which ranks the Cynoids as the most powerful), the Cynoids live up to the original Meklars' esteemed reputation for being a potential galactic powerhouse.
All other races are inventions of either MoO2 or MoO3.
The original races weren't really based on anything from a specific TV show (especially ones that may not have even been around back then). They were based off of different types of life or potential types of life (though I'm sure there were pop culture influences on that).
Humans = Humans
Klackons = Ants/Insects
Bulrathi = Bears
Sakkra = Reptiles/Dinosaurs
Mrrshan = Cats
Alkari = Birds
Psilons = Humanoids, but with larger brains
Meklars = Cybernetic Lizards
Silicoids = Silicon Crystals
Darloks = Shapeshifters
MoO2 added...
Gnolams = Gnomes/Dwarves (inspiration from MoM)
Elerians = Elves (inspiration from MoM, possibly from Star Control's Syreen - also blue-skinned babes)
Trilarians = Fish
MoO3 deleted...
Gnolams (Rantz doesn't like Gnomes and Dwarves)
Elerians (Rantz doesn't like Blue-Skinned Elf Babes)
Mrrshan (Rantz doesn't like Cat Aliens)
Bulrathi (Rantz doesn't like Bear Aliens)
Alkari (Rantz doesn't like Bird Aliens)
Darloks (Rantz doesn't like shapeshifters)
MoO3 added...
Cynoid (actually more like the original the Meklars)
Meklars (but now completely robotic)
Evon
Raas
Grendarl
Nommo
Imsaeis
Eoladi
Tachidi
Ithkul
So there ya go. As for the Silicoids (the original topic), always been one of my favorite races. I was really annoyed that they couldn't negotiate with anyone in MoO2 and typically played a custom race that was more like the MoO Silicoids by taking a deficit in research in return for the ability to actually talk to people. I'll probably end up modifying the MoO3 Silicoids as well.
|
|
|  |
 |
|
viciouscycle
|
 |
Topeka (ancient American Indian term for "bubbling pit of hell")
Jan 2003 time: 23:25
|
|
I saw the leak on UGO today. It is gone now but it pretty much confirms the speculation on this thread. According to the UGO review, the Ithkul are a parasitic race that were genetically designed by the NO to wreak havoc on the old Antarans. Somehow the Ithkul DNA got mixed with Human DNA and the Harvesters became independent and broke free from the NOs.
Originally I had guessed the Ithkul were made from the Antarans to kill the NOs but it looks like it's the other way around. Go fig.
edit: sp
Last edited by viciouscycle on 18-02-2003 at 04:44
|
|
|  |
All times are GMT. The time now is 05:25. Apolyton Time is 00:25. |
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
|
|
|
|
|
|