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Author Topic: Let's Master Orion: Spoilers: We're still awesome  (Read 25020 times)

USEC_OFFICER

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Let's Master Orion II: Building Colonies
« Reply #15 on: July 10, 2013, 06:52:45 pm »

Spoiler: In the Beginning (click to show/hide)

Spoiler: Dramatic Interlude (click to show/hide)

Spoiler: Colonization (click to show/hide)


Spoiler: Dramatic Interlude (click to show/hide)

Spoiler: Unstoppable (click to show/hide)

I totally have not desperately playing the game for the last week, trying desperately to figure out how I managed to win on average difficulty. Nope. I figured out how I won. Heh.

Anyways I'll gladly take any advice you want to offer me. I'm leaning towards researching battle pods or Deuturium armour next, seeing as we are fighting the Silicoids. I could easily be convinced to research something else though. Also I'd love some tips for ship design, since I'm not much better than the AI in that department. If you want information about what ship components/colonies/known planets etc, I'll gladly provide it.
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EuchreJack

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Re: Let's Master Orion II: Building Colonies
« Reply #16 on: July 11, 2013, 01:22:26 am »

Logistics, the bane of all would-be warlords.

hostergaard

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Re: Let's Master Orion II: Building Colonies
« Reply #17 on: July 11, 2013, 03:09:52 am »

I played the game on medium difficulty on a large map just yesterday. I accidentally won by diplomacy before I had much battle (Being new to the game I was just happy everyone was friendly). With what little battle I had I did find small ships with a lot of missiles that could be produced in a single turn was pretty effective.

They would be slaughtered wholesale against strong enemies, but it did not matter as they where easy to produce and when the missiles where in flight it did not matter that the mother ship got destroyed. Just a swarm of kamikaze missile boats. I did have a few larger heavily armed laser based ships that was meant to stay in the back an clean up the leftovers. I think maybe a ship full of hardpoints lasers might be a effective defense against that, but the space monster I fought had little defense against the tactic, as while they had strong attacks my ships had long since blown there loads before they got destroyed. In fact, small ships was nearly vital against those crystal thingies, as it largely prevented them from taking over ships.
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Moron

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Re: Let's Master Orion II: Building Colonies
« Reply #18 on: July 11, 2013, 07:15:32 am »

Both telepathy mind control and the creative trait are IMO overpowered and make the game unfun because they let you win so easily. Except on Impossible difficulty, where I don't think I've won without one or the other of them.

As hostergaard says, load up on missiles for the early-mid game & get fast missile racks as well if you can. Later on they become much less useful because they take too long to reach their target and the battle will probably be over before they hit. But from this start, you should have won before then. :D
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NRDL

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Re: Let's Master Orion II: Building Colonies
« Reply #19 on: July 11, 2013, 08:01:26 am »

PTW
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Knick

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Re: Let's Master Orion II: Building Colonies
« Reply #20 on: July 11, 2013, 10:31:42 am »

You might want to build up a few spies as well, and see if you can steal a few technologies.  Are you able to capture tech when you capture a colony, or is that turned off?

Missle ships are very good, but I am not sure how they will fare against the a space station.  I would be concerned about the anti-missle rockets.  Good move, having lots of separate missle racks, rather than stacking them. 

In a way, it is a shame you are repulsive.  An easy tactic against silicoids is to make alliances with other races, trade technology and money, then sign agreements to dogpile them.  After all, paper does defeat rock.
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Moron

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Re: Let's Master Orion II: Building Colonies
« Reply #21 on: July 11, 2013, 11:53:12 am »

You can overwhelm star bases and planetary defences like fighter bases through sheer numbers of missiles, though you can expect to lose a few ships.

What could be a problem is that without Dauntless Guidance System you could end up launching more missiles at one target than you need to destroy it, then after it's destroyed the rest of the missiles are lost. In this case you might need to retreat and then attack again.

Missile ships don't really lose their superiority until you're facing roughly equal numbers of ships with good beam weapons like plasma cannons or phasers, or high end shields that can negate the damage, though it can be worth having a few ships in the fleet with beam weapons earlier to pick off ships that are badly damaged after you run out of missiles.
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LordBucket

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Re: Let's Master Orion II: Building Colonies
« Reply #22 on: July 11, 2013, 05:38:56 pm »

Note that you appear to be running an unpatched version of MOO2. Since this is still early in the game you might want to at least download the 1.31 patch. It fixes a lot of crash bugs.

As for strategy, MIRV --> mind control. Remember that you need at least a cruiser-sized ship to mind control.

mainiac

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Re: Let's Master Orion II: Building Colonies
« Reply #23 on: July 11, 2013, 05:50:41 pm »

The great thing about missiles is setting them to having only two ammo and just drowning the enemies in missiles in the first two turns.  If you win, you win.  If you don't, retreat.  Ammo comes back between fights, casualties don't.

I usually go missiles in the early game until i have shields 3 or 5, at which point I switch over to beam weapons or capture specialty craft.
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Knick

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Re: Let's Master Orion II: Building Colonies
« Reply #24 on: July 13, 2013, 07:02:46 am »



As for strategy, MIRV --> mind control. Remember that you need at least a cruiser-sized ship to mind control.

MIRV's are great, but they require a fair bit of research on the missile track--about three levels of refinement, I think, just for nuclear missiles.
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Quote
Give a man a fire, and you keep him warm for a day.  Light a man on fire and you keep him warm for the rest of his life.
The great Dwarfen Philosopher Urist McConfused said it best:  "Light a kitten on fire and it will run screaming into the booze stockpile and catch the whole fort up.  I know, we tested it in twelve different forts and it always happened."

moghopper

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Re: Let's Master Orion II: Building Colonies
« Reply #25 on: July 13, 2013, 10:08:16 am »

PTW
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USEC_OFFICER

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Let's Master Orion II: Insect Beats Rock
« Reply #26 on: July 13, 2013, 04:05:18 pm »

Spoiler: Sneaky (click to show/hide)

Spoiler: Glorious Combat (click to show/hide)

Spoiler: Dramatic Interlude (click to show/hide)

Spoiler: Mopping Up (click to show/hide)
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USEC_OFFICER

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Re: Let's Master Orion II: Building Colonies
« Reply #27 on: July 13, 2013, 04:13:29 pm »

Logistics, the bane of all would-be warlords.

Indeed. Though hopefully we'll never encounter the problem again. I generally find 6 parsecs good enough to reach most systems, though sometimes you have the odd system that's 7 or 8 out.

-snip-

-snip-

That is the plan, as far as I'm aware. Usually I spam crappy beam frigates, so I'm quite pleased with how powerful missiles are.

Note that you appear to be running an unpatched version of MOO2. Since this is still early in the game you might want to at least download the 1.31 patch. It fixes a lot of crash bugs.

I haven't encountered any crash bugs yet, so I'll wait until I finish this game first so that I don't lose the save. Hopefully these aren't famous last words.
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LordBucket

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Re: Let's Master Orion II: Insect Beats Rock
« Reply #28 on: July 13, 2013, 08:08:37 pm »

time for MIND-

Did anyone else read that in Evil's voice from Time Bandits?

Quote
Psilon
A quick blitz could probably wipe them out if we act soon.

Check their shield tech first. You don't want to attack only to discover that they're immune to your damage due to absorbtion.

Quote
Our soldiers somehow manage to take some Silicoid technology, despite none of them actually being in Cryslon.

Looked to me like that was from mind controlling Cryslon III.

Quote
the star base has its own missiles, and we can do nothing to stop them.

Sure you can. Turn your ships around and fly them away from the starbase. Since the starbase is stationary and your ships are not, your missiles will hit it before theirs hit you. Provided that 1) There are no defensive ships 2) You destroy the base and any planet defenses by your second (last) volley of missiles...you won't lose any ships regardless of how many or what tech level of missiles they fire at you.

Quote
The silicoid flag waves no more

Rebuild your armada and keep expanding. Try to absorb one more empire before you consolidate. If the Alkari already have level 2 shields, then send some outpost ships out as far as you can into the middle of the galaxy and establish bases in some gas giants and/or asteroid fields. Look for the Mrsshan, they're usually easy to conquer.

USEC_OFFICER

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Re: Let's Master Orion II: Insect Beats Rock
« Reply #29 on: July 13, 2013, 08:32:56 pm »

Quote
Psilon
A quick blitz could probably wipe them out if we act soon.

Check their shield tech first. You don't want to attack only to discover that they're immune to your damage due to absorbtion.

They only have Class I shields, the same as the Silicoids, so we should be okay. Of course they could research/acquire something better before we attack, but that's a risk we'd have to take.

Quote
Our soldiers somehow manage to take some Silicoid technology, despite none of them actually being in Cryslon.

Looked to me like that was from mind controlling Cryslon III.

Indeed. I just find it odd and silly that they acquire the tech despite the fact that we have no troop transports and we took over the colony through MIND CONTROL.

Quote
the star base has its own missiles, and we can do nothing to stop them.

Sure you can. Turn your ships around and fly them away from the starbase. Since the starbase is stationary and your ships are not, your missiles will hit it before theirs hit you. Provided that 1) There are no defensive ships 2) You destroy the base and any planet defenses by your second (last) volley of missiles...you won't lose any ships regardless of how many or what tech level of missiles they fire at you.

Well, I was specifically talking about how we couldn't shoot them down, but running away would have been a good idea. Sorry about that.

Quote
The silicoid flag waves no more

Rebuild your armada and keep expanding. Try to absorb one more empire before you consolidate. If the Alkari already have level 2 shields, then send some outpost ships out as far as you can into the middle of the galaxy and establish bases in some gas giants and/or asteroid fields. Look for the Mrsshan, they're usually easy to conquer.

The Alkari only have Class I Shields, same as everyone else. We'd need to set up an outpost/colony to reach them, though the same holds true for the Psilons. Udara and its lack of anything forms an effective barrier to stop us expanding west, while Dorado is seven parsecs from Behemoth.
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