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I cant get moo2 to work on WinXP

 
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kakophoniker

External


Since: May 29, 2005
Posts: 3



(Msg. 16) Posted: Wed Jun 01, 2005 6:04 am
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: comp>sys>ibm>pc>games>strategic, others (more info?)

Hmmm. I never tried win version with very similar machines. (Thats
difficult in an online community anyway.) But any game I have played
was extremely laggy. (Even 3way simply impossible. With Dos version: 5
or 6way is playable (online). And 8way has no lag at all in a pure LAN.)

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kakophoniker

External


Since: May 29, 2005
Posts: 3



(Msg. 17) Posted: Wed Jun 01, 2005 6:07 am
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I dont talk about hotseat here. I mean ---> multiplayer network.
Such games are even online possible when you use a software to simulate
a LAN.

When you are interested you should try kali.

dozens moo2 veterans are online there.

Details:
http://masteroforion2.blogspot.com/2004_02_01_masteroforion2_archive.h...#107792

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StepNRazor

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Since: Dec 09, 2004
Posts: 6



(Msg. 18) Posted: Fri Jun 03, 2005 1:18 am
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

For non multiplayer win or dos is fine.
But for the LB pathc you wil need dos ver.
For multiplayer the win version is very very slow ship combat is
unplayably slow.
I'm not going to say that there isn't any lag dos ver multi it seems to
vary with players from arround ythe globe meeting up to play on kali.
There is usualy someone there at most any given time. If you like
multi player moo2 or want to give it it a try stop by kali server 206.
If you want to get more involved join the league, you dont have to
worry about being an expertplayer thare is plenty room for players of
all levels and if you want to learn some multiplayer tricks and tips
from some top players join the league and learn first hand from those
on your team all the teams haev some excellant players.
To look at the league sign up check this link.
Moo2 league sign up.
Check out
http://apolyton.net/forums//showthread.php?s=&postid=3788080&t=1664#post3788080
and http://www.pixelexiq.com/moo2/forum/topic.asp?fid=5&tid=62
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siron

External


Since: Jun 03, 2005
Posts: 10



(Msg. 19) Posted: Fri Jun 03, 2005 10:11 am
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

StepNRazor schrieb:

> I'm not going to say that there isn't any lag dos ver multi it seems to
> vary with players from arround ythe globe meeting up to play on kali.

Well, I meant a pure LAN here. (Not simulated by kali.) Some buddies
played a 7way here in Hamburg with ZERO lag. (Win has also lag without
kali iirc.)

BTW. We should with the league this weekend imho.
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deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 20) Posted: Tue Jun 07, 2005 7:44 pm
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"TXZZ" <superoutland.TakeThisOut@aol.com> wrote in message
news:1116997966.493612.124800@g47g2000cwa.googlegroups.com...
> even when I use DOSBOX and compatibility tabs the screen always goes
> blank why is that
>

I'm pretty sure that it is a video card driver. Generic drivers work. Fancy
drivers cause problems. My last computer will crash the program but it also
trying to run a vidio display for another moniter that isn't there. Why is a
good question. I've tried to turn most of its features off but it is still a
pain. It does run Sim City just fine. My lap top and this computer don't
have any problems. Every time I've had a bleeping problem it has been been
the vidio card driver.
 >> Stay informed about: I cant get moo2 to work on WinXP 
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Thomas J. Boschloo

External


Since: Sep 12, 2004
Posts: 294



(Msg. 21) Posted: Fri Jun 10, 2005 7:23 pm
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

-----BEGIN PGP SIGNED MESSAGE-----

deowll wrote:
> "TXZZ" <superoutland DeleteThis @aol.com> wrote in message
> news:1116997966.493612.124800@g47g2000cwa.googlegroups.com...
>
>>even when I use DOSBOX and compatibility tabs the screen always goes
>>blank why is that
>>
>
>
> I'm pretty sure that it is a video card driver. Generic drivers work. Fancy
> drivers cause problems. My last computer will crash the program but it also
> trying to run a vidio display for another moniter that isn't there. Why is a
> good question. I've tried to turn most of its features off but it is still a
> pain. It does run Sim City just fine. My lap top and this computer don't
> have any problems. Every time I've had a bleeping problem it has been been
> the vidio card driver.

Maybe you have a dual display video card. My last two pc's had them..
Just make sure you connect your computer to the primary video connector
on the back of your computer..

And MOO2 for ms-dos should work on old video cards with
<http://www.scitechsoft.com/products/ent/free_titles.html> "SciTech
Display Doctor 6.53" (free now).

Thomas
- --
"You can't be safer, can't be more secure than with a breast in each
palm, that's the way I was born and that's the way I want to die" -
Sugarcubes, Mama, 1988
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.4.1 (MingW32)
Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org

iQB5AwUBQqnMgwEP2l8iXKAJAQFRLwMgn3X2yTgOPJygFuZ5Vq63PMUY0nJlDuLv
jBOlIFt5DdPj6yBlBxKz57SpDeko60Ya4NJpJnUEVAbmxHMCZOttnndVYuTLw8t6
rvdR/PrYUkeh7xGvH3tZPUAfSHqIKbauc8InXA==
=RnTo
-----END PGP SIGNATURE-----
 >> Stay informed about: I cant get moo2 to work on WinXP 
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deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 22) Posted: Sat Jun 11, 2005 6:52 pm
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Thomas J. Boschloo" <nospam DeleteThis @hccnet.nl.invalid> wrote in message
news:42a9ccaf$0$155$3a628fcd@reader2.nntp.hccnet.nl...
> -----BEGIN PGP SIGNED MESSAGE-----
>
> deowll wrote:
>> "TXZZ" <superoutland DeleteThis @aol.com> wrote in message
>> news:1116997966.493612.124800@g47g2000cwa.googlegroups.com...
>>
>>>even when I use DOSBOX and compatibility tabs the screen always goes
>>>blank why is that
>>>
>>
>>
>> I'm pretty sure that it is a video card driver. Generic drivers work.
>> Fancy
>> drivers cause problems. My last computer will crash the program but it
>> also
>> trying to run a vidio display for another moniter that isn't there. Why
>> is a
>> good question. I've tried to turn most of its features off but it is
>> still a
>> pain. It does run Sim City just fine. My lap top and this computer don't
>> have any problems. Every time I've had a bleeping problem it has been
>> been
>> the vidio card driver.
>
> Maybe you have a dual display video card. My last two pc's had them..
> Just make sure you connect your computer to the primary video connector
> on the back of your computer..
>
> And MOO2 for ms-dos should work on old video cards with
> <http://www.scitechsoft.com/products/ent/free_titles.html> "SciTech
> Display Doctor 6.53" (free now).
>
> Thomas

Okay, It isn't a burning issue right now. I have two other machines I can
play it on. This is one of them. I used to want to run out and buy a new
system every few years but I'm getting to where I can't see any performance
gains when I change machines. The old one was and is running office fine so
I've got a lap top and two desktops and I use the old desktop about as much
as the newer machine.

What patches besides 1.3 are available for Moo II?

Did any of the people who wanted to create a "better" Moo succeed?

After reading a few posts I've started playing again. I still wouldn't pay
more than three points for Democracy. No way is this as anything like as
good as uni! A simply population booster will do more for you!


> - --
> "You can't be safer, can't be more secure than with a breast in each
> palm, that's the way I was born and that's the way I want to die" -
> Sugarcubes, Mama, 1988
> -----BEGIN PGP SIGNATURE-----
> Version: GnuPG v1.4.1 (MingW32)
> Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org
>
> iQB5AwUBQqnMgwEP2l8iXKAJAQFRLwMgn3X2yTgOPJygFuZ5Vq63PMUY0nJlDuLv
> jBOlIFt5DdPj6yBlBxKz57SpDeko60Ya4NJpJnUEVAbmxHMCZOttnndVYuTLw8t6
> rvdR/PrYUkeh7xGvH3tZPUAfSHqIKbauc8InXA==
> =RnTo
> -----END PGP SIGNATURE-----
 >> Stay informed about: I cant get moo2 to work on WinXP 
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Jeffery S. Jones

External


Since: Jun 10, 2004
Posts: 252



(Msg. 23) Posted: Sun Jun 12, 2005 9:50 am
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Sat, 11 Jun 2005 18:52:46 -0500, "deowll" <deowll RemoveThis @bellsouth.net>
wrote:

>
>"Thomas J. Boschloo" <nospam RemoveThis @hccnet.nl.invalid> wrote in message
>news:42a9ccaf$0$155$3a628fcd@reader2.nntp.hccnet.nl...
>> -----BEGIN PGP SIGNED MESSAGE-----
>>
>> deowll wrote:
>>> "TXZZ" <superoutland RemoveThis @aol.com> wrote in message
>>> news:1116997966.493612.124800@g47g2000cwa.googlegroups.com...
>>>
>>>>even when I use DOSBOX and compatibility tabs the screen always goes
>>>>blank why is that
>>>>
>>>
>>>
>>> I'm pretty sure that it is a video card driver. Generic drivers work.
>>> Fancy
>>> drivers cause problems. My last computer will crash the program but it
>>> also
>>> trying to run a vidio display for another moniter that isn't there. Why
>>> is a
>>> good question. I've tried to turn most of its features off but it is
>>> still a
>>> pain. It does run Sim City just fine. My lap top and this computer don't
>>> have any problems. Every time I've had a bleeping problem it has been
>>> been
>>> the vidio card driver.
>>
>> Maybe you have a dual display video card. My last two pc's had them..
>> Just make sure you connect your computer to the primary video connector
>> on the back of your computer..
>>
>> And MOO2 for ms-dos should work on old video cards with
>> <http://www.scitechsoft.com/products/ent/free_titles.html> "SciTech
>> Display Doctor 6.53" (free now).
>>
>> Thomas
>
>Okay, It isn't a burning issue right now. I have two other machines I can
>play it on. This is one of them. I used to want to run out and buy a new
>system every few years but I'm getting to where I can't see any performance
>gains when I change machines. The old one was and is running office fine so
>I've got a lap top and two desktops and I use the old desktop about as much
>as the newer machine.

That helps. I just move my old machines somewhere I can use them,
so I can pull off the same trick. But Moo2 runs for me without any
tricks under WinXP/SP2/

>What patches besides 1.3 are available for Moo II?

1.31 is the latest official PC patch. There are later patches for
the Mac version. There is also an unofficial patch, can't recall the
URL, which fixes a few bugs in 1.31 (notably, the stealth tech bug, so
cloaked ships will be invisible).

>Did any of the people who wanted to create a "better" Moo succeed?

Not as far as I know. There are other space games which aren't bad,
but not follow either Moo or Moo2. Moo3 is really a different game,
not much like either of its predecessors.

>After reading a few posts I've started playing again. I still wouldn't pay
>more than three points for Democracy. No way is this as anything like as
>good as uni! A simply population booster will do more for you!

Pick costs can be edited. If a few bugs were fixed, Democracy might
be worth more, but still not more than Unification. You can work
around the trade goods bug with playing style -- that one gives excess
production, which Uni has loads of, an unfair boost in cash output --
but the edge in commerce and research really only kicks in strong in
the late game.

Dropping its price, though, makes it a much easier choice. Same
goes for editing any pick costs for things which you feel are over or
underpriced. Rebalancing that can be tricky, but it can be worth it
in order to have a game with more variety.

Feudal goes the other way. It is very cheap, but its disadvantages
are hard to overcome. It can turn out outpost and colony ships as
easily as unification, which isn't bad. Once big wars are on, the
cheap ships can also help. But staying competitive in anything else
is hard. Of course, that is what the pick penalty is supposed to
represent. OTOH, part of this is that Unification is *so* good for
the price, it could even cost more and still be effective.

--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
 >> Stay informed about: I cant get moo2 to work on WinXP 
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StepNRazor

External


Since: Dec 09, 2004
Posts: 6



(Msg. 24) Posted: Mon Jun 13, 2005 12:44 am
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

in reply to:
"What patches besides 1.3 are available for Moo II? "
Yes there is an excellent one, that removes many game bugs and allows
for command line arguments to ame some setting.
I will post the read me file for it.

********************************************

MASTER OF ORION II
Battle at Antares
DOS Version 1.40b19
(Unofficial Patch)


Readme File
Feb 19, 2005

********************************************

Found at www.lordbrazen.blogspot.com

********************************************

THIS PATCH IS NOT SUPPORTED BY MICROPROSE OR
ANYONE AT ALL. USE AT YOUR OWN RISK.

********************************************

NOTE: THIS IS A ENGLISH DOS VERSION PATCH
ONLY. IT REQUIRES THAT ENGLISH VERSION 1.31
PATCH IS APPLIED FIRST.



How to Update to Version 1.40
*****************************

1) Download the updater file named "MOO2V140.EXE" Please be
sure to note which directory you download the file to.

2) Copy MOO2V140.EXE to the Master of Orion II directory on
your hard drive. This directory is usually \MPS\ORION2.

3) To update your copy of Master of Orion II to version
1.40, simply run the MOO2v140.EXE. It will create a
separate Orion2v140.exe and optionally a desktop icon.

4) To play the updated v1.40 version of the game, run
Orion2v140.exe or use the desktop icon. To play the
v1.31 version of the game, run Orion2.exe.


Networked games
***************

All players must be using the same version number of the
game (such as version 1.40). You will not be able to join
a game if your version is different than the host.


Version 1.40 Changes
********************

Bug Fixes
*********

Ship leader crash - You will no longer crash the game when you
visit the ship leaders screen and you have
no ships.

Credit cheat - You will no longer receive Trade goods and
produce an item at the same planet in a single
turn.

Last race bugs - The last race button has been removed from
multiplayer
game screens due to numerous bugs (duplicate race
pictures / various crash bugs)

Arti planet bug - The arti planet special will no longer be removed
when an opponent ends their turn first.


Stealth tech bug - Stealth tech now works on ships equiped with it.

XP LAN game support - Lockups and Crashes related to Windows XP LAN
games are fixed. Now supports XP SP2.

Missing VESA bug - You should no longer receive the erronious
"missing
vesa.com" on some computers.

Repeat Build bug - Repeat built production can no longer be canceled
after purchased.


New Features
************

New technology age - Post warp. All players get all techs 250RPs and
below even if
the race is not creative.

Improved home systems - There will be at least one colonizable planet
plus your homeworld in your home system.

New command line switches - various command line switches have
been added to improve the map generator.

/nowh No wormholes are generated on new maps

/nobh No black holes are generated on new maps

/noorion Orion is hidden on new maps ( cannot be
reached )

/minstart The unoccupied planet closest to the sun in
all
home systems will be at least 2 production per
worker to a normal G race.

/hugestart The unoccupied planet closest to the sun in
all
home systems will be huge and its gravity will
match that of the homeworld.

/richstart The unoccupied planet closest to the sun in
all
home systems will be rich and its gravity will
match that of the homeworld (this switch is
ignored if /goodstart is used).

/goodstart The unoccupied planet closest to the sun in
all
home systems will be Ultra Rich and its
gravity
will match that of the homeworld.

/nosplint No splinter worlds unless there is a monster
guarding it.

/planets=# Sets the minimum number of planets in all home
systems to #. This value includes the home
world. Valid values are 2-5 (default is 2).
If you try a value outside of the valid range
it will use the default.

/picks=# Sets the starting race picks points to #.
Valid values are 10-14 (default is 10). If
you
try a value outside of the valid range it will
use the default. Note: some screens in the
game
only show the first 11 race picks (it is
possible to pick more than 11).

NOTE: the switches /minstart, /hugestart, /richstart, and
/goodstart all effect the same planet. The effect is
cumulative. These switches ONLY EFFECT ONE PLANET.
ALL OTHERS ARE COMPLETELY RANDOM.



Other Changes
*************

The modem comm info button has been disabled in order to make room
for the patch code. If you need to configure the modem settings,
you can use the 1.31 version of the game to do so. Also, the TEN
button has been disabled for the same reason.

Also here is a site that has some multiplayer info for moo2 and files
as well.
http://masteroforion2.blogspot.com/2004_02_01_masteroforion2_archive.h...#107792
 >> Stay informed about: I cant get moo2 to work on WinXP 
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deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 25) Posted: Wed Jun 15, 2005 7:49 pm
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

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deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 26) Posted: Wed Jun 15, 2005 7:55 pm
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Jeffery S. Jones" <jeffsj RemoveThis @execpc.com> wrote in message
news:pdioa19ong3slsdglol9749m1qso3faq9d@4ax.com...
> On Sat, 11 Jun 2005 18:52:46 -0500, "deowll" <deowll RemoveThis @bellsouth.net>
> wrote:
>
>>
>>"Thomas J. Boschloo" <nospam RemoveThis @hccnet.nl.invalid> wrote in message
>>news:42a9ccaf$0$155$3a628fcd@reader2.nntp.hccnet.nl...
>>> -----BEGIN PGP SIGNED MESSAGE-----
>>>
>>> deowll wrote:
>>>> "TXZZ" <superoutland RemoveThis @aol.com> wrote in message
>>>> news:1116997966.493612.124800@g47g2000cwa.googlegroups.com...
>>>>
>>>>>even when I use DOSBOX and compatibility tabs the screen always goes
>>>>>blank why is that
>>>>>
>>>>
>>>>
>>>> I'm pretty sure that it is a video card driver. Generic drivers work.
>>>> Fancy
>>>> drivers cause problems. My last computer will crash the program but it
>>>> also
>>>> trying to run a vidio display for another moniter that isn't there. Why
>>>> is a
>>>> good question. I've tried to turn most of its features off but it is
>>>> still a
>>>> pain. It does run Sim City just fine. My lap top and this computer
>>>> don't
>>>> have any problems. Every time I've had a bleeping problem it has been
>>>> been
>>>> the vidio card driver.
>>>
>>> Maybe you have a dual display video card. My last two pc's had them..
>>> Just make sure you connect your computer to the primary video connector
>>> on the back of your computer..
>>>
>>> And MOO2 for ms-dos should work on old video cards with
>>> <http://www.scitechsoft.com/products/ent/free_titles.html> "SciTech
>>> Display Doctor 6.53" (free now).
>>>
>>> Thomas
>>
>>Okay, It isn't a burning issue right now. I have two other machines I can
>>play it on. This is one of them. I used to want to run out and buy a new
>>system every few years but I'm getting to where I can't see any
>>performance
>>gains when I change machines. The old one was and is running office fine
>>so
>>I've got a lap top and two desktops and I use the old desktop about as
>>much
>>as the newer machine.
>
> That helps. I just move my old machines somewhere I can use them,
> so I can pull off the same trick. But Moo2 runs for me without any
> tricks under WinXP/SP2/
>
>>What patches besides 1.3 are available for Moo II?
>
> 1.31 is the latest official PC patch. There are later patches for
> the Mac version. There is also an unofficial patch, can't recall the
> URL, which fixes a few bugs in 1.31 (notably, the stealth tech bug, so
> cloaked ships will be invisible).
>
>>Did any of the people who wanted to create a "better" Moo succeed?
>
> Not as far as I know. There are other space games which aren't bad,
> but not follow either Moo or Moo2. Moo3 is really a different game,
> not much like either of its predecessors.
>
>>After reading a few posts I've started playing again. I still wouldn't pay
>>more than three points for Democracy. No way is this as anything like as
>>good as uni! A simply population booster will do more for you!
>
> Pick costs can be edited. If a few bugs were fixed, Democracy might
> be worth more, but still not more than Unification. You can work
> around the trade goods bug with playing style -- that one gives excess
> production, which Uni has loads of, an unfair boost in cash output --
> but the edge in commerce and research really only kicks in strong in
> the late game.
>
> Dropping its price, though, makes it a much easier choice. Same
> goes for editing any pick costs for things which you feel are over or
> underpriced. Rebalancing that can be tricky, but it can be worth it
> in order to have a game with more variety.
>
> Feudal goes the other way. It is very cheap, but its disadvantages
> are hard to overcome. It can turn out outpost and colony ships as
> easily as unification, which isn't bad. Once big wars are on, the
> cheap ships can also help. But staying competitive in anything else
> is hard. Of course, that is what the pick penalty is supposed to
> represent. OTOH, part of this is that Unification is *so* good for
> the price, it could even cost more and still be effective.
>

Um. I've never edited the way the game works. Sorry. I'd like to try to make
the fighters more effective and the torpedoes. As they are they pretty much
are a very bad choice.

I think they should have left the assualt shuttles alone as well. Ion cannon
should not have been quite so badly damaged.

I like what I hope was the original idea. That you could create any of
several different weapons systems and still be very effective. No one option
was always the best option.

> --
> *-__Jeffery Jones__________| *Starfire* |____________________-*
> ** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
> *Starfire Design Studio* <http://www.starfiredesign.com/>
 >> Stay informed about: I cant get moo2 to work on WinXP 
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siron

External


Since: Jun 03, 2005
Posts: 10



(Msg. 27) Posted: Thu Jun 16, 2005 4:15 pm
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

deowll schrieb:

> Um. I've never edited the way the game works. Sorry. I'd like to try to make
> the fighters more effective and the torpedoes. As they are they pretty much
> are a very bad choice.

fighters are a difficult issue. they are the best weapon to take out
monsters early on. (just 4ff against amoeba, 6 vs hydra and 8 vs
crystal.)

So you can make them smaller...but when they fit in a ff without
battlepods any race could take out these monsters early on.

but for battles: biggest problem......they are slower than missiles.

enveloping anti matter torps are quite powerful. good choice.

> I think they should have left the assualt shuttles alone as well. Ion cannon
> should not have been quite so badly damaged.

shuttles are also too slow. Ion quite ok. (Use it in combination with
other beam weapon which should take down the shields first.)
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siron

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Since: Jun 03, 2005
Posts: 10



(Msg. 28) Posted: Thu Jun 16, 2005 7:08 pm
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"On a space versus damage done they aren't.....I've done the math or
the damage done."

Well, I have also done some math. And the values are comparable to
mirved missiles.

I have also some experience based on online multiplayer games. And I
just quote some kali mainstream here now:

"Alternates include Anti-Matter Torpedoes or Phasors. Anti-Matter
Torpedoes are particularly useful if your opponent has chosen
Cybertronic Computers or is Creative and is therefore capable of
shooting down any missile salvos you are likely to launch."

http://masteroforion2.blogspot.com/2005_03_01_masteroforion2_archive.h...#110998

Written by Cybersaber (a well known creative player on kali.)

When u disagree....try a non-tolerant race against him. Poll proc and
atmos are attractive early on. When you have taken them and realize
that your opponent is surprisingly creative anti matter torps are
almost a MUST HAVE.
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deowll

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Since: Jul 02, 2004
Posts: 36



(Msg. 29) Posted: Thu Jun 16, 2005 7:53 pm
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
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"siron" <kakophoniker RemoveThis @gmx.de> wrote in message
news:1118963730.254426.227300@g14g2000cwa.googlegroups.com...
> deowll schrieb:
>
>> Um. I've never edited the way the game works. Sorry. I'd like to try to
>> make
>> the fighters more effective and the torpedoes. As they are they pretty
>> much
>> are a very bad choice.
>
> fighters are a difficult issue. they are the best weapon to take out
> monsters early on. (just 4ff against amoeba, 6 vs hydra and 8 vs
> crystal.)
>
> So you can make them smaller...but when they fit in a ff without
> battlepods any race could take out these monsters early on.
>
> but for battles: biggest problem......they are slower than missiles.
>
> enveloping anti matter torps are quite powerful. good choice.

On a space versus damage done they aren't. They also don't hit on the same
turn fired. You basicly have to take two hits before your weapons arrive in
many cases plus lightening shields take out half.

You don't need advanced computer tech to use them but that combined with
poor beam teach means you fire last. I've done the math or the damage done.

>
>> I think they should have left the assualt shuttles alone as well. Ion
>> cannon
>> should not have been quite so badly damaged.
>
> shuttles are also too slow.

At one time you could pick up the extra and reuse them.

>Ion quite ok. (Use it in combination with
> other beam weapon which should take down the shields first.)
>
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David Johnston

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Since: May 15, 2005
Posts: 852



(Msg. 30) Posted: Fri Jun 17, 2005 4:55 am
Post subject: Re: I cant get moo2 to work on WinXP [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Thu, 16 Jun 2005 19:53:02 -0500, "deowll" <deowll DeleteThis @bellsouth.net>
wrote:

>
>"siron" <kakophoniker DeleteThis @gmx.de> wrote in message
>news:1118963730.254426.227300@g14g2000cwa.googlegroups.com...
>> deowll schrieb:
>>
>>> Um. I've never edited the way the game works. Sorry. I'd like to try to
>>> make
>>> the fighters more effective and the torpedoes. As they are they pretty
>>> much
>>> are a very bad choice.
>>
>> fighters are a difficult issue. they are the best weapon to take out
>> monsters early on. (just 4ff against amoeba, 6 vs hydra and 8 vs
>> crystal.)
>>
>> So you can make them smaller...but when they fit in a ff without
>> battlepods any race could take out these monsters early on.
>>
>> but for battles: biggest problem......they are slower than missiles.
>>
>> enveloping anti matter torps are quite powerful. good choice.
>
>On a space versus damage done they aren't. They also don't hit on the same
>turn fired. You basicly have to take two hits before your weapons arrive in
>many cases plus lightening shields take out half.

It has been a while since I played that game, but as I recall,
torpedos were effective when used as intended, which is to say sniping
at long range to stay out of the range of the opposition's beam
weapons, ideally cloaked between shots.
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