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I cant get moo2 to work on WinXP

 
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siron

External


Since: Jun 03, 2005
Posts: 10



(Msg. 31) Posted: Fri Jun 17, 2005 6:44 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?)

I mean fighter bays here. (80RP) Quite earlier than mirved nukes
(650RP) I take out hydra and amoeba at ~t25 with demo lith. (crystal
turn 27 ...needs 2 more ffs)

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David Short

External


Since: Jan 19, 2005
Posts: 38



(Msg. 32) Posted: Fri Jun 17, 2005 9:10 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?)

"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.

Why wait till fighters? That's not early. Mirved Nukes are quicker, cheaper
and lead you where you want to go.

dfs

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StepNRazor

External


Since: Dec 09, 2004
Posts: 6



(Msg. 33) Posted: Fri Jun 17, 2005 11:47 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?)

O yes they are verry effective that way.
In a game a couple weeks ago I was engageing two tractor beam BB with 3
or 4 Neutron blaster BB's. The openent had a captured Anti matter torp
BB running to the corner fireing away at me and a runner ships with
warp disipater ran to another corner. I had to deal with cetral ships
as there where some weapons sys and I want ed to kill off marines to
keep the creatives powered armro troops from boarding me. I was only
in cent battle map for 2 or 3 rounds. But never got close enough to
hurt the Class 3 shield anti matter torped BB. It had evn ovlr torps.
OVRL is +50%
25*1,5=37
EVN is hits all 4 sides or 4x dmg
4*37=148
148 per torp hurt bad!!
yes it took me two tunrs to feel the pain I was suprised and realized
I would soon loose a BB, bbut stil didnt think it would kill off the my
fleet . But I lost em all before I could get a and solid dmg on that
hit n run AntiTorp BB.
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Thomas J. Boschloo

External


Since: Sep 12, 2004
Posts: 294



(Msg. 34) Posted: Fri Jun 17, 2005 5:09 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:
<snip>

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

Take two or three battleships packed with shuttles, and you can take
over a single small Antaren ship early on it the game. If it doesn't
blow up (50% chance), you can scrap it for tech and win the game easily.

Shuttles are also cool with Telepathic, but
teleporter+transporters+trooppods is better of course (and higher tech).
Tractorbeam (x ship size) also helps as you won't need the transporters
then. Just fix up something heavy to punch through the shield. Then some
(heavy) Neutron Blasters to kill off most troups and then invade! It is
a fun way of playing MOO2 IMNSHO.

Also works against computer players if you are feudal. It is a fast way
to get tech (and ships).

Challenge, try playing feudal with little population set on research.
Use telepathic+20spy bonus and steal (and blame) your way through the
game! Also use stronger ground troops if you can spare the points..

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
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Version: GnuPG v1.4.1 (MingW32)
Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org

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=x4Bq
-----END PGP SIGNATURE-----
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deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 35) Posted: Fri Jun 17, 2005 8:58 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?)

"siron" <kakophoniker.DeleteThis@gmx.de> wrote in message
news:1118974137.243215.272450@g14g2000cwa.googlegroups.com...
> "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.

Good luck on getting them on the first shot. Missiles plain and later merved
are the best option in the very early game. I do used merve missiles in the
second slot with the first being a few non merv meant to absorb fire along
with the two shot option and the two shots at once option. After the very
early game missiles have to have emg or I want something much better.

>
> 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."

And if you are in this position you are so, so deep in trouble.

Once lightening field/sheild is in play I'm not sure I can count on
missiles/torps. Though if you can get all the missiles out the door at once
with enough emg missiles in the third slot and enough merv in the second to
take down their shield you may be able to take them out but you may also
take an awful beating if they have a decent sized force to match you. I have
seen to many ships blown away with their missiles or torps in front of them.

I know that in the patched game two of the things that determine who gets
the first shot is beam tech and computer tech. A third is engine tech. The
level of missile and torp tech is not considered to the best of my
knowledge. I do not want to count on my ships being able to take two shots
from the other side before I can do them any harm.

Creative races can be very powerful given time unless somebody steals all
their tech. At the current pricing level a builder race can take them. I'd
put my money on uni.

>
> 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

External


Since: Jul 02, 2004
Posts: 36



(Msg. 36) Posted: Fri Jun 17, 2005 9:07 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?)

"David Johnston" <rgorman RemoveThis @telusplanet.net> wrote in message
news:42b1fdc6.48163912@news.telusplanet.net...
> On Thu, 16 Jun 2005 19:53:02 -0500, "deowll" <deowll RemoveThis @bellsouth.net>
> wrote:
>
>>
>>"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.
>
> 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.
>

That works great against the computers with phasing cloak and no other
weapon. If you pull that stunt on a human they can go eat lunch, take a bath
and go to bed rather than let you get the free shot. Tie game.

If for some odd reason you actually get to fire first. In the patched game
you stay decloaked until after the other side fires. This can still work
after a fashion if you are cyber and can repair damage between decloakings.
Humans tend to fire at one ship until it is dead so cyber and repair
features are much less usful than against the AI.
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deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 37) Posted: Fri Jun 17, 2005 9:14 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?)

"StepNRazor" <hurdjg RemoveThis @hotmail.com> wrote in message
news:1119034057.459799.227360@g49g2000cwa.googlegroups.com...
>O yes they are verry effective that way.
> In a game a couple weeks ago I was engageing two tractor beam BB with 3
> or 4 Neutron blaster BB's. The openent had a captured Anti matter torp
> BB running to the corner fireing away at me and a runner ships with
> warp disipater ran to another corner. I had to deal with cetral ships
> as there where some weapons sys and I want ed to kill off marines to
> keep the creatives powered armro troops from boarding me. I was only
> in cent battle map for 2 or 3 rounds. But never got close enough to
> hurt the Class 3 shield anti matter torped BB. It had evn ovlr torps.
> OVRL is +50%
> 25*1,5=37
> EVN is hits all 4 sides or 4x dmg
> 4*37=148
> 148 per torp hurt bad!!
> yes it took me two tunrs to feel the pain I was suprised and realized
> I would soon loose a BB, bbut stil didnt think it would kill off the my
> fleet . But I lost em all before I could get a and solid dmg on that
> hit n run AntiTorp BB.
>
Okay, maybe I'm underestimating these things when combined with the
unlimited range feature and the phasing cloak. Lightening shields and enough
antimissile electronics might have stopped or greatly reduced the damage but
it is a sissors, rock, stone thing. You can only do so much to a ship in
defence before you cripple the offence and you don't always have all the
tech.
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deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 38) Posted: Fri Jun 17, 2005 9:16 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?)

"David Short" <David.no.Short DeleteThis @Wright.spam.Edu.please> wrote in message
news:d8uhm2$njf$1@ratbert.glorb.com...
> "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.
>
> Why wait till fighters? That's not early. Mirved Nukes are quicker,
> cheaper
> and lead you where you want to go.
>
> dfs
>
>
Agreed.
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deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 39) Posted: Fri Jun 17, 2005 9:22 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:42b2ea6c$0$156$3a628fcd@reader2.nntp.hccnet.nl...
> -----BEGIN PGP SIGNED MESSAGE-----
>
> deowll wrote:
> <snip>
>
>> I think they should have left the assualt shuttles alone as well. Ion
>> cannon
>> should not have been quite so badly damaged.
>
> Take two or three battleships packed with shuttles, and you can take
> over a single small Antaren ship early on it the game. If it doesn't
> blow up (50% chance), you can scrap it for tech and win the game easily.
>
> Shuttles are also cool with Telepathic, but
> teleporter+transporters+trooppods is better of course (and higher tech).
> Tractorbeam (x ship size) also helps as you won't need the transporters
> then. Just fix up something heavy to punch through the shield. Then some
> (heavy) Neutron Blasters to kill off most troups and then invade! It is
> a fun way of playing MOO2 IMNSHO.
>
> Also works against computer players if you are feudal. It is a fast way
> to get tech (and ships).
>
> Challenge, try playing feudal with little population set on research.
> Use telepathic+20spy bonus and steal (and blame) your way through the
> game! Also use stronger ground troops if you can spare the points..
>
> Thomas

Um, I'd say you still need to do the research to make your spies better but
you can do a lot of damage unless the computer rolls the dice against you at
an inopportune moment. It sounds like fun!

> - --
> "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
>
> iQB5AwUBQrLnvAEP2l8iXKAJAQHUIQMdF5P+LygO8l33CRjC5/nOQVWmaCeZvDgk
> tUyuMaNXGGaOB+tkMG8zE8knSfWIeGDmg2GaUxHibVQu1rmUOk3ix6gaU+xH5SeK
> PLrSJZ6sLvyN+yOrjzKmw7vNujy2v5GbcU9kFA==
> =x4Bq
> -----END PGP SIGNATURE-----
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mike jhon via GamesKB.com

External


Since: Jun 18, 2005
Posts: 2



(Msg. 40) Posted: Sat Jun 18, 2005 2:51 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 (more info?)

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David Johnston

External


Since: May 15, 2005
Posts: 852



(Msg. 41) Posted: Sat Jun 18, 2005 5:36 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?)

On Fri, 17 Jun 2005 21:07:50 -0500, "deowll" <deowll.TakeThisOut@bellsouth.net>
wrote:

>> 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.
>>
>
>That works great against the computers with phasing cloak and no other
>weapon. If you pull that stunt on a human they can go eat lunch, take a bath
>and go to bed rather than let you get the free shot. Tie game.

I don't understand what you are saying, perhaps because I've never
played against a human.
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deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 42) Posted: Sat Jun 18, 2005 11:06 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?)

"David Johnston" <rgorman.RemoveThis@telusplanet.net> wrote in message
news:42b359c1.48557981@news.telusplanet.net...
> On Fri, 17 Jun 2005 21:07:50 -0500, "deowll" <deowll.RemoveThis@bellsouth.net>
> wrote:
>
>>> 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.
>>>
>>
>>That works great against the computers with phasing cloak and no other
>>weapon. If you pull that stunt on a human they can go eat lunch, take a
>>bath
>>and go to bed rather than let you get the free shot. Tie game.
>
> I don't understand what you are saying, perhaps because I've never
> played against a human.
>

Me neither but I remember when this was a hot news group and even have some
old files. In the patched game with initatiive on your tech level in certain
areas determine who shoots first. If you show up with an invisible fleet or
the human player notices invisible ships they don't have to click done on
all their ships and you can't do anything. The game is hung. The computer
will click done so you get to use your toys after their turn is over and
they don't get to shoot at you.

In the patched game with initiative on or even if it isn't if you go first
then the phasing cloak stays down until after the other side gets to fire.

In real life with a long range weapon and in the game against a human you
would fire the things from long range and run like crazy for one turn while
the fleet moved in on where you had been then decloak and fire again then
run like crazy. Phasing cloak will break missile and trop lock ons.
One trick with phasing cloak is to park a missile hauler against a beamer
and unload your missiles directly into them. If I recall right they will hit
on the first turn and the point defense may be moot but I've never actually
tried that stunt.
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deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 43) Posted: Sat Jun 18, 2005 11:14 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?)

"deowll" <deowll DeleteThis @bellsouth.net> wrote in message
news:NkLse.109622$CR5.21105@bignews1.bellsouth.net...
>
> "StepNRazor" <hurdjg DeleteThis @hotmail.com> wrote in message
> news:1119034057.459799.227360@g49g2000cwa.googlegroups.com...
>>O yes they are verry effective that way.
>> In a game a couple weeks ago I was engageing two tractor beam BB with 3
>> or 4 Neutron blaster BB's. The openent had a captured Anti matter torp
>> BB running to the corner fireing away at me and a runner ships with
>> warp disipater ran to another corner. I had to deal with cetral ships
>> as there where some weapons sys and I want ed to kill off marines to
>> keep the creatives powered armro troops from boarding me. I was only
>> in cent battle map for 2 or 3 rounds. But never got close enough to
>> hurt the Class 3 shield anti matter torped BB. It had evn ovlr torps.
>> OVRL is +50%
>> 25*1,5=37
>> EVN is hits all 4 sides or 4x dmg
>> 4*37=148
>> 148 per torp hurt bad!!
>> yes it took me two tunrs to feel the pain I was suprised and realized
>> I would soon loose a BB, bbut stil didnt think it would kill off the my
>> fleet . But I lost em all before I could get a and solid dmg on that
>> hit n run AntiTorp BB.
>>
> Okay, maybe I'm underestimating these things when combined with the
> unlimited range feature and the phasing cloak. Lightening shields and
> enough antimissile electronics might have stopped or greatly reduced the
> damage but it is a sissors, rock, stone thing. You can only do so much to
> a ship in defence before you cripple the offence and you don't always have
> all the tech.
>

To be fair you can nearly all ways take out a stronger computer player by
making titians, battle ships will work but much smaller and you may drag
things out a lot, with phasing cloak torps and no beam weapons and sending
in one or two. You blockade or if you have the fire power blow away the
planet. The AI will show up with whatever they have to blow you away and you
kill their fleet. You do need the 4 turns to get to your planet and the
portal to move all available forces to any of your systems they might attack
just in case they don't want to wait and move all of their fleet to the
threatened system. If you have the range you can take out their capital
which always puts a major hurt on them to start the war.
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Thomas J. Boschloo

External


Since: Sep 12, 2004
Posts: 294



(Msg. 44) Posted: Sat Jun 18, 2005 11:45 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?)

deowll wrote:
> "Thomas J. Boschloo" <nospam.TakeThisOut@hccnet.nl.invalid> wrote in message
> news:42b2ea6c$0$156$3a628fcd@reader2.nntp.hccnet.nl...
>
>>-----BEGIN PGP SIGNED MESSAGE-----
>>
>>deowll wrote:
>><snip>
>>
>>>I think they should have left the assualt shuttles alone as well. Ion
>>>cannon
>>>should not have been quite so badly damaged.
>>
>>Take two or three battleships packed with shuttles, and you can take
>>over a single small Antaren ship early on it the game. If it doesn't
>>blow up (50% chance), you can scrap it for tech and win the game easily.
>>
>>Shuttles are also cool with Telepathic, but
>>teleporter+transporters+trooppods is better of course (and higher tech).
>>Tractorbeam (x ship size) also helps as you won't need the transporters
>>then. Just fix up something heavy to punch through the shield. Then some
>>(heavy) Neutron Blasters to kill off most troups and then invade! It is
>>a fun way of playing MOO2 IMNSHO.
>>
>>Also works against computer players if you are feudal. It is a fast way
>>to get tech (and ships).
>>
>>Challenge, try playing feudal with little population set on research.
>>Use telepathic+20spy bonus and steal (and blame) your way through the
>>game! Also use stronger ground troops if you can spare the points..
>>
>>Thomas
>
>
> Um, I'd say you still need to do the research to make your spies better but
> you can do a lot of damage unless the computer rolls the dice against you at
> an inopportune moment. It sounds like fun!

A lot of people don't know it, but telepathic is +10 spying also Smile
You'll rob everyone blind!

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
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deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 45) Posted: Sat Jun 18, 2005 11:45 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?)

"Thomas J. Boschloo" <nospam.TakeThisOut@hccnet.nl.invalid> wrote in message
news:42b3ed55$0$146$3a628fcd@reader2.nntp.hccnet.nl...
> deowll wrote:
>> "Thomas J. Boschloo" <nospam.TakeThisOut@hccnet.nl.invalid> wrote in message
>> news:42b2ea6c$0$156$3a628fcd@reader2.nntp.hccnet.nl...
>>
>>>-----BEGIN PGP SIGNED MESSAGE-----
>>>
>>>deowll wrote:
>>><snip>
>>>
>>>>I think they should have left the assualt shuttles alone as well. Ion
>>>>cannon
>>>>should not have been quite so badly damaged.
>>>
>>>Take two or three battleships packed with shuttles, and you can take
>>>over a single small Antaren ship early on it the game. If it doesn't
>>>blow up (50% chance), you can scrap it for tech and win the game easily.
>>>
>>>Shuttles are also cool with Telepathic, but
>>>teleporter+transporters+trooppods is better of course (and higher tech).
>>>Tractorbeam (x ship size) also helps as you won't need the transporters
>>>then. Just fix up something heavy to punch through the shield. Then some
>>>(heavy) Neutron Blasters to kill off most troups and then invade! It is
>>>a fun way of playing MOO2 IMNSHO.
>>>
>>>Also works against computer players if you are feudal. It is a fast way
>>>to get tech (and ships).
>>>
>>>Challenge, try playing feudal with little population set on research.
>>>Use telepathic+20spy bonus and steal (and blame) your way through the
>>>game! Also use stronger ground troops if you can spare the points..
>>>
>>>Thomas
>>
>>
>> Um, I'd say you still need to do the research to make your spies better
>> but you can do a lot of damage unless the computer rolls the dice against
>> you at an inopportune moment. It sounds like fun!
>
> A lot of people don't know it, but telepathic is +10 spying also Smile
> You'll rob everyone blind!
>

And it doesn't hurt if you can get one of the helpers who brings along a
bonus.

> 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
 >> Stay informed about: I cant get moo2 to work on WinXP 
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