Welcome to GameHourz.com!
FAQFAQ   SearchSearch      ProfileProfile    Private MessagesPrivate Messages   Log in/Register/PasswordLog in/Register/Password

I cant get moo2 to work on WinXP

 
Goto page Previous  1, 2, 3, 4, 5
   Game Forums (Home) -> Strategic Games RSS
Related Topics:
TBC Fast Package(1-70) - Any Class Free 2000G - Wow per level per level. Dear Sir or Madam Hot Sale!For all of our news and are some Special Package! We now provide measured by..

Hey guys, i found a great online games. Check it out. Its .. - This is a flyer to introduce a great online games to all of you out there who addicted to online games a free online games which is based on pure space strategy concept and it is very much similiar to StarTrek, StarWars, Master of Orion, etc. ..

DOSBOX..I'm in Heaven! Master of Magic is finally Installed! - going the snow hard up here in the Boston area today & tonight. I decided to try & get Master of Magic running on the PC. Tried the normal Windows XP way & nothing doing. Then I D/L DOSBOX & was reading a ton of different e-mails on..

Sid Meier's Pirates Crashes after first battle! - Howdy, I've installed the patch, and running Pirates at first SEEMS to pose no problems for me. All the intro movies run, I get into the game and arrive at the first town. I leave town and cruise around and can attack another ship. The battle goes..

Old Repost, Panzer General (Pzg) Campaign Path - I was emailed by 3 people for this recently, so I thought I'd just put it up again. I have edited it slightly for just copy and paste to notepad if it presents any POLAND: LOSE Game Over ..
Author Message
Thomas J. Boschloo

External


Since: Sep 12, 2004
Posts: 294



(Msg. 46) Posted: Sun Jun 19, 2005 2:35 pm
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?)

deowll wrote:
> "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.

Assassins are very cool Smile My sister loved them more than anyone else
in the game! (still, she was never a really good match for me, but that
is what race picks like Feudal are for IMO),
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 
Back to top
Login to vote
David Johnston

External


Since: May 15, 2005
Posts: 852



(Msg. 47) Posted: Sun Jun 19, 2005 9:45 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 Sat, 18 Jun 2005 11:06:47 -0500, "deowll" <deowll DeleteThis @bellsouth.net>
wrote:

>
>"David Johnston" <rgorman DeleteThis @telusplanet.net> wrote in message
>news:42b359c1.48557981@news.telusplanet.net...
>> On Fri, 17 Jun 2005 21:07:50 -0500, "deowll" <deowll DeleteThis @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.

Uh... Why would he do that?

 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 48) Posted: Mon Jun 20, 2005 12:54 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 DeleteThis @telusplanet.net> wrote in message
news:42b58e3a.13837575@news.telusplanet.net...
> On Sat, 18 Jun 2005 11:06:47 -0500, "deowll" <deowll DeleteThis @bellsouth.net>
> wrote:
>
>>
>>"David Johnston" <rgorman DeleteThis @telusplanet.net> wrote in message
>>news:42b359c1.48557981@news.telusplanet.net...
>>> On Fri, 17 Jun 2005 21:07:50 -0500, "deowll" <deowll DeleteThis @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.
>
> Uh... Why would he do that?
>
At one time they banned phasing cloak during human to human play. I'm not
sure if they still do or not. Without turn doubler it isn't all that hot. It
can work though. I just finished a game in which I didn't build a ship that
used a beam. Started with missiles and ended up with plasma webs and torps.
Oops! I got solar converter from the other side and did use a few in the
100+ fleet that took out anteries. They did speed things up a little but I
truly doubt if they were needed. It was raining torps and plasma webs. I
left the two human systems.

To be fair in this game I could have taken them with missiles alone. Nobody
developed heavy planetary shields. I ended up Imperium warlord with most of
the planets before I started shooting. Feudal won't hack it once that
happens and neither will democratic. I'm sure I let the game run a lot
longer than I needed to. I could have just run up the missile tree and blown
everybody away. You can sometimes get away with junk like that in young
galaxy early start when you play lith tol. The AI did get some decent
computers which I acquired and didn't use. The numbers were all on my side.
 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
siron

External


Since: Jun 03, 2005
Posts: 10



(Msg. 49) Posted: Tue Jul 05, 2005 5:50 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?)

"Good luck on getting them on the first shot."

well....add a battlescanner and some pd if u want ini. ini is
fine...but not always decisive in MP.

"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."

these tactics are well known...nevertheless...a good comp gives u
option to shot down missiles from distance. (and thats more important
than the lightning field which is not that useful.
actually any non-crea race should research warp ints.)

"I know that in the patched game two of the things that determine who
gets the first shot is beam tech and computer tech."

not beam tech. ini value is BOCV/10+COMBAT SPEED. and when u research
torps....u have also nice option to get ini with hyper drive or
megafluxers (empty space improves combat speed)
 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
siron

External


Since: Jun 03, 2005
Posts: 10



(Msg. 50) Posted: Tue Jul 05, 2005 5:52 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?)

AFAIK just one side decloacks after 10 turns. Because of this bug
phasing cloack is banned in MP games.
 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
siron

External


Since: Jun 03, 2005
Posts: 10



(Msg. 51) Posted: Tue Jul 05, 2005 5:57 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?)

heh? u have mirv nukes earlier than fighter bays? Wink

Rhull is mostly preferred.....monster has to be nice....thats true....
but fighter bays nice option for tech races which can eliminate monster
early (turn25) and which has early shields...

Fighter bays are also nice for uni tol which is quite productive with
early monster.
 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
siron

External


Since: Jun 03, 2005
Posts: 10



(Msg. 52) Posted: Tue Jul 05, 2005 6:00 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?)

Well....dont underestimate feudal......very nice to blitz with such
races.........feudal omni transd tele for example
 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
siron

External


Since: Jun 03, 2005
Posts: 10



(Msg. 53) Posted: Tue Jul 05, 2005 6:06 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?)

Sounds like the AI is no challenge for u. Join our kali moo2 leagues
then Smile

We have still 40-50 active players there.
 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 54) Posted: Tue Jul 05, 2005 5:44 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?)

"siron" <kakophoniker RemoveThis @gmx.de> wrote in message
news:1120567845.076142.101600@f14g2000cwb.googlegroups.com...
> "Good luck on getting them on the first shot."
>
> well....add a battlescanner and some pd if u want ini. ini is
> fine...but not always decisive in MP.
>
> "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."
>
> these tactics are well known...nevertheless...a good comp gives u
> option to shot down missiles from distance. (and thats more important
> than the lightning field which is not that useful.
> actually any non-crea race should research warp ints.)

And researching them is going to cost you some very valuable options so that
normally waits until fairly late in the game for me. With a human player
about to go to war you might have to anyway but than that means you need to
go to war before they can kill you using that better computer. If you were
playing with friend and agreed in advance to share a little tech that you
could us against the other...

Fortunately in the real world you get a better computer and then use it for
anything you need it to do.

I have personally years ago explained why beams beat missiles and torps
though if the right race gets advanced missile tech soon enough you can kiss
you butt good-by.

>
> "I know that in the patched game two of the things that determine who
> gets the first shot is beam tech and computer tech."
>
> not beam tech. ini value is BOCV/10+COMBAT SPEED. and when u research
> torps....u have also nice option to get ini with hyper drive or
> megafluxers (empty space improves combat speed)
>
The above isn't divided up by who says what.

Not enough for me to leave it empty. Not sure what BOCV stands for but I
did leave off drives. Beams, Drives, Computers. Running up drives gets you
torps but then if you take them rather than drives...

You don't get things like SA or High energy focus for missiles and torps
though Emititions Guidance comes close but you don't get that for torps. The
every other turn thing stinks. If you could fire every turn things would
look a lot better at least against the kind of junk ships that the AI
normally designs.

I don't recall exactly how the numbers work out if you have several shots of
missiles and add the two shots on one turn option but you will be able to
get off more shots. The problem is you need to swamp the defense so all on
one shot is still the best choice most of the time. That leaves you setting
there with nothing to fire which really hurts when you could have swamped
the wimp ships you are facing with less than a full load.

Um on one memorable occasion early in the game the opposition showed up and
I couldn't lock on because they had better defense electronics than I had
sensors. Very painful!
 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 55) Posted: Tue Jul 05, 2005 5:54 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.TakeThisOut@gmx.de> wrote in message
news:1120567963.672214.278660@g49g2000cwa.googlegroups.com...
> AFAIK just one side decloacks after 10 turns. Because of this bug
> phasing cloack is banned in MP games.
>
Ten turns cloaked and you drop back to the earlier form, cloaking, rather
than phase cloaked. Decloak before the limit and the clock seems to reset.
Combined with the two turns per turn option I've seen this ships cloak and
recloak until the number of turns for attacking was used up when I used a
small ship to try and take out antaries using torps or a large tough war
fleet.

To be fair nobody else ever mentioned that your bug even existed maybe
because they weren't going to stay cloaked ten turns anyway. They were going
to leave or attack.
 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 56) Posted: Tue Jul 05, 2005 6:01 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 RemoveThis @gmx.de> wrote in message
news:1120568229.469887.299670@g14g2000cwa.googlegroups.com...
> heh? u have mirv nukes earlier than fighter bays? Wink
>
> Rhull is mostly preferred.....monster has to be nice....thats true....
> but fighter bays nice option for tech races which can eliminate monster
> early (turn25) and which has early shields...
>
> Fighter bays are also nice for uni tol which is quite productive with
> early monster.
>

If for some odd reason I get fighter bays very early they work well. They
run out of steam in a hurry. They are easy to shot they get so close they
can be taken out by lightening shields. They are set up to let the
opposition get to close before they can be used. Etc. The nice thing is they
seem to work even if your computers stink. Heck I even used them once to
take out Anteries but then I did he same with plain nukes. I used a lot of
doom stars loaded with nothing else. I couldn't tell if reflection fields
worked against them or not.
 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 57) Posted: Tue Jul 05, 2005 6:02 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:1120568450.582533.238100@f14g2000cwb.googlegroups.com...
> Well....dont underestimate feudal......very nice to blitz with such
> races.........feudal omni transd tele for example
>
And don't forget small galaxy. You need to find somebody fast.
 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
deowll

External


Since: Jul 02, 2004
Posts: 36



(Msg. 58) Posted: Tue Jul 05, 2005 6:03 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:1120568783.439966.134130@o13g2000cwo.googlegroups.com...
> Sounds like the AI is no challenge for u. Join our kali moo2 leagues
> then Smile
>
> We have still 40-50 active players there.
>
I've never played on line. Sad to say I most likely won't. Somebody would
most likely hand me my head anyway.
 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
Gusset

External


Since: Jul 06, 2005
Posts: 1



(Msg. 59) Posted: Wed Jul 06, 2005 1:31 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 wrote:
> I've never played on line. Sad to say I most likely won't. Somebody would
> most likely hand me my head anyway.

Don't let that discourage you...every single one of us that I'm aware
of required some learning time when first playing on Kali. Everyone on
Kali is aware of this, and most players go out of their way to help
people along. Most players have enough class to be helpful in victory,
rather than gloating. We're a small enough community that we value
every player that comes along. There are also a few strategy guides
that have been written that can be quite helpful.

Assuming that one enjoys MOO2 and has a PC that can play the DOS
version of the game, the only "valid" reason to avoid online play is
the time commitment, IMHO. A 2 player game is not so bad, because it's
fairly easy for 2 players to set a time to meet up when you need to
play over multiple sessions, however a 4 player game in a large galaxy
is a different story, and on average requires 4-8 hours to complete.
Sometimes they go longer, and occasionally shorter.

I hope you decide to give it a try.

-Gusset
 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
siron

External


Since: Jun 03, 2005
Posts: 10



(Msg. 60) Posted: Mon Aug 01, 2005 11:08 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 schrieb:

> "siron" <kakophoniker.RemoveThis@gmx.de> wrote in message
> news:1120568783.439966.134130@o13g2000cwo.googlegroups.com...
> > Sounds like the AI is no challenge for u. Join our kali moo2 leagues
> > then Smile
> >
> > We have still 40-50 active players there.
> >
> I've never played on line. Sad to say I most likely won't. Somebody would
> most likely hand me my head anyway.

Well, what is your point in playing a dumb ai?

You can talk here about tricks to kill a pretty dumb ai in tactical
combat. And I guess you always win there. Boring. Test your ship design
and races in a challenging environment.

Of course, you will lose some games at start. So did I. There are
players who play this game 9 years online.

Really, but there is soooo much in the game an ai player will NEVER
detect. A new dimension of that game.

You need some games (prolly even some months) to learn the status quo
of the several setups. Then you can search for the weak points there
and you will be able to develop an own....different style. That's where
really the fun begins.
 >> Stay informed about: I cant get moo2 to work on WinXP 
Back to top
Login to vote
Display posts from previous:   
   Game Forums (Home) -> Strategic Games All times are: Ekaterinburg, Islamabad, Karachi, Tashkent (change)
Goto page Previous  1, 2, 3, 4, 5
Page 4 of 5

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum



[ Contact us | Terms of Service/Privacy Policy ]