MOO2 versus MOO3

OT: anything goes!

Moderator: Edi

User avatar
MKSheppard
Ruthless Genocidal Warmonger
Ruthless Genocidal Warmonger
Posts: 29842
Joined: 2002-07-06 06:34pm

MOO2 versus MOO3

Post by MKSheppard »

SPOILERS BELOW































Image
MOO2 Race Pick Screen. Simple, just had to move the cursor over
the button to pick a race to see their pic and specials...

Image
MOO3 Race Pick Screen. Despite being at a higher resolution (800x600 vs 640 x 480), the MOO3 pick screen is a nightmarish mess of hidden tabs,
and clicking.

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

Image
MOO2 Custom Race Pick Screen. Simple, Showed effects of picking
specials, and was contained within 1 screen.

Image
MOO3 custom race screen. Scroll bar/click hell. Also, there are only
4-5 "specials" left. They eliminated massive amounts of specials from
MOO2.

********

Image
MOO2 Starmap, despite being a lower resolution than MOO3, the MOO2
starmap showed the ENTIRE galaxy in one screen, and pretty good, too.

Image
By contrast, the MOO3 Starmap requires lots and lots of scrolling across
the map to see the galaxy. Ugh.

*****

Image

The MOO2 Planet Screen was really cool. It showed a lot of information
and gave you a visceral feel that this was YOUR planet, and you could
see small colonies grow into bustling metropolises...

Image

The MOO3 Planet screen by contrast looks like a orbital scan from a fucking
starship, rather than a planet itself.......

In short, MOO3 is a catastrophic trainwreck of a piss poor UI that
took them THREE years to make...

Oh yeah, remember MOO2's ingenious built-in help system, that allowed
you to see exactly what that special did simply by right clicking on it?

IT'S GONE. And the Manual is a piece of shit that doesn't tell
you what the specials do..
"If scientists and inventors who develop disease cures and useful technologies don't get lifetime royalties, I'd like to know what fucking rationale you have for some guy getting lifetime royalties for writing an episode of Full House." - Mike Wong

"The present air situation in the Pacific is entirely the result of fighting a fifth rate air power." - U.S. Navy Memo - 24 July 1944
Crazy_Vasey
Jedi Council Member
Posts: 1571
Joined: 2002-07-13 12:56pm

Post by Crazy_Vasey »

Heh, every review I've read has blasted the shitty user interface. That's why I'm getting Championship Manager 4 instead.
User avatar
jegs2
Imperial Spook
Posts: 4782
Joined: 2002-08-22 06:23pm
Location: Alabama

Post by jegs2 »

Wow, nice review with visuals for visually-oriented people like myself! Looks like I can hold off on getting MOO3 for now.
John 3:16-18
Warwolves G2
The University of North Alabama Lions!
User avatar
Sea Skimmer
Yankee Capitalist Air Pirate
Posts: 37390
Joined: 2002-07-03 11:49pm
Location: Passchendaele City, HAB

Post by Sea Skimmer »

I'm very glad I decided to wait and see about this game. I'm not buying, an awful interface without good help files isn't worth learning.
"This cult of special forces is as sensible as to form a Royal Corps of Tree Climbers and say that no soldier who does not wear its green hat with a bunch of oak leaves stuck in it should be expected to climb a tree"
— Field Marshal William Slim 1956
User avatar
Spyder
Sith Marauder
Posts: 4465
Joined: 2002-09-03 03:23am
Location: Wellington, New Zealand
Contact:

Post by Spyder »

That planetside view looks quite impressive. It actually makes Moo2 seem a bit more high spech then Moo3.
:D
User avatar
Typhonis 1
Rabid Monkey Scientist
Posts: 5791
Joined: 2002-07-06 12:07am
Location: deep within a secret cloning lab hidden in the brotherhood of the monkey thread

Post by Typhonis 1 »

are there any copies of MOO2 out there?
Brotherhood of the Bear Monkey Clonemaster , Anti Care Bears League,
Bureaucrat and BOFH of the HAB,
Skunk Works director of the Mecha Maniacs,
Black Mage,

I AM BACK! let the SCIENCE commence!
weemadando
SMAKIBBFB
Posts: 19195
Joined: 2002-07-28 12:30pm
Contact:

Post by weemadando »

Typhonis 1 wrote:are there any copies of MOO2 out there?
I got mine for free on a PCPP coverDVD recently.
User avatar
Shinova
Emperor's Hand
Posts: 10193
Joined: 2002-10-03 08:53pm
Location: LOLOLOLOLOLOLOLOLOL

Post by Shinova »

I've heard some people say it still was good, just a steep learning curve (that interface may have played a big role in that).
What's her bust size!?

It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
User avatar
Brother-Captain Gaius
Emperor's Hand
Posts: 6859
Joined: 2002-10-22 12:00am
Location: \m/

Post by Brother-Captain Gaius »

Typhonis 1 wrote:are there any copies of MOO2 out there?
I found several copies in the bargain bin at my local CompUSA.
Agitated asshole | (Ex)40K Nut | Metalhead
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003

"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
User avatar
Shinova
Emperor's Hand
Posts: 10193
Joined: 2002-10-03 08:53pm
Location: LOLOLOLOLOLOLOLOLOL

Post by Shinova »

Anyways, what's the final verdict:

MOO2 or MOO3?


I've played neither, so which is better?
What's her bust size!?

It's over NINE THOUSAAAAAAAAAAND!!!!!!!!!
User avatar
Sokar
Jedi Master
Posts: 1369
Joined: 2002-07-04 02:24am

Post by Sokar »

Both have advantages and disadvanatges. I love them both equally at this point. MoO2 is far more stright forward and is a micro-managers dream game. MoO3 is more epemeral, you only manage the colonies that you choose to focus on and leave the rest to your trusted underlings(who often do quite well I might add) MoO3 is a much deeper game tan two, which after a few sessions tended to become repetitive, especially after you learned to customize a race. In MoO2 custom races were far superior to the pregenerated ones while in MoO3 your custom race is on an equal footing with the other pregenerated races. I prefer MoO3's combat model better than the ponderous turn based system from 2. 2's ship construction was easier, but lacked realisim, as did the space combat. 3 is VERY realisitc, you actually have to plan out your fleet compostion so that your Flotillas are balanced (No more fleets of Titans with plasma cannons pounding everything into atoms) or else you'll get ripped apart by missile platforms and fighters. I reccomend them both to any one who likes space strategy games.

Shep, keep playing a bit more , the interface gets easier, just has a massivily steep learning curve.
BotM
User avatar
Slartibartfast
Emperor's Hand
Posts: 6730
Joined: 2002-09-10 05:35pm
Location: Where The Sea Meets The Sky
Contact:

Post by Slartibartfast »

I like the original Master of Orion better. There was too much detail (not in the graphics but the colony management) in MOO2. I liked the bars where you chose if you wanted more resources used in the environment or in creating factories or building ships or science... in MOO2 you actually had to put people doing science, building things, etc.

Less micromanagement. MOO2 is too much like Civilization or Master of Magic (which isn't a bad thing FOR Master of Magic)
Image
User avatar
Tragic
Padawan Learner
Posts: 248
Joined: 2003-02-16 04:45pm
Location: New York City, U.S.A
Contact:

Post by Tragic »

I LOVE Moo3. There are bugs but they can be fixed.

And all i want is for them to do is make the AI more aggresive and add a refit button. and other things.
"The point of war isn't to die for your country, but to make the other bastard die for his" Gen. George Patton.
User avatar
Captain tycho
Has Elected to Receive
Posts: 5039
Joined: 2002-12-04 06:35pm
Location: Jewy McJew Land

Post by Captain tycho »

Even though MoO3 has it's clunky interface and steep learning curve, I still love it.
Captain Tycho!
The worst fucker ever!
The Best reciever ever!
User avatar
Raxmei
Rabid Monkey
Posts: 2846
Joined: 2002-07-28 04:34pm
Location: Davis, CA
Contact:

Post by Raxmei »

The game is a lot slower than the original. I've been at a near-constant state of war with the Psilons for the past hundred turns or so, and I have yet to receive their first strike force. It takes forever even to pass between nearby systems. Fleet and task force creation is more complicated than I like. In the original it was possible to build a ship and then send it off right away. Now you have to form it into a task force first.

On the plus side, they added quite abit more variety. It's nice to see that you can add orbitals, beam bases and fighters to your system defenses in addition to the old missile bases. It also looks like they've added a more realistic space combat model. Having only fought battles against elder races, I haven't had much chance to test it out.

So far, I prefer the original. It was faster, easier, and more fun.

Edit: It was also more comprehensible. For instance, if a planet had a special feature, they told you was it fucking meant. I looked all over the manual and couldn't find an explanation for those planetary specials. So this planet has autochthonic residents? WTF does that mean?
I prepared Explosive Runes today.
User avatar
Tragic
Padawan Learner
Posts: 248
Joined: 2003-02-16 04:45pm
Location: New York City, U.S.A
Contact:

Post by Tragic »

Your at war with someone. I'm at turn at like 150 and i destroyed a few races colonies and they have yet to declare war on me. and it on normal.and I've had it a few days now and still haven't figired out how to land troops on planets. and since i can't do that. i just destroy them from orbit. :twisted:
"The point of war isn't to die for your country, but to make the other bastard die for his" Gen. George Patton.
User avatar
Raxmei
Rabid Monkey
Posts: 2846
Joined: 2002-07-28 04:34pm
Location: Davis, CA
Contact:

Post by Raxmei »

Tragic wrote:Your at war with someone. I'm at turn at like 150 and i destroyed a few races colonies and they have yet to declare war on me. and it on normal.and I've had it a few days now and still haven't figired out how to land troops on planets. and since i can't do that. i just destroy them from orbit. :twisted:
Landing troops is easy. First build groud troops on one of your planets. To do that:
Go to your planet's economics panel. Change the military production to your choice of ground unit. Your planetary viceroy has probably done this for you already, leading to a ludicrous buildup of ground forces that you never wanted in the first place.

Next, build troop transports. You might need to design one first if the one you started with is obsolete. If you already have a working design, the process of building them is the same as building ground forces.

Next, go to the 'Forces' tab at the bottom of the system screen. It will replace your economics panel with a forces panel. Click the "Build ground transport" button. Select a unit size and type. Add ground forces to the unit. Hit 'done'. You will then be asked to build a task force to transport them. This is where those troop transports come in handy. If you didnt have any, you just wasted several minutes of work. Add enough transports to accomodate all of your troops. If you have a large unit, you will be required to add escorts and pickets as well. No escorts and pickets? You've wasted several more minutes. Start over after you've built the required ships.


I had to do this to retake a rebellious colony. They didn't fight back and I still don't think it was worth the effort.

In contrast, in MoO1, all you had to do was click the button to send transports, slide the slider to the number of troops, and pick a destination.
I prepared Explosive Runes today.
User avatar
phongn
Rebel Leader
Posts: 18487
Joined: 2002-07-03 11:11pm

Post by phongn »

Once upon a time there was a game called Outpost. A turn-based strategic where you colonised a far-off planet to save humanity. Many features were promised, including a comprehensive space program and transportation network.

The game was released: but lo! The manual was best described as a pamphlet, the transportation network and space program abstracted. Pre-release magazine articles showed screenshots of cavernous underground satellite launchers, monorail networks connecting cities. None of it was here.

Sierra On-Line realised their mistake: and remember, this was in the days before the Internet was widespread. They soon published a far superior manual (though no match for the giant strategy guide that I memorized at Electronics Boutique: their staff didn't care) and at least attempted to put the transportation features back in. And most importantly: they shipped every user the patches for free. No charge, no questions asked, they sent out a new manual, patch disk set.

In the end Outpost became at least playable; the game fixed.

Quicksilver may have to do something similarly as drastic (like, I dunno, implementing a complete context-help system) to fix things.
User avatar
Tragic
Padawan Learner
Posts: 248
Joined: 2003-02-16 04:45pm
Location: New York City, U.S.A
Contact:

Post by Tragic »

Thanks Raxmei I'll try that when I start playing again. :D
"The point of war isn't to die for your country, but to make the other bastard die for his" Gen. George Patton.
User avatar
Vympel
Spetsnaz
Spetsnaz
Posts: 29312
Joined: 2002-07-19 01:08am
Location: Sydney Australia

Post by Vympel »

Moo3 still hasn't come out in Australia. I'm going to get it. I've heard what I like to hear- and I'm also sick to death of Moo2- it's boring and quaint. It used to be fun, but really, I'm tired of it. Especially the sad ass combat system.

I'm going to buy Moo3, and I'm going to like it.

Oh, and Freelancer comes out tommorow in the US and next week here. I will also buy that.
Like Legend of Galactic Heroes? Please contribute to http://gineipaedia.com/
User avatar
EmperorMing
Sith Devotee
Posts: 3432
Joined: 2002-09-09 05:08am
Location: The Lizard Lounge

Post by EmperorMing »

I bought the game, have had some problems, and was able to browse some forums for tips.

It is a macro-management game, not a micromanagement one.

I have seen that the game is highly modable, and that is what some of the players are working on.
Image

DILLIGAF: Does It Look Like I Give A Fuck

Kill your God!
User avatar
Ren
Youngling
Posts: 132
Joined: 2003-02-16 05:01am

Re: MOO2 versus MOO3

Post by Ren »

Looking through the readme I found a list of the specials, but they really should have included it in the manual, and in the games help system.

I do like the way you deploy task forces, in MOO2 I got frusterated waiting for the ships I built to get the rest of my ships fighting on the other side of the map, with the task force system it's easier to get the ships where you need them.

The interface is clunky and it buries information to deep, if they fixed that it would be a great game.
User avatar
Captain tycho
Has Elected to Receive
Posts: 5039
Joined: 2002-12-04 06:35pm
Location: Jewy McJew Land

Re: MOO2 versus MOO3

Post by Captain tycho »

Ren wrote:Looking through the readme I found a list of the specials, but they really should have included it in the manual, and in the games help system.

I do like the way you deploy task forces, in MOO2 I got frusterated waiting for the ships I built to get the rest of my ships fighting on the other side of the map, with the task force system it's easier to get the ships where you need them.

The interface is clunky and it buries information to deep, if they fixed that it would be a great game.
Maybe we can look for a patch...
Captain Tycho!
The worst fucker ever!
The Best reciever ever!
User avatar
EmperorMing
Sith Devotee
Posts: 3432
Joined: 2002-09-09 05:08am
Location: The Lizard Lounge

Post by EmperorMing »

Heh. I only recently found out how to stop the AI from making all those transports on my colonies.

Make them obsolete or redesign them.
Image

DILLIGAF: Does It Look Like I Give A Fuck

Kill your God!
User avatar
Captain tycho
Has Elected to Receive
Posts: 5039
Joined: 2002-12-04 06:35pm
Location: Jewy McJew Land

Post by Captain tycho »

EmperorMing wrote:Heh. I only recently found out how to stop the AI from making all those transports on my colonies.

Make them obsolete or redesign them.
Just turn off the AI..that's what I do.
Captain Tycho!
The worst fucker ever!
The Best reciever ever!
Post Reply