Master of Orion universe- how tough?
Moderator: NecronLord
Ahh, the memories...
I usually design my own race. Human picture (I never play with those other freaks ), democracy, creative, Low-g homeworld, research bonuses, -10 spying bonus, charismatic. I talk my way out of trouble in the beginning, get irritated with the Darloks stealing my tech, nuke the darloks ASAP and then it's downhill...
Oh, and the latest patch does allow the defender to fire at ships with phase cloak/time warp facilitator combo. It also makes small ships more useful, as craft with higher speed will begin the turn. The time facilitator bonus turn goes at the end of each round (it goes like this: first turn, you decloak. You fire. The enemy fires. Then you fire, the turn ends. Begin next turn, and you can fire again)
I usually design my own race. Human picture (I never play with those other freaks ), democracy, creative, Low-g homeworld, research bonuses, -10 spying bonus, charismatic. I talk my way out of trouble in the beginning, get irritated with the Darloks stealing my tech, nuke the darloks ASAP and then it's downhill...
Oh, and the latest patch does allow the defender to fire at ships with phase cloak/time warp facilitator combo. It also makes small ships more useful, as craft with higher speed will begin the turn. The time facilitator bonus turn goes at the end of each round (it goes like this: first turn, you decloak. You fire. The enemy fires. Then you fire, the turn ends. Begin next turn, and you can fire again)
- Admiral Griffith
- Youngling
- Posts: 145
- Joined: 2002-07-09 12:12pm
- Location: Southern China
Just change the firing sequence to this:PeZook wrote:Ahh, the memories...
I usually design my own race. Human picture (I never play with those other freaks ), democracy, creative, Low-g homeworld, research bonuses, -10 spying bonus, charismatic. I talk my way out of trouble in the beginning, get irritated with the Darloks stealing my tech, nuke the darloks ASAP and then it's downhill...
Oh, and the latest patch does allow the defender to fire at ships with phase cloak/time warp facilitator combo. It also makes small ships more useful, as craft with higher speed will begin the turn. The time facilitator bonus turn goes at the end of each round (it goes like this: first turn, you decloak. You fire. The enemy fires. Then you fire, the turn ends. Begin next turn, and you can fire again)
1.) you don't fire ( and cloak )
2.) the enemy has nothing to fire at
3.) you fire ( and decloak )
next turn...
Yes, but the problem is that not all of your ships move at once. Therefore, not all of your fleet will cloak before the enemy moves at the beginning of the next turn. This is one of the main resons that I like this patch very much - small, agile ships finally have some meaning other than coolness factor
And besides, the AI fares so much better...
And besides, the AI fares so much better...
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- SMAKIBBFB
- Posts: 19195
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- Contact:
- beyond hope
- Jedi Council Member
- Posts: 1608
- Joined: 2002-08-19 07:08pm
My doom stars would typically have 4 or 5 stellar converters with mauler devices and disruptors as the supporting weapons (both autofire.) I can't remember the whole list of special weapons that went onboard, suffice to say that the first turn my ships fired 4 times in the opening volley (hyper-X capacitors and time warp facilitator, I believe, plus every special that increased beam weapon range and damage.) Shields weren't important because they didn't take return fire... 3 or 4 of those could systematically butcher an opposing fleet numbering hundreds of ships and then blast the defenses off the world I was attacking. Attacking Antares generally felt totally unsporting. Against that, considering I could station one at each of my worlds and have a fleet of 30-some roving the galaxy crushing opposition, even the Empire would be hard-pressed to take them out.
Just my humble opinion...
Just my humble opinion...
- beyond hope
- Jedi Council Member
- Posts: 1608
- Joined: 2002-08-19 07:08pm
- Oberleutnant
- Jedi Council Member
- Posts: 1585
- Joined: 2002-07-06 04:44pm
- Location: Finland
Mind control is very nice thing if you want to be an expansionist. It removes the need for huge fleets of troop ships that eat your precious command points and you don't need to pay any attention to developing ground weaponry. Sure you might be in trouble if the enemy manages to destroy your orbital defences and invades, but you simply have to make sure that it doesn't happen!
I never used stellar converters on my ships. Like phongn said, phasors are much more effective. When used together with goodies like the time warp thingie (the one that gives you extra turn in combat) they are unstopppable against any enemy.
Creative trait unbalances the game way too much so when I started the game with my own race, I never picked it.
I'm curious, which AI-controlled race was usually the most powerful in your games? In my case it was often the Psilons or the Sakkaras.
I never used stellar converters on my ships. Like phongn said, phasors are much more effective. When used together with goodies like the time warp thingie (the one that gives you extra turn in combat) they are unstopppable against any enemy.
Creative trait unbalances the game way too much so when I started the game with my own race, I never picked it.
I'm curious, which AI-controlled race was usually the most powerful in your games? In my case it was often the Psilons or the Sakkaras.