Nighteye
Joined: Apr 19, 2004
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  Posted:
Mar 28, 2006 - 07:59 |
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hehe. i see im not the only one that takes low G whenever i customize. The generator u get later on makes up for it. Creative is a must though i have found it interesting to play without it lately. Makes for a whole different game, when u cant rely on getting all tech. |
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Zlefin
Joined: Apr 14, 2005
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  Posted:
Mar 28, 2006 - 08:15 |
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Faulcon
Joined: Aug 02, 2003
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  Posted:
Mar 28, 2006 - 08:36 |
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Colonization is sadly limited in the number of units available (as in a numeric limit, not types of units). Aside from that it was a decent game though not a standout.
MOO2 was a pale sequel to MOO1, a fleet of 10 offensively setup doomstars attacking a planet could annihilate any fleet and planetary defenses before the defenders got to make a single move, add the planetary micromanagement and limited buildings you could construct and the game balance was shot. It never made sense to me that a ship could pack dozens of these stellar converters but a planet could only find room for one. 6 Frigates were in absolutely no way equal to one doomstar except in the upkeep per turn. Oh, and with your creative race also take subterranean for the extra population on every planet.
Now MOO1 combat was quite brilliant. Build thousands of little ships and that deathray you got shot with can only destroy one each turn even if it did enough damage for 50. However a blackhole generator or one of those impulse wave things could wipe out the majority of your fleet in a single blow. If a planet was in a vulnerable position you weren't limited to 1 missile base, 1 laser base, and 1 stellar converter, you could build as many damn missile bases as you wanted to pay for and really give those invaders a good kicking. Then there was the biological warfare which could mean a ghost planet even if you destroyed all the enemies. So many different ways to win the battle... |
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DaemonicLazoth
Joined: Jul 18, 2004
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  Posted:
Mar 28, 2006 - 08:58 |
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ive got all three around the same time they were released or soon after although i had to really scrounge around for moo1 when i went to play it again recently it being on floppies and all now to find the manuel for those damn ships pics |
_________________ Never mess with a invisible immovable rod at groin height |
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RandomOracle
Joined: Jan 11, 2004
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  Posted:
Mar 28, 2006 - 09:01 |
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I bought both of those used, but only really played MoO2 when it was released. Now I'm starting to think I should give the original a try. |
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Nighteye
Joined: Apr 19, 2004
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  Posted:
Mar 28, 2006 - 13:24 |
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Faulcon wrote: | Colonization is sadly limited in the number of units available (as in a numeric limit, not types of units). Aside from that it was a decent game though not a standout.
MOO2 was a pale sequel to MOO1, a fleet of 10 offensively setup doomstars attacking a planet could annihilate any fleet and planetary defenses before the defenders got to make a single move, add the planetary micromanagement and limited buildings you could construct and the game balance was shot. It never made sense to me that a ship could pack dozens of these stellar converters but a planet could only find room for one. 6 Frigates were in absolutely no way equal to one doomstar except in the upkeep per turn. Oh, and with your creative race also take subterranean for the extra population on every planet.
Now MOO1 combat was quite brilliant. Build thousands of little ships and that deathray you got shot with can only destroy one each turn even if it did enough damage for 50. However a blackhole generator or one of those impulse wave things could wipe out the majority of your fleet in a single blow. If a planet was in a vulnerable position you weren't limited to 1 missile base, 1 laser base, and 1 stellar converter, you could build as many damn missile bases as you wanted to pay for and really give those invaders a good kicking. Then there was the biological warfare which could mean a ghost planet even if you destroyed all the enemies. So many different ways to win the battle... |
It is two very different games, no doubt about that, but it all comes down to taste. I am rather fond of micromanagement, i always found moo1 too milited in that sense. And try playing moo2 on harder settings, and it stops being so easy to wipe out the enemy anymore with 2 Doomstars. Then they have 20 of their own. Also i really enjoyed the improved graphics in moo2m, just perfect
Now Moo3, Meh, dont get me started. How did they manage to turn such a huge game into something so linear. |
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coffindodger
Joined: Jul 01, 2005
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  Posted:
Mar 28, 2006 - 14:36 |
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Moo3 - far too much automation. Didn't get a look in after only a few hours playing it... |
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Nature_Warden
Joined: Feb 10, 2006
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  Posted:
Mar 28, 2006 - 21:45 |
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The only real flaw in Moo 2 is the unstoppable Time-Warping Doomstar that is never seen but destroys all! Only counterable by a better equipped ship with Phasing cloak but no Time-Warp... still, sweet game up until then... and 2 missile bases would be sick! I've managed to defend planets successfully with one against a decent fleet with a Flux Shield... It's just a matter of upgrading your missiles! .and choosing were to send the volleys properly... so much tactics in the battles! |
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Mezir
Joined: Aug 02, 2003
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  Posted:
Mar 29, 2006 - 00:25 |
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MoO discussions, fine, but abandonware is of questionable legality, let alone warez, so let's not go there on this forum. |
_________________ Build a man a fire and he's warm for a day; set a man on fire and he's warm for the rest of his life. |
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