|
I never played the original much, mostly MoO2. Still following this LP, though, good nostalgia vibes all around.
|
# ¿ Apr 29, 2017 18:29 |
|
|
# ¿ May 9, 2024 23:53 |
|
Is it "safe" to spend this long not building any missile bases? I know I'd have beelined for them right away, but then again my instinct in 4X games is always to first have some sort of static defense against an initial rush/accident, then focus outwards.
|
# ¿ Apr 30, 2017 22:10 |
|
Do missile bases count for "fleet strength" reports?
|
# ¿ May 5, 2017 14:50 |
|
rchandra posted:Do techs that you choose to put off ever go away, or can you always get them later? I assume that when you have two versions of the same thing (like Improved Industrial Tech above), you don't need to get both of them. It looks like the techs he's skipping over are staying on until he gets around to them. Which is distinctly unlike MoO2 where every tech gained from a given branch moves you up a step and permanently locks you out of those you skipped, unless you steal or trade for them later. Unless you're playing the Psilons, of course, who have a ridiculous advantage in being able to research a full tier of each branch at once, the cheating bastards. In this case I kind of prefer MoO2 since it makes each choice much more hard-set. You can't just put something off until later, unless you know there's someone you can get it from, and your choices affect your tech layout much more drastically.
|
# ¿ May 6, 2017 19:38 |
|
Thotimx posted:Different strokes for different folks, but in Moo2 the differences I would point out are: Well, you could always play the Klackons or another Uncreative race if you wanna play Hard Mode with the techs. Cythereal posted:I'm not a fan of psilons in this series in general. The lifeblood of just about every 4X game is science, and I've never seen a 4X race/faction whose hat is being much better at science than everyone not being the best race in the game or very close to it barring weird overpowered special factions. This is mostly true for MoO2, with a couple of exceptions as some species have abilities that can't be replicated through superior tech. For instance the Silicoids can steal a march on everyone by colonizing everything, and can have a powerhouse industry since they don't need to devote any population to working agriculture. But yeah, barring some of those races pushing their starting advantages hard and killing the Psilons in the cradle after rolling up a homeworld right next to them, they'll be winners in the hands of most competent players.
|
# ¿ May 7, 2017 00:46 |
|
What are the odds of actually snagging an Alliance with someone in an Impossible game? Are the AI more likely to work together against you? Or are they just better at managing their empires and lead their diplomacy pretty much as usual?
|
# ¿ May 7, 2017 21:50 |
|
Do Missile Bases require a sizeable amount of credits to maintain? Or are they free once built? And is there a max # of bases per planet?
|
# ¿ May 8, 2017 23:32 |
|
Isn't it dangerous to have the Alkari fleet knocked down that hard? Doesn't that make them ripe for conquest by someone else, since you've got a NAP with them?
|
# ¿ May 11, 2017 10:07 |
|
Thotimx posted:Yep. Plus if the Silicoids take them out everyone will be pissed at them: Altair is basically a 'poisoned pawn' because of the diplomatic penalty for genocide if somebody wipes them out. Wait, so there's a diplomatic penalty for completely defeating another species?
|
# ¿ May 11, 2017 22:38 |
|
I think diplomatic victories were always one of my less favourite parts of MoO and MoO2, because, comparatively, they always feel like such an anticlimax. And, as seen here, it's almost never the result of some sort of major diplomatic campaign intended to win you the throne, but usually more of a surprise as your major remaining enemy makes themselves super unpopular somehow.
|
# ¿ May 24, 2017 04:45 |
|
I'm counting... 48 stars? So the humans have grabbed something like 1/7th of the playing field already. Definitely they've got some neighbours feeling the squeeze.
|
# ¿ May 27, 2017 05:53 |
|
Think we'll get around to conquering Orion this time around? I imagine that's a lot harder to do on this difficulty with regards to sparing the fleet strength needed to knock down the Guardian.
|
# ¿ May 31, 2017 05:40 |
|
One thing I note about MoO is that it feels like war is just... impractical, in a lot of ways, until a good bit in. There doesn't seem to be much of an option for a relatively early-game military rush, unless you get extremely lucky.
|
# ¿ Jun 2, 2017 13:20 |
|
Bloodly posted:I've never understood MOO2, and MOO 1 I'm kinda even worse at. It's interesting. Yeah, for all the extra complexity(particularly in ship design), MoO2 feels a lot more approachable and forgiving than MoO1. But that may just be me.
|
# ¿ Jun 4, 2017 00:13 |
|
Well, this definitely seems like a stronger start than last time.
|
# ¿ Jun 4, 2017 17:33 |
|
MoO2 does have design space for some goofy concepts, though. I once got away with a fleet based entirely around boarding and capturing enemy ships for a surprisingly long time. Generally, though, MoO2 ship design is hardest early on, where it's possible that some enemies might simply have ships too tough for you to hurt, or too agile for you to hit, reliably. At least that's my memory of it, it's been a while since I last played.
|
# ¿ Jun 5, 2017 13:39 |
|
Cythereal posted:To the contrary, I think unit customization and even unit creators can be done well and intuitively - Sid Meier's Alpha Centauri is one I'll always hold up as easy to understand and use. See, I never saw any reason to use it in SMAC. The game auto-generated the optimal designs, and that was basically it, 99% of all the components were just a stat+, not any sort of sidegrade or expansion of options. My only issue with MoO2 is that I've never been able to make it run stably since Win 98.
|
# ¿ Jun 7, 2017 19:41 |
|
What's the overview of the remaining Klackon Empire after the losses to the Psilons?
|
# ¿ Jun 17, 2017 16:24 |
|
Are the Silicoids a more dangerous enemy than the Psilons at this point? I'd have thought that befriending the Psilons, or at least keeping them mollified, would rank higher.
|
# ¿ Jun 23, 2017 15:20 |
|
Starting to feel like the Klackons are actual contenders now.
|
# ¿ Jul 4, 2017 07:10 |
|
When you accidentally bomb a colony into non-existence, does that come with any sort of diplomatic genocide malus? Or is that just seen as conventional collateral damage?
|
# ¿ Jul 16, 2017 05:54 |
|
I like how this one turned into a nice story: The plucky, high-production underdogs being unable to harm the tech wizards, and therefore doing a hail mary gamble towards an ancient repository of doomsday technology.
|
# ¿ Jul 27, 2017 05:36 |
|
Clarste posted:Stellaris tried something like that and everyone hates it with the fury of a thousand suns. In the end it just feels like you're not being allowed to control your stuff which makes the player feel frustrated. Even if the alternative would be even worse. It's not so much that it's a bad concept, it's just that it's terribly executed and essentially forces you to micromanage the AI anyway(for too many reasons to list), so you kind of get the worst of both worlds, a stupid AI you have to keep watching and a bloated empire you have to micromanage. Aside from that it's also just... executed in the lamest way possible. Your provinces are literally just automated factories, they're not potential hotbeds of separatism or anything. Like, it'd be great if the subsectors of your empire were more productive due to more local management, but then rather than managing their fine details to keep them efficient, you had to manage their politics to keep them loyal. Settling border disputes between them, assisting them in science and industry, helping them crack down on their own rebels and pirates with your fleets, etc.
|
# ¿ Aug 1, 2017 21:30 |
|
Time to colonize literally everything.
|
# ¿ Aug 5, 2017 18:14 |
|
Okay, so, out of curiosity. There's a diplomatic genocide penalty for eradicating another species. But what if you eradicate a species before you've made contact with any others? Would it still apply to them?
|
# ¿ Aug 9, 2017 06:00 |
|
Well, when they get those 32k doomstacks, shouldn't there be prohibitive upkeep costs associated with them? Or does the bug also negate that, or does the AI handwave fleet upkeep away somehow?
|
# ¿ Sep 14, 2017 01:15 |
|
Farmer's Gambit. Leverage the silicoid settling powers!
|
# ¿ Sep 17, 2017 17:07 |
|
Ouch, the psilons as a major opponent again? Silicoids just can't catch a break.
|
# ¿ Sep 20, 2017 17:36 |
|
Shiiiit, this is tense. How fast do missile bases build? Would it be pointless/hopeless to set some up on Crius?
|
# ¿ Sep 23, 2017 01:44 |
|
What determines whether you get to "steal" any technology when you conquer an enemy planet? I would've figured that recapturing Crius would have gotten us something.
|
# ¿ Sep 25, 2017 07:06 |
|
At least your enemies are all busy beating each other up rather than ganging up on you! For now, anyway. Would it be worth it to try spying on the Psilons in the hope of scoring some tech ups that way?
|
# ¿ Sep 29, 2017 08:48 |
|
Ouch, shame about getting framed for that sabotage against the Mrrshans, that could've been what sabotaged a winning council vote...
|
# ¿ Oct 1, 2017 23:56 |
|
I wonder if the other races would've been more polite if you'd also had a large fleet, or whether that would've just further encouraged them to team up against you.
|
# ¿ Oct 6, 2017 08:43 |
|
I'm gonna vote Sakkra next, because I'm curious how long the game will keep the Meklar hidden from us if we let it.
|
# ¿ Oct 8, 2017 00:18 |
|
Ouch that's a rough start. Well, uh, at least if you need to crack open the Guardian for a last-ditch shot at some game-saving tech, you know where he is...? Also, to echo the others, I largely played MoO2 rather than MoO1, and you're showing me that the original had a lot of depth that I didn't even remember, or more likely, never actually uncovered since I was a dumb kid when I played it.
|
# ¿ Oct 9, 2017 00:43 |
|
It's always so weird swapping away from Silicoids and suddenly having to pay attention to planetary environments again.
|
# ¿ Oct 11, 2017 12:22 |
|
Maybe start spying on the Silicoids? Seems safer to piss them off than the Meklar.
|
# ¿ Oct 13, 2017 04:02 |
|
If you have no contact at all with a race, does that affect their willingness to vote for you in the council?
|
# ¿ Oct 16, 2017 08:46 |
|
Time to mobilize the galactic alliance against the Silicoids. Is there any chance any of your allies are going to bail on you? Or does the AI more or less always honour its alliances?
|
# ¿ Oct 19, 2017 08:45 |
|
|
# ¿ May 9, 2024 23:53 |
|
Oh poo poo, I was thinking this was gonna be an amazing curbstomp when the five-race alliance turned on the Silicoids... but did the other races really do MUCH? It felt like they kinda hung back and let you take all the punches.
|
# ¿ Nov 11, 2017 18:29 |