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StarFyter
Oct 10, 2012

I have to say, having originally missed both MoO1 and 2 releases, and getting them both around the same time, I really like the both of them a whole lot for different reasons. MoO1's relative simplicity and quick play are quite a stark contrast to the deeper micromanagement of planets and ship combat of MoO2.

Kind of an Apples to Oranges thing, both are good in their own ways, and making a direct comparison is tough, with MoO1's much bigger focus on the overall strategy and big decisions based on what you can get, and MoO2's focus on the little details and optimal builds.

At least that's how I feel about it, never was really good enough to comfortably play strategy games on something other than the "normal" difficulty, really. Even to the point of almost always playing MoO2 with creative custom races, due to having to pick techs. Strangely enough when it's enforced like in MoO1 or Sword of the Stars 1, I don't mind the missing techs that much, since it's due to external factors, rather than my own choices... although ending up missing a vital tech can suck real hard. But then you can usually steal or trade them, so that mitigates it a lot.


As for the LP, it'll be interesting to see how brutal the highest difficulty is here. I had a few games of my own, where even on normal the Psilons sometimes just ran off with a massive lead and took over two thirds the galaxy. So far I have only had one such similar time on MoO2, when the Sakkra expanded explosively, having more than half the galaxy by the time I was done taking over my neighbouring Darloks. But then MoO2 games are much bigger time investments for me, so I probably ended up with far more MoO1 games total.

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StarFyter
Oct 10, 2012

Randalor posted:

So if there's a modifier for using bio-weapons, is there a modifier for being the target of bio-weapons? And does declaring war on another race impose a negative modifier?

Pretty sure being attacked by bio-weapons only gives you the warm fuzzy feeling that the other guy is now disliked pretty universally for what they just did. Aside from that, doubt there is anything else.

Also, IIRC there is no real penalty for the act of declaring war itself, but rather breaking non-aggression pacts/alliances, which both make the other side unhappy, as well as others to consider you untrustworthy. But then it's been several years since I last played, and I never really delved too deep into the programming of the diplomatic logic of the game, so I might just be flat out wrong :v:

Heck, I'm not even sure there is a set state of war, rather than just lack of NAP/alliance, and yet the Alkari declaration says otherwise, so dunno.

StarFyter
Oct 10, 2012

drat, that's one of the major disadvantages of playing a high difficulty game with humans in there I suppose. Shame the lizards got a random stick up their bottom for whatever reason, though not sure if they might have voted humans anyway regardless...

Speaking of the Sakkra, especially the leader name Sauron... that's not the only direct LoTR reference in this series; The Darloks used to be called the Nazgul in a "prototype" version of MoO1, named Star Lords. Not too surprising it didn't stick. (As for why Sauron instead of Sauros... well, who knows)


Another thing I forgot to point out before, but the image of the ship for the "derelict spacecraft" event is one of the models used for the largest size starships in Star Lords. All the ships in that game were pre-rendered, and all empires had the same set to choose the appearance from, so it would have been relatively simple to make another render in the desired angle. Hooray for clever asset reuse! (I used to play Star Lords a bunch before getting a copy of MoO1 off of GoG)

Edit: Also looks like I forgot the Psilons being named Mentats in reference to Dune, too.

StarFyter fucked around with this message at 18:29 on Jun 2, 2017

StarFyter
Oct 10, 2012

I think one of the funniest I've seen the AI do is get in an Alliance with someone, send a massive fleet onwards thanks to extra range from the Ally, break said alliance almost right away, and the fleet just vanishes out of existence once it arrives since it's way out of range then.

Or just multiple AI sending troops at a single planet that lost most of it's population for one reason or another, and doing involuntary technology exhanges with one another. Alternatively two or more empires sending colony fleets at the same system and in sequence bombing the fresh colony of the other and resettling right away.

And then there's always the rush of extreme longshot attempts at stealing Orion from the fleet that just took care of the Guardian, by sending unescorted colony ships at it.


Oh, and sending off a big part of the population of a world about to be invaded, to some fresh colony off in the middle of nowhere, while I already have a fleet in orbit of one or both.

StarFyter
Oct 10, 2012

Something I stumbled upon replaying this game thanks to your thread, is during space combat right-clicking with the mouse counts as if pressing "done". Makes things faster when you have a colonizer or scouts in the fleet.

StarFyter
Oct 10, 2012


Might just be me, but the human ground troops look quite a lot like the Megacity Judges for some reason.

StarFyter
Oct 10, 2012

Coolguye posted:

you joke but the guardian has a a whopping 85 installations of scatter pack x rocket launchers on this difficulty level to stop this exact strategy. it would be a legitimate strat otherwise.

Hmm... 85*10*5shots = 4250, and that's not even counting the 45 stellar converters taking out another 45*4 = 180 every turn.

Of course, this is not factoring in any kind of defensive bonuses causing attacks to miss.



When checking the number of stellar converters, I came across a wiki which says you can dodge the Guardian's missiles somehow, but the only thing I know you can do against missiles by movement is to run them into asteroids, which I believe eats half of the strike per each square of asteroids traveled.

fake edit: looks like missiles fired from ships can fly for two rounds https://strategywiki.org/wiki/Master_of_Orion/Attack_range

StarFyter
Oct 10, 2012

A good early start has a high likelihood of a council loss unless you can secure a veto block fast enough on your own, as the AI at this difficulty really hate it when you have many planets.

I feel like one of the reasons for AI hostility is also the relatively low fleet strength human players run for most of the early to mid game, as they see you as a target then.

StarFyter
Oct 10, 2012

Ah, well consider me corrected, then. My experience is mostly from middling difficulties and roughly 20 years ago, with a few games more recently, so... I suppose there is a difference to how things feel, as opposed to how they are programmed. :v:

The problem with limiting council to only happen when everyone has met everyone is when someone ends up cornered by another empire, and most of Thot's games seemed to have that one empire that stayed out of touch until quite far in. Also it would have been slightly harder to code, with certain required exceptions for dead empires, and considering the game is as buggy as it is, it may be for the better. Would definitely make it more fair to the player, though.

StarFyter
Oct 10, 2012

PurpleXVI posted:

Wait, the Mrrshan are fighting the Klackons, but the Klackons are still voting for the Mrrshan Emperor? :v:

Something to do with Klackons being Erratic, perhaps?

"Our astrology charts tell us to skin some cats for the next decade, but they're just such swell guys that I can't help but vote for them"

StarFyter
Oct 10, 2012

Same here, at first I was amazed at Tao, 140M terran fertile is an amazing windfall by itself, but the 50M UR minimal just blows it out of the water, by already being a better shipbuilding system than Tao could ever be (and will max out quicker too), even without having a single terraforming tech, and it's just going to get all the more nuts as terraforming techs arrive, not to mention soil enrichment.

Hmm, I forget, but was pollution based on number of factories, or on production points done by factories? I'm guessing latter since otherwise Poor and UPoor couldn't do anything.



Let's just hope you don't end up facing off against the dastardly Humans in the council. I don't think any amount of lucky starts is going to help against being nominated alongside them, especially as Darloks.

StarFyter
Oct 10, 2012

I'm just going to throw my votes to Lords of the Realm, as I've never heard of it before, Alien Legacy, since I like the ideas presented in it, and Ascendancy, because while strictly mediocre according to reviews at the time, it has some interesting aspects to it too.

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StarFyter
Oct 10, 2012

TooMuchAbstraction posted:

That's amazing. "We really, really want to vote against the Silicoids, but their population mysteriously fell by 50% last year. Dangit."

Or, if we consider a somewhat sensible, but boring approach, it might just be that transports have the population in some form of suspended animation, and therefore not counted among the living while in transit.

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