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MOO2: Things That Don't Work

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Pekka Valve

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Jan 8, 1997, 3:00:00 AM1/8/97
to

1. Well, everybody knows the high council bug already. (Votes go just
the other way one would expect: allies against you, enemies for you.)

2. Spy assassination (leader characteristic) doesn't work. The message
appears but no spies are really lost.

3. The "diplomatic blunder" random event doesn't weaken relations at all.

4. It seems that receiving tribute doesn't actually give any money. I
haven't noticed any increase in income.

5. To my experience, computer players don't make alliances with other CPs.
As they now are, the sole purpose of alliances seems to be to drag the human
player into wars ASAP.

6. I captured Elerians' homeworld. The Elerians have a feudal government,
so instant assimilation, right? No. They even rebelled a few turns later,
and managed to defeat my occupation force. And no, they did not have the
Confederation advancement.

7. So why can't the active spy info be on the Races screen already?
Now I'll have to click open every specific race screen to check this.


I'm also having crashes every 2-3 hours of play. It just suddenly drops
back to Win95 and displays "Mark block stack size exceeded". I'm hearing
that some have this problem with the DOS version too, so it's not an OS
problem.

Playing v1.2, waiting for v1.3 ...

--
Pekka Valve E-mail: Pekka...@hut.fi


Nathan Eberhart

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Jan 8, 1997, 3:00:00 AM1/8/97
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Holger Mueller wrote:

>
> On 8 Jan 1997 15:09:55 GMT, Pekka...@hut.fi (Pekka Valve) wrote:
>
> >Playing v1.2, waiting for v1.3 ...
> >
<snip>
> equipped with a shield and you shoot at it with beam weapons.
>
=====> > i don't understand why the software companies aren't able to
release
=====> > bug-free games anymore.
>
> holger
>
<snip>

Of course there are several varied reasons why software companies leave
bugs in their games. ANYWAY, What I don't like is that Microprose
will not implement all the
many improvements people have been suggesting.

I'll not go into these improvements here. From what I have gathered
Simtex is not going to put a lot of effort into Moo2 updates. IMO Moo2
is good but with a few well thought out
changes/improvements/additions/removals. Moo2 could be GAME OF THE YEAR.

Diablo would be my current vote for game of the year. I'm not even
playing Moo2 at all now. Oh well, maybe Fragile Alliance, or some other
new strategy game will be better than Moo2.

Doug Jacobs

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Jan 8, 1997, 3:00:00 AM1/8/97
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Holger Mueller (X...@y.com) wrote:

: 8. if you start a war with another race, you are not able to make
: peace with them again (at least i wasn't)

I'm not sure what you mean by this... I've had a CP start a war (or
I'll start one) and they'll usually make peace with me once they see my
fleet rolling towards their planets. Usually they'll do something stupid
like gift me a system in the middle of their empire. I simply build
a warp interdictor, and voila! The whole empire can't move very well
anymore ;)

: 9. if you have an audience with another race, you can ALWAYS make a
: research, trade an non-aggression treaty.

Yes...the computer needs to learn how to say "No" more often and really
mean it.

: 10. sometimes the game crashes when you attack a small planet which is
: equipped with a shield and you shoot at it with beam weapons.

This should be fixed in 1.3. To avoid it, use the 'z' combat option
to have the combat play out with no animations. (this assumes you've
upgraded to 1.2 already...)

: i don't understand why the software companies aren't able to release
: bug-free games anymore.

Actually, there's no profit in bug-free games. So what if Moo2 is buggy,
what are you going to do? Buy MicroSoft's Moo2? It's not like a
word-processor where there's some competition. Game publishers only make
money by putting stuff on the shelf. They don't have to worry about
making bug-free stuff as their customers will simply buy the next game.
There comes a point where continued improvements to the product will no
longer result in higher profits. Unfortunatly for games, this point
usually comes soon after the beta version is compiling...

This doesn't mean that all consumers will simply take this lying down.
I've met many who will never ever touch a Sierra product ever again after
the Outpost fiasco. Take2 has also severely damaged their reputation by
releasing a beta version of BC3000 (to which they admitted.) However,
for most folks, buggy game software is just a fact of life...unavoidable
as death and taxes.

Holger Mueller

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Jan 8, 1997, 3:00:00 AM1/8/97
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On 8 Jan 1997 15:09:55 GMT, Pekka...@hut.fi (Pekka Valve) wrote:


>Playing v1.2, waiting for v1.3 ...
>

>--

8. if you start a war with another race, you are not able to make
peace with them again (at least i wasn't)

9. if you have an audience with another race, you can ALWAYS make a


research, trade an non-aggression treaty.

10. sometimes the game crashes when you attack a small planet which is


equipped with a shield and you shoot at it with beam weapons.

i don't understand why the software companies aren't able to release
bug-free games anymore.

holger

-
I'm sorry for this, but as I'm getting more and more of this junk email
i'm forced to do this. My real E-Mail address is can be found below.

Ash nazg durbatuluk, ash nazg gimbatul, ash nazg | Holger Mueller
thrakatuluk agh burzum-ishi krimpatul. | ava...@teuto.de

Irwin Pui-Yin Choy

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Jan 8, 1997, 3:00:00 AM1/8/97
to

(Holger Mueller) X...@y.com wrote:

>i don't understand why the software companies aren't able to release
>bug-free games anymore.
>
>holger

Because games are getting more complex - and tight deadlines. I can't
see a Pac-Man game which has bugs :)
----------------------------------------------------------
Irwin Pui-Yin Choy
e-mail: pyc...@unity.ncsu.edu
Master of Parks, Recreation and Tourism Management program
North Carolina State University

Lawrence Chee

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Jan 9, 1997, 3:00:00 AM1/9/97
to

On Wed, 08 Jan 1997 18:56:04 GMT, (Holger Mueller) X...@y.com wrote:

>10. sometimes the game crashes when you attack a small planet which is
>equipped with a shield and you shoot at it with beam weapons.
>

11. An interesting bug, when I created a short with 2 beam weapons
(ion and mass driver) and a bomb, the weapon (ion) in the first slot
does not work! There really is no nice way to discover this game
feature.


Holger Mueller

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Jan 9, 1997, 3:00:00 AM1/9/97
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On 8 Jan 1997 23:12:34 GMT, Doug Jacobs <dja...@rahul.net> wrote:

>Holger Mueller (X...@y.com) wrote:
>
>: 8. if you start a war with another race, you are not able to make


>: peace with them again (at least i wasn't)
>

>I'm not sure what you mean by this... I've had a CP start a war (or
>I'll start one) and they'll usually make peace with me once they see my
>fleet rolling towards their planets. Usually they'll do something stupid
>like gift me a system in the middle of their empire. I simply build
>a warp interdictor, and voila! The whole empire can't move very well
>anymore ;)
>

hmm, on what level are you playing? i played all my latest games on
impossible, and they NEVER offered me peace. and every time i tried to
make peace with them they refused (note: i don't play with
charismatic)

>: 10. sometimes the game crashes when you attack a small planet which is


>: equipped with a shield and you shoot at it with beam weapons.
>

>This should be fixed in 1.3. To avoid it, use the 'z' combat option
>to have the combat play out with no animations. (this assumes you've
>upgraded to 1.2 already...)
>

thanks for the tip ! now i'm able to get around
that one.


>This doesn't mean that all consumers will simply take this lying down.
>I've met many who will never ever touch a Sierra product ever again after
>the Outpost fiasco. Take2 has also severely damaged their reputation by
>releasing a beta version of BC3000 (to which they admitted.) However,
>for most folks, buggy game software is just a fact of life...unavoidable
>as death and taxes.

i for myself will NEVER by a gametek game again. if i just think about
first encounters... *shudder*
i really enjoy moo2 but a little more testing would have been a very
good idea.
if i could just hope that it will get better :)

Nathan Engle

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Jan 9, 1997, 3:00:00 AM1/9/97
to

Holger Mueller wrote:

> Doug Jacobs <dja...@rahul.net> wrote:
> >: 8. if you start a war with another race, you are not able to make
> >: peace with them again (at least i wasn't)

> >I'm not sure what you mean by this... I've had a CP start a war (or
> >I'll start one) and they'll usually make peace with me once they see my
> >fleet rolling towards their planets.

> hmm, on what level are you playing? i played all my latest games on


> impossible, and they NEVER offered me peace. and every time i tried to
> make peace with them they refused (note: i don't play with
> charismatic)

I've also been playing at impossible level and I find that the CPs
are extremely scrappy, even to the point of suicide. In fact I've only
managed to get a CP to accept my offers of peace at impossible level a
couple times, 3 or 4 at MOST.

One case was an Elerian empire that I had thrashed soundly, taking
all but one of their half dozen systems in a really short, sad, one-sided
war. When I got them reduced to their last system some Meklars declared
war on me and distracted me from invading the last Elerian system, and
several turns of inaction went by before I could get back to the Elerians.

Before the coup de grace I visited the Elerian ambassador to offer
them peace one last time (they had rejected my previous half dozen offers),
and much to my surprise they accepted without even holding out for any
further "sweeteners" (more often they try to wrangle a technology out of
me in the process).

I'm not exactly sure what was going on, but I think that it helps
to have a "cooling off" period prior to the peace offer, and as Doug
mentioned, it also seems to help if I've got a butt-kicking fleet close
by as a threat.

A couple of times I've tried giving a warring CP big bribes in
the form of technologies, money, and even star systems, but in my
experience giving them anything just seems to make them that much more
belligerent (probably thinking that since I'm offering they must have
me on the ropes or something). I guess Machiavelli was right when he
said that given the choice between being loved or feared it's better to
be feared.

In general I'd say I've only managed to get a cease fire in less
than 10% of the wars I've fought, and NEVER against any CP that still
had any sort of marginally effective fleet in play. And, of course, all
of these "outbreaks" of peace happened because I asked - I've never ever
seen a CP ask for peace first.

--
Nathan Engle Electron Juggler
Indiana University Dept of Psychology
nen...@indiana.edu http://ezinfo.ucs.indiana.edu/~nengle
"Some Assembly Required"

Doug Jacobs

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Jan 9, 1997, 3:00:00 AM1/9/97
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Lawrence Chee (abst...@erols.com) wrote:

: On Wed, 08 Jan 1997 18:56:04 GMT, (Holger Mueller) X...@y.com wrote:

: >10. sometimes the game crashes when you attack a small planet which is
: >equipped with a shield and you shoot at it with beam weapons.

: >
: 11. An interesting bug, when I created a short with 2 beam weapons


: (ion and mass driver) and a bomb, the weapon (ion) in the first slot
: does not work! There really is no nice way to discover this game
: feature.

You weren't trying to shoot at a space monster or the Antareans, right?
(you do know that Ion cannons don't work against those?)

John Lansford

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Jan 10, 1997, 3:00:00 AM1/10/97
to

abst...@erols.com (Lawrence Chee) wrote:


>11. An interesting bug, when I created a short with 2 beam weapons
>(ion and mass driver) and a bomb, the weapon (ion) in the first slot
>does not work! There really is no nice way to discover this game
>feature.
>

Were you firing at a monster or an Antaran ship? Ion cannon won't fire
at either of these types of targets.

John Lansford

Sakari Leino

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Jan 10, 1997, 3:00:00 AM1/10/97
to

On Thu, 09 Jan 1997 04:30:02 GMT, abst...@erols.com (Lawrence Chee)
wrote:

>On Wed, 08 Jan 1997 18:56:04 GMT, (Holger Mueller) X...@y.com wrote:
>
>>10. sometimes the game crashes when you attack a small planet which is
>>equipped with a shield and you shoot at it with beam weapons.
>>

>11. An interesting bug, when I created a short with 2 beam weapons
>(ion and mass driver) and a bomb, the weapon (ion) in the first slot
>does not work! There really is no nice way to discover this game
>feature.
>

12. (I think) In a (multiplayer) game, I attacked (and destroyed) two
AI races. Their missile bases and starbases would not fire their
pulson missiles at my ships. In the first battle the planet in
question would get its turn to fire but wouldn't. Later the planets
didn't even get a turn. This made conquering two good systems really
easy and my fellow players didn't like this too much. If there is a
reason other than a bug I can't think of it. Anyone?

I did have a rather good missile defence % but that shouldn't
discourage them so much, right? They would have hit me and hard..

Sakari Leino
sle...@megabaud.fi

Jonathan Hoof

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Jan 11, 1997, 3:00:00 AM1/11/97
to

Never were. We just notice it more these days. (higher standards due to
higher quality games, ironic that a better game receives more criticism
than a worse game, I guess this phenomenon helped turn Bill Gates into a
Billionaire :)

-Jonathan Hoof
ho...@agora.rdrop.com
in WB: hoof

Holger Mueller (X...@y.com) wrote:
<snip>

: i don't understand why the software companies aren't able to release
: bug-free games anymore.

: holger


Trevor Barrie

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Jan 12, 1997, 3:00:00 AM1/12/97
to

Doug Jacobs <dja...@rahul.net> wrote:

>I'm not sure what you mean by this... I've had a CP start a war (or
>I'll start one) and they'll usually make peace with me once they see my

>fleet rolling towards their planets. Usually they'll do something stupid
>like gift me a system in the middle of their empire.

Heh. Try not bothering to send your ships... one game, I had two or three
races who would on a near-regular basis declare war on me, then a few turns
later (without my having even looked at them funny or vice versa) offer me
10% Tribute or a system or something for peace. It may have had something to
do with the hundreds upon hundreds of points of diplomatic bonuses I had
accumulated...


Irwin Pui-Yin Choy

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Jan 12, 1997, 3:00:00 AM1/12/97
to

sle...@megabaud.fi (Sakari Leino) wrote:

>On Thu, 09 Jan 1997 04:30:02 GMT, abst...@erols.com (Lawrence Chee)
>wrote:
>
>>On Wed, 08 Jan 1997 18:56:04 GMT, (Holger Mueller) X...@y.com wrote:
>>
>>>10. sometimes the game crashes when you attack a small planet which is
>>>equipped with a shield and you shoot at it with beam weapons.
>>>
>>11. An interesting bug, when I created a short with 2 beam weapons
>>(ion and mass driver) and a bomb, the weapon (ion) in the first slot
>>does not work! There really is no nice way to discover this game
>>feature.
>>
>12. (I think) In a (multiplayer) game, I attacked (and destroyed) two
>AI races. Their missile bases and starbases would not fire their
>pulson missiles at my ships. In the first battle the planet in
>question would get its turn to fire but wouldn't. Later the planets
>didn't even get a turn. This made conquering two good systems really
>easy and my fellow players didn't like this too much. If there is a
>reason other than a bug I can't think of it. Anyone?

13. Sometimes one of my tech just disappeared and reappeared some time
later. For example, sometimes when I colonize a new planet, I can't
build marine barracks - the option just disappear. Also, when I
finish researching a new tech, sometimes the other applications (which
I have already got them somewhere) appear as my research. I am not
playing Creative - I play as normal Human. BTW, I don't find Hard
that Hard even I play as normal Human. The computer players just
fight among themselves.

Christopher Hemme

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Jan 15, 1997, 3:00:00 AM1/15/97
to

Irwin Pui-Yin Choy <pyc...@unity.ncsu.edu> wrote:

->13. Sometimes one of my tech just disappeared and reappeared some time
->later. For example, sometimes when I colonize a new planet, I can't
->build marine barracks - the option just disappear. Also, when I
->finish researching a new tech, sometimes the other applications (which
->I have already got them somewhere) appear as my research. I am not
->playing Creative - I play as normal Human. BTW, I don't find Hard
->that Hard even I play as normal Human. The computer players just
->fight among themselves.

Are you building at the site of an outpost? I believe that if
you put an outpost at a planet and then a colony, you should
automatically have a marine barracks.

Dean

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Jan 15, 1997, 3:00:00 AM1/15/97
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In article <32d82a23....@news.ncsu.edu>, thus spake
pyc...@unity.ncsu.edu:

>13. Sometimes one of my tech just disappeared and reappeared some time

>later. For example, sometimes when I colonize a new planet, I can't

>build marine barracks - the option just disappear. Also, when I

>finish researching a new tech, sometimes the other applications (which

>I have already got them somewhere) appear as my research. I am not

Double-check that you didn't colonize a planet upon which you have already
established an outpost...the game gives you a Marine Barracks (makes
sense...those outposted troops gotta live somewhere!). You can also run your
cursor over the city picture and see what's there...check if you already have
the Barracks.

As for the research thing, it's a minor bug/flaw...you'll have the tech, but
you don't get the holographic image and description until you discover
something in it's category.


--
Dean Robb (WB: Raz1)
PC-Easy
On-site Computer Services
(757) 495-EASY [3279]


Your Name Here - Not

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Jan 16, 1997, 3:00:00 AM1/16/97
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14. Calculating where your ships can travel to with your current engines.

For example, take to stars close together, one containing a colony, both
containing worm holes. For this example, have the destination of one wormhole
be a star (A) on one side of the map, and the destination of the other worm
hole be a star (B) on the other side of the map. In this example, you can
travel directly between the two distant stars A and B (given it take you many
turns).

Also, take the example that occurs at the begining of the game where you can go
from star to star, never returning to your initial colony to refuel, as long as
each star is in range on that initial colony. I think that while it should let
you choose where you want to go, you should be able to run out of fuel leaving
your stranded in a star system if you don't plan your travel carefully (similar
to Spaceward Ho)

Chet Tidwell


Bill Huffman

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Jan 16, 1997, 3:00:00 AM1/16/97
to

In article <32d82a23....@news.ncsu.edu>,

Irwin Pui-Yin Choy <pyc...@unity.ncsu.edu> wrote:
>
>13. Sometimes one of my tech just disappeared and reappeared some time
>later. For example, sometimes when I colonize a new planet, I can't
>build marine barracks - the option just disappear. Also, when I
>finish researching a new tech, sometimes the other applications (which
>I have already got them somewhere) appear as my research. I am not
>playing Creative - I play as normal Human. BTW, I don't find Hard
>that Hard even I play as normal Human. The computer players just
>fight among themselves.

If you build a colony on top of an outpost, you get marine barracks
for free. Well it's not really free. Outposts cost 100 and marine
barracks cost 60.

When you finish studying a technology in the same discipline as a
technology you have previously traded for, stolen or found then,
you get the description for the previously acquired technology
also displayed. This should be obvious when it happens because,
you'll see info for more than one technology being displayed. When
not playing creative, except for the very early pre-warp technologies,
you don't learn multiple technologies at a time.

One of the "best" racial picks is charisma. This can give you
a relatively easy game because, the computer players just
fight among themselves and let you grow very strong. I think
humans have charismatic picked. I think humans in MOO2 are
easier to play than humans in MOO1.

Irwin Pui-Yin Choy

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Jan 17, 1997, 3:00:00 AM1/17/97
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huf...@news.SanDiegoCA.NCR.COM (Bill Huffman) wrote:

>One of the "best" racial picks is charisma. This can give you
>a relatively easy game because, the computer players just
>fight among themselves and let you grow very strong. I think
>humans have charismatic picked. I think humans in MOO2 are
>easier to play than humans in MOO1.

I won the second game (Hard, human) even at a technological
disadvantage most of the time - the CPs don't bother to fight me
except for one or two incidents. I used two NAP races to block two
races which were at war with me (but not making out of contact) and
stole them blind. I focused on spying techs - regardless of other
useful tech in the same science.

Michael Kozlowski

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Jan 18, 1997, 3:00:00 AM1/18/97
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In article <32d82a23....@news.ncsu.edu>,
Irwin Pui-Yin Choy <pyc...@unity.ncsu.edu> wrote:

[bugs]

>finish researching a new tech, sometimes the other applications (which
>I have already got them somewhere) appear as my research. I am not
>playing Creative - I play as normal Human.

I don't really think this is a bug. Look at it like this: You're
researching (say) Electronics. Once you finish researching it, the
computer tells you what particular applications you have available. Okay,
yeah, so you already had some of them. No biggie.
--
Michael Kozlowski mkoz...@ssc.wisc.edu
http://www.cae.wisc.edu/~kozlowsk/index.html
"Weasels, weasels everywhere; Nor any drop to drink!"

Irwin Pui-Yin Choy

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Jan 18, 1997, 3:00:00 AM1/18/97
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mkoz...@guy.ssc.wisc.edu (Michael Kozlowski) wrote:

>I don't really think this is a bug. Look at it like this: You're
>researching (say) Electronics. Once you finish researching it, the
>computer tells you what particular applications you have available. Okay,
>yeah, so you already had some of them. No biggie.

No biggie, but being a perfectionist, I would like the text to be
different from "Your scientish has researched .... " if the
application is not researched, but has been stolen or traded from
somebody else :)

RICHARD KENAN

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Jan 19, 1997, 3:00:00 AM1/19/97
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Bill Huffman (huf...@news.SanDiegoCA.NCR.COM) wrote:

: One of the "best" racial picks is charisma. This can give you
: a relatively easy game because, the computer players just
: fight among themselves and let you grow very strong. I think
: humans have charismatic picked. I think humans in MOO2 are
: easier to play than humans in MOO1.

Well, Charisma is OK. Certainly, it's in the league to be half as
powerful as the 6 point 'broken' picks, Telepathic, Subterranean,
and Creative. So I'd say it's a very nice pick, no argument there.

But, I must question your sanity to say that humans are easier in
MoO2 than in MoO1. The power a diplomat could wield in MoO1 was
absolutely obscene, and could absolutely guarantee an early election
to the presidency in practically any circumstances. By contrast,
in MoO2, diplomats wield little power. You cannot easily provoke
wars, you cannot use positive relations to avoid wars (I really hate
getting framed), and alliances mean nothing other than that you're
going to be at war with at least half the galaxy in 2 years. Oh,
and also, that your ally won't vote for you for president. The real
power of charismatic is that it makes the CP's hate you a bit less
at impossible, letting you use your *OTHER* picks to build up some
kind of advantage.

In MoO1, human diplomatic ability enabled the player to avoid early
death, and to eventually win. In MoO2, the charismatic pick will
usually enable you to avoid early death, but is totally irrelevant
when it comes time to win. Add to this, the fact that in MoO1,
humans had other advantages (trade bonuses and 2nd best research in
the game, as well as inherently good relations with everybody), while
humans in MoO2 have both disadvantages and advantages (democracy is
grossly overpriced, but it gives extra money and research. I only
object to the spy penalty). Humans in MoO2 are playable, but are not
the godlike power they were in MoO1. I honestly preferred Humans in
MoO1 over Psilons, because Psilons would eventually have to get in a
war to win. Well, barring the grotesque 'tech bribery as a political
device' strategy.

Just me.

--
Richard Kenan
Georgia Institute of Technology, Atlanta Georgia, 30332
uucp: ...!{allegra,amd,hplabs,ut-ngp}!gatech!prism!eefacdk
Internet: eef...@prism.gatech.edu

Bob Bingham

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Jan 19, 1997, 3:00:00 AM1/19/97
to

Two bugs:

First is the combat animation. Going to Auto and back a couple of times
will always slow the Auto combat to a horrid level.

I also hit a weird one two days ago playing a creative race. I was
researching field tech and the thing got up to 100%. I figure I've dumped
enough research into that to get a shot at the more expensive anti-matter
tech so I switched over. I hit a breakthrough (I think, memory is a bit
soft). In the same turn I captured anti-matter bombs from a CP's colony.
The game gave me the anti-matter bomb but took away ALL research points and
made me pick a field of study again without advancing my anti-matter power.

--
Bob "Da Sloth" Bingham (http://www.sky.net/~sloth)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Every jumbled pile of person has a thinking part that wonders what the
part that isn't thinking isn't thinking of." - They Might Be Giants

Irwin Pui-Yin Choy

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Jan 19, 1997, 3:00:00 AM1/19/97
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eef...@acmey.gatech.edu (RICHARD KENAN) wrote:

>But, I must question your sanity to say that humans are easier in
>MoO2 than in MoO1. The power a diplomat could wield in MoO1 was
>absolutely obscene, and could absolutely guarantee an early election
>to the presidency in practically any circumstances. By contrast,
>in MoO2, diplomats wield little power. You cannot easily provoke
>wars, you cannot use positive relations to avoid wars (I really hate
>getting framed), and alliances mean nothing other than that you're
>going to be at war with at least half the galaxy in 2 years. Oh,
>and also, that your ally won't vote for you for president. The real
>power of charismatic is that it makes the CP's hate you a bit less
>at impossible, letting you use your *OTHER* picks to build up some
>kind of advantage.

The vote bug will hopefully be fixed. I think in my two games playing
as human I was framed at most three times per game ... maybe I have a
huge spying bonus?

ratb...@aol.com

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Jan 19, 1997, 3:00:00 AM1/19/97
to

When an enemy fleet is totally smershed by an Artemis System Net, v1.2
crashes out to Win95.

I've only seen this happen once, but then, I've only managed to surprise
the bad guys with a crash-built ASN once.

Also had an annoying problem while playing a repulsive custom race. Other
races would sue for peace, offer me incredible things, then apparently an
extra mouse click snuck into the system without my knowing, because the
diplomacy screen would clear and I'd be back at the map.

Bill Huffman

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Jan 20, 1997, 3:00:00 AM1/20/97
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In article <5brpe1$h...@catapult.gatech.edu>,

RICHARD KENAN <eef...@acmey.gatech.edu> wrote:
>Bill Huffman (huf...@news.SanDiegoCA.NCR.COM) wrote:
>
>: One of the "best" racial picks is charisma. This can give you
>: a relatively easy game because, the computer players just
>: fight among themselves and let you grow very strong. I think
>: humans have charismatic picked. I think humans in MOO2 are
>: easier to play than humans in MOO1.
>
>Well, Charisma is OK. Certainly, it's in the league to be half as
>powerful as the 6 point 'broken' picks, Telepathic, Subterranean,
>and Creative. So I'd say it's a very nice pick, no argument there.
>
>But, I must question your sanity to say that humans are easier in
>MoO2 than in MoO1. The power a diplomat could wield in MoO1 was
>absolutely obscene, and could absolutely guarantee an early election
>to the presidency in practically any circumstances. By contrast,
>in MoO2, diplomats wield little power. You cannot easily provoke
>wars, you cannot use positive relations to avoid wars (I really hate
>getting framed), and alliances mean nothing other than that you're
>going to be at war with at least half the galaxy in 2 years. Oh,
>and also, that your ally won't vote for you for president. The real
>power of charismatic is that it makes the CP's hate you a bit less
>at impossible, letting you use your *OTHER* picks to build up some
>kind of advantage.
>
>In MoO1, human diplomatic ability enabled the player to avoid early
>death, and to eventually win. In MoO2, the charismatic pick will
>usually enable you to avoid early death, but is totally irrelevant
>when it comes time to win. Add to this, the fact that in MoO1,
>humans had other advantages (trade bonuses and 2nd best research in
>the game, as well as inherently good relations with everybody), while
>humans in MoO2 have both disadvantages and advantages (democracy is
>grossly overpriced, but it gives extra money and research. I only
>object to the spy penalty). Humans in MoO2 are playable, but are not
>the godlike power they were in MoO1. I honestly preferred Humans in
>MoO1 over Psilons, because Psilons would eventually have to get in a
>war to win. Well, barring the grotesque 'tech bribery as a political
>device' strategy.
>
>Just me.
>
>--
>Richard Kenan
>Georgia Institute of Technology, Atlanta Georgia, 30332
>uucp: ...!{allegra,amd,hplabs,ut-ngp}!gatech!prism!eefacdk
>Internet: eef...@prism.gatech.edu

I don't disagree with anything you've said here. The context of
my statement was intended to be for people just learning the game.
Maybe it's just me but, when I first started playing MOO1 humans I
didn't have a clue how the diplomacy stuff worked. I found the
humans very difficult and gave up on them. After I learned the
diplomacy stuff, I agree with you, humans were very easy. From
what I've seen in MOO2 the diplomacy code doesn't work nearly as
well. The charismatic trait seems much more powerful and longer
lasting than in MOO1. In the beginning of a MOO1 game once a CP
got his eyes on a planet, he considered it his. This made
MOO1 early expansion more difficult, even when you were human.
With the charismatic pick in MOO2, it seems early expansion is
easy and no one will attack your defenseless colonies or outposts,
even if they're in the middle of a CP empire.

Mark David

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Jan 21, 1997, 3:00:00 AM1/21/97
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pyc...@unity.ncsu.edu (Irwin Pui-Yin Choy) wrote:

>Because games are getting more complex - and tight deadlines. I can't
>see a Pac-Man game which has bugs :)

We're talking about a major sequel to a major hit on a roster of
successful games from a major game house, and that it's also basically
MOO with updated graphics.

Mark David -- Super Genius! | "Just because it says DVD does not mean
mad...@achilles.net | the quality is there."
dl...@freenet.carleton.ca | --David Garber, Senior VP, LIVE Ent.

Mark David

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Jan 21, 1997, 3:00:00 AM1/21/97
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eef...@acmey.gatech.edu (RICHARD KENAN) wrote:

> I honestly preferred Humans in
>MoO1 over Psilons, because Psilons would eventually have to get in a
>war to win. Well, barring the grotesque 'tech bribery as a political
>device' strategy.

I've had a lot of success playing MOO as the Mekklars.

And it's funny, my first day of playing MOO2, I figured a juicy tech
offering would be just the thing the doctor ordered for a chummy
relationship with a CP who was neutral with me at the time--and he
attacked me for the hell of it like ten turns afterwards :-/

Phaedrus

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Jan 23, 1997, 3:00:00 AM1/23/97
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In article <32d413c...@news.ncsu.edu>,

Irwin Pui-Yin Choy <pyc...@unity.ncsu.edu> wrote:
>(Holger Mueller) X...@y.com wrote:
>>i don't understand why the software companies aren't able to release
>>bug-free games anymore.
>>holger
>Because games are getting more complex - and tight deadlines. I can't
>see a Pac-Man game which has bugs :)

Pac-Man may not be the best example, considering that Pac-Man occasionally
let you pass through the ghosts without dying, and crashed and burned if you
played it long enough... (And we won't even discuss the AI issues... :-) )
--
\o\ If you're interested in books/stories with transformation themes, \o\
/o/ try <URL:http://www.halcyon.com/phaedrus/translist/translist.html>. /o/
\o\New entries for this list always appreciated. FC1.21:FC(w/c)p6arw A- C-\o\
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Irwin Pui-Yin Choy

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Jan 24, 1997, 3:00:00 AM1/24/97
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phae...@chinook.halcyon.com (Phaedrus) wrote:

> Pac-Man may not be the best example, considering that Pac-Man occasionally
>let you pass through the ghosts without dying, and crashed and burned if you
>played it long enough... (And we won't even discuss the AI issues... :-) )

Well, obviously I haven't played enough Pac-Man to discover those
things :)

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