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    MoO1: When does the AI start the 32000+ ship cheat?

    I've seen the huge stacks a few times, but it was usually with very low tech ships (once the Alkari had 3 stacks of small and mediums, but armed with lasers or gatlings). In those cases, killing them off was not difficult because I could simply install shields strong enough to negate all...
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    Getting music on dosbox (sound works)

    Music in MOO is different than most games. It only plays at certain points. A good way to test is to get an audience with another race, there is always music playing at that point.
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    MOO1: Your kind of ships?

    Near the beginning, I'll usually use small bombers or fighters and medium missile boats. If I get damage control early, I will try to design a heavily shielded Huge with damage control. Even if I don't have great weapons yet, an early ARS Huge is often invincible against everything the AI has...
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    OSG 17a--Alkari alley

    That turned out to be a great game. I'm happy to take the diplo win at this point because we've shown that we can take Human worlds at will with the AM bombers (though we would have needed to build more escorts to secure new acquisitions). I'm sure that we could have also taken Psilon worlds...
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    OSG 17a--Alkari alley

    Pre-turn: We are looking very good now. Our planets are pretty much untouchable thanks to our new shields and missiles. The AM bombers are ready to roll off the production line. I plan on using them to take Aurora, the largest Human planet. The bad news is that going by the graphs, the...
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    OSG 17a--Alkari alley

    Where is the roster at now? Is it ignatius's turn?
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    OSG 17a--Alkari alley

    Tri-focus can't do it, beam damage is halved vs. planets, taking Tri-focus from 20-50 to 10-25 vs. bases. The only beams that could punch through would be mauler devices and death ray. On the other hand, AM bomb do 10-40, Omega-V's do 20-50 and Neutronium do 40-70. Any of those would crack...
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    OSG 17a--Alkari alley

    I don't know if I would have done so many tech trades. I probably would have swapped the Antidote for the RW60--with that and Advanced Eco which should be about to pop, our pollution problem would be done with. I don't know that upping our shields by 1 level (when we already had a research...
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    OSG 17a--Alkari alley

    I don't think we have to go that all-out to stand up Kailis. I think that our fleet will be sufficient to repel the attacks that are incoming, and since Kailis is rich and already has a lot of factories, maxxing it out won't take more than a few turns. A couple more turns for a shield, and a...
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    OSG 17a--Alkari alley

    I confess that I had not taken the time to check out the enemy tech situation before I got the penetrations, so I didn't know which field to choose. If I remember correctly though, weapons were not on the menu for the low-level Silicoid steal. As to the ship design, I didn't scrap the heavy...
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    OSG 17a--Alkari alley

    Okay, here goes. I change the design for the ARS Huge to include 15 fusion bombs for dealing with the Silicoid bases. We have two planets working on placeholders, but they have 8 turns to go, so I switch one to reserves to speed the construction of the ship at Cygni. We get a low level...
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    OSG 17a--Alkari alley

    Hi guys. I was able to check on the progress a little bit while I was away, but I still need to catch up on the last couple of rounds. I'm going to be busy tonight, but I should be able to play my turn Tuesday night. Looks like exciting times while I was away. --Olorin
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    OSG 17a--Alkari alley

    I'm not familiar with the abbr. DOW. If it's short for declare war, then it would not at all be exploitive to ask the Humans and Silicoids to declare on them (as we are already at war with Psilons). The exploit we want to avoid is getting the Humans to attack the Psilons while remaining at...
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    OSG 17a--Alkari alley

    We might want to make the trade with the Brains for BC4. I think that would put us ahead of the Rocks in computer tech, and then we could try to steal PS5 and other goodies from them.
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    OSG 17a--Alkari alley

    I forgot to mention that I tried a couple of times to get either the Humans or Psilons to sign NAP with no success. ignatius, you may want to try it in a few turns (though those Pirates in Mentar will make the trade agreements less effective). Also, I will be on a field trip from Sunday to...
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    OSG 17a--Alkari alley

    My turns were a bit of a nail-biter, but they ended up being uneventful. First off, I got the save, and it was for 2388! 4 people x 20 years each should = 2380. Please check the date under the Races--> Status screen periodically so that you end your turns on time. To get us back on...
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    OSG 17a--Alkari alley

    Thanks for the correction, I was :crazyeye: I've got the save, but I won't be able to play until late Wed nite.
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    OSG 17a--Alkari alley

    Not a bad job at Morrig. You managed to delay the AIs by 14 years with just a few popguns. On the tech choices--I would have gone for Hyper-X right away, gatlings become obsolete very quickly because they have no heavy version, and Hyper-X will help our bases. Plus Gatlings don't advance the...
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    OSG 17a--Alkari alley

    @ungy: Putting a few ships at the hostiles to slow down the Silicoids is a good idea (as long as it doesn't leave our new colonies vulnerable. Dead bases will indeed advance the planetology tree. The bummer is that we haven't seen a clean up tech yet, and just look to Altair to see how much...
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    OSG 17a--Alkari alley

    Well, looking at the map, we know where the Klacks are stuck pulling a 1PE. We pulled off a nice land grab, our 7th planet about to be founded. Now we shall see if we can actually hold on to them (as the Silicoids will probably snap up the Toxic and Dead, leaving the other AIs no choice but to...
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