MOO1 how are bases configured?

civvver

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Apr 24, 2007
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As I understand it a missile base gets your best shield as well as any planetary shields. They also use your highest level missile. I have noticed that sometimes my production on bases says upgrade instead of a time amount so obviously bases need to be upgraded with the new tech. Is this always the case? Are bases ever automatically upgraded?

I was very confused in my last game because I had scatter pack 5 missiles and a colony with 100+ bases. I just finished hercular missiles, a big upgrade because the enemy ships had greater than level 6 shields so my scatter pack 5s couldn't do any dmg. My colony then said it was adding like 10 bases a year so I figured it had gone through all the upgrades and was added new bases with hercular missiles. However the next time it got attacked I clicked the '?' on the colony and it still said scatter pack 5s and my missiles weren't damaging the enemy ships at all. After they destroyed about half my bases then my missiles started doing tons of dmg. It seemed like half my bases were upgraded and half weren't and only half of them fired at once. Is there any cap on how many base missiles can be fired at once?

On a side note, how do shields work with the different sides? I know stellar converters and oracle interfaces hit all shields at once but what does that mean in practice?
 
I forgot where I read it, but the multiple shield rule was not implemented before release. Just treat it like an autoblaster or any other multishot weapon.

On your bases, did you have the option on the toolbar to switch the type of missiles you were firing? The game defaults to scatterpacks even when you have more advanced single missiles available. There is no cap, as far as I know, on the number of bases that can fire simultaneously.
 
Yes I had some sort of option. So bases can fire different kinds of missiles? I thought it always upgraded them to the most advanced option.

So the stellar converter basically hits for 4 times dmg range but in one roll?
 
The bases will use the best missiles you have. It can fire either scatter packs or missile. It will default to scatter packs. So if you have scatter pack V and VII, VII will be used. If you select missiles in your case the Herc's will be used.

Just have to pay attention and select the one that is best for the target at the time. I use the packs on stacks of smalls and large stacks, else missiles. Unless of course the packs can no longer do enough damage to get past the defenses or the ships would retreat.
 
It seems to me that I get the upgrade, IF I had not been making bases on that planet and now have better shields. As long as I was putting some money into bases, the upgrades should take place, eventually.
 
I didn't realize you could toggle between scatter packs and others. I checked it out yesterday and it indeed worked. On my current game I have scatter pack 10s and hercular missiles. Obviously the scatter 10s are far more powerful but on the meklar attacking ships, a few have shields 15 so I had to switch to the herculars for those.

Do bases get ecm tech against missiles?

What rules do bombs follow? It seems they can't miss but they are definitely affected by your battle computer. I had a small stack of huge ships with a couple neutronium bombs, probably 30 total bombs (3 per ship, 10 ships) getting dropped with a lvl 10 computer and they were doing equal dmg to this planet as my giant stack of large ships that probably had 400 or so total bombs (like 20 per ship, 20 ships). I had not put any computer on the large ships because I thought it didn't matter, but I redesigned them with a lvl 10 and they started doing about three times as much dmg.

I know beam attacks are reduced by half against bases but how does the computer affect them?
 
Yes I had some sort of option. So bases can fire different kinds of missiles? I thought it always upgraded them to the most advanced option.

So the stellar converter basically hits for 4 times dmg range but in one roll?

As far as I know, the stellar converter hits one ship, four times. Unlike autoblasters, gatling lasers, or pulse phasors, which can hit multiple ships, n times.

It seems to me that I get the upgrade, IF I had not been making bases on that planet and now have better shields. As long as I was putting some money into bases, the upgrades should take place, eventually.

Yeah, I have the exact same missile bases on all my planets, even on old planets that have not invested in upgrading bases. Pretty sure that rule is not properly implemented either. (The only exception, of course, are planetary shields.)

Do bases get ecm tech against missiles?

What rules do bombs follow? It seems they can't miss but they are definitely affected by your battle computer. I had a small stack of huge ships with a couple neutronium bombs, probably 30 total bombs (3 per ship, 10 ships) getting dropped with a lvl 10 computer and they were doing equal dmg to this planet as my giant stack of large ships that probably had 400 or so total bombs (like 20 per ship, 20 ships). I had not put any computer on the large ships because I thought it didn't matter, but I redesigned them with a lvl 10 and they started doing about three times as much dmg.

I know beam attacks are reduced by half against bases but how does the computer affect them?

Battle computers affect all attacks against bases the same way they do against ships. Computers both affect whether you hit the target and how much damage you cause. There was a chart in the manual that gave all the specifics, but I don't have a copy immediately available.

This holds for bombs too, so put computers on your bombers (not to mention it's generally good practice to max out your computers to move first on the base, reduces the number of hits you take before you can start hitting back).

EDIT: Not sure on bases with ECM, my first instinct was yes, but I want to check it in-game. Googling didn't immediately reveal the answer.
 
Unlike starships, missile bases are always equipped with the best available technology: missiles, force fields, ECM jammers, and battle computers. - from manual (but you have to upgrade them to get this "always equpped tho).
 
Yeah I've seen the dmg chart in the manual, it's just not that well explained vs bases. Do you think bombs use the beam defense values or does ecm work against them? I'd assume their dmg is calculated against beam defense since they aren't missiles and their dmg is variable. Missiles either hit or miss and do full dmg, bombs have that range.
 
From experience, upgrading is not required.
From experience its requred, just its very cheap and could be left unnoticed if you have some spending for building the bases.

And yes, its confirmed, targeting computer of ship is indeed works well for bombs too.
 
Which patch do you have? I have had planets with zero spending on bases for several turns while new shields and missiles are researched (and I mean exactly, identically, zero), and when attacked they have the latest up-to-date equipment.

Yes, it shows up in the production bar, but it doesn't do anything.
 
1.31. And well, you dont get planetary shields for free without upgrade here i think. If you sure what UPGR is just graphical glitch - i can believe it tho, as moo1 have no hotseat, so hard to do actual tests. From what i recall it doesnt upgrade planetary class for free, but as such incidence are really rare - i could be easily wrong here.
 
Correct, you don't get planetary shields for free, but I was talking about the missile upgrades and deflector shield upgrades, both of which are free and immediate. At one point, I think they were intending to have you invest in bases "UPGR" to, say, replace your Hyper-V bases with Hyper-X bases, or upgrade your deflectors from 2 to 3 when the tech was researched, but that rule is unimplemented.
 
Got you, i just made that clause in case about planetary shields, looks like its went to be more of confusion than clearance. Im surely neither encountered old missiles or missile base shields on bases too.
 
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