Ship tactics help? MOO2

Vineheart01

Chieftain
Joined
Nov 14, 2010
Messages
14
I never was into civilization but for some reason MOO2 hooked me in, even though the ship customizations thing is ticking me off.

All the guides i find online involving ships are builds for the optimal ship, nothing about how to start out. Seems like no matter what i put on my ships or how many ships i get, i get roflstomped by 2-3 ships from an enemy race.

Anyone have any pointers as to how to start out with a decent fleet? Everything i find involves the late late late game, which is impossible to get too if you cant defend yourself.
 
So much depends on the games settings and the point you are in the game techwise. Are you just trying to fend off early forays or trying to attack planets?

What your race traits are also is a factor. If you are not creative and how only fair productivity I would go with some cruisers with nukes and one scout to hang around while the missles strike.

Are you worried about chasing off blockades? a small fleet of missile ships with a dither ship works for me.

Creative races can do more things as they have more techs and tools to pick from and often are not very productive early. In those spots you could could wait for a decent computer and then make a few strong battleships to deal with them

Maybe a save or two from a few of the positions you are trying to rectify to see what is going on.
 
I WAS doing Klackon since i play Zerg in SC1/SC2 and they remind me of them, but when i found out what uncreative meant i said screw it and customed.

Ive been doing:
-1/2 food prod
-1/2 BC prod
-10 spy
unification
telepathic
large homeworld

i think i have a 4th in there but i forget what it was.

Im playing on Average, Huge map, Average planets, 8 players, Average tech.
(Im not reducing the difficulty as the diplo bonus makes it too damn easy to become the ruler of the universe)

basically my issue is after....maybe 400 turns one of the races gets pissed at me because i didnt give them something for no reason and they send ONE SHIP at me and it rapes my battlestations and what few ships i have out, no matter what i put on the ships. Ive even tried going straight for ship stuff after i got my research lab/food plant/auto factory. I had a Titan out fairly quick with a ton of weapons and Shields IV (forget the armor name) and even it got stomped by the first 2 ships i see.

Also i need to learn this stuff to avoid those damn eels. Started one game, was goin good i had 2 Ultra Rich, 25pop planets right by me i just had to deal with the hydra to get on. Well bout 150 or so turns in, eel pops up. And breeds. And breeds again. Great, now i cant keep my population high enough to get the ships out >.<
 
Eel, don't wait to go after them. Soon as they appear get a fleet out to deal with it.

Not fond of minus food or production Use -ship def and or -att. You do not want to slow down your start with low food/production.

400 turns, you should have won or be too strong to mess with. That late in the game a single ship can be very strong and whack a planet as you saw. Things that would stop it are:

get to Orion and get Loknar so you can see the whole map.
Get the Warp Indicator so they cannot get to you in one turn.
do not let them have a system at the end of a star lane, else they can get to you in one turn.
kill them.

You need to get big sooner, hence better techs and take more of the systems. Get a fleet out that can take down planets. There is no value in being a tele, if you are not going to go out right away and capture their systems.

If you are going to sit around for 400 turns that trait is the wrong choice.
 
i just changed it around to be:
-10 ground combat
-10 spying
+1 Produce
Feudal gov
Subterranean
Lithovore

Even got lucky and had 5 Rich/UltraRich planets with high pop pretty much in my backdoor this game. I had all of them at or damn close to max pop, was getting research out the wazoo as well as ships.

5 ships. 5 goddamn small ships took out a battlestation and 3 cruisers with shields 2, tons of weapons, and improved armor. WTH is this a game where the computer has the edge regardless of WTH you do? really starting to frustrating me, no matter what i do the first attack that comes at me i get stomped.

EDIT: and how am i going to do the Orion thing when i cant even defend against the first damn wave that comes at me, big or small? That game wasnt even 150 turns.
 
Well why would you pick Feudal? It will just kill your research. I dislike -spy as they will steal or sabotage too much. Well maybe not on Hard, but on impossible they can be a pain.

If you want Feudal go with something like this: Telepathic, Tran dimensional, RHW, LHW, Industry+2, Feudal, Repulsive. Get out and take them down in 100 turns or less, depending on map. Othewise forget Feudal, it is a warmonggers pick.

Given what you have said about combat, it is not your strong suit. I know you took it to get more ships as they are cheaper. That is not useful to a race with poor research. It is useful to a tele going out and taken them down, before they get off the dime.

More crap ships is not the answer, fewer better ships, if you plan on turtling. Could you post a save so I can look at the ships that attack and the one you are using?
 
Orion was a reference to the 400 turns game, you should be able to take down the guardian no later than tech level 3500RP. Much sooner with the proper fleet and tactics. 6 good battleships is enough and you should manage that prior to turn 400.

Battlestations are nice up too a point. Planets cannot defend against well designed later game techs. Even Starfortress will go down. The thing is to be able to intercept incoming fleets or better yet go out and bust them.

Racial picks need to work together a lith race is not for beginners. It is a hard race to play in that you need 10 picks and now are limited as to what you can add to the race. Sub trait is iirc 5 picks, so 15 gone already.

These are both for max planet pop, that is great, once you get a planet filled. Not so useful the first 100 turns or so.

Take a real strong race to learn the game.

Uni Tol +1 prod large home
Uni aqua +p +50% food rich/large HW
 
Orion can be taken with battleships....? i call bs on that one.
The last one i played i actually had a somewhat decent army for a little bit. Fended off a few attacks. Sent 6 titans packed with beams and armor upgrades and shields at orion...he 1shotted them all.
 
I routinely send 5 or 6 BB and take him down on impossible, it is not hard. It can be taken down with nukes.

10. GUARDIAN


The Guardian is a monster that attacks any fleet arriving at the Orion system. The player who kills it receives 4 technologies which are mostly inaccessible through conventional research (listed at the bottom), gets first dibs at a rather nice planet, and gets a free battleship, which if he played fast enough, should be able to whack the other opponents' fleets handily. Under some circumstances, a good player should be able to finish off all of the opponents before
acquiring the ability to kill the Guardian, but usually, a Guardian-kill can be considered a win.


THE MINIMAL GUARDIAN FLEET

In this sense, the considerations for "minimal" are with respect to research and production time. This allows some deviation depending on your research/production situation. As it turns out, the Guardian can be killed with two frigates and two cruisers, and no research beyond fast missile racks, zortrium armor, and emissions guidance system.

First cruiser has:

1 2-shot ECCM ARM FST merculites
4 2-shot ARM merculites
6 2-shot MIRV ECCM merculites
battle pods
fast missile racks
reinforced hull

Second cruiser has:

2 2-shot ARM merculites
6 2-shot MIRV ECCM merculites
1 2-shot MIRV ECCM EMG merculite
battle pods
fast missile racks
reinforced hull

Frigates have:
1 2-shot MIRV ECCM EMG merculite
battle pods

How this works: On the first turn, the Guardian will fire on one of the cruisers with both death rays and target it with both of its torpedoes. Regardless of which cruiser is hit, the frigates should fire and move forward eight to ten spaces. The EMG cruiser should move forward one space, fire both racks of ARM missiles, then both racks of non-EMG, then both racks of EMG, and sit still. The other cruiser should move forward one space, fire the ARM then the MIRV missiles, move forward two more spaces, fire the ECCM ARM FST missiles, and sit still. The Guardian will react by moving forward, killing the wounded cruiser with one death ray, a frigate with another, and about seven of the ARM missiles with its Point defense particle beams. The remaining frigate should then move about 6 more spaces toward the Guardian, and fire its remaining missile. The Guardian will charge, trigger its spatial compressor on the ECCM ARM FST missiles, leaving the non-fast missiles unharmed, and continue to plow into the pile of missiles. The MIRV missiles will usually clear the shield, and most likely, the EMG will blow the engine. If you want to be sure about the kill, add another frigate into the mix and do the same. Given the appropriate race and universe conditions, such a fleet can be assembled and sent close to turn 100 in a pre-warp game. Several races can pull this off by turn 120. When I get around to updating my races page, I'll fill in the details. The Guardian-kill can obviously be done more quickly in an advanced game given the proper parameters. In particular, a subterranean creative race in a 2-player huge universe can often finish off the Guardian before turn 20.

Other Considerations:

If you have good scanner technology (i.e. Neutron), you should be able to clear the shields with fewer missiles, so if you're the gambling type, you can drop the frigates from the fleet and put another EMG missile into the second cruiser. If you have serious command point difficulties, you can kill the Guardian with a single kamikaze battleship with the following:

2 2-shot ECCM ARM FST merculites
4 2-shot ECCM ARM merculites
11 2-shot MIRV ECCM merculites
2 2-shot MIRV ECCM EMG merculites
battle pods
fast missile racks
reinforced hull

Unfortunately, this fleet is strictly inferior to the cruiser fleet above in terms of probability of killing the Guardian for two reasons: only 4 MIRV ECCM EMG missiles are fired, and at least 4 warheads need to make it through the lightning field and ECM to blow the engine, and only 22 MIRV merculites are fired, so the shield might not be cleared. Without neutron scanner technology, your chances are slightly less than 50%. Furthermore, if you do decide to add some frigates to the mix, the Guardian will fire on those first, so you need at least three to make any kind of difference in outcome. In addition, this fleet will generally lose all of its ships, while the cruiser fleet will not. Of course, the cruiser fleet will be relatively out of date once Orion is taken, anyway.
 
I just played Moo2 yesterday and sent 6 BB's and I doubt all 6 actually fired. I had mass drivers on all. I use heavy mounts no other addon. I probably had cybernet comps, Heavy armor and a slow eng first or second one.

I think I had Neut armor that I got from invading someone. The armor is not important only in that the ship survived the plasma torps. If it had Zort, it probably would have died. I usually have 3 leaders at that point.

It was a sure thing and just used autocombat and took no losses. This is pretty much the way it goes.
 
Orion can be taken with battleships....? i call bs on that one.
The last one i played i actually had a somewhat decent army for a little bit. Fended off a few attacks. Sent 6 titans packed with beams and armor upgrades and shields at orion...he 1shotted them all.

If I am not a creative race I will not research titan, you just do not need them and I would rather have the ground batteries. I won't have battlestations, so I can use the extra planetary defense.

I have no idea how you could lose with 6 titans versus the guardian. I am playing my turn in a civ3 SG right now here is a log for you of an old game.
 
Settings: Rep -GC -SD Uni (6) +P (3) Tol (10) Huge PreWarp Min Rich Age 6 players Impossible

T Sell barracks
3/5/0 start CB (colony Base)
R-freighter
T1 2/6/0
T5 2/5/1
T6 found Mentar I 0/1/0 housing, 2/6/0 start CB
T11 moved pop to HW 0/1/0, 2/3/4
T12 found Mentar II 0/1/0 housing, 0/1/0, 0/1/0, 3/1/5 start spy
T17 0/1/0, 0/1/0, 3/2/5 switch to freighter, move pop to HW
R-EC
T19 moved pop from I & II to HW
4/1/7 spy
T21 R-RL
T23 Commander Grum shows up
move pop 5/1/8
T26 move pop 5/1/9
T28 move pop 5/2/9
T29 R-std cells 5/1/10 switch to RL
buy RL on II, start on I
T30 II housing, buy RL on I
6/1/9 tart spy
T31 Mentar I on housing 0/1/0
R-CS
T33 pop to HW 6/3/8
T34 R-hulls switch to scout (unarmmed, no comp) 6/1/11
T35 scout out, start CS
T36 7/11/1
T37 R-AF located Jacob
T38 Hired Emo, moved pop HW full 20/20 7/12/1
T40 0/1/0 0/1/1 8/12/0
T43 CS to Jacob, start freighter 8/3/9
T44 R-bio start AF on all
8/5/7 buy AF on II
T45 found Jacob II syart AF
II housing
T46 R-soil HW starts bio, buy AF on Jacob II
5/5/10
T47 Jacob II start RL
6/3/11 freighter I on housing
T49 start CS on HW
T51 move 2 to HW 6/5/11
T52 contact with Humans, located Mutatrix
T55 R-laser Jacob II start soil
Mentar I & II start bio
hw 6/12/4 switch to soil
T56 start CS on HW, stat SB on I
T57 R-Space Acad
T59 start spy on II
T60 start freighter, send CS to Mutatrix
T61 start CS on HW, spy on II
T62 R-n. scanner, start SA on II
T63 spy killed
T64 Jacob II start SB
Mentar I start SA
II start SB
found Mutatrix, start AF
T65 Mentar I start spy 0/2/3
HW start SA, buy AF on Mutatrix
cs to Jacob
T66 Hire Cyr
start CA (cruiser)
reinforced hull, no comp
nuke
nuke
nuke
6x nuke
T67 buy RL on Mutatrix
T68 buy AF on Jacob I
T69 CA to Mutatrix with Cyr
start freighter
start RL on Jacob I
T71 got Cache 100 on Irra
start SB on Mutatrix
T72 R-pods, Mentar II trade, send pop to Mutratrix
T73 CA to Mutatrix, start CA
T74 switch to CS, start soil on Jacob I
locate Trax
T76 start spy on Mentar I
R-f. beam
T77 pop to Mutatrix from Mentar II
start CS on HW
T79 start spy on Mentar I
T81 spy killed
R-armor
T82 cs to Trax, start cs
Jacob I housing
T83 found Trax III
T85 buy AF on Trax III
T86 R-shield, start cs on HW, cs to Trax
T87 contact Silicoids
updated CS with ARM,FST nukes via Pod
refit on Mutatrix
T90 R-drive
T96 R-battle scanner
T100 found Cursa
T101 Hire Grum, put 3 spies on Humans
cs to Cursa, start cs
buy AF on Cursa
R-fighter garrison (got scared)
T104 steal Fighter Bays
T106 start BB (battleship), buy AF on Cursa III
T107 R-robominer
start fighter garrison on Mutatrix & Cursa II
T112 steal Deuterium Cells
T114 refit scout with nukes and pod
steal Spaceport
R-merc missiles
T123 R-super computer
3 spies on Silicoids
Txxx R-Tele Training
steal Neutron Blaster from (coids)
start supers
T134 R-Stablizer
T138 R-Planetary Shields
T141 steal bomb (human)
T142 R-N. scanner, switch to Rad shields
T145 R-Terraform
T150 R-AMC start terraforming
T15x R-drive
T156 R-ADC
T159 R-Weather
reject Houri
T165 R-Cyber Link
T171 R-Ground Batteries
T174 R-Stock exchange
T176 found Artemis I
T177 R-autolab
steal Subspace (coids)
T180 found Artemis II & IV
T183 R-Stealth suit
T187 R-Pulson Missile
T189 steal phasor (coids)
T190 R-grav beam
T192 R-jump gate
T196 R-Planetary Construction (normally not chosen)
T199 R-Astro
T202 R-Zort
T205 R-interdictors
T207 steal olasma cannon (coids)
T208 R-robotic fac
T212 R-drive
T214 steal anti missile (coids)
T215 R-High Int
T219 R-class V
T221 steal antimatter bomb (human)
T223 R-Phasor rifle
T225 steal atmospheric renewer
T226 R-food replicators
need to refit BB, I have all tech from silicoids at this point
Humans have PP, Titan and Heavy Arm
T230 R-deep core
contact Meks
T233 R-HEF
T234 steal Titan (human)
T236 steal PP (human)
contact Darloks
T237 R-Advanced City
T238 steal HA (human)
T240 contact Mrrshan (they are very backward)
T241 steal recycle (human)
T242 R-plasma rifle
T246 R-hard shields (never use them)
T249 R-universal antidote
T252 R-class VII
T254 found Orion finally losing my lone scout
T256 R-android (never use them either)
Hire Khunagg
can't attack orion as my computer tech is still EC
seeing what ohers have, it can wait
T260 R-cybernet
T263 R-Molecular computer
T266 R-disrupter
now refit BB's and Titan's
I have long ago scrapped all cruisers
no attacks ever came
T269 R-Hyperspace comm
T272 R-hyper drives
T274 R-Galactic Unification
T276 R-star gate
hirecaptain caern
T280 kill guardian, refit time
T282 R-zeon
T284 R-Galactic Stock
T286 R-Gaia
T290 R-artemis, launch on Meks
T292 R-drive
T296 R-cells
T299 R-nullifier
T301 R-class x
T306 ALL TECH done
 
This game was from 2004 and I still have the turn 0 save and t37 and iirc t280. I forget how this game came about. It was a long time ago.
 
its not letting me put MIRV on merc missiles, only nukes.

EDIT: Wow it only took 247 turns to let me do it.
 
You need to have an advancement after getting Mercs to be able to make them mirv. Nukes and any missles need minurization to allow adding in enahncements like Mirv ECM and such,if that missle allows those mods.
 
OK im begining to wonder if my copy of MOO2 is jacked up. I did that tactic you listed to take out the guardian: exact weapons/upgrades and moved accordingly. Didnt even hurt it.

EDIT: I give up. Glad i only spent 6 bucks on this crappy, buggy game. Surprised its reviews are so good.
 
Just so you know the stuff I listed in the post the has 10 Guardian, is not from me. It comes from the old Mooniac faq, so I have never tried that tactic. I know others clam it works. I use BB with beams as I know that works.

I am running with 1.31 version and have been for too long to remember. I actually do recall playing before that patch came out. I will try Tuesday to get out a game taking down the guardian.

It has 10000 point on impossible and 8k on hard and iirc 600 on the average level. So it is easier as you go down levels. The Guardian has better weapons and items as you move up as well.

Edit:

I would not be surprised if the patches changed things as they altered what the size of devices were such as plasma cannons.
 
Vineheart01

If you decide to give the game another try, this is something I wrote earlier on my favorite race picks:

"I find creative and telepathic together are unbeatable in single player. Using those, I've never even come close to losing a game on the impossible setting. The 6 points left over allows for a wide variety of other choices, including the unification government. These other picks vary depending on my mood when starting a game. I usually pick low gravity, negative spying and ground attack settings to get the -10. Low gravity is quickly made up with the gravity tech. With creative, there's not much of a reason to spy. And telepathic negates the need of troops (I rely upon my fleets to prevent others landing on my planets).

For strategy I usually spam colony ships as fast as possible till I meet up with one of the repulsives (these are races you cant practice diplomacy with, there are usually at least one of these in a game). Then I switch to warship building. That seems to work well, though sometimes I have to resort to bribes till I get a fleet up and running. I do trade and research treaties with the aliens I can, for as long as possible."

With creative, you can build anything you want and it's a good way to start out in the game and give everything a try. It's also easier to strategize since you can use the best and are not limited by techs.

Early on I rely mostly upon interceptors and missiles if I have to fight. The beams with the low computer ratings fail to hit much. I try not to fight wars at that point. The military techs I go for first are better computers, work up to 75% initially, mass drivers and fusion beams, with armor piercing and autofire for the former and enveloping for the latter (You don't get all the specials for a weapon when the weapon is initially researched, but they come later after you have researched 1 or 2 levels higher up in the same subject. Same for missile specials. You get MIRV after researching the next 2 levels in the category the missiles are in, chemistry, I think it is). Other techs I go for early are battle scanner and battle pods and augmented engines. I usually bypass using lasers since they cost more in space than mass drivers, but don't do as much damage (this with all the specials), and being earlier in the tech tree, they miss more (earlier weapons are not as accurate as later ones, given the same ship computer). You need a combined hit percentage of about 125% to hit well with beams, so the 3rd level computer, 75%, and battle scanner, 50%, I consider the bare minimum for serious offense. I then build several types of ship and each has a specific role. My early capital ships are cruisers with destroyers in a support role.

Cruiser type 1: Mainly armed with heavy mass drivers with 1 or 2 regular ones for missile and fighter defense. All weapons have armor piercing and autofire. Ship specials: battle scanner, battle pods.

Cruiser type 2: Heavy fusion beams with either 1 or 2 regular mass drivers or regular fusion beams for defense, whatever works best with the space. The mass drivers have AP & AF and the fusion beams all the weapon specials. Ship specials: augmented engines, battle scanner and battle pods.

Cruiser type 3: this is the fighter/missile armed ships.They can be all fighter armed, missile armed or a combo of the two. It depends on what works best with the space when I design them. I use 2 shot missile batteries to get a larger missile salvo per round. 2 rounds per battery is enough since battles are usually over by then. The missiles are the best I have with MIRV and fast specials. They also get 1 regular mass driver with AP & AF for defense. Ship specials: battle pods and fast missile racks for ships carrying missiles.

Destroyer type 1: this is armed entirely with regular mass drivers with AP & AF and is for attacking fighters and missiles. Ship specials: augmented engines, battle scanner & battle pods. I call these point defense ships, or PD.

I rely mostly on the beams ships with 1 or 2 fighter/missiles ships per fleet. When a battle begins, I scan the other's ships to see what they got and see what would be the best way to tackle them. The fusion beam cruisers are to peel shields initially and they need to close quickly so the fusion beams can do max damage, which is why they get the augmented engines. After they reduce the shields, I fire the heavy mass drivers of mass driver cruisers. Their armor piercing allows them to bypass the ship armor and destroy it twice as fast and they can do this at long range. Even if you cant destroy the ship or orbital on that round, mass drivers are good at reducing its ability to counter attack by destroying systems and weapons, like computers, battle scanners and number of weapons. That's a huge advantage from the armor piecing weapon special. The PD ships are there to prevent fighters and missiles getting to my ships. I tend to hold them back somewhat till I can use them if the opponent has a strong heavy beam suite since they are easily knocked out because of their small size. The fighter/missile ships are there as insurance. I prefer beams to these as fighters and missiles take a round or two to reach their targets and I like to neutralize their fleet on the first turn. So what I cant take out in the 1st round, then I use the missiles and fighters on. This is usually the orbitals and planet based weapons they are used on.

If I have to war very early on before I can build the sort of ships described above, then I build destroyers armed mostly with interceptors and whatever else I can fit into with the tech I have. As many of them as I can. :D

That is for fighting the other alien races. For fighting the monsters on those special systems, I use destroyers armed mostly with interceptors. With battle pods, I can usually fit a couple of interceptors and what space is left over goes to missiles. Ship specials: battle pods. Use about 10-12 per monster attacked. They're cheap to build and being destroyers, any planet can build them. The battle is over in 2-3 rounds and the most destroyers in a battle I've lost to monsters is 6. Bring along 1 or more colony ships or the other aliens might beat you the planets after you destroyed the monsters. The survivors of these destroyers usually get upgraded into PD destroyers once the monsters have been taken care of. For the Guardian, see the thread on this site linked below:

Destroying the Orion Guardian using destroyers and missiles

http://forums.civfanatics.com/showthread.php?t=362101

I've tried that strategy out and it definitely works. But not always. Sometimes you cant get any ships in the right position to deliver that final blow with the EMG missiles (you need to have them right next to a side of the guardian where the shields are down so that when you fire them they hit the guardian right then, and are not delayed a turn. Otherwise, the shields go partially back up and the missiles fail to damage). Giving the EMG armed destroyers augmented engines makes it more likely they will be able to get into position, but they cant carry as many missiles, so you will need about twice as many destroyers.

You don't need to destroy the guardian and get its techs to win the game. I've won plenty where one of the other races got the guardian. I just got the techs from that race. ;)

For defending against Antarans, I found the early ships didn't work well. Especially since the Antarans will always attack first. Better to rely upon planet defenses and orbitals. A missile base-fighter garrison-star base combo will handle the early Antaran attacks. Later on, ground batteries and battlestations extend that enough to handle 1 or 2 Antaran cruisers.
 
There are a ton of ways to play and you can try out lots of them. Not sure why you would want creative tele and then sit around for so long. There is no real point in being a tele, unless you are going to win the game quickly.

Well there is just for the experience of it. Here a log log from Robber Baron form years ago:

Settings: -50 Growth PHW Low G Uni (6) Creative (8) Tele (6) Huge PreWarp Min Rich Age 8 players Impossible Anties ON Tactic Combat Random On.


I get irriatated when people doubt what I say, so I will be sending you my start and ending saves of this game I'm going to log for ya. YOUR simple log was WAY too complex. I ended with 49 planets, so rather than show you every turn what every planet is doing I'll just tell you my system.

IF I'm building Auto Factory/ Research Lab/ Robo Miner/ Super Computer/ Auto Lab ALL people but the farmers are building these after these are built I switch to 1 person for industry and the rest (except farmers) are doing science. A couple of exceptions are at the begining I build RL then switch to 1 guy for building robo miner (IF AF is already built other wise its AF then RL then the 1 guy on robo) usually I have to finish up the robo miner with full work force first before I start building the Super computer. All other techs have just one guy working to build them all the time. The other exception is for my builder, in this case two builders. These have full work force working ALL the time.

Remember this is Advanced Civ, So I have 5 planets and three ships. Two BC and one destroyer.

I apologize in advance for boring anybody with this log but he DID ask for it, or rather something MORE than I'm going to give.

Start ships 1 gyro 9 AP mass drivers 3 Heavy AP mass drivers and the destroyer has 3 AP MD and 1 Heavy AP MD.

T0 Gnolam: Demand positronic computer, Mrrshan, Sakkra, Sillicoid
T1 Contact: Psilon : Demand irridiuem cells
T4 Take Zib (Sakkra) capture radiation shield
T6 Take Andromeda (Sakkra), Begin shipping sakkra to my Large Ultra Rich planet.
T8 Take Sssla
T11 Take Bier (Sakkra), Contact: Trillian, Demand from Gnolam Class III shield
T13 completed research on Super Computer
T14 Take Ovillus (Sakkra) sakkra dead
Contact: Meklar: Demand Neutran Blaster
Demand from Psilon Ion Drive
T15 Demand from Trillian planet Gharne
T16 Hired Garn
T17 New ship Built (Class III Shield/ Battle Scanner/ Augmentated engines/ Reenforced Hull/ 15 neutran blasters and 2 fusion bombs)
Refitting original ships at Gharne
T20 Completed research on cyber-security link
T21 Take Trillar 1: capture pulsan missile: lose destroyer
2nd New ship built (Fleet 2)
T22 Take Trillar 2
T23 Take Trillar 3
T24 Take Ynarl (Mrrshan): Fleet 2, New ship built
T25 Take Mirat 1 (Trillian) : Fleet 1
T26 Election 29/52 (almost did it)
Take Mirat 2 (Trillian) : Fleet 1
Take Templum (Mrrshan) : Fleet 2
T27 Completed research on Auto Lab
New ship built (Fleet 3)
Demanded from Meklar Zortium
Demanded from Psilon Atmospher Renewers
T28 Take Fische (Mrrshan) : Fleet 2
Take Galos (Trillain) : Trillian dead : Fleet 1
Demand from Meklar planet Woo
Demand from Psilon Microlite Construction
T30 Take Fieras 1 : Fleet 2
Completed research on neutran scanner
New ship built
T31 Take Degori (Silliciod) : Fleet 3 : capture warp dissipator
Take Fieras 2 : Mrrshan dead : Fleet 2
Demand from Psilon Nano desimenators
T32 Take Cryslon, Completed research on grav generator
T33 Built 2 new ships (Fleet 4) and extra, Found Orion with a scout
T34 Take Monkar 1 (Sillicoid) : Fleet 3
Demand from Meklar planet Montone
T35 Take Moyo (Meklar) : Fleet 1
Take Monkar 2 (Sillicoid) : Fleet 3
Demand from Psilon planet Rex
T36 Completed research on Shield Capasitors
Take Meklar
Built new ship
T37 Take Ecu (Gnolam) : Fleet 2 & 4
New ship built
T38 Completed research on phaser
refit a ship with phaser/neutran blasters
Take Laan ( Meklar) : Fleet 1
Take Nimbus (Sillicoid) : capture sillicoid ship : Fleet 3
T39 Completed research on anti matter drive
Demanded from Psilon planet Juka
T40 Take Gnol 1 : Fleet 2 & 4
Take Udara (Meklar) : Fleet 1
T41 Take Gnol 2 : Gnolam dead : Fleet 2
Take Qui 1 (Meklar) : Fleet 5 (two phaser and one blaster ship)
Take Ras 1 (Sillicoid): Fleet 3
Completed research on plasma cannon
Built new ship
Refit a ship (phaser/neutran blasters)
T42 Take Lambash (Sillicoid) : Fleet 4
Take Ras 2 (Sillicoid) Fleet 3
Take Qui 2 (Meklar) : meklar dead : Fleet 5
Take Unuk (Psilon) : Fleet 1 with added phaser ship
Built new ship (plasma)
Built outpost ship near Orion
T43 Take Oberon (Psilon) : Fleet 1
Take Ras 3 (Sillicoid) : Fleet 2 & 3
T44 Completed research on dimensional portal
Found and left last size population 1 Sillicoid (Denubis) : Fleet 4
Split fleet 4 to refit center and one turn away from Denubis
T45 Take Mentar : Fleet 5
Take Oki (Psilon) : psilon dead : Fleet 1
Completed research on food producers
T46 Refit 2 ships (plasma)
T47 Attack Guardian
Completed research on High Energy Focus
Build 2 new ships
Refit 5 ships
BUY 2 ships
T48 Send 22 ships to Antaries and 1 to Denubis
T49 Kill Antaries and Denubis
Score 2920

Less than 50... yeaaa!!!!

Comments??


END his report.

This was an advanced start so to me it is of no interest.

Here is another tele from another player:

Kharush, Khuck, Kharas, ... , Khudalf, Kharrus. The saga of Kh-characters goes on Axelfrog The fastest victory of all time.... All right, this was my completion of the speed challenge (win via sole survivor in the fewest turns you can), on a SMALL galaxy.

Settings: 8 player impossible small galaxy, normal starting tech, normal galaxy age, and random events off.

My race: Telepathic, Tran dimensional, RHW, LHW, Industry+2, Feudal, Repulsive

I already beat it in 26 turns, but now I was going for less. I knew I would need a great lucky start. After a bunch of restarts, I got one: I got two +100BC pirate caches with my scouts, and an ocean world with natives for my colony ship.

Turn 1-2. I switched my production from a nuke cruiser to a freighter, to take advantage of the natives.

Turn 3: Build freighter fleet. I move 3 farmers to workers. I now have 1 starvation on my home, but my production goes from 18 to 28. My second colony is making trade goods.

Turn 7: Rush build cruiser, this is sped up a couple turns by the +100 BC bonuses. This cruiser has 12 2x shot nuclear missiles, and no computer. It costs 247 after the feudal reduction. I start building another cruiser. I calculate that I can put all my people on working, and I will be able to rush buy the next cruiser one turn earlier, and it will happen just before the starvation would cause me to lose a population. The Darloks are to the east of me; they are target #1 I am in the upper right. There are humans below me, but their world is 5 parsecs from my nearest, so I can't reach them.

Turn 8 cruiser built; Send the cruiser and a scout at the Darlok home world.

Turn 10: Cruiser reaches Darlok world. Cruiser moves up, fires twice and retreats, scout runs away (standard tactic for almost all battles). I take the home world. I set it to build a missile frigate (2 2x shot nukes). This takes 1 turn

Turn 11: I take the Darloks other world. I now calculate that I will need an outpost in 3 turns in order to get it to the position south of my home world in time for it to allow my second cruiser to be built and moved south to attack the humans, without losing a turn. I can build the outpost at the darlok home in 3 turns if I move everyone to working at let all 8 people starve. This will make the population be reduced just on the turn the outpost comes out.... at which point I don't care. The missile frigate I build is sent to the lower left to go help out the second cruiser, which is coming.

Turn 12: My cruiser + laser scout reaches the klackon home system. They have 2 planets in this system (used colony here). They have built a destroyer, very annoyingly. I know I cant take on 2 scouts + destroyer + star base without more fire power. I attack the secondary world and take it. (Enemy ships retreat). I then set that world to build a missile scout!!! I am forced to rush build this, but that's OK.

Turn 13: I fight the battle for the klackon home world. My cruiser moves up and fires at the star base on turn 1, while my frigate moves up and fires the 2 missiles at the destroyer (it won't kill it and explode). The laser scout moves up and misses the destroyer. Next round, my cruiser moves up and fires 10 of the missiles at the base, holding back 2. The missile frigate turns and runs, and fires its 2 missiles at the destroyer, from a distance (so the explosion wont kill other missiles). My missiles fly and kill the star base, and kill the destroyer. My laser scout is killed (it was used to take some of the hits. My cruiser fires its remaining two missiles, one a time, at the two frigates, killing each. (Not both at once, as then an explosion could kill the other missile. I end with my cruiser and missile scout alive, and the klackons are defeated.

Turn 14: that cruiser cannot reach another planet this turn, so I send it to a farther away bulrathi world (their home), which still is only 2 turns. It will then come back towards the other bulrathi world, which is nearer to my next target. This will avoid having two 2-turn voyages. Also, I am now able to rush build the second cruiser at my home, saving 1 turn on its construction. (Hey, it matters!!) So the cruiser spends turn 14 en route.

Turn 15: I take the bulrathi home world. I move my second cruiser, with a laser scout and the missile frigate that the darlok home built, to the south to the world I can reach which is 1 turn from the sol home world. On turn 14 I built the outpost at the darlok home, and sent it to this world. It is now 1 turn away.

Turn 16: I take the second bulrathi world. I send my cruiser on that side of the galaxy at the silicoid home world. My entire empire is now making trade goods. I have about 75% starvation, with only a few places making food. The outpost arrives at the world to the south of my home just in time. I am then able to send my cruiser + scout + missile frigate at Sol, without any delay.

Turn 17: I capture Sol and Cryslon (human and silicoid home worlds). The silicoids have no other world. (Probably got their colony killed or something.... there is a big shortage of space in a small galaxy). I see that the humans responded to my taking sol by sending a scout + transport from their second world back at sol to retake it! Argh. I realize that I can leave the missile scout there, which will defend the planet, and move the cruiser and laser scout on to kill the other human world. Also, on the other side, my fleet moves to attack the mrrshans.

Turn 18: I take the last human world, the first mrrshan world, and defend Sol from recapture. I can now see the last race.... a Meklar. I look in the tech chart, they have Reinforced Hull. What a nightmare! I have to find a way to kill a Star base with 240 hits that regenerates due to cybernetic...and they have 2 frigates there too, which wastes some firepower. I send the cruiser + scout at Meklon, while the missile frigate that stayed back to defend goes also, but will get there in 2 turns. On the other side, I take the first mrrshan world, and move at their home.

Turn 19: I take the Mrrshan home world. I then attack the secondary world in the Meklon system. The frigates retreat, unfortunately. I then execute my brilliant plan that I used on the klackon home, for a second time. I design a missile destroyer, and rush builds it at the new meklar world I just took, so it will pop out at that location next turn. I am 25BC short for this. So I sell the one building I have.... the marine barracks at my home I BARELY afford the missile destroyer.

Turn 20: The battle for the last enemy world begins. I know this will be incredibly close. I know that I have to have all my missiles hit in the same turn, so the star base doesn't ever regenerate. From experience, I know that if I move my cruiser up all the way, and fire, and next turn I move up all the way and fire again, that the missile s will hit in separate turns. But I know that If I move up 2 spaces less than the max on turn 1, and fire, then move up the full amount on turn 2 and fire, then all the missiles will hit at the same time (later), and not some earlier and some later. So I move up my cruiser 2 less spaces than its max, and fire. I move up the missile destroyer and frigate to the same position (on both sides of the cruiser), and fire everything at the base. My laser scout runs forward to shoot at the base. Next round, I move my cruiser its max, and fire, then move the others to the same distance from the star base and fire everything at it. All the missiles fly and kill the star base.... just barely. I have missiles coming at my destroyer, and my cruiser. My cruiser is fairly weak. I move my destroyer such that it can explode to destroy a missile targeting my cruiser, and one of the enemy frigates. I self-destruct it. This kills the dangerous missile and one enemy frigate. On the next turn, I move my laser scout and shoot the remaining enemy frigate, and move my missile frigate up to it and self-destruct. It dies. Had it lived, my last scout could have self destruct to kill it. "Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."

END LOG

I have done it, but I figured it would be better to show some others.
 
OK im begining to wonder if my copy of MOO2 is jacked up. I did that tactic you listed to take out the guardian: exact weapons/upgrades and moved accordingly. Didnt even hurt it.

EDIT: I give up. Glad i only spent 6 bucks on this crappy, buggy game. Surprised its reviews are so good.

I doubt it is bugged. It is more likely you are using suboptimal tactics. Anyway you already got your monies worth. A movie cost more and last about 90 min.

If you want to do better try looking at what your process has been and the log I posted. You can then see where you want to be at a given point in the game.

The AI is not good at making ships, it does make them in large numbers later in the game. It does get out a few early and can either blockade or attack your fledgling planet.
 
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