Ok... whats the MOO game seris?

Ive never played it...

You guys keep refering to MOO1 or 2 i figure its a space gov game like galciv but uh explain what they were in detail they sounded interesting... ive never gotton to paly it
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Reply #1 Top
I've only had the chance to play MOO3, but it means Masters Of Orion, they were a huge 4x strategy series, much like Gal Civ, but were even bigger from what I've heard. Alot of the more complicated stuff, like ship editor, big tech trees and different races are going to be in Gal Civ2.

One thing I remember was in Moo3, each race not only had it's own bonuses but they're own perfered planet and other ablilites not sure if that will be added to gal civ2. Also it let you explore a pretty huge universe( or is it galaxy not sure.)

As the story goes, Moo3 was a disaster, game was shipped barely finshed and full of bugs, the Mod community actually made the game playable with a mulitude of mods which really finshed the game better then the creators. I think the company is ether dead or not making another Moo game, but if you liked Gal civ, you may want to try Moo1 or Moo2.
Reply #2 Top
Hi!
MoO1 is the game I played the most of all strategy games. I have several hundred games under my belt. If you're interested in obtaining it, you can get it free on the following address: [Removed by Mod]. Be warned: a lot of pop-ups will pop-up though.
MoO2 is a quite successfull sequel, with some new features and a bit different approach, but IMO not so great like the first one.
BR, Iztok
Reply #3 Top
The Master Of Orion series is the granddaddy of the TBS 4x genre. MOO1 came out around 1993, MOO2 I'd guess 1995 area. They are both classics. MOO3 was spat out about 3 years ago and failed. It had a huge number of pre-orders, came out a year late and it just failed on so many fronts. Basically it tried to do far too much and lost its way somewhere in development so ended up a mess. I think the developers are no more, but even if they did survive MOO4 will never happen as the confidence in the brand has been massacred.

However, I strongly advise any fan of this genre toplay MOO2. It's a testament to the game that half of the feature requests you will see for GC2 were implemented in MOO2. I consider GC1 to be the spiritual successor to MOO2, and I think GC2 will achieve the status of the game that MOO3 should have been. And that's no mean feat.
Reply #4 Top
MOO = Master of Orion. Basically the series that is the gold standard of 4X (eXplore, eXpand, eXploit, eXterminate) space strategy games. You managed one of several galactic civilizations, ranging from the sneaky spy-prone Darloks, to the braniac Psilons, or maybe the rock-hard Sillicoids. Each race had very unique attributes, being better at some things than other races, or being able to colonize certain planets others weren't.

The MOO games abstracted the gameplay to a higher level than the GC games do. Movement of ships was between systems (System A to System B only), unlike in GalCiv where the entire map is a grid, and a ship can move from grid square to grid square. As the name implies, GalCiv holds more resemblance to the traditional Civilization games than it does to MOO in some places. Think of a system or planet in GC1 as a city on the Civ map. MOO had "Characters" that would boost your empire or fleets if you put them in command.

Both MOO and GC share some similar story elements. Both have an ancient lost civilization (MOO - Orions, GC - Precursors) who have left behind relics and pieces of their societies for the younger races to discover.

I highly recommend you go out and find an old copy of Master of Orion II and give it a go. It actually runs quite well under XP. This game is THE standard by which the entire genre ends up being judged. It's limited by the tech of the time (small galaxy, 64 systems max possible, weird diplomacy AI etc...) but it will give you an excellent idea of where the genre came from. After playing MOO2, give yourself some time to run through Civilization 3.

To me, GC is a blend of Civ and MOO. It takes some of the stuff I like (as well as some I don't) from both franchises and combines them into a pretty unique and fun experience.

Give me star lanes, wormholes and portal tech in GC and I'll have my favorite management features from the MOO series
Reply #5 Top
One thing MOO 3 did right was the backstory, its the size of a small book and its the only time I have *ever* seen the overdone precursors being used correctly, heck even Star Controll 2 didn't do it as well as MOO 3.

Essentually it did two things that no one else did:
1) They had a name, I don't think you could leave artifacts over a galaxy and not leave your name.

2) They had a history, weather that means they wern't "precursors" is debateable but the huge history is brilliant, the idea that the orions and the antarans (their mortal enermys) are distant cousuns is brilliant.

Btw the name comes from the fact you get a good crop of goodies if you can capture the planet orion, not easy because of the robotic guardian the orions left behind. (applys to MOO2 and probobly MOO1)
Reply #6 Top
ive decided to have a quick go off MOO2 again, and relise how much i love it, for all of u that havnt played it you should get it . And on a non related topic, kazaa is a good place to download software and songs in general
Reply #7 Top
Ewan.... software piracy services are kinda a no-no topic around here, just FYI.
Reply #8 Top
You know after I posted this I got to thinking, and Galciv1 does feel more like the Civ series then Moo, but I think Gal civ2 looks like's it more like the Moo games to me anyway.
Reply #9 Top
Personally, I think the original Master of Orion is highly underrated by the TBS community. MOO was much simpler in some ways, with planets controlled by simple sliders (allocate spending to research, industry, ship-building, defensive structures or ecology/population). Technological research was handled similarly with spending allocated to six or so different tech fields (Computers, Weapons, Propulsion, etc). Ships were sent from star to star (no "solar systems" or hanging out in deep space), and you were limited to six different ship designs at once (which meant that once you wanted to build ships of a seventh class, you had do scrap all the ships of one of your current designs). And of course there was the guarded planet Orion.

There were a few things that make this my favorite strategy game of all time. The research tree was randomized so that each race had access to roughly half of the technologies in the game, differing each game. This made research and diplomacy more interesting, since you couldn't follow the same path every time, and sometimes had to trade for choice technologies. Also, each tech field had inherant effects as you researched them (for example, research in construction had the secondary effect of making your ships roomier).

The ship design was enhanced by the fact that you couldn't custom-build every ship in your fleet, but had to build designs that were worth one of your six design slots. Nor could you simply start building new ships every time you got a new tech, unless you liked scrapping your tiny fleet every time you discovered a new gun. Further fun came from the fact that there were many trade-offs in ship design, such as whether to build lots of small ships, a few big ships, or mix it up. Big ships required more space dedicated to engines, so you usually had to use older technology engines on them. Technology matured as you researched relevant fields, so you had to decide whether using your newest weapons and engines was worth all the extra space, compared to your tried and true toys from a few tech levels back. And there were several components to balance. After all that, you threw them into combat on a small 2-D grid and fought it out against the enemy. Simple but effective.

Each race had its own personality, with some variations. This was fleshed out by diplomatic tendencies, race-specific bonuses, and unique costs to research certain fields (so a certain race might get a discount on Propulsion technology). Plus the diplomacy was interesting enough, with a variety of options, and a simple but compelling spy-counterspy component of trying to decide how much spying was enough (with the option to go for espionage or sabotage).

A lot of people seem to disagree, but I think MOO was a lot more fun than MOO2. It seemed to have a lot of strategy, that was only enhanced by the fact that you didn't spend any superfluous time mucking around with planetary management (just enough to decide priorities, no "build queues" or anything). Even w/o any civ-style buildings, MOO1's planet management was more interesting than GalCiv's, which looks to be remedied with GalCiv2. I only wish I could get the thing to run in WinXP.
Reply #10 Top
Hi!
I only wish I could get the thing to run in WinXP.

In the MoO setup disable sound and it will run. If it says it needs more RAM or EMM, change the "_default.pif" file in your windows folder to have all memory auto. If it still requires EMM, add line "emm = ram" in the "config.nt" file in win\system32 folder. MoO needs at least 580kB of conventional RAM to run, and additional few MB of EMM to have nebulaes and sound.

Alternatively you can download DosBox from sourceforge. With a bit of tinkering you can make MoO (or any other old DOS game) run smoothly on your XP machine. With the built-in XP soundblaster support I couldn't make it work.
BR, Iztok
Reply #11 Top
Hi!
The research tree was randomized so that each race had access to roughly half of the technologies in the game, differing each game. This made research and diplomacy more interesting, since you couldn't follow the same path every time, and sometimes had to trade for choice technologies.

The mention of the MoO here has made me to run it again. I got involved in one of the most unusuall MoO games I ever played. The random tech has chosen a very unusuall path with high planetary's (10 and 15) and ship's (9, 11, 15)shields available quite early, the best bomb being fusion (ineffective against any planet with at least planetary shield 10) and only low tech missiles available to most players.
That resulted in a game where big fleets of ships were siting in other's player orbit not capable to do anything, and not losing ships too. But then I got "ion stream projector" special weapon, that destroys 20% of armor with each hit. I built the huge ship around that weapon with almost no guns/bombs, and all the defenses I could put on (double armor, max combat speed, auto-repair). I still needed to avoid my main opponent's big fleet he kept on our border constantly attacking my planets he couldn't harm, and attacked his flank where I usually meet only newly produced ships I could destroy or chase away. Slowly I managed to bring down missile bases on those planets, and started sending there big invasion waves of several hundred colonists (late game: all my planets gaia with terra-50, cloning and warp-7 travel speed). I lost about half of them, as my opponet sometimes sent reinforcements to his flank, but slowly I started taking planets from him.
Despite being run for the third day the game is still not decided - if he manages to get better missiles to kill my attacking ships I just don't have any other means to bring his defenses down. Will see what higher weapons tech will give me. There are some nice gadgets (like proton or plasma torpedo, or mauler device) that could be used to bring defensive missile bases down faster than they bring down my ships.
BR, Iztok
Reply #12 Top
Gosh I feel the need to defend moo3

Moo3 1.0 SUCKED!

there ive defended it... I mean insulted it...

Anyway if you own moo3 and thought that "it could of been a good game if the AI wasnt completely broken" then find youre install disks and pop over to http://www.moo3.at/ and grab yourself the unoffical patch which more then fixes moo3 and makes it a 7/10 game
Reply #13 Top
I only wish I could get all that nosound dosbox nonsense to make MOO work for me. Not that I'd want to play without sound anyway. I mean... come on! What's MOO without the beat of the News Network reports?

Shields got you down? That sounds like a job for sabotage.
Reply #14 Top
Hi!
Shields got you down? That sounds like a job for sabotage.

Heh... My main opponent were Darloks. For most of the game I kept counter-espionage slider above 30, using about 15% GDP for that . When the war broke out, I still got some fac's and missile bases destroyed, but only small numbers.

I only wish I could get all that nosound dosbox nonsense to make MOO work for me

There's a simple GUI program for DosBox, also avalable on sourceforge. I can't name it, or tell you settings I used at home, but in few days (after my home comp room is operational again) I'll be able to do. Just to let you know I got smooth music and sounds with it, despite my comp is really weak by today's standards (celeron 633, 256MB ram, on-board intel graphics card).
BR, Iztok
Reply #15 Top
Moo3 was a step back, not forward. Plus it was buggy as hell cause it was such an obvious rush job to meet galciv 1 to market. Totally lame. I read the dev journals and it was so obvious the budget was cut and cut and cut probably to 25% of the original

Thou with some patches the game is playable, but incredibly dull and boring. Main downfall is the fricke interface, totally retarded. A moo game that would use galciv2 idea of zooming in and out so you can zoom otu to galaxy map and zoom in all the way to planet screen woudl be the best thing ever Toss in galciv 2 ship design with perfectly fixed moo3 ship combat, moo2 ground combat, and moo2 colony management and you could have a masterpiece Moo1 research with some tweaks (No sliders thou) and abandunce of new tech would be good too.