![]() ![]() The biggest complaint I have is that the computer can launch missile and fighters without actually having anything to target them at. ![]() Combat is now real-time, which I don't mind but there is so much about combat that could make things so much better. Why can't Ijust say "you two, join that fleet."?Ĭombat is also.different. ![]() The fact that I lose ships isn't what I mean it's the fact that if my fleet of eighteen losses two of its ships I can't reinforce the group without disbanding them, waiting god knows how many turns and then reassembeling them into a new fleet. Another problem is that ships get destroyed. Right now the max ships in a fleet is only eighteen, fine I can work around that. As of now when I form a fleet I have to put in a certain number of "mission" ships, escorts and picket ships into each fleet, why? For balanced fleets? Bah. The concept of fixed fleets sounds good but could have been done better. What I don't like is that I can't refit old ships, I have to scrap them and build new ones. I do also like the concept of star ships and system ships as well as being able to design your own starbases. In MOO III you no longer are limited to eight special items, you can have as many now as you want, they just limit how many weapons you can have. Ships.aside from combat and the designing abilities I think fleet management and ship control took a step backwards. Don't get me wrong this still gives you a large amount of techs to research it also forces you to adapt to each game since you can't always count a tech being in you tech tree. Each species it would seem has a large list of techs that it can research and then several of these are randomly selected to actually be in your tech tree for a given game. Technology has been expanded and changed such that it is almost impossible to get every tech. It continues on with the racial traits allowing you to customize your own speces but unlike MOO II you can not actually make a new species, you can just tweek the traits of a given species. It still follows the traditional turned based environment that we've become used to as well as expaniding the potential of solar systems by allowing 0-8 planets per system. Putting that aside Master of Orion is.different. Newer version and updates are fixing these problems but it's just something that shouldn't have been there in the first place. Version 1.0 has so many spelling and gramatical errors that sometimes it's just sad to look at. Master of Orion III continues the trend of addictive play but I feel the game was released long beforeit truely should have been. This also bring up the third method for winnign, building a dimensional jump gate and defeating them in their own system and actially wiping them out. If you play your games with Antaran attacks active you face periodic assaults from advanced ships early on but if you can capture one it could move you ahead dozens if not hundreds of turns. The developers also added a new victory condition, being elected leader of the galactic senate.īeyond all this Master of Orion II delves deeper into the history of all the races and bring out a new yet ancient threat, the powerful Antarans. Also once ships become old you can take them back to a planet and instead of scraping them you can actually refit them into new ships for a fraction of the cost of a new one. Even more so the new battle maps are much larger. Combat no longer stacks all ships that are the same and weapons now have arcs of fire forcing you to actually turn to face your enemy. Even the ship system was revamped now allowing you to build more then six designs. Stars were no longer single points of colonization but now contained anywhere from 0-6? planets per solar system. Starting out once againon your homeworld Master of Orion II introduced a new dimension to the expansion aspect of the game. ![]()
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