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- MASTER OF ORION TIPS & TRICKS
-
- The Aggressive Player's Strategy Guide
- Tips and tricks for the Aggressive Master of Orion Player
- Uploaded By Morgan Wesley and John Mueller.
-
- This guide will include some of the most effective
- techniques for completely
- obliterating your computer opponents. It will list some of
- the best and most
- destructive technology and how to put them to their most
- effective use against
- planets and starships. I hope you find this guide useful
- and if you have any
- additional information on Master of Orion please e-mail me
- at Dan Wesley
- 73363,430. If this guide generates enough response I will
- put out a guide for
- defensive players and an all purpose compendium containing
- both guides and
- much new material.
-
- General Tactics
-
- The Yo-yo techniques is one of the most effective
- techniques possible against
- all computer opponents if you have a high enough level of
- technology
- (Hyperspace communications, etc...). It involves using
- ships armed with
- missiles (possibly any other weapon but the effects will not
- be as good). Send
- your ships to an enemy planet when you arrive fire off your
- missiles and once
- they have all made contact retreat immediately (for those of
- you who don't like to retreat, this tactic is not a true
- retreat). Once your ships are out of orbit (headed back to
- your own planet) use Hyperspace communications to send them
- immediately back to the planet in the next movement phase,
- repeat as
- necessary. You don't have to have hyperspace communications
- when using vesions 1.2 and 1.3. You just need to click on
- the ship and redirect it back to the planet immediately
- after the attack. This means that you can use this tactic
- in the early game as well.
-
-
- In my past games I have found that small ships with a form
- of bomb(preferably
- at least fusion) attacking in huge fleets is one of the best
- ways to reduce enemy
- planets to stardust. When using this strategy remember to
- always overestimate
- your opponents defenses(ships, missile bases, etc...) it
- very upsetting to build a
- fleet of tiny ships and have them demolished by the
- defenders before they can
- reach their targets. If you are a player who hates to see
- his ships rapidly
- destroyed in space combat then you should either not use
- this tactic or get over
- it, this tactic is not what one would call successful in the
- numbers category of
- the game, when you use it expect to take incredibly large
- losses.
-
- When fighting large groups of small ships use a
- combination of Stream
- Projectors, and Pulsars, and if you really want to wipe them
- out rapidly just arm
- a ship with a blackhole generator and a true beam weapon
- such as the graviton
- or tachyon beam. If at all possible when fighting large
- groups of any type of ship
- stay out of their weapon range at all costs, I have seen a
- fleet of almost 700 huge
- size battlecruisers with Neutronium 2 armor wiped out by a
- fleet of 32k small
- ships armed with 1 laser each and Tritanium armor! Always
- arm
- your large/huge ships with a repulsar beam when they use a
- small ship strategy.
-
- When fighting large ships with powerful weapons always
- either use your
- largest ships in the greatest numbers possible or your
- smallest ships in fleets of
- 32k armed with at least a neutron pellet gun. When fighting
- large ships always
- remember they may be big but the aren't always maneuverable
- and if they are
- armed with missiles you can usually duck behind a patch of
- asteroids and take
- out most opposing fire and all the opposing forces.
-
- When using missile launchers use the two shot variety in
- mass numbers it
- allows you to get all your missiles to your target faster
- and sooner. This tactic
- works extremely well with the Yo-yo technique. When using
- this technique I
- suggest using small to medium sized ships armed with two
- launchers and a
- beam weapon (just in case).
-
- When fighting huge multi-size and multi-number fleets just
- counter with your
- own multi-fleet. If at all possible take out the small and
- huge ships first and
- temporarily ignore the medium and large ships (unless there
- are more of them)
- and always try to put the enemy at some sort of disadvantage
- if at all possible.
- If you are attacking their planet they will always try to
- protect it before they
- protect themselves so send a group of your most resilient
- ships to attack the
- planet as a distraction while your main forces blasts them
- into space atoms
- from behind. If they are attacking your planet the same is
- true they will always
- concentrate on it first so use that against them, build
- dummy planets near the
- border that have no value at all other than to lure the
- attacking force into an
- ambush (put as many missile bases on these planets as
- possible). Never keep
- ships in orbit because that will usually keep the computer
- away, instead put
- your forces into orbit about one turn away and as soon as
- you see an enemy
- force headed towards the planet send your fleet out as a
- welcoming party. If
- you are wondering why near the end of the game (I measure
- this in total tech
- levels, around 50 is the beginning of the end) the enemy
- doesn't use
- Hyperspace communications to recall their ships once your
- fleet gets to your
- planet I can only say "I don't know!" but rest assured
- unless you're playing an
- impossible level game they will not in my experience ever
- recall their fleets.
-
- Always match the technology that you try to achieve to the
- race that you're
- playing. You can find the technology levels on page 63 of
- the manual. There is
- a quick and easy way to optimize your technology levels for
- the Alkari, Bulrathi,
- Klackon, Mecklar, and Mrrshan races. Go to the Technology
- screen and press the "=" key. This will set all the
- technology levels to equal amounts. Now, check for all the
- standard cost "-" categories and click on them to make them
- red. This usually leaves two or three categories blue. Set
- the poor categories to 0 and add that amount to your good or
- excellent categories. For example, the Alkari would have
- double the technology amount for propulsion and none for
- force fields. Now, concentrate on stealing technology from
- your poor category from other races (taking their planets
- with factories intact achieves the same goal). This
- strategy tends to maximize your technology as quickly as
- possible.
- Use the technology you gain as the basis for building ships
- and other activities.
- For example, if your race builds great weapons but is
- terrible in the construction area, you might want to
- concentrate on building a lot of small fast ships with
- advanced weaponry. Fighting your technology edge areas
- tends to reduce any gains you make to almost nothing. Don't
- worry too much if it looks like the CPs are getting way
- ahead in one area or another. You will start to catch up as
- the game progresses.
-
- Diplomacy is a major weapon in this game. Use it help you
- keep each race at bay until you are ready to deal with them.
- Deal with one race at a time if possible and reduce them to
- one planet. Now, make a deal with one of the other races to
- make war on the other race together. Let the other race
- take the other planet so you don't have to take the hit on
- your relationship with other races. The overall benefit of
- this strategy is that you can design one specific class of
- ship (or even two) to deal with that race's weaknesses.
- This allows you to maintain four generic warships and a
- colony ship.
-
- If you go on the offensive, remember to always attack more
- than one CP planet (of the same race) at a time. A CP can
- deal very effectively with one planet under fire, they
- cannot deal with a multiple planet scenario very well.
- Always try to capture the CP's factories intact. This will
- net you some free technology. Always use your race's best
- features to your advantage. For example, scout for
- unprotected planets when playing the Bulrathis. Use their
- superior ground force capability to attack more than one
- planet at once. Keep the enemy ships at bay by attacking
- one of their planets with your fleet. Don't fight to win on
- that planet; fight to survive instead and you'll preserve
- most of your fleet. Leave the battle scene as soon as you
- conquer the planets you were really after.
-
-
- Specific Tactics: Vs Humans
-
- When fighting Humans always remember they will usually
- have very powerful
- force fields and they will also have fairly advanced
- propulsion systems. When
- fighting humans always do two things equip your ships with
- shield effectiveness
- reducing weapons such as Mass Drivers, the Gauss Autocannon,
- and the
- Particle Beam. Also remember that because of their
- diplomatic skills they can
- also coerce other races into attacking you so if you are at
- war with the humans
- expect it to get really chaotic very quickly.
-
-
- Specific Tactics: Vs Alkari
-
- When fighting the Alkari remember they will always have
- extremely
- sophisticated propulsion technology making them harder to
- hit (a good
- comparison would be trying to hit a fly from 50 feet with a
- slingshot!).
- When fighting Alkari do your self a favor and DON'T USE
- MISSILES!. The only
- truly effective weapon against them is the Megabolt Cannon
- because of it +30%
- chance to hit bonus. Remember to fight the Alkari with your
- smallest fastest
- ships.
-
- Specific Tactics: Vs Silicoids
-
- Remember this the Silicoids are not technologists. When
- fighting them you
- will usually have the upper hand in speed and weapon systems
- so I would
- suggest just using Ye Old Smash and Bash approach to
- fighting them. Always
- remember that the Silicoids expand fast because of their
- immunity to so many
- environments and if left unattended they will simply take
- the galaxy out from
- under your nose and then if they win the council election,
- instead of having a
- pin cushion to poke at you will have to deal with a
- porcupine that always has
- just that one extra quill that will stab you over and over
- again.
-
- Specific Tactics: Vs Sakkras
-
- The Sakkras can present a problem very quickly because
- their numbers lets
- them build many more ships then most races. When fighting
- Sakkras use heavy
- weapons and lots and lots of bombs on their planets. If you
- want to you can
- always just bomb their planets just enough to keep them on
- their knees before
- your empire.
-
- Specific Tactics: Vs Mrrshans
-
- Like the Alkari the Mrrshans have ships that will make
- your fastest look like a
- snail. They also use superior weapons on their ships so you
- should either keep
- close track of their current level of weapon tech. In
- combat they will usually
- get the initiative and stomp on you the first round of
- combat. In the second
- round you can play their maneuverability against them. When
- they attack you
- simply just sit there and shoot at them. They will fidget
- and move around just to
- show of there speed and will sometimes give up a
- strategically superior position
- when that happens just move in and take it, then proceed to
- demolish their
- ships (they will miss more often because they are moving).
- Once again because
- of their difficulty to hit Megabolt Cannons are the most
- effective weapon against
- Mrrshan ships.
-
-
-
-
-
- Specific Tactics: Vs Psilons
-
- When fighting Psilons remember they are the ones with the
- high technology.
- They are mainly pacifists but even a cornered mouse will
- fight as bravely and as
- savagely as a lion. The Psilons prefer heavily armored
- ships with a good deal of
- missiles on them. About the only way to beat the Psilons is
- by always using a
- large number of ships with superior long range weapons and
- the Yo-yo
- technique. There is no better weapon to use against Psilons
- but High Energy
- focus works well as a modifier for heavy lasers to increase
- there range
- substantially so they can be used almost like artillery.
-
-
- Specific Tactics: Vs Meklars
-
- They are going to always have a much larger fleet than you
- because of their
- increased number of factories and computer technology. When
- fighting
- Meklars try to beat them in raw weapon strength and shield
- protection.
- Remember to keep their population in check or they will
- simply produce a
- huge starfleet and wipe your fleet out completely and then
- proceed to demolish
- your colonies. Use the Yo-yo technique against the Meklars
- as often as possible
- this will keep their fleets down to a manageable levels also
- use continual
- bombing to keep them continually re-building factories and
- forcing them to
- divert resources from more necessary areas. This same
- tactics works to some
- extent on the Psilons and Klackons but not as well as it
- works on the Meklars.
- The best weapons to use against the Meklars are the same as
- those you would
- use against any large group of ships.
-
- Specific Tactics: Vs Klackons
-
- When fighting Klackons use hit and run tactics and use the
- Yo-yo technique to
- keep them from concentrating a huge fleet also attack on as
- many fronts as
- possible using lightning raids to keep them guessing and to
- keep them from
- offering any form of coordinated resistance. If they manage
- to build their
- maximum factories their racial benefits will make them out
- produce even a
- race with Improved Robotics Controls 3-7. Like the Meklars,
- Klackon ships will
- attack in large numbers and will have advanced armor on
- them. The most
- effective weapons against them are stream projectors or
- other weapons which
- decrease the effectiveness of armor.
-
-
-
-
-
- Specific Tactics: Vs Bulrathi
-
- The Bulrathi are ground fighters not pilots generally the
- best thing to do is to
- simply out fly them and out gun them. If you want the
- highest success rate fight
- against their weak point which is their computers if they
- can't block your
- missiles what can they do, and if they can't hit you because
- of their bad
- targeting computers well that's their tough luck! When
- fighting them attack
- from a distance and use shield reducing weapons against
- them. They may
- have superior weapons but an Oracle Interface or a High
- Energy Focus makes
- all the difference in combat with them.
-
- Specific Tactics: Vs Darloks
-
- The Darloks are a spy race so chances are they will "find"
- new technology at
- just about the same time you do. If you really hate the
- fact that you are always
- equal to them in shield and weapon tech. Then simply build
- more weapons on
- to your ships. The one problem about fighting Darloks is
- they have no real
- combat weaknesses. They do how ever have social weaknesses
- and also none
- of the other races really like spies so why not get the
- other races fighting your
- battle for you and then just doing the last bit of mopping
- up. There is no better
- weapon for fighting the Darloks just use fleet size and Yo-
- yo attacks to keep
- them weakened.
-
- Specific Tactics: Using Humans
-
- When using the Humans use their diplomactic advantage to
- keep everyone liking you and hating each other. The humansÆ
- shield, and propulsion advantage can be a great benefit if
- you are a person who likes to use run and gun strategy when
- fighting in space. Their speed also allows them to reach
- other planets and block the other races, colonization
- attempts.
-
- Specific Tactics: Using Alkaris
-
- When using the Alkari keep your fleets small and your
- ships fast. The AlkarisÆ biggest advantage comes from their
- ability to use small ships so well. It would be foolish to
- usea large number of big ships while using the Alkaris.
- Also try to use a large number of bumbers when fighting over
- enemy planets because the Alkaris can dodge the missiles and
- turn the planets bases into space ruble.
-
- Specific Tactics: Using Silicoids
-
- When using the Silicoids there is only one thing to
- remeber; BUILD COLONIES!
- That is the only advantage the Silicoids have and also try
- to avoid planetology research because other then coloning
- they do not need much else.
-
- Specific Tactics: Using Sakkras
-
- The Sakkras are a good race to use if you are someone who
- likes rapid uncontrolled expansionism. Their planetology
- advantage will let you get ahead in council votes. This is
- not a military race, it is a growing race that will wither
- and die if thrown into un-needed battles and long wars.
-
- Specific Tactics: Using Mrrshans
-
- The same strategy that works for the Alkari works for the
- Mrrshans. Try to concentrate on getting fast smalls each
- armed with a megabolt or mass driver cannon. In higher
- level games try to develop smalls with Maulers. These are a
- fighting race so destroy enemy planets with bombers and then
- have a wave of colony ships behind them.
-
- Specific Tactics: Using Psilons
-
- Use their technology advantage to buy your enemies trust
- and then strike from behind using technoogically superior
- ships.
-
- Specific Tactics: Using Meklars
-
- Use their computer advantage to build tons of factories
- and missle base and then slowly expand over the rest of the
- Galaxy. The Meks can usually out research most races near
- the middle of the game because of their resource rates.
-
- Specific Tactics: Using Klackons
-
- Research construction technology completly until you have
- level fifty. Steal whatever else you need from your
- opponants. You can then use your superior armor to
- methodically take everyone of your enemiesÆ planets. Your
- low polution levels will let you concentrate on technology
- and ship building while your enemies try to keep their
- planets clean.
-
- Specific Tactics: Using Bulrathi
-
- Use your weapons and hand to hand combat advantage to take
- planets and technology away from the CPU. If you are losing
- and are desperate always remeber that a large number of
- small ships armed with bombs can take out one heck of a lot
- of missle bases and planets before it is destroyed. Always
- try to keep your combat on the ground.
-
- Specfic Tactics: Using Darloks
-
- Always remember to steal and sabotage. Research Computers
- until you have a huge lead over the CP then just steal all
- their technology. At some point their will be a war, use
- your spies to destroy missle bases on one planet then take
- it over. Keep doing this until your opponent offers peace
- then accept.
-
- Some of the Best General All Purpose Ships ever Designed
-
- Phantasms- A group of small ships all equipped with
- Cloaking Devices and
- Sub-space Teleporters. These ships can be armed with just
- about any weapon
- you want. I personally like to use what I call the Spectre,
- a phantasm armed
- with an Energy Pulsar and a Mauler Cannon. My other design
- is called the
- Wight because of the effects of its Neutron Stream Projector
- and Hellfire
- Torpedoes. Spectres and Wights usually work together
- because of their
- complimentary forms of weaponry.
-
- Demons- A group of medium ships with Sub-space
- Teleporters and Lightning
- Shields. Once again these ships can be armed with what you
- feel you would
- need against your opponent(s). I use a form of Demon called
- the Tempter its
- primary role is for use in ambushes around my decoy worlds.
- It is equipped
- with Hyperdrives and stellar converters as well as an Ion
- Stream Projector,
- making it both a fast and deadly ship.
-
-
-
-
-
-
-
- Warriors- A group of large ships outfitted with Sub-Space
- Teleporters and
- always a Ionic Pulsar. As all my ships the Warrior can be
- equipped with any
- weapon necessary. One version I use for an all purpose
- fighter is called the
- Archer it carries 5 Scatter Pack X two shot missile racks
- (arrows) and for good
- measure it carries a Mauler Cannon and Neutron Stream
- Projectors.
-
-
- Demigod- A single ship, my Demigod class War Cruiser is
- the most
- destructive ship ever designed by a mortal man (or so I
- hope). It carries a
- Subspace Teleporter, an Ionic Pulsar, and a Blackhole
- Generator. Its carries 5
- Plasma Torpedo launchers, 15 Death Rays, 20 Scatter Pack X
- five shot missile
- racks, and for good measure 20 Mauler Cannons. It has a
- Maneuverability of IX
- and use Hyper drives. It is made out of Neutronium 2 armor
- and has a Shield
- Strength of 15, and it carries a Battle Computer and EM both
- level X. This ship
- works alone or with an Archer and some Spectres and Wights
- for good
- measure.
-
-
- Best Technology
-
- Everyone argues that one technology is better than another
- but is it really?
- In my personal opinion no technology is better than another
- because it all
- depends on a person's playing style. But in my point of
- view these are the best
- and if you use the strategies given in this guide they will
- serve you very well
- indeed.
-
- Weapons
-
- 1st Place Mauler Cannon
- 2nd Place Scatter Pack X Missiles/ Neutron
- Stream Projector
- 3rd Place Hellfire Torpedoes
-
- Computers
-
- 1st Place High Energy Focus
- 2nd Place Oracle Interface
- 3rd Place Improved Robotic ControlsVII/Hyperspace
- Comm.
-
- Planetology
-
- 1st Place Complete Eco. Restoration/Terraforming
- +120m
- 2nd Place Advanced Soil Enrichment/Atmospheric
- Terra.
- 3rd Place Advanced Cloning
- Propulsion
-
- 1st Place Sub-space Teleporters
- 2nd Place Ionic Pulsars
- 3rd Place Thorium Cells
-
- Construction
-
- 1st Place Neutronium Armor
- 2nd Place Powered Armor
- 3rd Place Industrial Waste Ilimination
-
- Force Field
-
- 1st Place Lightning Shield
- 2nd Place Blackhole Generator
- 3rd Place Cloaking Device
-
- All these pieces of equipment are vital to beating Master
- of Orion with as little
- hassle as possible. When equipping ships remember to make
- their weapons,
- shields, and engines compatible (its not to bright to equip
- ships with Maulers
- and give them Retros and a Class I shield) also always make
- your new ships to
- counter your enemies strengths (if they have superior
- missiles use Zyro shields ,
- etc...).
-
- I hope you enjoyed this strategy guide and fell free to
- send E-mail if you need
- any help in this game, I can usually answer within 24 hours.
-
- Credits
-
- John Mueller Tips and
- Tactics/Editor/Author
- Thomas M. Holsinger Tips and Tactics
- Morgan Wesley Tips and
- Tactics/Author/Editor
-
-
-
-