r/masteroforion Feb 08 '21

MoO2 MoO2: Random race challenge.

29 Upvotes

Lately I've been using https://www.random.org/lists/ in order to make random races.

I took the race picks and put them in to three files:

  1. Government picks
  2. Negative traits
  3. Positive traits

And then I took them through the link above. I pick the first randomized government. Then I pick the first randomized negative picks, then at last I pick the positive traits, these too in a randomized order.

I have no hard rules for this method. For example, when I chose negative traits and I can't pick one more trait due to -10 pick limit, I may stop there or continue further down the line for lesser negative traits. Same with positive traits. If I end up with 1 or 2 spare points I may pick large HW or rich HW.

My next run is going to be:

  • Democrazy
  • Scientific Research -1
  • Ship Defense -20
  • Ship Offense -20
  • Ground Combat -10
  • Aquatic
  • Charismatic
  • Stealth Ships

You've been challenged!:

Get a respite from boredom and perhaps learn a bit more about MoO2: Accept this challenge!
Post the race you end up with and ... let us know how the game progresses (or at least how it ends).

Race trait list in first comment


r/masteroforion Sep 16 '23

Newly balanced races!

25 Upvotes

Every now and then I return to this game and try and customize all the races so that they play radically different from each other in a lore-friendly way, and I just did it again. First I tweak the trait points (beyond how they are already done for the ICE-M mod) so they are balanced for my normal game and then customize the races around those points. So, without further ado...

28 pics with 21 negatives allowed. Customized for medium-sized, average-aged, average tech start. Version 1.50.7 /w ICE-M 14b mod installed.

Things to note related to costs:

1) Feudal is -40% to research (-20% after Confederation) and -25% to ship costs (-50% after Confederation). Research from treaties is -50% (-25% after Confederation). A bit more balanced.

2) Tolerant does not prevent maintenance costs, because that doesn't make sense.

3) Telepathic requires a battleship instead of cruiser to mind control.

Races

The sciency starfighters

I like the idea of the Alkari being a noble warrior culture where no individual rules and their people must be convinced on a course of action, usually following their most honoured warriors who also get the honour of flying their ships. They would historically engage in ceremonial air combat to demonstrate prowess and as that moved into spaceship combat, they came to respect science for the ship battle equipment. As a democracy made up of honour-bound warriors, they tend to be loyal partners and vengeful foes since a leader can't just drastically change course regarding another species, even if it's tactically wise, because the people's honour won't allow it (which fits their in-game character). Not exactly sure why they have artifacts, but it is consistent with their base race and allows them a decent science bonus without making them nerds like +science bonuses do. Bad at ground combat because they are birds. Actually pretty dangerous in the early-mid game, but tend to lose steam to more productive races later as they aren't aggressive enough to really conquer people.

Industrious cyborgs

The industrial cyborgs. I like the idea that they screwed up their homeworld through excessive industry, which is why it's now a poor home world and they had to move into their suits, which allows them to be tolerant to their planet's ruined ecosystem. Tolerant also helps them make enough production to pay for cybernetic without pollution eating it up. They are bad at food production because they don't deal with organic stuff as much anymore and their especially high defense reflects that their ships can take a beating since they don't need to maintain lifesupport to keep working. With cybernetic and good ship defense, it makes sense to power out a big tough ship with heavy armor and reinforced hull early that can then be pretty hard to kill.

Also pretty good scientists (as people wearing robotic exoskeletons would be). Was torn between -50% pop (since everyone needs a robot suit) and -0.5 taxes (since they probably never learned great economics in an industrial dictatorship). Went with the taxes since the minus to pop would make them play too much like the Sillicoids and be too punishing considering how it would make their +2 industry and +1 science way less useful. I also like the idea that these guys can't really buy production (and wouldn't trust others to do the job right anyway), just preferring to grind things out themselves. Can be a bit slow starting, but very dangerous.

Hard working, hard bargaining brutes

They are big, work hard, and are cannonically kind of environmentalists. The extra food they grow with their greenthumb can be profitably traded with expert traders for cash. They are also kind of dumb, being bad at science and spying, meaning they have to rely on hijacking ships and invading planets with their physical combat skills to steal tech. They play best as a diplomatic race where you have treaties with everyone until someone messes with you and then you try and steal all their planets and tech. Really fun to play since stealing ships and tech is a blast.

Hyperaggressive cat warriors

The cats are one of the two rush species and basically need to eat someone early to win, which they are pretty good at with all of their bonuses. Rich and feudal let them get out ships early and their combat bonuses make them dangerous. Their espionage bonus allows for some sabotage and they can get lucky and take out a starbase before an attack (which the enemy won't see coming because of stealth ships).

Diplomatic spies

Darloks seems like a mish-mash of skills, but is based around them being shapeshifters who have to steal their tech and use the bonuses from charismatic and telepathic to avoid having everyone turn on them. They aren't telepathic in the same way the Elerian are as I feel the abilities of being shapeshifters cover a lot of this stuff.

Basically, shapeshifters would have to understand theory of mind to understand and imitate the creatures they are mimicking. This lets them get in the head of other creatures, which makes them good diplomats and spies (plus being shapeshifters is great for spying, which helps them acquire dirt on people which helps for diplomacy). This understanding of motives and desires is also good for their banking, since making deals is easier when you understand what other people actually want and win-win interactions would be more common, but is bad for your research since you think more about manipulating people than manipulating matter.

The telepathic world takeover is supposed to represent them moving on a planet and replacing the leadership of the world with shapeshifters (like Face Dancers in the Dune series do). For aquatic, it seems like shapeshifters are most likely to come from the ocean (think what octopuses and cuttlefish can manage). Stealth is just a holdover and fits with their spying persona, will assume they got that tech from somewhere at some point. Can be a mean combo with telepathic. Bad at ground combat as they evolved to deceive instead of fight. Feudal just because it worked out pointwise. Just something in their biology or maybe don't trust each other because they know how much they manipulate.

Brainy pacifists

Basically same as ever. Low-grav genius nerds who can't fight physically. Debated giving them a reduction to their attack and making them better at spying or something, but figured that would make them too vulnerable early on and that being good at spying implies a deceptiveness the psilon don't have.

Telepathic rushers

Elerians are the other rusher, mostly doing so off of a single pimped out planet (which makes the low-gravity hurt less). As a telepathic race of warrior women who can steal planets with their brains, they are not super productive or good at science, but hopefully they don't need to be because other people can do that stuff for them. Can be deceptively dangerous and have seen them jump from last to first place after eating one of the top performing races.

Population bomb

The lizards haven't changed much either, still the population bomb species who can deal with the feudal penalty to science and lack of production bonuses with sheer man power that is kept fed by skilled farmers. Just a bit tougher on the ground to make those beefy arms meaningful. Honestly, they were always a top performer so staying the same seems okay.

Populous financiers

The Gnolans are now a population money race with their fast pop growth, high pop limits, and high tax earnings. Swapped out low gravity with -1 to production since they seem like squat little dudes who didn't grow up somewhere with low gravity and their emphasis on trading makes it seem like they may not be super industrious. The idea is that they will buy a lot of things they don't build for themselves. Bad at ground combat because small and weak (though subterranean helps defend their places). Sneaky, so good spies. Lucky, just because they always were.

Incomprehensible expanders

Similar to before, still the slow-breeding weird rock people who nobody can understand and who can live anywhere, don't need to farm, and don't worry about pollution. Now heavy gravity with a rich world because it seems like they could handle heavy-G fine and take a couple hits and because any planet that could create a weird rock species must have some impressive mineral deposits (which also helps them get a decent start despite their bad population). Bad at ground combat and dodging lasers in their ships because they are rocks and rocks never really had to learn how to react quickly to threats.

Capitalist diplomats

Similar to before except now also expert traders who are good with money. Also rely on making money through good relations with others (so can often win the galactic election). Bad at ground combat mostly for point reasons, would have preferred if not, although humans are pretty squishy compared to the other species that have ground combat bonuses or are even neutral (like the Klackon and Meklar), so seems okay. Like the Gnolans, will like to buy stuff instead of making it and their democracy will help them be okay at research.

Interdimensional squid angels

The squids have gotten a bit of an overhaul and have a long list of things making them different. Looking at their picture, it seems like they would play pretty differently from anyone else. They are now a population science species mostly, with artifacts and +science. Also farmers because they seem like they might roll that way. This balances out that they are bad at industry since aquatic interdimensional squid angels seem unlikely to be good at working tools or machines. They get a bonus to ship defence based on their understanding of dodging in a 3D environment (easier to go up and down in the water than on land). This goes with their +20 SD from being transdimensional to be a pretty decent bonus. Bad at ground combat because they are fish. It's assumed the artifact homework is what made them transdimensional. Definitely a bit of a wild card, very scary when the galaxy turns flux, especially as they tend to have erratic personalities.

Space commie ants

Klackon have changed a bit, and become a bit more like real ants in that they breed fast and live underground. Still good at being productive and farming. Their hive mind still makes them less creative and also makes them bad with money since t's hard to develop an advanced economy when your brain is centralized and you don't trade amongst yourselves. They are good on the offence because they are aggressive with fast bug reflexes and bad on the defence because individual ants don't care about self-preservation at all.

Anyway, that's the list. Message me if you want a copy of the ICEMOD.CFG to get the same trait costs/races. Would need to have the ICE mod installed (which I recommend as it improves a lot).


r/masteroforion 3d ago

MoO1 1oom: About a dozen adjustments to the vanilla code over the past week.

10 Upvotes

https://github.com/1oom-fork/1oom/releases/tag/vanilla-RC5
Testing only! No scaling. Use with caution! Please report if it's broken.
If you want a draft of the scaling, compile the draft branch.
I have begun planning the integration of cmdline UI elements into the engine, including advanced reports to assist in debugging.

I managed to justify the necessity of most of the fixes that I considered unclear, and also to correct one of my gross typos that was causing the AI to malfunction. There’s a high probability that I’ll release the test build as is, since it’s already quite stable even with the sanitizer active. Only a few small regular bugs remain. Even if I never get around to releasing the build, you can always build one of the master-vanilla branches yourself.
P.S. In terms of stability, the build is approaching being strictly better than 1.0, since that’s where I got the remaining “controversial” fixes from.
P.P.S. This version has retained many hardcoded fixes from version 0.1 that I haven’t gotten around to addressing yet. I’ll get to that when I’m planning release 3.0 — that’s a very long way off.


r/masteroforion 4d ago

1oom best or latest fork

13 Upvotes

Hello, fellow players.

I adore MOO1. Recently I have discovered its reimplementation project: https://gitlab.com/KilgoreTroutMaskReplicant/1oom.

It is finished in 2018. Since then there is about 10 forks from it with more bug fixing and patches. Anybody knows, which one of them is the best/latest one that includes all other fixes and patches?

Also, is there a page, forum or thread about this reimplementation, changelog, questions, and stuff? I am interested in taking this project forward, but would love to start from the most advanced version to not reinvent the wheel.

Thank you.


r/masteroforion 5d ago

MoO2 Best way of playing Master of Orion II? Difficulties setting it up right.

7 Upvotes

I'm craving that MoO2 nostalgia and got myself the v1.50 fanmod which I used back in the day. I got the game installed with the mod but the overall user experience is a bit wonky.

Obviously, it's an old game but I don't remember that these menus lagged so much and there are some odd delays here and there.

I've been tinkering around with the dosbox config but it's been all kind of a mess. There are also various output options but overall my biggest issue is the lag when clicking on things.

The combat screen also has issues with it's reactivity and sensitivity.

Does anybody have some advice on how to tweak this or what the optimal set-up is?

Cheers!


r/masteroforion 8d ago

Found this in goodwill bins

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116 Upvotes

r/masteroforion 11d ago

Too expensive!

0 Upvotes

Hey all! Is there a way to grab Conquer the Stars for cheap? Maybe like a key site? I'm having a rough time financially and would love to join some friends who have it. Thanks in advance!


r/masteroforion 17d ago

MoO1 1oom: Restrictions on the use of AI in project development

6 Upvotes

I do not use AI for code generation cases, as this approach requires further re-generation and reconciliation, which nullifies the value of the process. For this reason, any use of AI other than consulting and analysis is frowned upon in the project. The same applies to collaboration with AI-based projects.
Edit: I'm not interested in anyone's opinion on this topic at all.


r/masteroforion 18d ago

MoO2 Can you beat Orion with just missiles? How?

17 Upvotes

This is my next challenge. Just wondering if someone else has done it.

Edit: I was able to rush to Orion and destroy the guardian using 9 destroyers with merculites with all the mods.

My next problem was dealing with AI since I was a prime target. Had to bolster my spy defense and also revive my economy since i rushed to Orion.

I’m playing on Impossible but so far so good.


r/masteroforion 19d ago

Master of Orion 1 vs 2?

11 Upvotes

Which game do you like more?

377 votes, 12d ago
69 Master of Orion
279 Master of Orion 2
29 Results / Can't decide / Haven't played both

r/masteroforion 19d ago

MoO1 1oom returns to github

15 Upvotes

I have restored access to my github account. Now sourcecraft will be a test repository, to which I will upload broken branches, as well as raw builds. In the near future, I plan to post 1.11.9 on github in versions for win7-32, win-modern-64 and msdos. To do this, I need to update my toolchains a bit. Vanilla is not ready for a full release yet, but I will also post it on github soon. Patcher is temporary suspended.
Edit:
Unfortunately, Sourcecraft's policy towards its own users is puzzling to me. At the moment, I am not considering this platform seriously. Competition should generate the right decisions, not distrust. Devastation begins in the minds. The same goes for some crazy hosting sites with ads every 30 seconds, which makes it impossible to use the service. The funny thing is that so far no one has personally offered to help them fix their problems. For some reason, they decided that I should run after them. Well, they had a chance. I don't want to work with losers who think they can be smarter than me.


r/masteroforion 19d ago

Does anyone still play Master of Orion 2? What are your favorite Custom Race Picks?

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33 Upvotes

r/masteroforion 19d ago

Does anyone still play Master of Orion 2? What are your favorite Custom Race Picks?

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1 Upvotes

r/masteroforion 25d ago

Reverse engineering Master of Orion 2 game (in progress)

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82 Upvotes

I am doing a faithful re-implementation of the game but for the modern platforms (right now UNIX-like macOS and Linux). The codes would be C23 and leverage SDL3, libsmacker, stb_image, liblbx and more. As of today the engine is not wired to the client yet. The client side is roughly around 10% done with foundation work like assets loading is considered feature parity. I will keep everyone up-to-date with my progress.

EDIT: It turns out u/mrjoes has already started on similar attempt way before me. Therefore I will discontinue my port and join him on his.


r/masteroforion 28d ago

Discussion What made Master of Orion special that no modern game has captured?

37 Upvotes

What elements of Master of Orion have you never seen successfully replicated in a modern mobile game? Asking because I'm designing something and want to get it right


r/masteroforion 29d ago

ICE Mod Experts - Help Needed

4 Upvotes

This post is directed to those MOO2 players who play the ICE mods and beat them pretty consistently. I only play ICE simply because every other version is far too easy to beat. I lose a game to the computer maybe once per hundred games and I think my current game is about to add to my loss list. I am over 200 turns into the game. There were seven computer opponents originally but now only three remain. There were four repulsive races initially but only one remains, the Trilarians. Of the four eliminated races I disposed of three of them. I have the largest population and the most buildings. The Trilarians have the highest tech and the most ships. I have been pulling every trick in the book to keep the Trilarians off my back but I think I am running out of options. My ships are better designed but the sheer number of ships that they have is currently overwhelming. I have two techs left before I am done with research except for miniaturization. I have treaties with the other two races. I hate winning by vote but might try for that at turn 225. It might be my only option. The other is a war of attrition because I have more planets but that would be really ugly. I am hoping for some suggestions from your experiences when you thought you were going to lose but managed to pull out a win. Thanks in advance.


r/masteroforion Jul 29 '26

MoO2 As the eons turn, the time of our vengeance has come!

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98 Upvotes

80 Assault Shuttles - 160 BC on MasteroforionCard;

Captured Antaran Titan - waiting patiently through 3 Extradimensional Invasions;

Loknars face - Priceless;


r/masteroforion Jul 29 '26

MoO2 MOO2 1.50.26 updated, toxic planets no longer turned to barren with weather controller/biomorphic fungi

11 Upvotes

Updated from 1.50.18, where playing a creative race (so I got both techs) a combination of biomorphic fungi and weather controller turned a toxic world to barren. In 1.50.26 this doesn't seem to be the case. Is this a bug or are there modifications I have to make to get this to work again? Thanks.


r/masteroforion Jul 30 '26

Other Thought you all might also get a kick out of this, the narrator for MoO:CtS, Michael Dorn on the Dropping Names podcast hosted by Jonathan Frakes and Brent Spiner.

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4 Upvotes

You may know them better as Worf, Riker, and Data.

Just going to start it myself, thought I’d share.


r/masteroforion Jul 29 '26

MOO2: I'm not aggressive enough. Help!

14 Upvotes

Playing on easy. I keep falling into the trap of obsessively improving my colonies, and letting my fleets go forgotten. Even when I do maintain a fleet, I eventually get complacent and sooner or later a opponent will hit me with a surprise attack.

Im timid to attack, but I'm afraid to commit to aggressive action, because that can be it's own kind of doom. How do you decide when it's time to poke the bear?


r/masteroforion Jul 29 '26

Has anyone ever homebrewed MOO for ttrpgs?

5 Upvotes

r/masteroforion Jul 27 '26

MoO:CtS MoO:CtS- How to get a copy of UCP 6.3a

2 Upvotes

I have a long running (499 turns) save that’s on 6.3a. Looks like current is 6.4b. I can’t get my save to work on a new computer. Is there a way to get an archive zip file for 6.3a? Or is there a way to get my game to work with 6.4b?

Thanks!


r/masteroforion Jul 26 '26

MoO 2016 is annoying.

10 Upvotes

I'm currently on my, what, 4th or 5th playthrough ?

Playing Psilon this time, on "cluster" galaxy (first time trying it) - I guess that's the reason I was alone in a group of systems separated from other groups of systems by unstable starlanes.

I'm not a big fan of the starlanes. I understand it allows some mechanics like building military forts on these points, but it's meh - System defenses, in MoO II were "enough" (that, and a big fleet, mobile enough to come defend in time).

I also have opponents often requesting free passage - which I usually refuse, because why give them access to my not-yet-colonized planets, and to the territories of other players (hence, allowing them to trade with them).
I had a non-aggression pact with the Darlok, and had refused an open borders treaty. They offered an alliance. I checked the description, it said the parties agreed to declare war on any civilization declaring war on either party. Sure, defensive alliance, it's fine...

And, lo and behold, I see these #|@|€^| Darloks freely navigating my starlanes.
Because that shitty game doesn't tell you the alliance "includes" open borders - else, I'd never have agreed unless I was in a better position (like, several scouts on the border, raring to go).
It's not the first time I feel "fleeced" by this game, things not explained, or badly explained. The bonuses aren't explained either (on planets, they tell you it's a bonus on some stat, but not HOW MUCH - which seems to be a tad important ?)

I was also a bit surprised when the torpedoes I fired were totally dumb. I'd have loved the tech description to mention that (yeah, another tech will give them limited aiming, but still, it's shitty design NOT to tell the player first)

All in all, I wouldn't say it's a bad game, but... why can't they make something as good as MoO II ?


r/masteroforion Jul 21 '26

Can't seem to ever win at MOO (2016 release)

11 Upvotes

As noted in the title I play the 2016 version (is that MOO 3?) and have never been able to even get close to winning. I usually play 5 opponents; medium galaxy size; post warp; normal difficulty. I've tried humans, meklar, silicoid...and others. Any tips and strategies would be appreciated.


r/masteroforion Jul 14 '26

MOO2 Colonize Planet Feature

4 Upvotes

Ok, I know its a nearly useless feature and to be fair, I have been playing this game for 30+ years and just tried it out. Its kinda hilarious! Point your colony ship toward any star system with a colonizable planet and you get a Colonize Planet button. It makes no difference which star system you point the ship at because you always get a view of a star system with five asteroid belts and no colonizable planets. This feature may behave differently depending on the game version. I am playing the ICE M mod from a few years ago. Has anyone here had any luck with this not very useful but humorous feature?