Master.of.Orion2_Manual.PDF

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MOO II ENG MANUALBB
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Master of Orion II
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CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . iv
Zooming . . . . . . . . . . . . . . . . . . . . . . . 29
Ending Your Turn. . . . . . . . . . . . . . . . 29
The System Window . . . . . . . . . . . . . 30
The Fleet Window . . . . . . . . . . . . . . . 30
The Game Panel . . . . . . . . . . . . . . . . . 31
Status Indicators . . . . . . . . . . . . . . . . . 34
Management Buttons . . . . . . . . . . . . . 35
Colonies . . . . . . . . . . . . . . . . . . . . . . . 35
Planets . . . . . . . . . . . . . . . . . . . . . . . . 38
Fleets . . . . . . . . . . . . . . . . . . . . . . . . . 40
Leaders . . . . . . . . . . . . . . . . . . . . . . . . 41
Races . . . . . . . . . . . . . . . . . . . . . . . . . 42
Info . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Construction. . . . . . . . . . . . . . . . . . . . 67
Power . . . . . . . . . . . . . . . . . . . . . . . . . 74
Chemistry . . . . . . . . . . . . . . . . . . . . . . 78
Sociology . . . . . . . . . . . . . . . . . . . . . . 81
Computers . . . . . . . . . . . . . . . . . . . . . 83
Genetics . . . . . . . . . . . . . . . . . . . . . . . 87
Physics . . . . . . . . . . . . . . . . . . . . . . . . 90
Force Fields . . . . . . . . . . . . . . . . . . . . 95
Weapons Upgrades . . . . . . . . . . . . . 100
Miniaturisation . . . . . . . . . . . . . . . . 100
Modifications . . . . . . . . . . . . . . . . . . 100
8. SHIPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Building Ships . . . . . . . . . . . . . . . . . . 105
Designing Your Own . . . . . . . . . . . . 106
Weapons . . . . . . . . . . . . . . . . . . . 108
Specials . . . . . . . . . . . . . . . . . . . . 110
Refitting Obsolete Ones . . . . . . . . . 111
Notes on Controlling Fleets . . . . . . . . . 111
Crew (Ship’s Marines) . . . . . . . . . . . . 112
Boarding Actions . . . . . . . . . . . . . . . 129
Invading a Colony . . . . . . . . . . . . . . . 130
Orbital Assault . . . . . . . . . . . . . . . . . 130
Ground Combat. . . . . . . . . . . . . . . . . 131
Assimilate or Be Destroyed . . . . . . 132
11. MANAGING AN EMPIRE . . . . . . . . . . . . . . . . . . 133
Imperial Policy . . . . . . . . . . . . . . . . . 134
Government . . . . . . . . . . . . . . . . . . . 134
Confederation
(Advanced Feudalism) . . . . . . . . 134
Democracy . . . . . . . . . . . . . . . . . 134
Dictatorship. . . . . . . . . . . . . . . . . 135
Federation
(Advanced Democracy) . . . . . . . 135
Feudal . . . . . . . . . . . . . . . . . . . . . 135
Galactic Unification
(Advanced Unification) . . . . . . . 135
Imperium
(Advanced Dictatorship) . . . . . . 135
Unification . . . . . . . . . . . . . . . . . . 135
Taxes. . . . . . . . . . . . . . . . . . . . . . . . . 136
Freighters . . . . . . . . . . . . . . . . . . . . . 136
Command Rating . . . . . . . . . . . . . . . 137
Morale . . . . . . . . . . . . . . . . . . . . . . . . 137
Diplomacy . . . . . . . . . . . . . . . . . . . . 138
Audiences . . . . . . . . . . . . . . . . . . . . . 139
Treaties . . . . . . . . . . . . . . . . . . . . . . . 141
Tech Exchanges . . . . . . . . . . . . . . . . 142
Espionage. . . . . . . . . . . . . . . . . . . . . 142
1. REQUIREMENTS
AND INSTALLATION . . . . . . . . . . . . . . . . . . . . . . 1
The Technical Stuff . . . . . . . . . . . . . . . . 2
Installing the Game . . . . . . . . . . . . . . . 3
2. THE UNIVERSAL MENU . . . . . . . . . . . . . . . . . . . . 5
3. BEGINNING A NEW GAME. . . . . . . . . . . . . . . . . . . 7
Galactic Setup . . . . . . . . . . . . . . . . . . . 8
Difficulty. . . . . . . . . . . . . . . . . . . . . . . . 9
Galaxy Size . . . . . . . . . . . . . . . . . . . . . 9
Galaxy Age . . . . . . . . . . . . . . . . . . . . . 10
Starting Civilization . . . . . . . . . . . . . 10
Number of Players . . . . . . . . . . . . . . . 11
Tactical Combat . . . . . . . . . . . . . . . . . 11
Random Events. . . . . . . . . . . . . . . . . . 11
Antaran Attacks . . . . . . . . . . . . . . . . . 11
Race Selection . . . . . . . . . . . . . . . . . . 12
Alkari . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Bulrathi . . . . . . . . . . . . . . . . . . . . . . . . 13
Darloks . . . . . . . . . . . . . . . . . . . . . . . . 13
Elerians . . . . . . . . . . . . . . . . . . . . . . . . 13
Gnolams . . . . . . . . . . . . . . . . . . . . . . . 13
Humans . . . . . . . . . . . . . . . . . . . . . . . . 14
Klackons . . . . . . . . . . . . . . . . . . . . . . . 14
Meklars. . . . . . . . . . . . . . . . . . . . . . . . 14
Mrrshan . . . . . . . . . . . . . . . . . . . . . . . 14
Psilons . . . . . . . . . . . . . . . . . . . . . . . . 15
Sakkra . . . . . . . . . . . . . . . . . . . . . . . . . 15
Silicoids . . . . . . . . . . . . . . . . . . . . . . . 15
Trilarians. . . . . . . . . . . . . . . . . . . . . . . 15
Custom . . . . . . . . . . . . . . . . . . . . . . . . 16
Colonial Production . . . . . . . . . . . 17
Combat and Espionage . . . . . . . . 17
Governments . . . . . . . . . . . . . . . . 18
Special Abilities . . . . . . . . . . . . . . 21
5. STAR SYSTEMS . . . . . . . . . . . . . . . . . . . . . . . 45
Your Home World. . . . . . . . . . . . . . . . 46
Star Colour . . . . . . . . . . . . . . . . . . . . . 46
Planets . . . . . . . . . . . . . . . . . . . . . . . . 47
Size . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Mineral Richness . . . . . . . . . . . . . . . 48
Gravity . . . . . . . . . . . . . . . . . . . . . . . . 49
Climate . . . . . . . . . . . . . . . . . . . . . . . . 49
System Specials. . . . . . . . . . . . . . . . . . 51
9. MERCENARY LEADERS . . . . . . . . . . . . . . . . . . 113
General Abilities . . . . . . . . . . . . . . . . 114
Command Abilities . . . . . . . . . . . . . . . 115
Administration Abilities . . . . . . . . . . . 116
6. MANAGING A COLONY . . . . . . . . . . . . . . . . . . . 53
Creation . . . . . . . . . . . . . . . . . . . . . . . 54
The Colony Screen. . . . . . . . . . . . . . . . 55
System Overview. . . . . . . . . . . . . . . . 56
Yield . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Population . . . . . . . . . . . . . . . . . . . . . 57
Now Building . . . . . . . . . . . . . . . . . . . 59
Colony View . . . . . . . . . . . . . . . . . . . . 59
Building Stuff . . . . . . . . . . . . . . . . . . . 60
10. COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Getting Into a Fight . . . . . . . . . . . . . . 118
Strategic Combat . . . . . . . . . . . . . . . . 119
Tactical Combat . . . . . . . . . . . . . . . . . 119
The Battle Map . . . . . . . . . . . . . . . . 120
Moving Ships . . . . . . . . . . . . . . . . . . 124
Using Weapons . . . . . . . . . . . . . . . . 125
Beams . . . . . . . . . . . . . . . . . . . . . 1 25
Missiles and Torpedoes. . . . . . . 125
Bombs . . . . . . . . . . . . . . . . . . . . . 126
Fighter Craft . . . . . . . . . . . . . . . . 126
Other Special Weapons . . . . . . . 126
Damage . . . . . . . . . . . . . . . . . . . . . . . 127
Attacking a Planet. . . . . . . . . . . . . . 128
12. THE END OF THE GAME . . . . . . . . . . . . . . . . . 143
Winning . . . . . . . . . . . . . . . . . . . . . . 144
Score . . . . . . . . . . . . . . . . . . . . . . . . 145
13. MULTIPLAYER GALAXIES . . . . . . . . . . . . . . . . . . . . . . 147
Starting Out . . . . . . . . . . . . . . . . . . . 148
The Sequence of Events . . . . . . . . . . . 151
Real Diplomacy . . . . . . . . . . . . . . . . . 152
7. RESEARCH AND
DEVELOPMENT . . . . . . . . . . . . . . . . . . . . . . . 63
Categories . . . . . . . . . . . . . . . . . . . . . 64
Application Types . . . . . . . . . . . . . . . . 66
The Big List . . . . . . . . . . . . . . . . . . . . . 67
4. THE GALACTIC COMMAND
INTERFACE . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Help and Quit. . . . . . . . . . . . . . . . . . . 26
One Versatile Map . . . . . . . . . . . . . . . 27
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
CUSTOMER SUPPORT . . . . . . . . . . . . . . . . . . . . . 154
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ORIONS AND ANTARANS
(Excerpted from ÒPre-Psilonic Galactic CivilizationsÓ Vol. II, by Ectron
Victor, retired Master Adjudicator, Psilon Central History Institute.)
As a story is told and retold over the course of generations, no matter the
attention paid to detail and no matter the importance of the tale, the truth
is gradually nibbled away by little mistakes and innocent exaggerations.
Carried off on these well-intentioned, tiny feet, the facts deteriorate
softly and painlessly into a condition generally referred to as Òshrouded
by time.Ó
The legends concerning the Orions and Antarans are shrouded by time.
What is certain is that at one time both races coexisted in the galaxy. The
scope of their power and technical advancement has surely been
enhanced by hyperbole, but that they were far superior to anything now
known is indisputable. Perhaps it was inevitable that two such behemoths
meet in violence. The legends paint the Antarans as ruthless, xenophobic
killers, but we all know that history is written by the victors.
The Orion-Antaran war was a protracted holocaust of galactic
proportions. While we can never know if they truly flung entire star
systems across deep space as weapons (as the storytellers claim), our
astrophysicists have uncovered evidence of directed energy bursts the
power of which staggers the imagination. That both races had the ability
to raze planets no one contests. The Orions eventually defeated the
Antarans. Rather than exterminating the race, as the stories claim the
Antarans would certainly have done, the Orions chose to imprison their
enemies in a Òpocket dimensionÓÑa volume the size of a single star
system, formed and carved somehow out of the fabric of space-time.
Physicists to this day puzzle over the theory and the technique, but the
result was obvious; the Antarans were banished one and all from
this dimension.
At this point, even the storytellers admit that the legends become vague.
Some time after the war, the Orion race inexplicably disappeared. They
left only two legacies for the galaxyÕs future inhabitants. One was the
tales of their power and legends of the Antaran war; the other is the Orion
system itself. One planet circles this star, and it is reputed to be the
original home world of the Orion race. Despite the incredible potential this
abandoned world must hold, no one has yet plundered or colonised it.
The reason for this is that the system is only uninhabited, not
undefended. The Orions left a single Guardian to protect their home.
Perhaps they intend to return some day.
Perhaps the Antarans intend to return, too.
iv
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YouÕve got the box open, the CD-ROM in your sweaty palm, and a manic
gleam in your eyes. What do you do now?
·
The graphics must be Super VGA quality or better.
·
There must be a mouse or trackball attached to the computer.
The mouse driver must be fully compatible with the Microsoft
mouse driver.
THE TECHNICAL STUFF
If you think you have all of these, but still have a problem running the
game, please contact Crucial Customer Support for assistance.
For Master of Orion II to work, there are a few things your computer
must have.
·
The processor has to be a 486 or better. Basically, any computer with
Ò486Ó, or ÒPentiumÓ in its name should do just fine. The system speed
should be at least 66 MHz (megahertz).
INSTALLING THE GAME
Before you can play Master of Orion II , the installation program must copy
some files onto your hard disk. To have it do so, follow these instructions:
·
·
You must have a double-speed CD-ROM drive.
·
Your computer must have at least 8 Mb (megabytes) of RAM (random
access memory) installed. (This is the working memory; do not confuse
it with the Mb of storage space on your hard drive.) We recommend
having 16 Mb of RAM or more for optimum performance.
Turn on your computer. The Microsoft CD-ROM Extension should load
when the computer starts up. (If you have problems installing, this
extension may not be loaded. Check your computer manuals for
instructions on making it load itself.)
·
You must have either DOS version 5 or later or Windows 95 installed
and running on your computer. Almost all 486 and Pentium computers
include one of these in the standard software package.
·
Open the CD-ROM drive, place the Master of Orion II CD in there, and
close the drive.
·
Since the installation program will copy parts of Master of Orion II onto
your hard disk, you must have sufficient storage space on your hard
drive. To find out whether you have enough space in Windows 95,
double-click on the My Computer icon. Change the View setting to
Details , and the amount of empty space on your hard drive (usually
drive ÔCÕ) is listed under Free Space . In DOS, simply type dir at any
prompt, then press E . One of the last things listed is the amount
of free space on the current drive.
W INDOWS 95 USERS :
·
Master of Orion II is a Windows 95 Òauto-runÓ CD-ROM. That means
that if you are running Windows 95, just putting the disk in the drive for
the first time starts up the installation program.
·
After youÕve watched the introduction, youÕre left looking at the
Main menu.
·
Click on Install to continue.
Important Note : With the advent of larger hard disks, a peculiar problem
has arisen. Different sizes of hard disks have different sized ÒclustersÓ
(the smallest unit of file space that the drive can read and write).
Without getting into too much technical detail, the result is this: The
larger your hard disk, the more space each file takes up. To prevent
misunderstandings, weÕve prepared the following chart of necessary
free space (in megabytes) vs. hard disk size for Master of Orion II :
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Disk Size 0Ð128 Mb 256Ð512 Mb 512 MbÐ1 Gb 1Ð2 Gb 2Ð4 Gb
Space Required 74.5 74.5 75 76.5 79
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The only decision you need to make during the installation process is
to what directory you want to install the game. When youÕre prompted,
you can accept the default (c:\mps\orion2), type in a directory path,
or use the Browse button to seek out a directory. Click OK when
youÕre done.
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