Master of Orion FAQ
                                       
   Welcome to the Master of Orion (MOO) FAQ. This is version 1.3.1 of
   that guide. Thanks to all those who contributed. This document has
   undergone a good deal of editing since version 1.2, including a new
   editor, and the excision of the strategy guides (which can be found by
   selecting the link).
   
   The original work and editing was done by:
   
   Dave Chaloux
   
   
    chaloux@mandolin.mitre.org
     _________________________________________________________________
   
Index

   1. What is MOO?
   
   2. Frequently asked questions
   
     * 2.A Is there any speech?
     * 2.B How do you move the center of the map?
     * 2.C What differences are there between the difficulty levels?
     * 2.D When does the council meet?
     * 2.E How do I change which ship icons I use?
     * 2.F What affect does power have in designing ships?
     * 2.G How powerful a machine do I need to run it?
     * 2.H What good is the planet button in the combat display?
     * 2.I When bombing enemies, does it make a difference how long the
       film runs?
     * 2.J How do you transport troops?
     * 2.K Is there a good way to split half of a huge fleet?
     * 2.L How do I turn ships around in midflight?
     * 2.M Could someone please make the combat algorythm more
       understandable?
     * 2.N Why is the Internal Security percentage changed under 1.2?
     * 2.O Will there be a version 1.4?
       
   3. What bugs are known to exist?
   
     * 3.A Bugs in 1.0
          + 3.A.1 BACKGRND.LBX bug
          + 3.A.2 Diplomat bug
          + 3.A.3 Slow mouse response bug
          + 3.A.4 The Gaia bug
          + 3.A.5 The too many ship bug
          + 3.A.6 The Doc check bug
          + 3.A.7 The colony ship bug
          + 3.A.8 The Orion terraforming bug
          + 3.A.9 The base maintenance bug
          + 3.A.10 The 1999 limit on Factories bug
     * 3.B Bugs in 1.2
          + 3.B.1 The Maximum Planet Terraforming bug
          + 3.B.2 The Divide By Zero bug
          + 3.B.3 The Espionage Report bug
          + 3.B.4 The Lockup bug
     * 3.C Bugs in 1.3
          + 3.C.1 The Biological Weapon Bug
          + 3.C.2 The Missile Fire Bug
     _________________________________________________________________
   
1. What is MOO?

   MOO is a game of interstellar exploration and conquest. At the start
   of the game, you have just 1 planet, some population, and a few
   starships. From that meager beginning, you have to explore the galaxy,
   create industry, colonize other worlds, research technology, conduct
   diplomacy (when you run into other alien races), deal with disasters,
   design and build your ever changing fleet of starships, and eventually
   either get elected Emperor of the galaxy or by military might subdue
   the other races. If all of this sounds quite complex, it is and that
   is the appeal of this game.
   
   In defining what it is, some words about what it is not are also in
   order. It is not an arcade or action type game. All aspects of the
   game are conducted at your leisure and reflexes are not an issue.
   Also, although it does include ship to ship combat, this aspect of the
   game is not the primary focus. In fact, it is possible to push an auto
   button and the game will automatically play out the ship to ship
   combat. You will normally (but not always) use that button. If a more
   detailed tactical ship to ship combat game is desired, something like
   Rules of Engagement 2 might be a better choice.
   
   MOO has a lot of replayability for a number of reasons. First, you can
   play any of 10 different races. Each race has its weak and strong
   points. For example, the Alkari race is a bird like species. They are
   excellent pilots and they are also good at researching propulsion type
   technology. The Darloks on the other hand are shape shifters and they
   are excellent spies good at inciting rebellion, conducting sabotage,
   and stealing other races technology. Second, each time you start a new
   game, the map is randomly generated. What fate hands you can make a
   large difference in your approach. For example, the presence of a
   nearby artifact world can help in researching technology. Third, you
   have control over the # of stars in the game and the number of alien
   races you are playing against. Finally, there is a difficulty setting
   which affects how rapidly new technology is discovered.
   
   You should be aware that games can take a fair amount of time; as an
   extreme example, my first game took about 16 hours to complete. From
   my own experience, the average game takes about 4-6 hours. Because the
   game is so complex (and thus provides such a rich experience) it can
   be rather frustrating to learn at first. This guide in part is
   intended to help you through that learning stage. However, it does not
   stop there and it is hoped that even experienced players will find
   something of use here.
     _________________________________________________________________
   
2. Frequently asked questions

    2.A) Is there any speech? It mentions speech in the installation but I
    don't seem to get any.
    
   Answer: There is no speech. The speech part of some soundcards is used
   for special effects but not for speech.
   
    2.B) How do you move the center of the map?
    
   Answer: Point at a blank part of the screen you want centered and then
   click the left mouse button. To move using the keyboard, see pg 4 of
   the Technical Supplement and Reference. If using the 1.2 patch, ALT-C
   will recenter the map on the currently selected planet.
   
    2.C) What differences are there between the different difficulty levels?
    
   The manual mentions that it affects opponents production rates,
   expansion rate, technology development, and willingness to ally with
   you. It is also supposed to affect the size of your initial fleet.
   
   It definitely affects the cost of developing new technology. New
   technology costs:
Tech_level^2 * Difficulty_Factor * Race_Factor.

   The Difficulty factor is:
20 - Simple
25 - Easy
30 - Average
35 - Hard
40 - Impossible

    2.D) When does the council meet?
    
   It first meets when two thirds of the planets have been colonized. It
   then meets every 25 years on the 24th, 49th, 74, and 99th years.
   (Example 2449).
   
   It also bears mentioning that if you eliminate all races but one, the
   vote will no longer take place. You will have to play the game out to
   the bitter or not so bitter end. You then get the "Tyrant" ending.
   
   Contributed by: Dave Chaloux
   
    2.E) How do I change the ships icons that I get? I change races but the
    icons stay the same.
    
   The icons that you get to use depend on the color of the flag you
   select at the beginning of the game.
   
    2.F) What affect does power have in designing ships?
    
   If you look at the Engine type popup, you will notice a column for
   number of engines of the selected type. If you select something new
   which requires power, then the number of engines will go up to provide
   the necessary power for the new item. Of course if new engines are
   required, the cost of the engines and space required for the new
   engines goes up in addition to the cost and size of the new item. So
   the power is integral part of building ships.
   
   Contributed by: P. Michael Haffley
   
    2.G) How powerful a machine do I need to run it?
    
   You must have 2 Meg of memory. That said the following report was on
   the net.
   
   I'm currently running MoO on a 286-12. The box says that you need at
   least a 386, but I took the chance and bought it and it runs fine on
   my 286. (I am planning on buying a 486 this month, so I figured I
   could always wait for the 486 if it wouldn't run at all on the 286)
   
   The only problems I've had are mouse response problems. It would get
   to the point that it would take a second or two to respond to mouse
   button actions at times. I just downloaded the first patch, and that
   seems to have fixed it. It still takes a half second or maybe a bit
   less to respond, but it's not to bad. I think the delay is in the
   sound area, since the button graphics tend to respond in a timely
   manner, but there is a slight pause before there is sound or any other
   result besides the button being depressed.
   
   This isn't exactly a CPU hog like actions games are, so lack of CPU
   power isn't crippling. You should have no problems at all on a 386-33.
   
   Contributed by: Keith Hearn
   
    2.H) What good is the planet button in the combat display?
    
   It will tell you the weapons, factories, and population of a planet.
   Useful if you don't want to bomb it to dust. And useful to know when
   it's a lost cause and your fleets should bugout.
   
    2.I) When bombing enemies the little film keeps continuing. Do I do more
    damage if I keep it going?
    
   Answer: NO
   
    2.J) How do you transport troops?
    
   Click on the transport button. Take the arrow like cursor that appears
   and click on the place you want to send them. It will give you a
   slider asking how many to transport. Select the number you want and OK
   it. They will NOT appear on the map right away but will when you go to
   the next turn.
   
   This is one of those things that should have been made much clearer in
   the manual.
   
    2.K) Is there a good way to split half of a huge fleet?
    
   You DON'T have to click 500 times to split 1000 ships. It will remove
   over 5% of your group of ships if it is a large group (over about 50 I
   think). This is hidden in the manual somewhere. If you want to send
   500 out of 1000 ships start with 1000 ships and REMOVE 500 at 5%, if
   you want to send one ship out of that 1000 then start with 0 and click
   +1.
   
   Contributed by: F. Rodgers
   
   [Editors note: The percentage is now changed to 10% in large groups
   under 1.3]
   
    2.L) How do I turn ships around in midflight?
    
   You don't until you get the Hyperspace communications tech advance.
   Then you simply click on the fleet and give them a destination just
   like you would if they were orbitting a planet.
   
   An exception to this is important in the 1.2 patch. If you have just
   given a fleet orders or if a fleet has just retreated, a new
   destination can be given even without hyperspace communications.
   
    2.M) Could someone please make the combat algorythm more understandable?
    
   Ok, I have been seeing a certain amount of confusion concerning
   starship battles in MOO, so I am going to attempt to explain the
   algorythm. If you are not mathematically inclined, don't panic, the
   combat is really quite simple.
   
   Step 1) The computer compare's your ships ATTACK to the defenders
   DEFENSE rating. If you fire beams he defends at beam defense, while,
   naturally, he uses his missile defense against missiles. All attack
   bonuses and defense bonuses are added at this point. The resulting
   comparision is reduced to an ABSOULTE DIFFERENCE. Thus if you attack
   with a level 6 battle computer and he is defending at level 3 then
   your attack score is (+3).
   
   Step 2) The computer generates a random number (sic) between 1 and 100
   and compares it to your attack value (found on page 58 of the manual
   by using our attack score, computed in step 1). If the random number
   is greater or equal to your attack roll then you hit.
   
   Step 3) The computer uses the SAME roll to computer raw damage. A roll
   of 100 indicates full damage, while your minimum attack roll indicates
   the weapon strikes for minimum damage. Rolls in between do more damage
   as they approach 100. For you mathematical types:
DAMAGE CAUSED = (MAX-MIN Damage) * (1-[ (100-ATTACK ROLL))        ])
                                      | ---------------------     |+ MIN Damage
                                      [ (100-Minimum attack score)]

   EXAMPLE: I hit with a Hard beam (8-12) damage. I rolled a 70, while I
   needed a 20 to hit. Thus I strike for:
        (12-8)* (1- (100-30))
                     -------  + 8
                     100-20

   or
        4 * (1-30/80) + 8 = 10.5 rounds to 10 damage.

   Step 4) The computer subtracts the defender's shield level from your
   computer damage. Thus a 4 point laser hit does only 1 point of damage
   against class III shields. Weapons which halve opponent's shields,
   naturally, subtract only 1/2 their shield strength (rounded up, I
   THINK).
   
   The computer iterates these 4 steps for every weapon on every firing
   ship in your attacking fleet.
   
   So what does this mean?
   
     * Good shields can make poor weapons next to useless.
     * PUT ON THE BEST TARGETTING COMPUTER YOU CAN! It not only
       determines IF you hit, but also HOW WELL you hit and HOW MUCH
       DAMAGE you do.
     * Weapons which 1/2 enemy shields have a longer obsolescence cycle.
     * Note that excess damage will not carry over from target to target
       UNLESS you are using a streaming weapon such as a gravitron beam.
       What this means is that a Death Ray will still only kill ONE small
       fighter.
     * Good ship designs often carry a number of top notch weapons for
       general purpose work (Auto- blasters or megabolt cannons), some
       hard beams for the occasional heavily armored target, and a few
       dozen light weapons for fending off fighter swarms.
       
   I hope this helps to clear up some of the confusion regarding combat.
   
   Contributed by: Pat Casey
   
    2.N) Why did the Internal Security percentage change in 1.2?
    
   Under versions prior to 1.2, the Internal Security percentage shown on
   the Race Screen was composed of any racial bonus, any internal
   security spending, and 1% per level of computer technology.
   
   This was not wholly accurate, as the computer technology modifier is
   not 1% per level of your technology, but 1% per level of the
   difference between your technology level and the person attempting to
   spy on you.
   
   Version 1.2 and beyond does not show your computer technology level.
   
    2.O) Will there be a version 1.4?
    
   At present, there is no word on whether or not there will be a 1.4.
   Given the bugs still in (or introduced in) version 1.3, I certainly
   hope there will be a 1.4
     _________________________________________________________________
   
3. What bugs are known to exist?

   Compared to many other games on the market, MOO is remarkably bug
   free. However, it does have a few. The good news is that a patch
   exists to fix the more serious ones. This patch is available in the
   following places:
   
     * The Microprose Bulletin Board. The # is (410) 785-1841. You need
       settings of 8,N,1 and it supports up to 14.4 Kbs. The latest patch
       is moov13.zip. New copies of Moo are supposed to start shipping
       with this version in the near future.
     * The most recent patch (1.3) is also at ftp.uml.edu. It is located
       in /msdos/Games/Patches as moov13.zip.
       
   The known bugs are as follows, and are categorized by the versions in
   which they appear.
   
    3.A) Bugs present in version 1.0 of Master Of Orion 3.A.1) The program
    bombs out with a message similar to, "BACKGRND.LBX[xx] exceeds number of
    LBX entries". This problem happens on machines with 7 Megs or more of EMS
    memory. The patch fixes it. Another fix is to configure your machine to
    have less than 2 Megs of EMS memory available. There have been some reports
    of LBX problems in 1.2, but these should be fixed by 1.3.
    
    3.A.2) The Diplomat Bug: Sometimes the game will lock you out from access
    to all diplomatic functions. This is normal after a counsel vote electing
    someone else emperor. However, it occurs in other situations where it
    should not. The patch also fixes this problem. It can easily be worked
    around by saving and restoring the game. It is apparently linked to someone
    accepting tribute.
    
    3.A.3) Sometimes mouse response time become very slow. It stays slow until
    you turn off all sound. This has reportedly been fixed in version 1.3.
    
    3.A.4) The Gaia bug: One of the high technology discoveries is supposed to
    allow for incredibly fertile plants. When you get the discovery you are
    supposed to crank up the ECO bar and the planets are converted. They never
    convert. This fixed in later versions.
    
    3.A.5) The to many ships bug: If you have over 32768 ships (16 bit signed
    integer) then your number of ships goes negative. This is fixed in later
    versions.
    
    3.A.6) The Doc check bug: Has anyone else noticed this - I was playing MOO
    when the copy protection screen came up. It said that the picture was
    between pages 27 and 27. No problem, I look up page 27 and see that it
    appears TWICE on the list of choices! Uh oh, which one...
    
    I chose the first one, and failed.
    
    The second go around was normal and I passed.
    
    Contributed by: James Borynec
    
    [Editor: I have heard no reports since 1.2 of this problem]
    
    3.A.7) The colony ship bug: When you have many different types of ships on
    a planet, AND a colony ship it will NOT ask you if you want to colonise
    every turn, and you have to move and come back OR move off all the other
    ships. This bug is not consistant but it has happened enough to be annoying
    early on but now that I know the game I only have extra colony ships when I
    am waiting for greater tech range and want to grab planets fast.
    
    Contributed by: F. Rodgers
    
    [editor: This bug occurs when you turn down the initial request to colonize
    the planet. This was clear in the original context. I have heard no report
    of this bug in some time and I think the patch fixes it.]
    
    3.A.8) The Orion terraforming bug: This bug was first brought to my
    attention by Pat Casey and I have also seen it. In my case I was running
    the 1008 patch. If you capture Orion and then terraform it you can really
    start cranking out the Research Points. In my game I was up at 180 max
    population because of +80 terraforming. I then got the soil enrichment
    technology. Of course this is way out of order (tech 16 vs tech 38) and the
    game did not handle it very well on Orion. I spent the credits to
    supposedly up the population but it did the opposite. I went from 180
    population to something like 125. I did not notice this happening on any
    other world.
    
    In Pat's case this happened with Atmospheric terraforming and the affect
    was even more drastic dropping the max population to 50!
    
    This was fixed in 1.2, only to run into the Max Population Bug (see 3.B).
    
    3.A.9) The base maintenance bug: Several people have mentioned that if you
    get a large number of bases, your base maintenance cost can sky rocket. You
    might go from a maintenance cost of 5% to 80% or 90% in one year. This has
    only been reported with really large numbers of bases like 150 or so on a
    planet. Moral of the story is make sure you don't forget about a planet
    that is cranking out bases. It might completely hose your economy all at
    once. Also, since there is no way to scrap bases you end up having to go
    back to a save file. This is fixed in all versions beyond 1.2.
    
    3.A.10) The 1999 limit on Factories bug: It is possible with Maximum
    Terraforming + Gaia to get planets with populations of 300. With Robotic
    controls VII it should be possible to get 2100 factories. With Meklars and
    their + 2 on controls they could get up to 2700 factories. However, the
    game limits you to a max of 1999 and when you reach it does not adjust
    industry spending appropriately. This is fixed in 1.2 and beyond.
    
    3.B) Bugs from version 1.2 of Master of Orion3.B.1 The Maximum Planet
    Terraforming bug: Some planets (including Orion) would stay set on
    Terraforming even after reaching 300 million in population. Increased
    spending could result in reversion to the base value for the world's
    population, or even wiping out the colony. This is fixed in 1.3.
    
    3.B.2) The Divide By Zero bug: Under some circumstances (which seemed to be
    a combination of machine configurations and the bug), the program would
    crash with a Divide By Zero (in enormous letters) during ship combat. This
    is apparently fixed in 1.3.
    
    3.B.3) The Espionage Report bug: Under 1.2, you would never get any reports
    of enemy spies being captured at the espionage report screen. This is fixed
    in 1.3.
    
    3.B.4) The Lockup bug: Under 1.2, depending on the galaxy and the system,
    the
    
    computer would lockup. This is supposedly fixed in 1.3 [It has been
    reported to
    
    exist in 1.3]
    
    3.C) Bugs in version 1.3 of Master of Orion3.C.1) The Biological Weapon
    Bug: Bringing ships with Biological weapons into a system will reduce the
    population, even if the ships retreat immediately or are destroyed before
    ever coming near the planet. Found in multiple versions (other symptoms
    include biological attacks even when the Bombing option is cancelled if bio
    weapons are present).
    
    3.C.2) The Missile Fire Bug: Planetary missiles which should be destroying
    incoming fleets do no damage (under some circumstances) when fired
    manually. However, when the Automatic Combat is selected, the missile
    weapons work as they should.