Master of Orion

Master of Orion

Προβολή στατιστικών:
Official MOO:CTS Game Manual: v0
Hello

Located below is the link to the official game user manual. As patches come out that affect front end game play the manual will be updated and replaced accordingly.

Just as in EA any comments, requests for clarifications, and so on are highly encouraged to make this manual as simple to understand as possible while detailing the information required to fully experience MOO:CTS.

What this manual is not is a strategy guide. Every play style is unique. There are many well done videos, documents, and even answers on the forums providing an excellent source of diverging opinions and options for in game play.

Finally please try to limit comments to the manual versus other topics.

Thanks and enjoy!

https://drive.google.com/file/d/0B0c9tBFI1PjIbUhGU1NSV1Bud1E/view
Τελευταία επεξεργασία από Birdie_Sparrow; 1 Σεπ 2016, 15:59
< >
Εμφάνιση 16-30 από 60 σχόλια
Αναρτήθηκε αρχικά από purdueguy:
Αναρτήθηκε αρχικά από Davor:

Well just like how you guys had a link to the free game how about a link to the manual when you start a new game? Make it big and noticable. Maybe even in the middle of the splash screen for now. Have a check mark not to show again for people who don't want to see it no more.
Great idea! A link in the actual game.

Yeah this is a "big picture" idea right now as publishing is responsible for this manual, but that would be my ultimate goal as well. Outside of that, some of my other ideas (just to get them out there and gauge degree of interest for each) would be:

- Guides section here on Steam (challenge is that the manual is 95 pages, so that may pose a problem in porting it)
- Official wiki (probably the best web-based option, as it would actually make the manual easier to maintain)
- In-client (as in accessible via a button at the game menu)
- In-game (as in accessible while playing a game; this could potentially be solved via modding functionality if not developed directly as a feature)
- In-folder (again, this is a publishing initiative so not the easiest solution from a logistics standpoint, requires longer lead time on scheduling and such, as it would have to be added via a new build)

Those are the ones I came up with after seeing Marbur's comment. It looks like attaching a link to the manual in the game library requires the file to be local.
How about an in game help when we play or what not? If that is not possible how abou on the main page just have "manual" on the front page with single player/multiplayer/options/ etc and let the player click on that and have the manual in game as well so they don't have to go to out of the game to read it.
Αναρτήθηκε αρχικά από Davor:
How about an in game help when we play or what not? If that is not possible how abou on the main page just have "manual" on the front page with single player/multiplayer/options/ etc and let the player click on that and have the manual in game as well so they don't have to go to out of the game to read it.
Sounds like the moo2 encyclopedia. :steamhappy:

I'd vote for whatever will be easiest for the team to keep updated. So if wiki, so be it. That's what we use in the business dev world all the time. Nice thing about not being actually in the game, of you have multiple monitors you can have the manual open on one and the game on the other.
Just a suggestion for extra content...a summary of ships weapon systems would be useful. Maybe a ranked summary of beam, missile, torpedo etc and then shields, armour, specials etc with a brief description in table format.
Αναρτήθηκε αρχικά από GeneralDirection:
By the way, I'm working on more ways to get this in front of players now. Some of them might not be immediate, and there may be use cases I haven't thought of yet. If anyone has an idea of a way to deliver this outside of simply putting it into the game folder, please feel free to suggest. More ways to access it would be a good thing, in my opinion.
Ok with Davor and purdueguy A link in the game would be nice.By the way when the content will be available for mods?
Τελευταία επεξεργασία από jcarlosgonzalez; 2 Σεπ 2016, 0:31
Nice overall overview, but the juicy details (which I think a manual should be primarily about) are missing.
You should do at least a one sentence discription on each racial trait AND on each research.

To clarify officially what "creative" and "uncreative" means. What armor penetration is. How fighters and bombers actually work. You know, the juicy stuff which gets you thinking.

Summary of weapons and techs are next on the list. Good idea on trait descriptions so will add that to the list
Oh cool a manual. Here's some suggestions and errors I noted:
-p. 11, last paragraph, parenthetical statement should begin with "e.g" (which means for example) not "i.e." (which means in other words)

New game setup screen (p.12/13):
-Under galaxy type you should explain the differences between the galaxies including how unstable warp lanes are used to separate players in spiral and cluster.

-The description of galaxy age should tell you what each setting does. It should say -young galaxies give you worse biomes and old give you better biomes rather than just saying "Galaxy age determines the types of biomes available"

-For the description of starting age you might add (see p. 30) to point players to the exact description of the fleets they start with on each setting.

-Balanced starting conditions: Should tell you exactly what this does (no other planets in homeworld except an asteroid belt, good biome planets nearby)

Races:
-p. 22 "Collectors Addition Upgrade" should say "Collector's Edition" not "Collectors Addition"

Exploration:
-p. 30 should say "Types of Ships" not "Types of Ship"

-p. 31 First sentence should say "fleet window" not "fleet screen" because it's referred to as a window in the previous statement and it's a window not a screen.

-p. 34 Pirate bases, should add that in order to destroy a pirate base you need a ship equipped with bombs such as a destroyer.

-p. 35 Space monsters is misleading. It says "such creatures will tend to attack any trespasser foolish enough to remain in their system" but you can hang out at the star lane entry points just fine. You only get attacked at the planets in the system. This misleading description is also found on p. 36.

-p. 35 Open borders treaty note says "when the treaty lapses." I don't think those treaties ever lapse do they? It also doesn't mention you can form an alliance to move past their military outposts.

Managing your empire:
-p. 38 second sentence should say "The CP maximum" not "CPs maximums"

-p. 38 "Blue" description last sentence should say "turn's" not "turns."

Colony management:
-p. 42 Biome description should also mention that it affects max population.

-p.43 High gravity also reduced food output and research by 50% if I'm not mistaken.

-p. 47 fourth paragraph of production queue description ends with two periods.

-p. 49 at the top, the hyphen by "aqua" is shorter than all of the other hyphens in that section

-p. 56 Blueprints button should say "more detail in the Blueprints section" not "Blueprints schedule"

Economy:
-p. 60-61 last paragraph: space port no longer provides +1 bc per population. Furthermore, the second sentence of that paragraph refers to the technology on the right as the "technology on the left"

Diplomacy:
-p. 68 last paragraph: "Counsel" should say "Council"

-p. 73 note at the bottom: declaring war on the race that attacked your ally is not optional. You automatically go to war.

Other thoughts:
-Nowhere in this guide does it say what creative and uncreative actually do.
-There's no instructions for how to use civil transports
-There's no instructions for how to use space factories
-It never tells you you can hold ctrl to move multiple population at once when managing a planet. If this isn't in the manual or anywhere in the game, how are people supposed to know?
-No info on how to stop random events like supernovas and plagues
Please eventually make this into an in game encyclopaedia. I've been told a flat no by devs in the past but from posts I've read here and elsewhere players would really like this. Doesn't need to be a high priority but an acknowledgement would be a good place to start.

Also good job on the manual! One thing that I found missing was an explanation on the game speeds. Like what does "classic" actually mean?
Thank you! All valid corrections and statements!

They will be corrected for the next update
Hello, i found a bug in the manual:
On page 70, description on Jumpgates.
"Only one may be build per colony"
it must be:
"Only one may be build per Starsystem"
Αναρτήθηκε αρχικά από The Walkin Dude:
Please eventually make this into an in game encyclopaedia. I've been told a flat no by devs in the past but from posts I've read here and elsewhere players would really like this. Doesn't need to be a high priority but an acknowledgement would be a good place to start.

Also good job on the manual! One thing that I found missing was an explanation on the game speeds. Like what does "classic" actually mean?

Open advanced options and you'll see that classic is a preset that sets growth speed to fast and others to normal.
Nice job....lots of good explanations
So could anyone explain the different Uber biomes too me?

Why is Tropical worth 3 point while the others only 2 and so on, what is the difference between them?
Αναρτήθηκε αρχικά από Miin:
So could anyone explain the different Uber biomes too me?

Why is Tropical worth 3 point while the others only 2 and so on, what is the difference between them?
Sounds like we need Uber biomes in the manual too. Uber biomes let you do a special type of terraforming to a specific planet type that other races don't get to. Plains dwellers get to transform arids into grasslands, subterranean get to transform arids into cavernous, jungle gets to transform swamp into tropical, and lava breather transforms volcanic into inferno. There is no other way to get these special biomes in the game.

They also affect your homeworld. Plains dwellers and subterranean start with an arid homeworld, jungle starts with swamp, and lava breather starts with volcanic (do NOT choose lava breather without also choosing lithovore or you will starve to death at the beginning.) The uber biomes of each type are basically gaia planets in terms of food production and max population, except I think they get other slight benefits such as lower pollution production. I'm not sure all of the minor benefits. Functionally, subterranean and plains dwellers are identical. Subterranean used to terraform desert planets, but sadly they took away that distinction.

Jungle costs 3 because starting out with a swamp is better than starting out with an arid. In reality though, starting out with any of these alternate biomes is worse than starting out with a terran world because of the worse farming and lower max population, and so picking an uber biome is actually a disadvantage at the start. Because of this, in my opinion they are not worth spending the race points on. In particular I wish lava breather were actually a minus point pick because it is a huge disadvantage to any non lithovore race. That or it would be nice if lava breather allowed farming on volcanic/inferno worlds.
< >
Εμφάνιση 16-30 από 60 σχόλια
Ανά σελίδα: 1530 50

Ημ/νία ανάρτησης: 1 Σεπ 2016, 15:41
Αναρτήσεις: 60