Master of Orion

Master of Orion

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bigritchie Apr 12, 2016 @ 10:01pm
Do Hyper X capacitors work in this game, and what do they do?
See subject. Does anyone know if Hyper X capacitors are working as intended and what the heck do they do?

It says it makes the weapons smaller, but it clearly does not.
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Showing 1-15 of 20 comments
HellClaw Apr 13, 2016 @ 4:52am 
Good question, I was about to ask the same question.
frostnads Apr 13, 2016 @ 9:50am 
Great question, and have wondered the same. So, what's the answer?
Silvos Apr 13, 2016 @ 11:07am 
not working (tooltip says they should make energy weapons take less space on the ship but it doesn't change anything)
drunkjk Apr 13, 2016 @ 2:45pm 
Do you think the devs know about this issue?

I wasn't even aware Hyper X Capacitors don't work.

Most of my games never last long enough to get to that technology.

I know they used to work before the first patch because the first game I played I researched everything as Psilons and I was able to have more ship space on all my ships, just before the first update. I purchased the game about two weeks after it launched.
Last edited by drunkjk; Apr 13, 2016 @ 2:46pm
bigritchie Apr 13, 2016 @ 5:38pm 
I know 100% they are not working now, at least according to the tool tip which says they make weapons smaller.

I believe in Moo2 they allowed you to fire twice.
Ohara Apr 14, 2016 @ 1:43am 
Originally posted by bigritchie:
I believe in Moo2 they allowed you to fire twice.

What you've meant is the Time Warp Facilitator ;)

Hyper X Capacitors already didn't work form the beginning of EA. It's reported.

If I remember correctly, HXC did scale with your technology level and/or ship size. I'm not sure if it was an exclusive system, so that you could either choose HXC or Battle Pods. But there was a certain level of miniaturization, where upon I always went for HXC over BattlePods.
Originally posted by Ohara:
Originally posted by bigritchie:
I believe in Moo2 they allowed you to fire twice.

What you've meant is the Time Warp Facilitator ;)
Nope. He is correct. See below.

Hyper-X Capacitors

Ship Special System that enables "beam" weapons to fire twice in a combat turn; but the ship then has to wait 1 combat turn without firing.
Source: http://strategywiki.org/wiki/Master_of_Orion_II:_Battle_at_Antares/Power

Alternate source as confirmation:
http://www.colonization.biz/orion/military.htm
Ohara Apr 14, 2016 @ 5:33am 
Originally posted by Gremmerz police officer™:
Originally posted by Ohara:

What you've meant is the Time Warp Facilitator ;)
Nope. He is correct. See below.

Hyper-X Capacitors

Ship Special System that enables "beam" weapons to fire twice in a combat turn; but the ship then has to wait 1 combat turn without firing.
Source: http://strategywiki.org/wiki/Master_of_Orion_II:_Battle_at_Antares/Power

Alternate source as confirmation:
http://www.colonization.biz/orion/military.htm

Okay...you're right. Just found that one:

http://strategywiki.org/wiki/Master_of_Orion_II:_Battle_at_Antares/Physics#15000_RP:_Temporal_Physics

But hadn't there been a device similar to the new Hyper-X capacitors, that was actually minituarizing a ship's component's?

Or maybe I just mix up the three previous MoO titles.
Originally posted by Ohara:
But hadn't there been a device similar to the new Hyper-X capacitors, that was actually minituarizing a ship's component's?

Or maybe I just mix up the three previous MoO titles.
Doesn't ring a bell although I don't really remember MoO 3 as barely played it and never played MoO (1) so mostly played MoO 2. If you indeed mistake a MoO (1) / MoO 3 device for a MoO 2 one then I won't recall it for that reason. Regardless I check the tech table of MoO 2 to see if one fits what you describe.

The hyper advanced technologies let technologies in the same branch to be miniaturized and reduce their cost but you talk about a device so I asume this is not what you seem to remember.

Megafluxers

Achievement that increases available space on all ships by +25%. Usually halve space in ship is used for defensive equipment, so it's allow you to increase weapon quantity by about 50%.
Miniaturization: Not applicable.
It does not reduce size of components (miniaturize) per se but it does increase space available which has a similar effect. Allthough this is not a device either so probably not what you refer to.

Battle Pods

Ship Special System that increases available space in the ship by 50%.
Quite obvious as they are in this game too so you would recall it easily so most probably not what you was referring to especially as increases available space instead of reducing component size.

So these are what I found that can grant your ship more component space but none of them seem to decrease component size (and are also devices, though hyper advanced can miniaturize but is not a device).

If none of them seem to be what you recalled then probably it is a MoO 3 (or maybe 1) device or tech or you did not remember correctly (or is from a different game like GalCiv or something).

Maybe this helps you remember.
Ohara Apr 15, 2016 @ 2:31am 
Wow, that's an awesome reply Gremmerz, you give that far too much attention, but I do appreciate it :) Yeah, I kinda mix up all the MoO titles. Maybe I've just played them for too many hours to count. Luckily I still can distinct them from GalCiv ;)

I'm not even sure, if it really had been a device, or if it was just a composition of certain technologies, that came in handy. In MoO 1 I preferred to go for the black hole generator, because it was the only thing, that gave me a fu**** chance to decimate the 9999 count fleets of my opponents.
I remember discarding shields for damper fields and intertial nullifiers in MoO2 and went for more weapon power over available ship space. Therefore I might have been taken up Hyper-X capacitors, because firing 2 times meant, that you kinda virtually doubled your actual weapons installed, even though you had to be the sitting duck in the next round (but that's what the time warp facilitator was for).

It fired backwards, when an opponent reached or outpaced my technology level, because not being able to fire something for one turn meant, that your oponent could recharge shields and unleash two times of hell upon you, if he'd survived my initial attack.

So I went for a lot of defensive devices combined with stuff that made me hit harder. I would need to replay the previous MoO titles to be certain. But the 20yo graphics and user interface are just making my old eyes and hands hurt a lot xD

Anyway: I would really love to see those HXC work as intended!!!


Syrris Apr 15, 2016 @ 2:40am 
Megafluxers is what you're thinking of in MoO2, They worked similarly to battle pods, but they were in a different tech field and at a higher tier. Megafluxers also appear in this one.

Hyper-X capacitors were the beam equivalent of Fast Missile Racks, allowing a double shot during the first turn.
In MoO 2 late game you could always build the invincible ship that was familiar to Chang's bird of prey or Shinzen's warbird from the star trek movies that could fire when cloaked. You can achieve the same with the Time Warp Facilitator + Phasing Cloak. :claugh:

Regular turn you attack (which also uncloaks you) and in the bonus (TWF) turn you do nothing so you cloak in. It works up to ten turns then the Phasing Cloak becomes a regular cloaking device (the earlier version) after which enemies can target you but if the enemy fleet can survive ten turns then you are doing something horribly wrong... but even then you can retreat and repeat as needed. :tgrin:
Ohara Apr 15, 2016 @ 3:58am 
Well, I've read about it although i'd never tried it. I felt more comfortable with minimum dmg incoming and maximum dmg output. The damper field almost always prohibited your opponent to take over one of your own ships (just like the Antarians did). And it was worth it to almost lose an entire fleet to them, just to get that technology in mid-game. Sometimes I even used reflection field to mitigate and redirect incoming damage. It would have been an interesting game between human players, finding out which design would be superior in the end: the always attacking and invisible phasing cloak/time warp facilitator design, or the high dmg output/dmg reduction design, that could make one destroy oneself by reflecting the attacks. =)

Maybe we gonna see this with our new MoO right here ;)
Try it sometime it is quite fun. :steamhappy: But obviously not the solo successful ship design there exists nor the only fun for that matter. Definitely used tanks like you describe. The good thing with MoO 2 was you could chose many variations just like many strategies to win... or just play around for the fun not even focusing on victory. Just like for example playing sim city 2000 for countless hours just to play around, expressing your imagination. I at least surely spent a lot of time doing different things in MoO as well as other games just for the fun of it, probably not all combinations there exists but possibly most, sometimes even in one game. Never felt the need to rush for victory when can play around with what you've got and can achieve. :tgrin: (Although I admit I never played multiplayer.)

The reflection field is a good idea but you don't need to sacrifice much for the TWF + PC so your ship still could be strong and punch great. Depending on what you can acquire damper field is also a great help as you do not need to equip shield boosting techs and also works in a nebula and can equip beam boosting (or other) devices in place of the shield boosting ones. But anyway reflection may pose some threat but I feel it is quite not enough to be an actual deterrent but even if it is the automated repair unit comes to mind as a possible solution to counter that deterrent and with experimentation some other solution may also be viable. Oh and btw stellar converter can not be reflected. :claugh:

Unfortunately I don't see such versatile tactics / ship design to be achievable in the new MoO (at least for now and based on what was done so far which seem to explain their design philosophy) so based on that I think such methods of combat will not be available in this game. Hopefully the devs will make mme wrong but so far I see little hope for such.
Last edited by Gremmerz police officer™; Apr 15, 2016 @ 4:20am
Ohara Apr 15, 2016 @ 9:01am 
I've only tried a handful of multiplayer games in the ancient MoO ages :) The pure lack of the Internet as a gaming platform, non-existent wifi devices or a big enough fan "community", restricted my hot seat mp sessions to some early turn matches against my younger brothers, who became bored very quickly by the pure time a game would take.

I remember the reflection field working pretty well, though there hadn't been any human professionals that tried to counter it by using stellar converters f.ex. ;)

I do agree, that the new MoO feels a bit too casual right now. Obviously I'm not a big fan of the old turn based combat, because you could push your attack rating with the latest computer tech, a battle computer and a cheap racial trait into unknown heights, which gave you a bold combat advantage. There's more potential in RTC than the Devs seem to consider right now. I'm thinking about real micromanagement, which would put the pause button right into focus of a kind of turn based combat option, without being the I shoot first, I do it two times, and then I cloak my ass away kinda guy. But even so, there are still a lot of major details that need to be fixed. Like a non-working as intended Hyper-X capacitor xD

Maybe they'll suprise us with the next EA version. Maybe they'll make us wait 'til the bitter end. But I hope that they will listen to guys like us, who appreciated the spirit of the old MoO titles in all their varying possibilties and different ways to victory :)


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Date Posted: Apr 12, 2016 @ 10:01pm
Posts: 20