Master of Orion

Master of Orion

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chilko Feb 26, 2016 @ 10:24am
Welcome letter from the Devs. Important info regarding EA1
Hello everyone and thanks for playing Master of Orion!
We hope that you enjoy the game at this early stage.

Even though MoO is very playable, stable and quite a lot of fun already, this is still a game in development.

As a first step, we wanted to share this handy list of issues that you may encounter and some things to look forward too!


The focus of EA1 was the single player experience but we decided to include Multiplayer so we can start testing the game in real conditions as soon as possible. Even when MoO has been developed with multiplayer in mind, the multiplayer experience needs a lot of work and may not be as stable yet.

Known issues with Multiplayer in order of severity:

  • The game may crash if the host gets disconnected.
  • When an AI takes control of a disconnected player, diplomacy with that AI is broken.
  • Rules of engagement for simultaneous turns are not implemented (this alone generates a great deal of conflicts when multiple players try to do the same thing at the same time).
  • There's a lock when a player goes into options after pressing next turn and then another player presses Next Turn.
  • Sometimes the combat screen may not appear (even though the combat actually takes place).
  • Some minor bugs with the Chat window

As you may know AI is something very difficult to build when the rules of the game are in constant change. We iterated a lot during the development of this game and the AI just started coming along in the last few months. We have a lot of ambition with our AI design and this will be one of the major areas of improvement during Early Access.

AIKnown issues with AI
  • AI is still not challenging enough, specially at late stages in the game.
  • Diplomatic AI may have unexpected behaviors.
  • Tactical AI is very basic and in some cases very exploitable.

Tactical Mode:
The Tactical mode is another of the features that will receive more attention during Early Access

Known issues with Tactical Mode

  • Ships are lacking varied behaviors per class.
  • UX needs to be improved to provide more control to the player.
  • Behaviors related to special modules are still very basic.
  • Alot of the systems and weapons may be unbalanced.

In order to deliver the best game experience and lots of replay value we need to balance the game a lot. This can only be done with your help. We will have special threads in the forums to improve the balance of the game and make it as good if not better as in the original masterpieces.

Missing features
As many Early access games, MoO is being released with a core set of features. We will improve and expand the game during the next stages of development.

Some of the features that will be added during other Stages of EA.
  • More Playable Races
  • Custom Races
  • Espionage
  • New victory conditions
  • Minor Races / Independent planets
  • Linux and Mac Support

Some of the features that we will improve are:
  • Multiplayer
  • Ship Design
  • Tactical Battles
  • The tutorial
  • The Galaxy generation
  • Balance in general

This is an exciting time for NGD and WG Labs, It's been 24 hours and we are getting great feedback from the community already.

Thanks again for playing!

- Chilko

Andrés Chilkowski
Game Director
NGD Studios
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Showing 1-15 of 126 comments
Jenner Feb 26, 2016 @ 10:28am 
Great that you guys are listening to the feedback. :)
Kody Feb 26, 2016 @ 10:29am 
We're in the process of getting Andrés' account flagged as developer, so in the meantime, I'm confirming this is a real post. :)
X i Feb 26, 2016 @ 11:36am 
Hopefully as you guys iterate on tactical battles you keep MULTIPLAYER tactical battles in mind. There is a community that wants active combat in a multiplayer stage.
Lauro Feb 26, 2016 @ 11:42am 
Thanks for the update , any way the combat will become turn Based :(
MONZUN Feb 26, 2016 @ 12:02pm 
Originally posted by Lauro:
Thanks for the update , any way the combat will become turn Based :(

doesn'T look like that but thats not a deal-breaker as long as they MASSIVLY improve the existinc rts combat. right now its like a hollow shell of what it should be. if they can improve the rts combat enough to make it interesting and high quality then i'll be fine with rts.

though i still would like to see tbs combat and i think tbs combat would always be better even compared to the best possible rts combat system :D i absolutely love tbs combat systems like in the heroes series

edit: regarding the topic. thanks for awesome information. really good to read what you are planing to do within the next few months. i hope it all turns out well and the game turns out to be a masterpiece. it surly has the potential as it seems.. i'm right now on the brink of buying it after watching numerous hours of gameplay on streams within the last 2-3 days
Last edited by MONZUN; Feb 26, 2016 @ 12:03pm
Lithari Feb 26, 2016 @ 12:03pm 
Honestly, real-time combat is better, turn-based allows you to never get hurt, real-time however requires you to think, while on the move, you can't just sit there for like 10-20mins wondering how to move your ships or spend the time 1-shotting all the ships without taking any hits yourself.

So far, the players that are moaning about turn-based combat over real-time combat are likely the players that can't adapt to different circumstances.

Granted, i am having trouble doing that myself in regards to the lack of Custom Races, if i could get word on the development team, i would beg them to put in the custom races now and let them balance the races after adding the custom races option.
Gilgamec Feb 26, 2016 @ 12:03pm 
Combat doesnt necessarily need to be turn based, as the engine has developed too far at this point to revert to that, but at least adding a strategic element (especially in single player). One of the best parts about MOO2 combat was having the ability to streamline your weapons fire (plasma cannons take care of shields and then ion pulse to death). Having the ability to do this selective firing or perhaps some advanced orders (bring down shields, where that ship or group focuses on selective targeting and bringing down shields on varying ships, etc.
Zuzzurellus Feb 26, 2016 @ 12:15pm 
Hey Chilko,
thanks for sharing this.

I think that a challenging AI is the most important thing to develop for a truly interesting and challenging game. Many of us like to play when we want and are not hugely interested in multiplayer (as you need to be online at the same time). A strong AI is all that's needed to make the game amazing.
I hope you'll do your best to build it.

In alternative, you can open source the AI part and let the community build some "crazy" AI pieces that I'm sure would be great!
General Feierabend Feb 26, 2016 @ 12:21pm 
Originally posted by X i L 0:
Hopefully as you guys iterate on tactical battles you keep MULTIPLAYER tactical battles in mind. There is a community that wants active combat in a multiplayer stage.

this !!
Yamantaka Feb 26, 2016 @ 12:22pm 
Yeah, the turn-based style is definitely a minus for me. I really liked the old style. I was really put off by the scifi voice actors promo, it really made me worry about this game. I'll still going to be following this quite closely, but the more I hear and see about this the more skeptical I am. I liked in the intro when it showed the old style graphics, and I was disappointed to realise its not going to look like that. To me thats a minus as well.
Split Nut Feb 26, 2016 @ 12:41pm 
How about adding leaders to the mix again like in MOO2. Are you planing to add turn based combat as well?
Naxin Feb 26, 2016 @ 12:45pm 
Originally posted by Craven:
How about adding leaders to the mix again like in MOO2. Are you planing to add turn based combat as well?
Commanders would be nice!
Boss weapons! Feb 26, 2016 @ 12:52pm 
Thanks for the great game. I'm really enjoying myself playing it so far. Even if there are still penty of little things missing and to be added. I don't know if this has been discussed anywhere, but would it be possible to send built colony ships from the Planets menu where you can see all the worlds you've discovered so far? I really enjoy the real time battle, kinda reminds me of what Moo 3 had going for it, except this one feels only 10 times better.

One of my biggest consers though is the in game UI. It's quite horrible to be honest. Not sure if many feel the same, but it makes me think of a cheap mobile app and some of the menus in it, for example the list of ships and buildings you can build on a planet somehow hurts my eyes.

It would be great ot be able to transfer more than one colonist from one job to another with a single drag'n click like in Moo 2 too. :D Great game so far though. Loving it regardless. Just took down the Orion Guardian and it was a tough fight.
rkfg Feb 26, 2016 @ 12:55pm 
I seriously hope the Mac and Linux versions are coming really soon. There were games that added other platforms pretty late and suddenly got all sorts of issues that were hard to fix at that stage. I can't say for Mac players but being a Linux gamer myself I saw lots of great bugreports from other Linux players including me (he-he). We'll provide you, the developers, with all information you need and even more, we can get backtraces on a game crash with GDB, post logs and various system info, mess with libraries if required, profile the renderer with apitrace/vogl etc. Don't be shy to go technical, Linux users mostly are into technical details and eager to debug and fix things.

I only ask you not to dump the non-Windows versions, to read and answer to reports (especially when they're confirmed by many). I've seen several developers that just dropped copypasted come-offs or ignored such threads completely. No matter how many screenshots and how much detailed info you bring them, they just don't listen. Please, don't be like them. I want this game to succeed so badly! Let's make this happen. Together.
m0`- Feb 26, 2016 @ 1:05pm 
So far my impression of the Game is pretty nice.
But, as mentioned before, it would be nice if you could streamline the weapons and get more slots, so you can fire like a Torpedo each turn like in moo2.
Also im really missing the Colony-Leaders and the Ship-Leaders. It gave the game lil' RPG-Component and you are not just throwing in your ships into battle like Toy Soldiers, because you want your Captian to survive.
Another Part is the full custumization of Racial Traits, for now, it feels like they are totally set and not nearly as much as in Moo2. In Addition it was good that you could use them to get a higher Bonus-Factor for higher Scores.
Another is the possibilty to set the Tech-Level of the Game at the start, so that you have to research how to travel thru space - like the old Pre-Warp.
So far I can see 8 Races, nevertheless I hope that Gnolams and others are coming also.
Also, having the possibilty to pick up more than "1" Citizen on the Colony Screen would be a pleasure.
I dunno if i Just had bad Big Bang Seeds, but so far, it seems like the Systems are having way to many connections to each other, it seems to be connected to "good", i will see if other Seeds will look differently.
As i said, for now, the game is fine and i really like to play it, i just hope there will be adjustments, mostly for the AI.
Last edited by m0`-; Feb 26, 2016 @ 2:18pm
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Date Posted: Feb 26, 2016 @ 10:24am
Posts: 126