Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://strategywiki.org/wiki/Master_of_Orion_II:_Battle_at_Antares/Starting_a_game
1:02:05 - I design a ship in that video at that time.
If the option to design is grayed out, then it's as frazy76 said, and you have "strategic combat" selected from the game setup screen.
Problem is, I'm in Tactical Combat game, and it doesn't show me the option to "Design Ship" right away. It finally comes up, after I get through some research.
What research is required in game before I'm allowed to Design?
After you get Standard Fuel Cells and a Nuclear Drive, you're ready for ship design.
On a side note, a good beginning build my bro showed me long ago:
Battle pods (for 50% more space)
Research Merculite Missile (to get Nuclear Missile refinement)
Build a frigate, no shields, no computer, add the following:
Battle pods (in special ship systems)
Nuclear Missile - Select the "Fast" and "MIRV" refinments
x2 launcher (the + sign), 2 shots (meaning only two volleys)
Super low-cost, highly powerful starter ships. A small fleet of 3-5 can take out early destroyers and even cruisers. I've even used them for many turns in just because of how fast and how many you can produce for super cheap.
Those Nuke MIRVs are really devastating, especially before everyone has shields - and adding the Fast refinement means they get to the target quick. The only trouble with them is they're squishy, so you may have to bug out after firing your second shot, and then leave one behind to make sure all your missiles hit before retreating.
Another cool thing is that you can do similar later on with Merculite and Pulson missiles, only in much larger ships.
I personally prefer beams for the fun but realistically starting with missiles is much stronger play. They require a lot less tech to stay powerful and chances are you'll get other useful stuff along the way like better armor, more industry (less pollution), longer range.