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- --=={[ M A S T E R O F O R I O N ]}==--
-
- Thank you for buying Master of Orion. The following text is provided
- as an addition to your manual and technical suppliment.
-
- README.TXT CONTENTS:
- --------------------
- - Technical Notes
- - Version 1.3 Changes
- - Quick Start Questions and Answers
-
-
-
- ********************* TECHNICAL NOTES *********************
-
-
- - NOTE: You can't run save games from version 1. You must start
- a new game. You can run save games from version 1.2.
-
- - Make sure that you have at least 570K conventional, and 1040K of
- expanded memory. Use the DOS command MEM to determine if you have
- enough conventional and expanded memory.
-
- - If you receive a "reconfigure hardware" error message when trying
- to run Master of Orion, check your sound card settings. You must
- have the correct ADDRESS, IRQ, and DMA settings. Also, make sure
- that you don't have programs in memory that may conflict with your
- sound card settings.
-
- - The Install program's sound card detection routines may cause some
- systems to lock up right after sucessfully installing the game. If
- this happens to you, run the Install program by typing
- "INSTALL -S" instead of just "INSTALL". This bypasses the
- auto-detection, and lets you select any sound card on the menu.
-
- - Sound Blaster Pro Cards should have all environment variables
- (specifically the BLASTER variable) fully specified in the
- config.sys file to be properly recognized.
-
- - Roland sound cards take several seconds to load custom instrument
- files at the beginning of the program, when switching to and from
- the main menu, and at the end of the game.
-
- - Adaptec controller cards must use the hard drive drivers supplied
- with the controller cards to access the game properly.
-
- - The program automatically saves your game in a special file that
- allows you to Continue where you left. However, if you fail the
- ship identification security check, this file is deleted and the
- Continue function is disabled.
-
- - If you are using Stacker, Double Space, or some other hard drive
- compression utility, "Master of Orion" will appear to use more
- than the amount of space the Install utility checks for. This is
- because the program files are already compressed, and your
- compress utility will not be able to get the usual space savings.
- ******************** VERSION 1.3 CHANGES ******************
-
- -NEW KEY CONTROLS
-
- F1 - Help
- F2- Cycle to next colony
- F3- Cycle to previous colony
- F4- Cycle to next newly created fleet
- F5- Cycle to previous newly created fleet
- F6- Cycle to next fleet
- F7- Cycle to previous fleet
- F8- Cycle to next colony that has enemy ships enroute
- F9- Cycle to previous colony that has enemy ships enroute
- F10- Instantly saves game to Continue Game File
-
- The F8 and F9 keys require Advanced Scanner tech.
-
- 1. Pressing ALT-P will change all emperor personalities at random.
-
- 2. Tech Screen: '=' sets all research allocations to the same
- amount.
-
- 3. You can toggle random events off and on by holding the ALT key
- down and typing 'EVENTS'.
-
- 4. ALT-M will display a 5 parsec by 5 parsec grid on the control
- screen.
-
- 5. The "C" key will tell you how many spies were caught that turn.
-
- 6. The "B" key will allow you to scrap missile bases.
-
- 7. ALT-C centers the screen on the current planet.
-
- 8. ALT-R changes all RELOCation destinations to the selected
- planet.
-
- - DIPLOMACY CHANGES
-
- 1. If you ask another race to break an alliance or declare war, they
- are more likely to request a technology tribute.
-
- 2. High Council Votes: another race voting for you no longer creates
- an automatic alliance. Instead, voting for a candidate improves
- your relationship with them, and hurts the relationship with the
- other candidate. Abstaining slightly harms relationships with
- both candidates.
-
- 3. You can now offer tech tribute if you have no planetary reserve.
-
- 4. Allies that have lost contact will not appear until contact is
- reestablished.
-
- 5. Committing genocide penalizes all diplomatic relations.
-
- - INFORMATION DISPLAYS
-
- 1. Race Status screen highlights technology you do not have.
-
- 2. If you have Improved or Advanced Scanners, red lines on the main
- galaxy map will show enemy ships approaching the current star
- system being viewed (F7 and F8 keys).
-
- 3. Stargates are shown on the main screen.
-
- 4. Colony flags are shown on MAP screen in all three modes.
-
- 5. MAP screen frames portion of galaxy in Main view.
-
- 6. Instructions displayed for TRANS and RELOC buttons are worded
- more clearly.
-
- 7. Eliminated races no longer appear in STATUS screen.
-
- - COMBAT AI
-
- 1. Ships retreat away from enemies, not just left or right.
-
- 2. Ships with Warp Dissipators do not continue firing them at
- immobilized targets.
-
- 3. Ships avoid friendly ships with Pulsar weapons.
-
- 4. Ships with long range beams now close to range of 1 when
- attacking planets.
-
- 5. Ships do not fire missiles if target ships could back out of
- range.
-
- 6. First salvo of planetary missiles correctly uses scatter pack or
- single shot type.
-
- 7. AUTO combat runs faster.
-
- - GENERAL AI
-
- 1. Improvements in estimating size of attack fleets needed for
- assaults.
-
- 2. Colony ships will usually travel with armed escorts.
-
- 3. When player's ships have Warp Dissipators, AI will compensate in
- new ship designs.
-
- - COSMETIC CHANGES
-
- 1. End Game Victory - Emperor's robes changed.
-
- 2. V1.3 and copyright notice on main menu screen.
-
- - FUNCTIONAL CHANGES
-
- 1. Enemies can no longer use your stargates.
-
- 2. Repulsor beams end movement for ships they are used against.
-
- 3. Discovering any Artifact planet gives you a chance to find new
- tech.
-
- 4. When discovering technologies that request a resource allocation
- change (terraforming, robotic controls, planetary shields, etc.),
- the ALL button has been changed to a 75% button. Also, it only
- requests changes if the new tech is superior to your existing
- tech.
-
- 5. If you want to DESIGN when you have six ships in play, you do not
- have to SCRAP until after the design is done.
-
- 6. Ships that have been given orders but are still in orbit (on the
- left side of the planet) can now be selected and have their
- orders changed. They can also be ordered to stay at the home
- planet by selecting the planet as destination.
-
- 7. Fertile and Gaia planets increase your planets' base populations
- by 25% and 50% respectively, in addition to the increased growth
- rates.
-
- 8. If you have both standard and scatter pack missiles, you may
- change which type your planetary bases fire by using the
- MISSILES button in combat. In Auto-Combat mode, the computer
- automatically selects the more effective type.
-
- 9. The High Council is formed when 2/3rds of the planets have been
- colonized, not 1/2 as stated in the manual.
-
- - INTERNAL CHANGES
-
- 1. Stargates cost 3000 not 350
-
- 2. Crystal & Ameoba kill pirates now.
-
- 3. Cost of colony bases fixed.
-
- 4. Displacer Device costs corrected
-
- 5. Text for zeon missiles corrected.
-
- 6. Less likely to start game in a bad position at harder levels.
-
- 7. Research rolls now guarantee a selection of some key technologies
- such as missiles.
-
- 8. Missile Bases are slightly cheaper, about .6 of a large ship.
-
- 9. Fleet sizes over 32,000 are no longer shown as negative.
-
- 10. A vote of exactly 2/3rds in council wins.
-
- Changes to Weapons Reference Tables:
- Power for Lasers is now 25.
- Heavy Lasers 75.
- Maulers 300.
- Auto-Blaster 90.
- Power for all Bombs and Biologicals is now 10.
- Scatter Pack V has power rating of 50.
-
- Sizes have changed on the following Weapons:
- Nuclear Bombs 40
- Fusion Bombs 50
- Death Spores 100
- Anti-Matter 75
- Omega V 140
- Doom Virus 200
- Neutronium Bomb 200
- Bio Terminator 300
- Scatter Pack VII 170
-
-
-
- QUICK START QUESTIONS AND ANSWERS
-
- If you are familiar with mouse-based interfaces, and want to leap
- immediately into the game without reading the manual, the following
- answers cover many of the basic "how to" concepts you'll need to
- play Master of Orion.
-
- How do I send my ships to another planet?
- Select one of your ship icons in orbit around a planet. The right
- panel will display which ships are in orbit around that world. Use
- the arrow buttons by each ship type to change the number of ships
- you will send. Choose a destination planet for your fleet, then
- select the ACCEPT button. See page 16 of the manual for more
- information.
-
- How do I create a new colony?
- Send a colony ship there (i.e. a ship equipped with a special colony
- base device). If the planet is habitable (see pages 17-18 of the
- manual), you will automatically be asked if you want to land and
- establish a colony there. Your colony ship is disassembled and its
- parts used to establish the colony. Once you have set up your
- colony base, you should immediately transport more colonists to that
- planet, to help it grow more quickly.
-
- How do I TRANSport my colonists to another planet?
- Select the planet you wish to transport your people FROM. Select
- the TRANS button from the panel on the right, then select the planet
- you wish to send your people to. After you have chosen the
- destination planet, you can use the slider bar on the right panel to
- decide how many people you want to send, up to half the population
- of your source planet. Note that you cannot send people to a planet
- that has not yet established a colony base, and you cannot transport
- to a planet you have not yet explored.
-
- If you are sending transports to an enemy colony, you do the same
- thing. The people you send to an enemy world are automatically armed
- with the latest technology for ground combat. Note that enemy ships
- and missile bases can destroy your transports before they can land.
- This combat happens automatically when your transports arrive at
- their target world, and you see only the results. For more
- information, see pages 20 and 60 of the manual.
-
- Why can't my colony ships travel as far as my scouts do?
- Your scouts are equipped with a special device called "Reserve Fuel
- Tanks" that let them travel to planets 3 parsecs farther away than
- your other ships can. At the start of the game, your scouts can
- reach any star within six parsecs of any of your colonies, but your
- other ships can only reach planets 3 parsecs away.
-
- Note that when you are moving ships from one planet to another, all
- that matters is how far the destination star is from the nearest
- friendly colony. Your ships do not actually stop at one of your
- colonies to refuel. Also, when your scientists discover a new fuel
- type that increases your range, all of your ships immediately
- benefit from the discovery. You do not need to design new ships to
- use that fuel.
-
- How do I change the destination of my fleets in space?
- At the start of the game, once your ships have left orbit to go to
- another planet, their destination cannot be changed. If you change
- your mind during the same turn you gave orders, you can select the
- ship icon in orbit at the LEFT of the planet, and direct it to a
- new planet or back to its original planet. Once you develop
- Hyperspace Communications (34th level Computer Technology), you can
- change the orders of any ships en route to other planets.at any time.
-
- I just signed a Non-Aggression Pact with another race, and he
- attacked my planet the very next turn. What gives?
- Just like you, the other races cannot change the orders of their ships
- and transports en route. The attacking forces were probably sent to
- your planet before the pact was signed, and did not know that you
- are now on friendly terms.
-
- I just got the technology for Controlled Barren (or Tundra,
- Inferno, etc.) Landings. Why can't my colony ships land on those
- planets now?
- Once you discover the technology for landing on a hostile planet
- type, you must design a new type of colony ship with the special
- base device for landing on that environment. However, that new
- type of colony transport can also land on any less hostile planet.
- For instance, a ship equipped to land on inferno planets can also
- colonize dead, tundra, barren, and standard planet types.
-
- How do I conquer an enemy's planet?
- You do not need to send a colony ship. You just transport enough
- people to that planet to defeat the populace there and capture
- their colony. However, since missile bases and enemy ships in orbit
- can destroy transports before they land, we recommend that you send
- battle fleets to your target planet first, to eliminate any threat
- to your transports.
-
- What does RELOC do?
- The RELOC button lets you automatically send the ships that one
- planet builds to another planet. This is useful to assemble your
- fleets at one common staging point. To RELOCate your ships'
- destination, select the RELOC button, then select the planet you
- wish to send your completed ships to. A blue line will appear,
- connecting the worlds. To cancel the RELOCation, select the RELOC
- button, then select the same source planet as the "destination"
- (i.e. relocating your ships to where they started.)
-
- Can I refit my existing ships to use new technologies?
- No. If you wish to equip ships with new technologies, you have to
- design a new class of ship to use them. If you already have six
- classes in use, you may have to make a tough choice to scrap some
- older ship types to make room for the new design.
-
- What is this Guardian thing that keeps destroying my ships?
- Legends hold that the Ancient Ones built terrible automated war
- machines to protect Orion from invaders. So, if you find a planet
- protected by The Guardian, you have probably found Orion. Needless
- to say, you will need a large fleet with advanced technology before
- you can defeat the Guardian, and capture Orion.
-
- Why can I research some high level technology, when I did not get a
- choice to discover lower level advances? For instance, I can
- research "Deuterium Fuel Cells (Range 5)", but I never got to
- choose "Hydrogen Fuel Cells (Range 4)"?
- The technologies that your scientists can research are partially
- based on random chance (the muse of scientific inspiration is
- fickle). If you cannot research a particular device, you may have
- to acquire it through espionage or diplomatic exchange. You can
- also get new technology by capturing enemy planets, provided that
- you have left some of their factories intact. The more factories,
- the greater chance of finding technology.
-
- Special Thanks:
- The Master of Orion team would like to thank the following people
- who provided design suggestions, caught bugs, and otherwise helped
- to polish v1.3 of the game:
- Don Aldrich, Gail & Patrick Barnes, Ken Fishkin, Tom Holsinger,
- Tim Jordan, William Kutscher, Marvin Lamb, Kelly McCauley,
- Stephen Mintenko, Jerry Pournelle, and David Weinstein.
-
- ********************************************************************
-
- If you have any questions or problems, call the MicroProse Customer
- Service Hotline at (410)771-1151, Monday-Friday, from 9am-5pm EST.
-
- ********************************************************************
-
-