--=={[ M A S T E R O F O R I O N ]}==-- MPS*BBS ON-LINE EDITION 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 1.2 Changes - Quick Start Questions and Answers ********************* TECHNICAL NOTES ********************* - 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 1.2 CHANGES ****************** - NEW KEY CONTROLS AND HIDDEN FUNCTIONS 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. F5/F6 keys cycle through all planets that have newly built ships in orbit. 5. F7/F8 keys cycle through all planets that will be attacked by enemy fleets (requires Improved or Advanced scanner technology). 6. ALT-M will display a 5 parsec by 5 parsec grid on the control screen. 7. The "C" key will tell you how many spies were caught that turn. 8. The "B" key will allow you to scrap missile bases. 9. ALT-C centers the screen on the current planet. 10. 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. V1.2 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 v1.2 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 BBS at (410) 785-1841 * 8 Lines * 24 hours a day * 7 days a week, or one of the other major On-line Services. For voice Customer Support please call the Customer Service Hotline at (410) 771-1151, Monday-Friday, from 9am-5pm EST. ********************************************************************