Master of Orion 2: Battle at Antares чит-файл №2

Ultimate Ship FAQ version 3.1

Written by Andy Poon



- Comments were inserted here and there.
- The configuration of my current Globe is released.


- More explanation of the Orion Globe features


- A new section is added. See Table of Content.

INTRO (06/23/99)

For those of you reading my FAQ for the first time, this is a FAQ that releases
the configuration of a ship that I have created in the Masters of Orion II
universe that is virtually indestructable. It is the most powerful ship that can
be constructed at the late stage of a game. When used correctly, this ship, by
itself, is proven to be able to take on an entire fleet of enemy vessels, no
matter how big, and then some. (^^)

This ship is intended for one player gaming, because multi-player games usually
end before the necessary research can be done to build the Orion Globe.

*- It seemed to me, after reading my old FAQ over just to admire my own work,
that some of the details on my Orion Globe are not explained very clearly on my
previous FAQ, thus people were confused about why those systems that I have on
the Globe are on it, and how to use the Globe itself. This version will rewrite
parts of the old FAQ, and explain my creation in more detail and clarity.


(11/16/99)
- It was stressed that the Orion Globe shouldn't be used for multi-player
games, but people are still mailing me multi-player questions about the
Orion Globe. An added section to this FAQ will change that.

___________________________________________

ORION GLOBE

I called this ship I have built the Orion Globe because in Master of Orion II,
Orion is the symbol of power, and because I made it a DoomStar. What this ship
can do in terms of destructive force well deserves its name. The record so far
is 36 Doom Stars and 64 Titans destroyed, single-handedly.

(07/31/99)
- The record is now 71 Doomstars, 17 Titans, and 12 battleships!

Since the maximum ships that can go into one single battle is 100, this record
is hard to be borken. How did I managed to invoke the enemy to send me that many
ships you ask? Well, first I gave the seat of the galactic council away , then I
used a program I downloaded called Corion2, and gave the enemy 5 billion
credits, which they used to buy all the ships they could, and an all out attack
was launched against me. The rest you can figure out on your own.

-----------------------------------------------
TABLE OF CONTENTS

A. Necessary Technology

B. Explaining the Essential Special systems

a. misc. systems

b. movement systems

c. defensive systems

d. offensive systems

C. Explaining the weapon choices

D. Disecting the Orion Globe

E. Special Guest - Loknar

F. End Result

G. Working the Globe

H. The Orion Globe Antidote
_______________________________________________________________________

A. Necessary Technology
-----------------------

Here is the list of the necessary technology to have in order to construct the
'best' Orion Globe possible. Some of the technology improve the weapon capacity
of the Orion Globe, others are essential parts of it. Because you might have to
acquire more than one technologies from the same research field, it is strongly
recommended that the 'Creative' special race ability be selected when you begin
a game so that all the necessary technology can be gained. But if for some
reason you chose not to be 'Creative', this list is here for reference as to
what you do need to get, if by other means than research.


Categories Fields Applications
---------- ------ ------------

- Construction - Capsule Construction - Battle Pods (essential)

- Planetoid Construction - Doom Star Construction (essential)


- Power - Ion Fission - Ion Pulse Cannon (optional)

- High Energy Distribution - High Energy Focus (essential)
- Megafluxers (optional)
- Hyper-Dimensional Fission - Hyper-X Capacitors (essential)

- Interphased Fission - Plasma Torpedo (optional)

* - Drive - The faster the better.

- Chemistry * - Armor - The stronger the better.

* - Fuel Cell - The larger the better.

- Sociology - None are essential.


- Computers - Cybertronics - Structural Analyzer (essential)

- Moleculartronic Computer - Achilles Targeting Unit (essential)

* - Computer - The smarter the better.

- Genetics - none are essential.


- Physics - Multi-Phased Physics - Phasors (essential)

- Multi-Dimensional Physics - Disruptor Cannon (optional)

- Tempral Physics - Time Warp Facilitatir (essential)
- Stellar Converter (optional)


- Force Fields - Magneto Gravitics - Warp Dissipater (optional)

- Transwarp Fields - Subspace Teleporter (optional)
- Inertial Nullifier (optional)

- Temporal Fields - Phasing Cloak (essential)

* - Shields - The thicker the better.



_______________________________________________________________________


B. EXPLAINING THE ESSENTIAL SPECIAL SYSTEMS
-------------------------------------------

a. Miscelaneous Systems

Battle Pods

- There's nothing special about this, just that it gives you more room
to work with. After all the vital special systems are installed,
there really isn't much room left for weapons. So this is quite
important.

Time Warp Facilitators

- Combined with other systems, this is one of the most essential
equipments. It enables a ship to take two consecutive turns after
the enemies have finished theirs. This system works with the Hyper-X
Capacitor, Phasing Cloak, and other things like Plasma Torpedos that
all take one turn to recharge or restore.

-------------------------------
b. Movement Systems

Inertial Nullifier

- When you're only one ship, the limited weapons range requires you
to travel near the other ships, and start shooting at close range.
If you go up or down on the screen, you'll still need to turn
around, and head back the other direction. If you lost movement
points while turning, it'll lose you some time before you can
reach the enemies again, so this is a good equipment to have.

- Not only that, after you destroy the ships infront of you, and try
to turn around and get the ships behind you, they will fire at you
because their weapons are still at full. At this time, the
nullifier will evade their shots, and you'll suffer much less
damage because most of the shots will miss you. (optional)

Subspace Teleporter

- This teleporter moves you further, so that most of your weapons
can be used. Believe me, with the amount of weapons this ship
equips, some times, you'll still have a lot of weapon shots left
because you don't have enough movement points to get you close
enough to the enemy. (optional)


- After a long time perfecting the Orion Globe (Why do I have so
much time on my hands you ask? don't ask), I actually prefer to
use this more than the I. Nullifier, and have some weapons at
fx or 360. Doing this will take away some of the weapons on board
because of decreased space, but since you won't be turning, you
won't even be shot at. Using this will also allow you to move
more freely than just using your movement points. Adds incredible
mobility.

-------------------------------
c. Defensive Systems

Damper Field

- This cuts your damage by 3/4 if you are taking accidental damage
such as warp core breaches. Very useful in some cases, because if
the enemies equip Plasma Webs on their ships, which always hits,
you'll suffer quite a bit if you get caught uncloaked and without
the Damper field.
(optional)

Phasing Cloak

- Combined with the Time Warp Facilitators, it allows the ship 10
cloaked turns to not be attacked at all. If you can't be attacked,
you can't be destroyed. It's so simple yet effective. However, all
weapons must be turned off in order to re-cloak. (essential)

-------------------------------
d. Offensive Systems

Achilles Targeting System

- If you look at the descriptions for this system, you'll know that
the system allows you to completely ignores armors, and go for the
hull. What does this do? obviously cuts down the weapon use to
nearly half the neccessary amount!
- Not only that, at times, it hits the systems of the enemy ship,
causing warp core breaches that damage other enemy ships, and when
this happens, your weapon usage is even less. (essential)

High Energy Focus

- This increases the damage each of your weapons can do by 50%, and
decrease the weapon usage to destroy a ship. I think it's worth
it. (essential)

Hyper-X Capacitors

- If you want even more weapon shots, you gotta have this. Combined
with the time-warp facilitators and the phasing cloak, this thing
will pump out twice your equipped weapons every time you decloak.
Because the combination of the Time-warper and the Phase cloak
requires you to not fire for one round to recloak again, it is the
perfect time to recharge the Capacitor. What a combination, eh? :)
(essential)

Structural Analyzer

- It Doubles the damage of each weapon that penetrates the shield,
it is just like another Hyper-X, except it works in a different
way. You've gotta have this to do more damage. Although this
system only works when the enemy shield is down, there is a way to
bypass the enemy shields which will be explained later, if you
don't already know it. (essential)


_______________________________________________________________________

C. EXPLAINING THE WEAPON CHOICES
--------------------------------

Stellar Converter

- The Stellar converter is, of course, the most powerful weapon to
use against anything; ships, space stations, planets. But the
problem with using it against ships is that it is too powerful,
like killing a fly with a smart missile. Another flaw is the space
that it takes up. Although you can still get it miniturized to 200
space per, it is still too much for one weapon, although they ARE
cool to have on board. (Not Recommended for efficiency/ Recommended
for coolness)

* - The Stellar Converter is not compatible with other systems, but IS
compatible with the Structural Analyzer and the Achilles Targeting
Unit !! Smart people will know what that means.

Ion Pulse Cannon

- This gun is recommended for minimum use, and only over short
distance. Obviously with the system config on the Globe, the power
of the Ion Pulse Cannon will sky rocket, but the result is still
too unstable to be effective. (Not recommended for efficiency/
Recommended for coolness)

Mauler Devices

- People also think that maulers are the best weapons because it
always hits. I can give you many reasons right now why NOT to use
it.

1. Double range dissipation
2. No Autofire, point defense, and other mod's.
3. takes up still too much space for a weapon that can't use
autofire.

There's so much that this weapon can't do that others can, and the
100% hit is not exactly necessary, as long as you have near 99%
hit. (Not Recommended)

Death Rays

- Same with the Mauler Device, It has no mods available. Sure it
kills marines, fine! But if you're eliminating a ship anyways, do
the marines even matter?? (Not Recommended)

Phasors

- As far as I can see, the two best weapons to use are phasors and
disruptors. Surprised? Yes! Phasors and Disruptors are the best
weapons by far!! (Recommended)
- The reason for this is that Phasors have the Shield Piercing mod
and the AutoFire mod.

a. Shield piercing

- This IGNORES the shields completely!

*-----
At this point I'd like to make a concept clear. A ship has 4 levels
of defense: Shield, Armor, Structure, and System. But when the
structure is destroyed, then the enemy ship is destroyed. So all
we want to target is just the structure!

Lvl1: Shield Bypassed by the shield piercing ability
Lvl2: Armor Bypassed by the Achilles system
Lvl3: Structure Nothing left to protect it

Understand now? Shield piercing allows your weapons to completely
go through the shield, unless they got hard shield, then there's
nothing we can do about it. Combined with the Achilles system, all
that's left of the enemy that's worth a darn is the structure.

So the lesson for today is that with the modifications that you've
see so far, all you are shooting at, IS the structure!!
*-----

b. Auto fire

- This enable you to shoot a single weapon three times!
tripling the damage each weapon can do!

Below is a theoretical calculation of the total increase in
weapon power after all the modifications have been done to the
Orion Globe.

Let's see now: Normal weapon: x1
High energy focus: x1.5 (50% power up)
Achilles system: x2 (skipping the armor)
Structural analyzer: x2 (double structure damage)
Autofire: x3 (triple weapon fire)
Hyper-X Capacitor: x2 (double weapon fire)
---------------
x36

The systems here enhance one single weapon by 3600%, meaning that
with 1 of the modified weapons, you can do the damage that's
needed by 36 of the non-modified weapons! Don't tell me You're
not impressed.

When the ship you've just made becomes a veteran, each of the
modified phasors will do 180 damage to the enemy ship structure.
That's a lot for a phasor considering the max damage the
descriptions gave was only 20 points. Wait 'til it becomes an
ultra-elite, then they'll REALLY hurt them.

Disruptors

- This gun certainly is more powerful than the phasor, but it also
takes up more space, and unlike the phasor, cannot have the shield
piercing ability. But if you're going to fighting on a planet in a
nebula, or if the enemies have weak shields that can be penetrated
easily, it is definitely the optimal weapon to have. (Recommended)

----------------
(11/16/99)

- I received an e-mail suggesting this weapon. At first I was skeptical,
but I came to realize the advantage of this weapon. Thanks, if you're
still reading my updates.

Plasma Cannon

- Although this weapon can't pearce shields or AutoFire, it does have
a lot of power thanks to it's inherent Enveloping Mod. And after
minaturization, it'll use just about the same space as Phasors.
Because this weapon has Double Dissipation, it is recommended to
use this without the Heavy Mounted Mod. Good against close by
enemies and stationary targets such as space stations. (Recommened)

-----------------

Particle beams


- Obviously, the particle beam has more force than the phasors, and
itself is always shield piercing. If only there's a method to
miniturize the particle beams, then this would be the better
weapon. (Not Recommended)


Other weapons aren't really worth mentioning, such as missiles that get
shot down too easily, so I won't mention them.

You can try and fit as many weapons as you can onto this ship after you
equip the necessary special systems. I can tell you right now, if
you're only going for phasors you'll be able to fit 198 SP, Af Phasors
onboard, that's 2 whole slots of 99 phasors. However, It's also a good
idea to have some Heavy Mounted phasors. Because if you have 198 regular
phasors, you're definitely not going to be able to use them all because
all other ships will be out of range of your weapons, so put some heavy
mounted phasors on for a farther reach.

_______________________________________________________________________

D. DISECTING THE ORION GLOBE
----------------------------

This is the basic layout of the Orion Globe:
                               
(***) phasors (shield Piercing, Autofire) Shields
(**) Other Weapons (Optional) Computer
Armor

Achilles Targeting Unit
Battle pod
High Enegy Focus
Hyper-X Capacitor
Phasing Cloak
Structural Analyzer
Time Warp Facilitator
* One optional System


The Orion Globe is created by combining the technologies listed above together,
and all of them work together with one another. The Orion Globe :

- Has increased weapon capacity using the Battle Pod. Without it, the firepower
is too little.

- Has 900% increase in weapon power by using the AutoFire mod, the High Energy
Focus, and the Structural Analyzer! Allows less weapon usage to destroy an enemy
vessel.

- Allows 100% effectiveness of the Structural Analyzer (except against hard
shields) by adding the Shield Piercing mod to the Phasor weapons to bypass the
shields. Allows even less weapon usage to destroy an enemy vessel.

- Cuts weapon usage to destroying enemy ships in HALF by using the Achilles
Targeting Unit to completely bypass their armor. This effect is accumulative
with other systems!!

- Has double the weapon shots by using the Hyper-X Capacitor and Time Warp
Facilitator Combination! If the Orion Globe has 200 weapons, that's 400 shots
every turn an enemy takes! No ship can fit that many weapons! This effect is
accumulative with other systems!!

- only shoots at the enemy's vulnerable spot - the structure - by bypassing both
the shields AND the armor using the Shield Piercing weapon mod and the Achilles
Targetting Unit!!

- Avoids enemy fires by using the combined effect of the Time Warp Facilitator
and the Phasing Cloak. Decloak, fire weapons, next turn, take weapons offline,
recloak. A more detailed explanation of this feature will be posted later.

- Actuates total harmony between the Hyper-X, Phasing Cloak, and the Time Warp
Facilitator, the heart of the Orion Globe!

- Has room for an extra System for increased mobility or defense! Recommend
Subspace Teleporter for Maximum added mobility.

- Doesn't require any unresearchable technology!!!

____________________________________________________________________

E. SPECIAL GUEST - LOKNAR
-------------------------

There's one thing I'd like to add here now. I mentioned before that
people might be concerned with the side-effects of Auto-fire, because
it _does_ decrease the accuracy rate. It is why so people want to put
the Rangemaster on, or have the Continuous modification to the weapons
to compensate.

Loknar is one of the reasons why I called the Orion Globe the Orion
Globe. With Loknar on your ship, his extraordinary abilities enhance
every feature of the ship, including his super Weaponry skill which
gives you extreme accuracy, and his Ordnance skill that increases the
weapon damage by even more. I've always had loknar onboard the Orion
Globe (It's just cool to assign the legendary captaion to the
legendary ship), but if you have a hero that also has a high Weaponry
skill, that hero can be used as well.

_______________________________________________________________________

F. END RESULT
-------------

The result is a ship that is so deadly, one of its kind can take on the
entire universe, no matter how big, and it won't suffer any direct
damage.

----------------------------
(11/12/98)

Almost a year later after I finished the game(many many times) and the
original FAQ, I got bored, and went back to the game. At this time I
still was victorious and had nothing better to do than design a
better Orion Globe.

After many other trial designs, I have refitted a new Orion Globe. It
now contains many other new options. See for yourself. This is now the
official Orion Globe configuration.

(01) Stellar Coverter
(**) Phasors ( f ) sp,af
(**) Phasors (360) sp,af
(**) Phasors (fx ) hv,sp,af
(01) Plasma Torp. NR,env,eccm,ovr
(01) Disruptor (360) hv,af
(01) Ion Pulse (360) af

Achilles Targetting Unit Battle Pods
High Energy Focus Hyper-X Capacitor
Phasing Cloak Structural Analyzer
Subspace Teleporter Time Warp Facilitator

My very last version, after many, of Orion Globes, Has a Stellar
Converter on Board. I know I said that it takes up too much room, but
it still kicks ass. Besides, It's awesome for planetary sieges. If
the Enemy has Barrier Shields on their planet, none of the phasors
on-board will work, even if you fire all of them at once (yes, even
the heavy mounted Phasors can't penetrate a Barrier Shield). The
Converter can take out 2 of the planetary defenses every time you fire
it.

Although the Converter took space, I still had room for lots of
regular Phasors and ones with 360 degree span. I was able to get a
clean number of phasors and save enough room to put a Plasma Torpedo
on-board.

But why would you want a Torpedo' you ask? 'cause it's FUN! The old
ship had power, but it's no fun just making enemies disappear. Target
little ships with the Torpedo, and watch it do it's job; you can even
savor the moment as the shields disappear on Starfortresses and raid
them. It's not very powerful at all, it wastes space, but it's fun.

For fun, I also added a Hv. Disruptor and an Ion Cannon on the Globe.
Ion Cannons disable ship drives, and causes immobility in enemy ships
or even Warp Core Breaches. But in order for it to work on the enemy,
their shield has to be down first, and that's where the disruptor comes
in handy. Watch them as they can't handle being disabled and chooses
the honorable death of committing suicide and self-distructs the ship
instead of being captured. It's just fun to watch.

The Subspace Teleporter is there to increase mobility. There's no need
for an Inertial Stablizer because the phasors are already 360' capable.

Although a lot of space is used for 'fun' equipments, The original
Globe had too much power itself, and lots of phasors were wasted
anyways. Having the extra stuff there means that I won't be bored
with the Globe and just press Auto and let it do it's job, but rather
take some time to torture the enemy ships.

(07/31/99)

- A good ratio of Phasors, Phasors(360') and Hv Phasors(fx) is 8-5-2,
for a good and even coverage of areas. I used to have a 1-1-1 ratio,
but that wasted room on heavy phasors that did the job a regular
phasor could have done. So here's a new ratio to fit the max amount
of weapons, and being efficient at the same time.

________________________________________________________________________

G. WORKING THE ORION GLOBE
--------------------------

*- Some people still don't understand how the Time Warp Facilitator &
Phasing Cloak combo works, so this section will be a little more
detailed.

The Orion Globe, as explained before, is awesome because it has a Time
Warp Facilitator and a Phasing cloak onboard. What this does is allow
you to de-cloak and unleash your firepower on your enemy during your
first turn, save your ammo (AND recharge the Hyper-X Capacitor) and
re-cloak on your second turn. And when the enemies attack you with
what's left of their forces from your attack, they can't hit you
because you've already recloaked. When they have no target and no
choice but to pass their turn, your turn comes up once again, and you
wipe out the rest of their forces just like the way you do it on Your
first two turns. There, that just about explain the whole Orion
Globe 'Elimination' process.

The hard part is explaining the workings of the T.W.F. because in
MOO2 Ver1.31, it is pretty tricky.

In MOO2 Versions before 1.31, the T.W.F is simple; after you take your
turn, you get another go, then the enemy goes if they survived. However,
MOO2 creators made things in Ver1.31 a little different, in my opinion,
a little more logical. Thus, The workings of the T.W.F changed, and here
is how to work the T.W.F & P.Cloak combo in version 1.31.

The time warp facilitator turns(version 1.31) works like this:

In each round,
_________________________________________
You start enemy start

Turn 1: you Turn 1: enemy
Turn 2: enemy Turn 2: you
---- ----
Turn 3: you Turn 3: you
----
go back to turn 1 go back to turn 1
_________________________________________

After both sides have taken a turn, the final turn (3rd turn) goes to
the ships that have a time warp facilitator on. Know your turns so that
you can shut off all your un-used weapons and allow the ship to
recloak.

Therefore, if you are using the Orion Globe, and you are attacking
first, SKIP THE TURN!!! Let the enemy go first. If the Orion Globe is
the only ship standing up against the enemy (highly recommended), then
when you skip your turn, the enemy will have nothing to shoot at because
you have NOT decloaked yet. THEN you attack, and the Phasing Cloak and
T.W.F combo will work. And if the enemy attacks first, the all is well,
as long as your ships in that fight are cloaked.

If you do it right, you can sustain up to 10 rounds undiscovered, 10
turns to do whatever you want. Unless the enemy runs before they're all
destroyed, but through my experiences, I doubt that they'll run before
you finish mowing them down. Besides, you'll only have like 20-30 ships
to worry about if they launch an attack anyways. There's PLEANTY of
firepower for that.

* It is recommended that the Orion Globe go into battle alone, because
the Orion Globe itself can already take care of a whole fleet of
enemies. But if you have ships that also have the Time Warper and
Phase Cloaker combo, you can send them in with the Globe, and they
would compliment eachother.

Well, here it is. Use the ship wisely. If you're not careful, and it's
exposed to the enemy range, it is quite possible that they will shoot
you down. But otherwise, this ship cannot be beaten.

________________________________________________________________________

H. The Orion Globe Neutralizer
------------------------------

This section of the FAQ will give you a ship configuration that is
capable of destroying the Orion Globe 100% of the time. This is the
one and only weapon against my deadly Orion Globe.

A while back when I was driving home from a music rehersal (I'm a
musician too, if you didn't notice from my e-mail address (^^)), I ran
the Orion Globe through my mind, and wondered if there's anything that
can defeat it. And sadly, I figured out how to destroy my proudest
creation in the world of Master of Orion II, right there in the car.
I was going to call this section the Orion Globe Killer, but that
didn't sound good, so I used "Neutralizer" instead. I suppose the Orion
Globe Buster works as well, or the Orion Globe Antidote. =)

I'm putting this section in the FAQ just as an amusing section. This
ship should never exist because the computer is not smart enough to
build it, and since the Globe should not show up in a multi-player
game, players should never have to build it as a counter-measure.

So if there ARE players out there trying to build my Globe in a multi-
player game, watch out, 'cause this ship will kick Orion Globe's ass.
>From now on, I will refer to this ship as the O.G.N. Here goes:

- The only way to attack the Orion Globe is to wait until it is
decloaked. The only way to do that is if the O.G.N. is phase-cloaked
as well, so as to wait it out with the Orion Globe and not get attacked
at the same time. So a Phasing Cloak is necessary.

- Now, if the Orion Globe can't target the O.G.N., it can simply
retreat to avoid a fight. To prevent it from running away, the O.G.N.
also needs a Warp Dissipater. Now the Globe is trapped.

- If the Orion Globe Can't run, and can't decloak to fire, it's cloaked
turns will go by in 5 of O.G.N.'s turns, because the Time Warp
Facilitator doubles time flow for the Globe.

- So, in 5 turns, the Globe will have to decload, but it's not a
complete decloak, because a Phase-cloak will turn into a regular cloak
that has 80% evasion, so the O.G.N. also needs a 100% sure hit weapon,
namely the Stellar Converter, because it can fire anywhere in the
battle field. now the Orion Globe can't run, can't hide, and can't
evade.

- It's best for the O.G.N. to ready at least 2 Stellar Converters,
because if the Orion Globe has been equiped with shields, it'll probably
withstand 1 S.C. blast with a strong Armor. But an Achilles Targetting
Unit and a Structural Analyzer can be fitted onboard to increase weapon
power because the Stellar Converter is compatible with both Units, as
mentioned earlier in the FAQ.

To summerize it, here is the necessary configuration:

(01) Stellar Converter
(01) Stellar Converter (If there is space)
(**) Anything

Achilles Targeting Unit Battle Pods
Phasing Cloak Structural Analyzer
Warp Dissipater Anything
Anything Anything

Notice that the O.G.N. does not have a Time Warp Facilitator onboard, because
that will just make it a 50/50 chance out of who will decloak first and get
killed first. The O.G.N. is still a normal ship if it is decloaked too early,
and will get pounded by the Orion Globe if it decloaks before the Orion Globe
does.

There you have it. The for sure way to defeat the Orion Globe. If some people
does try to use my Globe in a Multi-player game, kick their ass with this. Since
it does not require much onboard, it is not necessary for the O.G.N. to be a
Doom Star; a Titan O.G.N. will do nicely.

*- Actually, I haven't tested the O.G.N., because I can't pit my own ships
against eachother. But the theory works.

___________________________

(11/12/98)

- Thank you all for reading my work. Since I'm satisfied with the
current Globe, I won't be improving on it, meaning there won't be
another FAQ on the Globe.

(07/31/99)

- I guess I lied. This should be the last version of this FAQ. I put
in as much detail as I could, I think that's enough. Questions? you
know what to do.

(11/11/99)

- Guess what? I lied again! I've corrected spellings, added a brand
new section, and changed my e-mail address.
___________________________

Like any FAQ, many thanks to Microprose for making such a wonderful
game. There, I said it.

If there's any questions, or anything that I might have left out,
please feel free to e-mail me at the address on the top of this FAQ.

I don't need any money from any of you (like I can get any), but a
little thank you note in my e-mailbox would be much appreciated.