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Official CommentsQSI Posts on the Discussion Boards — Part Two

Updated June 18, 2001:

Rantz Hoseley, Art Director

Harvester tid-bit: [They have] no bones.

Race bible contents: The Race Bible/History covers:



The Span between MOO1 and 2


The span between MOO2 and 3

setting it all up for the current game.

Comparing Imperium Galactica 3's space-battle graphics with MOO3's: Comparing the two approaches is like comparing Apples to Avocados. They both run on a computer, both are about space battles, but that's bout it.

Visually I'm really happy with how the space battles are turning out. I really cannot say enough nice things about the job Greg and Rob are doing to make it look very cool indeed.

After MOO3: >> Any projects in the hopper for QSI's prodigious art talent once you've finished making MOO3 beautiful? <<

Yes, as a matter of fact there are. Projects enough that we're actually hiring more artists of incredible talent. Oscar Guzman started last Friday and his stuff KICKS! Oscar can draw and paint like a madman as well as being a mighty fine 3D artist. We're in process of hiring 3 more artists over the next 3-4 weeks.

What are these projects? Well one is in production for PC/Mac/XBox and will be announced on the QSI site shortly. The second, we just had the kick-off meeting for on Monday and is REALLY exciting. Both projects are a major change of pace from MOO. In addition, there's other stuff we can't even hint at or mutter about, but we're very excited about the prospects...

The next 3-5 years promise to be VERY busy for us...

Is there a symbol for MOO3's AU currency? There is one, and we're using it in the game.


Irene Macabante, Graphic Designer

Choosing the UI's color: You mean like having skins to choose from? Not going to happen.

Here's the short answer again: theoretically, one could re-do all of the assets and make them the colors they wanted, but then that person would have to figure out how, why and where the assets were being used...that's not an easy task since the interface is being created in an unconventional and proprietary way.


Constantine Hantzopoulos, Senior Producer

Language localization: Hi all, here's the official word on Foreign Language support -

At this time, we plan to localize in German and French only. Personally, I will do all I can to ensure that an English version is contained on the CD as well, so you'll have your choice of install.

Releasing the source code for MOO1 and 2: For the record

At this time we are not in a position to release the source code for MOO1/MOO2. As we get closer to ship, we'll re-evaluate our position and let you know of our specific plans. I have some ideas and specific things in mind that i would like to see for the launch on MOO3, but it's too early right now for me to make any kind of commitment.

Thanks for your patience.


Bill Fisher, Executive Producer

Why no "Conquest of the New World" sequel? That's a very good question. We actually did try to do such a game with Interplay, but, for various reasons outside of our control, that didn't end up happening. And, with the weakening of their strategy lineup and the in-house support for such titles, I'm not sure if or when such a product will be produced. As Stormhound says, that's not really within our control, since we don't own the rights.

For that matter, I'd also like to see an up-to-date version of Castles II...




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