I can run it through dosbox just fine. Make sure you install it through dosbox and configure sound etc. You could just copy the entire CD in a directory which you have access to in dosbox (mounted) since the game copies only 85 of 340 MB, thus it would constantly need the CD (or image). You would only have to run the sound setup then.
Make sure you install the 1.31 patch too. There's also an inofficial fan patch out there for the DOS version exclusively, google a bit. Needs the official patch of course.
There is no way to fix the windows version or better, to get it to run slower. Maybe if you run it through a virtual machine like VirtualPC or something else.
I was born in a galaxy, where, for coincidence, im traped whiting 3 stars, as all others seen to be too far away for my scouts to cross (starting fuel is 4 parsecs if I remember well, +50% of the extended tanks, giving 6 parsecs) Ideas? :)
For your first game, use a custom race and clear your picks. Go with the creative pick, take the malus for ground combat. Bigger and rich homeworld can be useful too.
Also, don't start early, use the late start so you have a good deal of techs and two planets. Because you are creative you get all techs instead of a chosen one or one random (uncreative) which means, you will have shields from the beginning on which is simply awesome.
There are many good picks that work well.
Uncreative, Research -2, Spies +2, Feudal Regime, Subterrean, Telepaths or Ground Combat -2 are all very good picks which free up points and go in hand to hand.
Uncreative, less research points per scientist and the feudal regime cripple your own research but you'll be spamming spies and ships to make up for that. Feudal cuts shipcosts down to 2/3rd too which is awesome. You'll be stealing tech from all other races (be sure to assign spies to them in the foreign affairs screen) and you will never need any ground transports since telepaths can simply control planets without a defense force.
Anyway, the creative approach is always good for starters. Even with creative I usually take a feudal regime, ground combat -2 and subterrean or telepaths. Subterrean means you are going to have more population per planet which is great, telepaths are perfect to rush through the galaxy.
Also try out to conquer enemy ships by using tractor beams or immobilizing them somehow (stasis field etc.), or by using boarding ships. Scrapping enemy ships means you are going to get some of the new techs they've had in it. Which means if you manage to capture antaran ships early on (
the secret super race which assaults the strongest player from time to time) you'll be miles ahead in tech.
Look on gamefaqs.com, there are
some good race FAQs and strategies for MoO2.