Author Topic: A Beginner's guide to AI War(AKA How not to die in five minutes)  (Read 6776 times)

Offline Frozen Critical

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A Beginner's guide to AI War(AKA How not to die in five minutes)
« on: December 09, 2011, 02:54:42 am »
You unpackaged a Nifty Little game called AI War at about 10 or so bucks, but you end up getting your head handed to almost every single time, So how'd you play it?

Well, the Answer lies Here, Read on, Greenhorn, And try not to misread, Or you might end up having your head on the line....Again

CHAPTER ONE : STARTING SCREEN/LOBBY/SOME SELECTION SCREEN/STOP! YOU VIOLATED THE LAW!

The Lobby, you know, the thing that you see upon hitting the "Play" Button, is the most important aspect of the game, From AI Difficulty to Limitations, it's all in here

Planet Selection, while slightly important, rarely affects your game, but it is highly recommended you choose a Planet neighbouring Bonus-ship Planets, even if it is not the Ship that you want, it'll assist in the Ship gathering, maybe even find it

AI Type is essentially how the AI behaves, Bully and Assassin are the "Nothing here, Nothing there" AI Types, Technological AI's are the worst for a beginner,  Stay away from Mad bomber too, Fortress Barons are a bad choice : you'll be going up against Fortresses, which, by the way, is also in the Worst Case Scenarios, Turtles are also a bad idea, chances are, you won't even be able to Snatch Half a Flagstone from the AI, Mine enthusiasts are okay, but it can Annihilate your fleet without you even figuring what is going on, Raiders are a Decent enemy, but don't be surprised if it Walks over your defenses without you noticing, Teleporters are slightly okay, but their ability to drown you in ships the second you take a step in their planets might not be for you

AI difficulty should be set to 3-4 even for a beginner, 1 and 2's too easy, you'll steamroll them into the ground long before they can even throw rocks and sticks at you, Anything else higher than 4, and THEY steamroll YOU into the ground instead

Keep everything else the same, for a "Pure" feeling of AI War, no Marauders or other Russian gangsters, just you and the AI

Now pay the Court a Fine or serve your sentence

CHAPTER 2 : STARTING OUT/THE BEGINNING/SAVING HUMENS FROM SCIENCE AND OUTER SPACE

When Starting out, It is Critical that a Newcomer Focuses on Resources and The Economy, Get Engineers, Scouts, Basic Turrets(Scarcely), Stabilize your resource fronts first before building any ships

When building ships, Do not set them on Auto like what the Tutorial Said, If you Autobuild Ships, you'll get a huge Resource Spiral Downwards before you can say "SHUT IT DOWN!", Build them one by one and monitor the Spacedocks, if you are confident that you can make it build three ships then go off, Sorry to say, but Confidence does not mean that it works

Gather up your forces and strength, If any attacks come, Try to put your ships behind the turrets, Turrets are Cheap and replaceable, but the same can't be said of your ships, which do not leave any wreckages for rebuilders and also happen to cost much more than turrets in means of Repairs or replacements, Oh, and don't sent lone ships into enemy territory, they ain't Neinzen Supermen, as much as you think they are

Mercenary Ships are not worth it early game, Ship caps ain't anything you should worry about, as, you know, you only have a few ships

Starships, while nice and powerful, can break your economy and your arms if you are not careful, Early game is too early to worry about starships, their firepower helps you very little early on

Warheads, while powerful, are unstable, you should get some experience with the game before you venture into them

CHAPTER 3 : ATTACKING THE AI/INVASIONS/RESISTING ARREST

Right, that Fleet's finished, but it's no use sitting in your base doing jack, next phrase is sending them through a Wormhole, Send your view through while you are at it, Also remind yourself to being some scouts along, it's a big help to be able to see what's there

Once your ships are on the planet, you might get overwhelmed by the amount of stuff there, take a good look around and make priorities : The bigger the ship, the higher up the list, Hit Guard posts last, and ignore the AI command or the Warp Gates, For now, atleast, Also note on priorities : Fighters, bombers and Frigates have different strengths and weaknesses, it's almost like a game of Rock paper scissors, Use fighters to destroy Bombers, Bombers = Frigates and Frigates Fighters

Remember that this isn't some fair, pre-set game, you can always throw in more ships, and the AI can also throw in more ships, so always remember to reinforce your Frontlines, Brutality is the only way

After Annihilating half the ships on the planet, it is a good idea to hit the Warp gate next even if there are still the other half to deal with, missing Warpgates means that the AI can't Reinforce the missing half, after that, clean house, then blow up the Command, And Congradulations! You have taken out your first planet, Repeat that with bordering planets to ensure a good defense line

After doing that, you have passed Phrase 1 of Operation Defensive line, Phrase 2? Build Commands on each of your planets, But unlike the homeworld, focus on Military Might, Your HW will provide the resource, Also build plenty of turrets on your Homeworld, since your Fleet is going to be somewhere else, any breaches would have to be dealt by turrets

While you might get the idea of Charging the next planets, HOLD BACK!, While Direct Head-on charges might work out for the better players, it won't work for you, Send Raids against them, and take out the Warp Gates first, remember, with additional planets at your disposal, you have more space for error and destruction, so really, keep raiding them, until if you are sure that they are weakened enough, Charge them to death, build Command Stations, Etc, Etc, Etc

CHAPTER 4 : MID-GAME/THE MIDDLE OF YOUR GAME/ALIENS AND MONSTERS ARE ATTACKING MY PLACE

At this time, The Original Three ships are now useless, but you can upgrade them to become useful, build science labs on your conquered worlds so that they can gather Science Points, and with the points in hand, go to your nearest Lab, and you should get a interface

Science Points are extremely important, the game only has a limited resource(unlike Metal or Crystal, or Energy or AI Taunts), so spend them after thinking about their worth and value : Scouts are not important, the first Tier already does the work that a 3 does, only difference is the cloak, but really? who needs cloak when you can send lotsa scouts to their death?, Fighters are once again, slightly unimportant, there are rediculous amounts of other ships out there that does the work of the Fighter, maybe even better(Like the Ammunition Booster),Bombers are only useful if you are planning to Charge at the Main AI command at 2000 Miles a Second through 20-30-40-50-60-70-80-90-100-110-120-400,000 AI planets, Frigates are pretty great, Allows for Sniping, and very few other ships surpass it's capabilities, Z-Frigate? Limited numbers before Efficiency Goes down the drain, Snipers? Low damage

By now, Starships should have come into play, if you have plans for head-on assaults, the Starship works well to support your fleet, otherwise, Get the Riot, on Defense, it can easily bash down the weaker, more numberous ships, on Raids, it can cause little to moderate damage to every ship or half the ships on the planet before getting out, Dreadnoughts have plenty of firepower, but their slow reloads mean that they are unsuited for raiding, Parasite ships can cause some disorder and give your fleet a few cannon fodder/distractions, helpful for raids and Head-on assaults, but i warn you : Esscessive use of the Parasite can cause tremendous loss of Resources, Will, and Skulls, as well as your hands, too

Use Warheads, but do it very scarcely, and make sure it is always infront of your fleet, a accidental warhead explosion can cause half your fleet to cease to exist in your universe, and for the sake of every single diety that all 5 billion people on earth can think of, NEVER, BUILD, NUKES, THEY WILL BREAK YOUR ARMS, YOUR LEGS, YOUR COMPUTER, AND YOUR NECK, AS WELL AS YOUR GAME, AND YOUR HOMEWORLD

Merc ships now might play a part, but remember : they cost more than your ordinary Joe, and do not have any bonuses to fighting or defense, Be Aware

CHAPTER 5 : THE EMD/FINAL WORDS/ALL YOUR FRIENDS ARE DEAD, GOOD LUCK

And here on i end the Guide, There are still a Planet-load of things out there, well, You will discover, a Galaxy where the Possibilities, Strategies, tacitcs and Ships are endless, but always remember : Fight hard, Young Man, They say it's fair in war and love, well, they are wronger than a snail's judgment, There is no fairness or peace here, Only War, Death, Brutality, and unfairness

Go Forth and Discover

NOW GET OUT OF HERE BEFORE I BREAK EVERY SINGLE JOINT IN YOUR BODY, AS WELL AS YOUR COMPUTER AND YOUR DOOR
AMERIKEAN AM TELEFONMAST

Offline Frozen Critical

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #1 on: December 10, 2011, 01:28:07 am »
Lrn2read

Title : A BEGINNER's Guide to AI War

Quote from: Flatline
I would disagree with this. Building ships 1,2 or 3 at a time is not the way to go, "Autobuild" and switching it on & off when needed is.
Otherwise you would be constantly redoing the queue when for example building fighters..

Actually, When i first started out years ago, Redoing the queue over and over again actually helped me alot in the Economic Situation while still being able to front ships, mind you, i am talking about a Diff 3-4 Starter's Game, Not a Diff 10 Extremist's game, and also be reminded that : the Triangle Ships build quite fast, and you could take quite a resource hit all because of a Distraction

Quote from: Flatline
AFAIK, Warpgate don't have any relevance to reinforcement numbers, but rather Guard Posts.

Warpgates Spawn AI Ships, you don't need a Guard post for reinforcements

Quote from: Flatline
Hmmm, personally I would again disagree with using Miltary Command Stations at the begining. Your economy is the biggest constraining factor, so Economic Command Stations would be my choice and preferable mkII or mkIII's.

Sometimes, i wonder if people even read guides properly, when, i repeat, WHEN, did i say "Build Military Command Stations"? I just said "Build Command Stations"

And mind you, this is a non-spoiler guide, i made it so that the beginner playing would still have to figure out things on his own
AMERIKEAN AM TELEFONMAST

Offline kuresuti

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #2 on: December 10, 2011, 07:15:00 am »
Quote from: Flatline
AFAIK, Warpgate don't have any relevance to reinforcement numbers, but rather Guard Posts.

Warpgates Spawn AI Ships, you don't need a Guard post for reinforcements

Actually no, I think warpgates only determine from where the AI Waves come from, they don't actually spawn ships at all. The AI Guard Posts and command centres spawn ships though.

Offline Hearteater

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #3 on: December 10, 2011, 08:24:40 am »
There are THREE types of gates: Type one (Reinforce) determines if reinforcements can appear in the system, type two (Warp) determines if a wave can appear in the system and target an adjacent human controlled system, and type three (Full) combines types one and two.  You can see how many are present in the top left corner of the screen when you select an enemy system.  It will read something like "1 (Wave) 3 (Reinforce) Enemy Warp Gates at this planet".  Anything more than 1 of each (Warp and Reinforce) don't change things.  Warp Gates are type 2 and the enemy Command Stations are type 1.  But there are other units that count as one of the three types.  Read the unit tooltips to determine if they count as gates and if so, what type of gate.

That being said, the amount of reinforcements that arrive depends on guard posts.  So to just limit reinforcements in a system you kill guard posts because the only way to remove all Reinforce Gates in a system requires at least killing the Command Station, which has other drawbacks.

Offline Cyborg

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #4 on: December 10, 2011, 10:06:26 am »
Quote from: Flatline
AFAIK, Warpgate don't have any relevance to reinforcement numbers, but rather Guard Posts.

Warpgates Spawn AI Ships, you don't need a Guard post for reinforcements

Actually no, I think warpgates only determine from where the AI Waves come from, they don't actually spawn ships at all. The AI Guard Posts and command centres spawn ships though.

This is correct. An improvement to the guide would be to make sure that you have one adjacent warp gate next to your territory so that waves are directed to a well-defended chokepoint.
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Offline Ktoff

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #5 on: December 10, 2011, 04:41:01 pm »
This is why killing all the guard posts but leaving the warpgate and Homecommand station intact is a nice strategy for planets of minor importance. This strategy does not increase the AI progress and makes for easy travel as the slow buildup facilitates transferring fleets across that planet and minimizes the risk of random attacks from overflow.

Offline superking

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #6 on: December 11, 2011, 07:34:29 am »
I disagree with so much of this guide that i see no point dissecting it  :P

Offline Frozen Critical

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #7 on: December 11, 2011, 09:10:54 pm »
You disagree, true, it won't work out for you

But this is for a Beginner, it's a major help for them

Quote from: Flatline
I appreciate you probably spent quite some time on your guide, however 1 of my observations was an error in your guide, the other 2 were just my personal opinion of game play style, in which a lot of players differ.

Flatline, when you were In Grade school, i bet you had this on your report card : Does things too quick and jumps to conclusions too soon

When i said "Military Might" i Mean : By Ships, Turrets, offensive raids, I did, not, Mean, BUILD, MILITARY, COMMAND, STATIONS!

ALL I SAID WAS "BUILD COMMAND STATIONS", AND WHEN I PUT "MILITARY MIGHT", DO NOT AUTOMATICALLY ASSUME THAT IT  REFERS TO THE CS'ES

I've written about almost 10 Beginner guides for different games, and there's always a few million that few like misreading and jumping to conclusions, I'd put this for the final time on my guides :

THIS IS MADE FOR A BEGINNER
AMERIKEAN AM TELEFONMAST

Offline keith.lamothe

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #8 on: December 11, 2011, 09:31:06 pm »
Whenever community members feel compelled to address one another in caps and/or increased font size, as a moderator I become concerned.  Do I need to stay concerned about this thread?
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Offline superking

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #9 on: December 12, 2011, 04:32:17 am »
LOL

Offline Ktoff

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #10 on: December 12, 2011, 04:37:04 am »
You did not say "build a military command station" but it is very hard to interpret this sentence in another way. Especially if you are writing for beginners, you should spell things out and be clear: 1. Build Command station of type X, then build up turrets and stuff.

Also, as long as you leave the command station alive, the planet gets reinforcements.

Offline Wanderer

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #11 on: December 12, 2011, 05:24:48 am »
You disagree, true, it won't work out for you

But this is for a Beginner, it's a major help for them

Having recently been a beginner... um... no.  Just no.  Had I followed your advice I'd probably have ended up so frustrated I'd have tossed the game.
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Offline superking

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #12 on: December 12, 2011, 05:38:21 am »
Quote
Once your ships are on the planet, you might get overwhelmed by the amount of stuff there, take a good look around and make priorities : The bigger the ship, the higher up the list, Hit Guard posts last, and ignore the AI command or the Warp Gates

Kill the respawning ships, ignore the structures that respawn them = mADNESS

Had I followed your advice I'd probably have ended up so frustrated I'd have burnt the AI War installer onto a CD then fired the CD into the sun

Offline Ktoff

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #13 on: December 12, 2011, 08:30:04 am »
It is a good idea to ignore the command station at first if you are not ready for the backwash of ships. But to ignore the guard posts....
« Last Edit: December 12, 2011, 10:15:27 am by Ktoff »

Offline Cyborg

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Re: A Beginner's guide to AI War(AKA How not to die in five minutes)
« Reply #14 on: December 12, 2011, 09:54:56 am »

It's a legitimate playstyle to ignore the command station, just eliminate the guard posts, and be selective about eliminating warp gates, but there is a methodology to it. I play that way. If you just eliminate everything, your progress goes
UP
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