meins
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The Alliance Combat System (ACS) permits fighting together with other players, so that no player is always on his own. On the one hand thereby you can attack a target with friends, and on the other hand you also can deploy your fleet for defense at alliance partners or at players, who are on your buddy list. Thus you cannot only attack significantly bigger targets, but also a few important tactical alternatives are due to it.
How to attack together ?
To start an ACS-attack, one of the players first has to begin an attack with a fleet. As soon as it flies, he can change that fleet to a union and invite other players via the fleet menu, whereat those don't have to be in the alliance or on the buddy list. Those players will get an invitation for the union and will be able to join the attack with their fleets via clicking on the short link on the second fleet page ("Combat forces"). All in all, five players can join in the union combat; the union fleet can consist of a maximum 16 fleets, altogether. But look out; all fleets of a union are geared to the slowest one. So, if a slower fleet is added to a union, the arrival time of all fleets will be set back. That can also be leveraged as the chapter "delay action" will show.
If a fleet is more than 30 % slower as the union, it will not be able to join. First of all if it is about an interception, at which it is important that the fleet union arrives exactly at the right time, the ACS-attack should be arranged accordingly. It will be the best, if the player, who has the longest approach, starts it. All the others can send their fleets, without reducing speed of the first fleet. At interceptions you also can save deuterium by timing with a single ship at first, and after that joining the combat fleet. Like that, if you have timed the attack in a wrong way, you will have to call back only one ship and not sending the whole fleet twice. You especially will have to pay attention, if the attack is canceled. In that case, every player has to call back his own fleet manually – if only one fleet cancels the flight, the rest of the union will just continue. If the fleet, which starts the union, is called back, no other fleets will be able to join the union.
Defending together
With a union you can surprise an enemy not only with an attack, but also with a defense. If you want to defend a planet of a member of the alliance or of a buddy, you just will have to command your fleet there and to choose the mission "hold". Before sending your fleet, you will be able to specify how long it shall stay at the target. As long as it is deployed there, it will participate in every combat inline with the defender, if the moon or planet is attacked, but whose owner cannot control it himself. But during this time, the fleet constantly needs deuterium, that is why the holding time is limited by the cargo bay of the fleet. If you want to fly back earlier as it was planed, you will only have to click on call back in the fleet menu, to cancel the holding operation. A maximum four players are able to hold on a foreign planet / moon; all in all 15 fleets are possible.
But look out; if you attack a planet or a moon, on which one of your fleets is holding, your fleets will fight against each other.
The conjoint defending is perfect, when a member of the alliance is attacked by an adverse player. Here, with a little bit luck, you can deploy your fleet on the target before the attacker arrives and thus surprise him. If the own fleet arrives a few seconds before the attacker’s one, he suddenly will be face to face with an unforeseen superiority and loose his own fleet, instead of abolishing the fleet of your alliance partner.
What use does the alliance depot have ?
The alliance depot acts as a deuterium supply for your fleet while it is defending a planet or a moon, so that it can stay there longer. For this you choose the alliance depot at the facility menu on the accordant planet and you enter the amount of deuterium, which shall be send to the fleet and affirm the process. The bigger the depot, the more deuterium you can send per hour like that. That facility proves unusable, because in practice you normally do not hold your fleet on a foreign planet more than one hour. So you can confidently save the time and the resource, which you need for the construction.The post was edited 1 time, last by Son Goku ().
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.org has 2 guides which are quite detailed.They're a good base, but need to be re-written, need to have the RD stuff added and be merged.
Sources:
Alliance combat system guide by flavus
board.ogame.org/index.php?page=Thread&threadID=264302
Current guide includes a strategic use of ACS. This should be somehow linked with "advanced gameplay guide".... or maybe written in that guide and linked.
ACS guide by Iceman
board.ogame.org/index.php?page=Thread&threadID=224619
A bit more basic one.
Feel free to add more sources, suggestions etc. -
meins
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Open for translation, old translator hasn't posted anything on ~1month.
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under construction
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I have completed this translation, the parts I added are in green.
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After you have been looking around for awhile, and because now you know the basic elements of the game, you are now able to start with building up your account. As most of the menu items are still unavailable, we will start with constructing buildings, more precisely with constructing mines, which are responsible for the resource production.
Construction of the resource supply
Please change to the according menu, by clicking on the button “resources”, and there please click on the first building of the list, the metal mine. By clicking on the “improve” button, the required resources will be deducted of your credit, and a countdown will start. After this countdown comes to the end, you have constructed your first building, metal mine level 1. Without energy, the mine is not able to produce any resources, therefore now you have to select and build a solar plant. Until then, no metal will be produced, as you can see in the resource setting.
3 pictures
If you accidently start constructing a wrong building, you can still cancel it while it's building. To do this, scroll down a bit to where you can see the current building order under "Buildings" and click here on the red "X". Now confirm the following safety question and the construction will be cancelled and the resources will be repaid for the full 100%. If you notice your error to late and the building has been completed already, you can't cancel it anymore. It's possible to deconstruct finished buildings, but instead of getting your resources back, you'll have to pay extra resources for the deconstruction. As this isn't recommended at the start of the game, it's better to be carefull which buildings you put under construction.
2 pictures
The first mine is now producing a constant flow of resources and offcourse you have to go a little further now. Besides the Metal Mine, the Crystal Mine is very important, later the Deuterium Synthesizer. With those you have all 3 types of resources covered. As you you can only build every building once on each planet, you have to upgrade their level. With every level, the deconstruction costs, the costs for the new level and the production will increase.
2 pictures on the left and right
Also make sure that you upgrade your Solar Planet sufficiently, because your mines can only produce at 100% if you have enough energy. You can see if you have enough energy by looking at the resources list. When your energy level is shown in red, you have to upgrade your solar plant urgently. If after that your energy is still shown in red, you can go to your resources settings and change the production factor of some mines so your other mines can produce at 100%. Because of this, you can often faster obtain the resources you need for your next building project. At a later stage of the game, you have 2 other alternatives for energy production besides of the solar plant.This will be explained in the chapter on Energy Production.
Tutorial reward:
As soon as your planet has a metal mine level 4, a crystal mine level 2 and a solar plant level 4, you will receive 150 metal and 75 crystal from the ingame tutorial.
Both of these resources are specially important at the start of the game, to upgrade your mines. Soon the third resource, named deuterium, will take start playing a central role. Therefor you now have to upgrade your deuterium synthesizer to level 2. Be carefull though, the production of deuterium costs a lot of energy and goes very slow. Make sure your solar plant level is sufficient. When you are out of resources, you have to wait untill your mines have produced enough to finance the next level.
The basic defense
Not only the resource buildings are important, under “facilities”, there are basic game elements also. For starters you should build the robotics factory, as soon as you are content with your mines. It does not only reduce the time for completion, but also it unlocks, with level two, a new building, the shipyard. You need the yard to build ships and defensive structures, therefore it is one of the most important buildings of the game.
3 pictures
First of all you need to build the first level, you are now capable of building your first rocket launcher to protect your planet . Go to the defense menu and select the rocket launcher. If you have enough metal, you can now build a rocket launcher. After the countdown, your planet will be a bit safer.
Tutorial reward:
With the completion of your first rocket launcher, you automatically get a second one.
But not only rocket launchers, also other defense structures and ships can be build in the shipyard, as soon as you have fulfilled some requirements. How you have to fulfill those, and what the research lab is used for, will be explained in the next chapter. The other buildings, which you find under facilities, aren't important yet at this stage and will be explained in the next chapters.
Never being glad
Your primary economic system is built, but you should not rest on it too long. The mines at the beginning are the only way to get resources, and for your next projects, you will need a lot of them. Because of that, you should spend time on improving your mines, again, before you deal with the next chapter. In the further process of the game, you should improve your mines more and more, because it is the easiest way to produce resources, and besides they cannot be destroyed like ships and defensive structures.
Tutorial reward:
As soon as you have a metal mine level 10, a crystalmine level 7 and a deuterium synthesizer level 5, you'll get a reward of 2000 metal and 500 crystal.
The storages are another important item to which you have to pay attention, besides the energy supply. There are storages for every resource, which buffer the produced resources. The higher the metal storage, the crystal storage and the deuterium tank are improved, the more resources they can store. As soon as the storage capacity is nearly full, the according resource will be colored yellow in the resource bar; if it is full, it will be red. In this case the mine cannot continue to produce. Because of that, you will lose important resources, with every minute, in which the storage is overloaded. For this reason, watch out that your storages are adapted to your mine production.
With an efficient economy and the first defensive structures, you are now well-trained and ready for the next chapter. -
Attacking a player with ships is not always the best possibility. Interplanetary missiles are a powerful weapon against planets with a lot of defensive structure, so called bunker. By all means they are a strategically facility to make small targets more lucrative, for example by eliminating several plasma turrets. They will be shot from the own planet and will destroy a certain number of adverse defensive structures – but they also can be destroyed by deployed anti-ballistic missiles. Defense, which was destroyed by interplanetary missiles, will not be rebuilt, that represents the force of those missiles, besides the penetrating power.
How do I get those missiles ?
To built interplanetary missiles you must have a missile silo level 4 on a planet ( total cost: 300.000 metal, 300.000 crystal and 15.000 deuterium ), after that there you can commission interplanetary missiles, under the menu item defense. A missile costs 12.500 metal, 2.500 crystal and 10.000 deuterium, per level of the missile silo maximal five missiles can be stored at the same time. So, a silo on level five enables the construction of maximal 25 interplanetary missiles. As long as there are missiles in it, it is not possible to be torn down, however the upgrading is possible. To dispose of the missiles again without launching on a target, just click on the loading capacity in the missile silo and tear the missiles down there.
To build anti-ballistic missiles only a missile silo on level 2 is necessary ( total cost: 60.000 metal, 60.000 crystal, 3.000 deuterium ), so the anti-ballistic missiles are easier to reach as the interplanetary missiles. Moreover a defense missile just takes half as much space; hence up to 50 anti-ballistic missiles can be stored in a silo on level 5. A defense missile costs 8.000 metal and 2.000 deuterium. Inasmuch you cannot build a missile silo on a moon, the anti-ballistic missiles of the planet also defend the defensive structure on a possibly existent moon !
Damage at the push of a button
To attack an adverse planet or moon with interplanetary missiles, you firstly have to switch to the galaxy view. If the target is within reach, you will be able to attack the planet with interplanetary missiles, by clicking on the accordant symbol in the appropriate line. If the target is a moon, you will have to hold the mouse over the moon and click the accordant link. After that a new menu will be opened, in which you just will have to enter the amount of mobilized missiles and the primary target, before affirming the attack. The primary target indicates the type of defensive structures, which shall be attacked - so you can set your interplanetary missiles selectively at rocket launchers, plasma torrents or each other type of defense, which you want to damage. If the primary target is destroyed or nothing was chosen, the defensive structures will be destroyed in the order, as they are in the defense, started with the rocket launchers. If all defensive structures are eliminated, then also the interplanetary missiles will be destroyed like that. The force of the attack tends to the weapon technology of the attacker and the armor technology of the defender.
Formula:
reach ( in systems ) = (level of impulse drive * 5 ) – 1
Beware: When sent, the interplanetary missiles cannot be called back. So you should not make any mistakes with the entry, and you should be sure that you want to go through with this attack. As most of the players retaliate for interplanetary missiles attacks with counter attacks, you should not battle with too strong players. By the way you do not get a combat report as the attacker, after the impact you have to spy on the target again to see the result. Only the victim gets a short report with the name of the attacker, the amount of deployed missiles and the destroyed defensive units.
Anti-ballistic missiles are always ready; they have not been started on purpose. As soon as an enemy attacks the mentioned planet or moon with interplanetary missiles, every anti-ballistic missile will destroy one of the hostile missiles and will be destroyed itself in doing so. With a sufficient amount of anti-ballistic missiles, the damage on the own defensive structures, in case of an interplanetary missiles attack, can be abated or avoided entirely.
What do I have to bear in mind ?
Only if there is the interplanetary missiles symbol next to the target in the galaxy view, it will be able to be attacked. Besides you should mind that the enemy does not have any or only few anti-ballistic missiles, which can absorb the own interplanetary missiles, because than the attack will crackle inefficiently and the resources would be lost. If you want to attack a bigger bunker, you will have to build interplanetary missiles on several planets and fire them off at the same time, or to band together with several players, because also the defender can copy anti-ballistic missiles and thus slowing the damage down. However interplanetary missiles are importantly faster than battle ships.
Formula:
time of flight ( in seconds ) = 30 + ( 30 * distance in systems )
You can calculate the number of missiles, which you will need to destroy the defense of your enemy, with the “IrakSim”. -
i'm workin on it
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At the beginning every player gets automatically assigned his home planet to construct his buildings there. But that does not suffice in the long run to keep up with other players – if you do not develop new planets, you will notice very fast, that you will stay behind the other players. Although the creation of new colonies is very costly at the beginning of the game, it gives a good return again. More planets mean more mines and more planets from which your fleets can go on raids, which means a bigger raid area. That is why it is important to research as fast as possible the astrophysics and the colony ships to expand your empire gradually.
How to colonize planets ?
To colonize a new planet you need a colony ship – a special unit, which has only that function. However, to build it you need the impulse drive on level 3, and the building costs of 10.000 metal, 20.000 crystal and 10.000 deuterium are far from cheap. Anyhow it is profitable to save the accordant amount of resources early to build colony ships. To colonize a second planet the astrophysics must be on level 1, at least. For each further planet you have to research 2 extra levels of that technology.
As soon as the needed level of the astrophysics is done and a colony ship is available, you can look for a position in the galaxy view to colonize. It will only be possible, if there is no other player on this position, hence the line is empty and if the level of the astrophysics suffices for this position ( with level 1: 4 – 12, with level 4: 3 – 13, with level 6: 2 – 14, with level 8: 1 – 15). If you have found a place, you will have to elect a colony ship and to send it with the mission “colonize” to the accordant coordinates. Normally you have to be patient for a few hours, because the colony ship is anything but fast.
As soon as the ship achieves the approached coordinates, one of these three cases will happen, according to the given situation:
1. The position could be colonized and your empire was expanded with one further planet. The colony ship disappears; instead the common resources for the start appear on the new colony. Resources, which have been picked up additionally by the colony ship, will also be credited there.
2. Another player has already colonized the position you have had approached or a planet has been abandoned there quite recently. Your colony ship adjourns home again and is soon ready for a new try.
3. You do not have the needed level of the astrophysics, the colony ship returns in vain.
Reward :
As soon as you have established your first colony successfully, you get access to all features of the commander for three days for free.
What do I have to bear in mind ?
Every new planet costs a colony ship, at the beginning of the game that is first and foremost none too sparse. That is why you should maintain every planet as a start at that time and build mines to boost the own economy. But in the further progress the size of the planets will be more and more important, because more and more mines and other buildings have to be constructed. After a reasonable time you should break away from the too small colonies and replace those by bigger ones – most of the players define 200 fields as minimum level. Henceforward, every new colonized planet, which does not meet your requirements, should be abandoned immediately – indeed so you loose recourses, but the damage, which will be done by a too small planet is much bigger. After destroying a planet, an asteroid field occurs at that place, which stays there for 24 till 48 hours and bans that position for colony ships – not till than you can send a new ship there and try your luck again. The deletion of asteroid fields always takes place at 1:20 am.
Which position shall I colonize ?
The size of the planet will be defined not until with the colonization and it is very random. So you cannot know in advance, if the planet of your dreams with more than sufficient fields occurs this time, or just a useless boulder again. However you can control it with the choice of the position. The more the planet is at the outer edge of the solar system, the lower is the chance to get a useable planet there. In contrast the central positions 7, 8 and 9 often produce useable colonies.
But there is another reason why the position of the planet is important: try to imagine that the fixed star of the solar systems in OGame is on position 0, while disregarding the distance. The more above in the galaxy view, the closer the planet is at the sun. The outcome of this is a difference in temperature. Because of that, two important attributes for a decision are the result: the energy production of the solar satellites and the production of the deuterium synthesizer. The closer the planet is at the sun, the more efficient the solar satellites can work, and that is of particular importance to achieve the necessary energy for the graviton technology. But also miners or other players, who count on that energy source, will have problems with a halved production. To balance those cons: the colder the planets, the more the deuterium production is boosted – why planets, which are more down, are suited better for the production of that worthwhile resource. -
In the beginning OGame might be a little confusing, especially for those who are not used to browsergames. But even if OGame is not the first browsergame one plays it is normal for problems and questions to show up, and that a newcomer does not know everything. We want to provide help for both groups in order to make it easier to learn everything about OGame in an uncomplicated and easy way.
We do not intend this project to be a replacement for the Ingame Tutorial, which you may have noticed in the game, but as an addition to it. If you follow it's elaborate and illustrated chapters you will nonetheless receive the rewards given for various important milestones while building up your Empire. Here you will find the information needed in the beginning and, moreover, all the information you may need to be successful in further stages of OGame.
If this is your first browsergame, and you would like to learn more about the special features of this type of game. Contrary to conventional computer games OGame continues even if you are not sitting at the computer. This means that while you work or sleep, thousands of other players may be online in your universe and are able to attack you as well. OGame, however, does not need any additional software, but you can play OGame at any computer with connection to the web and a Browser. Nonetheless one needs to think more strategical than in a normal game where you can save, reload or end a game. But don't worry - this tutorial will provide you with all the information you may need and it will not take a long time to get used to it.
Getting a feel for OGame
Like in every other game it is recommended to get an idea of the interface at first. You can try the different buttons to see whats behind every single menu item without any risk. One of the most important elements which catches the user's eye immediately are the different resources at the top of the page - OGame revolves around these resources most of the time. Metal, Crystal and Deuterium are necessary for the construction of buildings and ships as well as for researches. Generally Energy is used to run the Mines. The fifth resource - Dark Matter - plays a special role and will be introduced later in the chapter "premium features".
Another important element can be found on the left side: The main menu. Using the buttons placed there you get access to every important submenu which you need to use time and time again.
The page you are currently looking at is the overview and can be reached every time by clicking the corresponding button. Behind the buttons Resources, Facilities, Research, Shipyard and Defense you can unlock and build all the ships, buildings and defenses, and conduct research. The further chapters of the tutorial will - in detail - deal with these. The button Galaxy leads to the map of all planets and systems of your Universe. This will gain more importance in further stages of the game. The message system can be found by clicking on the message icon underneath the resources. "Empire View" and "Recruit Officers" will be explained later in the chapter under "premium features".
If you now take a look at the interface you will notice the planet register on the right side. In the beginning there is only one planet shown, in further stages of the game you are able to switch easily between your colonies. At the top end of the page you can find another ledger including the highscore, options and some other points. You can find some more links at the bottom of the page - you should pay attention to the Rules and the link to the Board.
Due to the fact that there is no real goal in OGame - which means the game does not end at a specific point by achieving something special - the gamer finds himself in a constant competition with every other gamer playing in the universe. To be successful you have to collect as much resources as possible and invest them into your account. In order to achieve this goal you can either mine them on your planets and trade with other players or you can attack your competitors and steal their resources. In the next chapter we are going to start by showing you how to build your first mine. -
You can ask Benuntei_Ger to write a guide for the albsolute professionals miners. He used 500 Koloships just for one nearly perfect kolonie. See here: board.ogame.de/board204-ogame-…ex43.html?#post1884037357
It is very interessting but just a few players are in such a case. -
Your task to talk with him.
Well, we have to split the "miner guide" in several parts - This one from Benuntei_Ger could be "Miner - Perfect colony".
So your idea is very interesting. -
Some information in owiki.de/Aks
This manual from flavus is a very good basis to write a new one - board.ogame.org/board703-misce…ystem-whatwherehow-guide/ -
Raicheron wrote:
You can ask Benuntei_Ger to write a guide for the albsolute professionals miners. He used 500 Koloships just for one nearly perfect kolonie. See here: board.ogame.de/board204-ogame-…ex43.html?#post1884037357
It is very interessting but just a few players are in such a case.
Benuntei_Ger started to write a summary .) -
We have got a good and complete guide on the french board, I need to translate it in english for you
Here in french if you are courageous : board.ogame.fr/board613-ogame-…oup%C3%A9es/#post11200291 -
Electre wrote:
Here in french if you are courageous ^^ : board.ogame.fr/board613-ogame-ori…s/#post11200291
No no i am afraid of french language ;-)
Well, instead of translating immediatly please post the ACS guide here in french and change the Prefix to FR. Now you can improve this guide finally here in french.
Regards, Francolino -
Well for that part I'm gonna let the representative agree on it..
But just to insist on the fact of indicating the names of the guide's makers : Ironkiller & Asthargan...
They did a really good job and have written a complete tutorial for ACS... So at least let their name as a tribute for their work.
He didn't tell me that directly but I understood that from his own words (creating a tutoriel is a really huge work ... I know what I am talking about)
Regards,
The Truth -
The Truth wrote:
Well for that part I'm gonna let the representative agree on it..
But just to insist on the fact of indicating the names of the guide's makers : Ironkiller & Asthargan...
They did a really good job and have written a complete tutorial for ACS... So at least let their name as a tribute for their work.
He didn't tell me that directly but I understood that from his own words (creating a tutoriel is a really huge work ... I know what I am talking about) ;)
Regards,
The Truth
Well, we store any author, language and a link to the original thread here in the thread (see first posting) and of course also in the Origin tool , for example see here origin.francolino.de/index.php…e=items&action=view&id=44 (at the moment you can't see some details in the public view)
I know what a lot of work it is and therefore we store this information to honor them. -
Mort wrote:
ACS guide by Iceman
board.ogame.org/index.php?page=Thread&threadID=224619
it is now posted in the general section in the .Org board for further discussion and improvements
board.ogame.org/board684-ogame…ive-feedback/#post9018663
i hope that helps
also, any feedbacks are welcomed
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