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Arcen Games, LLC (ARCEN GAMES) hereby gives you a non-exclusive license to use the software AI War: Fleet Command (the Software). For evaluation versions of this software, the following license is granted, but you may not use reverse engineering or other means to remove the limitations imposed by the evaluation version of the software. You may: use the Software on any single computer; use the Software on a second computer so long as the primary user of each copy is the same person and more than one copy is not simultaneously used; copy the Software for archival purposes, provided any copy contains all of the original Softwares proprietary notices. You may not: permit other individuals to use the Software except under the terms listed above; modify, translate, reverse engineer, decompile, disassemble (except to the extent applicable laws specifically prohibit such restriction), create derivative works based on the Software; copy the Software (except as specified above); remove any proprietary notices or labels on the Software. TERMINATION The license will terminate automatically if you fail to comply with the limitations described above. On termination, you must destroy all copies of the Software and Documentation. DISCLAIMER OF WARRANTY The Software is provided on an AS IS basis, without warranty of any kind, including without limitation the warranties of merchantability, fitness for a particular purpose and non-infringement. ARCEN GAMES will make reasonable efforts to correct any defects, but no guarantees are made as to the timing of defect correction, that every reported defect will be corrected, or that that the product will be defect-free. ARCEN GAMES IS NOT RESPONSIBLE FOR ANY INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES OF ANY CHARACTER INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF GOODWILL, WORK STOPPAGE, COMPUTER FAILURE OR MALFUNCTION, OR ANY AND ALL OTHER COMMERCIAL DAMAGES OR LOSSES. Title, ownership rights and intellectual property rights in and to the Software shall remain in ARCEN GAMES. The Software is protected by international copyright treaties.
For eight hundred years, human civil war was waged. Our orbits are still littered with wreckage, with the terrible casualties. The civil war is now over. We have learned to cooperate. But this did not come about in a way that anyone could foresee. During the war, both sides used sophisticated AIs to run battles. It was the AIs that first learned to cooperate. Against us. Some believe that this is a benevolent strategy on the part of the AIs; We humans are never more united than when we face a common enemy. But as this new war begins, the AIs brutality makes us wonder: If their goal were our unification, why would they push us so close to extinction? We must act on what we see. The enemy is stronger, faster, more advanced, and demonstrably ruthless. One of us is going to destroy the other. Soon.
TABLE OF CONTENTS
TABLE OF CONTENTS
THE FINDER TOOL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
SECTION 5: RESOURCES
GAME MANUAL
SECTION 1: SETUP
INSTALLING AI WAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 LAUNCHING THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . 4 THE MAIN MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 MISSION BRIEFING . . . . . . . . . . . . . . AI WAR IS MORE THAN JUST AN RTS GAME ACHIEVING VICTORY . . . . . . . . . . . . THE CAMPAIGN MAP . . . . . . . . . . . . VIEW MODES . . . . . . . . . . . . . . . . . THE AI . . . . . . . . . . . . . . . . . . . . . OTHER FACTIONS . . . . . . . . . . . . . . KEY CONCEPTS . . . . . . . . . . . . . . . . SHORTCUT KEYS . . . . . . . . . . . . . . . MAKE USE OF THE TOOLTIPS . . . . . . . . . THE CAMERA . . . . . . . . THE RESOURCE MONITOR . THE AI PROGRESS LEVEL . . THE THREAT MONITOR . . . THE PLANETARY SUMMARY THE MINIMAP . . . . . . . . THE QUICK BUTTONS . . . . WAVE MONITOR . . . . . . UNIT SELECTION . . . . . . UNIT ORDERS . . . . . . . . BUILDING UNITS . . . . . . . CONSTRUCTORS . . . . . . GIFTING UNITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 . 7 . 7 . 7 . 8 . 8 . 8 . 9 10 10 14 14 14 14 15 15 15 16 16 16 17 18 19 22 22 22 22 23 23
METAL AND CRYSTAL . . . . . KNOWLEDGE AND RESEARCH ENERGY . . . . . . . . . . . . . LOW POWER MODE . . . . . .
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SETTING UP A MULTIPLAYER CAMPAIGN SELECTING YOUR HOME PLANET(S) . . CAMPAIGN SETTINGS . . . . . . . . . . SAVING AND RESUMING CAMPAIGNS . YOUR FIRST CAMPAIGN . . . . . . . . . COMMAND STATIONS BONUS SHIPS . . . . . ECONOMIC SHIPS . . STARSHIPS . . . . . . . WARHEADS . . . . . . DEFENSIVE UNITS . . . CONSTRUCTORS . . . GUARDIANS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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FLARES . . . . . . . . . . . . . . . . . . . . . . . SETTING GATHER POINTS FROM CONSTRUCTORS CONTROL GROUPS . . . . . . . . . . . . . . . . CLOAKING . . . . . . . . . . . . . . . . . . . . . TELEPORTATION . . . . . . . . . . . . . . . . . . . MUNITIONS BOOSTERS . . . . . . . . . . . . . . . GROUP MOVE . . . . . . . . . . . . . . . . . . . ATTACK-MOVE . . . . . . . . . . . . . . . . . . . FREE ROAMING DEFENDER MODE . . . . . . . . PREFERRED TARGETS . . . . . . . . . . . . . . . . GAME . . . . INTERFACE . GRAPHICS . AUDIO . . . . EXPANSIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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SECTION 9: SETTINGS
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ACCESSING GALAXY VIEW . . READING THE GALAXY MAP . INTEL SUMMARIES . . . . . . . PRIORITY MARKERS . . . . . . . CREATING NOTES . . . . . . . GALAXY MAP DISPLAY MODES
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INTRODUCTION SETUP
INTRODUCTION
SECTION 1: SETUP
INSTALLING AI WAR
Download and run the AI War installer from your chosen location, then follow the instructions provided on the screen. Alternatively, if you purchased AI War through a digital distribution platform, please follow the prompts provided by the platform.
EXPANSION INSTALLATION
Installing an expansion to the game is exactly like installing the game itself. However, if you are installing it via an installer (rather than via a digital distribution platform), be sure to choose the same installation directory that you used for the game itself -- otherwise the game wont be able to find the expansion files.
TROUBLESHOOTING
Please refer to the Technical Support forum for the latest information regarding troubleshooting and technical support - http://www.arcengames.com/forums/
TUTORIALS / MANUAL
The Tutorials menu will give you access to a selection of simulated exercises covering everything from using the games interface to conducting your first campaign. We recommend that you play through these tutorials first to familiarize yourself with the basics of AI War. Links to online video tutorials and an extensive online wiki are also invaluable tools.
HIGH SCORES
Here you can view a list of your local campaign scores. Each score also shows statistics from its associated campaign, as well as the campaign settings such as AI difficulty.
ACHIEVEMENTS
AI War has a large number of achievements to unlock. These include actions such as reaching certain numbers of captured planets and destroyed enemy ships. The Achievements Viewer allows you to keep track of your achievements and decide what to aim for next.
UPDATES
When official or beta updates are available for AI War, this button will appear when you first run the game. You can choose to install the latest released version of AI War, or help to test beta updates if youre feeling adventurous. The game automatically checks for new updates on launch -- if you wish to disable this, you can do so under the Game tab of the Settings window. When there are multiple updates, they are downloaded and applied cumulatively.
SETTINGS
The Settings menu allows you to edit a variety of options that will affect how AI War looks and plays. The keyboard controls can also be viewed and edited through this window.
CURRENT PROFILE
This box shows the currently selected player profile. You can create, edit, and swap between profiles by clicking here.
QUIT
This will close AI War and return to the desktop.
CAMPAIGN OVERVIEW
CAMPAIGN OVERVIEW
ACHIEVING VICTORY
Victory in a campaign is achieved if both of the AIs home command stations are destroyed by the players forces. The players are defeated if the AIs destroy all human home command stations. Locating the AI home planets often requires extensive scouting of the galaxy, and you will likely need to accomplish a number of intermediate objectives, such as capturing advanced research stations, before your fleet will be strong enough to launch an assault on an AI home command station. The Missions tab of the in-game Stats window can provide some guidance if you become uncertain of how to proceed.
GAME DURATION
Game duration scales with map size. A full campaign on the recommended 80 planet map size usually ranges from 7 to 16 hours from start to completion, but can occasionally take even longer. Campaigns can be saved and resumed at any time, so theres no need to play through it in a single session.
WORMHOLES
Traveling between planets requires the use of Wormholes. Wormholes always exist in pairs and form a two-way link. Ships that enter a wormhole will appear instantaneously at the corresponding wormhole on the linked planet. The text above a wormhole denotes the planet that it links to. Wormholes are the galaxys natural chokepoints; make use of this by concentrating your defenses near them. Bear in mind that the AI will do the same.
A WORMHOLE
CAMPAIGN OVERVIEW
CAMPAIGN OVERVIEW
VIEW MODES
There are two distinct View Modes in AI War; Planet View and Galaxy View.
HUMAN COLONIES
Most human settlements have been destroyed or completely subdued, but occasionally one rises up against the AI. However, these civilians are always outmatched despite their enthusiasm. If you do not help them take back their planet, they will die and the AI Progress will increase. Rescuing them will allow you use of their unique ship production facilities.
PLANET VIEW
When in Planet View, you are viewing the space around a single planet. This is the view from which you will conduct battles, build structures, and issue most of your orders.
GALAXY VIEW
The Galaxy Map shows all planets and wormhole links on the map. As well as providing you with a wealth of information regarding each planet, it presents you with an overall view of the current state of the campaign. Tip: Pressing the Tab key in-game toggles between Planet View and Galaxy View.
THE AI
AI TYPES AND DIFFICULTY
AI War will pit you against a variety of AI Types, each with its own tactics and many with unique and specialized units. Be prepared to challenge the powerful defenses of the Entrenched Homeworlder, and to fend off the unrelenting assaults of the Vicious Raider. There are two AI opponents in each campaign, each of which can be of a different type, allowing for a huge variety of challenges. The AI difficulty level affects the sophistication of the AIs tactics, as well as the number of reinforcements it will receive. The overall strength of an AI is influenced by the combination of both its type and difficulty. Some maps are also inherently harder or easier, because of factors like the positioning of the AI units, where their higher-level worlds are, and so forth.
MINOR FACTIONS
HUMAN RESISTANCE FIGHTERS
Pockets of human allies still live in deep space around AI controlled planets. They may come to the players assistance during the campaign against the AI.
HUMAN MARAUDERS
These are hostile human vagabonds that operate from deep space, raiding human and AI planets indiscriminately. The player may be forced to protect themselves from these marauders, but equally they can serve as a valuable distraction.
FAST FACTS
FAST FACTS
KEY CONCEPTS
UNIT CAPS
In AI War, the unit caps are per unit type. This ensures that as you progress and gain access to more advanced and powerful units, your older ships will never become obsolete. Deciding where to deploy your weaker units forms an important part of the strategy.
SCOUTING
When it comes to making strategic decisions, youll need all the information you can get. Scouts provide intelligence about the planet theyre on, including the number of enemy ships, resource gather points, and any special structures that are present there. All of the information you have access to is available in Galaxy View. Scouts are also needed to fill in the Minimap and Planetary Summary when viewing neutral or AI controlled planets. Be sure to look for data centers, advanced research stations, advanced factories, and the AI home planets, all of which are of highly valuable targets and will be covered in more detail later.
SHORTCUT KEYS
AI War has a variety of shortcut keys designed to give you quick access to important tactical data and allow you to issue your orders efficiently. A comprehensive list of the available shortcut keys is available at the end of this manual. Shortcuts youll want to familiarize yourself with quickly include pressing P to pause the game, holding G to issue Group-Move orders, holding X to issue Attack-Move orders, holding V to issue Free-Roaming-Defender Move orders, and holding Z to view the attack range overlay. Attack-Move and Group-Move are both indispensable for advanced offensive tactics. Free-Roaming-Defender Move is critical to a self-maintaining defense that you dont have to baby-sit.
SUPPLY
Many units, including turrets and constructors, will only function on planets that are supplied. For a planet to be supplied, there must be a friendly command station on the planet itself, or an adjacent planet. Be sure to maintain your supply lines, as your defenses will fail without them. This is true for the AIs fixed defenses, too, although the AI uses very little in the way of fixed defenses.
BE PREPARED
No single unit can prevail in all situations. Youll have to maintain an effective mix of ships in your fleet to ensure that youre equipped to deal with any situation that arises. Examples include using fighters to target AI bombers, frigates to deal heavy damage from afar, and bombers to destroy reinforced defenses such as force fields or certain types of starships.
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PLANET VIEW
PLANET VIEW
PLANET VIEW
Resource Monitor
AI Progress Monitor
Threat Monitor
Planetary Summary
Quick Buttons 12 13
PLANET VIEW
PLANET VIEW
THE CAMERA
PANNING THE CAMERA
To pan the camera, simply move the mouse pointer to the edge of the screen. If you prefer, you may also use the arrow keys, or can hold down the middle mouse button and drag. Tip: Hold the Shift key to pan twice as quickly.
THE MINIMAP
The Minimap is displayed when you hold the T key while in Planet View. It shows the locations of units and wormholes on the current planet, as well as the focus of the camera. The color of the icons corresponds to their controller. In the case of wormholes, the color reflects the linked planets controller. Unclaimed resource deposits and wormholes linking to unexplored planets will be shown as gray. Usually it is best to zoom out rather than using the minimap, but in cases where you need a quick peek at the planet while youre zoomed in, the minimap is ideal. You can Left Click anywhere on the Minimap to focus the camera on that position.
The Resource Monitor allows you to keep track of the various resources at your disposal. It displays your total amount of each resource, along with your net income per second. In the case of metal and crystal, your total inflow is also shown in parentheses. Note: Energy functions differently from the other resources and hence there is no income displayed.
Tip: Showing the Minimap and clicking on it a useful way of getting the camera back to the action if you accidentally pan into empty space. You can also hit the H key to recenter your view.
ALERTS MONITOR
Warnings regarding any incoming attacks will be visible in the Wave Monitor, as will other highpriority notices such as ships having flown into a minefield or enemy units at the current planet. This monitor is only visible if at least one alert is showing. When it refers to incoming waves, you will receive an indication of the type of attack the AI is launching, which of your planets it is targeting, and how long you have to prepare. Depending on the type of attack you may also receive information regarding the type of ships that are approaching. You can click alerts to go to them. 15
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PLANET VIEW
PLANET VIEW
If you have a command station or supplied mobile builder on the current planet, you can press B to access the Build Menu. The Build Menu has 4 tabs, with the units and structures on each grouped by general purpose. Units that have not been unlocked will be grayed out. The Economic Tab (Econ): Ships useful for growing your economy. This tab includes units such as engineers and resource harvesters. The Constructor Tab (Const): Ships useful for producing other ships. This tab includes units such as colony ships and space docks. The Support Tab (Sup): Ships for defending your own planets or supporting your ships in enemy territory. This tab includes units such as mobile repair stations and fortresses. The Turret Tab (Tur): Stationary ships for defending your planets. This tab includes units such as basic turrets and tractor beam turrets.
UNIT SELECTION
To select a unit, simply use Left Click. You can also select multiple units by using Left Drag to draw a selection box. Double Left Clicking a unit will select all units of the same type on the screen. A selection circle around a unit indicates that it is a part of the current selection group. Tip: Hold Shift when selecting to add units to the current selection group. Note: When drag-selecting, if the selection box contains mobile military ships, then only mobile military ships will be selected. This prevents you from accidentally giving unwanted orders to noncombat units such as engineers.
UNIT ORDERS
Orders can only be given to the currently selected units.
MOVE ORDERS
Right Click on empty space to order the selected mobile units to move to that point. Hold Shift to queue multiple waypoints.
ATTACK ORDERS
Right Click on an enemy to order the selected military units to engage. Hold Shift to queue multiple targets.
ENGINEER ORDERS
Right Click a unit to order the currently selected engineers to repair that unit. Right Click on a constructor to order the currently selected engineers to assist the constructor, increasing the rate at which it builds units but increasing its rate of resource consumption accordingly. Units cannot be repaired if they have been damaged within the last 3 seconds. can be placed in the current location. if the current location is not an acceptable build location, the image will be red. Use Left Click to confirm the placement of the unit and begin construction. Right Click will cancel Unit Placement Mode. See the Shortcut Keys Reference for a list of shortcuts related to Unit Placement Mode.
WORMHOLE ORDERS
Ctrl + Right Click a wormhole to order the selected mobile units to travel through the wormhole to the linked planet. You can also Right Click on a planet in Galaxy View to order the selected units to travel to the chosen planet.
CONSTRUCTORS
Constructors are units that produce other units. Examples include space docks, which produce military ships, and missile silos, which produce warheads. Selecting a constructor unit will display the constructors build queue, as well as a selection of the units it is capable of constructing, at the bottom left of the Planet View interface. Hovering over a 17
BUILDING UNITS
THE BUILD MENU
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PLANET VIEW
unit icon will display a tooltip containing information related to that unit. To add a unit to the constructors build queue, simply Left Click on the corresponding icon in the constructors build menu. You can also remove a unit from the constructors queue using Right Click. Press the Build Mode button to toggle the Build Queue In A Repeating Loop option. This will cause the constructor to build the units in the current queue repeatedly, as long as the required resources are available and the unit cap has not been reached. This is highly useful for building the large numbers of units you will require during your campaigns. Tip: You can pause all constructors using the Pause All option in the Ctrl window at the bottom of
PLANET VIEW
the interface. Press this button again to order all constructors to resume construction.
GIFTING UNITS
The currently selected units can be transferred to the control of another player using the Give button at the bottom of the Planet View interface. This is highly useful for assisting struggling allies, and transferring control of units to new players joining an existing multiplayer campaign. Units cannot be transferred to the control of a player if they do not have that unit type unlocked, nor if the transfer would cause the player to exceed the cap for that unit type, nor if the transfer would send you or them into negative energy balance.
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GALAXY VIEW
GALAXY VIEW
GALAXY VIEW
Priority Markers
Add Notes Create Flare Finder Tool Display Modes Display Filters
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GALAXY VIEW
GALAXY VIEW
CREATING NOTES
It is possible to attach notes to any planet by using the add notes button. To do this, Left Click on the add notes button, then select the planet you wish to add the note to. You will then be presented with a text input box in which you can enter custom notes. This is useful if you expect to continue the campaign at a much later date and need to remember some vital information.
INTEL SUMMARIES
You can view an Intel Summary for each planet you have explored by hovering over the planet. The Intel Summary will display the number and type of units on a planet, whether or not the planet is supplied, the amount of knowledge collected from the planet, whether the AI is aware of your presence on the planet, and the planets number of resource gather points, as well as icons for significant units such as advanced research stations.
PRIORITY MARKERS
You can tag any planet on the Galaxy Map with a priority marker. Priority markers are visible not only to yourself but to all players on your team. To tag a planet with a priority marker, first Left Click one of the P0-9 buttons on the toolbar on the left of the screen, then Left Click on a planet to assign it the corresponding priority. You can also Right Click on a planet to clear its priority when in this mode. Priority markers have no effect on gameplay, but are an efficient method of keeping track of the importance of the vast number of planets on the map. Its recommended that you prioritize each planet as it is scouted. Planets are generally prioritized based on their contents. Here is one suggested priority system; P0 - Nothing of interest. P1 - Nothing of interest, but theres something dangerous here. P3 - Data Center. P5 - Advanced Factory. P8 - Possible AI Home Planet. P9 - Advanced Research Station or AI Home Planet.
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RESOURCES
RESOURCES
RESOURCES
SECTION 5: RESOURCES
METAL AND CRYSTAL
All units require metal and/or crystal to construct. You must collect metal and crystal by constructing harvesters on the resource deposits located on planets you control. Harvesters are available on the Economy Tab on the Build Menu. Each metal harvester will produce 12 metal per second, and each crystal harvester will produce 12 crystal per second. Note: Harvesters can only be constructed on supplied planets controlled by your team. Tip: To build all harvesters of a type on the current planet, Ctrl + Left Click the corresponding harvester icon on the Economy tab. Normally the command station will do this for you, but not if there are hostile ships on the planet at the time.
RESEARCH
To unlock a new unit using your available Knowledge, simply select any science lab to display a menu of the available research options at the bottom left of the Planet View interface. After unlocking a unit, it will be available for construction either on the Build Menu or its corresponding constructor.
ENERGY
Every active unit costs a certain amount of energy to sustain. Your net energy balance is the sum of the energy required by each of your units subtracted from your total energy reactor output.
ENERGY REACTOR I
MANUFACTORIES
You may occasionally find yourself in a situation where you have too much of one resource and not enough of the other. You can construct manufactories to convert one material into the other, though at a loss of overall net income. Metal and crystal manufactories are available on the Economy Tab on the Build Menu.
Each active energy reactor draws metal and crystal, so youll need to balance your metal and crystal needs with your required energy supply. Placing reactors in Low Power Mode will prevent them from drawing resources, but also from providing energy. Constructing additional energy reactors will increase your total amount of available energy, but be aware that constructing multiple reactors of the same type on a single planet will result in a reduced reactor efficiency. Reactors operating at a reduced efficiency will still draw resources at their normal rate, but will provide a lower amount of energy.
A single manufactory will convert 12 of one resource into 8 of the other per second. Once constructed, manufactories will normally manage themselves to optimize your economy.
CRYSTAL MANUFACTORY
Protect your energy reactors. If your net energy balance becomes very negative then your turrets and force fields will shut down, and you will be unable to construct new units.
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CAMPAIGN SETUP
CAMPAIGN SETUP
CAMPAIGN SETUP
CAMPAIGN SETTINGS
The campaign settings can be modified via the Map, Ships, and Game Options tabs. Some of the available options are covered below.
EXPANSIONS
Expansion content can be enabled/disabled by the host in the campaign lobby. If expansion content is enabled and any players do not have the expansion installed and available, it will not be possible to start the campaign.
AI DIFFICULTY
The AI difficulty affects the sophistication of the AIs tactics, as well as the number of reinforcements it will receive. Difficulty 7 is the recommended difficulty for RTS veterans. At this level, the AI will execute all of the tactics at its disposal. New players, especially those new to the genre, may prefer to start at difficulty 4.
AI TYPE
In addition to the difficulty levels, there are also a number of AI Types available. Each type has distinct tactics, many utilizing unique and specialized units. They are divided into three tiers, Easy, Medium, and Hard. If you choose a random AI type, and disable Reveal Random AI Type in the lobby, you will have to discover its type by analyzing its tactics during the campaign.
# OF PLANETS
Here you can choose the number of planets on the game map. You may select anywhere from 10-120 planets. We recommend an 80 planet map, as this provides the ideal balance of strategic depth and difficulty. Note: Fewer than 30 planets is quite hard, as you will run into the AI home planets faster with less opportunity to gather knowledge to upgrade your fleet.
MAP STYLE
You can also choose the map style. Simple maps are the easiest to see and interpret and are recommended for beginners. Complex maps are often more interesting, but can also be visually intimidating and more difficult to read. Hubs style maps contain a far greater number of wormhole links.
MAP SEED
The map seed is the random number used to generate the map. Pressing the New Map Seed button will generate a new seed and corresponding map. You can also generate maps by manually entering your own seeds and pressing Generate Map.
COMBAT STYLE
There are three combat styles available; Epic/4X, Normal, and Blitz. In Epic/4X mode, the game is considerably slower. In Blitz, its very much faster. We recommend the Normal combat style for new players, Epic/4X for 4X/TBS fans, and Blitz for fans of very fast RTS games. 27
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UNIT TYPES
UNIT TYPES
COMMAND STATIONS
A team controls a planet if they have a completed command station present there. They can be constructed by colony ships, but only one command station can exist on a planet at a time. Command stations produce metal, crystal, and energy, as well as providing supply to the host planet and all adjacent planets. Players can always access the Build Menu and full Planetary Summary on controlled planets. A team is defeated if all their Home Command Stations are destroyed. If a COMMAND STATION player does not have a home command station (such as if it is destroyed by the AI, or they have just joined the game) they will be given a command station core to provide them with the resources to participate in the campaign.
HUMAN HOME
PERFORMANCE PROFILE
You can change the draw speed and simulation coarseness with this. Most players will play on High, which is the default. However, if your game starts running slowly, or you prefer a very high framerate, you can adjust the performance profile up or down at any time during the game. Simply click into the Players tab of the Stats window in-game. This generally has very little effect on gameplay, just how much computing power is used versus how smooth everything looks.
AUTO AI PROGRESS
You can modify the rate of automatic AI progress increase. The increment amount and frequency can be modified separately. An AI progress increment and/or frequency of 0 will disable automatic AI Progress increases.
BASIC SHIPS
In addition to any bonus ships that are unlocked, players can construct 4 basic ship types at their space docks.
MINOR FACTIONS
Here the optional additional minor factions that will exist in the campaign can be configured, including 4 from the base game and many more from the expansions.
SCOUTS
Scouts are cloaked units that are used to gather intelligence on other planets. If you are playing with the Fog of War enabled, you will be unable to view the Intel Summaries for planets that have not yet been scouted. All scouts have the cloaking booster ability, and so will be able to penetrate further into AI territory when operating in groups. Its recommended that you keep a scout, or scout starship, with your main fleet, as this will allow you to view the full Planetary Summary on hostile planets.
SCOUT II
MANAGING PLAYERS
During a campaign, the host can manage the current players by pressing Esc and selecting the Manage Players option. Existing players can be removed from the campaign by disabling them, in which case all remaining players will be able to issue commands to their orphaned units, including gifting them to themselves or other players. To add an additional player to an existing campaign, enter their profile name and team color, then set their status to active.
FIGHTERS
Fighters are fast, versatile units that are highly effective against enemy bombers. Fighters are relatively inexpensive, and so are especially useful in the early game.
FIGHTER I
BOMBERS
Bombers are highly effective against heavily reinforced targets. Theyre vital for attacking powerful defenses such as force fields and fortresses. Bombers are also very good against the thick armor of frigates, but are vulnerable to enemy fighters.
BOMBER I
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UNIT TYPES
UNIT TYPES
FRIGATE
Frigates are large, slow, relatively fragile ships that can deal heavy damage via long range missiles. When used in numbers, they can inflict significant losses before the enemy can get into range.
STARSHIPS
Starships are large, formidable ships with immense amounts of firepower. Many starships have the Munitions Booster ability, which allows them to increase the firepower of nearby friendly ships. All starships must be constructed at a starship constructor. These are just as integral to gameplay as your normal fleet ships.
BONUS SHIPS
FRIGATE I Like the basic ship types, all bonus ships are constructed at space docks. Players start with access to 1 bonus ship per Home Planet, and will gain access to 1 random additional bonus ship for each advanced research station that is captured from the AI.
WARHEADS
FLAGSHIP
Warheads can be constructed at a missile silo. Detonating a warhead will increase the AI progress level, so use them sparingly. Warheads detonate when they are scrapped or destroyed.
Unit caps are per unit type, so gaining an extra bonus ship increases the total number of ships you are able to deploy. There is a great variety of bonus ships in AI War, all with differing abilities. View a bonus ships tooltip to learn about its strengths and weaknesses.
LIGHTNING WARHEADS
Upon detonation, lightning warheads deal heavy damage to all units in a certain radius around them. They are highly effective when attacking heavily entrenched locations.
PARASITES
Parasites are some of the most feared ships in the Galaxy. If a ship sustains damage from parasites, it will be captured upon its destruction by the parasites controller. A swarm of parasites can quickly take control of an enemy fleet, turning them against their former allies.
NUKES
A nuke is a weapon of last resort. Upon detonation, it will instantly obliterate all LIGHTNING MISSILE but the Mark V units on the planet, along with the entire planet itself and all resource gather points. A command station built on a destroyed planet cannot provide supply to adjacent planets. Using this weapon will greatly increase the AI progress level.
PARASITE I
ECONOMIC SHIPS
Economic ships are accessible on the Econ tab of the Build Menu.
ENGINEERS
Engineers are vital for accelerating construction, repairing units, and assisting constructors. They will automatically assist with construction and repair in nearby locations, but they can be ordered to construct/repair specific units if required. When no other tasks are available, engineers will assist nearby constructors, allowing them to build units more quickly. Engineers can also be explicitly ordered to assist a constructor by Right Clicking on the constructor, in which case they will not leave to perform construction and repair tasks.
MINEFIELDS
Minefields are cloaked units that deal heavy damage to any enemy units that collide with them, also damaging themselves in the process.
BASIC TURRET I
Tip: Place mines around wormholes and on routes that the AI is likely to take for maximum effect.
SCIENCE LABS
ENGINEER I
FORCE FIELDS
Force fields are mobile units that absorb any fire aimed at units under their protection. The protection radius of a force field will shrink as it takes damage, so you should keep your most valuable units close to the center of the force field. Be aware that friendly units will only do 25% of their normal damage when firing whilst under a force field. A small force field circle around a unit indicates that it is under the protection of a force field. Some units are immune to force fields, moving and firing through hostile force fields without issue.
Science labs are used to gather knowledge and unlock new units. A Supplied science lab will automatically gather knowledge on its current planet. Science labs are unarmed and relatively fragile, and so will require support when operating in hostile locations. Selecting a science lab will display a list of the units available for research.
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ADVANCED FEATURES
ADVANCED FEATURES
CONSTRUCTORS
Constructors are units that build other units. They are on the Const tab of the Build Menu.
COLONY SHIPS
Colony ships are required to build command stations. Command stations can only be built on planets if there is not already one present, so you will need to destroy the AIs command station before beginning construction of your own. Upon completion, all capturable units on that planet, including advanced factories and advanced research stations, will be transferred to your control.
SPACE DOCKS
COLONY SHIP
Space docks are used to construct all the basic ship types, as well as any bonus ships that are unlocked. Space docks require large amounts of energy, so place them at key strategic locations.
ADVANCED FACTORIES
Players cannot build advanced factories; they are an advanced structure that must be captured from the AI. Advanced factories are the only means of constructing powerful Mark IV units, so controlling at least one is highly desirable. If an advanced factory is destroyed, it is lost forever, so be sure to defend them well. Note: You must have the Mark III ship unlocked to construct the Mark IV variant.
CONTROL GROUPS
The selected units can be assigned to a control group by pressing Ctrl + 0-9. You can then select any units on the current planet assigned to that control group by pressing the corresponding number key. Units can belong to multiple control groups. If there are no units in the selected control group on the current planet, then the camera will swap to the nearest planet that contain units in that control group. Assigning a constructor to a control group will cause all units subsequently built by that constructor to be automatically assigned to the corresponding control group(s). See the Shortcut Keys Reference for a comprehensive list of controls related to control groups.
CLOAKING
Many units, including scouts, have the cloaking ability. Cloaked units cannot be seen or targeted by most enemies. There are a few specialized detector units available to the AI and you. Units cannot fire whilst cloaked, and wont be able to recloak for 8 seconds after firing. A purple circle around a unit indicates that it is cloaked. Unless in Attack-Move mode, cloaked units will not reveal themselves by automatically firing on enemies that are in range.
Guard posts on a planet are where the AI receives reinforcements when it warps in new ships from its production facilities outside the galaxy. Destroy the guard posts to prevent the AI from heavily reinforcing on a planet -- but be warned, some of the guard posts strike back hard. A few ever launch deadly counterattacks at planets that you otherwise thought were protected. On the plus side, Guard Posts are immobile like turrets, so they wont ever come chasing after you. Guardians, on the other hand, are big, mean, and mobile. Depending on your chosen AI difficulty level, youll find these hanging out at guard posts, ready to defend the planet they are on -- and quite often, counterattack you in return. Before you stir up a group of guardians, be sure that youve got defenses that can withstand the onslaught if they overrun your main fleet. The most dangerous thing about attacking a high-level planet is the reprisal that comes if your strike force fails (and sometimes, even the smaller reprisal that comes if your strike force succeeds, if guardians and other ships retreat from the planet and regroup).
TACHYON EMITTERS
Units with the Tachyon Emitter ability will automatically fire Tachyon Beams at any cloaked units that come into range. A Tachyon Beam, represented by a yellow line, disables the cloak of the targeted ship. After being revealed by a Tachyon Beam, a unit will be unable to recloak for 8 seconds. Notably, Tachyon Guardians have the Tachyon Emitter ability, and so can cause major problems for your scouts should they cross paths.
CLOAKING BOOSTERS
Units with the Cloaking Booster ability can boost the cloak of a limited number of cloaked units in range. Cloaking Boosted units will not be revealed by Tachyon Beams. A unit that is boosting cannot itself be boosted by another unit. A purple line between two ships indicates this occurring. 33
ADVANCED FEATURES
SETTINGS
SETTINGS
TELEPORTATION
Teleporting units can travel instantaneously between two points on a planet. Because of this, they can traverse the wormhole network very quickly, making them especially useful for both defense and hit-and-run attacks. After teleporting, a unit will be stunned and unable to perform any further actions for a short time. The duration of the stun is proportional to the distance teleported.
SECTION 9: SETTINGS
The Settings Menu is accessible from the games Main Menu. Here, you can adjust various options that will affect how the game looks, sounds, and plays. Enabling items displayed with green text can improve performance, while those in red text can reduce performance. You can also access the games controls reference from this menu.
MUNITIONS BOOSTERS
Units with the Munitions Booster ability can boost the firepower of nearby friendly ships. A unit can be boosted by 4 other friendly units simultaneously, greatly increasing its firepower.
GROUP MOVE
Holding the G key when issuing move orders will cause all selected units to move at the rate of the slowest selected ship. This is highly useful for keeping your fleet together.
GAME
UDP NETWORK
This setting controls the UDP port number that AI War uses to send network traffic. To play a multiplayer game, all players must have the same network port setting. Unless you have a specific reason to do so, we do not recommend that you change this.
ATTACK-MOVE
Units can be placed into Attack-Move mode by holding the X key when issuing a move order. A yellow border around a unit in Far Zoom indicates that it is in Attack-Move mode. Units in AttackMove mode will chase any enemies that come into firing range. Once the enemy is destroyed, they will move/return to the location designated by the Attack-Move order. Units in Attack-Move mode will not pursue enemies through wormholes. Tip: Place units in Attack-Move mode near wormholes to have them chase down any hostile units that come through.
AUTOSAVE EVERY
This setting defines how often the game will autosave. By default, this is set to every 5 minutes. A setting of 0 will prevent any autosaves from occurring.
INTERFACE
From here you can tweak the games interface to suit your preferred style, including whether you wish to run the game in full-screen or windowed mode.
PREFERRED TARGETS
Units ordered to attack a specific target will acquire that unit type as their preferred target. When possible, a unit will always choose to fire on targets of its preferred type, allowing you to maximize the effectiveness of your fleet during engagements. View a units tooltip to display its current preferred target type.
GRAPHICS
Here you can modify the graphical aspects of the game. These changes are purely aesthetic, and will not affect gameplay, though they may help performance on older graphics cards.
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AUDIO
This menu allows you to modify the volume of the games sounds and music. You can also choose to disable them entirely if desired.
EXPANSIONS
Expansion features can be enabled/disabled here. Activating an expansion for which you do not have a license key will cause the game enter trial mode. To return to full use of the game, simply disable the expansion.
(H)
Hold
Select multiple units (deselects prior selected, selects only military units by default). Select unit (adds to prior selected). On Build Button - Queue 5 ships instead of 1. On Selected Units Dropdown - Select unit class.
+
Select multiple units (adds to prior selected). On Wormhole - Send view through wormhole. Select multiple units (all units, not just military). Deselect unit. On Item in Build Queue - Send item to front of queue. On Build Button - Queue 10 ships instead of 1. Deselect multiple units. Select all units of same type on screen group. Deselect all units of same type on screen. Selected units move to target location. On Enemy - Selected units attack target enemy. Build Button - Dequeue ship of clicked type. Galaxy Map - Send selected units to clicked planet. On Selected Units Dropdown - Deselect unit type.
CHILDREN OF NEINZUL
The second expansion for AI War, this one is a half-price micro expansion, and all of Arcens proceeds from it are donated to the Childs Play charity. Keys features include: 36 new ships, including: 5 new ship classes with a variety of abilities. Enclave Starships and Regeneration Chambers for direct unlock. 6 new AI special weapons. 6 new AI Types. 3 Neinzul alien minor factions (NPCs). Devastating new Hybrid Hives AI plot. 3 new in-game music tracks. Two new map styles: X and Concentric Circles.
Selected units add target location to their waypoints. On Enemy - Selected units add clicked enemy to their target queue. Galaxy Map - Add wormhole path to end of current path of all selected units. On Wormhole - Send selected units through wormhole. Build Button - Dequeue 5 ships instead of 1. Open the context menu for the selected units. Galaxy Map - Selected units move to planet in Attack-Move mode. On Item in Build Queue - Send item to back of queue. On Build Button - Dequeue 10 ships instead of 1. Selected units Group-Move to target location. Selected units move to target location in Free-Roaming Defender Mode. Galaxy Map - Selected units move to planet in Free-Roaming Defender Mode. Selected units Attack-Move to target location. On Capturable Structure - Selected units attack target. Zoom in and out (zooming in centers on mouse cursor). Zoom in and out at double speed.
+ Ctrl + Alt
+G +V +X
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Pan View at double speed. No Zoom. Mid Zoom 1. Mid Zoom 2. Farthest Zoom. Zoom In (centers on mouse cursor). Zoom Out. Force display of Far Zoom style icons in main view. Force display of actual ship graphics instead of icons in main view.
Show range of all selected units, and/or units under mouse cursor. Show all enemy ranges in addition to the above. Show range of selected units at cursor instead of their position. Show selection circle around all on-screen ships. Show hit % and damage for all selected ships, and/or units under mouse cursor. Create a Flare. Go to most recent flare. Open the chat window. Scrap the selected units. Scrap the selected units. If in Galaxy View, return to the main game display. Center display on the selected units. Follow selected units with display. Stop selected units. Increase game simulation speed. Decrease game simulation speed. Increase command lag (Improves network performance). Decrease command lag. Cycle Planetary Summary help icons. Switch to non-help view of Planetary Summary.
Place ship at location (remain in ship placement mode). Place multiple ships. Place cluster of 5 ships at location. Place cluster of 5 ships at location (remain in ship placement mode). Place multiple clusters of 5 ships. Place cluster of 10 ships at location. Place cluster of 10 ships at location (remain in ship placement mode). Place multiple clusters of 10 ships. Exit ship placement mode.
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+, Ctrl + , L +L \
F3
+ F5 + F6 + F8
*Write the smaller UnitTypeStrength.xml file (requires 45+ minutes, inludes only same-level ship types). *Write the FULL UnitTypeStrength.xml file (requires several hours, includes all ship types against all other ship types). *Write the Excel Secondary XML files (requires only seconds, useful for all sorts of analysis). *Show the last target search cycle for each unit onscreen.
Cheat Codes
Give Me K Metal Head Crystal Goblet Bomb The Stars Be Peaceful Get Angry 40
+10,000 Knowledge +100,000 Metal +100,000 Crystal +1 Mark IV Bomber Starship -100 AI Progress +100 AI Progress
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CREDITS
Designer Christopher M. Park Programming Christopher M. Park Keith LaMothe Music Composition / Editing Pablo Vega Piano & Vocals Pablo Vega Electric Guitar Ted Hardin Trumpet Elizabeth Thompson Sound Pablo Vega Various Artwork Philippe Chabot Christopher M. Park Maxime Trpanier Daniel Cook Hans-Martin Portmann I-KP Techwriter Calvin Southwood Special Thanks / Alpha Test / Design Assist Michael Park Melvin Park Desmond Kaplan Special Thanks Marisa Park Lars Bull The Unity 3D Team Michael Lidgren The SlimDX Team Beta Testers Lars Bull Zack Cataldo Desmond Kaplan Andrew Leach Austin Moore 42
CREDITS
Special thanks to players with contributions to the game manual dumpsterKEEPER Haagenti kjara Patrick Burke For more information about the game, please see our online wiki for the game: http://www.arcengames.com/mediawiki To join the close, ever-growing AI War online community (and ask questions or share your own expertise and opinions), please visit our forums: http://www.arcengames.com/forums