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Distinctive
Diodes
Autarch's Guide to the Robots
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Chapter
0: Intro
Greetings
again. My name is Autarch, and this is my second guide for
what I call "The Forgotten Races." These races being
the Crystals, Evil Empire, and Robots. I am considering a
Cyborg one as well, but we will see what the future holds.
The Imperial one is half-done, but studies prevent me from
doing much at this time. (4/25/98)
In this
guide, I am going to give you a basic idea of the Robots capabilities,
shortcomings, and how you should handle such a good race.
This is Tim Wisseman's favorite race (I asked him), so there
must be something good about them, right? From now on, let's
call them the Bots. Much easier on my fingers for typing,
and quicker for you to read. I am, by my own admission, not
a Bot lover. I find them interesting, and all races deserve
a Guide. Which is why I wrote this.
This guide is based on Host 3.22.16, but there hasn't been
major changes that I am aware of that effect the Bots directly.
I expect you to have a decent grasp of the basics of VGA Planets.
I use VGA Planets Assistant (VPA), and have been playing for
close to a year now. I do not claim to be an expert, and using
this guide is, of course, at your own risk. But onward.....
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Chapter
1: The Robots
1a.) Race
Description
The docs say this about the Bots: The Robots are a race of
that has survived the death of their makers. It is thought
that the makers of the Robots were a race similar to the Lizards
only smaller and weaker. The Robots base most their ship designs
around the basestar fighter carrier design. Robots have only
one ship type that can launch torpedoes. Even the Robot's
fuel tanker can launch fighters. The favorite ship in the
Robotic fleet is the tech 6 Instrumentality class baseship.
It is the size of a battleship and can carry up to 80 fighters.
The largest basestar can carry 300 fighters . They can lay
mines far better than all other races. They can make four
times more mine units per torpedo. This makes their minefields
4 times as larger than normal. However, only one robot ship
can lay mines, the Cat's Paw Class Destroyer. All robot ships
with fighter bays can build fighters in space using 3 tritanium,
2 molybdenum and 5 supply units per fighter. The Pawn Class
comes with a Bio Scanner . So you can make mines for 1/4 of
the cost, build fighters in space, and have a bioscanner,
to name a few things.
1b.) Player
Mindset
When playing the Robots, you are going to have to be a good
economist. You need money and Duranium. You also have to like
the task of commanding armadas of fighter carriers. Ships
that are big, heavy and powerful. You lay minefields, and
use your medium ships to slam other's. This is, by no stretch
of the imagination, a newbie race. If you are a newbie, go
play some more, and come back to the Bots. The Bots are a
great race, but at times, they can be stressful to play.
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Chapter
2: Advantages
2a.) Fighters
in space
You can build fighters for 1/20 of the cost the other races
have to (beside Rebels and Colonies). You use 3 Tri, 2 Moly,
and 5 supplies. That's it. Find that, and you have a fighter.
Real cheap.
2b.) 4X
Mines per torp
You are skilled in minefields. Races can make a certain amount
of mines per torp. But you can make 4X as may out of the same
torpedoes. Hence, you make bigger minefields, for a cheaper
price.
2c.) Ship
Size
Your ships are *huge*. They are heavy, powerful and are very
nasty. I have been on the wrong side of the Bots, and have
paid dearly. I played the Fascists, and the Bots invaded.
More on that later, though.
2d.) Fuel
Tanks
Your fuel tanks on all your ships are incredibly big. Your
Qtanker has a gas tank of 600kts, for instance. This lets
you go far, and fight the Crystals easier, as well.
2e.) Cloning
This might not seem to be such a big deal, but if you can
get your hands on a cloaker, you'd better clone it. The Crystals
and Privs cannot clone, and you can offer services for them.
(For a price, of course...)
2f.) Desert
Advantage
You, along with the Fascists, can survive on Desert planets
with an outpost of 60 clans or so. Nice to have to use those
planets better.
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Chapter
3: Disadvantages
3a.) Duranium
Your ships require an absurd amount of Duranium. the bigger
ships require 200+ kts of Duranium a piece. Your Golem requires
400+kts of Duranium. In the beginning, this is going to make
you life tough. Find that good Duranium planet fast.
3b.) Poor
economy
Your ships are rather expensive, as well. Couple that with
the Duranium need, and you have a faltering economy. Which
is why I said you need to be an economist in the beginning.
3c.) 1
Torpedo Ship
You can lay 4X as many mines per torp. But, you only have
1 torpedo ship- The Cat's Paw. You need to build these kitties
to keep the minefields around your space.
3d.) Short
Ship List
You have got the shortest ship list in the game, therefore,
you have to make due with what you have got. But your ships
are effective, so it isn't all too bad.
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Chapter
4: Settings
Here is
where I am going to point out a few of the settings you should
look for when deciding to play the Bots. Listed is the defaults.
- Minefields:
ON No explanation needed, I think You know you need them
on.
- Mines
destroy enemy mines: YES You can destroy other minefields
but laying yours on top of theirs- at 1/4 of the price.
- Mines
destroy webs: NO You'd like it on, as it makes the Crystals
easier to deal with. The webs would be like regular mines.
- Robots
build fighters in space: YES You need the fighters. 'Nuff
said.
- Sensor
Scan range: 200 lys Your Pawn can bioscan, and this is how
far out it can scan planets. Longer the better.
- One
Engine ship can tow: NO Doesn't bother you. Makes it easier
on you somewhat. The only warship that has one engine is
the Iron Slave, but you're not building that. (Explained
below in the ship section.) This makes your freighters (SDSF
and MDSF) able to tow.
- Cloaked
Mine hit odds: .5% This is the default chance per ly that
a cloaked ship will hit a mine. Higher the better, but you
can live with it. Just overlap your fields for a greater
chance.
- Colonies
can sweep minefields: YES This makes your life a lot more
difficult if they are your enemies (explained in the races
section.)
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Chapter
5: Ship List and Uses
Here I
am going to outline your warships, and then your freighters-
what to build, how to use, etc.
Cat's
Paw (Beams: 4 Torps: 2)
Uses: This is your ONLY minelayer. Build 'em. Lots of them.
Keep your minefields intact with these kitties.
Iron Slave
Class Baseship (Beams: 1 Bays: 2)
Uses: None. Low mass, no bays, one beam- piece of junk, waste
of a ship slot.
Qtanker
(Bays: 1)
This is your fuel carrier and fighter maker rolled into one.
Build them with crappy engines, and park them over your bases.
Set the FC to "lfm", mission to "build fighters."
Then you have 12 fighters next turn, per QTanker. A friend
said: "It's better to not have all your eggs in one basket."
These guys are vulnerable, but invaluable.
Pawn Baseship
(Beams: 2 Bays: 2)
Uses: I build one first turn. Then I recycle it for a PBP,
and the insane amount of Duranium I get back. This ship has
a FULL bioscan, which means *all* planets in sensor range
are scanned for natives. So if you see a big blank space for
a cluster on the sensor logs, chances are someone is there
and waiting for you.
Cybernaut
Baseship (Beams: 3 Bays: 5)
Uses: I don't build this ship, or if I do, not a whole many
of them. If you can build a Cybernaut, you can build an Instrumentality.
And the cargo space (50kts) is hardly worth your effort. Forget
it.
Instrumentality
(Beams: 4 Bays: 7)
Uses: Very nice ship. Heavy, good amount of bays, large fuel
tanks, need I say more? Just steam roll your opponents with
this. Make sure that it is fully stocked with the 80 fighters
it can carry. I use this to patrol, and to smash incoming
minor fleets.
Automa
Class Baseship (Beams: 4 Bays: 8)
Uses: Anything you want. <G> This is THE ship to build.
It has a large cargo room, so build those fighters. It's heavy,
and has alot of bays. The only major difference in building
this and an Instr. is the money. It needs the same amount
of Duranium as a Instrumentality. So use this to attack those
large fleets, and attack those starbases.
Golem
Battle Carrier (Beams: 6 Bays: 10)
Uses: I build this for the major fights. Nothing more- the
Automas can do what this behemoth can do. Use this, fully
stocked with what it needs, to fight those Rushes, Virgos,
and Gorbies. Keep them in strategic spots around your empire,
so they can defend you when you need to call on them.
Freighters
The small one is too small. The medium one is good for shuffling
stuff around (minerals) your core planets. The Large one is
good for colonizing, and to get planets up and running quickly.
The super transport is too heavy, and a gas guzzler.
Fuel refinery/Alchemy
The fuel one is nice to have, since you have huge gas tanks.
The Alchemy ship is better. Find that Bovonoid planet, park
the Merlin over it, and have it make TONS of Duranium. Solves
half your economic problem right there. Build these when you
need them.
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Chapter
6: Allies, Enemies, and all around strategy
Here I
will outline what you get from an ally, how to fight a nasty
race, and basic strategies you need. I have a long experience
of fighting Bots, as I fought one as the Fascists for over
40 turns in a game.
The Feds:
The Feds are good allies. They can give you the money you
need (2x tax rate), and almost all their ships are torpedo
ships- something you lack. They have no decent carriers, as
theirs runs out of fighters quickly. Give them an Instrumentality,
and it fights with 10 bays. They can clone no problem, and
they can super-refit your ships. As enemies, they aren't too
bad. Their can't mine planets too well, so hit them there.
They have a lot of beams, but in the beginning, they have
empty hulls, with a few patrol vessels. If you get a cloaker,
watch out for their Loki. Use your minefields to clear the
battlefield, but remember- no matter what damage a Fed ship
has, it'll fight with all weapon banks. Even a 99% damaged
Nova will fight will all beams and torp bays.
The Lizards
The Lizards are very good allies. They have one of the strongest
economies in the game, and you need money and cash for your
ships. He also has cloakers, including the LCC, though it
is a fuel pig. He lacks decent carriers, and all ships in
his hands will take 150% damage. He can hiss your planets,
and he'd like your ships. Imagine a 150% damage Golem. Ouch.
As enemies, they can be hard. They have a Ground Attack Ratio
(GAR), and they can take your smaller starbases with a few
LCCs cloaked in orbit. Minefields are the key here. Overlap
them to get the best chance of a hit. Build defense posts
to up *your* defense GAR. His tech 10 ships are no match for
you, but he'll send them in pairs to assure success. Nail
them with Automas, and always figure in their 150% damage
in your sims (you do run sims, right???).
The Bird
Men
The Birds have the one thing you'd like to have- cloakers.
Lots of them. Ask for them. Deth Specula is a nice ship, though
limited fuel and lack of cargo hamper it's usefulness. Ask
for a White Falcon or Fearless Wing. They have large gas tanks,
one tube, but that is all you need to lay mines. Resolutes
are the best he has, as Dark Wings eat fuel for lunch. Ask
for a Resolute, since it won't be decloaked in an Ion storm,
nor uses fuel to cloak. So sit in your enemies shipping lanes,
and watch for 5 turns. Again, minefields are the key to slowing
(and stopping) the Bird Men. The Birds are considered the
weakest race, but they can be a pain. Their Super Spy ability
let's them change the codes on your planets, and "bum"
your money up. Keep your money on a ship orbit (say a Qtanker)
or spread out amongst several Qtankers. This way, he snatches
a Qtanker, but he didn't get all the money. Watch your planets
friendly codes too. He might try to change the Minefield Fcs,
allowing him to sail on in. The code would be "mfX"
with X being anything. Doing this let's him have complete
control of the minefields you own. Use a planet with a Higher
ID number to counter it. (Of course, if the ID is 500, you
have a problem....) Ask for Lokis or Glory Devices (Gds),
they won't bite.
The Fascists
They have cloakers too. They also have a GAR, half of the
Lizards by default. They have one carrier, which can't fight
at all. They'd like a carrier from you, you want a cloaker
in return. The D7 Coldpain, to be exact. The large fuel tanks
lets you fly for a long time. They are immune to ATT/NUK codes,
too. They can pillage you- in other words, kill your colonists
(20% per turn), leaving everything else intact. They get the
money on the surface, and all supplies that won't fit onboard
are sold for money, and beamed up. Scary thing is, your planets
can't fight back. They have GDs, which can be used on suicide
runs against your ships. If you have a cloaker snooping around,
they can have one set to blow when it detects you. They are
flexible, and I enjoy playing them. I have fought a Robotic
player for 40 turns as the Fascist, holding him off, 'til
the Borg showed up, slamming the Bots. But I used my GDs against
Instrumentalities, and Automas. I lost an Ill Wind, and two
Victoriouses to *one* Automa. They crippled it, and the base
finished it off. But I haven't yet (the game is still going,
different Bot player) recovered from that mistake. Needless
to say, the majority of the fighters were burned off, and
an Instrumentality sailed in with no opposition. Your minefields
will stop him, or slow him down. Keep supplies onboard to
heal GD attacks. Fascists LOVE beams, so watch your fighter
count. His ships are weaker than yours, so you should have
a fairly good time at walking on him.
The Privateers
Everyone loves the Privs. (Well, almost everyone.) They lack
good ships, they can't clone, and have stinky carriers. You
can clone, have good ships and good carriers. He has what
you want: Gravitronic Cloakers. Able to travel 162lys per
turn, will speed you up, and allow you to make surprise attacks
when you tow an Automa 150 lys to an enemy bases that thought'd
it see you coming. The Privs have tow-capture, and ROBbing,
so any ship he nabs, you clone, and keep a copy if it is worth
it. Watch them as enemies. If you don't use your mines, you're
done for. He gets to your base with a wolfpack, he'll rob
you dry. When attacking, mine your way to victory, and exterminate
the space scums. When traveling, zig-zag your ships. Place
mines around you. Planet hop. Change direction suddenly. Just
screw him up royally. Place a 150ly minefield around his homeworld
with that cloaker you should have. Or just move a Cat's Paw
(not in a straight line) to the Priv HW, and drop a minefield
there. Really puts a crimp on the expansion efforts.
Cyborg
Very powerful race, when played right. That's just it- they
are usually never played right. But anyway... They lack medium
warships, and their Biocide is useless with out fighters.
You can provide fighters, and he can give you his chunneling
Firecloud (Fc). Handy to move large fleets around with. He
is poor in the beginning, you're not much better, but you
can protect both of you in minefields. He's got a HYP probe.
He's got torp ships, so ask for one. His economy takes awhile,
but he'll explode really fast. As enemies, get them in the
beginning. They are weak, but track them down. They can grow
just as big with their assimilation. Use your Golem to smash
his cubes, as those are what he'll use. All his other ships
are useless, except the Firecloud. And if you see an Fc, blow
it away. Otherwise, he'll chunnel in a fleet of cubes, and
you have a big problem. Drop minefields, surprise him with
cloakers. They (the Borg) are hard to track and kill, but
you can do it. Tell everyone what you are doing, and chances
are they'll help you- everyone hates the Borg for whatever
reason.
Crystal
People
Powerful race, bad economy. They need lots of money. And lots
of Moly. Moly isn't your problem so you can help him there.
He can give you powerful torp ships (Emerald, Ruby) in return.
You can survive on Desert planets, as can he, but he can make
do better. He's got web mines, which drain fuel, but he can't
clone the ships he nabs. You can. He lacks a decent carrier-
the Crystal Thunder is okay, but a low mass, small cargo,
(etc) really hurt it's effectiveness. Web mines will be a
pain. Use your Cat's Paw to tow your ships in. Set the towee
to minesweep. Carry supplies on board the Cat's Paw to fix
damage. Top off your tanks before going in. He'll use overlapping
webs, to drain more fuel (the effect is cumulative.) But your
fuel tanks are huge, so you should worry to much. Watch for
his cloakers, if he has any. Nail his money planets, and you
are sure to win. Without cash, the Crystals will collapse
very quickly. He'll use his Diamond Flame with his Crystal
Thunder to fight you, so make sure you mine the area, and
have plenty of fighters aboard.
Evil Empire
The Empire depends alot on fighters, so you can help him.
He also has one torp ship, as do you. He can dark Sense everyone
-save the Rebels- and can tell you where to hit your enemy.
He's got a HYP probe. His Gorbie is going to need fighters,
and he also need medium carriers. His ships are expensive
money wise. All in all, not a great ally- he gets more out
of it than you do. As an enemy, he's not too tough. Use that
Golem of yours to knock out his Gorbie. Or two Golems, probably.
Lay mines, and hunt down his H-Ross carriers. They will probably
b carrying his fighters back to the key planets, since he
makes 5 per turn, per starbase. Make sure you knock out his
starbase quickly- 5 fighters improves a base's defense dramatically.
Watch for those H-Rosses leaving full- then attack. Beware
his Super Star Destroyer. It can't fight, but just 10 clans
can take over any planet. Even your Homeworld. Don't let him
get close. He won't have the SSD fill to capacity, because
he needs those clans for multiple assaults. An Instrumentality
will kill it, an Automa better.
Rebels
The Rebels lack good, sturdy carriers, yet they can build
fighters in space. His Rush is on par with your Golem. And
he can give you fighters quicker. He can also soften up an
enemy with his Rebel Ground Attack (RGA). His ships are cheap,
and he has a HYPer, the Falcon class. Nice cargo for a HYPer.
You can bioscan for him, too. The Empire will return Amorhpous
readings on all Bioscanner, except those owned by the Rebels.
Nice, eh? As enemies, they can be tough. They can HYP in with
a Falcon, and RGA a planet. If they do this for a few turns,
all the factories will be blown up, and your colonists so
ticked, they'll kill each other. He's got the Patriot Carrier-
a cheap and mean little ship. He'll use it once, and spank
your planets. It's a round of ammunition to him, and dirt
cheap to build, and arm (free fighters remember?). The rest
of his ships aren't much to look at- you can wipe them away.
Mine your way again, as with all races, and watch for his
RGA.
Colonies
These guys aren't too bad.- except they really don't need
you. They can build fighters in space. They have a Cobol,
which is nice to have for your fuel tanks. It's also a bioscanner,
but you don't need that. The Aires makes fuel dirt cheap,
which you'd like. He's got a good torp ship, the Cygnus, and
he's got the Patriot too. His Virgo is on par (better, maybe)
than your Golem. It's got 8 bays, 10 beams. You have 10 bays,
6 beams. Trade-off. These guys are your worst nightmare. Anybody's
nightmare, actually. Don't waste the time for mines- he can
sweep them away with his fighters 100 lys away, and come steaming
in. Bump your defense posts up to 20, to stop the Cobol bioscan.
Nail the Cobol, because chances are he'll tow his Virgo (8
engines) with one. The Patriots will come in packs, sweeping
and attacking. The Cygnus will be heavily armed with top torps.
Hit him early- he has to get his infrastructure up first.
Hire a cloaking race to get him early, or come steaming in
right away. If you have to fight him later on, use your Instrumentality's
to patrol, and destroy Patriots, etc. Run alot of simulations.
Use the Automa and Golems to attack- ALWAYS play in the Colonial
yard. If you are having to defend against the Colonies, your
life is going to be a hard one, and probably not very long,
either. The majority of his ships are light, so a surprise
minefield now and then to surprise him would be okay. Don't
go overboard, and scoop the field up before the decay or are
swept.
General
Strategies:
- Use
your advantage: Mines (except against the Cols.)
- Play
in other's yards.
- Get
a cloaker.
- Mine
somemore.
- Use
your bioscanner.
- Get
a terraformer.
- Mine
somemore.
- Make
moving minefields.
- Mine
somemore. (get it? <G>)
- Trade-
all empires survive with trading.
- Get
a good torp ship (Emerald) and clone the snot out of it.
- Learn
you enemies advantages, and weak spots (read up on them).
- DreadLord
Battle Manual- for instance.
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Chapter
7: Summary and Info
If you
like this guide, contact me. Tell me what you feel- even I
you think this guide stinks. I like honest people. If you
like "plain vanilla games" contact Derek Kalweit.
He's been my host for a few games, and I like the plain original
game, with out all the add-ons.
If you are a Fed lover, contact me. I set up the Federation
League of Admirals, and now I have turned it over to head
Admiral Donovan. There is a ton of neat stuff, and you just
might learn a few things when ya join! <G> I'll tell
you where to go. Just want to say thanx to all my friends
who helped me in the past, and will help me in the future.
More guides to come, 2 more, I am sure.
Until
then- I will see you in my minefields. Or if you are smart,
you'll be my ally.
May we
meet on the field of battle. Happy Hunting, Robotic lover.
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Autarch,
League Of Admirals
ewesta@juno.com
"For
the enlightenment of the young, and the wisdom of the old."
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