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IDProjectCategoryLast Update
0021887AI War 2Bug - OtherOct 29, 2019 11:28 am
Reporteryupyip Assigned ToRocketAssistedPuffin  
Severityminor 
Status resolvedResolutionfixed 
Product Version1.001 Official Game Launch! 
Fixed in Version1.002 ARSes, Instigators, and Tech Vaults, Oh My 
Summary0021887: Tutorial bugs
DescriptionBoth Tutorial 2 & 4
    Page 4/6 I couldn't finish. I sent ships through as it requested but it didn't notice to trigger the "step complete". I did it mulitple times plus via the galaxy map; nothing.

Tutorial 3
Step 6/11 - confusing in places.
    It says the factory we built is part of the command fleet and that mousing over the factory says this. But mousing over does *not* say this.
    Similarly it says the battlestation is tooltip "tells us" it's the commander of the fleet, but it doesn't as far as I can see.
    It's also not clear what the "lets build turrts for the battlestation" part means. I mean I get it, we're building turrets, but it's not clear how we "switch fleets". It just happens?
    
    "Extra tip 2" - could be better worded as "if you want to leave building mode". As it stands I read that as cancelling building of something currently building.
Step 9/11
    "we have no use".. should read "we have no NEED"
    
    
Tutorial 4:
    Step 1 - should explicitly spell out to click "Build".
    Step 2
        * "When you mouse over one of the options"... what options? Say the things at the top of the screen (more eloquently than "things at the top of the screen" mind ;-) ).
        * Metal consumption - could be clearer what the "it's complete" refers to, it's ambiguous (I assume you mean whatever is being built).
        * Don't say what energy is not, say what it is. Explanation for energy is not as clear as it could be.
        * "Both of these resources[sic - missing apostrophe?] current amounts are visible on the very top of the screen, with the same icons". I'm not sure what this is saying. They're different icons, not the same icons. And we already know they're at the top, that was the first line of this step (well, it should have been).
    Step 3 - "There is a limit to this however." - is vague. Should say "Each planet only has a finite amount of science" or similar.
    Step 4 - "most things will increase their maximum capacity like our v-wings". Capacity? Capacity for what? As far as I can see v-wings don't store anything...?
TagsNo tags attached.

Activities

RocketAssistedPuffin

Oct 23, 2019 4:40 pm

reporter   ~0053883

First bit:

The first one isn't a bug. That's just misreading what planet it says, but already fixed.

Second apparently is...it used to work. Weird.

Second bit:

Mousing over it does say it - it's right at the top of the tooltip, for both the Factory and V-Wing. Even the Battlestation says what Fleet it leads.

The bit about "switching Fleets" is already done earlier. It tells you where to find what Fleet the possible structures belong to.

Done the building mode bit, thanks.

Third bit:

I don't know why someone would be...on the fourth tutorial if they can't open the sidebar, so I'm kind of confused here.

The options referred to are...er, all the stuff in the Build Tab, which it just had you open, not the top bit.

Energy seems fine to me. It does say exactly what it is - a global cap on the max stuff you can have.

By same icons it means they're represented elsewhere by the same ones already noted (Anvil and Lightning Bolt).

Capacity is Cap. The cap for how many are in a Fleet.

RocketAssistedPuffin

Oct 23, 2019 4:52 pm

reporter   ~0053886

Okay the tutorial 4 step you note does work. You need to have the Hacking Tab open as well like it says.

yupyip

Oct 23, 2019 5:15 pm

reporter   ~0053889

Thanks for the prompt reply.

The crux of my reply is - the tutorials should be idiot proof. I've been gaming for > 25 years (mostly strategies), back in the dark ages when "tutorial" wasn't even a concept, let alone the game "Stars!" (you want a tutorial, try that...!) so I probably don't fall in the "idiot" slot - if the tutorial confused me in places then it will definitely confuse others.

You need to read my feedback as though it's from a new player, not someone who knows what the different parts of the tooltips mean for instance. I appreciate the time you've taken to clarify the points here for me (thanks), but I reported them in a issue here because it's the tooltips that could benefit from being improved.

> The bit about "switching Fleets" is already done earlier. It tells you where to find what Fleet the possible structures belong to.
I went through all the previous tutorials to get there (excepting the bit I couldn't get to), so if I didn't understand the point when it got to here then that probably means the previous one didn't convey the point well.

I hope that clarifies.

RocketAssistedPuffin

Oct 23, 2019 5:54 pm

reporter   ~0053894

Mhm, aye I get what you're meaning. Just a first read is kind of confusing (says this, but...it's there?), but reading again my perception of it is changing.

I can see some improvements through out this. Some bits like...the Energy? I'm unsure how to improve.

I'll have another go through, see what I can change then put the new files in here, so if you want you can have a look yourself and see if the changes help?

Might be tricky though. Some bits had to be shortened just to not have it go off the screen.

RocketAssistedPuffin

Oct 23, 2019 6:41 pm

reporter   ~0053902

Okay if you follow this path in the files:

AI War 2 -> GameData -> Configuration -> Tutorials

and plop this in and replace, they'll have some hopeful improvements, if you'd like to see for yourself?
Tutorial 3 - Basics of Fleets And Building.xml (15,649 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>

  <tutorial category="Basics" name="BasicFleetsAndBuilding" display_name="Tutorial 3 - Basics of Fleets And Building" sort_priority="3"
        description="The very basics of the Fleet system and building structures." scenario="AftermathOfLosingTheAIWar"
        do_not_serialize_setup_to_or_from_settings="true"
        skip_determine_ai_ownership="true" skip_determine_ai_homeworlds="true" skip_assign_player_homeworlds="true"
        force_map_type="Tutorial_01" force_map_seed="123456" skip_seed_special_entities="true"
        skip_all_galaxy_wide_capturables_and_obstacles="true" skip_warden_bases="true"
        debug_all_step_text_on_load="false"
   >
    <!--Setup for factions
        *************************************-->
    <!--You name any that you add beyond the built-in ones, or the following ones are built in:
        NaturalObject - owned by nobody
        AI - main AI
        FirstPlayer - presumably the only player, given this is a tutorial.
        PlayerBeyondTheFirst - any and all other players.
        AIWardenFleet - warden fleet of the main AI.
        AIHunterFleet - hunter fleet of the main AI.
        AntiAIZombie, AntiPlayerZombie, AntagonizedDysonSphere - all just kind of plumbing stuff.
        Instigators - the AI instigators.
        Mercenary - the outguard, if there are any that seed, etc. -->
    <faction_initial_setup name="FirstPlayer" starting_planet_index="0"/>
    <faction_initial_setup name="PlayerBeyondTheFirst" do_not_add_faction="true"/>
    <faction_initial_setup name="Instigators" do_not_add_faction="true"/>
    <faction_initial_setup name="Mercenary" do_not_add_faction="true"/>
    <faction_initial_setup name="AI">
        <custom_field key="AIType" val="Tutorial_01"/>
    </faction_initial_setup>
	<faction_initial_setup name="WardenFleet" do_not_add_faction="true"/>
	<faction_initial_setup name="HunterFleet" do_not_add_faction="true"/>
	

    <!--Setup for planet topography
        *************************************-->
    <!--Note that these tutorial planets allow you to define planets manually.  This ONLY works with the Tutorial_01 map type.
        If you want to have a tutorial in a regular other map type of some other sort, you can do so, but these won't be read in in terms of placement and names.-->
    <tutorial_planet name="Murdoch" x="0" y="0"/>
    <tutorial_planet name="Midlander" x="100" y="-20">
      <link name="Murdoch"/>
      <link name="Farland"/>
    </tutorial_planet>
    <tutorial_planet name="Farland" x="200" y="20"/>
	<tutorial_planet name="Sidelander" x="-150" y="200">
	  <link name="Murdoch"/>
	</tutorial_planet>



    <!--Setup for planet ownership, etc
        *************************************-->
    <!--Note that these work for even non-manually-created maps.  Ownerships are either whatever you named the factions above, 
        or are the built-in ones noted above.  You can match planets based on their added-index or their name.-->
    <planet_ownership_and_spawning match_index="0" linked_faction_name="FirstPlayer" is_homeworld="true"
          command_station_point="200,1000" skip_player_home_forcefield="true" skip_player_home_engineers="false"
          skip_player_home_factory="true" skip_player_home_human_settlement="false" skip_player_home_human_cryogenic_pods="false"
          skip_player_home_initial_combat_fleet="false" skip_player_home_initial_battlestation="false" skip_player_home_initial_support_fleet="true"
          initial_combat_fleet="ClassicStartingFleet" initial_battlestation_fleet="ClassicStartingDefenses" initial_support_fleet=""
          number_of_metal_spots="4" >
    </planet_ownership_and_spawning>
    <planet_ownership_and_spawning match_name="Midlander" linked_faction_name="AI" mark_level_index="1"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="true" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="true"/>
			
    <planet_ownership_and_spawning match_name="Farland" linked_faction_name="AI" mark_level_index="5" is_homeworld="true" number_of_metal_spots="8"
            skip_ai_guard_posts="true" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="true"/>

    <planet_ownership_and_spawning match_name="Sidelander" mark_level_index="1"  number_of_metal_spots="8" 
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="true" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="true">
      <ship_placement faction="NaturalObject" type="TransportFlagship_Base" placement_point="1000,1000"/>
    </planet_ownership_and_spawning>	  

    <!--Actual steps of the tutorial itself!
    
      For informaton about the conditions that you can use, and how to use them, 
      please see this wiki page: https://wiki.arcengames.com/index.php?title=AI_War_2:_Tutorial_Step_Conditions
      *************************************-->
    <tutorial_step text_to_show="Welcome to the third tutorial of AI War 2. This one is about the basics of the Fleet system, which every unit of ours is in, as well as building those units, both ships and structures.
	
You'll see two new units on this planet, a Transport Flagship, and a Gravitic Battlestation.

Select the Transport Flagship.">
      <condition type="PlayerHasSelectedCountOfSpecificShip" entity_type="TransportFlagship_Starter" count="1"/>
    </tutorial_step>
	
    <tutorial_step text_to_show="The Transport Flagship is the leader of a mobile combat fleet, which is made up of units such as the Frigates we've seen before. For simplicity, those specific Frigates were kept outside of this system.
	
By hovering your mouse over it, you will see in the description mention of things such as V-Wings, Fusion Bombers and Concussion Corvettes. These are the unit types, current and maximum amounts that are in this Fleet. Currently, we don't have any built.
	
Now select the Gravitic Battlestation.">
      <condition type="PlayerHasSelectedCountOfSpecificShip" entity_type="GraviticBattlestation" count="1"/>
    </tutorial_step>	
	
	    <tutorial_step text_to_show="The Gravitic Battlestation is the leader of a defensive fleet, which is made up of things like Turrets and Minefields, immobile structures we can use to defend our territory.
		
By hovering your mouse over this, you will see mention instead of several Turret types and their current and maximum amounts. We also don't have any of these built.
		
The last thing has been there in previous tutorials, but hasn't been relevant up to now, and that is the Home Command Station.

Select it now.">
      <condition type="PlayerHasSelectedCountOfSpecificShip" entity_type="HumanHomeCommandStation" count="1"/>
    </tutorial_step>

	<tutorial_step text_to_show="Command Stations are how we control a planet, and make use of the resources there. They are essentially the Fleet Leader of the planet, in a way.

This particular Station is our Home, which if it is destroyed, means we lose. It's very much like a king in chess.
		
By hovering your mouse over this, you'll see a bunch of other stuff, like Engineers, Factories, and some Turrets of its own.

How about we get building some of the units that these Fleets contain? Take a look at the left side of the screen. There's a number of tabs here.

Feel free to take a look through, but when you're ready, keep the Build tab open - we're going to set up a Factory.

&lt;color=#999999&gt;Extra tip: each sidebar tab has a hotkey to open it, all being the first letter of their name, i.e B for Build.&lt;/color&gt;">
      <condition type="PlayerHasSidebarMenuOpen_Build"/>
    </tutorial_step>

    <tutorial_step text_to_show="You will see a list of possible options here, grouped under things such as Infrastructure, Turrets, Other Defenses, and Station-Keepers. Every item here tells you the name of it, what Fleet it belongs to under that, and shows the icon to the left.
	
We want to build a Factory, which is very near the top, under Infrastructure. Click it, then click anywhere on the planet to place it.
	
It won't take long to finish.">
      <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Murdoch" entity_type="Factory" count="1"/>
    </tutorial_step>
	
    <tutorial_step text_to_show="You should now see units coming out of the Transport Flagship when the Factory is completed. Factories are how we reinforce mobile combat fleets currently not at maximum capacity. This is completely automatic, and occurs whenever such a fleet is on the same planet, or one adjacent to where a Factory is. Units built by the Factory simply appear at the Flagships.
	
That Factory was part of the Command Station fleet. If you hover the mouse over it in the sidebar, or over the one we built, it'll tell you what Fleet it is part of, at the top of the tooltip (i.e 'for planet Murdoch'). If you hover over the units that came out of the Flagship like a V-Wing, you'll see a similar thing ('of fleet Strike Holsis').

Let's try building some Turrets from our Battlestation, which is a different Fleet. Look under the Turrets part of the Build sidebar, and look for the {c1.EntityName}.

Note that the fleet that this says it is from Hildut Guard. Hovering over the Battlestation tells us it is the leader of Hildut Guard, again at the top of the tooltip ('battlestation Hildut Guard').

Build some {c1.EntityName}s.

&lt;color=#999999&gt;Extra tip 1: you can hold CTRL while building to place 5 of the unit at once instead of 1. Holding ALT will place 10, and holding both will place 50!&lt;/color&gt;

&lt;color=#999999&gt;Extra tip 2: if you want to leave building mode, you can right click on empty space.&lt;/color&gt;

&lt;color=#999999&gt;Extra tip 3: the big circle around your mouse when building a Turret is the range it can attack enemies in.&lt;/color&gt;">
      <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Murdoch" entity_type="AmbushTurret" count="1"/>
    </tutorial_step>	

    <tutorial_step text_to_show="While structures such as the Factory and Turrets cannot move, Battlestations (and later Citadels, a very similar thing to Battlestations) can. This is important, because we can only build structures from a Fleet if the Leader is present. After, the Leader can leave and go anywhere. Naturally, Command Stations cannot move and thus can only ever have structures on its own planet.
	
Let's try building some Turrets on a different planet. Send the Battlestation to {c1.PlanetName}, and build some {c1.EntityName}s.

&lt;color=#999999&gt;Extra tip: You can select Fleet Leaders on the galaxy map. Just click on their icon near the planet they're on or drag select, same as selecting units in the planet view. Icons for important things, such as Fleet Leaders and capturables are often visible on the galaxy map.&lt;/color&gt;">
      <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Sidelander" entity_type="ConcussionTurret" count="1"/>
    </tutorial_step>

    <tutorial_step text_to_show="Hm, now that we're looking here, we can see another Transport Flagship, but it's currently neutral. How about we capture this so we can strengthen our mobile forces?
	
We can only capture things like this if we actually control the planet. Luckily, this planet is neutral already, and we can build our Station without a fight. If the AI owns the planet, we have to destroy their Station first.

However, only the Flagship of a mobile combat fleet can build a Command Station, so we need to bring our Transport Flagship over here.

When you've done that, the Build sidebar will now show a Command Station section. Pick a Logistical, and build it. When it is finished, it will capture, or claim, the new Flagship.

&lt;color=#999999&gt;Extra tip: this might take a while as we have no Engineers here to help right now, so remember you can easily change the speed of time by using the plus and minus keys, or the buttons on the bottom left of the screen.&lt;/color&gt;">
      <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Sidelander" entity_type="TransportFlagship_Base" count="1"/>
    </tutorial_step>
	
    <tutorial_step text_to_show="Now we have a second Fleet! This is a notable jump in our mobile force strength.
	
There are other types of capturable goodies in the galaxy, and they are taken the exact same way. Things such as the Metal Harvesters, of which there are a few here and give us the majority of one of our resources,
	
When the Flagship is repaired, the units in the Fleet should start appearing, as the Factory we built earlier is working away.

We have no need for our Fleets to be here, however, so now is a good time to look at the Fleets sidebar.

&lt;color=#999999&gt;Extra tip: just like B for Build, you can press F on the keyboard to open the Fleets sidebar.&lt;/color&gt;">
      <condition type="PlayerHasSidebarMenuOpen_Fleets"/>
    </tutorial_step>

    <tutorial_step text_to_show="This sidebar shows all of the Fleets you currently have, grouped under things such as Current Planet, Mobile Strike, Battlestations, and Command Stations.
	
Both of our Transport Flagships show up under Mobile Strike, the first one called Strike Holsis, and the new one Strike Holent. Hovering over them will give you some details, such as current and maximum unit count, if a Factory is in range, and some other little bits.

If you right click one of these, it will select the entire Fleet for us. This lets us order it around together. Left click will open up the Management screen for that particular Fleet.

If you left click on one of the Mobile Strike Fleets, options such as to stop Factories from producing units for this Fleet, to scrap or delete units currently on different planets to the Flagship, or to toggle Transport Mode will be available. We're interested in the Transport Mode.

Select the new Fleet (Strike Holent) in this menu by right clicking it.

&lt;color=#999999&gt;Extra tip 1: you can select Fleets with hotkeys as well. Each mobile Fleet Leader displays its current hotkey on the icon. You can change this in the Management screen.&lt;/color&gt;

&lt;color=#999999&gt;Extra tip 2: you can very quickly get to the Management screen for a specific Fleet by holding C then clicking on the Leader.&lt;/color&gt;">
      <condition type="PlayerHasSelectedCountOfSpecificShip" entity_type="TransportFlagship_Base" count="1"/>
    </tutorial_step>

    <tutorial_step text_to_show="Now enable Transport Mode. All of the currently built units will enter the Flagship, and any more that are built while this is enabled are stored inside automatically for us.
	
Bring the Fleet back to {c1.PlanetName}. You can try disabling Transport Mode to see the units come out.

&lt;color=#999999&gt;Extra tip 1: if you have the Fleet, or the Flagship selected, you can hit the L button to load. Similarly, you can hit the U button to unload, all without needing the Fleets sidebar. It can still be handy for selecting the Fleets, though!&lt;/color&gt;

&lt;color=#999999&gt;Extra tip 2: what's the benefit of transporting? It means you can move the Fleet around faster, depending on the Flagship. It also protects the units from enemy fire, which is handy if you're planning to rush past AI planets to something you want to attack.&lt;/color&gt;">
      <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Murdoch" entity_type="TransportFlagship_Base" count="1"/>
    </tutorial_step>	
	
  </tutorial>	
	

</root>
Tutorial 4 - Basics of Resources, Technology And Hacking.xml (13,118 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>

  <tutorial category="Basics" name="BasicResourcesTechnologyAndHacking" display_name="Tutorial 4 - Basics of Resources, Technology and Hacking" sort_priority="4"
        description="The very basics of the usable resources, the Technology system, as well as how Hacking works." scenario="AftermathOfLosingTheAIWar"
        do_not_serialize_setup_to_or_from_settings="true"
        skip_determine_ai_ownership="true" skip_determine_ai_homeworlds="true" skip_assign_player_homeworlds="true"
        force_map_type="Tutorial_01" force_map_seed="123456" skip_seed_special_entities="true"
        skip_all_galaxy_wide_capturables_and_obstacles="true" skip_warden_bases="true"
        debug_all_step_text_on_load="false"
   >
    <!--Setup for factions
        *************************************-->
    <!--You name any that you add beyond the built-in ones, or the following ones are built in:
        NaturalObject - owned by nobody
        AI - main AI
        FirstPlayer - presumably the only player, given this is a tutorial.
        PlayerBeyondTheFirst - any and all other players.
        AIWardenFleet - warden fleet of the main AI.
        AIHunterFleet - hunter fleet of the main AI.
        AntiAIZombie, AntiPlayerZombie, AntagonizedDysonSphere - all just kind of plumbing stuff.
        Instigators - the AI instigators.
        Mercenary - the outguard, if there are any that seed, etc. -->
    <faction_initial_setup name="FirstPlayer" starting_planet_index="0"/>
    <faction_initial_setup name="PlayerBeyondTheFirst" do_not_add_faction="true"/>
    <faction_initial_setup name="Instigators" do_not_add_faction="true"/>
    <faction_initial_setup name="Mercenary" do_not_add_faction="true"/>
    <faction_initial_setup name="AI">
        <custom_field key="AIType" val="Tutorial_01"/>
    </faction_initial_setup>
	<faction_initial_setup name="WardenFleet" do_not_add_faction="true"/>
	<faction_initial_setup name="HunterFleet" do_not_add_faction="true"/>
	

    <!--Setup for planet topography
        *************************************-->
    <!--Note that these tutorial planets allow you to define planets manually.  This ONLY works with the Tutorial_01 map type.
        If you want to have a tutorial in a regular other map type of some other sort, you can do so, but these won't be read in in terms of placement and names.-->
    <tutorial_planet name="Murdoch" x="0" y="0"/>
    <tutorial_planet name="Midlander" x="100" y="-20">
      <link name="Murdoch"/>
      <link name="Farland"/>
    </tutorial_planet>
    <tutorial_planet name="Farland" x="200" y="20"/>
	<tutorial_planet name="Sidelander" x="-150" y="200">
	  <link name="Murdoch"/>
	</tutorial_planet>



    <!--Setup for planet ownership, etc
        *************************************-->
    <!--Note that these work for even non-manually-created maps.  Ownerships are either whatever you named the factions above, 
        or are the built-in ones noted above.  You can match planets based on their added-index or their name.-->
    <planet_ownership_and_spawning match_index="0" linked_faction_name="FirstPlayer" is_homeworld="true"
          command_station_point="200,1000" skip_player_home_forcefield="false" skip_player_home_engineers="false"
          skip_player_home_factory="false" skip_player_home_human_settlement="false" skip_player_home_human_cryogenic_pods="false"
          skip_player_home_initial_combat_fleet="false" skip_player_home_initial_battlestation="false" skip_player_home_initial_support_fleet="false"
          initial_combat_fleet="ClassicStartingFleet" initial_battlestation_fleet="ClassicStartingDefenses" initial_support_fleet=""
          number_of_metal_spots="4" >
    </planet_ownership_and_spawning>
    <planet_ownership_and_spawning match_name="Midlander" linked_faction_name="AI" mark_level_index="1"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="true" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="true">
			<ship_placement faction="NaturalObject" type="AdvancedResearchStation" placement_point="1000,1000"/>
	</planet_ownership_and_spawning>
			
    <planet_ownership_and_spawning match_name="Farland" linked_faction_name="AI" mark_level_index="5" is_homeworld="true" number_of_metal_spots="8"
            skip_ai_guard_posts="true" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="true"/>

    <planet_ownership_and_spawning match_name="Sidelander" mark_level_index="1"  number_of_metal_spots="8" 
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="true" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="true"/>     	  

    <!--Actual steps of the tutorial itself!
    
      For informaton about the conditions that you can use, and how to use them, 
      please see this wiki page: https://wiki.arcengames.com/index.php?title=AI_War_2:_Tutorial_Step_Conditions
      *************************************-->
    <tutorial_step text_to_show="Welcome to the fourth tutorial of AI War 2. This one covers the main resources, how technology works, as well as the hacking system.
	
First, let's take another look at the Build menu.">
      <condition type="PlayerHasSidebarMenuOpen_Build"/>
    </tutorial_step>
	
    <tutorial_step text_to_show="When you mouse over one of the options in the Build tab, there's some numbers related to our economy. The first is Metal cost, represented by the anvil, and the second is Energy usage, represented by the lightning bolt.
	
Metal is used to construct everything. It's generated over time by things like Metal Harvesters and Command Stations, and spent over time when constructing things until they're complete. Metal sources can never run out.

Energy is a resource that is not gathered, stored and consumed but rather available and allowed to units. Things like Command Stations increase it, while most units decrease it. If you don't have enough energy left for something, you can't build it.

Both of these resources current amounts are visible on the very top of the screen, with the same icons nearby (anvil and lightning bolt).

Next, let's open the Tech menu.

&lt;color=#999999&gt;Extra tip 1: if you ever wonder where your metal is going, you can click on the amount on the top of the screen to get a list of metal flows.&lt;/color&gt;

&lt;color=#999999&gt;Extra tip 2: the Build sidebar also shows the Metal cost to the right of the construction option.&lt;/color&gt;">
      <condition type="PlayerHasSidebarMenuOpen_Tech"/>
    </tutorial_step>

    <tutorial_step text_to_show="Almost everything we can use is affected by one of the Technologies in here.
	
One very important fact is these Technologies are not per unit type. Multiple units can benefit from the same Technology, and in fact we have one of those examples.

If you hover over each Technology, it will tell you what units you currently have that it will affect, and what units in Fleets you could capture that it would also affect.

The resource used for these is Science, represented by the flask icon. You can see your current amount on the top, just like Metal and Energy. We have a few ways of gaining Science, but the main one is extracting it from planets we have captured. There's a finite amount to collect per planet, however.

Let's try upgrading something! Upgrade Generalist, Fusion and Concussion Technologies once.

&lt;color=#999999&gt;Extra tip: hovering over the science amount on the top of the screen will show you if any planets still have any left to extract.&lt;/color&gt;">
      <condition type="PlayerHasResearchedTechNumberOfTimes" tech_upgrade="Generalist" count="1"/>
	  <condition type="PlayerHasResearchedTechNumberOfTimes" tech_upgrade="Fusion" count="1"/>
	  <condition type="PlayerHasResearchedTechNumberOfTimes" tech_upgrade="Concussion" count="1"/>
    </tutorial_step>

    <tutorial_step text_to_show="What upgrading those has just done is upgraded the Mark of the relevant units. There is a range, starting from 1 at the lowest, to 7 at highest.
	
Each Mark a unit has increases things like health, damage, and sometimes special effects such as tractor beams, or resource production. Most things will also increase their maximum amount, like our V-Wings, but things such as Metal Harvesters will not.

Each unit that has Marks has a numeral next to it, which has a different color depending on the Mark. Starting from lowest to highest, they are &lt;color=#fbffbd&gt;I&lt;/color&gt;, &lt;color=#ffba00&gt;II&lt;/color&gt;, &lt;color=#00deff&gt;III&lt;/color&gt;, &lt;color=#60ff00&gt;IV&lt;/color&gt;, &lt;color=#ff3000&gt;V&lt;/color&gt;, &lt;color=#ff0036&gt;VI&lt;/color&gt; and &lt;color=#ff00ea&gt;VII&lt;/color&gt;

Part of the strategy of the game is to upgrade the right things. For example, upgrading the Technology which benefits a lot of your units is probably better than the Technology that only benefits a few, but it's entirely possible for the second one to be more useful in the long run.

Now we'll go onto the last resource. First, we need to move our Fleet to {c1.PlanetName}. Once it's there, send your view there and open the Hacking sidebar. Make sure to bring all of it!">
      <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Midlander" entity_type="TransportFlagship_Starter" count="1"/>
	  <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Midlander" entity_type="VWing" count="10"/>
	  <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Midlander" entity_type="FusionBomber" count="10"/>
	  <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Midlander" entity_type="ConcussionCorvette" count="10"/>
	  <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Midlander" entity_type="ForcefieldFrigate" count="1"/>
	  <condition type="PlayerHasSidebarMenuOpen_Hacking"/>
    </tutorial_step>

    <tutorial_step text_to_show="We have a few options here. Each shows their cost in Hacking Points and their duration. Hovering over them tells us what they actually do. Some target a specific unit on the planet and say what it is, otherwise it's something done to the planet.

Hacking Points are the resource used to perform Hacks, represented by the green hat and eyemask icon, visible on the top. Like Science, there's 2 ways of getting this, but the main one is also extracting it from captured planets.

We want to do the Grant Ship Line Hack. There is an Advanced Research Station here, which can grant the Hacking Fleet a new type of unit.

The reason we brought the entire Fleet here is that most Hacks have a response to them - the AI isn't happy about it. Until completed, enemies will periodically spawn and try to stop you. This Hack is currently very easy, and a rare few have no response.

You can hover over the resource amount on the top to see how strong the AI response is. This increases the more you Hack that same AI. Factions like the Nanocaust respond a bit differently.

Begin the Hack, and we'll continue when you have one of the new units built.

&lt;color=#999999&gt;Extra tip 1: Hacking is done by the closest Flagship to the target. While the Hack is in progress, it cannot leave the planet.&lt;/color&gt;

&lt;color=#999999&gt;Extra tip 2: left clicking on the Hacking notification at the top of the screen will allow you to cancel it. This can be useful if the response is overwhelming.&lt;/color&gt;">">
      <condition type="PlayerHasCountOfSpecificShipAnywhere" entity_type="VanguardHydra" count="1"/>
    </tutorial_step>

    <tutorial_step text_to_show="Now you have an extra unit type for this Fleet. Now we'll move onto the very last thing, which isn't exactly a resource: AI Progress, or AIP.
	
AIP is the main indicator of how aware of you the AI is. The higher it is, the more forces it will devote to your presence, and eventually it'll have new behaviours, such as opening up wormholes to your backline.

The current AIP value is shown on the top bar yet again, with the red menacing face icon.

Doing things such as destroying an AI Command Station will increase this. There are also ways to decrease it, such as destroying structures like Data Centers.

Managing this is crucial to surviving, and eventually winning. You must make sure whatever you pay the price in AIP for is worth it, else eventually you will be overwhelmed.

Units that increase AIP will state so in their tooltip. In general though, your units will never automatically attack something that would increase it.

You can try destroying the AI Command Station to see the change.

&lt;color=#999999&gt;Extra tip: clicking on the AIP amount will give you a log of every single change to it in the entire game.&lt;/color&gt;">
      <condition type="EnemyShipsOfSpecificTypeOnPlanetLessThanOrEqualTo" planet_by_name="Midlander" entity_type="AICommandStation" count="0"/>
    </tutorial_step>	
	
  </tutorial>	
	

</root>

RocketAssistedPuffin

Oct 23, 2019 9:05 pm

reporter   ~0053914

Up to date ones. Some more fixes and some colouring added.
Tutorial 3 - Basics of Fleets And Building-2.xml (15,659 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>

  <tutorial category="Basics" name="BasicFleetsAndBuilding" display_name="Tutorial 3 - Basics of Fleets And Building" sort_priority="3"
        description="The very basics of the Fleet system and building structures." scenario="AftermathOfLosingTheAIWar"
        do_not_serialize_setup_to_or_from_settings="true"
        skip_determine_ai_ownership="true" skip_determine_ai_homeworlds="true" skip_assign_player_homeworlds="true"
        force_map_type="Tutorial_01" force_map_seed="123456" skip_seed_special_entities="true"
        skip_all_galaxy_wide_capturables_and_obstacles="true" skip_warden_bases="true"
        debug_all_step_text_on_load="false"
   >
    <!--Setup for factions
        *************************************-->
    <!--You name any that you add beyond the built-in ones, or the following ones are built in:
        NaturalObject - owned by nobody
        AI - main AI
        FirstPlayer - presumably the only player, given this is a tutorial.
        PlayerBeyondTheFirst - any and all other players.
        AIWardenFleet - warden fleet of the main AI.
        AIHunterFleet - hunter fleet of the main AI.
        AntiAIZombie, AntiPlayerZombie, AntagonizedDysonSphere - all just kind of plumbing stuff.
        Instigators - the AI instigators.
        Mercenary - the outguard, if there are any that seed, etc. -->
    <faction_initial_setup name="FirstPlayer" starting_planet_index="0"/>
    <faction_initial_setup name="PlayerBeyondTheFirst" do_not_add_faction="true"/>
    <faction_initial_setup name="Instigators" do_not_add_faction="true"/>
    <faction_initial_setup name="Mercenary" do_not_add_faction="true"/>
    <faction_initial_setup name="AI">
        <custom_field key="AIType" val="Tutorial_01"/>
    </faction_initial_setup>
	<faction_initial_setup name="WardenFleet" do_not_add_faction="true"/>
	<faction_initial_setup name="HunterFleet" do_not_add_faction="true"/>
	

    <!--Setup for planet topography
        *************************************-->
    <!--Note that these tutorial planets allow you to define planets manually.  This ONLY works with the Tutorial_01 map type.
        If you want to have a tutorial in a regular other map type of some other sort, you can do so, but these won't be read in in terms of placement and names.-->
    <tutorial_planet name="Murdoch" x="0" y="0"/>
    <tutorial_planet name="Midlander" x="100" y="-20">
      <link name="Murdoch"/>
      <link name="Farland"/>
    </tutorial_planet>
    <tutorial_planet name="Farland" x="200" y="20"/>
	<tutorial_planet name="Sidelander" x="-150" y="200">
	  <link name="Murdoch"/>
	</tutorial_planet>



    <!--Setup for planet ownership, etc
        *************************************-->
    <!--Note that these work for even non-manually-created maps.  Ownerships are either whatever you named the factions above, 
        or are the built-in ones noted above.  You can match planets based on their added-index or their name.-->
    <planet_ownership_and_spawning match_index="0" linked_faction_name="FirstPlayer" is_homeworld="true"
          command_station_point="200,1000" skip_player_home_forcefield="true" skip_player_home_engineers="false"
          skip_player_home_factory="true" skip_player_home_human_settlement="false" skip_player_home_human_cryogenic_pods="false"
          skip_player_home_initial_combat_fleet="false" skip_player_home_initial_battlestation="false" skip_player_home_initial_support_fleet="true"
          initial_combat_fleet="ClassicStartingFleet" initial_battlestation_fleet="ClassicStartingDefenses" initial_support_fleet=""
          number_of_metal_spots="4" >
    </planet_ownership_and_spawning>
    <planet_ownership_and_spawning match_name="Midlander" linked_faction_name="AI" mark_level_index="1"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="true" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="true"/>
			
    <planet_ownership_and_spawning match_name="Farland" linked_faction_name="AI" mark_level_index="5" is_homeworld="true" number_of_metal_spots="8"
            skip_ai_guard_posts="true" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="true"/>

    <planet_ownership_and_spawning match_name="Sidelander" mark_level_index="1"  number_of_metal_spots="8" 
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="true" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="true">
      <ship_placement faction="NaturalObject" type="TransportFlagship_Base" placement_point="1000,1000"/>
    </planet_ownership_and_spawning>	  

    <!--Actual steps of the tutorial itself!
    
      For informaton about the conditions that you can use, and how to use them, 
      please see this wiki page: https://wiki.arcengames.com/index.php?title=AI_War_2:_Tutorial_Step_Conditions
      *************************************-->
    <tutorial_step text_to_show="Welcome to the third tutorial of AI War 2. This one is about the basics of the Fleet system, which every unit of ours is in, as well as building those units, both ships and structures.
	
You'll see two new units on this planet, a Transport Flagship, and a Gravitic Battlestation.

Select the Transport Flagship.">
      <condition type="PlayerHasSelectedCountOfSpecificShip" entity_type="TransportFlagship_Starter" count="1"/>
    </tutorial_step>
	
    <tutorial_step text_to_show="The Transport Flagship is the leader of a mobile combat fleet, which is made up of units such as the Frigates we've seen before. For simplicity, those specific Frigates were kept outside of this system.
	
By hovering your mouse over it, you will see in the description mention of things such as V-Wings, Fusion Bombers and Concussion Corvettes. These are the unit types, current and maximum amounts that are in this Fleet. Currently, we don't have any built.
	
Now select the Gravitic Battlestation.">
      <condition type="PlayerHasSelectedCountOfSpecificShip" entity_type="GraviticBattlestation" count="1"/>
    </tutorial_step>	
	
	    <tutorial_step text_to_show="The Gravitic Battlestation is the leader of a defensive fleet, which is made up of things like Turrets and Minefields, immobile structures we can use to defend our territory.
		
By hovering your mouse over this, you will see mention instead of several Turret types and their current and maximum amounts. We also don't have any of these built.
		
The last thing has been there in previous tutorials, but hasn't been relevant up to now, and that is the Home Command Station.

Select it now.">
      <condition type="PlayerHasSelectedCountOfSpecificShip" entity_type="HumanHomeCommandStation" count="1"/>
    </tutorial_step>

	<tutorial_step text_to_show="Command Stations are how we control a planet, and make use of the resources there. They are essentially the Fleet Leader of the planet, in a way.

This particular Station is our Home, which if it is destroyed, means we lose. It's very much like a king in chess.
		
By hovering your mouse over this, you'll see a bunch of other stuff, like Engineers, Factories, and some Turrets of its own.

How about we get building some of the units that these Fleets contain? Take a look at the left side of the screen, at the sidebar. There's a number of tabs here.

Feel free to take a look through, but when you're ready, keep the Build tab open - we're going to set up a Factory.

&lt;color=#999999&gt;Extra tip: each sidebar tab has a hotkey to open it, all being the first letter of their name, i.e B for Build.&lt;/color&gt;">
      <condition type="PlayerHasSidebarMenuOpen_Build"/>
    </tutorial_step>

    <tutorial_step text_to_show="You will see a list of possible options here, grouped under things such as Infrastructure, Turrets, Other Defenses, and Station-Keepers. Every item here tells you the name of it, what Fleet it belongs to under that, and shows the icon to the left.
	
We want to build a Factory, which is very near the top, under Infrastructure. Click it, then click anywhere on the planet to place it.
	
It won't take long to finish.">
      <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Murdoch" entity_type="Factory" count="1"/>
    </tutorial_step>
	
    <tutorial_step text_to_show="You should now see units coming out of the Transport Flagship when the Factory is completed. Factories are how we reinforce mobile combat fleets currently not at maximum capacity. This is completely automatic, and occurs whenever such a fleet is on the same planet, or one adjacent to where a Factory is. Units built by the Factory simply appear at the Flagships.
	
That Factory was part of the Command Station fleet. If you hover the mouse over the one we just built, it'll tell you what Fleet it is part of, at the top of the tooltip (i.e 'for planet Murdoch'). If you hover over the units that came out of the Flagship like a V-Wing, you'll see a similar thing ('fleet Strike Holsis').

Let's try building some Turrets from our Battlestation, which is a different Fleet. Look under the Turrets part of the Build tab, and look for the {c1.EntityName}.

Note under the name that it says what Fleet it is part of (i.e Hildut Guard). Hovering over the Battlestation tells us it is the leader of Hildut Guard, again at the top of the tooltip ('battlestation Hildut Guard').

Build some {c1.EntityName}s.

&lt;color=#999999&gt;Extra tip 1: you can hold CTRL while building to place 5 of the unit at once instead of 1. Holding ALT will place 10, and holding both will place 50!&lt;/color&gt;

&lt;color=#999999&gt;Extra tip 2: if you want to leave building mode, you can right click on empty space.&lt;/color&gt;

&lt;color=#999999&gt;Extra tip 3: the big circle around your mouse when building a Turret is the range it can attack enemies in.&lt;/color&gt;">
      <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Murdoch" entity_type="AmbushTurret" count="1"/>
    </tutorial_step>	

    <tutorial_step text_to_show="While structures such as the Factory and Turrets cannot move, Battlestations (and later Citadels, a very similar thing to Battlestations) can. This is important, because we can only build structures from a Fleet if the Leader is present. After, the Leader can leave and go anywhere. Naturally, Command Stations cannot move and thus can only ever have structures on its own planet.
	
Let's try building some Turrets on a different planet. Send the Battlestation to {c1.PlanetName}, at the top left corner, and build some {c1.EntityName}s.

&lt;color=#999999&gt;Extra tip: You can select Fleet Leaders on the galaxy map. Just click on their icon near the planet they're on or drag select, same as selecting units in the planet view. Icons for important things, such as Fleet Leaders and capturables are often visible on the galaxy map.&lt;/color&gt;">
      <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Sidelander" entity_type="ConcussionTurret" count="1"/>
    </tutorial_step>

    <tutorial_step text_to_show="Hm, now that we're looking here, we can see another Transport Flagship, but it's currently neutral. How about we capture this so we can strengthen our mobile forces?
	
We can only capture things like this if we actually control the planet. Luckily, this planet is neutral already, and we can build our Station without a fight. If the AI owns the planet, we have to destroy their Station first.

However, only the Flagship of a mobile combat fleet can build a Command Station, so we need to bring our Transport Flagship over here.

When you've done that, the Build tab will now show a Command Station section. Pick a Logistical, and build it. When it is finished, it will capture, or claim, the new Flagship.

&lt;color=#999999&gt;Extra tip: this might take a while as we have no Engineers here to help right now, so remember you can easily change the speed of time by using the plus and minus keys, or the buttons on the bottom left of the screen.&lt;/color&gt;">
      <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Sidelander" entity_type="TransportFlagship_Base" count="1"/>
    </tutorial_step>
	
    <tutorial_step text_to_show="Now we have a second Fleet! This is a notable jump in our mobile force strength.
	
There are other types of capturable goodies in the galaxy, and they are taken the exact same way. Things such as the Metal Harvesters, of which there are a few here and give us the majority of one of our resources,
	
When the Flagship is repaired, the units in the Fleet should start appearing, as the Factory we built earlier is working away.

We have no need for our Fleets to be here, however, so now is a good time to look at the Fleets tab.

&lt;color=#999999&gt;Extra tip: just like B for Build, you can press F on the keyboard to open the Fleets tab..&lt;/color&gt;">
      <condition type="PlayerHasSidebarMenuOpen_Fleets"/>
    </tutorial_step>

    <tutorial_step text_to_show="This tab shows all of the Fleets you currently have, grouped under things such as Current Planet, Mobile Strike, Battlestations, and Command Stations.
	
Both of our Transport Flagships show up under Mobile Strike, the first one called Strike Holsis, and the new one Strike Holent. Hovering over them will give you some details, such as current and maximum unit count, if a Factory is in range, and some other little bits.

If you right click one of these, it will select the entire Fleet for us. This lets us order it around together. Left click will open up the Management screen for that particular Fleet.

If you left click on one of the Mobile Strike Fleets, options such as to stop Factories from producing units for this Fleet, to scrap or delete units currently on different planets to the Flagship, or to toggle Transport Mode will be available. We're interested in the Transport Mode.

Select the new Fleet (Strike Holent) in this menu by right clicking it.

&lt;color=#999999&gt;Extra tip 1: you can select Fleets with hotkeys as well. Each mobile Fleet Leader displays its current hotkey on the icon. You can change this in the Management screen.&lt;/color&gt;

&lt;color=#999999&gt;Extra tip 2: you can very quickly get to the Management screen for a specific Fleet by holding C then clicking on the Leader.&lt;/color&gt;">
      <condition type="PlayerHasSelectedCountOfSpecificShip" entity_type="TransportFlagship_Base" count="1"/>
    </tutorial_step>

    <tutorial_step text_to_show="Now enable Transport Mode. All of the currently built units will enter the Flagship, and any more that are built while this is enabled are stored inside automatically for us.
	
Bring the Fleet back to {c1.PlanetName}. You can try disabling Transport Mode to see the units come out.

&lt;color=#999999&gt;Extra tip 1: if you have the Fleet, or the Flagship selected, you can hit the L button to load. Similarly, you can hit the U button to unload, all without needing the Fleets tab. It can still be handy for selecting the Fleets, though!&lt;/color&gt;

&lt;color=#999999&gt;Extra tip 2: what's the benefit of transporting? It means you can move the Fleet around faster, depending on the Flagship. It also protects the units from enemy fire, which is handy if you're planning to rush past AI planets to something you want to attack.&lt;/color&gt;">
      <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Murdoch" entity_type="TransportFlagship_Base" count="1"/>
    </tutorial_step>	
	
  </tutorial>	
	

</root>
Tutorial 4 - Basics of Resources, Technology And Hacking-2.xml (14,679 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>

  <tutorial category="Basics" name="BasicResourcesTechnologyAndHacking" display_name="Tutorial 4 - Basics of Resources, Technology and Hacking" sort_priority="4"
        description="The very basics of the usable resources, the Technology system, as well as how Hacking works." scenario="AftermathOfLosingTheAIWar"
        do_not_serialize_setup_to_or_from_settings="true"
        skip_determine_ai_ownership="true" skip_determine_ai_homeworlds="true" skip_assign_player_homeworlds="true"
        force_map_type="Tutorial_01" force_map_seed="123456" skip_seed_special_entities="true"
        skip_all_galaxy_wide_capturables_and_obstacles="true" skip_warden_bases="true"
        debug_all_step_text_on_load="false"
   >
    <!--Setup for factions
        *************************************-->
    <!--You name any that you add beyond the built-in ones, or the following ones are built in:
        NaturalObject - owned by nobody
        AI - main AI
        FirstPlayer - presumably the only player, given this is a tutorial.
        PlayerBeyondTheFirst - any and all other players.
        AIWardenFleet - warden fleet of the main AI.
        AIHunterFleet - hunter fleet of the main AI.
        AntiAIZombie, AntiPlayerZombie, AntagonizedDysonSphere - all just kind of plumbing stuff.
        Instigators - the AI instigators.
        Mercenary - the outguard, if there are any that seed, etc. -->
    <faction_initial_setup name="FirstPlayer" starting_planet_index="0"/>
    <faction_initial_setup name="PlayerBeyondTheFirst" do_not_add_faction="true"/>
    <faction_initial_setup name="Instigators" do_not_add_faction="true"/>
    <faction_initial_setup name="Mercenary" do_not_add_faction="true"/>
    <faction_initial_setup name="AI">
        <custom_field key="AIType" val="Tutorial_01"/>
    </faction_initial_setup>
	<faction_initial_setup name="WardenFleet" do_not_add_faction="true"/>
	<faction_initial_setup name="HunterFleet" do_not_add_faction="true"/>
	

    <!--Setup for planet topography
        *************************************-->
    <!--Note that these tutorial planets allow you to define planets manually.  This ONLY works with the Tutorial_01 map type.
        If you want to have a tutorial in a regular other map type of some other sort, you can do so, but these won't be read in in terms of placement and names.-->
    <tutorial_planet name="Murdoch" x="0" y="0"/>
    <tutorial_planet name="Midlander" x="100" y="-20">
      <link name="Murdoch"/>
      <link name="Farland"/>
    </tutorial_planet>
    <tutorial_planet name="Farland" x="200" y="20"/>
	<tutorial_planet name="Sidelander" x="-150" y="200">
	  <link name="Murdoch"/>
	</tutorial_planet>



    <!--Setup for planet ownership, etc
        *************************************-->
    <!--Note that these work for even non-manually-created maps.  Ownerships are either whatever you named the factions above, 
        or are the built-in ones noted above.  You can match planets based on their added-index or their name.-->
    <planet_ownership_and_spawning match_index="0" linked_faction_name="FirstPlayer" is_homeworld="true"
          command_station_point="200,1000" skip_player_home_forcefield="false" skip_player_home_engineers="false"
          skip_player_home_factory="false" skip_player_home_human_settlement="false" skip_player_home_human_cryogenic_pods="false"
          skip_player_home_initial_combat_fleet="false" skip_player_home_initial_battlestation="false" skip_player_home_initial_support_fleet="false"
          initial_combat_fleet="ClassicStartingFleet" initial_battlestation_fleet="ClassicStartingDefenses" initial_support_fleet=""
          number_of_metal_spots="4" >
    </planet_ownership_and_spawning>
    <planet_ownership_and_spawning match_name="Midlander" linked_faction_name="AI" mark_level_index="1"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="true" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="true">
			<ship_placement faction="NaturalObject" type="AdvancedResearchStation" placement_point="1000,1000"/>
	</planet_ownership_and_spawning>
			
    <planet_ownership_and_spawning match_name="Farland" linked_faction_name="AI" mark_level_index="5" is_homeworld="true" number_of_metal_spots="8"
            skip_ai_guard_posts="true" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="true"/>

    <planet_ownership_and_spawning match_name="Sidelander" mark_level_index="1"  number_of_metal_spots="8" 
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="true" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="true"/>     	  

    <!--Actual steps of the tutorial itself!
    
      For informaton about the conditions that you can use, and how to use them, 
      please see this wiki page: https://wiki.arcengames.com/index.php?title=AI_War_2:_Tutorial_Step_Conditions
      *************************************-->
    <tutorial_step text_to_show="Welcome to the fourth tutorial of AI War 2. This one covers the main resources, how technology works, as well as the hacking system.
	
First, let's take another look at the Build menu.">
      <condition type="PlayerHasSidebarMenuOpen_Build"/>
    </tutorial_step>
	
    <tutorial_step text_to_show="When you mouse over one of the options in the Build tab, there's some numbers related to our economy. The first is &lt;color=#ccccee&gt;Metal&lt;/color&gt; cost, represented by the anvil, and the second is &lt;color=#FFDE00&gt;Energy&lt;/color&gt; usage, represented by the lightning bolt.
	
&lt;color=#ccccee&gt;Metal&lt;/color&gt; is used to construct everything. It's generated over time by things like &lt;color=#ccccee&gt;Metal&lt;/color&gt; Harvesters and Command Stations, and spent over time when constructing things until they're complete. &lt;color=#ccccee&gt;Metal&lt;/color&gt; sources can never run out.

&lt;color=#FFDE00&gt;Energy&lt;/color&gt; is a resource that is not gathered, stored and consumed but rather available and allowed to units. Things like Command Stations increase it, while most units decrease it. If you don't have enough &lt;color=#FFDE00&gt;Energy&lt;/color&gt; left for something, you can't build it.

Both of these resources current amounts are visible on the very top of the screen, with the same icons nearby (anvil and lightning bolt).

Next, let's open the Tech tab.

&lt;color=#999999&gt;Extra tip 1: if you ever wonder where your &lt;color=#ccccee&gt;Metal&lt;/color&gt; is going, you can click on the amount on the top of the screen to get a list of &lt;color=#ccccee&gt;Metal&lt;/color&gt; flows.&lt;/color&gt;

&lt;color=#999999&gt;Extra tip 2: the Build tab also shows the &lt;color=#ccccee&gt;Metal&lt;/color&gt; cost to the right of the construction option.&lt;/color&gt;">
      <condition type="PlayerHasSidebarMenuOpen_Tech"/>
    </tutorial_step>

    <tutorial_step text_to_show="Almost everything we can use is affected by one of the &lt;color=#7CE9FF&gt;Technologies&lt;/color&gt; in here.
	
One very important fact is these &lt;color=#7CE9FF&gt;Technologies&lt;/color&gt; are not per unit type. Multiple units can benefit from the same &lt;color=#7CE9FF&gt;Technology&lt;/color&gt;, and in fact we have one of those examples.

If you hover over each &lt;color=#7CE9FF&gt;Technology&lt;/color&gt;, it will tell you what units you currently have that it will affect, and what units in Fleets you could capture that it would also affect.

The resource used for these is &lt;color=#7CE9FF&gt;Science&lt;/color&gt;, represented by the flask icon. You can see your current amount on the top, just like &lt;color=#ccccee&gt;Metal&lt;/color&gt; and &lt;color=#FFDE00&gt;Energy&lt;/color&gt;. We have a few ways of gaining &lt;color=#7CE9FF&gt;Science&lt;/color&gt;, but the main one is extracting it from planets we have captured. There's a finite amount to collect per planet, however.

Let's try upgrading something! Upgrade Generalist, Fusion and Concussion &lt;color=#7CE9FF&gt;Technologies&lt;/color&gt; once.

&lt;color=#999999&gt;Extra tip: hovering over the &lt;color=#7CE9FF&gt;Science&lt;/color&gt; amount on the top of the screen will show you if any planets still have any left to extract.&lt;/color&gt;">
      <condition type="PlayerHasResearchedTechNumberOfTimes" tech_upgrade="Generalist" count="1"/>
	  <condition type="PlayerHasResearchedTechNumberOfTimes" tech_upgrade="Fusion" count="1"/>
	  <condition type="PlayerHasResearchedTechNumberOfTimes" tech_upgrade="Concussion" count="1"/>
    </tutorial_step>

    <tutorial_step text_to_show="What upgrading those has just done is upgraded the Mark of the relevant units. There is a range, starting from 1 at the lowest, to 7 at highest.
	
Each Mark a unit has increases things like health, damage, and sometimes special effects such as tractor beams, or resource production. Most things will also increase their maximum amount, like our V-Wings, but things such as &lt;color=#ccccee&gt;Metal&lt;/color&gt; Harvesters will not.

Each unit that has Marks has a numeral next to it, which has a different color depending on the Mark. Starting from lowest to highest, they are &lt;color=#fbffbd&gt;I&lt;/color&gt;, &lt;color=#ffba00&gt;II&lt;/color&gt;, &lt;color=#00deff&gt;III&lt;/color&gt;, &lt;color=#60ff00&gt;IV&lt;/color&gt;, &lt;color=#ff3000&gt;V&lt;/color&gt;, &lt;color=#ff0036&gt;VI&lt;/color&gt; and &lt;color=#ff00ea&gt;VII&lt;/color&gt;

Part of the strategy of the game is to upgrade the right things. For example, upgrading the &lt;color=#7CE9FF&gt;Technology&lt;/color&gt; which benefits a lot of your units is probably better than the &lt;color=#7CE9FF&gt;Technology&lt;/color&gt; that only benefits a few, but it's entirely possible for the second one to be more useful in the long run.

Now we'll go onto the last resource. First, we need to move our Fleet to {c1.PlanetName}. Once it's there, send your view there and open the &lt;color=#3DE799&gt;Hacks tab&lt;/color&gt;. Make sure to bring all of it!">
      <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Midlander" entity_type="TransportFlagship_Starter" count="1"/>
	  <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Midlander" entity_type="VWing" count="10"/>
	  <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Midlander" entity_type="FusionBomber" count="10"/>
	  <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Midlander" entity_type="ConcussionCorvette" count="10"/>
	  <condition type="PlayerHasCountOfSpecificShipOnPlanet" planet_by_name="Midlander" entity_type="ForcefieldFrigate" count="1"/>
	  <condition type="PlayerHasSidebarMenuOpen_Hacking"/>
    </tutorial_step>

    <tutorial_step text_to_show="We have a few options here. Each shows their cost in &lt;color=#3DE799&gt;Hacking Points&lt;/color&gt; and their duration. Hovering over them tells us what they actually do. Some target a specific unit on the planet and say what it is, otherwise it's something done to the planet.

&lt;color=#3DE799&gt;Hacking Points&lt;/color&gt; are the resource used to perform &lt;color=#3DE799&gt;Hacks&lt;/color&gt;, represented by the green hat and eyemask icon, visible on the top. Like &lt;color=#7CE9FF&gt;Science&lt;/color&gt;, there's 2 ways of getting this, but the main one is also extracting it from captured planets, with a finite amount from each.

We want to do the &lt;color=#3DE799&gt;Grant Ship Line Hack&lt;/color&gt;. There is an Advanced Research Station here, which can grant the &lt;color=#3DE799&gt;Hacking&lt;/color&gt; Fleet a new type of unit.

The reason we brought the entire Fleet here is that most &lt;color=#3DE799&gt;Hacks&lt;/color&gt; have a response to them - the AI isn't happy about it. Until completed, enemies will periodically spawn and try to stop you. This &lt;color=#3DE799&gt;Hack&lt;/color&gt; is currently very easy, and a rare few have no response.

You can hover over the resource amount on the top to see how strong the AI response is. This increases the more you &lt;color=#3DE799&gt;Hack&lt;/color&gt; that same AI. Factions like the Nanocaust respond a bit differently.

Begin the &lt;color=#3DE799&gt;Hack&lt;/color&gt;, and we'll continue when you have one of the new units built.

&lt;color=#999999&gt;Extra tip 1: &lt;color=#3DE799&gt;Hacking&lt;/color&gt; is done by the closest Flagship to the target. While the &lt;color=#3DE799&gt;Hack&lt;/color&gt; is in progress, it cannot leave the planet.&lt;/color&gt;

&lt;color=#999999&gt;Extra tip 2: left clicking on the &lt;color=#3DE799&gt;Hacking&lt;/color&gt; notification at the top of the screen will allow you to cancel it. This can be useful if the response is overwhelming.&lt;/color&gt;">">
      <condition type="PlayerHasCountOfSpecificShipAnywhere" entity_type="VanguardHydra" count="1"/>
    </tutorial_step>

    <tutorial_step text_to_show="Now you have an extra unit type for this Fleet. Now we'll move onto the very last thing, which isn't exactly a resource: &lt;color=#FF5454&gt;AI Progress&lt;/color&gt;, or &lt;color=#FF5454&gt;AIP&lt;/color&gt;.
	
&lt;color=#FF5454&gt;AIP&lt;/color&gt; is the main indicator of how aware of you the AI is. The higher it is, the more forces it will devote to your presence, and eventually it'll have new behaviours, such as opening up wormholes to your backline.

The current &lt;color=#FF5454&gt;AIP&lt;/color&gt; value is shown on the top bar yet again, with the red menacing face icon.

Doing things such as destroying an AI Command Station will increase this. There are also ways to decrease it, such as destroying structures like Data Centers.

Managing this is crucial to surviving, and eventually winning. You must make sure whatever you pay the price in &lt;color=#FF5454&gt;AIP&lt;/color&gt; for is worth it, else eventually you will be overwhelmed.

Units that increase &lt;color=#FF5454&gt;AIP&lt;/color&gt; will state so in their tooltip. In general though, your units will never automatically attack something that would increase it.

You can try destroying the AI Command Station to see the change.

&lt;color=#999999&gt;Extra tip: clicking on the &lt;color=#FF5454&gt;AIP&lt;/color&gt; amount will give you a log of every single change to it in the entire game.&lt;/color&gt;">
      <condition type="EnemyShipsOfSpecificTypeOnPlanetLessThanOrEqualTo" planet_by_name="Midlander" entity_type="AICommandStation" count="0"/>
    </tutorial_step>	
	
  </tutorial>	
	

</root>
Tutorial 5 - Basics of Scouting And Vision.xml (18,698 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>

  <tutorial category="Basics" name="BasicBasicsScoutingVision" display_name="Tutorial 5 - Basics of Scouting And Vision" sort_priority="5"
        description="The very basics of how to scout the galaxy, keep track of enemy movements as well as the Intel tab." scenario="AftermathOfLosingTheAIWar"
        do_not_serialize_setup_to_or_from_settings="true"
        skip_determine_ai_ownership="true" skip_determine_ai_homeworlds="true" skip_assign_player_homeworlds="true"
        force_map_type="Tutorial_01" force_map_seed="123456" skip_seed_special_entities="true"
        skip_all_galaxy_wide_capturables_and_obstacles="true" skip_warden_bases="true"
        debug_all_step_text_on_load="false"
   >
    <!--Setup for factions
        *************************************-->
    <!--You name any that you add beyond the built-in ones, or the following ones are built in:
        NaturalObject - owned by nobody
        AI - main AI
        FirstPlayer - presumably the only player, given this is a tutorial.
        PlayerBeyondTheFirst - any and all other players.
        AIWardenFleet - warden fleet of the main AI.
        AIHunterFleet - hunter fleet of the main AI.
        AntiAIZombie, AntiPlayerZombie, AntagonizedDysonSphere - all just kind of plumbing stuff.
        Instigators - the AI instigators.
        Mercenary - the outguard, if there are any that seed, etc. -->
    <faction_initial_setup name="FirstPlayer" starting_planet_index="0"/>
    <faction_initial_setup name="PlayerBeyondTheFirst" do_not_add_faction="true"/>
    <faction_initial_setup name="Instigators" do_not_add_faction="true"/>
    <faction_initial_setup name="Mercenary" do_not_add_faction="true"/>
    <faction_initial_setup name="AI">
        <custom_field key="AIType" val="Tutorial_01"/>
    </faction_initial_setup>
	<faction_initial_setup name="WardenFleet" do_not_add_faction="true"/>
	<faction_initial_setup name="HunterFleet" do_not_add_faction="true"/>
	

    <!--Setup for planet topography
        *************************************-->
    <!--Note that these tutorial planets allow you to define planets manually.  This ONLY works with the Tutorial_01 map type.
        If you want to have a tutorial in a regular other map type of some other sort, you can do so, but these won't be read in in terms of placement and names.-->
    <tutorial_planet name="Murdoch" x="0" y="0">
	  <link name="Aalst"/>
      <link name="Abiteboul"/>
	  <link name="Agrawal"/>
    </tutorial_planet>
	
    <tutorial_planet name="Aalst" x="-75" y="150"/>
	<tutorial_planet name="Abiteboul" x="0" y="150"/>
	<tutorial_planet name="Agrawal" x="75" y="150"/>
	
    <tutorial_planet name="Backus" x="-150" y="225">
	  <link name="Aalst"/>
    </tutorial_planet>	
	<tutorial_planet name="Bader" x="0" y="225">
	  <link name="Abiteboul"/>
	</tutorial_planet>  
	<tutorial_planet name="Bahl" x="150" y="225">
	  <link name="Agrawal"/>
	</tutorial_planet>

    <tutorial_planet name="Candlin" x="-150" y="300">
	  <link name="Backus"/>
    </tutorial_planet>	
	<tutorial_planet name="Cantrill" x="0" y="300">
	  <link name="Bader"/>
	</tutorial_planet>  
	<tutorial_planet name="Cardelli" x="150" y="300">
	  <link name="Bahl"/>
	</tutorial_planet>	

    <tutorial_planet name="Dahl" x="-150" y="375">
	  <link name="Candlin"/>
    </tutorial_planet>	
	<tutorial_planet name="Dam" x="0" y="375">
	  <link name="Cantrill"/>
	</tutorial_planet>  
	<tutorial_planet name="Das" x="150" y="375">
	  <link name="Cardelli"/>
	</tutorial_planet>	
	
    <tutorial_planet name="Eades" x="-75" y="450">
	  <link name="Dahl"/>
    </tutorial_planet>	
	<tutorial_planet name="Easley" x="0" y="450">
	  <link name="Dam"/>
	</tutorial_planet>  
	<tutorial_planet name="Eckert" x="75" y="450">
	  <link name="Das"/>
	</tutorial_planet>

    <tutorial_planet name="Fahlman" x="0" y="600">
	  <link name="Eades"/>
      <link name="Easley"/>
	  <link name="Eckert"/>
    </tutorial_planet>	
	
	
	
	
	
	

	 
	  




    <!--Setup for planet ownership, etc
        *************************************-->
    <!--Note that these work for even non-manually-created maps.  Ownerships are either whatever you named the factions above, 
        or are the built-in ones noted above.  You can match planets based on their added-index or their name.-->
    <planet_ownership_and_spawning match_index="0" linked_faction_name="FirstPlayer" is_homeworld="true"
          command_station_point="200,1000" skip_player_home_forcefield="false" skip_player_home_engineers="false"
          skip_player_home_factory="false" skip_player_home_human_settlement="false" skip_player_home_human_cryogenic_pods="false"
          skip_player_home_initial_combat_fleet="false" skip_player_home_initial_battlestation="false" skip_player_home_initial_support_fleet="false"
          initial_combat_fleet="ClassicStartingFleet" initial_battlestation_fleet="ClassicStartingDefenses" initial_support_fleet=""
          number_of_metal_spots="4" >
    </planet_ownership_and_spawning>
    <planet_ownership_and_spawning match_name="Aalst" linked_faction_name="AI" mark_level_index="1" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
			<ship_placement faction="NaturalObject" type="GlobalCommandAugmenter" placement_point="1000,1000"/>
	</planet_ownership_and_spawning>
	
    <planet_ownership_and_spawning match_name="Abiteboul" linked_faction_name="AI" mark_level_index="1" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
			<ship_placement faction="NaturalObject" type="TransportFlagship_Base" placement_point="1000,1000"/>
	</planet_ownership_and_spawning>

    <planet_ownership_and_spawning match_name="Agrawal" linked_faction_name="AI" mark_level_index="1" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
	</planet_ownership_and_spawning>

    <planet_ownership_and_spawning match_name="Backus" linked_faction_name="AI" mark_level_index="2" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
	</planet_ownership_and_spawning>
	
    <planet_ownership_and_spawning match_name="Bader" linked_faction_name="AI" mark_level_index="2" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
	</planet_ownership_and_spawning>

    <planet_ownership_and_spawning match_name="Bahl" linked_faction_name="AI" mark_level_index="2" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
	</planet_ownership_and_spawning>

    <planet_ownership_and_spawning match_name="Candlin" linked_faction_name="AI" mark_level_index="3" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
	</planet_ownership_and_spawning>
	
    <planet_ownership_and_spawning match_name="Cantrill" linked_faction_name="AI" mark_level_index="3" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
			<ship_placement faction="NaturalObject" type="AdvancedResearchStation" placement_point="1000,1000"/>
	</planet_ownership_and_spawning>

    <planet_ownership_and_spawning match_name="Cardelli" linked_faction_name="AI" mark_level_index="3" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
			<ship_placement faction="NaturalObject" type="IntraGalacticCoordinatorStrikeCraft" placement_point="1000,1000"/>
	</planet_ownership_and_spawning>

    <planet_ownership_and_spawning match_name="Dahl" linked_faction_name="AI" mark_level_index="3" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
	</planet_ownership_and_spawning>
	
    <planet_ownership_and_spawning match_name="Das" linked_faction_name="AI" mark_level_index="3" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
	</planet_ownership_and_spawning>

    <planet_ownership_and_spawning match_name="Dam" linked_faction_name="AI" mark_level_index="3" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
	</planet_ownership_and_spawning>	
			
    <planet_ownership_and_spawning match_name="Eades" linked_faction_name="AI" mark_level_index="3" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
	</planet_ownership_and_spawning>
	
    <planet_ownership_and_spawning match_name="Easley" linked_faction_name="AI" mark_level_index="3" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
	</planet_ownership_and_spawning>

    <planet_ownership_and_spawning match_name="Eckert" linked_faction_name="AI" mark_level_index="3" number_of_metal_spots="5"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
	</planet_ownership_and_spawning> 

    <planet_ownership_and_spawning match_name="Fahlman" linked_faction_name="AI" mark_level_index="5" is_homeworld="true" number_of_metal_spots="8"
            skip_ai_wormhole_sentinels="true" skip_ai_guardians="true" skip_ai_initial_turrets="true" skip_ai_guard_posts="false" skip_ai_initial_non_turret_defenses="true" skip_ai_initial_strikecraft="false">
	</planet_ownership_and_spawning> 	

    <!--Actual steps of the tutorial itself!
    
      For informaton about the conditions that you can use, and how to use them, 
      please see this wiki page: https://wiki.arcengames.com/index.php?title=AI_War_2:_Tutorial_Step_Conditions
      *************************************-->
    <tutorial_step text_to_show="Welcome to the fifth tutorial of AI War 2. This one covers scouting the galaxy to find what's out there, the different types of vision, and the Intel tab.
	
First, head to the galaxy map.">
      <condition type="PlayerViewIsOnGalaxyMap"/>
    </tutorial_step>
	
    <tutorial_step text_to_show="Something that hasn't been relevant at all is the concept of Explored, Watched, and Permanently Watched planets.
	
Take a look at the planets adjacent to our homeworld. If you hover the mouse over them, the tooltip will say Permanently Watched, and if we look at the planet view, we can see everything here in real time.

Permanently Watched means we will always have up to date information as to what's going on here forever, if there's a battle, a scary threat we need to deal with, whatever. The planets next to our homeworld are always Permanently Watched in any game.

If you aren't on it again, head to the galaxy map.

&lt;color=#999999&gt;Extra tip: the numbers beside planets represent the &lt;color=#FFB74B&gt;strength&lt;/color&gt; of the forces there, including your mobile (top left) and immobile forces (bottom left), and enemy guarding (top right) and aggressive threat (bottom right). You can read the tooltip of the planet for more.&lt;/color&gt;">
      <condition type="PlayerViewIsOnGalaxyMap"/>
    </tutorial_step>

    <tutorial_step text_to_show="Now let's look at the planets a bit further out. Hovering over the tooltip for these tells us they are Explored. Looking at the planet view gives us what seems to be still a real time view, if grainy.
	
The key difference here is we can only see things that we've spotted here in the past. We know they're still here, and can thus track them, but as soon as they leave the planet, we have no idea where they are. Similarly, we don't know about any new arrivals if there are any.

Similar to the Permanently Watched planets near our homeworld, any planets that are 2 connections or 'hops' away from our homeworld start out as Explored.

Now's a good time to mention Watched. If we have a unit on a planet that is normally Explored, it becomes Watched. While our units are there, we can see everything up to date just like Permanently Watched, at least until the unit dies or leaves. An extra source of this is Logistics Stations, which Watch any adjacent planets.

Yet again, if you aren't on it, head to the galaxy map.

&lt;color=#999999&gt;Extra tip: if a planet is only explored, then the &lt;color=#FFB74B&gt;strength&lt;/color&gt; numbers mentioned earlier will have a ? next to them, and the planet icon will have a dash in it.&lt;/color&gt;">
      <condition type="PlayerViewIsOnGalaxyMap"/>
    </tutorial_step>

    <tutorial_step text_to_show="The planets further out than the Explored ones are Unexplored. We have absolutely no idea what's here, if anything. Looking at the planet view gives us a very distorted image - not of much use.
	
A critical part of this status is that our units can't even go to these planets - we're essentially locked out. Let's do something about that!

Our starting Fleet should've been constructing during this time. Head to the planet {c1.PlanetName} and destroy the Command Station there.

Some information will appear at the bottom of this window when you do so.">
      <condition type="EnemyShipsOfSpecialEntityOnPlanetLessThanOrEqualTo" planet_by_name="Aalst" special_entity_type="AICommandStationOriginal" count="0"/>
    </tutorial_step>	

    <tutorial_step text_to_show="You may have seen the mention of planets being Explored. This was caused by the AI Command Station being destroyed, and is how we usually reveal the galaxy.
	
Doing that causes a number of Unexplored planets, directly adjacent to already Explored planets, to become Explored. Thus, by taking territory and capturing things, our information gradually expands over time.

Now a few of the Unexplored planets we could see nothing on are revealed to us.

Hmm, how do we make a planet Permanently Watched? For this, head to {c1.PlanetName} and open the &lt;color=#3DE799&gt;Hacks tab&lt;/color&gt;.">
      <condition type="PlayerViewIsOnSpecificPlanet" planet_by_name="Backus"/>
	  <condition type="PlayerHasSidebarMenuOpen_Hacking"/>
    </tutorial_step>
	
    <tutorial_step text_to_show="Here we have the option of doing a &lt;color=#3DE799&gt;Watch Planet Hack&lt;/color&gt; on this planet. Unlike most &lt;color=#3DE799&gt;Hacks&lt;/color&gt;, this can be done without having a Flagship present, or indeed any of our units.
	
This can only be done to an Explored planet, and will make this planet Permanently Watched.

Do so now.">
      <condition type="PlanetIsPermanentlyWatched" planet_by_name="Backus"/>
    </tutorial_step>

    <tutorial_step text_to_show="Now we will always have up to date information here, and both the ? on the numbers and the dash in the icon are gone. Now let's try the other similar &lt;color=#3DE799&gt;Hack&lt;/color&gt;, used to Explore planets.
	
This is an alternative to destroying AI Command Stations. It can only be done on Unexplored planets adjacent to Explored, in a similar manner to destroying Stations.

Try it on the planet {c1.PlanetName}.">
      <condition type="PlanetHasBeenExplored" planet_by_name="Dahl"/>
    </tutorial_step>

    <tutorial_step text_to_show="Now we'll have a look at a useful tab for when on the galaxy map.
	
Open the Intel tab.

&lt;color=#999999&gt;Extra tip: hotkey for this is simply I.&lt;/color&gt;">
      <condition type="PlayerHasSidebarMenuOpen_Intel"/>
    </tutorial_step>

    <tutorial_step text_to_show="Here we have a list of things we know about, grouped into categories such as Prime Objectives, Turrets, New Fleets, Resource Gathering and Beginner Tips.

Such things include important capturables for us like a new Fleet, or things like alien technology. Also included are important AI targets, such as the Overlord - their version of the King.

Lastly, this notes any bits of &lt;color=#7CE9FF&gt;Science&lt;/color&gt; or &lt;color=#3DE799&gt;Hacking&lt;/color&gt; points you still have left to collect, as well as some tips on things to do.

In general, this is a fairly good tab to look at if you need to plan, or are a bit lost as to what to do. Like many other tabs, hovering over the things here will give you more information, and if applicable, highlight the thing being referred to on the galaxy map.

Currently this concludes the Basic tutorials. You should hopefully know enough by now to be able to do the first Basic Quickstart and have a decent go. If you want a lot more information, there is the How To Play area, accessible from the ESC menu or the main menu.

&lt;color=#999999&gt;Extra tip: for things like capturables or enemy targets, hovering over that entry will give a rough estimate of how hard/difficult it would be to get there.&lt;/color&gt;">
    </tutorial_step>	
	
  </tutorial>	
	

</root>

RocketAssistedPuffin

Oct 29, 2019 11:28 am

reporter   ~0054105

Just marking as resolved as I think I got all of this.

Issue History

Date Modified Username Field Change
Oct 23, 2019 4:16 pm yupyip New Issue
Oct 23, 2019 4:40 pm RocketAssistedPuffin Note Added: 0053883
Oct 23, 2019 4:52 pm RocketAssistedPuffin Note Added: 0053886
Oct 23, 2019 5:15 pm yupyip Note Added: 0053889
Oct 23, 2019 5:54 pm RocketAssistedPuffin Note Added: 0053894
Oct 23, 2019 6:41 pm RocketAssistedPuffin File Added: Tutorial 3 - Basics of Fleets And Building.xml
Oct 23, 2019 6:41 pm RocketAssistedPuffin File Added: Tutorial 4 - Basics of Resources, Technology And Hacking.xml
Oct 23, 2019 6:41 pm RocketAssistedPuffin Note Added: 0053902
Oct 23, 2019 9:05 pm RocketAssistedPuffin File Added: Tutorial 3 - Basics of Fleets And Building-2.xml
Oct 23, 2019 9:05 pm RocketAssistedPuffin File Added: Tutorial 4 - Basics of Resources, Technology And Hacking-2.xml
Oct 23, 2019 9:05 pm RocketAssistedPuffin File Added: Tutorial 5 - Basics of Scouting And Vision.xml
Oct 23, 2019 9:05 pm RocketAssistedPuffin Note Added: 0053914
Oct 29, 2019 11:28 am RocketAssistedPuffin Assigned To => RocketAssistedPuffin
Oct 29, 2019 11:28 am RocketAssistedPuffin Status new => resolved
Oct 29, 2019 11:28 am RocketAssistedPuffin Resolution open => fixed
Oct 29, 2019 11:28 am RocketAssistedPuffin Fixed in Version => 1.002 ARSes, Instigators, and Tech Vaults, Oh My
Oct 29, 2019 11:28 am RocketAssistedPuffin Note Added: 0054105