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goodbye
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Post subject: Re: New Client Guide Article - Structures Posted: Wed Jun 10, 2009 4:24 pm |
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Joined: Sun Jun 07, 2009 1:13 pm Posts: 2 Gender: male
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alright structures lets see what i can do uhm well first thing that i always do is get my metal to atleast lvl. 3 and oil lvl. 2(i usually have exta oil anyway) its also a good idea to get your food to lvl.3 i dont work on stuff like the vehicle factory or the spy centers until later in the game because i feel that that is were their most effective. (that doesnt mean not to work on those structures just means i put them off) ![Neutral :|](./images/smilies/icon_neutral.gif) dont know if this will help thank you for reading
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simmen
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Post subject: Re: New Client Guide Article - Structures Posted: Wed Jun 10, 2009 5:43 pm |
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Joined: Mon Jun 01, 2009 5:32 am Posts: 15987 Gender: male
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Guide for newbs in protection: Start off by following the tutorial, then u should be making level 3 of food, oil and metal buildings, and the first energy building. When this is done u can concentrate on getting the command center so you can get units, and the radar so you can see incoming units when you are out of protection. Also work on the beam and later explosive construction followed by damage upgrade, with damage your units will deal more damage to the enemy, but will have less armor. make some units with damage, and if you have extra resources enough for light vehicle then do it, they will do more damage and have more armor then normal infantry, but also cost more. Then make the UAV control so you can scan outposts or colonies you want to attack, or can do incoming scan if some one attack you so you know what your up against. When you have enough confidence with yourself and the units u may press the "sell protection" button in lower right corner, build a level 4 structure or send out an attack on some one, all these will cause you to be open for attacks, but will give you extra resources.
Guide for semi newbs in protection: follow the tutorial till the "make outpost stage", then click skipp tutorial unless you have a reason to make the outpost. Make the level 3 metal and food construction, level 2 oil construction and level 1 energy structure. This will give a nice and balanced income. make the Command center so you can start making troops. upgrade the beam, the explosive the light vehicle then the damage upgrade. Get the radar construction and the UAV center and some units and you are ready to leave protection, just attack some one, click "sell protection" or make a level 4 building, this will give you resources.
For experienced players in protection/right after protection: You skip the tutorial and leave protection. you will now have allot of resources and can start making level 3 food and metal, level 2 oil, and level 2 energy. Make command center to recruit units, then, make the beam, light vehicle, explosive, damage then ranged. Get the UAV center and you are set to go
Essential translations from battle dawn talk to english: bd=battle dawn op=outpost conquers=people you have taken over who pay 10% of their income in taxes to you conquered=you have been taken over and pay 10% of your income in taxes to your conquer tick=how time is measured in battle dawn, is ether 30 minutes or 1 hour bs=back stabber colony=your base tb=training base br=battle rapport admin=administrator bc=broad cast alliance=your team allie=friendly with your team nap=non aggression pact=won't attack each other coords=coordinates "scan [fill in coordinates]"=do a unit count donate=pay real money
color descriptions: yellow=neutral, not in war with and not allie red=enemy blue=allied green=in your alliance
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Code: http://battledawn.com/forum/viewtopic.php?f=111&t=4690 Thank you Michael http://www.battledawn.com/forum/viewtopic.php?f=111&t=15076 Thank you developers (^-check out the topics)
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dragonalex
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Post subject: Re: New Client Guide Article - Structures Posted: Wed Jun 10, 2009 6:54 pm |
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Corporal |
![Corporal Corporal](./images/ranks/rank4.png) |
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Joined: Sun May 31, 2009 8:32 pm Posts: 41 Gender: male
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If you read the original topic you would know that you aren't supposed to post your Guides here but P.M. it to Andrew you don't supposed to post it here because other people can steal it.
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Stratadon
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Post subject: Re: New Client Guide Article - Structures Posted: Wed Jun 10, 2009 8:56 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 125 Gender: male
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Hey Andrew, i am still not quite sure how this is going. In the original thread, you told us to choose any topic we wanted to make a guide on, the example you made was gates...Would we focus on ONLY gates? or buildings in general??
In this thread, you told us to focus on all structures and to suggest builds for noobies xD Do you want all of us that are doing this to go for that topic??
Also, because some of us have not fully built up our structures for the new client, could you post any changes in names or just take the time to give them all!!
Thanks ~Riders
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Andrew
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Post subject: Re: New Client Guide Article - Structures Posted: Wed Jun 10, 2009 9:59 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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We're doing it 1 article at a time, seeing as we seem to have a lot more people than I expected writing articles I will start asking for 1 article a day, today was structures. It doesn't have to be completed and finished in a day though. I will announce the end for each round and the time for submissions will largely depend on the scope of the article and how much information is needed to be covered. I will accept submissions for Structures articles until Monday next week so take your time to right the article, the most efficiently organized and thorough guide will be the winner.
Also here is a useful spreadsheet that has ALL the structures updated costs and the amount of production each one gives: http://spreadsheets.google.com/ccc?key= ... rmIA&hl=en.
That is a google doc that is viewable by anyone, remember that these are the costs of the structures after my revisions so they may or may not be in the game just yet but this should be the costs and benefits of each structure going forward.
Let me know if there are any other questions.
-Andrew
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Anthony
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Post subject: Re: New Client Guide Article - Structures Posted: Thu Jun 11, 2009 12:22 am |
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Joined: Mon Jun 01, 2009 9:24 pm Posts: 6 Location: Montreal, Quebec - Canada Gender: male
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hmm, i am interested in doing this too. how would you like the layout?
_________________ -Anthony of Justice Member of F69 Alliance
TK-KoH2-JF-CRK-SoW-BV-F69 (if you remember me being in an alliance, please remind me)
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lunatic359
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Post subject: Re: New Client Guide Article - Structures Posted: Thu Jun 11, 2009 3:16 pm |
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Joined: Wed Jun 03, 2009 11:27 am Posts: 505 Location: MA, US Gender: male
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What if you already submitted the article and due to new information and requirement you'd like to revise it? Can we revise and re-submit?
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Andrew
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Post subject: Re: New Client Guide Article - Structures Posted: Thu Jun 11, 2009 6:54 pm |
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Joined: Sun May 31, 2009 9:23 pm Posts: 925 Location: Ontario, Canada Gender: male
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lunatic359 wrote: What if you already submitted the article and due to new information and requirement you'd like to revise it? Can we revise and re-submit? Yep, you have till monday so don't worry about submitting it right away.
-Andrew
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