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Add in new and improve existing loading tips (FAForever#4217)
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Penguin5 authored Oct 12, 2022
1 parent b1f7433 commit b117148
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114 changes: 81 additions & 33 deletions loc/US/strings_db.lua
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Expand Up @@ -7763,49 +7763,97 @@ aisettings_0151="Off"
aisettings_0152="Full map omni off"

loadingtip_0000="Quick Tip"
loadingtip_0001="At least 5000 energy is required to fire the ACU's Overcharge cannon"
loadingtip_0002="You should build Energy Storage in a place where it won't kill anything if it dies"
loadingtip_0001="At least 5000 energy is required to fire the ACUs Overcharge cannon"
loadingtip_0002="You should build Energy Storage in a place where it won’t damage anything if it gets destroyed"
loadingtip_0003="Overcharge deals 400 damage to ACUs and 800 damage to buildings"
loadingtip_0004="Don't build Mass Fabricators unless you have upgraded every available T2 Mass Extractor to T3"
loadingtip_0004="Dont build Mass Fabricators unless you have upgraded every available T2 Mass Extractor to T3"
loadingtip_0005="Build Mass Storages around all T2 Mass Extractors before upgrading them to T3"
loadingtip_0006="Upgrade a Mass Extractor to T2 before you build Mass Storages around it"
loadingtip_0007="ACUs in the water are harder to spot and snipe - use this, especially in the late game"
loadingtip_0008="Nuclear missiles take 5 minutes to build, but defensive missiles only take 4"
loadingtip_0009="You can use Attack-Move from factory to increase Engineers' reclaim range"
loadingtip_0007="ACUs in the water are harder to spot and snipeuse this, especially late in the match"
loadingtip_0008="Strategic missiles take 5 minutes to build, but defensive missiles only take 4"
loadingtip_0009="You can use Attack-Move from factories to increase Engineers reclaim range"
loadingtip_0010="You can use Attack-Move with Engineers in order to reclaim"
loadingtip_0011="Loyalists can deflect tactical missiles"
loadingtip_0012="The Monkeylord is the cheapest land experimental unit"
loadingtip_0013="Start building a second Paragon as soon as you finish your first one"
loadingtip_0014="Place a move order close by before building a structure to make use of the build range"
loadingtip_0015="The Seraphim destroyer is the only destroyer that can be submerged"
loadingtip_0016="Tech 1 Mass Extractors only need a few seconds to pay back their investment"
loadingtip_0012="The Monkeylord Experimental Spiderbot is the cheapest experimental unit"
loadingtip_0013="Consider building a second Paragon as soon as you finish your first one"
loadingtip_0014="Place a Move order close-by before building a structure to make better use of build range"
loadingtip_0015="The Uashavoh Seraphim Destroyer is the only destroyer that can be submerged"
loadingtip_0016="T1 Mass Extractors only need a few seconds to pay back their investment"
loadingtip_0017="Rebuilding structures on their wrecks saves you 50% of the construction cost and time"
loadingtip_0018="An un-upgraded ACU is equivalent to 20 T1 tanks and 2 T1 Engineers"
loadingtip_0019="You should build Tactical Missile Defense soon after you have reached T2"
loadingtip_0020="A hydrocarbon generator has the same power outcome as 5 T1 Power Generators, but it's much cheaper"
loadingtip_0021="Aeon T3 Mobile Artillery can shoot while it's moving"
loadingtip_0020="A Hydrocarbon Powerplant has the same power output as 5 T1 Power Generators, but its much cheaper"
loadingtip_0021="The Serenity Mobile Heavy Artillery can shoot while it moves"
loadingtip_0022="Include reclaiming rocks around your start position into your build order"
loadingtip_0023="The small yellow ring around the ACU and Engineers shows their build range"
loadingtip_0024="An Aeon ACU with the Enhanced Quantum Disruptor upgrade has a larger range than the other ACUs"
loadingtip_0025="Reclaiming volatile buildings when they are about to die prevents triggering the explosion"
loadingtip_0026="You need 2500HP on your ACU to survive another ACU's explosion"
loadingtip_0027="Protect your T1 Point Defences with walls around it"
loadingtip_0028="Build your own Air Scouts; don't rely on anyone else"
loadingtip_0029="Orders can be cancelled by Ctrl+Shift+Right Click"
loadingtip_0030="Units on Attack-Move will stop and attack units in their weapon range"
loadingtip_0031="Patrol and Attack-Move have the same functionality, but Patrol is endless"
loadingtip_0032="Use T1 Mobile Artillery to kill T1 Point Defenses"
loadingtip_0033="Power Generators adjacent to Static Artilleries will increase their rate of fire"
loadingtip_0034="Engineers are more efficient for build power than Engineering Stations"
loadingtip_0035="Dealing maximum damage with overcharge (15,000), costs 60k energy and requires at least 67k energy in your storage"
loadingtip_0036="The Salem cannot shoot backwards"
loadingtip_0037="Toggle the Salem's ability to let it also move on land"
loadingtip_0038="Only build a Salvation after you have built a Paragon"
loadingtip_0039="Your Engineers on Patrol or Attack-Move order will stop reclaiming when your storage is nearly full"
loadingtip_0040="Stealth only hides units from radar, cloak only from vision"
loadingtip_0041="Veterancy is based on the mass value of the killed unit and how much damage a unit dealt to it"
loadingtip_0042="To kill with a single overcharge, you need 1 energy storage for T1 units, up to 2 for T2, and up to 6 for T3"
loadingtip_0043="To see stealthed underwater units you need water vision or omni"
loadingtip_0024="An Aeon ACU with the Enhanced Quantum Disruptor upgrade has a larger range than the other upgraded ACUs do"
loadingtip_0025="Reclaiming volatile buildings when they are about to be destroyed prevents them from exploding"
loadingtip_0026="You need 2500 health on your ACU to survive another ACU explosion"
loadingtip_0027="Protect your T1 Point Defenses by surrounding them with walls"
loadingtip_0028="Build your own Air Scouts; don’t rely on anyone else"
loadingtip_0029="Orders and Markers can be deleted by {i properkeyname_0010}+{i properkeyname_0009}+Right Clicking them"
loadingtip_0030="Combat units on Attack-Move will stop to follow and attack enemy units in their weapon range"
loadingtip_0031="The Patrol and Attack-Move orders function somewhat similarly, but Patrol is endless"
loadingtip_0032="T1 Mobile Artillery out-ranges T1 Point Defense"
loadingtip_0033="Putting Power Generators adjacent to static artilleries will increase their rate of fire"
loadingtip_0034="Engineers are more mass-efficient for build power than Engineering Stations are, but they can have pathing issues"
loadingtip_0035="Dealing maximum damage with overcharge (15,000) costs 60k energy and requires at least 67k energy in your storage"
loadingtip_0036="The Salem Class Destroyer cannot shoot backwards"
loadingtip_0037="The Salem Class Destroyer has a toggle ability that lets it walk on land"
loadingtip_0038="Generally, only build a Salvation after you have built a Paragon"
loadingtip_0039="Engineers on an Attack-Move or Patrol order will stop reclaiming when your storage is nearly full"
loadingtip_0040="Stealth only hides units from radar, Cloaking only from vision—Omni sees through both"
loadingtip_0041="Veterancy is based on the mass value of the destroyed unit and what percentage of the damage each unit contributed"
loadingtip_0042="To destroy a unit with a single overcharge, you need 1 Energy Storage for T1 units, up to 2 for T2, and up to 6 for T3"
loadingtip_0043="To see stealthed underwater units you need water vision or Omni"
loadingtip_0044="Always keep building available Mass Extractors throughout the map"
loadingtip_0045="Use combat units to take mass deposits, take map control, and counter the enemy"
loadingtip_0046="Use your ACU to secure mass deposit groups and engage in combat early in the match"
loadingtip_0048="Keep scouting throughout the game; having intelligence on the enemy can be key to victory"
loadingtip_0049="Pay attention to what you scout while you have vision on the enemy’s base"
loadingtip_0051="Taking the right battles and avoiding the wrong ones becomes especially important in air fights"
loadingtip_0052="Don’t play too zoomed in—there are more important things than perfect adjacency and base layout!"
loadingtip_0053="Macro-management is almost always more important than micro-management"
loadingtip_0055="Generally try to avoid having idle units without a good reason, especially early in the match"
loadingtip_0056="Setting up good hotkeys can help you save time—press {k toggle_key_bindings} in-game and try out a key preset"
loadingtip_0057="Focus on doing the best you can and learning what you can do better instead of blaming others"
loadingtip_0058="With enough scouting, you can know what the enemy is up to and counter their strategy"
loadingtip_0059="Bombers are highly effective against armies with minimal Anti-Air and no air support"
loadingtip_0060="If the enemy uses lots of static defenses, you can often go around them, out-range them, or ignore them and build up your economy"
loadingtip_0061="If the enemy uses lots of T1 or T2 aircraft, you can make interceptors and T2 mobile flak"
loadingtip_0062="If the enemy’s economy is a lot larger than yours, they may not have enough units to defend it"
loadingtip_0063="If the enemy hunkers down without controlling much of the map, they may not have the economy to win later"
loadingtip_0064="If the enemy is acting aggressively, you can try to bait them into battles that are better for you"
loadingtip_0067="Manually reclaiming can be useful during very early in the match when you have nothing better to do"
loadingtip_0068="Attack-Move orders are preferable to Patrol orders in most situations so that you know when the orders are completed"
loadingtip_0070="Fight battles in spots where you can easily reclaim the wreckage and the enemy cannot"
loadingtip_0071="Wreckage can yield up to 81% of a unit’s mass cost"
loadingtip_0072="It can be worthwhile to reclaim your old low-tech units or badly damaged high-tech ones to get additional mass"
loadingtip_0073="Think about value and opportunity costs (e.g. would you rather have ~16 T1 tanks or 1 T2 Mass Extractor?)"
loadingtip_0074="Low-tech units often do more damage per cost, but have less health per cost compared to higher-tech units"
loadingtip_0075="Upgrading a factory costs resources that could have been put into units, so don’t upgrade too early"
loadingtip_0077="Let your team know if you need help"
loadingtip_0078="Ask your team for advice if you don’t know what to do"
loadingtip_0079="If you have extra mass and can’t spend it fast enough, you can gift it to a teammate who can"
loadingtip_0081="Ping or mark enemy threats your team hasn’t noticed yet"
loadingtip_0082="Coordinating maneuvers with your teammates is more effective than acting separately"
loadingtip_0083="Having a positive attitude can help you to play better, learn more, and have more fun"
loadingtip_0084="You can learn a lot from analyzing replays"
loadingtip_0085="Remember to have fun—winning can be enjoyable, but it isn’t everything!"
loadingtip_0087="You can ask for gameplay advice and replay reviews in the #gameplay-and-training channel on the FAF Discord"
loadingtip_0088="The FAF wiki has useful guides that can teach you how to get better at Supreme Commander"
loadingtip_0089="Scale your economy (mass income, energy income, and build power) over time"
loadingtip_0090="Mass-producing lower-tech units is often very effective, but don’t forget to transition to higher-tech units"
loadingtip_0091="Non-Aeon T2 Fighter/Bombers are not efficient to control the air—use T1 Interceptors until you get T3 Air Superiority Fighters"
loadingtip_0092="Avoid stalling on energy—units and structures that have a power maintenance will begin to lose their benefits when you do so"
loadingtip_0093="It’s better to spend mass than to let it sit in storage"
loadingtip_0094="Avoid building too many Power Generators—they cost resources that can be spent on more useful units"
loadingtip_0095="If you are stalling on mass, it might be a good idea to have more of your engineers reclaiming"
loadingtip_0096="It’s generally a good idea to expand around the map early on to get mass deposits, reclaim, and map control"
loadingtip_0097="If all players agree to a draw, you can end a slow or unfair match with a tie"
loadingtip_0098="If you can’t spend your resources, you may not have enough build power (Engineers, Factories, Engineering Stations, or SACUs)"
loadingtip_0099="If you don’t think your team can win anymore, you can request them to Recall from battle while you continue to fight for them"
loadingtip_0100="You can find other players to team up with or talk about Forged Alliance Forever on the FAF Discord"

notify_0000="Notify Management"
notify_0001="Closes this dialog and confirms assignments of messages"
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