Achron Wiki Launch

Achron Wiki Launch

Postby Hazard » Thu Jun 17, 2010 4:49 pm

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Re: Achron Wiki Launch

Postby Stakhanov » Thu Jun 17, 2010 7:20 pm

Just noticed that file uploads are disabled. How are we supposed to add images to unit pages then ? Or gameplay / level editor tutorials.
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Re: Achron Wiki Launch

Postby xtanha1rrmx » Thu Jun 17, 2010 8:23 pm

May I ask how do you actually add stuff to the wiki? :?
I don't know much about the game yet, although I have created my own spreadsheet listing building/unit/upgrade costs, range, strength, splash, etc.

EDIT: Is there any way to make the first letter of the username non-capital? In the wiki it lists me as "Xtanha1rrmx". I have figured out how to create articles and have made three new ones, could the moderators/admin edit the language, format, content, etc. The creation of the help page quickly would also be useful.
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Re: Achron Wiki Launch

Postby Hazard » Thu Jun 17, 2010 10:32 pm

@Stakhanov, uploading has been added.

@xtanha1rrmx
Regarding the capitalized first letter, that's something that the wiki software does. If you disable it doing that, then everything becomes case sensitive.

I see you've already added a few pages, and that's a great start. The point of a wiki is for other people to chime in and improve it.

Strategies would also be a good addition to the wiki. Though the data on chronofrag.com was lost, I do have one version of Shalkka's list of strategies here. We should organize a strategy section.

Shalkka's list:

Sections
Offical tricks
Confirmed tricks with special circumstances
Speculative tricks

Legend:
Currency: Involves action in the present
Timecasting: Involves units travelling in time
Retro: Involves action in the past
Futuristic: Involves action in the future
Timeline: The updating of the timeline is critical to this trick
Permanency: The edges of the timeframe are critical to this trick
Paradox: The trick involves the appearance of an unstable timeline
Shadow: Trick involves elements that do not record as history

Official Tricks (the very certain ones)

* Undoing mistakes Retro
* See the enemy and keep the scout Retro Currency
* Use an army and then build it Futuristic Timecasting Currency
* Postparing defences Retro
* Chronofrag Timecasting
* Fighting alongside oneself Retro Timecasting
* Grandfather paradox Paradox Timecasting
* Future-sighting Timeline
* Microbomb Timeline
* Wave catch-up Timeline
* Wave dodging Timeline Timecasting
* Starflight orbiting Timeline Timecasting Shadow
* Chronobomb bottlenecking Timecasting Currency
* Player assited chronoporting Timeline Timecasting
* Paradoxial scouting Paradox Currency
* Red herring attack Shadow
* Dead men tell you lies Shadow Currency Futuristic
* Paradoxical attacking Paradox Shadow
* Jumping shadows Shadow Timeline Currency
* Echoless sneaking Timeline Currency
* Freecanceled future scouting Shadow Currency
* Universe hopping Paradox Timecasting Timeline
* Taking the grandfather for a walk Paradox
* Wavefunction collapse Paradox Currency Retro
* Contingency general Retro Currency
* Economic undermining Retro
* Perfect startgame Retro
* Optimal mix Retro
* Me too Retro



Undoing mistakes
Discovered: Achron demo1
Retro
Command the cancelation of an order on the timeline. Any timewave sweeping over the canceled order will propagate the new state forward.

See the enemy and keep the scout
Discovered: Achron demo 1
Retro Currency
Order the scouting party and after it undo it. You get to see enemy positions, get to keep the scouts and use a little chrono energy.

Use an army and then build it
Discovered: Achron demo 1
Timecasting Futuristic Currency
Build units and then chronoport them to a time before they were created. You gain much foothold in the ever so important past but must protect the present for the effect to remain permanent.

Postparing defences
Discovered: Achron demo 2
Retro
Issue commands to the far past to prepare for an incoming assault between that past and the present

Chronofrag
Discovered: Achron demo 3
Timecasting
Chronoport on occupied space. Most easy for an unit to self-chronofrag by standing long idle and then moving backwards in time while remaining stationary. Damages both units.

Fighting alongside oneself
Discovered: Achron demo 3
Retro Timecasting
Chronoport a unit to past into a time where it was naturally. Use both the younger and the older version in this time to gain effective double fire power from the unit. If the younger version is destoryed the olders actions get undone.

Grandfather paradox
Discovered: Achron demo 4
Paradox
Classification: Advanced
Make a unit. Chronoport to before being made. Destroy the factory with the unit. The creation of the unit will cause the destruction of the factory. The destruction of the factory will prevent the creation of the unit. The absence of th eunit will save the factory. The factory will cause the creation of the unit. Timewaves will propagate alternate states of the system until a part reaches the immutable timeline and a single state remains. Any configuration where a loopy causation emerges is a grandfather paradox. a Unit being undone in the past can be returned to the timeline if the cause of the undone is removed. If the savior is the units future self, a grandfather paradox forms. Risky and hard to manage, may be the only option left.

Future-sighting
Discovered: Achron demo 5
Timeline
See the future to get information what is going to happen. Also included is using information in the future section of the timeline display.

Microbomb
Discovered: Achron demo 6
Timeline
Pause time and make a lot of commands. Instead of changing little things all over the timeline, dropping one heat moment of action one can throw the opponent off or make the opponent use disproportionally low amount of attention to key moments. In the near-future commands being free enable franctic clickers to drop very large-scale microbombs.

Wave catch-up
Discovered: Briteclipz asked Achron on Twitter
Timeline
Order stuff and then fastforward over a timewave. The propagation of the order will be one timewave sooner.

Timewave dodging
Discovered: 00Davo asked Achron on Twitter, in the context of unlimited resources
Timeline Timecasting
If there's a timewave coming up, and one of your units will be erased by it, you can chronoport the unit in question over the wave. It'll survive, at least until the next wave arrives (to the departure time).

Starflight orbiting
Discovered: 00Davo asked Achron on Twitter, in the context of unlimited resources
Timeline Timecasting Shadow
If chronoporting is sufficiently available, your unit can use Wave dodging to survive indefinitely, weaving back and forth through the timewaves. Keeping such a starflight unit around consumes constant resources and never naturally reaches the immutable timeline.

Chronobomb bottlenecking
Discovered: Achron website FAQ-section
Timecasting Currency
Usage of the chronobomb that aims to drop the troop density of the enemy allowing for easier military victories.

Player assited chronoporting
Discovered: Confirmed in Achron website news "Timemanipulation strategies in Acrhon"
Timeline Timecasting
Order and observe through a chronoport in between timewaves at accelrated rate. May allow arriving one timewave sooner.

Paradoxial scouting
Discovered: Confirmed in Achron website news "Timemanipulation strategies in Acrhon"
Paradox Currency
Make a grandfather paradox that ends "unit alive". Use the factory to produce many scouts. Take a look at the enemy base by swarming it. You have your information. When the paradox ends, you will never have made the other scouts. You get your credits back. For the most part you have just ate the cake and saved it (you pay one scout and have to use chronoenergy to regain "interest"-losses). Drawback: You can't have information on grandfather paradoxes that your opponent has that are of the same lenght and of opposite phase.

Red herring attack
Discovered: Confirmed in Achron website news "Timemanipulation strategies in Acrhon"
Shadow
Distract your enemy with attacks that won't have happened, possibly tricking the opponent to use various kinds of resources in vain.

Dead men tell you lies
Discovered: Confirmed in Achron website news "Timemanipulation strategies in Acrhon"
Shadow Currency Futuristic
Use units that have died in the past to commit a red herring attack in the future.

Paradoxical attacking
Discovered: Confirmed in Achron website news "Timemanipulation strategies in Acrhon"
Paradox Shadow
Use the grandfather paradox to mount red herring attacks.

Jumping shadows
Discovered: Confirmed in Achron website news "Timemanipulation strategies in Acrhon"
Shadow Timeline
Just before a timewave passes, order a move deep into the enemy territory. Just after, order a stop. This makes the opponent future-sight a red herring attack.

Echolesss sneaking
Discovered: Confirmed in Achron website news "Timemanipulation strategies in Acrhon"
Timeline
Just before a timewave passes, stop. Just after, continue what you were doing. This prevents the enemy from future-sighting you, giving them less time to react to it propably forcing the use of chrono-energy. A dual to jumping shadows.

Freecanceled future scouting
Discovered: Confirmed in Achron website news "Timemanipulation strategies in Acrhon"
Shadow Currency
A procedure similiar to jumping shadows. A scout (legion) moving in the present from the far end of your base to the frontlines (where the original order of moving to the depths of the enemybase gets interrupted by a stop command) generates a shadow that you can use to gain intelligence.

Universe hopping
Discovered: Confirmed in Achron website news "Timemanipulation strategies in Acrhon"
Paradox Timecasting Timeline
Use wave dodging to mix the states of a grandfather paradox so that they can no longer be divided in to the "factual" and "counterfactual" situations.

Chronobombfragging
Discovered: Confirmed in Achron website news "Timemanipulation strategies in Acrhon"
TImecasting
Usage of a chronobomb where the main objective is to induce as many chronofrags as possible.

Taking the grandfather for a walk
Discovered: Confirmed in Achron website news "Timemanipulation strategies in Acrhon"
Paradox
Inducing a grandfather paradox by making the pretimetravel unit follow the posttimetravel unit so it can't timetravel. Instead of a split unit, results in a torn unit.

Wavefunction collapse
Discovered: Confirmed in Achron website news "Timemanipulation strategies in Acrhon"
Paradox Currency Retro
Make grandfather paradox and play the timelines equally. As the paradox origin is about to cross over to immutable timeline and thus dissolve, consider which situation you want to keep and make a little nudge to your paradox so that your favorite survives.

Contingency general
Discovered: Confirmed in Achron website news "Timemanipulation strategies in Acrhon"
Retro Currency
Operate in small hierachies that all are under one supreme commander. If success doesn't come operating spread with the use of chronoenergy, with the last drop of your chronoenergy, give one command in the past tto the supreme commander to mount a concentraded operation with little enemy chronoenergy to mount a counteroperation.

Economic Undermining
Retro
Discovered: Achron website news "Timemanipulation strategies in Acrhon"
Play in the past and strategically target an opponent's resource processors (RPs). The opponent will have less resources throughout the timeline; some buildings, units, and upgrades the player had built won't be able to be created in the new history because the player won't have had enough resources (which may include some very critical units, factories, or upgrades). Normally, good RTS players try to expend their resources as fast as possible, keeping their resources close to zero in order to utilize the resources as soon as possible. However, players who keep their resources too close to zero put themselves in a weak position with respect to economic undermining.



Perfect startgame
Retro
Discovered: Achron website news "Timemanipulation strategies in Acrhon"
When starting a game, stop, slow, and fast forward as appropriate to give precise commands so your builders create resource processors as early as possible on the timeline. For good measure, throw in a red herring rush to an opponent in the mean time if they're close enough on the map.

Optimal mix
Retro
Discovered: Achron website news "Timemanipulation strategies in Acrhon"
First, scout or attack an opponent to see what types of units your opponent is building. Then, go back in time to manufacture units that work best against your opponent's mix of units, and proceed to attack with this new optimal mix. I've won at least a couple games mainly due to this strategy.

Me too
Retro
Discovered: Achron website news "Timemanipulation strategies in Acrhon"
Go back to the past, build more units (or just chronoport units to the past), and set them as subordinates in armies before they go out to war. The subordinates follow along with everything that army does without needing to change your strategy or expend more chronoenergy. This strategy can complement optimal mix, and is particularly helpful in one of our current single player levels.

Confirmed tricks with special circumstances

* Chrono-cloning Permanency Timecasting
* Outrunning prerequisites Futuristic Permanency Timecasting
* Time farming Timeline
* Resurrection line Shadow Permanency Timecasting



Chrono-cloning
Discovered: Achron website paradox page
Permanency Timecasting
A backwards chronoport in which the arriving side is in the immutable timeline can create two instances of a unit where they can die independently. Achron is by design (being) made to downplay the strategic use of chrono-cloning.

Outrunning prerequisites
Discovered: Achron website paradox page
Futuristic Permanency Timecasting
A factory-unit grandfather paradox ending unit alive grants a free unit at the cost of a factory. Some profit can sometimes be made from it. The effect is downplayed by design.

Time farming
Timeline
Stay as long as you can viewing the present to maximize chronoenergy regeneration. When chronoenergy is full spend it as fast as possible to return regenerating sooner.

Resurrection line
Shadow Permanency Timecasting
Use starflight orbiting to hold on to units that you like, then use the edge of the timeframe to "chronoclone" them back to life. The permanent history shows the destruction of the unit and elsewhere the unit stepping out of (heaven)a chronoport, it died but it is alive. With an elaborate chronoport infrastructure you can have many units waiting for their turn to be resurrected.


Speculative tricks

* Weaving clones Timecasting Permanency
* Stir the future Futuristic
* Chronophasing Timecasting



Weaving clones
Timecasting Permanency
A long series of tiny backwards chronoports can make the update time of a units personal history much longer than it takes for it to move into the immutable timeline. X number of chronoports in a units history need X number of timewaves to update the history up to date. Undoing the first chronoport will set motion an undoing process that will not complete before the last chronoport becomes immutable.

Stir the future
Futuristic
Order the future troops around with the intent of undoing the commands before they become present. The opponent may future-sight wrongly or fall for Red Herrings.

Chronophasing
Timecasting
When fighting with access to chronoporting resources chronoport important units over the dangerous parts of the opponents firecycle. Allows to distribute damage how you like it. On the other hand the units that are chosen get to operate less
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Re: Achron Wiki Launch

Postby xtanha1rrmx » Fri Jun 18, 2010 12:43 am

I frequently get the message "Sorry! We could not process your edit due to a loss of session data. Please try again. If it still does not work, try logging out and logging back in." when trying to edit. Is there some problem with it?
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Re: Achron Wiki Launch

Postby Hazard » Fri Jun 18, 2010 1:02 am

@xtanha1rrmx
That error message you are getting has the same root cause as the issue we had before with you not being able to connect to multiplayer games. Your ISP is using an unusually aggressive proxy, and your IP address changes extremely frequently even over the course of a couple minutes. Our servers' load balancing is based on the assumption that your IP address doesn't change in the middle of your session. We're evaluating different ways to work around this, but it's a tricky problem.
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Re: Achron Wiki Launch

Postby Shalkka » Fri Jun 18, 2010 1:51 am

A lot of of the old stuff uses terminology that I pretty much made up on the spot. Hopefully a more broad user base can now participate in making as understandable and usable concepts as possible. You might see me doing quite a lot of wiki work.
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Re: Achron Wiki Launch

Postby xtanha1rrmx » Fri Jun 18, 2010 4:59 am

I think that the categories "Human" and "Building" are too broad, perhaps we could just have "Human units", "Human buildings", "Human upgrades" etc? Then the 'Humans" page could just have links to each of the sub-categories instead.
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Re: Achron Wiki Launch

Postby sirgren » Sat Jun 19, 2010 4:28 pm

As of right now now, the wiki needs work. It doesn't have a very good layout, almost every article is very short, and it is trying to tell a lot of time stuff in a few sentences, which, if you are trying to learn about the game and have never played before, makes no sense. I'm hoping that it will continue to grow at an exponential rate, though. :D
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Re: Achron Wiki Launch

Postby IphStich » Sun Jun 20, 2010 9:05 am

Is there some important reason as to why individual rescript elements are links?
I don't think they should be.
IphStich wrote:two natural waves going at 40 s/s
Dr Hazard wrote:Jairo jumping beans! Those are fast time waves!
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