Link to a detailed guide : http://docs.google.com/View?id=dfq87kpr_4dtkq8ddwI have been using OA for a month, start getting use to it, but i think most people will find it hard to use at the beginning, so i decide to write this simple guide.
Correct me if i said anything wrong from your experience. I would like to improve this guide.
Frequent Errors1. DO NOT Use your browser when OA is trying to send a fleet, result fleet sending always fails
2. DO NOT Logon with your browser, let OA to detect that your are not logged and handle logon session, to make it quickly OA -> Overview -> Investment B/T : Update 'Resources'
Getting OA start:
1. Pay and download
- (suggest you to make a copy of the first download) -
-> Extract and run.
2. go to more option ->
select language for your server3. set header to integrated browser
- (Advance user can refer to "super ogame: Firefox + OA + Foxgame") -
4. restart OA
5. Enter server address -> uni*.ogame.*
6. Enter User name / Password -> click Login
- (suggest you to enable auto login) -
7.
initialization begin (at least 5~ max 15 minutes)---------------------------------------------------------
Advanced Options :
1. Scheduled Planet Update Time : default 600-2400 secs (avg. 900 sec), for speedy universes it has to be divided by universe speed. It's needed in order to detect all attacks on your planets.
2. Slots reserved for player, default value 1 or 2, the Bot/Hunter will not use these number of slots to attack enemies. Build-in optimization : If a fleet is about to return on your planet, OA will use its slot to send out another fleet regardingless the option 'Slots Reserved for player'
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Updating:
OA will automatically update
OA makes a backUp before updating itself, located in OA folder as BackUP_VERSION folder. You will find there OGameAutomizer.jar, it's the main file, and when started it checks the existence of all needed files and if needed downloads them all.
So if update failed, because of connection problems or problems on the server, just replace OGameAutomizer.jar with the one that has been backUped.
Also, during OA update, some libraries could be corrupted, just delete the folder libs, located in OA folder. And restart OA.
1. detecting update
2. if OA appear "wait" in log, then you wait, OA has started downloading
3. download finish ->
restart OA---------------------------------------------------------
Browser Buttons Color ?
red color = avoid the usage of browser, because OA is getting the info. from OGame, and it can fail the current OA job (typicly fleet sending) if you are using the browser at the same time
blue color = setted for the browser to use (if configured)
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Building / Investment queue:
1. select planet -> select what you want to build/invest -> click add
2. order can be alter (up or down,nice and simple)
* Condition require and caution
1. OA detect your planet have enough resource -
[if OA did not detect, update that planet]2. If other command (e.g Galaxy Scanning, updating All planet, Fleet Sending) in progress, building queue will delayed
- There is at least 2 min delay between Investment that OA is doing
- [If you think the queue not working: stop BOT-> (OA state show "idle"), remove the building command, Add it again. -> "
Trying to Invest" should appear]
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Ships / Defs builder :
"Build by X at once"
build at least by X units, of cause if you want 3 units and you have setted build by 5, OA will build 3 units
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Construction Sim - How it works
Algorithm :
Basically it's generates a kind of B-Tree (tree with several sons at each level)
you have X (for now 32 ) buildings/techs that can be built at each level of tree (so at level 6 you have 32^6 = 1.073.741.824 combinations)
but you have some optimizations during tree generation, like :
1. some buildings cannot be built because you don't have enough technologies or building required for that
2. Meta rules selects/discards some buildings (like you have negative energy factor less the 0.8 => build solar plant or fusion plant)
Option "Enable Construction List Generation" :
If you have less then 6 buildings/tech in construction queue AND there is no construction in progress on the planet then :
It generates a list of 6 levels and place it in construction queue of the planet
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NEW : Fully automized resources transporting :
Basically any planet/moon can be the resources provider and the resources consumer. For each planet marked as the resources consumer the system calculate the resources needed for at least 3 hours of construction and resources that can be provided by other planets. If the sum of needed resources is available then auto. transporting is starting.
Some points/limitations :
- Resources selector is DCM
- Transport loading have to be at least 5000 for each transport fleet
- Two types of transport ships are involved in transporting (small and large cargoes, small cargoes are selected first)
A Tip : mark all your planets as Customer and Provider, that way OA will be highly efficient. Only problem is, in long run, much deuterium is stays on planets, so once a week transport your deuterium on your planet with your fleet.
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Auto. Transport Simple :
You select the planet you wish to use the auto transport on.. then select the planet to send the resources to.. then you select the amount of resources you wish the planet to reach before it transports.. then select the type of transports (large cargo, or small cargo).. an select transport mission or deployment mission..
After that then when OA sees you have reach the rate selected it will await just a bit past that rate an then use the selected ships an mission type to send off the resources to the selected location.
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BOT Use (
Farming inactives)
*Caution*
1. [size=18]
Avoid 24/24 use, minimize probing times[/size]
- (suggest you monitor for the first 3 wave of attack) -2. Make sure OA detect fleet is available on selected planet - [if OA did not detect fleet, update that planet, check the translation : Translation Tab]
- (suggest minimum 4 probe and 50+ SC available on planet) -
- {UNABLE TO TRANSPORT RESOURCE <happen> Enable Optimize Attack + Fast Attack (Speed things up a bit)[/color]
- Use one regular Bot attack, means with galaxy scan, then one or two Fast Bot Attacks without galaxy scan. It minimizes the number of probes sent.
6. Setting done.....Proceed to Stage 2
Stage 2:
1. Start Bot -> Galaxy Scanning State
- (wait....Take a bit long) -
2. Probing State in progress
3. With "Opt Att + Fast Att"; BOT will start attack when there is enough target (target with enough resource or number of Targets = Max. fleet Slots)
*NOTICE*
[READY TO GO] = Target meet requirement, waiting for other command finish then attack
[WAITING FOR FLEET RETURN] = Fleet sent to attack, attack in progress
[PROBE PROBABLY LOST] = Probe report cannot be detected, cause by disconnection or other network problem
[PROBE LOST] = probe being attack, battle report detected, you lost your probe.
[NEED MORE PROBE] = probe report does not contain defense or enemy fleet, OA will try to send more probe to spy (if there is more probe available)
[UNABLE TO TRANSPORT RESOURCE] = not enough SC/LC
[TOO STRONG] = defense detected,
OA simulate the fleet you have against enemy defense, if you have not enough BT/BC/BO/CR/LF, OA will not attack[TARGET HAVE TINY RESOURCE] = target does not reach minimum resource requirement
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Database usage:
Easy and simple....i guess i dont have to explain that........
.......type enough:)
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Algo. Bot's Battle Sim (how the algorithm chooses which ship type to send?)
Fighting vessels sent by OA, when there are defenses, are chosen dynamically according to the algorithm :
Select all fighting vessels that can be found on your planet
As long as you win without losses (losses allowed no more than 0.005% in average of your whole fleet)
Reduce your attacker fleet by one combat ship :
(This is a priority queue, Ex. remove deathstar, if there is no deathstar => remove destroyer ...)
1 deathstar
2 destroyer
3 bomber
4 lFighter
5 hFighter
6 cruiser
7 battleship
8 battlecruiser
So therefore, more likely to attack with battleships and battlecruisers
A council avoid using of vessels that takes damage easily like lFighter
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Algo. to attack Active player's :
For every "Is Target" active player :
if "Estimated Inactivity" reach "AT min" (Attack Time), then OA will probes to evaluate enemy, if you are strong enough, OA will set Attack status to "ready to go", then :
- wait 18 min
- recheck online status of player
- if ok, attack him
- if not, abort attack => player/planet is under surveillance
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Algo. of Fleet Saver :
Immediately after attack detection,
1. OA tries to determine witch planet is attacked, and WHILE you have any ships on attacked Planet => point 2
2. determine on witch planet OA can save your fleet
a. you have only one planet, save the fleet on ATTACKER PLANET
b. you have more then one planet, save the fleet on the more nearer planet from attacked (of cause OA determine have you or not needed deuterium for the trip)
3. OA Stops current job, if there is any
4. OA Starts to Save the fleet by defining Scheduled Task with Get All Res., Get All Ships, Speed 10%
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OA Proxy : how it works ?
1. Browser/OA request arrives to OA Proxy, one of 5 threads instantly handle it.
2. Proxy thread changes your request (addressed to localhost) to request addressed to OGame Server
3. replay from OGame server is redirected to your browser, with a buffer/window of 64 bytes
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Advanced Players Section
Hints and TipsTHE WAY IT SHOULD BE PLAYED !!
I will edit and update this guide in the next few weeks, so that all of you will be able to reap all the benefits of Ogame Automizer. I do appreciate your input and I am looking forward to reading about your opinion concerning the upgrading of this tutorial.
Originally written by superlckbTransport Section
