ForumsGamesColony - General Guide + Discussion

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duncaeee
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duncaeee
1 posts
Nomad

Hello, this may be my first posted post, but I've done plenty of posting on my other account. I am going to do a generalized short guide.

- Part 1 - About the Game -

Colony is a supposed "starcraft"-like game. The creator, Krin, explained that he loved the game "starcraft" and wanted to base this game off of that. The game has a semi-story, which goes back and forth between two supposed teams. You start with 4 flat construction spots, where you can build different types of buildings. Your objective is to destroy the enemy base. There are 2 sides, and you work with your teammate to defeat the enemy.

- Part 2 - Story/Skirmish -

I never really played much of the story. It is pretty easy I guess. Try using some of the multiplayer strategies. Skirmish/Quick Play is the same thing pretty much.

- Part 3 - Multiplayer -

Multiplayer is my favorite, which I play on a lot. Though, it is full of hackers, cheaters, glitchers, generally mean people, jerks, cocky people, and young children who should not play such violent games at their age.

I avoid these type of people, some may be mean, or be a jerk, or be really young, but there are those out there who are looking for a fair game.

Multiplayer uses your AG account name as your display name. You choose from certain lobbies, though the main one is the only one people play on usually. People can create 4 person games, (no 1v1 unless you kick the extra 2 people)

- Part 4 - STRATEGIES -

Here's a big boy.
There are different ways to start. I list 5 decent strategies that are one of the best for each type of unit-producing building.

The bank is one of the best ways to start for any kind of strategy.
The armory is another way, but is normally for pros.

Forge/Fascists:
To start as a fascist, start by place a bank.
Once you reach $40, you should be able to place a forge.
This is a decent way to rush, but that is optional.
If you want to rush, you can spawn a bunch of scouts or romans.
If you want a fair game, or the host says no rushing, you can then place a generator once you reach $50.
Here is where it hits a fork in the road.

b]Way 1:[/b]
Place a armory, upgrade the forge to the 2nd, then 3rd, delete the armory, place a generator. Spam satakas and delete the bank if you want. If you delete the bank, then replace it with a generator. Upgrade the generators if you want.

Way 2:
Place a hospital in the extra space. Use a combination of satakas, medics, etc.

Outpost/Communists:
This one has been coming less and less common.
Here's my strategy for using the outpost.
Place a bank to start. Once you get $40, place a outpost.
To rush, spam tanks. If the enemy counters and starts spawning air-type vehicles, then counter the counter and spam marines.
To continue, place a hospital next.
Use it to generate people, by clicking "Auto-Build" (the swirly arrowed line) and then clicking on the orange button with the man in the middle.
Put some medics in if you want, but don't forget to use it as a generator.
Upgrade the outpost to the Barracks.
Then place a armory, you can keep it to generate people, or delete it and replace it with a hospital AFTER you have upgraded the barracks to a arrsenal.
Use black queens (optional) and hover tanks. Black queens are GREAT for destroying "medic defenses", or defenses where a high-hp unit stands farther into the battlefield as the medics are behind him, healing him from a range where no medic can be hit and the guy is almost invincible unless he takes a whole lotta' damage. Black queens have a longer range, and shoot missiles where they can destroy a whole bunch of medics.

- STAY TUNED FOR THE REST OF THE GUIDE! -

  • 29 Replies
progamers4k
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progamers4k
16 posts
Nomad

If anybody says no rushing, then they are obviously terrible, its the easiest way to spot a bad player. All pros do this "rush" technique because they have adapted to the game as it has changed. People say rushing is "noob" because they simply do not know how to win against it. This is where micro and macro come into place. I am not going to explain this into depth, but micro is basically unit control and macro is building control. This is ultimately what makes a player good or bad. For an example of micro, lining up tanks, charging until in range, then holding to get a shot in sequence from all the tanks. This does significantly more damage then unlined tanks set to advance. For an example of macro, knowing counters to certain moves your opponent makes, such as if your opponent has a forge, instead of trying to get a saint out just for it to get killed by either aa or scouts, strive for a special ops building in order to counter scouts with spec teams, sakkata with missle, etc...

As for your guide, I like your description of the game and your strategies are alright for newcomers to start off with, but an adequate player would counter them without any trouble. If you would like help creating the rest of your guide, just let me know.


-pg4k

PowerOfSauce
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PowerOfSauce
502 posts
Peasant

This guide would've been fine for the masses of noobs that played this game back in its more popular days, but I honestly feel like it's very out of place right now. The only Colony guides that would garner any real attention at this point would be pro guides with highly detailed explanations meant for experienced players, but even then it's fairly unlikely that they would really get anywhere.

I don't mean to discourage you though, because personally, I think what you're doing is fine. Admittedly, the sections on forge and post builds were extremely straightforward and over-simplified, although I do realize this guide is primarily intended for new players. That being said, I would still be eager to read the next part of this guide, if only out of curiosity.

However, one last quip.

The armory is another way, but is normally for pros.


No.
francomelee
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francomelee
8 posts
Nomad

I'm the complete opposite, I hate multiplayer and prefer story mode. This usually goes for all games I play that's why at first I over-looked Colony (I thought it was only multiplayer).

PowerOfSauce
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PowerOfSauce
502 posts
Peasant

What's so good about the campaign? O_O

fission12
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fission12
63 posts
Jester

Campaign is easy if you use the right units, builds and micromanage stuff correctly. This might sound simple, but it actually is really hard. Small things like using romans to divert fire, sending one scout in front to take marine fire, and simply building the right units at the right time makes all the difference. I have nothing against your guide, and as people have mentioned, this is geared towards beginners, but this isn't the best source of info.

A couple of small pointers:

-Keep field at all costs (influence units are very powerful if used correctly)
-Anticipate your opponent's moves. If your opponent techs forge, what do you think they are going for? Always be a few steps ahead.
-Micromanagement units. The command buttons (foreward etc.) are there for a reason. A single unit in the beginning can equal a loss or win.
Like I had said earlier, using weak units to take fire is good.
Another great example is Black Queens. Many people like using hovers with meditecs behind them for these. If you charge a black queen and hold? Then the missile will most likely hit the stuff behind it.
-Try to have a strategy. Are you going to pull out a modified sakata with influence from field? Are you teching post?
-Use units together. Sphinxes are very weak and slow against light attacks. However, they are good at air attacks and against heavy armor. If your sphinx is attacked by weak units, pull out a couple of chronite tanks to kill marines/romans. If your not post, romans are good for covering fire. If your spec ops, pull out a pride. Another example is Black Queens. Black queens on their own are horrible. A single sakata mk 2 can kill a bq...therefore use hovers + BQs at the same time.
-Also, there are many more tips...these are some of the basics that I have learned in my experiences in colony.

there are grammatical errors, but I am too lazy to fix them :P

-fiss

PowerOfSauce
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PowerOfSauce
502 posts
Peasant

fission is truth

i would like to add a bit to what he said:

armory first sucks
dont do it

trying
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trying
468 posts
Bard

armory first does not suck in old fashion tech rush games

PowerOfSauce
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PowerOfSauce
502 posts
Peasant

tech rush


bank armory.
toprichieboy
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toprichieboy
82 posts
Nomad

Only reason to do armory first, is your opponent will not rush or you want to make a mod phant.

PowerOfSauce
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PowerOfSauce
502 posts
Peasant

your opponent will not rush


Highly wishful thinking, this will not be the case in a real match against good players.

you want to make a mod phant


Easily countered in 1v1 by most govs, but there is some degree of viability in 2v2.
toprichieboy
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toprichieboy
82 posts
Nomad

duh :P

gamemaster2012
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gamemaster2012
28 posts
Nomad

:O / My face when i see fission12 and 4k Lol ill be on 5ish eastern Moved to California be on guys

fission12
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fission12
63 posts
Jester

Actually, mod rush is good against capi in 1v1 mon vs capi. If the mon player goes forge/post immediately after the armory, to shield with scouts or kill marines with tanks, then he/she has a good chance of winning. Armory first gererally is a horrible idea besides that.

Hi gamemaster long time no see

-fiss

PowerOfSauce
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PowerOfSauce
502 posts
Peasant

If the mon player goes forge/post immediately after the armory, then he will never have enough resources to do anything.


Fix'd.
PowerOfSauce
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PowerOfSauce
502 posts
Peasant

Wow I just pulled a cont right there

I thought you meant forge AND post.

Armory-forge will almost certainly lose to a fascist opponent or another monarchist opponent with ops. Against a cap opponent, it really depends on how well the cap can micro and how well he can maintain some degree of field presence before having a functional dual build or even sniper/med if the situation allows it. Communists could very easily have a hard time against this though if the mon player isn't lagging and has decent enough phantom micro. The thing is, either the comm needs to keep up with marines to force the phantoms back but not actually get anywhere, or they can tech and allow the armory mon player to set up the field such that all outpost units (other than queens and, again, marine spam) are useless.

Armory-post opens up some interesting gameplay against a cap opponent, but I still think it would lose to fascist.

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