Difference between revisions of "AI War:Dire Guardian Lair"
(Removed link to inexistent "Dire Guardian Minor Faction" and added "how to counter") |
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− | |[[File:AIWarDireGuardianLair.png|100px|left|Dire Guardian Lair]] || valign="top" | Sits dormant unless its own planet is put on | + | |[[File:AIWarDireGuardianLair.png|100px|left|Dire Guardian Lair]] || valign="top" | Sits dormant unless its own planet is put on [[AI War:Alert|Alert]] or taken.<br/> |
While awake it will gradually construct fearsome [[AI War:Dire Guardians|Dire Guardians]] that can wreak havoc on human forces.<br/> | While awake it will gradually construct fearsome [[AI War:Dire Guardians|Dire Guardians]] that can wreak havoc on human forces.<br/> | ||
You can destroy the lair to prevent this gradual production, but be aware that three of these Dire guardians will immediately spawn when the lair is destroyed. | You can destroy the lair to prevent this gradual production, but be aware that three of these Dire guardians will immediately spawn when the lair is destroyed. | ||
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+ | When a Lair is awake, it accumulates one build point per second. The total build points accumulated so far is displayed in its ID card, after its name and its controlling AI. After 4800 BP, if the Lair is under Intel coverage, a 10 minutes countdown is displayed in the top-left panel. At the end of that countdown, the Lair reaches 5400 BP and a random Dire Guardian emerges from it. The BP count is reset to zero and a new Dire Guardian construction begins. | ||
== Base Stats == | == Base Stats == | ||
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The lair itself is easily destroyed, but the three random dire guardians that then emerge from it aren't. A sizeable army positioned in range of the lair is advised, but some nasty combinations of guardians can ruin even a homeworld-ready army (like a widow, a shield and a hard-hitting guardians). A beachhead with powerful turrets (MkV are nice) can greatly soften the fight. As lairs are permanently alerted when an adjacent planet is taken by humans, using that supply for a beachhead might be a good idea. | The lair itself is easily destroyed, but the three random dire guardians that then emerge from it aren't. A sizeable army positioned in range of the lair is advised, but some nasty combinations of guardians can ruin even a homeworld-ready army (like a widow, a shield and a hard-hitting guardians). A beachhead with powerful turrets (MkV are nice) can greatly soften the fight. As lairs are permanently alerted when an adjacent planet is taken by humans, using that supply for a beachhead might be a good idea. | ||
− | Also, the | + | Also, the spawned guardians (on build's completion or lair's destruction) are picked randomly at spawn time. Players can save just before spawn (or before destroying the lair) and reload if the guardian (or combination of guardians) doesn't fit them. However, this is nearly a bug-abuse and might be considered cheating. |
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 03:13, 19 August 2016
Sits dormant unless its own planet is put on Alert or taken. While awake it will gradually construct fearsome Dire Guardians that can wreak havoc on human forces. |
When a Lair is awake, it accumulates one build point per second. The total build points accumulated so far is displayed in its ID card, after its name and its controlling AI. After 4800 BP, if the Lair is under Intel coverage, a 10 minutes countdown is displayed in the top-left panel. At the end of that countdown, the Lair reaches 5400 BP and a random Dire Guardian emerges from it. The BP count is reset to zero and a new Dire Guardian construction begins.
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Ultra-Heavy | Fusion Cutters, Minor Electric Ammo, Attack Boosts, Armor Boosts, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs |
Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|
sec | 40,000,000 | 0 | 0 | Inf | -- dmg/sec |
How to counter when in the AI fleet
The lair itself is easily destroyed, but the three random dire guardians that then emerge from it aren't. A sizeable army positioned in range of the lair is advised, but some nasty combinations of guardians can ruin even a homeworld-ready army (like a widow, a shield and a hard-hitting guardians). A beachhead with powerful turrets (MkV are nice) can greatly soften the fight. As lairs are permanently alerted when an adjacent planet is taken by humans, using that supply for a beachhead might be a good idea.
Also, the spawned guardians (on build's completion or lair's destruction) are picked randomly at spawn time. Players can save just before spawn (or before destroying the lair) and reload if the guardian (or combination of guardians) doesn't fit them. However, this is nearly a bug-abuse and might be considered cheating.