Difference between revisions of "AI War:Neinzul Rocketry Corps Silo"
(Created page with 'Category:AIWar Category:AIWarBase {{5.030}}<br/> {| |100px|left|Neinzul Rocketry Corps Silo || valign="top" | When the Silo's planet is on a…') |
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarBase]] | [[Category:AIWarBase]] | ||
− | {{ | + | {{6.010}}<br/> |
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|[[File:AIWarNeinzulSilo.png|100px|left|Neinzul Rocketry Corps Silo]] || valign="top" | When the Silo's planet is on alert, it generates lightning or EMP warheads every quarter hour and sends them to nearby human planets. | |[[File:AIWarNeinzulSilo.png|100px|left|Neinzul Rocketry Corps Silo]] || valign="top" | When the Silo's planet is on alert, it generates lightning or EMP warheads every quarter hour and sends them to nearby human planets. | ||
− | These warheads do not cause any AI Progress upon detonation.<br/>Also, while the warheads only target human planets, they affect both human and AI ships when they detonate. AI ships don't fire at these warheads, as they know better.<br/>The silo itself has a special form of shielding that makes it completely invulnerable.<br/>Capturing the planet the Silo is on does not stop the warheads from spawning every 15 minutes so if you destroy an AI command station in the system the Silo is in, or an adjacent system, the Silo will spawn a hostile warhead every 15 minutes for the rest of the game.<br/>Each Mark level of the silo is the same except that higher Marks fire more dangerous warheads.<br/>These structures spawn only if the [[Neinzul Rocketry Corps]] minor faction is enabled. | + | These warheads do not cause any AI Progress upon detonation, otherwise they are identical to the warheads the player can build at the [[Missile Silo]].<br/>Also, while the warheads only target human planets, they affect both human and AI ships when they detonate. AI ships don't fire at these warheads, as they know better.<br/>The silo itself has a special form of shielding that makes it completely invulnerable.<br/>Capturing the planet the Silo is on does not stop the warheads from spawning every 15 minutes so if you destroy an AI command station in the system the Silo is in, or an adjacent system, the Silo will spawn a hostile warhead every 15 minutes for the rest of the game.<br/>Each Mark level of the silo is the same except that higher Marks fire more dangerous warheads.<br/>These structures spawn only if the [[Neinzul Rocketry Corps]] minor faction is enabled. |
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== Base Stats == | == Base Stats == | ||
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− | {| | + | {| {{AlgTop}} |
− | ! | + | ! [[Ammunition Types and Immunities|Ammo Type]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Armor Type]] || {{AlgCtr}} | [[Ammunition Types and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]] |
|- | |- | ||
− | | | + | | {{AlgCtr}} | || {{AlgCtr}} | Composite || {{AlgCtr}} | Mass Drivers, Fusion Cutters, Attack Boosts, Armor Boosts, Tractor Beams, Reclamation, Being Scrapped, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Repair || {{AlgCtr}} | |
|}<br/> | |}<br/> | ||
− | {| | + | {| {{AlgTop}} |
− | ! | + | ! {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr}} | Reload || {{AlgCtr}} | Health || {{AlgCtr}} | [[Armor]] || {{AlgCtr}} | [[Engines and Speed|Speed]] || {{AlgCtr}} | [[Engines and Speed|Engine Health]] || {{AlgCtr}} | Single Ship DPS || {{AlgCtr}} | [[Abilities]] |
|- | |- | ||
− | | | + | | {{AlgCtr}} | 0|| {{AlgCtr}} | 0|| {{AlgCtr}} | 0 sec || {{AlgCtr}} | 200,000,000 || {{AlgCtr}} | 200,000,000 || {{AlgCtr}} | 0 || {{AlgCtr}} | Inf || {{AlgRgt}} | 0 dmg/sec || {{AlgLeft}} | Regen Time 16:40 |
|} <br/> | |} <br/> | ||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | Note that it is the system the silo is in being on alert that triggers the warhead launch. In theory a [[Command Station|Warp Jammer Command Station]] would prevent the system from going on alert and so prevent the launching of warheads.<br/> | |
+ | Test this at your own risk.....<br/> | ||
+ | (Once you do, let us know so we can update this please.) | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 17:00, 28 February 2013
This page is up to date for game version 6.010 |
When the Silo's planet is on alert, it generates lightning or EMP warheads every quarter hour and sends them to nearby human planets.
These warheads do not cause any AI Progress upon detonation, otherwise they are identical to the warheads the player can build at the Missile Silo. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Composite | Mass Drivers, Fusion Cutters, Attack Boosts, Armor Boosts, Tractor Beams, Reclamation, Being Scrapped, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs, Repair |
Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|
0 | 0 | 0 sec | 200,000,000 | 200,000,000 | 0 | Inf | 0 dmg/sec | Regen Time 16:40 |
How to counter when in the AI fleet
Note that it is the system the silo is in being on alert that triggers the warhead launch. In theory a Warp Jammer Command Station would prevent the system from going on alert and so prevent the launching of warheads.
Test this at your own risk.....
(Once you do, let us know so we can update this please.)