Difference between revisions of "AI War:Neinzul Roaming Enclave"

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[[Category:AIWar]]
 
[[Category:AIWar]]
 
[[Category:AIWarCoN]]
 
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|[[File:AIWarEnclaveStarship.png|100px|left|Neinzul Roaming Enclave]] || valign="top" | One of many independent Enclave Starships.<br/>Various individual enclaves occasionally wander through this part of the galaxy, some acting as an ally to the AI, some as an ally to human forces, and some attacking everything in sight.<br/>This ship will spawn a fleet of Mark III [[Neinzul Youngling Commando|Neinzul Youngling Commandos]], [[Neinzul Youngling Tiger|Neinzul Youngling Tigers]], [[Neinzul Youngling Vulture|Neinzul Youngling Vultures]], and [[Neinzul Youngling Weasel|Neinzul Youngling Weasels]] to aid it when attacking.<br/>This ship is part of the [[Neinzul Roaming Enclaves]] minor faction that can be enabled during game setup.
 
|[[File:AIWarEnclaveStarship.png|100px|left|Neinzul Roaming Enclave]] || valign="top" | One of many independent Enclave Starships.<br/>Various individual enclaves occasionally wander through this part of the galaxy, some acting as an ally to the AI, some as an ally to human forces, and some attacking everything in sight.<br/>This ship will spawn a fleet of Mark III [[Neinzul Youngling Commando|Neinzul Youngling Commandos]], [[Neinzul Youngling Tiger|Neinzul Youngling Tigers]], [[Neinzul Youngling Vulture|Neinzul Youngling Vultures]], and [[Neinzul Youngling Weasel|Neinzul Youngling Weasels]] to aid it when attacking.<br/>This ship is part of the [[Neinzul Roaming Enclaves]] minor faction that can be enabled during game setup.
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== Base Stats ==
 
== Base Stats ==
 
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{| border="1" cellpadding="2"
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{{AIWarTableSSRoamingEnclave}}
! align="center" | [[Ammunition Types and Immunities|Ammo Type]] || align="center" | [[Armor Types and Bonus Damage|Armor Type]] || align="center" | [[Ammunition Types and Immunities|Immunities]] || align="center" | [[Armor Types and Bonus Damage|Damage Bonuses]]
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|-
 
| align="center" | Shell  || align="center" | Heavy || align="center" | Sniper Shots    Fusion Cutters    Black Hole Machines    Armor Boosts    Tractor Beams Reclamation    Paralysis Attacks    Nuclear Explosions    Being Insta-Killed    EMPs    Mines Repair || align="center" |
 
|}<br/>
 
{| border="1" cellpadding="2"
 
! align="center" | [[Knowledge|Ship Cap]] || align="center" | [[Armor|Damage]] || align="center" | Attack Range || align="center" | Reload || align="center" | Health || align="center" | [[Armor]] || align="center" | [[Engines and Speed|Speed]] || align="center" | [[Engines and Speed|Engine Health]] || align="center" | Single Ship DPS || align="center" | [[Abilities]]
 
|-
 
| align="center" | 196 || align="center" | 38,400 x5 || align="center" | 10,000 || align="center" | 2 sec || align="center" | See Note || align="center" | 1,000 || align="center" | 102 || align="center" | Inf || align="right" | 96,000 dmg/sec || align="left" | Regen Time 05:00    Personal Attack Boost Limited To +20%
 
|}
 
Allied to human health: 1,600,000<br/>
 
Allied to AI health: 16,000,000<br/>
 
Enemy to all health: 48,000,000<br/>
 
 
== How to use in your fleet ==
 
== How to use in your fleet ==
See the [[AI_War_-_Current_Post-6.000_Beta#Human-Ally_Roaming_Enclaves_Return|patch notes]] for how to influence human-allied Enclaves through chat commands implemented in patch 6.007.
+
Note that the health of these Enclaves does vary.<br/>
 +
Allied to the AI: 1,600,000 Health<br/>
 +
Allied to the Player: 48,000,000 Health<br/>
 +
Enemy to all: 16,000,000 Health<br/>
 +
<br/>
 +
The behavior of Enclaves allied to the player can be influenced through the following chat commands (use "allow" or "disallow" to enable/disable that behavior):<br/>
 +
Defend Human Homeworld: "cmd:(dis)allow enclaves prioritize homeworld" (Default ON) -> Will move to defend the human homeworld if the AI reaches it, overriding other behaviors.<br/>
 +
Defend Human Planets: "cmd:(dis)allow enclaves defend planets" (Default ON) -> Will move to defend human planets with AI units present on them.<br/>
 +
Assist Human Attacks: "cmd:(dis)allow enclaves assist attacks" (Default OFF) -> Will move to assist human units present on an AI controlled planet.<br/>
 +
Attack Independantly: "cmd:(dis)allow enclaves attack independently" (Default OFF) -> Will attack the AI independently. <br/>
 +
Idle: If not able to do anything else, move to the human controlled system that is closest to AI controlled systems while blocking all paths to the Human homeworld.<br/>
 +
<br/>
 +
See the [[AI War:Current_Post-6.000_Beta#Human-Ally_Roaming_Enclaves_Return|patch notes]] much greater detail on the Enclave behavior.
  
 
== How to counter when in the AI fleet ==
 
== How to counter when in the AI fleet ==
Coming soon
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Countering incoming Enclaves is a difficult job. On their own, they have relatively little health and can easily be dispatched by player defenses, fleetships, or allied Enclaves. Depending on the defensive setup, they can sometimes overwhelm defenses with sheer numbers. While this has been mitigated by per-planet turret caps, particularly with snipers capable of directly attacking the Enclave itself, they maintain a risk on planets with no choke point.
  
 
{{AIWarShips}}
 
{{AIWarShips}}
 
{{AIWarRefNav}}
 
{{AIWarRefNav}}

Latest revision as of 22:48, 24 February 2015

Neinzul Roaming Enclave
One of many independent Enclave Starships.
Various individual enclaves occasionally wander through this part of the galaxy, some acting as an ally to the AI, some as an ally to human forces, and some attacking everything in sight.
This ship will spawn a fleet of Mark III Neinzul Youngling Commandos, Neinzul Youngling Tigers, Neinzul Youngling Vultures, and Neinzul Youngling Weasels to aid it when attacking.
This ship is part of the Neinzul Roaming Enclaves minor faction that can be enabled during game setup.


Base Stats


Ammo Type Armor Type Immunities Damage Bonuses
Shell Heavy Sniper Shots, Fusion Cutters, Black Hole Machines, Armor Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Nuclear Explosions, Being Insta-Killed, EMPs, Mines


Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Abilities
5x 38,400 10,000 2 sec 1,600,000 1,000 102 Inf 96,000 dmg/sec Regen Time 05:00


How to use in your fleet

Note that the health of these Enclaves does vary.
Allied to the AI: 1,600,000 Health
Allied to the Player: 48,000,000 Health
Enemy to all: 16,000,000 Health

The behavior of Enclaves allied to the player can be influenced through the following chat commands (use "allow" or "disallow" to enable/disable that behavior):
Defend Human Homeworld: "cmd:(dis)allow enclaves prioritize homeworld" (Default ON) -> Will move to defend the human homeworld if the AI reaches it, overriding other behaviors.
Defend Human Planets: "cmd:(dis)allow enclaves defend planets" (Default ON) -> Will move to defend human planets with AI units present on them.
Assist Human Attacks: "cmd:(dis)allow enclaves assist attacks" (Default OFF) -> Will move to assist human units present on an AI controlled planet.
Attack Independantly: "cmd:(dis)allow enclaves attack independently" (Default OFF) -> Will attack the AI independently.
Idle: If not able to do anything else, move to the human controlled system that is closest to AI controlled systems while blocking all paths to the Human homeworld.

See the patch notes much greater detail on the Enclave behavior.

How to counter when in the AI fleet

Countering incoming Enclaves is a difficult job. On their own, they have relatively little health and can easily be dispatched by player defenses, fleetships, or allied Enclaves. Depending on the defensive setup, they can sometimes overwhelm defenses with sheer numbers. While this has been mitigated by per-planet turret caps, particularly with snipers capable of directly attacking the Enclave itself, they maintain a risk on planets with no choke point.




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