Difference between revisions of "AI War:Dire Guardian Lair"
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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 | + | 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 | + | 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. |
|} | |} | ||
+ | |||
+ | 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. | ||
+ | |||
+ | In other words, while alerted a Dire Guardian Lair produces one Dire Guardian every one hour and a half. | ||
== Base Stats == | == Base Stats == | ||
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== How to counter when in the AI fleet == | == 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 guardian). 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. | ||
+ | |||
+ | Alternatively, if you enabled the [[AI War:Spirecraft|Spirecraft]] [[AI War:Minor Factions|Minor Faction]], and you have access to Spirecraft Asteroids, then cloaked [[AI War:Spirecraft Ram|Spirecraft Rams]] are probably the easiest way to deal with the guardians. You may need 6 to 8 rams, depending on their type. | ||
+ | |||
+ | [[AI War:Hive Golem|Hive Golem]] is also a good choice, as 200 [[AI War:Wasp|Wasps]] suffice to kill off the three Dire Guardians. However, having your Hive Golem present while opening the lair is a '''[[AI War:Dire Artillery Guardian|Bad]] [[AI War:Dire Implosion Guardian|Idea]]'''. | ||
+ | |||
+ | When breaking the lair, it is '''strongly recommended''' to bring a ship to reveal [[AI War:Dire Infiltration Guardian|cloaked ships]]. | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 12:21, 28 January 2019
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.
In other words, while alerted a Dire Guardian Lair produces one Dire Guardian every one hour and a half.
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 guardian). 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.
Alternatively, if you enabled the Spirecraft Minor Faction, and you have access to Spirecraft Asteroids, then cloaked Spirecraft Rams are probably the easiest way to deal with the guardians. You may need 6 to 8 rams, depending on their type.
Hive Golem is also a good choice, as 200 Wasps suffice to kill off the three Dire Guardians. However, having your Hive Golem present while opening the lair is a Bad Idea.
When breaking the lair, it is strongly recommended to bring a ship to reveal cloaked ships.