Difference between revisions of "AI War:Fortresses"
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* They do only 1% damage to Polycrystal units (bombers are polycrystal). | * They do only 1% damage to Polycrystal units (bombers are polycrystal). | ||
* They can repair adjacent units (but must recharge 60 seconds after moving). | * They can repair adjacent units (but must recharge 60 seconds after moving). | ||
− | * They require [[AI War:Supply|Supply]] and can't attack without. | + | * They require [[AI War:Supply|Supply]] and can't attack without (but can be used in a beachhead strategy). |
* They are mobile but slow and can't cross wormholes (this is comparable to [[AI War:Force Fields|Force Fields]] movement, meant for repositioning rather than tactical maneuvers). | * They are mobile but slow and can't cross wormholes (this is comparable to [[AI War:Force Fields|Force Fields]] movement, meant for repositioning rather than tactical maneuvers). | ||
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|[[File:AIWarModularFortress.png|50px|left|]] || valign="top" | [[AI War:Modular Fortress Command Station|Modular Fortress Command Station]]<br/>Most AI command stations are relatively fragile targets. THIS command station is something else. It is big. It is modular. And it is not happy. | |[[File:AIWarModularFortress.png|50px|left|]] || valign="top" | [[AI War:Modular Fortress Command Station|Modular Fortress Command Station]]<br/>Most AI command stations are relatively fragile targets. THIS command station is something else. It is big. It is modular. And it is not happy. | ||
|- | |- | ||
− | |[[File:AIWarSuperFortress.png|50px|left|]] || valign="top" | [[AI War:SuperFortress|SuperFortress]]<br/>Incredibly powerful fortress with a massive range | + | |[[File:AIWarSuperFortress.png|50px|left|]] || valign="top" | [[AI War:SuperFortress|SuperFortress]]<br/>Incredibly powerful fortress with a massive range. |
|} | |} |
Latest revision as of 07:31, 27 July 2016
Fortresses are defensive structures that share several mechanisms.
- They have lots of health.
- They have the Ultra-Heavy Hull Type and are sensible to Bombers.
- They do only 1% damage to Polycrystal units (bombers are polycrystal).
- They can repair adjacent units (but must recharge 60 seconds after moving).
- They require Supply and can't attack without (but can be used in a beachhead strategy).
- They are mobile but slow and can't cross wormholes (this is comparable to Force Fields movement, meant for repositioning rather than tactical maneuvers).
Fortress Extremely large, powerful, and expensive mobile defensive structure. | |
Mini-Fortress Vastly scaled down version of an extremely large, powerful, and expensive mobile defensive structure. Developed to utilize local resources as an alternate support mechanism. Each planet can only support a few, and they are much less powerful than their normal-sized cousins, but there is no galaxy-wide cap on how many you can build. Useful for defending outlying systems when you cannot spare turrets or ships from your main defenses. | |
Modular Fortress A combination of salvaged Spire modular technology and Human fortress designs. EXTREMELY large, powerful, and expensive mobile defensive structure. | |
Modular Fortress Command Station Most AI command stations are relatively fragile targets. THIS command station is something else. It is big. It is modular. And it is not happy. | |
SuperFortress Incredibly powerful fortress with a massive range. |