Difference between revisions of "AI War:AI Plot"
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|[[File:AIWarAvenger.png|50px|left|]] || valign="top" | [[AI War:Avenger|Avenger]]<br/>Upon death, the AI Home Command Station will spawn a massive offensive space station that heads straight for the human homeworlds to destroy them unless stopped. | |[[File:AIWarAvenger.png|50px|left|]] || valign="top" | [[AI War:Avenger|Avenger]]<br/>Upon death, the AI Home Command Station will spawn a massive offensive space station that heads straight for the human homeworlds to destroy them unless stopped. | ||
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− | |[[File:AIWarHybridHive.png|50px|left|]] || valign="top" | [[AI War:Hybrid Hives|Hybrid Hives]]<br/>The AI has fused Neinzul hives into special starships, creating a uniquely dangerous foe.<br/> | + | |[[File:AIWarHybridHive.png|50px|left|]] || valign="top" | [[AI War:Hybrid Hives|Hybrid Hives]]<br/>The AI has fused Neinzul hives into special starships, creating a uniquely dangerous foe.<br/>{{ReqCoN}} |
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− | |[[File:AIWarHybridHive.png|50px|left|]] || valign="top" | [[AI War:Advanced Hybrids|Advanced Hybrids]]<br/>Allows Hybrid Hives to mature into even stronger forms, and execute even more devious plans.<br/> | + | |[[File:AIWarHybridHive.png|50px|left|]] || valign="top" | [[AI War:Advanced Hybrids|Advanced Hybrids]]<br/>Allows Hybrid Hives to mature into even stronger forms, and execute even more devious plans.<br/>{{ReqCoN}} |
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|[[File:AIWarAstroTrain.png|50px|left|]] || valign="top" | [[AI War:Astro Trains|Astro Trains]]<br/>These robotic couriers are used by the AI only. They travel between train stations at random, causing various problems for players depending on the type of train. Many trains enhance AI ships on the same planet, while others disable certain abilities of human ships. Some are even very destructive, but not by conventional weaponry. There are also "harmless" trains that only carry cargo from planet to planet, but over time they contribute to AI construction efforts that can be very dangerous in their own right. | |[[File:AIWarAstroTrain.png|50px|left|]] || valign="top" | [[AI War:Astro Trains|Astro Trains]]<br/>These robotic couriers are used by the AI only. They travel between train stations at random, causing various problems for players depending on the type of train. Many trains enhance AI ships on the same planet, while others disable certain abilities of human ships. Some are even very destructive, but not by conventional weaponry. There are also "harmless" trains that only carry cargo from planet to planet, but over time they contribute to AI construction efforts that can be very dangerous in their own right. | ||
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− | |[[File:AIWarBeachhead.png|50px|left|]] || valign="top" | [[AI War:Beachhead|Beachheads]]<br/>Each wave that the AI sends has a 10% chance of being half-size, but including a Beachhead structure that interferes with supply on the planet being attacked (thus knocking out everything from turrets to forcefields until the beachhead is destroyed), as well as preventing player ships from retreating. Counterattack waves, event waves, raid engine waves, and other specialized forms of waves won't ever include a beachhead.<br/> | + | |[[File:AIWarBeachhead.png|50px|left|]] || valign="top" | [[AI War:Beachhead|Beachheads]]<br/>Each wave that the AI sends has a 10% chance of being half-size, but including a Beachhead structure that interferes with supply on the planet being attacked (thus knocking out everything from turrets to forcefields until the beachhead is destroyed), as well as preventing player ships from retreating. Counterattack waves, event waves, raid engine waves, and other specialized forms of waves won't ever include a beachhead.<br/>{{ReqLotS}} |
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− | |[[File:AIWarHunterKiller.png|50px|left|]] || valign="top" | [[AI War:Hunter|Hunter]]<br/>The AI gradually adds some extra-nasty units to its Special Forces. The SF fleet normally functions as a mobile defense fleet for the AI, but these extra units will make it far more... interesting.<br/> | + | |[[File:AIWarHunterKiller.png|50px|left|]] || valign="top" | [[AI War:Hunter|Hunter]]<br/>The AI gradually adds some extra-nasty units to its Special Forces. The SF fleet normally functions as a mobile defense fleet for the AI, but these extra units will make it far more... interesting.<br/>{{ReqVotM}} |
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− | |[[File:AIWarWarbird.png|50px|left|]] || valign="top" | [[AI War:Shark A|Shark A]]<br/>The AI gains strength every time one of your command stations falls. Normally it's fairly minor when a human player loses a planet unless it was a critical defense point or had some important irreplaceable structure, but with the Shark plot once the AI smells blood in the water things could get out of hand in a hurry. This part of the Shark plot gains AIP with each human command station death.<br/> | + | |[[File:AIWarWarbird.png|50px|left|]] || valign="top" | [[AI War:Shark A|Shark A]]<br/>The AI gains strength every time one of your command stations falls. Normally it's fairly minor when a human player loses a planet unless it was a critical defense point or had some important irreplaceable structure, but with the Shark plot once the AI smells blood in the water things could get out of hand in a hurry. This part of the Shark plot gains AIP with each human command station death.<br/>{{ReqVotM}} |
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− | |[[File:AIWarRaidStarship.png|50px|left|]] || valign="top" | [[AI War:Shark B|Shark B]]<br/>The AI gains strength every time one of your command stations falls. Normally it's fairly minor when a human player loses a planet unless it was a critical defense point or had some important irreplaceable structure, but with the Shark plot once the AI smells blood in the water things could get out of hand in a hurry. This part of the Shark plot gains no permanent bonuses with each human command station death, but does launch immediate follow-up ("go for the throat") attacks and contributes an extra chunk to the next Cross Planet Attack.<br/> | + | |[[File:AIWarRaidStarship.png|50px|left|]] || valign="top" | [[AI War:Shark B|Shark B]]<br/>The AI gains strength every time one of your command stations falls. Normally it's fairly minor when a human player loses a planet unless it was a critical defense point or had some important irreplaceable structure, but with the Shark plot once the AI smells blood in the water things could get out of hand in a hurry. This part of the Shark plot gains no permanent bonuses with each human command station death, but does launch immediate follow-up ("go for the throat") attacks and contributes an extra chunk to the next Cross Planet Attack.<br/>{{ReqVotM}} |
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|[[File:AIWarCounterGuardPost.png|50px|left|]] || valign="top" | [[AI War:Counterattack Guard Post|Counter Posts]]<br/>The AI will seed nefarious "Counterattack Guard Posts" in among its usual guard posts. While weaklings in combat, when one of these posts is destroyed it causes a counterwave to be launched (after a delay) against one of your planets. NOT NECESSARILY a planet that is adjacent to a warp gate. So it may launch against your homeworld despite said homeworld being far behind your front lines. Worse, the wave will generally come in from the edge of the planetary grav well, rather than from a wormhole. | |[[File:AIWarCounterGuardPost.png|50px|left|]] || valign="top" | [[AI War:Counterattack Guard Post|Counter Posts]]<br/>The AI will seed nefarious "Counterattack Guard Posts" in among its usual guard posts. While weaklings in combat, when one of these posts is destroyed it causes a counterwave to be launched (after a delay) against one of your planets. NOT NECESSARILY a planet that is adjacent to a warp gate. So it may launch against your homeworld despite said homeworld being far behind your front lines. Worse, the wave will generally come in from the edge of the planetary grav well, rather than from a wormhole. | ||
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|[[File:AIWarWarpGate.png|50px|left|]] || valign="top" | [[AI War:Warp Relays|Warp Relays]]<br/>Normally when the AI's "threat" forces want to attack you but lack the strength, they wait on the other side of the wormhole until the situation changes or enough time passes that they wander off to join a wider-scope "threatfleet". When this plot is enabled those things will still happen, but while threat is waiting it will also try to build a "warp relay" on the planet it's camped at. Relays are like normal warp gates but also allow waves to target planets deeper in your territory (range in hops is the AI's tech level + 1). You will be warned when a relay is nearing completion, and you can prevent it by destroying or chasing off the threat ships responsible. You can also destroy ones that have already been built. | |[[File:AIWarWarpGate.png|50px|left|]] || valign="top" | [[AI War:Warp Relays|Warp Relays]]<br/>Normally when the AI's "threat" forces want to attack you but lack the strength, they wait on the other side of the wormhole until the situation changes or enough time passes that they wander off to join a wider-scope "threatfleet". When this plot is enabled those things will still happen, but while threat is waiting it will also try to build a "warp relay" on the planet it's camped at. Relays are like normal warp gates but also allow waves to target planets deeper in your territory (range in hops is the AI's tech level + 1). You will be warned when a relay is nearing completion, and you can prevent it by destroying or chasing off the threat ships responsible. You can also destroy ones that have already been built. | ||
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− | |[[File:AIWarShortRangeGuardPost.png|50px|left|]] || valign="top" | [[AI War:Preemption|Preemption]]<br/>A portion of the AI's defensive reinforcements are released as threat instead (and can thus go attack you immediately). A higher intensity setting makes the portion larger.<br/> | + | |[[File:AIWarShortRangeGuardPost.png|50px|left|]] || valign="top" | [[AI War:Preemption|Preemption]]<br/>A portion of the AI's defensive reinforcements are released as threat instead (and can thus go attack you immediately). A higher intensity setting makes the portion larger.<br/>{{ReqDoW}} |
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Latest revision as of 02:23, 16 August 2016
AI Plots provide additional, secondary strategies for the AI to use in addition to the primary attack strategy it will use as defined by its AI Type.
Plots are on a per-AI basis and can be enabled on one AI or enabled on both AIs.
Avenger Upon death, the AI Home Command Station will spawn a massive offensive space station that heads straight for the human homeworlds to destroy them unless stopped. | |
Hybrid Hives The AI has fused Neinzul hives into special starships, creating a uniquely dangerous foe. (requires Children of Neinzul) | |
Advanced Hybrids Allows Hybrid Hives to mature into even stronger forms, and execute even more devious plans. (requires Children of Neinzul) | |
Astro Trains These robotic couriers are used by the AI only. They travel between train stations at random, causing various problems for players depending on the type of train. Many trains enhance AI ships on the same planet, while others disable certain abilities of human ships. Some are even very destructive, but not by conventional weaponry. There are also "harmless" trains that only carry cargo from planet to planet, but over time they contribute to AI construction efforts that can be very dangerous in their own right. | |
Beachheads Each wave that the AI sends has a 10% chance of being half-size, but including a Beachhead structure that interferes with supply on the planet being attacked (thus knocking out everything from turrets to forcefields until the beachhead is destroyed), as well as preventing player ships from retreating. Counterattack waves, event waves, raid engine waves, and other specialized forms of waves won't ever include a beachhead. (requires Light of the Spire) | |
Hunter The AI gradually adds some extra-nasty units to its Special Forces. The SF fleet normally functions as a mobile defense fleet for the AI, but these extra units will make it far more... interesting. (requires Vengeance of the Machine) | |
Shark A The AI gains strength every time one of your command stations falls. Normally it's fairly minor when a human player loses a planet unless it was a critical defense point or had some important irreplaceable structure, but with the Shark plot once the AI smells blood in the water things could get out of hand in a hurry. This part of the Shark plot gains AIP with each human command station death. (requires Vengeance of the Machine) | |
Shark B The AI gains strength every time one of your command stations falls. Normally it's fairly minor when a human player loses a planet unless it was a critical defense point or had some important irreplaceable structure, but with the Shark plot once the AI smells blood in the water things could get out of hand in a hurry. This part of the Shark plot gains no permanent bonuses with each human command station death, but does launch immediate follow-up ("go for the throat") attacks and contributes an extra chunk to the next Cross Planet Attack. (requires Vengeance of the Machine) | |
Counter Posts The AI will seed nefarious "Counterattack Guard Posts" in among its usual guard posts. While weaklings in combat, when one of these posts is destroyed it causes a counterwave to be launched (after a delay) against one of your planets. NOT NECESSARILY a planet that is adjacent to a warp gate. So it may launch against your homeworld despite said homeworld being far behind your front lines. Worse, the wave will generally come in from the edge of the planetary grav well, rather than from a wormhole. | |
Warp Relays Normally when the AI's "threat" forces want to attack you but lack the strength, they wait on the other side of the wormhole until the situation changes or enough time passes that they wander off to join a wider-scope "threatfleet". When this plot is enabled those things will still happen, but while threat is waiting it will also try to build a "warp relay" on the planet it's camped at. Relays are like normal warp gates but also allow waves to target planets deeper in your territory (range in hops is the AI's tech level + 1). You will be warned when a relay is nearing completion, and you can prevent it by destroying or chasing off the threat ships responsible. You can also destroy ones that have already been built. | |
Preemption A portion of the AI's defensive reinforcements are released as threat instead (and can thus go attack you immediately). A higher intensity setting makes the portion larger. (requires Destroyer of Worlds) |