Difference between revisions of "AI War:Astro Trains"
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− | |[[File:AIWarAstroTrain.png|left|Astro Train]] || valign="top" | Nearly-indestructible robotic courier. | + | |[[File:AIWarAstroTrain.png|left|Astro Train]] || valign="top" | Nearly-indestructible robotic courier. Forms convoys and travels between [[Train Stations]] causing various problems for the human forces depending on the type of trains in the convoy.<br/> |
Astrotrains are enabled individually for each AI under the AI Plots tab during game setup. The range varies from 0 (off) to 10 (nigh-impossible) with 4 being considered the default.<br/> | Astrotrains are enabled individually for each AI under the AI Plots tab during game setup. The range varies from 0 (off) to 10 (nigh-impossible) with 4 being considered the default.<br/> | ||
While Astrotrains are extremely difficult to kill, some of the more dangerous ones are easier (relatively) to destroy.<br/><br/> | While Astrotrains are extremely difficult to kill, some of the more dangerous ones are easier (relatively) to destroy.<br/><br/> | ||
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| '''Train Station:''' || Waypoint for astro trains. Destroy to influence train routing. Causes 3 [[AIP]] on death. Note that the AI can build Train Stations once the game is under way by purchasing them from the [[Zenith Trader]]. Train stations bought this way do not incur any [[AIP]] on death. <font size="1">[[Astrotrain#Train Station|Stats]]</font> | | '''Train Station:''' || Waypoint for astro trains. Destroy to influence train routing. Causes 3 [[AIP]] on death. Note that the AI can build Train Stations once the game is under way by purchasing them from the [[Zenith Trader]]. Train stations bought this way do not incur any [[AIP]] on death. <font size="1">[[Astrotrain#Train Station|Stats]]</font> | ||
+ | |- | ||
+ | | '''Armor Booster:''' || Acts like the unit of the same name: boosts armor of all AI ships on the planet. | ||
+ | |- | ||
+ | | '''Armor Inhibitor:''' || Acts like the unit of the same name: negates armor of all enemy-to-AI ships on the planet (also disables shields, like that unit does, though that may be changed in the future for both; it's a holdover from when the armor inhibitor was the shield inhibitor). | ||
+ | |- | ||
+ | | '''Attack Booster:''' || Boosts the attack of all AI ships on the planet. | ||
+ | |- | ||
+ | | '''Cargo Train:''' || Harmless in itself, but each "delivery" contributes towards a counter for that player, and when that fills up (you'll see an alert once it's past 50%) it spawns some surprises. The spawns are unpleasant but not massively so (unless you're on intensity 8 or higher, where you're asking for it). | ||
+ | |- | ||
+ | | '''EMP Train:''' || Basically an EMP-guardian in train form. This is another one of the train types that's got way less hp and thus more feasible to destroy than others. If you have scouting on a planet with one of these, it shows up in the alert box. | ||
+ | |- | ||
+ | | '''Forcefield Jammer:''' || Prevents human forcefields/shields from working on the planet it's on. | ||
+ | |- | ||
+ | | '''Gravity Train:''' || Halves the speed of all enemy-to-AI ships on the planet. | ||
+ | |- | ||
+ | | '''Gravity Jammer:''' || Prevents human gravity emitters from working on the planet it's on (the limited-range stuff, not planet-wide stuff like logistics stations or grav drills). | ||
+ | |- | ||
+ | | '''Nuclear Train:''' || Kinda like an EMP guardian, but only triggers on non-destroyed planets with a human command station present. Oh, and it's a nuke instead of an EMP. Destroys itself when it goes off. This is one of the train types that's got way less hp and thus more feasible to destroy than others. If you have scouting on a planet with one of these, it shows up in the alert box. | ||
+ | |- | ||
+ | | '''Radar Jammer:''' || Acts like the unit of the same name: halves attack range of everything on the planet. There's also a MkII variant that only halves enemy (to the AI) ranges. | ||
+ | |- | ||
+ | | '''Repair Train:''' || Basically a super-MRS. | ||
+ | |- | ||
+ | | '''Shield Train:''' || Basically a shieldbearer (the shield does not push enemy units). Has a lot less health than most of the other trains and is thus somewhat feasible to kill. | ||
+ | |- | ||
+ | | '''Tachyon Train:''' || Provides planetary-wide tachyon coverage for the AI. | ||
+ | |- | ||
+ | | '''Tachyon Jammer:''' || Prevents human tachyon emitters from working on the planet it's on. | ||
+ | |- | ||
+ | | '''Tractor Train:''' || Has a bunch of tractor beams. | ||
+ | |- | ||
+ | | '''Tractor Jammer:''' || Prevents human tractor beams from working on the planet it's on. | ||
+ | |- | ||
+ | | '''Widow Train:''' || Has a bunch of paralyzing tractor beams. | ||
|} | |} | ||
− | == | + | == Train Stats == |
+ | === Train Station === | ||
---- | ---- | ||
{| {{AlgTop}} | {| {{AlgTop}} |
Revision as of 09:39, 10 March 2013
This page is up to date for game version 6.010 |
Nearly-indestructible robotic courier. Forms convoys and travels between Train Stations causing various problems for the human forces depending on the type of trains in the convoy. Astrotrains are enabled individually for each AI under the AI Plots tab during game setup. The range varies from 0 (off) to 10 (nigh-impossible) with 4 being considered the default. |
Train Types
Train Station: | Waypoint for astro trains. Destroy to influence train routing. Causes 3 AIP on death. Note that the AI can build Train Stations once the game is under way by purchasing them from the Zenith Trader. Train stations bought this way do not incur any AIP on death. Stats |
Armor Booster: | Acts like the unit of the same name: boosts armor of all AI ships on the planet. |
Armor Inhibitor: | Acts like the unit of the same name: negates armor of all enemy-to-AI ships on the planet (also disables shields, like that unit does, though that may be changed in the future for both; it's a holdover from when the armor inhibitor was the shield inhibitor). |
Attack Booster: | Boosts the attack of all AI ships on the planet. |
Cargo Train: | Harmless in itself, but each "delivery" contributes towards a counter for that player, and when that fills up (you'll see an alert once it's past 50%) it spawns some surprises. The spawns are unpleasant but not massively so (unless you're on intensity 8 or higher, where you're asking for it). |
EMP Train: | Basically an EMP-guardian in train form. This is another one of the train types that's got way less hp and thus more feasible to destroy than others. If you have scouting on a planet with one of these, it shows up in the alert box. |
Forcefield Jammer: | Prevents human forcefields/shields from working on the planet it's on. |
Gravity Train: | Halves the speed of all enemy-to-AI ships on the planet. |
Gravity Jammer: | Prevents human gravity emitters from working on the planet it's on (the limited-range stuff, not planet-wide stuff like logistics stations or grav drills). |
Nuclear Train: | Kinda like an EMP guardian, but only triggers on non-destroyed planets with a human command station present. Oh, and it's a nuke instead of an EMP. Destroys itself when it goes off. This is one of the train types that's got way less hp and thus more feasible to destroy than others. If you have scouting on a planet with one of these, it shows up in the alert box. |
Radar Jammer: | Acts like the unit of the same name: halves attack range of everything on the planet. There's also a MkII variant that only halves enemy (to the AI) ranges. |
Repair Train: | Basically a super-MRS. |
Shield Train: | Basically a shieldbearer (the shield does not push enemy units). Has a lot less health than most of the other trains and is thus somewhat feasible to kill. |
Tachyon Train: | Provides planetary-wide tachyon coverage for the AI. |
Tachyon Jammer: | Prevents human tachyon emitters from working on the planet it's on. |
Tractor Train: | Has a bunch of tractor beams. |
Tractor Jammer: | Prevents human tractor beams from working on the planet it's on. |
Widow Train: | Has a bunch of paralyzing tractor beams. |
Train Stats
Train Station
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Command-Grade | Fusion Cutters, Black Hole Machines, Speed Boosts, Gravity Effects, Attrition, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Force Fields, Being Insta-Killed, Repair |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|
I | 0 | 0 | 0 sec | 400,000,000 | 10,000 | 80 | Inf | 0 dmg/sec | Tachyon Beam Emission (750 Range), Attack Boost For All Allied Ships On Planet (+39% Bonus) |
II | 0 | 0 | 0 sec | 400,000,000 | 10,000 | 80 | Inf | 0 dmg/sec | Tachyon Beam Emission (1500 Range), Attack Boost For All Allied Ships On Planet (+79% Bonus) |
III | 0 | 0 | 0 sec | 400,000,000 | 10,000 | 80 | Inf | 0 dmg/sec | Tachyon Beam Emission (2250 Range), Attack Boost For All Allied Ships On Planet (+119% Bonus) |