Difference between revisions of "AI War:Dire Guardian Lair"
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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. | 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 [[AI War:Spirecraft|Spirecraft]] | + | 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. |
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 01:25, 18 September 2016
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 guardians). 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.