Author Topic: Warp Jammer Command Station  (Read 2378 times)

Offline colonyan

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Warp Jammer Command Station
« on: September 21, 2010, 03:05:36 pm »

   I just want to confirm one thing.
   Warp Jammer Command Station unlock gives 5 of them.
   And lets assume home planet happens to have less than 5 worm holes.
   If player built warp jammer comm station at all surrounding planets, that means
   his home planet is 100% safe from all enemy invasion except normal waves, which I've seen
   them coming in not from other side of hole but just the hole.
   I think its not that easy. Whats the deal with WJCS?

Offline Lancefighter

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Re: Warp Jammer Command Station
« Reply #1 on: September 21, 2010, 03:35:48 pm »
lol

warp jammer stations stop waves to THAT SYSTEM, not the systems next to it!

destroying the warp gates stops warp raids to the systems directly adjacent, as long as your homeworld has no warp gates next to it, it will not receive waves.

you may want to use a warp jammer station on a system that contains a zenith power plant, or perhaps a human settlement.

here, read this

http://www.arcengames.com/mediawiki/index.php?title=AI_War_-_Gate_Raids
« Last Edit: September 21, 2010, 03:39:39 pm by Lancefighter »
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Offline colonyan

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Re: Warp Jammer Command Station
« Reply #2 on: September 21, 2010, 04:27:22 pm »
O~kay. Ha ha my degrading brain! Thanks for the links.

Offline Fleet

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Re: Warp Jammer Command Station
« Reply #3 on: September 21, 2010, 09:43:44 pm »
Watch out for those tricky Warp Counterattack guard posts, if you are playing the latest pre-release. You may find it rather difficult to get a Warp Jammer Command Station on your home planet..

Offline colonyan

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Re: Warp Jammer Command Station
« Reply #4 on: September 22, 2010, 12:10:26 am »
Watch out for those tricky Warp Counterattack guard posts,
What is that thing on the earth!?
I planned on waiting until 4.0 release but I couldn't resist the temptation and got the latest.
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Offline Lancefighter

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Re: Warp Jammer Command Station
« Reply #5 on: September 22, 2010, 12:13:45 am »
dont worry, its not that difficult... or rather, they are loads of fun. Just remember to leave mk3 and mk4 ion cannons all over the place in your secured worlds.

also, random idea. One of the AI homes should have an earth-like planet as the planet in the background.
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Offline HellishFiend

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Re: Warp Jammer Command Station
« Reply #6 on: September 22, 2010, 04:17:56 am »
I'm a big, big fan of warp jammer command stations.  :) In my opinion, they are well worth the knowledge and economic cost.
Time to roll out another ball of death.

Offline Nice Save

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Re: Warp Jammer Command Station
« Reply #7 on: September 22, 2010, 08:39:17 am »
If you put a warp jammer in your single choke point system, will it force the AI to send waves to another system (but through the chokepoint), thus negating the wave multiplier of any defensive structures?

If so, i could see myself with many many ion cannons on one world.

Offline Fox Soul

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Re: Warp Jammer Command Station
« Reply #8 on: September 22, 2010, 01:06:47 pm »
Yes, if you put the warp jammer at a planet that is a choke point then the AI will be force to send the wave to another planet.

BUT, if no other planets are directly adjacent then the AI will send a wave going to ?? which is basically a wave going in a random direction from a random AI planet. Although I have a theory that the random AI planet is a random AI homeworld.

Of course the wave going to ?? will not be affected by any multiplier since it technically doesn't have a true target.

This kind of wave also could be a bit dangerous, since the wave could come from the opposite direction than your expecting.

Edit: After reading further into the last post... :P
The wave will be forced to go through the planet, but you will not know when they will get to that planet. I've seen those ?? waves to take from 2 minutes to over an hour before those ships actually pop up.
« Last Edit: September 22, 2010, 01:10:43 pm by Fox Soul »
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Offline Nice Save

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Re: Warp Jammer Command Station
« Reply #9 on: September 22, 2010, 05:57:41 pm »
I thought that if there were no warp gates bordering your worlds, or if all your border worlds were warp jammed, the AI sent each wave to a specific (but random) system in your control and the wave multiplier was used from that system (the system it picked being any under your control and unknowable to you).

So it could pick that backwater planet with the zenith power plants and really ruin your day.

Offline superking

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Re: Warp Jammer Command Station
« Reply #10 on: September 22, 2010, 06:35:21 pm »
playing the minimal AIP approach, they are only really worth using either on worlds you REALLY cant protect, but need to- like a planet containing forementioned zenith power that is 4 hops from anywhere- or on planets where destroying all the adjacent warpgates will cost you a significant amount of AIP and/or be difficult and time consuming.

Offline Lancefighter

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Re: Warp Jammer Command Station
« Reply #11 on: September 22, 2010, 08:11:03 pm »
i could see them also being used on an AI home planet - the egogalaxy wormhole becomes pointless (except for costing you a potential 84 m/c per second)  at that point if I'm not mistaken.
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Offline Fox Soul

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Re: Warp Jammer Command Station
« Reply #12 on: September 22, 2010, 09:07:38 pm »
I thought that if there were no warp gates bordering your worlds, or if all your border worlds were warp jammed, the AI sent each wave to a specific (but random) system in your control and the wave multiplier was used from that system (the system it picked being any under your control and unknowable to you).

So it could pick that backwater planet with the zenith power plants and really ruin your day.

Well, as long as the destination is ?? I believe it shouldn't increase due to wave multiplier. As from what I've observed that is true.
Of course they will try to fly there manually from a AI world but if there is a black hole generator on your choke point they will never get there.

Also counter guard posts when destroyed or when command station is destroyed will send a wave at a wave to a random planet you own that doesn't have a warp jammer.
So even tho there are no hostile systems nearby, you might be better off having those zgen systems with a warp jammer. Just to prevent the counter guard post wave.
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Offline Spikey00

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Re: Warp Jammer Command Station
« Reply #13 on: September 24, 2010, 10:26:44 pm »
I don't really understand warp jammer command stations; theoretically you could just leave the planet uncolonized after you have build the harvesters, making sure you have at least one planet that's connected to AI territory to draw their waves...
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Offline Lancefighter

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Re: Warp Jammer Command Station
« Reply #14 on: September 24, 2010, 11:05:59 pm »
theoretically they are better for systems where you wouldnt have supply otherwise.. but otherwise, it lets you maintain a force (can single planet control nodes work if there is no command station?)
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