no paratroopers, how is that?

max83

Chieftain
Joined
Nov 10, 2005
Messages
18
I was realy looking forward to play civ 4, especially the modern age...

BUT there are no paratroopers! how is that? I can´t imagine to lead a huge militairy operation in the modern age without paratroopers!!!!!!!

Marines+tanks+ inf. is not enough! I can take a lot but without Paratroopers it´s half the fun we could have! I really loved in civ 3, that I could start my invasions with a huge airborne operation to attack the enemy behind the line and to cut supply-routs... that is elementary to a new age war! everything else is bull****!

just think about the normandy and the landing operation of the US! that was an important part of the success!

I really hope somebody will mod this!
 
I hear what you're screaming, but I also recall in Civ III that paratroopers were listed among the most useless of units in various polls here. I don't think many people used them. I did --especially in the opening moves of a war, like you're saying-- but I think you and I were the minority.


Later!

--The Clown to the Left
 
I think the main reason they were removed is that they were utterly useless in Civ 3. I couldn't find anything they could do that bombers couldn't do better. Unless you used huge numbers of them they got wiped out immediately when dropped deep into enemy territory, and I found it much better to use the shields on other units. Their stats were far to weak to win against the other modern units. I always reckoned that giving them an extra move after paradropping would have been best, at least then they could pillage the tile the landed on.
 
Yes but if they could be included if they were usful then the solution is obvious: give them the role they have in reality - they land and then attack their target in the same turn. This way they'd be usful. Launch a surprise attack with paras against a lightly defended (though heavily connected meaning new units could enter if they knew what you were doing) city and then airlift in more troops. Its so damn obvious and would actualy make them one of the most important units in the game.
 
paratroopers were useless in civ3, that's true, but it was also shame of the civ3 too. In civ2 they were great and i missed them so much. :)
 
Just so you guys are aware, we have already modded this into the game. There is a troop carrier plane(bomber graphics) that can be used to drop 6-8 units and a chopper unit that flies over water and can carry 3 troops into action ala vietnam style.
 
@RED DIAMOND: Wheres's the chopper unit (troop carrying) you are mentioning?
 
yepzer said:
@RED DIAMOND: Wheres's the chopper unit (troop carrying) you are mentioning?

Go here C:\Documents and Settings\My Documents\My Games\Sid Meier's Civilization 4\CustomAssets\xml\units. Open this file CIV4UnitInfos.xml Find UNITCLASS_GUNSHIP. Copy and paste all the code in the window over your Gunship. This one flys over water and carriers 3 units.:cool:


Code:
<UnitInfo>
			<Class>UNITCLASS_GUNSHIP</Class>
			<Type>UNIT_GUNSHIP</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_HELICOPTER</Combat>
			<Domain>NONE</Domain>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_GUNSHIP</Description>
			<Civilopedia>TXT_KEY_UNIT_GUNSHIP_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_GUNSHIP_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>1</bNoCapture>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
			<bNoDefensiveBonus>1</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bFlatMovementCost>1</bFlatMovementCost>
			<bIgnoreTerrainCost>1</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<UnitClassUpgrades/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROCKETRY</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_FLIGHT</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>160</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>4</iMoves>
			<iAirRange>0</iAirRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<iCombat>20</iCombat>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>100</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>25</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainDefenses/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_LAND</DomainCargo>
			<iCargo>3</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GUNSHIP</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<Button>,Art/Interface/Buttons/Units/Gunship.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,5,10</Button>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
		</UnitInfo>
 
:cooool: ... and suddenly there was units all over the place ... :lol:
 
Then where is the trooper carrier planes that has the air drop function?
 
chauism said:
Then where is the trooper carrier planes that has the air drop function?

The best solution would be an Airborne promotion. Units with that can paradrop to all tiles in a range of 10(?) tiles.
 
I'm still displeased with the nullification of Artillery's range, even with the collateral damage aspect of Civ4.

I also miss Civ III's helicopter-as-transport ability, awfully useful as a mobile airport in rapid conquest.

Admittedly, the Paratrooper unit in Civ3 was not particularly useful.

Perhaps some ways of making this work:

1. Make 'Parachute' or 'AirDrop' a Promotion for that unit. (I would automatically exclude armored units to preserve gamebalance). This Promotion is enabled by Flight discovery.

2. Unit must be airdropped from a home city with Airport

3. Range is limited to the deepest landtile any of your aircraft can reach from any city in your civ, adjancent to the target 'enemy' civ. (I would probably exclude Carriers for ease of programming*)

So: one could send that Promoted unit from any home city with airport, but one would need either a fighter or better in an adjacent city to the enemy civ, or we can operate on the calculated range from that nearest adjacent home city.

---

*An interesting exception might be America Civ's Navy SEALS unit.


------

It seems others have a simpler approach to that. One idea though, to capture the 'shock attack' element:

1. Either let that unit attack immediately after dropping, OR

2. Give it a +6 strength for its first round of combat.
 
Paratroopers would need the Commando ability, IMO, and would need to be hard to detect and/or have a high retreat chance. Then, even if they couldn't paradrop and attack on the same turn, it wouldn't matter so much. Drop them behind enemy lines, and then let them go to work both using and attacking enemy infrastructure and attacking poorly defended cities and units.

Aussie_Lurker.
 
RED DIAMOND said:

TheJopa said:
What line exactly makes them fly over water?

<Domain>NONE</Domain>

This caused all sorts of problems. The unit expended all of its movement points moving 1 square, combat was screwed up, and the AI had no ida what to do.

This weekend I will post a mod I made that truely makes gunships that can go over water. See this thread: http://forums.civfanatics.com/showthread.php?t=171346

Roger Bacon
 
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