SVN 1035 - Helicopter on transports.
Ok not a bug report, more a game play report.
How realistic is it to load up to 8 Helicopters on to a 8 cargo space Transport, or any transport ship of its era not upgraded, and then allow them to move 4 spaces from said transport.
2 solutions/ suggestions.
1) Disable movement from a transport, and make them take up 2 cargo spaces, if not more, 3 maybe. Same as a movement unit, uses up its movement disembarking from a transport, so should a helicopter.
2) Disable Helicopters on any transport ship totally. They should only be allowed upon the Air craft carrier branch of shipping, or if transported as cargo, take up 2 or 3 cargo slots, and disable movement from disembarkation.
While at it, All non 1 movement units, should take up 2 cargo slots.
*Helicopter on Aircraft carriers, can't land them, can't still load them in port.
Unit naming of Stealth, doesn't have a combat type, there are stealth Aircraft, under aircraft, and Stealth Destroyers under the nuclear category.
This would have to be removed for the naming conventions under bug.
*Edit Bug - Strike mode (ground forces v's Air strike mode Fighter aircraft)
Both use the Hot key S, with Ground strike taking priority, for Fighter aircraft.
Solution - Change the Hot key for Air strike mode to an A, for Fighter aircraft only. Now you can hot key strike the fighters/bombers in the cities, as well as having them in intercept (I)
*Edit 2 AI and artillery/(siege) and fighters/Bombers - The AI will send in the siege to soften up, AFTER its launched its city attacks/ field attacks, and not 1st to bombard. They bombard 2ND.
Solution - Change the AI attack sequence to Prioritize Bombarding of defences/defenders/Units 1st.
*Edit 3 - Missiles intercepting fighters.
If a missile intercepts a fighter, it should be destroyed, and not damaged, to be reused again. Either they can't intercept, or they do and are consumed. Currently they can intercept, and sustain some damage, but are usable again??? say WHAAAA!!!
*Edit 4 - Attacking with Tanks.
When attacking with tanks, it keep the current unit selected until all its movement points are used up, or its destroyed. UNLIKE pillaging stacks of 2 or more movement, they will swap to the unit with the most movement points/experience 1st, and keep changing till you stop pillaging or run out of movement points.
I don't know if this is in the basic civ model, or can be modded for change, but ideally it should work the same as the pillaging model.
*Edit 5 - Pillaging stacks.
When you pillage a VILLAGE with a stack of 4 or more, it will only pillage in a group up to 3 times, then you have to reselect the group to pillage the cottage.
Solution - Enable pillaging up to 4 units, or is it set at Max movement of 3??? if so set at 4