Air to Air Combat!!

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Chieftain
Joined
Dec 15, 2005
Messages
2
Let me start off by saying that Civ IV is an awesome game and I spend many hours playing ... however one area that needs improvement imho is the fact that my air units cant attack air defenses over a city... this makes NO SENSE fraxis!! It also doesnt make sense that WW2 era fighters can even harm a jet fighter ... it wouldnt happen in RL. I love the game and hope the fix this glaring weakness in the expansion or whatever ... Air units should be allowed to attack other air units and gain exps.
 
About the jet vs. prop plane. The jet fighter in civ games im sure is supposed to cover the the last 60 of jet planes. Even though the picture is of an F-16, you have to think of the early jets. Yes even the Me262 was a much better to be in than a spitfire, but some of those were shot down by Mustangs and I've even heard of Cosairs shooting down MiG-15s. I guess some things are done for gameplay and not just realism. Theres a lot of tech advance to deal with for the 20th century to have a game that covers all time.
 
Yeah I suppose thats true ... perhaps there should be a combat bonus with future techs as well in addition to the other bonuses =) There should still be a way to attack air defenses though
 
I agree. It's annoying that often the most effective use for air units is to patrol: They can shoot stuff down without any risk to themselves.

It'd be great if patrolling air units would randomly run into other patrolling air units that share the same area and get into a combat. This check could occur before interception and could give an opening for a bomber to get through.

Intercepting units also ought to take damage. It doesn't make sense that units that are intercepted don't do any damage. Even if the plane was shot down it might have made it to its target and dropped it's payload.
 
Any way to implement 'Air superiority' missions?

In theory these would be raids on airports. If defenders scramble up to intercept you get a dogfight, if they dont they get blown up on the airstrip.

In game mechanics this would be mission aimed solely at combat with defending air unit.
 
Defending fighters DO take damage. I've even had one of my defending jet fighters shot down by a bomber. :mad:
 
Yes and it should be possible to destroy unit from air .... or by nuke ;)
 
I was happy with the air unit mechanics from Civ2. :goodjob:
 
Yeah i hate air warfare in this game... i have yet to sink a single ship with any air units - it was better in Civ3.
 
Didnt Civ3 start out with air units only damaging ground units and naval units, and then they later patched it into lethal attacks?
 
It certainly isn't perfect yet but its a big step from the last three games. Its nice to have the option between whacking a unit or an improvement. The bombars do make an effective offensive weapon in taking over a city. I still need the artillery but every little bit helps. air to air combate would be nice to have as a choice though.
 
Here it is Civ 3 patch v1.21f:

Additions v1.21f:
* Editor: Added new unit abilities to allow bombarding to be lethal against land and/or sea units.
 
Perhaps the lamest bit of all is that the bombers can't touch the road system. They should at least be able to destroy railroads. You're not even given the option to bomb them. I guess this was a tradeoff with the supposed idea that road sprawl was a thing of the past.
 
Side note. Its not only road sprawl, but also farm sprawl.

Anyways...
I really don't like not being able to sink ships with my aircraft, and to make things worse I can't even hurt one below 50% health. Heck in Civ3 I even changed the endgame arty to beable to sink ships.
 
Esckey said:
Side note. Its not only road sprawl, but also farm sprawl.

Anyways...
I really don't like not being able to sink ships with my aircraft, and to make things worse I can't even hurt one below 50% health. Heck in Civ3 I even changed the endgame arty to beable to sink ships.

This is "eaisly" changed with note pad and the UnitInfos file.:rolleyes:
 
Please RED DIAMOND tell me how can i make it so my air units can sink ships like they did in Civ3... this would be way cool
 
apdavis828 said:
Please RED DIAMOND tell me how can i make it so my air units can sink ships like they did in Civ3... this would be way cool

C:\Documents and Settings\My Documents\My Games\Sid Meier's Civilization 4\CustomAssets\xml\units{File is CIV4UnitInfos.xml}

In this example we will use the useless Bomber. There are two reasons it cannot perform the way you want, so let's change those things in the file.

Ok Open the CIV4UnitInfos.xml file with notepad. Use find feature to find the Bomber entry. Make the changes that I have made in RED

Code:
<UnitInfo>
			[COLOR="Blue"]<Class>UNITCLASS_BOMBER</Class>[/COLOR]
			<Type>UNIT_BOMBER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_AIR</Domain>
			<DefaultUnitAI>UNITAI_ATTACK_AIR</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_BOMBER</Description>
			<Civilopedia>TXT_KEY_UNIT_BOMBER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_BOMBER_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>0</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>0</bNoDefensiveBonus>
			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>1</bMechanized>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_STEALTH_BOMBER</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_AIR</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_RADIO</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_FLIGHT</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
				<PrereqTech>NONE</PrereqTech>
			</TechTypes>
			<BonusType>BONUS_OIL</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>140</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<iAirRange>8</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>0</iCombat>
			<iAirCombat>16</iAirCombat>
==========================================================
[COLOR="darkred"]CHANGE THE 50 to 100 [/COLOR]
==========================================================
			[COLOR="darkred"]<iAirCombatLimit>50</iAirCombatLimit>[/COLOR]
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>100</iCollateralDamage>
			<iCollateralDamageLimit>50</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainDefenses/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
==========================================================
REPLACE EVERYTHING IN [COLOR="DarkRed"]RED[/COLOR] WITH [COLOR="Navy"]<DomainMod/>[/COLOR]
==========================================================
			[COLOR="darkred"]<DomainMods>
				<DomainMod>
					<DomainType>DOMAIN_SEA</DomainType>
					<iDomainMod>-50</iDomainMod>
				</DomainMod>
			</DomainMods>[/COLOR]
<BonusProductionModifiers/>
			<iBombRate>15</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>3</iAsset>
			<iPower>15</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>10.0</fMaxSpeed>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_BOMBER</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<Button>,Art/Interface/Buttons/Units/Bomber.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,10</Button>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
		</UnitInfo>

What this does is it allows you to be able to kill targets when bombing and it takes away the handicap the bombers suffer against sea targets.
 
So that's all I have to do... change the 50 to 100? Way cool and much thanks - can't wait to sink ships with my bombers.
 
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