[MODCOM] Air Forces Mod

You could always send me your source via a PM and I can see if I see anything in there that might be causing this.
 
Sure,

Thank you sir....
 
Testers are reporting a few things...

1) Interceptors can very easily get to over 100% interception rate...
making anything less than stealth bombers essentially useless...

2) We might be seeing interceptors shooting down nukes, I have NOT confirmed this yet
 
Ket said:
Testers are reporting a few things...

1) Interceptors can very easily get to over 100% interception rate...
making anything less than stealth bombers essentially useless...
Ok, well I guess I need to come up with some other promotions that improve the evade interception chance. How about another 2 chaff promotions and 3 afterburner promotions? Or maybe improved controls promotion? Radar jammer, etc?

Ket said:
2) We might be seeing interceptors shooting down nukes, I have NOT confirmed this yet
Hmmm... I don't know if that would actually be possible Ket.
 
TheLopez said:
Ok, well I guess I need to come up with some other promotions that improve the evade interception chance. How about another 2 chaff promotions and 3 afterburner promotions? Or maybe improved controls promotion? Radar jammer, etc?


Hmmm... I don't know if that would actually be possible Ket.

My sugestions....

Cap Intercept @ 100%, this might mean we lower the intrinisic intercept chances by a bit.

Im famious for Overdesign, you should have seen the guys at Origin beat me over the head when I over designed some of the potter stuff...
So take this with a grain of salt.

Interceptors
------------
ECM I
ECM II
ECM III

Bombers
--------
ECCM I
ECCM 2
ECCM 3

This should also be eventualy used somehow with Naval.

Now what would really make this whole thing complete is stand off conventional weapons and nukes. Using Kaels Fireballs and Ranged Magic Spells we could simulate TLAM's and NTLAM's Have them need to be in a city with "Military Airfield" and depending on tech levels they get either TLAM's or NTLAM's, which absolutly blows away what we have available to us now. And forking off Kael's stuff gives us the A.I. using it at least semi intelligently.

Both of these hybrid units that are created on the fly and launched at target (guidance modifiers GPS was very important for making these thing accurate)

Then we can have a AWACS style unit that has a range effect while its in the air, of adding to ECM and ECCM values as well as guidance and recon allways on.... but easy to shoot down if not protected... HMMM how do we protect it if we have to rebase every turn....

This is a must read page...
http://en.wikipedia.org/wiki/Military_history
http://en.wikipedia.org/wiki/Nuclear_warfare
http://en.wikipedia.org/wiki/Electronic_warfare

Added: 100% Intercept Vs 100% Evade Should = 50% Chance...


As far as the interceptor issue, as you know im having interceptor issues with nukes and missiles I've sent the code off to you and dale to look over, and I have not seen anything that can cause it.

I also cant Reproduce it.
 
How about you have a base evasion/intercept chance... any new promotions is factored as such:

promotion value % of (100% - base value)

so if you have a 60% evade chance and a promotion that gives a 50% bonus to evasion, rather than equaling an 110% evasion chance, it would be 50% of the remaining 40% difference (which is 20)... so in this case, it would be: 60 + 20 = 80% evasion chance.

Then if you add an additional promotion, the value is the percent of the remaining difference between the current evasion chance and perfect.

I've seen this system used in other games, and what's good about is that you can never actually reach 100%... so even if you want to add in things later like RADAR towers that would give an extra promotion or airbase improvements, you'll never reach 100%. But at the same time, you won't have to really lower the values of the promotions either...

Because it would stink if you had all of these different promotions, and consequently, your first promotion takes you from 50% evasion chance to 55% or something. So you'll get a big boost from any one promotion and gradually smaller bonuses from each additional promotion on top of that one.
 
Dom Pedro II said:
How about you have a base evasion/intercept chance... any new promotions is factored as such:

promotion value % of (100% - base value)

so if you have a 60% evade chance and a promotion that gives a 50% bonus to evasion, rather than equaling an 110% evasion chance, it would be 50% of the remaining 40% difference (which is 20)... so in this case, it would be: 60 + 20 = 80% evasion chance.

Then if you add an additional promotion, the value is the percent of the remaining difference between the current evasion chance and perfect.

I've seen this system used in other games, and what's good about is that you can never actually reach 100%... so even if you want to add in things later like RADAR towers that would give an extra promotion or airbase improvements, you'll never reach 100%. But at the same time, you won't have to really lower the values of the promotions either...

Because it would stink if you had all of these different promotions, and consequently, your first promotion takes you from 50% evasion chance to 55% or something. So you'll get a big boost from any one promotion and gradually smaller bonuses from each additional promotion on top of that one.

Great idea:goodjob:
 
This is great work, as always. Something which I feel would definitely cap off air units-and make them the equal of land units-is if fighters could have a new Mission-namely Escort. This mission would allow a fighter wing to be 'attached' to a bomber and-if they come into contact with an enemy fighter wing-then you get a dogfight. Obviously if the mission is outside the range of the fighters, then either the overall bombing mission is aborted, or it continues without an escort.
Actually, on a related note, perhaps any enemy city a bomber/fighter needs to pass over could give said enemy the chance to intercept-assuming they have air superiority set.
Anyway, just throwing some ideas around to see which ones sound good :).

Aussie_Lurker.
 
First of all THANK YOU, THELOPEZ!
I'm enjoying your MODs inside Composite XL and especially the AirforcesMOD was like Christmas for me! :goodjob:

Some minor nitpicks and suggestions:

A10 is named "Assault Fighter", this is a strange/wrong name imho. Maybe Modern CAS would be more approbiate.
GAU8 minigun is inapprobiate as groundfighting upgrade, especially when it's spanning WW2 until future tech-era. Either rename it to groundfighting equipment/refit, or split it into divebombing, GAU8, PGM ect.

Radar(including an intercept-propability) as an (heavy)bomber upgrade is more than a bit strange.

XP works great, Warlording-XP too. Could you please, please,please make it possible to lead planes directly with a Warlord? Would open up a bunch of new gaming possibilities and GGs, like Immelman, richthofen, Goering, Harris Rudel...

IMHO 4xp is too much from airport cause you can anytime find easy targets to train your planes to super-crack-elite status. I suggest 2xp.
 
thx for that cool mod, i love it!
i included it in my little mod add-on.
but one question:
with your mod aircrafts can kill land units! <-- how can i change this? i would like to use the old "vanilla" way - is this possible?

thx

(ps: in my first game the ai only uses the Air Range and GAU-8 Gatling Gun promotion, but nothing else.)
 
Now we just need something like this for ships and conventional missiles for these ships :)
 
I would like to know whether any of you use the MaxRiga mod as I was wondering how this would affect the code for that mod. I was thinking that this would be a great intergration into that. I don't know how it would affect some of the custom code such as lethal sea and land bombardment, etc. I was just wondering whether one of the people who had used your mod had tried this and knew more about the integration etc. Healz.
 
Updated both versions, the Warlords version is now compatible with the v2.0.8.0 patch!!!
 
Hey,
after reading thourgh the thread, there doesn't seem to be a conclusion about the xp-issue yet, is there?
So personally I would like to have the air planes gaining experience when killing another unit through bombing (I set the comat-limit to 100). But I quickly found out, that there is no xp granted for air-combat successes. So is there any mod out there to fix it or somebody, who would have an idea how to fix that? Cause I really don't and it kind of takes all the sense of an promotion system, if there is no xp to gain through successful fighted fights.
Hope we get to n' solution :)
Ohu and gratulations for the already done and fantastic work :goodjob:
 
Sounds like what the wish is for Civ IV since they took out some of the coding that happened in C3C... Would replace some of it and be quite cool. Maybe CIV V it would come in the standard game, air promotions?
 
I'm having trouble running the expanded civics mod.If you could tell me how to properly run it and another of your Mods simultaneously I would be eternally grateful.It seems like a great improvement so I would hate to miss out on it Lopez.
 
That depends, does the expanded civic mod you're using have a seperate .dll? If so, then you will need to merge the two .dll files together. I am kinda busy testing a mod for someone, and trying to finish phase 3c of my own expanded civics mod, but if you don't mind waiting a couple of days, I would be happy to look at merging them for you. Just PM me if you want me to do it.

Aussie_Lurker.
 
how can i use multiple mods at the same time? i want to use this, military bases and total realism if possible revolution. Is this possible?
 
It is possible but you have to merge those mods together into one mod.
 
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