Originally posted by Venge
I wanted to enable the Aegis to carry cruise missles as well. Seems it is not as basic as I was hoping, as there is no 'enable' switch to allow units to carry cruise missles, just nukes.
I was thinking of taking the nuke flag off of the tatical nuke, giving it regular bombardment stats as per cruise missle, and then allowing the Aegis to carry tatical nukes.
The only problem I can see (I have yet to try this though) is will the enemy SDI intercept my Nuke-less tatical nuke ....
You need to do several things to load cruise missiles.
First, on the ships you want to be able to carry cruise missiles, you must enable the ships to load. Look at the Nuclear Submarine, and see what flags it has, not only in the list of abilities (e.g., "Carry Tactical Missiles"), but also in the actions (needs to be able to load the missiles).
Next, go to cruise missiles, and compare them to tactical nukes. See what flags
and actions that tactical nukes have that cruise missiles lack. I expect there will be a flag of "Tactical Missile" and actions like "Load" and "Unload."
I've done that, and it's quite fun. Only one trouble, however: You CAN go through those missiles very fast, and then what? You're halfway around the globe, and you have to go back to reload. Cruise missiles are great, but they aren't decisive. And if you come to rely on them, what happens when you run out and have to take ten turns to get back to where they are? I'd suggest making cruise missiles airlift-able, thus you can manufacture them in your core cities, and airlift them to recently captured cities (that have airports). That's the best you can do, I say.
Now, as to cruise missiles being able to sink ships, they can. With one proviso: You can't target ships that have only one hit point left. So, IF the cruise missile is targeted at a ship that has at least two hit points, and IF the cruise missile dumps all the remaining hit points, THEN the ship will sink. Other than that, it's just like bombardment.
Hope this helps.