AG's Air Overhaul Mod

amateurgamer88

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Aug 24, 2018
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Hi everyone! This is amateurgamer! As I mentioned in another thread, I planned on changing Air combat as well. The changes I'm making for this overhaul is a bit different from the other two overhauls. First, I don't have plans on adding more units for the changes. Instead, my main focus will be the promotions and giving the players choices to shape their own air force. Secondly, a few of the changes made here aren't directly tied to air units. I will be changing a few promotions and stats like Air Strike Defense. Overall, this overhaul isn't as drastic, in my opinion, as the other ones but they will be felt for certain. See below for more information regarding my changes.

Spoiler Misc Changes :

City Air Unit Capacity increased to 6 (Airport as a result increases Air Unit Capacity to 10)
Adjusted Air Strike Defense of all units. All units except the AA units now have low Air Strike Defense so they won't be doing much against air units without the help of AA units.

Spoiler Reworked Interceptor Promotion Line :

Promotion line available to the following:
Machine Gun, Bazooka
Destroyer unit line (not including Ironclad) granted Interceptor I.

Interceptor I:
-unlocked at Rocketry
+15% Chance to Intercept enemy Air Units. +15% :c5strength: CS vs Air and Helicopter Units.

Interceptor II:
-Needs Interceptor I.
+15% Chance to Intercept enemy Air Units. +15% :c5strength: CS vs Air and Helicopter Units.

Interceptor III:
-Needs Interceptor II.
+15% Chance to Intercept enemy Air Units. +15% :c5strength: CS vs Air and Helicopter Units.

Interceptor IV:
-Needs Interceptor III.
+15% Chance to Intercept enemy Air Units. +15% :c5strength: CS vs Air and Helicopter Units. +75% :c5strength: CS when Intercepting enemy aircraft.


Spoiler Reworked Air Defense promotion line :

Promotion line available to the following after Flight is researched:
Archer Units
Gunpowder Units

Air Defense I:
+10 Hit Points. +15 Damage to Air Units when defending against Air Strikes.

Air Defense II:
+10 Hit Points. +20 Damage to Air Units when defending against Air Strikes.

Air Defense III:
+20 Hit Points. +40 Damage to Air Units when defending against Air Strikes.





Spoiler Changes to Air Units :

Code:
All Fighters (including Zero) lose Air Supremacy and Ace Pilots I, Air Skirmisher promotion is being reworked
B17 loses Siege I promotion and gains a new promotion
Zero loses Ace Pilot II promotion and gains a new promotion
Jet Fighter loses Bonus vs Helicopter
Guided Missile gain Bonus vs Naval
Stealth Bomber Will Not be changed in this mod (will be changed for a future mod component)


Spoiler New and Changed Promotions :


B17
:
unlocked at Radar with Their Finest Hour
Requires: 1 Oil
70 :c5rangedstrength: Range 10
Evasion
Air Unit Cap 1
Strategic Bombing I (+50% :c5rangedstrength: RCS when attacking Cities.)

Zero:
unlocked at Radar with Air Supremacy
Requires: 1 Oil
60 :c5rangedstrength: Range 9
Eagle Hunter
Air Sweep
Air Recon
Air Skirmisher
Air Unit Cap 1
Intercept :c5rangedstrength:8
Ruling the Skies I (+10% Chance to Intercept enemy Air Units. +50% :c5strength: CS when Intercepting enemy aircraft)

Fighter
:
Three focuses (anti-siege/archer, anti-helicopter/armor, air control [air sweep and interception])

Changed promotions:

Ace Pilot I:
-Only available to Fighter Units
-Mutual Exclusive with: Hunter I and Suppression I.
+25% Chance to Intercept enemy Air Units. +33% :c5strength: CS when performing an Air Sweep.

Ace Pilot II:
-Needs Ace Pilot I.
+25% Chance to Intercept enemy Air Units. +33% :c5strength: CS when Intercepting enemy aircraft.

Ace Pilot III:
-Needs Ace Pilot II.
+25% Chance to Intercept enemy Air Units. If the Air Sweep is not intercepted, deal 15 Damage to all Aircraft units adjacent to Air Sweep target.

Hunter I (formerly Dogfighting I):
-Only available to Fighter Units
-Mutual Exclusive with: Ace Pilot I and Suppression I.
+20% :c5strength: CS vs Helicopter and Armor Units.

Hunter II (formerly Dogfighting II):
-Needs Hunter I.
+20% :c5strength: CS vs Helicopter and Armor Units.

Hunter III (formerly Dogfighting III):
-Needs Hunter II.
+20% :c5strength: CS vs Helicopter and Armor Units.

Air Skirmisher:
-Granted to all Fighter Units
-25% :c5strength: CS when attacking Cities.
-25% :c5strength: CS vs Naval Units.

New Promotions:

Ace Pilot IV-I:
-Needs Ace Pilot III. Is mutually exclusive to Ace Pilot IV-II.
+10% Chance to Intercept enemy Air Units. +50% :c5strength: CS when Intercepting enemy aircraft. +1 Interception.

Ace Pilot IV-II:
-Needs Ace Pilot III. Is mutually exclusive to Ace Pilot IV-I.
+1 operational range. +50% :c5strength: CS when performing an Air Sweep. If the Air Sweep is not intercepted, deal 15 Damage to all Aircraft units adjacent to Air Sweep target.

Ace Pilot V:
-Needs Ace Pilot IV-I or Ace Pilot IV-II.
+20% :c5strength: CS when Intercepting enemy aircraft. +20% :c5strength: CS when performing an Air Sweep. If the Air Sweep is not intercepted, deal 5 Damage to all Aircraft units adjacent to Air Sweep target. +1 operational range.

Ace Pilot VI:
-Needs Ace Pilot V.
+20% :c5strength: CS when Intercepting enemy aircraft. +20% :c5strength: CS when performing an Air Sweep. If the Air Sweep is not intercepted, deal 5 Damage to all Aircraft units adjacent to Air Sweep target. +1 operational range.

Hunter IV-I:
-Needs Hunter III. Is mutually exclusive to Hunter IV-II.
+40% :c5strength: CS vs Helicopter Units. Unit will Heal Every Turn, even if it performs an action.

Hunter IV-II:
-Needs Hunter III. Is mutually exclusive to Hunter IV-I.
+40% :c5strength: CS vs Armor Units. Unit will Heal Every Turn, even if it performs an action.

Hunter V:
-Need Hunter IV-I or Hunter IV-II.
+20% :c5strength: CS vs Helicopter and Armor Units. +10 Hit Points.

Hunter VI:
-Need Hunter V.
+20% :c5strength: CS vs Helicopter and Armor Units. +15 Hit Points.

Suppression I:
-Only available to Fighter Units
-Mutual Exclusive with: Ace Pilot I and Hunter I.
+33% :c5strength: CS vs Archer and Siege Units. +5% Chance to Evade Air Interception.

Suppression II:
-Needs Suppression I.
+33% :c5strength: CS vs Archer and Siege Units. +5% Chance to Evade Air Interception.

Suppression III:
-Needs Suppression II.
+33% :c5strength: CS vs Archer and Siege Units. +5% Chance to Evade Air Interception.

Suppression IV-I:
-Needs Suppression III. Is mutually exclusive to Suppression IV-II.
+66% :c5strength: CS vs Archer Units. +10% Chance to Evade Air Interception.

Suppression IV-II:
-Needs Suppression III. Is mutually exclusive to Suppression IV-I.
+66% :c5strength: CS vs Siege Units. +10% Chance to Evade Air Interception.

Suppression V:
-Needs Suppression IV-I or Suppression IV-II.
+33% :c5strength: CS vs Archer and Siege Units. +5% Chance to Evade Air Interception.

Suppression VI:
-Needs Suppression V.
+33% :c5strength: CS vs Archer and Siege Units. +5% Chance to Evade Air Interception.

___________________________________________________

Bomber:
Three focuses (AoE, anti-naval, anti-city)

Changed promotions:

Air Penetration I:
-Only available to Bomber Units
-Mutual Exclusive with: Carpet Bombing I and Siege I.
+15% :c5strength: CS vs Naval Units. +10% Chance to Evade Air Interception.

Air Penetration II:
-Needs Air Penetration I.
+15% :c5strength: CS vs Naval Units. +10% Chance to Evade Air Interception.

Air Penetration III (formerly Stealth):
-Needs Air Penetration II.
+15% :c5strength: CS vs Naval Units. +10% Chance to Evade Air Interception.

Carpet Bombing I (formerly Air Targeting I):
-Only available to Bomber Units
-Mutual Exclusive with: Air Penetration I and Siege I.
+5% :c5strength: CS vs Land Units. Deals 5 Damage to all enemy Units adjacent to targeted Unit.

Carpet Bombing II (formerly Air Targeting II):
-Needs Carpet Bombing I.
+5% :c5strength: CS vs Land Units. +15 Hit Points.

Carpet Bombing III (formerly Air Targeting III):
-Needs Carpet Bombing II.
+5% :c5strength: CS vs Land Units. -10% Damage received from Interception. Deals 5 Damage to all enemy Units adjacent to targeted Unit.

Siege I:
-Only available to Bomber Units
-Mutual Exclusive with: Air Penetration I and Carpet Bombing I.
+25% :c5rangedstrength: RCS when attacking Cities. +1 operational range.

Siege II:
-Needs Siege I.
+25% :c5rangedstrength: RCS when attacking Cities. +1 operational range.

Siege III:
-Needs Siege II.
+25% :c5rangedstrength: RCS when attacking Cities. +1 operational range.

New Promotions:

Air Penetration IV:
-Needs Air Penetration III.
+15% :c5strength: CS vs Naval Units. +10% Chance to Evade Air Interception. May attack twice.

Air Penetration V:
-Needs Air Penetration IV.
+15% :c5strength: CS vs Naval Units. +10% Chance to Evade Air Interception.

Air Penetration VI:
-Needs Air Penetration II.
+25% :c5strength: CS vs Naval Units. +50 Hit Points.

Carpet Bombing IV:
-Needs Carpet Bombing III.
+5% :c5strength: CS vs Land Units. -10% Damage received from Interception. +15 Hit Points.

Carpet Bombing V:
-Needs Carpet Bombing IV.
+5% :c5strength: CS vs Land Units. Deals 5 Damage to all enemy Units adjacent to targeted Unit. +20 Hit Points.

Carpet Bombing VI:
-Needs Carpet Bombing V.
+5% :c5strength: CS vs Land Units. +50 Hit Points.

Siege IV:
-Needs Siege III.
+25% :c5rangedstrength: RCS when attacking Cities. +1 operational range. Unit will Heal Every Turn, even if it performs an action.

Siege V:
-Needs Siege IV.
+25% :c5rangedstrength: RCS when attacking Cities. +1 operational range. +25 Hit Points.

Siege VI:
-Needs Siege V.
+25% :c5rangedstrength: RCS when attacking Cities. +1 operational range. +25 Hit Points.

 

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