Air Combat

I did some testing last November and I was getting the bonus when attacking a unit in a district, even when my archer was not in one. And the bonus was not applied to the archer when defending a melee attack from within a district. It's of course completely possible I've misremembered since last year, or that this was patched.
I thought that's how it's supposed to be... That you get the bonus if the fighting happens in the "bonus" tile.
 
I thought that's how it's supposed to be... That you get the bonus if the fighting happens in the "bonus" tile.
Indeed, what's the point in having an urban warfare promotion unless you attack a unit in an urban area.
The same rules apply for continent etc,
 
I use garrisoned archers to protect my districts from Viking ships, and I get the bonus when firing into coastal tiles.
@Victoria Can multiple aa attempt to stop a jet bomber, and each get a lick in, to hit the 51% waterline?

If subs can't be stopped, all the more reason to enjoy strong coastal starts.

edit: @Victoria again... in your sub photo, you have placed aegis around the sub. Does any ship the missile passes over get a shot at the missile? Or just the aa around the target?
 
@agonistes if a jet bomber /bomber comes in and there is three AA units it is one combat. The AA unit is 70 strength + 10 for 2 supporting units, so is strength 80 and must do 51 HP to stop it dropping. 3 AA are likely to stop a bomber but not necessarily a jet bomber.

With regard to the cruisers, nah, they are there for show. Testing shows only things that can intercept at the target tile count. At that stage I was just ruling everything out to make sure.
 
I use garrisoned archers to protect my districts from Viking ships, and I get the bonus when firing into coastal tiles.

I suppose you get the district garrison bonus with ranged units whether you're in a district or shooting into district.

What does not work as intended, though, is the final ranged unit promotion, don't remember what it's called, but the "extra attack if unit hasn't already moved". I can shoot twice even when I have moved.... The list of bugs really is endless with this game.
 
I place a fighter on Patrol on a sea space within range of the carrier... lets say carrier tile as its a good example.
  1. The carrier moves 4 tiles away and the figher stays where you placed it because the carrier is still in range.
  2. The carrier then moves a 5th tile and the fighter moves its patrolling tile to that of the carrier but continues patrolling.
  3. The carrier moves another tile and the fighter behaves as in point 1.
I don't quite get the third section. Does the fighter return to where you placed it, thus not protecting the carrier anymore? So can the fighter move automatically toward the carrier maximum one tile beyond its 4-tile patrol range?
 
That's unfortunately true. I wonder if this was the case with the vanilla version of Civ 5 after almost a year upon its release. Can we hope for most of them to be fixed until the first expansion?
I don't think so, but then again it's hard to remember that far back, lol. But it feels it should be impossible to have this many bugs... I mean, somebody high up at Firaxis and/or 2K should take notice and step up the quality control at Firaxis, this number of bugs and outright design faults should be unacceptable. Especially when you consider it's already a year since release and we're getting patches that introduce new, massive bugs, like what happened to trade after the summer patch. It's like they do zero testing of their own game. Bug issues with this game are at a point where no one would be surprised if it was revealed that a disgruntled employee at Firaxis has been deliberately sabotaging the game, I at least would just go "oh, well that explains a lot".
 
I don't quite get the third section. Does the fighter return to where you placed it, thus not protecting the carrier anymore? So can the fighter move automatically toward the carrier maximum one tile beyond its 4-tile patrol range?
The fighter stays where you placed it while in range of the carrier. The moment the fighter is out of range of the carrier the fighter patrol jumps to patrol over the carrier.
The carrier moves 2 more spaces, the fighter is still in range so stays patrolling uselessly 2 tiles behind the carrier.
However, in the same turn you can now move the fighter to patrol over the carrier again. It works but is a bit messy.
 
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The fighter stays where you placed it while in range, the moment you are out of range the patrol jumps to over the carrier, the carrier moves 2 more spaces but the fighter is still in range so is now patrolling uselessly 2 tiles behind the carrier. However, you can really-patrol the fighter as you have not moved it yourself yet.
well, thanks for trying to explain, but that's too complicated for me)
 
well, thanks for trying to explain, but that's too complicated for me

When I get a chance I will post step by step pictures here to clarify. It does not help when my auto spell check changed my description and I dd not check, apologies... I always have fat fingers. I have tried to change the description above as it was not clear.
 
When I get a chance I will post step by step pictures here to clarify. It does not help when my auto spell check changed my description and I dd not check, apologies... I always have fat fingers. I have tried to change the description above as it was not clear.
Eureka! I finally understood!) Thanks for correcting the mistakes and rephrasing. As far as I understood, the fighter is placed in the carrier, not in a city. That's good that a fighter understands that when put on top of the carrier for patrolling, it has to follow that carrier wherever it goes. Well, the fighter should always be on top of the carrier after the respective order, though.
 
Well, the fighter should always be on top of the carrier after the respective order, though
I think the issue is a patrol order is based on a tile rather than a unit in it so it happily sits in that tile after the carrier moves.
I suspect not many people do this anyway as it has never come up as a question
 
It's sad that this thread is running 12 months after release. I feel that @Victoria would have had her hands full creating a guide for this 11 months ago if the AI used an Air Force.
 
It's sad that this thread is running 12 months after release. I feel that @Victoria would have had her hands full creating a guide for this 11 months ago if the AI used an Air Force.
Someone else would have created the guide... the big breakthrough was @Hans Lemurson working out the combat formula.... the rest of such a guide is fairly simple although firetuner is a great help to testing.
Having an air combat guide separate from other combat guides seems a bit compartmentalised.
 
Perfect timing for this thread as I just encountered an interesting problem (bug?)

Despite having been able to do it in previous games, I suddenly cannot deploy a fighter on patrol from a carrier. I have no mods loaded and the only difference is I tried an Industrial Era start. Could Steam have sent me an update I am unaware of? Anyone else experience this?
 
I suddenly cannot deploy a fighter on patrol from a carrier.
Has one a save that is most useful?
All of ones tests were performed in firetuner and said product can be jolly odd at times.
Similar issues have occurred but never that have survived past the battering of a reload.
 
While it is not possible to deploy 2 fighteres to the same tile, using the aircraft carrier 'redeploy when moving out of range' design with full carrier promotions you can get 5 fighters deployed in the same square.
You could get an intercept combat strength of 272 theoretically, that's pretty big.
Add an army support unit and general embarked and a carrier that equals 9 or 11 UPT depending on how you look at it.
Just wondering if that's the highest UPT and combat strength possible?
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