Air Combat

Are there any findings about how GG, GA, corps, armys works on it?
If the GG/GA affect the attacking or defending unit then the modifier is gained, but no modifier is gained for supporting units just like normal support rules. That is my understanding and what I remember(GA gives +3 to missile cruiser, GG gives 3 to AA) but will test in a couple of days.
Naturally air units currently do not get a CAS or whatever head position of the Air Force is deemed.
 
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Hey Victoria, can you shed some additional light on nukes for me. I have attempted to test how to counter nukes for some time. The bombers I could always shoot down no problem, but anything that comes out of a missile silo will hit it's target, despite me using any of the navy, or sams that you suggested, or the combination of the two. I have always seen the SAMS fire at the nukes, but despite trying with at least 20 different nukes and multiple combos, locations, etc, I have never actually seen a nuke get shot down that originated from a silo except in your posted picture.
 
Hey Victoria, can you shed some additional light on nukes for me.
Lucky I saw this... use @ in front of a name to get attention or it can be missed.

Silo’s before now we’re shot down by pretty much any AA that covers the target square. A standard AA gun seemed to stop it in 5/5 tests I did.

Subs I could not stop at all.

However... there is hints I noticed about changes in the patch notes so all I can say is I’ll test later today and post with the test file so you can rerun yourself. It will take about 30 mins to set up right, just a few fiddly things I sometimes mess up on firetuner.... but first... I must muck out the chickens.
 
@Edge-Civ

OK done some scenarios for you which should do. I'm not going to do for all defence uinits unless you really want it.
Just rememeber these are set up with firetuner and should be showing what happens in-game but there may be bugs in-game so if they do not work like shown in firetuner save one of these loads and your game load to bugs to report it saying there is a difference.

Any of the saves allow you to fire either type of nuke using any of the three delivery methods (well 4 as there is 2 types of bomber). Each save has a difference defence in place as stated in the save name.

I have just tested them and they seem to work the same as initially reported. One interesting weird thing is watch the sub as the nuke nears its target, its like the sub is being attacked rather than the missile... maybe thats a bug.

Regardless, these saves give anyone the pleasure of experiencing a nuke, have fun and remember to learn to love the bomb... If you have never seen Dr Strangelove you are missing out.
 

Attachments

How is the air combat now? I am in my first game and I am not up to modern times yet. Does the AI actually use its air force?
 
@Victoria
Thanks Victoria, my tests that I generally set up are using the hot seat feature so I can try to simulate a real multiplayer game. I generally play with a group of friends once a month or so. I am not sure if it's a hotseat/ multiplayer issue or something, or a bug, but like I said, I have never seen it work under those conditions during play. I had always wondered if nukes have some hidden air power stat and the units must overcome it to shoot it down, thus maybe why in Rise and Fall they have Victor with his final promotion to increase air defense by 25 for icbms. I look forward to testing him out in my next game. Also, I have seen Dr. Strangelove, it's an amazing movie.
 
I just tested your saves under hot seat, and they did for sure take out the nukes from the silo, first time I have actually ever witnessed it. I saw what you were talking about with the sub, I also noticed the same thing with the missile silo when I moved the SAM a little closer in. Now I am wondering if there is something else too it. Why were my SAMS always unable to shoot down a missile I wonder. Could it have anything to do with your test having the fog of war turned off for your player with the nukes?
 
Could it have anything to do with your test having the fog of war turned off for your player with the nukes?
Could do, anything you find out please post, I’m testing and playing other things ATM, nukes are not something I tend to get to very often but still worth knowing about.
 
@Edge-Civ

OK done some scenarios for you which should do. I'm not going to do for all defence uinits unless you really want it.
Just rememeber these are set up with firetuner and should be showing what happens in-game but there may be bugs in-game so if they do not work like shown in firetuner save one of these loads and your game load to bugs to report it saying there is a difference.

Any of the saves allow you to fire either type of nuke using any of the three delivery methods (well 4 as there is 2 types of bomber). Each save has a difference defence in place as stated in the save name.

I have just tested them and they seem to work the same as initially reported. One interesting weird thing is watch the sub as the nuke nears its target, its like the sub is being attacked rather than the missile... maybe thats a bug.

Regardless, these saves give anyone the pleasure of experiencing a nuke, have fun and remember to learn to love the bomb... If you have never seen Dr Strangelove you are missing out.

For some reason I picture you catapulting chickens over a fence as 'nukes' and trying to shoot them down with your shotgun.
 
For some reason I picture you catapulting chickens over a fence as 'nukes' and trying to shoot them down with your shotgun.
Lol, no catapults larger than a hand one here but we do have axe throwing. Not sure Heathrow would be happy with me having nukes.
 
What is this Priority Target option I'm seeing on my fighters? Is it new, or has it been around forever and I've somehow never noticed it before?
 
So after many hours of extensive testing with my friends online, I am pretty sure I can safely say that SAMS and Missle cruisers and even the mighty victor the governor with his promotions, all stacking all around a city cannot stop a nuke from a missile silo. I tried missile silos from far away, from up close incase fog of war has an issue, and nothing ever once shot down a nuke. It's not necessarily a multiplayer issue though, because when I load up Victoria's saves as multiplayer and we try it, then it works. So I think whatever system you use to test things must somehow make the SAMS work as intended, but I don't think they work in the regular game. Can anyone else confirm that they have ever seen a nuke shot down from a missile silo or a sub in multiplayer?
 
As I understand, it allows attacking supply unit behind military one and it's new. This ability was described for spec ops.

So our fighters can snipe medics and supply convoys? I don't know how useful that's going to be, but it's a nice option to have.
 
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