Airfield

whoward69

DLL Minion
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May 30, 2011
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Near Portsmouth, UK
Using the artwork from here for the airfields and also custom "land carriers" to enable aircraft to be rebased to them



The smaller airfield can be built when Flight is discovered and acts as a Carrier - upto 3 "fighter" type aircraft (fighters and non-stealth bombers). The larger airfield can be built when Radar is discovered and can take upto 5 aircraft (of any type) or missiles.

If anyone wants to redo the unit/improvement/build icons I won't be offended! (Ideally the airfield SV icon should be silvery-white, the same as the fort/farm/camp/mine/etc icons)

W
 
Thanks :)

And mixed <SpecialCargo> ? Sounds perfect ! :goodjob:
 
Christmas has come early this year indeed :D

You just added another dimension to the game that was much needed.

But, the question has to be asked...what of the AI? Does it use them or does it shift all its units first chance it gets?
 
Forgot to mention that the small airfield can be upgraded to the large one (as the "carrier" is the unit not the improvement) - unfortunately the graphic doesn't update.

(Although if your mod has custom events and you've added a UnitUpgraded type event it would be a simple case to fix that by destroying the improvement and immediately rebuilding it via Lua)
 
But, the question has to be asked...what of the AI? Does it use them or does it shift all its units first chance it gets?

The few tests I did the AI attacked from the airfield and didn't immediately rebase everything into cities, so it should be no more brain dead using Airfields than it is currently with naval carriers.

And as the "carrier" is a static defensive only combat unit (that needs about three Infantry hits to kill it) it should be more than capable of holding it's own - in fact as it's an AA gun you may have the opposite problem in that the AI treats them as low priority targets and may just go around the airfield!
 
And as the "carrier" is a static defensive only combat unit (that needs about three Infantry hits to kill it) it should be more than capable of holding it's own - in fact as it's an AA gun you may have the opposite problem in that the AI treats them as low priority targets and may just go around the airfield!

So I gather this means airfields can not be captured. I guess I can whip up some lua in my scenario to respawn the unit once destroyed and plot flipped.
 
Great, as usual :goodjob:
I was wondering if an air-base improvement was possible or if it would require an immobile unit. I got my ansswer.
I also guess that since it's a unit, it means no other unit can stand on the same tile. Being immobile doesn't change the 1 UPT rule does it?
 
So I gather this means airfields can not be captured.

Au contraire mon ami! When the carrier unit is destroyed the airfield will automatically flip to the captor (if they have Flight) or will be pillaged.

Pillaged airfields can be repaired and then flip to whomever repaired them (assuming they have Flight)
 
So I gather this means airfields can not be captured. I guess I can whip up some lua in my scenario to respawn the unit once destroyed and plot flipped.

In R.E.D the airfield is civilian and can be captured. But then I need Lua to re-spawn a defensive unit on top...

Au contraire mon ami! When the carrier unit is destroyed the airfield will automatically flip to the captor (if they have Flight) or will be pillaged.

Pillaged airfields can be repaired and then flip to whomever repaired them (assuming they have Flight)

Well, it does not just sound, it is in fact perfect :D
 
Being immobile doesn't change the 1 UPT rule does it?
No it doesn't. But the carrier unit is equivalent to an AA gun or a mobile SAM, so it's no push-over! Stick a few infantry in surrounding hills/forests or even forts/citadels and you're going to have a hard time taking one!
 
But then I need Lua to re-spawn a defensive unit on top...

Check out the CommissionAirfields(iPlayer) method in LUA/LandCarriers.lua that runs at the end of every players turn (actually the start of the next players turn - but that's only because all the required events don't exist) - it adds the carrier unit to any "vacant and non-pillaged airfields" in the sole posession of a player.
 
Thank you! This is a must for the late game!

You should also create a "train" vehicle (which if possible, runs on rails only) which can carry an unlimited number of non-mechanized land troops. Air transport vehicles (like the C-130 Hercules) would also be welcome.
 
This is great! how do I get my hands on it?

Well it *was* attached to the first post, but in correcting some typos I seem to have removed it :confused:

Just added it back. :)
 
yeah, i was double checking to make sure I wasn't just asking a stupid question, but once again thanks guys...

btw i gotta say, civfanatic forums is easily the most pleasant games forum that I know of...
 
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