Anybody like Ace Combat!?

sonofabandit

Chieftain
Joined
Aug 17, 2005
Messages
28
The AC Mod Version 7b:

Hello all, my name is son of a bandit and you may know me from such forums as ace http://forums.acecombatskies.com/ or even in Gfaqs under the name of 757. But for the longest, I’ve just been a downloader in the great forums and I decided to contribute a little something back:

The Ace Combat Mod for Civilization III Conquests/Gold Edition.

Yep, you heard me right. There’s now an Ace Combat Mod on the books for all you fans of Namco’s AC series of arcade style of flight games on PS1 and PS2. Now you get to play with all your favorite countries of Osea, Yuktobania, Belka, Erusiea, North Point and some others. Yes, your favorite real world cities are in there as well, but only after all the Ace Combat cities were used up.

Some of these nations and cities are Namco cannon (I.e. the were mentioned in AC games or found on official maps and wallpapers) but others are not cannon and were inspired by great fanfic work out there. I give credit, where credit is due so- so Fonce Diablo, your Pax Usea series was a master piece. So much of a master piece , I think your nations deserved a place in the Ace Combat World, albeit right now they are just in names only.

Fonce Diablo’s Work:
http://forums.acecombatskies.com/index.php?showtopic=685

A few of the nations were my creations as well, such as the Opal and perhaps one or two nations I can’t remember but all of it was inspired by Namco’s AC series. Once again, thank you Namco and Project Aces for coming up with such lasting games and inspirational fiction. And thank you Friaxis for making such a addictive and customizable product. It’s definitely one of the best games out there in terms of fun and replayabiltiy.

But now, let us get the features of this game…

The features: National and Location Logic.

This is in Ace Combat Mod. It is to give the player a feel that they are actually playing with the same nations of Ace Combat infamy. But one thing about recent AC games is that these fake or ‘strange real’ nations are based on actual countries.

For example, the history of the nation of Belka has very close parallels to the nation to the real nation of Germany. Hence Belka takes the place of Germany in this scenario.

Likewise, Osea is false America/Japan/Capitalist Asia, while Yuktobania is false Eastern Europe/Russia. Other nations were a bit difficult to place such as Erusiea. According to the events of Ace Combat 4, Erusiea is a fascist state and their history mirrors Nazi Germany during WWII. Yet their city names are Italian (Farbanti) and some of the names of their ships take after European legends so I let Erusiea take the place of Italy with the cannon city of Farbanti as it’s capital.

Similarly, the nation of North Point had parallels to WWII Britain so North Point takes place of the English in this scenario. Other nations, like Commona or Verusa I chose to take poetic license with… so Commona takes place of the Viking civilization while Verusa takes place of China.

Though in AC Maps, Verusa is a sizeable nation who is right below Yuktobania (false Russia) so it seems like a China analogue for Verusa would make sense.

Now that you know my reasoning for what Ace Combat nations takes place of real nations, let me get into the game play mechanics…

The Features: Game play Mechanics.

This mod is in it’s 7th itineration, first itineration with new buildings. My concern with the previous versions of the mod was to improve unit balance as well as add new units in the game.

Admittedly though, this game is mostly a late industrial age- modern age scenario. I’ve tried to make this mod a modern era start scenario but it’s quite difficult to keep the feeling you get from building up your civilization over time by just starting at the 1900s. So up to the late industrial ages, this mod is relatively unchanged.

But once you reach the industrial ages, you’ll see some changes, primarily they are made to make even the weakest of nations, survivable to the modern ages.

1st Change: Basic Infantry No longer require rubber to be produced.

I always thought you don’t need rubber to actually equip effective infantry. As long as you have the capacity to make shoes and uniforms and steel helmets a nation should be able to train WWI and WWII style infantry.

In this scenario, rubber is mostly meant to represent the economic prowess needed to mass produce, certain units- like tanks. Afterall, current tires, treads and whatever parts on a tank that would require rubber would have been replaced by synthetic fibers.

Likewise when the regular infantry upgrades into Modern Infantry, they don’t require rubber as well. In this game, infantry units are the basic units that any nation can produce to defend themselves.

2nd Change: More upgradeable units.
DO NOT THROW AWAY YOUR CALVARY- THEY UPGRADE, FINALLY!


Air Calvary (and the Mi 8 Hip flavor unit version) are the upgrade to horse drawn Calvary. Although they are less powerful than tanks, they have more mobility and better defense. Again, the air Calvary will upgrade to modern air Calvary later on in the modern ages.

DO NOT THROW AWAY YOUR FRIGATES!

Frigates upgrade into Ironclads, which upgrade to destroyers, which upgrade to missile destroyers. Unfortunately I haven’t found a substitute for the Privateer.

AGAIN, DON’T THROW AWAY YOUR DIESAL SUBMARINES

Submarines upgrade to the Kilo class Submarine which has higher defensive power than the regular nuclear sub.

Just about everything is upgradeable in this game, except some aircraft (I’ll explain later). Tanks upgrade into modern armor (M60 flavor unit too) which in turn upgrade to late age armor units like the M1A2, Leopard 2, T80, Leclerc or Black Eagle.

And there are many flavor units in this game for variety’s sake. For example, the nation of Yuktobania’s tanks upgrade to the Modern Armor, while Osea’s units upgrade to the M60 Patton. The Patton and the Modern armor has the same statistics but different look- they’re flavor units. Just about every modern age unit has a flavor unit.

3rd Change: Substitution System.

Remember the Air Calvary unit I was talking about? How it was less powerful than a tank but more mobile. Did I mention that it also took less/different resources to build (just oil and aluminum)?

Well, that my friend means that is a substitute. If you can’t build tanks, build air Calvary. The reasoning behind this system is the same as making infantry buildable without rubber… allowing nations to be viable on the world stage even if they don’t have all the resources.

Likewise, Attack Helicopter units are great substitutes (along with modern air Calvary) for Late Age Armor units if you can’t get all the resources. Attack Helicopters only require (oil and aluminum while tanks need oil, rubber, aluminum).

In general, substitutes are less powerful than the unit they are replacing. Again, I cite the attack helicopter vs. late age armor unit. For this example I’ll use the AH-64 Apache (helicopter) vs. the Leopard 2(L.A. Armor).

While the Leopard has better overall attack abilities (22 attack), blitz and zone of control, the Apache is an excellent substitute in its own right with an attack of 20 and the same defensive value of the leopard of 16. But the Apache is amphibious and has the most powerful free bombard in the game (bombard strength of 10) making them a great escort for tanks.

Substitutes will never be more powerful than the unit they’re taking the place of but they will have powers that complement the more powerful unit. Hence building a balanced fleet of attack helicopters, armor and mech infantry will make a serious attack formation.

And the AI realizes this. The AI will build tanks, attack helicopters and air Calvary in substantial numbers.

The AI builds all units in this game. Maybe with the exception of a certain super weapon... I’m working on it.

4th Change- Superweapons.

The Ace Combat Series has always seen the player not only fight other conventional weapons, but super weapons as well… The super weapons in this scenario are based off the weapons seen in Ace Combats 4, 5 and Zero.

In general, super weapons are extremely powerful and hard to produce. They all require 3 resources to build and only certain nations have them. The weapons are not so powerful that they can’t be destroyed (it’s an AC game- destroying them is half the fun) but if the weapons are massed in numbers. You may have a problem.

The super weapons as follows and are strictly based on Namco cannon…

Scinfaxi SSBCVN- Large aircraft carrier/submarine that can fire ballistic missiles for bombardment.

Hresvelgr or XB-O- Large flying troop transport that is heavily armored and tough to destroy. The vast array of air to air missiles means that it can win in most air to air engagements. But this is Civilization and this is an Ace Combat Mod…

One fighter can bring it all down.

Stonehenge- Erusiean AA rail gun. This is the most powerful anti-air unit in the game and has only 1 movement. It has little attack value but has a powerful defense value (protection against air attack). Still, a coordinated air attack can silence the guns.

What about the Arkbird… what about the Excalibur? What about Megalith? I haven’t included these super weapons in the game, because I’m not sure on how to implement them. Even Stonehenge needs work since I haven’t seen the A.I. Use it.

The Features: Aircraft.

This is an Ace Combat Game. Of course there will be aircraft. Aircraft are the most numerous flavor units in the game and they also tend to the substitution rule.

For example let’s talk about what consists in the Osean Airforce (OADF)…

As soon as you research the technology of Rocketry, you will have access to 2 new fighters. The light weight fighter (F-5E in this case ) and the air superiority fighter (F-4 Phantom in this case).

Light Weight (LWF) Fighters require no aluminum resources to make while the air superiority fighter (ASF) does. LWFs have shorter range and less attack strength than the ASF. But LWF are cheaper… cannon fodder for air defenses or reinforcements for home territory.

Likewise, ASFs have the ability to punch their way into enemy territory or can cover vast amounts of territory at home. In general, aircraft have longer ranges in this game, especially bombers.

Once you research Synthetic Fibers and Computers, you’ll find that you have another set of fighter aircraft in the game (examples, F-14 Tomcat, Su-27, Mig 29, F-16 and more). Holding much the same logic of substitution. Essentially you have a more advanced set of LWFs and ASFs.

Likewise there are 3 types of bombers in this game: Tactical bombers, strategic bombers and interdictors.

Tactical bombers, like the A-10, A-4 Skyhawk, Su-25 and others are the cheap mass produced bombers that require no aluminum to produce. They can shoot down any of the WWII generation of fighters and may hold their own against dedicated fighter aircraft. But more importantly, they have longer range and more bombard power than the WWII era bomber.

Interdictors, like the Panavia Tornado, A-6E, Mig 27 and others are dedicated attack aircraft that infiltrate enemy territory at low level and high speeds of attack. Because of this, they carry the ‘stealth’ flag and are generally weak when encountering dedicated fighters aircraft. These aircraft depend on their stealth and are great at attacking an enemy airforce while they are still on the ground.

Strategic Bombers are not built but are auto produced by various small wonders. For example the Tu-95 plant will build the Tu-95 bear bomber ever 7 turns. Likewise the B-52 plant will produce a B-52 every 9 turns. Strategic Bombers are extremely powerful in bombard capability (their RoF can even destroy some veteran units) and are long in range… but they are easily shot down by fighters. These are best deployed after an enemy air defense has been destroyed.

However, the auto produced B-2A (stealth bomber), B1B Lancer and F-117 (stealth fighter) combines the best of the strategic bomber with the stealth capability of the interdictor. The B-2 Spirit is the most powerful bomber aircraft in the game besides the Belkan special weapon… the XB-0.

Auto produced Wonders and Aircraft:

Strategic Bombers are not the only aircraft that can be auto produced.

ATFs- Advanced Tactical Fighters are also Auto produced. In real life the term, ATF, refers to the F-22A Raptor and YF-23 fighter programs. Essentially, these fighters are air the ultimate in attack and air defense technology.

In the game, ATFs are fighters that I found that the A.I. will produce only these aircraft after they researched the necessary techs. To rectify this problem and maintain unit diversity, I made certain aircraft that can only be produced by small wonders. These aircraft are effective on both offensive or defense and have varying degrees of abilities and attack/defense value.

The aircraft:

Rafale- low end ATF. Least powerful, but still better than the best produceable fighter.
Auto produced every 5 turns by the Rafale plant.

EF Typhoon- mid range ATF. Auto produced by the EF plant every 7 turns.

Su-37 mid range ATF. But due to the fact that Ace Combat games rely more on agility than stealth, missiles or avionics, the Su-37 is better than the Eurofighter in this scenario. Also the Su-37 seems to the be the aircraft of Aces in the series as well…
Autoproduced by the Su-37 plant every 9 turns.

F-35 JSF- low end ATF with the ‘stealth tag’. Autoproduced by the JSF plant every 5 turns.

F-22A Raptor- Best fighter in the game. Takes a long time to auto produce. Autoproduced by the F-22 plant every 10 turns.

The Small Wonder Aircraft Plants:

Here are the aircraft Plants and what it takes to build them- Aircraft plants take a certain amount of city improvements to build them, like the Battlefield Medicine wonder. Since the Civiliopedia is not complete, yet I’ll give out this critical information here:

F22 Plant- 5 Manufacturing Plants.
JSF Plant- 5 Man. Plants
Rafale Plant- 5 Airports
Su-37 Plant- 5 Airports
Eurofighter Plant- 5 Airports
F-117 Plant- 5 Airports
Stealth Bomber Plant- 5 Airports
B-1B Bomber Plant- 5 Airports
Avro Bomber Plant- 3 Airports
Tu-95 Bomber Plant- 3 Airports
B52 Bomber Plant- 3 Airports.

*All aircraft plants, require Oil and Aluminum to be built and produce aircraft*.

Unit User Logic:

Remember the flavor units? Well, let me tell you why some units are used by some countries and not others.

I base which unit is available to which country on 2 factors: Ace Combat Cannon and Real life Analogy.

Let’s take the country of Yuktobania (false Russia) for example… In the modern era, Yuktobania flies F-16s for their mid age LWF and Su-27 for their ASF. This is cannon. In AC5, the F-16 and its variants were the most common light weight fighter you encounter as enemies in the game. Likewise the Su-27 seemed to be the principle ASF of the Yuktobanian airforce.

This contrasts with the real Russia who would use Mig 29s as their light fighter instead of the F-16. Likewise The Yuktobanian army used M113 APCs, an American tank, instead of the BMP-1 and the AH-64 an American Chopper instead of the KA-50.

In truth, Ace Combat nations use all the different types of aircraft in the AC games. And this is reflected in this scenario through the small wonder aircraft plants.

Sometimes though, I did not stick to cannon when it came to my unit choices and tended to revert to their real life analogues. For example, Belka (false Germany) uses Leopard 2 tanks as their late age armor but in the game AC Zero, they used T80s (or what look like T80s). So I reverted back to the real life analogue, Germany and used the Leopard 2.

For nations that weren’t fought in the games (Verusa, Anea and more) or were completely fictional (Opal) I reverted to their real life analogue. Since the Opal takes place of the Aztec civilization, I gave them a mix of cheap American and high tech Soviet weaponry.

Other Comments.

There are lots of flavor units for the modern age. Everything Works, nothing breaks down or crashes and the A.I. Uses everything. It’s a fun mod and so far I’ve only tested it out on Warlord difficulty.

So, someone who is better than I at this game, please fill free to give me some feedback on the game. In fact, I’d like feedback from everybody.

On the Civilopedia… Right now, I’m about half way finished with it. I have just about all the ground units and naval units done, but I’m still working on the aircraft and will add new concept for the most complete civilopedia possible.

But between the civiliopedia (it has all the attack, defense , resource requirements of new units by default) and the information I gave you about the game, you should be able to navigate the game easily.

The tech trees are the same as in vanilla Civilization and just take a gander at the unit lists before the industrial ages.

I’d appreciate in any effort to this mod from the community. I’m all ears for tips and suggestions as well.

Further Credits.

This game is a carefully arranged product of the best minds and artisans in the Civ 3 community. Only the finest units from the mod community made it in this mod (I try to avoid ugly units like the plague) and I thank the community for their talent.

Once again, I’d like to thank Friaxis for making such a great game.

Have fun people, enjoy!

Get the Ace Combat Mod Here!

http://www.3ddownloads.com/Strategy/Civilization%203/Mods/Ace%20Combat/Ace%20Combat%20Mod%20V.7b.zip#
 
Installation of this mod is relatively simple. If you know how to make these kinds of simple scenario based mods with new units… this will be second nature to you.

Like most any other Civ Conquests Scenario, all the art, files, ect, goes into the Conquests “Scenario” folder. I’m not sure 3D Downloads put it all together for me, or just uploaded the raw files folders I’ve uploaded so please tell me…

Whatever the case: There should be folders (separate parts) of the mod, each labeled ACM 1-6. Most of them have are art files. You going to have to do a little dragging and dropping here, so hold your hats.

1) Create a new folder in the Scenario folder entitled “Ace Combat Mod V.7b” .

2) After that open the folder entitled “ACM part 1”. It should have a folder entitled “Art” inside of it. That is the Art Folder and it already has the Civilopedia Icons for Units (no building icons needed for the mod, yet).

Make sure, you put that whole “Art” folder inside of the “Ace Combat Mod V.7b” folder.

3) Next, we open the folder entitled “ACM part 2”. In it, it will have a folder entitled “Text” and a read me. The text folder has the PediaIcons text document and Civilopedia already in there.

So make sure you put that whole “Text” Folder Inside of the “Ace Combat Mod V.7b” folder- just like you did for the Art Folder.

4) Now go back inside the “Text” folder and take out the Civ3QE Document file, “Ace Combat Mod V.7b” and place it into the Civ Conquest Scenario folder. When everything is said and done, this allows you to play the game.

Make sure you do this, sometime or another- again this allows you to play the game.

5) Now open the “ACM part 3” folder. This should have the “Units” folder. Drag and drop that “Units” folder inside of the “Art” folder. The same Art folder that has the “Civilopedia” folder inside of it. This is the Units folder.

6) Now this is the last step! That “Units” folder, only has some of the game’s unit folders. ACM folders, parts 4-6 has the rest. Basically, drag and drop all the unit folders from the ACM folders, into the “Unit” folder.

And that’s it!

Now, all you have to do is just start up the game. Look for “Ace Combat Mod V.7b” under the “Civ-Content” category and enjoy!
 
This may be very interesting. I will DL as soon as I leave work.
 
Awsome an Ace Combat Scenario. I will DL ASAP. Also to replace the rpveteer download the modern priate unit. (search for it it will come up)
 
Definately, here are some screenshots.

The 1st picture you see, I'm playing as the Yuktobanians (false Russia), whose primary color is red. I actually started this invansion, but the Oseans (false America) responded in kind, sending their M1A2 Abrams- their special unit Golden Age unit, in this scenario. No other country operates the Abrams in this current version of the scenario.

Modern Infantry is the the trooper you see standing tall in Itrusk and other cities. When the A.I. runs out of armor and helicopters, they are not to afraid to send human waves of these guys. And with a A/D value of 14/16 they can be a pain to get rid of by anthing less than the latest of tanks and attack helicopters. It's a great time to call in the B-52s as well.

Pic #2 is a small sample of the units in the game. It's just a taste, but the other new units look as good as well.

Pic #3 is a look at the Glorius Belkan Army! By now you see alot of Late-Age armor and Mech Infantry, including the Leopard 2 and Strv9040 IFVs. Those combinations go great together along with the PAH Tigers the Belkans have.

That chopper in the NE corner of the picture is a KA-50 of the Sotoan (false India) Army. The subs you see are Kilo SS, the upgrade for the regular, non-nuclear submarine. That trooper garrisoned at Leipzieg is a Shock Trooper. He's the replacement for CIV3's paratrooper but actually usefull. But he's only autoproduceable, every 3 turns by the Elite Infantry Training wonder.

I've might to raised that number to every 6 turns shortly before I've released this version of the mod, to make him a bit rarer- especially in non-accelerated production games. Feel free to do so yourself, if I haven't done it allready.

Pic 4# shows Verusa (false China) and Sandina (false Babaylon) duking it out. I'm playing as Verusa here and Sandina flooded my borders with their Mi-8s (Air Calvary units. ) The substitution concept is in full effect here since all the Sandinans have is Oil and Alluminum. In vanillia civ, the Sandinans would have been in deep trouble during the modern ages. But now they make due with what they have and build air calvary.

BMP-1 Armored Calvary (mid age mech infantry) await the Sandina attack.

Pic 5#- the last pic, shows the F-117 wonder splash. Yes, I know, Hoover Dam. Nothing too elaborate and since you're not going to be looking at the buildings much anyways, I decided to recycle vanillia Civ graphics and wonder splashes for new buildings.
 

Attachments

  • Yuktobanian Invasion of Osea.JPG
    Yuktobanian Invasion of Osea.JPG
    232.5 KB · Views: 1,034
  • Unit Sample.JPG
    Unit Sample.JPG
    185.9 KB · Views: 890
  • Belkan Military.JPG
    Belkan Military.JPG
    232.7 KB · Views: 987
  • Sandina's Invasion.JPG
    Sandina's Invasion.JPG
    275.4 KB · Views: 764
  • F-117 plant.JPG
    F-117 plant.JPG
    238.8 KB · Views: 768
First of all, did you give credits to the unit makers?

3000th post.

Edit: Looks fun. Is it a set map or a random map?
 
AlCosta said:
First of all, did you give credits to the unit makers?

3000th post.

Edit: Looks fun. Is it a set map or a random map?

It is a random map, I very much wanted to avoid the fixed map scenario. Though, I have considered using the actual Ace Combat World map.

About credits for the unit makers:

Yes I have given credits, but not on an individual basis, name by name basis. I myself have made none of the units, and if I haven't made that point yet, I'm sorry.

But off the the top of my head, there are models in this mod from Wyrmshadow, Ares de Borg, BeBro, Belou, MarineCorps, Recon, Kinboat, UtahJazz7, Ripptide, AAglo, Winter.
 
You missed me, I made the Modern Iowa BB, BTR 152, and the Kirov BC.

BTW, there are new, higher quality versions of the Iowa and Kirov out.
 
sonofabandit said:
It is a random map, I very much wanted to avoid the fixed map scenario. Though, I have considered using the actual Ace Combat World map.

You should use the Ace Combat World Map in my opinion.:)
 
Yes, the actual Ace Combat World Map(s) would add further distinction and flavor to this already distinctive mod. Congratulations on your achievement sonofabandit. :)
 
vingrjoe said:
You missed me, I made the Modern Iowa BB, BTR 152, and the Kirov BC.

BTW, there are new, higher quality versions of the Iowa and Kirov out.

That's right! I'm sorry about that Vingrjoe...practically a good chunk of your navy is in my mod! Your Kashin DDG is in there too. I love your models, I must admit. You do land, sea and air units pretty well.

And thanks on the new info about the improved Iowa and Kirov. I'll be sure to check them out. I like your Kresta cruiser you just made. I'm thinking about adding that one to my mod. Possibly as an interm unit between the regular gun destroyer and the missle destroyers of the late modern age.

And I'm glad you like the mod Sharon. Thanks. And I'll give the Ace Combat World Map a try. And any of the great map makers want to give the Ace Combat world map a try, feel free.

Link to a fan made map of the AC world, based strickly off AC cannon.
http://z14.invisionfree.com/The_Electrosphere/index.php?showtopic=1417

Links to offical Namco maps of the AC world.
http://z14.invisionfree.com/The_Electrosphere/index.php?showtopic=653
http://z14.invisionfree.com/The_Electrosphere/index.php?showtopic=654
 
Your Kashin DDG is in there too.

I believe Wyrmshadow made that unit.

Thank you for the compliments regarding my work.
 
The AC Mod Version 11:

This is SoAB formerly known as son of a bandit. Guess what, I’m back with an update on my new and improved mod! It's not realeased yet, but I'm ever, ever so close! So in the meantime, I'll tease you with some updates...:lol:

The Ace Combat Mod for Civilization III Conquests/Gold Edition. Now V.11 with Rhye's Terrain Pack. Still Work in Progress.

This mod is in it’s 11th itineration.

Unlike the previous versions, this mod is NOW A FULL BLOWN Late age Industrial- Modern Mod! The ancient and middle age eras have been replaced. Modern eras have been modified. The Tech names have changed and WWI, WWII, Korea and Vietnam era units have been added. New Resources such as Titanium and Tungsten replace older resources like horses as well.

The first era is now the Imperial Era. (Late Industrial and WWI era with subsequent technologies)

Second era is Imperial Era II (WWII and Korean Era technologies).

Era #3 is the Cold War. (Cold War era and technology)

And the 4th Era is again, the Modern Era (The present/near future era and technology. The setting of most AC games).

Gameplay.

Now the core gameplay such as the Substitution System from the older mod, is still here but it has been improved and expanded upon. Now for the updates!

New Update: Faster Units!

I've increased the movement of land units in general. By 1.5 and 2x really. They're a bit more mobile. So the computer may try exploiting weak cities behind your lines. So fear the guy with lots of armor, he'll parade over your capital in no time.

New Update: New Government-Corptocracy!

In Ace Combat 3, the world's nations were replaced by General Resource and Neucom inc, 2 massive multinational corporations. They took over all the functions on government including national defense and I decided to include this idea in my mod.

In Civ3 Corpotocracy may be the ideal governemnt, since it combines the money making ability of Democracy with the costs upkeep of a Communist country. But be aware, market prices fluctuate when there's a war going on. Advertising campaigns can keep the people happy for only so long... but it's much easier to keep a lid on things than in a Democracy.

New Update: Recon class vehicles.

Recon vehicles are the light utility vehicles like Humvees and Gaz jeeps. In this game they are the cheapest substitute for armor since they only need rubber to be produced. The idea being that if a nation doesn’t have the ability to fuel an armored division he at least fuel a few Humvees with TOW anti tank missiles on top of them.

Hence the A.I. Flag has a check on offense.
They also have slighty better attack than modern infantry as well so they can be used effectively in conjunction with troops as escorts. Their attack power is just good enough to take out main battle tanks on the defensive as well but don’t expect them to do well against Mech Infantry. Again, think of the Humvee with the TOW missile…

Plus, the Recon vehicle class is still useful to the nation who has tanks as well. The Recon vehicle is a light vehicle, it can be airlifted by aircraft or helicopter so in this game, the vehicle will have the foot unit flag checked. They go wherever an infantryman can go. So have a few of these in paradrop operations. They may prove useful.

New Update: VSTOL Aircraft and Transport Helicopters. Revisied Role in Transport aircraft.

This is something new and exciting I played around with. I added VSTOL (Vertical/Short Take Off Aircraft) in the game. These are the AV-8B Harrier, Yak 141 Freestyle and F-35B Lightning II and all of these are auto produced by their respective small wonder.

What sets these aircraft apart from the rest? They have 2 moves instead of the standard 1 for aircraft. This means you can send the aircraft on a bombing mission and then set him on air superiority before the end of the turn. Or likewise you can do a quick recon then proceed to bomb. Then again some moves automatically end the turn for that unit (like air superiority) use VSTOLs well.

Transport Helicopters likewise use 2 moves and carry the stealth flag. The only thing is that they can only carry foot units. So their offensive punch is limited. But the ability to rebase from several areas makes reinforcing infantry to newly occupied areas a snap.

On the other hand, transport aircraft (C130, C-17, AN-125) only have one move. But they are not limited to foot units. No, these are the heavily haulers, these guys drop battle tanks into combat. Reinforces positions with Mech Infantry, Attack Helicopters, ect.

The AN-125 Condor, a Yuktobanian special unit can carry multiple vehicles in its belly!

New Update! Updated Flavor Units:

I’ve played around with the idea of making some units more unique than others and decided that I liked the idea!

Now flavor units differ from each other. Although the differences are slight (+ or - hp and stats based on real world performance) and the units themselves remain well balanced. For example, the F-14 Tomcat has the same attack power as the Su-27 Flanker. Same +1 hp too, but it’s defensive stats are just a bit better… 16D vs. 14D. (Blame it on the Tomcat’s Phoenix missiles). But this comes at a cost, 200 shields to produce a Tomcat to the Flanker’s 145.

Likewise tanks, infantry and helicopter flavor units have this same thing as well. Consult the Civilopedia for changes.

New Update! More Unique Tribes. Heritage Technologies! Industrial Heritage Technologies!

I’ve played also around with the idea of making some countries more unique than others, and decided that I liked it. I focused on giving Cannon Ace Combat Nations mulitple special units, weapons and technologies. And likewise I’ve given them Ace Squadrons (I’ll explain more on that later) as well.

But I’ve done this by given choice nations inherited technologies… I.E. “Military Heritage”

Countries can produce unique special forces and ground units through unique technology paths and the small wonders that evolved from that Tech.

Let’s again use Belka for an example: Belka can produce a special forces unit, the Sturmvogels through the “Birth of the Grey Men” small wonder. But in order to build that small wonder you must research the “Real Politic” technology path.

To research “Real Politic” the Belkans need two things…

1) a universal, regular technology (like Fission) available to all civs

2) the free Tech given only to Belka, “Belkan Military Heritage”.

The fact that this Military Heritage is available to and only to Belka, means that no other nation can research “The Real Politic” technology” nor will they be able to produce the subsequent “Birth of the Grey Men” small wonder.

Other country’s small wonders paths follow this pattern as well…

Regular Tech + Military Heritage Tech= Civ Specific Tech.

Furthermore,

Civ Specific Tech= Civ Specific Small Wonder.

This is how super weapons, special forces units and Ace Squadrons are built.
But my friends this is only the tip of the iceberg!

Industrial Heritage Technologies!

Unlike Military Heritage Technologies, every Tribe has some kind of “Industrial Heritage Technology”. And again, Industrial Heritage Technologies are free Techs than enable a Civ to produce special units and or technologies. But Industrial Heritage techs are easier to obtain.

My main reason for including Industrial Heritage was to reduce the number of auto produced units given to any one player. (You didn’t think it was fair that you could produce B-52s, Tu-95s and Avro Vulcans all at the same time did you?)

So now, certain nations can only produce B-52s (through Grunder Industries Industrial Heritage). or Tu-95s (through Erusiean Air and Space Agency) or Avro Vulcans (through Axe and Hamer Inc) or H-6 Badgers (through Verusan State Industries).

Likewise auto produced aircraft like Eurofigher Typhoons, Su-37s, Rafales, ect are produced only by certain Industrial Heritages.

Attack Helicopters are now only auto produced and also are tied to these rules. Advanced Air Calvary such as the UH-60 and Mi-24 have taken over the role of main battle tank substitutes.

We no longer have all our cake nor can we eat it too. But be happy! This is to keep the challenge in the game. So when you pick a Tribe be mindful of the military and industrial heritage they have.

The Industrial Heritages are available to every nation and are the following:

Grunder Industries- B-52 plant, Eurofighter plant, AH-64 Apache Plant, Mig 31 Foxhound Plant, F-22 (after the completion of the of related special tech), AV-8B (after the completion of related special tech)

EASA (Eruseian Air and Space Agency)- Tu-95 Plant, Rafale Plant, F-104 Starfighter Plant, Ka-50 Hokum Plant, Su-47 Plant (after the completion of the of related special tech), Yak-38 Forger Plant (after the completion of related special tech)

Axe and Hammer Inc.- Avro Vulcan Plant, Su-37 Plant, F-4X Plant, PAH Tiger Plant, Mig 1.44 Plant (after the completion of the of related special tech), F-35B JSF Plant (after the completion of related special tech)

Verusan State Industries- H-6 Badger Plant, FC-1 Thunder Plant, Tu-128 Fiddler Plant, Rooivalk Plant, Su-60 Plant (after the completion of the of related special tech), Yak 141 (after the completion of related special tech).

New Update! Interceptor Class of fighters.

We have a new type of fighter that’s now autoproducable. Interceptors. Interceptors are designed to intercept bombers and other aircraft over long ranges (generally) and at high speed. Of course there are differences between these interceptors but that’s their purpose. To that end they have very high attack values.

Interceptors also have high +hp to simulate their amazing speed. But their actual defensive value is low, to simulate their relative weak damage tolerance and inability to dogfight. They also have low bomb damage values so they’re not ideal for ground attack.

The interceptor aircraft are the Mig 31 Foxhound, F-4X Recon Phantom, Tu-128 Fiddler and F-104 Starfighter.

New Update! Superweapons now work for the A.I.

This one right here is a biggie and giving nations auto producing wonders was how I did it. So if you’re playing against the Erusieans, expect them to have a few Stonehenge Guns laying around. I’ll list the super weapons and what requirements are needed to build them later.

New Update! Ace Squadrons!

It wouldn’t be an Ace Combat game, without rival Ace Squadrons so guess what! We have them. That’s right, play as Erusiea and you get to produce the infamous Yellow Squadron. Play Osea and you fly the Wardogs. Ustio has Galm, ect.

Now these squadrons are really small wonders that auto produce unique units.

For example Erusiea’s Yellow Squadron HQ, produces Su-37 (Yellow Squadron) units every 9 turns. Likewise North Point’s, ISAF GHQ, produces F-32 Erne (Mobius Squadron) Units every 12 turns.

Now these aircraft are of course much more powerfull than build able aircraft or fighters auto produced from the several industrial heritage wonders. In a way, the unique squadrons are super weapons in themselves. But they’re not invincible. The Civ3 Engine has a habit of giving plays upsets (spearmen beat tank anyone?) and it is an Ace Combat mod… heroes were meant to be brought down.

Consult the Civlopedia on who gets what.

More Updates…

A whole bunch of new units!!!! have been added to the mod, especially to fulfill the change in eras. So expect to battle it out with dreadnoughts, Sopwith Camel biplanes, Me-109s, Avro Lancasters, Mig 15s, T-34s and a whole heck of a lot more. The substitution system is in full effect early on in the game.

If don’t have the resources to build B-17s then go ahead and build that Stormovick tank buster.

I’m defiantly want to release this new mod, there’s still a little more testing I want to do but more importantly I want to add unique music to the game. Namely tracks from previous Ace Combat games.

Also I'm not really going to worry too much on the Tech Chooser screen. I've aranged the techs (the X, Y coordinate bull crap) in a way that makes logically sense. The newer techs are in front of the older techs and such and for the most part, they're accurate. But don't get alarmed if the arrows don't point to exactly where they should be. Just disregard them and pick your tech.

I just don't see why I should waste time on something that's intuative.

As for the Civliopedia, I'll put some work into. But all the key, important (unit stats, requirements and such) information is there for you. Unless you'd like me to start writing histories for each AC country... I admit that civlopedia work is a bit tedious and that's something I would like to do with a team of people.

Now, for some screenies!

I took over island nation of Verusa unilaterly... afterall, I'm playing as the Belkans. Why not conquer. But it didn't make the Oseans too happy.
They came to party when they made a pre-emptive strike on me. They wanted that island bad. And for the first few turns, they had it.


When the land war began to settle, Osea decided to vie for naval superiority. Here's a carrier duel I had with the Oseans over the formely Verusan Island.
http://forums.civfanatics.com/attachment.php?attachmentid=152600&stc=1&d=1178489618

Differnet game here. Ratio (Cartharage) wanted to parade here naval power. Each one of those stacks are guarding a Kunetsov carrier within. Not like the Kunetsov needs guarding. Although they have a lower total hp than their escorts, they're quite tough with their 15 defense rating.


Another game here. The Opal (Azetcs) come with a grudge since I defeated them in the last war. They're not the most developed civiliation but they brought a boatload of ground troops. They could be a little tough to sort through.


The last picture is just a sample of the naval units availiable in the game. I'll upload some samples of air and land units later.
 
http://www.3ddownloads.com/Strategy/Civilization 3/Mods/Ace Combat/Ace Combat Mod V.zip

Version 11 has been realeased. Come and Get it!

Just a few more notes... every other statistic and resource requirement look it up in the civiliopedia.

The AC Mod Version 11:

Tech Requirement for Wonders…

A lot of wonders require that a number previous structures be built. Now keep in mind that many of these wonders are unique to different industries or unique technologies.

Also, they’es a few more wonders that don’t require any previous structure to be built… they just require that you research a certain technology, most of these tend to be country specific.

These structures require that at least 3 airports be built:

B52 Bomber Plant
Tu95 Bomber Plant
Avro Vulcan Bomber Plant
Badger Manufacturing Plant
F-2 Aircraft Plant.
Strategic Bomber Plant
Espada Squadron Training
Southern Cross Airforce (4 actually)
Aurelian Black Ops (1)

These structures require that at least 5 airports be built:

B1B Bomber Plant.
Stealth Bomber Plant.
F-117 Plant.
Cobra Helicopter Plant
Sand Island Airbase
B7R War Memorial
ISAF HQ
Yellow Squadron HQ
Valias Airbase
Internationalism
McNealy Airbase (10)
Advanced VDV training
Verusan War Memorial
Osean Special Forces Training
Marine Commando Training
Wisna Squadron HQ
Vjara Squadron HQ
Sotoan SOCOM
Mig 31 Foxhound Plant (2)
Alect Squadron HQ
Belkan ECM Warfare
Revolution Airforce HQ

These structures require that at least 5 Manufacturing Plants be built:

Eurofighter Plant
Su-37 Plant
Rafale Plant
Mig.144 Plant
F-22 Plant
Su-60 Plant.
Su-47 Plant
J-11 Flanker Plant
Longbow Helicopter Plant
PAH Tiger Helicopter Plant
Hokum Helicopter Plant
Rooivalk Helicopter Plant
Yuktobanian Advanced Armor
Yering AFB (10)
Scinfaxi Dry Dock
Aurelian Skunk Works (1)
Battleship Modernization
Battlecruiser Dry Dock
F-4X Plant (4)
F-104S Plant (2)
Tu-128 Plant (2)

These structures require that multiple Harbors be built:

Operation Bunkershot (5)
Stealth Ship Plant (10)
IKN Shipyards (5)
Dragonet Dry Docks (5)
SBBN Dry Dock (5)

These Structures Require that 5 Research Labs be built

Stonehenge

These Structures Require that 5 Barracks be built

Verusan Army HQ
IKN Training Center
Sturmvogel Panzer Division
Usean SOCOM
Skylla Unit HQ
Revolution Guards Training

These Structures Require multiple SAM sites to be built

Leasath GHQ (7)

These Structures require 1 Marine Training Center be built

AV-8B Plant
Yak-38 Plant
F-35B Plant

Countries with specific techs and/or special units. Now keep in mind that all countries can get techs or units associated with major Industries. And a few wonders are universal as well. So don’t be surprised if you see a country not on that list drop paratroopers behind your lines while bombing you with a Su-47!

North Point
Osea
Erusiea
Usea
Yuktobania
Belka
Ceresia
Verusa
Kaientai
Sotoa
Auerlia
Leasath
Ustio
Sapin
 
Top Bottom