Cruise Missles

LuginAtLarge

Chieftain
Joined
Nov 20, 2002
Messages
2
Cruise missles should be able to be airlifted. In addition they should be able to be loaded onto and launched from carriers. you can do that with the real ones.
 
With unmoded version you can move them into transport ( not load from a city but move into it) and wake them move on the coast and fire next tun ( protect them with ground units).

But if you mod them , there is much more fun, here what i did.

1.- i give them tactical missile ability

2.- i increase their range from 2 to 8

3.- i give aegis cruiser the ability to carry tactical missile ( 4 per aegis cruiser).

Now with this simple modification you can move 4 cruise missile into an aegis cruiser and fire directly from it to bombard 8 tile away. It look great.

Look and read into editor, take your time it is easy to mod, save your file to a bic. file when asked ( name it) and play your mod as a scenario unsteed of new game.
 
Cruise missiles should also have the ability to perform precision strikes - not to mention have a much larger operative range.
 
The discussion about cruise missiles and their range/bombardment ability/portability seems to come up quite often, and I'm not exactly sure what the thinking was behind the way they were designed for the "unmodded" game.

But the good thing is that they are easy to mod, and that gives players the ability to use cruise missiles (and other things) the way they want to.
 
I have modded cruise missles in my games as well but found that the AI does not build them and use them properly. I modded the cruise missles to fire from subs and Aegis cruisers. A human player knows that he/she can load the missles in these ships and attack from the sea to support a land invasion but for some reason the AI does not get it.
 
As it stands, Cruise Missiles are very useful, though it takes extra effort to get them to a launch point sometimes.

They have a RoF of 3, and kill units. When attacking cities, they will only target defensive units, not civvies or improvements.
 
Originally posted by Tony Soprano
I have modded cruise missles in my games as well but found that the AI does not build them and use them properly. I modded the cruise missles to fire from subs and Aegis cruisers. A human player knows that he/she can load the missles in these ships and attack from the sea to support a land invasion but for some reason the AI does not get it.

I remember someone have report that you can modified build strategy for a.i. so they will use it, but i never try it.

In civ 2 a.i. use cruise missile a lots, aegis cruise was a must but in civ 3 :(
 
While the Civ2 AI was fond of CMs, it for some reason always targeted Battleships. If four Transports filled with Armor turned up on the horizon with a lone Battleship following, it'd waste whatever number of missiles necessary to sink the Battleship, and then happily watch the Armor rip thru its cities during the next turn. Ugh.

As I've written in other threads, I'm kind of a fan of CMs in Civ3. Ability to fire from ships'd be nice (my mod allows this), but the range shouldn't be increased much without increasing the cost, or they'll be too effective, in particular since the AI is really bad at exploiting modded units.
 
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