Flying units?

There is a helicopter in the origional game, but it doesn't "fly" in any game mechanic way. We can show something flying and then say it is flying by allowing it to pass over mountains and water (ie: water walking and move impassable). But that really doesn't accomplish the things I think flying should do. I think a flying unit should be able to pass through a tile with non-ranged enemy unit in it. A flying unit shouldn't be able to be attacked by a guy with a club if it doesnt want to be.

All of the weird situations that arise when you consider true flying is what has kept us from doing it so far. Its not hard to do, its just really hard to do well.

Could you use something similiar to the summoning mechanic Dives and for Bombing Attacks. That avoid coflict mechanic could be difficult huh?...

.HMM......Unless attacking or being approached from another air enemy perhaps a creature could appear to match the nation in question(just to the program not the player) and have to forgo that mechanic each time it wants to attack....Hence why some creatures tend to circle before attacking (like they are deciding something..ie to activate their Dive or Bombing attack button by forgetful players and Tricked/out manuevered AI's/players. Only the Diving One could be countered by melee units ....this should be possible with different animations. The Way ground units could out manuever a flying creature is to get right under it(Symbolizing a dodge to make the attacker overshoot or at least reposition for attack also this would allow for The bombing if they are underneath yet the diving could have incentives like more damage and such.....The to dive attack must set to Dive would be understandable to most and the bombing from overhead too....Just make the bombs appear as different from the same nation tag to the program even though the flags stay the same on the screen and to other air units too....There could even be a ground unit promotion perhaps for some ground units Repel Airborne and such.

Anyway I am not sure I am being clear on the idea....And Yes, I understand there are the complications you mentioned Kael...Thought I could offer something to your Idea Cocktail Bar...Even though I am sure it is already on it.

If you need this reinterated let me know....I wrote it rather quickly
 
There is a helicopter in the origional game, but it doesn't "fly" in any game mechanic way. We can show something flying and then say it is flying by allowing it to pass over mountains and water (ie: water walking and move impassable).

Hi guys,

Don't you already have a mechanic where certain units can't attack certain others ("Your law bringer refuses to attack so and so")? So maybe can you have various levels of flight promotion;

Flight 1: Unit can only be attacked by units with the Aerial Combat 1 promotion.
Flight 2: Unit can only be attacked by units with the Aerial Combat 2 promotion.

Aerial Combat I promotion given to some flyers and naval ships, and available to skilled archery units. AerCom II is much harder to come by.

Griffon: Flight I, AerCom I
Hippogriff: Flight I, AerCom II
Goblin Rockdropper: Flight I, Transport 1, Sentry
Darkelven Starshadow: Flight I, Invisible to most units, Transport 1, Can enter rival land

Eagle: (Upgrade to Hawk borrowed from some other thread): AerCom I, "Strafe" mechanic implemented

Order Aership: Flight II, Transport 4, Sentry, whatever..
Luichirp Skycraft: Flight II, Transport 6 (Golems only), Repair
Veil Brimstone Zeplin: Flight II, Channeling III, Sorcery, Fire III

Dimension III + Sorcery = Teleporting Bolts. Grants AerCom 2 promotion to targeted unit for 1 turn.

Air II + Sorcery = Lightning Bolt summoned with AerCom 1
Air III + Sorcery = Thunderstorm summoned with AerCom 2

I'll stop brainstorming now since you're probably about to tell me it's not possible ;)

Cheers
Smak

PS. Actually, I have an irrational dislike of hippogriffs. If any of these ideas are useful to you please apply them to a better creature :)
 
I think the biggest issue with using promotions to simulate flight is that it still wouldn't allow flying units to pass over ground units, right?

The biggest issue is getting the AI to use them effectivly. Its fairly easy to create unit that follow different rules, its very difficult to get the AI to understand the change. But yes, gettign the flying unti to share a tile with enemy units that cant touch it is hard too.
 
Its fairly easy to create unit that follow different rules, its very difficult to get the AI to understand the change. But yes, gettign the flying unti to share a tile with enemy units that cant touch it is hard too.

Ah, now I see. Actually, the lack of tile sharing didn't seem like a showstopper to me; maybe I've been dealing with "Helicopter" style flight for long enough in these games that I'm conditioned to accept it :D But if "Airships" are expensive and rare, you won't want to use them to try to control terrain; they'd be hovering offshore or over peaks anyway?

But, the AI. That's too bad.

Out of curiousity, does the AI have a basic idea to build counters if it's getting killed by something specific? Like, stealth? In vanilla it always has enough anti-air, but I guess that's because it just goes ahead and builds a lot of everything.
 
Dimension III + Sorcery = Teleporting Bolts. Grants AerCom 2 promotion to targeted unit for 1 turn.

But the unit dies at the end of the turn!

aaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhh SPLAT!
 
But the unit dies at the end of the turn!

aaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhh SPLAT!

Not that it matters, as his idea doesn't work properly, but he said give AirCom 2 promotion, not Flight 2 promotion.

Plus, what about the water creatures idea? Nobody said anything about that.
 
I agree with the sentiment that if a flying unit wants to get from point A to point B and avoid combat, it would take a SAM-like effect to hurt/stop them, not just a hostile unit.

OT but related, shouldn't certain water-based units (sea creatures) get a "deep dive" ability that prevents them from attacking/getting attacked? Essentially they would be acting like submarines.
 
OT but related, shouldn't certain water-based units (sea creatures) get a "deep dive" ability that prevents them from attacking/getting attacked? Essentially they would be acting like submarines.
Its not OT in that it has the exact same problem-getting a sub and an enemy frigate to share a space.
 
since hidden nationality lets units act at war even when at peace, shouldn't it be possible to make units act at peace even when at war?

i.e. hidden nationality lets a unit attack a unit it is at peace with, it seems like it should be possible to make a unit not attack a unit and instead simply move into the same square.
 
The biggest issue is getting the AI to use them effectivly. Its fairly easy to create unit that follow different rules, its very difficult to get the AI to understand the change. But yes, gettign the flying unti to share a tile with enemy units that cant touch it is hard too.

So Can the AI recognize the difference of targets that :1.It can attack Vs. Targets it can not attack? 2. Targets that can not attack it Vs. Targets that cannot attack it? 3. Favor of Targets it can attack that cannot attack it?( Assuming this is the third and more diffitcult question)
 
since hidden nationality lets units act at war even when at peace, shouldn't it be possible to make units act at peace even when at war?

i.e. hidden nationality lets a unit attack a unit it is at peace with, it seems like it should be possible to make a unit not attack a unit and instead simply move into the same square.

though these two types would have to be seperated into two diffrent "ignore civ" rules

hidden nationality can attack and be attacked by all other civs with no regards for war or peace.

thus units that can move onto a square without attacking require a diffrent promotion, not to be mixed with hidden nationality
 
Considering I've just discoverd this "justified" flying unit thread - I Figured my two coppers best fly in and damage something.

I dont care if its a "gimped" type of flying - I want flying units. If My brain can imagine it, and we have some faux reason that is at least plausible for why units can/cannot attack flyers, or why they can/cannot cross water, then I'll be happy.

I do understand the need/urge to "do it well" - but for the love of all that is winged and featherd - let us find something.
-Qes
 
Maybe back to good old civ2?
Plain movementcosts, cant be attacked by non flying units?
(Since griffins and dragons dont run on petrolum i think we can take out the has to to end turn in a city)
 
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