Have Gunship, will travel (mod preview)

AirPower tends to be rather devistating once you have Air Supremacy.

I dont even think regular ground troops should be able to attack a flying unit, you need to have Rocket Infantry or some other similarly equiped unit to do so.
 
Impaler[WrG] said:
AirPower tends to be rather devistating once you have Air Supremacy.

I dont even think regular ground troops should be able to attack a flying unit, you need to have Rocket Infantry or some other similarly equiped unit to do so.

I totally disagree with this statement. Ground force have and will continue to engage air units. Their effectiveness will vary greatley on the types of weapons but even a regular assualt rifle can be used to take down air units.

As for a helo unit attacking and then moving over water to be untouchable by ground units is not a exploit but a valid tatic.

@Roger - can this be modified so that the Gunship can only fly over costal waters and not ocean tiles?
 
Nightravn said:
I totally disagree with this statement. Ground force have and will continue to engage air units. Their effectiveness will vary greatley on the types of weapons but even a regular assualt rifle can be used to take down air units.
Yes, ground forces can fight air units, and do so very well sometimes. All I'm saying is that the air units are the ones that determine whether or not to engage, due to their high speed. This would be represented in game by allowing ground units to defend but not initiate combat against an air unit. In fact, that is exactly how civ treats planes. Maybe I should look in to adding that to my mod. I don't know if I will have time or not because I've just found out I'll have to work this weekend. :(
As for a helo unit attacking and then moving over water to be untouchable by ground units is not a exploit but a valid tatic.

@Roger - can this be modified so that the Gunship can only fly over costal waters and not ocean tiles?

Yes, this could be done. You can do that on your own by changing the XML in Civ4UnitInfos.XML

Code:
<TerrainImpassables>
				<TerrainImpassable>
					<TerrainType>TERRAIN_OCEAN</TerrainType>
					<bTerrainImpassable>1</bTerrainImpassable>
				</TerrainImpassable>
			</TerrainImpassables>

Roger Bacon
 
RogerBacon said:
Yes, ground forces can fight air units, and do so very well sometimes. All I'm saying is that the air units are the ones that determine whether or not to engage, due to their high speed. This would be represented in game by allowing ground units to defend but not initiate combat against an air unit. In fact, that is exactly how civ treats planes. Maybe I should look in to adding that to my mod.

Well, in the case of helicopters at least, it's not always their choice to engage in combat as recent events have shown... sometimes they're surprised by ground troops with shoulder-mounted launchers.

I'd rather, if possible, that you include some easy way to turn this feature off for those of us who don't want it.
 
Set the XML <Flying> bolean value to zero duuu :p
 
Impaler[WrG] said:
Set the XML <Flying> bolean value to zero duuu :p

Yeah, but will that also prevent it from being able to fly over water? I want to be able to fly over water but still allow ground units to attack it.
 
Nightravn said:
As for a helo unit attacking and then moving over water to be untouchable by ground units is not a exploit but a valid tatic.
I disagree. Where would the helicopter refuel? In a one square lake in the middle of the enemy land?
 
The Great Apple said:
I disagree. Where would the helicopter refuel? In a one square lake in the middle of the enemy land?

A helicopter should definitely not be able to end a turn over water. Also, with the fuel mod I'm working on, the fuel issue is going to be a working part of invasion strategy.
 
at least melee units should not be able to attack...no more macemen banging my helos:lol:

but instead of making this an option just increase bonus for helo to like 100% vs melee units etc....

but i still like the idea of most ground units not being able to attack...with some exceptions...
 
Just because a unit ends its turn over water doesn't mean it has run out of feul. The Movement turn is how far it can go in a length of time.
 
Nightravn said:
Just because a unit ends its turn over water doesn't mean it has run out of feul. The Movement turn is how far it can go in a length of time.
True, but if a helicopter spends 20 turns going out, pillaging, then running back to it's safe lake; where is it going to get all that fuel from?
 
The aspect of feul is not considered in this mod or in vinilla Civ for that matter. Then same argument can be said of Armor. Though one could say that the armor unit is representive of a divsion which would have refueling trucks but I can take my Tank and move it across the world where no amount of refueling trucks I could bring with me would supply me unless it was a continues stream. If we want to add that aspect in I think the idea of refueling all modern units is a good idea and just maybe Pedro will give us the answer.

Vote for Pedro!! SOX's Rule :D
 
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