here a B-52

Yeah, this unit rocks, as do all units people are making =) BTW, to represent strategic, intercontinental reach, my strategic bombers can move anywhere (all terrain as roads) and can still bombard. The only thing I need to add is a long-range SAM which moves to get those bombers sitting off my coast =)
 
Originally posted by Gringo
Thanx alot Kemal for the INI file, what are you guys using for the Default.flc? I didn't get one with the DL.

I just use the run flc. The original download has lots of differently named flcs, but they are all the same. Single frame of the B-52, its a very simple unit this one. But Still pretty cool.

TVA22 I like that blitz idea.

For lack of a better implementation I use it with the max movement (8) with a higher bombard rate than the normal bomber, and higher cost too.

Original cost - 10
B-52 - 26

Original Bombard - 8
B-52 - 10

Original ROF - 3
B-52 - 5

I make it available with advanced flight and cannot be loaded. I dont know if this stops you 'relocating' to an aircraft carrier though.

This makes it much more powerful than the stealth bomber in attack abaility but just as susceptible to air superiority.

Oh yea and I give it a defense of 3 as opposed to the normal bomber's 2, to recognise it probably is a bit harder to shoot down than the old bomber, if only because it flies higher.

This all works for me.
 
Long-range sams? I thought sams were generally pretty short range. Why don't you use an aircraft carrier?

As far as infinite range goes, it's not unrealistic because with in-flight fueling B-52s based in America can hit pretty much anywhere in the world. They flew from America to bomb Pakistan during the recent terrorist extermination campaign. The problem is, does infinite range work in the game? I tried it once with a satellite unit to be used for long range recon and it still only went the miniscule 8 spaces. Maybe I did something wrong. Does infinite range work for anyone else?
 
The problem with moving strategic bombers around and bombarding it that if the fighters don't also, you cannot attack the bombers sitting off your coast (unless someone can correct me =) Your fighters will intercept for air superiority, but unless they can move, the bomber can bombard with impunity, or be "shot down" by a tug boat unless I have a battleship "escorting" the bomber. No perfect solutions =(
 
Man.......am I the only guy wishing that Infogrames adds a patch to the editor, so that Air units can be used as CiV2 ones?

I mean the mission system is cool, but these units' animations are too cool to just have them pop up and out of view.

All we need is a FIX that allows Air Units to fight and take damage like other units in the game, instead of just blowing up at the first shot...lol.

OH YAH! and a FIX for the Air Movement, currently if you assign (AIR) to a Unit and remove (IMMOBILE) and give it movement value, the terrain affects the Air unit's movement. NOT really a big problem with an (ALL TERRAIN AS ROADS) ability, that is untill Rail Roads come into the picture.

Patch, Patch, Patch, Pretty please with sugar on top, crying a river, and lighting candles on St Simon...

THERE I VENTED!......sorry guys.
 
I know a lot of people prefer the civ2 style of airplanes, but I actually like civ3's style much better. The reason is there is much less micromanagement involved - a reason I only played civ2 a few times and then never again - and it's cool to see a big air battle going on without me doing anything.

The gunships in my game have defense values only slightly lower than jet fighters and 1 or 2 hitpoint bonuses depending on the type. So the jet fighters only win about 60% of the intercepts (less if the choppers are elite) which results in the air battles. Also, it's unrealistic to have bombers stop in mid-air in civ2 after a turn and they even blocked land units. :crazyeye: :crazyeye: :crazyeye:
 
I agree Gringo. In fact, a hybrid would have been perfect. The missions are a convenience to moving your units out to a target location, performing the attack or bomb run, and returning to base. Interceptors automatically launching is a value-add, since only 1 person is moving at a time and you cannot otherwise intercept, but active-air defense, one of the many things CTP did right, is the way to go for this. Moving to a location and "bombarding" could represent a missile launch from standoff ranges as well. But oh well, it is better than having to land your fighters on the same turn and watching your bombers get wasted =)
 
No doubt that mission systems cut down on micro-management, plus I like also to watch an intercept execution.

I didn't intend to suggest they "replace" this with the old Civ2 system, I just want the option to be in the editor, to change the air units if ya want to.

Maybe a checkable box under the Air Unit attributes tab? "Civ2 style", if you leave the box unchecked then the Air Unit acts like a Civ3 Air unit.

I just think Civ3 should incorporate all the Unit Style options that the fans liked about their previous Civ Games in the editor.

Hell...I'll buy a Civ3 Gold (touched up and tweaked editor) if it does all of this.


PS: Anyone wanna share a hacked Paint Shop Pro with my destitute self......hehe ;)
 
I think this is cool. I like how it looks. My added thanks to kemal69 for the pedia entry. I'm an ex air force EW technician, and some of my training was on the EW systems of the B-52.
 
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