HormoneA ASW Helicopter 10-26-06

vingrjoe

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This is the Soviet Navy's Anti submarine Warfare helicopter, the HormoneA. I made this unit to go along with my Moskva Class Helo Carrier. There is no sound files nor sound file assignments in the INI.

Thank you to Wyrmshadow for finding me the model.

Version 1.0 10-26-06:http://forums.civfanatics.com/downloads.php?do=file&id=3290&act=down



 
Wow! The blades make the units shaddow look a little bit like a dragonfly. I'd guess you'd give this unit "Lethal Sea Bombardment" and "Detect Invisible".
 
Virote_Considon said:
Wow! The blades make the units shaddow look a little bit like a dragonfly. I'd guess you'd give this unit "Lethal Sea Bombardment" and "Detect Invisible".

The reason the blades look different is the Hormone had two sets of counter-rotating rotors, which wiped out the gyroscopic effect all single rotor set helos are subject to. Note there is no tail rotor due to the lack of this effect.

Sweet unit Vingrjoe.
I will post game shots from my TCW naval sandbox when I get some time.

It will be used on the Moskva, the Kiev, and I suppose the Ulyanvosk carriers.
I am tempted to modify the Kirov to carry it as well, but since the Kirov only carried a couple Hormones, and one unit is supposed to represent 8-10 helos.........
 
I will post game shots from my TCW naval sandbox when I get some time.

Sounds good I_batman, I am looking forward to the Red Fleet's display of their ASW airpower.

I'd guess you'd give this unit "Lethal Sea Bombardment" and "Detect Invisible".

That is up to you. I've discovered through testing, that flagging it with Lethal Sea Bombard, tends to encourage the AI to send it on suicide missions against more AAW capable surface ships.
 
vingrjoe said:
Thank you to Wyrmshadow for finding me the model.
So many models, so little time.
 
What stats would you suggest for it?

As of right now, I have it at A/D/M = 0/1/1 and bombard 12/0/2. However, it all depends on the sub's defense number in your game/scenario. A sub shouldn't have too big of a defense, since they can only use passive defenses. The sub defense should be low enough where an ASW helo wouldn't need too high of bombard number, to keep the AI from throwing them away on surface ships.

Recently, I've been trying to set up the right combination for the Moskva and Hormone to get the AI to load them up in the Moskva and use them. The AI will use the helos against my subs from coastal cities, but I haven't had much luck recently at getting the AI to load the helos.

So far I've come to the conclusion that a Watermelon is more intelligent than the AI in Civ3.
 
vingrjoe said:
So far I've come to the conclusion that a Watermelon is more intelligent than the AI in Civ3.

Too true, sadly.

However, a thought has struck me: If Ground Attack aircraft can be land units with re-base and "Treat All Terrain as Roads", could Naval-combat aircraft work if they were sea-versions of the land based ones (so all terrain=roads, rebase, sea, stealth attack vs. subs)?

It's a thought, I guess.
 
I always figgered "Hormone" was a pretty hilarious designation for anything other than, well, hormones. But it's not like the Russians called it that, it's NATO's fault for being so silly.
 
Well, after more testing, this is how I would set the Hormone up, to go with the Moskav.

Flags
Tactical Missile
All Terrain as Roads
Sinks in Ocean
Sinks in Sea
Detect Invisible

Air Strategy
Bombing
Recon ?
Rebase

Unit type
Air

Give it two movement points, one defense point-so it cannot be captured. Attack is up to the user, bombard is up to the user. Don't set the bombard too high, or the AI will use this against well equipped AAW surface ships as I've mentioned before.

The AI will use this against subs. However, the conclusion from my recent testing is that the AI will only load this unit onto the Moskva or like carrier under the right circumstances, I have seen this happen, but it was some time ago when I first tested this concept. Also give the Moskva or the like, Carry Aircraft and Carry Tactical Missile flags.
 
It never ceases to amaze me that in the hands of a skilled artist a Civ3 unit looks so much more realistic than the cartoony mickey mouse units of Civ4.

Excellent job :goodjob:
 
Very nice job now the Russkies have a naval chopper to inhabit that great ship you made. I bet those counter rotating blades was alot of fun to do.
 
Moff Jerjerrod said:
It never ceases to amaze me that in the hands of a skilled artist a Civ3 unit looks so much more realistic than the cartoony mickey mouse units of Civ4.

Excellent job :goodjob:

Agreed. Vingrjoe is an magnificent artist. Not to minimize his skills, but I think there are some really good Civ IV graphics. (By the fans.)
There is the catch-22 of Civ IV: to get high quality graphics like this in Civ IV, you need a high poly count. And when you get a high poly count, game slows to a crawl, unless you have a high powered computer with a fantastic video card.

Vingrjoe, I know you did that 3D Knox, and you asked me to post a screenshot.
I still owe you that. I haven't fired up Civ IV for awhile.
 
Good looking unit. Glad to see you brancing out (again).

vingrjoe said:
Well, after more testing, this is how I would set the Hormone up, to go with the Moskav.

Flags
Tactical Missile
All Terrain as Roads
Sinks in Ocean
Sinks in Sea
Detect Invisible

Air Strategy
Bombing
Recon ?
Rebase

Unit type
Air
Ok, I'll bite... why the sinks in Ocean and Sinks in Sea for an air unit?
 
Bjornlo said:
Good looking unit. Glad to see you brancing out (again).


Ok, I'll bite... why the sinks in Ocean and Sinks in Sea for an air unit?

Look at Moskva Helo Carrier thread, posts #42 to #46...;)
here
 
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