How do you get missles to load onto cruisers and subs?

connor

Highlander
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Dec 20, 2001
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Bannockburn, fighting the English
I have tried every way I could to get tactical nukes and cruise missiles to load onto aegis cruisers and nuclear subs. They will not cross over the water to the ships to load from the land. Please help. Thanks.
 
hey loading tactical nukes to nuclear subs is supposed to be okay right? At least in the unpatched version it was.

Just load those tactical nukes as you would load a cavalry unit to a Galleon. with the key 'L'. then send your sub to an enemy coastline and wake the nuke. Launch it as you would a bomber plane. Boom! instant death!
 
Once the sub or cruiser has been set in the editor to carry tatical missles you have to put them next to the coast line then just move the missle onto the ship. This was the only way to load them prior to 1.29. Though i h aven't tried it in the new version yet but it is probably the same way.
 
Hey! Remember to tag the Cruise Missle as a 'Tactical missle'. It worked for me. I got 5 subs with 6 missles ready to take on any transports that get into my territory.
 
Originally posted by Fr8monkey
Hey! Remember to tag the Cruise Missle as a 'Tactical missle'. It worked for me. I got 5 subs with 6 missles ready to take on any transports that get into my territory.

Sounds like my kind of Strategy :goodjob:

When my bro played Franco in WW2 Scenario (Civ2) he tried to control the Med`, eventually he succeeded and defeated all of the empires including the Axis! :goodjob:
 
connor

If you are playing with no mods, tactical nukes may only be loaded on nuclear subs. Cruise missiles can be loaded on transports only.
 
No prob'! Got your back.
 
Uh, don't you also have to check the Special action: Load for the cruise missle? (or does the Load checkoff for Tactical missle carry over?)

Has anyone increased the range (bombard range) of the cruise missle from 2? Seems awful low, maybe go up to a 4 or 6? Tactical nukes have a 6, and crusie missles certanly can range quite a ways ... I'm not sure what would be best though. Any concensus?

BTW IRL cruise missles can nuclear warheads, it was one of the more controvisol points when they were being developed ... some of us may remember the hu-hu when missles were placed in (then West) Germany ...
 
I set the range of cruise missiles to 4, the bombard to 32 and the rof to 4. I increased the cost, and made it so AEGIS cruisers can carry them. I also lowered the attack and increase the bombard of cruisers. Now they are true missile boats.
 
I have increased the Cruise Missles to 6 and I increased the Bomber and Stealth Bomer to 8 and also increased the bombardment streath of each plane and also for the battleship and Cruise missles. I keep changing stuff around after each game, now I plan on increase to cruise to 8 and I also think the Infantry need to be adjusted, maybe give them a -1 HP bonus or I will give the Tanks a +1 HP bonus, they seem stronger then tanks even though they have a lower attack. The new editor allows us to really get the game the way we like it. Later, Joe
 
Originally posted by royfurr
Uh, don't you also have to check the Special action: Load for the cruise missle? (or does the Load checkoff for Tactical missle carry over?)

Has anyone increased the range (bombard range) of the cruise missle from 2? Seems awful low, maybe go up to a 4 or 6? Tactical nukes have a 6, and crusie missles certanly can range quite a ways ... I'm not sure what would be best though. Any concensus?

BTW IRL cruise missles can nuclear warheads, it was one of the more controvisol points when they were being developed ... some of us may remember the hu-hu when missles were placed in (then West) Germany ...
Unless I'm Mistaken (and I probably am) The load check means that you load things ONTO the missle. Interesting concept.... load your cruise missles with infantry and take over the world.:lol:
 
Each solution to the Cruise Missle issue creates a new problem.

If you flag the CM as a tactical missle you can put them on Subs or Battleships or anything else that has the "Carries Only Tactical Missles". This solution however keeps you from using transports to resupply ships at sea or sending to colonies - the CMs are stuck on the continent on which they are built unless you use a naval vessel like a sub as a missle transport.

Setting the Carries Tactical Missiles flag for the transport then prevents them from being a troop (or arty) carrier, for it is a Tactical Missles ONLY flag.

Further, setting the Carries Tactical flag on Battleships or the Cruiser allows them to carry Nukes as well. Altogether not real bad, but I prefer to limit the ease of delivering nukes.

And yes, the CM range is absurdly low. Since by default they are a land based weapon, a range of 2 doesnt get outside your own territory usually making them primarily a defensive weapon.

Here are some other solutions. Leave the CM alone as a mainly land based missile. Up the range to 4 and make it lethal to land and sea units. Maybe make it cheaper also to make up for the lack of applicability.

Add the Penguin anti ship missile from the "unit Libarary" (URL=http://forums.civfanatics.com/showthread.php?s=&threadid=22289&perpage=20&display=&highlight=unit&pagenumber=5]From Here[/URL]) and flag it as a tactical missle; flag whatever naval vessels you want to put them on to carry Nukes. You can then either set it as a sea only unit (only kills ships) or as a sea based CM. Maybe make it more expensive to build, but increase the Bombard over CMs. The only "problem" is that the ships that can carry Penguins can carry Nukes too, so be selective.

A partial answer to THAT problem, is to add the Perry Class Frigate (Found Here). Make the capacity 6 or 8 and use it both as a Missile platform and Missile transport (at-sea resupply). This way you can leave the Battleship and Aegis alone so that the Perry's unique and "needed" functionality is missile (Penguin and Nukes) handling.

An alternative is to add the "Modern Transport" (it looks sorta like a pleasure cruise ship) a replacement for the Transport and use the "old" transport solely as a missile transport. I didnt like that when I tried it.

HTH
 
Originally posted by Crow T Robot
Each solution to the Cruise Missle issue creates a new problem.

If you flag the CM as a tactical missle you can put them on Subs or Battleships or anything else that has the "Carries Only Tactical Missles". This solution however keeps you from using transports to resupply ships at sea or sending to colonies - the CMs are stuck on the continent on which they are built unless you use a naval vessel like a sub as a missle transport.

Setting the Carries Tactical Missiles flag for the transport then prevents them from being a troop (or arty) carrier, for it is a Tactical Missles ONLY flag.

[. . . . ]

I don't recall how I did it exactly (I haven't looked at my old mod in a while), but by a series of flagging various "transport" units like subs, cruisers and BBs as (i) "foot soldiers only," (ii) "tactical missles only," and (iii) "foot soliders only" and "tactical missles only" for the same unit, I was able to configure submarines to carry 4 foot soldiers (but not missles), Aegis cruisers and BBs to carry cruise missles (but not foot soldiers or nuclear missles), and nuclear subs to carry crusie missles or nuclear missles (not foot soldiers). I believe this also required the CM to have a "foot soldier" flag. I never tried to reload a "transport" (BB, sub or nuke sub) at sea and don't know if my mod would allow it - whenever a unit had fired all of its missles it returned to port to reload.

Another alternative (one I didn't like and never implemented) is to flag CMs as "aircraft" and "tac missle" and various "transports" as able to carry aircraft and tac missles - this allows missle rebasing (instant missle replenishment) to any "transport" anywhere, but also prevents rebasing planes to naval units.
 
Very intersting Catt!

I think the CM as a foot soldier is the key to allowing them onto ships but not nukes. More than one way to skin a...cat.

I sort of assumed with contradictory flags like Foot Only and Tactical Only that the game would check one and ignore the other. But if the app checks the APPLICABLE flag when you try to load a missile or foot unit, then each could go thru. (apparently ONLY is a relative term) :)

I really dont mind adding the Missile Frigate/Cruiser to the game and making it's unique feature that it can carry missiles. If you make the Penguin a sea only unit though, it can only be made in coastal cities and probably only attack naval units. Part of the trick too is to set it up so the AI knows how to use them.

I tend to prefer part of your approach and not add the Penguin (or keep it antiship) but still add the frigate. I am not so hip on transports replenishing at sea as I am being able to ship CMs overseas. CMs as foot soldiers should still be able to board Transports, it would seem.

Great Info, thanks!
 
VERY clever, Gents!

I will need to try out the Perry Firgate. Would be nice to be able to have cruise missles from on-ship be able to be used as both anti-ship weapons AND against land targets. Maybe that will require combining both approaches ...
 
I didnt have much luck using the various "ONLY" flags.

I can see how it would work for what Catt wants, but as far as I can tell, the CMs can either be fired from ships or ferried by Transports. Which is overall good, or else CMs could fire from the Transport(!).

Best solution for what I am trying to do seems to be making the Penguin (which is really an Air to Ship missile) into a ship based cruise missile and leave the Cm as land based.
 
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