How do you stop airships?

Fighters should be a mere one-tech differance from Airships... but Physics alone doesn't do it.

Simply go into the Civ4UnitInfos.xml and change Airships to require Physics AND Combustion... this will ensure fighters are only one tech advance beyond Airships... there's no way the AI (or anyone else) should be producing airships without knowledge of the combustion engine... otherwise they are uncontrollable balloons.

By doing this, it will prevent unstoppable airships for years on end until somebody develops flight.
 
I may just do that.

I currently fighting a long distance war. I have superior navies and units, but I just can't get close due to those airships. They weaken up my forces enough that even ships of the line get smeared by frigates.
 
Yeah, airships are broken. On the other hand, putting them only one tech away from planes makes them all but worthless. I haven't gone to the trouble of deleting them from the game, but I'm tempted.
 
Heh, wait, completely didn't understand what he was asking. Sorry. Disregard.
:blush: :blush: :blush: :blush: :blush: :blush: :blush: :blush: :blush: :blush: :blush: :blush: :blush: :blush: :blush:

Actually that was part of what I was asking. Airships seemed so strong, but I figured may be there was a way to take them down that I didn't know about.

Now that I know they are effectively immortal units for a good portion of the game, they are definatly overpowered:)
 
Airships aren't immortal, they die when your soldiers march in the city where they're based...

Narmox
 
If you cannot build fighters but can build destroyers, build them and place them in the city that's being attacked. Otherwise beeline to Rocketry. But the best method is like narmox wrote: march in the city where they're based.
 
If you cannot build fighters but can build destroyers, build them and place them in the city that's being attacked. Otherwise beeline to Rocketry. But the best method is like narmox wrote: march in the city where they're based.

Thing is, unless your army is just flat out better than the airship guy, I can't see this winning. While your marching towards that area you are getting bombarded by airships nonestop, your forces just won't be strong enough to fight opposing enemies.
 
Your forces won't be strong enough?

They still have 80% of their strength. Airships only cause a maximum of 80% damage to a target and they can only have 4 per city, so the maximum they can do is deplete 80% of 4 units.

Stop worrying about those weak things and build some destroyers
 
If the guy has a load of airships then he is less likely to have loads of defensive troops as well defending the city, and vice versa, if you are not strong enough to take a city with some air ships then you are in trouble wether they are using airships or not.

I agree they are broken and like in my current game they are a pain, but my stack is big enough, promoted enough, and advanced enough so they are a definate annoyance but not a stack breaker, its nice to march in and know 6 airships just dissapeared.

I would also like them gone from the game however, or dramatically changed, I thinnk a thread some time ago suggested a reconisance role rather than aggresive one (sorry for the spelling not my strong point)

as always if there is a problem take more troops..
 
I've never really been bothered by airships. They really don't do enough damage for it to be noticeable. When you're marching in with your huge stack rifles and cannons, a few airships are really nothing to worry about. I don't even bother building them because they're just not that useful. Small range, low damage.
 
Exactly. They can only damage up to 4 units (4 airships in one city can), and they still have 80% of their attacking power. Airships can't even cause collateral!

"Oh no! My stack is doomed! Now I can't take the city, because it has 20% less strength!"
Seriously, 20% is a laughing matter.
 
I use airships a lot. They are excellent for softening up cities and units in the field, especially ships - they see submarines too, how useful is that?

I do wish Airships could damage enemy airships though, even if it never happened historically. I don't find the tech lag to Fighters too long either.

Don't fret about enemy airships - build your own!
 
I consider airships a nuisance but not a game-breaker... seriously though, folks should consider making Airships require Physics and Combustion engines... it's just as silly to have Airships without combustion engines as it would be having tanks without them.

This will cut-down on the "immunity" time-frame for Airships... it's both a simple and logical fix as-well.
 
How exactly do I change the xml? I found where it says tech_phycics, what do i add to it?
 
I think airships cause frustration if the AI gets them first and you have no counter to them. They in fact don't cause a lot of damage.

As suggested, if you're ready, invade them. :D
 
How exactly do I change the xml? I found where it says tech_phycics, what do i add to it?
I'm not at home right now so can't show the exact xml line, but some units by default just have the "one" tech slot... while others have four slots (one primary and three extras). Just scroll up or down in the XML to a unit that requires more then one tech and copy/paste the multi-tech requirement field into the airship field... then ensure the primary tech for Airships is "TECH_PHYSICS" and the top secondary requirement is "TECH_COMBUSTION"... then the other fields should read "NONE" for tech requirements.

That'll do it.
 
Back
Top Bottom