Launching cruise missiles from air units and the AI

NP300

Prince
Joined
May 18, 2004
Messages
402
Location
North America
I was thinking of a way to make a usable "atomic bomb" unit available with fission. I am thinking of the following:

1)Giving it a bombard range of 1
2)Flagging it as a "tactical missile"
3)Allowing bombers to carry "tactical missiles"
4)Giving bombers the the "airdrop" ability

Now, unless I am missing something, I think this would allow me to load the atomic bomb into a bomber and then have the bomber airdrop it right besides an enemy city. Then I could activate the atomic bomb and use its 1 bombard range to nuke a city.

A possible problem is that I am not sure if it could be airdropped on the sea, as cruise missiles are land units.

In particular, I would like to know if the AI will use this unit if I flag it as a "cruise missile" and flag the bombers with the air "transport" AI strategy.

Also, is it true that airdropped units cannot move during the same turn in which they are dropped? If this si true, it would probably ruin my little scheme as it would let the enemy capture/destroy the tactical missile before it can be fired.

By the way, this would have the benefit of letting the bombers carry cruise missiles and tactical nukes as well. Of course, these bombers wouldn't be able to land on carriers.
 
Hmmm. I just build ICBM's and dont have this problem. But i could see if you need quick nukes how this would work. However, once this becomes worthwhile (you get nukes) every squar has a rail road, and you usaly nuke the front lines (at least i do).

YOu coudl just rush workers in to make more RR in newly captuered territory and then move nukes up even quicker.


Kind of redundant really. If iron was not needed to build bombers or nukes then this would be a superb solution to slow moving nukes. BUt that is not the case.
 
Ermm... Iron isn't needed for bombers or nukes...
 
DOH! Been awhile since i played. Just reently got the JOMT bug. Damn epidemic.
 
NP300 said:
Also, is it true that airdropped units cannot move during the same turn in which they are dropped?

It is true, units can't move the turn they are airdropped.

Besides that the thought is good about early nukes. It just needs a little refinement.

Theoden
 
General Joey said:
JOMT bug? What's that?
Anyway, I like the idea, although it is a little overpowered.


JOMT= Just one more turn! An afflication caught by every civver.
 
Perhaps the best way to do this woudl just be to flag a bomber unit as the nuke. Change the animations so that the "bombard" would be the nuclear holocost; then it coudl be intercepted by fighter,s shot down, and would cost the same price, or maybe a little higher than a normal bomber.
 
crimson238 said:
Perhaps the best way to do this woudl just be to flag a bomber unit as the nuke. Change the animations so that the "bombard" would be the nuclear holocost; then it coudl be intercepted by fighter,s shot down, and would cost the same price, or maybe a little higher than a normal bomber.

I think air units are not destroyed when attacking.

Currently I have the atom bomb be a tactical missile with a range of 6 and immobile and not loadable, but it can be re-based. It just seems worng that you can't build an atom bomb when you get fission.

I just think it would be more elegant to be able to airdrop them from planes and to do this with cruise missiles as well. This probably won't work as they can't move on the same turn but I'm still wondering if the AI would use this.
 
I don't think that AI would use you invention
 
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