Hello,
Mobiles planes don't fight each other. The attacking plane always wins !
The attacking plane can even destroy multiple planes.
Is there a good solution ?
Also I gave stealth planes the invisible property which gives it a more stealthy feeling.
Jet fighters and mobile sam's can detect invisible units now as well.
Little problem is sam's can detect submarines near coast and Jet fighters can detect sub marines as well.. but I'll take it
Anyway I thought about the following:
1. Making planes land units. I don't like that because it doesn't give them a "air feeling". Being able to fly over sea is cool !
2. I tried making them foot units... but then they can't be "hangered" in the carriers
3. I tried giving them a transport capacity of 1 so that a pilot can be added.
Now planes fight the pilots... but then the planes can't enter hangars like carriers.
I liked the feeling of civilization 1 where planes can be flown across the skies.
Adding this feature to civilization 3 conquest makes it so much cooler ! Especially the stealth/invisible bombers make it even more cool.
I have some scout fighters and even a transport plane !
All with standard graphics so it simply works in multiplayer as well.
For now I keep the scenerio private maybe later I publish it on internet.
I have a feeling it's gonna be popular real soon.
It's nearly perfect... only thing I don't like is this plane problem... where they die too easily
(also ground units can destroy these planes too simply... Vica versa does work... the planes attack ground units which is good)
One last problem is:
Planes can capture workers... even if capture is off... I solved this problem by giving workers a defense point... but then workers can't be captured anymore by planes at least.. not sure about ground units... workers then just die that's ok
Bye,
Skybuck.
I see two possible cases which might be fun.
The newb friendly case, I already played this (much fun
0. All planes are mobile.
1. All planes die when attacked. (Think of it like this: pilot landed plane to take a rest/sleep )
2. Stealth bomber and stealth scout/figther are invisible and have stealth.
and have their bombing range reduced.
3. Jet fighters can detect invisible stealth planes and invisible submarines.
4. Mobile sam's can detect invisible stealth planes and invisible submarines.
5. Transport plane has 3 transport capacity. (Foot soldiers only)
6. Transport heli has 4 transport capacity but is a bit slower. (Foot soldiers only)
7. Scout plane is fast but weak.
8. Planes can be hangered in carriers and airfields.
9. Planes behave like "blitz" can destroy multiple planes in one turn.
10. Workers and settlers have defense value to prevent easy captures by planes
Then for hard players, this could be much fun as well:
1. All planes have a transport capacity, they can no longer be hangered in carriers.
2. Weak planes have 1 transport capacity.
3. Medium planes have 2 transport capacity.
4. Strong planes have 3 transport capacity.
Stealth bombers would for example have transport capacity 3.
Because they are hard to shoot down/kill.
Which makes it a bit more realistic.
The drawbacks are:
5. More units needed for "pilots".
6. Stealth planes can drop units undetected in enemy land.. unless enemy has sam's
7. Planes become powerfull troop transports. But for foot soldiers only.
Since all units are pretty cheap in my scenerio this doesn't have to be much of a problem..
But micro managing all the pilots for planes and such might become a bit too much... and the game might require to many soldier units and such for plane defense..
Also fitting stealth bombers with 3 anti-tank/tow infantry sounds like fun lol.
For now I shall stick with case A.
But maybe later I switch to case B.
Feature wishes:
1. Ofcourse better plane support/implementation
2. Super Transport Plane for transporting tanks
Bye,
Skybuck.
I shall implement case B in an alternative scenerio.
Also the jet fighters in case A were a bit stronger and carriers did not offer that much protection against them... so maybe I would then need jet fighters to be weaker... but then everything starts to get inbalance me thinks... unless ofcourse jet fighters are just for attacking planes only or so via movement... they could even have attack strength zero... it probably wouldnt matter. though jet fighters against carriers do matter.
So jet fighters could have weak strength attack so jet fighters can attack units as well.
The defense of planes is just not working correctly in Civilization 3 Conquest... that's the only problem really.
So carriers could be given a higher defense strength... to be able to withstand more jet figher attacks... otherwise players have no way to really protect their jet fighters at sea
I like carriers in original game mode... so otherwise those beautifull carriers would become useless in case B
Given them another role wouldn't feel right.
Also the carrier role is reduced in case A... because planes are now easily mobile... players can simple take a risk... and position their planes outside of enemy terrority...
So carriers not that usefull... unless bombing range for mobile planes is reduced... and bombing range for planes in carriers is increased...
But that would also feel very strange... how come they can fire so far from carriers players would wonder ?
So that would be a stupid discrepancy...
So even in case A the carrier roll is reduced quite considerably.
Maybe this roll could be somewhat restored by simply giving the carrier.
Artillery functionality.
So that carriers can fire deep into enemy terrority... but still have some defense against air planes or so... or enemy air strikes...
Ofcourse other carriers could then try to simple bomb the other carrier.
I think this would make carriers a whole lot more cool... I like those big things... they can be very powerfull in normal games.
Even after whole empire destroyed... those carriers mobile airfields... hard to spot and destroy
I would kinda miss that in case A... however the fun of carriers is not replaced by the fun of stealth bombers... which is even more fun !
I just want MORE FUN LOL. Why can't I have both lol... maybe I can I wonder...
However battleships have smaller artillery range... so that would kinda be weird... and then player has no way to counter the long range artillery strikes... so that would be a bad replacement. So I am not gonna do that
I have one more idea:
Planes could be made very slow... but still a bit faster than tanks.
Light tank: 3 moves.
Medium tank 2 moves.
Heavy tank: 3 moves. ( more powerfull engine)
Stealth bomber: 4 moves.
Stealth figher: 5 moves.
Jet fighter: 5 moves for interception. (Currently it's 6 or so in my scenerio)
Scout plane: 6 moves for fast scouting.
Transport plane: 5 moves.
Transport heli: 4 moves.
To make carriers worth the trouble they should be a bit faster.. but they already are hmmm
Carriers: 7 moves.
Well carriers have to go past the coast... so that reduces their usefullness.
Making them faster would make the rest of the fleet unbalanced... and super fast ships seem kinda strange.
Actually the planes already kinda slower then ships... that would be weird but consider it as follows:
Stealth planes and Stealth fighters need to fly slow otherwise they make to much noise
I like the current feel of scenerio A.
Maybe I am gonna make jet fighters a bit less powerfull in attack strength and carriers a bit more powerfull in defense strength.
I think jet fighters and carriers is: attack strength versus defense strength and not so much air defense... air defense probably only plays a roll for "air missions" of enemies.
But for now I am gonna give the pilot idea a try... I think many newbs won't like it but here goes lol
Bye,
Skybuck.
Mobiles planes don't fight each other. The attacking plane always wins !
The attacking plane can even destroy multiple planes.
Is there a good solution ?
Also I gave stealth planes the invisible property which gives it a more stealthy feeling.
Jet fighters and mobile sam's can detect invisible units now as well.
Little problem is sam's can detect submarines near coast and Jet fighters can detect sub marines as well.. but I'll take it
Anyway I thought about the following:
1. Making planes land units. I don't like that because it doesn't give them a "air feeling". Being able to fly over sea is cool !
2. I tried making them foot units... but then they can't be "hangered" in the carriers
3. I tried giving them a transport capacity of 1 so that a pilot can be added.
Now planes fight the pilots... but then the planes can't enter hangars like carriers.
I liked the feeling of civilization 1 where planes can be flown across the skies.
Adding this feature to civilization 3 conquest makes it so much cooler ! Especially the stealth/invisible bombers make it even more cool.
I have some scout fighters and even a transport plane !
All with standard graphics so it simply works in multiplayer as well.
For now I keep the scenerio private maybe later I publish it on internet.
I have a feeling it's gonna be popular real soon.
It's nearly perfect... only thing I don't like is this plane problem... where they die too easily
(also ground units can destroy these planes too simply... Vica versa does work... the planes attack ground units which is good)
One last problem is:
Planes can capture workers... even if capture is off... I solved this problem by giving workers a defense point... but then workers can't be captured anymore by planes at least.. not sure about ground units... workers then just die that's ok
Bye,
Skybuck.
I see two possible cases which might be fun.
The newb friendly case, I already played this (much fun
0. All planes are mobile.
1. All planes die when attacked. (Think of it like this: pilot landed plane to take a rest/sleep )
2. Stealth bomber and stealth scout/figther are invisible and have stealth.
and have their bombing range reduced.
3. Jet fighters can detect invisible stealth planes and invisible submarines.
4. Mobile sam's can detect invisible stealth planes and invisible submarines.
5. Transport plane has 3 transport capacity. (Foot soldiers only)
6. Transport heli has 4 transport capacity but is a bit slower. (Foot soldiers only)
7. Scout plane is fast but weak.
8. Planes can be hangered in carriers and airfields.
9. Planes behave like "blitz" can destroy multiple planes in one turn.
10. Workers and settlers have defense value to prevent easy captures by planes
Then for hard players, this could be much fun as well:
1. All planes have a transport capacity, they can no longer be hangered in carriers.
2. Weak planes have 1 transport capacity.
3. Medium planes have 2 transport capacity.
4. Strong planes have 3 transport capacity.
Stealth bombers would for example have transport capacity 3.
Because they are hard to shoot down/kill.
Which makes it a bit more realistic.
The drawbacks are:
5. More units needed for "pilots".
6. Stealth planes can drop units undetected in enemy land.. unless enemy has sam's
7. Planes become powerfull troop transports. But for foot soldiers only.
Since all units are pretty cheap in my scenerio this doesn't have to be much of a problem..
But micro managing all the pilots for planes and such might become a bit too much... and the game might require to many soldier units and such for plane defense..
Also fitting stealth bombers with 3 anti-tank/tow infantry sounds like fun lol.
For now I shall stick with case A.
But maybe later I switch to case B.
Feature wishes:
1. Ofcourse better plane support/implementation
2. Super Transport Plane for transporting tanks
Bye,
Skybuck.
I shall implement case B in an alternative scenerio.
Also the jet fighters in case A were a bit stronger and carriers did not offer that much protection against them... so maybe I would then need jet fighters to be weaker... but then everything starts to get inbalance me thinks... unless ofcourse jet fighters are just for attacking planes only or so via movement... they could even have attack strength zero... it probably wouldnt matter. though jet fighters against carriers do matter.
So jet fighters could have weak strength attack so jet fighters can attack units as well.
The defense of planes is just not working correctly in Civilization 3 Conquest... that's the only problem really.
So carriers could be given a higher defense strength... to be able to withstand more jet figher attacks... otherwise players have no way to really protect their jet fighters at sea
I like carriers in original game mode... so otherwise those beautifull carriers would become useless in case B
Given them another role wouldn't feel right.
Also the carrier role is reduced in case A... because planes are now easily mobile... players can simple take a risk... and position their planes outside of enemy terrority...
So carriers not that usefull... unless bombing range for mobile planes is reduced... and bombing range for planes in carriers is increased...
But that would also feel very strange... how come they can fire so far from carriers players would wonder ?
So that would be a stupid discrepancy...
So even in case A the carrier roll is reduced quite considerably.
Maybe this roll could be somewhat restored by simply giving the carrier.
Artillery functionality.
So that carriers can fire deep into enemy terrority... but still have some defense against air planes or so... or enemy air strikes...
Ofcourse other carriers could then try to simple bomb the other carrier.
I think this would make carriers a whole lot more cool... I like those big things... they can be very powerfull in normal games.
Even after whole empire destroyed... those carriers mobile airfields... hard to spot and destroy
I would kinda miss that in case A... however the fun of carriers is not replaced by the fun of stealth bombers... which is even more fun !
I just want MORE FUN LOL. Why can't I have both lol... maybe I can I wonder...
However battleships have smaller artillery range... so that would kinda be weird... and then player has no way to counter the long range artillery strikes... so that would be a bad replacement. So I am not gonna do that
I have one more idea:
Planes could be made very slow... but still a bit faster than tanks.
Light tank: 3 moves.
Medium tank 2 moves.
Heavy tank: 3 moves. ( more powerfull engine)
Stealth bomber: 4 moves.
Stealth figher: 5 moves.
Jet fighter: 5 moves for interception. (Currently it's 6 or so in my scenerio)
Scout plane: 6 moves for fast scouting.
Transport plane: 5 moves.
Transport heli: 4 moves.
To make carriers worth the trouble they should be a bit faster.. but they already are hmmm
Carriers: 7 moves.
Well carriers have to go past the coast... so that reduces their usefullness.
Making them faster would make the rest of the fleet unbalanced... and super fast ships seem kinda strange.
Actually the planes already kinda slower then ships... that would be weird but consider it as follows:
Stealth planes and Stealth fighters need to fly slow otherwise they make to much noise
I like the current feel of scenerio A.
Maybe I am gonna make jet fighters a bit less powerfull in attack strength and carriers a bit more powerfull in defense strength.
I think jet fighters and carriers is: attack strength versus defense strength and not so much air defense... air defense probably only plays a roll for "air missions" of enemies.
But for now I am gonna give the pilot idea a try... I think many newbs won't like it but here goes lol
Bye,
Skybuck.