More naval realism.

Talamane

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Dec 4, 2001
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Since most maps are primarily water, naval warfare counts for a lot.

I was a little disappointed to see ironclads knocking out battlewagons. Even if one were to assume that the battleship is an icon for support vessels that are being attacked by ironclads, it makes no sense.

Battleships (with radio, i think) have radar gunnery. Under no circumstances could an ironclad even put up a fight. Not only outgunned, but outranged as well.

I modified the civ3mod.bic file to allow battleships to carry cruise missiles (which they do in reality) and this effectively neuters the massed ironclad threat. I gave them a carry capacity of 8 cruise missiles. This had the effect of allowing it to carry tac nukes as well, but you may not want to risk losing tac nukes on a surface vessel, so this is a strategy decision.

I modified helicopters so they can be relocated on battleships and carriers (more reality).

I modified nuke subs to have a carry capacity of 8 (more realistic). They too can carry cruise missiles, and thus present a real threat to a surface fleet. While you may consider that this is an imbalance, the loss of a fully-loaded sub is pretty catastrophic in terms of production (shields and uranium), since ordinary subs do a pretty good job of sinking them.

I increased the carry capacity of a carrier to 8 as well (more reality), so a carrier group is a real threat now. I modified the AEGIS cruiser to carry up to 8 missiles as well (it's a missile cruiser in reality).

Because of these mods, it's my hope that one-dimensional naval forces will have no chance, i.e., you will have to make carriers, battleships, subs, and cruisers to be effective.

I have one question though for the civ3 community. Do these mods allow the AI's to do this as well as me, because if not, it's not going to be much fun.
 
how did you get the heli to land on the carrier??? i couldn't get it to work, unless i make it a tactical missile and let the carrier carry tac missiles...

i wouldn't want that though cos then you could land choppers on subs :)
 
Originally posted by Talamane

I have one question though for the civ3 community. Do these mods allow the AI's to do this as well as me, because if not, it's not going to be much fun.

The beauty about modifying the rules is...the AI get what you get!;) And believe me, the AI are very good at utilising those new rules you set! Furthermore, AI's escort mission are pretty good (you can see a battleship following a transport all the way to its destination in the same tile. Which comes to the suggestion by the Civ community to let us move units in a stack!!:mad: )
 
yah..those were about the same rules that i was gonna make..

further more, i added a new unit, boomer (4/9/4)... and make it able to carry 10 tactical or ICBM to reflect the fact that boomers in real life can strike almost anywhere in the world with their missiles...

to counter that i made the nuclear sub to be an attack sub, it can now only carry 8 cruise missiles, no nukes, and i remade the stats on the sub to become 8/5/5 so they can chase and catch the boomers if they see em

the beauty of this is that u can reuse the pictures of the nuclear sub in the boomer, so adding that unit with the civ3copy tool is almost painless..dont need to go create new animated gifs..
 
I tried to get the heli to work, but no go. Damn.

I was wondering how to make a new unit, thanks for the info, folks.

BTW, if u dont have civ3copy, how do u make a new unit?

And how did you make it so that the attack sub cannot carry nukes if it can carry cruise missiles? That one has me stumped.

[Think i figured out the bit about nukes vs cruise, will let u know]
 
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