Paradroping ships

Tralis

Chieftain
Joined
Sep 20, 2005
Messages
5
I am considering making a scenario based on a futureistic sci-fi series (Battletech). In Battletech spaceships don't move Faster Than Light, they instananeously teleport from one place to another. I think the best way to represent this is paradropping, but if I make a ship paradrop it can only land on land. Anyway to switch this so they can only land on water?
 
from the rules.txt
; "Flags" control special advantages & restrictions. Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance). Nonsensical variations :hammer:
; may produce bizarre effects (or worse). You were warned.
 
Yes, it's impossible to trop ships on the sea.

But due to an other bug(CIV II gets extremly slow, when there ships on non-ship places in the units-editor) I recomend to make space(in am Sci-Fi scenario) as a kind of land and to use the oceans as nebula, like in the Master of Orion scenario.
 
there are people who use the unit editor?, i guess if you didn't have winxp, or a real graphics editing program like psp, the you would kinda have to, but i have xp, so mspait opens gifs, :p

oh, if you want to make things interesting, make all ships air units with 0 range, this nicely represents a crews fatigue since the units gradually loose health the longer they are away from a city, :woohoo:
 
PrinceScamp said:
How? wouldn't they just 'die"?

I don't know about true air units (like bombers and fighters) but helos won't die. They'll just stay there, with no health, waiting to be killed.
 
Broken_Erika said:
if you want to make things interesting, make all ships air units with 0 range, this nicely represents a crews fatigue since the units gradually loose health the longer they are away from a city.

Helos lose health for every turn they are in motion, even moving just one square. Conversely, they lose no health if you simple spacebar them- even if they are out in the open, sitting out on the high seas. I once built a massive navy and a strike force of over 100 helos to conquer the last tribe...
 
AFAIK, all units given the paradrop flag can capture cities (when paradropping into the city square), even if they are non-land units. Didn't try it with sea units but I assume the same applies.
 
Oh and for the first post:

If you have all units as land units (i.e. spaceships are land units and space is an all-land map), you could use the Airport improvement as a teleport base. (Of course, you could only move one ship per turn between the same two airports.)

If you use a land map, uou can then divide space by using sea squares to prevent units from moving between systems via normal movement.
 
yoshi said:
Oh and for the first post:

If you have all units as land units (i.e. spaceships are land units and space is an all-land map), you could use the Airport improvement as a teleport base. (Of course, you could only move one ship per turn between the same two airports.)

If you use a land map, uou can then divide space by using sea squares to prevent units from moving between systems via normal movement.

One thing I like doing is using ocean squares as "deep space" tiles, and using land as just regular space or something like that. This way, your "land units" can be small capital sized ships like frigates, destroyers, and cruisers. You can make, for example, your battleships, motherships, and your "death stars" naval units and only they can travel the "deep space"/ocean tiles. This way you can have your smaller capital ships "load" onto a large transport, you can have fighters as air units load up on carriers (since they'd be like an aircraft carrier) and all sorts of neat things.

This to me is the most realistic function. You could even make some of the deep space tiles "burrow" (ie, 1x1 squares, sort of like rivers) go deep into areas considered "normal space". This way you can get some of your big capital ships in close to the enemy territory without sacrifcing too much of the smaller ship's movements.

You could also use ocean squares as "worm holes" and just make your naval units (your hyper drive system or something) have super speed. It'd be something worth testing.
 
AFAIK, all units given the paradrop flag can capture cities (when paradropping into the city square), even if they are non-land units. Didn't try it with sea units but I assume the same applies.
Indeed it does. I've tested it (in ToT, and it should be the same). My Air Transport units (which look like big helicopters but are actually paradropping ships) can capture cities via paradrop. If only the AI used them...
:cry:
 
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