Xineoph said:
1. What are the Submarines Advantages/Disadvantages? And would they apply to say...and Air Unit? Ground? Sea?
Has the following effect on units with 'Submarine Advantages/Disadvanatages' flag set:
- Allows unit to carry (only) air units with 'Destroyed after attacking' flag set (i.e. other domain units with 'Destroyed...' flag set are not carried by subs).
- Unit may not attack units on land tiles (applies to all domains).
- Unit receives defense penalty versus other naval units. (Check this.)
- Unit is invisible to rivals until a rival unit 'bumps' into it or a unit with 'Can detect submarines' flag set moves into an adjacent square.
- Triggers 'Torpedo.wav' sound file when attacking.
I've tested this a bit:
- AI sometimes ignores sea units with this flag set.
- AI always attacks units of other domains with this flag set.
- AI has a tendency to keep air units with this flag checked in cities rather than use them to attack sea units.
- Setting this flag
and the 'Destroyed...' flag for an air unit causes the unit's base movement points to be 1 (regardless of the value you put in Rules.txt)...so invisible kamikazi aircraft are out...unless you don't mind them being
really slow.
(Modders have used this as a "Torpedo" feature in some WW2 scens.)
Note that these effects apply to any unit slot (default Submarine slot has not hard-coded effects AFAIK).
BlackAdder60 said:
I mean whats the use of building such a unit?
Can sink Battleships cheaply and without having 'Automobile' advance. Just build Magellans' Expedition and you will see just how useful subs are.
In
my 'epic' game, I added a 'Nuclear Sub' (A/D/M/H/F: 12/8/5/2/3) unit type with 'Detect subs' flag set (unlike the regular Submarine) and 'Nuclear Power' prerequisite to give subs their rightful place as the gods of modern warfare. Made it a little less expensive than Battleships.
With those stats, the AI starts building them as soon as it can thus effectively eliminating Battleships as masters of the seas.
I also added an ambiguous 'Navy Aircraft' (ADM: 8/1/6(2); sub, detect subs) that gives the human player a chance at detecting the AI Nuclear Subs before they get too close and wipe out your whole fleet...or tribe, if carrying nukes.
Those two additions make submarine warfare a little more interesting in the epic game IMO.
[Oh BTW, now that the topic of sub invisibility comes up: I once tried using the 'invisible' flag in ToT's advanced unit section and combine it with the 'submarine...' flag and it not only crashed the game when I started the scen but broke the sprite graphics permanently--had to re-install the whole program. If you have ToT, this is one of those things you don't want to be messing with.]