The point of Cruise Missles?

Rasczak2

Chieftain
Joined
Apr 14, 2002
Messages
10
Does anyone have any really useful applications for these things? I can't put them on subs or carriers, and they only have a range of three. Is it worth making them?
 
That's a really good question.
They seem to do more damage to my naval units than they do to my armor.
I don't use them because they're a 'one-shot' deal.
I think you get more bang for your buck with radar artillery.
They do have pretty cool graphics & SFX. ;) ES
 
Not that I know of. They just nail my ships from port cities a lot.
I have captured a couple in cities I've destroryed. They move right along on the board just like radar artillery. I've been meaning to build a few and see if they can leave a city when YOU build them.
(Just trying to keep your thread up until you get some descent answers.) :) ES
 
you can move a cruise missile into a transport ship, and unload it on another continent. Dont use load fonction, just move your missile on railroad to a coast where you transpot is and move it inside the boat. but i dont like there short range even if they are very powerfull.
 
One interesting thing about Cruise Missiles is that they can destroy the target. No other non-nuclear bombard unit has this capability. It's really weird that you can't take them on ships, that is afterall where they are mainly used from in real life! It'd be cool to have a AEGIS cruiser with a couple of cruise missiles on board.
 
it would also seem that a CM doesnt always damage its target, esp. mech infantry.
 
Tassadar brings up a very interesting point. If, in fact, you can load a CM onto a transport, can you also wake it on the transport and fire it??? (I know for a fact you can wake other units on a transport while at sea.) If so, and if, as Crunchy says, they can actually destroy a unit, then that leaves me pondering just how deadly a transport loaded with eight CMs would be as part of my navy (protected by battleships and cruisers of course). ;) ES
 
alas, but in the original version, your COULD wake a CM in a transport and fire it. They removed that functionality in subsequent patches.

I'd like to see the battleship and the Aegis cruiser be able to load CMs and fire them from sea, much like real-world battleships and cruisers can.
 
DAMN . . . DAMN DAMN DAMN.... 'NEW AND IMPROVED' is definitely in the eye of the beholder.

And you're right friedmad, modern cruisers are actually little more that floating, radar controlled missile launching pads. Besides which, the cruiser animation in civIII looks pretty lame compared to the battleship, especially when they win with that little 'bang' of theirs. How about an animation like the cruisers in Red Alert. And also, cruise missiles are LONG RANGE weapons! (Maybe they should have had a more 'savvy' military advisor on staff.) ;) ES

('New and Improved' seems to be the latest catch-phrase for 'Cheaper with More Profit Margin'.) :mad: ES
 
. . . to carry Cruise Missiles, just make the necessary changes in the editor:

1) AEGIS Cruisers: Under 'Unit abilities', set them to have the 'Can Carry Tactical Missiles' Flag (this means that they can carry Nukes too, but oh well)

-Under 'Special Actions,' Check the 'Unload' option

-Under Unit Statistics, set the Transport Capacity # (I have mine at 1)

2) Cruise Missiles: Under 'Unit abilities', set them to have the 'Tactical Missile' Flag

- Under 'Special Actions,' Check the 'Load' Option

Voila! Finally a worthwhile use for AEGIS Cruisers. I recommend that you leave the bombardment range as it is (2); AEGIS Cruisers should have to close to use the missile, and this gives the AI a fair chance at counter-attack.

You can now also load Cruise Missiles onto Nuclear Subs too, making them much more effective and dangerous.
 
Can a cruise missle destroy a unit? I was not aware of this. It was my understanding that they could only bombard like everything else.

Mute point, I suppose, as of Friday (patch).
 
No bombardment unit can destroy any other unit - even ships!

I did increase the strength (just a few points) of all bombardment units including CM's, and of course increased their range to six. Yes, I Edited Aegis to carry tactical missiles, and made CM's that kind of missile.

They have enough range and punch after Editing to be worthwhile.
 
Yes, Cruise Missiles can destroy other units. However, since their rate of fire is only 2 or 3 (I can't remember), regular/veteran/elite units have to be weakened before a cruise missile can finish them off, since the Cruise Missile can only take off 2-3 Hps max.

For example, during my last One City Challenge game I had huge amounts of Artillery and Cruise Missiles. If an enemy ship came near my coast, I would artillery bombard them down to 1 Hit Point, then launch a Cruise Missile at them to finish them off.

Very satisfying to take out a battleship with some arty fire and a single 6 shield Cruise Missile.

BTW, I found Cruise Missiles to be VERY useful during that One City game, since the only resource I had was aluminum - no oil or uranium. However, with my stack of 15 Artillery and the ability to pump out a Cruise Missile (requires only Aluminum to build) every turn, my sole city was never in serious danger of being captured. I won that game by Diplomatic Victory, but while I was building the UN the Aztecs massed around 10 Modern Armor next to my city (we had a MPP, I though it would dissuade them from attacking but nope . . .). They declared war once I asked them to leave, but my aforementioned artillery and 16 stacked Cruise Missiles were more than enough to handle them.

Yes, once the patch hits Cruise Missiles will lose some of their flavor, but I've found them very useful in certain situations.
 
Originally posted by Caesar_Augustus
. . . to carry Cruise Missiles, just make the necessary changes in the editor:

:goodjob:

Seeking to use CM's on nulclear subs, I had tried setting the 'Tactical Missile' flags but missed the Load/Unload flags - which is why I couldn't get it to work.

On the subject of range, I was a bit miffed at the short range at first, but is it true to say, as one post suggested, that its a long range missile? The original Cruise Missile (the V1) had to be be parked up on the French coast to get as far as London, and in recent conflicts, ships from the Adriatic / Indian Ocean were used as launch sites for targets in Yugoslavia / Afghanistan - so two squares is perhaps not unreasonable.
 
I just checked Cruise Missiles in the new 1.21 patch.

Despite logic, common sense, and countless posts, Firaxis still has their range at an absurdly low '2'. It should be at least '6'.

Wake up, Firaxis.
 
Originally posted by Zouave
I just checked Cruise Missiles in the new 1.21 patch.

Despite logic, common sense, and countless posts, Firaxis still has their range at an absurdly low '2'. It should be at least '6'.

Wake up, Firaxis.

Wake up? Why would they bother to change something that is so easy to change yourself in the editor?

Complaining about no mini-map in the editor and the AI communism self-destruct, I can see. Complaining about something that can be changed easily in 10 seconds . . . I really don't see the point.

And as for Sebastian's post above, yes the AI adapts quite well to range changes for units. In my game I added TVA22's B-29 Superfortress and gave it a range of 8; the blasted AI built masses of them and bombed the crap out of my country from unassailable cities 8 tiles away :mad:.
 
Cruise missiles and tactical nukes can be moved from the city you built it in to another city on the same continent. ICBMs cannot be moved.(this is because they can hit any square on the map)
 
Originally posted by Zouave
Despite logic, common sense, and countless posts, Firaxis still has their range at an absurdly low '2'. It should be at least '6'.

A lot of people seem to have a problem with cruise missile ranges (which I am sure is 3 rather than 2 but could be mistaken - I am at work at the mo so can't check). Most current cruise missiles have a range of about 500-1000 miles, although there are a few that can go up to 2000 miles. On a normal civ3 map isn't three squares about 500-1000 miles or so? :confused:

I always keep a few CMs around my core cities for those last ditch defence problems that always arise when I am somewhere else fighting a war (e.g. a transport suddenly appears on your undefended coastal cities)
 
Back
Top Bottom