Whats wrong with the Cruise Missile???

Rydbeck

Svea Livgarde
Joined
Nov 26, 2001
Messages
32
Location
Sweden
Some complaints and a question

What gave they done with some of the units..?
I build my first Cruise Missile yesterday, and got really
surprised when it only had a range of two turns!

How realistic is that? A field Artillery have the same range..
good work..

Another complaint is about the bombers getting to many "bombardement failed" when you bomb a tile with irriigation etc. How often does a division bombers miss for example a farmland when they carpet bomb?

Then comes the question: How do i load units into the helicopter? It dont seem to work.
And at last, can AEGIS cruisers carry nukes and cruise missiles?

/ :viking:
 
One of the best offensive weapons in the game, repeated strikes with them eliminate ALL city defenders.

Use the editor to increase their range to a realistic amount (i set mine to 4).

For AEGIS cruisers to carry them, u will need to add the "tactical missile" attribute to cruise missiles (hold down the crtl key when u select it), and you will need to add the "can carry tactical missiles" attribute to the AEGIS as well.

If you are using them on land, remember to keep a strong unit with them on the same tile (they move slowly), or else the AI's "magic cavalry" will appear and destroy them or use them against you.
 
AI's magic cavalry.

You're right.

I've noticed enemy cavalry appearing out of nowhere and apparently knowing exactly where my artillery/cannon units are even behind my lines.

That's another artificial contrivance with the game I dislike. I think the AI also has galleys that NEVER sink in the ocean, and rival civs seem to always obtain tech advantages somehow to maintain game parity.
 
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