What's your favorite mod unit?

stixs

Chieftain
Joined
Jul 13, 2008
Messages
24
I've been playing around with different units and techs recently and got to wondering this. What's your favorite mod unit you created?

I've been messing around with paradropping engineers (available with adv. flight).
 
Definitely paradroppable spies. I've been using these in many custom games. One major disadvantage is that they can be used to capture cities via paradrop, which is normally forbidden for a diplomat/spy. Other than that, I believe it's fairly real that you should be able to paradrop spies for covert operations. Also if the game had a bit more options regarding modification of units, it would be really nice if you could build transport planes, equip them with 4-8 units and send somewhere. Airports are all fine, but the limitation of 1 unit per turn is a serious discouragement. Plus you need that airport first in the target city. Another nice modification I have once encountered in a scenario and then used myself is an idea of sea task force. One unit, with icon that looks like a bunch of ships in a group, with Aegis, transport, carrier and maybe sub detection ability, plus very high defense and attack/hp and offensive power (it's several ships after all, not just one) but lower speed (since the coordination is needed plus not all ships have the same speed). Another disadvantage would be very high cost, twice that of a single carrier/battleship/icbm. There's a ton of ideas I used in the past. Different example would be mobile nuke - imagine a truck with a nuclear warhead, which you could drive into the enemy territory and detonate, avoiding SDI defenses (since no rocket is coming your way) but dropped the idea due to lack of defense on the open field and inability to actually avoid SDI despite not being technically a rocket. If they could be vulnerable to veteran spies in the cities (much like with diplomats/spies sabotaging/stealing/planting/poisoning) then it would be a very interesting idea.
 
Blasph23

You can create transport aircraft! Change the rules to make the unit a parachuting transport ship and let it carry as many units as you see fit. When it parachutes it will take along any sleeping ground units in the city (up to its capacity). You can parachute into another city or air base and then parachute out again on the next turn. If you parachute into open country the city becomes like a glider and is stuck after landing. I guess once an engineer builds an airbase on that square it can then parachute out again!

Obviously the AI probably won't know how to use such a unit. I think it would have to have 1 move point so that you get the chance to issue orders to it. The AI may well try and sail it out to sea one square at a time! I can't remember what domain it needs to be set to either, but I'm sure you can find that out with a little testing. I know it works as I have used it in one of my scenarios. I picked up the idea from Eivind's 'Norwegian Campaign' scenario (the Ju52 unit). Worth checking out!
 
I've experimented with this kind of air transport but for some reason the unit range/movement has always been 1. No matter how I change rules.txt, even when it displays movement as e.g. 15, it's still 1. If it comes to the AI using it, then I gues without some way to decompile civ2.exe, it's impossible to make AI use this properly.
BTW, another of my favovrite modded units is a sea platform. Can be used as a carrier, but can't move (movement point = 0) and has decent defense (all those stationary cannons and anti-air rockets onboard ;)). Also in order to place it anywhere it has to be allowed to move (like land unit) and then once on position, set back to sea unit, so it doesn't disappear after the transport is disbanded. Or simply parachuted although parachuting a whole sea platform might sound a tid bit unrealistic... ah well :p
 
I found the stats from my Fortress Europe scenario:

Airlift, nil, 2, 1.,0, 1a,1d, 1h,1f, 4,2, 4, Csc, 000000100000000

And from Eivind's Norwegian Campaign:

Ju-52 (Transporter), X7, 2, 1.,4, 0a,6d, 2h,2f, 36,1, 4, X5, 000000100000000

I also planned to use as a helicopter it in a Vietnam scenario I attempted. The Helicopter would have to carry a Combat Engineer who could build a LZ allowing the Helicopter to fly out again on its following turn. Again the AI would not know how to use such a unit, but it was a scenario and the VC didn't have any helicopters!

EDIT:
Although you have to set movement to 1 to be able to issue orders to this unit its real movement is its paradrop range which can be altered in the cosmic values section of the rules text.
 
I used to play on a map called giga world, on Civ2 MGE, and it was something like 220x176 so a pretty huge map. It seemed to me that parachute range of 10 was way too small for such a big map and I altered it. I experimented with rules.txt a lot, besides everything is described there pretty clearly.
 
I have created land mines and sea mines (see my thread "editing rules.txt"
They move 1 hex/turn, atack 1 (essentially, the combat engineers' firepower, defend 19, hit point 1; this means minefields (and naval minefields) can be breached, at a cost. They cost 20, but can be made to cost more, of course.
They come with explosives, and are great as a defensive measure especially when defending mountain passes (fortify a road passage in the mountains, place a veteran minefield + any other unit to make the pair uncorruptable and you're safe !) or sea straits (place two, three in a pattern) or your own harbor (create one and fortify without even leaving the harbor.

I've also created the blimp/hot air balloon, which moves two squares/turn.

I've been thinking of a Wonder, the Guns of Navarone, which are equivalent to a Coastal Fortress in every city, but can't find the way to re-edit a Wonder I consider ... redundant.
(i.e., I consider Galileo's Observatory and Newton's Lab as repetitions of each other, the former should be renamed, the later converted into the Guns of Navarone)

:)
 
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