Why guided missile with strength 40 don't destroy unit of same power or less???

Feanor777

Zaphod Beeblebrox
Joined
Jun 25, 2007
Messages
37
Why guided missile with strength 40 don't destroy unit of same power or less?I must use more of them.I know that it would be stupid that with low price of guided missile you could destroy modern armor or battleship with just one missile.
I just wonder where is that string in XML that refers to real power of guided missile,so I can set them to power that I like.I also change biological warfare missile in Next War to 40 and give them ability to bombard defenses because they were useless.I also set guided missile to upgrade to biological warfare missile when you reach tech&building.Where is STRING(person) that can help me?
 
Cruise missiles should be ship killers, at least for destroyer/cruiser/carrier/transport. I could see a battleship needing a couple to kill it, though.

And you should be able to target specific units/building with them. That's why they're precision munitions.
 
the guided missile's values are in
Sid Meier's Civilization 4\Beyond the Sword\Assets\XML\Units\CIV4UnitInfos.xml
starting at line 21157.
 
Cruise missiles should be ship killers, at least for destroyer/cruiser/carrier/transport. I could see a battleship needing a couple to kill it, though.

And you should be able to target specific units/building with them. That's why they're precision munitions.

I agree about choosing a target.

As for attacking ships, I think of the missiles as an artillery of sorts, so I accept damage limits . To my way of thinking, one missile should put a ship out of action ( reduced strength and speed ), a second should finish it off. Maybe a battleship wouldn't suffer as much damage, or would still be dangerous in a weakened state.


I think this would be an interesting way to play the game, making for more choices. A fleet /task force/ battle group only travels as fast as it's slowest ship. If your sub detected an approaching task force you could try to cripple some ships to slow it down/ cripple the powerful ones to get at others/try to sink the transports with missiles and face the wrath of the destroyers/ Sink the most powerful ships in the task force/ pave the way for a follow up attack by whatever is in range.

If your task force suffered a missile sub ambush you would have decisions, too. Split the force between the fit for action and crippled / Procede to enemy coastal waters as planned, but at reduced speed/ Go home/ Get the marines off of the transports or aircraft off of the carrier the quickest way possible.
 
cruise missle should be produced in batches of 5 missiles. they are not worth producing otherwise.
 
guided missile could use maybe a bit more range, but thats it, i dont want a alpha C/Alien crossfire style game were missile's are spammed all over, missiles should be good for tactical strikes on key units or features, not a cheap an easy way to kill stuff for less cost
 
cruise missle should be produced in batches of 5 missiles. they are not worth producing otherwise.

You can produce them in newly conquered/undeveloped cities. Gives them something to do instead of waiting 100 turns for a tank.
 
You can produce them in newly conquered/undeveloped cities. Gives them something to do instead of waiting 100 turns for a tank.

wrong, newly conquered cities have more pressing construction projects than building useless missiles, which can be instantly rebased from back home.
 
cruise missle should be produced in batches of 5 missiles. they are not worth producing otherwise.

Missiles, like spies and missionaries in the late era, are hard to produce without wasting production. But -- and this is more managing than I like, but I do it anyway -- if you produce them between units with high cost, the "wasted" production gets assigned to the high cost item.

So, queue up missile/bomber/missile/bomber, etc., and you'll be fine. If the bombers take two turns with enough overflow normally, you'll get one unit per turn, alternating.
 
All I know is that having a missile cruiser loaded with them can more then turn the tide on a major navel battle.
 
Cruise Missiles rock.... submarine alert- detect enemy fleet..... Fire one. Nail that battleship pretty good. Fire two. Nail that same battleship to a smoking drift wood. Oh yea, Fire three, destroyer now the strongest, missile goes topside and wipes out most functionability......
Submarine slips in and attacks strongest (weakest) ship with very good chance of backing out and retreating out of visibility. Perhaps sinking the transport that you are REALLY worried about. Other ships are smoking targets that have no idea what hit them
 
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