Zeppelin

I think an extra move is fine, and is all the zep really needs from a 'don't break the new code' rule perspective.

G
Zeppelins never got their extra movement. Did they get anything at all? (I'm still super in favour of giving them ocean movement with @Tekamthi's code, unless there's something wrong with it).
 
Hehe if I had my way I would just make zeppelins cost 0 to upgrade to. I never build them, to me they are just a holdover until I can get my super explorer (who upgraded from my original super scout), into a super paratrooper.
 
Hehe if I had my way I would just make zeppelins cost 0 to upgrade to. I never build them, to me they are just a holdover until I can get my super explorer (who upgraded from my original super scout), into a super paratrooper.
Zeppelins are super useful in fight. They can stay on top of the mountain and heal nearby units and do not occupy valuable tiles. Also can be used like a Skirmisher
 
Also can be used like a Skirmisher
Pretty sure they can't move after shooting. Adding that ability would certainly serve to improve upon their usefulness, but I think an extra movement would probably be better (and adding both wouldn't make them OP, either, IMO).
 
I don't think Zeppelins need extra movement, but I do wish they retained the option of using roads/railroads, because otherwise they're painfully slow, especially compared to ordinary land units.
 
I don't think Zeppelins need extra movement, but I do wish they retained the option of using roads/railroads, because otherwise they're painfully slow, especially compared to ordinary land units.

Flying machines...roads, where we're going we don't need roads.

G
 
Flying machines...roads, where we're going we don't need roads.

G
Would be nice if they didn't need to embark in the ocean either, then (airships were used for the first Atlantic east-west crossing and first aerial circumnavigation of the Earth in RL history), not just for functional purposes (easier naval surveillance) but also because it feels super awkward to see them pop in and out of a boat when they move between coastal water and ocean.

@Tekamthi has provided some code already for this purpose (not all of that snippet would be necessary to incorporate).
 
@Tekamthi has provided some code already for this purpose (not all of that snippet would be necessary to incorporate).

Aye the code I posted goes well beyond enabling ocean movement w/o embark.. I'll take another look soon at the modding I started last year, but RL has me occupied for now, and I'd like to see where VP rests its hat before sinking more hours into modding.

I'll assume for now G and friends can figure out how to cherry pick and adjust this SQL if there's any mainstream interest.. I'll eventually mod-mod it if not.

I've posted thoughts previously in this thread, but fwiw I still feel zep should be a separate unit type from the otherwise melee scouting line.. Last I left mod buddy I had replaced the zep with a 'sapper' using the grenadier art here... And had a separate zep line upgrading to ww1 zep art found here.. Was working on a further airship upgrade using the art here.. This is where I left things, though I was considering maybe a naval helicopter and/or uav for further upgrades. Anyway just sharing cuz the rest of my modding was a little too broad for mainstream VP, though I feel that some of these might fit well
 
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I use zeppelins to hunt down enemy melee units in neutral/other civ's land, ending turns on coast/mountain/lake tiles so they can't fight back. Explorers lack the combat strength to do that to Industrial units.
 
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