Mid-Air refuelling - can it be done??
this is paraphrased from information from John Possidente's Civ2 complete guide to scenario building
I have done some "low grade" testing, I would appreciate more experienced modders/scenario builders playing with it further,
(i got some odd results - see observations below)
OBSERVATIONS (from my limited testing)
I DID NOT test fighters on ANY of these.
1. Sea units (domain 2) who have refuelling capacity but no holds can still carry air units with a range of 1 (missiles). They Do refuel all others.
2. Air units (domain 1) with "refuelling capability" seems to manage only one space per turn and themselves never seem to run out of fuel. (no matter how much range and movement i gave them)
3. Land units (domain 0) function as expected in John description, they can refuel air units, they cannot "carry" the air units.
4. Hovercraft (domain 3) function as expected in John's description, they can refuel air units, they cannot "carry" the air units.
??
POSSIBILITIES
Use Domain 3 units as mid-air refuellers!!!
B.
this is paraphrased from information from John Possidente's Civ2 complete guide to scenario building
I have done some "low grade" testing, I would appreciate more experienced modders/scenario builders playing with it further,
(i got some odd results - see observations below)
Rules.txt
Attributes
attribute 8
; 000000010000000 = Can carry air units (carrier)
give this attribute to a unit of any domain but give the receiving unit NO HOLDS AT ALL
(no carrying capacity)
EFFECT
1. an air unit ends it's turn when it enters a square containing a unit with attribute 8 set to 1.
2. the air unit has it's range reset as if it had landed on a carrier or on an airbase
3. "refuelling unit's" cannot carry air units around, if the refuelling unit moves the air unit remains behind and begins it's journey again.
4. if the refuelling unit moves BEFORE the end of the turn the "refuelling" cycle is interrupted
Attributes
attribute 8
; 000000010000000 = Can carry air units (carrier)
give this attribute to a unit of any domain but give the receiving unit NO HOLDS AT ALL
(no carrying capacity)
EFFECT
1. an air unit ends it's turn when it enters a square containing a unit with attribute 8 set to 1.
2. the air unit has it's range reset as if it had landed on a carrier or on an airbase
3. "refuelling unit's" cannot carry air units around, if the refuelling unit moves the air unit remains behind and begins it's journey again.
4. if the refuelling unit moves BEFORE the end of the turn the "refuelling" cycle is interrupted
OBSERVATIONS (from my limited testing)
I DID NOT test fighters on ANY of these.
1. Sea units (domain 2) who have refuelling capacity but no holds can still carry air units with a range of 1 (missiles). They Do refuel all others.
2. Air units (domain 1) with "refuelling capability" seems to manage only one space per turn and themselves never seem to run out of fuel. (no matter how much range and movement i gave them)
3. Land units (domain 0) function as expected in John description, they can refuel air units, they cannot "carry" the air units.
4. Hovercraft (domain 3) function as expected in John's description, they can refuel air units, they cannot "carry" the air units.
??
POSSIBILITIES
Use Domain 3 units as mid-air refuellers!!!
B.
Comment