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  • #16
    I've actually seen the AI use helicopters, although it emphasizes how stupid they are (both the AI and 'copters).

    The Indians had a small, single city sized island off the coast of a small continent I had captured (I was racing to wipe out the Chinese before the Indians, got all but 2 cities including the one on the island) after the Chinese were wiped out I started to rebuild the continent and move out the armor to position them for a blitz on the Russians when I noticed the Indians moving infantry over my border. The very next turn two Indian 'copters landed an infantry unit and longbow (why?) from that small island and declared war; needless to say the modern armor I had around before wiping out the Chinese made quick work of them.
    I had never even considered the possibilities of 'copters before seeing that (actually forgot they were in there) and having seen the Indians use them I can't imagine what use copters would have to a human player. An AI transport full of modern armor (which I’ve also seen) is considerably scarier than a copter with infantry and longbows.

    Having said all that I have to admit that the graphics/animations of the copters are pretty cool and I was a little unsettled by those graphics as they made me afraid the attack was more serious than it ultimately was. I wouldn't be the least bit surprised if ‘copters were left in simply because the graphics were too cool to leave out!

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    • #17
      Terser says:

      The only way transport whirlybirds would actually prove useful in this game is if they could extract as well as insert. If you could use the 'copter to evacuate badly damaged elite units or great leaders deep behind enemy lines and return them to your cities than they might be worth building.
      This would actually be really cool...I can see it now...

      "Oh no, our infantry cannot get past those spearmen...we gotta get outta here!"

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      • #18
        Yin, you seem to be upbeat lately. What gives?
        LOL! Well, I've got all the criticism regarding things as they stand out of my system (I hope!) until the Gold Edition. I'm really, honestly trying to just enjoy the community until then. Wish me luck!
        I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

        "Yin": Your friendly, neighborhood negative cosmic force.

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        • #19
          I think if they had a range of 8 and could carry two ground units it might be worthwhile to have 2 or 3 for your whole empire, but their value in either case is dependent on the terrain. As they are now, you're better off to build a few paratroopers if a quick way to get at some resource or something to pillage.

          As terser said, the ability for helos to do a removal operation would make them very handy as well.

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          • #20
            It would be OK if they had the ability to load marines at sea while on a carrier.

            Maybe someone could create a mod for an amphib attack ship like the USS Tarawa??

            I'll cut and paste this in the Files forum now!
            One OS to rule them all,
            One OS to find them,
            One OS to bring them all
            and in the darkness bind them.

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            • #21
              Are you veterans that stupid that you can not figure out for the life of you, how to use the civ iii whirlybird? If you really are that dumb, just look in the PRIMA strategy guide, p. 164:

              Helicopter:
              The helicopter's role has changed quite a bit since Civilization II. Whereas they used to be powerful attack units, they are now useless in that capacity. Their new role, however,is nearly as important. Helicoeters now act as transports. That's right-- now, you can transport ground units by air rather than by sea. There are only a couple of drawbacks. First, a Helicopter's range is limited. Second, Helicopters cannot carry mechanized units (Tanks, Mech Infantry, and so on). Even so, Helicopters can be extremely useful.

              Muppet Transalation of Prima Text:
              The Helicopter's role has changed dramatically since Civilization II. Whereas they used to be powerful attack units, they are now useless in any capacity. Their new role, however, is not nearly as important. Helicopters now act as transports. That's right-- now you can transport 1 infantry unit by air rather than 8 by sea. Even so, Helicopters can be extremely useful! If you ever accidentally build one, just re-home it to your most corrupt city and disband for the shields.

              Muppet's observations:
              1. Rules/Statistics in Prima guide should have been included free of charge in the civ iii instructions manual.
              2. Descriptions in Prima guide should have been deleted to save a forest or two.
              3. Strategy in Prima guide is either incorrect, detrimental to you success, or obvious that a size 1 city does not require an aqueduct.
              4. The author(s) of this guide do not have access to a computer, an installed copy of civ iii, or both.

              Editor's Recommendations:
              There are cheaper sources of fuel for you fire place this Christmas.

              Happy Holidays people!
              sum dum guy

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              • #22
                "Strategy in Prima guide is either incorrect, detrimental to you success, or obvious that a size 1 city does not require an aqueduct.
                4. The author(s) of this guide do not have access to a computer, an installed copy of civ iii, or both.

                Editor's Recommendations:
                There are cheaper sources of fuel for you fire place this Christmas."


                The Civ3 world is one where stealth bombers are unable to sink galleons, Man-O-Wars are a powerful counter to battleships, and knights always come equipped with the AT-S2 Anti-Tank Sword.

                The Simwiz2 Combat Mod Version 2.0 is available for download! See the changes here. You can download it from the CivFanatics Thread or the Apolyton Thread.

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                • #23
                  Maybe with the editor...

                  can units attack the same turn they are dropped? If so then the only real problem against the helo is the fact that infantry suck by this period. Marines are pretty good if you give them 14/12/1 stats with no increase in cost.

                  Prima Guides certainly are lacking in important tactics, that should be a given, I had to come to this forum and the one at civfanatics before I was able to play above cheiftan in civ2, Now that i know all the tricks however... And i have their guide. It didnt discuss ICS/WLTKD pop booming/caravan wonder building/trade/spys and diplomats... Anything about Pop rushing in their guide? or MPP traps? or retreat capable units as being absurdly powerful? or tech whoring?

                  Now some day, when you are really bored, you will be thankful you have that guide it may have something interesting to read in it.

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                  • #24
                    Originally posted by muppet
                    just look in the PRIMA strategy guide, p. 164:
                    Ack! You used the "P" word. Thats a no-no.
                    Sic im Vel!

                    [And very amusing it was too. ]

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                    • #25
                      4. The author(s) of this guide do not have access to a computer, an installed copy of civ iii, or both.
                      The guides come out BEFORE the game is released...that alone should tell you something.

                      You are right, Prima guides are of little use beyond costly kindling. 99.99% of their "tips" fall into the "well no s--t sherlock!" category
                      One OS to rule them all,
                      One OS to find them,
                      One OS to bring them all
                      and in the darkness bind them.

                      Comment

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