These are just ideas to make it possible for modders to make a civ3 air system, although the poll suggests it a permanent replacement, that was just part of the surge of ideas at the start of the project. I wouldn't vote any civ3 idea without looking at an improved and properly functioning CtP2 equivalent first.
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Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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I do absolutely oppose the hard criticism Civ3 tends to get, as the 'worst Civ-game' or whatever, I think it's no more justified than the criticism CtP often receives. But that's a matter of opinion.
I also initially voted for the Civ3 system, and also have to agree that CtP2 system is, after all, lots of fun. Flying units around is nice . I'd say we want AI to use it properly, and I'd also like to no longer see ground units attack planes. Maybe with a special ability, but not otherwise - though I'd argue that even that special ability should only be to bombard air units (ground-to-air missiles), not attack them. Whereas you can currently attack Bombers with Tanks... unrealistic. Even more unrealistic, enemy air units prevent your ground forces from entering that tile. So, I'd say that air units can freely move into tiles occupied by land forces, and vice versa. Air units can be ordered to attack, of course, while ground forces can't attack these air units. That approach would make it more realistic and more fun, I think.Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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civ3 ideas are good, in civ3. Strategic resources don't work well by themselves, you need a bargaining table and trading resources properly via diplomacy for the whole thing to function right, the same goes for strike missions, it sounds like it alleviates a lot of boring unit movement, which I'm sure they were desperate to achieve in civ3. It also cuts out a huge AI problem which they also knew and gladly avoided.
In CtP2 we should make every effort to make what we have work as it was meant to first. I don't think we've fully come to appreciate what we have, since half the time its either way off balance or it doesn't work as it should for starters.
Total agreement with regular ground units not attacking air units though, we (me and EPW) already did this in the MP mod, SAM etc should only get an active defence and all air units should only get to bombard ground and sea.
By the way you can't actually attack bombers with tanks, only bombers can initiate the battle, though I see your point - they still engage like regular units once on the battle view, which is silly.
I would guess its gonna be really hard to get enemy air and ground on different sides to occupy the same tile at the same time.Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
CtP2 AE Wiki & Modding Reference
One way to compile the CtP2 Source Code.
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I would guess its gonna be really hard to get enemy air and ground on different sides to occupy the same tile at the same time.
Yes, should need some significant changes in the code. First, get it to recognize aircraft separately, then, get it to not consider moving those on occupied tiles an attack order, etc... seems like a big enough task.Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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Solver,
As for implementing civ3 style (for modders only I'll add). I found in the Alexander SLIC a way to do multiple attacks ("blitz" in Civ3) but also thinking about REBASING. I think it could be possible to make rebasing act like the PARATROOPER function. That is if the reimplemented paratrooper stuff works live civ2/civ3
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