Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Call To Power II > CtP2-Creation/AI/Mods/Scenarios > Missile mod
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:20
  Old Post 21-10-2004 04:24
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Missile mod Support Apolyton, buy Alpha Centauri

Hi folks

I have had this idea for some time now and it just wont go away so i better make something of it

There are 2 units in the game that behaves very strange in my opinion: cruise missiles and nukes.

As i see it they should not be able to launch themselves and even less be able to make a middle landing in a friendly city. In my opninon they should be ammo not vessels.

What i suggest is this:
Missiles should not be able to land once they are launched, they eighter blow up something or run out of fuel (ie self destruct).

This simple rule would do the trick, logistics would be involved in deploying nukes and the game would be much improved in terms of realism.

One thing would be missing though, a means of transporting missiles over land. The solution is simply to make a new landunit called "mobile icbm" or something to that effect.

Its one of these im thinking about :





If someone out there can make some graphics for me of such a unit then i can make the rest myself.

what do you think?
any thoughts would be welcome.

-klaus

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:20
  Old Post 23-10-2004 14:36
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Put an end to popups!

The missiles can already be transported by bombers and, as far as I remember but I am not sure at all, by Cargo Helicopters and some boats. Is it really necessary to add a specific unit? I don't think so though I agree with you, when a missile is launched (which means moving while not being transported) it should not be able to land.

But there is also another think to consider, CtP2 is a grand strategy game and many concepts should be abstracted. IMO, this is the reason why the missiles can move and land. So why not create two specific orders move/relocate and launch. The first order would allow the player to move the missile at a reduced speed since the missile is moved by a land vehicle and the second would allow the player to launch the missile without any possibility to land once the order has been given. Of course, you should still be able to load your missiles on a Bomber or on a Carrier.

But the greatest problem, as usual, is that you will have to teach the AI civs how to use the brand new unit or to teach them how to proceed with the two new orders. Knowing that the AI civs already have big problems with the basic orders in the original game, you can guess this will be a difficult process.

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:20
  Old Post 23-10-2004 18:50
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by Tamerlin
The missiles can already be transported by bombers and, as far as I remember but I am not sure at all, by Cargo Helicopters and some boats. Is it really necessary to add a specific unit? I don't think so though I agree with you, when a missile is launched (which means moving while not being transported) it should not be able to land.


There is currently 4 units that are able to carry missiles:

Aircraft carrier
Nuclear submarine
Bomber
Stealth bomber

So there is transports/launchers for both sea and air, but nothing for land.

quote:

But there is also another think to consider, CtP2 is a grand strategy game and many concepts should be abstracted. IMO, this is the reason why the missiles can move and land. So why not create two specific orders move/relocate and launch. The first order would allow the player to move the missile at a reduced speed since the missile is moved by a land vehicle and the second would allow the player to launch the missile without any possibility to land once the order has been given. Of course, you should still be able to load your missiles on a Bomber or on a Carrier.

But the greatest problem, as usual, is that you will have to teach the AI civs how to use the brand new unit or to teach them how to proceed with the two new orders. Knowing that the AI civs already have big problems with the basic orders in the original game, you can guess this will be a difficult process.


Well the reasoning for those two questions are very tightly connected if you think abut it.
If a missile is ammo until it is launched it will be easyer to make the AI use it correctly. But if a missile sometimes travel faster than other times and get an extra order and such there is much more to teach the AI.
Units that transport missiles already exist and the AI knows how to load and unload units from transports already. It doesnt do any of those thing very well at the moment, but it is within its capabilities.
The rest i will have to take care of

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:20
  Old Post 25-10-2004 16:43
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Tired of ads?

quote:
Originally posted by kaan
Well the reasoning for those two questions are very tightly connected if you think abut it.
If a missile is ammo until it is launched it will be easyer to make the AI use it correctly. But if a missile sometimes travel faster than other times and get an extra order and such there is much more to teach the AI.
Units that transport missiles already exist and the AI knows how to load and unload units from transports already. It doesnt do any of those thing very well at the moment, but it is within its capabilities.
The rest i will have to take care of


Wy not allowing the Mobile SAM to transport nuclear missiles?

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:20.
Apolyton Time is 00:20.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0432 seconds (88.18% PHP - 11.82% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net