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reluctantfrance
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Minnesota
Feb 2002 time: 23:17
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I've found cruise missiles to be less useful in Civ3, because they can't be loaded on submarines. Has anyone found them to be worth building?
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reluctantfrance
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Minnesota
Feb 2002 time: 23:17
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Thanks, that's kind of what I thought.
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Shadow_Cougar
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Dallas, TX usa
Nov 1999 time: 05:17
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If they had some range (3-5), they might have some use. Arty on rails works better, is cheaper and doesn't commit suicide and can move to another land mass.
I only use cruise missles when the game is won and I am trying different strategies.
Too bad you can't FedEx artillery.
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Spook42
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By default, cruise missiles are incredibly lame; 2-hex range, yadda yadda.
With the Civ3 editor, I did the following:
1) Gave the cruise missile a 4-hex range; 5-6 could be argued for by others.
2) Toggled the cruise missile to also be a "tactical missile." So my nuclear subs can carry them too.
3) Changed "transport" ability of nuclear subs (for missiles) to "2."
I'd like for AEGIS cruisers to carry these also, but then, to give those the ability to carry cruise missiles as "tactical missiles" would mean that AEGIS could carry tac-nuke missiles too.
Perhaps cruise missiles could also be toggled to allow "precision strikes" also? After all, that's their real-life primary function.
In hindsight, the best way that cruise missiles should've been handled in Civ3 is that when precision-strike becomes available to a civ, then its AEGIS, subs, and rocket artillery would all get the "precision strike" option.
Last edited by Spook42 on 08-03-2002 at 00:09
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Loopy
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Artillery can't destroy a unit. Cruise missiles can.
Once you have rails, when used with artillery, cruise missiles are the most efficient way of defending your coastal borders. They move faster than naval units and have no problems sinking those bothersome bombarding battleships from land.
I wouldn't call them useless, but maybe limited in use. Then again, so are bombers or fighters or marines.
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Spook42
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quote: Originally posted by Loopy
Artillery can't destroy a unit. Cruise missiles can.
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That alone probably represents inherent "precision" beyond artillery & air units, although, IMO, it'd be better that artillery & air be given SOME chance (even a small chance) to "kill" a unit too.
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Tarquelne
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Maybe not _useless_, but I thought they were pretty silly.
I gave 'em range 5, and made them more expensive. (I made all the "offensive" units more expensive - IIRC, I made them cost 9.)
(I'll toggle "tactical missile" on so subs can carry them, too. Thanks.)
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Loopy
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quote: Originally posted by Skanky Burns
However, before 1.17f cruise missiles couldn't target units with only 1 hit point left. So you could only bombard units that you didn't have a chance of destroying. |
Nah, they were still effective pre 1.17f. With an elite battleship offshore, you'd still want to use artillery or other bombard units to knock 'em down to 2 hp. The cruise missile would probably sink some of those damaged battleships, and most other naval units. Like bombers, cruise missles had a chance of taking off more than 1 HP.
I haven't used them post patch, but if the bombard rates haven't been too mucked up, they're probably a guaranteed sinking after bombarding down to 1 HP.
Loopy -- who wishes people would RTFM
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Andrew Cory
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SF bay Area
Jan 2002 time: 21:17
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quote: Originally posted by Spook42
By default, cruise missiles are incredibly lame; 2-hex range, yadda yadda.
With the Civ3 editor, I did the following:
1) Gave the cruise missile a 4-hex range; 5-6 could be argued for by others.
2) Toggled the cruise missile to also be a "tactical missile." So my nuclear subs can carry them too.
3) Changed "transport" ability of nuclear subs (for missiles) to "2."
I'd like for AEGIS cruisers to carry these also, but then, to give those the ability to carry cruise missiles as "tactical missiles" would mean that AEGIS could carry tac-nuke missiles too.
Perhaps cruise missiles could also be toggled to allow "precision strikes" also? After all, that's their real-life primary function.
In hindsight, the best way that cruise missiles should've been handled in Civ3 is that when precision-strike becomes available to a civ, then its AEGIS, subs, and rocket artillery would all get the "precision strike" option. |
Yep, I did all that. Well, a bit more. I pumped up the attack value of the missles to 50, with a bombard range of 8. I gave the missel a tactical missle flagg, made it loadable, and let it rebase (that last was a bit of cheese, to be fair).
I gave my N. Subs the abilty to carry up to 20 units (more cheese, but I was in a hurry to test the theory), and I gave the Aegis the ability to carry 10. The net result was a navy that could take out damned near anything on the seas, and make amphibious landings a cakewalk...
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Shadow_Cougar
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Dallas, TX usa
Nov 1999 time: 05:17
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quote: Originally posted by CYBERAmazon
I find it curious as to why TPTB made subs incapable of carrying cruise missiles in the first place. Surely they're aware that certain subs routinely carry non-nuclear cruise missiles for use against foes. Tomahawk cruise missiles come to mind immediately.
CYBERAmazon |
The attack subs carry cruise missles (Los Angeles class, SSN 719 + have 12 VLS tubes and 22 missles), but not tactical missles. Missle subs carry tactical weapons, but not cruise missles.
Something I would love to see...
I cross the AI's line of death and a wave a bombers, fighters and cruise missles pound my fleet into scrap.
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reluctantfrance
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Minnesota
Feb 2002 time: 23:17
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All the suggestions for using the edit tool to fix this glaring oversite are appreciated.
I discovered that cruise missiles did indeed suck when indian battleships were off the coast of one of my large cities and bombarding the tile improvements.
"Aha", I thought, "they are dead now. I have 24 cruise missiles stockpiled. Get ready for 3 dead battleships and assorted support vessels."
Imagine my surprise when I discovered I couldn't reach any of their ships due to the very short range. This was after I discovered I couldn't load them onto submarines. (BTW, most of the real world cruise missile platforms are naval. And most of those are subs. Someone mentioned the Los Angeles class attack sub).
I ended up using them to beat down a city's defenders that was within range after they moved quickly on rail. Apparently, in Civ3, cruise missiles are all mounted on rail cars.
Again, thanks for the edit suggestions. I think I will alter the range for cruise missiles to 4 and make them a tactical weapon, so nuke subs can carry them.
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reluctantfrance
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Minnesota
Feb 2002 time: 23:17
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quote: Originally posted by Jaybe
Do cruise missles suck? NO
They are definitely worth building. The problem is that some people think just because they go by a particular name, they should be used the way we associate with in RL. Let it Go! They are just another unit, which you want to build depending on the type of warfare you are involved in. |
Yes , they do suck in their current form. Their short range and inability to be loaded on subs makes them next to worthless.
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Loopy
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You know modern armor sucks soooooo badly. I had to up the attack rating to 65 and movement to 6 before they became of any use at all. I mean the Panzer VI only had a top speed of 25 MPH and the M1A1 can now go over 50 MPH (if wasn't speed governed). So modern armor should have twice as much movement as Panzers right?
The fact is, upping modern armor stats to those levels would make them extrememly overpowered and unbalance the game. Plus, my comparison of actual units (though accurate) isn't quite fair. Sure modern armor units with those inflated stats would kick butt, but if you just wanted to kick butt, you can play on Chieftan or something.
Or look at it this way. Of all the bombarding units, cruise missiles have the highest bombard rate and the highest firepower rate. If you could use radar artillery to scratch a unit, you could also use cruise missiles to destroy that same unit. If you look at range, they have the same max range as any ground unit (instant unlimited movement via rails in a single turn).
On top of being the best bombard unit, cruise missiles are the only bombarding unit that can actually destroy a unit. So they're hardest hitting, have awesome range (on rails + 3 MP), and can destroy. I can see the added utility of making them launchable off of some naval units, but I'd hardly call say they suck in stock form. The only balanced and justifiable way of giving them greater range would be to make them air units and taking away their ability to move on rails.
Simple fact is, cruise missiles are a balanced unit of appropriate strength and limitations for their cost and age. If you want mass destruction, use nukes.
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