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Capt Dizle
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The guiding design principle chosen by Firaxis for Civ3 is "to make Civ3 the best SP gaming experience possible" which is being interpreted as making the AI as competitive as possible.
To accomplish this the designers are trying to keep the game mechanics simple. This makes the AI more effective.
Since the AI hasn't been programmed to load helos on carriers and use them properly the human player doesn't have that option.
I don't agree with it but there it is.
The effect on multiplayer is obvious and disturbing.
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Capt Dizle
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Its not much of a guess when laid on the backdrop of the Firaxis patch history. We discovered the lumberjack strat, that was patched out, we discovered the palace bounced, that was patched, whip abuse, patched, we learned to exploit tech brokering, Firaxis reworked that so that the AI trades excessively with itself.
The major changes not related to bug fixes have focused on propping up the AI. Consistant with original game design.
Do I have to list all the things that were cut from Civ2 (and SMAC for that matter) to convince you? Its been done ad infinitum.
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Carver
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reprocessing plutonium, Yongbyon, NK
Jan 2002 time: 23:18
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quote: Originally posted by Solver
generally you need Tanks, and Helicopters can't take those. If they could take Mechanical units, they would be real powerful, but as it is? |
Maybe there should be a new unit, the jet transport. America's transports, C-5, C-17, C-141, can carry armor, land on an unprepared airstrip and return home. If we had this, with decent range, that would be a nice option to strike deep into enemy territory.
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Jack_www
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What I have done with helicopters is make them able to transport any kind of unit. Now I can use them to transport tanks, mech infi., radar artillery to any city of mind and use them in the same turn. I find that this is very usefull and you dont have to keep alot of you units in one spot since you can deploy them even to cities oversees in an instant. They are also usefull in transporting defensive units to lands that you conquered overseas, since building the units in those cities would take a long time, and transport by sea would be quicker but would take a long time still, helicopters can do it in one turn any were in the world, without the need of an airport.
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Jack_www
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quote: Originally posted by UberKruX
why don't you just give your UU 500 attack and never obsolete and no prereq and 1 shield to build? |
why do you say that??? That is about the only thing I have changed with the editor and I only did it to make helicopters more usefull.
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Nemo
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of no one.
Apr 1999 time: 23:18
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I have been playing around with trying to get teh helicopter on the carrier all day, it has been bugging the crap out of me that it cant.
I t is not an AI issue. it is a transport issue. The editor WILL allow the AI to use the helo properly (or so it seems), how ever the problem seems to lie withing NOT allowing a transport within a transport. I can see how this can cause problems. If you are to right click on the carrier, the foot soldier would appear in the list, and if you were to select it, it probably would crash, since its not supposed to be on the carrier, due to carrier specs.
Anyway, I think this is utterly stupid and needs to be fixed.
How to use the Helo's effectively? well, i had planned on doing the following: capital city is inland. i planted a nuke sub with tac nuke on board off the coast of every nations capital who was in the space race. I wanted to put a helo on the carrier, also off the coast. then if their space ship got beyond mine i could drop a nuke, then use the helo to unload a few ground troops into the capital, and stop space ship production.
FIRAXIS, please fix this so we at least have the option to use this via the editor. Without this options, I have found absolutely no use for the Helicopter. I normally don't even research advanced flight due to its lack worth.
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Barchan
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drifting across the sands of time....
Nov 2001 time: 05:18
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quote: Originally posted by Carver
Maybe there should be a new unit, the jet transport. America's transports, C-5, C-17, C-141, can carry armor, land on an unprepared airstrip and return home. If we had this, with decent range, that would be a nice option to strike deep into enemy territory. |
Oh, yeah, any of these planes will land on unprepared terrain, but the trick is to get them to take off again. 
Seriously, though, only the C-17 can operate from unprepared terrain, but it had better be flat, dry and long. C-5s, when fully loaded, will crush unreinforced concrete runways; they'll become permanent static displays if they land on grass. C-141s are more versatile but cannot carry heavy armor. Besides, you're only talking about moving a handful tanks at a time (usually one Abrams per C-5, although they can carry two but with little else onboard). Then there's the required fuel, ammo, personnel, spare parts, etc. This is why it takes the Army up to six months to move a heavy Armor Division anywhere; it's pretty much all got to go by boat or rail.
Last edited by Barchan on 16-04-2002 at 12:48
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