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CerberusIV
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AFAIK the answers are no and no, I had to edit destroyers to "see invisible" in both PTW and civ3.
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PrinceBimz
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When researched, Destroyers make up most of my navy. Costing only 120 shields to a Battleships 200 most of my coastal cities can produce them quickly and nearly twice as fast as building a Battleship. I can deploy a large number of them fairly fast. So, I still use my Destroyers for sinking subs. I just attack them when they are spotted. Spotting them is not too hard if I have a few Destroyers to scout for them.
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PrinceBimz
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quote: Originally posted by bongo
Just cover the ocean with destroyers and you will 'scout' for subs in a very efficent manner. |
Thats exactly what I do. If its just a narrow passway I only need a few destroyers to do it. I don't always stack my destroyers on top of my transports, I usually have them scout ahead to see what is out there. That way I know the area is cleared to pass through with my loaded transports. In the end its like follow the leader. Sometimes though a sub can and will sneak pass my destroyer escorts. It all depends on how many I have for cover. If its a large ocean I need 3 destroyers, one in front the other two on the sides and my transports in the middle. Forming an effective convoy fleet.
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Jaybe

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Las Vegas, NV USA
Sep 2001 time: 21:25
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quote: Originally posted by Patroklos
I don't think it is accurate to say all modern units deserve air defence, as all modern units today don't have any or not to any great extent. I know this because my roomate is an Air Defense Artillery officer in the army, and he says that all they are really good for is anti helicoptor or using there heavy ADA guns on ground emplacments. The Aegis cruiser, however (and I know this because I am in the Navy), was built and missioned as an Air defender for battlegroups, that is their primary job. I woyuld say there should be two air defence units in civ3, the Aegis Cruiser and a mobile Sam. |
If you shoot alot of ADA guns/missiles at enemy air, you might well scare them off or at least spoil their aim. Works better on forces not well trained/motivated. That has always been the primary role of air defense. Actually knocking them down is icing on the cake.
For purposes of Civ, air defense success destroys the air unit, it does not just enhance chances for a bombardment miss. For this reason I chose to just increase the defense strength of Aegis to 12.
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CerberusIV
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quote: Originally posted by bongo
I believe that AA-guns, even before guided missiles were invented, mostly were used to boost morale. I mean, just how many rounds did you have to fire to down a singe plane? |
I remember reading somewhere that in the 1940 air attacks on London by the Luftwaffe it took over 700 rounds from a heavy AA gun to account for one bomber and that was aimed fire in daylight. If the guns had to fire a blind barrage at night the figure went up to over 8000 rounds per bomber shot down!
No wonder munitions was a profitable business.
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Mad Bomber
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Columbus, Ohio
Nov 2002 time: 00:25
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Bongo:
I think you missed the point of my argument, The basic system of anti-air is too simple, the only defense is with fighters or Sams and if a Sam hits you you are dead regardless of HP of aircraft. I think that AA in Civ 3 should be resolved with a bombardment like system with separate values for AA and AA ROF. So for example a infantry unit would have a AA value of 2 with a AA ROF of 1. Where as a Aegis Cruiser would have an AA value of 16 with an AA ROF of 3. This would make air attacks far more realistic with minimal changes to game mechanics. With an air attack against an Infantry unit the chance would be low of causing 1 Hp damage, but with an air attack against an aegis cruiser you would have 3 AA attacks with a good possibility of doing damage.
Also Aircraft do have HP, its just not noticable due to the simplistic air combat now used in CIV3.
Last edited by Mad Bomber on 26-01-2003 at 10:39
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