June 25, 1999, 22:03
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#1
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Prince
Local Time: 01:01
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Stockholm, Sweden
Posts: 312
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Airforce squads - an alternative to airbases
Airbases can be abused by the human player. In my latest patch I have disabled airbases by removing the Radio tech and included a new unit.
Airforce Squad, nil, 0, 1.,0, 4a,4d, 2h,2f, 8, 0, 3, AFl, 010000010000001
That is:
Att:4 Def:4 Mov:1 Cost:80
Double defense vs. aircraft
Sees 2 squares
Carrier flag on = aircraft can land on the Airforce Squad. If it moves, it does not carry them.
Try it!
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June 25, 1999, 22:28
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#2
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Guest
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Sorry, Techumseh has used that in his Vietcong! scenario. Mabe you should call this a Mobile Air Force Base.
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June 25, 1999, 22:30
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#3
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Prince
Local Time: 01:01
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Stockholm, Sweden
Posts: 312
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What has he used? The idea or just the name?
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June 27, 1999, 06:52
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#4
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King
Local Time: 01:01
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Scio Me Nihil Scire
Posts: 2,532
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That's not fair! I had a similar Space Station idea to carry aircraft.
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June 27, 1999, 08:19
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#5
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Guest
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I was a forward air base that could be destroyed. It couldn't move though, that's a major difference.
Sorry Mark. Doesn't mean you can't use it.
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June 27, 1999, 17:07
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#6
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Prince
Local Time: 00:01
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Europe
Posts: 744
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Fast_Eddie: Michael H. Nielson also used this in his Gulf War scenario... two years ago. It's hardly new. But that guy was a genius for concepts.
Anyway the difference is that in scenarios the MP can be set to 0 so they don't move, but here, for a mod-patch, you need to be able to build them and than move them. I thought about paradroping them out.
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June 28, 1999, 14:22
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#7
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Guest
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Andrew
I've never seen that scenario. Is it any good?
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June 28, 1999, 14:49
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#8
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Prince
Local Time: 01:01
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Stockholm, Sweden
Posts: 312
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Can a unit with zero movement be paradropped?
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June 28, 1999, 18:44
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#9
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Prince
Local Time: 00:01
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Europe
Posts: 744
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Fast_Eddie:
Yes.
Ecce Homo:
No.
Oh, alright then...the scenario is amazingly well crafted, well thought out. It used to be on Allard and Andrew's site, but I don't see it there anymore.
Paradropping needs a least 1 MP to be able to activate the unit and use the paradrop function. This is where you need to manipulate concepts. I thought that if you made it a sea unit, with isolated single squares of water on the map where you wanted to drop to, then this paradropping aircraft carrier could be dropped onto those squares and not be able to move. Unfortunately they couldn't be attacked by land units.
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June 28, 1999, 19:24
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#10
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Guest
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I''ve seen the computer paradrop units with 0 movement points before. In JP's WW1 scenario, the computer has dropped a "barbed wire" unit into Liege more than once. The unit
a. Wasn't in a city.
and
b. Didn't have the paradrop flag checked.
It was REALLY weird.
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June 30, 1999, 11:23
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#11
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Settler
Local Time: 00:01
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Ekaterinburg, Russia
Posts: 23
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To Andrew Livings: Yes, "Gulf War" is working for playing as US but not for Iraqis!
When I`ve chosen them, most of MY map was blac, BUT the american one was shown.. ;-(
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July 1, 1999, 19:16
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#12
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Emperor
Local Time: 20:01
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Baltimore, MD
Posts: 4,325
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I don't think mobile air bases that move acrost land (and water) can move any faster than 1. (helicopter + refuel)
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September 27, 1999, 13:21
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#13
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Prince
Local Time: 00:01
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Scotland
Posts: 304
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Again this idea has already been used in the Lord of the Rings Scenario. Frodo is able to carry the ring (which takes the place of a nuclear missle)
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September 27, 1999, 17:10
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#14
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Guest
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How much time did you spend going through all these old threads?
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