December 20, 2001, 16:13
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#1
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Chieftain
Local Time: 12:46
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 37
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For Sale: Helicopters, unused, mint condition
Has anyone a use for the Civ3 whirlybird? I've never even produced one, nor has any of my computer opponents.
The helicopter option only appears in the tech tree right about the time mechanized infantry neuters the viability of standard troops. One can only transport one infantry unit at a time, so.....what roll do they play in the civ3 universe?
The only strategy I can think of which could possibly make use of helicopters would involve a series of strike-and-run sabotage missions. Fly in five helicopters loaded with five infantry deep into enemy territory for the sole purpose of pillaging the countryside.
Can anyone share any alternate suggestions? Or is the Civ3 helicopter a developmental dead end?
(I wonder what Firaxis had in mind... ?)
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December 20, 2001, 17:32
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#2
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King
Local Time: 13:46
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 1,657
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Nothing. They didn't finish the game before it was released. There wasn't the playtesting necessary to figure out the whole last quarter of the game.
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December 20, 2001, 18:48
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#3
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Warlord
Local Time: 12:46
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Alabama
Posts: 162
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Quote:
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Originally posted by jimmytrick
Nothing. They didn't finish the game before it was released. There wasn't the playtesting necessary to figure out the whole last quarter of the game.
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That was a very helpful comment.
I'd comment myself, except that I've never built one either.  Can helicopters carry artillery? That could be useful.
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December 20, 2001, 18:53
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#4
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Chieftain
Local Time: 18:46
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 59
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I built a few, and never figured out what to do with them except re-base them for no apparent reason. Units in the same town as them didn't seem to have a load option, and they have no combat abilities. I think you take them with your reciept within 30 days back to comp USA and get a copy of Empire Earth. Yep, that's what you do with them.
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December 20, 2001, 19:06
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#5
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Emperor
Local Time: 10:46
Local Date: October 31, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
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this is one of the few things from civ2 that made it to 3.
They were just as useless in that version also.
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December 20, 2001, 19:14
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#6
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Warlord
Local Time: 12:46
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Alabama
Posts: 162
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Quote:
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Originally posted by Smash
this is one of the few things from civ2 that made it to 3.
They were just as useless in that version also.
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Actually, I found them pretty useful in Civ2. They may only move six spaces, but they don't run out of fuel and they are the only air unit that can capture cities. I once conquered a 20+ city civ using nothing but bombers and helicopters. The enemy was across an ocean and I didn't have any transports or many offensive ground units, but I did have an enormous airforce and some carriers, so I improvised.
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December 20, 2001, 19:18
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#7
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Born Again Optimist
Local Time: 14:46
Local Date: October 31, 2010
Join Date: Apr 1999
Location: This space reserved for Darkstar.
Posts: 5,667
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Just wanted to say that this thread's title wins:
Yin's 'Wittiest Way to Raise a Critical Topic' Award. Congratulations, and excellent work!
__________________
I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001
"Yin": Your friendly, neighborhood negative cosmic force.
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December 20, 2001, 19:40
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#8
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Emperor
Local Time: 14:46
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Rechtsfahrgebot
Posts: 4,315
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civ3 has helicopters?
__________________
You cheeky sod :p - Provost Harrison, Puegot Porsche Interface Specialist.
Don't take that attitude with me, bucksnort. :p - Slowwhand, Texas Style List Keeper.
This obviously proves that Coldwizard = sivistynyt - kassiopeia, Wise Finn.
CW: Sometimes you're even bigger weirdo than kass... - Jeki, Wiser Finn.
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December 20, 2001, 19:53
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#9
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Warlord
Local Time: 12:46
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Imperialist Running Dog
Posts: 107
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The only way transport whirlybirds would actually prove useful in this game is if they could extract as well as insert. If you could use the 'copter to evacuate badly damaged elite units or great leaders deep behind enemy lines and return them to your cities than they might be worth building.
As it stands now they are a complete joke...
__________________
"Of all tyrannies, a tyranny exercised for the good of its victims may be the most oppressive. It may be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end, for they do so with the approval of their own conscience."
-- C.S. Lewis
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December 20, 2001, 21:50
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#10
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Chieftain
Local Time: 18:46
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 53
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THey are completely useless and stupid, like many things in Civ3.
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December 20, 2001, 23:14
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#11
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Warlord
Local Time: 18:46
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 185
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they have very limited range
and are stuck to a city as a base of operations.
This kinda defeats the real purpose of helicopters.
The fact that you can't move your force on same turn as it was dropped, defeats the purpose of being a rapid reactionary force.
So far, the best use i have found for helio..is to discover if there are enemy fighters about.
and ya..nice title
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December 21, 2001, 10:47
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#12
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Warlord
Local Time: 13:46
Local Date: October 31, 2010
Join Date: Nov 2001
Location: New Jersey, USA
Posts: 116
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helicopters could be useful if:
they could carry artillery and radar artillery
they could carry mech inf too (not realistic, but better for gameplay because right now researching computers could be self-defeating)
they could extract units
they had a range of 5
the increased carry capabilities and range would allow me to land artillery and mech inf on the AI's iron resource mountain, pillage RR, bombard serrounding RR's and not let them get the iron to rebuild their RR's
__________________
The Civ3 world is one where stealth bombers are unable to sink galleons, Man-O-Wars are a powerful counter to battleships, and knights always come equipped with the AT-S2 Anti-Tank Sword.
The Simwiz2 Combat Mod Version 2.0 is available for download! See the changes here. You can download it from the CivFanatics Thread or the Apolyton Thread.
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December 21, 2001, 11:20
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#13
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Warlord
Local Time: 13:46
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Grand Rapids, MI
Posts: 296
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Quote:
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Originally posted by yin26
Just wanted to say that this thread's title wins:
Yin's 'Wittiest Way to Raise a Critical Topic' Award. Congratulations, and excellent work!
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Yin, you seem to be upbeat lately. What gives?
And yes, the thread title is a hoot!
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December 21, 2001, 17:08
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#14
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Chieftain
Local Time: 12:46
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 37
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(I love positive reviews...!)
Just thank Firaxis for providing us all with plenty of comedy material.
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December 21, 2001, 18:18
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#15
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Prince
Local Time: 13:46
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 337
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I find helos frustrating due to their lack of real range and carry ability. The only things I can think of are:
Helicopters can insert forces into the AI's frontier easily and quickly and cut off / destroy colonies. In this manner they can hold land and vital roads in the beginning of a major offensive on your part (like the Allies did early on D-Day) until forces can break through and link up.
Keep some "light" infantry as an airborne cavalry division - don't upgrade them ALL, maybe keep half of your infantry non-upgraded and build more mechs to compensate (if you have enough $$)
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December 21, 2001, 18:56
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#16
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Chieftain
Local Time: 18:46
Local Date: October 31, 2010
Join Date: Mar 2001
Posts: 33
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I've actually seen the AI use helicopters, although it emphasizes how stupid they are (both the AI and 'copters).
The Indians had a small, single city sized island off the coast of a small continent I had captured (I was racing to wipe out the Chinese before the Indians, got all but 2 cities including the one on the island) after the Chinese were wiped out I started to rebuild the continent and move out the armor to position them for a blitz on the Russians when I noticed the Indians moving infantry over my border. The very next turn two Indian 'copters landed an infantry unit and longbow (why?) from that small island and declared war; needless to say the modern armor I had around before wiping out the Chinese made quick work of them.
I had never even considered the possibilities of 'copters before seeing that (actually forgot they were in there) and having seen the Indians use them I can't imagine what use copters would have to a human player. An AI transport full of modern armor (which I’ve also seen) is considerably scarier than a copter with infantry and longbows.
Having said all that I have to admit that the graphics/animations of the copters are pretty cool and I was a little unsettled by those graphics as they made me afraid the attack was more serious than it ultimately was. I wouldn't be the least bit surprised if ‘copters were left in simply because the graphics were too cool to leave out!
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December 21, 2001, 19:34
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#17
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Settler
Local Time: 10:46
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 14
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Terser says:
Quote:
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The only way transport whirlybirds would actually prove useful in this game is if they could extract as well as insert. If you could use the 'copter to evacuate badly damaged elite units or great leaders deep behind enemy lines and return them to your cities than they might be worth building.
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This would actually be really cool...I can see it now...
"Oh no, our infantry cannot get past those spearmen...we gotta get outta here!"
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December 21, 2001, 19:53
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#18
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Born Again Optimist
Local Time: 14:46
Local Date: October 31, 2010
Join Date: Apr 1999
Location: This space reserved for Darkstar.
Posts: 5,667
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Quote:
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Yin, you seem to be upbeat lately. What gives?
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LOL! Well, I've got all the criticism regarding things as they stand out of my system (I hope!) until the Gold Edition. I'm really, honestly trying to just enjoy the community until then. Wish me luck!
__________________
I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001
"Yin": Your friendly, neighborhood negative cosmic force.
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December 21, 2001, 22:09
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#19
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Prince
Local Time: 18:46
Local Date: October 31, 2010
Join Date: Dec 1969
Posts: 378
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I think if they had a range of 8 and could carry two ground units it might be worthwhile to have 2 or 3 for your whole empire, but their value in either case is dependent on the terrain. As they are now, you're better off to build a few paratroopers if a quick way to get at some resource or something to pillage.
As terser said, the ability for helos to do a removal operation would make them very handy as well.
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December 21, 2001, 22:17
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#20
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Prince
Local Time: 13:46
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 337
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It would be OK if they had the ability to load marines at sea while on a carrier.
Maybe someone could create a mod for an amphib attack ship like the USS Tarawa??
I'll cut and paste this in the Files forum now!
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December 21, 2001, 22:19
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#21
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Chieftain
Local Time: 10:46
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Igloo
Posts: 59
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Are you veterans that stupid that you can not figure out for the life of you, how to use the civ iii whirlybird? If you really are that dumb, just look in the PRIMA strategy guide, p. 164:
Helicopter:
The helicopter's role has changed quite a bit since Civilization II. Whereas they used to be powerful attack units, they are now useless in that capacity. Their new role, however,is nearly as important. Helicoeters now act as transports. That's right-- now, you can transport ground units by air rather than by sea. There are only a couple of drawbacks. First, a Helicopter's range is limited. Second, Helicopters cannot carry mechanized units (Tanks, Mech Infantry, and so on). Even so, Helicopters can be extremely useful.
Muppet Transalation of Prima Text:
The Helicopter's role has changed dramatically since Civilization II. Whereas they used to be powerful attack units, they are now useless in any capacity. Their new role, however, is not nearly as important. Helicopters now act as transports. That's right-- now you can transport 1 infantry unit by air rather than 8 by sea. Even so, Helicopters can be extremely useful! If you ever accidentally build one, just re-home it to your most corrupt city and disband for the shields.
Muppet's observations:
1. Rules/Statistics in Prima guide should have been included free of charge in the civ iii instructions manual.
2. Descriptions in Prima guide should have been deleted to save a forest or two.
3. Strategy in Prima guide is either incorrect, detrimental to you success, or obvious that a size 1 city does not require an aqueduct.
4. The author(s) of this guide do not have access to a computer, an installed copy of civ iii, or both.
Editor's Recommendations:
There are cheaper sources of fuel for you fire place this Christmas.
Happy Holidays people!
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December 21, 2001, 22:50
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#22
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Warlord
Local Time: 13:46
Local Date: October 31, 2010
Join Date: Nov 2001
Location: New Jersey, USA
Posts: 116
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"Strategy in Prima guide is either incorrect, detrimental to you success, or obvious that a size 1 city does not require an aqueduct.
4. The author(s) of this guide do not have access to a computer, an installed copy of civ iii, or both.
Editor's Recommendations:
There are cheaper sources of fuel for you fire place this Christmas."
__________________
The Civ3 world is one where stealth bombers are unable to sink galleons, Man-O-Wars are a powerful counter to battleships, and knights always come equipped with the AT-S2 Anti-Tank Sword.
The Simwiz2 Combat Mod Version 2.0 is available for download! See the changes here. You can download it from the CivFanatics Thread or the Apolyton Thread.
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December 21, 2001, 23:54
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#23
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Emperor
Local Time: 13:46
Local Date: October 31, 2010
Join Date: Dec 2001
Location: The TOC is supposed to be classified guys...
Posts: 3,700
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Maybe with the editor...
can units attack the same turn they are dropped? If so then the only real problem against the helo is the fact that infantry suck by this period. Marines are pretty good if you give them 14/12/1 stats with no increase in cost.
Prima Guides certainly are lacking in important tactics, that should be a given, I had to come to this forum and the one at civfanatics before I was able to play above cheiftan in civ2, Now that i know all the tricks however... And i have their guide. It didnt discuss ICS/WLTKD pop booming/caravan wonder building/trade/spys and diplomats... Anything about Pop rushing in their guide? or MPP traps? or retreat capable units as being absurdly powerful? or tech whoring?
Now some day, when you are really bored, you will be thankful you have that guide it may have something interesting to read in it.
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December 22, 2001, 02:14
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#24
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King
Local Time: 02:46
Local Date: November 1, 2010
Join Date: Sep 1999
Location: Australia
Posts: 1,515
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Quote:
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Originally posted by muppet
just look in the PRIMA strategy guide, p. 164:
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Ack! You used the "P" word. Thats a no-no.
Sic im Vel!
[And very amusing it was too.  ]
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December 22, 2001, 02:54
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#25
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Prince
Local Time: 13:46
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 337
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Quote:
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4. The author(s) of this guide do not have access to a computer, an installed copy of civ iii, or both.
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The guides come out BEFORE the game is released...that alone should tell you something.
You are right, Prima guides are of little use beyond costly kindling. 99.99% of their "tips" fall into the "well no s--t sherlock!" category
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