Author
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Topic: I need an opinion
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Rackam |
posted 05-30-99 06:35 PM ET
Specifically, the range of missles. Would it be unfair to change their range considering the computer has unlimited range? ~Rackam
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Tres
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posted 06-04-99 08:47 AM ET
the patch 3.0 fixes the missile bug. btw, on giant planets the missiles and pb�s doesn�t play that superior role in warfare. |
MichaeltheGreat
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posted 06-04-99 11:45 AM ET
It doesn't fix it all the time, if ever - In a TI game, I got popped with a missile launched by the lovely Deirdre from 21 squares away. I rarely get hit with missiles though, but I hate to abuse Deirdre, since she's usually so nice to me.That 21 range missile was with the US 3.0 patch. |
High Priest
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posted 06-04-99 12:14 PM ET
Yah, Mike's right.On TI and Transcend, if the computer thinks one of my ships needs to go, or a city needs to be de-garrisoned, the computer will come up with an infinite number of infinite range missiles that attack until their target is destroyed. Really sucks.  High Priest |
High Priest
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posted 06-04-99 12:15 PM ET
Oh, and I have the US 3.0 PatchHigh Priest |
Rackam
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posted 06-04-99 12:40 PM ET
Uhm, about my original question, how does changing it from 12 to 30 sound?~Rackam |
Beta1
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posted 06-04-99 01:32 PM ET
Hey another thread moaning about teleporting missiles - havnt seen one of those in a while. (Not that teleporting PBS annoy me or any thing )Anyway back to the question - Would it be unfair to change the range for missiles? Do you really need to be able to hit something that far away? Why not just fix the bug? - and for the nth time patch three (at least UK version) does not fix the bug!! - I know it claims to but it dont. What sort of strategy do you use that would be helped by a range 30 missile - unless you intend bombing cities from the other side of the world. Why not use a carrier? (just as a side point who thinks that sub/carriers should be allowed again - at least for carrying missiles) |
Plato90s
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posted 06-04-99 01:47 PM ET
Well, it's already been posted that you can also take advantage of the teleporting missle bug. Just automate the missles and they'll magically teleport to whatever target the AI decides to hit.However, the AI does NOT have an unlimited supply of missles. I watch them build every single missle that they hit me with. |
sandworm
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posted 06-04-99 03:13 PM ET
Agree with Plato - the AI factions -DO- stockpile ridiculous numbers of missiles if you leave them to it, infiltrate and watch their datalinks, they do some pretty entertaining, ridiculous things.Firaxis doesn't seem to have anything to say about the missile teleport bug since claiming it was fixed. If you have a saved game that confirms it wasn't, and you're absolutely SURE the missile wasn't launched from a carrier or airbase(I never saw the AI build one), send them the saved game with an explanation. |
Plato90s
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posted 06-04-99 05:29 PM ET
I've already got an easy saved game which will be adequate proof there is something wrong with the missles. How about 13 missles hovering in midair, unable to attack a cruiser covered with a needlejet? |
LocustOfChiron
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posted 06-04-99 07:58 PM ET
Beta- what do you mean by "who thinks that sub/carriers should be allowed again"? I've built them plenty of times with the US 3.0 patch. |
Rackam
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posted 06-05-99 05:19 AM ET
Beta, I use scorched-chiron warfare along side surgical and carpet bombing. By the time I'm finished with a faction that declares vendetta, he/she is totally screwed and hates me so much, they never ask for peace.~Rackam |
Beta1
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posted 06-05-99 10:28 AM ET
Locust - I havent checked this but I thought the combination of deep pressure hull and carrier deck on the same unit was stopped in version 3. Anyway what I was thinking of was something more like the Civ2 subs that could carry missiles and still had decent attacking potential. Afterall this is possible today - US, UK (and probably russian) attack subs both have cruise missile armaments.Rackam - So why do you need such long range missiles - just spare one of those enemy cities and use it as a stopping point for missiles noving forward. (Unless its a Hive or Believer city - then massacre the B******D) |
Beta1
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posted 06-05-99 10:29 AM ET
Plato - I've seen that bug with needlejets as well - |
Rackam
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posted 06-05-99 09:06 PM ET
Beta - Sounds good, but after some testing, I discovered a missle alternative. Initial range is high but very short after, doesn't run out of fuel, has a 3x3 area of affect but doesn't affect Planet, diplomatic status is irrelevant and costs about the same as a missle to build but needs a higher tech level.~Rackam |
Beta1
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posted 06-07-99 08:37 AM ET
Rackam - OK so whats this secret weapon then? The only thing I can think of is self destructing a 1/1 gravship or something similar. Anyone know how much damage a selfdestructing unit inflicts on neighbouring squares? (I have a sudden vision of hordes of 1/1/1 drop scout infantry parachuting into enemy territory and blowing themselves up.)Another idea - use a drop-former to build an airbase as a forward missile launching post |
K
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posted 06-07-99 08:51 PM ET
I don't think the computer has unlimited range: they shoot missiles off of transports outside of your visual range. |
jimmytrick
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posted 06-07-99 09:44 PM ET
K, I am sorry, but that is wrong. I wish you were right. jimmytrick (from the bottom of a crater, compliments of a PK teleporting Planet Buster) (confirmed by extensive testing with the SE) |