That becomes easier if you have a lot of terraformers that can build mag tubes and land bridges directly to the enemy base.
Yeah, the largest listed map size in my mod is only 96x192.
And so what if it takes multiple turns to carry one's ships from point A to point B? It's not like you have to remind them where to go every turn.
That being said, for next game, naval units and regular roads are getting boosts in mobility.
And yes, gameplay is supposed to win out, which is why I'd rather not have the only viable strategy for victory involve using most of my terraformers to connect mag tubes to the enemy for large portions of every single game.
I want a good reason to occasionally invade another continent by loading some land artillery and interceptor planes onto some heavily armored transports or something.
If there are any "safe" waters before entering the theater, I will click on a place on the map to send a ship through them. Typically rounding the tip of a continent or some such. After that, all movement is manual, for every unit. There may not be any safe waters at all, I may be actively at war with someone who's managed to penetrate into my home waters. So then it's a lot of tedious manual movement for a very long time.
I use the same tactics and methods.
ICBMs can move up to 66 spaces in 1 turn. If I click a route, they are constantly getting stuck on enemies over that distance. Thus, I may push them manually. I can't push them too fast though, because if I'm tooling through the mouseclicks, it'll hit something unseen and blow up. Pushing the ICBMs long distances has gotten really old. I would rather be able to just drop them from space, like an orbital insertion at all times.
My idea for road movement costs were milder than that: 1/4 point per space traveled. Infantry would get 4, speeders get 8. Hovertanks I accelerated to 4 points so they'd get 16 spaces on these roads. And sure, you can send an infantry unit in from multiple spaces away to attack a base, but it would usually have an attack penalty for insufficient movement remaining.
ICBMs can move up to 66 spaces in 1 turn. If I click a route, they are constantly getting stuck on enemies over that distance. Thus, I may push them manually. I can't push them too fast though, because if I'm tooling through the mouseclicks, it'll hit something unseen and blow up. Pushing the ICBMs long distances has gotten really old. I would rather be able to just drop them from space, like an orbital insertion at all times.
Can't you put the Drop Pod ability on the Missile chassis? :P
Can't you put the Drop Pod ability on the Missile chassis? :PThe real problem is making a unit that can do an orbital insertion, earlier in the game than this ability is otherwise granted. I don't think this is basically possible in a .txt mod.
Changing existing predefined units around could have bad consequences. Some of those slots have hardwired capabilities attached to them, like the PSI units I think. Well, I could be wrong about that.