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Airbase as unit

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All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> Airbase as unit Page: [1]
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Airbase as unit - 1/21/2010 10:17:12 AM   


Posts: 2
Joined: 1/21/2010
Status: offline
I have created a new unit for solving problems with airfield...

Airbase SFType
I use the Flak I, II, III & IV for base...

Move type: Immobile (a new movegroup)
Supply carry: 100, 200, 300 & 400
Basic supply need: 50
SFType Group: Structure (a new SFTType Group)
Teater: Land (so this unit can be moved with strategic momement)
Weight: 200 (10 truck for moving it)
AircarrierCap: 10, 25, 30 & 35 planes
HitsPoints: 5000
Rear Area: True

Airbase ItemTypes:
Production cost: 10000
Resaerch: Airbase I, II, II & IV or coming with flak...

Airbase is a unit now they can move at high cost and y are limited in stacking your plane :)
Must be tested for AI Play :(
Post #: 1
RE: Airbase as unit - 1/21/2010 11:30:52 AM   


Posts: 1821
Joined: 12/16/2007
Status: offline
A very interesting idea, very interesting indeed. In what scenario/masterfile did you put it?

I doubt the AI will be able to use it though. The AI cannot use carriers.

But i think you can overcome that by having a checklocationtype owned by checkregime event which converts all locations that should contain airfields to locations without airfields when owned by a human player. So the AI plays with normal rules and humans with airbase rules.


My Advanced Tactics Mod page

30+ scenarios, maps and mods for AT and AT:G

(in reply to Snark04)
Post #: 2
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