安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
If you want to attack another unit or city, you don't have to deploy, but use air attack instead.
And to me it's kind of common sense to not move your carrier away if a fighter is on a mission...
Interception works on the tile the fighter is deployed and it's range around that. that's 4 tiles if I recall correctly.
Actually, it doesn't matter at all if you move your carrier. You can rebase over unlimited distance.
I think that's a bug then.
More fundamentally it appears that it is not possible to provide air cover based on a carrier. As in the fighters fly off the carrier and intercept any airstrikes within their range from the carrier, moving with the carrier as it moves - just what they could do in previous versions of civ and just what they do in real life. So what is the point of carriers and fighters if they cannot provide air cover?
I have 2 carriers with a jet fighter on each. One jet fighter (the one that keeps getting left behind) apparently can't deploy - the button isn't lit up and does nothing that I can see, presumably because the only cities nearby are captured but not ceded to me. The other can deploy but only to an area based on a city, not based on the carrier or even on an aerodrome district.
Before anyone asks, I'm not using any mods. Also airstrikes work fine.
If this is intentional, rather than something weird at my end, could the _______ (insert derogatory term of your choice here) who coded this kindly change it to work as most people would expect it to work?
Also I have experienced a bug that seems to let fighters or bombers get kind of left behind from a carrier. I've always had to rebase them on line and after that put them back on the carrier.
The way carriers work in Civ 6 is that you move to your destination, there the carrier is your airbase (what a city, airstrip or aerodome is in your home lands) and you either deploy the fighters from there, make air strikes and bomb the hell out of the enemy.
Moving while having a fighter deployed means you need to keep a close eye on the ranger of the fighter, so that it can make it back.
While different then in Civ5, I'm not particularly in favor of one or the other. This, to me, is just as easy to grasp. Also, it allows you to keep your carrier safe in the back, while still providing a defense to other fighters some tiles away. That was not possible in Civ5.
Good point - but my issue is that my jet fighters either don't deploy from my carrier or don't deploy in a zone based on the carrier's location even when it does not move. I can rebase to a captured city 3 tiles away and deploy from there but if I rebase back to the carrier then no deployment option.
Maybe it's just me but it seems to be overly complicated and broken.
This would be find if it worked, but even if you don't move the carrier, you can't deploy from it, and if you move your carrier through a tile that has another ship, the planes that were on it get stuck.
this was so the aircraft would have extra wind speed coming under its wings at lift off, to give more lift
actualy the old biplane type of aircraft had the least need of speed at take off and could take off form stationary and even very short decks
as aircraft got bigger and their bomb/equipment loads more massive, and when launches might be from stationary carriers, they absolutely needed catapults to hurl the aircraft off fast enough to provide lift
I do not know though if for maximum weight at take off, if the carrier still had to speed whenusing a catapult? (I'm not a navy nerd lol)
then many years later, they started putting ski jumps on the end of carriers
from what I've heard, the ski jumps aren't as good as a catapult, but are much much safer/no worries in terms of say, breaking down or bomb damage
which could be catastrophic with some types of catpault that could if hit by a bomb, release scalding steam, or catch fire etc (and some proposed types of catapult could actually explode if bombed! they were thinking of using a controlled fuel explosion, an "FAE", to give super powerful/fast catapults...but hellishly dangerous)
and catapults are from what navy types say, are very prone to problems and need a lot of maintenance, actually the older steam powered ones were more reliable
the Douglas Skyraider, arguably one of the best ground attack aircraft ever made, was often used from carriers, came into service end of WW2
it could carry the same weight of bombs as a freakin LANCASTER heavy bomber, 10,000lbs, but that requires a huge amount of lift to get off the ship into the air
all of this is of course, reality, not the game, but I hope it's of interest :)
His recent projects are things like Sid Meier's Ace Patrol and Sid Meier's Starships. Both fun little games.