Sid Meier's Civilization V

Sid Meier's Civilization V

612 ratings
Helicopters Can Fly Over Water
   
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24 Jul, 2014 @ 5:23pm
31 Jul, 2014 @ 2:52am
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Helicopters Can Fly Over Water

Description
Removes helicopter embarking in favor of being able to hover over coast and ocean. Transitioning from water to land or vice versa does not cost any extra movement points except in weird cases, but helicopters are still much more maneuverable now. Should work for in-land water as well.

Testing seems to indicate that it should work if you have Gods & Kings or Brave New World (or both), but it's unlikely to work by default for only Vanilla. Could be easily extended by you to work with custom helicopter units as well.

Direct link available here[www.dropbox.com]

Version 3 includes tighter restrictions on helicopters, though players who prefer the old style of unrestricted flight can find a *_Old.xml file containing that style in the mod folder. Replacing the new file with the old file within the modinfo file (and possibly renaming the old XML to just be "CIV5Units.xml") should allow you to keep the unrestricted flight. Or if you don't want the hassle of fiddling around with all that, just download the old version here[www.dropbox.com].

Since version 3, helicopters lose 25 HP per turn (aka 1/4 of their health) if they are not in friendly territory in order to simulate fuel, and this loss occurs even on land (this is the fault of too general XML tags). They also do not normally regain any health when fortifying outside of friendly territory. To help counteract this for longer ocean voyages, carriers have been granted a passive ability to heal adjacent units for 35 HP per turn automatically (35 - 25 for helicopters since the damage never goes away outside friendly territory), though the serial priority of the healing compared to the helicopter damage can cause helicopters to end up still somewhat damaged even when adjacent. (Healing will not occur whenever the helicopter has used some moves, so remaining stationary next to a carrier at times is important as well.) Helicopters can also fortify to slowly heal / "refuel" when adjacent to a carrier and over water (but not when on land).
208 Comments
Уединение 18 Apr, 2024 @ 10:39am 
download Vox populi. It has helicopters that fly over water without weird restrictions.
Atticus V. Shwoll 9 Jan, 2024 @ 10:59pm 
The mod has broken the Civilopedia for some reason
Nepix214 4 Jun, 2022 @ 8:19am 
this mod makes heli's only viable use a marauding unit for when you invade a country and gain a foothold and have an airport in the foothold city. bloody useless.
♛ Xenon- 30 Oct, 2021 @ 5:56am 
I agree to donashcroft
donashcroft 21 Oct, 2021 @ 2:44pm 
as others have said I think your balance brakes this mod, remove the HP loss its stupid.
Usernamehere 18 Dec, 2020 @ 5:58am 
Good mod, but I can't bring myself to start using this because of all of the balancing changes. I think this mod would work best if it only gave Helicopters the ability to fly over water and disabled their embarking ability. Why not keep it simple?
janda 9 Sep, 2019 @ 12:15pm 
Does this work on helicopters that have been created by upgrading from anti tank cannon or only on newly built ones?
Be_Le_Me 30 Apr, 2019 @ 5:36am 
Great mod, but unfortunately makes the civilopedia blanks. Sorry, but I gotta pass
CaptainReklaw 8 Mar, 2019 @ 6:18pm 
Please turn off this fuel attrition thing you added. This was a great mod.
NoThisIsPatrick 27 Sep, 2018 @ 1:17pm 
This mod makes the civilopedia completely useless. Also imo the 25% HP attrition penalty makes Helicopters the worst unit in the game. Helicopters are already very underpowered and poorly balanced, and in unmodded games only are useful if you have upgraded them from landschnekts, anti tank guns, or some anti mounted UU. Even then they have limited usefulness and are mostly pillage bots. I got this mod a while back to help counterbalance this by allowing them to facilitate amphibious landings. With the mod gunships are now only useful for defending the homeland against barbarians in the short window before they get outgunned when barbs get infantry. The attrition makes them completely useless for any type of offense. Having 60 CS in the atomic/information age is enough of a penalty, they dont need more nerfs.