The Cold War Deluxe; 1950-1991

El Justo said:
Hi DuncanSimpson,

i don't mean to sound silly but do you have win.rar installed on your PC?

these problems w/ extracting shouldn't be occurring...

i will probablt zip v1.5 up in win.zip in order to avoid any future problems. i mean, it's frustrating. i know!

hey El Justo,

yes I have win.rar installed on my PC. I think now I am just going to wait for 1.5 as I am getting tired of this not working. Thanks for your help anyway.
 
hey El Justo,

I thought I should clear something up. My problem was that I DL win.rar 342 instead of 35b7. Thanks to Krazydudes link I now have the correct win.rar and the file isn't showing any errors yet.
 
DuncanSimpson said:
hey El Justo,

I thought I should clear something up. My problem was that I DL win.rar 342 instead of 35b7. Thanks to Krazydudes link I now have the correct win.rar and the file isn't showing any errors yet.
Maybe that was my problem, but I have deleted the game now.
 
I've just played a few turns of this, and it looks to be a very nicely made scenario. However, I've a few constructive criticisms:

1) Yugoslavia was not allied with the Soviet Union in the period in question. Yes, they were communist, but they were far from being under the control of Moscow as they seem to be in your scenario.

2) There is a graphical anomaly with the Leopard tanks.

3) At the start of the game, the Soviets don't seem to have a great deal of conventional forces in Europe. My understanding of the cold war is that the Soviet forces in Europe outnumbered the NATO ones, which was why the risk of nuclear war was so high (because the only way NATO could stop a Soviet tank offensive would be with tactical nukes)

4) When I end up at war with North America, I can't use my tactical nukes in Cuba against Maimi because it says I'm allied. Oh, and the Soviets didn't have nukes in cuba until 1962 IIRC

5) It seems difficult to wage proxy wars. The Soviets can't invade south vietnam nor the chinese south korea without automatically starting a war with the major powers.
 
Biggles said:
hello Biggles.

don't give up mate! try what krazydude wrote. it really ought to work.

Well, it doesn't.
I cannot unzip it. There are no files to cut and paste.
There should be. It took long enough to download. :)
i'm sorry that you encountered such problems. do you have a dial up connection or something?

also, v1.5 should be uploaded by this evening and it will be in win.zip format. ;)
 
DuncanSimpson said:
hey El Justo,

I thought I should clear something up. My problem was that I DL win.rar 342 instead of 35b7. Thanks to Krazydudes link I now have the correct win.rar and the file isn't showing any errors yet.
good! you've gotten the game to run then?
 
Damburger said:
I've just played a few turns of this, and it looks to be a very nicely made scenario. However, I've a few constructive criticisms:

1) Yugoslavia was not allied with the Soviet Union in the period in question. Yes, they were communist, but they were far from being under the control of Moscow as they seem to be in your scenario.

2) There is a graphical anomaly with the Leopard tanks.

3) At the start of the game, the Soviets don't seem to have a great deal of conventional forces in Europe. My understanding of the cold war is that the Soviet forces in Europe outnumbered the NATO ones, which was why the risk of nuclear war was so high (because the only way NATO could stop a Soviet tank offensive would be with tactical nukes)

4) When I end up at war with North America, I can't use my tactical nukes in Cuba against Maimi because it says I'm allied. Oh, and the Soviets didn't have nukes in cuba until 1962 IIRC

5) It seems difficult to wage proxy wars. The Soviets can't invade south vietnam nor the chinese south korea without automatically starting a war with the major powers.
hi Damburger.

i know that the yugoslavs were not alligned w/ the ruskies. as a matter of fact, tito hated stalin as much as he hated hitler. however, we didn't want to leave them 'unalligned' b/c they'd get smooshed. the yugo position is alligned w/ NATO for v1.5 simply b/c it was either allign them w/ the soviets or w/ the other main power so they aren't cannon fodder. this is a product of the shallow editor options in this area.

i do not make gfx so the leopard glitch, which i have also seen, is not of my doing.

while i have not taken exact OOBs for the soviets, they do have a good size force in the iron curtain area. too many units at the start means longer load times which is one of the main things we try to avoid w/ this scenario.

you're playing as warsaw pact? not being able to launch your nukles from cuba sounds odd. i know that the russian nukes got there in '62 but if i left it to the soviet AI to transport them there, we'd still be waiting.

the alliances in v1.5 will be a little different. china/n korea is no longer allied with the soviets. india is now the leader of the so-called 'non-alligned mvmt'. the north vietnam area is now assigned to a North Vietnam civi instead of the soviets. they are also non-alligned as to simulate the proxy wars. based on playtesting results of v1.5, the n vietnamese are as tough as nails, too. :)
 
krazydude said:
El Justo: This evening?! WOOHOO :lol:

I wish it could be sooner so I could take it with my laptop as I probably won't be here tonight :)
hey krazydude. thanks for helping out w/ that win.rar thingie.

i was gonna upload last night but couldn't. tonight is the night (eastern daylight time -- US)!
 
krazydude said:
No problems with that help, nothing difficult, we're all here to make this better :)

It's still morning there right? :lol:
:goodjob:

yes, it's shortly after 10 am as i type these words...

i will attempt to begin the horrible process of uploading on my lunch break when i go home to eat and let the pooch out...it should be ready after dinner time here in the states. ;)
 
8 August 2005 ~~ v1.5 Victory Conditions and 'House Rule'

The victory conditions for v1.5 differ some from prior versions in that there are now more VP locations on the map, alliances are more loose, the amount of VP points needed for victory has increased, and the costs for the Strategic Defense Intiative parts (aka Spaceship Parts) have been increased.

VP victory is achieved after an alliance reaches exactly 63000 VP points.

A VP win is accomplished not by one civi but an entire alliance assuming they are indeed alligned.

We took the liberty of placing several more VP locations on the map to stimulate some more out-in-the-open battles and to sort of promote offense. Among the variosu loactions on the map, eastern europe has a few; Finland, West Germany, Belgium/Holland. Among some other new spots are Ukraine, south-eastern USSR, north-western China, and Vietnam.

The loosening of the communist alliances should promote more proxy wars as well as not having to wage war versus both communist Russia and China. The latter, however, is at a distinct disadvantage in the beginning because of the general lack of VP locations when compared to the NATO-type alliance and the Warsaw Pact alliance.

Achieving a VP win will be terribly difficult. To put it into numbers, for every turn one occupies a VP locale, five (5) points are awarded. Each of the "Big Two" alliances (NATO & Warsaw Pact) starts with about 15 VP locations under their respective thumbs. The multiplier is the amount of prescribed turns in the scenario: 504. Victory is obtained when 63000 points are accumulated. This equals roughly twenty five VP locations occupied for all 504 turns. In other words, a civi needs to go on an all out onslaught and early.

The "Space Race" victory can be obtained once all ten (10) of the parts are built.

TCW 1.5 House Rules

The human player is asked to not steal techs from his or her locked allies. This has caused very peculiar results during play-testing and it is asked that this courtesy be observed.

EDIT: 12 August 2005
I forgot to mention that the human player ought to refrain from re-basing any heavy bombers onto their carriers. This is an unrealistic tactic (B36 Peacemakers and B-29 SuperFortresses didn;t land and take off from carrieres).
 
attached to this post is a folder containing 3 spreadsheets in Microsoft Works format. one lists each land based unit in TCW w/ all of the stats, costs, and tech requirements. the other 2 have all of the sea and air units on them. in total, there are 491 entires: the mother of all unit lists!
 

Attachments

Say E-J where's the new biq bud. I got the new main files already.
 
1.5 Info:

A word of warning is that 1.5 is significantly different than the earlier versions (should almost be 2.0).

This post is to help bring players familiar with 1.4 up to speed and also serve as a quick guide for those who have not yet tried the scenario out.

Major changes include a larger starting army and also city population does not start at 1 for every city. More cities have at least some improvements. City growth will also be faster as terrain has been modified to be more "food friendly". Terrain has also been modified to be more "production friendly" as well with almost every terrain type having at least 1 shield. This has been offset by a major reduction in production multipliers for various improvements and wonders. Unit costs were also tweaked as well to fit the new scheme.

There are now two generations of infantry. The earlier "post-war" infantry units will play a large role in the early battles in the game. They are cheap to produce, especially compared to aircraft and tanks/mech, are still air transportable, and will hold up pretty well in good terrain or defending a city against an enemy attacker. In the earlier versions, production was such that players had little reason to build infantry that took 3 turns compared to a tank that took 4. I can assure you that with the vast majority of city production in game, that has radically changed. You need to build infantry on a semi-regular basis or risk being run over or not having enough troops to support an offense.

Bombers (and aircraft in general) are not that hot to start the game with as the Bears and B52s are not yet in game. They work reasonably well outside of cities, but it takes work to wear down defenders in cities. Early planes also feature a much shorter range as well. Care should be taken with your early air units as they are somewhat hard to replace and most have upgrade potential down the road.

Work the science improvements when you can. You will certainly need them for the second era if you are to keep up the pace on developements. Minimum turn for a developement has been increased from 5 to 6 turns to better fit the time line of what is going on. The space race wonder that was set up to give you tech that any two other civs had has been changed.

For building your military, a balanced approach is needed. You need lots of infantry for cheap, but effective defense and help on offense, mech for primo defensive work and tanks for offense. You also can use bombers and artillery to help reduce enemy positions and also fighters to contest air space and a navy to either project power or protect your coast line. Ignore any of these at your own risk. In general, especially early, it will cost you in troops to take things. You will simply pay a price and there won't be much that you can just roll over with ease. One other thing to mention about aircraft is some of it has been designated as "carrier based" and does not have the transfer mission available to it.

Communications in the game has also been changed in that ports and airfields no longer count for purposes of linking various areas for resources and lux items. This means when planning an overseas campaign, you need to also take into consideration what resources you are going to get out of it as well in that local area or your basic build list will be pretty short. You will get a minor wonder that will act as a communication link with your capital, so use some thought on where you are going to place it.

Some quick position by position summary for several positions:

US: Still the big dog on the block. You have an even larger naval force to work with, including two heavy cruisers and two Iowa class ships. (Iowas will upgrade later to become even more disgusting). Most of your fleet strength starts in the Pacific along with some significant amounts of troops. You have several options with these troops and can consider a strike against some of the remote WP cities along with paying China a visit. You no longer have a foothold in Korea. Cuba will still be the usual tough nut to crack, especially since you have to build a navy from scratch in the Atlantic or you can send your Pacific units around to work over Cuba as well. Either way, expect a hard fight. You must also pay attention to what happens in Europe or see the WP possibly get out of hand.

WP. Lot of changes for the WP. You start out in a much better position as you still enter the game in Golden Age. While your lack of population from the earlier version wimped this advantage out, version 1.5 gives you a lot of population to work with. The early feeling of the WP will basically be one of power. You have a nice fleet of bombers to work with and a good pile of T-34 tanks backed up with the ability to build a nice tank. The big changes for you are that while you do have a fleet to work with and everyone else that does not like you has some fleet additions including things that like to shoot 2000 pound shells at you. You also have a lot less friends in the world, including the fact that you might wind up in a war with the Chi-coms. Another issue is those WG cities are going to be a lot tougher to crack, because they now have population in them, so even if you knock the walls down, if they have enough population, they still get their defensive bonus and the German units remain some of the best quality wise in game.

China. Still a regional power, but very weak against sea and air attack in the early stages of the game. You have some options on what to do including attacking your "friend" Uncle Joe, trying on SE Asia, hitting India, or trying Vietnam out. Do not underestimate Vietnam. While only a 4 city Civ, they are a very tough nut to crack and you will suffer losses trying to take them out not to mention being tied up there.

Western Euro positions. Any of these are fun and again, you have to look at going to the aid of the WG or face being "next". Good to run one of these if you don't want to mess with one of the larger positions. The UK in particular has a powerful army to start with and their fleet is a lot stronger at the start of this scenario. One trick to getting the planes from the Fauklands to a more useful position is to have a carrier drop off its plane and then head down far enough to do transfer missions.

All in all, this version has a lot of new stuff to offer and plays quite different from the earlier versions. I do plan on making a multiplayer version of this game along the lines of the earlier version, but it will be a couple of weeks before it is available.
 
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