The Cold War Deluxe; 1950-1991

Winner said:
BTW I have few suggestions for the next version of TCW:

- The Soviet city in Crimea should be named Sevastopol.

- Dresden could be renamed to Prague. I think there is a plenty of German cities on the map, and Dresden is located exactly where Prague is.

- Tallinn should be renamed to Riga - Riga is AFAIK much bigger and more important port city.

- Central Africa shouldn't be a part of the Communist Alliance. They were more a battleground between the West and East, but oficially they were unalligned.

- South American nations, Yugoslavia and Indonesia should also be independent.

- France should have the Algeria - as the North Africans, you can "liberate" it ;)
thanks Winner. notes taken.

the alliances are pretty much going to stay the same. i know some of them are a little "off" but there is good reason for this.

"un-alligning" certain civis results in very undesirable results. for example, if yugoslavia was to be removed from the nato-like alliance, everyone would gang up on her and i guarantee (as per play-testing this exact thing) the folks in yugoslavia will be wiped out...either by their fellow europeans or the ruskies.

Arg/Chile/Bol is already unalligned. the other 2 s american civis are alligned to nato.

C Africa is w/ the commies so that nato and the like don't have a punching bag to practice against before they engage the Reds. it's solely for gameplay purposes i'm afraid (yet another in a line of 'compromises' i s'pose)

re the french in n africa
i thought of it...really...i did. however, i wanted to avoid the so-called 'colonialism' aspect as it was pretty much broken up world-wide by the 70s and i didn't want this to play any real part in the scenario; ie indo-china, n africa, central africa. however, for the TCW Huge biq, i did incorporate this aspect of 'liberating' certain areas of the world like in n africa/algeria and indochina. this one is called "TCW Huge Fifties" and it's linked up on the 1st pg of the thread. we really haven't tested it too much but the map is massive and allows for all kinds of extra stuff.

@von_C
same thing goes here where if the yugo position were to be alligned w/ china, it'd be a certain early exit for them b/c their euro neighbors would be chomping at the bit to kill them off. i know this is how we did it for the MP version but for the SP version, it's a little more murky. it's an unfortunate trade-off that we had to do in order to not skew the gameplay balance.

@silver
must be the booze b/c i thought i answered that for you already :p

we kept the helos as air units but for this next version we're releasing, we added another mvmt point to them. this gives them more value as air transports and on bombing runs. as for what kind of stats i'd give them if i were to make them ground units...probably high A, med D, and definitely minus HP (at least 1, probably 2 for a total of 2 HP as a 'Regular' unit). i would test it before implementing it though.
 
I eliminate the 'Slavs with the Ruskies in World War 3 anyway so it doesn't matter to me if they are unalligned. Actually change of opinion, keep them where they are. I love taking a scenic route to Germany.
 
El Justo, the helos should still be air units. In World 2004 it was tried to use them not as air units but this didn´t work with some of the other civ versions, including the German one.

Adler
 
Hopefully on Civ IV things will be more flexable - it's really very hard to represent helis well on civ 3
 
man o' war said:
Hopefully on Civ IV things will be more flexable - it's really very hard to represent helis well on civ 3
yes, i agree w/ that.

i guess our point is for the next version is to try and make helos more "useful". i often found them pretty useless in most cases. the high-end ones like the apache are nice but others leave something to be desired. i think that by giving all helos another mvmt pt (from 1 to 2) that we'll be able to find them more helpful and deployable. i think the 'transport' aspect is specifically what needs to be addressed...at least for the human player b/c the AI won't really use them like we want them to.
 
Another aspect we have tried to incorporate into the helos is that while they may not be the "best" bombing unit, they are excellent for how much they cost.
 
Klyden said:
Another aspect we have tried to incorporate into the helos is that while they may not be the "best" bombing unit, they are excellent for how much they cost.

I agree, and when I have played smaller nations in the past, they are often useful as a cheap bomber used as long-range arty or close cover for my ground troops - blowing out enemy fortifications, etc.

The only other time I have properly used them was in a large assult as Israel over the Suez canal (used as transports, that is). I know this may not be the most effective thing to do, but I wanted to see if it was possible, and try to use all units to some extent.

(needless to say, I was blown to peices on that particular attempt :p)
 
man o' war said:
Hopefully on Civ IV things will be more flexable - it's really very hard to represent helis well on civ 3

Fear not my friend because in Civ 4 you can edit the game in .xml format...

and you can basically make the game into something completely different...like get rid of everything civ except of course the civ logo...

ya you can mod it that much...and I am gonna go buy it and see if I can get an anti missile unit workin....but I have to wait till it comes out
 
Drivebymaster said:
Fear not my friend because in Civ 4 you can edit the game in .xml format...

and you can basically make the game into something completely different...like get rid of everything civ except of course the civ logo...

ya you can mod it that much...and I am gonna go buy it and see if I can get an anti missile unit workin....but I have to wait till it comes out

That would be really cool!
Does this only work for units, or could you do things like, for example. different types of forteress: anti-air bunker, nuke bunker, MG bunker...

...assuming you know what you're doing, that is!
 
Hello

Just downloaded this scenario, but an error message comes up when I try to start the game: missing file \text\pedialcons.txt.

Has anyone else encountered this problem?
 
Is the file actually there?
If not, re-download and put it there :crazyeye:
 
sup i just downloaded your scenario and the post-war america infantry looks like queen victoria king unit. Can you tell the number that it is supposed to be??
 
Tommy1234567890 said:
sup i just downloaded your scenario and the post-war america infantry looks like queen victoria king unit. Can you tell the number that it is supposed to be??
Tommy1234567890,

this shouldn't be b/c there's a custom made units_32 pcx that comes w/ the latest DL.

according to a peek into the editor, the US Inf - PW unit should have the icon # of 117.

i'd open up the biq file and see if this # matches what you have (it should).
 
a bump up in AA values. specifically, they were raised an avg of about x2+

Las Malvinas are now a UK city instead of an airbase.

a few city name changes/corrections.

the WG/LL position has undergone a little of a facelift. gone are the M4 Shermans, both the pre-placed ones and the ability to build them. instead, they have 3 pre-placed "Veteran" Panther mbt divisions. they can't build them though. added in for the Dutch was a carrier (Karl Doorman?). they have a few new subs, too (see below).

opened up the land-locked area around the Dardenelles in Turkey. WP now has access to the Med via the Black Sea.

gave Cairo access to the sea.

changed India's color from pinkish-mauve to monkey vomit green (lime)

the following units have been added:
Panther mbt: 3 of them i think, pre-placed an unbuildable (WG/LL)
Meko 200 ffg: a euro-flavor sea unti
F104 G: a high-end Starfighter
F16 [export]: added into the euro air unit line (no dead end units now)
Type 206 & Type 209 subs: German-made subs
M48 mbt [Israel]: another to solve dead end units
Egyptian Infantry (x2): buildable only in Egypt, both generations
British Airborne Inf (x2): flavor unit for Brits, both generations
ROC Infnatry (Taiwan~x2): buildable only in Taiwan, both generations
Philippine Infantry (x2): buildable only in the P.I., both generations
Yak-9 [Soviet]: solves a dead end unit
 
i've decided to release TCW1.6

it is now attached to the 1st post of the thread.

VERY IMPORTANT: you need not re-DL the large folder again. if you DL'ed v1.5 onwards, then you're in business!

this is likely the last ever version of TCW outside of gfx expansion packs.

anyway, it was tested pretty well...over about a month or so.

most noticable adjustments: no doubt, it'll be the added AA values. be careful where you send your buffers! foot unit diversity w/ added country resources for flavor infantry units (eg Filipino, Egyptian, Tawainese, etc). finally, hopefully all 'dead-end' units (non-upgradable) are gone as a few country-specific units were added in.

enjoy and leave feedback!
 
Whoa, Whoa, Whoa, Whoa.
When did this happen?
All the sudden there's a 1.6.

Edit: What's different about it from previous versions?
 
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