The Cold War Deluxe; 1950-1991

Well, not only him. I started a game of TCW50s as Sweden-Finland, and when I finally had broken the endless stacks of Soviet tanks and revived the good old Swedish Empire around the Baltic Sea, and was preparing to strike against Moscow, THEN the game froze! It was in the beginning of 1954, and I tried reloading the saves from the ten earlier turns, but the game froze every time in the same turn.

I've started a new game as Argentine++ in DEBUG mode to see if it happens again. Whatever happens, this scenario is REALLY good fun as long as it runs! :)

seems we have encountered the same problem. however i am encouraged because i started a new game with france and have gotten to the 3rd scientific era which i wasnt able to do before and the year is now 1958 with no crashes. fingers crossed. would be interested to see if you find out the reason why the game stops working with debug mode
 
hello, im new and just downloaded the tcw 1.5 mod, my question is how do i install it properly without the game crashing? i really want to play as the USA in the huge 325x300 map :)
 
Hi Narn,

RE: The CVL Centaur Contract - before you start a game you will need to check in the Civ Editor that required resources for this wonder are set to UK and required government is set to UK Parl Democracy NOT Parl Democracy.

There are a few other things that need to be done to run this mod successfully including copying the small pop heads from the default civ conquests folder. The pop heads included in the mod do not include policemen or civil engineers which will cause the game to crash when adjusting specialists in the City Screen.

Both these issues are mentioned much earlier in this thread IIRC but I thought I would reiterate them here to save you having to trawl back through.

Another minor Editor issue if you are playing as the British is that Gurkhas are not set to amphibious even though their pedia entry says they have this ability.

I wonder if there was some unconcious bias against Britain when this mod was made? (Only kidding El Justo ;) )
 
OK I solved one problem. There's something wrong with the popheads.pcx in the art/smallheads folder that came with the download. It's not exactly corrupted as I'm able to open it but it's missing the police and engineer heads as if it was made for non-conquest CivIII. How did you guys not have this problem?

Well, anyway, just delete the pcx and the scenario will use default one.

Or just use Doge Soprano's more elegant solution mentioned a few pages back :blush:
 
seems we have encountered the same problem. however i am encouraged because i started a new game with france and have gotten to the 3rd scientific era which i wasnt able to do before and the year is now 1958 with no crashes. fingers crossed. would be interested to see if you find out the reason why the game stops working with debug mode
My Argentine++ debug game has run smoothly all the way into 1957 which is way beyond where the game froze last time.

I'll play another year of this and then I'll restart with some modifications I want to try. The main one is to disable all submarines of the Western world except the SSBNs. At least eleven cities (2 Soviet, 3 Chinese, 2 Indian, 3 North African and one Arab) were taken by the Western powers (and eight of them by minors such as Spain, Greece, Israel, SE Asia and ROC-ROK-Phil) after hordes of subs bombarded the defenders down to 1HP each and then kept bombarding destroying the city's improvements.The reds took Istanbul the same way, but I will handle that another way: create an immobile Sea unit called Coast Defence in Istanbul with lots of HP and very high defence to soak up naval bombardment for a while.
 
Hi Wolfhart; the AI use of submarines for this purpose is intriquing - I have played until 1956 as the British and yet to see the AI attempt this.

While on the subject of modifications for this tremendous scenario, I would like to throw a suggestion/observation into the ring. I think one of the most troublesome aspects is the high number of hit points given to bomber aircraft in the scenario. I realise that the makers probably had their reasons for doing this, i.e.; the enhanced survivability of more advanced bombers needs to be reflected in-game somehow. The problem I have with really high HPs for bombers is that it means fighters, even of the same era, rarely shoot them down, and in fact are much more likely to be shot down by the bombers. That is if the fighters even scramble in the first place; I have noticed that fighters on Air Superioty rarely, if ever, scramble when their city/carrier is under attack by these high HP bombers. I suppose this is because there is some inbuilt logic in the programme which says "do not scramble if you have no chance of winning".

While I appreciate the need to give advanced bombers some measure of survivability I have reservations about high HPs - I mean to say; how would the unarmed (no cannon or AAM) bombers of the era, Valiant, Victor, Vulcan, Buccaneer etc (to mention just the British examples) actually have shot down enemy interceptors in RL?

Add in the reluctance of fighters to scramble to intercept high HP bombers and it strongly suggests to me that HPs should be reduced for bombers of all Civs. I know this means that there will be tremendous losses of bombers, but some of them will get through if sent in sufficient numbers. I am afraid that in RL if bombers of the era had gone into a well defended airspace there would have been tremendous losses.
 
ok i downloaded it and got it up, but i got an error that says "Art/Units/C African Infantry PW/Infantry/InfantryDeath.wav"

can sum1 help me fix this
 
Hi Wolfhart; the AI use of submarines for this purpose is intriquing - I have played until 1956 as the British and yet to see the AI attempt this.
Hi molesworth; I played in DEBUG mode so I saw every move made by the AI, and they did use their submarines very frequently to bombard land units, terrain improvements and cities. Especially some of the minor Western allies built plenty of subs, and as I wrote earlier did manage to conquer quite a few coastal cities primarily thanks to sub bombardment. :twitch:

Now disabling subs for the West did away with that, and I tried to compensate them in a balanced manner by giving destroyer escorts a slight bombardment (10.1.1). That made the minors build more DEs which in turn made life for the non-Western subs a bit more complicated, as it should be. :mischief:

There was of course one negative consequence: the frequency of unintended war declarations due to the sub bug was much lowered, which made the cold war remain cold for long boring periods... :D

So what about the Soviet subs bombarding Istanbul (and Trabzon) into submission? I proposed above to counter this by creating an immobile Sea unit called Coast Defence in Istanbul with lots of HP and very high defence to soak up naval bombardment for a while. Well, I gave it +20HP and 100 in Defence, no holds barred I thought, and it took the Soviet Black Sea Fleet (mainly subs!) two turns to blow it clean away! :eek:

Regarding your observations about high HP bombers I didn't really notice anything off about the intercept frequency towards those, but then I wasn't really looking and DEBUG mode doesn't let you see air battles away from your own units and lands (but it does let you see when planes get shot out of the sky by AA). I'll start a third game in DEBUG soon to try some further tweaking: among other things I want to stop the Israeli invasions of China! :think:

Again, thanks El Justo for this gem! Bloody good fun to play and also to tweak a little! :goodjob:
 
Hey. Looks like a good mod, but I was just looking through it, and, you can't play as Russia?
 
Warsaw Pact.
 
Ah thanks.
One quick question (Sorry I have not had History class in a while)
Why is it the Warsaw Pact - and not the USSR?
 
I'm not a fan of Wikipedia, too easy for inaccurate information to be taken as fact. But in spite of my distaste for it, here's a link for the Warsaw Pact:

http://en.wikipedia.org/wiki/Warsaw_Pact
 
Aye, the Warsaw Pact civ in this scenario encompasses pretty much the entire Eastern Bloc - so that's countries such as East Germany and Czechoslovakia which were not part of the USSR, as well as the USSR itself :)
 
Great scenario. Just a few thoughts:

Why does Canada have 14-15 postwar and 20-26 modern infantry while Australia-NZ gets 15-15 and 22-26. I don't think Australia has any better training than Canada in RL.
Perhaps Spain-Potrugal can be given Macao(which Portugal owned until 1999) in the huge map.
 
Hi E-J,

Is there an Excel table of units and/or city improvements for this scenario? Now that Wyrmshadow has supplied us with so much modern hardware I'm currently updating this scenario for my own personal use. A unit table (as well as a city improvement table) would help speed up my work.

Regards,
Moffers


P.S. Using Steph's editor I started to compile a table of units myself however there are over 300 units to hand type!
 
good point re Macau, Bengal Tiger. the rationale for the Aussie-Kiwi and Canadian stat differential is based almost entirely on the fact that ANZAC forces were very active in SE Asia in the 50s and 60s while the Canadians were not. i've read stories about kiwi special forces in Vietnam (granted, the 60s) where US special forces relied on them for tactics etc. extraordinary, i seem to recall. no links atm. can't even remember where i read it but i do recall the substance. anyhow, lesson to be taken from this is that ANZAC forces were far more active, gained more experience compared to their commonwealth cousins from up north.

@Moff
i have it somewhere on my HD at home. will look to see what i've got :)
 
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