Ares de Borg
Norman Knight
Thank you very much for your hard work, Andy, and not only because of this masterpiece of a scenario, but also for the new units you've created. German tornados, finally! 

Don't know if this would please you but I left Portugal as a separate side and combined Spain with France in my Cold War scenario))))
First, let me say that I love the mod. You're making me regret scheduling a two-day trip to the mountains this weekend.
I'm having a problem saving unfortunately. When I try to save a game I receive an error saying that it isn't a valid pathway (I think that was the wording) and my autosaves give the error "Not a valid save file." I was planning on playing it normally and relying on autosaves, but since those aren't working I guess I have to play it the old school Super Nintendo way. Any advice on the issue? Has anyone ever encountered it before?
Had the same problem. I suggest renaming Fr-Etendard and Alize ini's and folders into english characters without french symbols and correct the corresponding lines in Pediaicons.txt.
Thanks, Thorvald. I dont know if its plausible, but at least I didnt have to rely on UFOs or time travel, I guess. You've also managed one of the first real plausible late-century WWIII backstories I've come across.![]()
Hey, Lionic. Nice turn report! The East Germans are kind of a mess in the game thanks to Civ IIIs byzantine turn order method. When you play another power, the DDR moves first, followed by the Soviets, and then all other nations move in reserve order except that Germany and the U.S. are switched. I have no idea why the game does this. When you play as East Germany, however, the turn order starts at the top and works down, which of course makes NATO the aggressor and has the Soviet Union go last. This means that the DDR takes the brunt of the attacks. The Chieftains and Leopards are hard opponents one on one, but as youve probably seen, the Russians will crush them in the long run.So, I am playing for Eastern Germany and the Day 2 of WWIII has begun. On Day 1 I decided not to go on the offense before the Soviets, so I signed Right of Passage with USSR and Poland, dug-in my land units and put my air force on the air superiority, then ended turn.
-The only issue with that is that you would only be able to see little spots in a big wide ocean, and it would add a bunch more units.And now some of my questions/suggestions/complaints:
- Is it possible to make some sort of a spy satellite unit and give at least one to each Civ? It is not for military purpose, but I really would love to see "Battle for Atlantic" or "Battle for Norway" show which I could not do because I am stuck as a minor power in Europe or elsewhere?
- Eastern Germany has no ground strike aircraft, just a few Mig-21/23, I think there should be at least some Su-20. Also I've got no navy, although perhaps I am not supposed to. I also read that Eastern Germany was the only country in Warsaw Pact, besides Soviet Union, that operated S-300 SAM's, maybe they could have at least a battery?
- Szczecin does not have an access to the sea, was it meant to be that way?
- 2S7 has great animations, but it looks a bit small compared to 2S1, 2S3 and M110.
- I am a bit uncertain about Saudi Arabia. I could not imagine it alligning with Soviets against the West under any circumstances. Maybe it could be controlled by USA?
First, to thank you for including Portugal. Saddly, in most scenarios/mods, we are either simply ignored or included with Spain. To see us properly represented in a scenario is a pleasure, so thank you!
I do, however, have one problem with the scenario: the maritime patrol aircraft. You have them moving around like naval units, which not only gives them unlimited range, it makes them vulnerable to attack by submarines! I realise that some soviet subs had short-range SAMs, but not all; and western subs had none. I ran the RAF for 3 turns, during which I lost all the Nimrods to sub attack... right after I sunk russian ships in the north of Norway, which is a bit far! I would suggest making them regular land-based aircraft with long scout/bombing range.
Also, should not right-of-passage exist from the start, within each aliance, since all the diplomatic niceties have gone out the door?
Edit: forgot one point: the UK has at least 2 units that seem to be for show, the Household Cavalry and the Victory. Is there any actual ingame reason for them? Can they be upgraded? If not, I'd recomend removing them. While I apreciate the fun factor, the turns are quite slow. If more countries have such units, eliminating them would help speed it up a bit.
Found an error, and something I think should be altered:
-error: french navy's F-8 Crusaders can only bomb, not do "air superiority" missions. This is wrong, the F-8 was the navy's only interceptor.
-naval helicopters do not exist: you have the units but, afaik, we cannot embark them in any ship, other than carriers. This cripples ASW and ASuW warfare...
Thank you very much for your hard work, Andy, and not only because of this masterpiece of a scenario, but also for the new units you've created. German tornados, finally!![]()
Hi Tony! There are a couple more questions: a) what does "Red Air! Red Air!" message during the air raid means? b) May I suggest to FORBID REBASING Soviet PVO aircraft? On Day 2 Warsaw Pact suffered some disastorous air raids from all NATO countries, only a handful of E. German, Czech and Polish MiG's attempted to interfere, not a single Soviet fighter was there. One of the things that could have happened was that Soviets rebased many of their fighters into the newly "liberated" West German cities where they were all destroyed during the NATO counterattack next turn.
My guess is that it was the Attack B machine gun sound. I checked and the sound had ID tags which may cause it to screw up. A new sound is in the 1.1 patch in Post 1. I remember a similar problem in General JCLs Barbarossa.I've spotted (or rather heard) a small bug in one of new units. Attack sound of one of the Spanish armored cars (not BMR600, another one) keeps on playing after the fight is over, in fact until I shut down the game.
New entries are in the new patch. The old entries also remain so it should work with current saved games as well.I'm having trouble playing this. Whenever I try to load the game it tells me it can't find the ini file for the Alize and Etendard fighters. Something about the french E with the accent is messing things up.
Thanks, Wolfhart! The Danish frigates are back to their proper owner.No game of this magnitude could be bug free from the start so I'll make a small contribution to next update: the warships of the Royal Danish Navy are accidentally Belgian in the game![]()
-The GR-M60 has been corrected. The INI file itself was named wrong.The game crashed after it couldn't find GR-M60.ini, when I checked it was named US-M60A3.ini.
Also I noticed that the time unit in the editor is weeks but then in the game the text was changed to days, which causes the problem of there being only 52 days in a year.
an uber nationalist here . Gave a try to the game playing Turkey , before ı somehow managed to wreck the entire Civ III . My computer certainly doesn't have the werewithal to play this but ı watched the Russian attack , the Bulgarians , the Greeks and presumably 5 Italian Tornadoes attacking Russian shipping . ı readily accept that the Russians would quickly sink anything in the Black Sea during the first day but would somehow like to challenge that they could travel to Med in just one day . Somehow knowing people who sort of had an interest in Soviet war games and planning ı would suggest that there should a way to prevent that . Maybe Neutral shipping in the Straits . Or perhaps by closing the Bosphorus so that Russians would have take the city by land forces . Which might necessitate hobbling all the Bulgarian forces wheeled or too good defensive lines that might require the Russian firepower .
don't worry about NATO operations in the Black Sea , it's common knowledge it would be us versus them . If that still needs a realisation create a NATO Black Sea Command under Turkish flag . The AI would certainly play it to fight the Russians in the Med anyhow .
the thing about this comes from a presumption that the Soviets assumed between 5 days and never to pass Marmara , might have been cut to 4 or so , if the Peoples Republic of Turkey came to reality . Supposedly Brejnev asked why it was so long , with all the nukes and tanks and MiGs and the answer was that we would close the straights by sinking the Black Sea Fleet in the straits . On top of each other just for fun .
and similarly US Tacair reinforcements to Turkey . Possibly with a base somewhere where 0 moving planes wait for the Turkish player to amass enough credit for upgrades to get flying . When the mutual hate became visible in the 1970s the Americans decided to move the plans to Iran where they build enough rampspace to handle 3000 combat jets . Talking of flank attacks . Was always a linchpin of Soviet planning to expect that , knowing it very well that they couldn't spare enough resources to counter it .
-I had a long standing internal debate about the day/week thing. The days are more appropriate to the advance the Soviets probably would get through to the Rhine in 5 days and overrun the Low Countries inside of two weeks. Also, naval movement is set to reflect days it wouldnt take five weeks to cross the Atlantic. But the 52 week thing obviously cant be changed in the editor. I dont know. Maybe Ill just change it to weeks at some point in the future.