MCNA & 7.1: OOB oddities

Discuss likes and dislikes, get help and talk about MC tactics, AAR's, etc

Moderator: MOD_SPWaW

Post Reply
Skotty
Posts: 82
Joined: Tue Jul 18, 2000 8:00 am
Location: Las Vegas, NV, USA

MCNA & 7.1: OOB oddities

Post by Skotty »

I started MCNA using ver 7 and had completed about 7 or 8 missions then upgraded to ver 7.1. I have since completed one more scen and currently fighting the MSUS scen. I have encountered some very odd OOB problems. I now have some motorcycle sqauds that are armed with 37mmPak40's, some PZIIIe's with either one MG34CMG replaced with a 2.8cm taperbore AT gun, or some MG's replaced with Soviet 7.62BMG. I have also seen a HT armed with a 20mm cannon.
I have installed the MCNA patch before 7.1. Should have this upgrade in the middle of a campaign. or should I just start over?
Luckily I haven't run into the missing leader bug, yet.
User avatar
Warrior
Posts: 1648
Joined: Thu Nov 02, 2000 10:00 am
Location: West Palm Beach, FL USA

Post by Warrior »

It's probably best to just start over.
Retreat is NOT an option.

Image
Supervisor
Posts: 5160
Joined: Tue Mar 02, 2004 12:00 am

Post by Supervisor »

REMF hit this one on the head. Any time a major game engine (mech.exe) update and especially an OOB update has been appiled it's emphasized that saved games should be start over from scratch to avoid these kind of enomolies. Remember if it started under a certain set a rules and then you change them mid stream it's not going to like something, many times it can even result in a crash to desktop instead of an inconsistency.
Post Reply

Return to “Mega-Campaigns for SP:WaW”