Complex base issue, 2 in one hex - help

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Cavalry Corp
Posts: 4308
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

Complex base issue, 2 in one hex - help

Post by Cavalry Corp »

In my mod I have created several extra anti aircraft units 1635 6 and 7 I think, then placed them on some of the Dutch bases on some of the Dutch bases at the start. For some reason they have become bases in their own right not AA units?? I have deleted them in the editor when I restart the game it says do I want data changes and you click yes but when I start the game the base is still there. Any suggestions how to fix this please. In our current game it means the Japanese are unable to conquer the base even is empty. Big Issue.

in the original game RA 8.0 there is Sydney and Sydney Island bases??? These seem to be ok. But have not tried to capture?

can you have two bases in one hex? Most important how can you get rid when game is in progress??

Thanks



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btd64
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RE: Complex base issue, 2 in one hex - help

Post by btd64 »

Part of the "Location" tab is strictly for Locations. You must of put the ground unit info in that area. And you can't delete it in a current game....GP
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Alfred
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Joined: Thu Sep 28, 2006 7:56 am

RE: Complex base issue, 2 in one hex - help

Post by Alfred »

Not fixable.

Alfred
Cavalry Corp
Posts: 4308
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

RE: Complex base issue, 2 in one hex - help

Post by Cavalry Corp »

Ok thanks both of you - there are certain slots in the editor like stepping on a mine...

Fixing now in new patch 1.6 out later. Shame we had a riot of a pbem running to late Feb 42. Opponent has agreed to a re start...
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