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jap aussies - 1/25/2007 12:00:19 AM   
JagdFlanker


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From: Halifax, Canada
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doing some scen editing and all of a sudden all the aussie bases turned jap. doing a lot of deleting, but no changing. any ideas what i messed up?
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RE: jap aussies - 1/25/2007 12:27:22 AM   
Helpless


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might be you messed up with nation/hq settings for the base by deleting upper location slots and shifting all the things up..

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Pavel Zagzin
WITE/WITW/WITE-2 Development

(in reply to JagdFlanker)
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RE: jap aussies - 1/25/2007 2:29:08 AM   
JagdFlanker


Posts: 689
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From: Halifax, Canada
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all i did was paste blank pages over all europian ships/sircraft/hq's so they all have the same stats. absolutly nothing was edited per say, just erased/pasted over. hadn't gottne to the bases or army units yet, though, which is why it's strange. all aussie bases are now jap bases


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RE: jap aussies - 1/25/2007 3:27:40 AM   
BigJ62


Posts: 1800
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From: Alpharetta, Georgia
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All HQs have been erased? BTw all bases must be assigned a valid HQ.

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Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

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RE: jap aussies - 1/25/2007 4:02:31 AM   
JagdFlanker


Posts: 689
Joined: 7/26/2003
From: Halifax, Canada
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mabe that's the problem - mabe i'l do it all again but keep the HQ's intact so as to not mess that up again.

i guess for the curious all i'm doing is making the 1926 scen so as to not need house rules - pure usa vs jap with all other bases erased - except for ports that start the game with the usa AK's will be beaches so the start of game AK dispersion will not be altered. keeps the focus of the game better and it lets the usa player not do all the extra euro work 'just in case' japan gets greedy...

once i'm done that i MIGHT try doing a new scen with all the usa bases erased and bring in all brit ships 1 year early to try a europe vs jap scen - just because it'd be fun to see how the brits would do in the same scenario, and after all some people are more RN fans than USN. the problem is i would need someone to adjust the ground forces so that the euro colonies don't get run over by japan and not be able to come back.

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RE: jap aussies - 1/25/2007 6:15:17 AM   
BigJ62


Posts: 1800
Joined: 12/28/2002
From: Alpharetta, Georgia
Status: offline

quote:

ORIGINAL: Flanker Leader

mabe that's the problem - mabe i'l do it all again but keep the HQ's intact so as to not mess that up again.

i guess for the curious all i'm doing is making the 1926 scen so as to not need house rules - pure usa vs jap with all other bases erased - except for ports that start the game with the usa AK's will be beaches so the start of game AK dispersion will not be altered. keeps the focus of the game better and it lets the usa player not do all the extra euro work 'just in case' japan gets greedy...

once i'm done that i MIGHT try doing a new scen with all the usa bases erased and bring in all brit ships 1 year early to try a europe vs jap scen - just because it'd be fun to see how the brits would do in the same scenario, and after all some people are more RN fans than USN. the problem is i would need someone to adjust the ground forces so that the euro colonies don't get run over by japan and not be able to come back.


If you are making a grand campaign I'm not sure what the game engine is expecting to see as far as HQs and bases, remember certain command HQs and bases are hard coded(slot id), I'm thinking WitP when I say this. I think top level HQs are assigned to specific regions and some bases serve as national entry points. Anyway post back if it's possible to remove other nationalities without the game getting confused.

_____________________________

Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.

(in reply to JagdFlanker)
Post #: 6
RE: jap aussies - 1/25/2007 9:02:26 PM   
JagdFlanker


Posts: 689
Joined: 7/26/2003
From: Halifax, Canada
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beautiful - worked like a charm! i discovered instead of erasing hq's i can just place them 'nowhere' so they arn't on the map - much safer...

(in reply to BigJ62)
Post #: 7
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