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MCNA & 7.1: OOB oddities

 
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MCNA & 7.1: OOB oddities - 4/7/2002 2:20:22 AM   
Skotty

 

Posts: 83
Joined: 7/18/2000
From: Las Vegas, NV, USA
Status: offline
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.
Post #: 1
- 4/7/2002 4:05:29 AM   
Warrior


Posts: 1808
Joined: 11/2/2000
From: West Palm Beach, FL USA
Status: offline
It's probably best to just start over.

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(in reply to Skotty)
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- 4/7/2002 6:40:23 AM   
Supervisor

 

Posts: 5166
Joined: 3/2/2004
Status: offline
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.

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