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High Command HQ Question

 
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High Command HQ Question - 11/28/2011 12:15:57 PM   
PanamaJack

 

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I am thinking about making a mod without italian or hungarian units. When deleting the units in the editor should I leave the high command hq's for these countries? Does having the High Command HQs affect the logistics/supply phases or return manpower to the manpower pool?
Post #: 1
RE: High Command HQ Question - 11/28/2011 3:38:30 PM   
bcgames


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From: Bramble Rose Farm, KS
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quote:

ORIGINAL: PanamaJack

I am thinking about making a mod without italian or hungarian units. When deleting the units in the editor should I leave the high command hq's for these countries?


Yes. They don't have to be in the playable map area; they can be located outside the scenario map coordinates.

quote:

ORIGINAL: PanamaJack
Does having the High Command HQs affect the logistics/supply phases or return manpower to the manpower pool?

I don't know for certain about supply but that would make sense. I do know that the presence of the HHQ/chain of command influences the AI.

(in reply to PanamaJack)
Post #: 2
RE: High Command HQ Question - 11/28/2011 4:58:09 PM   
PanamaJack

 

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ok thank you for the response, I think I may have deleted one on accident, is it possible to remake a high command hq? if so how? thanks for any replys it is very appreciated

(in reply to bcgames)
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RE: High Command HQ Question - 11/29/2011 4:09:31 AM   
bcgames


Posts: 2527
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From: Bramble Rose Farm, KS
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quote:

ORIGINAL: PanamaJack
...is it possible to remake a high command hq? if so how?

Open the original of the scenario you are using in the editor. Navigate to the HHQ that you mistakenly deleted. Record the information about that HHQ--especially the TOE(OB) number. Find a blank slot on the Units tab and re-enter the data for the previously deleted HHQ.

_____________________________


(in reply to PanamaJack)
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RE: High Command HQ Question - 11/30/2011 2:50:34 AM   
PanamaJack

 

Posts: 32
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Thank you for replying.

(in reply to PanamaJack)
Post #: 5
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