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-   -   Problems with Mexican Drug War (http://forum.shrapnelgames.com/showthread.php?t=37907)

zeiss March 6th, 2008 09:11 AM

Problems with Mexican Drug War
 
There are a couple of errors in the Mexican Drug War campaign. If they haven't been fixed already..

1. A0 unit is a modified HQ with 2 men. It will revert back to 6 men in scenario 2 if repaired or REPAIR ALL is selected. You can't transport all your troops when A0 becomes a 6 man unit.

A0 should be a Forward Observer or similar 2 man unit.

2. Several scenarios have AUX/FIX units deployed on the map when they are passengers at the same time.

Double_Deuce March 7th, 2008 06:55 AM

Re: Problems with Mexican Drug War
 
I'll have a lok at the AUX/FIX units but regarding the 2 man HQ I believe I added in the notes at the beginning that you should not upgrade or replace any units, you can only fix existing.

What was intended was is, any unit gets killed or destroyed it should not be replaced.

zeiss March 7th, 2008 12:22 PM

Re: Problems with Mexican Drug War
 
Yes, but it's fixing existing units I'm talking about. If A0 has taken ..err.. 1 damage and you fix it, then it becomes a 6 man unit. "Fix All" even changes A0 without it being damaged.

The game thinks your 2 man HQ is full-strength at 6 men.


Be warned that the AUX/FIX problem may look correct in the editor.

From the Game Guide:

"[2] Fixed and auxiliary troops are NOT meant to be loaded with or as passengers! Please see the Q & A at the end for a work around for that desired loaded up truck convoy!"

It's a fun campaign BTW. Good work!

Double_Deuce March 8th, 2008 08:20 AM

Re: Problems with Mexican Drug War
 
Quote:

zeiss said:The game thinks your 2 man HQ is full-strength at 6 men.

Yeah, I had to do that to get them to fit into the HQ vehicle. I had planned to pull it apart and redo some things so now might be as good a time as any.

Thanks for catching that.


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