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Suhiir
January 24th, 2012, 12:53 PM
I'm working on a scenario that will be part of a campaign so to ensure the CORE forces stayed the same I used the editor to delete all opposition (except the HQ) units and any non-CORE friendly units. Then selected a "Custom" map to load the map I will use for the new scenario.

The problem is in the 1st scenario I had placed some barbed wire, and while it is not visually in the hexes on the 2nd scenario map the hexes still show "Height 30 Earth Barbed Wire" when you mouse over them and this phantom barbed wire impedes movement when playing scenario 2.

I have tried using the "Build Minefields, ..." button to place barbed wire in the effected hexes in order to remove it. But the editor will not allow me to place wire in those hexes, nor will it allow me to remove the phantom wire.

HELP !

wulfir
January 24th, 2012, 03:11 PM
Do you have a "clean" save of the map, i.e. before any units etc were added?

Suhiir
January 24th, 2012, 04:13 PM
Do you have a "clean" save of the map, i.e. before any units etc were added?

For map #2 yes I do.
But I have tried reloading the map and it doesn't help.
I am so hoping the solution isn't to have to go back to square one and re-purchase and re-edit the entire CORE OOB.

DRG
January 24th, 2012, 05:18 PM
Have you tried clearing the "affected" areas down to clear terrain then rebuilding them without the wire? Sometimes that's the only way to fix it.

Basically, nuke that area back to the bedrock then rebuild


Don

Suhiir
January 24th, 2012, 05:33 PM
Have you tried clearing the "affected" areas down to clear terrain then rebuilding them without the wire? Sometimes that's the only way to fix it.

Basically, nuke that area back to the bedrock then rebuild

Don

That I haven't tried yet.
I was sort of hoping to avoid it because it effects about 50 hexes and while not nearly as much work as an OOB rebuild it's hardly something I look forward to.

Edit:
Tried clearing the terrain - no luck.
Tried making the hex deep water (where barbed wire can't be placed) - no luck.

Found a solution
"Clear" the entire map then reload the map you wish to use.


Andy,
May I request a code change so when a new map is loaded ALL unit "dug-in" status and defensive (wire, mines, etc.) data is cleared? And while you're at it (not like you don't have 1,000,000 more important things to do) reset all VP flags into hex 1,1 at value 100 and neutral?
It would make scenario work easier if we could "reset" everything back to square one when we create/tweak scenarios.

DRG
January 24th, 2012, 06:04 PM
Here's an idea ........DON'T SAVE A MAP WITH DUG IN FEATURES IF YOU ARE PLANNING TO DO OTHER THINGS WITH IT.

That advice has worked for years. Usually sceanrio designers only make that mistake once.

Here's another idea.......DON'T SAVE A MAP WITH OBJECTIVE FLAGS ON


dON

Suhiir
January 24th, 2012, 06:11 PM
Here's an idea ........DON'T SAVE A MAP WITH DUG IN FEATURES IF YOU ARE PLANNING TO DO OTHER THINGS WITH IT.

That advice has worked for years. Usually sceanrio designers only make that mistake once.

Here's another idea.......DON'T SAVE A MAP WITH OBJECTIVE FLAGS ON

dON

Actually what I'd done was created the CORE OOB while making scenario #1 then wanting to keep the same exact OOB for the campaign I loaded a copy of scenario #1 and deleted all AI units (except the HQ) and all Aux units from the player OOB then loaded a different map to use for scenario #2 and saved in a new slot.
Seems some of the map data (the phantom wire) carried over from the previous scenario and was applied to the new map.

wulfir
January 24th, 2012, 07:08 PM
I am so hoping the solution isn't to have to go back to square one and re-purchase and re-edit the entire CORE OOB.

Good you found a solution - and yeah, I figured you'd probably spent a great deal of time customizing the CORE OOB (I assume the campaign core is set to FIXED not OPEN)...


though sometimes one has to cover the same ground again....
...the classic: power failure, and you have not saved the map your applying the finishing touches and that you've been working on for the last couple of hours. :doh:

Suhiir
January 24th, 2012, 07:57 PM
I am so hoping the solution isn't to have to go back to square one and re-purchase and re-edit the entire CORE OOB.

Good you found a solution - and yeah, I figured you'd probably spent a great deal of time customizing the CORE OOB (I assume the campaign core is set to FIXED not OPEN)...


though sometimes one has to cover the same ground again....
...the classic: power failure, and you have not saved the map your applying the finishing touches and that you've been working on for the last couple of hours. :doh:

Yeah, fixed CORE with 442 units. A TO&E Marine Expeditionary Unit (MEU) plus a bucket of campaign specific units (civilians, ambassadors (you REALLY don't want to lose), wounded, etc. I had lot's of "fun" editing units (including some icons with the scenario editor).

I've even e-mailed myself copies of my revised OOB and scenarios as back-ups to my back-ups in case I lose a hard drive (again) or get my computer stolen (again).
Paranoid? Me? Nope.

I don't mind (too much) losing a days work, but don't want to lose a weeks worth.

Imp
January 25th, 2012, 04:19 AM
Did you try loading the map in the extended map editor & using the DAMAGE button to remove all damage, this would clear the whole map of fortifications / shellholes.

Alternativly cut out the section you wish to remove damage from & paste it back in once you have done so if you dont want to effect the rest of the map.

Suhiir
January 25th, 2012, 04:33 AM
Did you try loading the map in the extended map editor & using the DAMAGE button to remove all damage, this would clear the whole map of fortifications / shellholes.

Alternativly cut out the section you wish to remove damage from & paste it back in once you have done so if you dont want to effect the rest of the map.

The DAMAGE button had no effect what-so-ever as barbed wire is not "damage".

Didn't try cutting out the effected section, just anything I could think of that could/would/"should" alter the terrain (and wire is a terrain feature) of the effected hexes.

I stumbled across the clear-entire-map-and-reload solution as a final act of desperation. Sometimes desperate moves are the "correct" one :shock:

Imp
January 25th, 2012, 07:11 AM
The DAMAGE button had no effect what-so-ever as barbed wire is not "damage".




Okay well thats strange in my experience the damage button removes all shellholes, emplacements (foxhole & sandbag) mines, dragon teeth & wire.
It also if I remember correctly removes trenches so long as they do not cross a hill crest tile.

With a bit of thought you can use it to remove foxholes sandbags created by a defending force if you want part of them to be mobile & forgot to deploy them first with the slider on meeting engagement.

DRG
January 25th, 2012, 08:59 AM
Okay well thats strange in my experience the damage button removes all shellholes, emplacements (foxhole & sandbag) mines, dragon teeth & wire.



..and ID tags....

MY experience is the same and re-testing confirms it to be true exactly the way John describes it but they will ALL be removed simply by placing ground ( 0 ) level terrain on the hex then rebuilding as necessary.

I *HAVE* seen cases where maps refuse to co-operate becasue they have become corrupted but it's rare.

POST THE MAP and I will look at it


Don

Suhiir
January 25th, 2012, 12:42 PM
POST THE MAP and I will look at it

My map?
No can do, as I overwrote the corrupt scenario save once I stumbled across the fix.