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Map Cheats & Bugs


MPK

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Hello all;

I'm currently working on

a CMBB Op that involves the

breaking of the Luga Line.

To simulate the Russian strong-

points, I've been employing a

few time-honoured map cheats.

I'm concerned that these may cause

problems when playing...

Can anyone tell me if these are

likely to lead to buggy behavior:

*tank inside building

*trench inside building

*immobile AA gun in building.

*pillbox inside building

*mines or wire inside building

Any advice appreciated, and fortif-

cation ideas gratefully accepted...

thanks, Matt

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If you are doing an op and you place a gun or tank inside a building (to simulate turreted bunkers or such) you will find that they will be able to be moved out of that position in the second battle. This will be possible even if you dig in and padlock the tanks setup in the first battle.

Trenchs and pillboxes will not be able to be moved however.

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Thanks, Emar...

I was aware of that problem, and for that

reason, the Soviet side will have to be

human-played only...subject to rules about

moving said vehicles...

My real concern is that some of these map

cheats make make the game unstable...

Don't want to spend 300 hrs on something

that don't work...

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Actually there is at least one gun that you can place in a building and lock it so that it can't be either moved or repositioned during the set up phases of further battles how ever many in an operation campaigne: the 88mm AAGs. Now that's gotta be a bug that not everyone is aware of. OTOH I don't know about any others for the Russians though I guess you could always check the unit info on the heavy stuff MPK, but I don't think they have one. ;)

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Thanks Zalgiris and Phillipe...

"I don't know about any others for

the Russians though"

The Sov 76mm & 85mm AA guns fit this

bill...transport class 9...there is

no Sov vehicle that can move these

anyway...(where is the Stalinetz tractor?)

Here's one I just figured out:

AP mines in a deep ford...

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