Aces High Bulletin Board

General Forums => Terrain Editor => Topic started by: bustr on December 03, 2016, 01:46:03 PM

Title: New Flak bases and uncapterable designation.
Post by: bustr on December 03, 2016, 01:46:03 PM
Are the new flak bases uncapturable by default or, do we have to tag them that way in the editor? Do they count for the required three or are they required to be uncapturable when set next to the HQ and city?
Title: Re: New Flak bases and uncapterable designation.
Post by: Easyscor on December 03, 2016, 06:48:15 PM
They have a maproom so yes, they can be captured unless you manually make them uncapturable. As for the rest...
Title: Re: New Flak bases and uncapterable designation.
Post by: bustr on December 03, 2016, 10:52:16 PM
Greebo has all the flak bases set to uncapturable on CraterMA but, he is using them only to defend strats. I'm using one for the HQ and one for the city in each country since I have those strat at their minimum distance. I have a three mile GV spawn to each, so I figure the bomber guys needed some help. I think they will have issues with the 25k AFT management caldera wall with no breaks in it that all the HQ are a few miles from.

If you fat finger and give a base a number out of sequence, the terrain editor will throw a windows error and close itself. I was creating base 96 and fat fingered 965 without seeing it. Did a save, then realized I needed to move the base about 8 miles. When I did the next save, the terrain editor would not stop throwing errors until I manually deleted that line from the oba file and deleted the contents of the stdshape directory. Reminds me of my cats, they meow and pester me when anything is wrong including it's their time to be petted. At least the editor doesn't hide errors from you and then that art form all it's own figuring them out. I only have the bases for the last country to go......