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Bit of an obvious question perhaps but you know you have to capture them with infantry first to build on them?
Bit of an obvious question perhaps but you know you have to capture them with infantry first to build on them?"
Yup. Color change still occurs and build options display (money on hand to afford any/all options) but when clicking the build option icon it just doesn't do anything.
So you may wanna try wiping all the install folders and then reinstalling the base game without any mods and see if it works after that. Beyond that I have no idea sorry.
So a fresh install fixed the base game but the mods are still borked for the build points. At a guess it looks like there's some issue where the build point references a 32-bit file name or something that hasn't been updated in the mod yet to reflect the new 64-bit location/reference. Welp, I guess I'll give it a few months and check back. I appreciate the insight, Hydra.
Are you using any mods? I'm playing with the unofficial patch and didn't get that bug, though I have seen others complain about broken build pads in a workshop mod's comment section
This specific turret pad bug is due to one of the "fixes" pushed on the second-to-last official patch. One submitted fix was to correct the "load-looping" problem that can be faced when the game has to loop through the files multiple in initialization b/c some things are referenced that aren't registered yet. On large mods, this would increase loading time - in vanilla, it barely did, but a fix was pushed through anyway (I guess in the spirit of trying to fix what we could given there may have not been another patch).
The bug occurs b/c some turret references were moved to another file and multiple objects had their positions rearranged in GameObjectFiles.xml. If old mods don't overwrite every appropriate base game file for turrets, then it's impossible to build turrets. Yes, this is horrible for backwards compatibility.
If possible, try and contact the mod creator, or if you're apt enough, create an unofficial fix submod for the mod. The Unofficial Patch originally had this problem - to see how I fixed it for the latest version, here's my Git change for reference
https://github.com/AlyMar1994/UFoCP-OLD/commit/aca71a7b206777b62b8f977d26fc63d7e77e35bb
(A little messy, sorry, prime reason why I'm doing a 2.0 update at some point.)
^^ This problem can be different for every mod depending on what they overwrite. This isn't a blanket fix, you'd need to do a comparison check against the appropriate files and see what's missing.