If that's the case, then there would have been no problem to just use cheat mode. Thanks for setting me straight on that.
Will resetting the events prevent them from spawning more units? From what McMonkey said, they seem to be working. If the Kozzark createunit command is tied to a tech, it should (!) take 1 turn to kick in, to my knowledge. McMonkey, do you remember anything about this? I've been proven wrong before, so my memory is suspect at the moment.