Issue with advancing after multiple ground assaults.

Combat Command is Boku Strategy Games World War II operational game. strategy games played warfare on a hex playing field with turn-based game play utilizing company-sized units. Game design aspects include turn phases, combat resolution, unit design, scenarios and artificial intelligence.

Moderator: Obsolete

Post Reply
User avatar
Fred98
Posts: 4019
Joined: Fri Jan 05, 2001 10:00 am
Location: Wollondilly, Sydney

Issue with advancing after multiple ground assaults.

Post by Fred98 »

In one turn, I make 3 ground assaults. Each assault is a success.

In each case, my units would usually advance into the vacant hex.

However, in attack #1, I attacked with 6 units. All 6 units are capable of advancing into the vacant hex but the stacking limit is 3 so only 3 units advance.

I would like to end the advances into this hex so that advances can take place the vacant hexes of battle #2 and battle #3.

When I select “finished advancing” this ends the Advance Phase and so the units in battle #2 and battle #3 cannot advance!

-
User avatar
Obsolete
Posts: 1388
Joined: Tue Sep 04, 2007 8:52 pm

RE: Issue with advancing after multiple ground assaults.

Post by Obsolete »

I am quite tired this morning so I am having a bit of trouble following, but after re-reading I THINK I understand what you are getting at. Though I will set up a sample scenario later to check for my own, just to make sure if you missed an option here you could have done.

I would like for now to just point out that:
but the stacking limit is 3 so only 3 units advance.

Is not quite correct.

The stacking limit in CC is 9 hits. Therefore, the maximum limit would be 9 counters (assuming 1 hit each). If your companies are at full strength and contain 3 platoons worth in each, then yes you would have a limit of only 3 of those counters allowed to stack into a single hex at one time (3x3=9).
Image
Image
King-Tigers don't let Tiger-I's get over-run.
User avatar
PirateJock
Posts: 469
Joined: Thu Sep 14, 2006 8:59 pm
Location: North West, UK

RE: Issue with advancing after multiple ground assaults.

Post by PirateJock »

The thing to do is deselect the current advancing unit - it's the one with the all red surround - by clicking on it. You can then select any of the units capable of advancing from any of the assaults.

Cheers
Combat Command Matrix Edition Company, The Forgotten Few
User avatar
Obsolete
Posts: 1388
Joined: Tue Sep 04, 2007 8:52 pm

RE: Issue with advancing after multiple ground assaults.

Post by Obsolete »

Hmm. I went to very the expected situation in the current version.

I ran two separate assaults, both resulting in advancing units. By re-clicking on the selected unit to deselect that unit (as PirateJock pointed out), I was able to chose which units to advance into which hex at will.  So far everything seems to be working there as intended.

HOWEVER, I did notice a peculiar situation where I was able to ilegally over-stack a single hex with more than 9 hits.

Looks like another deeper analysis will be in order on my table...

BTW, I don't think I quite liked the fact that the solid RED border blends in so well with the other RED dotted borders. I wonder if a colour change would be better, or perhaps a way to make the solid-red blink to add distinguishment.

If a colour change, what do you think would be best?

Image



Image
Image
King-Tigers don't let Tiger-I's get over-run.
User avatar
Fred98
Posts: 4019
Joined: Fri Jan 05, 2001 10:00 am
Location: Wollondilly, Sydney

RE: Issue with advancing after multiple ground assaults.

Post by Fred98 »

I would vote for a bright blue colour.
 
-
 
Rosseau
Posts: 2951
Joined: Sun Sep 13, 2009 2:20 am

RE: Issue with advancing after multiple ground assaults.

Post by Rosseau »

Yes, the color issue is what had me confused in the first place. That's gotta be easy to mod, for someone other than me, of course. Thanks for caring, guys.
User avatar
PirateJock
Posts: 469
Joined: Thu Sep 14, 2006 8:59 pm
Location: North West, UK

RE: Issue with advancing after multiple ground assaults.

Post by PirateJock »

Blue would be nice ... JMass are you out there [&o]

Cheers
Combat Command Matrix Edition Company, The Forgotten Few
User avatar
sabre1
Posts: 1922
Joined: Wed Aug 15, 2001 8:00 am
Location: CA

RE: Issue with advancing after multiple ground assaults.

Post by sabre1 »

He's on vacation.
Combat Command Matrix Edition Company, The Forgotten Few
User avatar
Obsolete
Posts: 1388
Joined: Tue Sep 04, 2007 8:52 pm

RE: Issue with advancing after multiple ground assaults.

Post by Obsolete »

I would vote for a bright blue colour.

I think I like that pick too. Though, unless there is a terrain that blends in too well with this one, but I don't think so. We aren't going to be moving battle-cruisers around ocean tiles...
Image
Image
King-Tigers don't let Tiger-I's get over-run.
User avatar
DampSquib
Posts: 425
Joined: Mon Mar 08, 2010 12:03 am
Location: UK

RE: Issue with advancing after multiple ground assaults.

Post by DampSquib »

A colour change would be good...the two reds do blend well together.
What about the blue used for the para drop symbol that would do.
Would be nice to have a in game option, pick from a few colours etc.
But i guess that's one step too far.

The extra zoom is a big help....Cheers for all the work guys [:)]


Post Reply

Return to “Combat Command Series”