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Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.

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Phoenix100
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RE: UNIT completely stuck

Post by Phoenix100 »

Well, my pleasure to back you up, Wodin, but......Dave didn't sound hostile to me, to be honest. Just sounded like an instance of him deciding to not to something about something raised, as, indeed, you said he might, not so many days ago, in response to people saying that we shouldn't raise things at all! :)

Personally - and no offence meant to people who have any kind of spectrum disorder - I think most people's communication skills on line (my own included, no doubt) fall very far short of those which would be necessary face to face. (Where many of the things said would result in a thump...) I sometimes wonder whether just being on line too much gives everyone some form of spectrum disorder..... ;)
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RockinHarry
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RE: UNIT completely stuck

Post by RockinHarry »

ORIGINAL: navwarcol

In the real world, "slips" occur with more than half of orders.. if that is any indication.. I do not think it is a problem, it is extremely realistic.

wholly aggree with that, if it´s a game feature and not an indication for something not going right in the code. But as Dave said it works as intended, the better.
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RE: UNIT completely stuck

Post by wodin »

My Ex Wife has Aspergers Syndrome and my daughter is border line..I'm sure I have traits aswell though my tumour gives me mood swings and I suppose different personalities even due to serious hormone issues.
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RE: UNIT completely stuck

Post by RockinHarry »

Just had a start with test playing St Vith, german side (!). Nice to see casualties mounting, if enemies come into grip with each other.[8D] Also noticed that routing becomes a more rare occurance, but OTOH, units appear to do more retreating generally as substitute. Could be it´s the generally untenable initial situation for germans south of Steinebrück, but at least I now see the US AI is now able to push back that bridghead in a matter of hours, while formerly I could hold the US near Steinebrück for a full day. Yet too early to give useful feedback on more, so I´ll take some more time for at least 2-3 replays.
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wodin
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RE: UNIT completely stuck

Post by wodin »

Harry they are retreating where before they would have routed..so your not getting more of anything but just less severe outcomes.

Then again reading what you've said maybe Dave has changed the level at which they retreat which I didn't think he had done.
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RE: UNIT completely stuck

Post by dazkaz15 »

ORIGINAL: wodin

Dave I never asked you to change it...[&:][&:] Sometimes Dave you come across hostile when people are just trying to work things out sorry it had to be said.

Thanks for the back up Mr P.

I not actually sure slippage actually means anything really except the game telling you the time for the assault has slipped which isn't a massive issue..I just ignore it. I'm actually not one who is having a problem with this as I'm not playing the game and I also feel or believe it has no impact on the game anyway so isn't an issue as such so why would I ask for something to be removed? All I'm trying to do is help work things out for those who are.

If you want Dave I will contribute no more to the forum as I get the distinct impression you have an issue over something and I'm certainly not going to stay where I'm not welcome nor try and help a developer who actually has a low opinion of me.


I think your being a bit over sensitive there wodin.
Dave never came across as hostile to me at all in his statement.
He was just saying that he is happy with how it work, and won't be doing anything about it is all.

Like phoenix said it's hard to express emotion when on a forum like this. No body language, or tone of voice to help and sometimes when people are in a hurry they abbreviate a full explanation, by being blunt and to the point.

I wouldn't take it to heart mate, I'm sure Dave appreciates your input, but he is the Captain of this ship so he gets to make the calls.
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RE: UNIT completely stuck

Post by RockinHarry »

ORIGINAL: wodin

Harry they are retreating where before they would have routed..so your not getting more of anything but just less severe outcomes.

Then again reading what you've said maybe Dave has changed the level at which they retreat which I didn't think he had done.

Can´t tell yet. As said, it´s more of a first impression, than sort of conclusion. More on that, in a couple of days, when I got a clearer overall picture of how the new build plays.
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RE: UNIT completely stuck

Post by decaro »

ORIGINAL: Joe D.
ORIGINAL: phoenix
It's not the first time I've noticed stuck units ...

When I get a major update, I play each scenario in turn from either side, but I didn't have to go far after this last patch to notice my own stuck units as well as other issues.

In Advance to the Sure, the 317th Regt HQ units simply wouldn't move north to Bourscheid even after I gave it several orders to do so over three days of gameplay; the units had no fatigue, yet I kept getting those pesky "slipping" messages ...

Well, I replayed the scenario and the "stuck" behavior didn't repeat, although some units seemed to forget move orders over time and had to be "reminded".

So far I've only played only two scenarios from the Allied side and still have the rest to go for both sides ...

One last thought: are "slipping" messages so urgent that I can't filter them out?
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RE: UNIT completely stuck

Post by Phoenix100 »

You might need to give the slipping unit the order again, Joe. I think I've seen them end up without orders at all if you just forget about them.
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RE: UNIT completely stuck

Post by Phoenix100 »

Sorry to hear you have a tumour, Wodin. Hope it's not serious, if that doesn't sound too mad....

I haven't, by the way, had the impression that Dave has a specially low opinion of you. I think he hates everyone, actually......:) (Just a little joke, Dave....)
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RE: UNIT completely stuck

Post by RockinHarry »

First rout into enemy occurance, with the 257 build. Save files sent.

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RE: UNIT completely stuck

Post by Phoenix100 »

Maybe they were planning on a surrender?
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RE: UNIT completely stuck

Post by RockinHarry »

ORIGINAL: phoenix

Maybe they were planning on a surrender?

[:D] well, if that was planned surrender, it was quite a bloody one. While the unit settled for "rout recovery" in the mids of US units, it took further 6 minutes of hard punishment, before at last, yes, it surrendered (a handful of guys probably). Looks like I need to make a call to the International Criminal Court in The Haague....[:D]

Edit: it was exactly 9 out of 55, who got alive into captivity.
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RE: UNIT completely stuck

Post by Phoenix100 »

Sadly these things happen. There's no white flags showing in the E&S. What can you expect?
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RE: UNIT completely stuck

Post by RockinHarry »

ORIGINAL: phoenix

Sadly these things happen. There's no white flags showing in the E&S. What can you expect?

Some nice exchange of Booze and Schnaps maybe.[:D] Well...save files sent to Dave.
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RE: UNIT completely stuck

Post by jimcarravall »

ORIGINAL: navwarcol

In the real world, "slips" occur with more than half of orders.. if that is any indication.. I do not think it is a problem, it is extremely realistic.



My office was involved in retrofitting some pre-deployed vehicles with upgraded communications and situational awareness gear prior to the 2003 Iraq invasion.

We had a short lead time before our deadline, and a lag in production that ate up "normal" shipping time, so we decided on air freighting kits into the retrofit point using the military airlift command when we found out that commercial shipments were subject to the same theater transportation priorities for landing as military aircraft.

Our supply gurus said that if we used "Priority <some number I don't recall>" it notifies the shipping point that our stuff should to the front of the shipping queue and the traffic management types will decide whether it can go on military aircraft or supplemental commercial carriers to meet our schedule.

After numerous calls from our pre-deployed install team that they haven't seen the parts, and we're spending money to have them sit and wait, we got in touch with the airlift authorities.

After complaining "But, we have a priority <can't recall the number> on the parts," we got the response, "Good, so does everyone else requesting air shipment." After waiting our turn, and getting the shipment, the next delay was in cataloging and reviewing the contents of the conex containers used for the shipments.

The install job got done before our program deadline, but not without eating up our project slack, and implementing a shortened live training time with equipment installed for the troops being deployed to use the vehicles.

Like you, seeing slips in the game didn't alarm me because I was aware of slips in real life, even after I eliminated those caused by my poor battlefield planning.
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RE: UNIT completely stuck

Post by Phoenix100 »

Yes, it's all great, as RH says, if it's intentional. It doesn't bother me either. But people are only drawing attention to it, I think, because it's a change that doesn't seem to occur anywhere in the lists of changes - that there is suddenly more slippage.
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RE: UNIT completely stuck

Post by Arjuna »

ORIGINAL: wodin

Dave I never asked you to change it...[&:][&:] Sometimes Dave you come across hostile when people are just trying to work things out sorry it had to be said.

Thanks for the back up Mr P.

I not actually sure slippage actually means anything really except the game telling you the time for the assault has slipped which isn't a massive issue..I just ignore it. I'm actually not one who is having a problem with this as I'm not playing the game and I also feel or believe it has no impact on the game anyway so isn't an issue as such so why would I ask for something to be removed? All I'm trying to do is help work things out for those who are.

If you want Dave I will contribute no more to the forum as I get the distinct impression you have an issue over something and I'm certainly not going to stay where I'm not welcome nor try and help a developer who actually has a low opinion of me.

For petes sake wodin stop taking everything so personally. All I have said is that as far as I am concerned the slippage works fine. I don't share your view that this is a problem. Now I could get very touchy and take my bat and ball home and not play here again, but that is not a very mature approach.

Just for the record I value your and every other contribution here but I reserve the right to draw a line under a debate and move onto the next issue. That is all I have done here, nothing more.
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RE: UNIT completely stuck

Post by Arjuna »

ORIGINAL: phoenix

Sorry to hear you have a tumour, Wodin. Hope it's not serious, if that doesn't sound too mad....

I haven't, by the way, had the impression that Dave has a specially low opinion of you. I think he hates everyone, actually......:) (Just a little joke, Dave....)
That's alright phoenix. I think wodin will be pleased to know that its your name that is on top of the list. [;)]
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RE: UNIT completely stuck

Post by Arjuna »

ORIGINAL: RockinHarry

First rout into enemy occurance, with the 257 build. Save files sent.

Image[/img]
I think you will find that the routing unit is motorised and cannot move through the woods. Yes it could go down and then across to the west but I suspect the cost of crossing the river ( ie taking a long time to do so ) means that its total absorbed firepower is less going the way it did where the road crosses the river. Maybe the AI is too clever for its own good. [:)]
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