Posture after moving

The new Cold War turned hot wargame from On Target Simulations, now expanded with the Player's Edition! Choose the NATO or Soviet forces in one of many scenarios or two linked campaigns. No effort was spared to model modern warfare realistically, including armor, infantry, helicopters, air support, artillery, electronic warfare, chemical and nuclear weapons. An innovative new asynchronous turn order means that OODA loops and various effects on C3 are accurately modeled as never before.

Moderators: IronManBeta, CapnDarwin, IronMikeGolf, Mad Russian, WildCatNL, cbelva

Post Reply
User avatar
Panta_slith
Posts: 342
Joined: Thu Apr 04, 2002 2:40 am
Location: Montevideo, Uruguay
Contact:

Posture after moving

Post by Panta_slith »

It would be nice if the posture to be assumed by a unit upon completing its movement could be defined. Presently after a unit ends up its movement it goes to "Screen". I would like to order "Move and Hold", for instance. It would save precious time.
Also it would be convenient to be able to give different movement orders for each step of the movement: I.E. 1-Goto 1 Hasty 2-From 1 to 2 go deliberately.
Panta Astiazarán
User avatar
Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: Posture after moving

Post by Mad Russian »

We thought of that too. It's long been on the list of additional features for the game.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
User avatar
Panta_slith
Posts: 342
Joined: Thu Apr 04, 2002 2:40 am
Location: Montevideo, Uruguay
Contact:

RE: Posture after moving

Post by Panta_slith »

Another idea. I am making the setup for the second round of the campaign. I am placing my arty assets and closed to them, mobile air defences. Now, when the guns shoot and move, they leave behind the ADs. It would be nice to be able to attach the ADs to the batteries they are supposed to defend so they could follow their displacements not leaving them unprotected.
Panta Astiazarán
User avatar
Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: Posture after moving

Post by Mad Russian »

You can attach any unit to any HQ in the game. Before setup or during game play.

Select the unit in the OOB Tree and double click it then drag it to the HQ you want it to report to and drop it. You should see it change positions in the Chain of Command.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
User avatar
Panta_slith
Posts: 342
Joined: Thu Apr 04, 2002 2:40 am
Location: Montevideo, Uruguay
Contact:

RE: Posture after moving

Post by Panta_slith »

I think I didn't explain myself well. I am not saying attachment in the sense of the chain of command, but to be specifically linked to the arty unit so it will follow it when it moves. AFAIK, group movement orders can't be given in campaign games as well.
Panta Astiazarán
User avatar
Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: Posture after moving

Post by Mad Russian »

AFAIK, there are no specific rules that only apply to scenarios or campaigns. Orders work in all parts of the game not just the scenarios.

I guess I'm still not sure what you are asking for with the ADA in regards to artillery.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
User avatar
devoncop
Posts: 1410
Joined: Mon Jul 17, 2006 12:06 pm

RE: Posture after moving

Post by devoncop »

MR,

If I understand Panta correctly he is asking for an ability to "attach" the AD as a protector to the Artillery so in moving the artillery the AD would automatically move at the same time to the same location.

There is already an ability to move a stack together but if the AD is adjacent at start of move rather than in the same stack this could be a problem as if the Artillery is moved to a nice secure forested spot then an adjacent AD blindly following may end up hideously exposed in the open.

"I do not agree with what you say, but I shall defend to the death your right to say it"
User avatar
Panta_slith
Posts: 342
Joined: Thu Apr 04, 2002 2:40 am
Location: Montevideo, Uruguay
Contact:

RE: Posture after moving

Post by Panta_slith »

Sorry, it isn't in the campaigns. Group movement isn't allowed when the Limited Staff Rule is in effect.
But what I mean is this:
1-I place one arty unit and contiguous to it an AD asset.
2-The arty shoots and according to doctrine, it moves immediately without need to be ordered to do so (another great improvement form FPG!)
3-The AD asset has no orders whatsoever and remains in place.
3-The arty unit now is further away and less protected by the AD.
Panta Astiazarán
User avatar
CapnDarwin
Posts: 9515
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Posture after moving

Post by CapnDarwin »

Panta,

I see where you are going with this. I will add the request to our list for review. Good idea really. The AI tries to keep up with the main forces it supports to provide coverage, but for more static units arty and HQs what you are asking would help that situation.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
MikeAP
Posts: 266
Joined: Fri Mar 07, 2008 2:28 am

RE: Posture after moving

Post by MikeAP »

ORIGINAL: Panta

It would be nice if the posture to be assumed by a unit upon completing its movement could be defined. Presently after a unit ends up its movement it goes to "Screen". I would like to order "Move and Hold", for instance. It would save precious time.
Also it would be convenient to be able to give different movement orders for each step of the movement: I.E. 1-Goto 1 Hasty 2-From 1 to 2 go deliberately.

This is really annoying, and I wish the waypoint editor was actually a tool for editing waypoints as it currently has little/no functionality.

1. Hasty movement to wp1, deliberate movement to wp2, with an assault on wp3


User avatar
CapnDarwin
Posts: 9515
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Posture after moving

Post by CapnDarwin »

MikeAP,

A more functional waypoint/orders system was on our list before release and will be one of those items we focus on early.

Thanks.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
User avatar
Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: Posture after moving

Post by Mad Russian »

Movement postures has been at the top of my list for a long time.

Hopefully we will see it soon.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
User avatar
cbelva
Posts: 2217
Joined: Sat Mar 26, 2005 8:11 pm
Location: Nevada USA

RE: Posture after moving

Post by cbelva »

This is on the top of my wish list for 2.1. I wanted it real bad for the initial release but it could not be done. It will require some code rewriting. I agree it is annoying and hopefully we will see it sooner than later.
Charles Belva
On Target Simulations LLC
User avatar
hondo1375
Posts: 157
Joined: Sat Mar 12, 2005 10:02 am
Location: London, UK

RE: Posture after moving

Post by hondo1375 »

ORIGINAL: MikeAP
This is really annoying, and I wish the waypoint editor was actually a tool for editing waypoints as it currently has little/no functionality.

1. Hasty movement to wp1, deliberate movement to wp2, with an assault on wp3

+1
ORIGINAL: Capn Darwin
A more functional waypoint/orders system was on our list before release and will be one of those items we focus on early.

[8D]
ORIGINAL: Mad Russian
Movement postures has been at the top of my list for a long time.

Hopefully we will see it soon.

Also [8D].

I was expecting a waypoint system like CM (or better), and was disappointed not to find it (as my progressively more aggressive clicks on the waypoint posture box in the waypoint editor demonstrated), but it seems like you're on the job, so that's great.
First wargame: Jedko's 1st edition "The Russian Campaign". First computer wargame: don't remember the name, but it was on punch cards.
User avatar
hondo1375
Posts: 157
Joined: Sat Mar 12, 2005 10:02 am
Location: London, UK

RE: Posture after moving

Post by hondo1375 »

[deleted]
First wargame: Jedko's 1st edition "The Russian Campaign". First computer wargame: don't remember the name, but it was on punch cards.
User avatar
cbelva
Posts: 2217
Joined: Sat Mar 26, 2005 8:11 pm
Location: Nevada USA

RE: Posture after moving

Post by cbelva »

This was something that MR and I brought up repeatedly during development but it was not going to happen and get the game out in any reasonable timeframe. Expanding it is on my shortlist of what I want to see in the first expansion. Rob has final say and it may be a feature that evolves over time. I do know from what Rob has told me it will take a significant rewrite to get it right.
Charles Belva
On Target Simulations LLC
User avatar
Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: Posture after moving

Post by Mad Russian »

ORIGINAL: MikeAP

ORIGINAL: Panta

It would be nice if the posture to be assumed by a unit upon completing its movement could be defined. Presently after a unit ends up its movement it goes to "Screen". I would like to order "Move and Hold", for instance. It would save precious time.
Also it would be convenient to be able to give different movement orders for each step of the movement: I.E. 1-Goto 1 Hasty 2-From 1 to 2 go deliberately.

This is really annoying, and I wish the waypoint editor was actually a tool for editing waypoints as it currently has little/no functionality.

1. Hasty movement to wp1, deliberate movement to wp2, with an assault on wp3

I agree the waypoint editor can be improved but I wouldn't call the ability to adjust movement orders as 'little/no functionality'. Maybe you should try using that to increase the control over your units movements that you do have.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
Paulus Pak
Posts: 106
Joined: Tue Jan 23, 2001 10:00 am
Location: Warsaw, Poland

RE: Posture after moving

Post by Paulus Pak »

What about creating chains of orders - example - hasty movement to the hex with bridge and then consecutive order to blow up the bridge, without waiting for the player's input during orders phase.
Pawel
A wargamer from Poland
User avatar
Mad Russian
Posts: 13255
Joined: Sat Mar 15, 2008 9:29 pm
Location: Texas

RE: Posture after moving

Post by Mad Russian »

Mike has the right idea. We need to expand on what we already have. Being able to give each waypoint a specific order has been on our to do list for more than a year. But to me at least, the waypoint editor isn't worthless.

That may be determined by each of our game play styles.

Good Hunting.

MR
The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
Post Reply

Return to “Flashpoint Campaigns Classic”