Stalled actions?

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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Bazza042
Posts: 100
Joined: Wed Jan 11, 2012 9:16 am

RE: Stalled actions?

Post by Bazza042 »

1. I can certainly let you have a saved position for a stalled move, where there is no enemy unit shown on the map within the 1000m+radius, but the HQ has stopped with the relevant 'stalled move' message although all its assigned units have 'completed' their AI allocated move.

However I do see that - if I surrender - there is an enemy unit present within that 'perimeter' so the detection part of the code is working fine: the problem is that the 'player' has no idea
where the enemy unit causing the stalled move is located and, as far as I can see, no method of locating it other than mounting a 'sweep'. I would have though that the threat indicator should give a reasonable idea of where the interloper is but that may be an incorrect assumption.

Given, for reasons I fully appreciate, that you normally require a 'save' sometime prior to the 'incident' could you advise at what point the save would be most useful. It is repeatable although it may be that Murphy's law will now enter the fray!

2. I also took your advice to use 'move' with, possibly, an attack option when moving over long distances, converting it to a full blown attack when contact was made.
Using the Joe's Bridge scenario, again as an example. My leading unit - which was closing on the deGroote barrier - was under the AI 'control' of the Brigade HQ with a 'move' command, with the attack box ticked. This encountered enemy fire from a single unit at 19.18. It took no casualties. At 19.18, playing with realistic orders delay, the Brigade HQ, which was 2 Km away at the crossroads, promptly stalled (waiting) and after the lead unit had exchanged fire, again with no casualties, at 09.24, only six minutes later, had started replanning. Is this what you would expect? The absolutely instantaneous HQ 'stall' worries me as does the only a six minute delay before a replan. I'm not saying that it is wrong but it does appear bl**dy quick. I do have a saved position which shows what has happened although I appreciate that this may not be of much help.

3. On the assult - that is less easily replicated.

I had assumed that for the HQ to move in this event that the 'assaulting units' must have all reached their designated individual unit 'objectives' as set by the AI. I also assumed that all(?) the various support units, mortars etc. would move up to their re-org points. Is this correct?

I'm sorry to be a pain but I seem to be encountering this on the latest beta release just about every time I try the scenario. Yet if I leave the brigade HQ out and use the two battalion HQ's to control the assault I do still occasionally experience stalling on the attack but to a far lesser degree.
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Arjuna
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RE: Stalled actions?

Post by Arjuna »

Bazza042/Sharper,

Please send me your save(s) along with a link to this thread so I know what its about. Thanks.
Dave "Arjuna" O'Connor
www.panthergames.com
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vj531
Posts: 367
Joined: Thu May 14, 2009 11:58 am

RE: Stalled actions?

Post by vj531 »

Figured my failed moves - the move 'end time' needs to be set for longer, the move orders just run out of time.

A real pain - "I" don't remember this in previous versions - but that does not totally surprise me.
All the best
Stephen

i5 Win 10 8GB RAM
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