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RE: lack of time problem

Posted: Wed Jun 12, 2013 9:17 am
by dazkaz15
Lead up

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RE: lack of time problem

Posted: Wed Jun 12, 2013 9:17 am
by dazkaz15
FUBAR

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RE: lack of time problem

Posted: Sat Jun 22, 2013 5:22 am
by Magpius
Has this been rectified in/ for the COTA expansion?

RE: lack of time problem

Posted: Tue Jun 25, 2013 2:34 am
by BletchleyGeek
Looks like your guys didn't have time to get to the FUP the Assault At time passed (I see you have the Assault At time set). Estimating the durations of those tasks is very hard for the player, but now it's possible to get a better estimate of Attack tasks. This can be used to get H Hour's which may work.

I'd suggest that you issue a "bogus" Attack (to the same force you intend to use) and see what's the end time estimated by the engine for that task. That gives you a lower bound on the duration of the whole thing (Move to FUP, Reorg, Assault). Write down the estimated time and use it to deduce what might be a reasonable H Hour for your actual orders (and that's very situation dependent).

Can you try to use the above technique and see if with revised H Hours the attack plan goes forward? Thank you :)

RE: lack of time problem

Posted: Tue Jun 25, 2013 3:42 am
by dazkaz15
ORIGINAL: Bletchley_Geek

Looks like your guys didn't have time to get to the FUP the Assault At time passed (I see you have the Assault At time set). Estimating the durations of those tasks is very hard for the player, but now it's possible to get a better estimate of Attack tasks. This can be used to get H Hour's which may work.

I'd suggest that you issue a "bogus" Attack (to the same force you intend to use) and see what's the end time estimated by the engine for that task. That gives you a lower bound on the duration of the whole thing (Move to FUP, Reorg, Assault). Write down the estimated time and use it to deduce what might be a reasonable H Hour for your actual orders (and that's very situation dependent).

Can you try to use the above technique and see if with revised H Hours the attack plan goes forward? Thank you :)
Hi Bletchley
If I allow enough time for them to get to the FUP everything works fine, and that is what I usually do, but on the occasion I have miss calculated (in this example because of the stream they had to cross) they bunker down.
What is confusing me though is this post by Dave

ORIGINAL: Arjuna

I have a question for you all.

At the moment when the user sets an HHour it is set in stone. This places a fair burden on the user to estimate enough time. Would you rather instead have the HHour set but enable the AI to automatically slip it for you. This will mean that you would have to manually reset the HHour of any other attacks that you were trying to coordinate with. We can popup a message but it will then be up to you to either reset or accept that the other attacks will no longer be starting their assault at the same time.

This is because we all agreed that it would be good for the H hour to be slipped in this kind of situation, and Dave said later that it was "Done".

So I'm not sure now if its a bug or whether you guys never managed to fit it in to the last patch?

RE: lack of time problem

Posted: Tue Jun 25, 2013 4:08 am
by BletchleyGeek
ORIGINAL: dazkaz15
ORIGINAL: Arjuna

I have a question for you all.

At the moment when the user sets an HHour it is set in stone. This places a fair burden on the user to estimate enough time. Would you rather instead have the HHour set but enable the AI to automatically slip it for you. This will mean that you would have to manually reset the HHour of any other attacks that you were trying to coordinate with. We can popup a message but it will then be up to you to either reset or accept that the other attacks will no longer be starting their assault at the same time.

This is because we all agreed that it would be good for the H hour to be slipped in this kind of situation, and Dave said later that it was "Done".

So I'm not sure now if its a bug or whether you guys never managed to fit it in to the last patch?

Yes, Dave did indeed add that. But there might be indeed a bug in the code Dave changed or a case which wasn't covered. If you already sent a saved game with the plan outlined, we should be able to look into it as soon as things settle down for Dave.

RE: lack of time problem

Posted: Tue Jun 25, 2013 4:13 am
by BletchleyGeek
Are those units highly fatigued? If they're, they'll be stopping to rest regardless of you telling them not to.

RE: lack of time problem

Posted: Tue Jun 25, 2013 4:24 am
by dazkaz15
No mate, they had just finished a long rest.
Do you want me to send you a save?
PM me your address if you do.

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RE: lack of time problem

Posted: Tue Jun 25, 2013 6:16 am
by BletchleyGeek
ORIGINAL: dazkaz15
No mate, they had just finished a long rest.

Okay, just going through the checklist [:)]
ORIGINAL: dazkaz15
Do you want me to send you a save?
PM me your address if you do.

If you sent them already to Dave, it will be fine. Let's not mix up tasks.

RE: lack of time problem

Posted: Wed Jun 26, 2013 3:19 am
by Arjuna
Daz,

I got them. Trouble is they keep invoking an assert in the Debugger which I have subsequently fixed and this makes it impossible in the debug to test these. I have run them in the release version. They seem to run fine. However, after reading the above posts I am still none the wiser as to what is wrong here. There is no description above that tells me what has gone wrong. In future can you please add some text that describes the problem in terms of what orders you gave, what the units did or did not do.

In any event I am uploading to Matrix a new beta build #4.5.264. Best to wait and see if this issue manifests or has been knocked on the head by the changed I have made.

RE: lack of time problem

Posted: Wed Jun 26, 2013 5:22 am
by dazkaz15
ORIGINAL: Arjuna

Daz,

I got them. Trouble is they keep invoking an assert in the Debugger which I have subsequently fixed and this makes it impossible in the debug to test these. I have run them in the release version. They seem to run fine. However, after reading the above posts I am still none the wiser as to what is wrong here. There is no description above that tells me what has gone wrong. In future can you please add some text that describes the problem in terms of what orders you gave, what the units did or did not do.

In any event I am uploading to Matrix a new beta build #4.5.264. Best to wait and see if this issue manifests or has been knocked on the head by the changed I have made.
Ahhh yeah I see what you mean.
It was obvious to me because I set the orders. I'll explain in more detail now, but also wait to see how it pans out in the new beta build.

In the first image you can see the orders as set for 89 Gren Regt in lower right corner.
The time set for the "assault at" was to early for them to reach the FUP for the assault in time, so they where late getting there, probably because of the stream they had to cross.
When the game time reached the time that the "assault at" was set for, instead of slipping the "Assault at" time, and continuing with the assault, they bunkered down.

I might have got the wrong end of the stick, but I thought that the discussion's above where to allow the AI to slip the "Assault at" timings, and put in the assault as soon as they could get there.
This would certainly seam more realistic, and help to lighten the load on the player as to having to always accurately calculate the time it will take to reach the FUP and form up.