The devs love looking in to the saved game files and can usually nail a problem quickly if one exist in the code.Darojax wrote: Fri Mar 24, 2023 10:09 amThanks for that. Any thoughts/comments on the fact that it's neigh on impossible to coordinate units to attack/move simultaneously due to estimated timings not being accurate (except if issued as part of the initial orders)?
I am always curious what effect the EW is causing. If there is no EW interference then moving units should be able to coordinate and move closer to the times planned. That's also where the shorter times between turns influences the game. I as the overall commander can check in and control my movement better. I know in-game if there is a heavy EW burden on my forces, coordinating and controlling my forces is more work, and more time consuming.
My favorite thing in any of these games is to lead a Soviet regiment in the assault. A key piece to being successful is coordination. I haven't done it in FC a few months, but perhaps next time I test I can look at this as well.
All the points you brought up had some merit, and I always seeing the discussion that ensues. I sometimes look at the current state of the engine and think of where CMANO was it's first year in release. There's a lot going on under the hood, there is a lot going on on-screen too, and all of us; the developers (OTS), contributors, and consumers are still learning. I have a lot of confidence that FC will mature over its life just as the Command series did.