AI Orders Delay

Prepare yourself for a wargaming tour-de-force! Conquest of the Aegean is the next generation of the award-winning and revolutionary Airborne Assault series and it takes brigade to corps-level warfare to a whole new level. Realism and accuracy are the watchwords as this pausable continuous time design allows you to command at any echelon, with smart AI subordinates and an incredibly challenging AI.

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kilowatts
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AI Orders Delay

Post by kilowatts »

Couldn't find the answer to this question in the manual or here in the forum... I assume that the enemy AI is bound by orders delay much as the human player is, you can correct me if I'm wrong about that. Does the setting for orders delay in the scenario setup apply equally to the computer controlled units and the human controlled units? Or is AI orders delay handled differently for the AI side?
MarkShot
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RE: AI Orders Delay

Post by MarkShot »

Applies the same to all players.
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MarkShot
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RE: AI Orders Delay

Post by MarkShot »

In answer to your next question - there are no AI cheats or difficulty levels - simply options to adjust scenario parameters for or against your chosen side.
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kilowatts
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RE: AI Orders Delay

Post by kilowatts »

Okay, that's interesting. Interesting because it means that it is not necessarily more difficult to win with 'Painfully Realistic' than it is to win with 'None'. It just requires a different approach. I actually thought the answer might be that the AI uses a pre-set order delay (such as 'Regular' or 'Realistic').
Mehring
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RE: AI Orders Delay

Post by Mehring »

I'd say the approach requires more skill and a bit of luck, as well as familiarity with how the system works (like don't give corps/divisional orders, little or nothing will ever happen). It's all relative but with delay, you're dealing less with what definately is or will be than with variously timed approximations of the future. More interesting IMO, and realistic.
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MarkShot
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RE: AI Orders Delay

Post by MarkShot »

If flight sims require SA (situational awareness) and thinking in 3D, then COTA with Order Delays requires TA (temporal awareness) and predictive/planning skills.

In general, I would say that it is the same the game either way with one big BUT ...

Without order delays, you could truly dispense with using the friendly AI and chain of command, since there would be no delay penalties imposed or coordination issues ... like for an attack. So, instead of issuing 10-13 orders to 100 units on the map, you can quite feasibly issue 100 orders. Of course, if one wants to do that, then you missed the whole point of the game anyway.
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