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v1.12 New Commands?

Posted: Sat Dec 08, 2012 2:00 am
by IronFist00
The two new buttons added in Beta Patch v1.12 are Command Orders and CAP Action. I wanted to confirm I am using them correctly:

If I'm in the middle of a unit's activation, I can press either one to interrupt that without it being marked spent?

With Command Orders, I can use that for Opportunity Fire or to Play a Card before returning to the activated unit's turn?

With CAP Action, I choose another unit that isn't the activated one (spent or fresh), and I can issue it commands which will deduct CAPs from my total as I go? Meaning as long as I have CAPS available, I can continue issuing orders?

Did I miss anything?

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RE: v1.12 New Commands?

Posted: Sun Dec 09, 2012 3:32 pm
by ericbabe
That's basically right. I'll probably rename "Command Order" to "Opportunity Action."

With the CAP Orders, you still only get one action on your turn, but it uses CAPs instead of APs (as you describe) and doesn't finish the activation of your currently moving unit.




RE: v1.12 New Commands?

Posted: Sun Dec 09, 2012 3:39 pm
by IronFist00
Eric, thanks for the response. For what it's worth, I think renaming the button from "Command Order" to "Opportunity Action" is a good idea.

Thanks again for your (and the team's) dedication to making Classic AP mode work.

RE: v1.12 New Commands?

Posted: Mon Dec 10, 2012 11:37 pm
by IronFist00
Eric I found this rules summary on Academy Games' website. If you want to keep the new buttons in v1.12 Classic AP mode consistent with what their actions represent in the boardgame, they would be named "Opportunity Action" and "Command (CAP) Action."

I know you already mentioned possibly renaming Command Action to Opportunity Action but I was unsure if you wanted an exact match.

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RE: v1.12 New Commands?

Posted: Mon Dec 10, 2012 11:56 pm
by junk2drive
I was confused by the new "Stall" button but it looks like it only matters if you play Classic APs. If correct, why display the button when playing Persistent AP?

Sorry to butt in. I don't see the new buttons above when playing Persistent.

RE: v1.12 New Commands?

Posted: Tue Dec 11, 2012 12:29 am
by IronFist00
Hi junk2drive, no butting in - the more responses the better, I always say. :)

The ability to "Stall" would only be useful in Classic AP mode (the board game rules) since its purpose (as stated in my screen capture) is to pass without having to mark the currently activated unit spent or risking the end of the round (by your opponent also passing on their turn). In Persistent AP mode, the first case would not really be an issue since you can click on and off different units without them being marked spent. However you might still want to be able to "Stall" without risking the end of a round.

Therefore maybe the plan is to enable it in both modes and it just hasn't been implemented yet? That's the only reason why I can see having it grayed out in Persistent AP mode as opposed to removing it like the Command Orders and CAP Action buttons.

*Edit* - I realized I never answered your other statement, "I don't see the new buttons above when playing Persistent." There definitely wouldn't be a need for Opportunity Fire (Command Action button) in Persistent AP mode since it would never be needed with that play mechanic. Command (CAPS) Action (CAP Action button) also wouldn't be needed for the same reason, i.e. you can't spend a unit by clicking off it.

RE: v1.12 New Commands?

Posted: Tue Dec 11, 2012 2:45 am
by e_barkmann
Dare I muse - does the ai use any of the Classic AP options against a human opponent in a Classic Mode game, or does it only understand persistent at this point in time? I suppose I should download the update and give it a test :)

cheers

RE: v1.12 New Commands?

Posted: Tue Dec 11, 2012 2:56 am
by IronFist00
Chris based on my experience with v1.12 over the last week, the AI can't handle Classic AP mode. It doesn't "understand" Opportunity Fire so it constantly spends (exhausts) units trying to play Classic AP mode like Persistent AP mode.

I can't see Western Civilization fixing this in a patch (although I could be wrong). However I hope they are planning on fixing this in CoH: Storms of Steel. Eric?