Unexecuted and delay execution orders
Posted: Fri Apr 24, 2015 9:54 pm
I hope to see a fix to unexecuted orders. I am noticing that problem too often. It can end a game quickly when a main force of tanks is lost because they just sit there when they should be retreating or don't take advantage of very limited smoke or the APCs lead instead of the tanks on coffee break. It is a relatively rare event but it does seem to happen at crucial points in the game. Or maybe it creates crucial points in the game.
And here is another type of order timing problem. The unit/s in the image below began executing their turn on the last turn without a problem. However on the current 1218 turn, the units are indicated as reaching waypoint 1 at 1218 even though they still must travel 7 hexes to reach waypoint 1. They will not reach waypoint 1 at 1218 considering the turn starts at 1218. And I do not trust the value of 1232 for reaching waypoint 2. Without trusting the arrival time at waypoint 2, I can't place smoke with confidence at waypoint 2. And those units will badly need smoke at waypoint 2. I have a game save of this turn if needed but IIRC, this problem has also been reported.
http://i237.photobucket.com/albums/ff11 ... roblem.jpg
I just ran the turn. According to the waypoint indicators, those units should have arrived at waypoint 1 at 1218 and waypoint 2 at 1232. Actual arrival times were waypoint 1=1235 and still had not reached waypoint 2 at 1242 which was the end of the turn. When this bug is there, the predicted arrival times are significantly off.
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No, I haven't been saving examples because in reading, it appeared to be a known problem. The next one I see, I can make a save.
My comment was directed towards ordered retreats not executed in a timely manner rather than AI response to combat situations.
And here is another type of order timing problem. The unit/s in the image below began executing their turn on the last turn without a problem. However on the current 1218 turn, the units are indicated as reaching waypoint 1 at 1218 even though they still must travel 7 hexes to reach waypoint 1. They will not reach waypoint 1 at 1218 considering the turn starts at 1218. And I do not trust the value of 1232 for reaching waypoint 2. Without trusting the arrival time at waypoint 2, I can't place smoke with confidence at waypoint 2. And those units will badly need smoke at waypoint 2. I have a game save of this turn if needed but IIRC, this problem has also been reported.
http://i237.photobucket.com/albums/ff11 ... roblem.jpg
I just ran the turn. According to the waypoint indicators, those units should have arrived at waypoint 1 at 1218 and waypoint 2 at 1232. Actual arrival times were waypoint 1=1235 and still had not reached waypoint 2 at 1242 which was the end of the turn. When this bug is there, the predicted arrival times are significantly off.
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No, I haven't been saving examples because in reading, it appeared to be a known problem. The next one I see, I can make a save.
Basically orders appear to be delayed. Units may sit there for a turn or two or three beyond the expected command delay until the orders are executed. Each turn that they sit, the time to first plotted waypoint is the start of the turn regardless of distance to the first waypoint. Somewhere in tech support, I remember finding someone report this same bug.Are you plotting orders that don't happen?
Yes.Are units delayed in moving compared to the next action time shown in the UDP?
Sitting when they should retreat was tweaked again in the 2.09 update that should be coming out soon.
It won't make everyone happy because some folks want units to fight and die in place and others want hit and run. That problem is a focus of the addition of SOPs for Southern Storm. Then players can set a fight or flight threshold.
My comment was directed towards ordered retreats not executed in a timely manner rather than AI response to combat situations.