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Movement and Electric football units
Posted: Tue Mar 15, 2016 8:35 pm
by markcab
Why do some units just refuse to flat out move in spite of orders and good readiness/moral etc? I have units that just sit there like the old electric football players and do nothing, same orders for over an hour or so. They weren't in dug in either.
Also, some units on "screen" mode end up withdrawing into the enemy.
Some units just don't want to live.
RE: Movement and Electric football units
Posted: Tue Mar 15, 2016 9:27 pm
by CapnDarwin
There are delays to get moving. An hour seems odd. If you have a save file and a screen shot we can look at we'd like to check that out. As for the screenshot with the withdrawal, the unit appears to be opting for the higher cover hex over backing away into low cover. Stuff happen on the battlefield. [;)]
RE: Movement and Electric football units
Posted: Wed Mar 16, 2016 6:39 pm
by markcab
Yeah, I figured part of it is friction.
Observe the MRB in the north.
RE: Movement and Electric football units
Posted: Thu Mar 17, 2016 10:56 am
by pzgndr
ORIGINAL: Capn Darwin
There are delays to get moving. An hour seems odd.
Anything more than 15-30 minutes for a platoon leader to start moving after receiving an order to move is odd. Others are noticing this too. I think the orders delay is a bit much, but so it goes. Oh well
RE: Movement and Electric football units
Posted: Thu Mar 17, 2016 12:08 pm
by cbelva
The time delay represents more than just the orders execution by the platoon leader. It includes the time needed to pass the orders to the plt leaders thru company commanders etc. It can be affected by many different factors such as electronic interference, combat friction, even lost runners. Add those things to the 15 minutes allowed to the plt leader and you began to see the problem.
Now that being said, some of us on the team have been arguing to modify how orders are transmitted, received, and executed. There are times that the plt leader will see a situation and respond to it immediately (or better--quickly). We are discussing solutions to this and ways to add this into the game engine. Let's say the plt needs to move 500 or 1000 to be in a better situation (1 or 2 hexes). The plt leader should be able to do this quickly without much in the way of orders delays. However, to move greater distances would take more planning and would be outside the scope of the plt leaders options. That is when you would see the more serious delays where the orders are formulated and passed down thru the chain of command. Don't expect to see this in Red Storm. Unfortunately, we have pushed the Red Storm engine to it limit. We are however, looking at refining movement and delays in the new engine--if possible. There are no promises until it is done and we see how much magic Rob is able to do with the time allotted. The bottom line--even tho we like the orders delay in the game, we realize that it can be refined and made more realistic and flexible.
RE: Movement and Electric football units
Posted: Thu Mar 17, 2016 12:30 pm
by pzgndr
I accept that it's not likely to improve in Red Storm. Standing by for C2 revisions in Southern Storm. It's all good.
RE: Movement and Electric football units
Posted: Thu Mar 17, 2016 1:03 pm
by CapnDarwin
Delays from based on small in command range displacements will be much much shorter in the Southern Storm game engine. Our plan is to keep improving the games realism and fidelity as we go forward. [8D]
RE: Movement and Electric football units
Posted: Thu Mar 17, 2016 7:31 pm
by HobbesACW
ORIGINAL: Capn Darwin
Delays from based on small in command range displacements will be much much shorter in the Southern Storm game engine. Our plan is to keep improving the games realism and fidelity as we go forward. [8D]
This sounds great. I love the game but it often feels that once you are in a decent position trying to move even a small distance is asking for trouble due to the delay. The less orders you give the more it feels like you are watching a game play itself which can detract from the enjoyment. However I'm doing far better in the game than I thought I would - winning most scenarios after suffering a bloody nose at first. The more control given to the human player will make the AIs job even harder. At least with the game being semi-fictional the AI can be given somewhat realistic boosts if needed.
RE: Movement and Electric football units
Posted: Thu Mar 17, 2016 9:24 pm
by CapnDarwin
The AI s not too shabby when it attacks now and it got a bit meaner in 11.2. In Southern Storm we will bring the defensive side of the game up to speed and also layer in more intelligence to the AI planning. Should be a lot of fun if we can make it all go. [;)]
RE: Movement and Electric football units
Posted: Thu Mar 17, 2016 10:43 pm
by markcab
I'm playing "Hunting Bears" for the umpteenth time. I'm really liking how the AI doesn't "skyscraper" it's units anymore.
RE: Movement and Electric football units
Posted: Fri Mar 18, 2016 12:10 am
by CapnDarwin
If you are on 11.2 the AI is moving and pathing much better than before.