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Will the FCSS add a multi-step command function that can be set once and executed in stages?

Posted: Mon Dec 19, 2022 1:44 pm
by as you can
I think the Soviet army in the FCSS seems to need a continuous order that can be set once before the mission starts and executed step by step without too much delay in combat, which should be more consistent with the Soviet military doctrine. However, the current function of the game seems to be unable to achieve this step. In fact, if the destination is set at a certain distance in front of the enemy's defense line at present, the chess pieces in the game will directly cross the enemy who has not been destroyed and move towards the destination, thus falling into an embarrassing situation of being surrounded. I hope this situation can be improved. If there is any command combination in the game that can do this, please let me know. Thank you very much.

Re: Will the FCSS add a multi-step command function that can be set once and executed in stages?

Posted: Mon Dec 26, 2022 11:49 am
by Bagpipe
It's a little vague so I am not sure what exactly is the problem you are facing but if you learn to use the SOP system effectively as well as assigning order delays to each order to "time" the advance, I guess that may help some?

Re: Will the FCSS add a multi-step command function that can be set once and executed in stages?

Posted: Sun Jan 08, 2023 6:09 am
by Comcikda
Totally agree, in fact this is even more obvious with computer opponents. The computer opponent would have its entire troops carry out assault orders that were completely casualty-neutral, meaning they would just follow a set route and not have any other tactics.
Off topic, an AI of this level would be behind the times even in 2002, but considering this is a wargame, it makes sense again in 2022!