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Moving existing waypoints vs new movement order

Posted: Fri Sep 20, 2024 10:30 am
by Strategiusz
Changing the position of existing waypoints, even at great distances, probably does not cause any delay in movement. However, issuing a new order, with the same waypoints, results in at least a few minutes of lag.

I found texts from other players that it has been like this since the beginning of the series. I do not understand at all why this game wants to represent orders and waypoints in this way. It seems to me that moving waypoints should be a new order under the hood. Unless it is small.

Re: Moving existing waypoints vs new movement order

Posted: Sat Sep 21, 2024 2:37 pm
by CapnDarwin
There are two possible uses here:

1. On a new order, you need the ability to adjust waypoints to alter pathing and the final location of units. So that is part of the orders coding.

2. Going to an existing order in a following orders phase and making adjustments is allowed to account for local FRAGOs (A FRAGmentary Order is a shortened version of an operation order [OPORD] in the military that is used to make changes to an existing order or to carry out a branch) that occurred during the resolution phase. I would agree there should be limits, and the player, at times, could game the system. We are always looking to improve the orders and delay system of the game and may be able to set limits for these actions in the future.

Re: Moving existing waypoints vs new movement order

Posted: Thu Sep 26, 2024 12:16 am
by Zumwalt_446
Saw this post and wanted to add some observations (may be WAI):

With the current artillery implementation, the waypoint for a Barrage order can be moved after the barrage commences without any penalty. This means that a barrage targeted at a particular hex can be instantly retargeted to another hex, regardless of its distance from the original hex.

This is only an issue if the player chooses to exploit it, but it is (IMO) an issue nevertheless.