Additional orders!

Frank Hunter's Campaigns on the Danube is an operational study of the campaigns along the Danube in 1805 and 1809. Campaigns on the Danube's system focuses on trying to present the player with the same sort of decisions placed on their historical counterparts; how to feed an army and move that army according to a plan, all the while trying to fight a campaign. There is also an option to allow players to play out the battles with miniatures and input the results.
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montesaurus
Posts: 490
Joined: Sun Jul 27, 2003 6:33 pm

Additional orders!

Post by montesaurus »

I've noticed that after giving a unit orders there is a box you can click that states "additional orders". I've clicked on it but it doesn't appear to do anything. Anyone have a clue out there how this function works, and for what purpose?
Thanks.
montesaurus
French Player in Going Again II 1792
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TheBlackhorse
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Joined: Sun Jun 20, 2004 9:44 pm

RE: Additional orders!

Post by TheBlackhorse »

Adds the orders to the end of the last set of orders. If not checked, the new orders will supplant the old.
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DEB
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RE: Additional orders!

Post by DEB »

Not quite correct.

When you send your orders you have two choices - the first is to send as send orders and the second is to send as additional orders.

Send orders overrides the last set of orders given with the new set.

Additional orders tells the unit/corps what to do when they have finished the last set of orders ( and also allows you to update the last set with something you might have forgotten - e.g. change the retreat to hex), without reissuing a completely new set of orders.
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TheBlackhorse
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RE: Additional orders!

Post by TheBlackhorse »

ORIGINAL: DEB

Not quite correct.

When you send your orders you have two choices - the first is to send as send orders and the second is to send as additional orders.

Send orders overrides the last set of orders given with the new set.

Additional orders tells the unit/corps what to do when they have finished the last set of orders ( and also allows you to update the last set with something you might have forgotten - e.g. change the retreat to hex), without reissuing a completely new set of orders.


How the heck is that different than what I wrote?
barbarossa2
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RE: Additional orders!

Post by barbarossa2 »

Blackhorse...

He said it in more words. :D

The way I understand it, orders which are sent with "Send" will replace ALL orders in their possession when a commander receives them and DUMP all other orders. Everything in the inbox will simply be dumped into the garbage.

"Additional" says, once done with the last set I sent, execute these. Don't dump anything I have previously sent. This way you can string waypoints together.

I don't see how you can add things you "forgot" to a previous order with the additional button. How would the program know if you meant for the unit to immediately assume "hold" while it was on the march to Augsburg you ordered two turns ago, or to assume "hold" once it arrived at its location?

Hey! Montesaurus. Hope all is well! [;)]

My friend, you would not tell with such high zest
To children ardent for some desperate glory,
The old Lie; Dulce et Decorum est
Pro patria mori*.
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*It is sweet and right to die for your country.
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DEB
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RE: Additional orders!

Post by DEB »

A good point. I did say it could be used rather than can be - the difference is in choosing the right order - like the example quoted or adding march to the guns. I may be wrong but additional orders don't always have to be "the next order". You can use it for "chain" commands, but with care it also adds to the exsisting order ( if you forgot something ). Your example is one where my method would not work, and therefore I would not use it.

I put in my more detailed reply because I thought Blackhorse's reply could have been clearer. It certainly wasn't wrong, except for referring to check boxes - which there aren't.
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