The type of CTD-order-thingy described above happened in HttR too/regularly.
In HttR, I used to issue the "attack" order very often, along with the in-situ formation, to ensure that the units would reach the target location in time, irrespective of fatigue level. You could do this and just MOVE the attack pointer on the map a few times, before the HQ/leading unit used to issue the "rest"-order to some units, while the HQ itself just stopped, refusing to execute the attack-move (in-situ). Once a HQ got into that state you MUSTN'T move its pointer, the CTD got "triggered" when playing at "fast" speed (moving the pointer worked, but once the mouse-button was released to drop off the task at another map location --> boom CTD), otherwise.
You could avoid a CTD by issuing a "new" attack order (with in-situ again), or - if the HQ kept being unresponsive due to its own/members' fatigue level - you could issue a "fake-attack" with every other formation available. The attack/in-situ could then be issued 5 or 10 minutes later again, worked often - irrespective of the current fatigue levels.
......this last CTD in COTA got triggered while moving a defend task, I think. Defend task (undefined formation) or Attack w/ in-situ. Damn, not sure anymore, sorry.
I use to play "fast" often, if I figure that no major clash of forces must be expected for a while.
I hated to end up with CsTD in HttR everytime I forgot to pause the game (just to issue orders) for my "in-situ"-task forces [:@]. I thought that had been fixed. Sigh. [&:]
Dunno if that made sense....gonna hit the hay now.
