The AI command delay.

Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.

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Mahatma
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The AI command delay.

Post by Mahatma »

What is it? Fixed every time?
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Arjuna
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RE: The AI command delay.

Post by Arjuna »

Mahatma,
 
Have you watched the Game Concepts movie that comes with the game? If not I recommend you do. It's not that long and it explains these things pretty well.
 
Now short answer is orders delay represents the time it takes for a commander and his staff to process receipt of their orders, assess the situation, work out options, select the best option and develop a plan and send orders to their subordinate. In RL this can take a number of hours for a Bde sized force. But the time varies according to the attributes of your leaders and staff. This is also explained in the manual in some detail.
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Mahatma
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RE: The AI command delay.

Post by Mahatma »

Sorry my question was too vague. I am familiar with the command delay for my units but not for the enemy units. So if I select 'realistic' for command delay, do the enemy unis suffer from 'realistic' command delay or do that use another option as a default?
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Phoenix100
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RE: The AI command delay.

Post by Phoenix100 »

The setting is global - same rules for AI.

The movie Dave recommends is good, as is the manual. Honest.
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dazkaz15
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RE: The AI command delay.

Post by dazkaz15 »

I have not seen it mentioned anywhere in the manual, or the training video that the Enemy AI has the same handicap with regards to the command delay as the player, when selecting a different difficulty setting.
Thanks for the clarification on that as its something I have always wondered myself.
Phoenix100
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RE: The AI command delay.

Post by Phoenix100 »

I can't find it either, now you mention it, Daz (though I haven't watched the video for ages). But the video is excellent, as is the manual. I confess that I did only read the manual very recently, having played this game since the original HTTR.....but I did wish I'd read it much earlier then, which is why I recommend it...

I think it's implicit in the discussions about initial orders delay that the rules are the same for player and AI (though that's all in the Scenmaker manual), but it's not stated as such. I thought I had been told that the rules were the same for both, in here, a long, long time ago, but since I still haven't a clue how to search these forums for very old posts I can't find anything to that effect. I'm sure Dave will clarify.
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wodin
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RE: The AI command delay.

Post by wodin »

I too remember it being said the rules are the same for player and AI..
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Arjuna
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RE: The AI command delay.

Post by Arjuna »

Yes if you choose realistic then the AI will be on realistic too.
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BletchleyGeek
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RE: The AI command delay.

Post by BletchleyGeek »

This principle of - the enemy AI plays with the same rules - applies for pretty much everything else in Command Ops. Including fog of war :)
Mahatma
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RE: The AI command delay.

Post by Mahatma »

Would it not be better to have two settings for command delay? One for the player, another for the AI; allowing various levels of difficulty.
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BletchleyGeek
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RE: The AI command delay.

Post by BletchleyGeek »

ORIGINAL: Mahatma

Would it not be better to have two settings for command delay? One for the player, another for the AI; allowing various levels of difficulty.

That's actually an interesting idea, having it as yet another dimension to define relative sides handicap or advantage. What do you think about it, Dave? Does it go a bit against the spirit of Command Ops (where command & control capabilities are prescribed by the Estab and Scenario data)?
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Arjuna
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RE: The AI command delay.

Post by Arjuna »

I'm fine with it as a player option. Even in multiplayer if both sides agree. Yep no probs from me.
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jimcarravall
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RE: The AI command delay.

Post by jimcarravall »

ORIGINAL: Bletchley_Geek

ORIGINAL: Mahatma

Would it not be better to have two settings for command delay? One for the player, another for the AI; allowing various levels of difficulty.

That's actually an interesting idea, having it as yet another dimension to define relative sides handicap or advantage. What do you think about it, Dave? Does it go a bit against the spirit of Command Ops (where command & control capabilities are prescribed by the Estab and Scenario data)?

One thing to consider is the availability of communications equipment in a formation both as Estab assignments and Scenario-defined allocations.

While it takes time to organize a unit for action, the start time for initiating that activity lags by the time required to exchange the information necessary to trigger it.

Consider how the lack of efficient communications internally and to higher headquarters adversely affected the British 1 ABN Division in Arhnem.
Take care,

jim
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