Build 4.4.257 Feedback
Moderators: Panther Paul, Arjuna
RE: Build 4.4.257 Feedback
This is one minute after another of many supply events to this unit.
The nearby depot is showing Ammo161/426
Clearly there is something wrong here?
[/img]
The nearby depot is showing Ammo161/426
Clearly there is something wrong here?
[/img]
RE: Build 4.4.257 Feedback
When you set the aggro or losses or ROF for a defensive move the footprint will move back or forward alternately..so you click high loss it will move forward click another setting say low aggro it will move back..or you could have clicked low aggro and it moves forward then high Losses and it moves back. Nothing major as it's only a small movement.
RE: Build 4.4.257 Feedback
I have 2 versions of Command Ops installed, one is the latest (4.4.257) the other one is an earlier build (4.1.235)
The scenario is the tutorial, Return to St Vith.
In both versions I place the same orders, assault at. The objective is Steinebruck in both cases.
In the 4.1.235 build both units in front (51 bn hq) and (1bn hq 318) assault at the ordered time (08:00)
In the 4.4.257 build the unit to the left (51) attacks at the ordered time (08:00), but the unit to the left (318) abandons it's order due to'lack of time'. Setting the assault time later like 10:00 gives the same result (lack of time).
It appears something is wrong with the initial attack orders when 'assaulting at'. I can reproduce the above mentioned behaviour every time.
There is also something odd with attacking in the Joe's bridge scenario (4.4.257); if I can find a constant, I will mention it here.
The scenario is the tutorial, Return to St Vith.
In both versions I place the same orders, assault at. The objective is Steinebruck in both cases.
In the 4.1.235 build both units in front (51 bn hq) and (1bn hq 318) assault at the ordered time (08:00)
In the 4.4.257 build the unit to the left (51) attacks at the ordered time (08:00), but the unit to the left (318) abandons it's order due to'lack of time'. Setting the assault time later like 10:00 gives the same result (lack of time).
It appears something is wrong with the initial attack orders when 'assaulting at'. I can reproduce the above mentioned behaviour every time.
There is also something odd with attacking in the Joe's bridge scenario (4.4.257); if I can find a constant, I will mention it here.
RE: Build 4.4.257 Feedback
Very odd formation footprint behaviour..when you click a formation the footprint doesn't always correspond..infact if you click between the few you will see the footprint changing but not properly..sometimes you'll get the right footprint other times you don't..it seems to just follow some sort of order and it doesn't matter what formation you choose it just cycles any old footprint so you can end up seeing about four or five different footprints for one formation if you keep cycling through the formation settings.
RE: Build 4.4.257 Feedback
wodin,
Some screen dumps would help.
Some screen dumps would help.
RE: Build 4.4.257 Feedback
yeah trying mate..can I zip them up and email you them?
OK sent to contact{at}panthergames.com
OK sent to contact{at}panthergames.com
RE: Build 4.4.257 Feedback
wodin,
Were you paused when you cycled through the formation types on the task view? I think I know what is happening. It's not updating the bounding box until the next time you hit the control. Try this. Pause the game, issue a defend order to a Bn. Set the formation type to road column. Bounding box doesn't change. Set it to line. Bounding box changes as per road column. Set the formation type to Successive lines. Bounding box changes to line.
Now if you run the game on slow and follow the same procedure but wait a minute of game time before issuing the next formation type change you will see the bounding box change to road column as you wopuld expect.
That's a UI bug. I have asked Paul to look into it.
Were you paused when you cycled through the formation types on the task view? I think I know what is happening. It's not updating the bounding box until the next time you hit the control. Try this. Pause the game, issue a defend order to a Bn. Set the formation type to road column. Bounding box doesn't change. Set it to line. Bounding box changes as per road column. Set the formation type to Successive lines. Bounding box changes to line.
Now if you run the game on slow and follow the same procedure but wait a minute of game time before issuing the next formation type change you will see the bounding box change to road column as you wopuld expect.
That's a UI bug. I have asked Paul to look into it.
RE: Build 4.4.257 Feedback
As I ran thru the tutorial, I noticed "slippage" messages informing me that certains units have "slipped" -- I'm then presented with the duration of the slip in a 00:00:00 format that I assume stands for days-hours-minutes, with all of my slips in the latter.
From the old HttR manual, I see that "slip" and "crib" refers to reassessments of timings for certain tasks (as it relates to the end date of the scenario?), but I'm not sure exactly what slip and crib means in the game.
Also, re the numerical autosaves, is the autosave with the highest number the last autosave?
From the old HttR manual, I see that "slip" and "crib" refers to reassessments of timings for certain tasks (as it relates to the end date of the scenario?), but I'm not sure exactly what slip and crib means in the game.
Also, re the numerical autosaves, is the autosave with the highest number the last autosave?
Stratford, Connecticut, U.S.A.[center][/center]
[center]"The Angel of Okinawa"[/center]
Home of the Chance-Vought Corsair, F4U
The best fighter-bomber of World War II
[center]"The Angel of Okinawa"[/center]
Home of the Chance-Vought Corsair, F4U
The best fighter-bomber of World War II
RE: Build 4.4.257 Feedback
OK mate..yes it's at the very start of the scenario..I've sen you the screenshots anyway. Will follow your advice.
Joe since start and end times where brought in and the end time is now a rough approx of when the assault should finish rather than the end of game I've noticed the slip thing alot more. I've always found the start and end settings tricky to deal with and have ignored them up until now..I know it would be great to time attacks etc..but with command delays etc I can never work out anyway when one should move out compared to say another battalion...it's the one aspect of the game I really can't get to grips with.
Joe since start and end times where brought in and the end time is now a rough approx of when the assault should finish rather than the end of game I've noticed the slip thing alot more. I've always found the start and end settings tricky to deal with and have ignored them up until now..I know it would be great to time attacks etc..but with command delays etc I can never work out anyway when one should move out compared to say another battalion...it's the one aspect of the game I really can't get to grips with.
RE: Build 4.4.257 Feedback
Thanks for the screen dumps wodin.[&o] It does look like what I said though of it not updating till the next click on the formation type button.
RE: Build 4.4.257 Feedback
Are you talking about the Start time or the Assault At time?ORIGINAL: wodin
Joe since start and end times where brought in and the end time is now a rough approx of when the assault should finish rather than the end of game I've noticed the slip thing alot more. I've always found the start and end settings tricky to deal with and have ignored them up until now..I know it would be great to time attacks etc..but with command delays etc I can never work out anyway when one should move out compared to say another battalion...it's the one aspect of the game I really can't get to grips with.
If it's the Assault At time then perhaps we need to add smarts such that it works out the best start at time and seeds that as soon as you uncheck the Auto box next to the control. That way you have a better chance of setting a realistic value. This however, requires a route calc and would be using the attack subject of the force, which in most cases will not be the actual assault subject. So at best it would be an estimate.
RE: Build 4.4.257 Feedback
Sorry yes the Assault at..sounds good. No biggy really but I'm not sure what effect the slippage has on the units or it's just informing you it's gone past the time..anyway I need to practice the timings as I said it's something I've never messed with really, but I expect when you master it it's a great help.
RE: Build 4.4.257 Feedback
I'm also finding it difficult to get formations and different losees etc to stick at different waypoints..soemtimes it chnages all of them to the same..then I cna click back and suddenly it has changed the formation that I set for the last waypoint but it appears on the waypoint before even though when I checked previously it was set as line formation. I'm setting three waypoints..firest one is line formation normal for other settings..the next waypoint I kept line formation and ticked attacks and set high losees and the final waypoint attacks ticked I wanted Arrowhead formation high aggro and high losses..but it kept reverting to the previous wyapoint settings..and then I checked the first waypoint which was Ok then checked the second waypoint and it suddenly had arrowhead formation..which I never set I set that formation for the final..anyway it's all abit confusing I will send a save.
I suppose what i'm saying is it changes all previous waypoints to whatever you used for the last waypoint..or it wont register the last waypoint if it was different as if you go back and check it again may have chnaged to previous waypoint setting. I also let the game run and it made no difference.
Save sent.
I suppose what i'm saying is it changes all previous waypoints to whatever you used for the last waypoint..or it wont register the last waypoint if it was different as if you go back and check it again may have chnaged to previous waypoint setting. I also let the game run and it made no difference.
Save sent.
RE: Build 4.4.257 Feedback
ORIGINAL: dazkaz15
This is one minute after another of many supply events to this unit.
The nearby depot is showing Ammo161/426
Clearly there is something wrong here?
I think what is wrong is that you are attempting to resupply with the footprint overlapping with an enemy unit... I'd expect it to be prudent to break close contact (and ideally be out of sight) before messing around with ammunition and softskins? No?
If it is in cover and out of direct contact (and ideally) sight of the enemy do supplies get through?
RE: Build 4.4.257 Feedback
I am getting the "Assault at" to work, only if the game is not paused when issuing the command also.. Once knowing this, it is pretty easy to schedule the assault.
A lot of the issues are pretty mild it seems from reading, and most seem to affect only when paused. I can run on the slowest speed, which is not much faster than pause, and they work fine, then bump the speed back up after orders.
A lot of the issues are pretty mild it seems from reading, and most seem to affect only when paused. I can run on the slowest speed, which is not much faster than pause, and they work fine, then bump the speed back up after orders.
RE: Build 4.4.257 Feedback
ORIGINAL: wodin
I'm also finding it difficult to get formations and different losees etc to stick at different waypoints..soemtimes it chnages all of them to the same..then I cna click back and suddenly it has changed the formation that I set for the last waypoint but it appears on the waypoint before even though when I checked previously it was set as line formation. I'm setting three waypoints..firest one is line formation normal for other settings..the next waypoint I kept line formation and ticked attacks and set high losees and the final waypoint attacks ticked I wanted Arrowhead formation high aggro and high losses..but it kept reverting to the previous wyapoint settings..and then I checked the first waypoint which was Ok then checked the second waypoint and it suddenly had arrowhead formation..which I never set I set that formation for the final..anyway it's all abit confusing I will send a save.
I suppose what i'm saying is it changes all previous waypoints to whatever you used for the last waypoint..or it wont register the last waypoint if it was different as if you go back and check it again may have chnaged to previous waypoint setting. I also let the game run and it made no difference.
Save sent.
wodin,
The way the orders work and have worked since RDOA days is that if you set say three waupoints for a Move order then they all share the same settings. You cannot set different formation types for different legs of tyhe journey. Sorry that's as designed. So it doesn't matter what waypoint you select the setting applies to them all. Is that clear enough?
It sounds like what your after would be sequential tasks. Then you could apply different formation types to each task in the sequence. But that's a feature for the future.
RE: Build 4.4.257 Feedback
ORIGINAL: Joe D.
As I ran thru the tutorial, I noticed "slippage" messages informing me that certains units have "slipped" -- I'm then presented with the duration of the slip in a 00:00:00 format that I assume stands for days-hours-minutes, with all of my slips in the latter.
From the old HttR manual, I see that "slip" and "crib" refers to reassessments of timings for certain tasks (as it relates to the end date of the scenario?), but I'm not sure exactly what slip and crib means in the game.
Also, re the numerical autosaves, is the autosave with the highest number the last autosave?
The auto saves cycle through the numbers so the best way of finding the latest is to sort the date/time colomb and pick the most recent.
RE: Build 4.4.257 Feedback
ORIGINAL: Joe D.
As I ran thru the tutorial, I noticed "slippage" messages informing me that certains units have "slipped" -- I'm then presented with the duration of the slip in a 00:00:00 format that I assume stands for days-hours-minutes, with all of my slips in the latter.
From the old HttR manual, I see that "slip" and "crib" refers to reassessments of timings for certain tasks (as it relates to the end date of the scenario?), but I'm not sure exactly what slip and crib means in the game.
Also, re the numerical autosaves, is the autosave with the highest number the last autosave?
Slip and crib still refer to adkustments in time. A slip means the time has moved further out and crib means it been moved closer in. Tasks can be slipped and cribbed for a variety of reasons. Often when a subordinate gets a plan a nd determines its likely duration and this turns out to be longer than the boss had estimated, then the subordinate requests more time. If its granted the task slips. Similarly if a subordinate finishes a task early and there is no impediment to starting the next tasks then the boss may crib the times and bring the next task(s) forward. In some cases this may only a few minutes.
Does that help explain it?
RE: Build 4.4.257 Feedback
Dave,
I apologise..big time. I presumed after reading a post further up that you could do that at some point I miss read it. I've never tried to give different formations per waypoint before but wanted to try putting a unit in road column then changing it to arrowhead.
I trying move order with attack box ticked as others seem to use it alot which led me to mess around with formations..where normally I just give an FUP and and assault order or even an assault order with no FUP so thats why I've never really tried to give different formations before.
You'd think owning RDOA HTTR and BFTB I'd have known this by now though I am very rusty as I have only played one scenario in well over a year.
Again sorry Dave. Sometimes I feel like I've been told off by a teacher...hope I haven't upset you, just abit confused.
I apologise..big time. I presumed after reading a post further up that you could do that at some point I miss read it. I've never tried to give different formations per waypoint before but wanted to try putting a unit in road column then changing it to arrowhead.
I trying move order with attack box ticked as others seem to use it alot which led me to mess around with formations..where normally I just give an FUP and and assault order or even an assault order with no FUP so thats why I've never really tried to give different formations before.
You'd think owning RDOA HTTR and BFTB I'd have known this by now though I am very rusty as I have only played one scenario in well over a year.
Again sorry Dave. Sometimes I feel like I've been told off by a teacher...hope I haven't upset you, just abit confused.
ORIGINAL: Arjuna
ORIGINAL: wodin
I'm also finding it difficult to get formations and different losees etc to stick at different waypoints..soemtimes it chnages all of them to the same..then I cna click back and suddenly it has changed the formation that I set for the last waypoint but it appears on the waypoint before even though when I checked previously it was set as line formation. I'm setting three waypoints..firest one is line formation normal for other settings..the next waypoint I kept line formation and ticked attacks and set high losees and the final waypoint attacks ticked I wanted Arrowhead formation high aggro and high losses..but it kept reverting to the previous wyapoint settings..and then I checked the first waypoint which was Ok then checked the second waypoint and it suddenly had arrowhead formation..which I never set I set that formation for the final..anyway it's all abit confusing I will send a save.
I suppose what i'm saying is it changes all previous waypoints to whatever you used for the last waypoint..or it wont register the last waypoint if it was different as if you go back and check it again may have chnaged to previous waypoint setting. I also let the game run and it made no difference.
Save sent.
wodin,
The way the orders work and have worked since RDOA days is that if you set say three waupoints for a Move order then they all share the same settings. You cannot set different formation types for different legs of tyhe journey. Sorry that's as designed. So it doesn't matter what waypoint you select the setting applies to them all. Is that clear enough?
It sounds like what your after would be sequential tasks. Then you could apply different formation types to each task in the sequence. But that's a feature for the future.
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- Joined: Tue Sep 28, 2010 12:26 pm
RE: Build 4.4.257 Feedback
Glad the prob with giving proper orders on pause will be fixed, Dave, as being able to do that is ESSENTIAL in the bigger scenarios, at least on my system (which is good), when there is often a big lag if you try giving orders with the game running even on slowest speeds - such that it sometimes just freezes up for a while, and - if you then give too many orders - crashes! Need to be able to pause it to give orders in the big pieces.