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lack of time problem - 4/24/2013 8:31:43 PM   
RollsRoyce031

 

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Hello!

When i ask my troopes to attack, some time , lack of time appear fallowed by bunkering down, some other times, my orders seems to be forgotten... that one problem.

the seccond is: In hofen ho down if the Bn.405 is mooved it causes a game crash.

I hope this will be usefull for some one.



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RE: lack of time problem - 4/25/2013 2:10:36 AM   
Arjuna


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RollsRoyce031,

What build are you running?

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RE: lack of time problem - 4/26/2013 1:44:01 PM   
RollsRoyce031

 

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v. 4.4.260

Looks like the lack of time problem is associated with the destination order in a cytie or the path through a forest, but it is not certain.
The forgotten orders probleme is realy rare.

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RE: lack of time problem - 4/26/2013 2:52:26 PM   
RollsRoyce031

 

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Dammit i have goods screenshots but i am too new on this forum to post the links... I can give it with a mail if you want. Just ask.

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RE: lack of time problem - 4/27/2013 1:26:12 AM   
Arjuna


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Yeh send them to support[at]panthergames[dot]com.

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RE: lack of time problem - 4/27/2013 12:28:27 PM   
Renato

 

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quote:

ORIGINAL: RollsRoyce031
.....
The forgotten orders probleme is realy rare.


For me is pretty common!

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RE: lack of time problem - 5/1/2013 12:35:47 AM   
RollsRoyce031

 

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Others bug report:

- After an attack when the hq and arty are joining troops, they don't correctly avoid (bypass) ennemis
- Old autosaves don't suppress themself
- After an attack order and before the attack is executed, sometimes, it is impossible to modify the "assault at:" (it appears grey)



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RE: lack of time problem - 5/1/2013 2:33:25 AM   
Arjuna


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Thanks for providing that save. I took a look at it and was quickly able to determine the problem. We had added some code a while back to exempt human controlled forces from slipping the attack timings during the planning phase. This was designed to prevent any assigned HHour from being moved.

In this case the actual planned duration was more than the duration estimated when placing the order. It's like the commander saying it should take four hours but when the staff do their detailed analyses they can see that it will take five hours. So more time was needed. No HHour had been set by the player so it should have been able to slip. I have changed the code so that it will do so provided no HHour is set by the player. I have also added an extra 30 minutes to the attack duration when it does it's initial estimate.

NOTE if you do set a HHour then I recommend you extend the end time as well.

This change will be in the patch #4.




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RE: lack of time problem - 5/1/2013 3:26:16 AM   
Arjuna


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I have a question for you all.

At the moment when the user sets an HHour it is set in stone. This places a fair burden on the user to estimate enough time. Would you rather instead have the HHour set but enable the AI to automatically slip it for you. This will mean that you would have to manually reset the HHour of any other attacks that you were trying to coordinate with. We can popup a message but it will then be up to you to either reset or accept that the other attacks will no longer be starting their assault at the same time.

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RE: lack of time problem - 5/1/2013 6:38:59 AM   
loyalcitizen


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quote:

ORIGINAL: Arjuna

I have a question for you all.

At the moment when the user sets an HHour it is set in stone. This places a fair burden on the user to estimate enough time. Would you rather instead have the HHour set but enable the AI to automatically slip it for you. This will mean that you would have to manually reset the HHour of any other attacks that you were trying to coordinate with. We can popup a message but it will then be up to you to either reset or accept that the other attacks will no longer be starting their assault at the same time.



Better to have the AI slip the HHour automatically. We humans can't see all the Ones and Zeroes, so we need the AI help to let us know when we haven't allotted enough time.

I really miss being able to order an In-Situ Attack. They prevented a lot of jockeying around prior to HHour, which nowadays creates all these delays while units form up. Any chance In-Situ Attacks can return?




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RE: lack of time problem - 5/1/2013 8:34:05 AM   
Renato

 

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I prefer the AI automatically slips it.

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RE: lack of time problem - 5/2/2013 2:00:12 AM   
Deathtreader


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quote:

ORIGINAL: Arjuna

I have a question for you all.

At the moment when the user sets an HHour it is set in stone. This places a fair burden on the user to estimate enough time. Would you rather instead have the HHour set but enable the AI to automatically slip it for you. This will mean that you would have to manually reset the HHour of any other attacks that you were trying to coordinate with. We can popup a message but it will then be up to you to either reset or accept that the other attacks will no longer be starting their assault at the same time.


I would prefer the AI automatically slip in those instances == As long as there are no additional penalties (like command delays) when resetting the HHour of any other coordinated attacks.

Rob.

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RE: lack of time problem - 5/2/2013 2:56:45 AM   
Arjuna


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No, no additional delays in doing so.

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RE: lack of time problem - 5/2/2013 7:09:47 AM   
Bazza042

 

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Automatic Slip with advice please

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RE: lack of time problem - 5/2/2013 7:27:38 AM   
wodin


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AI auto change it please

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RE: lack of time problem - 5/2/2013 8:57:53 AM   
Arjuna


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Done.

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RE: lack of time problem - 5/23/2013 8:57:40 PM   
dazkaz15


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Definitely allow AI to slip the H hour.

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RE: lack of time problem - 6/11/2013 5:31:38 PM   
dazkaz15


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Dave have you fixed this as of version 4.4.263?

Only I am still getting the attack abandoned messages due to lack of time when using an assault at time to coordinate attacks.

It has to be the single most annoying thing in the game at the moment!

My Subordinates keep reporting back to me that they have decided to go to sleep instead of carrying out my planned attacks, as they where 3 min late in getting there

It really makes me wish I was playing as Russia, so I could dish out some real discipline

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RE: lack of time problem - 6/11/2013 11:48:37 PM   
Arjuna


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Where's your save?

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RE: lack of time problem - 6/12/2013 5:16:23 AM   
dazkaz15


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So it has already been implemented then?
Ill get your save ASAP

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RE: lack of time problem - 6/12/2013 12:17:05 PM   
dazkaz15


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Lead up




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RE: lack of time problem - 6/12/2013 12:17:45 PM   
dazkaz15


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FUBAR




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RE: lack of time problem - 6/22/2013 8:22:33 AM   
Agent S


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Has this been rectified in/ for the COTA expansion?

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RE: lack of time problem - 6/25/2013 5:34:29 AM   
Bletchley_Geek


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Looks like your guys didn't have time to get to the FUP the Assault At time passed (I see you have the Assault At time set). Estimating the durations of those tasks is very hard for the player, but now it's possible to get a better estimate of Attack tasks. This can be used to get H Hour's which may work.

I'd suggest that you issue a "bogus" Attack (to the same force you intend to use) and see what's the end time estimated by the engine for that task. That gives you a lower bound on the duration of the whole thing (Move to FUP, Reorg, Assault). Write down the estimated time and use it to deduce what might be a reasonable H Hour for your actual orders (and that's very situation dependent).

Can you try to use the above technique and see if with revised H Hours the attack plan goes forward? Thank you :)

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RE: lack of time problem - 6/25/2013 6:42:17 AM   
dazkaz15


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quote:

ORIGINAL: Bletchley_Geek

Looks like your guys didn't have time to get to the FUP the Assault At time passed (I see you have the Assault At time set). Estimating the durations of those tasks is very hard for the player, but now it's possible to get a better estimate of Attack tasks. This can be used to get H Hour's which may work.

I'd suggest that you issue a "bogus" Attack (to the same force you intend to use) and see what's the end time estimated by the engine for that task. That gives you a lower bound on the duration of the whole thing (Move to FUP, Reorg, Assault). Write down the estimated time and use it to deduce what might be a reasonable H Hour for your actual orders (and that's very situation dependent).

Can you try to use the above technique and see if with revised H Hours the attack plan goes forward? Thank you :)

Hi Bletchley
If I allow enough time for them to get to the FUP everything works fine, and that is what I usually do, but on the occasion I have miss calculated (in this example because of the stream they had to cross) they bunker down.
What is confusing me though is this post by Dave


quote:

ORIGINAL: Arjuna

I have a question for you all.

At the moment when the user sets an HHour it is set in stone. This places a fair burden on the user to estimate enough time. Would you rather instead have the HHour set but enable the AI to automatically slip it for you. This will mean that you would have to manually reset the HHour of any other attacks that you were trying to coordinate with. We can popup a message but it will then be up to you to either reset or accept that the other attacks will no longer be starting their assault at the same time.


This is because we all agreed that it would be good for the H hour to be slipped in this kind of situation, and Dave said later that it was "Done".

So I'm not sure now if its a bug or whether you guys never managed to fit it in to the last patch?

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RE: lack of time problem - 6/25/2013 7:08:29 AM   
Bletchley_Geek


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quote:

ORIGINAL: dazkaz15
quote:

ORIGINAL: Arjuna

I have a question for you all.

At the moment when the user sets an HHour it is set in stone. This places a fair burden on the user to estimate enough time. Would you rather instead have the HHour set but enable the AI to automatically slip it for you. This will mean that you would have to manually reset the HHour of any other attacks that you were trying to coordinate with. We can popup a message but it will then be up to you to either reset or accept that the other attacks will no longer be starting their assault at the same time.


This is because we all agreed that it would be good for the H hour to be slipped in this kind of situation, and Dave said later that it was "Done".

So I'm not sure now if its a bug or whether you guys never managed to fit it in to the last patch?


Yes, Dave did indeed add that. But there might be indeed a bug in the code Dave changed or a case which wasn't covered. If you already sent a saved game with the plan outlined, we should be able to look into it as soon as things settle down for Dave.

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RE: lack of time problem - 6/25/2013 7:13:09 AM   
Bletchley_Geek


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Are those units highly fatigued? If they're, they'll be stopping to rest regardless of you telling them not to.

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RE: lack of time problem - 6/25/2013 7:24:50 AM   
dazkaz15


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No mate, they had just finished a long rest.
Do you want me to send you a save?
PM me your address if you do.




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< Message edited by dazkaz15 -- 6/25/2013 7:31:21 AM >

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RE: lack of time problem - 6/25/2013 9:16:56 AM   
Bletchley_Geek


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quote:

ORIGINAL: dazkaz15
No mate, they had just finished a long rest.


Okay, just going through the checklist

quote:

ORIGINAL: dazkaz15
Do you want me to send you a save?
PM me your address if you do.


If you sent them already to Dave, it will be fine. Let's not mix up tasks.

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RE: lack of time problem - 6/26/2013 6:19:08 AM   
Arjuna


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Daz,

I got them. Trouble is they keep invoking an assert in the Debugger which I have subsequently fixed and this makes it impossible in the debug to test these. I have run them in the release version. They seem to run fine. However, after reading the above posts I am still none the wiser as to what is wrong here. There is no description above that tells me what has gone wrong. In future can you please add some text that describes the problem in terms of what orders you gave, what the units did or did not do.

In any event I am uploading to Matrix a new beta build #4.5.264. Best to wait and see if this issue manifests or has been knocked on the head by the changed I have made.

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