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Why so much delay in ground battles?

 
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Why so much delay in ground battles? - 6/2/2002 11:54:22 PM   
Henri

 

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I wish ground battlesgave more info on what is going on or else only gave me the result of the battle, the latter being preferable.

In a typical turn, for each ground battle, I see an unchanging information screen that says how many men are involved on each side. This stays up for about a minute while a window has information flashing by saying "3rd battalion attacks" and so on and so on without any information on casualties or anything else, and while sound effects and explosion flashes go on without any information being transmitted. What is the interest in knowing who attacked if I have no info about what was the effect? Finally a screen shows up giving the result of the battle. In my games, this is by far the most time-consuming activity.

Is there any reason why it takes so long for each ground battle to display? Is the computer doing some background calculation one man at a time or something?

Other battle screens can be shortened in the preferences, but there doesn't seem to be any way to get rid of this useless information. This goes on for anywhere where both sides have units in the same hex, even if there is no fighting going on.

While I'm at it, I don't understand how say, 5000 men can assault 25,000 men and the result is one side gets 4 casualties and the other side gets none! And in most of these battles, there are no casualties for either side! Cripes in a week, a 25,000-man unit would get more losses than that from trenchfoot! Scusa me, but I just don't get it...

Finally, there should be a key press (return?) equivalent for pressing that darn little arrow to get rid of the battle screens.

Henri
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Re: Why so much delay in ground battles? - 6/3/2002 12:49:49 AM   
Reiryc

 

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[QUOTE]Originally posted by Henri
[B]I wish ground battlesgave more info on what is going on or else only gave me the result of the battle, the latter being preferable.

In a typical turn, for each ground battle, I see an unchanging information screen that says how many men are involved on each side. This stays up for about a minute while a window has information flashing by saying "3rd battalion attacks" and so on and so on without any information on casualties or anything else, and while sound effects and explosion flashes go on without any information being transmitted. What is the interest in knowing who attacked if I have no info about what was the effect? Finally a screen shows up giving the result of the battle. In my games, this is by far the most time-consuming activity.

Is there any reason why it takes so long for each ground battle to display? Is the computer doing some background calculation one man at a time or something?

Other battle screens can be shortened in the preferences, but there doesn't seem to be any way to get rid of this useless information. This goes on for anywhere where both sides have units in the same hex, even if there is no fighting going on.

While I'm at it, I don't understand how say, 5000 men can assault 25,000 men and the result is one side gets 4 casualties and the other side gets none! And in most of these battles, there are no casualties for either side! Cripes in a week, a 25,000-man unit would get more losses than that from trenchfoot! Scusa me, but I just don't get it...

Finally, there should be a key press (return?) equivalent for pressing that darn little arrow to get rid of the battle screens.

Henri [/B][/QUOTE]

If you dont want to 'watch' the ground battles, click the done button to move on to the results screen...it's what I do anyway.

Reiryc

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- 6/3/2002 9:00:43 AM   
Supervisor

 

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[QUOTE]Finally, there should be a key press (return?) equivalent for pressing that darn little arrow to get rid of the battle screens. [/QUOTE]
Try the [ESC] key.

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Ground Combat... - 6/3/2002 9:27:20 AM   
Erik Rutins

 

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As far as I know, there's actually a lot of calculating going on. One of the areas receiving attention in the patch is more feedback in the ground combat screen. Right now, it lists the units involved and has a dynamic assault strength value for each that adjusts as they take casualties or increase in disruption/fatigue as each bombardment and assault resolves.

In the meantime, feel free to use the ESC key.

Regards,

- Erik

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Re: Ground Combat... - 6/3/2002 6:54:53 PM   
Henri

 

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Joined: 4/26/2002
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[QUOTE]Originally posted by Erik Rutins
[B]As far as I know, there's actually a lot of calculating going on. One of the areas receiving attention in the patch is more feedback in the ground combat screen. Right now, it lists the units involved and has a dynamic assault strength value for each that adjusts as they take casualties or increase in disruption/fatigue as each bombardment and assault resolves.

In the meantime, feel free to use the ESC key.
- Erik [/B][/QUOTE]

OK, thanks for the reply, Eric; if the time is required for combat calculations, I don't have a problem with that. But it is a good idea to give more information to the player about what is going on.

But if pressing the ESC key shortens the delay and the delay is due to internal calculations, how can it do that without interrupting the battle? Is there a difference in the result whether I press ESC or not?

Henri

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Post #: 5
Hm. - 6/3/2002 9:03:59 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
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Henri,

I'm not sure. However, I believe during the animation the calculations may be staggered between the interface displays and thus take longer. If we can speed that up a bit, we will. Once you hit ESC, the remaining calculations resolve at once.

There is no difference in resolution whether or not you watch an animation.

Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Henri)
Post #: 6
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