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Unit orders delay factors

 
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Unit orders delay factors - 5/17/2019 12:43:18 AM   
JoeMK

 

Posts: 89
Joined: 11/4/2017
From: Germany
Status: offline
In the manual I find, among others: "If the unit is On Call or is already performing the same kind of order requested (i.e. Move to Move, Screen to Screen, just with different parameters) then the Orders Delay equals 2 minutes. Otherwise the Orders Delay equals the standard Orders Delay (2 to 60 minutes, average 5 to 10 minutes)."

The high HQ's state, twenty-eight minutes after game start at 0400 hrs:
Move-Deliberate to hex 809,
ETA 0433+ with a way point delay of +3 and Screen,
Next action 0428 hrs,
72% readiness,
and EW hindrance: high.

If I request a new Move-Deliberate, just to the same hex, I find:
Move-Deliberate to hex 809,
ETA 0456+ and Screen,
Next action at 0451 hrs.

Does this mean that the above-mentioned paragraph is an idea, a bare brainchild? Or what have I misunterstood?

Sorry that I haven't read all the last years' discussions. It's simply too much. But, with pleasure, I will await Southern Storm!
Post #: 1
RE: Unit orders delay factors - 5/17/2019 1:03:59 AM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
To be honest no idea. The orders level code was tweaked and bug fixed about a dozen times or more from the writing of the game manual. The reissue of an order does basically scrub the first set of order and requires additional time to replan moves. Does not matter if it is the same hex.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to JoeMK)
Post #: 2
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