Command Ops 2 Core Game

Command Ops 2 Core Game

Wenzel Jun 25, 2017 @ 10:53am
Mogli's Command Ops mysteries
I love the game, but many of its mechanics are shrouded in mystery. The manual is often unprecise, official feedback on gameplay questions on the Panthers forum all but inexistent.

So, I thought I could share my impressions on how certain aspects of the game work and basically collect as much wisdom on the game as possible. So the posts in this thread will see a lot of editing, as I'll try to stick with one post per game-play aspect. Maybe this is of interest for other players as well! Feel free to comment and correct!
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Showing 1-15 of 43 comments
Wenzel Jun 25, 2017 @ 11:00am 
COVER

  • The game differentiates several deployment-states for units which affects their base protection against enemy fire: moving, taking cover, deployed, dug-in, entrenched, fortified (only reachable where fortifications exist on the map). Whenever a unit is stationary, it will start to dig in and improve its deployment status (note that resting does NOT interrupt this process). The time it takes for a unit to reach a certain deployment level is individual for each unit-type and can be looked up in the estab-editor (all the units in a scenario use templates which are found in the ESTABs). This base-duration might be further modified by the individual unit's training and experience level. Rule of thumb: deployed 5-60 minutes (5-10 for infantry, 5 for most tanks/vehicles), dug-in 2 hours, entrenched 2 days.
  • From "dug-in"-status upwards, entrenchments are permanent. They're not shown on the map, but if you right-click on a spot, you'll see if there are already existing entrenchments on that spot. Units that entrench on a spot with pre-existing fortifications have their entrenchment-times cut to one quarter. So, for example, a unit that has retreated from its dug-in position can later re-man its own entrenchments (but those of other units too, of course!). If its dug-in-duration was normally 2 hours, then it would need only 30 minutes to dig-in on the spot of the pre-existing "foxholes".
  • In contrast to the odd and irregular shapes that you see on the map, terrain in CO is based on a 100x100m grid. This explains a lot of inconsistencies: For example, when you right-click to a point on the map that you would expect to be of terrain A, but which is close to terrain B, the ingame-information will often tell you that there is actually terrain B on the point that you've clicked on. This is because the odd and irregular shapes and borders of terrain that you see on the map are but an approximation to the 100m-grid that the game actually uses when it comes to terrain - (NOTE: You can see the center-points of the suqares of the 100m-grid if you use the route-tool: select any "quickest" or "covered" path ("shortest" doesn't work) and plan a route and you'll see that there are little red dots close to your planned route.)
  • Each type of terrain provides a certain level of protection against "direct hit" (direct fire weapons like rifles, MGs, tank guns, etc.) and "area hit" (artillery bombardments and air strikes). Unfortunately, it's almost impossible to determine the effect and importance of terrain, as there is lots of conflicting info.

    You will get some idea by right-clicking on any point of the map and bringing up the terrain info. In the pop-up box, you'll see the values for "direct" and "area" hit. The lower the value, the better the protection the terrain provides.

    Note, however, that there is more to it. The protection that terrain provides also depends on the deployment-status of your unit. So, in order to determine how much protection a unit has, you need to look up the terrain type and cross-reference it with the deployment-status of the unit. I assume that the protection-values that you can find in the MapMaker are the protection-values for "moving" units (i.e. the weakest deployment status). I found them to be quite consistent throughout the scenarios:

      terrain type direct hit / area hit
    • village 61/81
    • town 41/61
    • city 20/41
    • industrial 41/61
    • factory 41/61
    • woods 41/115
    • light woods 81/100
    • orchards 90/100
    • marsh 61/61
    • heide 100/100
    • polder 41/41

    Note that these values (found in the map maker) differ quite a lot from those that the ingame-terrain-info-box shows you. Especially the values for "direct hit" are much lower ingame than those of the mapmaker. I don't know why, but I assume it's because the ingame-terrain-info shows values for "deployed" units, whereas the Mapmaker gives the value for "moving" units? (Also an answer here suggests this: http://www.matrixgames.com/FORUMS/tm.asp?m=2713510) There is no complete matrix of all deployment states per terrain type available.

    Here is some formation I could find in an old post on the Matrix forum: http://www.matrixgames.com/forums/tm.asp?m=3252882&mpage=1&key=dug&#3360335

    According to the info given by this link, the protection against indirect fire (artillery bombardments and air strikes) is fixed across all terrain types (which is of course contradictory to the info in the MapMaker and the terrain-info-box...): moving 100%, taking cover 50%, deployed 33%, dug-in 20%, entrenched 15%, fortified 10%. The protective effect against direct fire, however, depends on terrain. The link gives some examples:

    deployment-level / open / scrub / village / town / city
    moving / 100 / 81 / 61 / 41 / 20
    taking cover / 67 / 58 / 50 / 35 / 18
    deployed / 33 / 36 / 40 / 30 / 16
    dug-in / 20 / 25 / 30 / 25 / 14
    entrenched / 15 / 20 / 25 / 26 / 13
    fortified 12 / 12 / 12 / 11 / 11

  • As the formula for fire-combat is not known, the exact protective effect of terrain can't be determined (I can't tell the weight of the factor "terrain") - you need to develop a feeling based on the terrain's protection values. Many other factors play a role in fire combat (see "Fire Combat" further down below).

Last edited by Wenzel; Nov 24, 2017 @ 12:05am
Wenzel Jun 25, 2017 @ 11:28am 
SPOTTING

  • Intelligence is updated every game-minute.
  • Spotting is important as units react (e.g. fire at) only (not exclusively, but most of the time) to units that they can see. Also, for planning, AI-commanders seem to take into account what they know. For example, when you give a move-order to a unit, the default path is set to "avoidance", which will manoeuvre around all the APer/AAr-fire-zones (you can activate the map filter to get an idea) of the currently known enemy units. - Which raises the question how much the AI-commadners actually know? Everything that the player can see? Everything that they themselves and subordinate units can see?
  • It's important to note that what you - as the player - see is the sum of what all your units see. But it does not work the other way: While you as the player might see an enemy unit, this does not automatically mean that one particular unit can see that enemy unit. Spotting is relative.
  • It's equally important to keep in mind that you never get live satellite view. Always remember that when using the most recent intelligence filter ("current") enemy units that you see on your map might be sightings that are up to 5 minutes old. (Often this explains why a unit stops shooting at the enemy: the enemy is no longer there, so your unit can't see the enemy anymore and - as a consequence - doesn't fire any more, even though you still see the "current" report). All sightings fade out and disappear at some point. Sightings of enemy units that were carrying out a task that involves movement fade out quicklier (so that your units are no longer afraid to move through former enemy positions...), while sightings of units that were carrying out a static task (e.g. defend) stay for longer. So keep a close eye on your intel reports if you don't want to miss enemy movements.
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  • To determine the CHANCE that a unit sees an enemy unit (in a given minute), the game tries to draw a line of sight (LOS) between the two units and considers the LOS-quality in the target-square in the following way:
  • The LOS starts at the square (100m²-terrain-square) of the spotting unit and comes in a base quality. A high level of suppression might also reduce the LOS-base-quality of a unit. Also, weather- and daylight-conditions might influence the base LOS-quality (you can look up the values for each map in the mapmaker; both weather and light-conditions are given as %-modifications). Moreover, moving, routing, resting units also seem to have a negative modification on spotting, as well as troops with low effectiveness (a value that seems to be based on current morale/fatigue/cohesion). Afaik, all units have the same base-spotting value. I've read that it was at some point considered to implement unit with better spotting abilities than other (specialized recon units...), but I don't think it was realised.
  • Terrain like vegetation (woods, orchards, polder, marches, etc.) and built-up areas (village, town, factory) deteriorates the quality of LOS and might block it at some point. The game-engine combines this terrain-aspect with the consideration of the unit type and action of the spotted unit: Each terrain-type has a LOS-blocking value for infantry (deployed/moving/firing), vehicles (deployed/moving/firing), and guns (deployed/moving/firing). Whenever a LOS enters a square (100m² terrain-square), the quality of the LOS is reduced according to the terrain type/target unit type/target unit action. Once the quality of a LOS hits 0, LOS is blocked completely.

    For example: Let's say we have a base LOS-quality of 100, the unit we're trying to spot is a unit of tanks which is deployed (not moving, not firing) and there are 3 squares of open ground and 3 squares of orchards in between us. The mapmaker tells us that the blocking value of orchards for deployed vehicles is 13 - for open ground, we assume it's 0. Now, we deduct 3x13 from our base quality of 100, which results in a chance of 61% to spot the tanks (for/in each minute). So, most likely, we will see (and maybe fire on) the enemy unit every now and then in short intervalls (shorter than 5 minutes, which will make the sighting-age current).

    Here are the LOS-blocking values (per 100m²-square) for the most important terrain-types according to the map-maker. The values refer to the type of the unit you're trying to spot and the action of the unit you're trying to spot. Lower values indicate that the unit is easier to spot, higher values that it is harder to spot:

    terrain type - personell (deployed/moving/firing) - vehicles (...) - guns (...)
    • woods - 50/50/50 - 50/40/40 - 50/40/40
    • light woods - 10/3/4 - 5/3/3 - 4/2/2
    • marsh - 10/3/4 - 3/1/1 - 2/1/1
    • village - 25/16/20 - 16/8/10 - 10/5/5
    • town - 33/20/25 - 20/10/13 - 13/7/7
    • city - 50/34/34 - 34/20/25 - 25/13/13


  • Additionally, the LOS-blocking effect of terrain is increased the farther away the spotting unit is from the LOS-blocking terrain. This is an extremely important feature as it generates spotting-imbalances/advantages. A unit which is positioned 2 squares in the wood can still see out of the wood, but - unless they come very close - units from outside the wood cannot see into the wood.
  • Ridges and hills immediately block line of sight. (See "reading the map" for interpreting slopes and hills)
  • The game engine understands dead space and LOS-shadows -i.e. if the spotter is on a hill, he can see over villages and woods (each terrain-type has a height-value).
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  • The better the quality of your LOS in the square of the spotted unit, the higher your chance to spot a unit, and the more reliable the information on it will be.
  • I don't think that there is a bonus to spot a unit that you've spotted recently. For example, with a LOS-quality of 50, it might happen that your units sees the enemy in minute 1, loose sight in minute 2, see him again in minute 3, etc. This might reduce the pace of a fire combat. E.g. I've had opposing units positioned quite close to each other, but due to the terrain, they only spotted and fired at each other every 10-15 minutes or so. As firing makes a unit easier to spot, a spotting usually resulted in both units firing.
  • I don't think that there is a way to know which enemy units a unit sees right now (in the current minute). The TLOS-tool can give you some idea, but it's certainly not consistent I've seen units with TLOS on recent sightings! - i.e. sightings that are older than 5 minutes. And then I've also had instances when some enemy unit showed up on my screen and there was only one of my units which must have spotted that unit, it still had no TLOS to the spotted unit.
  • Remember that there are different intelligence-filters: current (shows all sightings not older than 5 minutes), recent (sightings not older than 1 hour) and all (sightings older than 1 hour will shown slightly transparent, depending on their age)
  • Apart from basic information on the enemy's manoeuvres, visibility is also a factor in fire combat (the exact formula/effect is unknown). The better a unit's spotting quality of the enemy, the more effectively it can deliver fire on it.
  • The LOS-tools (LOS, LOS-area) give you an overall idea, but they don't take unit type and action of the unit to be spotted into account. I think that the tools might be calibrated on moving infantry - so LOS will be better against tanks and guns and firing infantry, but worse against deployed infantry.
  • If you see an enemy unit move unbelievably fast, then most of the time it's the update of an older sighting. The game moves the unit very fast from the position of it's former sighting to the position of the actual, more recent sighting. This is helpfull. If the game would not do this, then you'd be left with 2 sightings for one and the same unit.
  • It seems as if you neither see the tracer nor hear a fire-sound if your unit which is getting fired upon does not spot the source of the fire (even if another one of your units sees it?). All you'll notice is a red/yellow lamp and maybe a retreat (and the equivalents in the unit-log). Note that this might be true. See "morale & rout status" further down below. A unit that takes fired from an unknown location has a higher chance to fail morale checks!

Important official post on the Matrix forum:
"IIRC [...] that for the LOS tool we work on a guaranteed LOS range of 150m from the edge of a standard unit radius of 75m, so hence a 225m from the centre of the selected grid."

ADDITIONAL THOUGHTS
  • Remember that the built-in AI takes enemy presence into account when it interprets orders. So the more you see on the battlefield, the more information you give to your AI-officers to work with. This is even more true vice versa, as the enemy AI-general gives orders based on what he knows. So don't tell the enemy where you are (or at least remember what the enemy has seen/might know and act accordingly). This should make planning more difficult for him. You might make him launch time-consuming attacks at unoccupied positions, or ambush his road column in areas he considered to be clear.
  • If you see an enemy unit and you would assume that one of your own units should be firing on it, but it doesn't, then - apart from suppression - spotting might be the reason: The sighting of the enemy unit is old, and your unit has no actual contact in this very minute, so it doesn't fire. The actual position of the enemy unit might still be at this location (if your LOS on the location is bad), but it might also be somewhere else (in a radius of 5 minutes' movement). This latter option is more likely when your LOS on the former position was good. In most cases, it means that your fire has forced the enemy unit to retreat.
Last edited by Wenzel; Nov 24, 2017 @ 12:08am
Wenzel Jun 25, 2017 @ 11:38am 
CHANCE TO FIRE/ENGAGE

  • A unit may fire upon an enemy. An enemy can be an enemy unit that is visible to your unit in this very minute (unfortunately, there is no way to tell what a unit sees in the current minute), but it can also be a current enemy sightings (not older than 5 minutes) and perhaps even a recent sighting (not older than 1 hour)? I think tthat the chance to fire at sightings (instead of actual/visible contacts) is reduced - more so for recent sightings than for current sightings.
  • If there are several potential targets available, the unit will fire at the greatest threat.
  • Apart from the sighting-aspects, the chance for a unit to fire or not seems to depend on a lot of factors:
    • A unit only engages if it has weapons that can hurt the enemy unit (no need to fire pistols at tanks...I'm looking at you, Tom Hanks!)
    • It seems as if the game calculates the fire power of your unit on the enemy unit. If the fire power is below a certain threshold, the unit does not fire. The calculation of fire power is based on a very complicated formula (see "fire combat"). (This might explain why heavy MGs often remain silent at longer distances?)
    • The "aggro"-setting of the current task of the unit might increase/lower the threshold. If you tick the "ambush" option, the threshold might be lowered as much as possible? (But depending on the range of your weapons, chances are high that you're spotted and shot at before the enemy enters your ambush range).
    • The unit's "aggression"-stat might also increase/lower the threshold.
    • Units that are in the rout-status "retreat" or "rout" or that are in "retreat recovery" have their chance to fire lowered. (I don't think that this factor is very strong for "retreats")
    • Suppression reduces the chance to fire.
    • An active resting-task reduces the chance to fire (allegedly by 50%!)
Last edited by Wenzel; Nov 24, 2017 @ 12:40am
Wenzel Jun 25, 2017 @ 11:46am 
FORMATIONS

  • I assume that units in CO are always points (for calculation of weapon ranges, terrain effects, etc.). The footprint of the unit doesn't seem to matter? But I could be wrong.
  • In order to see the formation a token is currently using, you need to look it up in its current task. If the token has no active task, you can try to interpret the footprint of the unit, but this is difficult and unreliable.
  • Issuing custom depths and frontages as part of an order to an individual/single unit (i.e. a unit that consists of only one token) has no effect at all even though the desired foot-print is shown on the map. Custom depths and frontages only work if the order is given to a combined unit (i.e. a unit that consists of several tokens). They are used to tell the AI how much space it should put in between the individual units/tokens and how to arrange them.
  • The formation that a token is using has an influence on its fire-power (to the front/flanks/rear) and vulnerability. You can look this up in the manual (annex B, p. 198). The "security" entry is only used by the AI.
  • To be continued....
Last edited by Wenzel; Jun 26, 2017 @ 12:51am
Wenzel Jun 25, 2017 @ 12:06pm 
ADVANTAGES OF THE DEFENDER (tactics)

A stationary unit has several advantages over a moving unit:
  • A unit that is moving has the accuracy of its fire reduced (see manual)
  • Some organic weapons (e.g. heavy MGs) usually need to be deployed in order to fire, which makes them a bit less usefull on the attack. Note though that most combat units deploy very fast (5-10 minutes).
  • Units that are moving are easier to spot than units who are deployed. Remember that visibility supposedly is a factor for determining fire power. However, the firing unit will usually give away its position by firing, triggering return fire. So - except for very dense terrain or night-time conditions, the surprise-effect might not be that great. Seeing an attack coming gives the defender more time to direct artillery on the attacker though.
  • Units who are moving or taking cover are more vulnerable (remember the cover-levels: moving - taking cover - deployed - dugIn - entrenched - fortified).

If the units are on equal terms otherwise, an attack usually needs fire support: You should use artillery (or other long-range weapons) to suppress the enemy in order to prevent him from firing at your approaching vulnerable, moving unit. Once your unit gets within sight and weapon range of the enemy unit, it will fire on it, forcing it to retreat (thereby leave its entrenchments). In a well supported attack, your infantry will not suffer a single casualty.

Generally speaking, I think it's important to emphasize that a single tracer/firing action should be considered to be quite an important event. Combat in Command Ops is represented by relatively few but very decisive (and sophisticately calculated) fire-events. If you mess things up and your unit gets fired upon, there is a chance (depending on the quality of the enemy fire) that the unit fails it's morale check and tretreats. This usually means that the unit is out for at least 20 minutes (until it finishes retreat-recovery).
Last edited by Wenzel; Nov 24, 2017 @ 12:11am
Wenzel Jun 25, 2017 @ 12:09pm 
FIRE COMBAT
(WIP)

  • A red lamp indicates that the unit has been fired upon and has taken casualties in the last 6 minutes (unit-log: "taking casualties"). A yellow lamp indicates that the unit has been fired upon in the last 6 minutes, but has not suffered casualties (unit-log: "under fire"). A blue lamp indicates that your unit has engaged (see below) an enemy in the last 6 minutes (unit-log: "engaging", seems to be noted in the log only at the start of an engagement).
  • Red lamps override yellow lamps and blue lamps (most of the time). Yellow lamps override blue lamps (most of the time).
  • The engagement (blue lamp)-status is a bit of a riddle to me. At first sight, it seems as if a blue lamp can show up even though your unit has not actually fired on a spotted enemy unit, as you don't see any tracers flying around and no sound-effect is triggered. However, I noticed that my infantry units might consume some rifle-ammo when they were showing a blue lamp and were not firing a tracer. This was not consistent though (so in some minutes ammo was consumed, in others it is not), so I assume that the blue lamp is not referring to some continous status but indeed indicates that the unit has carried out a fire action in the last 6 minutes. Maybe tracers and sounds are only triggered if a firing-action exceeds a certain level of fire-power (not triggered by the rifle-fire alone). So, in this case, the firepower of the fire action was too low, but as the unit has still fired, the blue lamp shows up? But this is just guesswork.
  • The tracer-colour tells you the type of the weapons that have fired in an fire-event: red=anti tank, yellow = anti personell, grey = bombard. Note that each weapon is considered to be of one type only, even if it can fire different kinds of ammo (E.g. an AT-gun is categorized as an anti-tank weapon, so it will always fire red tracers, even when it is actually firing HE-rounds at infantry)*. However, by keeping a close eye on ammo-consumption, it seems that different kinds of weapons can be involved in a single fire-event (so maybe the tracer has the colour of the weapon with most firepower?). For example: my unit of Churchill-tanks fired a big red tracer. Taking a look at ammo-consumption, I noticed that the tank-guns (=AT-weapons, red tracer) had fired HE-rounds, but also, the tanks' Besa-MGs had fired. So, I'm not sure if there can be different types of weapons within a single tracer, so to speak, or - my other suspicion - some type of weapons might consume ammo just for being engaged (rifles/mgs)? I've seen rifle ammo to be consumed without any tracers fired (or casualties taken).
  • One thing that is safe to say is that several weapons of one type can be fired in a single event. So, for example, if a tank-unit is very close, your AT-guns AND your PIATs will be fired in one single fire-action/tracer.
  • Educated guess on how a single fire event is resolved:
    • First, the volume of fire is determined. The game takes the % of men of the unit that can fire on the target according to the formation-effects of the current formation (see Annex "formation effects" in the manual). E.g. road columns have a very small allocation of men to the front. I don't know if cohesion plays an additional role here.
    • The game also detemines how many and what kind of men/weapons in the target unit can be targeted (again - see "formation effects"). Additionally, there seems to be a complex routine to make heavier weapons less likely to be targeted: "Further, when firing we divide the unit into three zones- forward, middle and rear. Separate line of sight checks are done from each zone of the firing unit to each zone of the target - eg front to front, middle to middle and rear to rear. This filters out a certain percentage of targets and firing weapons if there is no line of sight for a particular aspect. In general a greater percentage of heavy weapons are assumed to be in the middle and rear zones."
    • Once the game knows how many men/weapons are firing at how many targets, it determines the volume of fire. First, it seems as if all eligible weapons need to undergo a "reliability" check (all weapon-types have a reliability-stat) in order to fire. Then, the volume of fire obviously depends on the rate of fire-setting of the task the unit is currently carrying out. And of course all weapons have individual rates for all three settings (rapid/normal/slow). I've read that fatigue might reduce rate of fire.
    • Once the volume of fire has been deteremined, the game takes into account the hitchance. Obviously this is where cover and deployment-status of the enemy unit come into play. Also, range/accuracy is a major factor (see the detailed ranges and accuracy of all weapons in the Estab Editor). Also units that fire downhill get a bonus, while units firing uphill get a malus. There might be many more factors that are unknown to me (unit training, unit experience, morale, cohesion, leadership...?). Also I assume that moving units have a malus on accuracy.
    • Somehow, the volume of fire must be multiplied by the hit-chance to determine the effect of the fire. Even if a fire-action does not cause casualties, it might reduce the opponent's cohesion, raise suppression, cause fatigue. Effective fire might also force the receiving unit to check whether it loses morale.
    • When a unit has fired, ammo is comsumed for each fired weapon according to the rate of fire. There is a short delay between the firing-action and the reduction of ammo. Keeping track of ammo can be very handy when you want to know what kind of weapons of the unit have actually fired. Moreover, cohesion might drop (?), fatigue may rise.
    Fire-actions on armoured units work a bit differently, as they take into account armour values and penetration .... to be continued.

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Notes:
"Units firing up have a 0.8 and units firing down a 1.2 modifier on their effectiveness. The values for the deployment types depend on other factors. Suffice to say that they range from 0.5 to 0.125. "

* That is not quite true. I've just seen my unit of tanks fire a grey tracer. I took a look and found that I had 5 Churchill VIII 95CS in the unit. Their 95mm tank howitzers can actually fire "bombard"-ammo. So in fact it does seem as if tracers depend on ammo-type. (But then HE-rounds are considered to be anti-tank ammo....?).
Last edited by Wenzel; Nov 24, 2017 @ 12:13am
Wenzel Jun 25, 2017 @ 12:09pm 
MORALE AND ROUT STATUS

Most of this is based on Bletchley_Greek's answer here: http://www.matrixgames.com/Forums/printable.asp?m=3526437

  • There are several rout states in the game: "normal/okay" (green task-symbol), "retreat" (yellow task-symbol), "rout" (red task-symbol). Moreover, parts of the unit can surrender/get missed in action (additional white box).
  • When something bad happens to a unit, it has to undergo a morale-failure check. I suppose that something bad can either refer to 1) receiving fire, 2) being bombarded, and/or 3) suffering casualties from either of these two.
  • The morale-failure check is modified by several factors:
    • The higher the aggro-setting of the task the unit is currently carrying out, the better (i.e. less likely the unit is to fail the check).
    • If the unit is carrying out a static task (hold, defend, rest, reorg...?), then the higher the unit's stubbornness-stat, the better. If the unit is carrying out a task that involves movement (move, assault, ...?), then the higher the unit's aggressiveness-stat, the better. Remember the difference between tasks and orders (e.g. a defend-order usually generates a move-task, followed by a defend-task).
    • The higher the unit's current cohesion, the better.
    • The higher the aggressiveness-stat of the unit's commander, the better. The higher the determination-stat of the unit's commander, the better. (One would assume that this is task-specific, just like aggro and stubornness for the units themselves?)
    • The better the current deployment-status of the unit, the better. (the forum-post suggests that there is a malus for 'open order' (=moving, halted, taking cover?))
    • The cover provided by terrain also plays a role
    • The distance to the unit's HQ (Now this is really interesting! Unfortunately, the post does not state if this refers to the organic HQ or the actual/player-structure-HQ. And also there is no precise info on the exact distance...)
    • If the unit receives fire by enemies it can't see (see spotting), there is a special malus.
    • The unit is currently taking direct fire (but e.g. tanks are not afraid of small arms fire)
    • The unit is currently under artillery bombardement.
    • The unit is currently being hit by an air strike.
    • The higher the unit's training, the better.
    • The higher the unit's experience, the better.
    • If there are friendlies nearby that are already retreating/routing, then there is a higher chance to fail the check.
    • Casualty rate (Unfortunately, the post does not give more precise info. Casualties suffered only recently, all casualties?)
    • Armour shock effects. Quote: "Passive armour shock effect (this basically makes infantry outfits more sensitive towards enemy concentrations of armour); /// Enemy attack shock effect (amplified if the attacking enemy has a clear superiority of armour)"
    Note that the actual morale-level of the unit is not listed in the answer to the forum-post. Maybe it was forgotten, but maybe it only comes into play later (see below).
  • When a unit fails a morale-check, it might:
    • carry on with its current task
    • retreat in place (immediate "retreat recovery")
    • conduct a retreat-movement and then go into "retreat recovery"
    • rout
    • surrender
    • bunker down (I suppose this refers to composite units only - the HQ calls off an attack or probe)
    The kind of reaction depends on the unit's current morale level and on whether the unit is currently under fire or not. Also, I suppose that a higher deployment-level increases the chance for a unit to retreat in place. Additional quote: "The most likely result is to retreat in good order. Routing is more likely to happen if the unit is already retreating. Note that surrender in CommandOps is rarely an "all or nothing" affair, units disintegrate over time. Note that a morale failure pushes units down a slippery slope: a unit that bunkers down is more likely to attract more fires, and hence, to retreat. Retreating units are more vulnerable, and their casualty rates go up, triggering more important morale failures, so they eventually rout. Routing units are extremely vulnerable to fires, and are prone to disintegrate while on the run if under pursuit by enemy forces or exposed to important amounts of enemy firepower."
  • So, to sum it up, there seem to be two tests when a unit takes fire and casualties. The first test considers the overall situation on the battlefield: negative things like fleeing friendlies, shock due to tanks etc. are balanced out by aggro/stubornness-settings and stats, cohesion, experience, training. If this test fails, then the unit makes a real morale-check based on its current morale.
  • A unit that carries out a retreat movement moves away some distance from enemy threats. It does keep its formation and facing though - so retreating units are actually "reversing"/moving backwards. This is quite important if you think about the armour values of vehicles - retreating vehicles do not present their vulnerable rears to the enemy. However, as a retreating unit is still moving, its vulnerability is greatly increased (see cover/deployment status).
  • While they're in "retreat"-mode (stationary or moving), units have a lower chance to fire at enemy units. Also, tokens/units that are in retreat-mode do not carry out any "voluntary" movements (movements which are part of their active task). They stop until they're back to normal rout-status.
  • In order to switch back to "normal/okay" rout-state, retreating units need to be stationary for some time. If they're stationary, retreating units are considered to be in "retreat recovery". The time it takes a unit to get back to normal seems to vary tremendously and ranges from 15 minutes to more than an hour. Overall, the better the general status of the unit (strength, morale, fatigue, etc.), the faster a unit seems to get back to normal. According to the manual (p. 142f), "leadership" (Force tab/Cmd) might also play a special role here.
  • To be continued...
Last edited by Wenzel; Jul 2, 2017 @ 1:46am
Wenzel Jun 25, 2017 @ 12:09pm 
ORDER DELAY & PROCESSING/ What happens when I give an order?

ORDER TO A "SINGLE TOKEN" UNIT:
  • The unit starts to process the order immediateily. You'll notice that the background of the unit's task-symbol turns pink. This means that the unit is processing new orders.
  • Processing an order takes some time (ca. 10-15 minutes). Allegedly, the duration is influenced by the staff efficiency value (force tab/ Cmd) and the training and experience of the unit.
  • Once the unit has finished processing the order (background of task-symbol switches back to white):
    • the unit cancels its active/former order.
    • the unit assigns a new task to itself based on the new order. You'll see that the unit now has a new task-icon.
    • Note that even though a unit does not start its movement until the starting time of the task, it will already adopt the formation it will use on the movement by the time it has finished processing its order.
  • However, this does not mean that a unit starts to carry out its new task immediately. Rather, the starting time for the new task is set to a time-point which is calculated thus:

    time at which the order has been issued (not processed) + force delay of the unit receiving the order

    So, for example: At 05:30 you issue an order to a company. The company has a force delay of 15 minutes. The company starts processing the order at 05:30. As it finishes order processing (after 10 minutes at 05:40), it assigns itself a new task. The starting time of that task is set to 05:45 (order issued at 05:30 + force delay 15 = 05:45). So your unit will strart to move at 05:45.

  • The most important question is how force delay is calculated. Unfortunately, this is shrouded in mystery. There is lots of info in the manual, but I can't say that it helps. I have not seen any consistency that the manual would help to explain, to be honest. I'm not sure if command overload, and command ranges/distances work as intended.
----------------------------------------------------------------------------------------------------------------

ORDER TO A "COMPOSITE" UNIT:
  • The HQ-unit that you've given the order starts processing the order immediately (same rules as above).
  • Once the order has been processed, the HQ-unit might assign roles (e.g. for a movement-order: advance guard, rear guard, etc.) and even an ad-hoc-hierarchy to its sub-units (especially for attack-orders - check the "Current Op Plan Structure" of the OOB). Then the HQ-unit gives orders to its subordinate units (based on the new hierarchy). You'll note that the subordinate units now start to process their orders (pink background). Once the HQ's subordinate units have processed their orders, they themselves start to give orders to their subordinate units (if any), etc.
  • All the tasks (of all the subordinate units) which are based on your order have their starting time set to the time at which you've given the order to the HQ-unit + the force delay of the HQ-unit you've given the order to.

    For example: You issue an attack-order to a Battalion-HQ-unit (which commands 3 infantry companies and 2 support assets) at 05:30. Let's say that the battalion-HQ has a force delay of 60 minutes. The battalion-HQ immediately starts processing the order, which takes 15 minutes (05:45). Once processing is finished, the battalion-HQ-unit sets a task to itself (e.g. it issues itself a movement-order to the fire-base location of the attack) and generates a new hierarchy for its subordinate units: it puts A coy in command of B and C coy - this is the attack group - while itself takes control over the two support assets (the fire-base-group). You can look up the hierarchy by using the "Current Op Plan Structure"-OOB-filter. As the battalion-HQ finishes processing the order, its directly subordinate units now start processing their own orders. You'll notice that both support assets and A coy will now turn pink and process orders (but not B and C coy, as these are subordinate to A coy!). Once they've processed their orders, they set themselves tasks and B and C coy start processing their orders. Note that ALL tasks that result from your initial order to the battalion-HQ have their starting time set to the time of the order (05:30) + the force delay of the receiver (60 minutes) = 06:30. So, none of the battalion's units starts moving before 06:30 (except for some formation/facing changes).

  • Again, I have almost no clue how force-delay is calculated. It's a shame as this is the most important factor.

  • CAUTION: The first time you assing an order to a unit in a scenario (thus de-taching it from its direct superior and attaching it to the on-map-boss), its force-delay will increase. Keep that in mind: The unit will have a greater force-delay that its info shows.

  • CAUTION:When an HQ-unit creates hierarchy-subgroups among its subordinate units (especially if planning an attack-order), the HQ-unit's force delay increases. So, generally speaking, attacks start later than you would expect when you check the force-delay of the HQ-unit.

  • CAUTION: Never give direct orders to the onmap-boss. It will increase his delay and is irreversible (as you can't re-attach the onmap-boss).
Last edited by Wenzel; Jun 26, 2017 @ 7:23am
Wenzel Jun 25, 2017 @ 12:10pm 
ORDER EXECUTION/BUILT-IN AI

  • Note that you, as the player, give orders (order-symbols have a white background). All tokens in the game, however, act upon tasks, not orders. Tasks (grey background) are the result of your subordinate commanders interpreting and executing your orders. When you give orders to an individual token (e.g. a single company) then the orders are almost the same as the tasks, so you can achieve a very tight control over individual tokens. However, when you give orders to composite units (such as battalions, regiments, divisions), there is much more "interpretation" involved. When you play Command Ops, you should develop a feeling for how your orders are interpreted.
  • A fair bit of confusion comes from the fact that most order-settings (for example: aggression) have effects on both: single tokens and AI-interpretation processes. If you give a command to a single-token-unit, then you should know about the order-setting's effects on individual tokens. When you give orders to composite units, then you should also consider the order-setting's effects on AI-interpretation processes. For example, on the token-level, "aggro" influences how likely a single unit/token is to fire on far away enemies. On the composite-unit-level, however, it also has other effects, for example: how many units the AI assigns to the assault group rather than to the reserve. It's also very obvious for formations (see above "Formations"). Some order-settings, on the other hand, only have effects on AI-interpretation (e.g. custom frontage/depth, bypass, attacks, stragglers).

    -----------------------------------------------------------------------------------------------------------------------------
  • SINGLE TOKEN-ORDERS: When you give a specified formation as part of an order to a single-token-unit, this is how the unit will behave (note that the aggro/route/ROF and supply-settings apply to all tasks that are issued based on your order):

    ATTACK:
    • The unit will move up to the FUP in road column (move-task),
    • At its FUP, the units re-organizes in the specified formation (re-org-task). The standard durations of the reorg-tasks is based on the unit's size/hierarchy level*. Supposedly this-reorg-task is canceled once the unit reaches the cohesion-threshold of its attacking-formation?.
    • Once reorg is finished, the unit carries out its assault movement in the specified formation (assault-task)
    • Once the unit has reached/secured its target area, it will re-org again (re-org task),
    • After reorg, the unit assigns itself a defend-task. It will usually adpot an "all-around-defense"-formation. The facing is often random and weird, but it doesn't matter for the all-around-defence formation. (defend-task).
    • (The defend-task gets deleted after some time)

    MOVE:
    • The unit will move to the destination in the specified formation (move-task).
    • Once it reaches its destination, the unit assigns itself a defend-task (usually in an "all-around defense"-formation, see above Attack)
    • Note that this defend task seems to stay active until the pre-calculated time for the move-order is over. Then the unit is left with no task (but it still keeps its all-around-defence-formation).

    DEFEND:
    • The unit will move to the destination in road column. (move-task)
    • At the destination, it assigns itself a defend-task in the specified formation and facing (defend-task).

    Note that if you're giving order to single-token-units, the unit's task-symbol is often located exactly underneath (hidden under) the order-symbol. You can access it by clicking on the order-symbol once more.

    * official quote: "The STandard FUP Reorg Durations depend on the size of the force: Force Size = ArmyGp, Army, Corps, Div, Bde, Bn, Coy, Pl, Sect; const int kStandardFUPReorgDuration[] = { 60, 50, 45, 40, 35, 30, 20, 15, 10 };"

    -----------------------------------------------------------------------------------------------------------------------------

  • COMPOSITE-UNIT ORDERS:
    This is going to be very complicated.... :D
    ... to be continued.
Last edited by Wenzel; Jun 27, 2017 @ 11:48am
Wenzel Jun 25, 2017 @ 12:10pm 
SUPPLY
(WIP)

Some first notes:
As soon as one weapon-type within a unit runs lower than 50% of its standard load (you can look that up in the weapon's performance tab), the unit makes an emergency resupply request. Note that this is very often triggered if a unit fires - for example - HE-rockets with their RPGs. As the standard load of HE rockets for RPGs is usually very low, a single shot might already trigger an emergency resupply-request of the unit.

Once the supply-column reaches the unit, you will note that it does not only bring supply for the weapon-type that had triggered the request, but also for the other weapons in the unit. I assume that the "ammo" setting of the task that the unit is currently carrying out determines how much ammo the supply-run carries? Also, it seems as if ammo can never get higher than the sum of all the standard loads of the weapons in the unit.

Moreover, it's interesting to note that there seems to be some time-intervall until the unit can request emergency-resupply again. E.g. 2 HE-rockets for my RPGs arrive and are immediately fired away, yet the unit (who had just received these two rockets) does not request resupply. (Perhaps the supply column must first return to the depot?).

One thing that is very interesting: If a unit has sent a resupply request and the column has already dispatched but has not yet reached the unit, you can see the actual movement-route of the resupply column from the base to your unit if you turn on "supply lines". (For other units who are not in the process of being supplied you'll just see the ordinary lines to their depot.) The last part of the supply-column route is blue. If I remember correclty this last part of the transport is supposed to be made by the unit itself, not by the supply column (I guess this keeps the supply column safe when it resupplies units up front that are under fire...).

ARTILLERY
(WIP) meanwhile: http://www.matrixgames.com/forums/tm.asp?m=3286717&mpage=1&key=&#3286717

ON CALL-REQUESTS
You don't have to give all bombardment orders yourself, as this might get very tedious very soon. You can let the friendly AI handle some of it for you. Units in CO2 can request for artillery bombardments by friendly arty units. All arty units that are "on-call" (and not on a "direct support only" task) are eligible to answer a request for arty support. An artillery unit is "on-call" if it is deployed and has either no task at all or a defend task.

Sending requests
Every minute, every unit checks whether it is aware of an enemy unit worth triggering an arty support request. A stationary unit checks it's surroundings in a 2000m radius, a moving unit checks some (unknown) distance ahead around (radius unknown) of its movement path. If there are (reports of) enemy units in the specified range, the unit might call for arty support on it. The chance for sending a request depends on: 1) Is the enemy unit currently visible to the unit/an active threat (higher chance) or a sighting of some other unit/general intel (smaller chance)? 2) Is the enemy unit active (higher chance), i.e. firing, assaulting, reorging, bombarding) or not (smaller chance)? If a certain threshold is reached, the unit (maybe rather its direct superior?) will call for arty support.

Answering requests
If a unit sends an arty support request, all arty units in the "on call" pool are eligible to answer it. I assume that the game simply goes through the arty units until one of them passes a positive check or all have failed. The chance for an arty unit to answer a request depends on:

1) The ammo level - the more ammo an arty unit has, the more likely it is to answer a call
2) The structural distance to the requesting unit. Basically, all arty units that share a common superior (any number of levels up in the OOB structure) can answer a requesting unit. However, the greater the OOB distance, the smaller the chance. For example, Corps-level artillery is rather unlikely to answer the request of a company. And an artillery unit that had been assigned to battalion A will be more unlikely to answer the call of battalion B than, for example, an artillery unit that had been assigned to battalion B, or perhaps even the regimental HQ.
3) The Judgement stat (see force-tab/cmd) of the directly superior unit of the arty unit which is being checked. It's not sure that a higher judgement rating automatically leads to a higher chance, but rather a less random chance.

Direct support only
You tick a "arty direct support only" box in your orders. What this should do is to make any artillery units that are part of the order uneligible for support requests unless they come from its current "task-force" (i.e. the group of units that have been assigned this very order). This should make sure that the artillery is not occupied firing requests made by other forces.
Last edited by Wenzel; Nov 24, 2017 @ 1:50am
Wenzel Jun 25, 2017 @ 12:33pm 
READING THE MAP/UNDERSTANDING TOOLS

  • You can right-click on any point of the map to bring up the terrain-info which will tell you the height of the point (z-value) and the slope (in degrees). - Please don't ask me how a single point can have a slope ;)
  • LOS-tool: Apart from your LOS-quality (see spotting) - ranging from good (light blue) to blocked (dark blue) - the LOS tool also tells you the shape of the ground. When you use it you'll see that it generates a cross-section based on the height of the ground over which you drag the line. The important thing to know is that it shows you relative height. It takes the highest and the lowest point on your line. The difference between those two is always considered to be 100% (thus will create a "mountain" -shape of some kind in the cross-section). All other values are expressed as % of this 100% difference. This means that if you drag your LOS over very high and low values, minor differences in height tend to get blurred. Also, whenever you add a new max. or min. height to your line (by dragging it further or shorter), all the other values naturally change as well (as they're expressed as % of the max-min heigth-difference).
  • LOS-area: This tool shows you the LOS-quality/range from a certain point. I don't know what kind of spotting-target it uses (deployed infantry?). (see spotting)
  • If you're playing on a map with very complicated terrain, the contour lines (usually they come in 10m-height-intervalls) and the fiddly LOS-tool might not be very convenient to use. In this case I suggest to fire up the mapmaker and access the height-map (the resolution is bad, but you can make a screenshot of it and resize it).
  • to be continued
Last edited by Wenzel; Jun 25, 2017 @ 4:13pm
Wenzel Jun 25, 2017 @ 1:16pm 
MOVEMENT SPEED & EFFECTS OF MOVEMENT


(Still very WIP, need to conduct more tests)
In the formation-effects (annex B, p.198), you'll see that there is a cohesion-value for each type of formation. How to interpret this value for single-token units?

While moving, a unit usually loses cohesion. The loss of cohesion doesn't seem to be connected to the unit changing its facing on the move (as the manual suggests), but rather it seems to be based on the "moving" status itself. Cohesion-loss-rate might be influenced by the unit's training and experience.

However, there are also instances in which I've seen units recover cohesion while on the move. I suspect that there is some calculation going on in the background, setting positive factors (formation type, unit type, etc.) against negative factors (terrain type, formation type etc.). For example, motorized units seem to be more likely to recover cohesion on the move than foot-units. And units in road-column that are below the cohesion-threshold of the road-column formation tend to recover cohesion on the move until they reach the threshold.

By movement alone, a moving unit only loses cohesion until it reaches the threshold given by the appendix. For example, a unit that moves in road-column will never have its cohesion lowered below 90 by movement alone (i.e. unless other factors such as enemy fire and formation-changes set in). Likewise, a unit moving in vee-formation will not have its cohesion lowered below 50, etc. Once cohesion reaches the threshold-value, cohesion simply stays at the formation-threshold, even though the unit keeps moving. Here are the cohesion thresholds for all formation-types (note that these are based on my tests in the actual game, the info given by the manual is wrong in some cases):

  • road column: 90
  • line: 50 [not 70]
  • successive lines: 50 [not 60]
  • arrowhead: 75
  • left/right echelon: 60
  • vee: 50
  • all round defence (can be used as a movement-formation!): 50 [not 30]

Units lose larger junks of cohesion when they're changing formation. For example, when a unit reaches the destination of its defend-order, it will change from road-column to its specified defend-formation, which will lead to a loss of cohesion. Cohesion loss due to formation-changes might very well lower cohesion below the cohesion-thresholds of the new/old formation.

Changing facing does not seem to affect cohesion?

Stationary units recover cohesion fast (as the negative factor "movement" is missing). I suppose that stationary units with a reorg-task recover cohesion even faster.

Movement speed is a combination of:
  • the movement-type of a unit,
  • the terrain in the current square
  • the slope in the current square
  • the current fatigue of the unit
  • (poor visibility might reduce speed?)


MODIFYING ACTIVE ORDERS
(WIP)

UNDERSTANDING UNIT-STATS
(WIP!)
Unit stats
  • Aggression: The higher the aggression of a unit, the more likely it will continue to carry out a task that involves movement (move, assault) in bad conditions (being under fire, low cohesion, etc.). In other words: the less likely it will be forced to conduct morale-tests, or the less likely it will stop its movement. //// Moreover, aggression might also increase the chance for a unit to fire (at longer ranges - based on the three ranges of each unit: ambush/effective/maximum - these ranges are represented if you turn on range-rings)
  • Stubornness: The higher the stubornness of a unit, the more likely it will continue to carry out a stationary task (defend, hold, reorg, rest?) in bad conditions (lower chance to go into retreat-mode).
Unit-leader-stats




Last edited by Wenzel; Jul 2, 2017 @ 4:09am
Wenzel Jun 25, 2017 @ 2:12pm 


ARCHIVE OF INTERESTING OFFICIAL POSTS ON THE MATRIX & PANTHER GAMES FORUMS

These are official posts that provide some insights into thow the game works. I'm just collecting them here for my own reference. I'll be adding most of the info to the posts above (hopefully in a way in which everyone can understand them).


Target-selection & chance for fire-event

"Reworked targeting routines so "most threatening" targets are called first. This assessment depends on crew training, experience and fatigue. "

"I would set it to normal or high. The ambush setting will override the engagement of targets beyond the unit's ambush range, which is pretty dammed close. Once they do fire then they will be able to engage any target within their normal range, though the normal code for increasing the priority of close targets will mean they will most likely fore at the enemy threat that entered their ambush range. But this cannot be guaranteed. Now this ability to fire will then last for up to 10 minutes after they stop firing. Thereafter the ambush setting comes back into force."


Fire-event-related

"A unit, of whatever size, is the lowest element in the game. It does not have any sub elements. Hence a company sized unit does not have its own advance guard within the game mechanics. Rather it has an occupied area ( as defined by its frontage and depth ). When it takes fire it determines the number of personnel/equipement that are exposed based on the formation type, the angle of fire and line of sight. Each formation type will specify a certain percentage of the personnel/equip exposed to fire. Eg road column only has a small percentage if hit from the front and a large percentage if hit from the flank. Further, when firing we divide the unit into three zones- forward, middle and rear. Separate line of sight checks are done from each zone of the firing unit to each zone of the target - eg front to front, middle to middle and rear to rear. This filters out a certain percentage of targets and firing weapons if there is no line of sight for a particular aspect. In general a greater percentage of heavy weapons are assumed to be in the middle and rear zones."
--> related: "Vehicles in mixed formations (i.e. Armoured infantry, Cavalry Squadrons, etc.) were being allowed to take fire from a longer range than when they engaged the enemy (that is, they're considered to be deployed 'behind' the infantry and now this is done consistently). "

http://www.matrixgames.com/forums/tm.asp?m=3252932&mpage=1&key=suppression&#3253093

"The ability to use terrain for cover depends now on crew training and experience."

Prevent units under direct and indirect fire from recovering cohesion while defending.


"Remove the formation aspect modifier from the fire routines where the range is very close. If covered terrain then reduce the effect. This addresses the issue where a low strength unit never dies (as per Daz's M8 recon units)."

"Accuracy of direct fire weapons was being affected by height differences too much, now it gracefully increases or decreases with the angle between firing and fired units. "

"We introduced the possibility of target overkill (i.e. unless a vehicle brews up, it's still considered a valid target). "

"Green crews will now be exposing their vehicles sides and rear more often, than more experienced crews do."

"Small arms and HE weapons fires now only affect the closest enemy unit rank, firing to the rear ranks only possible if there's a significant elevation difference."

"If units have the chance to use crew-served heavy weapons, they will always take it. "

"Tweak the combat code, including reducing the area per man constants, tweaking the global accuracy settings (especially for close range and overlapping forces)."

"Now cap maxSuppression to 75% for direct fire and to 85% for indirect fire when the target is in covered terrain."

From the Estab-Editor manual: Reliability - a percentage measure of how mechanically reliable the weapon is, where 1.00 = 100%. This value affects the probability of the weapon firing at any given fire event.

Note: You can look up the detailed accuracy-modifiers for weapons at different ranges in the Estab-Editor.

Note: All vehicle-types also have an individual take-cover-modificator. (see Estab-editor)

http://www.matrixgames.com/forums/tm.asp?m=3264365&mpage=2&key=aggressiveness&#3267013


Morale-reactions/rout-status related

Answer by Bletchley_Greek here: http://www.matrixgames.com/Forums/printable.asp?m=3526437

"Enable units that are retreating and retreat recovering to surrender. Previously, this was restricted to routing, and rout recovering units. Though for retreating and retreat recovering units the enemy must be nearby and they must have been engaged within the last two minutes. This ensures surrounded units surrender in a reasonable time."

"Tweak the reaction code, including decreasing rout threshold (thereby increasing likelihood of retreating), removed double counting of recent casualties, reduced suppression effects applied when retreating and routing in place and substituted instead a reduction in cohesion."

"Added code to give priority to covered terrain when retreating/routing."

"Increased range of routs from between 600 and 1200m to 1800 and 2700m"

Arty related

Arty placed on call will support all units subordinate to the artillery units boss. Eg if you have an arty Bn under command of a Div HQ, then any unit within that Division can request that arty unit for support. But requesting and getting support are two different things. Requests are evaluated by the AI and some are given priority over others and much will depend on available ammunition. ////// If you definitely want an arty unit to support an attack, then the best method is to include the arty unit in the attack force. You can do that by holding down the Control key and then selecting all the forces you want including the arty unit. Then make sure you check the Direct Support Only checkbox in the Order screen. This will make sure that arty unit only rresponsd to requersts from units of the attack force. Remember you have to inlcude the arty unit when you issue the attack order. You can't add it in later. If you forget, delete the original attack order and reissue it, this time making sure to inlcude the arty unit.

"Yes arty do get fatigued. In fact we overhauled this and increased dramatically the fatigue rates. I had beta testers arguing that I had gone too far. Remember that the AI fires in short five minute bursts. Usually, if the target is not registered ( yes we register them ) then the first couple of minutes are spent with sighting shots and you only fire for effect for three minutes. If it's already registered, then you get a full five minutes. As to coordinating on call fire, I acknowledge that we could add code to differentiate the more restrictive German doctrine as opposed to the much more capable American and British doctrines for coordinating fires."

"Thanks for sharing that inssight. In the game the request goes up the line. So the coy asks the Bn for support. The Bn looks down his chain and sees if he has any unit capable of providing support. If he does he adds that to the list of possible shooters. If he can't find anything or the AI deems it needs more, then it goes up the line to Bde who repeats this process. Now IIRC the Germans can go up the line twice while the Amis and Britss can go all the way up. However, the probability of escalating the request reduces dramatically as you go up to mitigate against allocating too many units. Even though we overhauled this for BFTB I did so a couple of years back. I really need to check on this some more."

"Remember this that the bigger the radius the more spread out the shell weight is. Try reducing the radius to 50m with that 10000 shell weight and see the difference."

"Also bear this in mind, that the effect varies directly with the overlap between the units occupied area and the bombardment zone. Let's say that an arty unit has a BZ of 300 x 300m and the target unit an area of 300 x 200 but they overlap is only 100 x 100m, then you have only 1/6th of the unit's occupied area and 1/6th of its personnel, vehicles and guns in the BZ. Moreover, you only have 1/9th of the BZs shell weight impacting the target."

"A unit caught out in the open during a move is more than likely to retreat if targeted by arty. Staying put without any cover is death. On the other hand a unit that is already deployed or better still dug in or entrenched is more likely to stay put and weather the bombardment. I did increase the probability of units staying put under bombardment, especially if they were already deployed or dug in. Maybe we can tweak this further. But before doing so, I want to see some stats of cases where deployed or better units subjected to bombardment actually retreat or rout. It's time for you guys to do a little research so we can base this on empirical study rather than gut feel."


Other

"All of the options you describe could happen depending on the circumstances. Every minute each unit will undertake its own threat assessment and decide whether to react, reassess or continue on. Reaction options include halting where they are and if possible returning fire or enaging the enemy, taking cover, calling for fire support. Reassessments are done periodically - ie not every minute. The amount of time between the different assessments varies but these include changing formation, re-routing around the threat, initiating an attack ( if authorised within its task SOPs ) or conducting a full replan of the mission. It gets quite complex with many different paramaters impacting on the decisions. I recommend you experiment a bit and see what happens. ////// BTW remember that much depends on what the unit or force knows. Line of sight comes into play here. "

Effects of weather on movement speed: http://www.matrixgames.com/FORUMS/tm.asp?m=2873240

"Overhauled the Initial Orders Delay (IOD) code. Specifically modified ScenRealForce::GetForceProcessOrderDuration() reducing the impact of staff efficiency, commander efficiency, unit effectiveness and motorised modifiers. These now determine the "normal" orders delay duration and are added to the "initial" orders delay duration. The "initial" duration is now calculated by taking the standard orders delay duration for each force in the command chain and modifying this by the IOD modifier as set in the ScenMaker and adjusted for the relative time since the start of the scenario. The net effect of these changes is to lengthen the orders delay where there is an IOD and in particular for small efficient units, which were previously showing little delay."

"Overhaul the Firepower Influence code. This involved using higher fidelity influence maps. Previously these were a 300m grid. Now they area a 100m grid, the same size of the terrain grid. It also involved writing separate influence calc code depending on whether it was called from the path finding or the actual route values. This has improved avoidance routes, the way enemy firepower is heeded when retreating and numerous other code."

"Overhauled the Control maps, increasing the fidelity and improving all code that uses map control as an input such as supply routes. "

"Ensure Open spacing is used for all formations except in urban terrain. "

"Ensure no delay between preliminary Move and subsequent Defend tasks"

"Reduce supply route suspension duration from 48 to 24 hours."

There are two main combat effects: a unit resting will recover morale twice as fast as a unit defending but it's likelihood of engaging enemy is halved.

"Modified AI code that was preventing a force from moving if one of its guard sub groups was retreating or routing. Now if the hub or guards are retreating or routing they will be ignored unless Allow Stragglers is turned off. //// Modified AI code that prevented a subgroup from generating a new formation route if its hub/boss was retreating or routing. Now it will develop an independent route if its hub is retreating or routing unless Allow Stragglers is turned off."

"They [recon units] certainly can act as a line unit. They will have a higher recon value than any other type of force. As such they will more than likely be allocated to the advance guard during moves by the AI. A force with a high recon value has a positive effect on the determination of the force's overall force ratio viv a vis enemy forces. This is used in the planning and assessment code in numerous places and can affect the likelihood that a force will undertake probes and attacks etc. They do not have a greater probability of detecting enemy in line of sight checks. But that's something I have been considering. It's not there yet though."

"Threat assessments for HQs and support units are now ignored if the Bypass option is unchecked on the order settings. "

"Maybe we need a fourth visibility force type. At the moment we have three. One for Personnel. One for vehicles and another for guns and rocket launchers. If you go into the MapMaker and double click any standard terrain layer eg light woods, then you will see the layer data window. At the bottom of this there is a matrix which displays the values for the percentage reduction in visibility per 100m based on the three types and whether they are deployed, moving or firing. Note that in the map I have just opened the reduction for personnel when deployed is 10%, for vehicles it is 5% and for guns it is 4%. The 4% for guns is fine for big howitzers which do stand out and are hard to hide. But it probably far too severe for a small medium mortar tube. However, when a mortar fires it does have a significant visible signature. So maybe a quick fix is to double the reduction for deployed mortars and AT. I'll see what I can do."

"Remove LOS check inside CanFire() where a unit is passed in as unit will be from know visible threats. In other words stop double checking LOS. This ensures that a unit can have a chance to fire at a visible threat and reduced processing - excellent! In testing it increased the number of fire events by 70%."

regarding HQ_units: "No Gar101 you are wrong there. They allow you to issue orders to multiple units through them. That's a real big plus. They use their leader bonuses in all planning, reaction and reassessments. They influence the probability and direction of retreating and routing units. They impact on the force allocation code to keep the units of their force together. Plus a whole lot of other stuff. I just did a search in the code and there are 1820 seperate lines of code that reference HQs. They may not appear at first blush to be doing anything. But trust me they are having an impact." ///// "As a general rule yes 50% = average. The same attribute can be used in a different circumstances and can have different effects. Aggression for instance can sometimes have a very big effect on say a units morale check but have aonly a minor effect on the priority it may assign to achieving a particular objective. For most of the effectiveness values we try and limit the amount of modification at any point in the code to +/- 20%. But that's not a hard and fast rule."

"Doubled morale degradation for units low on supplies. Now such units lose around 30% morale per day. Cannot reduce below 20% for this purpose."

"A night reassessment is conducted as part of each force's scheduled reassessment. These are conducted periodically throughout the day. The duration between increases with the size of the force. If the time now is within an hour of dusk it will invoke the StandardNightReassessment. This will look at the forces task settings and determine the response. If the setting is Normal, then the force is most likely to rest for around 6 to 8 hours. They will generally wake up an hour or so before dawn but this can vary for a number of factors. If the setting is Min, then they will only rest for about four or five hours. If it's Max then they will rest for eight to ten hours."

"Bypass primarily works for moves by the main body. In the case of an attack you will find the main body gets to the objective by an assault, not a Move. "

http://www.matrixgames.com/forums/tm.asp?m=3564957

"Well all unit process receive orders, regardless of rout status. What they do however after getting the orders is another thing. Are you telling me that if you give say a withdraw order to a retreat recovering un it that its Info box doesn't go pink (indicating it is processing orders)? Or that it does go pink but the unit stays recovering and doesn't move? /////
Let me say this that while a retreat and retreat recovery is a controlled action it's not one from which you can simply say stop all that and move south instead and expect to get an immediate response. We are talking WW2 here where at best you may have a walki talki down to Platoon level. But by and large where most instructions were delivered face to face and where commanders had either get their subordinates to come to them or they went in turn to where their subordinates were. All this takes time and when those subordinates are involved in a stress action like a retreat its difficult for them to then also go around and give their orders to their subordinates. Retreats occur because the force is engaged with the enemy and soldiers naturally have a tendency to focus on the immediate threat. ///// To model this we do impose a certain time for units to recover from retreat before they can get moving again. I think that's reasonable. "

FATIGUE: http://www.matrixgames.com/forums/tm.asp?m=2457010&mpage=1&key=suppression&#2457201

The Stragglers option works for fatigue, cohesion and fuel.
Last edited by Wenzel; Jul 3, 2017 @ 1:41pm
dazkaz Jun 25, 2017 @ 4:04pm 
Not had time to read it all yet, but so far you have highlighted some excelent observations, that are sure to help new players.
Even some I was not aware of.
Good job Mogli.
Ickie (>N<) Jun 26, 2017 @ 6:37am 
Fantastic work,again ive not yet read it all but great stuff thankyou.
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Date Posted: Jun 25, 2017 @ 10:53am
Posts: 43