FroBodine Posted February 6, 2015 Share Posted February 6, 2015 What do the three icons to the left of the M-C-S-A buttons do? They are reddish orange, and the first one looks like a clock, the middle one looks like a solid circle, and the third one looks like four arrows pointing up/down/left/right. Thanks again! 0 Quote Link to comment Share on other sites More sharing options...
RCE_Spr Posted February 6, 2015 Share Posted February 6, 2015 Page 36 of CM Engine Manual v3.01. Located in your CMBS folder. From page 36 "1. Instant Commands - allow one click change in unit behavior. The left button tellsthe unit to HALT and retain its Commands. Clicking on the button again tells theunit to RESUME. The middle button instructs the unit to CANCEL all its Commands and to do nothing for the moment. The right button tells the unit to EVADEby abandoning its current Commands, seeking immediate cover and perhapspopping smoke. Although units can Evade on their own initiative, sometimes theytry too hard to stick to their Commands and need to be redirected without furtherdelay. Instant Commands work in both Real-Time and We-Go styles of play." 0 Quote Link to comment Share on other sites More sharing options...
Spitzenhund Posted February 6, 2015 Share Posted February 6, 2015 Dumb question but I'm assuming Instant commands are only 'instant' in Real-Time and you still have to wait for the turn to finish to apply a command in we-go? 0 Quote Link to comment Share on other sites More sharing options...
FroBodine Posted February 6, 2015 Author Share Posted February 6, 2015 (edited) Thanks Sacktime. I thought maybe that was it, but the icons looked different in that image in the manual. I would also like to know the answer to Spitzenhund's question. These buttons have no use in We-Go? Edited February 6, 2015 by FroBodine 0 Quote Link to comment Share on other sites More sharing options...
LukeFF Posted February 6, 2015 Share Posted February 6, 2015 I would also like to know the answer to Spitzenhund's question. These buttons have no use in We-Go? They work just like the standard movement commands (Quick, Move, Hunt, etc.) in Turn-Based mode. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted February 6, 2015 Share Posted February 6, 2015 They have plenty of use in WeGo. Not, perhaps, as tactically vital in some cases, but they at least provide useful UI shortcuts.Halt is a quick way of deleting all of a unit's waypoints. Either because you decide to do something different with them in the order phase when you issued them, or later, once they've set out on their journey.Pause is a quick way of clearing an existing Pause (rather than having to press Pause upmteen times to cycle back to "none"), or putting an "indefinite" pause on a unit that you don't want to continue on its way just yet, either at its current location, or at a future waypoint.Evade is useful because it forces even pinned troops to haul ass, and they do it with some urgency. It's particularly useful since v2 came out, as you can now move the waypoint that the TacAI assigns so that your troops go the way you want them to, rather than the way the TacAI thought they should. There's a persistent suggestion that Evade applies a "morale hit", but it doesn't seem to be very much of one, if it's there at all, and if you're needing to use Evade, it's probably worth it to have slightly grumpy pTruppen rather than slightly dead ones. 1 Quote Link to comment Share on other sites More sharing options...
Ryujin Posted February 6, 2015 Share Posted February 6, 2015 Interesting, didn't know that about evade and I've been playing CM on and off for forever. It acts differently then if I just say gave them a fast move away from where they're at? Sounds like it would have saved a lot of pixeltrooper lives. I'll have to experiment with that because I'd love a way to get them to run to cover when they decide to cower under fire in the open, mere meters away from a house. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted February 6, 2015 Share Posted February 6, 2015 Interesting, didn't know that about evade and I've been playing CM on and off for forever. It acts differently then if I just say gave them a fast move away from where they're at? Sounds like it would have saved a lot of pixeltrooper lives.I believe so.I'll have to experiment with that because I'd love a way to get them to run to cover when they decide to cower under fire in the open, mere meters away from a house.Please do; I'd love to know if I've been wrong about this, and it's been something else that's getting them moving. 0 Quote Link to comment Share on other sites More sharing options...
Baneman Posted February 6, 2015 Share Posted February 6, 2015 (edited) Interesting, didn't know that about evade and I've been playing CM on and off for forever. It acts differently then if I just say gave them a fast move away from where they're at? Sounds like it would have saved a lot of pixeltrooper lives. Very much so ! A normal Fast ( or even Slow ) move away from fire will be cancelled if the unit is Pinned. The Evade will be carried out. And no, as far as I know, there is no morale hit ( that's historical CMx1 behaviour for the similar Withdraw command ). There might be an effect due to casualties taken during the Evade though - they will stand and run and can thus be hit, but generally you save most if not all. Edited February 6, 2015 by Baneman 0 Quote Link to comment Share on other sites More sharing options...
FroBodine Posted February 6, 2015 Author Share Posted February 6, 2015 Ver important information here. Thanks all! 0 Quote Link to comment Share on other sites More sharing options...
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