I mean an organizational structure. It hasn't a physical reality in the sense that a unit has - it is an assignment of units to some directing structure.I am unsure about what you mean by command.
No a TF is a composite unit, not a command.Command is currently a TF.
Yes, right up to the whole army. Historically that is how the armed forces of any political entity have been organized. I would much rather tell the army commander "Go on the attack in the West" rather than having to give individual orders to every unit.command would allow for bigger things like brigades etc?
Again, a general is a physical object, a person or character, who might be assigned to an existing command without changing the nature of the command. In a sense a general is external to the command, and, as a physical object, has a location and can be attacked. The command, as such, cannot, though, of course, its components can.Well... I have a (useless by now) General interface which looks like that. What methods would this command object have? I thought General as either a player or AI, whose job is to give orders when there are no orders.
The movement restriction is not a necessary part of a task force. There are plenty of examples of a force being given an order to get there as fast as possible, thus causing straggling of the force. My suggestion would allow an ordinary movement order (move at the command speed - the speed of the slowest) or a forced march order (move as fast as you can), or, in fact two other types of movement - 1) rendevous at a particular spot, or 2) wait for the rest of the force to catch up.A TF somehow changes the physical abilities of its components, since for instance all units in a TF move at the slowest unit rate:In that sense, a TF is not purely a command.
To be honest, I can't see the utility of elements. Since the player can't see them, they do not seem to be a functional part of the game.Also, the difference between Unit and TF is quite artificial since it is just a level of scale. We don't show the Elements to the player so they can only handle Units, but Units are TFs of Elements.
It is indeed.The problem seems to be square and location handling.
For a start, scattered units in a force is just how it works in the real world. It is only the extremely artificial context of the original Civ games that has forced this restriction. A great many strategy games allow dispersed organizational units. For example (and rather off the top of my head) I would arrange GUI so that if a unit of a force is selected, all the other units (in other squares) of that force get a light red square around them (similar to the movement line now). There would be provision for giving the orders to just the selected unit, or to the whole force.If I don't check location in TF/command, it means units may end up being very far away one from the other? How do you display a scattered TF, and how does the player give orders to the TF?
I am thinking a little ahead to the time when a high level AI is implemented. At that level, generalized orders will be issued. This will filter down the command structure to the actual units, with levels of AI intervening at each stage. Each unit that actually moves will check the speed, getting it from its command object, if the command is moving together, or using its own maximum movement if so ordered. It also allows things like "cautious advance".Like "move there" becomes an order dispatched to all units, but during the dispatch, I need to check the army speeds. On a higher level command, I wouldn't have to do that check.
I agree - as I said above, a task force is just a composite unit, restrained to a single location.From the player point of view, a TF is a something physical, so I am not sure I can drop the location controls from it.
I wasn't suggesting otherwise. I have no problem with composite units, provided that the composite parts the have no autonomy. I do rather have a reservation about the name task force. A task force is a group assembled for a task. It is not an enduring organizational unit.I can see the point in grouping TFs into higher level commands (Generals), but the physical TF I think still remains.
On the other hand, with a defined command system, it is unlikely that composite units will be required. That, however, is a play testing matter.
One of the factors that I have in mind is that if subdivided squares are introduced (and I am quite keen on that) to give more realistic micro-terrain then necessarily the military units will be spread over a numbe rof squares. This is an area where elements might come into their own.
Cheers






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