It's not hardcoded, you can easily change it in the defines.lua.
Good points. Upon further consideration, I think a delay before the execution of any order might be a bit more realism than most players would want in a game. In this age of instant gratification, forcing players to plan attacks hours in advance based on incomplete knowledge of the future is too much for a game that hopes to be commercially successful. And, the AI would never figure it out.
However, that doesn't change the fact that the current implementation of 'attack delay' is frustrating, illogical, and counter-intuitive (see first post). I think most of the ideas mentioned in this thread would be a marked improvement on the current implementation.
There are allot of things in this game that are illogical and counter-intuitive, I wish the developers would attack these problems. Make the game funner.
I think they're doing a pretty good job on an incredibly complex project with limited resources. My goal here is to give voice to my dislike of the attack delay implementation (and hopefully draw out other like-minded players). I'll leave it to the developers to prioritize how to spend their efforts, but I would very much appreciate it if they would replace the attack delay with something tied to ORG.
I disagree. In my games, my armies are more likely to be sitting in 'attack delay', not the AI's. I haven't seen the AI attacking just for the sake of attacking. They do it when they have a chance for success, when they're surrounded, or when they need to pin down my forces. They seem to have plenty of restraint.
As for the 34, 33, 34 cycle... I'd make it where the min ORG to initiate an attack was somewhat higher than the min ORG to maintain an attack. For example, you might need 33 ORG to launch an attack, but only 20 ORG to continue one.
The AI is already tracking its divisions' strength, and organization for the purpose of rotating them out of action, so it should be trivial to make it wait for some specific org value before commiting units. Seriously, it's not hard to imagine that a "ready for action" flag already sits in the code.You know that if attack delay were simply removed and units under say 33% organization were unable to attack then the computer AI would pretty much always be at low organization all the time. They would attack, drop below 33%, wait for 34% then attack, drop below 33%, wait for 34% then attack, drop below 33%.....
. . . entering this thread late, and don't really see the connection between attack delay and organization. Some are suggesting this because of delays when panzer divisions encounter HQ units. But, putting that aside, these are really two separate functions:
Organization has already been well covered, so nuff-said. It's fine by me the way it is.
Attack delay is a function of doctrine and leadership.
For example, just watched a D-Day documentary where the chief-of-staff to Rommel was trying to get the 4th Panzer division into the battle at Caan. Rommel was back in Germany, and had to get back and forth by car because of Allied air superiority. So, naturally, there was Attack Delay because the leader, in this case, Rommel wasn't on hand at HQ to get the ball rolling.
Can it be modded where attack delay is directly proportional to average organization of division (plus a big negative modifier if the HQ has any organization loss).
That's not what attack delay is so no. But you can easily turn it off by setting the delay to zero.
Problem is, attack delay doesn't really prevent unrealistic moves (like attacking again right after a prolonged battle), but it does introduce completely unrealistic problems (like not being able to overrun a much weaker unit, and just keep on attacking). I don't see what it does that can't be done by attaching various conditions to org and/or strength (a mechanism already used for things like paradrops).The Attack delay is not what you think it is, it is something to prevent unrealistic moves, not simulating anything realistic.
Problem is, attack delay doesn't really prevent unrealistic moves (like attacking again right after a prolonged battle), but it does introduce completely unrealistic problems (like not being able to overrun a much weaker unit, and just keep on attacking). I don't see what it does that can't be done by attaching various conditions to org and/or strength (a mechanism already used for things like paradrops).
Problem is, attack delay doesn't really prevent unrealistic moves (like attacking again right after a prolonged battle), but it does introduce completely unrealistic problems (like not being able to overrun a much weaker unit, and just keep on attacking). I don't see what it does that can't be done by attaching various conditions to org and/or strength (a mechanism already used for things like paradrops).
The idea would make sense if the supply system was sensible, but it isn't. If the battle happened at a spear head, the automatic supply system would strip other privinces instead of the one you're attacking from. Also, units take over supplies when conquering territory, so when fighting a strong force (that eats a lot of supply), you often don't have a bottleneck until the front stops or the enemy runs out of units.A simpler solution would be having artillery brigades having their supply usage in combat go up 400-500%, but I don't know if there is a difference between supply usage in combat and not. I get the feeling there is just a set per day usage per brigade type.