Ok that's very clear, thank you for explaining.Curtis Lemay wrote: ↑Wed Apr 09, 2025 3:55 pmAttached are the graphics files that contain the 2D exclusion zone graphics. Note that there are three sizes. There are also two more for the 3D graphics, but they are .bmp and can't be posted here. (Named D3_tiles_misc.bmp and s_D3_tiles_misc.bmp if you want to look them up in the Graphics folder).Ratbag55 wrote: ↑Wed Apr 09, 2025 4:26 am Thank you for clarifying.
My non-coder brain imagined a solution where in the map editor, the user would enter the Exclusion Zone number manually rather than pick from a drop-down. Realistically, the user would likely edit the Exclusion Zones in an html editor anyway?
For my understanding - what would be the graphics mod needed to accomplish this functionality?
Many thanks
The two tile types are cross hatched (one is SW to NE, the other is NW to SE). New zones would have to have variations on this that would be easily recognizable by players. These files would have to be increased in size to accommodate the additional hatching schemes. The graphics would have to be placed exactly, by an expert, so that we can be sure where they are on the file. Then the code would have to encode the exact locations of those graphics so it can find and extract them.
Very non-trivial. Almost as much a challenge as creating a new terrain tile. And that's why this has to wait till the general terrain expansion.
Hierarchy Module Document
Re: Hierarchy Module Document
- Curtis Lemay
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Hierarchy Module Bugs
Here are the remaining Hierarchy Module bugs:
1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).
Once these are fixed (first two are non-trivial), I may start the Beta Test.
1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).
Once these are fixed (first two are non-trivial), I may start the Beta Test.
Last edited by Curtis Lemay on Sat May 03, 2025 8:35 pm, edited 8 times in total.
- Curtis Lemay
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- Location: Houston, TX
Legacy Bugs
Here are the Legacy Bugs (Predate the Hierarchy Module):
1. CTD when scrolling the map due to memory leak associated with place names.
2. Air Shock interception issue. Sufficiently shocked air should not intercept enemy air strikes, but they do and are slaughtered as a result.
3. Air strikes cause carrier air units to become “Not Deployed”.
4. Formation cutting and pasting works but does not refresh the display properly till the scenario is refreshed.
5. Divisor of Improved Road Motorized Movement affects sea movement of embarked motorized units.
6. Unit Panel display toggle doesn’t work if the Unit Panel is in Hex Composition mode.
7. Time Stamps cause false supply (& readiness?) drops to units entering them.
8. Column sort option broken for some columns in some dialogs.
_____a. Expected Reinforcements Dialog: Icon Type & Unit Info columns.
9. Huge placenames partially overwritten by the hex below them.
10. Restore Unit File folder options.
11. Unit File write/read issues for some.
12. Possible issue when Light Woods is combined with Forrest.
13. Possible issue with surface-to-air missiles.
14. In the editor, placing a unit then selecting that stack repositions map to far-right bottom.
15. Duplicate scenario names on the "Select New Game" dialog.
16. Scenario bitmaps malfunctioning in some cases.
17. Combat Chart issues in some cases.
If anyone knows of legacy bugs not listed, let me know.
1. CTD when scrolling the map due to memory leak associated with place names.
2. Air Shock interception issue. Sufficiently shocked air should not intercept enemy air strikes, but they do and are slaughtered as a result.
3. Air strikes cause carrier air units to become “Not Deployed”.
4. Formation cutting and pasting works but does not refresh the display properly till the scenario is refreshed.
5. Divisor of Improved Road Motorized Movement affects sea movement of embarked motorized units.
6. Unit Panel display toggle doesn’t work if the Unit Panel is in Hex Composition mode.
7. Time Stamps cause false supply (& readiness?) drops to units entering them.
8. Column sort option broken for some columns in some dialogs.
_____a. Expected Reinforcements Dialog: Icon Type & Unit Info columns.
9. Huge placenames partially overwritten by the hex below them.
10. Restore Unit File folder options.
11. Unit File write/read issues for some.
12. Possible issue when Light Woods is combined with Forrest.
13. Possible issue with surface-to-air missiles.
14. In the editor, placing a unit then selecting that stack repositions map to far-right bottom.
15. Duplicate scenario names on the "Select New Game" dialog.
16. Scenario bitmaps malfunctioning in some cases.
17. Combat Chart issues in some cases.
If anyone knows of legacy bugs not listed, let me know.
Last edited by Curtis Lemay on Fri May 23, 2025 4:45 am, edited 3 times in total.
- Curtis Lemay
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Re: Hierarchy Module Bugs
I've got item 6 fixed. Attached see how the Spawned Commander, discussed above, now has the "Spare Commander" image shown:Curtis Lemay wrote: ↑Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:
1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).
Once these are fixed (first two are non-trivial), I may start the Beta Test.
- Attachments
-
- Spawned Commander Picture.jpg (343.66 KiB) Viewed 530 times
- Curtis Lemay
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- Location: Houston, TX
Re: Hierarchy Module Bugs
Now I've got item 3 fixed. The issue was that the shift to the subordinate formation report tried to set one of that formation's units to the "current unit", and that attempt failed if no unit of that formation was physically on the map.Curtis Lemay wrote: ↑Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:
1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).
Once these are fixed (first two are non-trivial), I may start the Beta Test.
I could have just fixed that check so that it worked better, but I decided that the whole process would work better if the shift took you, not to the page 1 of the subordinate formation, but to its page 2 instead. After all, once you're on page 2, you're focused on the hierarchy instead of the units. So, once on page 1 of the subordinate, players would immediately switch to page 2. This change skips that step and goes directly to page 2. So...no CTD and no side-step to page 1.
Here's a shot of the AGC formation. Note both the 2nd Army and the Superior formation (OKH). Previously, clicking on either would take you to the page 1 of those formations (with a CTD for 2nd Army):
- Attachments
-
- Army Group Center Page 2.jpg (134.31 KiB) Viewed 476 times
- Curtis Lemay
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Re: Hierarchy Module Document
Now, clicking on 2nd Army takes you to Page 2 of 2nd Army's Formation Report (without any CTD):
- Attachments
-
- 2nd Army Page 2.jpg (94.7 KiB) Viewed 475 times
- Curtis Lemay
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Re: Hierarchy Module Document
At that point, players can still get to Page 1 via the Up arrow button at the bottom (blocked in red). This shift doesn't muck with the current unit so still no CTD:
- Attachments
-
- 2nd Army Page 1.jpg (144.61 KiB) Viewed 473 times
- Curtis Lemay
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Re: Hierarchy Module Document
Note that, going back to AGC's page 2, clicking on the superior formation button (OKH in this case) takes you directly to the page 2 of OKH (skipping the side-step to page 1):
- Attachments
-
- OKH Page 2.jpg (137.35 KiB) Viewed 472 times
- reapercorfu
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Re: Hierarchy Module Document
Nice , the more i read about the update the more hyped i get , i hope the update is not far away from relesase , and then ... equipment update 
, Thank you for your effort Bob .
- reapercorfu
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Re: Hierarchy Module Document
I have a question about this or i havent completed understood. When a General goes down , why spawn an unknown General and not the next in line and rank (best in stats) gets promoted and take his place ? Is that game wise possible ?
- Curtis Lemay
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Re: Hierarchy Module Document
As I explained above in the posts about Commander Vacancy Autofill*, the game first looks for an appropriate commander among the "Available" commanders. Such commanders would have to meet the Rank, Nationality, and Service Arm requirements as set in the commander checkboxes. Failing to meet the Rank requirement, they are tried again with one promotion (only one). Still failing, the game moves on to the vacancy's subordinate commanders. But, if there still is no commander meeting those requirements among the subordinates (again with one promotion), then a commander has to be spawned.reapercorfu wrote: ↑Sat Apr 19, 2025 9:23 amI have a question about this or i havent completed understood. When a General goes down , why spawn an unknown General and not the next in line and rank (best in stats) gets promoted and take his place ? Is that game wise possible ?
*See here:
https://www.matrixgames.com/forums/view ... 3#p5218763
- reapercorfu
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- Location: Greece
Re: Hierarchy Module Document
Nice , got it now , Thank you.Curtis Lemay wrote: ↑Sat Apr 19, 2025 2:40 pmAs I explained above in the posts about Commander Vacancy Autofill*, the game first looks for an appropriate commander among the "Available" commanders. Such commanders would have to meet the Rank, Nationality, and Service Arm requirements as set in the commander checkboxes. Failing to meet the Rank requirement, they are tried again with one promotion (only one). Still failing, the game moves on to the vacancy's subordinate commanders. But, if there still is no commander meeting those requirements among the subordinates (again with one promotion), then a commander has to be spawned.reapercorfu wrote: ↑Sat Apr 19, 2025 9:23 amI have a question about this or i havent completed understood. When a General goes down , why spawn an unknown General and not the next in line and rank (best in stats) gets promoted and take his place ? Is that game wise possible ?
*See here:
https://www.matrixgames.com/forums/view ... 3#p5218763
- Curtis Lemay
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- Location: Houston, TX
Re: Hierarchy Module Bugs
OK, I still can't duplicate item 5. I changed something in the code that might affect it, but probably not. Regardless, this is as far as I can take it.Curtis Lemay wrote: ↑Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:
1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).
Once these are fixed (first two are non-trivial), I may start the Beta Test.
- Curtis Lemay
- Posts: 14507
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Bugs
I'm going to assume item 4 was because the side involved was PO-controlled. At the time, the PO didn't suffer commander casualties. Now it does, and I'm counting this as fixed until I hear otherwise.Curtis Lemay wrote: ↑Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:
1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).
Once these are fixed (first two are non-trivial), I may start the Beta Test.
Edit: OK, now Josant says it was hot-seat, not PO. So...I'll change the color to blue - still a problem, but I can't reproduce.
- Curtis Lemay
- Posts: 14507
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Bugs
Ok, I believe I've fixed item 2. A bizarre one. One to go, but it's the toughest of all.Curtis Lemay wrote: ↑Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:
1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).
Once these are fixed (first two are non-trivial), I may start the Beta Test.
- Curtis Lemay
- Posts: 14507
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
I updated the Hierarchy Outline a bit to reflect the current state:
https://www.matrixgames.com/forums/view ... 2#p5201782
https://www.matrixgames.com/forums/view ... 2#p5201782
- rhinobones
- Posts: 2138
- Joined: Sun Feb 17, 2002 10:00 am
Beta Release
Curtis Lemay wrote: ↑Fri Apr 25, 2025 9:48 pmCurtis Lemay wrote: ↑Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:
1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).
Are these the last fixes before the beta is released??
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil
Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil
Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
- Curtis Lemay
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- Location: Houston, TX
Re: Beta Release
Yes. But I need to get some info from Erik on just how Beta releases work. And there will be a need for documentation - like Zovs asked for - to be generated.rhinobones wrote: ↑Sat Apr 26, 2025 4:50 amCurtis Lemay wrote: ↑Fri Apr 25, 2025 9:48 pmCurtis Lemay wrote: ↑Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:
1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).
Are these the last fixes before the beta is released??
Re: Hierarchy Module Document
That's most excellent news and welcome perspectives for TOAW; fulsome thanks Bob.
As soon as the instructions for converting scenarios (I reckon with a TOAW IV version as a starting point?) are out, I'll dust off and playtest my 'Race to the Sea 1914' scenario.
Looking very much forward to it.
Best,
Marc
As soon as the instructions for converting scenarios (I reckon with a TOAW IV version as a starting point?) are out, I'll dust off and playtest my 'Race to the Sea 1914' scenario.
Looking very much forward to it.
Best,
Marc
Fais ce que dois
Re: Hierarchy Module Document
The infamous Opart100.exe and Opart300.exeCurtis Lemay wrote: ↑Sun Apr 06, 2025 2:55 pm There used to be a "Huge" version back in Talonsoft days. (Some of the old-timers will remember it).

Fais ce que dois