Hierarchy Module Document

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here are the results of the combats:

Range 2 inflicted 251 damage.
Range 8 inflicted 292 damage.
Range 18 inflicted 335 damage.

Some variability was expected, but, for sure, damage inflicted didn't attenuate with range.

Also, I checked the code and the missile flag was handled separate from the gunnery formula.

This was a non-problem, so I've crossed it out.
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Damage at range 9.jpg
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Damage at range 2.jpg
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Re: Hierarchy Module Document

Post by Lobster »

Why is #16 crossed out? Was it fixed?
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

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Re: Hierarchy Module Document

Post by Curtis Lemay »

Lobster wrote: Sun Aug 17, 2025 9:54 am Why is #16 crossed out? Was it fixed?
https://forums.matrixgames.com/viewtopi ... 5#p5235215
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Re: Hierarchy Module Document

Post by Lobster »

Ha. Probably hiding under the bread box. ;)
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
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Re: Hierarchy Module Document

Post by Curtis Lemay »

OK, I'm canceling Legacy Bug #27. My test scenario showed no issue with Guerilla supply. Even with all of the friendly supply points in enemy hands, guerillas still receive supply as before.
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here's a shot of the test scenario for guerilla supply. The Germans have captured the one Soviet supply point so that normal Soviet units are losing supply. The Guerillas, however, continue to receive supply under this condition.
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Re: Hierarchy Module Document

Post by Lobster »

Maybe the blacked out supply icon on the units confused people. Certainly looks like they are out of supply.
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Lobster wrote: Mon Aug 18, 2025 7:37 pm Maybe the blacked out supply icon on the units confused people. Certainly looks like they are out of supply.
Here's the thread on it:

https://forums.matrixgames.com/viewtopic.php?t=359664
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Looking at the file on Legacy Bug 15:

https://forums.matrixgames.com/viewtopic.php?t=391171

(You have to have access to the Development Board to see this thread.)

The topic seems to be one of he harder issues. So I'm going to postpone it till later and replace it with Legacy Bug #29:
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Re: Hierarchy Module Document

Post by Curtis Lemay »

I've fixed Legacy Bug #14. It was more than just Light Woods and Forest. It was a suite of terrain tiles that only allowed one of a group to be displayed in the Info Panel:

All 4 forest types,
All 4 urban types,
Both cultivated types,
the nine first terrain types (Arid, Sandy, Dunes, Badlands, Hills, Mountains, Alpine, Marsh, Flooded Marsh).

Only one of each could show in the IP. This was not the case for the Editor - only In-Game.

I've fixed it so that all show (even though in the last case of nine, only the furthest right tile has any effect in-game).
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here's Light Woods and Forest showing in the Info Panel:
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Dense Urban & Dense Urban Ruin:
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Sand & Dunes:
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Mountains & Alpine:

(and so forth)
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Re: Hierarchy Module Document

Post by Zovs »

Go Bob, go!
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Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Zovs wrote: Fri Aug 22, 2025 7:31 amGo Bob, go!
I'm like a SBD Dauntless: Slow But Deadly.

Question: Did the document I referenced you to on this post:

https://forums.matrixgames.com/viewtopi ... 8#p5224448

answer your questions about building a hierarchy?
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Re: Hierarchy Module Document

Post by Curtis Lemay »

I've fixed Legacy Bug #29 (sort of - it needs a little more work later). The issue was that the player one overrides of the pre-set Advanced Rules were not saved to the Game File. So...overrides were lost as soon as one saved and exited the game, then came back and loaded the save. Now, to add the overrides to the Game File requires a file expansion. I already have a couple of items that require that, so I will make such an expansion later. For now, though, I merged the override info with the designer preferences on turn one. That preserves the override info when the preferences are saved in the Game File.
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here's the list of Additional Features I've got planned. It will include a Game File expansion for a few features including the override information.

Note that I also found that the Advanced Rules can be changed in-game when doing Hot Seat games. I think that's a bust since players could ship Hot Seat files between themselves as an alternate to PBEM. Let me know if anyone has a good reason not to prevent such changes.
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Last edited by Curtis Lemay on Fri Aug 29, 2025 6:28 pm, edited 1 time in total.
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here are the Overrides I made with my Shiloh 1862 scenario. Three overrides.
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Sure enough, all Advanced Rules are set after those overrides. But now I save the game to disk and exit.
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