Hierarchy Module Document
- Curtis Lemay
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- Location: Houston, TX
Re: Hierarchy Module Document
Now I re-launch the game and load the saved game file. The overrides have been forgotten!
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- Pre-fix file restored rules.jpg (319.89 KiB) Viewed 574 times
- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
But here is after the fix: After doing the same as before the fix, now the loaded game has the overrides preserved!
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- Post-fix file restored rules.jpg (349.08 KiB) Viewed 574 times
- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
Here are the next Legacy Bugs to be tackled (in blue):
Edit: I added Legacy Bug #30.
Edit: I added Legacy Bug #30.
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- Next Legacy bugs 3.jpg (224.66 KiB) Viewed 123 times
Last edited by Curtis Lemay on Wed Sep 17, 2025 5:56 pm, edited 1 time in total.
Re: Hierarchy Module Document
So stepping through it line by line it still refuses to show itself? It is annoying. Fortunately the unit that is being worked on can be clicked to take you back where you want to be but still...Curtis Lemay wrote: Thu Jul 31, 2025 10:12 pm OK, I'm going to have to punt on Legacy Bug #16. When I try to trace it out of a function I get "No Symbols Loaded" message shown. (Can't trace out of a function).
And I can't find what calls the function with the "find all references" tool. It's hidden somewhere.
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.
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.
- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
I end up in a dead end that I noted in this post:Lobster wrote: Fri Aug 29, 2025 6:58 pmSo stepping through it line by line it still refuses to show itself? It is annoying. Fortunately the unit that is being worked on can be clicked to take you back where you want to be but still...Curtis Lemay wrote: Thu Jul 31, 2025 10:12 pm OK, I'm going to have to punt on Legacy Bug #16. When I try to trace it out of a function I get "No Symbols Loaded" message shown. (Can't trace out of a function).
And I can't find what calls the function with the "find all references" tool. It's hidden somewhere.
https://forums.matrixgames.com/viewtopi ... 5#p5235215
Re: Hierarchy Module Document
So maybe, instead of crashing the game, which is what you would think would happen, the program simply jumps to the next line in sequence? It's not random because it does the exact same thing every time. It's acting like it's trying to go to a location out of bounds of the actual map. I've seen scenarios that, when they start, you are taken to what seems to be the last unit deployed somewhere in Norway even though it's a scenario in Russia. It has something to do with the deployment routine. This is where a 'crew' comes in handy to do the grunt work.Curtis Lemay wrote: Fri Aug 29, 2025 7:01 pmI end up in a dead end that I noted in this post:Lobster wrote: Fri Aug 29, 2025 6:58 pmSo stepping through it line by line it still refuses to show itself? It is annoying. Fortunately the unit that is being worked on can be clicked to take you back where you want to be but still...Curtis Lemay wrote: Thu Jul 31, 2025 10:12 pm OK, I'm going to have to punt on Legacy Bug #16. When I try to trace it out of a function I get "No Symbols Loaded" message shown. (Can't trace out of a function).
And I can't find what calls the function with the "find all references" tool. It's hidden somewhere.
https://forums.matrixgames.com/viewtopi ... 5#p5235215
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.
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.
- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
Of course the program itself goes to the next line in sequence. My point is that I can't get the debugger to take that step. The debugger won't trace any further.Lobster wrote: Sat Aug 30, 2025 12:09 pmSo maybe, instead of crashing the game, which is what you would think would happen, the program simply jumps to the next line in sequence? It's not random because it does the exact same thing every time. It's acting like it's trying to go to a location out of bounds of the actual map. I've seen scenarios that, when they start, you are taken to what seems to be the last unit deployed somewhere in Norway even though it's a scenario in Russia. It has something to do with the deployment routine. This is where a 'crew' comes in handy to do the grunt work.Curtis Lemay wrote: Fri Aug 29, 2025 7:01 pmI end up in a dead end that I noted in this post:Lobster wrote: Fri Aug 29, 2025 6:58 pm
So stepping through it line by line it still refuses to show itself? It is annoying. Fortunately the unit that is being worked on can be clicked to take you back where you want to be but still...
https://forums.matrixgames.com/viewtopi ... 5#p5235215
Re: Hierarchy Module Document
Because it's reached the end of the function and there isn't an instruction to tell it where to go? I don't know. I don't have the code. I can only guess. 

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.
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.
- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
I finished the easy additional feature #5:
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- Curtis Lemay
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- Location: Houston, TX
Re: Hierarchy Module Document
Here it is before the change. Advanced Rules could be changed during Hot Seat games:
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- Advanced Rules changeable in Hot Seat.jpg (410.43 KiB) Viewed 452 times
- Curtis Lemay
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- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
Here it is after the change. Now Advanced Rules cannot be changed in Hot Seat games (like in PBEM games):
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- Curtis Lemay
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- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
I've effected new additional features 2, 4, and 5 (Mud Accumulation Factor, Player Option for new disengagement rules, and Rule Overrides added to the scenario file). Note that I added a need for an Event Effect for the new Mud Accumulation Factor (like for all other scenario parameters). Note that the Mud Accumulation Factor, the Disengagement Rules Player Option, and the Rule Overrides have all been added to the scenario (and therefore game turn) files.
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- Legacy Bugs 2, 4, and 5 fixed.jpg (96.35 KiB) Viewed 262 times
Last edited by Curtis Lemay on Mon Sep 08, 2025 1:13 am, edited 2 times in total.
- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
There is a new scenario parameter called Mud Accumulation Factor. When I revised mud accumulation to be proportionate to turn interval, I realized that that rate may not exactly match designer wishes. This new parameter enables designers to tailor mud accumulation rates to their desires.
If you'll recall earlier, I showed an example of mud accumulation when the turn interval was 1 hour (see here: https://forums.matrixgames.com/viewtopi ... 6#p5237096). Mud accumulation was very slow. Now I use that same test scenario, but with the new mud accumulation factor set to x100. The resulting mud accumulation shown below is far heavier than in the earlier test:
If you'll recall earlier, I showed an example of mud accumulation when the turn interval was 1 hour (see here: https://forums.matrixgames.com/viewtopi ... 6#p5237096). Mud accumulation was very slow. Now I use that same test scenario, but with the new mud accumulation factor set to x100. The resulting mud accumulation shown below is far heavier than in the earlier test:
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- Mud placement at 1 hour turns x100.jpg (669.45 KiB) Viewed 261 times
Last edited by Curtis Lemay on Mon Sep 08, 2025 1:00 am, edited 2 times in total.
- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
Now for another example from the other extreme: Annual turns. Note that there is some issue that limits annual turns to three (I'll have to investigate that later). But the accumulation without a factor is quite heavy:
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- Mud placement at annual turns.jpg (768.52 KiB) Viewed 260 times
- Curtis Lemay
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- Joined: Fri Sep 17, 2004 3:12 pm
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Re: Hierarchy Module Document
But here it is with the factor set to 0.01 (divide by 100). Much less:
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- Mud placement at annual turns x0.01.jpg (646.39 KiB) Viewed 260 times
- Curtis Lemay
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- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
I've even left in the option to set the factor to x0. Now there is no accumulation at all:
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- Mud placement at annual turns x0.jpg (624.63 KiB) Viewed 259 times
- Curtis Lemay
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- Location: Houston, TX
Re: Hierarchy Module Document
Now for the Player Option to limit HQ and Artillery disengagement ability. My theory is that such units should be able to escape engagement themselves (they are in the rear and, in a real-time world, would escape any breakthroughs) but could not be used to "rescue" front-line defenders.
This shot is of the test scenario's initial situation. Note that the defenders have foot units and are beset by motorized enemies:
This shot is of the test scenario's initial situation. Note that the defenders have foot units and are beset by motorized enemies:
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- Initial Situation.jpg (98.6 KiB) Viewed 257 times
- Curtis Lemay
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- Location: Houston, TX
Re: Hierarchy Module Document
First, the new option is OFF (this is how it has always been):
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- Curtis Lemay
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Re: Hierarchy Module Document
Using the HQ and Artillery units of the defenders, their engaged units all escape (with many rescued by the HQ and Artillery elements):
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- Fully Disengaged.jpg (98.32 KiB) Viewed 255 times
- Curtis Lemay
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Re: Hierarchy Module Document
But now, the new option is ON. Now the HQ and Artillery elements only have special disengagement ability if they haven't yet been moved:
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- New Option is ON.jpg (100.27 KiB) Viewed 255 times