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 »

Now I re-launch the game and load the saved game file. The overrides have been forgotten!
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

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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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here are the next Legacy Bugs to be tackled (in blue):

Edit: I added Legacy Bug #30.
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Next Legacy bugs 3.jpg
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Last edited by Curtis Lemay on Wed Sep 17, 2025 5:56 pm, edited 1 time in total.
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Re: Hierarchy Module Document

Post by Lobster »

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.
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...
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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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Lobster wrote: Fri Aug 29, 2025 6:58 pm
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.
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...
I end up in a dead end that I noted in this post:

https://forums.matrixgames.com/viewtopi ... 5#p5235215
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Re: Hierarchy Module Document

Post by Lobster »

Curtis Lemay wrote: Fri Aug 29, 2025 7:01 pm
Lobster wrote: Fri Aug 29, 2025 6:58 pm
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.
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...
I end up in a dead end that I noted in this post:

https://forums.matrixgames.com/viewtopi ... 5#p5235215
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.
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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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Lobster wrote: Sat Aug 30, 2025 12:09 pm
Curtis Lemay wrote: Fri Aug 29, 2025 7:01 pm
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...
I end up in a dead end that I noted in this post:

https://forums.matrixgames.com/viewtopi ... 5#p5235215
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.
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.
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Re: Hierarchy Module Document

Post by Lobster »

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. :lol:
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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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

I finished the easy additional feature #5:
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Re: Hierarchy Module Document

Post by Curtis Lemay »

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
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here it is after the change. Now Advanced Rules cannot be changed in Hot Seat games (like in PBEM games):
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Advanced Rules not changeable in Hot Seat.jpg
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Re: Hierarchy Module Document

Post by Curtis Lemay »

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
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Last edited by Curtis Lemay on Mon Sep 08, 2025 1:13 am, edited 2 times in total.
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Re: Hierarchy Module Document

Post by Curtis Lemay »

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:
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Mud placement at 1 hour turns x100.jpg
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Last edited by Curtis Lemay on Mon Sep 08, 2025 1:00 am, edited 2 times in total.
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Re: Hierarchy Module Document

Post by Curtis Lemay »

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
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Re: Hierarchy Module Document

Post by Curtis Lemay »

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
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Re: Hierarchy Module Document

Post by Curtis Lemay »

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
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Re: Hierarchy Module Document

Post by Curtis Lemay »

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:
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Initial Situation.jpg
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Re: Hierarchy Module Document

Post by Curtis Lemay »

First, the new option is OFF (this is how it has always been):
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New Option is OFF.jpg
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Re: Hierarchy Module Document

Post by Curtis Lemay »

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
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Re: Hierarchy Module Document

Post by Curtis Lemay »

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
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