Hierarchy Module Document
- Curtis Lemay
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Re: Hierarchy Module Document
Now, several of the HQ and Artillery units helped the front-line elements escape, but then couldn't escape themselves - suffering disengagement attacks and loss of MPs and equipment in doing so.:
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- Not Fully Disengaged.jpg (99.83 KiB) Viewed 1054 times
- Curtis Lemay
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Re: Hierarchy Module Document
Finally, here is the message that Player Two gets when Player One overrides any of the Designer Preset Rules. This message has never been seen in any PBEM game before. That's because the override choices weren't saved to the scenario file. Now they are. Earlier I had fixed it so that those overrides were effected on the rules (even that had never been done before), but the message still couldn't be seen till now.
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- Overridden Rules.jpg (93.18 KiB) Viewed 1054 times
- Curtis Lemay
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Re: Hierarchy Module Document
I've finished additional feature #3 (new event effect to set the Mud Accumulation Factor):
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- Additional Features #3 done.jpg (96.12 KiB) Viewed 898 times
- Curtis Lemay
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Re: Hierarchy Module Document
This shot shows the new Mud event effects. Note that I added "Drying" to the Mud Scalar effect. There now are a total of 91 new effects:
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- 91 Event Effects.jpg (248.94 KiB) Viewed 899 times
Last edited by Curtis Lemay on Mon Sep 08, 2025 11:35 pm, edited 1 time in total.
- Curtis Lemay
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Re: Hierarchy Module Document
Here's a shot of the Set Mud Accumulation Factor event:
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- Mud Accumulation Factor Event.jpg (134.67 KiB) Viewed 899 times
- Curtis Lemay
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- Joined: Fri Sep 17, 2004 3:12 pm
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Re: Hierarchy Module Document
Here I modified the scenario testing mud accumulation at 1 hour turn intervals to have an accumulation factor of 10000 (x100) via the new event effect. The accumulation was the same as when the factor was directly set to that amount:
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- Mud placement at 1 hour turns x100 event.jpg (673.22 KiB) Viewed 898 times
Last edited by Curtis Lemay on Tue Sep 09, 2025 12:21 am, edited 1 time in total.
- Curtis Lemay
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- Joined: Fri Sep 17, 2004 3:12 pm
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Re: Hierarchy Module Document
Note that this problem wasn't quite done: My test for whether the unit had been moved was flawed. The problem was that by the time the game checked for disengagement of the unit, the unit had already been flagged as moved and its MPs deducted! So, it always failed the "unmoved" test. I had to backtrack in the code to before that flagging had taken place, check for "unmoved" just before that and, if it passed, preserve that in a separate flag. That done, it is now working correctly.Curtis Lemay wrote: Sun Sep 07, 2025 10:23 pm Now, several of the HQ and Artillery units helped the front-line elements escape, but then couldn't escape themselves - suffering disengagement attacks and loss of MPs and equipment in doing so.:
Re: Hierarchy Module Document
I've always wondered why Norm made it possible for towed artillery to escape unscathed when withdrawing from hostile units when they were the only unit left in a hex. A HQ unit is typically small and mobile so sure it could do it. But then people use them as rear guards which is really gamey. They would be overrun and killed off. Heck the Soivets even ordered their HQ units to not engage in combat. The loss of technical personnel and officers wouldn't be tolerated. So personally I think it's good to see that can be fixed.Curtis Lemay wrote: Sun Sep 07, 2025 10:18 pm 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.
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: 15292
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
I agree but note that I've left it as a player option. The designer can "pre-set" the option even (either way), but the player can still override him.Lobster wrote: Tue Sep 09, 2025 10:48 amI've always wondered why Norm made it possible for towed artillery to escape unscathed when withdrawing from hostile units when they were the only unit left in a hex. A HQ unit is typically small and mobile so sure it could do it. But then people use them as rear guards which is really gamey. They would be overrun and killed off. Heck the Soivets even ordered their HQ units to not engage in combat. The loss of technical personnel and officers wouldn't be tolerated. So personally I think it's good to see that can be fixed.Curtis Lemay wrote: Sun Sep 07, 2025 10:18 pm 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.
- Curtis Lemay
- Posts: 15292
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
I've finished Additional Feature #1. All that is left is the Huge version I promised => that will have to wait till the Legacy Bugs are fixed:
This was Jack's idea, but I had experienced this issue too. It's a pain to not find the commander you need, build it from scratch, then find it in the canned list. This should help with that problem.
This was Jack's idea, but I had experienced this issue too. It's a pain to not find the commander you need, build it from scratch, then find it in the canned list. This should help with that problem.
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- Additional Features #1 done.jpg (98.92 KiB) Viewed 661 times
Last edited by Curtis Lemay on Sun Sep 14, 2025 2:58 am, edited 1 time in total.
- Curtis Lemay
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Re: Hierarchy Module Document
Here's a shot of the Commander List with the new buttons for searching the list for commanders. First button is the "Search Backward" button. Second button is the "Enter Search Text" button. Third button is the "Search Forward" button:
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- Commander List Search Buttons.jpg (377.17 KiB) Viewed 661 times
Last edited by Curtis Lemay on Sun Sep 14, 2025 2:58 am, edited 1 time in total.
- Curtis Lemay
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Re: Hierarchy Module Document
Clicking on the "Enter Search Text" button launches the "Text Entry" dialog:
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- Launch Text Entry Dialog.jpg (350.57 KiB) Viewed 662 times
- Curtis Lemay
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Re: Hierarchy Module Document
Type in the text to search for then click the check button to enter it:
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- Enter the Search Text.jpg (309.38 KiB) Viewed 662 times
Last edited by Curtis Lemay on Sun Sep 14, 2025 11:42 pm, edited 1 time in total.
- Curtis Lemay
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Re: Hierarchy Module Document
Now the text entered is the Search Target:
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- Search Text Entered.jpg (379.33 KiB) Viewed 662 times
- Curtis Lemay
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Re: Hierarchy Module Document
Hover the cursor over the "Search Backward" button and see this in the Info Panel:
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- Search Backward Button.jpg (40.93 KiB) Viewed 663 times
- Curtis Lemay
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- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
Hover the cursor over the "Search Forward" button to see this in the Info Panel:
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- Search Forward Button.jpg (35.73 KiB) Viewed 664 times
- Curtis Lemay
- Posts: 15292
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
Click on the "Search Forward" button. Rommel is found:
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- Successful Search Forward.jpg (371.16 KiB) Viewed 664 times
- Curtis Lemay
- Posts: 15292
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
Click on the "Search Forward" button again. Another Rommel is found!:
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- Successful Search Forward2.jpg (369.69 KiB) Viewed 665 times
- Curtis Lemay
- Posts: 15292
- Joined: Fri Sep 17, 2004 3:12 pm
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Re: Hierarchy Module Document
Well, click on it again. This time no other Rommel was found:
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- Unsuccessful Search Forward3.jpg (359.45 KiB) Viewed 665 times
- Curtis Lemay
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- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
Now click on the "Search Backward" button. It goes back to Erwin Rommel:
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- Successful Search Backward.jpg (370.07 KiB) Viewed 664 times

