Hierarchy Module Document
- Curtis Lemay
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- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
Search backward once more. Nothing is found this time:
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- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
Enter a new search text:
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- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
And this new search text is set:
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- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
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Re: Hierarchy Module Document
Click on the "Search Forward" button and Eisenhower is found:
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Re: Hierarchy Module Document
That helps a lot. Got real tired of all of the scrolling. This is so much easier. 

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 updated the outline post at the start of the thread with some of the new additions.
See 2 g i, 3 e, 5 f, & 6.
See 2 g i, 3 e, 5 f, & 6.
- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
I've canceled Legacy Bug #30. The issue was that my test scenario for mud placement in Annual Turns ended after only two turns. I thought there was some bug in the game that was causing that. However, I found that the real issue was that I hadn't provided any Supply Points for the test scenario. With Annual turns, units with out supply literally evaporated in only two turns! The scenario was then ended because neither side had any units on map.
I added Supply Points for both sides and the scenario ran successfully to the full 12 turns it was designed for.
I added Supply Points for both sides and the scenario ran successfully to the full 12 turns it was designed for.
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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 also canceled Legacy Bug #18. I was seeing issues some time ago, but they have all disappeared. One issue was that the actual scenario files were on my OneDrive(cloud) and I was mucking about with the files on my C: drive instead. Maybe some other issues will crop up down the road, but till then....
I also looked some more at Legacy Bug #16. I tried to guess what routine was repositioning the map but couldn't guess right.
I also looked some more at Legacy Bug #16. I tried to guess what routine was repositioning the map but couldn't guess right.
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Re: Hierarchy Module Document
Curtis Lemay wrote: Tue Sep 23, 2025 6:39 pm I've canceled Legacy Bug #30. The issue was that my test scenario for mud placement in Annual Turns ended after only two turns. I thought there was some bug in the game that was causing that. However, I found that the real issue was that I hadn't provided any Supply Points for the test scenario. With Annual turns, units with out supply literally evaporated in only two turns! The scenario was then ended because neither side had any units on map.

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
This is the reason engineers have flat foreheads!Lobster wrote: Wed Sep 24, 2025 12:35 amCurtis Lemay wrote: Tue Sep 23, 2025 6:39 pm I've canceled Legacy Bug #30. The issue was that my test scenario for mud placement in Annual Turns ended after only two turns. I thought there was some bug in the game that was causing that. However, I found that the real issue was that I hadn't provided any Supply Points for the test scenario. With Annual turns, units with out supply literally evaporated in only two turns! The scenario was then ended because neither side had any units on map.![]()
50b81509176be7dad8115c1f810442c6--funny-animals-adorable-animals.jpg

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- Curtis Lemay
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Re: Hierarchy Module Document
I've fixed Legacy Bug #4. Now disembarked at sea will incur losses from naval bombardment.
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- Curtis Lemay
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Re: Hierarchy Module Document
Here's a naval bombardment of disembarked at sea before the fix: No losses at all.
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- Curtis Lemay
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Re: Hierarchy Module Document
Same situation after the fix. Now the disembarked at sea are destroyed:
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- Curtis Lemay
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Re: Hierarchy Module Document
Nevertheless, I've never been happy with units disembarking into deep water hexes so I'm going to finally revise the game so that is no longer possible with one exception:
I'm going to allow it for what I'll define as "SEAL units": A unit with both the "Amphbious and Mountain Icons" (either one primary, other secondary) and without any vehicles (foot infantry). Such units will be allowed to disembark into deep water IF that hex is adjacent to any coastal hex. That is any land hex excepting Non-Playable or Exclusion Zone. Furthermore, SEAL units will be allowed to embark from any such a coastal hex or deep water hex.
I think it is unlikely any scenario has any units with both those icons, so this will be a designer option going forward and shouldn't impact any existing scenario. But if any scenario needs these sort of raids, this will be an available mechanism.
I'm going to allow it for what I'll define as "SEAL units": A unit with both the "Amphbious and Mountain Icons" (either one primary, other secondary) and without any vehicles (foot infantry). Such units will be allowed to disembark into deep water IF that hex is adjacent to any coastal hex. That is any land hex excepting Non-Playable or Exclusion Zone. Furthermore, SEAL units will be allowed to embark from any such a coastal hex or deep water hex.
I think it is unlikely any scenario has any units with both those icons, so this will be a designer option going forward and shouldn't impact any existing scenario. But if any scenario needs these sort of raids, this will be an available mechanism.
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- Curtis Lemay
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Re: Hierarchy Module Document
I've now finished Additional Feature #7:
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- Curtis Lemay
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Re: Hierarchy Module Document
In order to qualify for "SEAL Team" status, the unit must have any Mountain Icon AND any Amphibious Icon. Note that the Special Forces Icon satisfies the Mountain requirement. In addition, the unit may not have any towed/fixed equipment OR motorized equipment. Here, the primary Icon is Mountain Infantry and the secondary Icon is Amphibious. The equipment is all Rifle Squads. This unit meets the requirements as shown by the SEAL Qualified Special Ability:
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- Curtis Lemay
- Posts: 14804
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- Location: Houston, TX
Re: Hierarchy Module Document
This qualified unit has Special Forces and Armored Amphibious Icons:
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- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
This qualified unit has Heavy Mountain Infantry and Amphibious Transport Icons:
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- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
This qualified unit has Mountain Cavalry and Amphibious Icons:
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- Curtis Lemay
- Posts: 14804
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
This qualified unit has Heavy Mountain Cavalry and Amphibious Transport Icons:
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- SEAL Team 5.jpg (220.15 KiB) Viewed 169 times