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 »

cathar1244 wrote: Thu Jan 01, 2026 10:01 am
Curtis Lemay wrote: Thu Jan 01, 2026 6:09 am Amazingly, I found not only every CSA and USA commander from brigade command up, but all their photos as well. The American Civil war is very well documented. Meanwhile, one can barely find French ARMY commanders for World War I. Finding Corps commanders is hopeless. Finding German commanders from WWI is hit and miss as well.
http://gallica.bnf.fr/ark:/12148/bpt6k6279687d

Official French army order of battle for World War I for higher commands including armies and corps. The commanders are designated.

Unfortunately, the viewing is set up page by page, but it can be plowed through to obtain the surnames of the generals.

There is also a volume for the divisions.

Other links to their official history for the war can be found at

https://generalstab.org/links/official- ... world-war/

:D
I'll look at that at some point. Looks like quite a task to figure it out. And I'm familiar with the Prussian Machine site (googling the commander usually brings it up), but, as you said, you have to have the commander identified to benefit.
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Time to check where we stand on these:

Legacy Bugs: Four were remaining, and then I added one more (five total). (Turns out Ralph didn't fix the whole issue with cutting and pasting).

Hierarchy Bugs: The list is impacted by my experience updating last month. Three new bugs added.

Additional features: Added four new ones. Again, impacted by my experience last month. Also, I want to better address all the text size issues related to 4K that keep showing up on the board.
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Legacy Bugs.jpg
Legacy Bugs.jpg (253.47 KiB) Viewed 330 times
Hierarchy Module Bugs Remaining.jpg
Hierarchy Module Bugs Remaining.jpg (228.33 KiB) Viewed 330 times
Additional Features.jpg
Additional Features.jpg (203.54 KiB) Viewed 330 times
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Simon Edmonds
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Re: Hierarchy Module Document

Post by Simon Edmonds »

Legacy Bug 12
A possible way to fix would be that when the Mouseclick event occurs the location transfers across to the next column; records the name data and then transfers back again.
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Simon Edmonds wrote: Thu Jan 01, 2026 11:48 pm Legacy Bug 12
A possible way to fix would be that when the Mouseclick event occurs the location transfers across to the next column; records the name data and then transfers back again.
I can't really follow what you're talking about. Regardless, even Ralph balked at Legacy Bug #12. If it was too tough for him what chance do I have? :lol:
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Re: Hierarchy Module Document

Post by Zovs »

I think what is keeping me (amongst other things) from updating the 25 scenarios I have permission from the original authors to update and adding in the Hierarchy data is just complex it seems to add leaders to a scenario based on your days of doing one conversion and your the lead programmer and designer of this enhancement!
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Re: Hierarchy Module Document

Post by Lobster »

One thing in particular I want to be sure I understand. Hierarchy is possible only if you include leaders?
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 Jan 02, 2026 1:03 pm One thing in particular I want to be sure I understand. Hierarchy is possible only if you include leaders?
Nope. Completely independent and both optional. You can do Commanders and no Hierarchy. You can do Hierarchy and no Commanders. You can do both. You can do neither. There are also "partial" options: Do some formations in a hierarchy, some not. Give some formations Commanders and some not, etc. There can be multiple Hierarchies on each side, independent of each other.

I just wanted to demonstrate the "both" option, to further designers' comprehension of them.
Last edited by Curtis Lemay on Fri Jan 02, 2026 4:44 pm, edited 2 times in total.
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Zovs wrote: Fri Jan 02, 2026 11:18 am I think what is keeping me (amongst other things) from updating the 25 scenarios I have permission from the original authors to update and adding in the Hierarchy data is just complex it seems to add leaders to a scenario based on your days of doing one conversion and your the lead programmer and designer of this enhancement!
So, the "how to" document I provided didn't help? Can you alert me to where it falls short? (Because if you're doing it right, it really is easy to do.) Without knowing what you're hung up on I can't clarify it.
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Re: Hierarchy Module Document

Post by Lobster »

Curtis Lemay wrote: Fri Jan 02, 2026 3:16 pm
Lobster wrote: Fri Jan 02, 2026 1:03 pm One thing in particular I want to be sure I understand. Hierarchy is possible only if you include leaders?
Nope. Completely independent and both optional. You can do Commanders and no Hierarchy. You can do Hierarchy and no Commanders. You can do both. You can do neither. There are also "partial" options: Do some formations in a hierarchy, some not. Give some formations Commanders and some not, etc. There can be multiple Hierarchies on each side, independent of each other.

I just wanted to demonstrate the "both" option, to further designers' comprehension of them.
Okay. Thanks. ;)
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've finished Additional Features 13, 14, & 15. (And gotten started on #12). Obviously, these were pretty easy, although there were some temporary roadblocks I had to fight through.
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Additional Features 13, 14, & 15 completed.jpg
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here's the View Pulldown after the change. Note that the Editor is in "Map" mode so the option to launch the Commander Inventory Dialog was not available till this change:
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here is the Alternate Forces Dialog after the fix. Note the button to change sides that has been added:
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here is the OOB-Formations Dialog. Note the new "Change Sides" button that has been added:
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Re: Hierarchy Module Document

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Here is the Page 2 of the Advanced Player Options Dialog. Note the additional button to launch the Screen Scale Editor (still under development):
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Re: Hierarchy Module Document

Post by cathar1244 »

If changes will be made to the scenario file format, is it possible to add one to three "configurable" terrain types in which the designer could specify the movement, supply, and combat effects?

:D
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Re: Hierarchy Module Document

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cathar1244 wrote: Sun Jan 04, 2026 6:49 am If changes will be made to the scenario file format, is it possible to add one to three "configurable" terrain types in which the designer could specify the movement, supply, and combat effects?

:D
Like in the Panzer Campaigns? That would be nice. Don't know how much scope creep Bob can handle but that's one thing that has been suggested before. :)
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 »

cathar1244 wrote: Sun Jan 04, 2026 6:49 am If changes will be made to the scenario file format, is it possible to add one to three "configurable" terrain types in which the designer could specify the movement, supply, and combat effects?

:D
That should wait till the Terrain Module. Even then, can we really expect designers to handle creating terrain graphics?
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Re: Hierarchy Module Document

Post by Cpl GAC »

Officially - no. But group sourced, I believe there will be a lot of support. Just look at the whole mods section.

The Eastern Front could use a Secondary Road terrain; 2x the cost MP of clear when not passing through a clear hex, does not cross rivers.
If you're STILL making Panzer IIs after seeing your first T-34... you're probably going to lose.
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Re: Hierarchy Module Document

Post by Zovs »

Curtis Lemay wrote: Fri Jan 02, 2026 3:18 pm
Zovs wrote: Fri Jan 02, 2026 11:18 am I think what is keeping me (amongst other things) from updating the 25 scenarios I have permission from the original authors to update and adding in the Hierarchy data is just complex it seems to add leaders to a scenario based on your days of doing one conversion and your the lead programmer and designer of this enhancement!
So, the "how to" document I provided didn't help? Can you alert me to where it falls short? (Because if you're doing it right, it really is easy to do.) Without knowing what you're hung up on I can't clarify it.
Sorry I must have missed it or lost it in the winter, could you repost a link to the pdf?

Thanks
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Re: Hierarchy Module Document

Post by cathar1244 »

Curtis Lemay wrote: Sun Jan 04, 2026 5:11 pm
cathar1244 wrote: Sun Jan 04, 2026 6:49 am If changes will be made to the scenario file format, is it possible to add one to three "configurable" terrain types in which the designer could specify the movement, supply, and combat effects?

:D
That should wait till the Terrain Module. Even then, can we really expect designers to handle creating terrain graphics?
There have already been several terrain tile mods made by the community, so I think it safe to answer 'yes' to this question.

Would be good to have some flexibility with terrain effects in the game that can be controlled at scenario design level.

:D
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