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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rhinobones
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Re: Hierarchy Module Document

Post by rhinobones »

Curtis Lemay wrote: Wed Jul 22, 2026 9:58 pm Now, illustrating the other issue, here is an Army Group Formation Report before the fix and then after. Note the additional manpower after the fix:
Capture.JPG
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In the percent of authorized manpower I recommend you get rid of the two positions past the decimal point. As an example, 99.16%. The base number this percentage is derived from is 0.9916 where the “1” represents 1/1000th of a unit and “6” represents 6/10,000th of a unit. Meaningless. Since your manpower number is already a fabricated number there is no need to boil down the available percentage to the 10,000th place.

You should follow Norm’s example for whole number percentages shown for proficiency and supply. Norm new his basic math and dropped the insignificant digits.

Regards
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
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Cpl GAC
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Re: Hierarchy Module Document

Post by Cpl GAC »

And for one brief moment the insignificant was significant.
If you're STILL making Panzer IIs after seeing your first T-34... you're probably going to lose.
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

rhinobones wrote: Thu Jul 23, 2026 4:18 am
Curtis Lemay wrote: Wed Jul 22, 2026 9:58 pm Now, illustrating the other issue, here is an Army Group Formation Report before the fix and then after. Note the additional manpower after the fix:

Capture.JPG


In the percent of authorized manpower I recommend you get rid of the two positions past the decimal point. As an example, 99.16%. The base number this percentage is derived from is 0.9916 where the “1” represents 1/1000th of a unit and “6” represents 6/10,000th of a unit. Meaningless. Since your manpower number is already a fabricated number there is no need to boil down the available percentage to the 10,000th place.

You should follow Norm’s example for whole number percentages shown for proficiency and supply. Norm new his basic math and dropped the insignificant digits.

Regards
Proficiency and Supply are integers that range from 1 to 150 max. Three digits max. There was nothing for ole Norm to drop. Whereas the Authorized Fraction has underlying numbers that can literally be in the millions. I posted a Formation Report for the Top German formation that had 1.8 million men. And an OOB report for the Axis that had 2.2 million men. If I had switched over to the Soviets the numbers would be in the 5-6 million range. I just don't see that five significant digits are too much info when it has real significance. Losses can be huge and a unit or formation that is down to a tiny fraction of its original strength will benefit from the additional precision.
My TOAW web site:

Bob Cross's TOAW Site
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Cpl GAC
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Re: Hierarchy Module Document

Post by Cpl GAC »

Here's an argument against presenting such precision;
Curtis Lemay wrote: Mon Mar 23, 2026 7:51 pm
golden delicious wrote: Mon Mar 23, 2026 7:01 pm
Curtis Lemay wrote: Mon Mar 23, 2026 12:07 am Was that board game keeping track of individual vehicles, guns and squads?
...Instead you need to get a feel for what your force is capable of and go with your gut. That's what a real commander does.
+1
From https://forums.matrixgames.com/viewtopi ... cf02736c74

I'm not sure seeing a force is at 68.73% versus 68% or 69% changes a mental calculation in this game, whether its for 5 million men or 250 men, but no decimal places is visually "cleaner". My quick calculation would look at a number approaching 60% versus a number approaching 70% to be a determiner, but seeing 68.73% versus 69% is not going to make me change an action other than first having to round up 68.73% to 69% in my head.
If you're STILL making Panzer IIs after seeing your first T-34... you're probably going to lose.
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Cpl GAC wrote: Fri Jul 24, 2026 10:46 am Here's an argument against presenting such precision;
Curtis Lemay wrote: Mon Mar 23, 2026 7:51 pm
golden delicious wrote: Mon Mar 23, 2026 7:01 pm

...Instead you need to get a feel for what your force is capable of and go with your gut. That's what a real commander does.
+1
From https://forums.matrixgames.com/viewtopi ... cf02736c74
First of all, you've chopped off most of what Ben posted above, including the part I was mostly agreeing with: TOAW obsoleted Combat Results Tables and their columns.
I'm not sure seeing a force is at 68.73% versus 68% or 69% changes a mental calculation in this game, whether its for 5 million men or 250 men, but no decimal places is visually "cleaner". My quick calculation would look at a number approaching 60% versus a number approaching 70% to be a determiner, but seeing 68.73% versus 69% is not going to make me change an action other than first having to round up 68.73% to 69% in my head.
As I explained to Rhinobones, it's a dynamic range issue. When the unit gets whittled down to a tiny fraction the extra precision pays off. Big difference between a unit at 1.49% and 0.01%. Yet without the extra precision both would be at 1%. That's an extreme example but it applies the smaller the unit gets.
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Bob Cross's TOAW Site
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rhinobones
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Re: Hierarchy Module Document

Post by rhinobones »

Curtis Lemay wrote: Fri Jul 24, 2026 4:14 pm Big difference between a unit at 1.49% and 0.01% . . . extreme example
Think the extreme example is a bit absurd. You're calculating the 1/10,000th position for units that have long since evaporated. The extra digits are not relevant and are inconsistent with TOAW displays established by Norm.

Regards
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
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Cpl GAC
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Re: Hierarchy Module Document

Post by Cpl GAC »

I'll not short Ben. Here's the whole context less your +1 and with my highlights:
Jeremy Mac Donald wrote: Tue Mar 24, 2026 5:24 am
golden delicious wrote: Mon Mar 23, 2026 7:01 pm
Curtis Lemay wrote: Mon Mar 23, 2026 12:07 am Was that board game keeping track of individual vehicles, guns and squads?
What this really does for the game is take away the calculations that a player makes a board game. You're no longer looking at your pieces and working out how to get into that magic 4:1 attack odds column; this is a totally artificial process. Instead you need to get a feel for what your force is capable of and go with your gut. That's what a real commander does.
Yeah - this is the real magic. Somehow the game introduced so many numbers that trying to use them became impossible. There is so much science of war that the only way to handle it is to treat it like the art of war. There is no way for a human to number crunch their way forward. I don't even look at the odds when setting up attacks. It is not a worthwhile piece of information.
My point is that for all the game's data accuracy players are still processing it at a more simplified level. Unit Health is color coded in five ranges, and that works just fine to assess almost every situation. % of Authorized Strength is information that parallels the Health information - its intuitive that green means go and more is better.
If you're STILL making Panzer IIs after seeing your first T-34... you're probably going to lose.
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