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 »

Note that the feature gives the designer a warning first for each option. Here is the warning for the Hierarchy option:
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Hierarchy Recovery Hierarchy Warning.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Similarly, here's the warning for the Commander option:
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Hierarchy Recovery Commander Warning.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Finally, the warning for the subordinates option:
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Hierarchy Recovery Units Warning.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here are the commanders before and after:
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Hierarchy Recovery Commanders after.jpg
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Hierarchy Recovery Commanders before.jpg
Hierarchy Recovery Commanders before.jpg (215.27 KiB) Viewed 605 times
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here are the Hierarchical links after both disconnecting and de-assigning commanders:
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Hierarchy Recovery Hierarchical links after after.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here are the deployment links before and after:
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Hierarchy Recovery Unit deployment links after.jpg
Hierarchy Recovery Unit deployment links after.jpg (672.69 KiB) Viewed 604 times
Hierarchy Recovery Unit deployment links before.jpg
Hierarchy Recovery Unit deployment links before.jpg (657.57 KiB) Viewed 604 times
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here are the subordinate links in a formation report before and after:
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Hierarchy Recovery Unit subordinate links after.jpg
Hierarchy Recovery Unit subordinate links after.jpg (268.72 KiB) Viewed 604 times
Hierarchy Recovery Unit subordinate links before.jpg
Hierarchy Recovery Unit subordinate links before.jpg (266.54 KiB) Viewed 604 times
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here is the OOB report before and after recovery:
Attachments
Hierarchy Recovery Unit subordinate OOB Report after.jpg
Hierarchy Recovery Unit subordinate OOB Report after.jpg (350.45 KiB) Viewed 604 times
Hierarchy Recovery Unit subordinate OOB Report before.jpg
Hierarchy Recovery Unit subordinate OOB Report before.jpg (352.89 KiB) Viewed 604 times
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Continuing with my Scenario Update plans, I've now created another brand-new scenario in my series of Guadalcanal Naval Battles. This one is the "2nd Naval Battle of Guadalcanal 1942". This is the second new (non-variant) scenario I've designed since January 2022.

For fun, I listed six other naval battles I hope to create in the unknowable future. Only one (Tassafaronaga 1942) uses the Guadalcanal map. The rest would need new maps devised, so are not so trivial tasks as these last two. Tassafaronaga 1942 would require ship-board torpedoes, so must wait till the equipment expansion. But maybe I'll find time to fit a few of these in before the Hierarchy launch.
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Scenario Plans.jpg
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here are the deployments for the naval battle. Exclusion Zone 1 prevents the Japanese player from using 20:20 hindsight and fleeing on turn 1. It is removed on turn 2. The USS South Dakota is withdrawn on turn 2 due to its electrical issues. The USS Washington doesn't arrive till the US Player-Turn 1 in the "Star" location. This models the Japanese never spotting it till it opened up. Two Japanese destroyers arrive in the "Diamond" location on turn 2.
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2nd Naval Battle of Guadalcanal Deployments.jpg
2nd Naval Battle of Guadalcanal Deployments.jpg (402.03 KiB) Viewed 364 times
Last edited by Curtis Lemay on Wed Nov 04, 2026 3:42 am, edited 1 time in total.
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here are the two Hierarchies showing the ship and commander assignments:
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2nd Naval Battle of Guadalcanal Japanese Hierarchy.jpg
2nd Naval Battle of Guadalcanal Japanese Hierarchy.jpg (218.73 KiB) Viewed 387 times
2nd Naval Battle of Guadalcanal American Hierarchy.jpg
2nd Naval Battle of Guadalcanal American Hierarchy.jpg (223.21 KiB) Viewed 387 times
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here are the American and Japanese Commanders and their assignments:
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2nd Naval Battle of Guadalcanal Japanese Commanders.jpg
2nd Naval Battle of Guadalcanal Japanese Commanders.jpg (185.12 KiB) Viewed 386 times
2nd Naval Battle of Guadalcanal American Commanders.jpg
2nd Naval Battle of Guadalcanal American Commanders.jpg (172.74 KiB) Viewed 386 times
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here is the start of the briefing and the bitmap. The ship shown is the USS Washington:
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2nd Naval Battle of Guadalcanal Scenario Briefing & Bitmap.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here are the individual and cumulative strengths of the two forces. Note that the USS South Dakota has 33% Readiness due to electrical issues. It should be obvious that, despite the ship count, the American force has a significant strength edge.
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2nd Naval Battle of Guadalcanal Strengths.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Fixed a minor bust in the Calendar Start Hour display in the Calendar Editor. That parameter cycles through the possible start hours, and for 1-hour turn intervals, it cycled from 9A to 11A (skipping 10A). Then it did 12P twice. A setting of 11A resulted in a start hour of 10P in the game. (Obviously, I finally noticed this error with my just-completed scenario 2nd Naval Battle of Guadalcanal 1942", since it starts at 11P, but this setting resulted in it actually starting at 10P). So...now it's fixed. :D

I added it to the Legacy Bug list as #40:
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Legacy Bugs.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

I fixed Legacy Bug #38. Anti-Fort, Nuclear, and Bombard-DF showed Police (traffic control). AA All worked weird. I think that Ralph just never got this feature finished and these last options were left undone. The options turned out to be limited to the first 18 options from Anti-armor to Police (Anti-armor was option 0 and Police was option 17). Once I removed that limit, all options became available. However, even then, Anti-Fort and Nuclear had not been coded. So...I coded those two. Then I noted that there was no option for Anti-Naval, so I added that. Bombard DF was coded, but I can't say what Ralph was shooting for there: Most equipment get a value of 10, except motorized get 1, and Aircraft get 30. Go figure?
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Legacy Bugs.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

The attached first shows AntiFort on the left and Nuclear on the right. AntiFort is dependent upon shell weight. This panel shows both working correctly.
The second shows Nuclear on the left and DF Terrain on the right. Note there is one map location with Fortified Terrain. Compare the Rifle Squad there vs. the Light Rifle Squad in Clear Terrain elsewhere. This shows it works correctly.
(Never mind the Bombard DF thing. That was not actually tested on this panel.)
The third shows Anti-Ship on the left and DF Terrain on the right again. Note that I added TBF Avengers and a Battleship for this test. It shows that Anti-Ship works correctly.
The fourth shows Stack-Anti-Ship on the left and AA All on the right. The test shows that Stack Anti-Ship works and AA All is the AntiAir regardless of type (Low, High, or Intercept).
Edit: The fifth shows Bombardment DF on the left and DF on the right. The test shows that Bombardment DF is just proportionate to the equipment count. Pretty useless.
Attachments
Strength Categories 2.jpg
Strength Categories 2.jpg (1.27 MiB) Viewed 12 times
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