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Re: Hierarchy Module Document

Posted: Mon Jun 09, 2025 9:33 pm
by Curtis Lemay
Now, Andrew Jackson is assigned to side 1.

Re: Hierarchy Module Document

Posted: Mon Jun 09, 2025 9:35 pm
by Curtis Lemay
And now Andrew Jackson is in the side 1 Inventory:

Re: Hierarchy Module Document

Posted: Mon Jun 09, 2025 9:39 pm
by Curtis Lemay
I'll even make him available:

Re: Hierarchy Module Document

Posted: Mon Jun 09, 2025 9:40 pm
by Curtis Lemay
But now, I go back to the Commander List Editor and click the assign button again with Jackson selected. His status changes back to "Not in Scenario":

Re: Hierarchy Module Document

Posted: Mon Jun 09, 2025 9:41 pm
by Curtis Lemay
And, he is no longer in the side 1 Commander Inventory:

Re: Hierarchy Module Document

Posted: Wed Jun 11, 2025 12:30 pm
by Lobster
;) That helps old people like me with bad eyesight a lot. Thanks. 8-)

Re: Hierarchy Module Document

Posted: Thu Jun 12, 2025 5:58 pm
by Curtis Lemay
Curtis Lemay wrote: Mon Jun 09, 2025 9:29 pm I fixed one more bug (#10 on the list): Now, once a commander has been added from the Commander List Editor to the Commander Inventory Editor, it can be removed by clicking the assign button for that side again, with that commander selected. The commander returns to "Not in Scenario" and is removed from that side's inventory.
I just want to report that items 6 and 7 on the list were bogus problems - actually scenario busts that disappeared once the busts were fixed. Still have item 8 to go, though.

Re: Hierarchy Module Document

Posted: Sun Jun 22, 2025 7:59 pm
by joey
Any updates? Was your email ever read?

Re: Hierarchy Module Document

Posted: Tue Jun 24, 2025 11:12 am
by Lobster
There needs to be a blank commanders sheet so we don't have to scroll through 3000 commanders to get to the new ones we enter please.

Re: Hierarchy Module Document

Posted: Tue Jun 24, 2025 3:05 pm
by Curtis Lemay
Lobster wrote: Tue Jun 24, 2025 11:12 am There needs to be a blank commanders sheet so we don't have to scroll through 3000 commanders to get to the new ones we enter please.
The Commander List Editor has a scroll bar, so it shouldn't be hard to navigate that list. Besides, as I've advised elsewhere, designers should add commanders to the Commander Inventory Editor instead. Adding commanders to the Commander List Editor is only justified if you intend to use those new commanders in multiple scenarios.

Re: Hierarchy Module Document

Posted: Tue Jun 24, 2025 11:18 pm
by Lobster
Curtis Lemay wrote: Tue Jun 24, 2025 3:05 pm Adding commanders to the Commander List Editor is only justified if you intend to use those new commanders in multiple scenarios.
So we have 3k commanders we probably will never use as you just said. Would prefer an option with a blank list since the vast majority of those 3k will never be used. Could have just provided a page with a list of them and let people add them as they needed them into a blank list for the editor. Having it prefilled is pointless.

Re: Hierarchy Module Document

Posted: Tue Jun 24, 2025 11:37 pm
by Curtis Lemay
Lobster wrote: Tue Jun 24, 2025 11:18 pm
Curtis Lemay wrote: Tue Jun 24, 2025 3:05 pm Adding commanders to the Commander List Editor is only justified if you intend to use those new commanders in multiple scenarios.
So we have 3k commanders we probably will never use as you just said. Would prefer an option with a blank list since the vast majority of those 3k will never be used. Could have just provided a page with a list of them and let people add them as they needed them into a blank list for the editor. Having it prefilled is pointless.
The Commander Inventory Editor does start out empty. That's where designer-created commanders should be saved, if you don't find the commanders you need in the Commander List Editor.

Re: Hierarchy Module Document

Posted: Tue Jun 24, 2025 11:55 pm
by Curtis Lemay
Lobster wrote: Tue Jun 24, 2025 11:18 pm So we have 3k commanders we probably will never use as you just said. Would prefer an option with a blank list since the vast majority of those 3k will never be used. Could have just provided a page with a list of them and let people add them as they needed them into a blank list for the editor. Having it prefilled is pointless.
I've updated seven of my scenarios. They total 653 commanders. 55% were on the canned list and 45% had to be created. Clearly, the canned list was not pointless for my updated scenarios.

Re: Hierarchy Module Document

Posted: Wed Jun 25, 2025 12:14 pm
by Lobster
Curtis Lemay wrote: Tue Jun 24, 2025 11:55 pm I've updated seven of my scenarios. They total 653 commanders. 55% were on the canned list and 45% had to be created. Clearly, the canned list was not pointless for my updated scenarios.
So you're telling me you made a 'canned' list specifically your scenarios? 55%. That's 1650. Why didn't you just make lists for your scenarios and leave an empty list for other scenario designers? If someone wanted to use yours they would have been easily available in your scenarios. I know this will never change because you have dug in your heels and refuse to change it. Won't even provide a way to create an empty list. :?

Re: Hierarchy Module Document

Posted: Wed Jun 25, 2025 2:56 pm
by Curtis Lemay
Lobster wrote: Wed Jun 25, 2025 12:14 pm
Curtis Lemay wrote: Tue Jun 24, 2025 11:55 pm I've updated seven of my scenarios. They total 653 commanders. 55% were on the canned list and 45% had to be created. Clearly, the canned list was not pointless for my updated scenarios.
So you're telling me you made a 'canned' list specifically your scenarios? 55%. That's 1650. Why didn't you just make lists for your scenarios and leave an empty list for other scenario designers? If someone wanted to use yours they would have been easily available in your scenarios. I know this will never change because you have dug in your heels and refuse to change it. Won't even provide a way to create an empty list. :?
No. The figures I posted show that, on average, scenario designers will find about 55% of their commanders on the canned list and will have to make about 45% of the rest. In no way, shape or form did I populate the list with commanders needed only for my scenarios. The Commander Team sought the commanders that fit the top echelon of leadership of each country included (corps-level or higher, generally).

Again, the Commander Inventory IS an empty list - and it is the appropriate place to put designer created commanders. The Commander List, on the other hand, is the place for Matrix to create new commanders down the road - for the benefit of everyone.

However, there is nothing preventing you from putting new commanders on that list. There are over 2,000 slots unused, and used slots can just be overwritten.

Re: Hierarchy Module Document

Posted: Mon Jun 30, 2025 9:02 pm
by Curtis Lemay
Curtis Lemay wrote: Thu Jun 12, 2025 5:58 pm
Curtis Lemay wrote: Mon Jun 09, 2025 9:29 pm I fixed one more bug (#10 on the list): Now, once a commander has been added from the Commander List Editor to the Commander Inventory Editor, it can be removed by clicking the assign button for that side again, with that commander selected. The commander returns to "Not in Scenario" and is removed from that side's inventory.
I just want to report that items 6 and 7 on the list were bogus problems - actually scenario busts that disappeared once the busts were fixed. Still have item 8 to go, though.
I've finished the bugs in the New Hierarchy Module. The one bug left expanded into four bugs (#6-#9) (one of which turned out to already have been addressed in the initial design). But, the three others were fixed as shown in the new shot.

Note that there was one more issue (#12) with pasting commanders in the Commander Inventory and Commander List. Before, they retained the status of their original => even if it was assigned. This could be fixed easily in the Inventory Editor but not in the List Editor. So, I changed it so that copies always have the status of "Not in Scenario" in the List and "Unavailable" in the Inventory.

Re: Hierarchy Module Document

Posted: Mon Jun 30, 2025 9:06 pm
by Curtis Lemay
The support pane in the Attack Planner is shown before and after the fix. Note that carriers (which were far out of gunnery range but within subordinate air group range) were shown in the support pane before the fix. After the fix, they are not (now they must be within gunnery range to show up at this example's distance).

Re: Hierarchy Module Document

Posted: Mon Jun 30, 2025 9:09 pm
by Curtis Lemay
Here is the attack pop-up before the fix and after: Before, the carrier in the example can be added to the attack even though it is far out of gunnery range but within subordinate air group range. After the fix, it no longer can be added to the attack at this range (must be within gunnery range to be available) Also note the bridge attack option disappeared from the same fix (the air groups, however, would have bridge attack options in their options above it):

Re: Hierarchy Module Document

Posted: Mon Jun 30, 2025 9:12 pm
by Curtis Lemay
Here is the Unit Report of a carrier before the fix and after. Note that before, only the carrier air group range is shown. After, the gunnery range is shown next to it. Also, the air range is not editable at this point but the gunnery range is:

Re: Hierarchy Module Document

Posted: Mon Jun 30, 2025 9:15 pm
by Curtis Lemay
Now that the latest hierarchy module bugs are fixed, I have to adjust the documentation a bit for the changes made. Then I'll try to drum up some help on the Beta Test thing. Then I guess I'll start on the legacy bugs if there's no progress on the Beta Test.