Hierarchy Module Document
- Curtis Lemay
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- Location: Houston, TX
Re: Hierarchy Module Document
Here's a shot of the toggle button and Unit View (in Group Composition Mode):
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- Unit View Toggle before.jpg (493.71 KiB) Viewed 2896 times
- Curtis Lemay
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- Location: Houston, TX
Re: Hierarchy Module Document
Before the fix, clicking the toggle button in this mode had no effect. Now, it works: The Unit View Panel disappears.
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- Unit View Toggle after.jpg (543.21 KiB) Viewed 2896 times
- Curtis Lemay
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Re: Hierarchy Module Document
Toggleing again brings the Unit View back. But...it has reverted to Unit Stack view. (I had to make that flip to get the toggle to work).
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- Unit View Toggle restored.jpg (559.56 KiB) Viewed 2896 times
- kutaycosar
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- Location: Turkey
Re: Hierarchy Module Document
oh day and night indicators. it really neededCurtis Lemay wrote: Sun Jul 20, 2025 6:57 pm Toggleing again brings the Unit View back. But...it has reverted to Unit Stack view. (I had to make that flip to get the toggle to work).
- Curtis Lemay
- Posts: 14738
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
Better illustrated here:kutaycosar wrote: Mon Jul 21, 2025 7:57 pmoh day and night indicators. it really neededCurtis Lemay wrote: Sun Jul 20, 2025 6:57 pm Toggleing again brings the Unit View back. But...it has reverted to Unit Stack view. (I had to make that flip to get the toggle to work).
https://forums.matrixgames.com/viewtopi ... 2#p5201832
Re: Hierarchy Module Document
So you had no code that you hadn't changed? Everything was modified and you didn't have anything left from before you started modifying? Could have, should have, would have. I guess we have to live with don't have.Curtis Lemay wrote: Sun Jul 20, 2025 4:34 pm
I had begun work on the new features under the knowledge that Ralph was handling the bug list, and was two years into its development. You can't jump around from one thing to another in coding. The legacy bugs had to wait.And just because someone else created bugs doesn't make it someone's job to pass on fixing them.

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: 14738
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
Correct. Remember this:Lobster wrote: Tue Jul 22, 2025 12:07 amSo you had no code that you hadn't changed? Everything was modified and you didn't have anything left from before you started modifying?Curtis Lemay wrote: Sun Jul 20, 2025 4:34 pm
I had begun work on the new features under the knowledge that Ralph was handling the bug list, and was two years into its development. You can't jump around from one thing to another in coding. The legacy bugs had to wait.And just because someone else created bugs doesn't make it someone's job to pass on fixing them.
https://forums.matrixgames.com/viewtopi ... 4#p4995524
Ralph was handling code backups. Not that I would have abandoned the new feature. As I said: you can't jump around from one thing to another in coding.
- Curtis Lemay
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- Location: Houston, TX
Re: Hierarchy Module Document
I've now fixed legacy bug #9. So, while the BTS still impacts the unit's MPs, it no longer impacts the unit's readiness or supply. As it shouldn't: the BTS represents time the unit would be waiting for the path to clear, so it wouldn't be using supply or readiness during that wait.
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- Legacy Bug 9 fixed.jpg (154.24 KiB) Viewed 2743 times
- Curtis Lemay
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Re: Hierarchy Module Document
Here's a situation where a unit is about to enter a BTS. First, I check the MP cost without the BTS. It's Motorized Movement into a Sand hex that started enemy controlled. The cost (sans BTS) is 3, as shown in this shot:
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- Motor movement WO BTS.jpg (68.36 KiB) Viewed 2742 times
- Curtis Lemay
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Re: Hierarchy Module Document
Now I show the cost to move into the hex with the BTS: It's 22 MPs (19 due to the BTS - the overrunning unit came from a long way away):
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- Motor movement With BTS.jpg (78.42 KiB) Viewed 2742 times
Last edited by Curtis Lemay on Tue Jul 22, 2025 8:12 pm, edited 1 time in total.
- Curtis Lemay
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Re: Hierarchy Module Document
Here's the Unit Report of the unit before moving. Note the MPs, Readiness, and Supply of the unit (63, 99, 97):
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- Unit Report Before BTS.jpg (158.16 KiB) Viewed 2742 times
- Curtis Lemay
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Re: Hierarchy Module Document
Here's the same unit's Unit Report after moving into the BTS hex BEFORE the fix. Note its new MPs, Readiness, and Supply (41, 96, 75):
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- Unit Report After BTS.jpg (266.21 KiB) Viewed 2742 times
- Curtis Lemay
- Posts: 14738
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Re: Hierarchy Module Document
Now, here's the same unit after entering the BTS hex, but AFTER the fix. Note its MPs, Readiness, and Supply (41, 98, 94):
Note that the MP cost is retained while the Readiness and Supply costs are removed.
Note that the MP cost is retained while the Readiness and Supply costs are removed.
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- Unit Report After BTS After Fix.jpg (283.79 KiB) Viewed 2742 times
Re: Hierarchy Module Document
That's a big one - thank you.
If you're STILL making Panzer IIs after seeing your first T-34... you're probably going to lose.
- Curtis Lemay
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- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
I'm working on item 10 about dialog sorting issues. First step is to determine what columns have sorting issues. I've finished investigating that and the total is shown in the attached spreadsheet, with 22 columns with issues spread over 10 dialogs.
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- Dialog Sorting Issues.jpg (78.81 KiB) Viewed 2659 times
- Curtis Lemay
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Re: Hierarchy Module Document
I've fixed item #10 on the Legacy Bug List. The number of columns with issues rose to 32 by the end. Who was the idiot that put this item on the "easy to fix list"? Oh, wait, it was me. 
Also,note that I remembered one more legacy bug, added in item 23:

Also,note that I remembered one more legacy bug, added in item 23:
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- Legacy Bug 10 fixed.jpg (158.88 KiB) Viewed 2010 times
Last edited by Curtis Lemay on Tue Jul 29, 2025 4:42 pm, edited 2 times in total.
- Curtis Lemay
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- Joined: Fri Sep 17, 2004 3:12 pm
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Re: Hierarchy Module Document
Here's the final list of columns with issues. All have been fixed.
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- Dialog Sorting Issues final.jpg (87.36 KiB) Viewed 2010 times
- Curtis Lemay
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Re: Hierarchy Module Document
I've canceled Legacy bug #21 as incorrect.
My Shiloh 1862 scenario has gunboats with ranges of 1km (scenario hex-scale is 0.25km), and my tests show that they work normally.
This bug was reported by 76mm:
https://forums.matrixgames.com/viewtopi ... 6#p4690916
I have no idea what prompted him to so report, but it appears to be erroneous.
Finally, I made the effort to find such a limitation in the code but could not find anything obvious. That doesn't count for much of course but for what it's worth...
My Shiloh 1862 scenario has gunboats with ranges of 1km (scenario hex-scale is 0.25km), and my tests show that they work normally.
This bug was reported by 76mm:
https://forums.matrixgames.com/viewtopi ... 6#p4690916
I have no idea what prompted him to so report, but it appears to be erroneous.
Finally, I made the effort to find such a limitation in the code but could not find anything obvious. That doesn't count for much of course but for what it's worth...
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- Legacy Bug 21 canceled.jpg (158.38 KiB) Viewed 1984 times
- cathar1244
- Posts: 1255
- Joined: Sat Sep 05, 2009 2:16 am
Re: Hierarchy Module Document
Hello Bob,Curtis Lemay wrote: Tue Jul 29, 2025 7:11 pm I've canceled Legacy bug #21 as incorrect.
My Shiloh 1862 scenario has gunboats with ranges of 1km (scenario hex-scale is 0.25km), and my tests show that they work normally.
This bug was reported by 76mm:
https://forums.matrixgames.com/viewtopi ... 6#p4690916
I have no idea what prompted him to so report, but it appears to be erroneous.
Finally, I made the effort to find such a limitation in the code but could not find anything obvious. That doesn't count for much of course but for what it's worth...
I think 76mm's comment addressed something I found while looking at how TOAW generates anti-shipping ratings. As you know, one cannot directly assign an anti-shipping rating for a piece of equipment. I found three cases in which anti-shipping capability was generated depending on other aspects of the equipment file being edited.
The final case is quoted in the text below (bolded), and is the one in which the 5 kilometer range for the equipment was found to be a minimum for the generation of an anti-shipping capability.

Anti-ship capability for artillery, as auto-generated by TOAW.
Once again, with the antipersonnel rating (AP) as entered by an external editor into the equipment file:
Anti-ship capability is the square root of (AP divided by 2), rounded down.
Example: The common equipment 150mm howitzer has an AP of 260 in the equipment file. Divide by 2 to obtain 130. The square root of 130 is 11.4018, or, rounded down --> 11. This is the anti-shipping capability.
Edit to add: Note that guns need a range of at least 5 kilometers for the anti-ship capability to manifest.
Edit to add: Apparently, unit icon also limits which units can fire on ships.
- Curtis Lemay
- Posts: 14738
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: Hierarchy Module Document
Ah! My test was done against ground targets. Once I knew to look for anti-naval strengths I found it quickly. I haven't tested it yet (requires a scenario design) but it was obvious that you only got an anti-naval value if the range was >= 5. I changed that to 1 and now the gun boat has an anti-shipping value. Here's the before and after shot of the equipment report for the gun boats in my Shiloh 1862 scenario:cathar1244 wrote: Wed Jul 30, 2025 1:39 pmHello Bob,Curtis Lemay wrote: Tue Jul 29, 2025 7:11 pm I've canceled Legacy bug #21 as incorrect.
My Shiloh 1862 scenario has gunboats with ranges of 1km (scenario hex-scale is 0.25km), and my tests show that they work normally.
This bug was reported by 76mm:
https://forums.matrixgames.com/viewtopi ... 6#p4690916
I have no idea what prompted him to so report, but it appears to be erroneous.
Finally, I made the effort to find such a limitation in the code but could not find anything obvious. That doesn't count for much of course but for what it's worth...
I think 76mm's comment addressed something I found while looking at how TOAW generates anti-shipping ratings. As you know, one cannot directly assign an anti-shipping rating for a piece of equipment. I found three cases in which anti-shipping capability was generated depending on other aspects of the equipment file being edited.
The final case is quoted in the text below (bolded), and is the one in which the 5 kilometer range for the equipment was found to be a minimum for the generation of an anti-shipping capability.
![]()
Anti-ship capability for artillery, as auto-generated by TOAW.
Once again, with the antipersonnel rating (AP) as entered by an external editor into the equipment file:
Anti-ship capability is the square root of (AP divided by 2), rounded down.
Example: The common equipment 150mm howitzer has an AP of 260 in the equipment file. Divide by 2 to obtain 130. The square root of 130 is 11.4018, or, rounded down --> 11. This is the anti-shipping capability.
Edit to add: Note that guns need a range of at least 5 kilometers for the anti-ship capability to manifest.
Edit to add: Apparently, unit icon also limits which units can fire on ships.
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- Gun Boat anit-naval after fix.jpg (72.73 KiB) Viewed 1790 times
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- Gun Boat anit-naval before fix.jpg (65.63 KiB) Viewed 1790 times