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Re: Hierarchy Module Document
Posted: Wed Jul 30, 2025 3:31 pm
by Curtis Lemay
Thanks to cathar1244 , I fixed legacy bug 21:
Re: Hierarchy Module Document
Posted: Wed Jul 30, 2025 8:32 pm
by Curtis Lemay
I've fixed legacy bug #20. This was bizarre! It was caused by a check on unit status. This check allowed the crop circle if the unit had AIR_SUPERIORITY status. The bust was caused by ole Norm reusing space in the status types. AIR_SUPERIORITY status had the same value as ENTRENCHED status. Not a problem usually (air units can't entrench and ground units can't be in air superiority so why not reuse it?). But, this test didn't make sure the unit being checked was an air unit, so land units with ENTRENCHED status got confused with air units in AIR_SUPERIORITY status => thereby getting the air naval spotting circle.
I added a check to make sure the unit had an air icon and problem solved.
Re: Hierarchy Module Document
Posted: Thu Jul 31, 2025 5:55 pm
by Curtis Lemay
I've fixed legacy bug #17. No more unselectable duplicate scenario names in the Select New Game dialog. Note that this hasn't been thouroughly checked out yet. I have a Steam installation and that works. I need to check it out for a matrix installation down the road.
Re: Hierarchy Module Document
Posted: Thu Jul 31, 2025 5:58 pm
by Curtis Lemay
Here's a shot showing the list of scenarios before the fix. Note the duplicate scenario names where the second duplicate name can't even be selected (useless, then):
Re: Hierarchy Module Document
Posted: Thu Jul 31, 2025 5:59 pm
by Curtis Lemay
And here is the Select New Game dialog after the fix. Only one version of each scenario is listed:
Re: Hierarchy Module Document
Posted: Thu Jul 31, 2025 10:12 pm
by Curtis Lemay
OK, I'm going to have to punt on Legacy Bug #16. When I try to trace it out of a function I get "No Symbols Loaded" message shown. (Can't trace out of a function).
And I can't find what calls the function with the "find all references" tool. It's hidden somewhere.
Re: Hierarchy Module Document
Posted: Thu Jul 31, 2025 10:13 pm
by Curtis Lemay
I've selected the "next easiest legacy bugs" that I will work on next:
Re: Hierarchy Module Document
Posted: Tue Aug 05, 2025 9:19 pm
by Curtis Lemay
I worked a little more on issue #16 but couldn't make any progress and I've now really abandoned it.
I then added a few more items and fixed two: #24 (Supply Unit Graphic) & #26 (Shell Weights for SP Mortars):
Re: Hierarchy Module Document
Posted: Tue Aug 05, 2025 9:21 pm
by Curtis Lemay
Here's the issue with the Supply Unit Icon (Huge and Large Views):
Re: Hierarchy Module Document
Posted: Tue Aug 05, 2025 9:23 pm
by Curtis Lemay
Using the graphic created by Steve Sill (inspired by a graphic from Rhinobones), the graphic is now fixed. Note that the small view was OK all along:
Re: Hierarchy Module Document
Posted: Tue Aug 05, 2025 9:27 pm
by Curtis Lemay
Here's the issue with SP Mortar shell weights. The first shot shows all the mortars with 0 shell weight (three exceptions). And the corrections made shown in the second shot.
These corrections are built into the code and will impact all legacy scenarios and all future scenarios EXCEPT scenarios that have their own Equipment Files attached.
Re: Hierarchy Module Document
Posted: Fri Aug 08, 2025 12:05 am
by Curtis Lemay
I've got Legacy Bug #28 fixed. 92 scenarios needed the Naval Attrition Divider adjusted from the default 10.
I adjusted as follows:
Turn Interval = Quarter Day: NAD = 250
Turn Interval = Half Day: NAD = 150
Turn Interval = Whole Day: NAD = 90
Turn Interval = Half Week: NAD = 25
Turn Interval = Whole Week: NAD = 13
Turn Interval = Two Weeks: NAD = 10
Re: Hierarchy Module Document
Posted: Fri Aug 08, 2025 12:06 am
by Curtis Lemay
This spreadsheet shot shows which scenarios were adjusted and how much adjustment they got:
Edit: I split the graphic up into three peices to keep it from being reduced to unreadable.
Re: Hierarchy Module Document
Posted: Fri Aug 08, 2025 12:07 am
by Curtis Lemay
Here's the distribution of adjustments:
Re: Hierarchy Module Document
Posted: Fri Aug 15, 2025 6:53 pm
by Curtis Lemay
I've fixed Legacy Bug #23. Mud placement will now be scaled by turn interval if New Mud Rules are in effect. This especially impacts 1-hour turns => reducing the mud placement greatly in that situation. But also somewhat increases mud placement in turn-intervals greater than 1-week.
One issue remains, however: Turn intervals shorter than 1-week have some proportionate level of reduction in mud placement. Designers may have needed the old rates for their topic. They will have the option of turning New Mud Rules off, of course, but that would affect mud drying as well. To retain the new mud drying while increasing the mud placement requires a new Scenario Parameter (similar to the Mud Drying Parameter). Adding such a parameter requires a Scenario File expansion, so it's non-trivial. But I will plan on adding that scenario parameter later.
Re: Hierarchy Module Document
Posted: Fri Aug 15, 2025 6:55 pm
by Curtis Lemay
Here is mud placement using 1-hour turn inteval over 10 turns before the fix. Note mud placement is independent of turn interval:
Re: Hierarchy Module Document
Posted: Fri Aug 15, 2025 6:56 pm
by Curtis Lemay
Here's the same turn interval and turns after the fix. Very little mud has been placed:
Re: Hierarchy Module Document
Posted: Fri Aug 15, 2025 6:58 pm
by Curtis Lemay
Now, here's the mud placement after 10 turns under whole-week turn interval after the fix. Note that it has the same placement as before the fix:
Only whole-week turn interval retains the old placement rate. Longer intervals should cause more and shorter turn intervals should cause less. And that's the issue where designers may want an adjustment for their topic.
Re: Hierarchy Module Document
Posted: Sat Aug 16, 2025 9:18 pm
by Curtis Lemay
I've canceled Legacy Bug #25. It was working correctly - as shown by my test scenario and by the code.
Note that I remembered one more possible bug: Some Advanced Game Options may not be being saved.
Re: Hierarchy Module Document
Posted: Sat Aug 16, 2025 9:20 pm
by Curtis Lemay
Here's my test scenario. There are three attacks set up. One at range 2, one at range 8, and one at range 18. Attackers are Missile Cruisers and defenders are Heavy Cruisers. Let's see if range matters to the missile cruisers.