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 »

Now, several of the HQ and Artillery units helped the front-line elements escape, but then couldn't escape themselves - suffering disengagement attacks and loss of MPs and equipment in doing so.:
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Finally, here is the message that Player Two gets when Player One overrides any of the Designer Preset Rules. This message has never been seen in any PBEM game before. That's because the override choices weren't saved to the scenario file. Now they are. Earlier I had fixed it so that those overrides were effected on the rules (even that had never been done before), but the message still couldn't be seen till now.
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

I've finished additional feature #3 (new event effect to set the Mud Accumulation Factor):
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

This shot shows the new Mud event effects. Note that I added "Drying" to the Mud Scalar effect. There now are a total of 91 new effects:
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91 Event Effects.jpg
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Last edited by Curtis Lemay on Mon Sep 08, 2025 11:35 pm, edited 1 time in total.
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Curtis Lemay
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Re: Hierarchy Module Document

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Here's a shot of the Set Mud Accumulation Factor event:
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Curtis Lemay
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Re: Hierarchy Module Document

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Here I modified the scenario testing mud accumulation at 1 hour turn intervals to have an accumulation factor of 10000 (x100) via the new event effect. The accumulation was the same as when the factor was directly set to that amount:
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Mud placement at 1 hour turns x100 event.jpg
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Last edited by Curtis Lemay on Tue Sep 09, 2025 12:21 am, edited 1 time in total.
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Curtis Lemay wrote: Sun Sep 07, 2025 10:23 pm Now, several of the HQ and Artillery units helped the front-line elements escape, but then couldn't escape themselves - suffering disengagement attacks and loss of MPs and equipment in doing so.:
Note that this problem wasn't quite done: My test for whether the unit had been moved was flawed. The problem was that by the time the game checked for disengagement of the unit, the unit had already been flagged as moved and its MPs deducted! So, it always failed the "unmoved" test. I had to backtrack in the code to before that flagging had taken place, check for "unmoved" just before that and, if it passed, preserve that in a separate flag. That done, it is now working correctly. :D
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Lobster
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Re: Hierarchy Module Document

Post by Lobster »

Curtis Lemay wrote: Sun Sep 07, 2025 10:18 pm Now for the Player Option to limit HQ and Artillery disengagement ability. My theory is that such units should be able to escape engagement themselves (they are in the rear and, in a real-time world, would escape any breakthroughs) but could not be used to "rescue" front-line defenders.
I've always wondered why Norm made it possible for towed artillery to escape unscathed when withdrawing from hostile units when they were the only unit left in a hex. A HQ unit is typically small and mobile so sure it could do it. But then people use them as rear guards which is really gamey. They would be overrun and killed off. Heck the Soivets even ordered their HQ units to not engage in combat. The loss of technical personnel and officers wouldn't be tolerated. So personally I think it's good to see that can be fixed.
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Lobster wrote: Tue Sep 09, 2025 10:48 am
Curtis Lemay wrote: Sun Sep 07, 2025 10:18 pm Now for the Player Option to limit HQ and Artillery disengagement ability. My theory is that such units should be able to escape engagement themselves (they are in the rear and, in a real-time world, would escape any breakthroughs) but could not be used to "rescue" front-line defenders.
I've always wondered why Norm made it possible for towed artillery to escape unscathed when withdrawing from hostile units when they were the only unit left in a hex. A HQ unit is typically small and mobile so sure it could do it. But then people use them as rear guards which is really gamey. They would be overrun and killed off. Heck the Soivets even ordered their HQ units to not engage in combat. The loss of technical personnel and officers wouldn't be tolerated. So personally I think it's good to see that can be fixed.
I agree but note that I've left it as a player option. The designer can "pre-set" the option even (either way), but the player can still override him.
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