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++.
wdkruger
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Re: Hierarchy Module Document

Post by wdkruger »

I was curious how the game AI (PO) will deal with all the changes you are making. Do you have to make changes in the PO tactical rountine?
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Curtis Lemay
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Location: Houston, TX

Re: Hierarchy Module Document

Post by Curtis Lemay »

wdkruger wrote: Fri Nov 14, 2025 5:11 pm I was curious how the game AI (PO) will deal with all the changes you are making. Do you have to make changes in the PO tactical rountine?
If the PO suffers Commander lossses, those losses are automatically replaced (via replacement commanders, promoted commanders, or spawned commanders) in the inter-turn phases. That's all that the PO itself does. However, the designer can automate a host of reorganizational actions via events if desired (that would usually be for reorganizations that occurred historically). But, otherwise, sans reorganization, the PO will use its units just as before. The human player may be better able to employ reorganization of his force, but I expect the benefit to be minor.
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Curtis Lemay
Posts: 14856
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Hierarchy Module Document

Post by Curtis Lemay »

Legacy Bug #5 is now fixed. This issue dated back to the change that allowed ranged units to restore their original deployments after being used in bombardments. Apparently, in some cases, the saved original deployments weren't properly saved, meaning that restoring them put a zero in for deployment, which meant "Undeployed". Now, I check for the saved deployment being zero and don't restore that, ever.
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My TOAW web site:

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