Hierarchy Module Document
- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Designers have the option to preset such delays for their commanders if they want:
Note that Removal and Promotion Delays are handled separately. Note the commander must be assigned for this.
Note that Removal and Promotion Delays are handled separately. Note the commander must be assigned for this.
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Now, let’s try to remove von Bock:
Success! Note that the slot has a rank stored, for re-attachment attempts. Von Bock’s information is still stored there, but his rank could change, so the slot rank has to be preserved separately.
Success! Note that the slot has a rank stored, for re-attachment attempts. Von Bock’s information is still stored there, but his rank could change, so the slot rank has to be preserved separately.
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Let’s try to re-attach a couple of commanders to von Bock’s formation:
Hoepner’s rank is too low for this command. (Requires a Field Marshal).
Hoepner’s rank is too low for this command. (Requires a Field Marshal).
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Well, how about Mannerheim?
Nope. He’s the wrong nationality. When the checkboxes are all unchecked (max restriction), the match has to be perfect.
I won’t provide an example of promotion/demotion. Just know it is almost identical to detach/attach efforts.
Nope. He’s the wrong nationality. When the checkboxes are all unchecked (max restriction), the match has to be perfect.
I won’t provide an example of promotion/demotion. Just know it is almost identical to detach/attach efforts.
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Now let’s upgrade some equipment. Note the target equipment:
Nothing is in the “Available Equipment” button until the upgrade is triggered (we don’t know what equipment is to be upgraded till then).
Nothing is in the “Available Equipment” button until the upgrade is triggered (we don’t know what equipment is to be upgraded till then).
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Click on the checkbox next to the target equipment to initiate the upgrade:
Now equipment appropriate for the target slot is shown in the “Available Equipment” button. There may be many items to cycle through, but only items that meet the requirements will be shown. Note that there are 30 Panzer IIB available in the pools. The unit can’t receive more than it already has (14), so that is plenty.
Now equipment appropriate for the target slot is shown in the “Available Equipment” button. There may be many items to cycle through, but only items that meet the requirements will be shown. Note that there are 30 Panzer IIB available in the pools. The unit can’t receive more than it already has (14), so that is plenty.
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Once the desired replacement is decided on, left-click on the checkbox again and the upgrade is effected:
In the Inventory 14 Panzer IIB have been deducted and 14 Panzer II (flame) have been added. Proficiency is reduced by 10% x fraction upgraded. In this case, such a small fraction of the unit’s equipment was swapped out no deduction occurred. Note that the upgrade could have been canceled by right-clicking on the checkbox.
In the Inventory 14 Panzer IIB have been deducted and 14 Panzer II (flame) have been added. Proficiency is reduced by 10% x fraction upgraded. In this case, such a small fraction of the unit’s equipment was swapped out no deduction occurred. Note that the upgrade could have been canceled by right-clicking on the checkbox.
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Now let’s work with some subordinate units. First, a formation with units that have subordinates:
Note that subordinates aren’t on the map. They are “Internal to a Unit”. Also, they have to be in the same formation as their superior. So, detachment can’t happen on this dialog. You have to shift to the individual unit. Note that subordinates don’t have checkboxes. Not even the flag.
Note that subordinates aren’t on the map. They are “Internal to a Unit”. Also, they have to be in the same formation as their superior. So, detachment can’t happen on this dialog. You have to shift to the individual unit. Note that subordinates don’t have checkboxes. Not even the flag.
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Shifting to the second page of the Third Infantry Regiment we get this shot:
This is a test scenario, but it will suffice for our purposes. Note this regiment has detached one battalion. That battalion is stacked with it – so it can be re-attached. Let’s re-attach it. Click on the checkbox!
This is a test scenario, but it will suffice for our purposes. Note this regiment has detached one battalion. That battalion is stacked with it – so it can be re-attached. Let’s re-attach it. Click on the checkbox!
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Now the stack is re-combined into a single unit:
There will probably be little need for swapping subordinates between units (unless they are division or larger sized). But detachment allows subordinates to operate independently from their superior as needed. Note that, unlike subunits, detached subordinates suffer no 20% penalty in proficiency.
There will probably be little need for swapping subordinates between units (unless they are division or larger sized). But detachment allows subordinates to operate independently from their superior as needed. Note that, unlike subunits, detached subordinates suffer no 20% penalty in proficiency.
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Now notice the TF units on the water. Let’s take a look at them. The Third Fleet Formation, TF 58 Unit:
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
The first page just shows a few equipment items. Page 2 is another matter:
Eight Carrier subordinates! This is a test scenario – no real unit would have this combination. But it illustrates the possibilities. Now let’s look at the USS Essex’s subordinates:
Eight Carrier subordinates! This is a test scenario – no real unit would have this combination. But it illustrates the possibilities. Now let’s look at the USS Essex’s subordinates:
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Eight naval air squadrons! Again, no real carrier would have so many. Just testing what’s possible.
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Note that the attack popup has been revised to allow attack setups for this unit’s construction.
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Now let’s look at the impact of commanders. I created a test scenario with various commanders. Forces were equal except for air units.
This shot shows the test scenario in Map mode (Commander Skills not effected in that mode). So, these are the underlying strengths sans Commanders.
This shot shows the test scenario in Map mode (Commander Skills not effected in that mode). So, these are the underlying strengths sans Commanders.
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- cathar1244
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- Joined: Sat Sep 05, 2009 2:16 am
Re: Hierarchy Module Document
Bob,
Looks nice and like a lot of work was put in. The new events and triggers look interesting.
Did the bug that ate memory and causes crashes to desktop get identified and squashed ?
Cheers
Looks nice and like a lot of work was put in. The new events and triggers look interesting.
Did the bug that ate memory and causes crashes to desktop get identified and squashed ?
Cheers
- Curtis Lemay
- Posts: 14658
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Note that there are the following matchups:
Napoleon/Ney vs. Wellington/Hill
Villeneuve vs. Nelson
Gamelin vs. Manstein
Wavell/Cunningham vs. Rommel/Graziani
Cyrus the Great vs. Alexander the Great
Hannibal vs. Gaius Julius Caesar
LeMay/Blakeslee vs. Galland/Molders
This spreadsheet shows the various Commander Skills:
Napoleon/Ney vs. Wellington/Hill
Villeneuve vs. Nelson
Gamelin vs. Manstein
Wavell/Cunningham vs. Rommel/Graziani
Cyrus the Great vs. Alexander the Great
Hannibal vs. Gaius Julius Caesar
LeMay/Blakeslee vs. Galland/Molders
This spreadsheet shows the various Commander Skills:
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Here's the scenario shown in Deployment Mode (it would look the same in-game). Note the Commander Skills impact the Unit Strengths shown:
Note that three battles have multiple commanders per side in the battle. In those cases, the commander skills combine as the square root of the sum of the squares. Higher-level commanders must be within their formation command radius of the battle to apply their skills to the total. (Battle skills are too intimate for hierarchical distances). Formations that weren’t designed with commanders have no penalty (see the two far-left units). But a formation that had a commander and is missing it is treated as if it had an 80-skill commander (20% penalty).
Note that three battles have multiple commanders per side in the battle. In those cases, the commander skills combine as the square root of the sum of the squares. Higher-level commanders must be within their formation command radius of the battle to apply their skills to the total. (Battle skills are too intimate for hierarchical distances). Formations that weren’t designed with commanders have no penalty (see the two far-left units). But a formation that had a commander and is missing it is treated as if it had an 80-skill commander (20% penalty).
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Here’s a shot of the Combat Report. Note the commander casualty reported:
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- Curtis Lemay
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Re: LET’S LOOK AT SOME GAME PLAY EXAMPLES
Here’s a shot of the Loss Report. Note the display of manpower losses and commander losses:
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