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Re: Hierarchy Module Document
Posted: Mon Jan 05, 2026 5:32 pm
by Curtis Lemay
Zovs wrote: Mon Jan 05, 2026 9:53 am
Curtis Lemay wrote: Fri Jan 02, 2026 3:18 pm
Zovs wrote: Fri Jan 02, 2026 11:18 am
I think what is keeping me (amongst other things) from updating the 25 scenarios I have permission from the original authors to update and adding in the Hierarchy data is just complex it seems to add leaders to a scenario based on your days of doing one conversion and your the lead programmer and designer of this enhancement!
So, the "how to" document I provided didn't help? Can you alert me to where it falls short? (Because if you're doing it right, it really is easy to do.) Without knowing what you're hung up on I can't clarify it.
Sorry I must have missed it or lost it in the winter, could you repost a link to the pdf?
Thanks
Announced here:
https://forums.matrixgames.com/viewtopi ... 0#p5224380
Note that you have to have access to the FTP site (which Zov's does, most of you don't). Also, it's in Word, not PDF.
Re: Hierarchy Module Document
Posted: Wed Jan 07, 2026 12:00 pm
by Zovs
Curtis Lemay wrote: Mon Jan 05, 2026 5:32 pm
Zovs wrote: Mon Jan 05, 2026 9:53 am
Curtis Lemay wrote: Fri Jan 02, 2026 3:18 pm
So, the "how to" document I provided didn't help? Can you alert me to where it falls short? (Because if you're doing it right, it really is easy to do.) Without knowing what you're hung up on I can't clarify it.
Sorry I must have missed it or lost it in the winter, could you repost a link to the pdf?
Thanks
Announced here:
https://forums.matrixgames.com/viewtopi ... 0#p5224380
Note that you have to have access to the FTP site (which Zov's does, most of you don't). Also, it's in Word, not PDF.
Thanks Bob!
Re: Hierarchy Module Document
Posted: Wed Jan 07, 2026 4:34 pm
by Curtis Lemay
Zovs wrote: Wed Jan 07, 2026 12:00 pm
Curtis Lemay wrote: Mon Jan 05, 2026 5:32 pm
Zovs wrote: Mon Jan 05, 2026 9:53 am
Sorry I must have missed it or lost it in the winter, could you repost a link to the pdf?
Thanks
Announced here:
https://forums.matrixgames.com/viewtopi ... 0#p5224380
Note that you have to have access to the FTP site (which Zov's does, most of you don't). Also, it's in Word, not PDF.
Thanks Bob!
Let me know if it helps.
Re: Hierarchy Module Document
Posted: Wed Jan 07, 2026 10:12 pm
by Curtis Lemay
I've now finished Additional Feature 12. This will need some testing as mouse click-points don't seem to align very well with the button graphics when the screen scale is greatly changed from the default. But this is probably the best I can do. For sure it works exactly the same as editing the Opart 4.ini file, since that's exactly what the feature does to effect its changes.
Re: Hierarchy Module Document
Posted: Wed Jan 07, 2026 10:14 pm
by Curtis Lemay
Here, clicking on the new button at the bottom of the Player Options Page 2 launches the dialog to set/change the Screen Resolution Options:
Re: Hierarchy Module Document
Posted: Wed Jan 07, 2026 10:15 pm
by Curtis Lemay
Now, I click on the checkbox to effect the new screen scale:
Re: Hierarchy Module Document
Posted: Wed Jan 07, 2026 10:16 pm
by Curtis Lemay
And here is the resulting new screen scale (only after exiting the program and re-running it):
Re: Hierarchy Module Document
Posted: Wed Jan 07, 2026 10:17 pm
by Curtis Lemay
And, after reversing the option, and re-running the program, the screen scale is back to the default:
Re: Hierarchy Module Document
Posted: Thu Jan 08, 2026 4:48 am
by Curtis Lemay
Just to show how to find your PC's allowed settings as described in the text below the buttons, here is the popup after right-clicking on the Desktop:
Re: Hierarchy Module Document
Posted: Thu Jan 08, 2026 4:48 am
by Curtis Lemay
Click on "Display Settings":
Re: Hierarchy Module Document
Posted: Thu Jan 08, 2026 4:50 am
by Curtis Lemay
Click on "Display Resolution" to get the supported values:
Re: Hierarchy Module Document
Posted: Thu Jan 08, 2026 8:29 am
by Ratbag55
Curtis Lemay wrote: Wed Jan 07, 2026 10:16 pm
And here is the resulting new screen scale (only after exiting the program and re-running it):
Amazing!
Re: Hierarchy Module Document
Posted: Thu Jan 15, 2026 10:19 pm
by Curtis Lemay
Finished upgrading another of my scenarios. This time, its Gettysburg 1863. Took 8 days even though it was harder than Sharpsburg 1862 to upgrade. Am I getting better at it?

Re: Hierarchy Module Document
Posted: Thu Jan 15, 2026 10:20 pm
by Curtis Lemay
Here are the Confederate Commanders and their assignments. A total of 59, with 24 having to be created. Note that the Confederates have one spare division commander (Isaac Trimble):
Re: Hierarchy Module Document
Posted: Thu Jan 15, 2026 10:22 pm
by Curtis Lemay
Here are the Union commanders and their assignments. 90 total with 68 having to be created. (Lots of turnover from Antietam to Gettysburg for the Union). Note that I artificially increased the ranks of Meade and the Corps commanders. The Union was saving money keeping Generals at a max of Major General. I felt they should have the ranks appropriate for their commands.
Re: Hierarchy Module Document
Posted: Thu Jan 15, 2026 10:23 pm
by Curtis Lemay
Here's the Confederate Hierarchy. Big difference from Antietam is the loss of Stonewall Jackson, with Ewell and Hill replacing him. He will be missed:
Re: Hierarchy Module Document
Posted: Thu Jan 15, 2026 10:25 pm
by Curtis Lemay
Here's the Union hierarchy. Huge changes from Antietam, generally for the better. This, plus the average proficiency increase from 51 to 60 (Confederates only increased from 67 to 68), the excellent terrain, and being on the defensive vs. offensive at Antietam, makes this a tough situation for the Confederates:
Re: Hierarchy Module Document
Posted: Thu Jan 15, 2026 10:28 pm
by Curtis Lemay
Confederate Alternate forces:
Re: Hierarchy Module Document
Posted: Thu Jan 15, 2026 10:28 pm
by Curtis Lemay
Union Alternate Forces:
Re: Hierarchy Module Document
Posted: Fri Jan 16, 2026 8:48 pm
by Curtis Lemay
I've always been bugged by how the unit icon doesn't display on the Unit Dialog if the unit is not on the map. Often this is needed information and the Unit Dialog displays it so well. So, I added it to the "New Features" list as item 16, and have just implemented it. Now, the icon will show if the unit is scheduled to arrive on a turn or event, if it has not yet been deployed, has been withdrawn, or is a subordinate. I still don't display it if he unit has been destroyed/disbanded or broken down.