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++.
Ratbag55
Posts: 59
Joined: Fri Jun 16, 2006 6:48 am

Re: Hierarchy Module Document

Post by Ratbag55 »

Curtis Lemay wrote: Wed Apr 09, 2025 3:55 pm
Ratbag55 wrote: Wed Apr 09, 2025 4:26 am Thank you for clarifying.

My non-coder brain imagined a solution where in the map editor, the user would enter the Exclusion Zone number manually rather than pick from a drop-down. Realistically, the user would likely edit the Exclusion Zones in an html editor anyway?

For my understanding - what would be the graphics mod needed to accomplish this functionality?

Many thanks
Attached are the graphics files that contain the 2D exclusion zone graphics. Note that there are three sizes. There are also two more for the 3D graphics, but they are .bmp and can't be posted here. (Named D3_tiles_misc.bmp and s_D3_tiles_misc.bmp if you want to look them up in the Graphics folder).

The two tile types are cross hatched (one is SW to NE, the other is NW to SE). New zones would have to have variations on this that would be easily recognizable by players. These files would have to be increased in size to accommodate the additional hatching schemes. The graphics would have to be placed exactly, by an expert, so that we can be sure where they are on the file. Then the code would have to encode the exact locations of those graphics so it can find and extract them.

Very non-trivial. Almost as much a challenge as creating a new terrain tile. And that's why this has to wait till the general terrain expansion.
Ok that's very clear, thank you for explaining.
User avatar
Curtis Lemay
Posts: 14507
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Hierarchy Module Bugs

Post by Curtis Lemay »

Here are the remaining Hierarchy Module bugs:

1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.

3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).

Once these are fixed (first two are non-trivial), I may start the Beta Test.
Last edited by Curtis Lemay on Sat May 03, 2025 8:35 pm, edited 8 times in total.
My TOAW web site:

Bob Cross's TOAW Site
User avatar
Curtis Lemay
Posts: 14507
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Legacy Bugs

Post by Curtis Lemay »

Here are the Legacy Bugs (Predate the Hierarchy Module):

1. CTD when scrolling the map due to memory leak associated with place names.
2. Air Shock interception issue. Sufficiently shocked air should not intercept enemy air strikes, but they do and are slaughtered as a result.
3. Air strikes cause carrier air units to become “Not Deployed”.
4. Formation cutting and pasting works but does not refresh the display properly till the scenario is refreshed.
5. Divisor of Improved Road Motorized Movement affects sea movement of embarked motorized units.
6. Unit Panel display toggle doesn’t work if the Unit Panel is in Hex Composition mode.
7. Time Stamps cause false supply (& readiness?) drops to units entering them.
8. Column sort option broken for some columns in some dialogs.
_____a. Expected Reinforcements Dialog: Icon Type & Unit Info columns.
9. Huge placenames partially overwritten by the hex below them.
10. Restore Unit File folder options.
11. Unit File write/read issues for some.
12. Possible issue when Light Woods is combined with Forrest.
13. Possible issue with surface-to-air missiles.
14. In the editor, placing a unit then selecting that stack repositions map to far-right bottom.
15. Duplicate scenario names on the "Select New Game" dialog.
16. Scenario bitmaps malfunctioning in some cases.
17. Combat Chart issues in some cases.

If anyone knows of legacy bugs not listed, let me know.
Last edited by Curtis Lemay on Fri May 23, 2025 4:45 am, edited 3 times in total.
My TOAW web site:

Bob Cross's TOAW Site
User avatar
Curtis Lemay
Posts: 14507
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Hierarchy Module Bugs

Post by Curtis Lemay »

Curtis Lemay wrote: Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:

1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).

Once these are fixed (first two are non-trivial), I may start the Beta Test.
I've got item 6 fixed. Attached see how the Spawned Commander, discussed above, now has the "Spare Commander" image shown:
Attachments
Spawned Commander Picture.jpg
Spawned Commander Picture.jpg (343.66 KiB) Viewed 533 times
My TOAW web site:

Bob Cross's TOAW Site
User avatar
Curtis Lemay
Posts: 14507
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Hierarchy Module Bugs

Post by Curtis Lemay »

Curtis Lemay wrote: Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:

1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).

Once these are fixed (first two are non-trivial), I may start the Beta Test.
Now I've got item 3 fixed. The issue was that the shift to the subordinate formation report tried to set one of that formation's units to the "current unit", and that attempt failed if no unit of that formation was physically on the map.

I could have just fixed that check so that it worked better, but I decided that the whole process would work better if the shift took you, not to the page 1 of the subordinate formation, but to its page 2 instead. After all, once you're on page 2, you're focused on the hierarchy instead of the units. So, once on page 1 of the subordinate, players would immediately switch to page 2. This change skips that step and goes directly to page 2. So...no CTD and no side-step to page 1.

Here's a shot of the AGC formation. Note both the 2nd Army and the Superior formation (OKH). Previously, clicking on either would take you to the page 1 of those formations (with a CTD for 2nd Army):
Attachments
Army Group Center Page 2.jpg
Army Group Center Page 2.jpg (134.31 KiB) Viewed 479 times
My TOAW web site:

Bob Cross's TOAW Site
User avatar
Curtis Lemay
Posts: 14507
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Hierarchy Module Document

Post by Curtis Lemay »

Now, clicking on 2nd Army takes you to Page 2 of 2nd Army's Formation Report (without any CTD):
Attachments
2nd Army Page 2.jpg
2nd Army Page 2.jpg (94.7 KiB) Viewed 478 times
My TOAW web site:

Bob Cross's TOAW Site
User avatar
Curtis Lemay
Posts: 14507
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Hierarchy Module Document

Post by Curtis Lemay »

At that point, players can still get to Page 1 via the Up arrow button at the bottom (blocked in red). This shift doesn't muck with the current unit so still no CTD:
Attachments
2nd Army Page 1.jpg
2nd Army Page 1.jpg (144.61 KiB) Viewed 476 times
My TOAW web site:

Bob Cross's TOAW Site
User avatar
Curtis Lemay
Posts: 14507
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Hierarchy Module Document

Post by Curtis Lemay »

Note that, going back to AGC's page 2, clicking on the superior formation button (OKH in this case) takes you directly to the page 2 of OKH (skipping the side-step to page 1):
Attachments
OKH Page 2.jpg
OKH Page 2.jpg (137.35 KiB) Viewed 475 times
My TOAW web site:

Bob Cross's TOAW Site
User avatar
reapercorfu
Posts: 20
Joined: Mon Jun 04, 2018 8:37 am
Location: Greece

Re: Hierarchy Module Document

Post by reapercorfu »

Nice , the more i read about the update the more hyped i get , i hope the update is not far away from relesase , and then ... equipment update 🥰🥰 , Thank you for your effort Bob .
User avatar
reapercorfu
Posts: 20
Joined: Mon Jun 04, 2018 8:37 am
Location: Greece

Re: Hierarchy Module Document

Post by reapercorfu »

Curtis Lemay wrote: Sun Apr 06, 2025 2:52 am And it shows in the Commander Inventory:
I have a question about this or i havent completed understood. When a General goes down , why spawn an unknown General and not the next in line and rank (best in stats) gets promoted and take his place ? Is that game wise possible ?
User avatar
Curtis Lemay
Posts: 14507
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Hierarchy Module Document

Post by Curtis Lemay »

reapercorfu wrote: Sat Apr 19, 2025 9:23 am
Curtis Lemay wrote: Sun Apr 06, 2025 2:52 am And it shows in the Commander Inventory:
I have a question about this or i havent completed understood. When a General goes down , why spawn an unknown General and not the next in line and rank (best in stats) gets promoted and take his place ? Is that game wise possible ?
As I explained above in the posts about Commander Vacancy Autofill*, the game first looks for an appropriate commander among the "Available" commanders. Such commanders would have to meet the Rank, Nationality, and Service Arm requirements as set in the commander checkboxes. Failing to meet the Rank requirement, they are tried again with one promotion (only one). Still failing, the game moves on to the vacancy's subordinate commanders. But, if there still is no commander meeting those requirements among the subordinates (again with one promotion), then a commander has to be spawned.

*See here:

https://www.matrixgames.com/forums/view ... 3#p5218763
My TOAW web site:

Bob Cross's TOAW Site
User avatar
reapercorfu
Posts: 20
Joined: Mon Jun 04, 2018 8:37 am
Location: Greece

Re: Hierarchy Module Document

Post by reapercorfu »

Curtis Lemay wrote: Sat Apr 19, 2025 2:40 pm
reapercorfu wrote: Sat Apr 19, 2025 9:23 am
Curtis Lemay wrote: Sun Apr 06, 2025 2:52 am And it shows in the Commander Inventory:
I have a question about this or i havent completed understood. When a General goes down , why spawn an unknown General and not the next in line and rank (best in stats) gets promoted and take his place ? Is that game wise possible ?
As I explained above in the posts about Commander Vacancy Autofill*, the game first looks for an appropriate commander among the "Available" commanders. Such commanders would have to meet the Rank, Nationality, and Service Arm requirements as set in the commander checkboxes. Failing to meet the Rank requirement, they are tried again with one promotion (only one). Still failing, the game moves on to the vacancy's subordinate commanders. But, if there still is no commander meeting those requirements among the subordinates (again with one promotion), then a commander has to be spawned.

*See here:

https://www.matrixgames.com/forums/view ... 3#p5218763
Nice , got it now , Thank you.
User avatar
Curtis Lemay
Posts: 14507
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Hierarchy Module Bugs

Post by Curtis Lemay »

Curtis Lemay wrote: Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:

1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).

Once these are fixed (first two are non-trivial), I may start the Beta Test.
OK, I still can't duplicate item 5. I changed something in the code that might affect it, but probably not. Regardless, this is as far as I can take it.
My TOAW web site:

Bob Cross's TOAW Site
User avatar
Curtis Lemay
Posts: 14507
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Hierarchy Module Bugs

Post by Curtis Lemay »

Curtis Lemay wrote: Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:

1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).

Once these are fixed (first two are non-trivial), I may start the Beta Test.
I'm going to assume item 4 was because the side involved was PO-controlled. At the time, the PO didn't suffer commander casualties. Now it does, and I'm counting this as fixed until I hear otherwise.
Edit: OK, now Josant says it was hot-seat, not PO. So...I'll change the color to blue - still a problem, but I can't reproduce.
My TOAW web site:

Bob Cross's TOAW Site
User avatar
Curtis Lemay
Posts: 14507
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Hierarchy Module Bugs

Post by Curtis Lemay »

Curtis Lemay wrote: Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:

1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).

Once these are fixed (first two are non-trivial), I may start the Beta Test.
Ok, I believe I've fixed item 2. A bizarre one. One to go, but it's the toughest of all.
My TOAW web site:

Bob Cross's TOAW Site
User avatar
Curtis Lemay
Posts: 14507
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Hierarchy Module Document

Post by Curtis Lemay »

I updated the Hierarchy Outline a bit to reflect the current state:

https://www.matrixgames.com/forums/view ... 2#p5201782
My TOAW web site:

Bob Cross's TOAW Site
User avatar
rhinobones
Posts: 2138
Joined: Sun Feb 17, 2002 10:00 am

Beta Release

Post by rhinobones »

Curtis Lemay wrote: Fri Apr 25, 2025 9:48 pm
Curtis Lemay wrote: Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:

1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).

Are these the last fixes before the beta is released??
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
User avatar
Curtis Lemay
Posts: 14507
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

Re: Beta Release

Post by Curtis Lemay »

rhinobones wrote: Sat Apr 26, 2025 4:50 am
Curtis Lemay wrote: Fri Apr 25, 2025 9:48 pm
Curtis Lemay wrote: Tue Apr 15, 2025 4:22 pm Here are the remaining Hierarchy Module bugs:

1. Movement path bug for units in formations that have finite command range.
2. Each time invoking the Commander Inventory Dialog erases one On-Map Panel.
3. Clicking on a subordinate formation that has no on-map units causes CTD.
4. Flag unit total elimination doesn’t cause commander casualty in some cases.
5. Manpower Estimate bug for side 2.
6. Spare Commander picture should be invoked if there is no picture for a commander’s name. (Necessary for spawned commanders).

Are these the last fixes before the beta is released??
Yes. But I need to get some info from Erik on just how Beta releases work. And there will be a need for documentation - like Zovs asked for - to be generated.
My TOAW web site:

Bob Cross's TOAW Site
User avatar
nemo69
Posts: 313
Joined: Wed Feb 18, 2004 11:31 am
Location: Nowhere to be seen
Contact:

Re: Hierarchy Module Document

Post by nemo69 »

That's most excellent news and welcome perspectives for TOAW; fulsome thanks Bob.
As soon as the instructions for converting scenarios (I reckon with a TOAW IV version as a starting point?) are out, I'll dust off and playtest my 'Race to the Sea 1914' scenario.
Looking very much forward to it.
Best,
Marc
Fais ce que dois
User avatar
nemo69
Posts: 313
Joined: Wed Feb 18, 2004 11:31 am
Location: Nowhere to be seen
Contact:

Re: Hierarchy Module Document

Post by nemo69 »

Curtis Lemay wrote: Sun Apr 06, 2025 2:55 pm There used to be a "Huge" version back in Talonsoft days. (Some of the old-timers will remember it).
The infamous Opart100.exe and Opart300.exe ;)
Fais ce que dois
Post Reply

Return to “The Operational Art of War IV”