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 »

Thanks to cathar1244 , I fixed legacy bug 21:
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Legacy Bug 21 fixed.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

I've fixed legacy bug #20. This was bizarre! It was caused by a check on unit status. This check allowed the crop circle if the unit had AIR_SUPERIORITY status. The bust was caused by ole Norm reusing space in the status types. AIR_SUPERIORITY status had the same value as ENTRENCHED status. Not a problem usually (air units can't entrench and ground units can't be in air superiority so why not reuse it?). But, this test didn't make sure the unit being checked was an air unit, so land units with ENTRENCHED status got confused with air units in AIR_SUPERIORITY status => thereby getting the air naval spotting circle. :lol: :lol:

I added a check to make sure the unit had an air icon and problem solved.
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Legacy Bug 20 fixed.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

I've fixed legacy bug #17. No more unselectable duplicate scenario names in the Select New Game dialog. Note that this hasn't been thouroughly checked out yet. I have a Steam installation and that works. I need to check it out for a matrix installation down the road.
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Legacy Bug 17 fixed.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here's a shot showing the list of scenarios before the fix. Note the duplicate scenario names where the second duplicate name can't even be selected (useless, then):
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Select New Game before fix.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

And here is the Select New Game dialog after the fix. Only one version of each scenario is listed:
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Select New Game after fix.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

OK, I'm going to have to punt on Legacy Bug #16. When I try to trace it out of a function I get "No Symbols Loaded" message shown. (Can't trace out of a function).

And I can't find what calls the function with the "find all references" tool. It's hidden somewhere.
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No Symbols Loaded.jpg
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Last edited by Curtis Lemay on Thu Jul 31, 2025 10:40 pm, edited 1 time in total.
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Re: Hierarchy Module Document

Post by Curtis Lemay »

I've selected the "next easiest legacy bugs" that I will work on next:
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Next Legacy bugs.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

I worked a little more on issue #16 but couldn't make any progress and I've now really abandoned it.

I then added a few more items and fixed two: #24 (Supply Unit Graphic) & #26 (Shell Weights for SP Mortars):
Attachments
Legacy BugS 24 & 26 fixed.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here's the issue with the Supply Unit Icon (Huge and Large Views):
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Large Supply Unit before fix.jpg
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Huge Supply Unit before fix.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Using the graphic created by Steve Sill (inspired by a graphic from Rhinobones), the graphic is now fixed. Note that the small view was OK all along:
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Small Supply Unit OK.jpg
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Large Supply Unit fixed.jpg
Large Supply Unit fixed.jpg (172 KiB) Viewed 1494 times
Huge Supply Unit fixed.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here's the issue with SP Mortar shell weights. The first shot shows all the mortars with 0 shell weight (three exceptions). And the corrections made shown in the second shot.

These corrections are built into the code and will impact all legacy scenarios and all future scenarios EXCEPT scenarios that have their own Equipment Files attached.
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SP Mortar Shell Weight fixed.jpg
SP Mortar Shell Weight fixed.jpg (129.98 KiB) Viewed 1493 times
SP Mortar Shell Weight issues.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

I've got Legacy Bug #28 fixed. 92 scenarios needed the Naval Attrition Divider adjusted from the default 10.

I adjusted as follows:

Turn Interval = Quarter Day: NAD = 250
Turn Interval = Half Day: NAD = 150
Turn Interval = Whole Day: NAD = 90
Turn Interval = Half Week: NAD = 25
Turn Interval = Whole Week: NAD = 13
Turn Interval = Two Weeks: NAD = 10
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Legacy Bug 28 fixed.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

This spreadsheet shot shows which scenarios were adjusted and how much adjustment they got:

Edit: I split the graphic up into three peices to keep it from being reduced to unreadable.
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Scenario Naval AD1.jpg
Scenario Naval AD1.jpg (342.4 KiB) Viewed 1276 times
Scenario Naval AD2.jpg
Scenario Naval AD2.jpg (346.66 KiB) Viewed 1276 times
Scenario Naval AD3.jpg
Scenario Naval AD3.jpg (204.25 KiB) Viewed 1276 times
Scenario Naval AD.jpg
Scenario Naval AD.jpg (887.21 KiB) Viewed 1355 times
Last edited by Curtis Lemay on Sat Aug 09, 2025 1:43 am, edited 1 time in total.
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here's the distribution of adjustments:
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Scenario Naval AD count distribution.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

I've fixed Legacy Bug #23. Mud placement will now be scaled by turn interval if New Mud Rules are in effect. This especially impacts 1-hour turns => reducing the mud placement greatly in that situation. But also somewhat increases mud placement in turn-intervals greater than 1-week.

One issue remains, however: Turn intervals shorter than 1-week have some proportionate level of reduction in mud placement. Designers may have needed the old rates for their topic. They will have the option of turning New Mud Rules off, of course, but that would affect mud drying as well. To retain the new mud drying while increasing the mud placement requires a new Scenario Parameter (similar to the Mud Drying Parameter). Adding such a parameter requires a Scenario File expansion, so it's non-trivial. But I will plan on adding that scenario parameter later.
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Legacy Bug 23 fixed.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here is mud placement using 1-hour turn inteval over 10 turns before the fix. Note mud placement is independent of turn interval:
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Mud placement at 1 hour turns.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Here's the same turn interval and turns after the fix. Very little mud has been placed:
Attachments
Mud placement at 1 hour turns fixed.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

Now, here's the mud placement after 10 turns under whole-week turn interval after the fix. Note that it has the same placement as before the fix:

Only whole-week turn interval retains the old placement rate. Longer intervals should cause more and shorter turn intervals should cause less. And that's the issue where designers may want an adjustment for their topic.
Attachments
Mud placement at 1 week turns fixed.jpg
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Curtis Lemay
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Re: Hierarchy Module Document

Post by Curtis Lemay »

I've canceled Legacy Bug #25. It was working correctly - as shown by my test scenario and by the code.

Note that I remembered one more possible bug: Some Advanced Game Options may not be being saved.
Attachments
Legacy Bug 25 canceled.jpg
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Last edited by Curtis Lemay on Sat Aug 16, 2025 9:47 pm, edited 1 time in total.
My TOAW web site:

Bob Cross's TOAW Site
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Curtis Lemay
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Location: Houston, TX

Re: Hierarchy Module Document

Post by Curtis Lemay »

Here's my test scenario. There are three attacks set up. One at range 2, one at range 8, and one at range 18. Attackers are Missile Cruisers and defenders are Heavy Cruisers. Let's see if range matters to the missile cruisers.
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Attack setups.jpg
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