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RE: Feature Request - 12/8/2016 11:58:45 AM   
chucknra

 

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quote:

Is bypass movement already accounted for in the game? Or is it something that could be added? Also, What about multi-level counters in buildings? Are multi levels already accounted for or is it something that could be added?






A big +1

(in reply to scaz)
Post #: 241
RE: Feature Request - 12/8/2016 1:48:54 PM   
pensfanvw


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I agree, it would be nice to hear if this could be done.

Alan

(in reply to chucknra)
Post #: 242
RE: Feature Request - 12/13/2016 2:28:59 AM   
jeffdeham1

 

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I really think the artillery really needs work. I have found it to be next to useless. 2 variables for calling it in and if by the off chance they are both go then usually the artillery misses the mark sometimes by a huge margin. It was suggested you should have the ability to at least correct it some what. That would really help. Because as it stands now I don't even bother with it any more. Only part of this excellent game I feel really needs work.

(in reply to pensfanvw)
Post #: 243
RE: Feature Request - 12/28/2016 1:54:28 PM   
Gribeauval

 

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The enemy units that can be seen by a selected friendly unit are highlighted in red.

But, when the friendly unit is moved, the red-highlighting is not updated during the move. You must deselect the friendly unit and select it again to really know what enemy unit it can see.

It would be practical to move a unit hex by hex and to get instantly the enemy in LOS highlighted.

Regards.

(in reply to jeffdeham1)
Post #: 244
RE: Feature Request - 12/28/2016 1:56:22 PM   
Gribeauval

 

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When an enemy unit runs out of HE ammo, you get a message warning you. Should not this type of messages be concealed when FOW is on ?

Regards

(in reply to Gribeauval)
Post #: 245
RE: Feature Request - 1/22/2017 4:10:55 AM   
gbaby


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Really enjoying the game. DLC coming, hope the commitment to improve continues.

One thing I noticed, boy has new scenarios grown. The current scenario selection is to a single folder "Scenarios".

Sub-folders are ignored. In the avoidance of overlong scenario listings, it would be nice if the scenario selector also showed folders in "Scenarios" so we can organize the selection better, and avoid the single ever growing list as it is now.

I'm actually using JSGME to populate the list now to keep the list manageable, but its clunky to have to run it before running TOTH to select the scenario desired, but its manageable.

Thanks for sharing your wonderful game with us. Keep it coming!

(in reply to Gribeauval)
Post #: 246
RE: Feature Request - 2/11/2017 11:55:21 AM   
Gribeauval

 

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It's about the acronym HS in the game.

I want just make a small suggestion about the manual :
you could add in the glossary (page 101/102) HS = Half-squad.
you could also add an explanation of what represents HS in the victory objective menu page 28 and page 45.

I have never played ASL and I didn't understand what HS represented (I thought that it was an Heavy Support weapon).
I have discovered the true sense of this acronym here on the forum.

It could be usefull for new players.

Regards.

(in reply to gbaby)
Post #: 247
RE: Feature Request - 2/11/2017 12:58:04 PM   
Peter Fisla


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quote:

ORIGINAL: Gribeauval

It's about the acronym HS in the game.

I want just make a small suggestion about the manual :
you could add in the glossary (page 101/102) HS = Half-squad.
you could also add an explanation of what represents HS in the victory objective menu page 28 and page 45.

I have never played ASL and I didn't understand what HS represented (I thought that it was an Heavy Support weapon).
I have discovered the true sense of this acronym here on the forum.

It could be usefull for new players.

Regards.


Good idea, I will do it for next update

(in reply to Gribeauval)
Post #: 248
RE: Feature Request - 2/11/2017 3:43:50 PM   
btd64


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Peter, Is it possible to add art so that you look down on the vehicles and big guns? If your looking down on the Map, why not.........GP

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(in reply to Peter Fisla)
Post #: 249
RE: Feature Request - 2/11/2017 3:45:21 PM   
btd64


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quote:

ORIGINAL: chucknra

quote:

Is bypass movement already accounted for in the game? Or is it something that could be added? Also, What about multi-level counters in buildings? Are multi levels already accounted for or is it something that could be added?


A big +1


Multi level buildings. A very good idea....GP

_____________________________

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AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to chucknra)
Post #: 250
RE: Feature Request - 2/11/2017 4:05:15 PM   
Hailstone


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A poster sometime back suggested using X-Mouse Button Control to eliminate having to select units using the CTRL button. Just left click for all selections. It's also a free download. Too bad I can't remember the poster because he provided step by step instructions on how to use that program and it works well. I still remember how it was configured if anybody is interested.

(in reply to Paullus)
Post #: 251
RE: Feature Request - 2/11/2017 4:11:01 PM   
Gerry4321

 

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In terms of the interface I notice when a moving unit of yours is fired on you have to select it again to continue moving. A problem with you have to select multiple units to keep them moving. Focus should stay on the units that are not broken/pinned to they can keep moving.

(in reply to Hailstone)
Post #: 252
RE: Feature Request - 2/11/2017 4:14:30 PM   
btd64


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quote:

ORIGINAL: Gerry

In terms of the interface I notice when a moving unit of yours is fired on you have to select it again to continue moving. A problem with you have to select multiple units to keep them moving. Focus should stay on the units that are not broken/pinned to they can keep moving.


Plus one....GP

_____________________________

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AKA General Patton

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DWU-Beta Tester
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"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to Gerry4321)
Post #: 253
RE: Feature Request - 2/12/2017 7:46:30 PM   
jhollerm

 

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As someone who played the "hardcopy" version of this, I would love to see the "counter" version of the game pieces (as in Storm72's post). This would also give those interested alot of the "data" (numbers) that some people felt were missing. (Yes, I am a year late--maybe some of this is available in upgrades).


(in reply to Paullus)
Post #: 254
RE: Feature Request - 2/13/2017 1:49:28 AM   
Deepstuff3725

 

Posts: 157
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From: Indianapolis, IN, USA
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I'm new to this game and really enjoying it. Like how it plays, the growing list of scenarios available is awesome, and a comprehensive editor is great.

Any chance this game can get multiplayer capability? I know it's been brought up before. Maybe a server to support the game where players can go into a lobby and start a scenario? Conflict of Heroes has this and it works well. Or allowing players to connect via IP?

Realize peer to peer connections is an option, but having a server or ip option available would be a great enhancement in my opinion.

Thanks.... Jeff




(in reply to jhollerm)
Post #: 255
RE: Feature Request - 2/16/2017 3:10:58 AM   
Deepstuff3725

 

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Recently I started creating a map in TOTH based on a scenario from the board game Combat Commander, and the map has fences. Didn't see any fences available in TOTH. In ASL maps maybe there are no fences used, but any chance they can be added into the game? Sorry if this has been brought up before.
It would be great to have different fences, stone walls, hedges of different sizes to use in map making. And perhaps this can effect line of sight and give cover based the type used?

(in reply to Deepstuff3725)
Post #: 256
RE: Feature Request - 2/16/2017 11:05:20 AM   
btd64


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quote:

ORIGINAL: Deepstuff123

Recently I started creating a map in TOTH based on a scenario from the board game Combat Commander, and the map has fences. Didn't see any fences available in TOTH. In ASL maps maybe there are no fences used, but any chance they can be added into the game? Sorry if this has been brought up before.
It would be great to have different fences, stone walls, hedges of different sizes to use in map making. And perhaps this can effect line of sight and give cover based the type used?



ASL had fences and stone walls....GP

_____________________________

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AKA General Patton

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DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to Deepstuff3725)
Post #: 257
RE: Feature Request - 2/16/2017 11:38:59 AM   
Paullus

 

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Yes there is a chance

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For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus

(in reply to btd64)
Post #: 258
RE: Feature Request - 2/16/2017 12:37:36 PM   
btd64


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A chance is better than nothing....GP

_____________________________

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

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DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to Paullus)
Post #: 259
RE: Feature Request - 2/17/2017 8:52:05 AM   
LeeChard

 

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+1 It would be a nice improvement to an already good game

(in reply to Paullus)
Post #: 260
RE: Feature Request - 2/17/2017 4:18:10 PM   
Missouri_Rebel


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For me a proper los tool would be the most welcome.

I wish Matrix could allocate some resources to help push these features along. Maybe that's just not the way it works though.

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(in reply to LeeChard)
Post #: 261
RE: Feature Request - 2/26/2017 3:13:06 AM   
Deepstuff3725

 

Posts: 157
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From: Indianapolis, IN, USA
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Just created a scenario for TOTH, which is a lot of fun to do. Wondering if there is a way to place exit hexes in the same hex where setup hexes are? I'd like to place exit hexes for the Germans along the entire baseline of the Russian side, but I get a message they cannot be placed where setup hexes exist? Could there be an update in the future to allow an exit hex to be placed into the same hex where a setup hex is? Thanks.

Down the road would really like to see other nations included, such us Poland, Finland, France, Italy, Japan, etc. Thanks for a great game.... Jeff

(in reply to Missouri_Rebel)
Post #: 262
RE: Feature Request - 2/26/2017 8:49:54 PM   
btd64


Posts: 9973
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From: Mass. USA. now in Lancaster, OHIO
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How about setting things up so that ground pounders can ride AFV's....GP

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DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to Deepstuff3725)
Post #: 263
RE: Feature Request - 2/27/2017 10:22:36 PM   
madDdog67


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Joined: 1/25/2008
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quote:

ORIGINAL: CLEVELAND

Yes, zoom in and out! A larger map area would also be nice. Having the game play restricted to the upper left hand corner of your monitor is kind of a drag.


This time eleventy million. Seriously...some of these maps take up 1/4 of my 28" monitor running at 1920x1080. This is such a rudimentary feature that it's hard to believe it wasn't included at release.



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Post #: 264
RE: Feature Request - 2/27/2017 11:12:17 PM   
Hailstone


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Maybe instead of scrolling by moving the mouse to the edge of the screen can the mouse just "grab" the map and move it that way?

(in reply to madDdog67)
Post #: 265
RE: Feature Request - 2/28/2017 11:47:39 AM   
Ticonderoga60

 

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Hi all, in addition to what has already been said above, it would be good to add the AFV leader, are very important for the game. And Flame AFV.
Unfortunately I can not play the Kursk scenarios (after the first night, every single movement of a hex costs more than a minute! Too frustrating), but I'm happy to have bought them if they served to support the TOTH project.
When next update?

(in reply to Hailstone)
Post #: 266
RE: Feature Request - 2/28/2017 6:40:31 PM   
Paullus

 

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We are not sure about the date yet. Peter is working on it.

If you are using an old computer or Laptop you could try using this program to help your CPU free resources. It has helped dome players.

Razer Cortes Game Booster: https://www.razerzone.com/cortex/boost


_____________________________

For my part, I shall do my duty as a general; I shall see to it that you are given the chance of a successful action. /Lucius Aemilius Paullus

(in reply to Ticonderoga60)
Post #: 267
RE: Feature Request - 5/15/2017 12:31:54 AM   
jtcourtne

 

Posts: 19
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From: Calgary, Alberta
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Regarding advanced features that people are calling for, ie fire groups, multi-level buildings, etc...

I think it's true that introducing these types of features would weight the advantage in the player's advantage with respect to the A.I., so I understand Peter's dilemma. This leads me to propose my own feature request: a scripting interface to the A.I. This way scenario designers could fine tune the rules by which the A.I. would respond in situations specific to a scenario, while freeing Peter from the impossible task of keeping the A.I. challenging as the engine grows more complex.

Seeing as how the scenario designer has intimate knowledge of the OOB, terrain, objectives and game length, it would make sense that their insight regarding the situation should be utilized in directing the computer opponent. Thus, Peter could simply focus on strengthening the general responsiveness of the A.I. and not have to knock himself out trying to manage new complexity as it is written into the game engine. Let the scenario designers decide when to form a fire group, where to set up a fire lane, when a unit should move upstairs, etc.

(in reply to Paullus)
Post #: 268
RE: Feature Request - 5/15/2017 12:42:16 AM   
Peter Fisla


Posts: 2503
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From: Canada
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quote:

ORIGINAL: jcourtney

Regarding advanced features that people are calling for, ie fire groups, multi-level buildings, etc...

I think it's true that introducing these types of features would weight the advantage in the player's advantage with respect to the A.I., so I understand Peter's dilemma. This leads me to propose my own feature request: a scripting interface to the A.I. This way scenario designers could fine tune the rules by which the A.I. would respond in situations specific to a scenario, while freeing Peter from the impossible task of keeping the A.I. challenging as the engine grows more complex.

Seeing as how the scenario designer has intimate knowledge of the OOB, terrain, objectives and game length, it would make sense that their insight regarding the situation should be utilized in directing the computer opponent. Thus, Peter could simply focus on strengthening the general responsiveness of the A.I. and not have to knock himself out trying to manage new complexity as it is written into the game engine. Let the scenario designers decide when to form a fire group, where to set up a fire lane, when a unit should move upstairs, etc.


Yes, I'm thinking adding the scripted functionality into the scenario editor + game engine. Though I will leave for the next major version of the game because it requires a lot of code changes to the editor as well as the game engine and AI.

< Message edited by Peter Fisla -- 5/15/2017 12:47:10 AM >

(in reply to jtcourtne)
Post #: 269
RE: Feature Request - 5/15/2017 4:18:13 AM   
jtcourtne

 

Posts: 19
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That's awesome Peter. I think that would be a killer feature and would ensure the longevity of TotH. IMO building something like that into the next major update should take precedence over all of the other wishlist items (all of which I support) as it provides the best path to making those things happens.

Just out of curiosity, I don't suppose that you would be considering using Python, seeing as you developed with C++? I would think that would be fairly accessible to the average person (I'm thinking along the lines of Minecraft) and would lend itself to some powerful extensibility. I'm sure you would have no problem finding volunteers to help out (*ahem*). Either way, I'm looking forward to seeing what you come up with. Love the game so far.

My mind boggles thinking of all the possibilities..

(in reply to Peter Fisla)
Post #: 270
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