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RE: Feature Request - 5/15/2017 6:33:39 AM   
rico21


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+1
You win your place in the TOTH list!




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RE: Feature Request - 5/15/2017 11:33:57 AM   
Peter Fisla


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quote:

ORIGINAL: jcourtney

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..


Sorry, I wrote next major version of the game; not next major update. AI scripting requires extensive changes...so this means TotH 2.0 - I plan to use Unreal Engine.

The game was written in Visual C++ 2013 Pro edition and uses GDI windows graphics library.

< Message edited by Peter Fisla -- 5/15/2017 11:34:43 AM >

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Post #: 272
RE: Feature Request - 5/19/2017 1:31:44 PM   
rico21


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One of the greatest qualities of the game is the rate of fire that works very well with machine guns, mortars and cannons.
But not with the tanks that are bridled by a single level that does not allow to simulate elite crews and their prowess on the battlefield.




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Post #: 273
RE: Feature Request - 5/19/2017 2:48:41 PM   
UP844


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I think AFV ROF works really fine as it is implemented now.

On the other hand, I would like very much having Multiple Hits and Gyrostabilizers on my Shermans .

As for elite crews, I remember ASL had armor leaders, but I am afraid adding them will mean opening a huge can of worms for Peter.



_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

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Post #: 274
RE: Feature Request - 5/19/2017 3:31:29 PM   
rico21


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I would just like to have this line...




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Post #: 275
RE: Feature Request - 5/19/2017 4:32:50 PM   
UP844


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I understand, but since every "rule change" must be coded by Peter I have no way to estimate how hard this will be.

In my opinion, however, there are much more important issues to address before worrying about Uberpanzers that, if properly treated, will blow up as any other tank ).



_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

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Post #: 276
RE: Feature Request - 5/19/2017 6:57:55 PM   
rico21


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True, true and true but I had to play Villers Bocage on Battle Academy because on TOTH it's too bad!

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Post #: 277
RE: Feature Request - 5/19/2017 8:27:05 PM   
UP844


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Re-creating the fight at Villers-Bocage in ToTH would require having the British crews dismounted from their tanks. I doubt crew quality affected German gunnery, since the whole affair took place at short range.

A possible alternative came to my mind: currently, AFVs can be started in "Immobilised" state. It would be nice to have the possibility of setting up "not in good order", i.e. pinned/broken/broken+ for infantry and stun/shock/unconfirmed kill for AFVs. Such a feature would make possible to create hit-and-run scenarios where one side is surprised and will slowly recover during the game.


< Message edited by UP844 -- 5/19/2017 8:28:22 PM >


_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to rico21)
Post #: 278
RE: Feature Request - 5/20/2017 3:06:54 AM   
rico21


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Good alternative even if the addition of elite status should add panache in the game

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Post #: 279
RE: Feature Request - 5/29/2017 12:41:08 AM   
Ratzki

 

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quote:

ORIGINAL: Peter Fisla

quote:

ORIGINAL: jcourtney

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..


Sorry, I wrote next major version of the game; not next major update. AI scripting requires extensive changes...so this means TotH 2.0 - I plan to use Unreal Engine.

The game was written in Visual C++ 2013 Pro edition and uses GDI windows graphics library.

What advantage would the Unreal engine give over any other such as the one that the new CC is being written on, Archon I think it is?

(in reply to Peter Fisla)
Post #: 280
RE: Feature Request - 6/21/2017 9:53:41 PM   
Kreissig

 

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I'm not sure its been requested, but here is my question/wish: Could you add some early-war British armor?

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Post #: 281
RE: Feature Request - 7/18/2017 12:05:03 AM   
Hailstone


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I'd like to suggest another feature that helps game play for me. How tough would it be to make the game sound volumes independent. I like the background sounds but I find it too loud over time. I prefer the game sounds to be louder or the background lower in volume rather than being the same. Just my thoughts after a couple of beers playing your great game. Thanks

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Post #: 282
RE: Feature Request - 8/2/2017 1:00:06 AM   
Hailstone


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Okay Peter, after having a few beers and playing TotH I have another thing to add to the wish list. How about a day/night indicator on the game screen? It beats looking at a chart showing which turns are day or night. Besides being a beer drinker, gamer, and wargamer I keep coming back to TotH. Yet, watching the latest war movies with their incredible realism forces me to experience these games differently. I even debated playing anymore with the movie visions popping up during the various phases. Then, I thought, would the actual participants object to being immortalized in this way?

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Post #: 283
RE: Feature Request - 8/2/2017 11:02:30 AM   
Peter Fisla


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quote:

ORIGINAL: Hailstone

Okay Peter, after having a few beers and playing TotH I have another thing to add to the wish list. How about a day/night indicator on the game screen? It beats looking at a chart showing which turns are day or night. Besides being a beer drinker, gamer, and wargamer I keep coming back to TotH. Yet, watching the latest war movies with their incredible realism forces me to experience these games differently. I even debated playing anymore with the movie visions popping up during the various phases. Then, I thought, would the actual participants object to being immortalized in this way?


The day and night cycle only matters when playing a CG. The Scenario Attributes dialog shows day and night icons :)

(in reply to Hailstone)
Post #: 284
RE: Feature Request - 8/3/2017 12:57:29 AM   
Hailstone


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True, I've seen the day and night icons in the CG but I don't see it in the custom scenarios that include day/night turns. Maybe an editor addition?

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Post #: 285
RE: Feature Request - 8/3/2017 1:52:49 AM   
Peter Fisla


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quote:

ORIGINAL: Hailstone

True, I've seen the day and night icons in the CG but I don't see it in the custom scenarios that include day/night turns. Maybe an editor addition?


You can already fully simulate that for a scenario by reducing LOS (visibility) :)

(in reply to Hailstone)
Post #: 286
RE: Feature Request - 8/3/2017 11:56:13 PM   
Hailstone


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Cool, that's one way. I was kinda thinking along Close Combat series where their night scenarios are actually darker and star shells will bring it back to normal lighting in its area of coverage. I understand this could be too involved to introduce and it is nowhere near the top of my wish list for TotH so I'm somewhat indifferent but if it was a simple thing to code I figure why not ask. Thanks Peter, for your replies.

(in reply to Peter Fisla)
Post #: 287
RE: Feature Request - 8/4/2017 5:18:31 AM   
fran52


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But for the night scenario we have no star shells.

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Post #: 288
RE: Feature Request - 8/12/2017 2:46:35 PM   
JunoBeach

 

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quote:

Can we have it so clicking on a hex selects all the units in that hex?


+1

I would also want to take this a step further, and have it so that clicking on a hex selects all eligible units in that hex. In other words, during the movement segment, clicking on a hex selects all units that can move. During the (say) fire segment, clicking on it selects all units that can fire. Then the user can change the selections if he or she wants to deviate from this.

Whenever I click on a hex, 99% of the time I intend to select all eligible units. This should be the default. It would also avoid those inevitable times when I inadvertently click on a broken unit during the movement phase, get a pop-up telling me that I can't do that, and then re-click everything again.

Making this one adjustment would change this from the great game that it is, into an even more awesome game. It would also speed up play as I spent a lot of time ctrl-clicking every turn.

< Message edited by JunoBeach -- 8/12/2017 5:49:26 PM >

(in reply to Krasny)
Post #: 289
RE: Feature Request - 8/19/2017 10:15:33 PM   
UP844


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A small, but not negligible issue: would it be possible to have the ammo depletion numbers reported below an AFV/Ordnance description, with a X to represent out of ammo status for a particular type of ammo? If this is not possible or not worth the effort, can such info be added to the AFV/ordnance description in the manual?

I learnt the hard way that most TDs have a very limited HE ammo supply (1 or 2 shots); the reverse is also true for infantry support vehicles (e.g. 105mm Shermans). I would like, however, to have a reasonable chance to assess if firing a specific type of ammo is worth the risk of exhausting its supply.

_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to JunoBeach)
Post #: 290
RE: Feature Request - 8/19/2017 11:12:08 PM   
rico21


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Let's see:

54h/5c == 10%
8 turns == 16shots x 10% == 1.6 shots

Peter right, you're wrong, I'm wicked




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Post #: 291
RE: Feature Request - 8/31/2017 11:15:45 AM   
Ticonderoga60

 

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Hi all. Peter, when I select my AFV or Ordinance, is possible segnalate if a type of ammunition is esaurited for that unit? Is not simple to remember what AFV have not more High Explosive shot (for example)
When Update 4?.......
THX

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Post #: 292
RE: Feature Request - 12/2/2017 5:06:55 PM   
aaatoysandmore

 

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Multiplayer and take away that annoying AI turn button feature. I shouldn't have to press a button for every AI move unless there is an opportunity for an opportunity fire like in Steel Panthers and you really already have that implemented in the movement phase.

(in reply to Ticonderoga60)
Post #: 293
RE: Feature Request - 5/3/2018 1:16:51 AM   
rmmwilg

 

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Peter and gang, first of all, as an old ASL grognard from back in the 80's and 90's thank you, thank you! ! Finally! If there was ever a game that cried out for computerization, it was (A)SL!
I can see from the previous post's date, that I'm a bit behind here, but as I start to delve into the TotH world, I can't help but look back to the boardgame, and having watched some of idjester's YouTube, I hope it's not too late to add my suggestions and comments; although, I see that a lot has already been covered in this forum already.

I apologise for the length of this, and while I started to write thoughts on Idjester’s YouTube, perhaps it’s better if I leave that below and make my suggestions first, but the rationale for them is in the paragraphs below.

- The one thing I always imagined and prayed for in the computerised version was for the computer to replace all the table referencing with a ‘simple’ (not coding wise, or course!) highlight of the percentages of damage a potential shot had. Exactly the same way we mentally did when consulting all those die roll charts! In other words, I click on unit A, tell the game I want to know about shooting at unit B, and it will tell me I have an X% chance of MC, Y% chance of 1MC, Z% of KIA, or Pinning them, etc., etc. The same with AFV firing: X% chance of a hit, Y% chance of a kill, and so on! Wasn’t this the very essence of what made ASL what it was and governed our tactics and decisions therein?

- Also, imagine a future scenario with a para drop! Instead of 30min of die rolling just to positions all the counters, after which you needed a break just to recollect your “Now what?!” thoughts, it’s all done in a matter of seconds!! Same for amphibious assaults, etc., etc.

- And can it really be as fun without having to dis/re-assemble those heavier weapons? All that was a significant factor in turn-by-turn decisions – do you have the time for such a move or should you stay put or just drop the stupid thing and leave it behind!? For that matter, I don’t see where a unit can drop a weapon or decide not to pick it up; seems like it’s automatic?

Yes, it’s all complex, but nowhere near as much so when a computer is doing the number crunching and showing you what happens to your movement ability and range, etc. as you ask it for “What if?” answers. I’m sure most here are familiar with Talonsoft’s Campaign Series that McNamara and other, original SL designers went to after leaving Avalon Hill, so much of what I’m putting forward here was already done by them back in those games. Granted, for a one-man band, I’m unable to say how long it would take to re-create such efforts, but do y’all remember the rich details of Heroes, Human-wave charges, Berserk units, Sewer movement, Snipers that made every activity a risk, Bunkers, Wire, Minefields (never enough issued!), Entrenchment and Trenches, Hull-down and crest concealment, Concealment in general (could still be re-created in TotH, and even enhanced!), Commissars (do they still function in TotH as they did in ASL?), infantry smoke/WP, IFE fire with AP ammo, set v’s thrown demo charges, just to name a few(!)… ? I also saw an early reviewer of TotH suggest that routing should all be done by the computer rather than allowing player control – Yes! That was never possible with cardboard!

Lastly, why still bother with ‘boards’ at all? Why not just create scenario maps? The Kursk stuff looks fantastic by the way!

Idjester suggested in an early video that losing a lot of the complexity didn’t really impact the gameplay, but…really? Wasn’t it that very complexity that gave the game such realism, rich detail and variety? The same decision would never play out the same way twice! And wasn’t the numbers-crunching, the very thing that often made the difference between whether to fire or move? Another friend of mine, also new to the game but without the ASL background, is feeling the lack of not being able to gauge whether firing in many instances is worth it. I still have enough memory of the various units’ and weapons’ capabilities to still know, but for a newbie, he’s finding his decision making ability hampered and also frustrated by my descriptions of how it used to be, because he can see the potential for the fun without the dice tedium!

Please forgive the lengthy, but excited prose! Hope I didn’t lose anyone along the way!

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Post #: 294
RE: Feature Request - 5/3/2018 2:13:03 AM   
rmmwilg

 

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And there I go in all the excitement and forget what I wanted to suggest as a win-win, given the enormous amount of work all these upgrades/mods would require, and that is - sell them! Maybe $5 or $10 a mod? You know there are ASL fans out there such as myself who have waited, literally decades for someone to finally computerize the original game rather than their version of what they think it should be and would be more than willing to spend the money for all such mods! Not really fair that all this extra work that's being asked for should be done without compensation! That way, those that want to keep the game simple can do so at its current level, but those of us who crave the full experience could do so, and you, Peter (and perhaps other contributors, would be properly rewarded!

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Post #: 295
RE: Feature Request - 5/3/2018 10:44:04 AM   
LeeChard

 

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+1

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Post #: 296
RE: Feature Request - 5/6/2018 5:25:34 PM   
fuselex

 

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One of the best things about Toth ?
I can indulge in a couple of scenario`s while having a beer without having a degree in ASL.
no offense meant but I`m getting stressed thinking I need to know something rather than enjoying the game .
ASL , here we come :)

Not my quote-
Granted, for a one-man band, I’m unable to say how long it would take to re-create such efforts,
but do y’all remember the rich details of Heroes, Human-wave charges, Berserk units, Sewer movement,
Snipers that made every activity a risk, Bunkers, Wire, Minefields (never enough issued!),
Entrenchment and Trenches, Hull-down and crest concealment,
Concealment in general (could still be re-created in TotH, and even enhanced!),
Commissars (do they still function in TotH as they did in ASL?), infantry smoke/WP, IFE fire with AP ammo,
set v’s thrown demo charges, just to name a few(!)… ?
I also saw an early reviewer of TotH suggest that routing should all be done by the computer
rather than allowing player control – Yes! That was never possible with cardboard!

Lastly, why still bother with ‘boards’ at all? Why not just create scenario maps?
The Kursk stuff looks fantastic by the way!

my quote-
Wow , I just play Toth for fun :)







< Message edited by fuselex -- 5/6/2018 5:27:55 PM >

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Post #: 297
RE: Feature Request - 5/7/2018 5:01:02 PM   
rmmwilg

 

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Hi Fuselex,

Yeh, ASL was complicated, but my hope for the computerised version was always that it would make it so much easier to just play without having to become a number cruncher; hence my suggestion for a pop-up showing the likelihood of success for any attack (have since found the TotH does, in fact have a basic one, but think it can be improved on), but also my suggestion that the mods be sold separately, so that for folks like yourself who want to keep it simple, it can be, but for those who pine for the rich variety and detail that was ASL can also indulge our addiction. That way, I would hope, all can benefit to their desired level?

(in reply to fuselex)
Post #: 298
RE: Feature Request - 5/7/2018 8:22:58 PM   
rico21


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Peter has already put in HIS game all he could. It's nice to hope for more but it's useless to want to play a version of the game that will NEVER exist.
We, the followers simply wait for a DLC with new units to be able to play new scenarios in new lands.

< Message edited by rico21 -- 5/7/2018 8:23:35 PM >

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Post #: 299
RE: Feature Request - 5/7/2018 8:59:14 PM   
rmmwilg

 

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Alright, well since this is the request a feature section, and being new to TotH, I thought I'd give my requests and suggestions, and in that vane, having had a great afternoon with some more of the scenarios, I'll leave these here, more related to just TotH and leave it at that. Sorry if I offended at all.

- Spotted (Indirect) Fire
- Ability to pickup enemy weapons (I tried to pickup a RU LMG as German, but it kept saying wrong side weapon)
- Concealed and Hidden setup even when in LOS
- When Prep Firing a unit, particularly an AFV, it stays selected, so that even if MA loses ROF, I can just fire immediately it again with any available MG's without having to reselect
> Similarly when a moving AFV is fired at, it remains selected after attack resolved (unless, of course destroyed)
- Not display covered arc unless unit selected
- Next unit selection function, so that one can review any units that are still capable of doing something in that phase, just like in the Campaign Series games. Helps to make sure you didn't miss one when there's a lot of units you're dealing with!
- Double-clicking on a unit mentioned in the Action Log Window will take me to that hex
- Automatically advance thru other phases like Close Combat or Rout if my side have nothing to do
- When Fog-of-War enabled, at the end of the game, all units, for both sides to be revealed.

(in reply to rico21)
Post #: 300
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