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?
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.
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.
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!
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.
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.
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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?
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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 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.
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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.
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).
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Joined: 3/1/2014 From: Indianapolis, IN, USA Status: offline
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.
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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?
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Joined: 1/23/2010 From: Mass. USA. now in Lancaster, OHIO Status: offline
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?
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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Joined: 3/1/2014 From: Indianapolis, IN, USA Status: offline
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
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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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?
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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.
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 >
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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..