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RE: Where we are & where we are going

 
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RE: Where we are & where we are going - 11/1/2016 5:49:05 PM   
Ticonderoga60

 

Posts: 86
Joined: 10/12/2016
From: Italy
Status: offline
Hello great Peter.
I am 56 years old, and I was a big fan of Squas Leader / ASL in the years 70/80. Then I stopped for reasons of time,
work and so on. When I saw the reviews and images of TOTH, it was love at first sight.
I went back in time and I'm enjoying a lot playing with TOTH. Yes, is better correct software to avoid malfunctions.
Then it considers the implementations: the most important for me:

1 use of smoking,
2 troop transport by truck, jeep ecc.
3 fortifications,
4 roadblocks and barbed wire,
5 mines
6 Anti tank magnetic mines
7 new units (eg T34 flame, Matilda, Lee, Grant, Bren carrier, italian unit, french unit, japanese unit)
8 Improve Advance and Route Segment Segment to the AI.
9 display points spent to enter the new hex.
10 Sniper
11 multi level house
12 New terrain (marsh)

These are just desired. The game, though still incomplete, it is fun and allows you to re-create many scenarios,
even the old SL, COI, GI, COD ecc.
For the moment, thank you very very very much for what you have accomplished. Sorry for my poor English and
good work
Alessandro P (from Rome, Italy)

(in reply to Peter Fisla)
Post #: 91
RE: Where we are & where we are going - 11/6/2016 2:18:40 PM   
fuselex

 

Posts: 788
Joined: 8/2/2014
Status: offline
I liked your comment there Ticon. love at first sight . think that has been the attraction for all of us :)
For me . with mods , it is the closest game to ASL .
Seems there are features that everyone would like .
Can these things be done ? , I do not know .
What I do know is I can play a game of Toth with a beer in my hand and a grin on my face :)
Maybe the rules will get more complicated but at this point i1m enjoying it.
Welcome :)



< Message edited by fuselex -- 11/6/2016 2:24:01 PM >

(in reply to Ticonderoga60)
Post #: 92
RE: Where we are & where we are going - 11/6/2016 2:39:56 PM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline





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(in reply to Peter Fisla)
Post #: 93
RE: Where we are & where we are going - 11/6/2016 2:44:31 PM   
fuselex

 

Posts: 788
Joined: 8/2/2014
Status: offline
Ha . I think you overestimate your abilities




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(in reply to rico21)
Post #: 94
RE: Where we are & where we are going - 11/6/2016 2:55:02 PM   
fuselex

 

Posts: 788
Joined: 8/2/2014
Status: offline
And for your folly ,




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(in reply to fuselex)
Post #: 95
RE: Where we are & where we are going - 11/6/2016 2:56:03 PM   
fuselex

 

Posts: 788
Joined: 8/2/2014
Status: offline
For eternity you will be forced to sing along side bill and ben :)

(in reply to fuselex)
Post #: 96
RE: Where we are & where we are going - 11/6/2016 5:49:07 PM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
because of Fuselex we got spotted...




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(in reply to Ticonderoga60)
Post #: 97
RE: Where we are & where we are going - 11/6/2016 5:50:34 PM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
because of Fuselex...




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(in reply to rico21)
Post #: 98
RE: Where we are & where we are going - 12/1/2016 12:41:33 AM   
uswargamer1963

 

Posts: 1
Joined: 12/1/2016
Status: offline
Would definitely like to see the following nationalities and their units:

French
Italian
Japanese


Thanks!

(in reply to Ticonderoga60)
Post #: 99
RE: Where we are & where we are going - 12/2/2016 12:14:09 AM   
Cataphract88


Posts: 728
Joined: 10/5/2012
From: Britannia
Status: offline

quote:

ORIGINAL: uswargamer1963

Would definitely like to see the following nationalities and their units:

French
Italian
Japanese


Thanks!


And Fins.

_____________________________

Richard

(in reply to uswargamer1963)
Post #: 100
RE: Where we are & where we are going - 12/8/2016 2:43:32 PM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
Hi All,

First of all I want to say thank you to all the people who bought the game and enjoy playing the game. I'm not looking for to sell the game to the whole world, I'm not in it for the money; my focus is to share the game I love with people that care about it and have interest in it. I'm aware that I will still need my day job :)

When I set out to work on Tigers on the Hunt 10 years ago, I had no idea that one day it will actually get it published. This game is my hobby, my passion and labour of love. I worked on a game that I wanted to play a game that is inspired by ASL, Steel Panthers, Campaign Series and Close Combat 1. I worked on the game since January 2006 when I was either between contracts or after my day job when I got home. I'm really happy that after so many years of very hard work the game finally saw the light of the day Thursday February 25th 2016.

I'm aware that the game is a niche within the wargaming community and not everyone is going to like it. I can understand that and respect that. I can't make a game that every is going to like, I'm sorry, not good enough developer for that. I'm not trying to compete with other game companies, I'm just working on a game that I want to play and share it with the rest of the world.

My design focus is to deliver core game functionality first, as bug free as possible. Quality is very important to me...because again this is my labour of love project. I have no plans or desire to work any other game in my life, my focus is to support the game and enhance the game for many years to come.

The game has only been out for 5 days, my goal for the near future will be to first focus on squashing all the bugs. Make the game as bug free as possible, during this time based on your feedback we can identify together areas where AI could improve. After that my focus will be on expansion and new features. Of course during the bug fixing period, I may add small features along the way. First quality then new features - very carefully...there is no rush. I rather deliver a bug free product with smaller scope/less features that works well rather than lots of features that don't work 50% of time - this is the way I am and I operate.

Regarding bug fixing, The saved game is the quickest and best way to provide me with the data evidence what went wrong so that I know what I need to fix the problem. I can load the saved game data into my development environment and check the code, modify the code to fix an issue (or provide clear step by step instructions how to duplicate a problem).

Thank You all for your help, feedback and support! Enjoy the game! :)

Cheers!

Peter

< Message edited by Peter Fisla -- 3/1/2016 2:23:23 AM >

Peter is a right man, he'll do what he said
But he's a secret man too, and you do not know where, when and how.
To take or to leave ...... I take.

(in reply to Peter Fisla)
Post #: 101
RE: Where we are & where we are going - 12/8/2016 3:25:41 PM   
pensfanvw


Posts: 82
Joined: 1/3/2009
From: Owosso, MI.
Status: offline
I second Rico21's remarks. I'm really enjoying the game. It can only get better over time. I thank all involved in making this game. The memories this game brings of playing SL in my youth, is worth the price of admission.

Alan

(in reply to rico21)
Post #: 102
RE: Where we are & where we are going - 8/11/2019 4:14:20 AM   
gehrig38

 

Posts: 26
Joined: 6/23/2016
Status: offline
Guys does the talent exist, and have interest, in getting this game into 2019?

(in reply to Peter Fisla)
Post #: 103
RE: Where we are & where we are going - 8/11/2019 8:44:57 AM   
Paullus

 

Posts: 1058
Joined: 6/9/2015
From: Sweden
Status: offline
To answer your question short, yes and yes. Plans are made and some work has been done but we will just have to wait and see.

_____________________________

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 gehrig38)
Post #: 104
RE: Where we are & where we are going - 8/15/2019 4:22:06 AM   
gehrig38

 

Posts: 26
Joined: 6/23/2016
Status: offline
What a fantastic product Rico. I do hope you plan on getting back into this one. So many "little' things to pick this guy up and bring him into the present. I do however know exactly what "feature creep' is and why it sucks.
That being said, I was curious to know just how hard the following are.
1) Multi level buildings
2) Firegroups
3) Gullies
4) Walls/Hedges
5) Rotate the map so ASL mapboards can be made as almost exact replicas

My guess is the LOS engine is involved in every single ask. There are more, but to me those are legit game content that would be worth the work (since I am not doing it!).
I understand the non ASL folks wanting to avoid ASL in many instances, but my response is that EVERYTHING that makes ASL an insanely high barrier to entry is, for the most part, taken care of by Rico and the engine.
Again, fantastic product man.
I know there's some potential for us (MMP) and you to make this product even better.

(in reply to Paullus)
Post #: 105
RE: Where we are & where we are going - 8/15/2019 5:21:18 AM   
rico21


Posts: 2990
Joined: 3/11/2016
Status: offline
Peter is the designer.
Paullus is the scenarist.
Rico.................. is nothing.

< Message edited by rico21 -- 8/15/2019 5:27:03 AM >

(in reply to Ticonderoga60)
Post #: 106
RE: Where we are & where we are going - 8/16/2019 8:09:25 PM   
Hailstone


Posts: 666
Joined: 1/19/2016
From: Phoenix, AZ
Status: offline
I double that!!!

(in reply to rico21)
Post #: 107
RE: Where we are & where we are going - 8/17/2019 12:24:55 AM   
Big Ivan


Posts: 1963
Joined: 6/9/2008
From: Mansfield, Ohio USA
Status: offline

quote:

ORIGINAL: Hailstone

I double that!!!

Second that motion!

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Blitz call sign Big Ivan.

(in reply to Hailstone)
Post #: 108
RE: Where we are & where we are going - 8/17/2019 3:00:16 AM   
gehrig38

 

Posts: 26
Joined: 6/23/2016
Status: offline
About finished with a TotH version of Men of Steel from the Red Factories HASL. Didn't realize there was a 200 counter limit... So I am pairing down but trying to keep it as close as I can.

(in reply to Hailstone)
Post #: 109
RE: Where we are & where we are going - 8/18/2019 4:43:33 AM   
Hailstone


Posts: 666
Joined: 1/19/2016
From: Phoenix, AZ
Status: offline
gehrig38, I would be very surprised if the scenario would be playable with that many units.

(in reply to gehrig38)
Post #: 110
RE: Where we are & where we are going - 8/18/2019 6:23:26 AM   
gehrig38

 

Posts: 26
Joined: 6/23/2016
Status: offline
Two turns in of the first real playing and it's both bloody and enjoyable

(in reply to Hailstone)
Post #: 111
RE: Where we are & where we are going - 8/18/2019 7:17:49 AM   
DoubleDeuce


Posts: 1247
Joined: 6/23/2000
From: Crossville, TN
Status: offline

quote:

ORIGINAL: Hailstone

gehrig38, I would be very surprised if the scenario would be playable with that many units.

Didn't one of the last patches help with the lag on the bigger scenarios? I'm hoping so as I'm looking to pick back up working on my campaign.

_____________________________


(in reply to Hailstone)
Post #: 112
RE: Where we are & where we are going - 8/18/2019 8:15:38 AM   
Paullus

 

Posts: 1058
Joined: 6/9/2015
From: Sweden
Status: offline
It did help a bit but can still be some lagging. Changing Daylight Visibility to 14/16 hexes will take care of most of that

_____________________________

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 DoubleDeuce)
Post #: 113
RE: Where we are & where we are going - 8/18/2019 8:42:45 AM   
gehrig38

 

Posts: 26
Joined: 6/23/2016
Status: offline
Given the density of the Red Factories map and my own experience playing the Last Bid and a few others (when a single unit move can take up to 5 minutes) I set the vis to 10 hexes. Still tweaking, but I was honestly surprised how fast I played 2 turns.

(in reply to Paullus)
Post #: 114
RE: Where we are & where we are going - 8/18/2019 10:35:00 AM   
Paullus

 

Posts: 1058
Joined: 6/9/2015
From: Sweden
Status: offline
👍


_____________________________

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 gehrig38)
Post #: 115
RE: Where we are & where we are going - 11/9/2019 7:37:15 AM   
DoubleDeuce


Posts: 1247
Joined: 6/23/2000
From: Crossville, TN
Status: offline
Any news on possible updates to the game?

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(in reply to Paullus)
Post #: 116
RE: Where we are & where we are going - 11/9/2019 2:59:37 PM   
Hailstone


Posts: 666
Joined: 1/19/2016
From: Phoenix, AZ
Status: offline
Good question DoubleDeuce, we are all wondering the same thing but I think we all know the answer.

(in reply to DoubleDeuce)
Post #: 117
RE: Where we are & where we are going - 11/9/2019 5:49:18 PM   
Paullus

 

Posts: 1058
Joined: 6/9/2015
From: Sweden
Status: offline
Not yet. Peter is still recovering but is getting much better

_____________________________

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 DoubleDeuce)
Post #: 118
RE: Where we are & where we are going - 11/9/2019 8:47:59 PM   
Hailstone


Posts: 666
Joined: 1/19/2016
From: Phoenix, AZ
Status: offline
Wow, I'm sorry to hear Peter is still hurting. We didn't know the extent of his health issues so taking a break
from TotH is totally understandable. Please accept my occasional bitching and understand I'm still a big fan
of TotH as it is now. Peter, get well soon.

(in reply to Paullus)
Post #: 119
RE: Where we are & where we are going - 11/9/2019 10:34:21 PM   
UP844


Posts: 1662
Joined: 3/3/2016
From: Genoa, Republic of Genoa (occupied by Italy)
Status: offline
I second that!

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Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

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

(in reply to Hailstone)
Post #: 120
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