Multi-level buildings

Tigers on the Hunt is a World War 2 hard-core tactical wargame for PC.

It creates a truly and immersive depth tactical simulation. Tigers on the Hunt boasts a ferocious and adaptive AI which will dynamically respond to a player’s maneuvers.

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jmlima
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Multi-level buildings

Post by jmlima »

Its not clear from any screenshots, and the videos make me think the answer is no but, has this got multi-level buildings?

I assume turret in AFV's do not exist?
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UP844
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RE: Multi-level buildings

Post by UP844 »

Multi-level buildings do not exist (so far: I'd also love to have them, but I think implementing them would mean opening a big can of worms).

There is no separate turret counter: turret position is indicated by the small orange triangle on the counter (it is not displayed if TCA is equal to VCA)
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jmlima
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RE: Multi-level buildings

Post by jmlima »

Interesting re turrets. Does the game really model them separately (ie, is there a penalty for firing out of your TCA), or is it merely cosmetic?

A shame about buildings. Deal breaker for me.

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UP844
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RE: Multi-level buildings

Post by UP844 »

Only Peter can tell, but from my game experience I think the penalty is present, since my tanks almost never hit after changing TCA [:(].
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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Peter Fisla
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RE: Multi-level buildings

Post by Peter Fisla »

ORIGINAL: jmlima

Interesting re turrets. Does the game really model them separately (ie, is there a penalty for firing out of your TCA), or is it merely cosmetic?

A shame about buildings. Deal breaker for me.


Yes, turrets are modelled separately
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76mm
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RE: Multi-level buildings

Post by 76mm »

ORIGINAL: jmlima
A shame about buildings. Deal breaker for me.

Indeed. Me too.
DamienThompson
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RE: Multi-level buildings

Post by DamienThompson »

A solution to modelling the Los advantages to multi level buildings could be to modify the maps and place hills underneath the building. There would still be only a single location but I'm guessing it would give you the ability to see over lower level terrain.
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DoubleDeuce
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RE: Multi-level buildings

Post by DoubleDeuce »

Alot of the features are modelled after ASLSK and not full ASL and iirc multi-level buildings are not in ASLSK (and SASL actually). I'd like to see them as well but at this point I do not believe they are anywhere near in the works for added in.
Achsah
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RE: Multi-level buildings

Post by Achsah »

ORIGINAL: Double Deuce

Alot of the features are modelled after ASLSK and not full ASL and iirc multi-level buildings are not in ASLSK (and SASL actually). I'd like to see them as well but at this point I do not believe they are anywhere near in the works for added in.
sasl is everything full asl is including buildings.
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Gerry4321
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RE: Multi-level buildings

Post by Gerry4321 »

Yes, multi-level buildings are definitely in SASL.
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DoubleDeuce
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RE: Multi-level buildings

Post by DoubleDeuce »

Sorry, poor use of grammar. I meant that TotH is based on some of ASLSK and SASL (the SASL stuff being the where the OoC, Advance, Hold and some other things come from) but not that SASL doesn't include multi-level buildings.
Achsah
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RE: Multi-level buildings

Post by Achsah »

yeah it uses the command rules straight out of the rulebook with the added fog of war. ie no ? counters. I think the game can take both systems...out of los fog of war and suspect counters against ai desighned stuff and more traditional scn for ftf
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