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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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Post #: 271
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

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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

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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

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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?

(in reply to macob30)
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?

(in reply to Hailstone)
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   
acropora


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But for the night scenario we have no star shells.

(in reply to Hailstone)
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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From: Genoa, Italy
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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

(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

(in reply to rico21)
Post #: 292
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