Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Feature Request

View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Tigers on the Hunt >> RE: Feature Request Page: <<   < prev  7 8 9 10 [11]
Message << Older Topic   Newer Topic >>
RE: Feature Request - 5/8/2018 12:42:48 AM   


Posts: 2108
Joined: 3/11/2016
Status: offline
You do not offend anyone, it is your legitimate right to ask for improvements.
However, in the past, we have seen people using this pretext to try to denigrate the game we love.
In this case, we intervene.

(in reply to rico21)
Post #: 301
RE: Feature Request - 5/8/2018 1:48:20 PM   


Posts: 7
Joined: 5/2/2018
Status: offline
Tks for the reply Rico, and I'm sorry to hear that there have people denigrate TotH. Maybe they were just Hasbro hacks! I am definitely enjoying TotH; it certainly feeds a long dormant addiction which I'm happy to finally revive , and I only submit these requests in that enthusiastic spirit! Pls pass on my gratitude for Peter taking on such an enormous effort in the first place! Eagerly looking forward to paying him for more :)

(in reply to rico21)
Post #: 302
RE: Feature Request - 5/8/2018 8:52:24 PM   


Posts: 7
Joined: 5/2/2018
Status: offline
A qualified "Second", if I may, to those who have previously asked for a more automated 'AI Continue' function. Qualified, because I wonder if that wouldn't bog down CPU processing too much. After all, every change in hex would require the PC to re-compute whether the moving unit is now within LOS and range of every opposing unit capable of firing. Having said that though, and this is just focusing purely on the programming, maybe at the beginning of a Movement or Route phase, if the PC were to create for itself a list of all potential hexes that meet the requirements of being in LOS and range of an opposing unit, then it could just check each hex movement against that list? Maybe that would still bog things down too much?
On the other hand, I do see a real possibility when it comes to the Advance phase, since there's nothing the opposing player can do to stop it. Some may want the ability to monitor what their opponent is doing, but maybe it could also be viewed as as additional, semi fog-of-war attribute, and it could always be something that could be turned off, just like Fire Interruption?

Just my thoughts for consideration

(in reply to rmmwilg)
Post #: 303
RE: Feature Request - 5/8/2018 11:51:48 PM   

Posts: 854
Joined: 3/3/2016
From: Genoa, Italy
Status: offline


ORIGINAL: rico21

We, the followers simply wait for a DLC with new units to be able to play new scenarios in new lands.

Rico the Prophet??


Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

(in reply to rico21)
Post #: 304
RE: Feature Request - 5/9/2018 3:17:49 PM   

Posts: 181
Joined: 1/19/2016
From: Phoenix, AZ
Status: offline
I would love to see a DLC featuring US Marines vs Japanese but wouldn't that require modeling two new sets of units and maybe a change in the editor that would incorporate new terrain features? I am more than willing to purchase such a DLC but not another campaign DLC. Best to stay with what this great game is capable of performing rather than push the limits with disappointing results.

(in reply to UP844)
Post #: 305
RE: Feature Request - 5/9/2018 10:04:53 PM   

Posts: 854
Joined: 3/3/2016
From: Genoa, Italy
Status: offline


ORIGINAL: rmmwilg

- Spotted (Indirect) Fire

It is already there, even though it works a bit differently for a human player and for the AI.

A human player sometimes gets radio contact, seldom gets battery access and very rarely hits something with.

AI artillery might not fire, but when it does, is free from such annoyances as radio contact or having LOS to your units, will fire like it has all the ammo in the world and will almost always hit you on the head.

Enjoy it

P.S. I just finished playing KGP1 with the Germans: the AI started firing in the American defensive phase of turn 1 and never ceased firing. I had to endure 13 (thirteen) OBA attacks, all of them hitting at least a couple of hexes occupied by my units and most times no US units had a LOS to the target hex.


Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

(in reply to rmmwilg)
Post #: 306
RE: Feature Request - 5/16/2018 12:42:35 AM   


Posts: 14
Joined: 11/27/2017
Status: online
I got the game few days ago and I am having a great time.
It is like the wargame I always wanted to have the opportunity to play on my pc.
What I would like to see is to have French and Italian troops ,and with them we could have minor Axis and Allies.
And I would love to have another game but on the pacific theater.
I know that these features are alot to ask ,but a man can only hope...

(in reply to UP844)
Post #: 307
RE: Feature Request - 5/16/2018 3:09:13 PM   

Posts: 86
Joined: 1/28/2016
From: France
Status: offline
Buongiorno, UP844!

- Thank You for your comment on the significant 'Chances given to the AI' when it is entitled to OBA.
I played that scenario six times trying to balance it the best way I could before uploading.
I observed the same 'AI-high favorable tendency' four times out of six but not for so long:
13 times for You, usually 6 to 8 times for me. (Please note that I do not dispute your report!)

- Overall, the AI seems to benefit from a far more easier to contact OBA & a far more effective and sustainable FFE, also.

Only Peter, IMO, could tune a more balanced setting for the AI-driven OBA and (why not) allow us -when editing the 'Settings/Scenario Attributes'-
to trigger the OBA (AI or HUMAN side) from a precise turn and/or with a certain degree of incertainty -like Reinforcements.
The original ASL scenario KGP1 indicated that the random draw of the US OBA could only start from Turn 2.


- That said, I noticed in my last two tests that it was possible to force the AI in partially 'diverting' its OBA (and some US Squads) by sending :
1° 2 SS Squads, a 8-0 Leader and a Panther towards the crossroads' VPO at the entrance of Stoumont,
as quickly as possible and avoiding the paved road by a hook by the East,
2° 2 SS Squads (DM, PSK for instance) in the wooden house & woods situated along the N.33.

Friendly Greetings,

< Message edited by LN59 -- 5/16/2018 3:53:12 PM >


"On ne passe pas !"
The French soldiers' motto (Verdun, 1916)

(in reply to UP844)
Post #: 308
RE: Feature Request - 5/19/2018 2:18:21 PM   


Posts: 20
Joined: 7/1/2003
Status: offline
Need to have longer, linked campaign games where leaders (tank and infantry) can advance..similar to ASL.

(in reply to Krasny)
Post #: 309
Page:   <<   < prev  7 8 9 10 [11]
All Forums >> [New Releases from Matrix Games] >> Tigers on the Hunt >> RE: Feature Request Page: <<   < prev  7 8 9 10 [11]
Jump to:

New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts

Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI