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RE: Feature Request - 5/8/2018 12:42:48 AM   
rico21

 

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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   
rmmwilg

 

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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   
rmmwilg

 

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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   
UP844


Posts: 1551
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From: Genoa, Republic of Genoa (occupied by Italy)
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quote:

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

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

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


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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   
UP844


Posts: 1551
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From: Genoa, Republic of Genoa (occupied by Italy)
Status: online

quote:

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

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

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

 

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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   
LN59


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Buongiorno, UP844!

[About scenario KGP1 - Shadows of Death (Peiper & Battle of the Bulge)]

- 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.

Spoiler!

- 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 (DC, PSK for instance) in the wooden house & woods situated along the N.33.

Friendly Greetings,
LN59

< Message edited by LN59 -- 8/17/2018 12:25:22 PM >


_____________________________

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Year 2020 motto

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

 

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Need to have longer, linked campaign games where leaders (tank and infantry) can advance..similar to ASL.

(in reply to Krasny)
Post #: 309
RE: Feature Request - 6/8/2018 7:38:54 PM   
overkill01

 

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Being able to move around the windowed screen would be absolutely great ... .
Or being able to move the map to the middle of the screen would be even greater.

< Message edited by overkill01 -- 6/8/2018 7:50:16 PM >

(in reply to chucknra)
Post #: 310
RE: Feature Request - 6/8/2018 9:29:15 PM   
Bradley62


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Be able to give order with one click. Will this ever happen?

(in reply to overkill01)
Post #: 311
RE: Feature Request - 6/12/2018 12:16:06 AM   
rmmwilg

 

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Must admit that I have yet to play a relatively large scenario like KGP1; although I have seen the AI suffer complete OBA failures also, which is good, keeps it varied . But anyway, what I was referring to was (referencing back to ASL) a mortar or some other indirect-fire weapon could be placed behind a building or some such cover and have a spotter (squad or leader) in an adjacent hex, act as an on-board spotter for its indirect fire. Both would be subsequently marked with the same fire marker.

(in reply to UP844)
Post #: 312
RE: Feature Request - 6/12/2018 12:29:18 AM   
rmmwilg

 

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Just some other thoughts from recent playing:

- Could out of command units, be colour coded yellow instead of red in the left-hand info panel? I've noticed that I tend to confuse them with broken units when clicking on numerous hexes to see what's available or still needed to be actioned. It's amazing what a profound difference the colour-coding has made!!

- Can the ordinance 'MA' button be greyed-out after First Fire unless it has an option for another Final Fire? Just saves time in sometimes clicking to fire on a target only to eventually be told it doesn't qualify for Final Fire for whatever reason.
> This is just another time-saver thing, and in that vein I would reiterate what a *huge* difference it would make to have a Rout-Interruption option that would allow the AI to just keep going unless there's something the human can interdict. That would be such an awesome time-saver!

- Have the ability for units to capture and destroy enemy SW & ordinance in the CC phase so that the enemy can't come back and repossess it?

Tks again and eagerly looking forward to new, Normandy DLC!!

(in reply to Bradley62)
Post #: 313
RE: Feature Request - 7/9/2018 11:54:53 AM   
dahunn


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would be nice to see the outcome of the dice rolling in the info panel. Together with the applied bonus modifiers.
That way we could better understand how the game calculates stuff.

(in reply to Krasny)
Post #: 314
RE: Feature Request - 7/12/2018 6:49:00 PM   
wehrsoldat

 

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Click and drag feature would really be nice.

(in reply to Paullus)
Post #: 315
RE: Feature Request - 8/12/2018 12:37:37 PM   
Okayrun3254


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quote:

ORIGINAL: macob30

1- Spotters for mortar (or some kind of LOS like Conflict of Heroes)
2- Snipers
3- Troop transport



Yes, SNIPERS!!! :)

(in reply to midgard30)
Post #: 316
RE: Feature Request - 8/13/2018 6:04:04 AM   
fran52


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Troop transport and towed gun.......and mud and snow movement.

(in reply to Okayrun3254)
Post #: 317
RE: Feature Request - 8/13/2018 6:38:58 AM   
rico21

 

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special effects or turkey shooting

(in reply to Krasny)
Post #: 318
RE: Feature Request - 8/13/2018 7:25:54 AM   
DoubleDeuce


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quote:

ORIGINAL: acropora

Troop transport and towed gun.......and mud and snow movement.

+1 for this

_____________________________


(in reply to fran52)
Post #: 319
RE: Feature Request - 8/13/2018 8:10:11 AM   
rico21

 

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and no snipers?

(in reply to Krasny)
Post #: 320
RE: Feature Request - 8/13/2018 10:26:02 AM   
DoubleDeuce


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From: Crossville, TN
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quote:

ORIGINAL: rico21

and no snipers?

I would not put snipers high on my feature request list. Right now, I think I would put having the ability to transport passengers and ordinance at the top priority.

_____________________________


(in reply to rico21)
Post #: 321
RE: Feature Request - 8/17/2018 4:53:21 AM   
fran52


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From: Italy
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quote:

and no snipers?

Is not so important.

(in reply to DoubleDeuce)
Post #: 322
RE: Feature Request - 8/20/2018 7:06:55 AM   
technikzauberer


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quote:

ORIGINAL: DoubleDeuce

I would not put snipers high on my feature request list. Right now, I think I would put having the ability to transport passengers and ordinance at the top priority.


+1!

(in reply to DoubleDeuce)
Post #: 323
RE: Feature Request - 8/21/2018 10:44:31 AM   
ArtReg250


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From: Spain
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Hi all, first of all, congratulations to the developers for TotH. As an old ASL gamer, I could not imagine myself returning to the old gameboards thanks to TotH. It´s like if time would have not passed at all since 1995. Only a careful read of the manual, a bit scenarios and I´m plenty confident playing again, this time against AI

As features required, I miss the capability of AFVs to overrun enemy infantry, like in old times, horse-drawn wagons (90% of the german army was hipomobile), multi-store buildings, burning wrecks and prisoners. I always loved to take prisoners (well, not in all occasiones)

Sincerely, thanks again for this great game.

(in reply to Paullus)
Post #: 324
RE: Feature Request - 8/21/2018 1:42:46 PM   
Okayrun3254


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quote:

ORIGINAL: acropora

quote:

and no snipers?

Is not so important.


I have found from reading personal accounts from WW2 Vets that Snipers were in the top 3 fears they faced in battle, and a lot of times the number 1.

(in reply to fran52)
Post #: 325
RE: Feature Request - 8/22/2018 11:59:42 AM   
ArtReg250


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Hello again, as a novice, I´m wondering if I´m doing something wrong with AFV´s; It seems that they can´t enter in the movement phase in enemy infantry occupied hexes, not to say overrun enemy infantry. Am I doing something wrong?

(in reply to Okayrun3254)
Post #: 326
RE: Feature Request - 8/22/2018 12:47:47 PM   
rico21

 

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Joined: 3/11/2016
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quote:

ORIGINAL: ArtReg250

Hello again, as a novice, I´m wondering if I´m doing something wrong with AFV´s; It seems that they can´t enter in the movement phase in enemy infantry occupied hexes, not to say overrun enemy infantry. Am I doing something wrong?

Not in game although I have found from reading personal accounts from WW2 Vets that overrun were in the top 3 fears they faced in battle, and a lot of times the number 1.


< Message edited by rico21 -- 8/22/2018 12:48:23 PM >

(in reply to ArtReg250)
Post #: 327
RE: Feature Request - 8/22/2018 1:02:03 PM   
ArtReg250


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Hope entering enemy hexes by AFVs will be introduced someday in this fantastic game. Regarding snipers, ASL system was perfect, triggering them as a random event.

(in reply to rico21)
Post #: 328
RE: Feature Request - 8/22/2018 2:15:53 PM   
DoubleDeuce


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From: Crossville, TN
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IIRC, for any ASL vets out there, interested in, or playing this game, its a lot closer to the Starter Kits than full blown ASL. So there are NO Snipers, Multi-story buildings, Bypass Movement, Concealment, Prisoners and quite a few other full ASL rules.

_____________________________


(in reply to ArtReg250)
Post #: 329
RE: Feature Request - 8/22/2018 2:50:33 PM   
rico21

 

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And I add for the many marines who play this game that there is no Japanese either.

(in reply to rico21)
Post #: 330
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