Feature Request
Moderators: Peter Fisla, Paullus
RE: Feature Request
On big maps it is hard without a zoom to see what are good avenues of advance etc. The Jump map doesn't help with this of course. Really need a zoom for large maps.
RE: Feature Request
A LOS tool you could click on from hex and then to hex and it would draw a line and tell you if it was good or not would be great as well
..."And to the Republic, for which it stands."
RE: Feature Request
I would like to see the ability for a good order Leader w/radio to both call off the artillery he requested before it is fired, and/or to be able to adjust the fire by several hexes (spotting rounds). I have had to vacate the hexes that the friendly spotting rounds crosshairs landed due to drift.
JRR
RE: Feature Request
Currently the non-playable area of the map is still there and affects scrolling etc. (Often you just scroll into it and have to move back out.) It's frustrating. Would love to see those hexes not displayed at all.
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
RE: Feature Request
Not really a feature BUT since the Germans have 6 Infantry units but the Russians only 5, I would like to see a Partisan units added to the Russian OOB. Sort of a 2nd Line unit with a slightly reduced Firepower and Range factor (a 3-3-7 in ASL equivalency [8D] ). Adding that single unit would open up many, many more possibilities in scenario design.
- UP844
- Posts: 1669
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: Feature Request
I also would like to see partisans in TotH!
A shameless request: it would be possible to save maps as image files? (So I can harass you all with more and more of my verbose AARs [:D])
A shameless request: it would be possible to save maps as image files? (So I can harass you all with more and more of my verbose AARs [:D])
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
-
- Posts: 10
- Joined: Sun Jun 06, 2010 11:48 am
RE: Feature Request
Tank crew quality levels. if I didn't miss this feature playing the game.
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: Feature Request
ORIGINAL: GaiusMarius
Tank crew quality levels. if I didn't miss this feature playing the game.
This is already in the game, all tanks are of elite morale.
-
- Posts: 10
- Joined: Sun Jun 06, 2010 11:48 am
RE: Feature Request
ORIGINAL: Peter Fisla
ORIGINAL: GaiusMarius
Tank crew quality levels. if I didn't miss this feature playing the game.
This is already in the game, all tanks are of elite morale.
Hi,
thanks for the prompt answer.
I'll reprhase a little bit: would be good to have tank crews with different quality levels then, if this is not already covered (still learning the ropes in this specific game I apologize in advance if the feature is already in place).
cheers
RE: Feature Request
I did not find a similar question, so I ask it. Could be possible to implement an automatic save option? In a number of occasions I did not remember to save the game for more turns and when it became frozen (an event not too much infrequent) I lost it.
RE: Feature Request
I love this game. One of the features that I would like to see would be the addition of every infantry man's favorite "Mines" Nothing messes up and attack worse than running into a minefield where you wanted to go LOL . Perhaps in the future ? Many of the ASL scenerios I have do include mines. Is there a way to simulate them? I can see fortified buildings used as bunkers but havn't thought of a way to simulate a minefield
- UP844
- Posts: 1669
- Joined: Thu Mar 03, 2016 9:10 pm
- Location: Genoa, Republic of Genoa (occupied by Italy)
RE: Feature Request
While playing Double Deuce's GToth campaign format, I noticed some features that should be removed (or, at least, made optional) as they provide the player with too much information.
1) When the human player sets up second (and moves first), he will have a brief glimpse of the opponent deployment hexes before he starts deploying his own units. I would prefer to have only a general indication, listed in the scenario description, about the opponent location.
2) On the turn reinforcements enter (or are eligible to enter), the deployment hexes become visible and, in case of reinforcements requiring a dr <= turn number to deploy, the results of the dr appear in the lower right box. Likewise, the results of the activation die roll for Russian radioless AFVs are also visible to the human player, providing him with information about the enemy armor even though he cannot see them. I think it would be more realistic to leave the player wondering if the engine he hears belongs to a BA-6 or to a KV-2? [:D].
3) Enemy OOC units are marked with an "OOC" marker, which is visible to the human player. This leads to unrealistic behaviour: e.g. in one of the scenarios I had to cross a road with a Russian MMG at one end. When it became OOC, my infantry moved (in the open!! [X(]) across the road knowing no one would fire at them.
1) When the human player sets up second (and moves first), he will have a brief glimpse of the opponent deployment hexes before he starts deploying his own units. I would prefer to have only a general indication, listed in the scenario description, about the opponent location.
2) On the turn reinforcements enter (or are eligible to enter), the deployment hexes become visible and, in case of reinforcements requiring a dr <= turn number to deploy, the results of the dr appear in the lower right box. Likewise, the results of the activation die roll for Russian radioless AFVs are also visible to the human player, providing him with information about the enemy armor even though he cannot see them. I think it would be more realistic to leave the player wondering if the engine he hears belongs to a BA-6 or to a KV-2? [:D].
3) Enemy OOC units are marked with an "OOC" marker, which is visible to the human player. This leads to unrealistic behaviour: e.g. in one of the scenarios I had to cross a road with a Russian MMG at one end. When it became OOC, my infantry moved (in the open!! [X(]) across the road knowing no one would fire at them.
Chasing Germans in the moonlight is no mean sport
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
Siegfried Sassoon
Long Range Fire (A7.22)........1/2 FP
RE: Feature Request
1) This is fixed in the very soon to be releases UPDATE 1.
2) Agree, on the Bug fix list now [;)]
3) Something for Peter to have a think of.
2) Agree, on the Bug fix list now [;)]
3) Something for Peter to have a think of.
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
RE: Feature Request
My TotH wishlist
Add
radio vehicles ( e.g. sdkfz 250/3) - would act as a mobile artillery spotter (simulate german early war superiority in command & control (fully motorized signals battalions), and late war western allied forward artillery observers)
german light flak on 1/2 track (20mm / 37mm) - demonstrate effectiveness of light flak on offense in early war period - hard to do with just the stationary ordnance
Fix
reclaim weapon is weird. units will pick up weapons when they can’t use them (is there a drop?). sometimes crews will not be able to reclaim weapons (unknown if this is a glitch?)
bug? Russian conscript squads can “battle harden” into SMG squads. Perhaps promote them to 1st line squads, they shouldn’t be able to be promoted AND change their weapon mix in the middle of advancing across a field.
bug? AI not sure it can change ordnance facing (CA). seems to get stuck in one facing. not sure about this.
Scenario Editor
recurring annoyance - when deleting units from OOB, the list jumps back up to the top (lose your place in a long list) - in a larger size scenario this adds A LOT of clicking/mouse movement
OOB - allow “control” selecting of more than one unit (to delete groups of units)
allow the sidebar (OOB and terrain selector) to be widened (OOB have to use the little scrollbar back and forth to see unit characteristics then back to unit I.D.)
probably have to do in a future game version:
allow INF units to mount/dismount vehicles
(add trucks - and german motorcycle sidecar w/ mg34 more for the mobility than fighting from the vehicle)
allow vehicles to limber/tow ordnance (add kubelwagen / 1/2 tracks)
Thanks. I love this game!
David H.
Add
radio vehicles ( e.g. sdkfz 250/3) - would act as a mobile artillery spotter (simulate german early war superiority in command & control (fully motorized signals battalions), and late war western allied forward artillery observers)
german light flak on 1/2 track (20mm / 37mm) - demonstrate effectiveness of light flak on offense in early war period - hard to do with just the stationary ordnance
Fix
reclaim weapon is weird. units will pick up weapons when they can’t use them (is there a drop?). sometimes crews will not be able to reclaim weapons (unknown if this is a glitch?)
bug? Russian conscript squads can “battle harden” into SMG squads. Perhaps promote them to 1st line squads, they shouldn’t be able to be promoted AND change their weapon mix in the middle of advancing across a field.
bug? AI not sure it can change ordnance facing (CA). seems to get stuck in one facing. not sure about this.
Scenario Editor
recurring annoyance - when deleting units from OOB, the list jumps back up to the top (lose your place in a long list) - in a larger size scenario this adds A LOT of clicking/mouse movement
OOB - allow “control” selecting of more than one unit (to delete groups of units)
allow the sidebar (OOB and terrain selector) to be widened (OOB have to use the little scrollbar back and forth to see unit characteristics then back to unit I.D.)
probably have to do in a future game version:
allow INF units to mount/dismount vehicles
(add trucks - and german motorcycle sidecar w/ mg34 more for the mobility than fighting from the vehicle)
allow vehicles to limber/tow ordnance (add kubelwagen / 1/2 tracks)
Thanks. I love this game!
David H.
RE: Feature Request
ORIGINAL: GJK
ORIGINAL: pupikiza
I would like see:
1 - Smoke grenades *****
2 - Bypass and Dash movement
3 - Multi-Hex Firegroups
4 - MGs fireline (firelane
5 - Spraying fire
6 - Better LOS checker *****
7 - Hexside terrains
8 - Multi-Level Bulding
9 - Ground Snow- Mud
10 -Low Visibility modeling
11 - Factory buildings
12 - User-placed foxholes
13 - User-placed road blocks, mines, wire
14 - Zoom
15 - H-t-H online game
Another thing that i like to see is an option that show the solution breakdown process (i.e. start FPs + halved/doubled reason + drm + tem + final odd ect. ect.)
This list covers about everything that I'd like to see for this generation of the game with smoke grenades, hexside terrain, multi-level buildings and multi-hex firegroups being the biggest.
I'd also like to have the ability to completely disable the C&C/OOC feature for both player and AI.
One petty request is to do away with the little arrow that shows the turret and vehicle facing and make the counters rotate and have a small turret overlay for the actual turret facing.
I trust that the UI will be enhanced over time. It's not the prettiest or most intuitive around but it's functional.
Oh, thought of one more while playing earlier. If I select a unit to fire and find that I don't have LOS, I should be marked as having fired (and a roll for malf. for any SW as well). Obviously only works if you're not cheating by having the game always tell you who has LOS to what.
GJK I agree with every thing you said.
pupikiza,your ideas are great, lets hope they are implemented.
"I hate newspapermen. They come into camp and pick up their camp rumors and print them as facts. I regard them as spies, which, in truth, they are. If I killed them all there would be news from Hell before breakfast."- W.T. Sherman
RE: Feature Request
I would like to see AFVs able to overrun soft targets and ordnance. At least ordnance in clear terrain.
JRR
- mainsworthy
- Posts: 735
- Joined: Tue Sep 03, 2013 7:05 pm
- Contact:
RE: Feature Request
I THINK EVERYBODY WOULD AGREE, THAT ASL TYPE CHARTS THAT POPUP WITH DIE ROLL RESULTS OF AN ATTACK WOULD BE GOOD, AND A PRIOR LOOK AT A POP UP CHART BEFORE AN ATTACK WOULD BE GOOD. O AM WRITTING IN CAPITALS BECAUSE THIS IS PROBABLY THE BEST FEATURE YOU COULD ADD.
also id like the editor to show unit icons aswell as names when selecting them for inclusion in a scenario.
also id like the editor to show unit icons aswell as names when selecting them for inclusion in a scenario.
RE: Feature Request
ORIGINAL: pupikiza
I would like see:
1 - Smoke grenades *****
2 - Bypass and Dash movement
3 - Multi-Hex Firegroups
4 - MGs fireline
5 - Spraying fire
6 - Better LOS checker *****
7 - Hexside terrains
8 - Multi-Level Bulding
9 - Ground Snow- Mud
10 -Low Visibility modeling
11 - Factory buildings
12 - User-placed foxholes
13 - User-placed road blocks, mines, wire
14 - Zoom
15 - H-t-H online game
Another thing that i like to see is an option that show the solution breakdown process (i.e. start FPs + halved/doubled reason + drm + tem + final odd ect. ect.)
Agreed on everything, that would be THE GAME I was waiting for!....
RE: Feature Request
[font="Arial"]It would also be nice if more features from ASL could be incorporated like stone walls, multi-level buildings, etc. etc. I'm sure many more features could be talked about and added. Even if it would ne necessary to charge for the upgrade. ASL was/is a great game and TotH can be as good if not better.[/font]
RE: Feature Request
ORIGINAL: pupikiza
I would like see:
1 - Smoke grenades *****
2 - Bypass and Dash movement
3 - Multi-Hex Firegroups
4 - MGs fireline
5 - Spraying fire
6 - Better LOS checker *****
7 - Hexside terrains
8 - Multi-Level Bulding
9 - Ground Snow- Mud
10 -Low Visibility modeling
11 - Factory buildings
12 - User-placed foxholes
13 - User-placed road blocks, mines, wire
14 - Zoom
15 - H-t-H online game
Another thing that i like to see is an option that show the solution breakdown process (i.e. start FPs + halved/doubled reason + drm + tem + final odd ect. ect.)
All this, plus Hidden/concealed troops and more realistic handling of FoW, ie you shouldn't identify a "1st line squad", but only a "rifle squad" .
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