Feature Request

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.

Moderators: Peter Fisla, Paullus

User avatar
Missouri_Rebel
Posts: 3062
Joined: Sun Jun 18, 2006 11:12 pm
Location: Southern Missouri

RE: Feature Request

Post by Missouri_Rebel »

For me a proper los tool would be the most welcome.

I wish Matrix could allocate some resources to help push these features along. Maybe that's just not the way it works though.
**Those who rob Peter to pay Paul can always count on the support of Paul
**A government big enough to give you everything you want is a government big enough to take from you everything you have-Gerald Ford
Deepstuff3725
Posts: 157
Joined: Sat Mar 01, 2014 4:38 pm
Location: Indianapolis, IN, USA

RE: Feature Request

Post by Deepstuff3725 »

Just created a scenario for TOTH, which is a lot of fun to do. Wondering if there is a way to place exit hexes in the same hex where setup hexes are? I'd like to place exit hexes for the Germans along the entire baseline of the Russian side, but I get a message they cannot be placed where setup hexes exist? Could there be an update in the future to allow an exit hex to be placed into the same hex where a setup hex is? Thanks.

Down the road would really like to see other nations included, such us Poland, Finland, France, Italy, Japan, etc. Thanks for a great game.... Jeff
User avatar
btd64
Posts: 13886
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

RE: Feature Request

Post by btd64 »

How about setting things up so that ground pounders can ride AFV's....GP
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team

"Do everything you ask of those you command"....Gen. George S. Patton
User avatar
madDdog67
Posts: 48
Joined: Fri Jan 25, 2008 6:38 pm

RE: Feature Request

Post by madDdog67 »

ORIGINAL: CLEVELAND

Yes, zoom in and out! A larger map area would also be nice. Having the game play restricted to the upper left hand corner of your monitor is kind of a drag.

This time eleventy million. Seriously...some of these maps take up 1/4 of my 28" monitor running at 1920x1080. This is such a rudimentary feature that it's hard to believe it wasn't included at release.

The only problem with a zombie apocalypse will be pretending I'm not excited.
User avatar
Hailstone
Posts: 666
Joined: Tue Jan 19, 2016 1:05 am
Location: Phoenix, AZ

RE: Feature Request

Post by Hailstone »

Maybe instead of scrolling by moving the mouse to the edge of the screen can the mouse just "grab" the map and move it that way?
Ticonderoga60
Posts: 93
Joined: Wed Oct 12, 2016 3:41 pm
Location: Italy

RE: Feature Request

Post by Ticonderoga60 »

Hi all, in addition to what has already been said above, it would be good to add the AFV leader, are very important for the game. And Flame AFV.
Unfortunately I can not play the Kursk scenarios (after the first night, every single movement of a hex costs more than a minute! Too frustrating), but I'm happy to have bought them if they served to support the TOTH project.
When next update?
Paullus
Posts: 1097
Joined: Tue Jun 09, 2015 1:41 am
Location: Sweden

RE: Feature Request

Post by Paullus »

We are not sure about the date yet. Peter is working on it.

If you are using an old computer or Laptop you could try using this program to help your CPU free resources. It has helped dome players.

Razer Cortes Game Booster: https://www.razerzone.com/cortex/boost
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
jtcourtne
Posts: 19
Joined: Mon Jun 03, 2002 3:47 am
Location: Calgary, Alberta

RE: Feature Request

Post by jtcourtne »

Regarding advanced features that people are calling for, ie fire groups, multi-level buildings, etc...

I think it's true that introducing these types of features would weight the advantage in the player's advantage with respect to the A.I., so I understand Peter's dilemma. This leads me to propose my own feature request: a scripting interface to the A.I. This way scenario designers could fine tune the rules by which the A.I. would respond in situations specific to a scenario, while freeing Peter from the impossible task of keeping the A.I. challenging as the engine grows more complex.

Seeing as how the scenario designer has intimate knowledge of the OOB, terrain, objectives and game length, it would make sense that their insight regarding the situation should be utilized in directing the computer opponent. Thus, Peter could simply focus on strengthening the general responsiveness of the A.I. and not have to knock himself out trying to manage new complexity as it is written into the game engine. Let the scenario designers decide when to form a fire group, where to set up a fire lane, when a unit should move upstairs, etc.
User avatar
Peter Fisla
Posts: 2574
Joined: Fri Oct 05, 2001 8:00 am
Location: Canada

RE: Feature Request

Post by Peter Fisla »

ORIGINAL: jcourtney

Regarding advanced features that people are calling for, ie fire groups, multi-level buildings, etc...

I think it's true that introducing these types of features would weight the advantage in the player's advantage with respect to the A.I., so I understand Peter's dilemma. This leads me to propose my own feature request: a scripting interface to the A.I. This way scenario designers could fine tune the rules by which the A.I. would respond in situations specific to a scenario, while freeing Peter from the impossible task of keeping the A.I. challenging as the engine grows more complex.

Seeing as how the scenario designer has intimate knowledge of the OOB, terrain, objectives and game length, it would make sense that their insight regarding the situation should be utilized in directing the computer opponent. Thus, Peter could simply focus on strengthening the general responsiveness of the A.I. and not have to knock himself out trying to manage new complexity as it is written into the game engine. Let the scenario designers decide when to form a fire group, where to set up a fire lane, when a unit should move upstairs, etc.

Yes, I'm thinking adding the scripted functionality into the scenario editor + game engine. Though I will leave for the next major version of the game because it requires a lot of code changes to the editor as well as the game engine and AI.
jtcourtne
Posts: 19
Joined: Mon Jun 03, 2002 3:47 am
Location: Calgary, Alberta

RE: Feature Request

Post by jtcourtne »

That's awesome Peter. [&o] 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.[:)].
User avatar
rico21
Posts: 3034
Joined: Fri Mar 11, 2016 8:05 am

RE: Feature Request

Post by rico21 »

+1
You win your place in the TOTH list!

Image
Attachments
AIBattleAcademy.jpg
AIBattleAcademy.jpg (102.94 KiB) Viewed 307 times
User avatar
Peter Fisla
Posts: 2574
Joined: Fri Oct 05, 2001 8:00 am
Location: Canada

RE: Feature Request

Post by Peter Fisla »

ORIGINAL: jcourtney

That's awesome Peter. [&o] 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.
User avatar
rico21
Posts: 3034
Joined: Fri Mar 11, 2016 8:05 am

RE: Feature Request

Post by rico21 »

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.

Image
Attachments
tigertank..ttleww2.jpg
tigertank..ttleww2.jpg (78.7 KiB) Viewed 307 times
User avatar
UP844
Posts: 1669
Joined: Thu Mar 03, 2016 9:10 pm
Location: Genoa, Republic of Genoa (occupied by Italy)

RE: Feature Request

Post by UP844 »

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 [:D].

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

Long Range Fire (A7.22)........1/2 FP
User avatar
rico21
Posts: 3034
Joined: Fri Mar 11, 2016 8:05 am

RE: Feature Request

Post by rico21 »

I would just like to have this line...[:D]

Image
Attachments
tankelite2.jpg
tankelite2.jpg (41.81 KiB) Viewed 307 times
User avatar
UP844
Posts: 1669
Joined: Thu Mar 03, 2016 9:10 pm
Location: Genoa, Republic of Genoa (occupied by Italy)

RE: Feature Request

Post by UP844 »

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 [:D]).

Image
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
User avatar
rico21
Posts: 3034
Joined: Fri Mar 11, 2016 8:05 am

RE: Feature Request

Post by rico21 »

True, true and true but I had to play Villers Bocage on Battle Academy because on TOTH it's too bad![:(]
User avatar
UP844
Posts: 1669
Joined: Thu Mar 03, 2016 9:10 pm
Location: Genoa, Republic of Genoa (occupied by Italy)

RE: Feature Request

Post by UP844 »

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.
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
User avatar
rico21
Posts: 3034
Joined: Fri Mar 11, 2016 8:05 am

RE: Feature Request

Post by rico21 »

Good alternative even if the addition of elite status should add panache in the game[8D]
Ratzki
Posts: 580
Joined: Sun Aug 17, 2008 9:32 pm
Location: Chilliwack, British Columbia

RE: Feature Request

Post by Ratzki »

ORIGINAL: Peter Fisla
ORIGINAL: jcourtney

That's awesome Peter. [&o] 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?
Post Reply

Return to “Tigers on the Hunt”