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: Paullus, Peter Fisla

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rico21
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RE: Feature Request

Post by rico21 »

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.
rmmwilg
Posts: 228
Joined: Tue May 01, 2018 11:01 pm

RE: Feature Request

Post by rmmwilg »

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 [:D], 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 :)
rmmwilg
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RE: Feature Request

Post by rmmwilg »

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
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UP844
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Location: Genoa, Republic of Genoa (occupied by Italy)

RE: Feature Request

Post by UP844 »

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?? [:D]
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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Hailstone
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Location: Phoenix, AZ

RE: Feature Request

Post by Hailstone »

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.[8D]
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UP844
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RE: Feature Request

Post by UP844 »

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
Gmay
Posts: 31
Joined: Mon Nov 27, 2017 2:29 pm

RE: Feature Request

Post by Gmay »

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...
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LN59
Posts: 218
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Location: France

RE: Feature Request

Post by LN59 »

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
"On ne passe pas !" - - - - - - - - - - - - "Soyez tous les bienvenus !"
The French Motto (Verdun, 1916) - - - - Paris Olympic Games (2024)
chucknra
Posts: 41
Joined: Tue Jul 01, 2003 4:13 pm

RE: Feature Request

Post by chucknra »

Need to have longer, linked campaign games where leaders (tank and infantry) can advance..similar to ASL.
overkill01
Posts: 256
Joined: Thu Dec 31, 2015 11:59 am

RE: Feature Request

Post by overkill01 »

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.
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Bradley62
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RE: Feature Request

Post by Bradley62 »

Be able to give order with one click. Will this ever happen?
rmmwilg
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RE: Feature Request

Post by rmmwilg »

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 [:D] . 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.
rmmwilg
Posts: 228
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RE: Feature Request

Post by rmmwilg »

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!! [&o]
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dahunn
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RE: Feature Request

Post by dahunn »

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.
wehrsoldat
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RE: Feature Request

Post by wehrsoldat »

Click and drag feature would really be nice.
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Okayrun3254
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RE: Feature Request

Post by Okayrun3254 »

ORIGINAL: macob30

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


Yes, SNIPERS!!! :)
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fran52
Posts: 608
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Location: Como Italy

RE: Feature Request

Post by fran52 »

Troop transport and towed gun.......and mud and snow movement.
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rico21
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RE: Feature Request

Post by rico21 »

special effects or turkey shooting
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DoubleDeuce
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RE: Feature Request

Post by DoubleDeuce »

ORIGINAL: acropora

Troop transport and towed gun.......and mud and snow movement.
+1 for this
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rico21
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RE: Feature Request

Post by rico21 »

and no snipers?
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