Tigers on the Hunt Screenshots Revealed!

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invernomuto
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RE: Tigers on the Hunt Screenshots Revealed!

Post by invernomuto »

ORIGINAL: Peter Fisla

alright guys, I hope you like it :) I wanted the classical kind of look of the game...

Cheers!

Peter

We like it a lot [;)] .
Love the Squad Battle look of the game...
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SquadLeader1977
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RE: Tigers on the Hunt Screenshots Revealed!

Post by SquadLeader1977 »

Is the LOS (Line of Sight) 3D like Squad Battles
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Fred98
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RE: Tigers on the Hunt Screenshots Revealed!

Post by Fred98 »

It is turn based but does not have PBEM.

How do we play a turn?

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Richie61
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RE: Tigers on the Hunt Screenshots Revealed!

Post by Richie61 »

ORIGINAL: Joe 98

It is turn based but does not have PBEM.

How do we play a turn?

Per Peter's comments. [:)]
You have Admin segment (in my game segment = phase), Fire segment, Movement segment, Defensive Fire segment, Advancing Fire segment, Rout Segment, Advance Segment and Close Combat Segment. So the turn is very interactive, example in Movement segment if you move a unit by one hex, or your vehicle changes facing both of these actions can trigger enemy defensive fire and because of this PBEM style of play would be very difficult.
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Peter Fisla
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RE: Tigers on the Hunt Screenshots Revealed!

Post by Peter Fisla »

ORIGINAL: K1943

Is the LOS (Line of Sight) 3D like Squad Battles

The game has 5 levels of elevation, base + 4 levels of hill. LOS is calculated down to a pixel level. LOS is affected by obstacles like terrain, buildings or hindrance (6 hexes of hindrance will block LOS). For example, grain in season is hindrance as well as orchard, brush, crag, debris and vehicle wreck.
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Fred98
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RE: Tigers on the Hunt Screenshots Revealed!

Post by Fred98 »

ORIGINAL: Richie61
ORIGINAL: Joe 98

It is turn based but does not have PBEM.

How do we play a turn?

Per Peter's comments. [:)]
You have Admin segment (in my game segment = phase), Fire segment, Movement segment, Defensive Fire segment, Advancing Fire segment, Rout Segment, Advance Segment and Close Combat Segment. So the turn is very interactive, example in Movement segment if you move a unit by one hex, or your vehicle changes facing both of these actions can trigger enemy defensive fire and because of this PBEM style of play would be very difficult.
fb.asp?m=3860890



That is not an answer.

After I play my turn how do I let my opponent know I have played a turn?

.

.





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zakblood
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RE: Tigers on the Hunt Screenshots Revealed!

Post by zakblood »

as there's no pbem, but supports 2 player, then it's hotseat mode for a guess, so just tap him or her on there shoulder and say it's your turn[:D][;)]
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Peter Fisla
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RE: Tigers on the Hunt Screenshots Revealed!

Post by Peter Fisla »

ORIGINAL: zakblood

as there's no pbem, but supports 2 player, then it's hotseat mode for a guess, so just tap him or her on there shoulder and say it's your turn[:D][;)]

Yes, there is hotseat mode besides playing against AI. PBEM can be sort of simulated by sending the saved game file to the other player.
Ratzki
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RE: Tigers on the Hunt Screenshots Revealed!

Post by Ratzki »

Is there just 1 file swap per game turn or would there be multiple saved game file swaps to complete one turn?

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GJK
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RE: Tigers on the Hunt Screenshots Revealed!

Post by GJK »

I imagine that the process would be very similar to playing pbem ASL via VASL. There's a number of log files that are exchanged per turn, with each turn divided in to phases or segments that each side performs. As Peter mentions, the movement phase for each side (two movement phases per turn) is interactive in that there is reaction fire that is possible by your opponent as you move. That makes playing be email very difficult. It can (and is) done using VASL for ASL by basically halting the process during the playback of your opponents movement phase and conducting reaction (aka defensive) fire on units as the opportunity presents itself one at a time. So for VASL, that means that every time you want to take a defensive fire shot, you stop the log, conduct the shot and send that result to your opponent. They then continue with the rest of their moves. The logs pass back and forth like this until all of the movement phase is complete. Now I don't know if Peter's game works like that, or if it even could work like that when trying to pbem it, but I imagine it would be something quite similar if nothing else.
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Wiggum
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RE: Tigers on the Hunt Screenshots Revealed!

Post by Wiggum »

Looks and sounds great, i just applied for the BETA !
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Freyr Oakenshield
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RE: Tigers on the Hunt Screenshots Revealed!

Post by Freyr Oakenshield »

Very nice. BTW, is it going to be the successor to SPWaW?
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GreyDonkey
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RE: Tigers on the Hunt Screenshots Revealed!

Post by GreyDonkey »

Looks like the good old steel panthers. [8D] *thumbsup*
Best wishes,
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Gerry4321
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RE: Tigers on the Hunt Screenshots Revealed!

Post by Gerry4321 »

In ASL by PBEM using the VASL interface it is the interaction between the movement and defensive fire phases that creates the most logs. The mover has to give some directions to his opponent as in stop and return the log when you break one of my units or a gun/tank is revealed. So the movement phase can create a ton of log files.

I have done it and it works. Just takes a good working relationship with your opponent. Also great excitement as you open up each return log to see what happened! Like waiting for something exciting to come in the mail/post one time.



ORIGINAL: GJK

I imagine that the process would be very similar to playing pbem ASL via VASL. There's a number of log files that are exchanged per turn, with each turn divided in to phases or segments that each side performs. As Peter mentions, the movement phase for each side (two movement phases per turn) is interactive in that there is reaction fire that is possible by your opponent as you move. That makes playing be email very difficult. It can (and is) done using VASL for ASL by basically halting the process during the playback of your opponents movement phase and conducting reaction (aka defensive) fire on units as the opportunity presents itself one at a time. So for VASL, that means that every time you want to take a defensive fire shot, you stop the log, conduct the shot and send that result to your opponent. They then continue with the rest of their moves. The logs pass back and forth like this until all of the movement phase is complete. Now I don't know if Peter's game works like that, or if it even could work like that when trying to pbem it, but I imagine it would be something quite similar if nothing else.
Gerry4321
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RE: Tigers on the Hunt Screenshots Revealed!

Post by Gerry4321 »

ORIGINAL: Peter Fisla

ORIGINAL: Panzerbri

The game looks good from the pictures. Will there be a video, so we can here the sounds.
As well as the visual aspects of the game.

Hopefully beta testers will post AAR on youtube...
yout

Anyone? Please!
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PipFromSlitherine
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RE: Tigers on the Hunt Screenshots Revealed!

Post by PipFromSlitherine »

Beta testers would be prevented from posting videos by their NDA in a closed beta.

Cheers

Pip
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Gerry4321
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RE: Tigers on the Hunt Screenshots Revealed!

Post by Gerry4321 »

That's what I was thinking. I understand. Maybe a few more screenshots Pip?

Thanks,

Gerry
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PipFromSlitherine
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RE: Tigers on the Hunt Screenshots Revealed!

Post by PipFromSlitherine »

That would be down to marketing and the devs. Nobody wants to deflate the understandable excitement by posting too many non-final screenshots [:)]

Cheers

Pip
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