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.
jascou, you know what your problem is, you don't post enough. [;)]
Bo, my problem is that I'm not brave enough to wade into that hornet's nest, short of being provided with danger pay and a cup to wear.[:D] Between you and me, my favorite way of playing MWiF is with virtually no optional rules; to me, the vanilla game is great on it's own. I fear admitting that over there would probably be enough to earn me everlasting scorn and a life on the run. [:D] But you know what? I don't encounter the bugs that everyone has been caterwauling about. Ignorance truly is bliss.[;)]
jascou, you know what your problem is, you don't post enough. [;)]
Bo, my problem is that I'm not brave enough to wade into that hornet's nest, short of being provided with danger pay and a cup to wear.[:D] Between you and me, my favorite way of playing MWiF is with virtually no optional rules; to me, the vanilla game is great on it's own. I fear admitting that over there would probably be enough to earn me everlasting scorn and a life on the run. [:D] But you know what? I don't encounter the bugs that everyone has been caterwauling about. Ignorance truly is bliss.[;)]
I have already earned that distinction, scorn and life on the run, [:D] if you decide to go that way I have a great little cabin in the Pocono mountains you are welcome to use, very remote [;)] As a beta tester I have never been a homeboy. [:(] especially when it came to the AI and Netplay.
I have already earned that distinction, scorn and life on the run, [:D] if you decide to go that way I have a great little cabin in the Pocono mountains you are welcome to use, very remote [;)] As a beta tester I have never been a homeboy. [:(] especially when it came to the AI and Netplay.
Bo
Always good to have a contingency plan, bo! Pocono looks like a great place to lie low. In the meantime, I could always return the favor with a friendly game of keep-it-simple MWiF via Netplay some day. I'm no WiF pro by any stretch, and have no problem with getting beat.[;)] Send me a PM anytime.
ORIGINAL: MichealJR
I had, before I sold it, the original Squad Leader series. This looks a lot like that. I played Squad Leader solo for ages. How is this simulation?
I poked through a couple of the tutorial scenarios when I first got it. And last night played through the first scenario With A Little Help From My Stugs. I'm finding the game to be intuitive enough to play even without reading through the manual yet. I never got into ASL, so for me this brings back a lot of nice SL memories.
I do kinda miss seeing all the Fire! markers over units to see who all has fired or not...
Bill Macon
Empires in Arms Developer
Strategic Command Developer
I have already earned that distinction, scorn and life on the run, [:D] if you decide to go that way I have a great little cabin in the Pocono mountains you are welcome to use, very remote [;)] As a beta tester I have never been a homeboy. [:(] especially when it came to the AI and Netplay.
Bo
Always good to have a contingency plan, bo! Pocono looks like a great place to lie low. In the meantime, I could always return the favor with a friendly game of keep-it-simple MWiF via Netplay some day. I'm no WiF pro by any stretch, and have no problem with getting beat.[;)] Send me a PM anytime.
Appreciate your offer jascou [;)] Players who say they are no WIF pro scare me, I wll agree provided I get an extra 10 panzer corps and I promise not to use them unless I get in trouble [never believe anyone who says I promise[:D]]
As of yet there is no keep-it-simple netplay,and that may never come to pass.
bommerrang [Gerry] and myself are going to attempt to test netplay in the nexr couple days, let me say as nice as I can it has not worked out well for the two years of testing and the many hours I and others have put in.
I apologize for talking about MWIF on the Tigers on the hunt forum will try to keep my comments on this games posts from now on.
Reading all the posts from the ASL guys here saying it misses the mark. I'll agree that this isn't a complete ASL done on the computer and I'm fine with that and really enjoying the game to boot. Plus who really plays ASL anymore besides investors. Between the out of print modules, mountainous rules and the prices of modules that are in print you soon understand why so many folks are excited about this game.
I bought this earlier in the week. I've just completed the tutorial missions and one other game.
1. Easily the top issues with the game is the user interface and the entire approach to usability. It's unbelievably, horrifyingly bad given that it's 2016. You might have been able to get away with a UX this bad a decade ago but now it's a fairly major detraction from the game. This may not, and may should not, dissuade you from purchasing the game but you should be aware of it. It's really bad.
To the programmers/developers: Control-clicking stuff to select multiple things is just fail. And, so far as I can see, absolutely no reason for it. It's like you deliberately decided to do bad UX things.
2. The AI on the attack does feel weak. Remember that I haven't played many games.
3. The mechanics are easy enough to grasp. The tutorials are not particularly well crafted but they don't really have to be. Overall, the developers did a good job of porting the ASL experience.
There is one major exception and this is in the movement phase for the computer. Because of the defensive fire mechanism the game has to pause after each hex move to give the human player a chance to fire. The pause is handled by pausing the game and posting a "continue" button. The net effect is that move phases for the computer end up being fairly long button spamming sessions. As I said, I've only played a few games but I'm already wondering what this is going to be like in large scenarios. Not looking forward to it.
This method of dealing with the game workflow is just brute force. I admit that at the moment I don't have a better idea but the current method is just brutal. Again, a really, really poor user experience choice. Wait, actually I do have an idea. How about if we just let the computer move the unit for it's complete move and, once that move has been plotted, the human can choose to fire at the enemy at any point in the path where it had LOS? Ok, ok, maybe that's not true ASL rules and maybe it might give the human a bit of an advantage. I wonder if it's still not a better choice than forcing the human to press a button 20 or 30 (or more) times each turn.
Really, developers: You think I'm being mean here. I've been a software developer for 25+ years. We're often mocked for our tolerance for poor UI and user experience. What was delivered for ToTH is really an embarrassing confirmation of that stereotype.
Now that I've got that off my chest, here's the surprising bit: I like the game. I have fun playing the game. It's close enough to ASL for me that I don't care about the deviations or missing pieces. I can see myself playing this game for a long time. I can see myself playing the game a lot more if the really poor user experience was addressed but, hey, I'll still play it. Now that I know there are ASL counter mods for this game, I'm even happier.
I give this game a recommendation but with VERY serious warnings. The game is fun but it's sure got a lot of sharp edges exposed. The development team would REALLY benefit from hiring someone who's created user interfaces in this century. You've been warned.
Its amazing how much opinions vary isn't it . For me the ability of the game to let me choose at each hex that a enemy unit moves into how I want to react is one of the reasons why I like this game so much .
After playing games all week I am finding the Ctl-click method of selecting multiple units in a hex a little bit awkward at times - there is definitely room for improvement there .
But please don't take out the current flow of reacting to enemy units actions - this I absolutely love .
Great game! The UI of pushing cardboard on a map board, checking tables, rolling dice, marking units . . . for me this is a very good version of the physical game on computer. I'd rather keep the feel of playing a tabletop game even if that means the UI is not as smooth.
I am an old wargamer. First one I bought was AH 1914 in 1968. One of the only reasons I got into computers is to play against somebody be it the AI.
I had, before I sold it, the original Squad Leader series. This looks a lot like that. I played Squad Leader solo for ages. How is this simulation?
I am thinking about picking it up and was wondering if this is as good as you expected and worth the price?
I play Squad Leader table top with a friend. We don't get together as much as we would like so I was looking for something that would come close to Squad Leader for my PC and I'm pleased to say I have found it with this. As for the price, there's no such thing as a free lunch in this world. I compare it to a meal out for two, going to the cinema etc. For the hours of enjoyment this will bring I don't think it is a lot to pay. The AI puts up a good fight as well. Life isn't a dress rehearsal, if you can afford it then buy it! My thoughts[8D]
I'm a long time ASL player. I still play ASL regularly face to face and with Vassal. I finally bought Tigers on the Hunt and loving it so far. Worth the price, fun to play and the AI is not that bad, managed to surprise me a couple of times ... The editor is also very well done... I hope it sells well enough for you guys to keep expending it.
I was excited about this game, but after playing it for about 30 minutes, I'm putting it aside until the user interface is re-designed or greatly improved. The graphics are fine, but as some others have indicated, the number of mouse clicks and back and forth needed takes away from the game greatly (my opinion, any way). It was, as someone else said, infuriating.
Hopefully they can design some improvements into the unit selection and movement. I'd love to give it another shot when that happens.
I'm apparently a rarity on this forum as I have never played ASL.
I have played Steel Panthers and many of the CC games (not quite the same of course but about same scale).
I am really enjoying this game. The interface is a bit quirky and could use some streamlining. I've already made my recommendations in the requests thread so I won't repeat them here.
But the bottom line is I have greatly enjoyed playing the game so far. Definitely worth the $$ and I expect it to only get better.
It's one of those games where I keep telling myself 'just one more turn' and then I look up and it's 3:00 am. What more could you want?
As to the 'just one more turn' aspect I agree. It was shocking to feel that way in a game like this. And that is a great thing for the success of TotH. In the past I only had that happen in games like Civ 1-5.
"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
I am an old wargamer. First one I bought was AH 1914 in 1968. One of the only reasons I got into computers is to play against somebody be it the AI.
I had, before I sold it, the original Squad Leader series. This looks a lot like that. I played Squad Leader solo for ages. How is this simulation?
I am thinking about picking it up and was wondering if this is as good as you expected and worth the price?
Well, I have bought it, and first impressions are good. I am not familiar with SL/ASL, and I am also not a "spreadsheet" gamer. Having said that, and after seeing a couple of idjester's videos, I jumped right to the first scenario and gameplay is very enjoyable indeed.
I would still like an in-game representation of movement range, and combat values, specially of AFV could be also be better (or at all) represented. But even without these, gameplay is rather fluid and fun, even (or specially) when mistakes are made.
I was told by Paullus that improvements are planned regarding these aspects, so I will be waiting.
As to the UI, IMHO two changes would made a huge difference:
- a hotkey (spacebar, perhaps) for advancing phases and AI, instead of having to click buttons
- an alternative to the Ctrl-click method of selecting units, as discussed profusely already.
All in all, I am impressed [&o] so far and hope for future improvements and additions.
Regards
(PS: saved games management is also...peculiar. Instaed of defaulting to a saved games sufolder (in the game folder) or creating a "My Games" windows subfolder (the two usual conventions), we either save them in main Documents folder or must chose where to put them...[X(]
At least consider a simple "Continue last saved game" option, when starting the game)
Well, I have bought it, and first impressions are good. I am not familiar with SL/ASL, and I am also not a "spreadsheet" gamer. Having said that, and after seeing a couple of idjester's videos, I jumped right to the first scenario and gameplay is very enjoyable indeed.
I would still like an in-game representation of movement range, and combat values, specially of AFV could be also be better (or at all) represented. But even without these, gameplay is rather fluid and fun, even (or specially) when mistakes are made.
I was told by Paullus that improvements are planned regarding these aspects, so I will be waiting.
As to the UI, IMHO two changes would made a huge difference:
- a hotkey (spacebar, perhaps) for advancing phases and AI, instead of having to click buttons
- an alternative to the Ctrl-click method of selecting units, as discussed profusely already.
All in all, I am impressed [&o] so far and hope for future improvements and additions.
Regards
(PS: saved games management is also...peculiar. Instaed of defaulting to a saved games sufolder (in the game folder) or creating a "My Games" windows subfolder (the two usual conventions), we either save them in main Documents folder or must chose where to put them...[X(]
At least consider a simple "Continue last saved game" option, when starting the game)
Good move. There is years of gaming to come with this and with all the mod's now and in the future it will be a feast to savour. Stoke up the customisation [8D]
(PS: saved games management is also...peculiar. Instaed of defaulting to a saved games sufolder (in the game folder) or creating a "My Games" windows subfolder (the two usual conventions), we either save them in main Documents folder or must chose where to put them...[X(]
At least consider a simple "Continue last saved game" option, when starting the game)
This is a continuation of the problem with the UI and basic functions of the program itself. This game isn't even trying to be compliant with any standards of Windows game software development. 10 years ago such things might have been OK but the actively troublesome UI, total lack of basic game information, random file management, all image resources contained within a single file, resolution and UI scaling limitations, and manual exe patching process are all signs that the best thing to do is pull out the game logic and rewrite this game from scratch as a native Windows application with modern features as expected from an application in 2016. There's just too many limitations that scream "Oh remember when computers couldn't do that?" being hard coded into this game engine when they are not only possible, but also standard, today.