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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scaz
Posts: 53
Joined: Wed Jan 17, 2007 6:56 pm

RE: Feature Request

Post by scaz »

Is bypass movement already accounted for in the game? Or is it something that could be added?

Also, What about multi-level counters in buildings? Are multi levels already accounted for or is it something that could be added?
shaddock
Posts: 192
Joined: Wed Sep 18, 2013 8:46 am

RE: Feature Request

Post by shaddock »

I'd like to echo a previous request: the ability to name each unit. Being able to name the units would go a long way towards an accurate OoB. Also the ability to assign units to a particular leader would be nice. And to be able to click on a leader to see all the units assigned to it. That way we can have Major Tom of the 532nd battalion trying to capture a village or town.
save the carrots; eat a vegan!
Gerry4321
Posts: 889
Joined: Mon Mar 24, 2003 2:40 am

RE: Feature Request

Post by Gerry4321 »

ORIGINAL: mrscaz

Is bypass movement already accounted for in the game? Or is it something that could be added?

Also, What about multi-level counters in buildings? Are multi levels already accounted for or is it something that could be added?
Neither are in the game right now. But definitely desirable.
Ratzki
Posts: 580
Joined: Sun Aug 17, 2008 9:32 pm
Location: Chilliwack, British Columbia

RE: Feature Request

Post by Ratzki »

+1. Yes, naming the units would be a bonus.
MikeMarchant_ssl
Posts: 80
Joined: Fri Feb 26, 2016 9:36 am

RE: Feature Request

Post by MikeMarchant_ssl »

ORIGINAL: shaddock

I'd like to echo a previous request: the ability to name each unit. Being able to name the units would go a long way towards an accurate OoB. Also the ability to assign units to a particular leader would be nice. And to be able to click on a leader to see all the units assigned to it. That way we can have Major Tom of the 532nd battalion trying to capture a village or town.

Shouldn't he be conquering space?


Best Wishes

Mike
Monkie
Posts: 284
Joined: Sun Jun 12, 2005 4:17 pm

RE: Feature Request

Post by Monkie »

How difficult would it be to allow players to change the order of the stacks? I prefer to keep my leaders on top most of the time. Since the game is already keeping track of support weapon possession in it's super brain there really is no reason for any particular order of stacking correct?
LtBernal
Posts: 2
Joined: Wed Mar 09, 2016 3:25 pm

RE: Feature Request

Post by LtBernal »

Hello Peter, I agree with aaatoys and the KISS principal and my suggestion for a long-term platform would be to build layers of added complexity in small, meaningful groups and set these groups of additional game features as modules which the player can choose from and add as the game is learned and more complexity is needed by the player as time goes on. Players may utilize only the features they are comfortable with ranging from the original game to items like multi-level buildings hero counters, armor leaders, etc. These mods would need to be activated from a new menu right after hitting the PLAY button in the opening menu, thus opening to a "complexity mod menu with a side-window defining the additional features being selected" which the user may read and then select from. The game should remember the last complexity module setting or combination of modules selected. However, game improvements not adding game complexity should be updated to the .exe and other parts of the game folder right away; items including but not limited to - zoom, hotkeys, etc.

**My complexity request additional feature would be to create other nationality counters and have the game select the appropriate counters (with varying colors would be nice), to match the nationalities of any chosen scenario.

Big fun imo!
'...learn to love death's ink-black shadow as much as you love the light of dawn. '
--- Spartan poet Tyrtaeus
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UP844
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RE: Feature Request

Post by UP844 »

In large scenarios, it is often difficult to tell which of our units has a LOS to enemy units. It would be nice to have the units that have a LOS to enemy units highlighted in some way, so as to avoid having to select all the units that might have a LOS to the target.
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
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parusski
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RE: Feature Request

Post by parusski »

Peter, I have just one request: PLEASE MAKE THIS BE EVERYTHING I EVER WANTED IN A GAME.[;)]
"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
snowbird
Posts: 75
Joined: Sun Feb 28, 2016 5:30 pm

RE: Feature Request

Post by snowbird »

Split the Terrain.png into multiple graphic files.

Possible types of files that could split from Terrain.png:
1) Terrain (e.g. potentially could be split into multiple files for desert, europe winter, europe summer, etc)
2) Personnel and Vehicle Counters (e.g. potentially could be split into multiple files by nationality)
3) Informational Counters (e.g. contains Fire, Final fire, Pinned, etc)
4) Other Misc (e.g. contains Flags, Setup, and Exit hexes, etc)

This will be a bit of development work to reference the new files and image locations but sets up a good foundation for the future (easier modding and expansions).
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Jafele
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RE: Feature Request

Post by Jafele »

A random battle generator would be cool. [:)]
Las batallas contra las mujeres son las únicas que se ganan huyendo.

NAPOLEÓN BONAPARTE


Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.

LAO TSE
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rico21
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Joined: Fri Mar 11, 2016 8:05 am

RE: Feature Request

Post by rico21 »

Please add The french who known used DC[:D]

Cheers,
eric0303
Posts: 15
Joined: Mon Jan 30, 2006 8:14 pm

RE: Feature Request

Post by eric0303 »

Don't know if this has already been requested but breaking up the graphic files into terrain/counters etc.
Thanks
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Cataphract88
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Location: Britannia

RE: Feature Request

Post by Cataphract88 »

I've asked for that, and I wasn't the first!
Richard
decaf
Posts: 112
Joined: Fri Aug 01, 2008 6:44 pm

RE: Feature Request

Post by decaf »

Terrain --

Have just finished the encoding of a pile of ASL maps to TOTH. There are a few terrain features that would help replicate
the ASL maps. I thought I would report on them.

-> Grain at different elevations. Right now grain overwrites hill, and ASL has maps with grain on hills. (perhaps overlay?)

-> Graveyard. Right now we substitute woods for graveyard. But, not a great substitution. (perhaps overlay?)

-> Marsh. Right now we substitute brush for marsh. Again, not a great substitution. (perhaps overlay?)

-> Valley. This is like a level -1 hill. Still allow woods, overlays, roads, buildings, etc.... Have to ignore valley right now.

I understand the TOTH model does not extend to hexside terrain (like walls) and lineated terrain (like streams), so I appreciate the extra programming work for those kinds of features. But, the 4 terrain features above may not be as nasty as doing walls.

Anyway, this is what I found in map creation.
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DoubleDeuce
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RE: Feature Request

Post by DoubleDeuce »

ORIGINAL: javafiend

-> Valley. This is like a level -1 hill. Still allow woods, overlays, roads, buildings, etc.... Have to ignore valley right now.

I understand the TOTH model does not extend to hexside terrain (like walls) and lineated terrain (like streams), so I appreciate the extra programming work for those kinds of features. But, the 4 terrain features above may not be as nasty as doing walls.
With the hexside issues you mentioned I think that a Valley (level -1 hill) terrain could substitute for gullies and streambeds, would have to be dry ones though. It would not be ideal but would be very helpful to scenario designers, IMHO.
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juv95hrn
Posts: 290
Joined: Tue Jun 28, 2005 12:58 pm

RE: Feature Request

Post by juv95hrn »

I want large campaigns where you buy reinforcement groups.

Preferably a remake of Red Barricades!
"Yes, I am the henchman of the Devil but my services are primarily ceremonial..."
rickier65
Posts: 14252
Joined: Thu Apr 20, 2000 8:00 am

RE: Feature Request

Post by rickier65 »


I think this might have been mentioned already, but adding the ability to name the leader counters. This would make the game more immersive I think.

Thanks
Rick
jeffdeham1
Posts: 18
Joined: Sun Feb 21, 2016 8:35 pm

RE: Feature Request

Post by jeffdeham1 »

The more I play the Russians, the more I think they need Molotov Cocktails.

Jeff
Ratzki
Posts: 580
Joined: Sun Aug 17, 2008 9:32 pm
Location: Chilliwack, British Columbia

RE: Feature Request

Post by Ratzki »

ORIGINAL: oldwarrior

Don't know if this has already been requested but breaking up the graphic files into terrain/counters etc.
Thanks

Could a person not create the mod(s) on different layers in a paint program. You would then just hide the layers that you do not want and then you could mix and match as you like. A person could have different unit mods, terrain modes ect. As long as the layers line up when you "flatten" the file there should be no issues.
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