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

chucknra
Posts: 41
Joined: Tue Jul 01, 2003 4:13 pm

RE: Feature Request

Post by chucknra »

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?




A big +1
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pensfanvw
Posts: 83
Joined: Sat Jan 03, 2009 3:49 pm
Location: Owosso, MI.

RE: Feature Request

Post by pensfanvw »

I agree, it would be nice to hear if this could be done.

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

RE: Feature Request

Post by jeffdeham1 »

I really think the artillery really needs work. I have found it to be next to useless. 2 variables for calling it in and if by the off chance they are both go then usually the artillery misses the mark sometimes by a huge margin. It was suggested you should have the ability to at least correct it some what. That would really help. Because as it stands now I don't even bother with it any more. Only part of this excellent game I feel really needs work.
Gribeauval
Posts: 242
Joined: Sun Sep 06, 2009 5:33 am

RE: Feature Request

Post by Gribeauval »

The enemy units that can be seen by a selected friendly unit are highlighted in red.

But, when the friendly unit is moved, the red-highlighting is not updated during the move. You must deselect the friendly unit and select it again to really know what enemy unit it can see.

It would be practical to move a unit hex by hex and to get instantly the enemy in LOS highlighted.

Regards.
Gribeauval
Posts: 242
Joined: Sun Sep 06, 2009 5:33 am

RE: Feature Request

Post by Gribeauval »

When an enemy unit runs out of HE ammo, you get a message warning you. Should not this type of messages be concealed when FOW is on ?

Regards
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gbaby
Posts: 180
Joined: Tue Feb 02, 2016 12:35 pm

RE: Feature Request

Post by gbaby »

Really enjoying the game. DLC coming, hope the commitment to improve continues.

One thing I noticed, boy has new scenarios grown. The current scenario selection is to a single folder "Scenarios".

Sub-folders are ignored. In the avoidance of overlong scenario listings, it would be nice if the scenario selector also showed folders in "Scenarios" so we can organize the selection better, and avoid the single ever growing list as it is now.

I'm actually using JSGME to populate the list now to keep the list manageable, but its clunky to have to run it before running TOTH to select the scenario desired, but its manageable.

Thanks for sharing your wonderful game with us. Keep it coming!
Gribeauval
Posts: 242
Joined: Sun Sep 06, 2009 5:33 am

RE: Feature Request

Post by Gribeauval »

It's about the acronym HS in the game.

I want just make a small suggestion about the manual :
you could add in the glossary (page 101/102) HS = Half-squad.
you could also add an explanation of what represents HS in the victory objective menu page 28 and page 45.

I have never played ASL and I didn't understand what HS represented (I thought that it was an Heavy Support weapon).
I have discovered the true sense of this acronym here on the forum.

It could be usefull for new players.

Regards.
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Peter Fisla
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Joined: Fri Oct 05, 2001 8:00 am
Location: Canada

RE: Feature Request

Post by Peter Fisla »

ORIGINAL: Gribeauval

It's about the acronym HS in the game.

I want just make a small suggestion about the manual :
you could add in the glossary (page 101/102) HS = Half-squad.
you could also add an explanation of what represents HS in the victory objective menu page 28 and page 45.

I have never played ASL and I didn't understand what HS represented (I thought that it was an Heavy Support weapon).
I have discovered the true sense of this acronym here on the forum.

It could be usefull for new players.

Regards.

Good idea, I will do it for next update
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btd64
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Location: Lancaster, OHIO

RE: Feature Request

Post by btd64 »

Peter, Is it possible to add art so that you look down on the vehicles and big guns? If your looking down on the Map, why not.....[&o][&o][&o]....GP
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btd64
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RE: Feature Request

Post by btd64 »

ORIGINAL: chucknra
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?
A big +1

Multi level buildings. A very good idea....GP
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

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SCW Manual Lead & Beta Support Team

"Do everything you ask of those you command"....Gen. George S. Patton
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Hailstone
Posts: 666
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Location: Phoenix, AZ

RE: Feature Request

Post by Hailstone »

A poster sometime back suggested using X-Mouse Button Control to eliminate having to select units using the CTRL button. Just left click for all selections. It's also a free download. Too bad I can't remember the poster because he provided step by step instructions on how to use that program and it works well. I still remember how it was configured if anybody is interested.
Gerry4321
Posts: 889
Joined: Mon Mar 24, 2003 2:40 am

RE: Feature Request

Post by Gerry4321 »

In terms of the interface I notice when a moving unit of yours is fired on you have to select it again to continue moving. A problem with you have to select multiple units to keep them moving. Focus should stay on the units that are not broken/pinned to they can keep moving.
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btd64
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RE: Feature Request

Post by btd64 »

ORIGINAL: Gerry

In terms of the interface I notice when a moving unit of yours is fired on you have to select it again to continue moving. A problem with you have to select multiple units to keep them moving. Focus should stay on the units that are not broken/pinned to they can keep moving.

Plus one....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
jhollerm
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Joined: Sun Feb 12, 2017 5:36 pm

RE: Feature Request

Post by jhollerm »

As someone who played the "hardcopy" version of this, I would love to see the "counter" version of the game pieces (as in Storm72's post). This would also give those interested alot of the "data" (numbers) that some people felt were missing. (Yes, I am a year late--maybe some of this is available in upgrades).

Deepstuff3725
Posts: 157
Joined: Sat Mar 01, 2014 4:38 pm
Location: Indianapolis, IN, USA

RE: Feature Request

Post by Deepstuff3725 »

I'm new to this game and really enjoying it. Like how it plays, the growing list of scenarios available is awesome, and a comprehensive editor is great.

Any chance this game can get multiplayer capability? I know it's been brought up before. Maybe a server to support the game where players can go into a lobby and start a scenario? Conflict of Heroes has this and it works well. Or allowing players to connect via IP?

Realize peer to peer connections is an option, but having a server or ip option available would be a great enhancement in my opinion.

Thanks.... Jeff



Deepstuff3725
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RE: Feature Request

Post by Deepstuff3725 »

Recently I started creating a map in TOTH based on a scenario from the board game Combat Commander, and the map has fences. Didn't see any fences available in TOTH. In ASL maps maybe there are no fences used, but any chance they can be added into the game? Sorry if this has been brought up before.
It would be great to have different fences, stone walls, hedges of different sizes to use in map making. And perhaps this can effect line of sight and give cover based the type used?
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btd64
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RE: Feature Request

Post by btd64 »

ORIGINAL: Deepstuff123

Recently I started creating a map in TOTH based on a scenario from the board game Combat Commander, and the map has fences. Didn't see any fences available in TOTH. In ASL maps maybe there are no fences used, but any chance they can be added into the game? Sorry if this has been brought up before.
It would be great to have different fences, stone walls, hedges of different sizes to use in map making. And perhaps this can effect line of sight and give cover based the type used?

ASL had fences and stone walls....GP
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

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"Do everything you ask of those you command"....Gen. George S. Patton
Paullus
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RE: Feature Request

Post by Paullus »

Yes there is a chance
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
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btd64
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RE: Feature Request

Post by btd64 »

A chance is better than nothing....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
LeeChard
Posts: 1116
Joined: Wed Sep 12, 2007 12:24 pm
Location: Michigan

RE: Feature Request

Post by LeeChard »

+1 It would be a nice improvement to an already good game [:)]
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