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RE: Feature Request

Posted: Fri Feb 17, 2017 2:18 pm
by Missouri_Rebel
For me a proper los tool would be the most welcome.

I wish Matrix could allocate some resources to help push these features along. Maybe that's just not the way it works though.

RE: Feature Request

Posted: Sun Feb 26, 2017 1:13 am
by Deepstuff3725
Just created a scenario for TOTH, which is a lot of fun to do. Wondering if there is a way to place exit hexes in the same hex where setup hexes are? I'd like to place exit hexes for the Germans along the entire baseline of the Russian side, but I get a message they cannot be placed where setup hexes exist? Could there be an update in the future to allow an exit hex to be placed into the same hex where a setup hex is? Thanks.

Down the road would really like to see other nations included, such us Poland, Finland, France, Italy, Japan, etc. Thanks for a great game.... Jeff

RE: Feature Request

Posted: Sun Feb 26, 2017 6:49 pm
by btd64
How about setting things up so that ground pounders can ride AFV's....GP

RE: Feature Request

Posted: Mon Feb 27, 2017 8:22 pm
by madDdog67
ORIGINAL: CLEVELAND

Yes, zoom in and out! A larger map area would also be nice. Having the game play restricted to the upper left hand corner of your monitor is kind of a drag.

This time eleventy million. Seriously...some of these maps take up 1/4 of my 28" monitor running at 1920x1080. This is such a rudimentary feature that it's hard to believe it wasn't included at release.


RE: Feature Request

Posted: Mon Feb 27, 2017 9:12 pm
by Hailstone
Maybe instead of scrolling by moving the mouse to the edge of the screen can the mouse just "grab" the map and move it that way?

RE: Feature Request

Posted: Tue Feb 28, 2017 9:47 am
by Ticonderoga60
Hi all, in addition to what has already been said above, it would be good to add the AFV leader, are very important for the game. And Flame AFV.
Unfortunately I can not play the Kursk scenarios (after the first night, every single movement of a hex costs more than a minute! Too frustrating), but I'm happy to have bought them if they served to support the TOTH project.
When next update?

RE: Feature Request

Posted: Tue Feb 28, 2017 4:40 pm
by Paullus
We are not sure about the date yet. Peter is working on it.

If you are using an old computer or Laptop you could try using this program to help your CPU free resources. It has helped dome players.

Razer Cortes Game Booster: https://www.razerzone.com/cortex/boost

RE: Feature Request

Posted: Sun May 14, 2017 9:31 pm
by jtcourtne
Regarding advanced features that people are calling for, ie fire groups, multi-level buildings, etc...

I think it's true that introducing these types of features would weight the advantage in the player's advantage with respect to the A.I., so I understand Peter's dilemma. This leads me to propose my own feature request: a scripting interface to the A.I. This way scenario designers could fine tune the rules by which the A.I. would respond in situations specific to a scenario, while freeing Peter from the impossible task of keeping the A.I. challenging as the engine grows more complex.

Seeing as how the scenario designer has intimate knowledge of the OOB, terrain, objectives and game length, it would make sense that their insight regarding the situation should be utilized in directing the computer opponent. Thus, Peter could simply focus on strengthening the general responsiveness of the A.I. and not have to knock himself out trying to manage new complexity as it is written into the game engine. Let the scenario designers decide when to form a fire group, where to set up a fire lane, when a unit should move upstairs, etc.

RE: Feature Request

Posted: Sun May 14, 2017 9:42 pm
by Peter Fisla
ORIGINAL: jcourtney

Regarding advanced features that people are calling for, ie fire groups, multi-level buildings, etc...

I think it's true that introducing these types of features would weight the advantage in the player's advantage with respect to the A.I., so I understand Peter's dilemma. This leads me to propose my own feature request: a scripting interface to the A.I. This way scenario designers could fine tune the rules by which the A.I. would respond in situations specific to a scenario, while freeing Peter from the impossible task of keeping the A.I. challenging as the engine grows more complex.

Seeing as how the scenario designer has intimate knowledge of the OOB, terrain, objectives and game length, it would make sense that their insight regarding the situation should be utilized in directing the computer opponent. Thus, Peter could simply focus on strengthening the general responsiveness of the A.I. and not have to knock himself out trying to manage new complexity as it is written into the game engine. Let the scenario designers decide when to form a fire group, where to set up a fire lane, when a unit should move upstairs, etc.

Yes, I'm thinking adding the scripted functionality into the scenario editor + game engine. Though I will leave for the next major version of the game because it requires a lot of code changes to the editor as well as the game engine and AI.

RE: Feature Request

Posted: Mon May 15, 2017 1:18 am
by jtcourtne
That's awesome Peter. [&o] I think that would be a killer feature and would ensure the longevity of TotH. IMO building something like that into the next major update should take precedence over all of the other wishlist items (all of which I support) as it provides the best path to making those things happens.

Just out of curiosity, I don't suppose that you would be considering using Python, seeing as you developed with C++? I would think that would be fairly accessible to the average person (I'm thinking along the lines of Minecraft) and would lend itself to some powerful extensibility. I'm sure you would have no problem finding volunteers to help out (*ahem*). Either way, I'm looking forward to seeing what you come up with. Love the game so far.

My mind boggles thinking of all the possibilities.[:)].

RE: Feature Request

Posted: Mon May 15, 2017 3:33 am
by rico21
+1
You win your place in the TOTH list!

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RE: Feature Request

Posted: Mon May 15, 2017 8:33 am
by Peter Fisla
ORIGINAL: jcourtney

That's awesome Peter. [&o] I think that would be a killer feature and would ensure the longevity of TotH. IMO building something like that into the next major update should take precedence over all of the other wishlist items (all of which I support) as it provides the best path to making those things happens.

Just out of curiosity, I don't suppose that you would be considering using Python, seeing as you developed with C++? I would think that would be fairly accessible to the average person (I'm thinking along the lines of Minecraft) and would lend itself to some powerful extensibility. I'm sure you would have no problem finding volunteers to help out (*ahem*). Either way, I'm looking forward to seeing what you come up with. Love the game so far.

My mind boggles thinking of all the possibilities.[:)].

Sorry, I wrote next major version of the game; not next major update. AI scripting requires extensive changes...so this means TotH 2.0 - I plan to use Unreal Engine.

The game was written in Visual C++ 2013 Pro edition and uses GDI windows graphics library.

RE: Feature Request

Posted: Fri May 19, 2017 10:31 am
by rico21
One of the greatest qualities of the game is the rate of fire that works very well with machine guns, mortars and cannons.
But not with the tanks that are bridled by a single level that does not allow to simulate elite crews and their prowess on the battlefield.

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RE: Feature Request

Posted: Fri May 19, 2017 11:48 am
by UP844
I think AFV ROF works really fine as it is implemented now.

On the other hand, I would like very much having Multiple Hits and Gyrostabilizers on my Shermans [:D].

As for elite crews, I remember ASL had armor leaders, but I am afraid adding them will mean opening a huge can of worms for Peter.


RE: Feature Request

Posted: Fri May 19, 2017 12:31 pm
by rico21
I would just like to have this line...[:D]

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RE: Feature Request

Posted: Fri May 19, 2017 1:32 pm
by UP844
I understand, but since every "rule change" must be coded by Peter I have no way to estimate how hard this will be.

In my opinion, however, there are much more important issues to address before worrying about Uberpanzers that, if properly treated, will blow up as any other tank [:D]).

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RE: Feature Request

Posted: Fri May 19, 2017 3:57 pm
by rico21
True, true and true but I had to play Villers Bocage on Battle Academy because on TOTH it's too bad![:(]

RE: Feature Request

Posted: Fri May 19, 2017 5:27 pm
by UP844
Re-creating the fight at Villers-Bocage in ToTH would require having the British crews dismounted from their tanks. I doubt crew quality affected German gunnery, since the whole affair took place at short range.

A possible alternative came to my mind: currently, AFVs can be started in "Immobilised" state. It would be nice to have the possibility of setting up "not in good order", i.e. pinned/broken/broken+ for infantry and stun/shock/unconfirmed kill for AFVs. Such a feature would make possible to create hit-and-run scenarios where one side is surprised and will slowly recover during the game.

RE: Feature Request

Posted: Sat May 20, 2017 12:06 am
by rico21
Good alternative even if the addition of elite status should add panache in the game[8D]

RE: Feature Request

Posted: Sun May 28, 2017 9:41 pm
by Ratzki
ORIGINAL: Peter Fisla
ORIGINAL: jcourtney

That's awesome Peter. [&o] I think that would be a killer feature and would ensure the longevity of TotH. IMO building something like that into the next major update should take precedence over all of the other wishlist items (all of which I support) as it provides the best path to making those things happens.

Just out of curiosity, I don't suppose that you would be considering using Python, seeing as you developed with C++? I would think that would be fairly accessible to the average person (I'm thinking along the lines of Minecraft) and would lend itself to some powerful extensibility. I'm sure you would have no problem finding volunteers to help out (*ahem*). Either way, I'm looking forward to seeing what you come up with. Love the game so far.

My mind boggles thinking of all the possibilities.[:)].

Sorry, I wrote next major version of the game; not next major update. AI scripting requires extensive changes...so this means TotH 2.0 - I plan to use Unreal Engine.

The game was written in Visual C++ 2013 Pro edition and uses GDI windows graphics library.
What advantage would the Unreal engine give over any other such as the one that the new CC is being written on, Archon I think it is?