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RE: Feature Request

Posted: Tue Jan 22, 2019 11:27 am
by rico21
Scuttling the tank?

RE: Feature Request

Posted: Thu Jan 31, 2019 12:49 pm
by rmmwilg
ORIGINAL: Hailstone

Let's not be too hasty to keep TotH dumbed down to attract new players but fuselex has a point. My remedy, TotH 2![8D]

That, or maybe mods could be created that can be purchased and installed separately (using JSGME) for those who want to get into the more detailed aspects that ASL offered. Seems like a win-win that way.

RE: Feature Request

Posted: Sat Mar 02, 2019 8:07 pm
by danimaning2
Several years later: its impossible select all the units in the same hex with 1 click?.

I love this game, but only this thnig its soooo bored.

RE: Feature Request

Posted: Sun Mar 03, 2019 9:41 am
by ArmyEsq
Please let me know when you add multi level buildings and smoke.

RE: Feature Request

Posted: Tue Apr 02, 2019 9:38 pm
by E
ORIGINAL: danimaning2

Several years later: its impossible select all the units in the same hex with 1 click?.

I love this game, but only this thnig its soooo bored.
How about a double-click on stack to select the hex and all units? (without anyone having to unlearn or relearn the default one-click-then-possibly-many-clicks method).

RE: Feature Request

Posted: Wed Apr 03, 2019 9:12 pm
by Peter Fisla
ORIGINAL: E

ORIGINAL: danimaning2

Several years later: its impossible select all the units in the same hex with 1 click?.

I love this game, but only this thnig its soooo bored.
How about a double-click on stack to select the hex and all units? (without anyone having to unlearn or relearn the default one-click-then-possibly-many-clicks method).

Double clicking to select all units in a hex, is not as easy because the selection validation function would need to change depending on a current segment in a turn. Are you in a movement segment, fire segment? Where only good order units can move/fire (pinned units cannot always fire, wounded leaders cannot move etc). in Rout Segment, it's all about broken+ units. Each time a unit is selected in any given segment the game makes an assessment if it's a valid selection or not. What if you want to select all units in a hex in Rout Segment, you select some broken+ units but you also select this way two leaders at the same time...this is not allowed. It's not as simple guys as you might thing...

RE: Feature Request

Posted: Thu Apr 04, 2019 7:56 am
by E
ORIGINAL: Peter Fisla
ORIGINAL: E

ORIGINAL: danimaning2

Several years later: its impossible select all the units in the same hex with 1 click?.

I love this game, but only this thnig its soooo bored.
How about a double-click on stack to select the hex and all units? (without anyone having to unlearn or relearn the default one-click-then-possibly-many-clicks method).

Double clicking to select all units in a hex, is not as easy because the selection validation function would need to change depending on a current segment in a turn. Are you in a movement segment, fire segment? Where only good order units can move/fire (pinned units cannot always fire, wounded leaders cannot move etc). in Rout Segment, it's all about broken+ units. Each time a unit is selected in any given segment the game makes an assessment if it's a valid selection or not. What if you want to select all units in a hex in Rout Segment, you select some broken+ units but you also select this way two leaders at the same time...this is not allowed. It's not as simple guys as you might thing...
What if a double-click was seen by the game as a string of single selections? (each being subjected to the disqualification tests, sequentially)

HEY LADIES!

Posted: Wed Aug 07, 2019 6:46 am
by gehrig38
Are you guys still active at all around here? As one of the 3 guys that owns MMP I would LOVE to talk to some of you players and more importantly some of the designers to see if there isn't some way to work together. Given the game is pretty much ASL, and copied ASL (Which btw I don't care, someone did an amazing job with this product)if this game could add some things (Firegroups, SW usage of opposing SW, and about 2 million other little odds and ends)I honestly think there would be a chance to kick start this with MMP and possibly HASBRO behind it.... Anyway, fantastic community and an amazing amount of work by you modders!

RE: Feature Request

Posted: Mon Aug 12, 2019 2:21 am
by DoubleDeuce
ORIGINAL: gehrig38

Are you guys still active at all around here? As one of the 3 guys that owns MMP I would LOVE to talk to some of you players and more importantly some of the designers to see if there isn't some way to work together. Given the game is pretty much ASL, and copied ASL (Which btw I don't care, someone did an amazing job with this product)if this game could add some things (Firegroups, SW usage of opposing SW, and about 2 million other little odds and ends)I honestly think there would be a chance to kick start this with MMP and possibly HASBRO behind it.... Anyway, fantastic community and an amazing amount of work by you modders!
I've been away from the game for almost a year but would be happy to share any input I could. IMHO, this game atm, is sort of a mix of SASL and ASLSK. At minimum, I would love to see walls, hedges, multi story buildings and a few other things.

RE: Feature Request

Posted: Wed Dec 04, 2019 4:46 pm
by Magnin
ORIGINAL: FroBodine

Double-click on a hex to select all units in the hex. This seems to be the standard in many games. This would be a good feature.
\


Oh yes. The unit selection process is quite annoying in ToH. Simply Clicking on a stack with LMB should select it. This is standard in most software.

I ike the way stack selection is implemented in VASSAL. With a double-click, you can "disperse" a stack, then easily select units individually .

RE: Feature Request

Posted: Wed Dec 04, 2019 4:50 pm
by Magnin
ORIGINAL: Krasny

It is very click heavy. Having to click "go on" after every enemy action, even when there's nothing you can do, and having to reselect moving units after they are shot at, are major pains in the arse.
It is very click heavy. Having to click "go on" after every enemy action, even when there's nothing you can do, and having to reselect moving units after they are shot at, are major pains in the arse.

Oh yes. And it seriously deters me from playing.

RE: Feature Request

Posted: Wed Dec 04, 2019 5:00 pm
by Magnin
The game could definitely be made more user-friendly, by changing the way the clicks and drags are designed.

- Line of sight toggle: When I select a unit then hit a key, highlight all of the hexes that I can see.

My wishes for the features:
- hotkeys
- bunkers, entrenchements, fortifications...


I am another engineer who is willing to help this brave game designer ! ;)

RE: Feature Request

Posted: Wed Dec 04, 2019 7:08 pm
by demyansk
Agree, I don't play the game due to the interface. Too much clicking with keyboard

RE: Feature Request

Posted: Fri Jan 03, 2020 1:25 pm
by Zovs
Some observations, with the hopes of seeing some coding corrections.

UI
The UI is okay but it could be far better. Granted I am a long time ASL player and used to how the VASL interface is and works, so I am biased here. Also, I am vary long time Steel Panthers player and again I have my biases. There is way to much clicking and control clicking to select units to move or fire. If a user has no middle mouse button then that feature is useless for that player, there should be a shortcut key for this.

Game is laggy on larger scenarios
Currently I am play Rico's Stalingrad CG. Apparently there is an issue with the game lagging once more units arrive on the map on turn 4. For some reason after the turn 4 reinforcements arrived every time I select a unit to move it takes like 5-10 seconds for it to actually move to the selected hex. This is very fustrating, it should not take 10 seconds to move one unit (even using Assault Movement).

OBA
I can't target hexes with OBA unless the spotting leader has a LOS to an enemy hex with an enemy unit in that hex. This is a shortcoming in my view, you should be able to target hexes in your LOS even if there is no enemy unit in the hex. It is after all indirect fire.

AFV
It would be very nice to have the MP expended and remaining displayed somewhere in the UI. Its a bit frustrating at "guessing" how far an AFV can actually move in the turn. (This also applies to Infantry movement.) So far it seems that AFV can't enter a hex with another AFV. This is another shortcoming, they should be allowed to over stack similar to how it's done in ASL. Also there is no bypass movement (nor any for infantry) this also would be very useful to have in the game.

Stacking arrangements
It would be nice if we could change the stacking arrangements in the game. If you move a leader into a hex and then a squad the squad will go on top of the leader. This is annoying and we should be able to re-arrange the stack the way that we want, I prefer my leaders on top.

Firing status
Currently when you Prep Fire or Def Fire only the squad or SW gets marked with a Fire counter, it would be beneficial if the whole stack was marked or those that did not fire were moved to the top of the stack.

Those are my observations thus far. BTW using the latest beta.

RE: Feature Request

Posted: Fri Apr 10, 2020 12:15 pm
by TimB64
A bit late into this thread, but +1 for Firegroups across adjacent hexes.

I don't want to stack for firepower just to have my stack nuked by taking an unlucky hit [8|]

I'm sure there's a good reason why this hasn't been implemented (yet) so I can live without it.

RE: Feature Request

Posted: Wed Aug 04, 2021 7:14 am
by dilore
A Line of Sight tool á la Vasall is crucial for movement planning and still missing. The current solution is a pain in the a..

RE: Feature Request

Posted: Wed Aug 04, 2021 11:08 pm
by Zovs
Fellows I don’t think there will ever be any patches or enhancements, this is it, what you got is what you got.

RE: Feature Request

Posted: Thu Aug 05, 2021 10:23 pm
by Big Ivan
ORIGINAL: Zovs

Fellows I don’t think there will ever be any patches or enhancements, this is it, what you got is what you got.


Sorry you feel that way Don. I for one will continue to believe in future updates. If not, I got what I got and still having loads of fun with TotH.

Regards,
John[;)]

RE: Feature Request

Posted: Fri Aug 06, 2021 8:06 am
by Zovs
John I agree with the loads of fun, and while we all can hope for a patch, it just seems that the developer is just not interested in updating, patching or working on this anymore. And for good reason, he had a major health scare, and with the craziness of the world lately I think a lot of realize that what really counts in life is not our beloved hobbies, but those around us and close to us.

RE: Feature Request

Posted: Fri Aug 06, 2021 9:00 am
by Big Ivan
Can't argue with you there Don. Life, family and health take precedence over any past time.

Take care and stay safe!

John[;)]