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

fuselex
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RE: Feature Request

Post by fuselex »

I really, just in case no one noticed believe the firegroup argument makes no sense .
The computer is not going be able to ,in the near future, plan to move a lot of units in 1 phase
with the intention of forming firegroups .
The player can .
We need to work with what we have available :) .
Some of the scenario developers are asking for mines , barbed wire , transport .
they are achievable ,
But to think the AI can possibly form a firegroup like a player can?
fuselex
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RE: Feature Request

Post by fuselex »

Think paradog is more realistic :)
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rico21
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RE: Feature Request

Post by rico21 »

haha
fuselex
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RE: Feature Request

Post by fuselex »

Have I played a scenario where I needed firegroups yet ?
Possibly ? , would have made it easier .
But can I say I needed them ?
Play 1 down 2 to go :) , I think grouping would ruin that . Firegroups would not have forced myself into CC.
The best part about it was CC
fuselex
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RE: Feature Request

Post by fuselex »

don`t want o be a work, health and safety officer there paradog .
But I don`t see your safety googles ?
fuselex
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RE: Feature Request

Post by fuselex »

don`t mean to be pushy ,but I have seen others who have not made the jump so well :)
fuselex
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RE: Feature Request

Post by fuselex »

well that wasn`t great , no idea that pic was huge , please ignore and I`ll find another broken paradog :)
fuselex
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RE: Feature Request

Post by fuselex »

We know him as Bazza
Worked with Paradog in special ops.
Last tour of duty was Afghanistan.
Some say he had a cold , we will never know.

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Gerry4321
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RE: Feature Request

Post by Gerry4321 »

ORIGINAL: GJK

That's the answer. This is a game - it's not a simulation - and giving the player the decision of whether or not wor what with to firegroup adds choices for the player and thus adds to the flavor of the game. In ASL, whether or not to firegroup (or say, fire just the SW) during first fire/subsequent/final protective fire is one of the most difficult decisions to weigh in the game. Hoping that Peter can get that added some time.

Hope so too. Give the AI side a bonus if you think the human has an advantage.
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GJK
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RE: Feature Request

Post by GJK »

Gerry: For example I played the "Pavlov's House" scenario from the VotG HASL with an ASL gaming buddy yesterday and it was an exciting challenge to sequence my defensive fires from one of the fortified locations knowing that he had at least 3 HS's with DC's, a flamethrower and who knows what else coming at me. I had two 628's with a HMG and a 9-1 leader. HMG retained rate on a great tear and I kept one of the 628's out of the firegroup in case the HMG lost rate and was facing sustained fire penalties. I held them all off and was very lucky to of done so with a pin (and later break) of an assault engineer squad that was attempting to place a DC in my location. Later in the game one of my lt. mortars on the top floor of a gutted building dropped a perfectly placed round next to a STuG that took off it's track and broke the squad and leader that were using it for cover. Love ASL!...

I'm not going to say 'if' but 'when' Peter can replicate that with an AI opponent in the game and add those mechanics (firegroups)...my ASL buddy may be left without a playing opponent! (kidding).
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer
Gerry4321
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RE: Feature Request

Post by Gerry4321 »

Great story.

My concern with TotH is that there is only Peter and Jorgen and Peter is busy with his regular job.
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rico21
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RE: Feature Request

Post by rico21 »

work?


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vonotto
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RE: Feature Request

Post by vonotto »

I do not know if it can be done but one of the few issues I have is scrolling all over the small text window to see what results occurred during attack/defense etc, so I would like to see the text box "detachable" or movable so I could stretch it wider and place it on a second monitor.
LeeChard
Posts: 1116
Joined: Wed Sep 12, 2007 12:24 pm
Location: Michigan

RE: Feature Request

Post by LeeChard »

ORIGINAL: Suul

Hello all,

I was thinking about this for my style of play. I personally prefer using only the mouse. If possible could the leader, squad and weapon frame have a click on/click off style for each element. For example click the leader, he is selected, click the squad it is selected, and if I change my mind before the right click for the attack I could click the leader again to deselect him, maybe to use him in a different attack? I would like to play on a laptop, tablet and a TV screen. Clicking units on and clicking units off independently means I would not be repeatedly reaching for the control key on the keyboard. To make a group for moving or firing requires clicking the correct units, but is it really necessary to have to also hold down the control key?
New to the game and like it very much. My main issue is reflected in Suul's post.
I know nothing about programming so I don't know if this is a simple change or a non starter.
It's tedious to constantly have to reach for the control button.
Otherwise a very enjoyable game!
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GJK
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RE: Feature Request

Post by GJK »

I would think that it would be rather possible to have it so that if you click a hex with units, you could then click the top line of text (where you normally ctrl-click) that has the Hex ID info to select ALL the units in the hex. You could then left click to deselect individual units/items. If you mis-click, you could *then* ctrl-click to re-add a unit or, simply click the top line of text (again, where the Hex ID info is) to reselect them all and then left click indivual items to deselect them.
"Fat, drunk, and stupid is no way to go through life, son."

-Dean Vernon Wormer
iPhoneAppz
Posts: 56
Joined: Sun Jan 10, 2016 12:06 pm

RE: Feature Request

Post by iPhoneAppz »

Could you please make the LOS tool usable? Instead of having to remember 2 sets of coordinates (because the LOS tool is modal and I can't even click the hexes to get their coordinates while I'm in the dialog), let me just click on the two hexes.
iPhoneAppz
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RE: Feature Request

Post by iPhoneAppz »

I'd love to see the terrain data from Section 8.3 in the manual displayed in the right pane when I mouse over terrain. It would be nice to know that Grain provides hindrance in-season without having to refer to the manual.
Ticonderoga60
Posts: 93
Joined: Wed Oct 12, 2016 3:41 pm
Location: Italy

RE: Feature Request

Post by Ticonderoga60 »

In movement and Rout phase, there's confusion. Is possible highlighted ONLY enemy unit that move o routed?
P.S.: News about update?
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UP844
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RE: Feature Request

Post by UP844 »

Moving and routing units are highlighted by the yellow dot in the hex they just left and by the small red arrow icon in their bottom right corner. The latter, unfortunately, is not visibile if the unit carries a Support Weapon: the issue has already been reported to Peter, but the red arrow is an "attribute" of the individual unit, so it cannot be shown above the moving stack.

You can also:
- right-click on a hex to see if the units in the hex have moved (i.e. if they are highlighted by the red arrow)
- select the hex: the lines associated with moving units will include <MOVE>.

By the way, the game will not allow firing on non-moving units in the Movement Segment.

Units routing using low crawl are highlighted by the blue upper right corner (but they cannot be interdicted anyway).
Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP
Ticonderoga60
Posts: 93
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Location: Italy

RE: Feature Request

Post by Ticonderoga60 »

Tanks UP. Your answer are Always welcome.
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