Feature Request
Moderators: Paullus, Peter Fisla
RE: Feature Request
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.
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- Posts: 40
- Joined: Sat Dec 26, 2009 7:32 pm
RE: Feature Request
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.
I love this game, but only this thnig its soooo bored.
RE: Feature Request
Please let me know when you add multi level buildings and smoke.
RE: Feature Request
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).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.
"Lose" is the opposite of "win." "Loose" is the opposite of "tight."
Friends Don't Let Friends Facebook.
Twitter is for... (wait for it!) ...Twits!
Friends Don't Let Friends Facebook.
Twitter is for... (wait for it!) ...Twits!
- Peter Fisla
- Posts: 2574
- Joined: Fri Oct 05, 2001 8:00 am
- Location: Canada
RE: Feature Request
ORIGINAL: E
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).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.
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
What if a double-click was seen by the game as a string of single selections? (each being subjected to the disqualification tests, sequentially)ORIGINAL: Peter Fisla
ORIGINAL: E
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).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.
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...
"Lose" is the opposite of "win." "Loose" is the opposite of "tight."
Friends Don't Let Friends Facebook.
Twitter is for... (wait for it!) ...Twits!
Friends Don't Let Friends Facebook.
Twitter is for... (wait for it!) ...Twits!
HEY LADIES!
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!
- DoubleDeuce
- Posts: 1236
- Joined: Fri Jun 23, 2000 8:00 am
- Location: Crossville, TN
- Contact:
RE: Feature Request
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.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!
RE: Feature Request
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.
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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
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
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 !
- 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
Agree, I don't play the game due to the interface. Too much clicking with keyboard
RE: Feature Request
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.
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.

Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
RE: Feature Request
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.
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
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
Fellows I don’t think there will ever be any patches or enhancements, this is it, what you got is what you got.

Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
RE: Feature Request
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[;)]
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
RE: Feature Request
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.

Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
RE: Feature Request
Can't argue with you there Don. Life, family and health take precedence over any past time.
Take care and stay safe!
John[;)]
Take care and stay safe!
John[;)]
Blitz call sign Big Ivan.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.
Assistant Forum Moderator for CS and CSx2 at The Blitz Wargaming Club.